Transcripts
1. Blender to Unreal Engine Become A Prop Artist: Welcome everyone Aneel
from three D Tudor, and I welcome you to this amazing course that
we have put together, Blender Tonal Engine,
becoming a crop artist. Have you ever dreamed of
crateing your own world in three D or wanted to work
in the gaming industry, creating crops and
assets for a living. Well, then this course
is definitely for you. Whether you're an absolute
beginner to the world of three D modeling or
a game design Jedi, there's something for
everyone in this course. We're were starting off learning the most basic aspects of threeDR like referencing
and basic modeling, all the way up to a
professional workflow, comprising things like modifier stacking and geometry notes. This truly is a game
changing course. So let's dive right in, and I'll do my best to cover
as much as possible in this short intro of what you're going to find in
this massive course. Let's start with the resource path that comes with the course. It's by far the biggest
we've ever created with over 150 texture maps of both
blender and real engine. We've also included
a pack n file with your very own HDRI setup, complete with a ton
of variables to get you just that right love
for your own renders. Also a human reference, and for sure, you're going
to find over 20 decals. Basically everything
you're going to need to create your very
own dungeon props. We've also included within this course something that isn't really talked about or included in most other
courses out there. And that is referencing. I'll be showing you
what free software to use and how the professionals put together or inspiring scenes through the
power of referencing. Although it's a small part
of the course overall, I feel it's one of the
most fundamental aspects of being a three D artist. Have you ever wanted to
create three D art or have struggled with the complexity
of where to begin, or maybe you've hit a wall and want to improve your skills. This course was built
from the ground up to have a gradual
learning curve. We'll be covering the basics
of Blender UI and viewport. And as we progress
through the course, you'll learn more of what
Blender has to offer. This will include things like the modifiers and the
inbuilt blender add ons to really speed up
workflow and teach how to create a
professional game prop. If you really want game
assets that really pop and can be dropped in
any of your favorite games, then you're going to need not only high quality texture maps, but the knowledge to put
together amazing materials. I was showing you how you can easily import your
own texture maps, but also using the vast resources that come
with this course, show you how to use Blender's powerful inbuilt node system. By learning these techniques, you'll be able to change
your materials to suit the needs of
your props or gain. Learn how to render out
your own season assets in both Blender cycles x, and of course, the EV render engine is all part
of the course. But what I thought was
an absolute must in this course is to cover
the blender composite. Not only will your models really stand now in any social media. But also the knowledge you
learn here will give you the control to change the log and ambience of your creations. Go nodes is new to blend three, and to say it's
been game changer is quite the understatement. So, for sure, we had to
include them in this course. Unlike most geometry
nodes you may have built or already seen
other people create, we'll actually be creating
nodes with variable menus. This means everything
can be done from the viewport, all
the modeling tab, and give you
complete control and revolutionize the way you
create props and game assets. Finally, for the blender part we cover the all new asset manager, which allows you to store all of those beautiful
operations in one place. You'll hear now you
can save everything, whether that be
props, materials, or even HDR lighting setups, ready to use in any of
your own blender projects. With a few clicks, you can
drop any of your own crops into any scene complete with all textures and even animation. The Unreal engine part is also huge at just over 40 lessons. We've included at the end of the blender section,
giving you the option, if you wish to take
your models to the next level and have them appear in your very own game. First off, we'll be creating an asset pack that we can use to directly import your props straight into real
engine from blender. As we go through this
comprehensive unreal guide, we'll be covering all
the fundamentals to make your props game ready from
materials and textures, collisions, Nagra particle
systems for the flames, and for sure, we'll be
covering blueprints. Finally, we'll even
learn how to set up your very own turntable
to render out your props right within the
Unreal Engine software. During this course, we'll go through every part of building the assets from start to
finish with no time wasted. You'll have plenty of time to experiment with the
skills you learn on the course as you watch your own game props
come to light. If you really want to create game props for games or movies, then this is the only course
you're going to need. We can only show you a
fraction of what's covered in 150 plus lessons in
this short intro. But I hope this introduction has really whetted
your appetite to get started on your own three D modeling journey
to becoming a prop. So what are you waiting
for? Join us on this amazing roller
coaster of course and see how far your
imagination can take you. Happy modeling, everyone.
2. Going Through the Dungeon Download Pack: Welcome everyone to
Blender and Unreal Engine, become a dungeon prop artist. And you can see at the moment, I'm using Blender 321. But basically
anything from Blender 2.8 onwards will be absolutely
fine to follow along. There are a few changes when
it comes to Blender three, that being the asset manager, things like the new renderer
and things like that. But you should be
able to follow along with Blender 2.8 onwards, apart from the fact,
you won't be able to obviously use the asset
manager and things like that. So I do recommend
getting anything from Blender the 0.0 onwards, but I would say in the end that you will be able to
get by on Blender 2.8. All right. So with that said, let's now go into
our actual blender. And what I'm going to do
is, I'm just going to come up to file on
the left hand side. And what I'm going to do now is I'm going to go to default. I'm going to load my
factory defaults. Because if I don't load
my factory defaults, there might be things in here
that you are not aware of. There might be add ons that I've put on there that
you might not have. So I'm going to make sure that I load my factory settings. So you will be opening the same version of blender as I am. So let's click on that now, load factory settings,
and there we go. This is what you would
be greeted with when you first come into
blender. All right. So the next thing
we're going to talk about is the actual
download pack, so let's open that up now. So here is the course
download pack. Now, just be sure to actually make sure that you've
got this downloaded. And inside, you'll see that
there's a HDRI set up, which is actually a blend pulse. Just make sure you've got that. There's a human reference, OBJ, and then you've got
all of your references. So let's open up our
references first, and we'll just quickly
go through here. So you can see at the moment, I've got a ton of references, so if I open one of them up. I'm going to bring it over to my screen so you can see you've
got something like this. And basically, these
actual references are for you to work along with. So if we're building something, you're going to have a good
idea of what we're actually creating and you'll be able
to work to these references. In the next lesson, I'm going to show you how to bring
these references in. But most of the time for myself, I'm going to actually
have my references on my other screen on the left
hand side, out of the way. That's the way I enjoy working,
and you can do the same. So all you need to do is just
open up your references, drag them to your other screen, and that's basically
how I'm going to work. For those of you
without another screen, A who like working with references actually
in the viewport. This is the viewport. Then I'll show you how to
bring those in. All right. So let's go back then
to our references. And you will see that we've got references for everything. So if I bring this
over again, Okay. So we've got references
for everything in one go. And then we've got
references for just every part of what
we're actually going to be building even down to the
small props, as you can see. So you've got a lot
of help when it comes to actually
building something and you've got a really good idea of what we're actually
going to be creating, which is the main
thing. All right. So next, we're going to
talk about pure rep. Now, pure b is a free download
that can go and download. And when you open it up, it's going to open up
something like this. Obviously, we have
any references. Well, what I've done
here is I've created this layout of all
of my references, just to give you an idea of
what you should be doing. If you want to create
your own, let's say, pirate pipe like
you can see here or Dungeon pie or anything
else to that map. So what I tend to
do is I tend to get a lot more references
than this to start with. I tend to then get
a final layout, so how it's going to look, if I'm going to be
put it on social media or something like that, and I recommend you do the same. So basically, final
layout and then go through each of the parts
that you want to create. Now, if you're creating
actually your own pack, make sure to start off small. Make sure to start off
with I don't know, something like five actual references or
something like that. Start off small and then you'll
find that you're able to build the things and then
you're able to add along to it. So this is pure. When you actually download it, then it'll open with
a blank screen, and then all you can do
is you can right click on any Google image and copy it. I do recommend as
well that you've got a few resources out there. Google actually images is
probably the worst one. The best one I've
found is Sketchfab, Sketchfab because
there are already three D models on there anyway, so it's a really
good thing to you. Basically, you're
going to Sketchfab, you find something really really nice like this
image I found here. You copy screen. I'm
actually going to do that. I'm going to open Sketchfab. Take a copy of something. I'm all printing the screen. I'm going to press control, and you can see this is
what I've actually got. Then all you need to do
is you can just press C and just drag
while holding it, and then you've got your actual reference that you've cut out. So really, really handy
to use this thing. So as I say, I
recommend probably gain between 25 references for
everything if you new. If you're not so new, then
you can get away with left references because you just have a general idea
of what you're building. If you knew though
you need a lot of references because
then you can really get down into the details like the swords and
things like that. All right, so I've actually
gave that there for you, so if you want to download pureb and then actually
open that hole. Okay, so let's close
that out the way. Okay. And now we've
discussed our references. Let's go back and
into our textures. Now, the texture pack
that comes with this is huge and it's very,
very well put together. So you can see in here that we have additional textures
like blood textures, blood covers, things like that, and then we've got all of
our main textures like this. You can see even the rope
actually has two textures. So the reason for that is one is a slightly different
color to the other one, and that then just
makes it so that because we're going to
make two strands of rope, we've actually got two
different colors on there, which makes it
really, really easy. We've got things like dungeon leather parchment, for instance. We've got even
decals with blood, so you can see we've
got three decals here. So plenty of stuff to
actually create things from. And of course, these
textures you can actually use in any of your scenes or any of your other models of your own making and
things like that. So really, really
handy to have this. This is what we're using
when it comes to texturing or actual models and
things like that. And what we're also going
to supply with this down now pack is the Unreal engine
actual textures as well. Now, if you're using unity
and not real engine, you can still
actually send through your assets because in unity, actually the blender
textures actually work. It's just an unreal
engine where they have a pack actual texture pack, where they don't work so well. You can use blender
textures in real engine, but it needs just a bit
more specialized cell. All right. So that's
the actual textures. Now what I'm going to do is, I'm just going to
close that down. And first of all, what
I'm going to do is, I'm just going to
show you how to actually have a
default blend file. So you already saw that we
set up our defaults here, so you can see load
factory settings. Now, let's say you
want to come into blend it every single time when you load it up with no light, no camera because we
delete those anyway. So just click on your light,
click on your camera, press the delete button,
and then come to your cube, press the delete button, and now you've got a completely
empty viewport or canvas, whichever you want to call
it when you open up blend. But how do we do
that? We go to file. We go to defaults, and we
save the start up file. Save start up file.
I'll ask me for one, save it and there we go. Now, every single time
I open up blender, this is what the viewport
is going to look like. It's not going to have the
camera. It's not going to have the light and it's not going
to have the cube anymore. That's a really,
really good thing. Now, the other good thing about that is because when we're bringing in Blender addons
and things like that, the inbuilt add ons, always setting up some
lighting or something, you might actually
want the same lighting every time when you
come into blender. That's why it's very, very
useful to actually know this. Okay. All right, everyone. So that brings us to the
end of the first lesson. On the next lesson,
what we're going to do is we're just
going to go through all of the blended basics that will include turning the camera
and all that good stuff. All right, everyone,
so I hope you enjoyed that, and I'll
see in the next one. Thanks a lot. Bye bye.
3. An Introduction to the Blender Basics: Welcome back everyone to
Blender and Unreal Engine, becoming a dungeon prop artist, and this is where we left off. Absolutely nowhere because we
didn't really do anything. So what we're going to
do now is we're going to actually go through some
of the blender basics. So when we come back, we can actually start creating
our first actual prop. All right, so I'll introduce
you now to Blender Basics. Hello, everyone, and welcome to the basics of Blender
part of the course. I recommend grabbing
a pen and paper or a word document and join down
these keyboard shortcuts. Here we'll be going
through the very basics of Blender and the keyboard
shortcuts you will need. So with all that said,
let's get started. So on the left hand side, your kit see I have
key casting on. This will show you the keys
I'm pressing in real time, and this will be on pretty much, if not all of the entire course. The next thing I'd like to show you is any new keys we use, there will be a small animation that will appear down at
the bottom right corner. This will only appear
the first time we use that particular new key, and I think it really helps keep the floor of the lessons
to a decent rate, both for beginners and those
more familiar with blender. Because they only appear once, they won't plow up the screen, and there's always screen
casting to rely on. Also, down the bottom
right hand side, you'll see a detailed animation of anything that
needs more context. This is useful if you're new to three D model in particular
because there's a lot of jargon and technical
terms that need a decent explanation or more context of why we
are doing something. I recommend then, if you
need more information, jumping onto the blender
website and checking out their detailed explanations of pretty much anything
blender related. So now, when we mention
blender viewport, this is actually a
viewport, you can see it. All of this gray area here
is actually a viewport. Now, if we go to the UV
editing bar up here, you'll see that the
left hand side, it's down two screens, and if I say the UV editing viewport, all that means is just
this gray box over here. So now, let's go back to
modeling and let's go a little bit further into how to move around in actual blender. So the first thing I will discuss is that the middle
mouse port actually, if you hold it down, you can rotate anywhere within
the blender viewport. And then if you want to Zoom, is just scrolling in
and scrolling back. Now, you can also press control shift and the
middle mouse, hold it down, and then just push it
forward or push it back and you can scroll in
very, very slowly. Now, to pan, all you need
to do is you need to hold shift bar and
the middle mouse, and then you can pan
from left to right. And to zoom to the object,
which is very handy. Let's say you're really far out and you really need
to zoom to it. All you need to do is press the dot on the
actual number pad, and that will zoom
you right in to the object you want to Zoom to. So for instance, if
I'm zoomed out and I want to zoom to my
light, for instance, it's very easy then to come
across the scene collection, click on your light, press
the dot on the number pad, and that will zoom you right in. Now, the next thing we need to discuss is just
deleting objects. So to click on an object
is just left click. And then what you can press is you compress the delete key, and that will just delete
it out of the way. So I've just let my light there, and now I'm going
to come across to my camera and actually delete that out of
the way as well. So the next thing I want to discuss is if we
click on this cube, and we press Shift D, what you'll notice if
you move the mouse now, it's actually going
to make a duplication of my actual cube. If I don't actually
click anything on my mouse and I just click
the right click button, it will drop that back in place. Now, you can't see there's actually two cubes
in at the moment. We there actually is. So we need to bring in the
gizmo and the Gizmo is basically something
that we can move things left and right up
and down things like that. So if I press shift spacebar, come down and you'll see
we've got one that says move And now we actually
have our gizmo. And if I pull this to
the right hand side. You can see now we can pull this away and now we're able
to move this around. You can also freely
move this as well. If you press the G key, you'll notice if you've
got it selected now, you can move it basically
anywhere around the viewport. You can drop it back
with the right click, or you can put it
wherever you want it. So G, and then you click left click and it will put it
wherever I wanted it. Now, also, why the dot born the Zoom tube
born is important. If I press the dot born now, you will see that if I just zoom M and hold the middle
mouse and rotate around, you'll see that I
actually rotate around the origin of this
actual e. Now, if I click on the other Que
and I press the dot born, you can see now
that I'm actually rotating around
the origin of this e. Now the next thing we want to discuss is object
mode and edit mode. At the moment, we
are in object mode. We can't really do a lot with this cube except move it round. Now, if I press the tab born, we will then go into edit mode, and in edit mode,
we can actually do a lot more things
with this cube. So up on the top
left hand side here, you will see that we've
got three different icons. One of them, this one
here is vertices. The next one across is edges, and the next one across is face. Now, if we're on vertices and we come over to this
vertice, for instance, I then, if I press shift space bar to bring
in my gizmo again, I then can move this around. Now, if I come into edge select, I can grab the whole edge and
move this around like so. Finally, if I come
in to face select, I can now grab a whole phase
and move it around like so. Now, the other thing is, if we come to our vertice select, I can select a verte. You can also select
another vertice or another object or
something else like that, just by holding the shift
button and actually clicking on the other
vertice or the other object. Or if we come to face
select, for instance, we can grab this phase, Shift
select the second phase. And this is how we can
select multiple objects. Now, the next thing we need
to discuss is the axis. So we can see we have a
red axis and a green axis. Now, just to show you what
this actually relates to, if we come up on the top
right hand side here where you've got these
two interlocking balls and you click this
little down arrow. You will see that we
could turn on the Z axis. Now, we're just
going to turn this on just to show you what I mean. So if we turn that
on now you'll see another axis appears here. Now, the green axis is
representation of the y. So if I want to scale
this out on the y, all I would have to
press is S and y, and now you can see, I can
scale it out along the axis. Now, if I want to
scale out on the x, so that's the red axis, I'd press S and X, and I can scale it
out along the axis. And again, the same thing. So S and Z, the up and down axis is Z, and it's S and Z, and then
you can scale it up and down. Finally, as well, this is also important if we actually want to rotate it because we'll
rotate it on an actual axis. So what I'm going to do
is I'm going to grab the whole of this by
pressing the a button, and then I'm going
to rotate it round. So I want to rotate it on
the y axis, so it's, y, and then you can see it will
only rotate on the y axis, and no matter where
put on the mouse, it will always
rotate on that axis. To click it back to where it was just again, the right click. And if you want to turn it, all you need to press
is and y again. And then let's give
you a degrees. All we're going to
do is going to press 90 on the actual number pad, so nine zero, Enter button, and now you'll see it's
rotated by 90 degrees. So just to summarize that, S is scale, and is rotate. Normally, when we scale something
or we rotate something, it's followed by
the actual axis, and then it's
followed by a number. Specifically when we
rotate something. Normally, when we
scale something, we just hit scale, pull them outside, and
we'll scale it up. When we rotate something,
it's normally, followed by the axis, followed by a number
on the number part. So now, the last thing I want to discuss is if we go
to object mode now, we need a way to actually view this a little bit easier than the way
it is at the moment. Let's first of all,
turn off the t axis. And what we'll do now is we'll use the number pad to
actually view this. So if I press one
on the number pad, that will go actually into the front view of our viewport. If I press three
on the number pad, that will go into the side view. And if I press seven
on the number pad, that will go into the top
view of our viewport. Now, the opposite to
get to the opposite, all you need to do is you
need to hold control. So on this occasion, we'll
press control and seven, and that will bring us to the bottom of this
object in the viewport. Control one is the
rear of the object and control three is the
opposite side of the object. So now, before we finish
this section of the course, I need to show you something
that's also very important. So if we come up to the
top left hand side, you'll see you've got a
button here that says edit. And if we come down
to preferences, one thing that they
should always do that when you first
download a blender, you should always put
on the status bar, which is this button here. And if I click all of these
on, you will see now, If I click them all on
and I close that down, down at the bottom
right hand side, you have all the
details that you need. For instance, we've got how many faces and how many
triangles are actually in the scene and the objects
are in the scene and the memory and V ram
that's actually taken up. This is really important if you want to get a good idea of how much power your
computer is actually using and how many polygons and
triangles are in the scene. Polygons and triangles,
you'll learn more about as we progress
through the course. And that pretty much covers the basic of blender and I hope you'll found that both
helpful and informative, but more importantly,
easy to understand. So now, as they say, on with the show,
Welcome back, everyone. So I hope you got
a lot out of it. And now you should basically be able to move around
the viewport. You should be able
to bring in a cube at least or something like that, and now we'll move on to the
next lesson. Thanks a lot. Hope you enjoyed that, and
I'll see you in the next one.
4. Working with References: Welcome back to every
one to Blender and Unary Engine becoming
a dungeon artist, and this is where we left off. Absolutely again
because now we're actually going to start
bringing in our references. Now, let's first of all, open up our references just so I
can show you once more, so my references are here, and you can see we've got
all these references. Now, what the aim of the actual core series to start
off with the easy things, like table and chairs and finally move up to the
more difficult things like the weapon racks or
the actual a lot of these little assets with
candles and things like that. So it's going to give you a linear curve where
when we first start, we start off with a very
basics and then we move on. Through to things
where you'll be using things like
modifier stacking, you'll be using curves, you'll be using the
inbuilt blender add ons and things like that. That's the goal here, and I think we'll
actually achieve it. What I first want to do
though is I want to bring in an actual reference of our table and chairs because that is
where we're going to start. If I come in and
I press shift A, you can see I open up
the primitive menu. The first thing I want to do is you can see where
I've got mesh here. You can see we've got all
of these little primitives. Well, if we come down here, you'll also see that we have
something called image. And then if you go across, you'll see you've
got a reference. If I click on this, now you'll
see that we open this up. Now, if you open this up
and it's just writing, you can see here that it
might look like this. All you need to do is go with the right inside where
these little squares are, click on that, and then
you'll see your images. Now, if your images are
a little bit small, click on this little down arrow, and then we can
change our images to tiny or too large or too huge or whatever you
actually want to change them as regards to scales. The first one I want to bring
in is my table and chairs. I'm going to do is I'm going
to double click on this one, and you'll see table
and chairs comes in. You'll also notice
that I've actually got a move tool or
a gizmo in here, and you probably
won't have that. To get that in, you
just need to press shift and space part
at the same time, and then you can
bring in a move tool. Now, if that's not
working for you, just press the T button, and what they'll do is I'll open a little menu up here
on the left hand side, and the move tool is
actually this one. You've got a rotation, you've got a scale and
things like that. But we won't be actually
using those because you can use those in a much
simpler way. All right. So I brought this reference in, and you can see at
the moment that the reference has come
in, but it's skewed. And if I try and rotate it, for instance, it's going to be very hard to get
this straight on. Rather than do that, let's delete it out the
way with delete key. And then what I'm
going to do is I'm going to use my number pad. So one on my numb pad to get
me that straight on view. That's the way that I
want to actually see it because then when I
bring in my reference, it's going to be also be straight on and it's
not going to be skewed. The number pad, by the way,
we're going to be using a lot because you can press
three to go to side view, seven to go to top view, as I showed you in
the blended basics. But for us, we're just
going to press one on the number pad to get that's
that straight on view, and then we're going
to press Shift A. Come over to where it
says image reference, and let's now bring in our
table and chairs once more. So bring it in. And now you'll notice it's perfectly
in the right place. Now, as I said, for
me, I am going to be using my references over
on my other screen. That's the way I prefer
to actually do this. But for you, you might actually want to bring your
references in. So I'm going to put
that back over there, and this is my first reference that I was going
to actually wit. Now, if you want your
reference bigger, just press the Spot and you can scale it up then to
whatever size you want. Something like that should
be absolutely fine. Now, we have our reference in. What we now need to bring in
is a human scale to give us some idea of scale because whenever you're building
anything in blender, it's always best to with scale. That includes if you're working
on things like buildings, elephants, buses, it
doesn't matter where it is. You really want to be bringing
in a human scale just so you've got an idea of how big the actual
things going to be. This is important
because if you're doing anything with physics
or animation, Well, you're sending it
through to a gains engine. You don't want to be
sending it through in it to be absolutely huge
or really small. So it's always a good idea from the get go to work to a scale. So let's come up
then and go to file. And what we're going to
do is we're going to import and we're going
to import an OBJ. This one down here
where it's the OBJ. Click on this. And now
let's go to our references. So quickly on my references.
Click the Backbone. And here we are is
my human reference in my course download pack. The double click there,
you'll see here he is. Once I bring him in, you'll
see he comes in like this. He comes in orange, well, a dark orange at the moment. And you can also see
that when I try moving, His orientation is all
the way over here, and it should really be
in the center of him making it easy for me to move
him and things like that. Now, you should
never scale him up, of course, because that
would defeat the objects. You don't scale him or
anything like that. Just what you want to
do is you want to right click anywhere in
your view port, right click, set origin
to geometry, like so. And now you've set him and
whenever you move him now, he'll move from the
center of his mass. What I'm going to
do now is I'm just going to delete my
actual reference. As I say, I don't like
working with references in my actual viewport unless
I'm using it as a schematic, for instance, if I'm working towards a
bridge and I need to know where the parts need to be and things like
that, then I'll use it. But to working
towards a reference so I know what I'm
actually building, I prefer to use it
on my left screen. I'm just going to come in, delete my reference
out of the way, and now we can actually
begin. All right. Let's actually start
creating the table. I think that'll be
the right one to do. So what I'm going to do is,
I want to press shift A, mesh, bring in a plane. I want to press S and X. What that does is it's going
to pull it along the S axis. And then finally, what
I'm going to do is I'm going to get it
to be the right size. Again, it's up to you how big
you want your table to be. But if you imagine him sat
down at the side of it, you can see if I pull this up to where it's
going to be roughly, maybe something like that. You can see this would be a fair size table at the moment. I'm going to pull it over. Put it near him just so we have an idea of the
size of the table. I can also see
that this table is probably a bit wide this way. So I'll do is I'll press S and
y and bring it in like so. Now, all this has been
done in object mode. In other words, you can see how it's yellow color around here. If you press the tab button, you will see then that
you go into edit mode. There is a difference
between them. This is object mode,
this is edit mode. You can also see when
I mean object mode, up on the left hand side here, it says object mode. Press tab again, you
can see a edit mode. You can also see that I've got some options in here in edit
mode and not object mode. Now, they're very important. So we can see that we've
got three of them. This is actual vertices, this one is edges, and this one is faces. What do
I mean by that? This grabs these
little points here. This one, which is edges, grabs the edges around here, and finally, this
one, it's faces, which means we can
grab the actual face. Now, there is a short cut to actually click
on these as well, which is one for vertices, two for edges, and
three, four faces. If you want to use those, then by all means, go ahead. If you see me actually turn them to a different
one really fast, just means I've used
the actual short cut, but it should come down
the left hand side here as well. All right. Now we've got that we
want to do is we want to bring in some edge
loops to give us those actual plants
award that go across to make our actual table. Let's press control. And what
we're going to do is we're going to basically bring
in more edge loops. So you can either use the
mouse and scroll up like so. So scroll the upwards
and backwards, or you can actually press it on the actual number pad and
bringing them in that way. Then what you want
to do is you want to left click and you'll
see at the moment, I'm able to actually move them. I don't want to
move them because I want them to be in the center. So all I need to do is
right click and then it's going to put them
in the center for me. Now, the next thing
I want to do is I want to mark some
seams on here, and the reason I want to mark some seams on here is because I want to make it easy to split
up these planks of wood. So I'm going to do
is I'm going to come over to Mag select. I'm going to click on
this or press number two. Then what I'm going to do is I'm going to go down each of these, like so, and I'm going to right click and come down
and mark a seam. I'm going to show you
why that's important, why you should be
using mark seams. If I come over now and I try and select this whole thing
so I can press L, if I over over it,
which means I'm going to select
the whole island. You can see it
selects everything. It's all highlighted now. Now, if I want to come in though and select one of
these individually, I can actually come in and
click on each one of them, or because I've actually
marked the seams, if I press L, it will only select up to where I've
actually got the seam mark. So this is really handy
if you want to select large pieces of mesh
by adding seams in, it just makes sure you
can select them in one go with L with face select on. You can't do it with edge select or virtual selector,
anything like that. It's just with face
select. But it does make it very, very easy. Now, the next thing is, I want to add in a few more edge loops, and the reason I want to
do that is is because I want this to look a
little bit rough and ready. So what I'm going to
do is I'm going to come in. I'm going
to press control. I'm going to push my mouse
wheel up a little bit, bring in five edge loops
or something like that. Left click, right
click, and there we go. So this brings us to
the end of this lesson. You should have something
like this at the moment. As you can see if a press tab, there's nothing really
actually going on. It is actually under the hood
in the actual leading mode. You should have some
seams marked across. If I double tap the A quickly, that will actually
unselect everything, and you should have some edges going this way that
aren't marked sams. All right, everyone, so
I hope you enjoyed that. And on the next one, we should actually get this
table finished.
5. Starting our First Model: Welcome back to everyone
to Blender and region, becoming a dungeon prop artist, and this is where we
left it off. All right. So now what I want to do is I actually want
to come in and split these off from each other and basically
make them into plank. So I'm going to do that. Well,
I'm going to come in and talk and do exactly what
we just talked about. I'm going to come to each plank, pressing L on each of those. And then what I'm going to do is I'm going to press the y button. And what the y button does is it separates everything that's
actually highlighted. So you can see a press Y now and you can see that
nothing's really happened. If I press the G button, which is the free
movement button, you can see now the role
actually separated. Now, if you do make
a mistake and you separate things and you don't
really want them separated, you can go back, of
course, with controls. Well, if you've done it and
you've moved on a little bit. Now what you can do is
you can grab everything. So grab everything in edit mode. Come up to mesh, and you
will come down then to clean up and you'll see one that
says merge by distance. Click that on and you can
see now remove 28 vertices. And what that means now is, if I come in, let's
say, this one, press the G, you'll see they're
all joined up together. Really, really handy to
actually use that if needed. So I'm going to press
L on each of these. Press the y one, press
G, and there they are. They're all separated.
Next what I want to do is I want to make them look like actual planks of wood. So what I'm going to
do is, I'm going to grab everything
with the a bottom. I'm going to come up to where these two
interlocking links are. And what I want to
do is I want to put them on individual origins. And I will show you
the difference. So medium point, if I
grab them and press S and y because I want to
squish them in this way, you can see that we just
bring them all in together. That's not what I actually want. What I want to do is bring
them in individually. So if I put that on,
press the S and y. You can see now I
can bring them in, and he pressed out, we've
got some planks of wood. Now the next thing I want
to do is these planks are actually too straight and
I don't really want that. That is why I brought in
some edge loops because if we didn't bring in these
edge loops in each of these, we wouldn't be able to
move these because it would just be one
edge going across, which would basically
leave you with just one polygon or
one face on here, there's no room for movement. So what do I mean by that? If I come into my vert select, grab one of these verts, press the G board, and you can see now I've got
some movement there. If I didn't have any
of these in there, I wouldn't be able to
move this because there would simply be
no vertice there. Now, let's come
into Edge select. And what I want to do now is I want to kind of mess
these up a little bit. I want to make them
a little bit random. So if I come out up now to something called
proportional editing, which is this board here, basically what I want to
do is I want to click this down arrow and I want
to put it on random. And then what I'm going to do is I'm just going
to highlight one. Doesn't matter which
one you highlight, press shift space, and
the reason I have to press shift space is because
I need my movement to. When you're going to edit mode, you'll see that we don't have this actual gzmo we have
to just bring it in again. Now what you can do is
you can pull this out and you'll see that you end up
with this circle on here, and you see because
it's randomized how all of these are moving actually
really randomly, like so. Now, the other thing is,
if you can't see a circle, you can scroll the mouse
healing or pull it out, and what that'll do is
it'll actually give you a lot more power depending on how big
the actual circle is. I'm going to bring
it in fairly out. I'm also just going to
press controls head because this one
wants to be really, really fine, so it
wants to be a very, very little movement
of doing it. Something like that,
a little bit more. Then just work your way along, just moving them out,
Just a little bit. Press the tab board, check out
your work and there we go, you can see how nice
that actually looks. Now, let's press tab again. Turn off our proportional lens what I'm going
to do now is, I'm just going to
come to the edges, and I'm going to pull it
out just a little bit, pull this one in a little bit. Now you can see we've
got some nice variation. What I'm also going to do is
I'm going to press R and Z. The actual is going
straight down and turn it around a little bit, so you can see now that's
looking really randomized, which is really cool. All right. Now let's do the same
on the other side. You can see how quickly we've
just put this together as well because of the actual way
we're actually doing this. All right. Now we've done that. What we need to do now
is you need to make it a solid piece of wood. What I'm going to do is
I'm going to press A, grab everything, and
then I'm going to press to extrude them down. If I press now, you can see we can
extrude them down. You want these to be fairly thick because it is
a table after all. Something like this
would look about right. Next of all, what you want to do is I want to probably think about taking off all of these seams because I
pretty much use them, and when it comes to putting on materials and
things like that, we're probably not
going to need them. I'm going to do is
I'm going to press A. Now, because we're
in edge select, we can come down, right click
and we can clear our seams. Now, if you're in face select
and you grab everything, so press a to grab everything, you'll find that when you
come down and right click, you won't actually have
the option to clear seams. If that happens to you,
just press control instead, and then you can
come down and you can clear seams that way. All right. So now let's
move on and actually create the sides of the actual legs. Now, you will see at the moment, if I bring in a que, my cube will come
wherever this cursor is. So if I press tab,
press Shift A, bring in a que,
you'll see my cube comes over here.
That's not w one. If I put my cursor over here,
we have shift right click, you'll press Shift
A, bring in a que, and it comes right in there. Again, not l one, but what you can do is you can come to the actual
top of your table, and you can see we've got an orientation right in
the center for is anyway. Now I compress shift
S, cursor to selected, and that then we'll
put the cursor wherever that orientation, that little yellow
dot actually is. Now we bring in a cue, you can see that it
comes in perfectly near enough in the place where I
actually want to. All right. Now let's create this table. So I'm going to do
is I'm going to make this smaller and going to have a solid piece of wood coming
down near enough the floor. If I bring this down to something like that, pull
it out a little bit, S and y, let's pull it out, and then let's make it a little bit thinner because
at the moment, it's way way too
thick, S, bring it in. Something like
that, pull it out, so we've got still edges
on our actual table, maybe a little bit in,
something like that, I think. And then what we're going
to do is we're going to press three on
the number pad, and you can see at the
moment that I need to bring this near enough
down to the floor. So what I'm going
to do is, I'm just going to bring it down to here, and then I can put actually a
bottom bottom going across, holding the rest of the table. Now I'm going to do is I'm
going to tilt my mouse over, press the tab bottom, make
sure I'm on actual face, let grab this top face, press three again, and then
I'm going to pull it up two, just underneath this part
of the table, like so. All right. Now I can grab the bottom of it,
press three again, and then I'm going
to press S and y and just bring it in
a little bit and give us some actual shape to our actual table. That's
looking pretty nice. Now, what I want to do
is I want to give us a bottom and a top as
well. Let's do that now. Now, again, we've got our cursor right over here in the
center of the table. I don't really want
it there because what I want to do is
I want to actually bring things in so that based around this new
thing that I'm building. If I press Shift S with the bottom of it
selected, so Shift S, cursor selected, and
now I can do is I can press Shift A and
bring in a new Q. Now, you will notice that big menu disappeared and the reason that disappeared is because I'm in edit mode at this point. We can work in both edit
mode and object mode. The only difference is if
you're working in object mode, you'll bring in
basically a new object. I'll show you the difference.
If I press Shift D, bring in a cue, press G,
just to move it over. You can see now we've
actually got two objects. Now, what you'll have
to do in the end, you'll have to join all of
these objects together. We're going to be
joining a lot of objects together anyway, but sometimes it's just
easier to work in edit mode. To join them together,
you just grab them both. Press Control J, and then you'll see now the
both join together, and when I move these, you
can see that come together. Just going to press
control just to go back because I don't
actually want that. I go to delete this
cube out the way. And now I'm going to do
is I'm going to come in edit mode and we press tab. Ship, bring in a cube. Now you'll see that we
can actually build with this cube while we've got
this other part in as well. I'm going to shrink
it down with S, and then I'm going
to press S and x, bring it in, so then we're going to bring it down just
to the bottom of here. Press three on the number pad, and what I want to show you is now this line going over here. This is basically
the viewport line and you want to use this
basically to base everything on. You can see our human when
we brought him in his feet are on there and you can
think of it as a floor. It's a really easy
way just to make sure that everything's level because Blender when
you export things out, does use this as
the actual floor. If I sent this through
to unreal engine, now, it would be stored on top of
the floor in Unreal engine. This is basically
the world origin, and this is the floor. That's how you have
to imagine it. All right. Now I'm
going to do that. Now I know that. I'm going to come underneath, grab this face. I'm going to press three again. What I want to do is I want to bring this up to the floor. Now, you never want something directly just bang on the
floor because that's not going to work either because
you might end up with some things floating above it and you don't
really want that. I brought you up just below
that actual green line. Now I'm going to
do is I'm going to grab each of these sides. I'm going to press three again, and then I'm going to pull
them out with S and y, so let's pull them out and
you'll notice at the moment, they don't pull each other out. The reason for
that is because we used individual origins
when we brought these out. We need to come in now and
put this on medium point. If it's ever not
pulling out correctly, just change the actual
transformation. So it's called
transform pivot 0.2, medium point or
individual origins. Press three, and now you'll
notice when I press S and y I can actually pull
them out like so. All right, so far so good. Now, we might as well, grab
this and put it above there, what I'm going to
do is I'm going to press L. I'm going
to press three. Then what I'm going to do is
I'm going to press Shift D, and then I'm going to press enter without moving my mouse. If you press Shift D and
move your mouse at all, you'll find that this copy doesn't come in to
where you want it. Now the problem is
with using copies, again, you're going to
bring in some problems. If sometimes you press Shift D twice and
you're not aware of it, you might have problems with UVs that you're
not aware of. Again, if you're
having problems, press the A but not on
all of the mesh, come up. Clean up, merged by distance,
eight vertices removed. What that means is it actually got rid of the
vertices which are overlapping here
because I pressed shift D. You can see
this is single again. Now I press three press shift
D. I want to bring it up. Just under here, and then what we want to do now is
shrink that down. S and y, bring it down, like so. There you go. You can
see we've got a really, really nice stop to our table. One thing is I
just want to bring this up because it's a
little bit too thick. Something like that
looks really nice. Press tab, double tap the A. Now, finally, before we go, whenever we build in along
at the end of each lesson, always come up and
save out your work. I'm going to go to
file, save and I'm going to put it in the
actual references, the course download pack.
I'm going to make a new one. If you come up here and
you can click B plus, and we'll just call
this blender build. Okay. Like so. And then I'm going to
double click it go in, and one I'm going to call
this is Djuon props. Like so. I'm going to click Savas and there we
go, is saved out. Now, next time when
you want to save it, you're just going to
go to file and save. All right, everyone, so
I hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
6. Working with Modifiers: All right. So now we need to
do is we need to actually put some kind of struts
on the bottom of here. Let's do that now.
We've still got our cursor in the center.
Let's just bring it in. We can join it together
in a bit anyway. Let's shift A and bring
in a another que. Let's press S, and what I'm going to do is I'm
going to bring it down. Just so it's very close to
the edges of this part here. Then I'm going to bring it out Then what I'm going to do is I'm going to
bring it up a little bit. I want to bring
it both together. I'm just going to
press S and there, bring it up a little bit. Then what I want to do now
is I want to bring it in. I'm going to come in, press tab, make sure I'm on face select, grab this back face and
bring it over here. Now at the moment, it's actually stuck on either side of there and I don't
really want that. I'm going to grab this face and grab this face
with shift select. Then what I'm going
to do is I'm going to press S and X and bring it in just so it's actually in
there now as you can see. Now what I want to do now is, I want to actually
bevel it off on here. The way I'm going to do that
is I'm going to come up to select or two on the
actual keyboard. Grab this edge, press control D. Then what that's going
to do is it's going to enable me to actually
pull it out like so. Now, the first thing
you should do though, before actually bevel in office, you should always reset
your transformations. I'm going to press tab, I'm
going to press control A. Come down to s is
all transformations, and then I'm going to
actually reset that. Now, before I do that, I'm just going to show you why
I'm going to do that. If I come in and a press
control B and bring that over, you can see that it's beveling in a really, really weird way. Now, on the left hand side here, you can see that I can
turn up my bevels as well. I turn up the segments, I can turn the shape up
and things like that. But at the moment, Blender
still thinks that this is a Q. It doesn't realize that we've
changed the shape of this. When it comes to beveling it, you'll see that it
bevels out weirdly. Again, if something's not
beveling correctly, just go in. Reset all the transforms
with control A, A transforms right plate
origin to geometry. Now give the bevel to try again. If I press control B, you can see now it's beveling much better than it did before. I'm going to do now
is going to press control B and I'm
going to pull it out and now you
can see that it's beveling off much much nicer. Now, what I want to do is I want to actually change
the shape of bit. In other words, I want this
to come further over there. Just going to put my shape on one because that
makes no difference. What I'm going to change
is the whip so you can see now that
can actually change that width over to
something like over there. Then what I can do is I can actually bring in my segments. If I come in and bring my
segments up to let's say three. You'll see that we end up
with something like this. Now this is where you can
actually change now the shape. If I come in and bring this
down, you can see now, I can actually change the
shape of this actual bevel. I can have it something
more like that. Now you'll see that at the
moment, it doesn't look right. It's still looking a little bit flat and things like that. What I really want to do
is I want to grab it, pull it up and then pull
the bottom bit out. I'm going to come in
with L pull it up, come to the under knee, press three or face select, grab this bottom face. I don't really want to extrude
it or anything like that. All I want to do is just
pull it down like so because then we've still
got that nice edge on there that we're
actually looking for. That's looking pretty nice. Now, the one problem
we've got is we need one on the other side, and of course, we need this on the other side as well.
We need to do that now. I'm going to do
is, first of all, I'm going to mirror this
over to the other side. The other thing I
want to make sure is that I'm happy
with the thickness. I think this bottom
part Let's have a lot. Yeah, actually, it looks okay. I'm just making sure that I'm
happy with the dimensions. I think this pot on here needs to go all the way
over to the next one. You can see here, these are floating in the end and we
don't really want that. If I grab just this pot,
I'm going to come in, press the elbowd, press
S and y, pull it out. Two near enough, the halfway points on here and that
should be absolutely fine. Press the tab boon and now
it just looks much better. I might actually even pull
this out a little bit further, S and pull it out a
little bit further. Yeah. I think that
looks just much better, much more support like so. Now let's go back to
our actual bevel. What I want to do
is I want to grab my bevel and I want to
put this side as well. A few ways of doing this. What I'm going to introduce
you to is our first modifier. Now at the moment, your cursor might be over here somewhere, and I'll show you why it's important where your cursor is. First of all, we'll reset
our transformations again, always important
that you do that. All transforms right
plex, origins, geometry, and now let's
bring in an actual mirror. Little spanner over here
as you modifiers tab, add modifier, come down. Mirror and you'll
see nothing happens. If you press the win, you'll
see it rotates on itself. Now, that's not what we want. You will see though, my
cursor is over here, if I right click and set
origin to three D cursor, you will now end up with it mirrored over from
where the origin is. Your origin decides on where it's going to
be mirrored over. Now, if I take off the y and the x and then
just put the y on, you'll see that it's mirrored over here and we could
move these across, put the wrong way round. We could rotate them round
and things like that, but that's not really
going to work properly. The easiest way to do this Is to come to our
center part of this. Let's grab this, for instance. Let's make sure run face select
and let's grab this face. Since this is basically
where we want it over each side of
the center of here. Now what I can do is I can press shift cursor to selected, that puts my cursor
right in the center. Now I can go back
to this part here, and that can simply right set
origin to three D cursor. Now you'll see is put
it over the other side. The reason is obviously that
the origin of these now has been put in the center
where the cursor is. Now you can see
we've got these over the other side and
that's All right. So now we can over
over our mirror. We need to apply this modifier, there are a number of
ways of doing that. As we move on in the course, I'll show you different
ways of actually doing it. But the way that we want
to do it now is just click on the Little down
arrow and click Apply. There we go. We've applied our modifier and we've
got our mirror there. Okay, so now we want to
do is we actually want to put our mirror
over to this side. So what we want to do really is we want to grab the
center of here. So I'm going to do is I'm
going to grab my main table. Press control A all transforms, right click origin to geometry. Again, I'm going to press
Shift S, cursor to selected. Now, let's come to
these parts here, and you can see at
the moment that these are two separate parts.
Let's join them together. So I'm going to grab this
one, shift, select this one, press Control J, and join
them together, like so. Okay. Now, once we've done that, we need to actually reset our transformations again just so we don't have any problems. Control A all
transforms, right click. And this time, we want to set the origin to our
three D cursor. Since we're mirroring it
over to the other side. Now we're going to
come over again and modify bring in a mirror. There you go, you can see it
is pole with the other side. If you's not going right,
just mess around with the x and y because it will be
one of those. All right. Just make sure you
don't pm both font because if you pm
bofont you'll end up with actual parts that are over the top of each other and
you just can't see them. Just make sure it's
only one of them on. Okay now we want to do is
want to apply our mirror. Now you can do it another way. If you're bro, you modify it, any modifier is press control, you can actually apply it that
way as well. Really good. If you've got a
load of modifier, you want to apply them
one after the other, just control a control. Okay, so now we need
an actual support in our actual table. So let's press chip, and what we're going to
do is bring in a cube, press the S bottom, I'm going to bring it down, like so, and then we're going to press S and X and pull it out. Now, you can see that this is probably a little bit too thick. So I'm going to press N d, squish it down a little
bit, something like that. And then what I'm
going to do is, I'm just going to make it a little bit more different
from the other parts. I'm going to come in
with an edit mode tab, grab this bottom face, press S and it and just
pull it in a little bit. And then finally,
I'm just going to pull it all out a little bit. S next, pull it all out a
little bit like so. All right. So now what we need is
just one more support. So I'm going to come in, I think and bring in one support just under it, a
smaller support. So I'm going to press
shift day again, bring in a Q S pull it
out and as up to here. Don't actually want to going
through the whole table. Bring it down, so Jaws comes
under there and there we go. Absolutely, perfect. Double tap the and there we go. Now what we want to do on
the next one is we want to bring in some metal bars
that are going to come across here to actually hammered in these planks of
wood and hold it together. Again, we're going to
go up to file, save, and I'll see you on the next and every on. Thanks a lot. Bye bye.
7. Finishing our First Basic Mesh: Welcome back everyone to
Blender and Unreal Engine, becoming a dungeon prop artist, and this is where we left off. Now, let's make these little parts that I'm going
to come in here. The first thing I'm going to do is I'm going to press Shift A because I've already got
my cursor in the center. If I press Shift A in
object mode, I am. Shift, bring in a plane. So we're going to
start with the plane. It's just going to make
it a little bit easier. Then what I do is I'm going to shrink this plane
all the way down. I'm going to press seven to
go over the top of my table, and I can see basically where these actual
planks of wood are. Now at the moment, I'm
just going to pull it up, I want this basically to
be in the center of these. We'll get a little bit more creative with using our cursor. What I'm going to do
is going to press tab, I'm going to come in
with my face select. I'm just going to grab this
side and this side instead. I want to press shift cursor to selected and now press tab. That means basically
my cursor is in the center of both
of these planks, which means that when
they come to hammer, the bolts in and things, it would be right in the center. Now I get my plane.
Press S selection to cursor keep offset. Now it puts that right bang
where my actual cursor is, and that's really, really handy because now I can
just pull this up. I can press seven
to go over the top. I now know that this is
perfectly in line with these. All right. So now
let's pull it out. S and wide let's pull it out. Now we need to give
this some actual shape. What I'm going to do is,
I'm going to press tab I'm going to come into each
of these ones here. So I'm going to press control
to bring in an Edge loop. Move my mouse, well up
something like that. Let's say, something like this, I think should be
absolutely fine. In fact, I'm just wondering
if I should come in and just put an actual edge
down each of these. I probably going to
be better like that. So what I'll do is
instead of doing that. I'll press control,
and I'll bring in two, so one, two, left
click, right click. And now what I want to do is I just want to pull these out from each other and get them in
the center of each of these. So if I press S and y, I can pull them out and
put them in the center, and then I can press
control, left click, right click and put that
right in the center of there. So I should have three,
and they're actually lined up now with the
actual planks of wood. Now, what I need to do now is I need to create
these bits going in, and that's going to be hard
at the moment because of the fact of I've only
got one edge loop. If I come in and grab all
three of these edge loops, what you can actually do
is you can actually press control B and bring in a bevel. You can see because they already had that on three that we can bring in this bevel now and it brings in actual three of them. That's really handy. Now, the other thing is,
when I bring this in, I want to bring it in
slowly if I pull this out, you can see I've not
got a lot of control. But if you actually
hold the shift button, you can see now you can actually slow it down and bring it out. I'm going to bring them out
to something like that. I'm going to left click then
and drop those into place. Now I want to do is I want to bring these parts actually in, so I'm going to come
to my face elect, grab in each of the
middle faces now. I'm going to press S and X
and bring them in like so. Then what I'm going to do
now is finally bring this, this edge on here, also
in. But if I bring it in. If I grab it now
and press S and X, you can see it comes
in like that really. I don't really want that because I want to have a little bit. I want it to be a
little bit smaller. So what I'm going to do
is I'm going to come in press control left
click, right click. Come to this one,
control, left click, right click and now come to each of the ends and
then press S and X, and now you can see
bring them in tab so you can see that looks
really, really nice. Now, on mine, I
actually made these a little bit smaller,
but it's up to you. You've got the skills
now to create these, so it's up to you how
you want to do that. Now the next thing
I want to do is basically I want to
actually bring these out. So what I'm going to do is
I'm going to press tab, I'm going to grab
the whole thing, and then I'm going
to press like so. And then what I'm
going to do now is I'm actually going to bring
them in a little bit, just to make them
a little bit more ornate than the ones I actually create
from the reference. So if I press seven,
now to go over the top. In fact, I'll show you
first, because I've pressed, it's not actually got anything selected except that top part. If you miss click or
something like that, and this top part
is not selected. I'll show you a little technique how you can actually
select everything. If you come to your face
select, grab this face, and then just control
click on this end face, you will just actually select them going all the way down. That's a really, really handy
tip if you ever just want to select a whole row
of back short faces. Let's go to the top again. What I'm going to do now is I'm going to press the button. This is called the
insert button and it's basically going to insert
from where my cursor is. If I press, you'll see
you get a line there, pull it in just very
gradually if you need to. Hold the shift button
to bring it in slower. Now, you will notice this
is not coming in properly. And the reason is again, because we need to actually
reset our transformation. So let's press tab, press
control A all transforms, right clip seg into geometry.
And now let's go in. So tab again, press the i board, and now you'll see
it goes in really, really nicely. Now
I've brought them in. I want to bring this up,
so I'm going to press, pull it up a little bit, press the tabboard and now you'll see you end up
with something like this. I think it's about
time to actually start making this look much
nicer than what it does. What we're going to
do while we're in object mode is we're going to
actually bring on cavities. Now, you have four
different options here. Now, we've not gone
through these, so we'll quickly go
through these now. We've got one that
is our wire frame. If I click on this one here, you can see, I've
got our wireframe. A little bit later on the cross, I'll show you how to
click that one on without actually just coming up here and clicking
it over here. But for now, just
click it over here. You can see all the wireframe of our human of our table
that we've built. The next one is the object mode. This is the one
that we're actually working with most of the time. The next one is material mode. This will show basically all of your materials and
things like that. It won't be lit or
anything like that. It will be with no HDRI, no proper lighting or anything, I'll just show you materials. At the moment, these materials, if I come over here
to the and side, they don't actually
have materials on, Blender always puts
it as w. Finally, the last one is our render it. This is going to be our
render it in real time. As you can see at the moment, it's basically dark because we have no lighting or
anything like that. We're not going to worry
about this at the moment. As I say, we'll worry about
that a little bit later on. For now, though, I
want to put this back on object mode, the
one was working on. Then what I want
to do is I want to come to my little options here, so you've got this
little down arrow here. What you want to do is
you want to come down. And you want to
put it on cavity. You'll notice straight
away what that does. It actually defines the
lines much, much better, makes it look a ton ton better, and now you can really see
what you're actually doing. This really helps, by the way. If I pull this down
onto my table, it really helps in deciding how thick you want
everything to be. You will see as well
that we do have a slight problem here in that. These actual edges are wrong, so they're not actually
in the right places. If I put a bolt in there, it's not actually going to fit. We can either put our
bolts in each of these. I think that's going to
be the best way to go, or you can stretch it out depend on how you actually want it. You can stretch it
out by pressing S and Y or something like that. Alright, so let's now
bring in our bolts. Let's make sure though that this is right on
the bottom there. Can see slotting in, go to hold my shift
button again, slotting in something like that. And now let's bring
in our bolts. So again, let's press Shift A, and we're going to bring
in a new primitive. And this time, we want
to actually bring in some bolts to hold
this table together. So what I'm going to do is
I'm going to press Shift A, and I'm going to bring
in an actual UV sphere. Now, at the moment,
when you bring this in, You'll notice if you
open up this menu that we have 32 segments
going around here, 16 segments going around here, that is a lot of
polygons for just a bat. I really want to turn this
down. What I'm going to do is I'm going to come
to my segments are. I'm going to put
this on 12, like so. Now you can see we've cut
that down drastically, and let's put the rings on ten or something like
that. All right. Something like that then looks probably a lot better
to actually work with. Now I'm going to do
is, I'm actually going to get rid of
the bottom of this. The reason I'm going to
do that is because I want to use this as an
actual bolt and I want to use it in all of the things I'm building to
make it easy for myself. I'm going to do is, I'm
going to press tab. Come up to face select. I'm going to grab all the
faces growing around it. I'm going to grab one face. I want to press Alt
Shift click once. Click it again, shift
click and you'll see now it grabs them going
all the way around there. Then I'm going to press delete. Come down to where
it says faces. Now you should end up
with something like that. Come to the bottom part now, press L. Then what you're going to do is you're
going to press delete and you're going to go
and delete vertices the reason I'm deleting vertices after that is because
then it makes sure that we end up with no
empties and things like that. In other words, there
might be a little points left over in your
building things. They're called empties
and basically, they're not actually any kind of meth To stop that happening, I just press delete
vertices like so. All right. So now
we've got this part. Let's press L, the
first thing I want to do is squish this because at the moment the
bolt looks like that, it's a little bit too rounded. I just want to press S and S, squish it down like press
seven 12 of the top. I'm going to make it smaller. Basically, I want it to fit
in between each of these. I press S, bring it
down, bring it down, something like that, and
now I'll just pull it down, pull it down into place. At the moment, I want to zoom in and see what
I'm actually doing. But at the moment, you can
see that when I zoom in, I'm not really moving around.
It's a little bit hard. But if you press the dot boron
on the actual number pad, you'll see that it zooms
right in and that makes it really easy then to come in and make these
bolts the right size. You can see it's
a little bit big. Let's press the S ball make it a little bit smaller and let's pull it into place so
it's in there like so. Let's press tab, There we
go. There is our bolts. Now, let's press seven, what we're going to do is
we're going to bring in a few more bolts because I want to bring in one here, one here. I don't need to use the
mirror because they don't need to be perfectly aligned
or anything like that. So I'm going to do is I'm
going to press shift, bring it over to
this one, shift, bring it over to this one, and let's grab this one. Shift, just to duplicate
here on this one, and shift duplicate
again on this one. All right so far so good. Now, let's join all
of these together. I'm just looking here
just to make sure that these are not popping
off the edge too much. I want it there looking at that one as well,
yeah they look fine. I'm going to grab all of these. Not the table. I'm going
to grab the metal part, and then I'm going to do is
I'm going to press Control J. Join it all together.
Now you can see that we've got these parts on here. Now, what I want to do is I
want to take a part of this, and I want to put it
down here as well, and then I want to mirror
them over the other side. So that's the plan
for the next lesson. So what I'm going to do is
I'm going to come up to file, save, and there we go. Now, as we move on
through the course, everything will be sped
up much, much more. This is just getting used to the basics and taking
it really slow. But once we get a
nice work flow going, it will be much quicker if you're a mid level modeler
or something like that. All right, everyone. I hope you enjoyed that, and I'll
see on the next one. Thanks. Bye bye.
8. Setting up our HDRI Lighting: Welcome back everyone to Blender an unreal engine becoming
a dungeon prop artist. Now, the first thing
we want to do is then is just set up a basic material. After what you've learned, we
might as well set that up. Then what we'll do
is we'll bring in our lighting and then finally, we'll actually look at applying that actual material to our
actual table. All right. First of all, let's come
over to the right hand side, and what we'll do
is we'll bring in a new material. We're
going to call it new. Then what I tend to do with
this is I tend to call the material the same name as what my textures
are based on. If I open up now our textures
and I'll bring this over. We can see If I open this up, we've got three types of iron. These are important
because with the metals, we've got three types
of iron and we can swap between them and check them out and see what they
actually look like. We've also got another iron,
which is the weapon iron, which I don't think
we should be using because it's pretty
shiny that iron. We've got iron do, iron grainy and on old. What I tend to do
is I'll come in, I'll grab this one and
I'll copy the iron dog Control C. Then I'll do is I'll put this down and
I'll double click it, control the iron dog. That's make sure as well, because when I bring
these textures in, they're all going to be
named iron dog and you make sure that everything goes
together. All right. Now we're going to do
is we actually want to put this material
on something. What I'm going to do is instead of putting it
straight on my table, I'm going to press shift A.
I want to bring in a cube. I'm going to bring my cube over. I'm going to then come
back to my table, minus this iron doc off
because of the moment, this on doc is applied
to this table, and it's certainly not
going to look right. I'm going to actually
make this cube a little bit smaller like so. Then I'm going to come
back to my table, minus it off. Come
back to my cube. Click the little down
arrow because we don't need to create a new material because we've already got it, and you'll see you've got
one called on D. All right. Now we can actually go in and see what this
actually looks like. I'm going to come over
now to my shadings panel. This basically is, as you've seen in the introduction
to materials. This is basically how we
actually going to bring in all of our textures
and things like that. Let's set this as well
onto our material. Then what will
happen is every time now it comes to
my shading panel, it'll be exactly the same
setup as when I first left it, which is really, really
handy. All right. So now I need to
actually come to edit, go down to preferences, and I need to bring
in my node wrangler, like I showed you how to
do in that short tutorial. So I'm going to come
in, node wrangler, click it on, refresh, and close it down. Okay, so let's press
dot to Zoom to my cube. And what I'm going to
do is I'm going to click on my principle. I want to press
control shift and t. Now I want to do is I want to bring in all of those
textures for iron dog. You can see again because we've called it the right
name as well, that's going to make
it much much easier. I'm going to go to where
it says, blend to build, click the pero then
what I want to do is I want to come down
to where it says textures, double click it, and
now you can see, if I open this up, we've
got all of these down here. Now, the thing is at the moment I can see
these are really, really big and that's
probably not so helpful. If I put it on here, now I can actually see
them much much back. This is the one we want on dog. We can see we've got
all of these materials, including a opacity as well. What I want to do is I want
to calm and drag them all in. I'm going to grab the top one, shift select the bone one, click my principal and
bring them all in. You can see this is
what we end up with, already looking pretty nice. Now at the moment,
The ambient occlusion is not actually set up. So it's not set up. So
I've got to make sure that when I come to
put them on my table, that it will be set
up and we will be able to see how it
works properly. I don't want to do that yet. What I want to do, first of all, is set up all of these materials except the ambient occlusion. Now, you will notice
when we bring that in, the best thing is if you're
using the newer version of blender is that it actually
brings in the opacity, which is this one here and it's put it actually in the alpha. That's really good if
you are using opacity. The next thing is,
you can see we've got little bumps and
things like that on there. If we want to make these little bumps and things
like that bigger, all we need to do is
come down and increase the strength of
our actual normal. Not going to do
that at the moment. I'm just showing you
that's how it would work. Now the other things
at the moment, we're not actually
going to touch, we're going to leave
them as they are, and that's pretty much set up. Now, let's come in and
bring in another material. What I'm going to do is, I'm
going to press 50 on my cue. I'm going to press
Shift space bar again because my move
tool is not there. Again, if you've not shift
space bar is not working, just press T, bring in your move tool and
then move it over. Then what I'm going to do is
I'm going to minus this off. I'm going to minus this off. I'm going to open up my textures again, textures are here. We've got one that says grainy, so I'm going to click it,
copy this with control S. Okay. Put that down.
Now, double click it Control D. Now let's
bring in the grainy. Control shift and T. Let's go up one and we're looking for iron grainy, which
is this one here. Again, I'm going to grab
them all going down, click the principle,
there we go. We can see this is a completely
different type of metal. It's got a lot of
different shining it and things like
that. All right. Again, we're going to
leave that as it is, and I'm going to
shift, bring it over. I'm going to move them a
little bit closer together. So. Then what we're going to do is bring in our next materials. So I'm going to come in with
this one, minus it off. By the way, you can't
minus materials off for your ended mode so make
sure you an object mode, minus it off, click new. And then what I'm
going to do is again, same sort of thing. I'm going to open
up my textures, and we're going to
bring in on old, click it, copy this part. Control C. Let's come in. Double click it. Control V, er, come down to my principal,
control ship T, and then we're going
to go to the iron old. Iron old is here,
double click it. Shift select them all, bring
them in, and there we go. So now you can see we've got three different types of metal. It's really good this
because you can see actually what material do I actually want on my actual
table, for instance. What I tend to do is I will
put these out somewhere. So let's say in the front
somewhere like that, and then what I'll
do is I'll actually put them in their
own collection. I'm going to make a new collection right
click and I'm just going to call it materials you can see my new
collection is here. Let's call it materials. So then what we'll do is we'll grab all three of these
and join them in. Now, anytime we alter material, it is going to
alter these anyway. Now, the other thing
is you might as well name your materials
because at the moment, it might be hard for you
to actually go down them. All you need to
do is just double click this one, for instance, double click this,
press Control V, and just rename them. Makes it a little bit easier to actually get along with this. Control V, and finally
this one, double click it, control C and double
click this one control V and there we So now
we've done that. Let's make sure these materials
are settled properly. To do that, we
really need to bring some lighting into here so we can actually
see what we're doing. The first thing I'm going
to do is I'm going to bring in a plane, just a simple plane. So I'm going to grab
all three of these. I want to press shift
cursor selected. That's going to put in
the center of those, and then there's just
bring in a plane. So I bring in a plane so
I'm going to pull it out and I'm going to make sure that these materials are set
on top of it. Like so. The plane actually is
gone into my materials, which is really good because
that's where I want it, and I'm just going to call
it material plane like so. I'm also going to
give this a material. I might as well use one
of the materials already had so you can see of guard
material and default. I'll just use this and I'll
call it material plane, so control C. Control V. What I'm going to
do now is with this, I'm just going to make
it a little bit darker. I'm just going to come to where the base color is and I'm
just going to turn it down a little bit darker so you can see my guy is also going
a little bit dark because that is the
same material on it. Not going to do anything
else with this material. All I want to do is
use it to actually get my ambient
occlusion. All right. But before we do
ambient occlusion, we need to actually
bring in some light in so we can actually
see what we're doing. What we're going to do is we're going to bring in our lighting. Now the way you want
to do that is in the file that actually came
with the download pack. So you can see
here, if I go back, you'll see you've got
one called HDR lighting. Basically, this is an
actual blend file. Now, the best thing about
this blend file is you can use it in all of
your bills from now on. You can bring it in
and then you can reset your blender to the default.
What do I mean by that. Once you brought it in, you
go to file and you're going to default and you're
going to save start file. So When you first
load up blender, bring in this HDRI, save it as the default, and then you're going to have your lighting
already set for you, and that's the
really good thing. But let's now bring
it in. I'm going to do is I'm going
to go to file. Well, actually, I'll
show you first of all. If we bring in lighting,
you'll see it looks like this. If we come over to our
lighting in the world, you'll see it looks like
this. Not really anything. You can turn you can change the color, you
can change the strength. There's not a lot
to work with there. Let's bring in our own lighting, which is real world lighting.
Let's come to file. We're going to go to append. Then what we're
going to do is we're going to go up and
we're going to find that HDRI set
up, double click it. Double click your blend file, and then what you're
going to do, you're going to go down to where
it says world. This one here. Double
click it and we'll see we have a HDRI set up.
Double click that. Now, nothing happens. But if you come over to
the right hand side, click the little down arrow, put it on HDRI set
up. And there we go. Now we have real world lighting. Now, of course, we do
want to actually do a few things with
this because of the moment this actual lighting. It might not be bright enough. You might not want the
clouds at the back. You might want the sunshine, for instance, around the other
way and things like that. We do need to go in on the next lesson and alter
some of the options. Just before we do that, though, to actually see the options, you come down to where it says object here in shading panel, and just go down to
where it says world, and we'll just have that set up ready for us for
the next lesson. Come up to file, save it out. I hope you enjoyed that, and
I'll see on the next one. Thanks, Live one. Bye bye. A.
9. Direct & Infinite Light Sources: Well, I'm like everyone
to Blender and Unreal Engine becoming
a dungeon pro artist. Now this is where we left off. Now, I think what we
need to discuss now is as we put it
onto our renderer, we need to discuss
basically two types of renderer in Blender. There's actually more, but
there's only two types that you're actually
probably going to deal with. The first one is EV renderer, and what this basically is
is like real time rendering. It's basically what you
would have in games engine Unrengin or something or unity or something
like that. All right. The next thing that
I want to do is, I want to actually show you the other one, which is cycles. If we click on cycles, you will see that this
is not real time, but the lighting is a ton bear. Now, this is important that you can see between them
because then you can decide which one
you want to use when you're actually
viewing your view port in the render mode. And also, when we come
to the end of this, we will be rendering out all of our props in both EV and cycles. Let's look at cycles now. The EV render, by the way, there's not a lot that
you need to do with it. The one thing you can do with
EV renderer, for instance, if I come over here and I
click on ambient occlusion, you will see that
you get some really, really nice shadows
already actually with it. Now, with the cycles
render engine, it doesn't actually come with shadows or ambient occlusion, we need to actually sort
that out ourselves. Although in cycles, the actual lighting and things
like that is really nice. For instance, you can see now because I've put
this floor here, if I move this floor away, you can see those
shadows disappear, and as I bring them, we get more shadows because these are
basically contact shadows. It's really, really good for
things like contact shadows. We'll go in depth and
a little more into the options on EV render engine, a little bit later
on in the course. Now, let's put this
onto cycles once more. And what we'll do now is we'll actually sort out a
few of these options. The first thing I
want to do is go to edit, go to preferences. And what I want to
do is I want to go down to where it says system. You will see at the moment, because I basically set
up the default blender, you can see at the
moment that I've got all of these
options to put on. Now, I'm going to
click this one on. This is basically
the new cycles, so it is rendering
using cycles X. You can have iron as well, but I'm going to use this
new one, which is cycles. I'm going to take on both
of my CPU and my GPU, and then I'm basically going to leave everything else as it is apart from this
memory and limits. This is my undo steps. I tend to set this to 150
or something like that. The reason I do it is Because when I'm building
the course actually, there are times when I
make a mistake and I have to go a long way
back to actually fix it, so I'll tend to set
this fairly high. Remember, every time the
higher you set this, the larger the file
will be when you save it out and the more cache data Blender will use
as it's actually working because it has to
remember more undo steps. Just take that in mind. All
right. Now we've set that up. We need to close this down. And then what we need to do
is we need to come over and we need to put this onto my GPU. The reason is that
normally your GPU is much, much faster than your CPU. Then what I want to do is I also want to put this
on experimental. The reason I'm putting out
on experimental is because Blender is using now cycles
x when we render this out. So it's important to
actually put it on there. The next thing I want to do is I want to put my de noise on. The reason is at the
moment, as you can see, you can see all these fireflies and noise and things like that. I want to smooth all that out. I'm just going to put
de noise in on and now you can see
it's much smoother. It takes a little bit
of time to load off. But for me, working with cycles rather than V
is much much better. Now, you will notice that all of those contact shadows
have disappeared, and that is the reason why
we need to set up all of our materials with our ambient occlusion
and things like that. All right. Well,
first of all, let's sort out our lighting
at the moment, is the lighting any good. What I'm going to do is I'm
going to drag this plane out. Some jaw is going to
process, drag it out. Then one want to do is
I'm going to put it onto the ground plane so you can
see ground plane down here. Then one we to do
is I'm going to grab three of my materials, also put them on the
ground plane just to make sure everything's
in the right space. Now, you will notice
that my table doesn't really have any shadows or anything like
that at the moment. That is because basically
the HDR we've brought in, it's not very high on
the actual strength. You can see our
strength, no 0.68. Let's put it on
something like one. Turn that up and
now you can see, we've got a few soft
shadows around here. Still not what I actually want. What I'm going to
do is I'm actually going to bring in a su, it's called a
directional light or a sun and it's also called
an infinite light source. The reason it's an
infinite light source because it's not like a candle where it only gives
so much light out or a spot light or
something like that. They only go so far and then the actual light
actually weakens. With an infinite light source, which is like our real sun, it actually goes on forever. Let's press shift A, come down, bring in a su, and there we go. Now we can see we've got so Shadows. Now the problem
here is that, of course, that you can see that as I bring this up as it is
an infinititsce, it won't get weaker
on the shadows. It will just actually
keep the actual same. I'm going to do is I'm
going to rotate it, so x rotate a little bit, and then red rotate
a little bit. Now we've actually got some
nice shadows on there. We've got a really
nice set up now. It's really nice and
bright and now you can actually mess around
turning down the HDRI, which will lower
the outside of it. It's up to you how actual
bright you want it. I'm going to put
this on one again, and I think that's
actually probably going to be bright enough for y. Now, if you want to turn
your sunlight down, come over to the right side
with this little babies, and now you can
turn the sunlight up or down or
anything like that. I think for now one should be okay and you can also mess
around with the color, giving it some blue
or yellow ab ambience depending on what sort of
scene you're creating. I would leave this on
just white at the moment. The reason I'm doing
that is because I want to see what these
props look like before doing any kind of compositing with them or any kind of
after effects. All right. Now the next thing we need to discuss is this actual HDRI. Now, you can see, we do have
a rotation on our HDRI, so you can see if
I come to my son, I can actually rotate
the HDRI round, matching it up more or less in line with I find it
where my son gone. There it is. W I want
basically to be round here. I want my son to be round
here and the reason is because that is where
my actual lighting is. I'm going to bring it
down a little bit. Okay. There we go. That now is shown in the
same place as the sun, meaning that our HDR light in it is matching where
our sunlight is. Now we need to move on
to these options here. We've got you can see here
HDRI, color, and gradient. Now, this setup
comes with the HDRI, which is this background,
and you can change that through importing
an HDRI into here. Just click this x and then
what you can do is you can actually bring in a new
HDRI not going to do that. Then what we need
to do is now we can change this over to a color, let's change it over to a color. And you'll see now that is
changed to this background and here is where you can change the color to
whatever you want. I tend to put it on
a gradient instead, I'm going to put a
gradient in there, and then I'm going to
actually have it like that. I'm happy with how that looks. You might want yours brown
or something like that, but I'm happy with
how this gradient is. Also, this gradient stays in place when you're
actually taking ends. It's a really, really
great cell for taking images and things
like that as well. That is enough of
the HDRI set up. Now, what I'm going to do
is I'm going to come up now back to Sorry, over here to where the weld is. I'm going to click it down. I'm going to go on to object. And the reason I've
done that is I want to set up now the actual
ambient occlusion. You can see that we actually
have ambient occlusion here. The one thing we don't have
is it plugged into anything. So we need to actually
set that up and plug it into the right places. Then we'll have
our ground shadows in cycles render engine. Now, the other thing is, if you come up now and basically you brought this HDRI
in to start with, you need to go in and
automatically pack resources. And the reason you're
going to do that is because when you open
up this blend file, if you've moved
textures anywhere or the HDRI or
anything like that, you're going to lose everything and you need to refine them. So it's fair to pack
everything and then come to file and save and you'll
see save dungeon props, and everything has
now been packed. This will increase the size of the blend file significantly. We're talking from 10
megabytes up to gigabytes, sometimes depending on
much you've got in there. But it does mean
that if you want to send this blend
file anywhere else, everything is packed in there, all of the textures,
all of the HDRI, all of the modifies, just literally
everything is in there. Someone can just get
this file, open it up. And everything will be in there. Already, you don't
need to transfer then all the textures and
things like that across. That's really handy to
know. All right, everyone. I hope you learned a lot
in that one in this one. On the next one, what
we'll do then is, we'll look at our ambient occlusion set up
and we'll get that set up ready for all
of our materials. All right on, I'll see in the next one. Thanks a lot. Bye bye.
10. Setting up our First Materials: We like everyone to Blender and unreal engine becoming
a dungeon props. Now, let's discuss, as I
said, ambient occlusion now. Global elimination cycles will do the amin occlusion for you. In other words, you can see
here we've got some darkness, the lower we turn down our light and the more
darkness will be for instance, but sometimes you actually
want some ambient occlusion, some contact shadows,
things like that. So how do we
actually s that out? The other thing is as
well with materials. Obviously, we can't give
ambient occlusion Two, let's say this
material over here. We can only do it actually
within that material. Let's first of all, set up the ambient occlusion for the material. That's
quite easy to do. All we do is press shift
A to bring in a new node. The one we're looking for
is a color color ram. Then the next one, we need
to join these both together. We have our base color, we
have an ambient occlusion. Somehow, we have to
join them together. All I'm going to do is
press shift a search, I'm going to look for a mix. R G B and bring that in. I'm going to then
change rate saves mix, and I'm going to put
that onto overlay. Basically, I'm going to lay the color over the top of
the ambient occlusion. Let's go to overlay. Now I'm going to do
is I'm going to plug my color from the ambient
occlusion into my color, and then I'm going
to grab I'm just hoping I've got the right one. Yes, I've got the right one. Then I'm going to
plug the color from the ambient occlusion
into the bottom of this one because I
want to actually overlay the base color over the top of the
ambient occlusion. Now I'm going to plug my color. Into my color over
here, and then finally, I'm going to plug it into my base color over
here, like so. All right, nothing's happened. But now, you'll see that all of the dark spots on here
based around the normal, once I turn this up, you can see now I
can actually get some ambi and occlusion
into my actual material. Now, it's important that you turn it up as high
as you want it. I don't want mine, particularly that higher or
anything like that. I just want a few spots like so. Now, we've discussed the
amin occlusion on the metal. We need to kind of put
this on all of the metal. So I'm going to do is I'm
going to grab both of these, press Control C, and then I'm
going to come to this one. I'm going to press control
V. Come to the next one, press Control V, and now let's go and plug them in
exactly the same way. Okay? Now, what I'm
going to do is, I'm just going to grab
all those drag in, pull them out, like so, and now got a little
bit more to wear with. Plug this one in. Press
the doll board to zoom in. Turn by ambient occlusion, if I need to, you
can see if I can get a lot more detail on there. Not going to turn
up air that high. Something like that should be
absolutely fine. All right. Now, let's come to our last one again, going to drag them. So plug this in. Like so, and then plug
this one in like so, and then finally into base
color, and then step. Turn it a little tiny bit, something like that. All right. So now we've discussed that. Now, you will notice
that on the floor, we don't have any
contact shadows. And the reason is
because we don't actually have any
ambient occlusion. What we need to do
need to come to our for what we're
going to do is we're going to press
shift a search and bring in a ambient occlusion. Now we're going to do
is going to bring in a color ramp color like so, and then we're also going to
bring in a mix RGB again. Shift search mix RGB.
Drop that in there. Now I'm just going
to plug these in so mayo goes in my f of my color and my color goes in
the bottom of this mix RGB. Finally, let's plug it
into the base color. There you go. You
can see not a lot happens. That's
not what we want. But now you can see,
as I turn this up, we're actually getting those contact shadows that we want to. Now, the color of this is obviously based around here
and I don't really want that. I'm going to turn it down
just a little bit darker. Maybe something like that, and now you can see
that we're actually getting some proper
contact shadows. Now, they don't need to be
that high or anything like that because it is based
on some line things. You just want a little bit of contact shadow on
the bottom of that. You can also mess
around with it and make them a little bit harder
edged as you can see, bring it up a little bit,
and now they're low. A little bit more realistic
than what they look before. All right. That
looks really nice. We're happy with
that. Now we've got actually I'm inclusion
on our material. We have it on our floor, and now we can actually carry on. What I'm going to
do is I'm going to as well make sure that my plane, some material plane is in here, and I need another
collection for my lighting. New collection, let's come down and we'll call
this lighting. And camera for when we actually come and
bring in our camera. Some. Let's drag into there, like so, and let's just put all these up now so we can see exactly
what we're doing. All right. Now, we
should come back to our table and we can finally start getting
in some materials. I think what we
should do while we're here is actually bring
in our wood as well. That will make it much easier
for us as we go along. Let's come to another cube. We'll make another cube,
Shet's make another so. Let's come to our materials. Let's minus this off. And then what we're
going to do is again, we'll open up our textures. The one we're looking
for now is wood. We've got stylized
wood planks, wood. Let's just have a look
which one that one is. Let's have a look. I'm going
to double click this one. This is the wood that
we're actually going to be using and the other
wood have a look. I think the other wood is for the bookcases,
It's have a look. Let's open that. Yes, it is. It's for the
bookcases. We're going to come in and
we're going to make this dungeon wood
stylized plank wood. I'm going to click
on it and copy this. Control C, put it back down. New, double click it. Control V, like so. I'm going to go in as well, and I'm going to
grab both of these. Grabbing both of
these. Control C, go back to it. Control V. There we go there ready
to rock and roll. Now let's press Control T
and bring in that ward. If I click, I'm looking for wood stylized plant,
which is down here. This one here, grab
them all, like so. Then what I'm going to
do is bring them in. Now, you can see
as well that we've got Two normals on here. We don't actually
want that. I'm going to delete that one out the way. And then what we're
going to do now is just grab all five of these, click the principle,
and there we go. That is our actual water. So I'm just looking to
make sure that looks fine. I'm also going to
check that normal just to make sure that I did
get rid of the right one. Let's bring it up. Yes, I did. So that's absolutely fine. We don't actually want
that lumpy or anything. Maybe a little bit
more lumpy than this. Let's try 1.5 maybe. Yeah. Maybe 1.5
is probably going to look a little bit better
than what the other one did. Now finally, we can go and
do our ambient occlusion, exactly the same way as
what we've been doing. Let's plug this one in here. Let's plug in our base
color into the top of here and finally then let's plug
this into here, like so, and let's see if we have
some ambient occlusion, in our wood, which we have
over here as you can see, by ten that down zero. So just a little bit,
something like that. All right. I'm happy with that. I'm happy with the bomb
shadow, so there we go. Now I've got all my
materials in now. I can actually work from
these to actually put them then on my actual table. Let's now go back to UV editing. We're going to go
to our UV editing, and the reason we're going
to do that is because now we need to start
actually wrapping these. Now, we've learned
how to mark seams. I'm just going to
come over to the left on sign just zoom this out. This is basically where
we unwrap things, where we actually put the materials on and
things like that. I also want to set this
onto material mode. I don't actually
want to set this onto texture mode or
anything like that. The reason is that you can see perfectly well, how
the materials look. In fact, you can
actually see it better, how the materials look if you're not in the rendered mode. Let's come to all of our table. The first thing I'm
going to do if I come over to my material and I click the little
down arrow and we're looking for stylized planks, you'll see that they all come in looking like this,
a bit of a mess. Now, let's see if we can
actually unwrap the easy way. The first one I'm going to
unwrap is all of these. I'm going to come in,
press the tap on, I'm going to grab
all of these here. All of these and any of
the other metal parts, these Then what I
want to do is I actually want to open
up my unwrap options. If I press you now, you will see that we have all
of these options on here. Now, a simple wrap on these, as you can see, if I unwrap
them, they look a mess. The reason they look a mess
is because of the fact that we've not mark any seams
on these whatsoever. What we're going to do
instead, first of all, though, let's bring in the
other material as well, because at the moment, throw wood and that's not
looking too good. So I'm going to do is I'm
going to press the plus one while I've got
my table clicked, I'm going to go down, and
I'm going to look for the one that is, let's
just have a quick look. This do one here,
which is on doc. Let's come in, bring in iron dock Now I'm going to actually apply
it to these parts. I'm going to quantum
and press the tab, click a sign, and now you'll
see it looks better already. Because it's met, you can
get away with a lot more. But we still don't want
to look in this mess, really. Let's sort those out. Instead of u and unwrap, let's go down and
smart UV project. It means blenders
basically going to try and unwrap these
correctly. There you go. You can see now that they've unwrapped really, really nicely. And if you zoom up to it, you can see they look perfect. All right. So now let's
add in another metal. We can see here that we're
probably going to be using this metal here.
I'm going to go in. And I'm going to come this time. So I'm going to
grab one of these. I'm going to press the dot
born to zoom in, like, so And then what I'm going to do is I'm going to grab each one of these now. I'm going to grab this one, this one, this one, this one and this one. I'm grabbing them
in edge select, just in case there's
any seams on them. I know there's no seams on
them, but it's just in case. I'm going to grab each
of these, like so, and then I'm going to come
round and grab each of these. And it's just basically all
the bolts that want on there, I want to different material on. Let's grab each of these. Now I'm going to do is
I'm going to click plus. Again, I forgot
where it was called. It was this one here, so on old. Let's come back down arrow. Old tab and let's assign it. Click sign. Now we've
grabbed them all. Click, Smart UV project. Okay, and there we go. There are all our bowls.
Let's have a look now what they look
like and you can see, they look really,
really nice as well. Now, we've done
all of this table so far with Smart UV project. But there are times when you
can't actually get away with that when things like wood
grain and things like that. We need to make sure
that when we unwrap this wood that it
actually looks good. All right, but we'll discuss
that on the next lesson. All right, everyone. I
hope you enjoyed that. I'll see on the next
one. Thanks. Bye bye.
11. How to Customise Imported Texture Maps: Welcome back to everyone to
Blender and Unreal Engine, becoming a dungeon artist, and this is where we left off. Now, the wood is all
that's left on this table. Let's see if we can
get away with it. So what I'm going to do
is I'm going to come in edge legged I'm going
to grab each of these. I'm going to try and press Smart UV project click and now I want to do is I can see they're all
going the wrong way. I'm going to do is I'm going
to grab them all with eight. Come over to my UV map,
which is over here, press 90, spin them
around, and there you go. Now they're all facing
the correct way. Now, I'm just looking to make sure I'm actually
happy with them. The problems you might
have are the edges. Very important when
you do anything like this that you're looking at where the wood
grain is going. For instance, you can see all of my edges are going
the correct way. Now, if yours are
going the wrong way, what you can do is
you can press tab, you can grab one of
them or all of them, and you can see
they're all here, and then you can
spin them round. So 90 spin them round
and there you go. You can see now they're
going the opposite way. Now, I don't want
them going that way because they don't look
right going that way, but that is what
we're going to do just in case we need
to turn around. Now, the other thing I'm looking at on these tables is I'm making sure that I'm happy
with the scale of the UV. If I zoom in here, we can see that this
is the scale of them. If I press tab and I go back in and just grab
all of these again, And then what I can do is now because this is a
seamless texture, I can actually bring them in. If I bring them in now, you'll see that they look
like that instead. In fact, they look actually better like that than
being right out here. We can also bring them all the way out to make them really, really small like that. Although you will sometimes get some repeating
along the pattern, depending on I bring
it all the way out, how far you bring it
out as you can see. Now, I don't want it like that. I want it right in the
center as we add it. That to me looks much, much better. All right. So now, What I tend to do when
I've done that bare wood, I'll press the H bond and
I'll come to the next part. I'll grab both of
these. I'll press. Smart UV project,
click, and there we go. A 90, spin them around,
press the S borne, just to scale them in, press G, just to move them and then
place them in the middle. I like them in the middle. Because it's a
seamless texture you can get away with ping
them in the middle. I just like seeing
them in there, and now we can have a look
and see what that looks like. All right. That's
looking good so far. Now, what I want to
do is I want to hide those out the way and
just work my way around. Now, there is sometimes a point when you will have
to actually mark some seams. I will show you that as well. We'll do it on both
of these ones, so you actually know
both ways of doing it. I'm going to come
in with face let. I'm going to grab this
one and grab this face. I'm going to grab this
face and this face, and then going to press control, come down, mark seams. Now what I want to
do is I want to mark a seam where I want this ten. For instance, it doesn't
want to be an infinite loop. If you try unwrapping
this now, as you'll see, so I'll come in, wrap, not Smart UV unwrap because
this is the control one. This is me controlling
how the round works. If I click that
now, you will see, we end up with these
problems here. The reason we end up with
these problems here is because blender doesn't know
where this actually ends. In other words, it's
just going round and round and round because
there is no seam. What I'm going to do instead, I'm going to grab it here. I'm going to come
round to the other one and grab it here, so I'm going to write
clip and mark a seam. I'm going to also then come in to my other one and
do the same thing. Now the reason I'm marking a seam all the way
round the back of here is that people The
web is looking at this, cannot see under there, and that's why I'm hiding
that scene there. Right click max now let's
grab both of these. L and L and now press, and wrap, and you should end up if I spin
these around now, A 90, make them a
little bit smaller with some perfect seams
and as you can see. That is there in
case you ever have problems with your actual
seams on wrap properly. That is what we'll be doing. Now, the other thing
is, you can see here that this one is
going the wrong way. This one is going the right way, This one's going the wrong way, and this one is also
going the wrong way. I'm just going to
spin those round 90, spin them round, and now I'm much happier with how
they're actually going. You can see mine are all going sideways on this wood and
I like that. All right. Now if I come in, I can
actually come in now. I need to grab them
with edge slack because remember we
mark some seams, so I'm going to press L, L, hide them out the way. Now I'm going to come
to this part here, L and L. I'm going to press. Come down Smite UV project, click, and now spin them round. A 90, spin them round, press the S b, bring them in. And there we go. Now, finally, let's come in to well, sorry, go back, hide
these out of the way. H to hide L L, L and then I'm going to press, smart UV project, click Okay, and this is where we might
end up with a few problems. So you can see here
that because it's not It's a weird shape in that. Let's actually overlook it. I pressed Smart UV
project. Yes, I did. It's not actually on
wrapped correctly. Let's leave those for now. We'll come back to
those in just 1 minute. Let's do the bottoms
first because I'm sure they will work okay. I'm going to grab
them with L and L. Smart UV project, click. A, spin it around 90. S, bring it in. Check whether the fronts of them are
going the right way. Those two are those are as well, and they're absolutely fine. The only ones that
we've got issues with is these here. All right. Let's come and sort these out. So how we're going to sort
them out is, we'll grab this, we'll grab this,
we'll grab this, and we'll grab this one. We're also going to come
underneath as well. I'm just going to try
and com underneath. Now there, like so, and I'll try and grab
this one, like so. Now I'm going to do the
same thing on these ones. Again, this is because Blender doesn't actually know
how to unwrap these, we've got to go in
and do this manually. This is why it's always a good idea if you
learn how to do both. I've grab these now,
I'm going to press Control mark seams now what I'm going to do is I'm
going to try this again. I'm going to press A
ops, not all those. I'm not going to
press A. I'm going to go in and grab them separately, and then I'm going to press,
Smart UV project and click. Now, we gave Blender
a helping hand there. But it's still not enough, so we still need to do more. What I'm going to do
is I'm going to come Shift click on these edges here. Shift click and then go around. I'm just going to add in a
few more seams just to make it a little bit easier for
Blender to unwrap these. By the end of it, we might
actually have to just manually unwrap them and that might actually
work out better. Right click M. Now, let's
grab them all again, L L L and L U. I'm UV project, click, and now let's
check those out. Are they going the
right way or wrong way? You can see that we still have some problems here that these seem to be split and unwrapped differently to each other.
So that's not what we want. Let's try U and wrap. Now you can see if I
grab them all are 90, spin them round, now they're wrapped
absolutely perfectly. You can see how we
actually managed to fix those by adding in seams, and that is basically what I'm talking about when we're trying to get the actual materials
on these correctly. Now the thing is, I need to
make these much smaller, as you can see, so because
they are very tiny. Then what I need to do
now is change these. Can you see these edges on here? They are clearly
going the wrong way. I'm going to change
those rounds. What I'm going to do is,
I'm going to come in grab each of these edges where they're going
the wrong way. I'm going to spin in the round so and then
90 spin the round, and now you can see
the log A to that. Now just go around, make sure that you grain is going
in the correct way, as you can see the old miners. Now finally, we finish
our actual table. So all that work, I know to
actually finish a table. But the thing is now now
you've learned all that, we can actually start
speeding up the process and bringing in new workflows
and things like that. But you had to go through this to actually learn
to get to this point. All right. So now we
want to do is we want to actually go back to
our shading panel. And the reason I
want to go back to our shading panel is
because I just want to make sure that my wood
looks the way I want it to. In other words, I'm
happy without darkness, what is I'm happy
with how it looks. Now, if you want your wood
to be a little bit darker, for instance, just going
to move these over here. The easiest way you can do
it is with an RGB curves. One is going to press shift
a and it's like photo shop, RGB you'll have one
that's called RGB curves. Just drop that in there. Then what you can
do is you can come in and turn it
darker or lighter, for instance,
however you want it. I think for me, that kind of darkness is what I'm
really looking for. That now is looking pretty
medieval dungeon type, and I'm happy with
how that looks. All right, so that's looking
really, really nice. And now, what we'll do
then on the next one is we can make a
start on our stools, on our benches,
and on our chair, and we can now work
through rapid succession. Now, the thing is, as
well, before you go, all you want to do
is you want to make sure that you hide in
all of your materials. So hide those other the way. And the ground plane as well,
you might as well hide it. And again, make sure we
come to file and say. Alright, everyone, so I
hope you enjoyed that, and I'll see on the next
one. Thanks, L. Bye bye.
12. Working with the Asset Manager: Okay. Welcome back, everyone to Blender
and Unreal Engine, becoming a dungeon artist. Now, the one thing we need to do before actually create
the stolen chairs is, we just need to make sure
that this is named correctly, which it is, so we
already did that. And now what we want to
do is we want to actually discuss our blender
asset manager. For those of you who are using, I think Blender onwards
might even be 2.9. I'm not sure, but Blender
Asset Manager is amazing. It's just an amazing thing. I'm going to show you now
how to actually use it. So I'm going to play
a short video now of vow to actually use it and
what you can get out of it, and I'll see you on
the other side. Okay. Welcome everyone to
the short introduction on the asset manager
within Blender. Now, before we get started, let's take a quick lo at what we're actually
trying to achieve here. So if you see on the top
left hand side here, I have actually
one called assets, which we're actually
going to create. If we actually click on that, you'll see it opens
up a new window, and within that window, we have assets on the left
hand side grouped together. Not only do we have assets, we also have actually a
material library as well. So we're going to learn
actually how to actually put these into this group and now Blender can
actually find them. But before we do that, let me just show you how
they actually work. So within my stylized assets, I have all of these assets which are from multiple courses, and I can simply drag and drop my asset
actually into place. Now, the asset doesn't just come in with
the actual model. It also comes in, if I click on my materials tab with
the actual materials, so I can bring any asset in, and they should come
in nice and flat view into any scene that
you want to create. Now, with the actual materials, if I actually just
bring in a cube, so I'm just going
to bring in a cube. I'm going to move it over
to the left hand side, and I'm going to come over
to my stylized materials, and then I'm simply
going to drag and drop onto matual cube,
and there you go. You can see this one is glass. I've only got on
materials at the moment, so you won't actually see through it or
anything like that, but you can see that we
can just drag and drop materials onto our actual
cube and things like that. You can see that
this one is water, and you can see how easy it is just to drag
and drop them off. Now, some of them depending on how complex the are
going to take a little bit longer actually
to place on your cube. But apart from that, they
work really, really well. Now enough for all that,
let's go back now to a brand new blender fo and I'll show you exactly how we're
going to set this up. So where we are in our
blender actual default view. And what I'm going to
do is and first of all, going to come up to
the right hand side, I'm going to come
across, and you'll notice if I come
across the general, we have one that says asset. Now, some of you might
not actually have asset. And if you haven't got asset, just click on something like moddling or
click on modeling, and you'll notice
now that we've got another one called modeling.o1. And the reason is,
of course, because we already have one
called modeling. Now, if I come and left click, so double left click on here, let's call this asset. Like so. And then what I'm going to do is I'm going to right
click and I'm going to preorder this to
the actual front. So we now have asset
layout and modeling. Now, at the moment, this is
just a copy of my modeling, and I don't really want that. So what I want to
do is I want to come down to the left hand side. And as I come to this corner, you'll see this little
kind of cursor appear. If I left click and
drag from the corner, left click and drag up, you'll now have
actual two windows. Now what you want to
do is you want to come over to where this
actual icon. See it. Left click it, and over
on the right hand side, you'll have one that says
asset browser. There we go. Now we actually have
our asset browser and now you can click on
this anytime that you want. Now, it's important for
this to actually work. That first, I'm
going to press tab just to get out of my edit view. If I come over to
file and I come down, and what I want to do
is I want to come to defaults and I don't want to
save it as a start up file. But you don't probably
want it here, like looking here in the assets when you
first open up blender. So if you don't want that,
just come to modeling, and then what you're going to do is you're going to go to file, default, save start up file. And now, every time
you load a blender, you're also going to have
this asset manager in place. Now, how do we make groups. The way we make new groups
as you can see here we can change this from all You can
see it's on current file, and you can see there's
also an unassigned button. Now, it's important that we keep that unassigned
button there because many times I've created assets and
I can't find them, and of course, they'll
be in the unassigned. Now, let's create a new group. So if we create one
called material, materials, like so, and then we know we can place all of
our materials in this one. So it's just a little plus to create a subgroup under all. If you want to subgroups
under materials, you just click the plus
on the actual materials, and then it'll create a subgroup under this actual materials
as you can see there. All right, you can see there's
also a little star there. That just means that we need
to save this blend file out. So just save your
blend file out. If you actually want to
save out these materials, once you've actually
got them in place. Now, how does Blender
know where to actually look for these assets? Well, what you need to do is
you need to come up to edit, go down to preferences. And then what you need
to do is you can see hover where it says,
Use a library. This is where Blender needs to actually know where
to actually look. You can see mine at the moment, I've created a desktop icon, that's called blender assets, and that's where
I'm actually time blender to actually go and look. Now, the thing is, any
blend file that you create, just create a copy of
it and actually put it into this new
desktop blend file. It doesn't have to
be a new desktop, but it needs to all be in the
same file to actually work. Once you've actually done that, then we can close that
down or save preferences, you can also do it that
way, close it down. And now you'll see if I come
down to use the library, you will have a
problem here that we haven't actually got
anything in there. So if we go to open preferences, and now we click on this, and I'm going to go to my desktop, and now I'm going to find
my blender asset library, which is this one
here, and you can see I've got all of these
blend files in there. If I click Accept
now, close that down, and now when I come and
actually click on my catalog, you can see that I've got all of these actual materials
and things in place. This is why it's really
important that you actually make sure that you actually put in your blend piles
into that directory. Now, the next thing we
need to discuss is how to actually create
our actual assets. So for instance, let's
create a material. So if I come over to
the right hand side, I'm just going to
create a cube material. Like so. And then
what we're going to do is I want to
make a base color. So let's just change the
base color to a red. Let's put it on material
so we can see it. And there we go. We've
got our cute material. Now I want to do is I
want to right click. I want to come down
and mark as asset. And you'll notice
now that it's got these kind of books
stacked together, and that basically means
that this has been saved out now as an
actual material. Now, of course, this blend file hasn't been saved
out into my assets. So all I need to do now
is go to file, save as, and then I'm going to
go to my desktop and come to my Blender asset
library, which is this one. And now I need to save this out as a blend file within here. Then what Blender will do is
it will pick up that this is a blend file within
that actual file. So this one here, and then you'll actually have
access to this material. Now, the next thing
you need to do is you need to actually
let's save a cube, for instance, instead of an actual material, let's
save out an object. So all you do is right click, come down to Markets asset. And again, you'll
see now that we've got those three
actual stat books. Now, because you've actually saved this blend file out into your asset library every single time now that
we open blender. So if I close this down
and reopen blender, you'll see you can
go to your assets. And now we can see
that we can go to our user Library
open preferences. And let's find our actual
blender asset library. Click Except. Close that down,
and there we go, you can see, I've got
all of my assets in. You can even see the ones that
aren't actually assigned, where you can see,
I've got all of these assets in place already. Now, just before we finish up, a couple of things to remember. First of all, when you go
to edit and preferences, you will see that
this is normally red. You just have to
name it something so it's not actually red, and then you won't have
any problems with it. Second thing is that once you've taken
the time to actually create all of your assets and all of the materials
and things like that, by right clicking them
and mark as an asset. Just remember to save that file out in the actual place
where you save them out. So for me, it's my
blender asset library. If you don't save out
a separate version of blender in there and you
end up overwriting it, then you will lose all of
those assets, of course. Basically, it's a blend file with all of your
assets in there, that's all that
should be in there. All right, everyone. So
I hope you enjoyed that. A few troubleshooting
problems at the end, as well. And as they say, on with the show. Welcome
back to everyone. So I hope you enjoyed that introduction to
the asset manager. And on the next lesson, we will actually be doing that ourselves so that you've got all of these assets
and you bring them into any blend file
and things like that, and you can create a
massive blender library with all of these kind of
dungeon props and things. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
13. How to Populate our Asset Manager: Okay. Welcome back everyone to Blender and engine
becoming a dungeon artist, and this is where
we left the art. Now, you've just go
to weigh and you've learned all about
the asset manager. Let's put that into practice. The first thing
I'm going to do is I'm going to come
up to modeling, and then going to hide
all of this out the way. So what I'm going to do is
I'm going to press tag, bring all my table back, and now I'm going
to do is I want to hide out all these materials. I'm just going to click
that on like so. All right. I'm happy with our erythm. What I want to do
now is I need to create another option up here. So what I'm going to
do is going to come to general a work spaces, and I'll just bring
in the same one. So modeling And then what
I'm going to do is I'm going to right click and I'm going to reorder to the front. You should end up with
modeling over here, and now we're going to
do is just rename this. I'm going to rename this
asset manager like so. Again, what you should do is you should delete everything
out of this now. Well, save it out
first, of course, delete everything out of
it and then save this as your start up file because then you're going to have
your asset manager in there. But before you do that, make sure that we actually set it up. The first thing I'm going
to do is I'm going to come down to the
bottom left hand side, I'm going to have my little
plus there as you can see, I'm going to pull this up there. Like so. Now, I just want to change this actual
layout down here. What I want to do
is change this. If you come over here,
you'll see you've got one called asset browser. At the moment, as you can see, the current file only
has one of these in it. But if I actually come in and click on my table
and chairs, like so, and if I come over
and right click, I can come down as mark
as asset. There we go. The table actually appears
in our asset manager. Now, there's more
you can do with this because what you
can do is you can pull other assets from
all the blend files. All you need to do is come
up to the edit preferences, and then you'll have one
that's called file pass, and this here is where your
blender asset libraries are. You can add more and more
of these asset libraries. So you can see at the moment, my blender asset is here. What I can do is add this file to my blender
asset libraries. As long as you're adding all of the blender assets to
this file in here, so click plus, and we
can add a blender file. I'm just going to
show you so we've got it in the blend build. Add asset library,
and now you can see, our blender build has been
added to our asset library. When I open up
another blend file, I just add in more
pass and I'll be able to have access to
all of these parts. The best thing is, of course, I can bring them in like so. If I'd leave out of the
way and just put it onto our cycles render, as I bring this in, it just
comes in exactly the same. Really, really
handy. Also, you'll notice we have got
our HDRI settop. Again, if I use this file, so if I put this in
another blend file, set up the file to be this one. Again, make sure this is set
up in the new blend file, and in sync then just
drag in the HDRI as well. We're going to make a lot of use out of this because it's really, really handy, especially when we create in our own dungeons
and things like that. As I showed you in the
actual dungeon one. I think actually we've
covered this enough now. I think you've got
the idea of it. The one thing that
you also want to make sure though before we move on is that if I come over here and my materials
now, as you can see. If I bring in my materials back, I've got four materials here. Let's click on this
material, right click, Marks asset. Right
click. Market. Right click. Market, and
finally, right click, Marks. Even better now, we've actually got materials in here as well. Now, we do actually
want to split these up. We don't want them
all to be the same. So what I'm going to do
is I'm going to click the plus board I'm going
to put this as materials. I'm going to click
the plus board again, and I'm going to put
this one as props. And then what I'm going to do is I'm going to come up to file, save it out and
you'll notice those two stars disappear,
come to all, and now I'm going to
grab all of these with ship click Control clip, drag and drop into my materials. And now what I'll do is
I'll come to the table, drag and drop into my props. And now you can see, they're all split up, which
makes it really, really easy to find our materials because
we can simply now drag and drop a material on to
our hearts content, like so. And because this table is
actually unwrapped as well, We can also drag and drop our
material straight on there, like so. All right. That's really amazing,
as you can see, now you can really
get a feel for what actually you can
create it. All right. Now let's come on and just hide all of these materials
out of the way again. Now finally, we can
actually move on to creating our next part, which is going to be our bench we might as well,
create the bench next. Pretty similar to
what we've done here. We can move now a
lot faster tempo. All right. The first
thing I'm going to do is I want the bench to be slightly, not quite as wide as this table. So I'm going to gram a table, press shift cursor selected shift let's bring in a plane
like we did with this one. Let's press S and
y, bring it in. Let's move it because I've lost my move tool
for some reason. So shift spacebar bring
in the move tool, not press T. Let's pull it down. And basically, anything
that the guy sat on, you bring him across wants to be roundabout at the back of the knees like so,
something like that. Then you want to make sure
that it's the right width. So if I bring it in, You can
see now if you sat on there, it would be the right
size for adventure. All right. Now
we've got a scale. What I want to do is
I want to press one. What I want to do is I want
to bring this either in, so it actually fits underneath or decide if you want
it longer or whatever. I think I'm going to bring
mine in a little bit, next, bring it in just a
little bit like yeah, I think I'm happy with how that actually looks. All right. Let's move the guy out now. We've got a scaling process, and then we'll click
on this plane. Press the tabbo press control. Let's bring in two
actual planks. Left click, right
click. Just make sure you're happy with
the scale of them. I'm going to press,
pull them out just a little bit more like so. And yeah, I think I'm actually happy with those. All right. Let's mark the seams like
we did with the table, so we're going to
press right click. Mark sin, Control, bring
in some more edge loops, scroll the mouse
were up four times. Left click, right
click, and there we go. Now we can come in,
grab each of these with L and L y to split them up. G, just to make sure they're
moving away from them. Right click, drop
them back in place. A to grab everything, and now you're just
going to pull them together with
individual origins. S. Why bring them in like so. All right, so you shouldn't end up with something like that. Now, if I press tab and
what I'm going to do is, I'm going to again put on my proportional
editing on random. I'm going to come
in, grab this one, press shift space bar. And then what to do is
we're going to move it very gently, like so. That should be enough
just for those. By the way, try not to
pull them up because although it might look better, you might end up with it pulled
up a little bit too high. So if you do pull them up, just be very, very careful. That's all I'm
saying. All right. Let's go in now turn
proportional editing off, grab this one, let's pull
it out a little bit. Let's rotate this, so, rotate it round. Let's
pull this one out. Pull this one back like so, and now we've got them
basically how we want them. All right. So now
let's make the bench. So we're going to
press tab again, A to grab everything. We're going to press,
pull them down. Near enough, the same thickness as this one here because
it is a bench after all. And then what we need to do now is put the bottoms in here. So I finished baser with
those, they look pretty cool. So now what I need is an
actual base under here. I'm going to press Shift
S, cursor selected, just to put my cursor in there. Shift A, I'm going to bring in I think I'll bring in
another cube actually. Bring it down to
the size I want it. Bring it over, press S and
X to make it a bit thinner. I'm just going to
position it into place. I'm going to pull it down. Let's make sure I'm
pulling it straight down. I'm going to press one. Or
three to see where it is. I want to make sure that
this is on the floor, position a little
bit further down. Now I want to do
is I want to pull out this bomb and
pull in the top. First of all, let's
pull it in with S and y. S and y pull it in. Now let's come to the
underneath, pull out the bottom. Three again, S and y now let's bring these up
and create a curve in here. I'm going to press control, one, two, three, four, Yeah. Let's try five edge
loops, like so. Now we can come
in under the bot. I can grab three of
these, press three again, and then I can pull these up, and then I can grab the bottom, pull that up and make
it something like that. I think actual pull them
up a little bit higher, so I'm just going
to grab all three, pull them up a little bit higher. Let's have
a look at that. Yeah, that looks
absolutely fine. I think I'm happy with how
that looks. All right. Now let's get this over
to the other side. So I'm going to do is
I'm going to press Control A, all transforms, right click the origins
three D cursor, add in a modifier and bring
in a mirror, and there we go. Just make sure you're happy with the thickness because
the mirrors on. If I come in now
and grab this one, I can actually have
the ability to make it thinner on both
sides, as you can see. Just make sure if you need to. So x, bring it in a little bit, and just make sure
you're happy with it. All right. Now let's
apply that mirror. I'm just going to press control
eight hovering over it, and now I'm going to
bring in the other part. I'm going to press shift
A, bring in a cube, I'm going to make the
cube smaller, like so, and then I'm going to pull
it down a little bit, and then I'm just
going to pull it out. I'm going to press S
and X, pull it out, and that then will be the
main straw and I want to actually poking out
both edges like so. Maybe that's a little bit
too thick, so I'll press S, bring it down a little bit, S, pull it out. Just make sure it's popping out off both sides and that'll do. All right, let's
go up to the file, save it out and I'll see
on the next on every one. Thanks a lot. Bye bye.
14. The Problems with Auto Smooth: We everyone to Blender and Unreal Engine becoming
a dungeon prop artist, and this is where we left off. All right. Now we've got
this little piece in here. Let's make a top for it as well. A I'm going to do is,
I'm actually going to duplicate this
shift, bring it up. And then one I'm going to do
is I'm going to bring it in. S and bring it in. Then finally, S and Z then bring it in a bit
more S Now finally, just grab the top of it in
face let and then press S and and there we go. So we made real short
work of the actual bench. Now, we might as well
do the rest of it, so I might as well join all this together because on this one, we haven't actually got any metal bits or
anything like that. So we might as well
just join it all together like Control J, and then we'll move on
now to the next one. The next one will be
the actual stool. So what we're going to do
with this one though is, we're actually going to
bring in a cylinder instead. Shift A. Let's bring
in a cylinder. Now, the important thing when
you bring in cylinders is, I'm going to show you
two different methods. I'm going to show
you a methods so you understand why is
that we're doing it. You can see at the moment, the vertices going around here, the edges are 32 at the moment. Let's put that one over there. Then we'll bring in
another one now, so should bring in
another cylinder. This time, we'll put it on to eight pull that
one over there. Then finally, we'll
bring in another one. Shift A, bring in another
cylinder and this time, we'll put it on
something like 16, half the one of this one.
Let's pull them over there. Now, let's join all
these together. Press control A or transforms,
click Origins, geometry. Now I'm going to
show you why it's important that you
bring in cylinders with just the right amount of faces on so that you can
get the you're going for without going too
much over on the polygon cam. The first thing I want to
show you is if I press tab, we can see we've got 212. Triangles or polygons in this. But if I come in and add
some edge loops to this one, so if I press control,
left click, right click. We now have 532. You can see how
that exponentially goes up once we start
adding in edge loops and things like that or
duplicating these cylinders based on how many faces
we have going around it. Let's press control d
now'm going to show you the reason why if I
click and shades Move, come in now and bring
in my autos move. You can see that both of these look exactly the
same apart from this one. You can also see that
on the top of here, we have some lumps
and things like that. That's still in it,
and on this one, it's actually clean
and looks really nice. Now, this one here though, which was eight edges, you can see it hasn't
been shaded and smooth. We have to turn this off really, really high to get it
to actually shapem. Eight polygons is not
really what you can use. The minimum you should be
using is 12 sided cylinders. If you want to get
that round shape, just bear in mind
that you will end up with some lumping on
top of it like this. That's a really good thing to actually know when you're
working with cylinders. All right. So I'm going to do
is I'm going to press tab. I'm going to go in,
delete both of these. Delete vertices to make sure
we've got no empties left. And then what I'm going
to do is I'm going to grab this under control Ale transforms
directly, SgenGeometry, and now we're going to use
this one because this one is based around 16 sides or edges. And now we can see as well that we get the
right smoothness, because this is going
to be for my store. All right. Further store, I'm going to bring it
over to our little guy. I'm going to make it
smaller and then we're going to press send and just
make it the right size. Again, with the
store, you can get away with it being
a little bit higher because they do they are normally a little bit higher
if you make a bar stool. If it's a bar stool,
you would have the legs coming out
here and you would have a little step up and
then you can get away with it being a
little bit higher. Be as though this is a
medieval type dungeon thing. We need to keep the
store quite low down. In fact, it would probably
be lower down than the actual bench That's
just the way they would be. We can see now, this is
about the right size. I'm going to do is going
to move in there over here now let's concentrate on creating the
top and the bomb. Simply for creating
the top and bomb I'm basically going to level it
off. Bevel this top off. I'm going to come
shifting click. I'm going to press Control
B Now you can see, we do have a problem,
and the problem is it's not beveling
off correctly. Now that can even be
because of my width. It could be because of the
shape of what I'm doing, or it could be simply dance I've not reset
the transformation. I'm going to press controls, I'm going to do it again now. Control A, all transforms
right, x origins geometry. Now I'm going to
press control B, and now you can see it's
beveling off much, much nicer. What I'm going to do is I'm
going to put it like that. I'm going to put this up to two. Then I'm going to do
is I'm just going to change the actual shape of this. I I come in and
change the shape, something like that, and now you can see that's
looking pretty nice. I'm also then going
to go up to file, I'm going to go to save And then what I'm going
to do is I'm going to come and go to file again, and I'm going to just open son
and open my dungeon props. And now I'm going to
do is just show you that now when I come in
and grab the bottom, control be to bevel
everything has been reset as where it was when
you first open up blend. You can see the shape
now is not 0.5. It's on one segment, so that is why we're
actually doing that. I don't actually want
to level this off. I want to do this myself. You can see now we've
got a really nice shape. Now, to help us out with
the smoothing process, we should on something
like this, be using shops. Let's go in and grab just
this edge around here, going around here, this
edge here, this edge here. And then what we're going to
do is going to right click, come down and mark a sharp. Now you'll see that you've got a nice sharp edge going around there because
this is made of wood. It's not made of paper
or anything like that. All right, so you can
see how that stores coming along pretty nicely. Now, what I want to do is I just want to come to the
underneath because you might have some that are
actually tipped over something, so we do want it to
have an underneath. So all I'm going
to do is going to press to bring it
in, the insert. Then I'm going to
press, just to bring it just to give it a nice
bottom on it as well. Now we need some actual
legs. Let's bring in a legs. The first thing I'll do
is I'll press shift S, cursor to slate just to put my cursor right in
the center of it. I want to press shift
A and bring in a cube. I want to make my cube smaller. I want to press one to get it right in where I want
it so at in here. I want to press control seven
then to go over the top. I want to this time
going to wire frame, so I'm going to press Z going
to wire frame, like so. And then what I'm going
to do is I'm just going to position it round here. I'm going to make it a
little bit smaller, like so, and I'm going to position it right next to this edge here. I'm going to press
D go back in solid, and now you can see that's in the perfect place apart from it needs to move
it up a little bit. Move it just a little t like so. Now, let's bring
it out. So all I'm going to do is I'm
going to bring it down. Down to the ground plane,
so I'm going to press one, bring it all the way down
to the ground plane. And now I want to do is I
want to actually bend it out. So if I pull this out now, so we can see that
it is a stool, so it does want to be
kind bent a little bit, not quite like this. In other words, what do I
mean, if I press control, press the click, right click. Bring it in three edge loops, grab this middle one
with old shifting click. And then what we're
going to do is we're going to use
proportional editing. But this time, we're not
going to have it on random. We're actually going to
have it just smooth. And now you'll see
if I press three, I can come in and
just pull that out. Ring in this a little bit, and we get that nice
edge that we're actually looking for
that nice smooth curve. Take it off and then
just move it back a little bit back into place because we pulled
it out a little bit. There we go. That's really nice. All right. The next thing, we want to actually
level this off as well. All I'm going to do is I'm going to do this manually as well. Control click all
the way up there. Then all I'm going to do is
I'm going to press control B and just level them
off just a little bit. And you can see now that's
looking much much better. Now, I need to move this around into each of
these positions, which is 120 degrees because
if you split 360 degrees, which is a circle into three, you'll end up with 120 degrees. How do we do that?
At the moment, if I press Shift D, you'll see I can't really position
it where I want to. But if I press Shift
D and drop it back, I want to move it from here. There's a really, really
easy way of doing that. You press a little sideways v, which is next to the question mark borne
on your keyboard. And then you'll end up with
one that says three D cursor. Now you'll see that
this moves to here. Now, if I press R and Z, you can see now that we can move around this based on the
position of the cursor, which is really, really handy. Now if I put this over here, let's say, come down to
the bottom left hand side. You can see at the
moment it's on 240. If I put this on 120, we'll see that it goes right in the perfect place
that we actually need it. Then if we press shift again, Z and just type in 120, press the enter boon
and then you go. Now you've got a stool where all the parts are in
the perfect place, and it was as simple as that. Just press the little
sideways veh again. Put it on individual origins, and now it's back to
where it needs to be. All right, so this stool
is pretty much done. So I'm going to join
it together, like, so press Control J,
and there we go. One stool all done. You can see how quick that
actually was. All right. So on the next lesson,
what we'll do then, we'll finish the
chair off hopefully, and then we can actually
get the materials on, get them into our asset manager, and then that's the first actual props done and out the way. All right, everyone, so
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
15. Working with a Basic Workflow: Well, every want to
blender an unreal engine, becoming a dungeon prop artist, and this is where we left off. Now, let's start with
our actual chair. I'm going to grab my gun again, press Shift S, cursor selected
just to put that there. Shift, let's bring in a plane. I'm going to make
it a little bit smaller something like that, I think, should be
absolutely fine. Again, I'm going to put it to where the backs
of his knees are, something like that should
be fine for a chair. And then what I'm
going to do is I'm going to bring in
the front of it. So if I come in, grab the front edge here, press S and X, bring it in very slightly, and then let's press control. Three, left click click, right click and marcosin. All right, with something like chairs and
things like that. It's actually better
if you probably don't use
proportionality because they're two small
parts basically. So what you want to do is just bring them up and things that. We still need to split
them off though. I come in, select three, select vote for these G, they're split off now,
and now you can press A, put this on individual origins, and then S and X, bring them in. Like so. All right. Now what we want to do is just mess around with the edges. I'm going to come in, pull this out a little bit,
pull this one in. So pull them out,
just a little bit, just so they look a little bit different from each
other and now find what I'll do is I'll just grab both of these and just
pull them up very, very slightly holding
the ship like so. Just make them a little
bit uneven like so. Press tab grab them all, press, pull them down to
get right thickness, actual chair, there we go. That's the first part of
the chair, actually done. Now we need some actual
legs on the chair, so we'll do those thirds. First of all, I'm
going to press shift, stelect shift A,
bring in a cube. Make the cube smaller, and what I want to
do, first of all, is I want to fit it so that
it's on this part here. I'm going to press
S. Bring it in. Pull it into place like so. Make it a little bit bigger. So. All right. That looks
absolutely fine. Now what I can do
is I can actually pull it down and bring it out. With a chair, what
you want to do is, first of all, bring
it straight down. Grab the bottom of
it, press three, bring it down to
the ground plane. And then what you want to do is you want to pull
it out this way. So if you pull it
out this way first, then press one and then
pull it out this way, then you'll see,
you've actually got the right actual consistency for how far each of the
edges is pulled out. So that's really good. We can also then use our
cursor in the center, the same way as we
did with the stool. All we need to do
is press a little sideways, three D cursor. And this time,
we're just going to spin them around by 90 degrees. If I grab this one now, shift D, Z 90, shifty Z, 90, shifty Z 90, and now you can
see that we've got the store, not in
the right place. We can see that I didn't work out because I pulled them out. This one's a lot. That one's worked out
fine, it's just these two. I'm going to do is I'm going
to leave both of those. Instead of doing that,
I'm going to press the little sideways v. Put it
on individual orange again. Grab both of these, press Control J to join them together. Now I'm going to do is I'm
going to set the origin to the center of here
origin, three D cursor. Now we should be able to mirror them over.
Let's have a go. Add modifier mirror,
and there we go. Now they're in the right place. Now, there is one
problem we have because these are this has
gone in a little bit, so I can actually though make them a little bit thinner
because at the moment, I'm just looking,
are they too thick. I'm not actual sure
if they're too thick. I think I just need
to bring them in. What I'll do is I'll
apply my mirror, and then what I'll do is
I'll come to both of these, and I'm just going to bring
them in a little bit. Now, I could I guess, bring them in with medium
point or something like that, but I don't think I'm
going to do that. What I'm going to do is I'm
going to grab this one, bring it in, like so. And just make sure I'm happy with it. I'm happy
with it there. What I want to do
though now is bring this one in and I'm going
to just bring it in. I could have mirrored it over. But being as, we want to have a little bit of
randomness in there. I think they're going
to be absolutely fine. Now, I'm also going to
check and just grab all of these and maybe just make
them a little bit thinner. If I come up to
individual origins, press the SP just bring them in a little bit like so they
look a little bit more like. Maybe that's a little bit too much, a little bit too much. Bring them out a
little bit like that. Yeah. I think that looks
a lot there. All right. So now, Let's put the
back of the chair on. I'm going to do again
is I'm going to bring in another e, e, S, and then, a little bit more. What I want to do is obviously, I want to place it
against this one here, so I'm going to press
seven, bring it over here. Press S and y, make it a little bit
thinner, like so. Pull it over. Pull it in place, like so. All right. Now what I want to
do is, I want to bring it up, so I'm
going to grab it. Face select or three, pull it up. Like so. Now, if that guy sat on there, is that chair going to
be the right place? I think it is, and now
just pull it out like so, pull it back because
it would be like so, and that then is
looking really good. Now, we just need to mirror
it over to the other side. So again, control A
all transforms origin, three D cursor, and modifier, bring in a mirror,
and there we go. Now, let's put it back on this, so we're going to use
our cursor again. Shift A two, make it smaller. Bring it up like
so, pull it back, and then S, make it smaller. S and y, make it thinner. Let's press one, bring
it all the way up. I think I'm going to hide
the tops of these out. I'm going to press S and X, pull it out like so, and then let's pull
it into place and then rotate it round
where it needs to be. I think it needs to be just a little bit
bigger on this one. So I'm going to grab
the bottom of it. And then we're going to grab
all of it and rotate it. So we can see if we rotate
it on the x and press three, we can actually
line up near enough perfect to these a
little bit less. Hold the shift board if you need to sloide
down a little bit. And now let's make these a
little bit more rounded. What I'm going to do
is I'm going to grab each of these edges, like so. I'm going to press Control B. You can see that's not
really going the way of one, and of course, that is because we haven't reset
the transformation. Control all transforms right. Set origin to geometry, tab, Control B, and now you'll see it's
going much better. Now, I just want to turn
this up a little bit, making it a little bit
more rounded like so. Yeah, I think that
looks much better. All right. Now let's
put the supports in. Again, ship a bring in a cube, let's make it smaller, and we'll have one right on the back of here.
Let's pull it up. Let's move our guy out a
little bit is a little bit too close there, and
we'll pull this out. S and X, pull it out, like so, and then S and y see if that's probably going
to be way way too big. Let's put it like that.
Let's rotate it round, so Rx Let's pull it in, so S and X. There we go. Something like that. All right. Now, let's make another one. Shift A, and we'll do all these
at the same time I think. S I need to keep it
right in the middle. So I just move that
back as you can see, I'm going to bring it
down jaw under here, and then I'm going
to pull it out. And this one here needs
to be pretty thick, so we can see pull it back. That's about the
right thickness, something like that. All right. Now we need just the bottom one, so I'm going to
press shift, bring it down, put it into place. I'm going to make
it a little bit. S, and then pull it out, S so it's not quite in
the right place on there, so you need to pull it
over a little bit next. Okay, that's now in
the right place. Pull it back a little bit. We can see here that this is
not actually working out. So this is definitely
not working out. So what I'm going to do is,
I'm just going to delete both of these, delete vertices. Again, I'm going to just mirror those
over the other side, and then I know Yeah,
you can see that. This one also isn't
working properly. The initial thing I did with
the legs is not working. You can see the ben here. Let's come in and we'll
just do the legs again. Delete vertices, grab this leg. Control origins geometry. Let's bring in one mirror. Bring in a mirror. We need to set the origin
to three D cursory. Now that's fine.
They're fine now. If I actually press the y board can actually
get away with that now? No, you can see this one's further out. They're
actually working on that. Instead of doing that, we do it, I'll press control, apply that. Then now I'll add
another mirror. Like so and put it on the y. Is that coming out? Is
that working properly? I feel let's press one and lo. Let's press Z wire frame. Three. Yeah, actually
they're exactly the same. So we just looked a little bit out, but they're
actually the same. That's good. Let's
press Z, solid. You can see it's a little
bit out because we need to move them
in, do that now. I'll press control. I'll come to this one
again and I'll move it in and then I'll do the same
with this one, move it in. So look at that and
now that's look in absolutely perfect.
Accept this bit. Now you can see, when
I'm moving this fit in, it fits perfectly in there, unlike it was before. Perfect. All right. Now what we can
do is we can join both of these together
with control, and now we just need
to spin them round. We're going to spin them round
again based on our cursor. Control A transforms
rightly.inthree D cursor, and we can also do at that because we have set
the origins now. If I press sift D, 90, shift D, Z 90 shift D, As 90, and there we go. Now you can see, we don't
have a problem in that. These are a little
bit out. Let's join both of these up
together with Control J. Let's press tab,
grab both of these. Like so let's press S and y, pull them both out
at the same time. We need to bring
those in, of course, and now we'll do the
same on this one. L and L S, bring them
out to the right place. Now finally, let's
bring each of them in. I'm going to press
L, bring this in, same with this one,
L, bring it in. Then one want to do now is
I'm going to grab them both. I'm going to raise
them up a little bit. I'm going to make sure
that this one is not too far out like it
is, as you can see. Then finally, one to do is I'm going to
make sure that this back one's got a little
edge there as you can see. Basically, all
we're trying to do now is fix any problems
we have with them. I'm going to grab this one.
Well, pull it out like so. And looking all the way around, we can see that this needs
to be altered as well. Let's bring it in. So like so. Let's bring this one
in as well. Okay. Now that one's in. They're up. I'm just looking all
the way around and now just making sure
it's done properly. I'm going to press
tab, double tap the eight, there we go. The chair is nearly done. The one thing we do
need to do now with the chair is just
on the next one, put some bolts on here, and then it's pretty much done, and we can start bringing
in all of our textures. All right, everyone,
so you enjoyed that. I'll see on the next one.
Thanks a lot. Bye bye.
16. Fixing Issues with UV Unwrapping: Welcome back everyone to
Blender and Unreal Engine becoming a dungeon prop artist, and this is where we left off. Now, let's say, first of all, save out our work so
we don't lose it. If you do lose your
work, by the way, the best thing you
can do is go to file and you want
to go to recover, and you want to
recover the auto save. Once you click on the auto save, you will see all of these save points where Blender has actually
saved it out, really, really
handy to know this. Sometimes Blender will save
it sometimes it won't. You need to actually go
into the preferences and change out how often and how many of these versions
Blender saves out if you want to make sure that you're not
losing your work. All right. So now that's done. Let's close that down. And what we'll do is we'll come
in with the bolt. I'm going to grab this
bowl here with L. I'm going to press
you D. I'm going to press P to separate it off tab control a clicks
at origin to geometry. What I'm going to do
is I'm just going to make this a
little bit bigger. I'm going to put it with
my actual materials. I'm going to put it over
here, just in front of them, and the reason I want to do that is going to make it a little bit bigger is because I'm going
to be using this bowl a lot. That's why I want to do it. As well, this bowl already has, as you can see, the
materials on it, which is really
important for us. Now I can do is I can use this
bowl over and over again, which is really great. I'm going to do now is
grab this bow with shift, bring it into my chair, pre seven, make it smaller, so the right size
there needs to be. Now I can put it straight
in to where it needs to go. If I now lift it up, Like, so the bigger may be, by the way, the more
stylized, it's going to look. Let's put it around there,
like so and then let's press Shift D. Put it over here, pull it out, and then
shift D. Same over here. And then finally,
shift D pull it out, pull it in, like so. All right. They
look really cool. Now, there is one problem. They all look exactly the same. So just to stop that happening, press control J, press tab, A to grab everything, you unwrap them again, and now they all look different.
It's as simple as that. Okay. All right. So now, We've basically got our chair, we've got our bench, and
we've got our store. We have to go through our list again that we want
to do everything. The first thing I
suggest that we do is we bevel off
whatever needs beveling. Let's put it back
on object mode. Let's make sure our cavities are on because they did reload blender it actually
took off the cavities and now you can see
they look at better, and now let's come and join
all of these parts of. Just make sure that because
we've mirrored everything and we might have some
more mirrors on here. What I tend to do
is, first of all, We will hide out the materials, hide all that out the way. Now what I'll do is
I'll grab all of these, hide them out of
the way with page. Then what I'll do
is I'll press B because these are the ones
that I want to level. Now, on some of these,
I know that there is some modifies on them. So to stop me me all of this, which I don't want to do, it's better off to come to object, convert, and convert to mesh. Now, you can see there
that it's grade out. The reason it's grade out is because all of this is orient. If I click on this,
with ship click, come to object now, convert, mesh, and
now you can see, all of those have been added. There's no modifies on them, and I can simply press control now and join it all up
together. All right. So let's move on then
to the next one. I'm going to do exactly
the same thing. I'm not sure if there's
a modifier on these, but you can see at the moment, they're all joined together. I think actually, there's
no modifier on them. I think I already
joined them all. So let's just come to our stool, and the stools already
joined up as well. So everything is
done now on these. Right. Let's move on to the next thing then,
which is the bevel in. So we'll come to this one first, and we'll press
control all transforms right clix origins geometry,
and modifier bevel. Again, if you remember, I said, no 0.3 or no 0.5, whichever
looks appropriate. No 0.3 looks good on that one. I'm going to apply
that straight away. I'm going to come
to my bench now. Control or transforms. I modify No 0.3. And that's finally
come to my stool, where I don't actually
need any bevels on there. Okay, so we've got all these. Now what we need to
do is I need to press Tage bring back these, so now I need to join
these little parts with Mcal checks or Control J. And now I need to do
is smooth them off. So Right, Shades
move, Autosve on. Now let's do the same with this. Finally, the same
with this as well. All right. Now, let's
check on normals. We're going to go
face orientation, and we can see that we've
got problems with these. I'm going to grab both
of these together. Press tab because you can actually edit them
both at the same time, press a to grab everything, shift, spin everything
around, and there we go. All right. They're all salted Now let's come and name them. We'll come to this one first. Chair, you can see that. It's not right. So chair
Let's come to this one. Bench. Finally, the last
one, which is stool, like all of those are named now, and now we need to do is
bring in our materials, which actually is going
to be quite easy because we've got all actually
created already, which makes things a lot easier. Let's go over to our
UV editing panel. You can see our chairs
already got materials on it. Now that they're going
in the right way. Let's come to the first bit. We'll grab this part,
smart UV project, and let's see how
that's going to end up. A 90, spin it around, make it, smaller with the S
p, G in the middle, and let's then have a
look at how that looks. And actually, Okay. That's looking pretty nice. There's nothing wrong
with that whatsoever. Now, let's come to these two here. We'll do
the same thing. So, smart UV project, and then A or 90, spin it around, make it smaller. Again, absolutely perfect,
how they come out. All right. Again, what I tend to do is once I've done them
is H them out of the way. I'm going to get
rid of these seams. I don't think we're really
going to need them. So I'm going to press
A. I'm going to press control clear seams.
Just get those off. And then what I'll do is
I'll make sure I'm on edge elect and I'll
grab these first. So we'll do these ones
first, smart project, and then a 90,
make them smaller. There we go. Even these
are going the right way. So Blends definitely got much much better
with doing this. Now let's come to the
bottoms of these like so. You can imagine as well, because we're putting levels on things, it can be a pain if you're trying to wrap
things and mark seams. It's a long process.
Smart UV project A 90, S. Of course, you could
do all of these together. I just prefer to do them in this way because I feel
it's just much easier. I'm going to do all these
together at least, grab a mole. Smart UV, project A
90 bring them down. Tabtage. Tab voltage. Double the A and there's
the actual chair done. Now, let's move on to the store because I do want to show
you something on the store. Things like this
and this on here, they are called Engons and you don't actually
want gons on here, let me just show you this
here as all of these sides. Now, sometimes when you take this through
something like brush, Z brush will just put loads
of holes in the mesh, and the reason is because this
is an eng In other words, it's more than four sides. We can see here.
We have polygons. And we can also see if you have to half of these,
you have triangles. You can see the
moment that blender works everything
out in triangles, which is basically a polygon, and this is classed
as one polygon. Even though it shouldn't
be it should be an gone, and we don't want
ngons in any of our game assets or
anything like that. It's bad for animation, it's bad for texturing,
it's bad for lighting, and it's bad for games engines. You really don't
want to do that. Even though most of the time, When you send them
out, certain software will actually triangulate
everything for you anyway. But we want to make sure
that we're doing these in a nice way so we don't
actually want that. What I'm going to
do is first of all, I'm going to unwrap all of this. If I grab the top of this,
I'm going to press L, I'm going to press,
my UV project, click Okay, and let's
just have a lot. First of all, I
think ngra material. Let's bring in wood, and let's have a lot that's going to look
like on the top. Now, we can see that this
is going the wrong way. I'm just going to quickly
spin everything around. Eight 90, make it a
little bit smaller. Let's have a look what
that's going like, and you can see that on this, this happens a lot, actually. On anything where it's a
stall or something like that. You can see we do
have some problems here and I'm not
happy with them. So let's press control
A or transforms. Right click origins geometry. And now let's go in
and unwrap these. I can see that this
bit here, H is fine. This one here I'm
not sure about. Instead, what I'm going to do is I'm going to mark
some scenes out. I think I'm going to mark
some seams there there and there and then there
and on the inside of it. So right in there. You can't see these because those blue lines are
on from those sharps. But if you do want to hide those out the way
and move this over, it's just this point
here and you'll see that you've
got one that says, where is it hide Here it is sharp so you can hide that out of the way
if you need to see that. Now, let's right click and mark the scene. Let's grab it now. Now one thing, the other
thing is that you're always going to have a
big seam on here, and you can't do
anything about that unfortunately because they
have to join somewhere, or it would be an infinite loop. If I click now, mark. The important thing
is wherever you place these things you should be
doing your best to hide these. This is the seam on
it at the moment. Let's come in, unwrap that now. Let's unwrap and let's have a look what that
actually looks like. Now you can see, we've got this one here
that's bent like this, and this is, I think
this one here, or it could be the top one. I'm not sure which one that is, but either way, this one
needs spinning round. L to grab it all. We can see we've got another
one here as well. L to grab all that
one, 90 spin it round. I just looking, I think that's actually the underneath of it. Either way, I'm not happy with
these look at the moment. Instead, I'll show you another way because this is not actually working to
the way that we want it, what I'll do is on
the next lesson. I'll go through other
options that we've got to actually get this
to wrap really nicely. The problem lies with the actual grain of the actual wood. You can see it's just
all over the place, and it doesn't
actually look correct. All right. I'll see
you on the next one, everyone. Hope you
enjoyed that. A.
17. Finishing our Table & Chairs: Well, everyone to blend
an unreal engine, becoming a dungeon prop artist, and this is where we
left off. All right. So now let's actually press
shift H. What that does is it hides everything out of the way except the part
that we're working on. And you can see
that at the moment, we've got a seam over here. Now, we're going to use this to one round this a
little bit different. If I grab this part here, Press L, right next
to the actual seam. You have to click on the
face next to the seam. Click. Come down to
Map pack, click. Then what you want to do is you'll end up with
something like this, which is a bit of a
mess. Click again. Come down, follow
active Puat, click, and now you'll see you end up with something
much, much better. Now, this, we can
actually wear with. All we need to do now is
press SDNY There we go. S pull it together, make it much smaller
now, bring it over. Put it in, and there we go. Now you can see that's
open, much, much better. All right. So now let's do
the same with this one. So if I grab this, L, Mac Pack. Then again, follow active quads. Okay, and then A, make it smaller first, G, smaller still,
and then S and y, bring it in. There you go. That is how you can
open your store in a more realistic way. Now I'm going to do is I'm
going to do the same thing. Underneath here. Again, we should we might be able to get away with
opening all of this. I'll give it a try. I'm
going to grab this, grab this, and you can
see this is the problem. Why we've got this
problem is because it's open in a really funky way. Let's press, light Mac pack. Okay again, follow up quad
click and there we go. Let's press A, S, bring it all the way
in G to move it again. Then finally, let's have a look what we're
looking at here. You can see I need to
stop all this stretching. I'm going to press S and y. Like so, and there we go. Now it's looking at tom tom bar, as you can see. All right. That's looking really cool now. Now, I think I'm actually
happy with how that is. It's just the bottom
legs as you can see. All I'm going to do
is I'm going to press Altag bring everything back. L L L, and let's try Smart
UV project. Click Okay. A 90 spin them round, press the edge borne.
And there we go. One stool finished.
Now, finally, let's come to our actual bench. So exactly the same thing
as we've been doing. We're going to go in. I'm
going to grab everything. I'm just going to press control and clear all the seams first, and then I'm going to do
this a bit of a time. Now, you can see at the moment. I need to pull this over. I also need to make sure
I've got the right material, which is the wooden planks. Then we'll do the top posirsGrab
three, Smart UV project. A, spin them around, S, bring them in,
and there we go. You can see just how quick, you can move along
with this, press h, just to hide everything. Now, let's see.
Well, first of all, we'll do these because
we'll know these will work out Smart UV project. A, 90, press the S born, G, bring it in. There we go, they're
absolutely fine. Finally, now let's hide
those out the way and let's see if we can actually get
away with doing these as well. Smart project. Actually, Yeah, pretty much, they've turned out
actually fine. The one thing is that I've not actually done
a look at this one. Yeah, I did do it on that one. I've not actually
leveled off this. Let's level up. Let's go back and let's bevel it
off, I led off that. The bevel is on
there. Yeah, it's just not applied that so.
I'm not going to apply that. I'm going to see if it
actually works without a plan that I just
forgot to apply it. I'm going to do is
I'm going to come now to both of these. You can also press shift age. That will hide everything out of the way apart from
the ones you've got. Now you can see, The
problems we've got is that these sides on here
are all going the wrong way. I'm just going to shift
select each of them, and I'm going to also, I think, have a look
at those after. First of all, going
to spin these round. 90 spin them round. Now they're going the right way. Now we just need
the ves of them. I'm going to grab this one,
control select this one. You can see the problem is they're all going
the wrong way, and they're all split up and
I don't really want that. I'm going to come
to the bottom one. Shift select, control select. This time, we're going
to press Control seven. What I'm going to do instead is, I'm going to press, come
down, project from view. Now, if I spin
these round of 90, make them a little bit bigger, you should see, and now
they look absolutely fine. Now you can see how good
they actually look. They're just underneath of them. Now, let's apply
this actual bevel. Control A, apply it. Let's press tag when we're in. Edit mode, let's press tab, and There we go. The one thing I'm not happy with is still these. I need to spin these around. So I'm not happy
with these parts. It's the front parts that
need make the smaller. I'll do is I'll grab everything, A, S, make them smaller. Now they just look
a tomb. All right. So now I'm happy with that. Now, let's go back
to where modeling. Let's put on our actual
cycles render and I'm just going to have a
quick look at them before I sign off on these, making sure that
they all look good. All the bevels are
on. Look fantastic. Now let's bring this one over. And what we'll do is
we'll spin it around. So 180. Just making sure that my
origins are in the center, which they are and they're
all named, which is good. Finally, let's put
it on material. Now, let's actually
put these in there. You've got tables
and chairs here. Let's grab all of these. Three of them drag them,
tables and chairs. Now we've got table
stool, chair and bench. Let's grab all three
of these together. One, two, three, right click Markers asset. D will tap the A. Now if we go to asset manager, we should have all of our
props, which are here. This one, one, and this one, drag them, put them in props. There you go. We've got
one missing the bench. Have a look. The benches there. There we go. Now
all four of them. Now you can actually grab
them all, bring them all. You can't actually bring
them out together, but we can bring them
out another stool, an a chair, bring a bench
out and there you go. You can see just how
cool that is. All right. That's those done now
and now all we can do is we can move those
out of the way. So if I grab all of these, like so, I'm going to
press shift space bar, bring in my move, and
I'm just going to put those over here out of the way and they're
basically done. All right. The other thing is, I need to just look
where this is so you can see that this bowl is here, so I'm going to call
it bolt what I'm also going to do is I'm also going to create
that as an asset, and I'm going to put it under
something called parts. I'm going to click this part so come to all and put the
bool then into my part. Now, why am I doing that is because anytime I
need a bolt now, I can actually bring that out. Now, the one problem you will find with your asset manager, if I'd leave this off, you will see that it actually
disappears our view. If I presly can see it's gone. We don't actually
want to do that. But what we do want to
do is be able to put this bowl into our materials
and hide it out the way, so it's not in the
way, and now we can use those bolts
whenever we need them. Really, really handy
to do that as well. All right, so I'm just
closed up everything now, and you can see this is
what we're left with. All right. So now let's come
back to our references. And I think this is what we're going to do
next, actually. So let's go to our references. I'm just going to close
my other reference down. Open up my other references. So I'm going to come
to my download pack. I'm going to go
to my references. I'm going to open it up. And
the one I think that we're going to be creating now
is these small props. Now, if I open this up, I will show you that I put
all the small props together. I think for the next part
of our modeling journey, let's actually focus
on the plates, the spoons, the jog and things
like that before finally moving on probably to the Alemgs because they're a little bit
more difficult, of course. All right. I'm going
to put that on the left hand side of my screen. I'm going to put this down then. The first thing is if you need to just bring
in your reference, I'm going to go
back on modeling, make sure that you're looking
at it straight on as you're bringing your reference and
let's save out our files. I'll just save it out and I'll see you on the
next one, everyone. Thanks a lot. Bye bye.
18. Working with the Solidify Modifier: Okay. Welcome back, everyone to Blender and oragon becoming a dungeon prop artist, and
this where we left off. Now, one thing I did forget. Let me just zoom in to this. And you can see that I did
forget to triangulate this. So it's still end
go. So what I'm going to do is, I'm
just going to grab it. And there's a really,
really simple technique to actually fix this. All you need to do is
you need to right click come down to where it
says, triangulate paces. You must make sure that you're
in face leck to do this, so triangulate
faces, and then come down again and tries to
quads and there you go. Everything will
go back to normal except it will have triangulated all of these cylinders
for you already. So now that's
perfectly. Ready to go. And the other thing
is it's not altered the UVs or anything
like that, perfect. All right, so let's make
a start in the middle. So I'll do is shift S
curse it to world origin. Let's first of all, make a
start on our basic plate. **** bring in a cylinder. Again, I'm going
to put this on 16. I don't want it too high. I want to press S. I want to bring my guy
over a little bit, just so I can get a
good idea of scale, as you can see, if
this was a plate, it would be absolutely used. So let's make it a
little bit smaller. Something more reasonable
like this size, S pull it together, bring it up, and that looks about the right size
for a play. All right. So now we just need
to make it a very, very simple play
for our dungeon. So let's grab the face. We're going to press and then I'm just going
to bring it in. So, pull it down, and there you go. All right. So that's the play
simple as that. Now, let's move on
to the actual bowl. And the we'll do that
is I'll actually bring in a UV sphere. Let's press shift
a mesh UV sphere. Again, I'm going to turn
this down, it's too high. Let's put this back
onto object mode. And then what I'll do is
I'll put this on 16 as well. I think that'll
be a good number. I think 16 and 16. Maybe bring this
down a little bit. Something like 12, and I think they'll be much
better. All right. Now, let's get rid of
the parts we don't need, which will be this
edge going round here because you can see
this is the halfway point. If we get rid of this one
going around here, we delete. Places, off the top, delete says, Here is my bowl. Let's make it a
little bit smaller. Let's bring it up just to make
sure it's the right side. I still a huge bowl, let's make it a
little bit smaller. Let's press just to bring it
down a little bit to make sure that's looking much better. I think also on a bowl like
this, they would also. If I grab if I press control
seven and come to it, what I can actually do to
grab all of these going around is press C that will
give me a circle select. If I click it going all
the way around here. Then what I can do is
I can pull it down. Z, pull it down. Make sure you press it twice just so it's going
along that line. Then all you're going to
do now is press S and Z. All I've done there is just
basically plan it off. Now I can actually pull
it into place like so. You can see how easy that was to actually get
that bowl there. Now, the one problem
you're going to have with this is that you need to solidify this edge and we've got this
bottom part on here. That's not really
going to help us. What I'm going to do is I'm
going to split off my edge. The way I'm going to do
that is is I'm going to come in and s click, and then I'm going to press
control and a little plus on near the number path going all the way down to here there, then what I'm going to do
is I'm going to press y. G, and now you can see
it's split off like so. Now I want to do is, I just
want to fill this face in. If I hide this one out
of the way, come on. Old shifting click just to grab all that going
all the way around. What I want to do with
this realistically is I want to bridge edge loops. To do that, you need
to have an empty part. Basically, it needs to be two
separate parts like this, and then you can right click. Come down, bridge edge loops. Now you can do is you can
just fill those parts in. It just makes it really,
really clean mesh if you do it that
way. So. All right. So now let's press tage
bring back my bowl. And now I want to do is I
just want to split this bowl off away from this part here. So if I grab it
with LP selection, tab, grab it again. Control A, all transforms,
clicks origins geometry. And now let's bring in
another new modifier. So add modifier, come down, and we're going to
bring in one that's called solidify,
and there you go. You can see exactly
what that does. Now, let's bring it down
a little bit because I think set Actually,
that might be right. If I bring this
down, You can see holding the shipboard
and I can make it a little bit thinner like so. Finally, I want to make sure
it's got even thickness on. Always make sure that's on. Now, once you apply
this with control, you'll see that we've
got full mesh there. Finally, then, I
just want to bring this bit up so we've not
got that gap in there. I'm going to grab
this bottom bit. Again, I want to make sure I'm just grabbing
the top of it. I'm actually going to come in. And I'm going to hide
this ball out of the way just so I can
see what I'm doing. Then what I'm going
to do is I'm going to grab this going
all the way around with shift click right
click. Mark seam. And then I'm going
to press taptge just to bring about
the top of the bowl. Grab the bottom of the bowl, and now I can come in
with face leg because we've got that seam
on there pressing L, and now I can just bring it all. I'll just bring it up double
tap the A, and there you go. That is a really,
really nice bowl. All right. Now we've got a
ball. We've got our plate. Let's join these both together because we've got no
modifiers on them anyway. So control J. Bring it over. Now let's make a little spoon. The way I'm going to
do a little spoon is probably just use a cylinder and pull it out or
something like that. I think that's probably going to be the best way actually. I'll press ship date,
bring in a cylinder. 16 is absolutely fine. Let's press S on it. Let's just use the top of it. I don't want to use all
of this, of course. I'm going to come
in, grab the bottom, press control plus again, press delete faces, and then you should end up
with a spoon like this. Now, what I'm going to do now is stretch it out a little bit. Well upgrade selected S and y, pull it out a little bit. You can see now how easy
it is to make that spoon. Now, of course, the spoon is indented in the middle as
well, so we need to do that. The easiest way to do this is to press, bring it right in. You will see that this is not
really working very well, it's crossing over and things. Let's first of all,
resell transformation. Control A, reset, right
click origin geometry. Tap again, I and now bring in, you can see we can bring it
in much, much closer now. Now, you don't want to break
it or anything like that. You just want to bring it
in eng it's like that. Then what you want
to do is you want to now bring this in. You want to bring it in making it more rounded. All right. Now finally, bring
it in again with. Making sure we're not
going over again. Now we've got enough ed loops in the middle to actually
do something with that. All we need now is
more on the outside. So it's control.
Let's bring three, left click, right click. And now find we can go in to the center. Grab
just the center. Put your proportional
editing on on smooth and now just grab
it with this blue arrow, bring in There you go. There is your actual spoon. If I press tab now,
you can see that's looking pretty nice. All right. Finally, then what I want to do is I just want to bring out the edge shift and
click, bring the edge. So now want to make the
actual spoon come out. So I'm going to grab the
backs of these, press seven, and I'm just going to extrude
it back now, so and y, pull it back. And that's it. Just a simple, simple spoon. Even like how this edge
is coming out here. All right. So now,
all we need to do is just need to give
this some thickness. Control A, A transforms,
right click, Sage and geometry,
and all you want to do now is just add in
another solidified. We'll bring it the other
way. So if I bring it up, set which way is
going to look best. Probably that way, actually. It's just a simple tool anyway, even thickness on, and then we just need
to make it smaller. Let's apply that as
well with control A. Let's bring it over just to make sure that it's
the right size. So, that's looking pretty good. So. All right. I'm
happy with that. Now, before I carry
on with the elmogs, I think what we should
do is we should just bring in some materials for these and make sure they're correct and
everything like that. We'll do that on the
next one. Now what we'll do is we'll save it out, and then the next one, as I say, we'll bring in some materials. We'll actually create a
new material as well. So we've got that ready to go. All right, everyone,
so you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
19. Finishing off our Utensils: Welcome back everyone
to Blender Anal Engine becoming a dungeon props, and this is where we left off. Now, let's bring in
our materials again. So we're going to bring
in our materials. Let's put it onto
our cycles render. Let's grab one of
these materials. Shift D. And then what we'll do is we'll come
over to this material. The one we want to bring in. Let's have a lot end, so we'll open up our textures again. The one we want is called
Dungeon wood course. If I grab this, and I'm just going to
copy this part of it. Control C. Let's
come to this one. I'm going to minus this
off. Click a new one. Control V press enter, and now let's go
to this one first. So we'll go to shading panel. Just going to steal for these. Control C, and then
I'm going to put it onto cycles render, going to come to this one, press Control V, and
that's those in. Now I can come to my
principled control shift T, and now I can go to the
dungeon wood course, which is this one
here, grab all of these except the direct text. We don't need direct text,
so we can get rid of that. And then I'm going to do
is grab all of these. The direct text, by
the way is there because if you're taking
these into unreal engine, you're actually
going to need those, it's important that you
actually have those there. I'm just delete my now just so you know which one it
is that we're using. But for you, just make sure
that you keep yours in there, or just redownload them if you delete some don't keep
deleting them like I am. Let's click on the
principle like so. There we go. We can see now
we've got our wood course. Now, let's bring in
our actual color, and we'll plug that
into our color ramp, and then we'll plug
this color into the top and finally then
into the bottom. Now we should be able to bring out that
material a little bit. Let's have a look at
strength of our wood. Let's zoom up to it. We dot
turn this down to zero. Yeah, something like
that looks fine. I'm just looking now
at the strength, can I bring that out a
little bit. All right. Something like, we'll
turn it up to a little bit higher 3.6 or
something like that. All right. That's looking pretty nice. Now you can see why we've
done that because now we can use that on our cutlery
and things like that. Let's go back to modeling
now and now we should. If I turn this onto material. And now let's come two. So we'll hide these out of the way again. So come to our plates, press the little dot on, and now let's start UV on
wrapping these. So I think first of all,
I'll just grab them. I'm looking at beveling them as well, so I think
I'll do that. I think I'll just
bevel tiny bit. I'll do some manual
beveling on this, not actually using
the bevel modifier. A I'll do is I'll just come in old shifting clip
around each of these, and I'll press control
be level them off. You can see that it's
not working correctly, and that's because I might as well do them all
at the same time, actually, I'm just
shifting each of these. Control A or transforms
right Origins geometry, and now I should be able to
go in and level them off. I'll do this one first.
Control B, Bevel it off. Just a slight bit,
as you can see, thinking I've got
two bevels on there. I really don't want that, so
let's go back. Control B. Let's just turn that down to one so that looks a tombar
Now let's do this one. Very very slight
level on the plate, control very slight so Let's
do the underneath as well. Control B like so, and the spoon wants also probably a very
slight bevel on it. So going all the way
around the bottom on the top. So on this side. So. Press the dot bond zoom in, so I can actually use it, press control B,
pull it in, very, very slightly, like so, and that's in a tum be. All right. So now let's
bring in our material. So we're going to bring
in the ward course, and we're going to put
it on each of these. So. Like so. All right. You can see exactly what it's going to look like
albeit though, it doesn't want to actually
look like that in the end, so we're probably going to need to mark some seams on this one. So I will actually do that. I'll mark a seam
going round here. I'll also mark a seam
going round here. So mark see and I'll
also then marco sin probably from this to this here. Click Marcos. All right. Now, let's try unwrapping this
one. I'm going to grab it. I'm going to press, Smart
UV project and click Okay. The actual bottom of
it, as you can see, as unwrapped really nicely, is just this bit here, which we knew we'd have
a problem with. All we need to do
now is just come in. Grab it from here, press L, and then we're
going to press. I'm going to light my
pack, press again, and then we're going to
follow active quads, click and there you go. Now, you can see it's
looking Tom sts bare. I don't even think
I need to go in and actually alter that. Maybe I do. It's a little bit too grainy
on this, so maybe I should. I'm just going to go
now to me UV editing. I'm going to press tab, I'm going to press dots to zoom in. And then what I'm going to
do is I'm going to think, let's try bringing
that in first S and Y. You can see here that I've still got my proportional editing on. So when I brought that in, you can see, it's a
little circle there. Make sure it's turned
off. The S and Y. Bring it in a little bit. Then let's comb it to
the center of this one, so we'll grab it with facet. I'm just looking if I bring
this out a little bit, that's going to look at
some bow as you can see. Let's grab the bottom of it, A S, bring it out,
and there we go. That's looking really nice. All right. Let's
shade it smooth. Bring in our auto
smooth and there we go. Then finally, I'm thinking, you've not got any move
tool in here either, so I'm just going
to press space bar, bring in my move tool,
so I've got that. I'm thinking that I'm pretty much done with that, actually. Now, let's come to the bowl. The bowl same thing again. Can I get away with unwrapping
it all in the same way. I press A, should just grab it all and let's come
too smart project. It's going to be
a mess like that. We need to actually
sort that out. I'm going to pretty
much do what I did before by marking
some seams out. I'm going to also
just to make it a little bit easier.
Sometimes it is. If I pull this right over, I can put it on object mode, and then I can really
see what I'm doing. I can actually hide
the bottom of it out and just grab
this part here. I'm going to grab
this, grab this, and then grab this. I'm going to grab
it around here, right click and mark
seam. All right. And then I just want to
see going down here. So old shift and click, and it's going to
take it going all the way around. I'm going
to mark a scene. And then finally, I'm
just going to get rid of this one here because we really don't need
a seam on there, so clear seam, and you should end up with
a seam going down, a scene going down here. And basically, you
should be able to up this much, much better now. Now if you put this
back on material, and grab it again,
pressure you unwrap. You will end up with
something like that. Now, this part is not
none of it is perfect, as you can see, so we need
to actually sort that out. The middle part of it is okay and the bottom part
of it is okay. It's just these edges
that we need to sort out. So let's do the same thing
as what we've been doing so. And the reason as well,
you can use something. So if I go over the
top and I'll just show you and you can use
spear projection. But the problem is because it's a bowl and the wood grain, as you can see, It's tried to
actually make it like that. We've got a seam in there,
which is messing it up. But the reason why we
can't do that is because that's not really the way
the wood grain would go, as you can see. Again, not going to work. You could also as well
unwrap this project view, but I think the
best way to unwrap this is the way that we're
doing so grab this one, L, and then lightmap pack. And you and follow
up to quads, click. There you go. You
can see just how much bare that actually looks. Now all we need to do is we need to just put it into place. I'm just going to
make it a little bit smaller, put it into the middle, make it bigger then and then I'm just going to look
and that's perfect. That's the way they'll
want it. So now let's do the inside as well. Follow quads. Okay. There we go. All right. I think, actually, I
want the other side. It's probably 90,
spin it around. Yeah. That's the way I want it. All right. I'm happy
with this bit here. I just need now to unwrap
this part on the bottom. You can see here. I need to mark a seam
somewhere along here. I'm going to grab this
part here, right click, Mark then I just want to
sam somewhere in the bott. My as we put in the same
place as this one grain. I'm going to grab this click. Again, grab the bottom of it, L. Pack you follow a quads. A G, bring it into the center. S and Y, pull it
out a little bit. There we go. Perfectly unwrap. Except maybe I'm just
looking at this middle bit. Do I want to unwrap like that? I think actually, I'm
going to leave that. I think it looks good
enough, I think. All right. So now let's come to our
spoon and we'll see, first of all, if we can
unwrap it like we did before. Smart UV project click. A 90. Okay. Yeah. I think
actually with the spoon, probably going to be okay
as long as we just rotate it so it's straight,
not an angle. I'm just going to rub
a spoon in the middle. You can say I've got
a few problems there. I'm just going to grab
it, spin it round. There we go. That
looks certainly bad. There we go. I
think that is going to actually look
okay. All right. Let's put the spoon
in to the bowl. I'm just grabbing
it, putting it over. Then all I'm going to do
is just rotate it so, rotate it, put it up
against the side. So. Let's make sure
it's in there, and then just
rotate it on the Z, so there we go. The move it a
little bit over it. Double There we go. Bowls and plates,
really simple things. Now, I'm just wondering, whether this spoon would be
made of maybe it would be. We do have some mel that we
can use as well, remember. I think what we'll do is we'll give the mel a try as well. I'll grab my spoon because
we sell pool materials, really easy now just to go and change it to something else. On old or well we go on grains
shade it smooth as well. Let's put on our auto smooth. Let's make sure our bowls
also shaded smooth. There we go. Let's also bring it because
it's stuck in there. You can see that
now. There we go. I'm thinking should
have been metal. Let's put this onto. Yeah, there we go.
Onto our render. Now we can see exactly what
we're looking at. All right. So I'm happy with that.
It's just a spoon now. I'm not happy with stuff.
I'm going to pull it out. Going to go back to my material. Let's put it on the wood course. Let's try the other wood. Where's the other wood, so
we've got wood. There we go. Okay. Yeah. I just I think I'm going to have it on the wood course, actually. Yeah. I think I'm going
to have it like that. Just blends in a
little bit too much. So I could go in and make another material and make
it a little bit darker. I'm going to actually
check out the iron old. Yeah, I'm going to
actually every light that. I'm going to make
it metal instead because then if you do
forks and things like that, then Alice you can
use them. All right. Let's go back to modeling now. What we'll do then is we'll
just save out the file. And on the next one,
then what we'll do is we'll actually name these, and then we can
start on our job. We'll do the job next and then finally we'll move
on to the bogs. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot by bye.
20. Using the Grease Pencil for Curves : Welcome, one to Blender and real engine becoming a
dungeon prop artist. Now, let's move this guy
over here a little bit, and what we'll do is we'll
start with an actual cylinder. I'll bring a cylinder in. I think we can get
away still with 16. Let's try that. Let's make
it a little bit smaller. Something like this size, as you can see, looks
about the right size. So now we need to do is just
shape this way we want it. All I'm going to do, I'm going
to come in, press control. I'm going to bring
in a few edge loops. So left click, right click. You can see I brought in
six edge loops down here. You can also increase
this if you need to. So just bear that in mind. And then what we'll
do is we'll get rid of the top and the bottom. Delete top bottom faces. So it's going to make it
easier for us in the long run. And now what we can do is we can come in, grab the bottom, so old shift and click, put proportional editing on, and now actually we
can bring it in. So we can bring in our jog and really start to shape this
the way that we want it. So as you can see, let's
bring in the neck of the jog. Like so, and you can see
how easy that actually is now to shape that the
way we want it. All right. Now finally what I'm going
to do is I think what I'll do is I'll bring it out, so I'll press enter, take off proportional editing, and then instead of
pulling it anywhere, I'm just simply going
to press S and that then is going to bring out
that bomb for me like so. Then all I'm going to do is just pull it down a little bit. Okay. And there we go. Now, finally, let's pull
out the lip of this. I'm just going to grab this. Just make sure you're
in the middle of it, so you can see here
I'm in the middle I'm pulling it out now, like so. Then all I'm going
to do is just pull these out a little bit just so it's not too much
of a harsh edge like so. I think also we just
need one more edge loop. Control click right clip, and then I'm just going to grab this one and just pick
it up a little bit. And now you can see I've got that really, really nice shape. Let's click and
shape smooth bring on auto smooth like so you can see that we've got a few lumps and bumps and things like that. You might not want these in there if you
want these smving out, the best thing you can do
is just come in, grab this, for instance, press control B, and you'll see now that you can actually smooth those out. All right. I'm happy with
that, except this fear. I'm just going to
go back because I don't actually want
min smoving out. But if we turn down this oral, you can see now we can get
rid of all those lumps and things like that. All right. Now, let's come in,
put it back onto object mode and go a good
idea now where it looks like. I'm going to level
this out a little bit. Yeah, I think I'm happy
with how that looks. Now, let's come in and bring in a modifiable
before we do that, control or the transforms. Bring it not be a solidify. There we go. Let's give
it some thickness. Actually, bringing that in
looks absolutely perfect. Just make sure that you can see here where it's not quite level. Even thickness on we'll just make sure it
all levels it out. We need to bring this up a little bit,
something like that. All right, but apart from
that, really happen. Let's breast control a and then what we'll do
is we'll come in now and just drop that one down a little bit because
it's not quite right, bring it down just a little bit. Like so, and there
we go. All right. Now, let's level off these
before we're going further. Shift click Shift click
Control B level them off, holding the shift button so. There you go there you
job now I'll do is well we'll actually just add in a bridge to
this bottom part. If I basically let's bridge the top and the
bomb. Well, we won't. I'll show you a different
way of doing it. Shift click, grab them
going all the way around. Press the born, just
to fill in the face, grab this one going
all the way around and press the F born to
fill in the face. There you go as simple as that. I don't think You might
want another bevel on here, I grab this, press control B, you can see you can
get a better lip on there if you
want that on there. I think actually that
looks quite good. So I think I'll
leave it. All right. So now, we need just a
handle on the and I'm going to show you I
think on this one. We'll just use, we'll show you. We'll show we're going to
use it on the multiple, we'll do it on this one as well. What we're going to do is
going to bring in a plane. First of all, though, we want our plane to come in
where the drug middle is. Shiftaselected, shift
let's bring in a plane. Spin the plane around. RX 90. Let's make it a
little bit smaller. I'm just going to
pull it out here, and this plane I'm going to
basically used to draw on. Now to draw on something, you need to have a
curve already in place. The best way you can do
that is press shift A. Come down to where
it says curve, bring in a bezier curve, and now you need to do is press tab and just
delete everything. Just make sure you press A, and then you just
complete all the verts. In other words, you can see here the bezier curve is here. When I delete it and verts, the bezier curve is still there. Yet, there's nothing in here. It's basically an empty. Now with this empty, when I come over to the left hand side, where this draw icon is, And then what you want to do
is you want to come over. Open this up, press
N if you want open, go to tool and just make
sure that it's on surface. Now you'll find is
that you can come in and you can
still move around. But what you can do even bars, you can just bring it out. Okay. And you'll end up with a nice curve
for your actual job. Now, that's really,
really easy to do. Now, once you've
got your curve in, just let's see what
it looks like. Because if you're
not happy with it, you can detraw in another curve. What you want to do is
you want to come round, go to geometry and open this up and you want to
basically extrude it. Now, sometimes when
you extrude it, it will be going the wrong way. Now, all you need to
do is just press tab, grammar en shift, and
what they'll do is it'll spin it round
the right way for you, as you can see. Now, some of the points you
might not be happy with, but don't do anything
about that yet. First of all, what
you want to do is add in another modifier, come in. To add modifier, solidify, and then just right
click and shade flat. Now, that will give you a good idea of what it's
going to look like. Now finally, bring it
down a little bit, so bring thethickness out a little bit to where you want it, and then just set
the offset to 0.5. What I'll do is it
will put it right back in the center of the jug base you can see now
if I press seven, that this is in the center. If I just press Control Z, you can see it's over this side. Now I want it right
in the center. 0.5 and then just play
around with it a little bit, and we can move it right
into the center like so. All right. Now, I'm
happy with this. I'm just not happy with
let's say these bits here, for instance, this
is not very good. You can see we've
got a lot of mesh going over the top
of each other. The main thing is though, I'm just going to leave
this out of the way. I'm happy with the thickness. And no, actually, I'm not it needs to be
a little bit thicker. I think it's a little bit
too flimsy at the moment. So I'm just going to bring
it out a little bit like so. Now, the other thing you
can do with this is if I come in and let's
say I want my jog, let's put the movement toll on. I'm going to grab
this vertice here. I'm going to press one, I'm going to pull it
out a little bit, and then I'm going
to grab this handle. Now with the handle, you don't actually
need to use these. If you press one and
you straight onto it, wherever you move it, it will keep it in line with
where you're looking. There is that to consider. Now you can see just how easy it is to grab them both and shape this to the way
that you want it. As you can see, There we go. I think I'm happy with
that. I'm going to actually shape this one as well, so
I'm not happy with this. I'm going to press G,
move it up in its place, and then I'm going
to press G. Just try and get this one into I
want it, there you go. Now you can see,
beautiful org press G now can also pull
this out as well. Let's try and move it around. All I'm doing is
just grabbing it, pressing G just to get it
into position that one. Now, the other thing
you can do is as well, you can grab both
of these points, and if you press and, you can actually make them
thinner as you can see. It is best used though
with proportional editing. Now if I pre t bring this out, you can see it can make
the whole thing thinner as it goes around here
and down to the bottom, so it gives more realism. Now, last of all before we
do something with this, at the moment, we have got a lot of polygons
in each of this. But we can actually
turn those down. If we come in, turn
this down to one, you'll see it just basically gets rid of all the polygons. Now, let's just turn it up. To something more
reasonable like six, and now you can see we can get the same effects with
this many polyenes. I'm going to turn
up one more thing just to get that smoothness. Finally, now, we've got a slidify on here and
we've got a curve on here, and we need basically to apply those to actually go in and mess around the mesh
a little bit more. The way to do that is object, convert mesh, and there we go, everything has been applied
now and it is actually mesh you can see it's done
all of that job for us. Now finally, I want to
actually level these sides. Shift and click on the sides. Just to smooth them
off a little bit. Control B so then we go. Now, let's shade smooth. Let's join it to jug Control J, and let's bring in
Auto smooth at 52. There you go. A beautiful jug. Okay. And we did it
really, really easily. I'm really happy with that jog. You can see it really comes
together really well. Hopefully, your jogs looking
really nice as well. And I think what we'll do
on the next lesson is we'll move on to our actual ale mugs. Because based on now
we've done those, the almugs are really easy actually because
we've got the skills from all these that
we've learned. All right, let's go to file, save it out and I'll see you on the next on
run Thanks a lot. Bye bye.
21. Creating the Ale Mug Handles: Welcome back everyone,
Blender and real engine, becoming a dungeon prop artist, and this is where
we left it off. Now, let's actually first of
all put these on the floor, so they're actually not
floating in the air. So I'm just going to press one, making sure they're on the
ground playing like so. I'm going to grab this
one and this one. So, grab my jog, it up, and I'm just going to
move my jog Over here, like so. All right. Now, let's press Shift, su world origin. Let's bring in. Again, we'll bring
in another cylinder and we'll do both of
them at the same time. We'll just move a
little bit over there. Shift let's bring in a cylinder. Let's make it the right size. So something like that. I said, pull it up, and that looks a
fairly decent size. Am. Then let's come
in, grab the top. And the bottom, delete faces. Now, I always tend
to work where we're working with multiple assets. Try and build them pretty much at the same time
because then you can use pretty much the same things as what you've done
for the first one. Like with this one
now, I can press tab, shift D bring it over, and now I can work on these
two at the same time. Let's come to this one first. We add in a few edge loops. Control. Let's just
bring in three, left click, right click and then we'll do is I'll put
proportional editing on. Grab this center one.
We're going to bring in just a little bit like
now we'll come to this one. Pretty much the same
thing. Control three. Left click, right click. Grab this center one
S, bring it out. With this one, I'm just going to make it a
little bit smaller. I don't want them to be
exactly the same size. All I'm going to do is just
bring it down. Press one. Then I think actually
I'll leave them like that because I do want
to bomb on them as well. I am aware of that. A The next thing
I want to do is I want to make this metal
bands that go around them. Luckily for us because we've
brought in the edge loops, we can actually use those to actually put the
metal bands on. I'll come to this one
first. Old shift click. Then we'll do is I'll
press Control B. Like so, and then we'll use
those for those metal bands. Now, I just need to
bring these out. I don't really need to do
anything else with them. So all I can presses enter. This time, instead
of pressing S, take off portion ing, you'll see that when I
bring them out with S, it's not really how we
want it because you've got them coming out larger than the inside, and
that's not what we want. Instead, you can just
press and just kind of move them out and you'll
see that they come out then, really, really even
and they much better. So if I shapes smooth now, and putting auto smooth. You can see how
nice that actually looks now instead of bringing them out at an angle or
something like that. All right. Let's do the same
with this then. A shift click Shift
click three times. Control B, and we'll make these ones a
little bit smaller, I think, something like that. Again, test, bring them out, so there you go, shades move Auto move on, and there you go
as simple as that. Now, we could use a
solidify on these, but what that would mean
is that we'd actually have to take off these parts to actually slidify don't think that would be the
right way to go. I think what we'll do though
is grab the top edge. We'll just press S, bring it in a little bit, and then all I'm going to
do is just bring it down. Press Z, pull it down to
the bottom near enough, which is around here. Something like that.
Then all I'll do is I'll just make sure that I'm happy with the inside of it. With the inside, I'm going
to bring in probably what, three edge loop,
something like that. Control one, two, three,
left click, right click. Then all I'm going to do now is just pull this out a little bit. Okay, so. There you go. You can see we've got
the inside of it, done. Now, let's come to
the bottom of it. Ship click, ship click. I'm going to bridge these
edges, right click. Bridge edge loops, and you'll end up with
something like that. Let's bring the bottom of
this down a little bit, so the inner part of it down just to make it a
little bit better. Now finally, let's create
the bottom of the elm. Shift click, press one, press to pull it down. And now let's create
that bottom bin. The way we're going
to do it is basically the same way as what
we've done these. Shift click, grab it all, enter, and then altern finally just pull it out a little
bit, and there you go. There really, really nice almo. Now finally, all
we want to do is just level off these tops now. We'll come in, shift click, shift click Control B, level them off a little
bit. There we go. Now, let's do pretty much the same as what we've done
with this one as well. All I'm going to do is I'm
going to come in first of all. I'm going to press
S, bring it in. Then we're going
to bring it down to near enough the floor. E and Z, well, near enough where this one is. Us roundabout there. Then one going to
do now is I'm going to bring in some major
loops on the inside. Control three left
click right click. Grab the middle one,
press the S born And then what I'll
do on this one is I'll grab both of these
at the same time, the S board again and just
pull them out and there we go. Now, the same thing
with the bomb. Old shift click, shift click, right click bridge edge loops. And now fine let's make
the bottom part of this. Olshif click one
E bring it down, and then shift click
going around and like so, and then enter alternS
then bring it out. There we go. Another
nice output. Now, fine we just need to fill in these so we can see that
these aren't filled in. All I'll do to do that is
come in, grab that one, grab the bot one,
then on this one, Zach same thing. The bottom. All right. There we go. Now, the one thing we're missing is just the bevel
on top of here. Old shift click Shift click
Control B, pull it out. The Tad so and there we go. Okay, two maps done. All we need now is the handles, and I think we'll have as you
can see on the reference, more intricate
handle on this one, the more simple
handle on this one, and we're going to do it
basically the same way as what we did with this jug here. Let's come in, and first of all, I think we can do both
at the same time. So what I'll do is I
will press shift A, bring in a planet around so 90 Now just move it to
the center, like so, and now bring in a curve, so bezier curve, tab, A, delete t now it can come
over to the right hand side. This should already
be on surface anyway, and now we should be able to
come in and create this lst. Let's do this one first. I'm trying to follow the way that this actual lm looks.
I'm going to do that one. Now with this one,
I'm going to have it nice and round a little bit more so don't worry about curves because
at the end of the day, we can move these in and
out and things like that. So don't worry too
much about them. Now I'm going to do is
we're going to leave this behind there, this plane. If yours aren't
like you want them, just have another go and just make sure you're
happy with them, and then we're going to do because these are both together. We can do them both
at the same time. I'm going to come
in first of all, and use you can see, one is going like that, and one is going like that.
I think it is this one. Come in and bring my move tool. Make sure I've
grabbed all this one, so I'm going to
press grab it all, press N, and then
that'll spin it around exactly the same
way as this one. That's exactly what one. Now the thing is these, I think are a little
bit too thick, so I'm just going to bring my extrude down a little
bit, something like that. Now finally, I'm going to come. And bring in my solidify. I'm also going to put this on shading flat
with right click, right click and where
is it smooth shading? I need to press tab.
Shade flat. There we go. Now we know how far we can bring out this. So let's bring it out. You can see that one is going this way and one
is going this way. I'm not actually going
to move them at all. I can bring it a little
bit in as you can see actually might be
to get away with that. Yeah, that should
actually be fine. All right. I'm happy
now with the thickness. Now, let's come to
this one first, and we'll fix this one. I'm going to go in to this. Okay. And I'm looking
I'm straight on again, so I press one on
a number pad and all I'm trying to do
now is just make sure that this here is going to
go into the right place. So I want basically a thing on here which is going to
hold them on into place. Something like that. And I think I can get away with that. All right. Let's
do the bottom one. I think actually the bottom
one I'm already happy with. The one thing now is, I just
want to grab the bottom, put proportional editing on, and then just press T
s and just make it a little bit thinner as it comes
down to there. All right. That's looking pretty nice. Now, let's come
to the other one. The other one, not so happy
with. So let's grab this. I'm going to grab this handle, press G with that
proportional editing on, and just spin it around. Like so, and then G. And then I'm going
to grab both of these. Press G, like so. Again, I'm not so
happy with this. I'm really just trying to
shape this into the right way. Now, the other thing you
can do is if you having problems with the angle
and things like that. What you can do is you
can grab them both, press delete and just delete
the vertices out the way, and then bring in another
vertice I'm going to grab this one and this one,
right click, subdivide. Now going to bring this one out, you can see it makes it a
little bit easier for you to actually get the
shape that you're actually looking for. All right. Now I'm going to bring this one probably into
here, something like that. And then what I'm going to
do is I'm going to bring this one maybe out a little bit. Still not happy with
that how it is. Yeah, that's much better, and then I'll bring this
one spin it around. Yeah. I think I'm much,
much happier with that. With this one, I'm going to keep it not smaller going down. I just want it like that, just a simple amg
something like that. All right. I'm happy with that. Now, I'm probably
aware that down here, there's probably going to be
some issues with the mesh, where they're crossing
over and things like that, but I will show you how
to fix that as well. Again, because we've got modifiers and we've
got curves on there, all we need to do
is object convert and convert to mesh. All right. Now if we come to
this one, press tab, you can see, actually,
we've done okay. We don't actually have
any problems with it. Now, if you do have
some problems, all you can do is you
can just go in like this and just press delete
and just dissolve edges, and what they'll do
is just get rid of those edges that are
overlapping for you. Of course, mine aren't so bad, but the one thing I did
do is I forgot to turn down the amount of polygons. I'm going to actually
go back before I did that and you'll see if I go back and go to my curve. I just want to turn that down. I don't want it so high, so I'm going to have it on seven like I did
with the other one, and then I'm going
to go to object, convert, mesh, and there we
go. All right, everyone. So on the next one, we should be able to get these
elmgs finished, and then we should
be able to move on and get everything actually textured like the jug and these woods and
things like that. All right, everyone.
So enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
22. Fixing Problematic Seams: Welcome back to everyone to
Blender and Unreal engine becoming a dungeon prop artist, and this is where we left off. Now, let's have a
look at these first, making sure I'm ppy
with the measures. So first of all, I do want some little piece of mail
that are going to go in here, which makes it look
as though these are actually being held
on by something. Let's press shift, and
all we're going to do is just bring
in a simple que, S, bring in a e, bring it up. Pull it out all I'm going to do
is I'm just going to pull it out a
little bit further, and then I'm going to press tab. I'm going to bring it down to there and then just bring it up just a little bit and probably just going to pull it
out like so. All right. Maybe the bot wants
to come down a little bit so that bits
not poking through, like so, and then press L, just to grab it and I'm going to press shift and I'm just going to bring it down to the other
part, something like that. I'm going to bring
it up a little bit, and then just pull
it into place. Maybe I can get
away with bringing it a little bit further down, where you can see it just makes all the difference in
how it actually looks. All right. That's
looking really nice. Now, let's grab one of these and we'll bring
it over to this side. So I'm going to come in
shift D, do duplicate it, bring it over P selection, split it off,
controle transforms. Right click. It's
origins geometry. Now let's bring it
over to this one. You can see way way
too big of the mom, so we're just going to
squish it down a little bit, so then just pull it into place. I'm going to rotate it, so y, rotate it round, pull
it up, pull it in. I can see here that this bit
here, I need to pull out. So you can see if I grab this, I need to
pull this bit out. I'm going to press one,
I'm going to press G, and then we can pull it out so. All right. Now,
let's do the bottom. Again, I'll grab it shod D, bring it down, and then press one number
pad and just rotate it. Y rotate it round, put it into a place
where you want it. I'm thinking. Maybe wants
to be around there. Yeah, something like that. I just put it out a little bit. There we go. That
looks absolutely fine. Okay, now we can actually join
all of these together, so, actually, I think the last
thing I need to do is just bevel these a
little bit actually. We'll do that first. We'll probably thinking
these little parts don't really need beveling
these parts here, do these really need beveling
or I'm just going to look Yeah, probably
do, actually. I'm going to grab them
both at the same time, and I'll do them both
at the same time. **** click, just going
down each of them. I don't think I'll
do the bottom. So what I want to make sure is that the beveling
all at the same. So now for press
control, B, pull it out, just a tiny, tiny bevel like they look tons
bad like that. All right. So now let's come to these and we'll
do the same thing. Slick slick around and then I'll come to this one
and I'll press control B, and we'll just bevel off Now, let's split these
up, so I'm going to press L t selection. And then I'm just going
to join all of this up by grabbing it all
pressing control, and then it's making
sure shaded smooth. Everything shaded smooth, and it's all joined
together, and there we go. Now, is there any part
of this I'm app with? Yeah, probably this part here. I need to smooth this off at. I'm just going to grab this.
I'm going to press one. What I'm going to
do is first of all, I'm going to press G, Then just move it
out a little bit, and then we'll do the
same with this one. G, and there you go. We're
straighten those up. They look nice again. Now, let's do the
same thing with this, so we're going to press B, grab everything. Press control. Right click shades move, Autosve on, and
finally, there we go. Now, that's those done. Now, all we need to do is bring
in the materials. So basically, they're
going to be wood. They're going to be a dark
metal on the handles. I think all the way around
actually would be dark metal, so we'll give that try. We've actually texted these
I think apart from the jug. Let's start with
the jug actually, so the jug would be made
probably of silver. Let's come in and we'll
make another material. So what I'll do is
I'll bring back my materials like so.
We'll grab this one. I'll press shift,
and we'll also, I don't think we need
another one yet, so we won't do that yet. So what we'll do is
we'll minus it off. And then we'll go
to our textures and we'll have this one here. We've got two, as
you can see, silver basic silver treasures. Let's use this one here. This is the one
we're going to use. I'll go back to it, plick and
then we'll just copy this. Control C, and then new
and then enter like so, and now let's c to
this one first, over to our shading panel. Again, we'll copy these Control C. It's a
shame that Blender doesn't have a setup with the ambient
clusion but it doesn't. Control T, and let's
bring in the silver. It's silver basic here. Again, we've got all of these. We don't want the direct x. We want the open
GL, there we go. All right. That's the silver, and I'm just looking at what
that actually looks like. Is it shiny enough? Maybe it is, maybe it's not. We can alter that anyway, and I'll show you how
to do that now. First of all, though, let's
plug in ambient occlusion, just the same as what we've
done on every other one. So now let's see how dark
we actually want it. We can also change this as
well to change how dark it is. Th we'll bring. We're not get
a lot of difference there. So we'll do on this one is just bring it
down a little bit. Now, how do we change the metal? We want to keep this actual
metallic map on there. Because if we take that off, although We can alter the
metallic, as you can see. It's not very good because it's not actually based on a map. This map has a little
bit of roughness and it has a lot of
variation in the actual map, and we don't really want
to actually alter that. I'm just going to
plug this back in. Instead, what I'm going
to do is I'll come to my roughness and that's
the one I'll change. What I'll do is
I'll press shift A. Again, we'll look
for an RGB curves. And we'll drop that in place. Now you'll see that if I pull this down all
the way down here, you've got a lot of control. Yet you still got all these little bumps
and things like that. It looks as though there's a lot of actual grime on there. This is a really great
way of actually altering your maps on the fly within blend and I'm just
going to turn it up. Don't want it quite so shiny, but I do want it a little
bit more shiny than what it was so can see that's
looking about right now. All right, so I'm
happy with that. Let's double tap the
e. And let's come over and give these
some materials. Well, I'm also, I think I'll see if I can actually unwrap this just straight
away. Let's have a go. I'm going to because
it is metal and with meal you can get away with a lot more. I'm just
going to grab it. I'm going to press
and Smart UV project. And then what I'm going to do
is I'm going to come down, and I'm going to look for silver basic and I'm going to
press tab, double tap the. There we go. That's
absolutely fantastic. Let's put and there we go. Really, really nice. All right. So I'm just making sure
that I'm happy with it. What I'm looking
at is if it's got a line down here,
sometimes that happens. So what I want to do,
go to UV editing, make sure it looks good. I'm just looking at
this line down here. What I want to do is just
click on one of them. Yeah and you can see that
they're not together. Sometimes that can happen. Let's just grab it
all again and let's see if we can UV
smart UV project. Yeah. I think that's actually we might be able to
get away with that. I'm just looking
around the other side, or we can mark a seam straight down the back. Probably going to
have to do that. I'm going to press,
hide this part. Also, when you hide it in your render view, it
won't actually hide it. You have to go out
of it. Then what I'm going to do is
I'm going to come now and I'm going
to get rid of this, and I'm also going
to get rid of this. What I'm going to do is
I'm going to mark a seam. And then I'm going to
come with my face select. So I'm going to grab
all of this, so L, and I'm going to grab
all of the inside, as you can see there, all of
the top, hide them out away. Should be left then
with just this and now we can mark a seam
straight down the back. If I press shift and click, right click, mark seam. Now you'll see when I undo this, L wrap now you'll see we've got no artifacts in there or anything like that, and it's unwrapped
absolutely perfectly. We put it now on to render view. You'll see that that
actually looks much better. I think actually this line down here is just coming
from this here. I think that's what
it is. Here it is. But you can see it
looks a lot better. That's quite funny that
we had it like that, but anyway, never mid. Let's put it onto
your material mode and then what we'll do then on the next one is
we'll actually get these a modes with their
textures and materials on. All right, everyone, so
I hope you enjoyed that. I'll save it out and I'll
see on the next one. Thanks. Bye bye. Okay.
23. Building up our Asset Library: Every one to Blender and renge, becoming a dungeon prop artist, and this is where we left off. Now, let's come to our
mugs and let's give these. I'm thinking I will
take the handle. I'll just split
them off. So I'll grab this and I can't
really grab all that. So what I'm going to
have to do is I'm going to have to
mark some seams to make this a little bit easier
for me. Old shift and clip. I'm also a thing. I'll
grab all of this. I'll press shift H and then
I won't do it that way. I'll do it, I'll grab
the action shift h, hide everything out of the
way, and now it can come in, and it's just going to
make it a ton easier for me to mark those
seams off like so I also one to mark
sam on the bomb as well because all this around here is going to
be actual metal, mark like so now. Let's see if connect
with this now. If I come in and
grab each of these, so smart UV project. Now let's give it the
material that we need. We're going to come to material. It's going to be probably I'm looking. Let's try that one. You will give the whole
thing the same material. Don't worry about that. We're now going to go in and I'll actually resell
the transforms as well, just in case I think it did,
but I'm not actually sure. And what we'll do now is
I'll hide that out the way. So hide those, and we should
be left with just this, and we might be able to get
away with just unwrapping it. Smart you reject click. You can see if it was metal, be absolutely fine,
but it's not. So what we need to do is click Plus and bring in
the other material, which is the wood course. Let's click a sign
and there we go. You can see that actually These parts here
are absolutely fine. It's just the inside. We might actually and the
bottom is even fine. It's just the inside of it. So all I'm going
to do is just grab the inside control plus
going all the way up. Maybe the edges, I
need to fix the edges as a thing going up to here, and I'll try actually
spinning this around now. 90 spin around. That looks pretty good. All I'm going to do now is, I think, I'll just try
wrapping this the other way. Light my pack, holocive
now let's squish it in, so Then S and y, bring it in. There you go. That
is a really nice. I'm really happy with that.
Now, let's do the next one. We'll do pretty much the
same thing on this one. Again, we'll come in and
we'll grab all of it on here, one is shift page and then
I'll come in and mark my seam. Just the seams for the metal, just to make it a little
bit easier for us. Shift click come underneath. Then finally, can I
actually get under there? Might be able to under here. And mark seams. All right. Now, let's come in
and first of all, we'll unwrap it, V U V project, and then we'll press lth. And then what I'm going to do is I'm going to bring in the metal, dark metal, and now we'll come in and
grab the rest of it. So if I come in now, press L, L L and L, I think it's going
to be the same sort of thing. L under there as well. As what we had with
the other one, click plus little down
arrow wood course, a sine, pretty much the same. All right. So the inside. Let's do the inside first. So we'll grab that control
plus all the way up to here. And then what I'll do is
I will spin these round. So eight 90, spin them round and now finally jaws top and we'll do
exactly the same thing. I'm going to grab it
going all the way round the lip There we go. I'm just looking
at this part here. That not particularly
happy with. So I'm going to
actually see if I can wrap Those parts separately, so I'm going to come in, grab this, we're just going to press. Smart UV project,
spin it round, so 90. There we go. That's much bad. I'm happier with that. I'm not happy with how that's
come in there. I'm going to make it a
little bit smaller. Yeah. That's fine. Now let's
look at this side. We're going to do
exactly the same thing now on here. I'm going to press. Smart UV project, and A S.
Let just make it smaller. So that tons fair now
finally on this bit, M pack then follow quads, A, make it smaller, G, and then S and y and
bring it in like so. All right. There we
go. Now, if you're not happy with the overall
how they look, you can just grab now take
just to bring everything back, A to grab everything. A, now what you can do
is you can just make it either smaller
or make them bigger And there you go, you can see, they actually look
probably better like that. I'm actually looking
at the wood, maybe on this bowl as well. So what I'm going to
do is grab everything, and I've actually done the same thing as what I've
done over there, so they should be
absolutely fine now. They look really, really
nice as you can see. All right. I'm happy with that. Now what we need to do is we
need to go back to modeling. We need to come
and find our mugs. I'm going to grab dot. And what I'm going
to do now is just finalize and just make
sure that they've all got I think with the yeah,
I'll leave that as it is. I'll just grab them
all. I'm going to press control all transforms,
right click. So regions geometry. And what that does
is it will set the geometry to all of
them at the same time. So that's really,
really handy to know. I'm going to hide that the way. And now I'm going to do is I'm going to come in and name them. So I'm going to
come to my plate, like so, and then I'm
going to come to my bowl. Really important
that you do this. You could do it all at the end, but it's a real pain when you have to do so
many at the same time. So I tend to nowadays,
as I'm actually working, just go through them and do them as finishing them because then I can also put them
in my asset manager. We'll call this
should we call it. We'll call it a large and then
we'll call this one small. Now, let's make a
new collection. So I'm going to right click
and we'll call it new. And then I'm going to
go two. Where is it? There it is. I don't
know why I put it in there actually, but
it shouldn't have done. I'm just going to
move this up to the top in its own
look as you can see, then I'll call this
moms and plates. Okay. And then what I'll do
is I'll grab them all now, so B to grab them all, and then I'll press dot. And what they'll do is I'll take me straight to where they all. I can just grab any
one of them then and just drop them in and
then they'll all be in there. The other thing I can
do is as well now, grab the all right click
and mark as asset, and I'll mark them
all as an asset. Now, let's close that and
just see what we've got now. I'm also going to
click file and save. And what I'm also
going to do is, I'm just going to stack them in a little bit of a nicer way. Like so. All right. So now what we can do is we can come to our asset manager. And then what we can
do is can come to all, and I can grab all of those. I know which ones they are
because I've just done them, so might as well do
this at the same time. Spoon looks a bit funky, and let's put it into where
is it props, like so. Let's look at our props,
and there they all are. And now, finally, leads also.
We've got these materials. We need a couple more
materials in here. Did I mark those as assets. So let's have a look
at my materials. Just going to bring
back my materials. So let's have a look at which
one silver markers asset, wood course, markers asset. I think they are the
two I'm missing. Now I've got them on here, silver and wood course. Now I can drop those
into our material. All right. So parts
props, materials, hold. Now finally, we
can go and save it out and we can also go
back to our modeling, and I can now put
these in place. Again, I'll light
out my materials. You can see now you
can already start putting these onto your
table and things like that. All right, so they'll
look really nice. Now, the next one then
we're going to move on to I bring over my reference will
be our gobblet our plates, our gems and things like that. Because it will be a nice
transition to those because we've already created pretty much all of the
skills that we need. Apart from we're going to be using different materials
and things like that. After that, then I think we'll probably move on to the books, so we'll get those
out of the way. The cans are a little
bit more difficult. But you can see already
that you should be speeding up your
way flow by now, and you should be able to now create pretty basic measures
really, really fast. All right, everyone, so I
hope you enjoyed that and I'll see on the next one.
Thanks a lot. Bye bye.
24. Using Trim Sheets Effectively: Okay. Welcome back to
everyone to Blender and oral Engine becoming a dungeon artist and this
is where we left off. Now, before we continue, we need to bring in a few
more actual materials. So what we're going to
do is I'm going to grab this cube here and I'm
going to duplicate it. Shift duplicate again, shift and duplicate once
more. There we go. All right. We might need one more
actually. We'll just see. Now, the first one
I want to bring in is my actual gemstone color. So we've got three here. We've actually got
let's have one, two, three, four gemstone. One, two, three, four, shift D. Then what we're
going to need is two gold. One of them being a trim sheet, which we will discuss shortly. So what I'm going to do is, I'm just going to grab two of these. I want to press shifty again. I'm going to bring
them out, like so. All right. Now, let's come to this one and this will
be the first one we do. Let's have a look at our
actual download pack, so come to my download pack. Which is this one here and
we'll go to the textures. The ones we're looking
for are these here. Dungeon gem blue,
dungeon gem red, and all the way down, and
then we've got dungeon gold. Finally, we have
one that's called Don gold decals and this
one being the trim sheet. Let's bring in the
trim sheet first. What I'll do is I'll
come to this one here. I'll minus this off and
I'll create a new one and we'll call it gold trim sheet. Like so. And then what
we're going to do is we're going to go into
the shading panel. Now, the first thing I'm going to do because this is gold, it doesn't really actually need the ambient
occlusion on it. Let's come in and
grab the principle, control shift and t, and then let's bring it in. I'm just going to come two, this one here where
it says trim sheet. And then what I'll
do is I'll show you this in detail
what it actually is. Let's double click
it and let's go and grab all these ones here. So I'm going to grab the open
GL and the bottom one here, and I'm not going to bother with the ammt occlusion in this one. I'm going to click
principle textures. And then one going to do
is, I'm going to put this onto my cycles render engine, and you should end up
with something like this. It looks kind of weird. Now, I'll explain what this is. So if we go over,
to our UV editor, open it up and we'll see that this is the actual
basic trim sheet. Basically just the texture is on the no metallic like that. Now, what you can see
is that we've got a pattern going across,
a pattern underneath. You can also see that
we've got a pattern going across here and a
pattern down the bottom. Basically what these are is, these are similar only
in a horizontal way. What you can do is you can
take your mesh and you can basically use it as
a trim sheet where we actually line this up on the top of the gobbler and basically have it
wrapped around it. That is how they're supposed
to work with trim sheet. Now with trim sheets, you can actually get away
with having three, four materials going
all the way down, and it's just that it's only
seamless going this way. That's why they're
called trim sheets. Now, you have another texture
which is called atlases. A Atlass basically are a UV, which is broke up into let's say six squares or
something like that, and you basically take your mesh UVs and put it over whichever
square that you want to. Okay, now we've discussed that. Let's actually go
back to modeling. Sorry, shading, and what we'll do is we'll bring in articles. Now I'll bring in the
normal gold as well. If I grab this one here, I'm going to minus this off
new. Let's call it gold. Again, I'm not going to bring
in my ambient occlusion. So I'm going to go down and I'm looking for is dungeon gold, and then I'm going
to bring these in bring in my principal and there we go. So
that's our gold. We can see it's got just about the right amount of roughness
and metallic on it. You can see that it's
not too shiny and it actually looks like
gold. All right. So now let's come to the next one and the next
four we're going to bring in basically going to be our rubies and gems
and things like that. Let's come to the first one. I'm going to I'll
actually minus this off, press new and we'll
call it M Stone red. I'm just going to call
them all gemstone just so we don't get
confused. Gemstone red. Let's again, come to our
principled control shifty. And then what we're going
to do is going to go back and I'm looking
for the one that says, dungeon, gemstone, red, like so. And we have got an opacity
in here same as the goal, but this opacity, we
can actually use. If I come in and I
select all of these, like so, click on my
principle, and there we go. Now, we can, as I say,
use this capacity. Let's just hide these
two out of the way just so you can see what
I'm actually doing. At the moment, you
will see that we can't actually see through this. It's just the
reflection. Let's also bring back on our floor. We're going to bring
back on our floor, where's my floor,
let's come down. Okay. So I've got on
old. It's a real plane. There we go. I'm just going to hide
those two out the way. And now we should be left
with something like this. And let's then just
click on our red gem. And now, all I want to do to actually make this
slightly see through is, I'm just going to
grab both of these. I'm going to move them over
to the right hand side. I'm going to come
in now, so shift A, and we're going to come down
and search for RGB curves. So just point curves. And then you'll have one
that says RGB curves. And it is a really, really great no to use on lots and lots of
different things. But now, if I come in and I grab the middle of this and pull it down all the way down here, you will see that a press
is actually see through. Now, of course,
this is a gemstone, so we don't actually want
it to be so see through. We just want it to be slightly
through. So I bring it up. You can just bring it down now and just make
sure that it's. You can see that it's probably still a little bit too much. We don't actually want
it that C through. So I'm going to put it
here and I'm going to bring it up very, very slightly. So maybe a little bit more and that should be
absolutely fine. And that looks more natural, as you can see for a gemstone
or something like that. All right, so that's that one. Now, what I need to do is I
need to actually keep this. I'm going to press control
C and just copy it. And then what I'm going to do is I'm going to now
bring in my blue one. So I'll come here and I'll
call this gemstone blue. So new Gemstone Blue. And then what I'll do is
I'll come to my principle. Click on my principle.
Control shift, and then let's come in and we're looking
at gemstone blue. We've got a white and yellow. I'm just going to
remember that as well. Gemstone blue. Let's
bring in all of these, the open GL, the
roughness, like so. Let's bring them in.
There's my blue one. Let's pull this over, so now
let's sort out the opacity. Control V, drop my curve in, and we should be able to get
a little bit of C through. I'm just looking there. It's not quite as much as this one. Let's look if I
bring this one down. That's maybe way too much, maybe down a little bit more. I think the colors
actually, there we go. Something like that, I think
looks absolutely fine. Now we should have white
and we should have yellow. If I grab in fact, if I press altage because
we've got those cubes here, so we'll have gemstone white. I'm going to minus this one off, new gemstone white and then we'll have this one and I'll also do this one
at the same time. So new we'll call this
gemstone yellow, like so. We've also got another one which is going to be let's have
so we've got gold red. Actually, that is all of them. So we've got two golds there and our gemstones. All right. Let's come to this
gemstone first, this is the gemstone
white grammar principle. Control Shift T, and let's find the white one,
which is this one here. We're just going to control
click all of these ones. Grabbing them, and then
all I'm going to do is, I'm just going to move
that normal over there. Control V and just drop this one in and then just going to go down and have
a look at this, and we can see that that's
really nice and see through. So it's to do with the color how see through it actually is. All right. So now let's
come to this one here, and this is the gemstone yellow. Exactly the same
thing. Control shift. And you can see actually doing
them in a row like this, actually makes it much, much quicker. So this
is the yellow one. Clicking on all
of these like so, and then just moving
them over there, pressing Control V and
ringing the curving. Let's how much
we've got on there. Maybe we need to bring
this one down to tap. Yeah, that should be enough there and s make through there. All right, double tap the
eight and there we go. Now, let's add these two
our actual asset manager. So we'll come in. We'll grab this one Markers asset Markers asset Marks asset just keep going down there, marking them as asset. I'd like to keep up
to date with these, and that's why I'm
actually doing this. And then what I'll
do is I'll come to my asset manager and
we'll go to all. Then we've got all of these
gemstones now so you can see. All of these gemstones,
I think I'm missing one. One, two, three, four,
five, six. No, not. That's all of them.
Except that one graft. All right, let's put
them into our materials, and there we go, there's
all our materials now. There's all of our props, and that's actually done. All right, everyone.
On the next one, what we'll do is we'll start, I think on the actual plate. That's the easiest
part to start. We have just a silver plate, and then we'll create the
gemstones and finally moving on to the actual
goblet with the trim sheet. I'm just going to
go up and say Okay. And I'll see you on
the next and everyone. Thanks a lot. Bye bye.
25. Good Techniques to Create Gemstones: Welcome back if you want to
Blender and Unreal Engine becoming a dungeon prop artist, and this is where we left off. Now, let's go back to modeling. Let's also hide out materials. So J going to hide
all those out. Then one we're going to do
is Jo going to come here. Let's create the plate first, so I'm just going to create a let's have a look
simple cylinder. I think cylinder is not coming
in and the reason it's not come in bad way if you
have something like that is because it's
actually coming in here. So if I come down, you'll
see that if I unhide this, you can see my cylinders there. And the other reason is because I am actually in edit mode, and I just didn't realize. All I'm going to do is I
going to press control Ed, I'm going to then press tab, I'm going to then hide
this out of the way, and hopefully now when I
bring in my new cylinder, ship let's bring in a cylinder. It should come in and it's
come into mugs and plates, which is absolutely fine. Now, one problem we
have with this under is it's on 32 vertices. We just want it on 16 s, and then I'm going
to make it smaller. Now what I tend to do when I create plates and
things like that is, I mean, I know this
is a silver plate. I'm just going to make it
a little bit bit bigger. I just press tab,
grab the top of it, press D and just split it
away from the rest of it. Then all I do is go in L vertices and you should be left with something like this.
I like working like that. It just makes it a little
bit easier for me. All right, so now I'm
going to do is I'm going to press S, and I'm just going to bring
it out like, pull it up. Okay. And then I'm going
to delete this face, so delete and faces. And there you go, you see, should end up with
something like that. Now, I'm just going to
go around the edge and create that edge on there,
so I'm going to grab it. I'm going to press enter S, bring it out. There we go. Now, let's create some
kind of artifacts on here, some bits that are
a little bit out. So all I'm going to do
is I'm going to grab, let's say this bit on here, so Control click, right click and then control
B and just pull it out, so we've got a nice
bevel on there. And then all I'm going to do. I'm not actually
going to do it yet. I'm going to pull
it out in long run because I need to give
this some thickness first. The other thing
I'm going to do as well is I'm going to
give one on the inside. So I'm going to press,
bring it all the way in, then I'm going to press control, and just bring in a few
edge loops like so. Left click, right
click and then we're going to come to this one shift click and then control P. So they are the ones where
I'm going to pull them out, something like that. All right. Now, we could use the
solidified modifier, but we could also
just grab it and just press and pull it down to
give it some thickness. Now, it doesn't need
to be very thick. It is actually a silver
plate after all. So I think that'll actually do. We don't actually need to mess
around with the modifier. Now, let's come in
and grab the outside. I'm going to press
shift and click. I'm just going to press then
and just pull it up like so, and then we're going
to come to this one, l shift click and just press
and pull it up like so, and you should end up
with something like that, and that looks pretty nice. Now, we could really make
this a little bit intricate. But I think at this
stage in the course, we should just focus on
those modeling skills. All right, so let's
press control A. Let's reset all the transforms, clicks origin to geometry,
and there we go. Let's move that to the side. Next one, let's create a
actual let's create a diamond. Let's press shift A.
I'm going to bring in Let's have a what
we're bringing in. Let's bring in I think
we can get away. Can I get away with
bringing in a cylinder. I think we'll bring
in a cylinder. We'll turn it down to something like nine. Let's
have a look at that. Yeah, I think actually
that should do it. For bring in a cylinder of nine edges, I think
that'll be enough. Now what I'm going
to do is I'm going, of course, make it smaller. And then what I'm going to
do now is I'm going to come down the bottom, grab
the bottom of it. I'm going to press S,
bring it in, like so. And then what I'm going to do now is I'm going
to grab the top. I'm going to press. And
bring it in and then S, so you can see really, really easy to
actually make one. Now, the other thing
about this is we should really put some
actual levels on this because that then accentuate how much this actual
shine gives off. I'm just going to pull
it up a little bit more and bring it in
a little bit more and just make it a little bit more damonlight I'm going to press control a transforms
right, Sergenmetry. The other thing I'm
going to do is I'm actually going to
put on my cavities. I'm going to go onto object. I'm just going to
make sure it's on. Yes, it is. All right.
So now what I'm going to do is come
to my modifier, adding a bevel I'm
probably going to turn this down to not 0.3 It's
have a little bit of that. Yeah, and I think that
looks really, really nice. The other thing with
the diamond is I do want to make it a
little bit smaller. But when I'm actually
making it smaller, I don't tend to make it
smaller in this part of it and the reason is because I want
to be able to see them. If I make them really dingy, the size of diamonds
or something, you're never going to see them. So I just tend to make them just a slightly a
bit smaller like so. All right. So that's
the actual diamond. Now, let's make let's
make a sapphire, a blue sapphire,
something like that. What I'll do is I'll
make it a double sided sapphire with maybe get away with a few
more edges on it. Let's press Shift A. Let's bring in another cylinder. Then let's turn up this to let's say 11,
something like that. Let's squish it in, like so. Then all we'll do is we'll
make this double sided. I'm going to come
in. I'm going to grab the top and the bottom. I'm going to press and the
sensed and pull them out. If they don't pull
out, just make sure that you've got
them on medium point. Es pull them out and then make sure that you've got them
on individual origins, and then you'd just
be able to push them in there we go. All right. I'm happy with how that looks. Maybe should we actually
bevel off this. I'm just going to try beveling
off each of these with control B. I just want to see what it
actually looks like. Yeah, I don't think I like it. I think I like it a bit
more hard edge. All right. I'm happy with that.
Let's press control ao transform drylix
origins geometry, adding a modifier,
bring in a bevel and let's bring it down
to 0.3, like so. All right, so that
is my sapphire. Or whatever you want
to call it basically. It's just a piece of treasure and that's
what we're trying to create here. Let's
put that there. Now, let's create a opal. We're going to
create an opal next. With an opal, I'm
going to probably start with a cube
actually. Shift A. Let's bring in a cube. Let's make it a
little bit smaller. Then all I'm going to do is I'm going to level the sides of it like if I grab the edges here. Like so and then
just press control B and just level them like that, and then we'll just pull out these edges here, so
I'm going to press, er, make sure I'm
on medium point, SNx, pull them out. And then I'll come in and actually bevel
those off, I think. Or we could bring them
in and up to you. Let's press shift click
on both of these, press control B and just
bevel them in, like so. Yeah, I think actually that
looks absolutely fine. Just going to rotate
this one a little bit. I think we can see
it better like so. Yeah, and that
actually looks like an pus I'm pretty
happy with that. All right. With this one, do
you want to bevel it off? Let's press control A, A transforms origin
geometry, bevel it off. 0.3. Yeah, and I think it
looks better like that. Let's bring it over then to the rest of our treasure, seven. Let's press S, bring it
down and put it into place. I should be putting them really on the actual ground plane. So I'm just going to
take a little bit of extra time on the
ground plane like so, and the plate like so. Now, let's come to well, I've got a goblet, so let's
actually start the goblet, and then we can move
on to the necklace. If I press Shift A, let's bring in a cylinder again and I'm going
to put this cylinder, let's say on something like 16. I'm going to bring it down with S. I'm going to press one. And then what I'm going
to do is I'm going to pull it up like so. I'm going to grab the
bottom of it because I do want it coming in
just very slightly. S bring it down like so, and now I want it to come in. But actually, I want a nice
slant when it comes in. So all I'm going to do
is I'm going to press. And then I'm going
to press and pull it nearly down to
the actual floor. Something like that,
and I'm going to worry about actually shaping
this in a minute. First of all, I'm
going to come in, and I'm going to grab
all of these edges. Now the thing is if I
bevel this off now, we know that it won't bevel off properly because we've
not reset the transforms, so I'm going to press tab,
controlle transforms, right, plate origin geometry,
and now I'm going to actually level it
off and you can see it levels off much better. I'm actually probably going
to turn up the amount of segments on here as well,
something like that. I'm also going to just lift
it all just a little bit. Now what I'm also going to
do is I'm going to actually level off the inside of here
because it's too sharp. I'm going to press control B, like so, and now you can
see again that nice slope. Last of all, then I need to do the stem of the
actual goblet, so I'm going to come in Control. Let's bring in three
edge loops, left click, right click, and then just
make sure portion that is on, press the S boon and then
bring in these parts here, like so you can just see how nice and smooth
that actually is. Might take you a few attempts
to actually get there, but you can see how
easy it is to do that. Now, let's think
about the bottom. So I'm going to grab the bottom so I'm going to
pull it down with. And then what I'm going to
do is I'm going to call, make sure I'm on face
leg shift click. I'm going to press enter, and then alter an S
without proportion of ing. And S, and what they'll do is it'll pull it out
straight for me so. Just make sure that
it's not too big on my original I think I made it probably a
little bit too big, maybe a little bit bigger,
something like that. Now what we can do is
we can come and we can bring the sorry, the sides up here and
just bevel it off, l shift click control B and let's see if we can
actually bevel it off. So Yeah. I think
I'm actually much happier with this one,
how it actually looks. It just looks a lot better. The one thing I'm
concerned about is maybe just maybe I've made this
a little bit too thick, and I should be
bringing it down. I'll fix that actually. So
what I'll do is I'll come in. I'll grab the center of
here, press control plus. And then what I'll do is
I'll jaws bring it up. Control plus, bring it up. And then control plus
control plus control plus, and then I can bring
that down into place. Let's press one,
bring it down into place. And there we go. Yeah. Thing that just looks a tumba. Now, the one thing
that we need to do is we need to give this
somewhere thickness. I'm going to come in and I'm
going to a grab the center. I'm going to grab
the center actually. So the center of here, shift
click and then grab the top of Presslet and faces,
and there we go. Now, the reason I've
done that is, of course, that I need to give
this some thickness and to give it some thickness, I need it to be
basically a plane. I want it to be two dimensional, which it is now, and then we're going to create a three
dimensional piece. All right, one, but we'll
do that on the next one. So I hope you enjoy it, and I'll see on the
next one. Thanks a lot. Bye bye.
26. Working with Array & Empties: Welcome back to
everyone to Blender and real engine becoming a
dungeon prop artist, and this is where we left off. Now, let's crack right on. We've actually turning
this into a three dimensional using our solidify modifier.
Let's press Control. All transforms rightly. Origin is geometry,
come down, solidify. And there we go. That
should be absolutely fine. Do we need more thickness. Let's bring it up and see. Yeah, I mean, it's made of gold, it's supposed to
be chunky thing, actually, we'll give it a
little bit more thickness. I'm just looking in the inside, making sure that's okay. I think actually probably
with the inside, I'll delete most of it
out the way anyway. All right. Let's press control. Let's put even
thickness on first. Then press control just to apply that now let's get rid
of the inside up here. All I'm going to do to
get rid of the inside is. I'm just going to press tab. I'm going to grab
the sides of here so you can see a great growing
all the way around there. Then for press control plus, we can see that we want it
going all the way up to ear. So now it compresses
delete and basis, and you'll see your left
with that and we're left with this on the inside. Can you see how
that's broken away, which is perfect for us. Now if I come in,
shift and click. I'll show you another way
actually filling this in. All you need to do is press
and that will fill it in, so it's not an actual lane gone, so it is actually a
nice piece of mesh. We can do the same thing
on the bottom as well. Shift click, fill it in. There we go. Last of all,
then now we've got this. I just want to have a nice
groove going around here. I'm going to press tab
control, bring it up. And then control B, pull it out. I'm going to turn
down the number of segments just
so I've got one. I want to press to terns
bring that out then. You can see because I
pressed alters again, it's perfectly straight,
and now that's looking pretty nice. All right. That's that one.
Now, let's think about creating our
actual necklace. I'm going to show you an easy
way actually doing that. I'm just going to grab
these, put them to the side. I'm going to first of
all, create my gemstone. I'm going to press
Shift A, like so. Bring it down and I'm
going to pull it this way. So I'm not going to worry
about the scale at the moment. All I'm going to do is
just create a gemstone, something that looks
like a gemstone. I'm going to press control A
or transforms, right click. Origin geometry. Now, it's
very important that we've actually pulled this
from here down to here. It's also very
important that I now set the orientation of
this to the center. So I'm going to right click, set origin to three D cursor. If the three D curse
is not in the center, Shift S cursor to world origin, and then you can reset it. All right. Now
let's work on this. What I'm going to do is I'm
going to press S and SD, and then I'm going
to come in, grabbing each of these, like so. I'm going to press Control
B, pull them down. Finally, then I'm going to
grab each of the sides, press control B
and pull them out and just give us some
kind of looking gemstone. All right, I'm happy with that. Now what I want to do is, I want to rotate these around. So basically, to give me that
look of an actual gemstone. So the easiest way I've p
to do it is just simply to bring in a empty. So you can see here it says
empty, bring in a plain axis. Now an empty is basically something where
you can use it to actually do animations or you can do things like
what we're doing here, using it to actually create
arrays and things like that. What an empty is
is basically it's a piece of mesh that will
never be shown in the render, so you'll never see this
actual piece of mesh. That's why it's
called natural empty. Similar to the empties,
when we delete in vertices instead of faces. It's similar to that
apart from it's actually used for a
purpose. All right. With that said, let's now
come back to GM stone and we're just going to again
reset everything because I did change the shape of
it, so all transforms, and then right click our gin to three D C. So make sure
it's in the censor again, and now find that we can
come in come to our array, and now this array basically, as you can see, we can array things all the way
along in a row. It just makes a copy of it. But the best thing
about the array is it makes a copy in a
certain distance. You can see now we
can array something and the same distance is
between each of these, and you can go on for infinity
base as many as you want. Now, we don't want to
actually use this like this. We want to use it
a different way. So what we want to do is
put in object offset. We want to actually
turn this off. Then what we want to
do is want to pick our object as our
actual empty, like so. Now, when I spin this
empty round now, you will see, sad, you'll see that we can
actually spin these round now and get them all the
way back into place. So you can see that I've
spun it round 44.8. Now, if I spin this
round by 45 degrees, And now you can see that they're perfectly level with this one. Actually, I'm not
sure if they are. Yeah, I think they are. I
think it's just my eyes. You can see that these, these are level and these are level. Now the thing is we do
want a few more in here. We won't want in between
here because we are making this into an
actual necklace. What I'll do is I'll come back to ma, and I'll turn it up. Let's say, let's try
something like 14 instead. Now, when we do that, it won't actually make more in that way. So now we have to
come back and now we can see that we can
actually bring more in. We have to work out
how these level up. You can see I brought that all
the way back now and level them up and if I put this
now on 25 degrees instead, you can see that's
not going to work, let's bring it slowly
holding the shift button, just trying to level them up. In some way. I'm using basically this one here because this
is along that straight line. I can see it's 25.8. Probably the best
thing I should do here is divide where is it? Divide my array by 14. If I just open up my
calculator, Okay. And what we'll do is
360/14 equals 25.714. You can see probably not
the best idea, 0.14. So let's just try 15, 360/15. Let's see where we get 24. Let's actually do it at 15. So we'll put this up one,
and then what we'll do is we'll come back to
our empty here. Okay. And I'm just
going to check back again because I
didn't check where it was. 360/15 equals 24. All right, 24 degrees, and now set this
to 24 and there you go. Now it's perfectly
perfectly level. Now you need to do is
you need to just come in to ray again, press control lay
and then finally we can get rid of our empty. Now, finally, all
I want to do is, I just want to now bring down this bottom bit, so
I'm going to come in. I'm going to press
control plus on it, and I'm just going to
pull this down like so. And then I'm probably going
to pull the tops of it out. So if I press control,
left, bring it out, like, so and I just want to make this
a little bit different. All I'm going to do
is just grab the top so I'm going to put my
proportional editing on. But what I'm going to
do is I'm going to make sure it's only unconnected only. If I don't put that on,
you'll see that I'm going to change all of these and
I don't really want that. I just want to make sure
that it's unconnected only, and then I can pull it
out a little bit like so, and there we go. All right. That's looking pretty nice. Now, I think I'm going
to pull this up and then extrude it out and
make it a little bit, probably a little bit
thinner down to the bottom. I'm going to come in,
Control two left click right click and now
let's come down to the bottom. Grab that bar. Control plus and then press S, make it a little bit
thinner and there you go. I think that looks much much better. All right.
So we've got this. Now what we need is we need an actual chain
that goes around. So I've got my cursor
in the center. So all I'm going to
do is I'm going to press shift A. I'm
going to bring in. Let's bring in
actually a circle. So we can bring in a
circle if I press seven. Now the thing is about circles. Again, you can turn down
the amount of vertices, so you can play
around with this. Let's put it on
something like 20. I think that's going to be fine. And then all I'm going to
do is I'm going to bring it in to the halfway
point like that, and you can see already
that looks pretty nice. The thing is with the circle, you will say that, well, we can't actually
do anything with it because it's got no actual mesh. But hey, that's
where you're wrong. All you need to do is you
need to go to object. You need to come down to
convert and just convert it, sorry, convert it to a curve. Now you'll notice that we've got a curve on
the right hand side. Now, the best thing
is with that, just so you know is
you can actually convert any piece of
mesh into a curve. In other words, if I bring
in a plane and I press tab, I just a quick show here.
Don't do what I'm doing. Just follow along, shifty pull it out and then get rid
of the rest of the plane. You can see that
I've got this piece. Then what I'm going to do is,
I'm just going to give it a few subdivisions,
right click, subdivide, we've got four in there now, as you can see, and now
I'm going to do is, I'm going to turn
this into A curve. Now, if I come over to my curve modifier and
I go down to my depth, we've actually got an actual
curve a piece of mesh, and we can actually move it
around and things like that. Really really
amazing that you can actually do that from
any part of mesh because you can actually create a piece of mesh and then turn
it straight into a curve. Really really handy to know. All right, I'm going
to delete that. I'm going to come
back to this one now. I'm going to turn
the actual depth. Turn the depth
just a little bit, making it into an
actual necklace. Now the thing is with the depth, you can turn down
the resolution. So if I turn this down, let's
say to three, you will see. Now, that it's only got three sides or zero sides
or whatever it wants to be. Let's just turn it on
one because the thing is we're not going to need a
lot of resolution from here. Now, when you bring in a piece of mesh like this, normally, I can't turn down the resolution because you've
already created it, so this actually has no effect. Finally, then all we need to do is need to come to Object, convert and just then convert
it back to a actual mesh. There we go. That's
that actual finish. Now, let's join all
of this together. I'm going to join all
of this with Control J. Press the G button, press the S button, like so, and there
is our necklace. Now, one more problem
with our neck places, it really needs to
look like a necklace. So all I'm going
to do is I'm just going to grab the top up here. I'm going to come in with
my proportional editing. I'm going to make sure it's not unconnected only because I
want to bring it all in. And then what I'm going to
do is I'm going to press S and X, and just bring it in. Then I'll just grab
both of these, and I'll just pull
them in or out. So now you can see it looks
a lot more like a necklace. Albeit a little bit big, so I'm going to make it
a little bit smaller. Then there are our
actual gemstones, our goblet, our silver plate. And on the next lesson, then
what we can do is we can actually bring in our
materials onto these. All right, everyone, hope enjoyed that and I'll see
on the next one. Thanks. Bye bye.
27. Finalizing the Details for the Goblets: Welcome back to
everyone to Blender and Unreal Engine becoming
a dungeon prop artist, and this is where we left off. Now, I'm going to do all
these together, actually. So the first thing I'm going to do is just check my normals. I'm going to come down
to face orientation. Check my normals, and
they're all fine. So I'm going to turn that off. And then what I'm
going to do now is, I'm just going to well, actually, we can't actually
do them all together. What I'm going to do is, I'm
just going to grab them all. And I'm going to see if I can shades move
and you can see that. Yeah, actually I have
shade them all smooth, but can I actually do
them all together. I can't actually do them
together as you can see, so I just need to calm down
each one of them and just. With the diamonds and things, I'm actually wondering if I should just be
shading them flat. And I think actually probably
going to be better off just shading them flat or turning up the automve whichever
one you want to do. I think they're just going to shine more light if
they're like that so I'm actually going to go in shade
flat and I think these are the only ones that we're
actually going to do that with. So shade flat like
so. All right. Now with the goblet, I just want to make sure same as maybe with this
plate as well, that I just level
off these edges just slightly because
it's still goblet. Let's come in, grab the edges. Old shift and click Control B, hold in the shift but slow it down and just
level those off. Now I'll come in and
also level these off. Control B bevel them off. Now, what you could also do
with one of the goblets, you could also make some rubies or something like that
and bring it out. We could also do that. I think actually, we'll do that. It won't actually take long.
So what we'll do is we'll press, we'll bring it over. Then what we'll do is we'll just think about
bringing this down, so I'm going to come in and I'm going to press
shifting click. So great going all
the way around. Old shifting click, trying
to go the other way. So old shifting click, and then just pull it down a little bit without
proportional entity on. And then what we'll do is
we'll grab every other one. So you can grab every one
by going Old shift click. Select, check a D, select, and there we go. Now the thing is I'm going to press now and just
bring them in, and you can see already
where we're going with this. Now, if you press,
enter and then alternS, you should be able to
bring them out like so, and then let's
make them smaller. Now just make sure that
individual origins is on. Press the S button like
so, and there we go. Now we need to do is just
level this off a little bit. Control B, level them off. There we go, a goblet with actual rubies on
it, really nice. Now, let's come in and actually think about let's just go down. Let's reset all our transforms just before we
actually unwrap them. Control A transforms,
click origin to geometry. Let's come in and
adding textures now, and then what we'll do
is we'll name them. With this one here, let's
go to our V UV editing. What we'll do is we've
got our gold on here. I'm not going to worry
about that because you don't really need
to see that in here. But what I'm going to
do on this one is, of course, bring in our silver. So we've got let's have
a look silver basic. Let's bring in our silver. You can see already, it's
not looking too great. So I'm going to do is I'm
going to grab the whole thing. I'm going to press you and
raprap as you can see, and the reason is because we've got no seams, so let's press. Smart UV project, and let's have a look what
that actually looks like. That looks pretty nice. I'm pretty happy with that. The one thing I'm thinking is, I could make this a little bit more stylized for the
actual plate by turning down my normal and also making it a little bit
shiny because at the moment, it looks like the
jug and it would be two different really materials. Let's actually change
that. What I'll do is, I'm actually going to as well. I know it's making it a
little bit harder for us, but I think it's worth doing. I'm just going to bring
back all of these cubes, and I'm going to grab my
silver, which is this one here. I'm going to press Shift D, just duplicate and pret there. And then what I'm
going to do now is I'm going to copy this. I'm going to come to this little down arrow, copy material. And then what we're going
to do is paste material. Now I'll minus this up, and then I'll click
the down arrow. I'm going to click
paste material. You'll see that doesn't
work, so I need to click new and then paste material,
paste material. And then what we'll
do is we'll call this silver treasure and then we've got two
types of silver. Now, let's come in making
sure I'm on my render. Then I'm just going to zoom into it and I also want to
be on shading panel. I'll have to zoom into it again, and I'll also there
we go, zoom in. Then what I'll do
now is I'll take down this normal map
to let's say 0.2, now you can see it's
a lot more smooth. Then what I'll do
is I'll bring in an RGB curves for my
actual roughness. You can see my roughness
is already there. We've already got an RGB
curves, so that's great. Now if I bring this down, so let's bring this down, you can see now that that's looking a lot more like silver, maybe a little bit too much, so let's bring it
up a little bit. Maybe up a little bit
more. There we go. Now that's looking much
much better because silver wood actually looked
like that. All right. I'm also thinking of, should I change the
color of it as well? We could also change the color with a color
ramp or something. Let's bring another RGP I'm just going to press
shift. Drop that in there. Yeah, I'm thinking
I'll probably make it lucky if we bring this
up, so I'll bring it up. Yeah, I'm probably
going to make it just a little bit
darker as well. Something like that. That tab I'm thinking that's
looking much much better. All right, I'm happy with that, and now we've got
Silver treasure I'm going to right
click marks asset. Come to my asset manager. Try and keep up with
all these, by the way, because if not, you're
going to end up with a low we don't know if
they're in there or not. We can see silver treasure. Let's put it in our materials, and then we're done. All we need to do
now if I come to my materials, spell that wrong. Let's spell it right. I
don't know why I did that. Let's also save it out, save and now let's drop. Okay. On our silver.
Silver treasure. Let's drop it on there. Not
sure if that dropped on. There we go. What does that say? Only supported in
object mode. Okay. Let's put on material
and see if that does it? Only supporting an object mode. I don't know what
that actually means. Oh, maybe I'm in edit mode. Yeah. I think I'm
in actual it mode. Yeah, there we go. Let's
grab it like that. Let's go back to modeling. And let's come to our material
and click the down arrow. We're looking for
silver treasure and there we go. All right. So that's looking
much much better now. It's really getting the
light and things like that. Maybe maybe it's a
little bit too dark. I'm going to have to go
back to my shading panel. I'm just going to lower
it down a little bit. I think it's a little bit. I think it needs to
be just lighter. Yeah, I think we should
have gone the other way. All right. Let's go back
to modeling, look, Yeah. That looks better. All right. I'm happy with that now. Now, let's climb to
our rubies then. So what I'll do is
I'll come to this one. This one is the yellow one.
So I'm going to go down and gemstone yellow.
There we go. That's looking
pretty nice already. Let's come to T one is the
white one, the down arrow, and we're going to go
to Gemstone white, and then the down arrow
and this one will be the blue one, Gemstone blue. Now, let's come to this here. First of all, we'll
grab all of these gems. Basically, as well, don't forget I didn't
actually wrap these. I'm going to actually probably unwrap them all together.
Let's just grab them. I think actually
because of the color, not really going any real
markings or anything, I should just be able to go UV Smart UVon rap,
and there we go now. It looks like we've got
many many facets on those, and I think actually
that's going to be fine. I don't think actually I need to do anything else with them. Let's do. Have a look at this. It's looking a bit grainy and I think looking to see if
my noise is still on. Yeah, actually, they look
pretty nice. All right. Let's come to this one here, and what we'll do is
we'll unwrap it first. So I'm going to grab A.
I'm going to pressure, Smart UV project. Click Okay. And now let's first of all, bring in our gemstone red, and then we'll click the plus, and we're also going to bring in our silver silver treasure. Now, the silver treasure
wants to be, L grab it all. Silver treasure, click a
sign, and there we go. Let's actually hide
this floor out the way. I'm going to hide
all of my materials. There you go.
Really, really cool. You can see it
looks really nice. We've done that so
far. Now, let's come to our actual goblets. Now, with the goblets,
we are actually going to need to mark some seams on because we're using
a trim sheet. Let's actually think
about doing that now. Seams going to be shift click. Let's even get away with
marking a seam here. Let's even get away
with also bringing it probably down to here
because we're going to have one thing
going around here. I'm going to right
click Mark seam. Then we're also going to have
one on the bottom of here. I'm going to shift and
click and shift click. Okay. And you can see that. That's one of the other
things, by the way. If you have let's say
some triangles in here, you won't be able to
grab it all along. The best way to do it is
just to grab an edge. Control click, control
click, control click, and you just have to be careful that you just make
sure that you don't go like I've just
done there past here. So you can see here sometimes
it doesn't always work, but it's still quicker
with control click. Soros control clicking
all the way along. Just to get back to here. Right mark sam. All right. There we go. Now, we just
need to make sure that we're marking our seams on the
top now, shifting click. Alt Shift click and
also on the bottom. I'm going to mark
it from here rather than China control
click all around there. Click Mark seams. Now what we should be able
to do is near enough, grab all this, but we do need to mark seam going at the back. You can see that I need to mark it going
all the way down here. Now, the places where
I don't need to mark any seam is going to be in here and it's going
to be at the top. So I don't need to
mark a seem there because this basically
can wrap pretty flat. This going round here is
going to be an infinite loop, so I need to make
sure that I mark a scene and then I'm
going down to the bottom. I don't actually need to
mark the sam on here, as you can see, again,
because it's flat. Right click Mark scene. And now what I can
do is I should, let's see the moments of truth. Let's go to editing.
Let's press dot to Zoom in and let's
press and wrap. All right. Now, I don't think we're
going to get away with these without our trim
sheet one being on here. And two, these being
wrapped so they're flat and not rounded like soap. Let's have a look at that. The first thing I'm going
to do is I'm going to actually bring in
my actual trim. If I press trim, let's
see if I've got one. I've just got base color,
which doesn't really help me? Let's have a look at
this one, see if that's actual trim sheet. No, it's not. So let's click the down arrow. And I think let's have
a look. Is it this one? No. No, I'm looking for
the gold trim sheet. Okay, so this is the trim
sheet It's base call a PNG 006 and I should
actually name these. I think what I'll
do is I'll go in and I'll make sure these
are named for you. Just look for the one
that's the gold trim sheet. And then what you
can see is now. We just need to apply this
to our actual goblet. If I click this down arrow, I'm looking for the gold, and I'm looking for
the gold like so. And then I'm also going to put plus down arrow gold trim sheet, and then what I'm
going to do now, I'm going to click on
all the parts where I want the actual
trim sheet to be. So I I grab this bit, for instance, if
I grab this part, and if I grab the bottom, then what I can do
is I can assign these to my trim sheet like so. You can see already what
that's looking like. Now, let's come round and unwrap these correctly
because at the moment, we're going to have
a lot of problems. If I grab this one here,
press the L button, and then what I'll
do is I'll press, like Matt PAC, follow
active quads, click. Now, you should be
able to move it up. G. Press the S button now. G again, S and there we go
and now just squish it in. S and y, like so and
then G and y and move it up into place and just hold the ship
bar there you go. You can see that looks
perfect all the way around, and this is why we
use trim sheet. Real really nice. All right. The next part then is I'll grab this part
here and we'll use. I'm just thinking, should we use the whole thing
on here we could, I actually like the
way it is there. I think I'm not
going to do that. What I'm going to do now is though I'm going to
come to this one. I'm going to press L.
I'm actually going to come to this part
because it's near the actual sceam then
press L. And then presses and again, we'll
do the same thing. Not that way. We'll press Mac
pack, follow up to quads. Okay. All right. So
we'll end it there. And on the next lesson,
what we'll do then is, we'll get this actually finished and then move on to
the other goblet. Then by the end of that lesson, we should have all of these treasure parts
actually finished. All right, everyone,
hope you enjoyed that. See you in the next one.
Thanks a lot. Bye bye.
28. Finishing our Jewel Props: Welcome back everyone
to Blender and Unreal engine becoming
a dungeon prop artist. Now, let's come in
and unwrap this. So what I'm going to do
is I'm going to move it. A, G, G, let's move it, so I'm going to move
it here down here. Then what I'm going
to do is I'm going to make it march much smaller. Zoom in a little
bit, press G. I'm going to bring it down
to then Inm going to press S and y, squish it in, and then S bring it in a
little bit more G and X, just to move it along the side, and then finally tiny tiny
bit more holding the shift, just trying to get
it placed like so. All right. I'm happy with that. The one thing I
want to do is can I bring it a little
bit higher like so. There you go. You can
see just how easy that was to actually
do that. All right. I'm happy with that. Now,
the one thing I think I want is maybe I want
another one on here. We could We could unwrap it and put another
one of these on there. Actually, I don't think
we'll over complicate this. What we'll do is
we'll grab this now, and we're going to go we actually do need a seam
on here and the reason we need a seam on
here is because we're trying to put these bits
down in the bottom, or we could put them
going up this part here. I think we'll do it that way. Let's try to see
if we pm on here. I'm going to grab
this at the top. I want to press L. I want
to press map pack again. I don't know what the Black Map pack that seems to
be actually a book. It doesn't seem to
have worked on there. I'm just looking to see what the issues are. Let's try again. Let's try follow
active quads, flick. Yeah, you can see there's
actually an issue there. I'm not sure why that is. I'm just going to
try and wrap in it. And I don't think I'm actually going to
get away with that. Let's try turning
it round a minute. A spin it around. What I'm looking for
is this part on here. I'm looking to see if I
can get this part in here. Now, remember that we
don't actually have this on the trimst I've
come in and I click a sign. Now you can see that
we've got that, but you can see the terrible bend that we're
actually getting. That's not well one at
all. So let's press one. Let's try a different
way of wrapping it. I'm going to try cylinder
projection, instead, and then I'm just going to
look what that looks like, and then what I'm going to do is going to try and bring it in. And now you can see that
we're getting somewhere. We can see that's much,
much better light, so now I'm going to
just go round and never look at that and that is then a different way
to actually wrap that. All right you can
see now though, we've got a problem
with this bottom bit. I'm actually instead of putting
the little edges on here, I'm going to come in, and
grab this going round here. Shift click click mark. I'm going to make sure
then that this part here. This part is actually part gold instead
of the trim sheet, and then I'll come round and I'll mark the seam
where my other one is, which if we go round,
we can see is here. Let's mark the
seam here as well. That's just to cover it just
in case we don't want seams marked everywhere because
then you can't really hide them if you do if
you can see them. Right click M. Let's come
in then grab this one, L and M pack, we're having some
issues with that. I'm not sure why that is. Why are we have any
issues with that. Let's press Control
A, A transforms, right click origins geometry. And now let's come in again. Okay, now it's
actually wrapping. And the reason was that I didn't reset my transformations, and now it's actually wrapping. So let's press follow
qualick there we go. Now, let's bring this
down to this one here. Let's press the Stress
G. There we go. And now let's just
in a little bit. I'm just making sure
that that's on. And then all I want to
do now is press S and y. And make those
much, much bigger, and then do I want them
right at the bottom or do you want them
along this part here, so I can press G and y holding shift again and
just move them up to that. I think that looks
absolutely fine. All right. I'm really
happy with that. Now, let's think about
doing the next one. We can see we're going to
have a different one here. Basically, we could have this
going down or we could just have this mostly gold
with just some gemstones. I think probably we'll do that because it'll
just make it a little bit easier for us.
I'm going to grab this. I'm going to click
the down arrow, I'm going to put it on
gold, first of all, and then I'm going to grab it
a Smart UV project, click, and then I'm just going
to come in now and give these gemstones I'm going to
come in to each of these. Now, sometimes if I select
one or two of them, I can sometimes get away with
selecting select similar, and let's put in perimeter
or something like that, and you can see it select
going all the way around. We do have a problem,
however, it's selected, some of the ones that we don't want the inside of
here, for instance. Well what I can do is
I can actually come in and just take
those off and then come into the bottom using C and just middle mouse it just to take that off then
and there we go. All right, so I've still
got all these selected. Now compress control
plus controls plus. Finally, then, plus down arrow and we're looking
for the red gemstones, Plicker sign, and there we go. That looks really nice. Now, let's actually
bring in I'm thinking, do I bring in this
round the bottom? Yeah, we'll do it
round the bottom here, grab this, what we'll do actually
instead of doing it that way? We'll just grab it like
this, right click Mark. I'm going to put the seam basically where the
one is on here. If I grab both of them. Shift click both of them. You can see the seam
is around the back, so I'm going to put a seam
here as well. Click Mark seen. Now let's come in and you
can see that this is, it's just rendering,
that's okay. All right. Let's grab this one, press L, and then press M P, click, and then and follow
active ads, click. Now, let's click
plus down arrow, and gold trim she and then AG, bring it into place,
press the S bar, make it much, much smaller. G, and then S and y
so not assign it, so I just need to click
a sign and there we go. And now S and y make it thinner, and then G and y, bring it down, so there we go. All right. I'm really
happy with both of these. These look really fantastic now. Now, let's come
back to modeling. And what we'll discuss now
is materials and textures. The more materials and textures
you have in your build, the more basically the bigger
the build will actually be, and the more it will cost
as regards rendering. Now, when we're using trim
sheets and things like that, because we're using materials over and over and over again, it actually saves
you a lot of time and it actually makes
things really optimized. So that's a really
good thing about it. So try and keep you materials and textures down to a minimum and try and use trim
sheets or atlas textures, things like that
to keep that down. In a bit, we'll
actually I'm going to be showing you what
the atlases look like, and then you'll have an
understanding not only of trim sheets and
normal textures, but also of atlases. All right. For now, then,
let's go in and name these. First of all, I'm going
to click on one of them. I'm going to come
over to the right hand side, press the dot. I'm going to name this
goblet and rubies. Okay. And then going to
come to the next one. I'm just going to
call this one goblet. So. I'm going to call
this necklace dot again, necklace I'm going to call this silver play so and
then we'll go to Diamond. And then P then finally Ruby. Also fi whatever you
want to call it. I'm not even sure myself. Now, what I'm going to do is I'm going to make a new collection. I'm going to call it treasure. Just need to find where this
new collection has gone. There it is down at the bottom. Treasure. And then one winter, I'm going to grab
all of these with B. I'm going to press dot,
and then one winter. I'm just going to
grab any one of them, pull them down and drop them
in my treasure, like so. All right, that's those done. Now, let's close those up. Just make sure everything's
nice and tidy. We can see we've got
a collection here, or it's actually my human. I'll put a human reference just so we know what that
is. And there we go. Everything now is nice and tidy, and now I can just
move these over to where these actually
are over here. So let's move them over here. So, like so, and let's
move the necklace. In fact, what we'll do is
because there could be a chance that we actually take a beautiful render of everything or you might want to do that. So I'm just positioning them in a little bit of that place so
you can actually see them. And when you move them
all together now, you'll still be able
to see everything. Double tap the A and we'll just move these out a
little bit as well. I'm also thinking, is that, it's gemstone yellow. All right. One last check on
it on our renders. Double tap the Okay.
And there we go. Really, really nice. All right. So let's come up and put
this back onto object mode. Let's come now and
save out our files. And also just make sure that
everything's packed still, so make sure that it
should stay packed anyway. So thanks a lot, and I hope
you're really enjoying it. I'll see you on the
next one. Bye bye.
29. Working with Atlas Texture Maps: Welcome back everyone
to Blender and Egon becoming a
Dungeon prop artist. Now, let's first of all, before we continue because we're going to be
doing the books next. I just want to show you what the Atlas actually looks like. So here is the Atlas. And when you open this up, You can see that instead of the actual tm sheets
where it's going across, this one is just put into block. You basically have to
get your actual UV map and place it over
each one of these. I'm also going to show you how we can actually change
the colors on here. You already know pretty much if we're using an RGB curves, we can change them into
darker or lighter books, you've got a lot of actually
variations that way, but you can also change
the color as well. So we'll discuss that shortly. Let's first of all, though think about actually
creating our books. We have six real different types of books. Let's
create those now. All I'm going to do is,
I'm just going to come in Make sure that my
curse is in the center, press shift date and bring in
a e. And then all I'm going to do is just make it the
kind of book kind of shape, so I'm going to press S
and and then S and y don't worry too much about the sizing of them at the moment
or anything like that. Then what I'm going to do
is I'm going to press one. I'm going to bring
the move them over, and then I'm going to
press shift D. And then I'm going to press
Shift D, like so. Then what I'm going
to do now is, I'm just going to join
all of these together. I'm going to press control,
join them all together. Then finally, what I'm going to do is I'm going to come in now with face elect and just
grab the backs of them. I'm going to pull
them out like so. Then I'm going to
press Control A, all transforms clicks
that origin geometry. Now finally, I'm
just going to come in to the backs of them like so. Press control B
and pull them out. Then finally, all I'm going to do is just turn the segments. Maybe to two,
something like that. All right. So they're
my first lot of books. Now, let's create the
next lot of books. I'm just going to press Shift A, bring in a cube again. I'm going to also press and x, bring them in and an sensed and just make them roughly to the
same size as the other one, you can see the
little bit big there. As I say, don't worry too
much about the actual size. I'm going to make these
a little bit taller. So now I want to do is
just bring them out. S and Y, I do want
them roughly to be actually the same size. Now I'm going to do
with this one is, I'm just going to grab
each side up here. I'm going to press control B, and I'm just going to
level them off like so. Now you'll notice there
that I did level them off without actually
reset my transforms, and that's because I know I
can get away with actually doing it that way on
this actual occasion. All right. Again, what
I'm going to do is I'm going to grab this
book press shift D. And then shift D, and now
we've got three of them. Now, let's see if I can
bring these in now. The problem we're
going to have is can we actually bring
in an edge loop? Let's do these first. If I
bring it in edge loop here, Control, two, left
click, right click. Then what I want to do is now bring them out from each other. I'm going to try and do them all at the same time.
Let's see if we can. I'm going to come
to this one now. Controlli click Control two
left click, right click. Now, I just want to
grab all of these, and I want to pull them
out from each other, and I don't think
I can actually do it like this, but
we'll give it a try. Individual origins, S and X, and there you go. You can't
actually pull them out. What you need to do is you
need to grab each one, come to medium point, and now press S and X, like so. And the reason we're
doing that, of course, is because of the fact that we need to have pages
in these books. What we've done is we've pulled
it out with S and X based on median point and that then is given our book bindings here. Now what I need to do is I just need to come down and copy this. If I come down, I
can click on it, Press Control C and just copy that scale. Why
am I doing that? Because now if I come
in, click on these two, press S and just enter button, and then come down to
it to press Control V, and there you go, they'll
be now exactly the same. Let's do the same
on this, SX and. Control V, and there
we go. Simple as that. Now, let's come to these books here, so we're going
to do the same thing. I'm going to grab
them all together, Control J, press Control R two, you can see that we've got a
bit of a problem on these, that we can't even get
it to go back to there. How do we actually fix that? There is actually
a really easy fix. All we need to do is come to
our little vertis option, click on this one,
press the J button. What that's going to do is it's going to actually bring in an edge loop nearly
all the way around. We just need to go down
the bottom and do that. Press control, press J button. Now, I should be able to bring in my edge loops
like the other books, which you can see that we
can do that. All right. That's really good to know. Now, let's come in and
do the same on this one. This one here, and then let's
do this one and this one. Then let's come in and do
this one. Finally, this one. Control two, left
click, right click, and then just the same
on each of these. Now finally, let's come in and pull these
out a little bit. So you can see they're not
quite in the right place. Shift click and I'm going
to do the same thing again. So SNX pull them out, copy, Control C, and
the same now with this. So grab them both S x, er, control V, and the same
now with this one. SX and control V,
and there we go. All of our books nearly done. Now, let's come into
these three first. What I'm going to do
is, I'm just going to grab each of these going
all the way around. I want going to do is
I'm going to press and enter for extrude and then alternS I should be
able to bring those in and make them look
like pox like so. Really, really nice way
of doing them. All right. Let's come into this now, so I'm going to grab all of these. Exactly the same principle. Then I'm going to press
enter alternS bring them in. Like so, and there we go. Really, really nice
books. All right. Now, let's come in what we'll do is now we'll
actually grab them all, control J, and we'll try and do them all
together realistically. First of all, though,
I'm just going to make sure that my face
orientation is okay, which it pretty much is. Then what I'm going
to do is I'm going to also shade smooth. I'm going to bring in to
smooth and there we go. I'm just looking to
make sure I'm happy with these edges on here. If you're not, all
you can do is you can bring up this slightly, and there we go, we can
actually get rid of these. I think I'm okay
with these ones. The always wants to be a bit more rounded, so they're fine. Let's turn off face orientation now and we should be left
with something like this. Now let's think about
our actual seams. You can see pretty much I've
got all of these selected, which makes it really
easy for me because now I can just press
control mark seams. Then all they need to
do is just come in and just get rid of the seams on here so I can right click
now and clear seams. Now, the other thing
is, do we actually want these books beveled off? Do we actually want these
parts at least leveled off? We could come in and level them off going all
the way around here. I'm just going to
give it a try with one just to see
what it looks like, to see if it actually adds anything of value to
what we're trying to do. Some jaw going to grab
all of the edges. Now, there is an easy way
to grab all the edges, but on this occasion,
there's no point because we'll grab the
inside edge as well. I don't actually
want to do that. All I'm going to do now is just press control B and just pull them out very slightly, like so, and then I'm going
to turn down my segments, and now I'm just going to have a look at what that
book looks like. I don't think let's
put it on 30 again. I'm not sure whether
I'm actually happy with it looking like that. I don't think it's
actually worth it, so I'm just going
to press control, d. Go back and it
was worth the check. All right. So now we need to
create two more materials. So let's come over
to our materials. Once again, we're
going to grab both of these Shift D, bring them over. And then I'm going to
grab the first one, come to materials and minus
off the gemstone yellow, and then this one minus
off the gemstone white, and then we'll come
back to this one and we'll call it book cases. Bookcases or book covers. Let's call it that
and then we're going to know exactly
what this one is. Then we'll come to
this one and we'll call this one book pages. Now what we're going
to do is just going to save it out on the next one, what we'll do is we'll actually
get these materials in and we'll get them into
our asset manager as well, and we should have these books
finished on the next one. Then we're going to move
on to our barrels and crates and things like that something a
little bit different. All right, everyone. I
hope you enjoyed that and I'll see on the next one.
Thanks a lot. Bye bye.
30. Creating the Books & Paper: Welcome microphone one to Blender and Unreal Engine
becoming a dungeon prop artist, and this is where we left off. Now, let's go to
our shading panel. Let's con to this one here. This one is book pages. Let's click on our principle, Control Shift T. Then all
we're going to do is we're going to go and we're looking for this is the book covers, as you can see here, and I think a little bit further down here. Let's have a look,
Weapons fabric, wax, water, and actually for
So we've got book covers. Okay. Is this one, which is dungeon texture book side
covers. So let's bring that in. I'm going to bring in I think everything apart from
this direct text. It's open GL and
just bring all those in principled and there we go. All right. So I don't
think I need to mess with anything
apart from off course, this part here, which is the
actual ambient occlusion. So if I go to this one here, I'll just grab both of these. Control C, come
back to this one, Control V. And that's not grab those, so I'm
going to go back to it. So I'm just going to grab them. So grab both of
these, control C, back to this one, Control V, and there we go. All right. Now we'll plug the color
in and I'll plug the color into the top and finally this into the bottom and there we go. That's way way too
high as I can see, so I need to bring that down. And just make them look a little bit more like
books, and there we go. We can see that's looking
much much better like that. Now let's come to
our book covers, exactly the same thing. Control Shift T.
Let's find them. I think we are book covers. Let's grab all of these. Bring them in Control V. Now let's plug this one
in as well into here, and finally into here. I think they look
fine as they are. Now we've got those. What
we can do now is come back. We can hide that out of the way. In fact, before
we do that better off coming to our asset manager. And actually putting
the materials in, I forgot all, we've got our
materials. Where are they? I forgot. We need to
make sure press tab, I'm going to plate markers
asset, plate markers asset. I'm also looking, is that silver treasure markers
asset? Yes, it is. That one's already
marked. You can see that these little books here means basically it's
been marked as assets. So we can see we are
in the right zone now, so let's grab both of these. Let's pull those
into our materials. The other thing I
forgot is we can see I think I forgot
to do my goblets. So I'll come back
to my treasure. Which is this one here and
I'm going to open this up, grab them all, right click, Mark as I set. All right. It's a shame we can't grab them all from there,
but we can't. I'm going to grab this one,
this one and this one. I'm just going to work
my way along actually. I'm looking for all of those
so I think there is one, two, three, four, five, I've got the silver plate. There we go. I knew
there was one more. Let's drop them into
props, and there we go. Now we should have all of our props in there
fine. That's perfect. Now, let's come then back to our books because we did put them in the materials, so you can see we've got
book covers and book pages, and now let's come
to our actual books. We need to be in the
UV editing, of course. Let's put them then onto our
cycles render, which we are. Now finally, let's come in
and do our books first. If I come into this one, L L L and L. Let's press and wrap. We
should end up with that. Then what I need
to do is I need to go and click the down arrow. I'm going to put
this on book covers. That'll do them all the same. Click the plus one, down arrow, and let's put it on book pages, and then we'll click
a sign on these. Now we can see that these probably need to be
much, much bigger. Like so now you can see that's
what they're going to look like really nice and really different
straight off the bat. Now, let's put this. I need to look for
book covers now. I think it's no
it's not that one. Let's come down and
I'm going to look for my book covers,
which is this one here. All right. This is
my book cover atlas. Now, let's come in and
we'll grab all of these, and we'll just hide
them out of the way because it's going to
make it so much easier. So page hide those
out of the way. They are here, then now even though you can't actually see because they're still
being rendered basically. Then what I can do is
I can come in now. And I should be able
to I'm thinking I'm probably going to have
to mark a seam on all these. It's just going to
make it so much easier by doing that because then I can wrap them correctly. So if I come in and
grab this going in, let's say, all the
way around here. We'll give this one to try. This one to be the
actual guinea pig. We'll also instead just put
this on materials instead. We'll see much better anyway. And then what I can do is I
can just grab it going all the way around there and
then grab both of these, like so, both of these, like so, and then shift click. I think I just need to grab then this one and this
one and this one. All right, right click maxim. Now, let's grab it and
see what that looks like. So I'm going to press on wrap, and this is how
we should end up. Now what I should be able to do is I'll put it
in the first one, so I'm going to
press S. And then I'm going to come to here, and we can see that that
is how it's going to look and we should have a front
which is on there now, as you can see this front here. Now, the best thing about this. Now what we could actually do is we can move this to
our hearts content, so I can put it
more in the middle, for instance, I can also as well make it
smaller or bigger. I can also as well bring it down to the perfect
place where I want it, so I want that right
in the center there, something like
that. There we go. You can see just
down that looks. Now, let's come in and move
these out the way as well. If I grab these, press G, I can put them then in My atlas, L G. Let's put this
one down here. Let's grab both of these. L and L G, pull those down, and then let's grab this one and might need to make
this part smaller. In fact, I'll just rotate it. R 90 G. So I'm going to make
it a little bit bigger, so I've not got any
of those on there. I'm going to press
tab, and there we go, there is the first
book actually done. That's looking really nice. Now, let's come to the next one. Now the thing is,
there is an option to copy Vs to one to another boy doesn't
actually work that well. We're just going to have to
actually do this by hand. It won't take too long because we'll do them all basically
at the same time. If we come in and we
just press old shifting click and we just go around
the tops of them first, so I'm going to do this one
as well, as you can see, round the tops the same with
this one round the tops. And we just do them
all at the same time, and then I don't think we'll actually miss anything as well. So all the way around the tops. Now, let's come to
the other side. So I'm going to grab each one. I'm sure if I miss one, I'll be able to see it quite
easily, that one have missed. I'm just going to
grab them all there. Then I'm going to come down
to this all the way down. I think actually, we
might have wrap these. Now I'm going to come to
this and this. Like so. And then finally, we'll go
around the backs of them, which are these here. So underneath, going
all the way around. Might need to press tab and hide that other the way.
Let's come back to them. And finally this one. Let's click and Moxy. All right. Let's see if these basically
the same of those. If I grab this one, can
I wrap this actually, let's press wrap, and it's unwrapped exactly
the same as the other one. I'm just thinking
about this one. Let's see if it actually is. If I press A, press S, and then I'm going
to spin it round 90, I'm going to press G. The
first bit I want to do, of is the actual
spine of the book. So I'm going to press S G s put that into place,
something like that. Have a look at that
and you can see it's a little bit bigger at the moment, going all
the way around there. You can see we've got a
little bit of a cut off. But what we can do
is we cord make it a little bit different
by just pressing S and X and squishing it in a little bit instead of
changing the whole thing. Let's have a look
what that looks like. You can see that that
actually looks pretty nice. I'm just going to actually
make it a little bit bigger, S and without bringing
in the other bit. I'm just looking now
to grab this part here and then bring it
down so that we've got it. I'm it looks to me like it's overlapping a little bit on
that bit, just press G and. Bring it down to something like that. Thing
that looks fine. Then we've got
this on the front. Now I need to do is
fit these bits in. I'm just going to grab them all and then I'm going to press G. Then all I'm going to do
is press S and bring them in, and then all I need to do is
just move them out the way. L L. You can see this might cause a
little bit of a problem. Sometimes it does. It just means that we've tried
to grab too much. I'm just wondering if we
can split them off anyway, I should be able to Just
unwrap those separate. I grab these, I'm going to
just press on wrap like so, and now I can just
grab them A and G. Might be quicker actually to unwrap them separate
from each other. So you can see here
can move those. Let's come underneath. A. It's just basically
now spending a little bit of time making sure that these are all correct. If you want as well, what you
can do is you can come in, press L, shift H, and then you can see, have a lot all the way around
it double tap the A. Okay. And there you
go. You can see. It's only the inside where you can see
straight through it. But they're looking pretty nice. I'm happy with that
one. All right. Let's press Altag
bring everything back. And then what we'll do now is on the next one w is we'll get
these actually finished off. Now we've got a great technique nailed down for
actually doing them. All right, everyone, so
I hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
31. Creating Larger Props from Smaller Ones: Okay. Welcome back every one to Blender and real engine becoming a dungeon prop artist. Now, we've done these too, so I'm going to hide
those out of the way. And then we're onto this one. Now, I've got my paper
back for some reason. I'm going to come
back and just hide my paper out of the way, like so just hide them, and then I'll come
to this one first. So wrap now I've unwrap them, I'm going to come to this part, and I'm going to just
do these separately. So I'm going to press
L. I'm going to press A 90 and I think I'm going
to put this one on here. G like so, have a
look at that one. And yeah that's
looking pretty cool. Now I'll do is we'll hide
this out of the way, and now we can come
in and actually focus on doing these parts
here, so I can come in, grab them all A S then G and then just move
them out of the way. You can see now that that
is probably going to be a much quicker way of actually doing this. Let's have a look. There we go, and now let's
move on to our next one. I'm going to hide
that other way. Again, going to come
in, Edge select, L u wrap. Come back to this one. Now we'll use the black one, L A G S, and let's pull it out
a little bit as well. I'm going to first of all,
pull it out this way, S and X. Yeah, so then S and y, and I'm going to stretch it out so just go to have a lot and make sure I'm
happy with that. Yes, I don't think I am. So what I'm going to do instead is, I'm going to grab this one. Control click round to here, and then all I'll do is
I'll just pull this out. Until I'm actually. Happy
with it and I think. Yeah. Now that's
looking much better. Okay, I'm happy with that. That means then now I can actually come in,
grab the whole thing, the front of it, hide
out of the way with L, and then now finally come
back to the other parts. I'm going to press L
on it with edge leg, and I'm going to press
A S, make them smaller. So can see we might
have some problems. So I'm going to press
90, just spin it round, and then I can put
that into place, grab these two, G, put those into place. There we go. Another bolt down. Let's hide that out of the way. Let's come to this one now, press L. A. I'm just going to, I'm just going to
unwrap them all. Rap now I'll just come
in and grab this one, and I'll just make it
a little bit easier. A 90. Let's come into this one. G S and then S and Y L and there we go. Now, let's come in, hide
that one out of the way, and let's come to select,
grab the whole thing. You can see it's just rinse
and repeat basically. So I'm going to just
re unwrap these, so unwrap them, press the born, rinse repeat, G,
drop them in place, and there we go as
simple as that. Page hide them out the way. We've already unwrap
this, so we'll just grab this one
in face select, L A R 90, bring it in. S. Let's put it in place, so S. And then let's put it right in the center
here as you can see, and then S and y. I don't
want to stress this one out too much because we
have got this part on here. So this part on here as you can see. It is the
wrong way round. So I just press 180, spin it around, and now it's
gone the right side up, and now I can just
hide that way. Come in L on everything. You wrap, and now let's just put those into
this part here, so I'm just going to press G, and then I'm just going
to grab all of these. I'm going to press B to
grab everything with box control plus G to
move it, and there we go. All right, let's press tag, bring everything back,
double tap the A. And now, I just want to
quick look at these and see what they look like in
our actual renderer. I'm just going to come to
them and check those out. Press the dot one.
And there we go, really, really nice
bunch of books. Now the thing is with
these books, obviously, as you can see, they're
all the same size, and we don't actually want that. So now I would go in
and split them up. So book one book two, book three, that's much easier to actually
work with these. So basically if you go in, you press a to grab everything, select, and then you come
down to let's have a look. Where is it Mesh split
them from mesh, Mesh. There we go. Separate by loose parts, and now
they're all split up. Now what we can do
is we can just press control A, A transforms, right click Set
origin to geometry, and now you'll see they're
all actually split up. Okay, now what we can do is
we can grab like this one, we can press S, make it
a little bit smaller. We can grab this one,
we can press S and X, make it a little bit thinner. S and make it a little
bit tiny bit taller, and then we can
come to this one. Again, make it a small book, like so, a relatively
thick book, and like so. Let's just place them
down now on here, and let's come to the next one. We'll make this a big book. Like so, and then
finally, this one, a really think like so. There you go. Now you can see, they'll look very different. Now the thing is you want them to be relatively the same back. So if you can grab
these ones here, pull them back a
little bit because they are going in a
bookcase after all, they just want
randomizing like so. Now, the last thing, I
did say that I would show you how to
change the color. Before we do that though, let's actually just
grab one of them. If I grab this one, shift
D and I'll spin it round. In fact, I'll do
them altogether, so I'm going to grab this one. Shift D. And then I'll finally
grab this one with shift, spin them all around, like so. Like so. So now let's spin them around
together, hopefully. So, there we go. So y -90. There we go. Now, let's press Z like
so and then I'll grab just this one Z bring it down, and then, bring it down, put it on top of this one. There we go. All right, you go, there are all your books and they look really nice. Now, change the color. What we can do is
we only want to change the color of the
actual book covers. But what I want to do is I can change it to an alternative. I've come here and I
basically copy this, copy material like so and then click new new paste material. Then all I want to do
is call it book covers, alternative then all I want to do with these is I just want to change this
to b covers alternative. If I click on this, book
covers alternative, this one, B covers alternative,
minus this one off. There we go, you can see that
minus the wrong one off. I'm just going to
instead of doing that, I'm going to move this
one up to the top, come back to it, move
it up to the top, and now I should be able to minus this one off,
and there we go. Same with this one
then, we'll click the down arrow covers. B covers alternative.
There we go. It's just the paper
on one of them was up higher than the other
one. I just adds to move. Now, with the book covers
alternatives then, let's go to our shading panel. Then all we need to do is we just need to bring
in another node. I'm just going to move
this one over here. This over here, and then we should have
enough room to work with. I'm going to press
dot then just to go to my book, double tap the A. And then what I'm going
to do is I'm going to bring a saturation in. So if I go to
search, saturation, you can see hue and saturation.
That is what we want. If I drop that in there, now what you can do is you
can change the u of the books and have completely different colored books,
really, really nice. You can also make them
really bright if you want, or you can make them really
dull if you want to. Not that I want to do
anything like that. All I want to do is change
the U and saturation. Just to make the
books have a lot of variation. All right. Let's now go back to modeling. Let's now press tab. I'm going to join these
three books together, so control J and
then I'm going to actually bring these now
and put them into place. Now one thing about these boxes, they're a little bit big. I think what I'll
do is I'll just make them much,
much smaller now, and then I can put
them into place at the back of here, like soap. Now, let's come in
and name these. I'll come to this one first, and I'll call it book. Stack, like so, and then we'll just
call book one book two, because that makes it
much, much easier. Book one. Book space
control C. Sorry, Control A, control C, and then's pro one. Then let's come to the next
one, which is this one. Control V, and then two. And then this one
Control V, and three. Control V and four, Control V and five. And finally, this one here, control V and six. Now, let's make a new
actual collection, right click new collection. Let's find where we've put it. Here it is. Books Let's grab all of these come on up
and just drag them, drop them into your books. And finally, now let's just
everything up. Like so. And now all we need
to do is come to our books finally and
just grab all of these, grab them all
again, right click, and you're going to
mark them as assets. Now finally, let's go
to our asset manager. You're just going to
grab all of these books. Don't know why for some reason, but they've not got the colors on. Sometimes that happens. Let's drop them in our props, so let's click file, save. Maybe the colors will
come back in time. That sometimes happens
as well. All right. Let's go back to modeling
and there we go. The next one we're going
to look at is we're going to actually
look at our barrels, our water bucket and our create. Lots to get on with on the next lesson. All
right, everyone. I hope you enjoyed
that and I'll see in the next one. Thanks
a lot. Bye bye.
32. The Best Workflow for Barrels: Welcome back everyone
to Blender and Unreal engine becoming
a dungeon art system. This is where we left off. Now then, let's
hide these out of the way because we're not going to need them
at the moment. Let's clean this up a little bit so we can actually
see what we're doing. I'm going to move my materials up to the top so that I know
where it is every time. I'm not going to keep
searching through it, let's just click that off. Then what I want to do is
I'm going to actually start now on our barrels and
crase we can see here, we've got barrels and crates, and we should have a
different color depending on which edges they are
and things like that. You can see here
that I can improve these slightly by
bringing these out, for instance, but
I think the first one we'll start on is
the actual barrel. Just bringing your
reference guide so you've actually got it. Now, this is the
bread and butter of every modeler, creating barrels. We've all probably
had to go at this. I'm going to show you the
best way that I found to create barrels. Let's
start from that. First of all, I'm going
to bring in a cylinder, so I'm going to press Shift day. Make sure your cursor
is in the sensor. Shift mesh, bring in a cylinder. And I'm going to
leave this on 16. I think that's going to be absolutely perfect what I mean. I'm going to make it smaller.
I'm going to press one. I'm going to press
ns d and bring it out a little bit.
Something like that. You can see it's way
way too big but I'm not going to worry about the actual width of
it at the moment. I'm going to make it
a little bit smaller. Then I'm just looking
at the top now. Am I happy with the top. I don't think so. I think it's still too small at the top. You can see here, that would
be a little bit dinky. Now we can bring it
out, and I think that's more less the right size. Now I can just press s d and squish it down now
to the size I want it. Something. Something like that looks about the right
size. All right. So now I need to do is just
bring out the center of it. I tend to just add
in three edge loop, so control one, two, three, left click, right clip, and then I bring my
proportional editing in, grab this center
one, press in one, and then all I want to do is pull it out to where I want it. You can see now I'm
bringing it out to the size of the
barrel that I want, something like that looks
pretty nice as you can see. All right. Make sure it's
still sing the ground plane. Now what I'm going to do is I'm going to take the top of it. This part here, I'm going to separate it away from
the other parts. I'm going to press y
and then just the way. The bottom part of
it, I'm actually just going to delete because
I've got a top part, so I don't need a
bottom part as well. Delete faces. All right. Now last of all, I
just want to mark some seams in here and what I tend to do because
I've grown 16, I know that can mark
one every second one. Ship click, just going all
the way around like so. And we're just going to mark
a seam in here, like so. Right click, Mark
seam. All right. Now what I tend to
do is I tend to make a copy of this, so
I'll grab it all. I'll press Shift D, enter. Then what I'll do is I'll
hide one out the way. Hide one of them out the way. Now I'll come in to the
second one and press Shift click on each of these
edges that are created. I'll press Control
B, pull it out. These basically are going
to be those bars that go around your actual crate.
Now, I've done that. All I want to do is,
I just want to press y and separate those
out of the way, and then I'm just going to
hide those out of the way. Now I'm going to come into the other bits that
I've got here. I really don't need
these anymore, so I'm just going to
press delete vertices, and now press voltage, and you should be left
with something like this. Now, I tend to
separate all these off and it just makes it
easier to actually work with. I'll come to this
part, P selection. Come to these bars here. Instead of I'll try
and grab all of these, so I'm just going to come around the center here, like so. I'm going to separate
these up as well, like so, P selection tab, and now you can see that we've
got all of these parts. If I can actually click on them. So P going to hide that. Yeah, there they are. All right. Let's make these bars
first because then we'll actually be able to see
what we're actually doing. First of all, we'll press
control all transforms, right click the OginsGeometry, right click shapes move, bring in auto smooth, and now we're going
to add in a solidify, modify, and of course,
it has to go outwards. Let's add in solidify. Now it's going inwards, even thickness on,
bring it outwards. Hold in the shift born,
so press voltage, and now you'll be able to
see your actual barrel and how that's actually
going to fit around there. So now you can decide how you
actually want these rings. Now, because this is a
little bit stylized, we probably want them a
little bit thicker than normal because we are going to bevel off these edges as well. So something like that, I think should be absolutely
fine. All right. So now let's hide this part out of the way and we'll
come to these parts. Now, why did I actually
bevel off all these? Now, why did I mark
a seam on all these? Because now I can
actually split them off. So if I come in and I go to
each other one, like so, You can see now if I press y, y and then G without proportion, now they're all split off. Now that enables me to
do is I can press A, Control A, all transforms, clips origin to geometry. I can shade them smooth. I can also then put
the to smooth on, and now you can see we're left
with something like this. Now I can come in and bring in my modifier and
bring in a solidify. Now, you could bring in the solidify and
then split them off. But what I tend to do
is I tend to bring in the solidify after just because I find it a
little bit easier. The other thing is before
you actually do that, the easiest way to do this is
what I should have done is, I should have gone
round and actually mark my seams on my
tops and bottoms because it will
make it much much easier for you in the
long run as you will see. I'm just going to
quickly go round, fix my mistake because I should've done this before
splitting them off. Like so, and then you're going
to right click mark sin. All right. Now what
you want to do is, I'm going to put
this on object mode so I can see what
I'm actually doing. Now I'm going to put
on even thickness and bring these
inwards this time. Now you can see that we do
have a slight problem here. In that, these are going to be overlapping but don't worry. One of the reasons why
we mark those scenes is so that we can actually
fix that in the long run. As I say, this is
the quickest way I've found of making barrels, and I think they also
look really nice. Let's actually apply that once you've got the right
thickness of your wood. I think this looks good. So I can just go apply that now. Now if you press tab, you can see you end up with
something like this. Now what you can do
is you can come in. And you can grab
each one of these. You can see how
easy it is to grab now because we actually
mark those seams off. You can then go on to
individual origins, and you can then also
put this on normal. Now what you'll find
is if I press S and X, I can pull all of these in jot the tad on the
inside like that, and that makes it really,
really easy to do this. Now we need to do is just
do the inside as well. So I'm going to go L, L, L, L, L, L and L, and how this works is because
it's basing it on normals, which means it's basing it on each one of these
individual parts, where the normals are based on where it is in space in blender. It's trying to bring it in on
the x of each one of these, whichever way they're facing. Also because we've not
grown at medium point, it's not pulling it
into the middle, it's pulling it based
on each one of these. That's why it works. Now for
process and x you can see, I can bring these in as well. Like so, and there you go. That is the easiest way I
found to create a barrel. Now, the next thing you want to do before finishing this is, you want to actually start
pulling the tops of these out, and then you want
to give it a bevel. And the reason you want to do that is because then
you're going to have a good idea of how much
gaps between each of these, and you might want
to pull them out a little bit. Let's
actually do that now. All I'm going to do, I'm just going to change this
back to global. I'm going to come back
then to each one of these and going to randomize
them a little bit. So if I press R and
X, for instance, I can move them a little bit, so I'm basically just
making them a bit uneven because there's no way these barrels would be even. Now, the thing is with the
bottom of the barrels, they would be pretty
much flat on the floor. The reason for that is is because of the fact
that they're going to be scraping along the floor and barrels
normally go the same way up, whichever way you're
putting them. They've always have a top where they've got
a hole where the actual beer or whatever
comes out of it. The bottoms of them would
be relatively flat. Now you can see one problem
we do have with these is, they're not actually
flat on here. What I'm going to do is I'm just going to press Alt Shift
and click and just grab them going around all of the bottom up here just to
finish this bottom off. Now if I press one, press
Z going to wireframe, you can see just how
far they are off. All you need to do then is
just pull them down, press Z, solid, and now
you'll see they're perfectly flat and gs
really, really nice. Now, as I say, let's
come in and bevel it. So I'm going to press
control you all transforms right click
the origins, geometry, and then what I'm going
to do is come over, Bevel, turn my bevel down, turn it up one, and let's
see what that looks like. Still too high as you can see, let's try point no no
three, and there we go. There is your barels done. Now, the one thing I do want
to do before finishing is, I want to bring these
together in the middle because you certainly don't want to be seen through this barrel. All you're going to do is
you're going to come in. You're going to select
each one of these like we're going to just
bring them out a little bit more
before finishing. L L going all the way around, make sure this is
back on normal and then SN x or S and Y, let's even get away with that. So, I think, some individual
origins, S&X Yeah, I think actually because
I've actually altered them a little bit or I've got
the bevel on or something, it's actually making a
little bit harder for me. So if I just press S, then I should hold in
the shift borne, just be able to bring them
out very, very slightly, just so they're nearly
touching each other and just make sure that I don't actually want to
see through that. I'm just going to come
here pressing the S borne. I non moving, very well
for me at the moment. So let's put it onto global
and see if that's any bear. Yeah, there we go. That's
probably a bit bear. I'm just going to bring
them a little bit plus Don't worry too much
about the middles anyway because you're never
going to see in there, so as long as they're actually
near enough crossing over. So if I press S again, bring them out, just
a little bit more. Yeah. I think that's
absolutely fine. All right. So that's it for this
one. Let's go up and save out our work, like so. And then what we'll
do on the next one is we'll get the tops
and the bottoms done, and of course, the actual drinking part of
the actual barrel. All right, everyone. So hope you enjoyed that and I'll
see on the next one. Thanks a lot. Bye bye. Oh.
33. Easy Ways to Create Crates: Welcome back to
everyone, slender and Unreal Engine becoming
a dungeon prop artist, and this is where we left off. All right, so let's now apply
that bevel, so Control A, and let's come down to these actual rings
that go around here. Let's apply the solidify
with Control A. Let's press Control A again, all transforms clips
origin geometry. And now let's bring
in another devil. So I'm just looking Do I want to bevel going
all the way around there. I don't think so. Maybe not because I don't think I want this
bevel on the inside. I'm going to take that off, and I'm going to do
this manual instead, so I'm just going to
come in off shift click on each one
of these like so. Then what I'm going to do is I'm just going to press control B. Us bevel them off slightly
on that looks a ton better. Let's press saltge and we
should have our top here, which is really good because
now we can actually use this top to actually create the top and
bottom of the barrel. Again, control A all transforms clicks origins
geometry, pull it up. Now you will notice we do
have a problem in that. We have no faces on here, so how are we supposed to
make some planks out of it? Well, if we come in, grab it, delete, you'll have one
that says only faces. Delete that the way, and now you'll end up with
something like this. And now we need to do
is just grab it all. Press seven square of
the top minus off, two on each one, right click and
bridge edge loops. And now just fill these
ones in, F and F. Now we need to do is just
make the barrel top so we can see here if we
grab all of these, right click, maxin there we go. There's the top of
our actual barrel, which is looking really
cool. All right. So now let's split
these off first, L L and L, y, G, split them off. A, and let's push them in now. If we come up to our
individual origins, press in S and y, we should be able
to bring them in. Then what we should be able
to do rather than solidify is just pull them
down. Pull them down. And then what I tend to do is I tend to pull them out now. In other words, S and y
pull them together like so, and then just delete faces. The reason I'm doing that is you're never going
to see inside there, so you might as well just
delete them. All right. Finally, then,
Control transforms, right click the
origins geometry, add modifier, bevel,
turn it down, and then you want to put it on naught point or nut
three, like so. Basically, this is what we've been doing
all the way along. This is basically the
really fast workflow of pretty much doing all of the building
that we're doing, especially when it comes to wooden objects and
things like that. Let's now bring this down, put this in place, and you can see how that's fitting
in beautifully there. Now I want to do is
bring it to the bottom. Shift, bring it down to
the bottom, and then 180. Spin it around and
then we're just going to pull it all into place. Now on the bottom,
it would be fairly close to the actual bottom,
so just be aware of that. All right. Finally, then, let's just bring in the actual where the nozzle goes on for
the drinking part of it. All I'm going to do
is just going to grab this shift because
it's a selected. Shift A, let's bring
in another cylinder, should be okay on 16. I think we should be able
to get away with that, and then all we're going
to do is just make a real simple part where they
put that nozzle on there. S said bring it up. Put it on the top,
wherever you want it. Then all you're going to do
is you're going to come. Face select, grab this face, press the born to bring it in. Press to bring it down, trude I again, bring it in, and then, bring it up like so, and then finally I, and
then one more down like so. There we go.
Something like that. Now, let's right click and
set origin to geometry, and Control of course. I'll do that first, actually. Control Alayle transforms then right click set
origin to geometry. Right click again, shapes
move, Autosove on. Now finally, let's
level this off as well. So we're going to come in,
level and there we go, something like that,
and that looks fine because it's going
to be metal anyway, so that should be
absolutely fine. Let's press control. Now I'm going to do is I'm just
going to grab all of this. I'm going to actually
come up then to object, convert to mesh because we
know then we can apply all of those modifies if we've got any outstanding
and press control, and there we go. One barrel done, and you see just how fast that actually
was to actually do that. Now let's just reset
the transformations. Set origin geometry and
move that to the side. Now, let's create
one of our crates. What I tend to do
when I'm creating anything like crates
or even barrels, I try and use the
mesh over and over again because I find that
creating things like this, it makes it so much easier. One problem you will have with some types of creses
as you'll see, creating the outside,
so the blocks that go outside is sometimes
a bit tedious. So you're better off just getting the
dimensions of the crate first and then actually creating those little struts that go
along the outside separately. Just makes it easier, as you'll see as we go
along. All right. So what I'm going to do
is I'm going to press, there's cursor to world origin, and I'm going to
bring in a plane. So I'm going to
bring in the plane. It should be square. I'm going to bring
it down like so. Then what I'm going
to do is I'm going to press tab and I'm going to bring it up to the right dimensions that
I actually want. Something like those dimensions, I think should be
absolutely fine. Bear in mind that
sometimes creates things that go
from side to side. We might put those in going around the side, actually,
I think we will. We didn't actually do it
in the other part of it. All right. Now,
how do we actually create these outside parts
that we actually want? Well, it's pretty similar
to what we did before. If I press shift,
duplicate this. If I press control,
two, left click, right click, and then control, two left click, right click. Now let's just pull these out
to the dimensions of one. If I go over the top, I'm
going to press S and y. Let's pull these out
on medium point. S and y, pull them out
to something like that. If I have the blocks like that, come down over here
and copy this. Control C. Grab these sides now, shift and click and x this time, press enter, and then you just want to put it
on the actual X. Hover over the Control
V, and there you go. Now you've got your
actual piece of wood. Now, what you want to do is
you want to actually take these and you want to
again press shift, bring a delete vertices like so. All right. These hopefully
are going to be our sides of our actual create. Now, if I come in, put this
on individual origins. Press seven, press S. Now
you can see that we can pull those out and that's
looking pretty nice. All right. Now what we need to do is we need to
pull these down. I'm going to put
these into place. I'm going to put them
just at the top, like so. Then what we going to do
is I'm going to pull these down so There you go. The beginnings of our
actual crate and you can see quite easy
to do. All right. One thing I'm thinking is
I need the tops on now, so I can also create these those pretty
much in a similar way. I'm going to grab
this actual crater. I'm going to press P selection
just to separate it off. And then what I'm
going to do is I'm going to actually
duplicate this now. I'm going to press shift, enter hide one of them out of the way, so I've got one still behind it, and then I'm going to press tab. Now I'm going to
do is I'm going to bring in two edge loops. So To left click, right click. And now let's press sons
Ed and pull those up. Making sure we're
on medium points. Es pull them up to the size
that you actually want them. Something like that.
Then what you can do is you can press right click and mark a seam and
then that's going to make it pretty easy to
actually split them off. Now we can grab the bottom
and the top delete faces. We should end up with
something like this. Now. Actually, marking seams
didn't really help there, so I'll just split
these off now, press delete and faces. Now, this point it's up to you. If you want them a
little bit further in or if you're happy
with that far the R out, make sure that
you're happy with it before you actually
solidify them. Control A transforms, right
click the origin to geometry, adding a modify it and bring in a solidify even
thickness on as always, and then just bring them
in to where you want them. Something like that, I think
looks absolutely fine. Over over it. Control
A and there we go. Now, for press tage now, we can bring back our actual e. Let's grab it,
make it smaller. There you go. You can see what exactly what we're
going to do with this. We're going to actually
make the other parts of the crate. Now, if I come in to this, what I can do is I can press
control, and I can bring in, let's say three that way, and I'm not going to
actually mark see what I'm going to do instead now
is go around the other way. So I'm going to press control. Three left plate right clip. These are the ones I want
actually going round here. What I'm going to do instead is, I'm going to now hide all
of this out of the way, all the rest of it,
in other words. If I press Shift H, hide everything else out of the
way, and now I've got this. One is a one, these
going round this way and these going up this way.
We'll do this one first. I grab this one to this one, this one to this
one, and then just press y and hide
them out of the way. Now I can go around
the other side. Shifting clip, shift clip, basically splitting
each of these, press, lth, and then all I need to do now is split
these up as well. Like so and y. Now, what did I just do there. If I grab the whole
thing, and I put this onto individual origins, and I press S, you can see, basically I've split
all of these sides up, I've split all of the top up, and what that enables
me to do now is when we come back after
on the next lesson, it solidify these bevel
them and we'll get that nice wooden edge that
we actually look for. It's a bit of a cheat actually, a bit of a hack because we're actually joining these all together and just doing
a bit of an easy way. I'm going to press controls now, put them where they were. I'm going to go file, save and there we go. All right, everyone,
so I hope you enjoyed that and I'll
say on the next one. Thanks, lot. Bye bye.
34. Simplifying Prop Models : Okay. Welcome back, everyone to Blender
and Unreal engine, becoming a dungeon prop artist, and this is where we left off. Now, let's press Altag
bring back everything, and now we can actually see what we're going
to do with this. The first thing I want
to do is actually, I want to make them a
little bit smaller. So if I grab them all, I'm just going to make them a tiny, tiny bit smaller, so you can see that
little edge in there. Then what I want to do
is I want to come in, adding a modifier and bring
in a solidifier first of all, I'm going to reset
all my transforms, right click origins,
geometry, add modifier. Let's bring in a solidify. And I can't actually
see in there, so I'm just going to look
through here as you can see, I'm going to make sure
even thickness is on, and then I'm going to pull
them out a little bit further, like so and I think
that's going to be okay. Now, the next thing I
want to do is I want to do a bit of
modifier stack in. So I want to add a
bevel over the top, sorry, underneath this one. So if I come over,
add modifier bevel, and then you'll notice
that we can actually bevel these off at the same
time and solidifying it, which is really, really handy. Now, if I take my bevel down to zero and then
just put it up one, and you can see that's probably
going to be not far off. So if I put this on 0.5, that probably is going
to be absolutely fine. I think that will be good. Now, you can see that we do have a problem with the bottom. I forgot to put the
actual bottom part on. This part here is actually
sticking to it a little bit. I'm not sure why the Okay. Why is the bomb sticking
through and the top isn't? I don't actually know
where mines have. Let's have a look,
actually. Why is that? Yeah. We've got the top there. Mine actually just need to pull this bomb down just to make sure that that's
not happening. Let's press al tage. Let's
actually sort this out now. So I'm going to
grab all of these. I'm going to pull them
down a little bit further. And then one I'm going to do is hopefully grab this part here, pull it down a little
bit not all of it. Of course, you can
see that. I just want to grab all of
that going down, pull it down a
little bit further. Just to stop that flashing. Basically what it means is
two faces are overlapping. And if you turn this crater
around or anything like that, you really don't actually
want to happening. So make sure that they're not actually overlapping or
anything like that. All right. So that's looking fine now. Now what I want to do is I want to come back
to these parts, and I want to apply
this Slidify and bevel. So I might as well
just go to object, convert and mesh, like
hide those out the way. Now what I'm going to
do is I'm going to actually do the same on these. I might as well join
them altogether, so control J No best data to join because I
already joined them. Press G just to make
sure it's all join. Control A transforms, right
click the origins geometry, and now finally
bring in a bevel. Bring it all the way down, bring it up one, and I think
that's going to be too high. Let's try no 0.5. Yeah, I think that
should be fine. All tag, bring everything back. Double tap the A. Yeah. I think that's going
to be absolutely fine. Now, you can see with
this. It's huge, but we're going to make
it smaller in a minute. Let's just press control A now, let's join it all
together with Control J, and now let's make it a
little bit smaller like so. This is just one of two crates, so you can see this is one
of the smaller crates, so going to move it over there. Now, if you want to put some sideways parts in,
you're welcome to do that. I think with Mamo going to
leave it like that, actually. One thing I would
like to do though, Just to make it look
a little bit bet is if I come to these
sides on here, I'm just going to press control and bring in three edge loops, left click, right click
on each of these on. Three, left click, right
click because you will notice on creates actually
the tops of them, especially on stylized things are normally a little bit out. If I grab each of these now, and I want it connected only. Connected only, put it on, make sure it's connected only. Then what I want
to do is just pull these out just a tiny bit, see if I can pull them
out. Yeah, like that. That looks much better. Okay, I'm happy
with that, and now I'll just do the
same on the bots. So we're just going
to column out. Okay. So look at that. Yeah, there we go. All right. That's look in the
tomb. All right. Let's move that over there.
That's that create done. And as I said, if you want to
put sideways parts on them, all you need to do is British
press cursor to selected, bring in a Q and rotate
it by 45 degrees. I'll just quick to show
you shift, bring it in. And then press and
pull it together. And then just put
it in this corner. So make sure it's
tucked in that corner. And now what you want
to do is rotate it. So if you rotate it, so r, y, 45, and you should be able to then pull this down
near enough to that. So if you grab this face and then just make sure
this is on normal, you'll see then that that's
point in the right way. And now without
proportion it's on, you should be able to
pull this that way. And then finally, put it back on global and just pull it
down into place like. You can see just
how easy that is, if you want those
parts on there. I'm not going to have my
parts on there like that, so I'm just going to leave
it like this. All right. So now we're on to
creating our bucket, and then we'll create
our second actual crate. Ship cursor to world origin. Let's again bring
in another cube. We'll make it pretty
much the same way as what we did with our barrel, a little bit different, but
near enough the same way. We're going to have it on 16. Press the S born, bring it down, and the bucket should be, probably somewhere
around that size. Press the tab button. Face select, grab
the bottom face, S. Just get your right
dimensions first, press one, make sure that it's all on the ground
plane, like so. And then what we'll
do is we'll actually delete this top face because
we don't actually need it. The bottom one, we're going to keep the same as the barrel, so I'm just going to
split it off with y G, split it off, P selection, and then we can
hide that part of the way and work
on this part here. I come to my bucket now.
Every other one again. So we're just going
to select every one with shift select, like so. Going all the way around,
right click marking. Now with the bucket, you
might want a little bit of variation in how they
move and things like that. If you press control
before splitting off, so left click, right click, so. Now when you split them off, you have got the ability to
randomize them a little bit. If I come in now, press
L, just going round. Press, g, just to make
sure they're split off. Now let's actually bring them
in with our solid bytes. I'm going to press tab
control all transforms, right click, origins
geometry, shades move. Atos move on. Now finally, let's bring in our
salty fi bring it in. So it's up to you
whether you go outwards. Might actually bear outwards.
I'm not actually sure. I'm just looking. Yeah, I think, actually, I'm going to bring
it outwards like that. I think that's actually probably going to
look a bit better. I can bring these
in if I want to. We've also got the ability
to bring them in like that. The problem you're
going to have is though that you're
going to have them overlapping at the front or
overlapping at the bottom, sorry, in the inside. I think I'm going to bring
them in like that actually. Now, one thing I
did forget to do, and if you do this, sometimes it can
happen is I just forgot to put those bars around, so we'll sort those out
in a minute anyway. So I'm going to do now
is I'm just going to hover over mydify press control. Now I'm going to do is. Now, the other thing is,
I don't think I actually, I didn't mark seam
around the top as well, and that's also caused me some problems now
because it means I have to go into each one of
these to actually grab them, which is not a good thing. Rather than do that,
I'm just going to press controls d.
I'm actually going to go back to this point before I actually
split them off, so I'm just going to
press controls d, and it's another reason as well, why you actually want to put
the amount of undo options. If you remember a
few lessons ago, up to 100 or
something like that, to make sure you can
actually go back. Now while I'm here,
what I can do is I can add in
another edge loop, so control, left
click, right click. I can then come to the
bottom one, so control. Left click, bring it down. Now I can actually use
this to create these bars. If I press shifting click
and then control B, I can bring that
out and that can be my top and my bottom now. So what I'm going to do
is I'm basically going to grab all of the press shift. P selection, split those off, tie them out of the way, and
now I can come back to this. Now, the one thing is I've got too many edge loops on here now, really don't need
that many actually. I'll do is I'll just
get rid of one of them, so I'm going to grab that one, and then you're just
going to come down to dissolve edges, and
I'll get rid of that. Okay. Now, let's grab these
going all the way around. Let's not make the same mistake. Right click, Mark seems. Now what we can do
is we can again, press control all transforms, right click gin geometry, add modifier, now let's
bring in that solidify. It should be much
better I move this now. Okay, let's move it that way. Let's move it in a little bit. And you can see, I
have another problem in that. I didn't
split these off. So let's hide the
other way in it. Let's now split these off. So we're going to press L L, L L like so. Why? OH, make sure they've hit, so I'm going to press
G, and there we go. Now finally, again, transforms, right click Sargen geometry, and then let's try our solidify and now it
should work okay. So let's see if it
does. Yeah. Now they're working okay as you can see. So now if I bring them out,
we get that kind of look, can also move them out
just a little bit. So we get that little edging down there, what
we actually want. All right. Let's go to file. Let's save it out, and
then the next one, we should be able to get
this bucket finished now at least most of the next
create finished as well. All right, everyone, so hope
you're really enjoying it, and I'll see on the next
one. Thanks a lot. Bye bye.
35. Other Ways to Work with Seams: Welcome back everyone
to Blender and Unreal Engine becoming
a dungeon artist, and this is where we left off. Now, let's supply our solidify so let's press control A and
apply that other the way. Then what we can do
is first of all, bring in these parts. Because I actually did
my seams this time, I should be able to
grab each one of these now on the inside
and bring them in. All I'm going to do is
grab each one of these. I want to press SNC in a minute. One of gromal I've got
it on individuals, SNX S and is it? Could we be S and
and for some reason, I can't bring those in. All I'm pressing there
is S and Z twice, and now, I brought them in, but you can see that I
need now to pull them out. All I'm going to do
I brought them in. I'm going to go
back to global now and then I'm going to press S and Z and just bring them all. Into place like so. There we go. There is
our bucket. All right. All I'm going to do now
as well as I'm going to press S again and just bring
them out a little bit more. Just to get them a little
bit closer together. Es jaws to bring
them in now like so, and I think that's
looking pretty nice. All right. So now I just want to randomize the
outside of them. I'm going to put my
proportional editing on, put it onto random. Then all I'm going to do is
I'm going to come to this. I also want to make
sure that I've got connected only off because I don't want to pull
them too far apart. Now if I pull it
out, as you'll see, we pull them both together, which is a bit better. Then just pulling
them separately because we don't want big holes or anything
like that in there, but you can see doing this
makes them look much, much better now, and that's
one of the reason we did it. You can either pull them
out or you can press the GK, whichever you prefer. Now you're making it
look a little bit battered on those sides. Now, let's come
in, take that off, and then what we'll do
is we'll press tab, and I'll just go in and I'll
grab each one of these and Ijaw pull them a little bit without
proportional editing on, of course, and then pull
these down a little bit, and then grab this one and pull them to the
side a little bit, maybe, and maybe this one x
maybe, something like that. Make them a little
bit and even and that looks really nice. All right. Let's click shapes smooth. Let's bring in our auto smooth and now let's level them off. So Before we do that, though, as always, let's
resell transformation. Control all transforms
sagen, geometry, and modifier, bevel them off, bring it all the way
down, bring it all one. No point, all three. There we go. There
is our bucket. Now, let's apply that
control apply it tag, bring back those metal bars. We should have some
metal bars in here. The first thing
I'm going to do is I'm just going to
grab my bucket, press H, and then I'm
going to grab these parts. What I'm going to
do is I want to pull them out basically. Because if I pull these
out of the moment, you'll see that they get larger. I don't really want to do that. The best way to do this
actually is just come in. Grab them going around
the outside with old shifting click.
Same with this one. Then what you want
to do is you want to press altern and bring
them out that way, and that then is going to be much much better
to do it that way. Now for press altage
you can see that looks much better apart from
the fact that too far out, but now I can at least I can
see what I'm actually doing. Now I can just press
al test and bring them in to the right side
now and there you go. You can see just how easy
it was to do it that way. Now, the bottom of the bucket, I'm just going to bring it up a little bit just so I
can see what I'm doing. I want to press control all
transforms right click. SorgentGeometry. Let's press tab, and now we can see
what we're doing. Let's put it onto
our verte select. And what I'm going to
do instead on this one. I'm just going to grab
them, so press J. And this is the
other way you can do it rather than
actually bridging it. So we're just going to
fill them in with J. You just grab two vertices Press J and just fill
them in, like so. All right. Then
what you can do is you can just now mark ace. Now, I fill them
in all that way. That's just make sure that's not an ang or anything like that. And now I can do is just mark
scene and split them off. If I grab this one and this one, just to make sure
this split off, A, make sure that this is
on individual origins, S and X, pull them in. I'll just actually use
the extrude on this, extrude them out
when there you go. Now, let's pull them a bit
closer together on the tops of them so it doesn't leak
in the buck or anything. Then all I'll do then is just grab the tops off
here, pull them down. And this one as
well, pull it down or up a little bit, whichever
way you want to go, and then we'll just
grab the middle and we'll just pull it
up just make it a little bit even in
case you want you bucket tipped over or
something like that. Okay. So again, now, We might as well
add in our bevel, control click origin geometry, Bevel we'll just simplic
this on 0.3, like so. Then I'm just going to
drop this down into place a bucket would be to bring it down
something like that, that's probably how it's
going to be looking. Now we'll do the same
thing with these. First of all, these control, right click, origin
geometry, shapes move. Auto move on and now finally
let's bevel these off. Add modifier bevel,
bring it down, no 0.3. And there we go. All right. Let's apply that. Let's make sure we've got no
modifiers on any of these. Let's apply that and
then let's join it all together with Control J and
right click shape smooth, make sure to smooth is on, and there we go.
There is our bucket. All right. Finally, now,
I did forget one thing. We do need some water
on this pocket. Now, although water
is C through, we still need a
mesh to put it on. Let's actually, first of all, bring our cursor to our bucket, shifur selected, and we just
want a simple plane on here. If I press shift A, bring in a circle Make sure it's on 16, and then all I'll do is I'll make it smaller to
the right side, so I'll bring it up and I want my water to be maybe,
maybe just in there. Press the tab button, press te just to fill it
in, and there you go. There is your actual
water ready to go. Now, let's join this to the actual bucket
because what that means is it will inherit all
of the smoothness like here, if I join it the
other way around. I'll just quickly show you this because it's
very interesting. If I get the bucket and adjoin it to this plane and
I press control J, you can see now that we've
got not auto smooth. Press control though, and
I join it the other way. If I grab the top, grab
my bucket. Control J. You can see inherits to smooth. That's why we do it that
way around. All right. Now we actually come into
the last actual crate. Let's get the size in scale
of the crate correct first. All I'm going to do is
I'm going to press shift. Cursors a world origin. Shift A, let's bring in a Q. I'm going to make
it a lot smaller. I'm going to press one,
then what I'm going to do is I'm going to
bring it up like so, and then S and X
and pull it out. I want it to be a fairly
fairly chunky actual crate. Now the thing is
with this crate, it's going to be a
little bit easier actually than the
crate over here. I'm going to go in. I'm
going to press control off. Bring it up. That's going to be the top of the
crate right there. I'm going to separate
that off now as well because that then
will make it easier for me. If I come in, press
control plus, press y, G, hide out the way. With the rest of the crate, I want it to be supported by
some planks coming up here. As you can see on the reference, I don't actually want any blocks in here I want to just to
be a little bit different. The way I'm going to
do that, first of all, I'm going to bring in some
edge loops around here. Left click, right click. Then what I want to do though
is I want to make sure that I can actually randomize this and make them a
little bit uneven. I'm going to first of
all, right click Mark seams Then what I'm going to do is I'm going to
press control off. Bring in some more edge loops.
Left click, right click. Do the same on this side, maybe
not as many on this side, just two, left
click, right click. It really doesn't matter
how many you bring in. Just don't go over
the top with it. Then what you want to
do is you just want to now split these off as well. Right click mark seams
then finally, the bottom. Now, you could have the bottom exactly the same as the top. I don't think so on
this what do is, I'll just mark a seam going
all the way around there. So right click, Mark seam. And then what I'll do is
I'll come to each of these. So I'm just selecting
this control selecting, shift selecting,
control selecting like so right click mark seams. Now, I'm just going to split everything off, so
I'm going to come in. With I'm going to do
probably these two first. So what I tend to do is
I'll come to the first lot, I'll press y and then H.
I'll come to the next lot, L, y, H, and then basically, I'm going to work my way along. So I'm going to do both of
these at the same time. So as you can see, I'm going y, H, and then working
my way along. Y H. Basically on these ones, because they're not
joined to anything, I can just come in,
grab both of these, press Y and H, hide
them out of the way. Press saltaH now just to give it a test, always
give it a test. So what you can do is you can
come in individual origins, and now you just
press S, and you will see how everything
is split up. You could see basically how
everything split up there. Press controls and there we go. Now, let's work
on this top this. I'm going to grab the top of it. I'm going to make
it slightly bigger. You can see that when
I pulled that out, it's pulling out in a weird way, it's pulling this out
further than this part. It could be that
it's a rectangle, or it could be the
fact that I've not reset the transformations
since I did all that work. I'm just going to press
control all transforms, right click origins geometry. Go back in now, and now let's
pull it out and it should. Should pull out a lot more even. Let's try and he's pulling out
relatively even not quite, but relatively so I'm just going to pull
it out like that. Then instead, I'm just
going to press S and y and just pull it out like
that, and there we go. That's the top of our crate. All right. I'm really
happy with this so far. I'm just going to save it out and on the next lesson then, we should be able to get this
create absolutely finished. All right, everyone,
hope he enjoyed that and I'll see on the next
lesson. Thanks a lot. Bye bye.
36. Adding Damage to our Models: Welcome back, everyone to
Blender and Unreal Engine, becoming a dungeon prop artist, and this is where we left off. Now, the thing is
about this top is it needs to actually
be planks of wood, so there's no point really doing anything with
this at the moment. In other words, there's
no point point of bot money because it
needs to be plank. So what I'm going
to do is control, going to go left
click, right click. I'm also going to mark
the seams, mark seams. And then what I'm
going to do now is just delete this off of. Shift and click going all
the way around, hopefully. There we go, delete. Faces, and there we go. Now. Let's split this off as well, so grab every other one, y, G, make sure to split off. Pretty much now we've got everything we need to
actually work with. All we need to do now is
just bring these down just so we can make sure that they're all going in
the right direction. In other words, now I need to bring these in and level them. But I need to make sure that they're all going in
the right direction, so that's why I've just
pulled them out a little bit. All I'm going to do
now is I'm going to press control all transforms, right click SgenGeometry,
add modify it, and let's bring in a solidified. Now, we'll see that they're all either going in
the right way, actually, if I put this on even thickness and pull it out a little bit, they're definitely
going in the rightway You can see these are
going in the right way. These are going
in the right way. That is absolutely perfect. Now what I'm going to do is because they're all split off, I should be able to add in another modifier stack and level them off and we should end up with
something like that. Pops bring it down 0.3. There we go. You can see already that's looking really nice. Now, the one thing
is that I don't want these parts on here, I want these
basically coming out. What I want to do is I
want to come to this, grab all of these and all of the other side, I want
them slightly out. I don't want them so
seamless on there. What I first of all want to
do is I want to pull them out slightly and then bring them
out. What do I mean by that? If I press S and y, I can pull them out and have
them slightly stuck out, like so, and then I can come to each of these
and pull them in. So that they fit much
better than they did, because I want to have that
little gap there still. You can see this gap down here. We still want that there because we want it to look
fairly realistic. Now, the one thing you can see is because we've split these out that we've lost how
far these come out. All I'm going to do
now, they're coming out far enough that way,
just not this way. I'm just going to
go in now and grab each of these with edge select. I'm going to come in
and grab each of these, not that one, this one here. And then I'm going to
pull them out now. S and y. I'm thinking and pulling these out
of the moment on individual origins,
and I don't want that. So let's pull them out
a medium point instead. S and y pull them
out and there we go, now it's over hanging. Now I can come in and grab the
bottom ones, pull them up. And now I can work out where
I want these parts to be. So you can see I
need to pull these out a little bit
further on this way. So I'm going to press S and X. Let's pull them out, so we've
got that little lip there, and then S and y, pull them out, just so we've got that little lip
on there. All right. So now if you press tab, now you can see just how
nice that actually looks. Now, the one thing
is that we have got a little bit
of a lip on here, and we need to just now bring in some wooden parts on each
of the front and back. So first of all, though, I'm going to make sure grab the I should be already grabbed. I'm going to go to
object, convert to mesh. So now, finally, before
we do those bits, what I want to do is
I want to come in, making sure I'm on
proportional editing. I'm just going to
grab one of them, and I should now be
able to grab all of this side and just pull them up and make them a bit
uneven as you can see. So if I press G, can
make it a little bit, uneven pull them
out a little bit. So I'm just based working
on making it, as I say, a little bit uneven because
we don't want them to be even or anything like
that. I'm happy with that. The last thing I want to
do now then is just again, add some variation to it. Turn off your proportionality. Let's go in now and just pull these out
just a little bit, pull them in a little bit, spin them round if you need
to, things like that. Let's press our
spin this one round and we're making them uneven
because of the moment. They certainly look a
little bit too even. So I'm pulling it. Like I said, and I'm also, you can see on I've not got a lot of room to mess
around with on this. I have on the bottom one,
but not on the top one. So what I really need to do is I need to bring in
some edge loops. So I'm just going
to press control, bring in some edge loops. You can also do it this way. And then control two and then
bring this in bring it up. Bring it round There you go. Now you can see, it's looking
really, really uneven. Now just look for
any spots while missing so I can
see on this side, there's quite a few spots missing going to
make it a little bit on that side,
looking on that side. The bottom doesn't
matter too much, but I think we've really pretty much nailed it on this one. Now let's bring in
some wooden parts. I'm going to press
shift selected shift, let's bring in a cube. Make the cuban word smaller. Let's bring it to the side, S, and then s and y, like so, and now let's
bring it to the bottom. And then one I'm
going to do is, I'm just going to grab
the top of it. Oops not with that on, like so. Then I'm thinking, do I need to bend that round or anything? I don't think so but what
I do think I need to do is I need to e put it, I think I'll put it
just on there like so, and I think that's
going to look a lot. I'm also thinking, I think I'll keep these
straight, actually. So I'm going to leave it,
so I'm going to press shift, like so ops. Then what I'm going
to do is I've got those two separated. I might as well press control
all transforms right click. Set origins three D cursor
add in a mirror then. So we'll just put it
over the other side. Turn the x off, put
the Y on, there we go. Then let's add in
as well, a level. Put it on 0.3 0.3. Now we'll bring in another cube, shift A, and we'll put
that on the other side. Cube bring it out. Make sure we keep it
relatively straight when we pull it out because it will
be the right height then. Press the boron Okay. S and X. Press three, so we can see the side view. Let's pull it down.
And this time I want this to be right
at the bottom of here. I think it's going to
look better if it's nailed in around here as
you can see. All right. Then what we're going to do
is just pull it to the side, pull it up, and then
just pull it in. It's a little bit too thick. Something like that
looks absolutely fine. All right. Now let's put
that to the other side. Again, we might as well use this cursor that we've got here, so control a transforms Sgenthue the cursor, add modifier mirror. That's put it over
the other side. Can we put it over
this side as well? Yes, we can, and we
can also bring in the bevel and we'll put that
again on nut point n three. Er, and there we go. There is our actual
crate finish. Now, let's press B
and grab all of this. Then what we'll do
instead is come up to convert mesh and then
join it all together. Cla shade smooth, Atomve
on, and there we go. There is our actual crate. Now, you can see, we do
have a little bit of an issue with our Autosmooth that is because we
just need to turn it up or down very slightly. And we're going
down, actually, not. You're going to check 20. There we go. I'm just
wondering about this part. Maybe I pulled this part out a little bit too
much. Now you can. Instead of doing that, we'll
leave it on 25, actually, but what we'll do instead is
just come, grab this one. Control click this one, right click and just
go to shave flat, and then it should fix any parts like this one as well.
So just grab it. Control click, shave flat. I'm just looking now, we can see the bottom, Controlli
shape flat. There we go, that's pretty much that done them
looking at the top. Making sure I'm happy with it. T I just pulled it out
a little bit too much, so I'm going to do the same
thing on here, shape flat. Just want to make
sure that I've not got any lumps or
anything like that. I'm going to also do
this one shape flat. That's looking at Tum B. You can see I've got another one here, right click shape flat. I'm going to do
the same here and the same here. Thanks so. And I'm pretty much going to be going all the way around it by the time I've
finished this, but still it will look
better than where it did, so shades flat. There we go. Yeah. I'm happy with how that looks now apart from this one. Okay. Okay. All right
enough for that. Let's pull this to the back then and let's pull
these two for. Then we can pull in some nice
position pull over there. Yeah. That looks good, and let's see if they're
on the ground plane. Everything's on the ground
plane apart from this. Let's pull it up. All right. Let's actually go in and name
them before we end this. All I'll do is press
and I'll call it large create then I'll come to this one,
I'll call it barrel. I'll come to this
one small crate. And book it. Finally,
let's go to file, save it, and I'll see
you on the next lesson, everyone. Thanks a lot. Bye bye.
37. Creating a Water Material: Welcome back to
everyone to Blend and Unreal Engine becoming
a dungeon prop artist, and this is where we left off. Now, let's put our
materials just on. Now, we've pretty
much got all of the materials in already set up. I think, let's just
have a quick look. Let's show this. Okay. So we've got
this one here, which is iron dock, so
we can use that one. We've also got this
wood stylized. And so we've got this wood here and we've got a
lighter wood as well. But what I want to do is
I want to use this wood, but I actually want to
make probably the sides of these actual craze
a little bit darker. All I'm going to do is I'm
going to actually press shift, duplicate this one over, and then what I'm going
to do is I'm going to change this now. I'm
going to copy it. So copy material minus this
off new paste material. And then all I'm going to do
is I'm going to call later. In fact, I'm going to go
to this one, copy this. Control C, come back
to this one, control, and then all I'm going
to do is put Doc Then I'm just going to go
in and just make this a little bit darker and we
know already how to do that. If we go to our shading panel, we've already actually got
this darkness on here. What I can do now is I
can bring it down just a tad and make it just a little bit darker
than that one there. This one wants to
be a bit lighter because in the next few lessons, I'm going to show you
how to actually bring in decals and put those on
these crates as well. Now, let's come back to. Let's go to the
UV editing thing. I think they'll be the
best option on these. Let's also hide that out of the way because we're
not going to need it. And I'm looking. Yeah, it's on material
already. All right. So these should be pretty
straightforward because of the fact that these
are just wooden planks. So if I come in and
grab all of this, pressure and Smart UV project, click and let's then
bring our material in, which will be se wood, stylized planks, grab
everything, spin it around. So 90, Let's have a lot that's
looking like. There you go. You can see it really, really simple, just do
bring them around. Now the one thing I
would say always, just make sure they're
happy with the grain, make sure it's
going the same way. If it's going the other way and turning round and things like
you really don't want that. Now finally, what I want
to do is I want to come in with edgek because we've
got some seams on here. I just want to make
sure I get them all, and I'm just going
to come in and give these parts the
other type of wood. If I click plus down arrow, and then I go to wood and
I click the dark one, click a sign, and Okay. Let's have a look at
that. Did I click a sign? Sign. There we go. Yeah. They don't look
a lot darker because maybe I need to have this on. We're also going to have a
look and see in the light. They don't seem to
be that much darker. I need to actually go
to my stylized oh, that's why for some reason,
we've put the wrong one on. So we need there we go. There we go. That looks bad. A dark. Maybe they want to be
a little bit darker these. So we'll go back to our
shading on our dark one and pull them up a little bit just to make sure they're a little bit dark. Press the dart and
then I'll bring them Not that dar a little bit dark or
something like that, you can see it looks
a tom batter now. All right. So back
to you be editing. And now I'm going to show
you another technique which we can use to quickly
do the rest of these. So I I come in, the one actually we're missing, so we'll do that first before
I show you this technique. What I'm going to do is
I'm going to grab one of these cor shiftn one going to do is I'm going to
put this as not that one. I'm going to minus this off, and I'm going to make a new one, and we'll just call it water then what we'll do is we'll
come to our shading panel. Grab my principal
control shift t, and the one I'm looking for
now is my water so dungeon, water, this one here. All right, so let's grab. I don't think we're going
to need the ammunocclusion, but we'll grab it anyway
just in case principled, let's press dot so
we can go to it and you can see now that
looks really, really nice. Now, we need to make sure that we make the water look correct. So we'll make sure
we're doing that. We might need to bring in some edge loops
and things like that. But first of all, let's make sure it's actually
going the right way. So we can see here. That
opacity isn't high enough. So let's sort out. I'm
going to press shift A. I'm going to bring
in another curve. I'm going to drop that there, and then one going to do
is I'm going to bring it down and just make it a
little bit more sat through. Now, it needs to be quite dirty. The water doesn't
want to be like, it doesn't want to be sat
through or anything like that, needs to wall up like water now. It's a bit irritating
that we've just got this on here and no actual
empty parts in there, but we'll see how this comes out once we've
actually got this. Okay. Now, you can
see at the moment in that all of this has this
kind of texture on top of it, and we don't actually want that. What I'm going to do
is I'm actually going to quickly and do a
piece of magic and quickly swap that texture over and then I'm just
going to reimport it. We'll actually come
in and what we'll do is we've got our water here,
we've got everything here. I'm going to actually
press B. I'm going to actually glee
all these out of the way, and now I'm going to
actually re import them. Okay. Let's click on the
principle control shift T, and we're going to
bring in our water, which is this one. I'm going to go all
the way down here. These three principled,
and there we go. Now you can see, some of the water is this
and some is this. You've got to understand why
I've actually done that when we actually unwrap them.
Let's press shift. Let's bring that gradient
that curve in curve GB curve. Let's drop that in there.
Let's bring it down. Let's make it maybe
a little bit more see through Maybe
that's a bit too much. Something like that
thing. I think that's going to be absolutely
fine, just looking around. Yeah, that's going to be fine. All right. Now, let's
actually hide that the way. Now we've got our water,
so it's called water. Let's come, hide this way, close that, come back
now to our water. If we go in press dot, you'll see that when I actually
unwrap this part here, if I press wrap, you'll see at the moment it unwraps like let's go
to our UV editing. I'll open up the water and
just show you press dot again. And I'll actually
apply the water. Well, I'll put it on
there, at least, so water. Here we go. You can see at the moment that it
looks like this. That's not what we want really. We want it to be this
going around the outside. The way we're going to do
that is I'm actually going to come and get rid of
the inside of this. Basically, I'm going
to press P selection. Just for now, bring it, and then I'm going
to grab the outside, grab the outside, like so I'm not going to fill
it in in the way we did. I'm going to press
shifty. Shift space bar, bring in my move
tool, bring it up, L, and then I'll leave
that one out the way. So I lead ver says,
grab this one again. Old Ship click,
press the P born, and now you've got
something like that. Now what you want to do is
you want to bring it in. I bring it in. Right click Marco now we're going to mark
same on here as well, right click Marco sin. Now I want to do is just
bring the water in. I'm going to look
for my actual water. I think it's this color.
Now it's not that one. Let's look for the next
one, this one here. You can see that now we've
got gradion on here. As we go further out,
it gets more and more of this ripple effect on
the water. That's great. But we need to be
able to use that. What I'm going to
do, first of all, is I'm going to grab this part. I'm going to press on wrap. I'm going to press A, bring
it in to somewhere like here. And then what I'm
going to do now, I'm going to unwrap this. Again, I'm going to
use Light Map pack. So I'm going to grab all
this, light Map pack, and then follow active quads, and we're going to
end up with this. Now, why have I done that? Because now if I
bring this over, so you can see that we've got this kind of edge now
going around the outside. If I now make this smaller, so, y, bring it in. Put this on here. Now
we've got an edge, but you can see that it's not dropping
off for the moment. What I'm going to do is
press S, make it smaller. First of all, press
G, make it smaller. Now I'm going to do is
press S and y and I should now get that nice gradient I'm
looking for. There you go. Now you can see round the edges if I put
this closer down. I'm going to press right
click origin to geometry, bring it down now and put
it right where I want it. Now you can see
we've got that edge going around the outside of it, and then the inside of it is actually C through and
that's exactly what we want. That's the look we're going for. Now, as soon as we
bring the wood in, we see much easier what
this actually looks like. Let's do that first
because at the moment, this bucket is actually made of water and
we don't want that. What I want to do is I want
to click plus down arrow. Let's bring in the wood. We've got wood, stylized planks, we'll actually put it on
the dark one because it's going to look bad because
it is a bucket after all. Then we've also got
the metal as well, so we're going to
click down arrow and we're going to go
with the dark iron, we've got iron do. Now, let's come into
the wood first. We're going to grab all of
the pieces of wood with edge I'm going to remove all of these actual seams because I don't
really need them, so I'm just going to c seams. Then I'm going to
pressure you and I'm going to do smart
UV project. Okay. I'm going to then
assign the iron doc. There we go. Now
you can see much, much better why we
actually did that. Now finally, I'm going
to bring in the metal, so I'm going to
grab all of these. I'm going to click Clear
sin, and I'm going to press, Smart UV project, and then I'm going to
add in the iron dog. There we go. There
is our bucket. Now, you can see, we don't
have a problem in that. All of these are going
the wrong way round, so I forgot that. I'm just going to
turn them round. A 90, spin them around,
and there we go. I think let's bring them in a little bit, and
have a look at that. Maybe bring them out. I look at that. I think I'm going to drop them
valve in the right place, something like that. All right. That's looking really
nice. There is our bucket. There is our grading
on there as well, which is what we're
trying to do. Now, before we finish, just go back to this. I need to grab it tab, and I'm just looking to make sure that I'm actually happy with our
father that's going. S and y, just going
to pull it up. And I'm thinking it's
the wrong way round. So I'm just going
to spin it round. So 180 spin it round. Yeah, that's the
way it should be. That's exactly how it should be. And now I can simply
bring it in so SY, bring it in a little bit
more, and there we go. All right. I'm happy with that. Now, the thing you could do with this if you
wanted to stand out a little bit more than this is we can go around and mess around with the actual gradient and things like that
because at the moment, I think that this,
as you can see, if I pull it down
to here, it's much, much clearer there, but
we've got it right up here. I want to press
some win and try. Just bring it up a little bit so I'm going to bring
it down, you win. Yeah. That's looking
better. All right. I think I need to bring
it in though. S or out. Let's try S and bring it
out. Yeah, there we go. That's the look we're
actually looking for. All right. Finally, we
got there with the book. Let's go to file, save and save that out and a
little bit of a long one. Then the next one, we should
get everything actually textured as far as barrels and
crates and things that go. All right, everyone,
so enjoyed that. S on the next one.
Thanks a lot. Bye bye.
38. Finishing Our Barrel & Crates: Welcome back to
everyone to Blender and real engine becoming a
dungeon prop artist. This is where we
left off. Now, I want to go a little bit
further this water. As you can see, it looks good, does it actually look
like water too much? Not really. We need a bit of shine and things
like that in it. Let's go to our shading panel. And what I'm going to do
is, I'm just going to bring in a few more curves. I'm going to come first
of all, to my roughness. Shift surge curve,
bring in an RGB curve. Drop that in there, and then let's just turn that
down a little bit. And you'll see as we
turn it further down, we get a lot more shine off of that rather than
that dullness, so I'm just going to put it
down to something like that. You can also see the ripples on the around the outside and the ripples in the center look the way that
they should do. So they look right
now. All right. So now let's grab it
pressit, drop it in here, bring it up the other way, and now you'll see
that it's really starting to look like
water. All right. So let's bring it down a little
bit, something like that. Then finally, where
you can do if you want to change the color on this
is you can press shift day, or you can make it
brighter if you want. If you go and
search for a gamma, instead, you can drop
a gamma in there, and then you can
bring the gamma up, make it darker, or make it
lighter completely up to you. I think we'll drop a
gamma in there and make it A little bit lighter, let's have a look just
slightly, something like that. Then one going to do,
I'll come down now to my RGB on my opacity. This is the opacity one where the alpha is and you
can turn it up now, and now you can see looks a lot more like realistic
water. All right, then. There's the actual bucket dumb. There is this first crate d. Now the second
crate is going to have exactly the same materials as
the first crate and pretty much the crate is going to have the same materials as
the barrel as well. There is actually a little
cheat here that you can do. If we come over, press tab, and what we're going
to do is going to grab both of these, so
we'll grab the barrel. Then we'll grab the crate and then finally we'll
grab this large crate. Then all you need to
do is press control L, and what you can do is you
can link actually materials. Link materials. There we go. We can see that we've
already got material set up. All we need on the barrel now is just to
collect press plus, and we're just going to bring you down and we're going to have the iron dot for the
actual sides of it. All right. Let's come to this create first. This
one is the easy one. I'm just going to press tab. Grab this one, press
A smart UV project. Click, spin them around. A 90, and there we go. Now, let's just change these edges on here because
they are clearly not we'll come in L on each of these with edge leg just in
case there's any seams. Then I'm just going to come
down to the white dark one, click a sign, and there
we go. That looks fine. Now the thing with
this, I'll actually do the other parts as well, so going all the way
around, click a sign. Okay. And there you go. You
can see that looks fantastic. Now, the barrel, let's
come to the barrel. Grab my barrel, A. Let's first of all, right click and we'll
clear all the seams off. It will make it easier. And then what I'll do is I'll
press, smart UV project, click Okay, and then
I'm going to press A 90, spin all those round. I'm going to make them a
little bit bigger as well because they are going to
be a little bit too small. Now, the problem I'm looking at is I'm just looking to make
sure that these sides. You can see on the
sides of them. I'm not actually happy with these because they're
actually split up and I don't actually want
those to be that way. So what I'm going
to do instead is, I'm going to just grab them
going all the way around, like so. Just these ones. I think the others
should be fine. I'm going to unwrap them just separately because I'm not
happy with how they're going. All I'm doing is I'm
pressing ship click. And then control click and ship click and control
click, like so. And I should once
I've done that now, pre able to press you and
unwrap and there you go. Now, they've unwrapped much
much bear as you can see. Now, I think, let's just make
them a little bit smaller. Yeah, that's probably going
to look much much better. A, let's try bigger. Now, they look much bead the other way, so
I'll just put them back. And then what I'll
do is I'll come in now and I'll give them metal. Like so, I do, click a sign, and then let's come to the top now and we'll
do the same thing on here. So, I do, click a sign. Now finally, the top.
They looking good. Are we happy with those. One thing I'm happy
with is these, as you can see, I'm
happy with these parts. I'm just going to come in
and grab all of these, I'm going to press control plus and then just rewrap
these as well. So I'm going to grab them
all, press control plus, press, wrap, and then I'm
going to spin them around. 90, make them smaller. Yeah. And there we go. They do they look better like that? I'm not actually too sure. I'm going to spin them
around the other way. So our 19 I'm not happy with them like
that either, so 90. Yeah I think they look
better like that. Okay. I'm happy with that. I'm just looking
at the underneath, making sure I'm happy. The underneath, you
might be able to see it. So what we'll do is we'll just quickly do the
other ones as well. We might as well
while we're here. And then control plus wrap then spin them around 90
and there we go. All right. They look at B. Now, that's all of those duns. Now we can go to
modeling. Let it load up. Then what we'll do
now is we'll come in and we'll go to file and
save it out first of all. We'll come to our barrels, so we've got a barrel here. We'll just grab all of these and basically we'll put them
in our own collection. It actually as soon as you press right click
new collection, it will actually unselect
them, which is annoying. We'll call them
barrels and crates. Like so, and then I'll press B, grab them all, and
then I'm going to drop those into
my bowels and craze. And finally, I'm going
to right click and I'm just making sure the bucket is two parts, so I
don't want that. I want to join all
of these together. Control J, like so. And the last thing, I
just want to check make sure that I've got to smooth ones. You
can see on this one. I've not got to smooth on. You can see also that some of those are going
the wrong way round. So it's a good job
to check that. I don't like these going
the wrong way round. I can also check this
one. This one is okay. Now, let's first of
all, fix this one, so we can see that the bottom ones are
going absolutely fine. It's just the top ones here. This one and this one
going the wrong way round. Let's come in and
grab these like so, go to our UV editing, and then just spin
them round so 90, go back to modeling, and
now they should be fine. No, they're not fine, and that is because it's just these edges that
are actually wrong. Going to look on the inside, and this press control plus, and I'll just spin those
round instead so UV editing. And then I'm just going to
press 90 hopefully hopefully, they look now tom
bar as you can see. They just didn't look
right the way we had them. Now I'm happy with that. Now,
let's go back to modeling, so they're done, and what I can do is now I can
grab all of these. I can right click
mark as assets. I can also come to my water
my water should be here, and I can grab all of these, and you can see it's not
marked as asset so I can mark asset mark that one is. I'm just going to go now
quickly to my asset manager. Then what we're going to do is we've got all of them here. And I'm looking at my materials, wondering which
materials on in there. I wonder if I grab these three materials and just
drop them in there. Will it doesn't actually double them up, so
that's a good thing. Basically, I can just come in
and grab any of that thing, so I can grab all of
these and grab this one, this one, this one because I'm not actually sure where it is. So I'm just making
sure that I've got it. All of those like that,
put them in my materials. Now I'm going to call to at
least my barrel and bucket. And my crates, and I'm just going to drop those
into my props. All right. So let's have
a look at my props. All my props there
I've got my create, large create, my barrel, and where is my
buckets here as well. If I bring my bucket out, it's got the water
on, so that's great. Now I think I've got pretty much everything,
everything there. It's a shame that we
can't grab them all and bring them out and then we'll be able to see if
we've got everything. But I'm fairly sure
everything's there. Anyway, okay let's
bring these back now, so I'm just going
to pull these back. I'm going to put these
into place like so. Double tap the A and go back
to modeling. All right. So on the next one, what we're
going to do is we're going to make a start on
our actual chest. We're going to need
two types of chests, really, plus the third one, which will be like cutting half so we can actually
make that actual treasure the coins
and things like that. That is something
that we're working on after we've actually
built our chests. All right, everyone, so
I hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
39. Importing Images as Planes: Welcome back to
everyone to Blender and real Engine becoming a
dungeon prop artist. We sure are becoming
a prop artist because we're really
really motion along now. Let's have a look
at the next one though the one we want to create here is this one,
which is the chest. But we also want to create, if I open up this is
this one here as well. We want to make one
chest like this, and then we want to
basically split off, take the top of it off and
have it for the second chest, full of the treasure
and things like that. That's what we're
going to work on. At the moment,
though, we'll focus our attention on
this main chest, and then finally, we'll focus on this golden things like that. Let's put that one down. Let me move that one over the left
hand side of the screen. Well, before we do that, I did actually forget
that we do actually want to put some
decals on our crate. What I'm going to
do is, I'm just going to move this one out here. I'm going to grab this
one and this one, I'm going to press Shift H, just to hide everything
out of the way, and then I want to
bring in some decals. The first thing
though, to bring in decals or the easiest
way to do it. Especially on
something that's flat like this is best to come in, go to edit preferences, and what we want to
do is image as plane. Image and you'll
have one that says images planes and you want
to actually tick this on. Now, once you've tip this on, it means that you're going
to get a new option. If I press one now
because remember, as we talked about before, with the actual references
when you bring them in, you want to bring in your
images plane straight on view. Fire press shift a come
down now and you'll see image and you'll see one
that says image planes. Now, before we do that,
what I want to show you is, we want to bring in some
images from our textures, and you can see that we've
got all of these decalcire. Now, if I go to
let's say this one, you can see that I've
got the Eagle crest, the lion crest, the grapes,
and things like that, you want to make
sure that you can see them before
clicking on them. What you want to do is you
just want to put this on and now you can see exactly what they're going to come in like. I can see that This
is my opacity, my roughness, things like that. I'm not going to worry
about any of those yet. What I'm going to do is, I'm
just going to click on this, which is the actual base color. Now you'll see that
I've brought that in. You'll also see that it's
set up a material for me. Now if I press R and x and 90, Here is my actual decal. Now, a little problem
that you're going to have with some of the
decals, for instance, is that they're not
actually going to come onto like this chest perfectly flat or
anything like that. But there is a way around
that what you can do. I will show you if we bring in, let's say a sphere or
something like that. Let's bring in a UV sphere. We're going to put this,
make it pretty big, and we're just going to put
this over here. Like so. Basically, I want to show
you how you can actually make your decals fit
around this sphere. Now, just before we do
that, that's first of all, shade off this UV sphere, so it's right click
shades M. Let's then come back to our actual images plane, and you will notice
one thing in that. We can't actually
see through this, it's not actually a
decal, it's just a plane. So we do need to sort that
out. How do we do that? Well, basically, we can
go in now because it actually says default
material base color. We'll just call this decal
and we'll call it eagle. So now we can go in and we
can go to a shading panel, and we can bring in
now those textures. If I Zoom, you will
see that I've got a base color in here,
but nothing else. The Alpha is coming from the base color and
that's no one because this is we've already got an opacity that's actually
going to do that for us. Basically, if I unplug this,
I come to my principle, press control shifting t. Then what I want to do
is find my eagle now, which is going to be
let's have a lock. It's going to be under
dungeon additional ornaments, and we've got the eagle crest. Then what we want
to do is want to bring in the sogar metallic. We've got a open GL. We've got our opacity
and we've got our roughness and
let's principle. And there we go. Now we've
brought it in and now you can see it's perfectly
like a actual decal. It's even got a
load of bits that are actually broken
off as you can see, and it looks really, really nice. All right. The next problem we've got is we need to make
sure that it sits flush against any surface that we want to
actually put it on. How do we actually do that? So what we want to
do, first of all, is we want to actually tell Blender that he wants to
wrap around this sphere. So what I'm going to
do is I'm going to come over to my modifiers. And first of all, going to
reset the transformation, so control A or transforms set origin to geometry
and modifier. And the one we want
is Shrim wrap. Now, what does he want to shrink wrap around? This is the target. So if I come and I put
this, click on the sphere, you'll see that actually
goes straight to the actual sphere because that is why he wants
to shrink wrap around. Now the next problem we've
got is that it hasn't grain of subdivisions or anything like that to actually
wrap around here. I want to do is I
want to bring in another modifier and bring bring in a subdivision surface. I'm going to put it on simple. I'm going to turn
it up a couple, and now you'll see that I can change the offset
and bring it up and it will at least try once I've applied
this subdivision, wrap around my sphere like so. Now I can bring it
back, bring this. We have the ship barn wrap it around my sphere,
and there you go. That is how you can actually put your decals on spheres or on
cloth and things like that. It's all basically determine how many subdivisions you've
actually got in there. Now we know that. Let's actually go back so we don't want
to put it on our sphere. I'm going to take
off the stream wrap, so I'm going to take that off. I'm going to keep
my subdivisions on. I'm going to put it on
something like maybe four, let's have a look
how many that is. Let's press control
over my subdivision. Let's press tab, and I think that should be
enough subdivisions. I'm going to do now
is I'm going to take my sphere and delete it, and then going to go to modeling And then
what I'm going to do with this is I'm actually
going to bring it now. I just want to make
a copy of it first. I'm going to press 50,
make a copy of it, and then I'm going to
press Shift again. Make another copy of it. This one now, I actually don't
want to be my decal Eagle, I want it to actually
be something else. I'm going to minus
this off, click new, and I'm going to call
this one D wheat. So I'm going to go back
to my shading panel. And then what I'm going to do is I'm going to press control, si te, and I'm going to
bring in the wheat one, so we can see we've got grapes, we've got swords, we've
got what's the wheat one. Let's bring in all of these. We're going to click
I'm not going to click on the ambient occlusion. I don't think I need that. I'm going to click on
all of these pen GL, and of course, the
opacity and roughness. And let's have a
look at that now, and there is my
actual wheat as well. All right. So we've
got both of these now. They're good to go. And all I'm going to do now
is going to shift D. I'm going to bring
it over, like so. Now what I'm going
to do is I want to put these basically
with my materials, so you've actually
got your decals just in case you need
them because if a pest, you've already got
your subusions on. The only thing you've
not got on these is a string but you now
know how to do that. All right. So now
back to modeling, and let's put this one on here. If I come to this one, I'm going to put this one
on the front of it, and then I'm just
going to decide where we actually want it. Something that's the wrong one. You can see I'm grabbing
it through here. Let's move these to the side. They're not actually
going to work like that. Let's also check this wet. I'm not sure why it's
gone the actual way now. Decals let's see. Is it C through or not.
Yeah, it is through. I'm not sure why it's
actually done that. But anyway, it is C through. Let's come to this decal first. Let's press one, and now we should be able to
see through there. Let's put it right on right
about right about there. Now, the other
thing you'll notice is as soon as I put this on, we are going to have
some problems with it. So I'm going to
put it onto here. And then what I'm going
to do is I'm going to bring in a modifier, bring in a shrink wrap. And then what I'm going to
do is I'm going to click my target as this,
and there we go. Now, I just want to change the offset a little
bit. Bring it back. Now, the problem with
the shrink wrap, using that on anything that's let's say square,
anything like that. You'll end up causing
yourself a lot more problems. I would say that only
use the shrink wrap if you're creating something like a sphere or
something like that. Let's turn that shrin wrap off, and let's bring this back now, just flat onto our actual crate like so you can see that
looks a tomb like that. All right. I'm happy with that. The one thing I'm not happy
with is these lines on here, as you can see, I need to
actually cut those away. What I'm going to do is
I'm going to press tab. Go in, and I'll just
grab this line here. I'm going to grab this line.
I'm going to move it up. Now, when you move it up,
you're going to change the UVs very slowly gradually, but not enough that
you're going to notice. I'm going to press control B, bring it out very gradually
and press delete and faces. There we go. We've
got rid of that one. Let's come in now and
grab this line here, pull it down very slightly, press control B, pull it out, and then delete faces. Finally, then the bottom one. Hold shift and click, bring
it down very slightly. Press Control B, put out delete faces tab double tap
the A, and there you go. You can see that looks
really, really nice. It fits it really
good. All right. So I do want to maybe
one on the other side, but I think what
I'll do is I'll just mirror it over to
the other side. I don't think I'm
going to have one on top and on the next lesson, we'll just put one on here, some wheat or
something like that, which is one we've
already got out. All right, everyone. So
I hope you enjoyed that. I'm going to save out my file, and I'll see you on the next
one. Thanks a lot. Bye bye.
40. Using Decals & Shrink wrap Modifier: Welcome back, everyone
to Blender and Unreal Engine becoming
a Dungeon prop artist, and this is where we left off. Now, let's just mirror this quickly over to the other side. So what I'm going to do
is I'm going to grab this shift ur selected, grab this right clip, Sgenthree D cursor,
bring in a mirror, mirror, y, x, and there we go. Now, all I need to
do is just pull that out a little bit,
which I'm going to do. But first of all, do I want to I think
I'll leave it that, so I'll just press control, and then I'll come
in and just grab this all the way down, and
then just pull it out. Very slightly, like so. Now, it could be, there we go. That's. That's looking
pretty good. All right. I'm happy with that.
Now, the other thing is, there's no point having
all of these on here. All of these. I mean, you might as well just
delete them off. I'm just going to grab them
all the way down to here. You can see that they've gone
all the way up top here. Going to press delete
bases like so. I'm going to grab
these ones then, all the way down to here, delete, bases like so. All right. So that's
that done now, and what I can do is I
can join all these up. Join them all up two,
your actual this part last because what that means
is when you join them up, you can see now a
pressed dots still called large create and
that's exactly what we want. All right. So now let's
come to this part here. Again, I don't think
because of square, we're actually going to be using the shrink modify or
anything like that. What I would like to
see though is that it's actually C through
and I'm unsure as to why it only shows
opacity on here, but either way, let's make
it a little bit smaller. So let's rotate it on the y, y. Let's pull it down and let's
finally make it a little bit bigger just so it fits a little bit be bit better
than what it did. Now, you will see that
we're going to have a problem on this one in that, it's not actually
going to be straight when we try and break the parts. You can see when
I cut this away, it's not going to be straight. But we can actually
get around that. What we're going to
do is press tab, I'm going to come
over now and go to mesh bsectm going to bsect it through
following this line. So if I come in now, Okay. Click on this line here. You'll see the great thing about that is that it's highlighted, which means I can just
press control B now, pull it out very slightly, press delete, faces, and now
move on to the next one. Just make sure you press A to grab everything, mesh, bisect, pull it over and you can actually as well, when
you've got it over here, press the space bar, and you can also move
it up and down, which is really,
really handy to know. Let's drop it there. Let's press Control
B, pull it out. Like so very, very
slightly, Crisled faces. And now let's move
on to the next one. So again, mesh, bisect. Pull it out press control B, press delete bases
and there we go. Double tap a, and there is your actual decal on
these pieces of wood. Now the thing is as
well that on this one, again, we've got the
same problem in that. It goes all the way over there. We don't really want that. What we're going to do
is cut it on wireframe, and I'm going to cut this away because we can see that
this is where it should be cut away and we've got
all of this space that mine actually interfere with things like shadows
and things like that. You can see that where
we need to cut away is here because you can
see that is the line. We're going to come
in again, mesh, bsect I'm going to grab
this line. Pull it over. What I'm going to do this
time is I'm going to go to either clear inner
or clear outer, so you can see the outer
is actually fix that. Now, let's do the
line going down here. Mesh bisect straight down here, like so, and you can see
it cut it the right way. Mesh, bisect straight down here. So you can see I need
to swap them over. And then finally, last one, so mesh, bisect
straight down here. Like so. All right. So now let's press said
and we'll also press tab. We'll go back then to render view and see what
that looks like, making sure we're happy
with it, which I am. Now I can put on material because I know that's
absolutely fine, even though it's black
for whatever reason. I'm still not sure what it
is. I'm just going to check. Yeah, I don't actually
know why that's why the offer is not showing
up in material view. But anyway, so let's
come to this one. We'll press shift, sa selected. And then what we're going to
do now is add in a mirror. So add modifier, we'll
bring in a mirror, put it on the y, takeaway the x, and shod's not there. Where is it? Oh, it's. We mirrored the crate. Let's mirror what
we want to mirror. Right click Sg 23d
cursor and modify it, mirror on the y, takeaway the x and there we go. That's looking fine now. I think I need to pull
it back a little bit, but if you want to have it all the way around all you
need to do is press shift, Z 90 and hopefully
that's going to work. Now, let's just put it on the render view and just make sure that we're
happy with it, tap the A, and there we go. I'm just making
sure that they're actually stuck on
there properly. I think they are.
Yeah, I think I'm actually happy with how
that logs. All right. Let's apply the mirror
with control A. Let's now Come up, and what I want to do now is I need to join
these together first. I'm going to actually
grab it like so, and what I'm going
to do is going to come to convert mesh, and then grab all of these, both of these, grab my
create last conch J, and there we go. Let's press tag then bring
everything back now. So let it load up a
little bit. There we go. Now finally can pull
macrate back into place. Now what I'm hoping is that my actual asset manager
has also been updated. If I bring this in, yes, it has. It's actually updated it. That's really cool. Let's see the large crate, there we go. Yeah, they've been updated. Really really cool.
Finally, then, let's put these in place. If we come up here, materials, we want to grab both of these because they're
already done for us, bring them over
and then I'm going to put them into place. Then I'm going to go now to all button and then what I also need to do is I need
to make sure that one, these are named,
which they're not. So I want to be Eagle decal. So Eagle decal. And then the other one
will be what decal. And remember, you've got a
lot of decals to choose from. So you might want to, you know, bring them all in
if you want to. Then one want to do is I'm
going to grab both of these, and I'm going to right
click and I'm going to mark as asset
and there we go. I've got an Eagle decal, a we decal, and I'm going
to put those into my. In fact, I will actually
make a new one. I'll just click the plus
and I'll call it decals. Then you can actually
do the same. Let's drop both of these into our decals because everything's set up on these now,
so that's really good. Now we can just click file, we can click Save and
there we go. All right. Everything's done in there.
I'm looking at my parts. Everything's done. Finally, now, let's close all this up. Just so we can see
what we've got now, like so, and then let's hide our materials
out the way again. The decals as well should
be in the materials. I'll just press a little dot, and I'm just going to
drag them and put them in the materials as
well. There we go. It was a long one to actually
get the decals done, but you now know actually
how to do decals, and that's going to help you
in the rest of the course actually because
you're going to have a lot of places where
you're going to have blood. You know that if you need to
bend them around things that you need to use the Shrike wrap. I've showed you how to put it against the surface
and things like that, and I've also showed you
how to subdivide it to get more subdivisions to
actually put it around things. That's really going to
help in the future, like I say, with the plot with the blood and
things like that. And any future builds that
you might actually have. Now what we'll do is we'll
actually go to Modeling. We'll do one more quick save, and then what we'll do
on the next lesson is. We'll definitely be starting
those treasure chests. All right, everyone,
hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
41. Creating our first Chest Prop: Welcome back, everyone to
Blender and nary Engine becoming a dungeon artist, and
this is where we left off. Now, same as always, cursor in the center. Shift cursor to world origin. And now let's create both
of those treasures chest. Sorry. Shift, let's bring
in first of all, a cube. Let's make here the right size. I'm also going to put
it onto object mode. S and X, let's pull it out, so that actually looks a good
size for a treasure chest. Now, let's pull
the top of it up, so I'm going to grab
the top of this. I'm going to pull it up so now I want to do
is round it off. I'm just going to
come, grab both edges, press the tab Control A A
transform clip origin geometry, and now press Control B and
finally, let's turn up. The bevels, so that it's
nice and round for us. All right. That's looking pretty nice as a treasure chest. Now I want to do is we want to actually use
a lot of these parts. As I said, when I model, I always tend to
try and use all of the parts basically makes
it much easier for me. The first thing I'm going
to do is I'm just thinking that this might be a
little bit too high. I think I might make
it a little bit smaller This is the time when you should be altering
whenever you want to alter. SM's pull it out a little bit. Yeah. I think that's
looking a little bit more the right size, one thing I would say
is that grab the bomb, pull it up very slightly. Press one, and let's put it on the ground plane,
and there we go. Is it going to be
able to carry this? It should be carried by two
people, this one, I mean, it's a big actual
treasure chest, so we'll have it at that size. All right. Now let's come in and start actually
modeling this. Shifting click Control B, and just turn down then the amount of segments you
have, something like that. Remember, this now is going
to be the metal part. Also remember that we want
to split this in two. We want this part here split off from the
rest of it because we want to be able to make it so that we can put some
treasure in this. The first thing I
want to do then is bring in those little
bars that go around. So I'm going to do is I'm
going to press control, two, left click, right click and I'm
going to bring them out. S and X pull them out to the size that
you actually want them. Something like that size
should be absolutely fine. And then control again, two left click, right click. Now, these ones here, we've already got this bar going out. These ones haven't got bar. The way I want to do that is to pull them out a
little bit first, so x and then press control
B and pull them out. They're round about the
same size as this one here. Now, you might want to pull
them out a little bit more. S and X, we can do that. The problem you might have
is that you're going to alter how big these
actually are. To get around that, you can
actually pull them out, so S X pull them out, and then come in, just grab
the edges going around here, press S and X, and then
you should be able to pull them more
into place like so, and that looks really good. Now, what we need is, we need one that goes around
the bottom as well, so control of left drop
it on the bottom leg. Now finally, we need also a ball that goes
around each of these. If I come in and grab
this one and this one, this one and this one, and
then all I want to do. I'm just making sure that that's actually right because
you can see here I do, it's going all the way down
to there on both of those. That's absolutely fine because the breakaway point for us is
going to be this part here. I'm just seeing here
that I've not actually got a edge loop that
goes from each of those, but I think that will be fine. I'm going to do
now going to press and once I press you can
see it brings it in, we need to just bring it in
enough so it doesn't overlap. But it still looks as
though it's quite chunky. That looks about right for me. Now what I would do is I would actually probably
duplicate this. I think it's the best
idea to duplicate it and then bring this
out as a solidify. Let's see if we can
actually do that. I'm going to actually
press shift. Hide the one I had.
Come back to this one, and now let's get rid
of all of these things. All of these things
that we don't need, which will be all of
these because all of these actually are going
to be the actual wood. All of these and I'm looking
all the way down to here. This one, down to here. I'm just looking at where this. Maybe this should be the bar
as well going up to there. No, actually, I think you'll be fine like this, so we'll
keep it like that. So I'll come down to here. And then one going to do
is I'm just thinking, before I do that, I can delete this off, so I'm going
to delete it off. So delete faces. We
should be left with this. And now I'll do is
I'll shift click this, Shift click this,
press the yborn. Press it again, by the way, if it's going in all
on separate one, so press the yeborn
again, bring it in. Press delete and faces, and you should be left
with something like that. Now what we want
to do is we want to also do this part here. So I'm going to come in
and delete faces like so. Now one thing is when
I bring this in, you can see that I'm
probably going to have some problems with the solidify. Let's see if we actually
have some problems. Let's get away with it. What I'm going to do is on a
press control or transform diligent geometry,
add modify it, bring in a solidify and then
let's put even thickness on and let's bring
it out so Okay. And let's see what that
actually looks like. And you see, it's actually done a really good
job of doing that. So yes, I'm really, really happy with
how that looks. Maybe it's a little
bit too thick, so let's bring it back a little
bit, something like that. Now what we'll do is we'll press oltage and we'll
bring back our wood, and you can see just how easy
that was to actually do. Now, with the wood, we might
as well just come in now and separate all of
these other parts from the main part
of that structure. For instance, if I come in and I grab this one and this
one and this one, the front of them, so, the back of them, so
the underneath of them, so all of these going across. And finally, these ones
going across here. I'm going to control click
Shift click the bottom. Control click the other side. Shift click Control
click, like so. And sometimes that doesn't
work, I don't know why. Then what we want to do
is going to press y, G, and you should have
something like that. Now, what you want to do is you want to separate that off now, so you want to press P,
selection, separate it off. Then what you want
to do is you want to grab it, hide it out the way, grab this main part,
hide it out the way, and you should be
left with this, which you don't actually need. We're just going to
delete that other way. Now, if I press saltaH now
and bring everything back, you can see this is exactly
what we're left with. Now what we want to do is we
want to split all of these off so that we can make
the actual wooden part. What I'm going to do
is I'm going to press Shift H, bring everything back. Now I want to do is create these to make sure
they're wooden parts. Now, you can see that we do have still some
problems with them. These parts here, for instance, we don't actually need those on. We don't need these parts
on here, for instance. I'm just going to
bring it back just to make sure you can see that this is where they should
be up to up to here. If I hide this again, you can see that
these parts here, I actually need, but I don't actually need these
little parts in here. I'm just going to come in and delete those off, first of all, delete these and these
delete places like so. In the bottom parts,
well, you can see that we've bits of wood
going in the other way. Should it be going this way, I think they're more likely
to be going that way. So what I'll do is I'll press control bring in
some edge loops, left click right, clip, and then we go wooden
slats going this way. Now, We've got some wooden slats going this way and this
way, which we haven't grow. Now, what we want
to do is we want to make sure that the wooden slats going across here are pretty similar to the ones
going across here. So we want to make sure
that's how they go. If we come in and press control, two left click right click and let me just do that again because I think I
actually messed up there. Two click right clip, and then we can come over here and we can come over here
and we can press control. Left click, right click and just work your way around then. So two Left click, right click. Even ran to this
part here as well. So two left click right click. Two you can see actually
that this way of making a chess is actually a really
quick way of doing it. Left click, right click.
Now, you will see that we do have some problems now
in this part here. We need to get rid
of these. We don't actually need these parts. So I'm just going
to check as well. So again, I'm going to press
Altag and see if we could, we can't get rid of those parts, actually, those little side piece because they
do come down to it. You'll notice if I actually
hide this out of the way, you can see that
let's actually try. Let's see if we can. We might
be able to get rid of him. Let's press faces. Let's press Alt, bring it back. Yeah, actually we
can so that makes it even easier for
us. All right. So now let's make our planks of wood once we've
done these bits. So I'm just going to hide this
part other the way again. I'm going to come
back to this part. And then what I'm going to
do is I'm going to come with my vote to select
select these two, J and join them. Now, I'm going to select these
two, J, and join them all. And finally, let's do
this one over here, and then we should have
all of our slats of wood, which is absolutely great. Now we've got everything that we actually need to
start building this. Now, again, what
we should do now is we should come in and
split everything off. I'm going to come in,
split everything off. First of all, I'm
going to press y, G, make sure it's all split off, L and how hide them
out of the way. Now, let's come
to our next part, so I'm going to do them
both at the same time. So Okay. And y and we missed one there, so you can see y H and let's now come to these parts here. If I grab this one and this one, I compress y, H, have them out the way.
Now this one here. I'm just going to go up
every other one like so. H, the way. Now, if I
bring everything back, everything now should
be done correctly. Now I can do is I can press Control A, all transforms right. Origin to geometry.
And finally, now, let's bring in a solidify. Let's put it on even
thickness. Let's bring it out. Let's bring a
little bit thicker. Now finally, let's
bring in as well, Al. Let's bring in a bevel. Let's press age the moments of truth double tap the
A and there you go. There is a chest that
looks really nice already. Now, the problem you're
going to have is that we can't actually do anything with this yet because obviously, we've got all of
these things on. I'm happy though with
the bevel on this. I'm just looking at
how far the edges come up and you can see that
they're a little bit out, so we need to actually make these parts a little bit bigger. If I come in, I grab everything
and I just make them just very slightly bigger so you'll notice now they
fit much much better. If I double tap the A now, that looks much much better. I'm looking neathing around. Okay, so I'm happy with that. The ones that might need to just alter are these ones here, as you can see, they're
still not the right size. The ones in the bombs and the
sides and things like that, they all look okay. It's
just these ones here. What I'm going to do is, I'm
just going to quickly come in and grab all of these. Now, you can see
I'm having a bit of trouble grabbing
them as well. I'm going to press. In fact, what I might as well do is I might as well
grab them after, actually, I might as
well apply everything. I'm just going to
grab both of these. I'm going to go to object. I'm going to come down and
I'm going to convert to mesh. All right. What
we'll do then now? As you can see,
everything is mesh now. What we'll do on the next
one is, we'll grab these, we'll make them a
little bit bigger just so they fit a
little bit better, and then what we'll
do is we'll start modifying and adding the other
bits to this actual chest. All everyone. I hope you enjoyed that and I'll
see you on the next one. Thanks a lot. Bye bye.
42. Working with Bevel Shapes: Well, everyone, to
Blender and real gone, become a dungeon prop master, and this is where we left off. Now, once there is, as I said, I want to come to
this one first, right click shades move. Let's bring to smooth, and let's also control
A all transforms, right click Set origin geometry. And now let's bring
in all modifier. Let's actually have
a Is that too much? Let's turn it down
and put it on 0.5, something like that. I
think that's still too. No 0.3. Yeah, I think that's actually
going to look there because this is meal after all, so we do need to take
that into account. Okay, so I'm happy
with how that looks. The one thing
probably not so happy with is maybe this
ridge on here, maybe I need to just turn up It's not going to get rid of that actually
because it's from the bevel. What we can do instead is, if you're not happy
with those is you can just basically
bevel them off. If you come in and
grab each of these. All of these ones that
you're not happy with and basically just
press Control B. Now, actually, I think, I'm just going to go all
the way through them. I'm going to press Shift click going all the way
around them, like so. Shift click and then
control Bevel them off, and there you go,
you can see they look better than what
they did before. All right. I'm happy with that. Now what I need to do is I just need to bring these out
as we talked about. I I come in now. I'm a should, this one is still not
go's have a look. As it actually got
the bevel on there. Think just looking. Yes, it has. We can grab each of these now. Much easier to grab because
we applied that solidify. Then what we'll do is we'll
pull all of these out. I'm thinking that
these also should be pulled out because you
can see it a tiny, tiny sliver of a gap. I'm thinking that that
shouldn't be selected. I'm just making sure I've got all the one
selected like so, and now I'm going to
do is I'm going to, I think pull them out sorry
on medium point first. If I press sensed just
going to pull it up and then I'm going
to pull it down so that they fit
much, much better. Then one is I'm going to
go to individual origins, and I'm actually going to
pull them out the other way. Now you can see that
I did mess up there, I pulled all of these up. Let's do the other bit first. Let's grab all of these.
Instead of doing that, what we'll do is we'll
pull them out this way. I've just gone back and we
just basically start again, I'm going to press S
and X, pull them out. You can see here that I've got one that I shouldn't
actually grab, so I'm going to press Shift L to deselect it. Let's
try that again there. So I'm going to press S and X, pull them out, like so, and now they're
fitting much bare. Now finally, we need
to pull them up. S and Z, pull them up and making sure that
they fit in those creases. Now you can see that they're
still not fitting on these. So what I'm going to do is
I'm going to press one. I'm going to press wire frame, double tap the A, and then
I'm going to do is I'm just going to come in and
grab all of these ones, B. Grab them all Z solid, and now let's finally pull
these down just a little bit, just so they fit a little
bit bare into place. All right. That's
looking much better now. That is basically the main
part of the chest due. Now, we click on
these, you'll see that we're able now to take
away this part as well. But first of all, let's actually
bring in our actual log. So let's now make the
little lock and we'll also create the hinges on
the actual back. All right. So the little log, let's
come in and first of all, we've got our cursor
in the center. Anyway, this allows
absolutely fine. Let's create a cube. We'll do it with
a cube actually. I'll do is I'll
bring the cube down. I'll get it to be the
right solve size first. Bring it out. I'll press
S and y, bring it back. And you can see at
the moment that I've actually got
a bevel on this. I don't think I
actually won that on at the moment so what we do
is just separate out. Come on, take the bevel off. I just want that off just so I can see what I'm
actually doing. Press control le transforms, right click origin geometry, and then I can get it in the
right place that I want it. S and X, pull it down, and then S and pull it round, put it into place,
something like that. I think that should be fine. And then finally grab this
phase and pull it back. Now I'm going to do
this. I'm just going to bevel off the top edges first. Maybe a little bit more,
and then let's come in. Grab this edge and this edge, that's press control
B, and there we go. That's that part done. Now
we need the center part. Well, going into
the center part, I'm going to press control B. I'm going to bring them over. But what I'm actually
going to do now is I'm going to change
the shape of this. If I change the shape, turn
up the segments to three or something and change
the shape this way, and now you can see that's
looking much much better. Albeit, it's too much. What I want to do
is press control. Control. Let's do it again. There we go. And the
press control B. And there we go. Now we can see that we don't have
to do it that much. And there we go. That looks
actually really, really nice. Now, let's actually To stop it actually
going that far up. If you don't want it
to go that far up, what we can do instead
is we can either press control B because I want it coming to there
and going further in. Now, what I need to do
to do that is I need to press control law and
bring in an edge loop. I can't actually bring in
an edge loop at the moment, so I press control B once more, I should be able to
change the width as well. That's going to help me do it instead of bringing
an edge loop. Something like that I think
looks a little bit better, maybe just a little bit less. I'm going to bring
your Yeah, like that. That looks absolutely fine. All right. Now let's
bring in the top part. I'm going to come in,
grab all of this, press the born, bring it in. So, press the born to
bring it out like so. Now finally, we want
that actual part in the center for the actual key. What I'm going to do is I'm
going to press, bring it in. And then we're going
to press S and X, then S and Z bring it up, and next, and there we go. Now we can press, pull it back, and there's a key as well. That's looking
fantastic. All right. I'm really happy
with that. I just want to make sure my
cavities are still on. Just having a bit
trouble seeing it there. Now, let's come
round to this side. I can see here as well as I'm going that I need to
pull these out as well. I'm going to fix
those while I'm here. Come round to this side as well. I'm just going to pull them out, S and Z pull them
up a little bit, probably maybe not with S and Z maybe just with the
S b pull them up. I'm just wondering,
that is a lot there, but we've pulled them out
too much as you can see. Now, these are actually
crossing over. I need to just go back
and see these ones here. You can see that
they're crossing over and I don't want that, so I just need to
be careful of that. So Making some final adjustments with fixing things just
to make sure it's okay. You can see that they're
crossing over here. I don't want that, so I
need to make sure that they're on individual
origins and send, and there we go,
we can fix those so you can see that
now looks. A tomb. Now, I'm just looking
at these and making sure they're okay
and making sure that my shading smooth is on with Autosmooth then I'm just going to come round
now to these. I can see that these are
a little bit out as well. Yeah, we'll fix those first. We'll do the boons
first, actually. So I'll grab all of these. I say, and then, bring them out a little bit, and then we'll do the
same on this one now. L L and L, come
round to this side, L and L, and then
S hold them out. Just a little bit. There we
go. Now, that's perfect. Now let's do the backs of these. What I'm going to
do is again, I've got my cursor in the center. Shift A, let's bring in a
cube. Let's pull it down. You'd be like why are we using
a cube to create a hinge. Once I put this in,
but you'll see exactly why I do it this way because
it is the easiest way. Press control want
to go to the back. Let's come to the back of here, and I want it coming
from round about here. Make it a little bit smaller. Then let's bring it in td
so let's put it there. Control A. Okay. All transforms dry
clicks origin, geometry. Now finally, let's level off all of the edges
going along here. If I press shift and click, press Control B, Now, that's not well one,
as you can see, or is it because actually, that's really
looking really nice. I might actually keep that. Just in case you want that have the same as
what I've got here. Yeah, I think I'm going to keep that actually looks so good. I'm going to press tab. Sometimes that
happens. Sometimes it happens. Let's pull this out. Let's also pull it back because I'm not going to need
the whole thing, so I'm just going to
need this pace of flat area because I'm
doing this twice, I might as well sort it out. Control plus, control
plus, delete faces. Now all I want to
do is just fill in this back pace. I'm
going to grab it. On here, shifting click, and I'm going to press
F just to fill it in. And now I'm just going to
push it back into place. Now I want to do
is create the in. So I'm going to come in again. Control R three, left
click, right click. Control B So bring down then
the amount of segments, and then all I'm going to do is press enter altern I'm going to bring those
in to where I need to, which is probably going to
be something like that. Let's have a look at
what that looks like. And yet, they look a
really, really nice inch. All right, so let's put
this back now onto here, so it's fitting in place. And just looking actually
at this back bit. Just making sure that
I'm happy with it. Scoring around. Yeah, I think
that's going to be okay. So I'm going to pull
it back into place like and now I'm going to do is I'm going to put
this over the other side. Might as well use my
cursor over here, right click origins three
the cursor, I modify it, and we're going to bring in
a mirror, and there we go. Control A Over the actual
mirror, and there we go. Do we want another one?
That's the question we need to ask ourselves. I think at the moment, it
should be absolutely fine. Now, let's think about the
handles on the next lesson. A we've got to do
is the handles, and then what we'll do is we'll split this treasure
chest in half, and then we should be able
to do the smaller chest, and then we'll start filling this with the gold coins
and things like that. All right, everyone. So
let's save it out and I'll see on next one.
Thanks a lot. Bye bye.
43. Creating Handles & Locks: Welcome back everyone to
the lender and real engine, becoming a dungeon prop artist, and this is where we left off. Now, let's make our
actual handles. What I'm going to do is
I'm going to first of all, bring in well, first of all, I'll make the little hinge that goes on them that
comes under here, fire press shift I'll bring in a que and we'll
pretty much try to make it a little bit
like what we did with the actual hinges
just a minute ago. Let's bring it up, bring it
up to here and up to here, like so, and then pull it out, S and y, pull it out. So now let's level it off. We're going to come to face leg, grab all the faces going around. Press control B and we're going to actually
bring them in. One, two, three, like
so, and there we go. We've got the same kind of
look as what we had before. What I'm going to do is I'm also probably going to squish
this up a little bit. S and bring it in a little bit. I'm also as well, I'm going
to grab both of these sides. I'm going to press
to invert them. Then what I'm going to do is
I'm going to press alternans and just bring them in
now because that's where the handles are going
to actually be. Finally, then I
just want to bring the bottom of these
down a little bit. I'm going to invert again, and then, and then S
and X, bring it in. Sorry, bring it in. So then I think I'm not
happy with how that looks. I don't think so I'm just going to go back and
not do it that way. Instead, what I'll do is
I'll level it off again. So if I press now, bring it down and
then come and try and level this off with control B, sure be able to get
much be look for it. All right. So that's
looking a bit be. I just need to change
now the shape, and maybe The way it looks, let's pull it up as well. Yeah. That looks tub. All right. So now we just
need to get rid of the bags because we don't
need that back on there. So I'm going to come
in, grab the back face. Control plus all the way
up actually to here. Might as well even do it to the delete faces,
and there you go. Now, let's pull this
back into place like so now we need to do
is the actual handle. Now, the handle, we might
as well create some mesh. What I'm going to do is I'm just going to I think I'll bring in a bring in a circle first. Bring in a circle. Let's leave that on
16. It should be fine. Y 90. Let's press one, sorry, three. Let's make it smaller and it is control
three, it would be. Control three. Let's
bring it all the way out. Okay. Let's put it into place
where it's going to go, so we're going to need
it much, much smaller. We can see we've not got
it right in there yet. So let's bring these
down a little bit. So they can see it's going to
fit in a little bit better. Now let's actually
delete these other ways. Delete vertices and you should end up with something like this. I'm just wondering if
I should just delete the center vert I
think delete vertices. Now let's actually turn
this into some curve. Let's go to object,
convert to curve, and let's turn of the depth. So All right. Now, let's give it some shape. So if I press Control three, I'm going to come
to these sides. What I'm going to
do is I'm going to put this on to smooth, and I'm going to press S and y and start bringing them in. Now, I need to find where it's actually on,
but for some reason. It's actually working.
Control click that origins geometry. Now if I press G, it's actually working
now as you can see, I'm going to press
Control three and then grab this one and then
press S and X or Y. There we go. I'm just wondering though why It doesn't seem to work when it only
seems to work with G. It doesn't seem
to work with curves, so I can't actually bring it in. I'm just going to, that's why it's because we've
not grow a medium point. Now think, there we go. There we go, just being
a little bit silly. Now we can actually create
that shape that we want. I'm going to press
control three, and I'm going to bring
this down a little bit, yeah, that's looking much
much better as you can see. Now the thing is,
I'm going to also bring in this bit down
a little bit smaller. So if I press old test, I can bring it in a
little bit smaller, and we'll also put
an end on there, just to finish it
off really nice. I'll show you how to do
that. All right. So now, Let's shape smooth, so you can see that's what
it's going to look like. Let's then come over,
object, convert to mesh. Then what we'll do is
now we'll come in. We'll grab this bone one, control B pull it out, like so. Then what I'll do
is, I'll just turn down s if I want that like that. I actually like it where it's actually slanted
up a little bit. And then what we'll do is
teres without proportion it. L then we'll just bring in to smooth, turn
it up a little bit. Or a lot, something like that. I probably going to smooth
the whole thing off. Instead of doing that, I'll
just put on 30, like so. Then what I'll do is I'll
shade all of this smooth. I'll just grab it all. And I'll just grow it
all like that and then I will just shade smooth. And that's not going
to work either. So I'm going to have to
turn this up a little bit. I'm just going to turn it off just to where I want it.
Something like that. Now, the problems
you're going to have there is when you join this up, it's not actually going to
be smoothed off enough. So we might have to
instead of doing that, I'm going to have
to put it back on 30 I'm going to have to have up if I can actually subdivide
this subdivision surface, You can see now it's
made it to smoother, but we have lost some of
the definition of this. I can come in and grab
it and then test, bring it out, and now you'll see that's actually looking
pretty nice now like that. Now what I can actually do is I can come in, apply
my subdivision, so control and now I
can go in and I can see a shop going
around each of these. So, right click, Mark
sharp and there you go. That is looking a lot there. Shift click Shift click, right click, mark
shop there we go. That is giving us
some definition now. That looks really nice. And now I can put it into place. L that is what it
should look like. That is what you should
look like as well. The only thing is that we need to pull them up a little
bit because the moment that we're hanging out and they also need to make it
a little bit wider with S and Y because of the moment that handles
not improperly. All right. Let's
have a look at that. That looks fantastic. Now, let's put that
on the other side. If I grab this one and this one, and I'll press Control J. I don't need to bevel these off
because they're very small, so it's not actually worth it. Then what I'll do is I'll
put on auto smooth like so. Then what I'll do now is I'll
right click gen 23d cursor, add modifier, and then
let's add in a mirror. Now then I'll pray
over the other side. Let's apply that now what we can do is we can join all
of this up together. If I join all of this. Well do instead of messing
around with all the modifiers, we'll do what we normally do in that object convert to mesh. Now finally, control
J, and there you go. There is the chest finish.
Finally. All right. So now let's grab this chest, move it over this
side, shift each, duplicate it, and now
we're going to do is just come in and get rid
of some of the parts. So I'm going to first of all, come in and get
rid of all these. I don't actually want them. Like so. And you can see that. I grabbed them all going down to that and I
don't want that, so I'm just going
to press controls. I'm just going to take my time a little bit more rather
than doing that. Okay, and delete vertices. You're going to end up
with something like that. Now, what you want
to do is shift and click going around
the sides of it, not with that with
face old shift click so then the same on this one. You can see here, I've
got the wrong one, I think, same on this one, same on this one,
same on this one, and delete and faces. Now we can come in
and we can grab all of these and
we can go delete. Vss like so. All right. That is the
halfway point of it. Now, let's see if I can
actually also get rid of these, so I'm going to
come in and we're just basically fixing this up. Remember, you're not going
to be able to see in here anyway because it's going to be the
treasure in there. Control plus, delete and
faces, and there we go. We've got pretty much everything that we need for these parts, what we need to do
now is just fix all of these little parts, and then we can finally
fill this in and make sure it looks a
really really nice chest. All right, everyone, so
I hope you enjoyed that. I'm going to save it
out as normal and I'll see you on the next
one. Thanks, lot. Bye bye. Oh.
44. Creating the Small Chest Prop: Welcome back everyone to
Blender and real engine, becoming a dungeon artist. Now, we have got a
problem, as you can see, we've got these
little parts here, and I basically want to
get rid of those and fill all of these parts in. So these are kind of fiddly
just to get hold of, really. I think maybe we could
do this the easier way. If I press one and look
at this front view on, I think maybe I
could probably get away with grabbing
the mole like this. So if I press said,
going to wire frame, and then what I'm
going to do is, I'm just going to
be very careful. Coming down like this, and I'm going to press
delete and faces, and then I'm going to do
the same on this part here. Okay. Here and you can see I missed it because it didn't quite come
far enough down. Jaws down to here and delete
and faces, and there we go. Now, the one part
that I have missed, I think is this back part here. I'm going to press said solid, and I'm going to delete faces. The reason I've deleted the
face there, by the way, is because now I can
actually go across and fill all this in at the same time.
What do I mean by that? I mean that I should delete this one as well,
is what I mean. Grab this one, control plus, delete faces, and there we go. Now, let's fill this in shift click Shift click
Altern fill it in. Now finally, let's bring it
in a little bit as well. If I grab them going
all the way around, and then enter altern
bring it in a little bit, bearing in mind that these top corners here aren't
actually going into well. Let me have a look
at this again. Going to have a look because
it's got a bevel on, it is making it a little
bit difficult for us. What we need to do is we
need to come in and then we need to fix those
overlapping ones. I'm going to make
sure that I've not actually got my extrude on. Now what I'm going to
do is going to press again and then alternS
and bring it in. We're only going to
be able to bring in very slightly, as you can see, because those over here need to be joined together
now. Let's go in. I'm just going to check
my mesh on this topic. We can see we've got
a fair few problems. Let's see if we join this
one and this one together. What we're going to do is we're going to press right click. Come down, merge at center. You can see that's
actually fix that. Now, we are going to have
a problem with the others. But we've got a special
button that we can press. I click both of these, press Shift, you can actually repeat the last
process that you did. Now you can see that they're
looking much much better. Let's now do the same on here. Shift and let's come do
the same on here, shift. Now we need to do is we
need to go underneath. Same thing again,
shift, and there we go. And we'll just keep rejoining
them in the center, and then all we need to do
is actually pull them out. So I'm just going to grab
all of these with shift. Shift, and there
you go. All right. That's looking a lot
better apart from the fact that they're going in a little
bit, which I don't like. So now I just want to fix those. Well, that is relatively
easy to fix anyway because we can just
use medium point. We go over the top and press S and y and say that
brought them in now, and now they're pretty flush. So now press, frame, solid, Double top
the. There we go. Now, I'm happy with that.
The only thing I'm not happy with is all of
this mess around here. It's really not actually
good to have it like that. Instead, what we should do
is we should just go in, grab it going all the way
around here if we can. Control click in all the
way around, like so. Then what we'll do is
we'll mark a seam, all the way around to here, and then ship click Control
click all the way around. Mark in two seams
And the reason we're going to do that is because
now we can actually come in, grab this with L and it should
only select up to there. Now we can do so we can press delete and we can
click on faces, and now we can just rejoin all that because at the moment, we've got a lot of problems with the mesh, and we don't
really want that. If I now slick slick te, you can just see how much
cleaner that actually looks, and that's much better
now. All right. I'm really happy
with how that looks. Now, that's both
of those done now. What we can do now
is we can make a start on the other ones. I I pull up the actual
where is it this one here. This one is a kind
of table type chest. So make sure that when
you create this one, you just imagine it as a much, much smaller chest. All right. So now what I'll do is I'll
put that over that side, and then I'll bring
in a new chest. I'll just move this
over, like so. Now we've got a
cursor in the center, Shift A, bring in a cube, make it much smaller. Still wants to be a little bit more of a rectangle, like so. Put it up on the ground plane. And then what I'll do
is I'll pull it up now, so I'm going to press
on the top of it. Pull it up S, y, bring it together,
and there we go. Now we're going to do exactly the same thing as what
we did with the other one. I'm going to first of
all level this off. Sorry, shift click Control B, and we certainly don't want to bevel like that, so I'm
going to put it on one. I'm going to actually we don't need to reset anything else. Actually, that should
be absolutely fine. Now I want to do is bring
in some more solutes. Control two left click, right click S and
X, bring them out. And then the bottom, control of, bring it down, like so, and I'm looking now
where the sides. Maybe this ones to come in, so we'll do the same thing as what we did in the other one. So I Jo going to bring this in. I'm just wondering if it's worth actually
bringing it in because sometimes it's
actually not worth bringing it in because
this is going to be metal. Yeah, we will. We'll
bring them in. So we'll bring them in.
So. Yeah, like that. I think that looks pretty good. All right. We'll also mark a
seam on those, mark like so. Then what we'll do
is we'll also mark a seam on these parts as
well and the underneath, so Control mark same. Now let's bring in this part in, so I'm thinking from
here to here that the eye born bring it in. So we'll grab it going
all the way around now. Hold shift click going
all the way around. Right click, Mark. All right. That should be fine
on there. That should be fine on there. That
should be fine on there. Now if I come in, I should be able to just grab all of this going around here. I should be split it off with y and then P selection like so. Now, let's come and
grab this middle part and just separate it off. Now, the one thing I can
see for bringing that back is that this goes
all the way down to here, and, actually, we could
probably do it like that. Act it looks actually good
like that, so we'll do it. What I'm looking at is this is a bigger part of
Ml than this part, but I think it will be okay. I'll just hide this
part of the way again. I'll press control or transform directly,
Sargen geometry, and now what we'll do
is we'll bring in our solidify even thickness on, and we'll bring it
outwards, like so. And then what I'll do
is I'll press Tage, I'm just looking if
I'm happy with that, I'm going to press
age. Yeah. Thank A. I'm going to grab this one now. I'm going to make it a
little bit bigger like so. I'm just going to
make sure everything fits because at the
moment, as you can see, we're bringing it out and
it's just bringing it out and I'll bring it out
to the same level, so we don't really want that. What we want to do is
want to grab everything, make sure that
we're on individual origins and then bring it out because then
that's going to make everything fit better like so. That's much easier
to do it that way. All right. So now we need to do is we need to bring
in some edge loop. Control two flick, click. Let's do the other side, two. Left click, right click. Now's work on the bottom, three. Three and then just three on this one because
it is a smaller one, and then three now we've
just got the underneath. Let's do that. Three.
Now these bits here. These bits on here,
can I get away? I can. That's really handy. I'll put in just one. That's
made it really easy for me. Now, the one thing I
should have done actually while I was doing that is
just mark a seam on everyone. It would have made it
quicker instead now. I'm just going to
have to go around each one, making a seam. Ready to actually
split them off. Right click mark seam. Now finally, let's
split these off. I'm going to a thinking I
think all these spliff anyway. If I just come in and
grab them like this, they should all be
split off already, which is going to make
it easier for me. Let's grab them all
going down like that. You can see here that I didn't mark seam on this or do
those ones in minutes. I'm going to press y and
now we'll do this one. So what I'm going to do
is, I'm just going to grab both of these G, split them. Now, let's see if we
grab all of these. We press tab, control
ale transforms. Click origins geometry. We bring in a solidify. Let's bring in a solidify. We'll bring in a bevel modifier on top of that, and there we go. Real, really simple stuff
to get those all in. Now finally, what I
want to do is I want to turn down the thickness
of the bevel. I'm going to put in no
point on all three, like so, and they look
fantastic. Really nice. Okay. That's basically near enough done already
with this one. Now, what you could do if
you want to is you could put some more edge loops in here and really batter this
up a little bit. I don't think we're
going to do that. I think I'm actually happy
with how it looks. All right. So what I'm going to
do now is I'm going to apply all of those modifier.
I'm going to grab it all. I'm going to come now to object, convert, mesh, and apply a more, and then press control B. Now finally, the last
thing I want to do is I just want to raise
up just this top. F pressed, just going
to bring it up. Like that, and I think
that looks a lot better. One thing I did forget to do is I forgot to grab all of this. I'm just going to
come in once more. I'm going to press P selection, grab it again, control, or transonrcli surgeon geometry, and I forgot to actually
bring in a bevel, so I need to bring that in. So I'm going to bring this down to 0.3, something like that. I'm just looking to make sure
That's going to look okay. The problem we've got is
this top part, I think. I think I should maybe bring
it in a little bit, I think. I'm just going to try
bringing this in S and y. I think that's just going
to look at tumba like that. All right. Let's apply that. Let's join it together
with Control J. Let's save out our work, and I'll see you on the
next one, everyone. Thanks a lot. Bye bye.
45. Finishing the Chest Modelling: Welcome back, everyone to
Blender and Unreal engine becoming a dungeon prop artist,
and this where left off. Now, first of all, I think I need to make this a
little bit smaller. I'm going to press
one, put it down here. Now what we'll do is we'll
actually shade it smooth, shades to move on and there we go. That
looks a lot better. Now, we might need a hard edge around this top here,
as you can see, it's a little bit smoothed off and on these
parts here, maybe. So let's think about putting a shot all the way around there, so Mark sharp Yeah, and that looks
actually better now. All right, so I'm
happy with that. Now, let's do the
center part of here. So what I'm going to do is I'm just going to press Shift S. Sta selected shift A, bring out a new Qs
S. Bring it out, press one S. I'm going to put it somewhere
around something like that. T looks absolutely fine. Now I'll do this we'll
bring it the other way. Sy squish in It is a small one after
also y a little bit more maybe and then put it
as flush against there. Now, find that we
can grab the edges. All of this one and this one, and we're going to
level them off. Control B level them off, like so. All right. So that's looking nice. Now, let's press
control and let's have an edge loop going around here halfway or something like that. Then what we can do is we can
pull out those ones here, so I can grab this
one and this one, and then I can press S and
eggs and pull them out. They don't come out. Make
sure you're a medium point, eggs, pull them out, like so. Now, the one thing is
I'm not very happy with I want to
basically on here. So on this part here.
A I'm going to do is, I'm just going to press S and bring it down and
you can see that. Kind of messed it up. What I want to do now is bring
them the other way. So I'm going to just
grab both of these and see if I can actually
pull them back out. I'm going to press S
and that's what I want. That looks much better. Now I just want to level off these edges. So I'm
going to come in. Grab this one, this one, this one, this one, tab
control A, A transforms right. S gin, geometry, tab control B, and just level those off now. And now you can see
that looks a to better. All right. So now let's make
the inner part of this. I'm going to come I'm
going to grab this part, pull it back a little bit. I'm going to press, bring it in. And then I and let's
make the actual lock. So I bring it in like that and then S and X and bring it together just
to make that little lock. Then we'll press
tab, pull it back. There we go. Simple as
that part. All right. So now let's make
these actual kind of metal type straps that
are going to go round here, so we'll make the
top parts of them. I think on this,
we'll actually make them lever as well or
something like that. Let's do that. First of all,
we'll make the top part, Q S then we'll bring it all. And pull it out and we'll put it to the place
where it wants to be, which is roughly around there, and then we'll rotate it. R and x rotate it around. Now the problem is whenever you rotate something, of course, you're going to have
problems after that in making it smaller
and things like that. Probably better off,
not actually rotate getting in the right
size face and dead, and y, something like that. Then let's come in and
just level that off. Bevel this off, so Control B. Devel it
off just like that. Then what we'll do is
we'll bring you out. I'll do actually probably a
bit of a different bevel now, so I'll press and I'll
pull it out with shifty. Okay. And then what
do is I'll press. Now what I'll do is
I'll bevel these. I'm thinking can I
bevel that off again? Maybe, maybe. So we'll just have a quick look if I can
bevel it off again. I'm going to do is
just going to grab those two control
B and this time, we'll just change the segments I think that is what I'm actually looking for
something like that. Now I've got that. Let's
have a look at that. Yeah, that's sad. I'll
just press control. Go back. Grab this
one and this one, press control B
and bevel it off. Now what I'll do is I'll just make these a little bit thinner, so S and y, and then we'll just pull them back into place. You should end up with
something like that. Now we can actually probably
think about rotating it. Is that going to be big enough or do we need to make
it a little bit bigger, I think, and then bring it up? We're going to put it on
this middle one here, and then and X rotate it. Put this on normal, and then we can move in
the right direction. I think that logs I think that looks
really great. All right. Now we can use this to
bring it over here. What I mean, I'm just going to pull it out
a little bit more. Then what I'm going to do is I'm going to come to this part, and I'm going to
press on this part. Now I want to do is I
actually want to bring it in. Hopefully, with my normal on, if I press and should then be able to bring it in like so and move it all very slightly. Now I can actually
move this out. If I press should
follow that line, and that's basically
how I want this to be and then I'm going to move
it out as a work along. I'm going to press E and Z, and I need to put
this back on global, Z There we go. Now I need to just
flatten this off. If I press S and Z now, it will flat it off. Press S and Z again if you
need to, and there we go. Now, we just want to have
some more edge loop. Control put this around here. That actual edge loop then
should actually do it. If I pull this up loop, you can see that that
actually looks really nice. Now, I just want to
level these off as well, and the reason is
because I probably want this to be a level
strap, so control B. You can see it
didn't really level that off very well,
and of course, the reason is we didn't reset the transformation,
click origins geometry. Now try beveling it
off, and it should. Let's level one of
them off first. Control B. There you go. That's looking
bad, shade smooth. Let's bring an auto smooth. That one is looking nice. Now, it's just this one, see
if I can actually level this off. That's not going to work. Let's try it again. Control B, can we just keeps going
down as you can see, and the reason, of course, is
because of the shape of it. I just need to press control B, turn down these segments. I think that's going
to actually fix it. Can I fix it during that s? Bring it back.
Yeah. I don't think that's actually going to
fix it for some reason. So I'll do is instead. We'll
do it a different way. We'll press control
law, bring it in, press control law,
bring it up like so, and then we'll just pull
these back a little bit. So grab them both. Pull them. Ah, that's why
it's actually two together. So, that's why that's not actually working.
Let's go back. And now we've got
them. So let's just grab shift and click G, and you'll see that
they're actually two. Let's pull them out like so. I don't know when I made that
mistake where you can say I did do it and now if
I actually fixed it. Now let's come to the bottom. Press control B and there we go. The best thing is if you
know how to fix something, it doesn't really
matter so much. Now we want a little
bit of a bolt here, so I'm just going to go
back to my materials, and I want to grab this bolt and I'm just going
to press shift D, and then I'm going
to move it over. And what I want to
do is I want to not hide my tails because that
will get rid of the bolt. I'm just going to press eggs 90, make it a little bit smaller, and I'm just going to put this bolt right on
the front of it. So if I press one,
I should be able to put this right on
the front of there, like so, and then bring it back. Press the Dp on to zoom
in to make sure I'm get flushed then and there
we go. All right. Now if I join this
with this control J, now I should be able to
hide that materials again, and this will still
stay there, of course. Okay, so now we've got this. Let's press Control A,
all transforms rightly. Set origin, two, three D cursor, and now let's just mirror over. So I'd modify mirror and there
we go. That's pretty much. This part done.
Now, the only thing that we've got to do now is we need to separate these
out because at the moment, when I press Control A, these all are all together and
we don't really want that. So let's come in separate these and these
press P selection, grab this and this
part, press Control J. Bring in auto smooth, right click shapes move, and then we can come in
now and bring in a bevel. There you go. You can
see a logs of tomb. Let's turn it down
though to 0.3. I'm wondering, that
should be okay. I think that's going to be fine. Now, let's think about
the actual sides. Now for the sides of these, I'm just going to do a real
simple set up with that. All I'm going to do is
going to press shift, bring in a curve, and we're just going to bring in a circle. The options, of course
are over on this side. I'm going to make it smaller. I'm going to press
90 bring it over, make it smaller still. Press three on the number pad so I can see what
I'm actually doing. Still needs to be
smaller, as you can see, and then I'm going to put it roundabout there,
something like that. I'm going to turn up
the actual depth first. Then what I'm going to
do is, I'm just going to make sure it's still
fin so you can see, maybe a little bit too big at
the moment, bring it down. Turn down the
resolutions and then turn them back up to
something like four. Turn down the resolution of this depth here and there we go. Now, on the next
one, what we'll do then is we'll get
this finished off. So then what we'll
do is we'll get all of these textured
and things like that. And then after that, we can actually start with
getting our treasury, our treasure pals and
things like that, which will be really exciting
actually to do something a little bit different rather than all this wood and metal. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
46. Texturing our Small Chest Prop: Hold, everyone to Blender
and Unreal engine, becoming a dungeon prop artist, and this is where we left off. Now, let's finish
these little handles. So all I'm going to do is I'm going to convert
at this point, I think, because we've got everything we need off of this. So all I'll do now is come
to object, convert to mesh. Now I want to do is
we want to actually turn this into an actual handle. So I'm just going
to open up quickly. Yeah, that's what I
need my reference. So I'm going to press Shift click Shift click Control plus, and then I'm going to
actually bring these out. E enter Altern bring them
out and there you go. Easy is that for
an actual handle. Now, all you want
to do is really, you want to be adding
in some sharp, l shift click around
these edges here. Right click and mark a shop. And then all you want to do
is point your auto smooth, and then when you turn
it up, of course, those shops are still
going to be visible. Now, let's come
to the back of it because we need to pull
that out to actually look as though it's
actually stuck into the actual treasure chest. So I've just grabbed
all of these, and then I'm going to
pull them out like so, press the tabo and now just
put them into place like so. And I need to move
them all just so they look as though
they're on that piece of wood, and there we go. Simple as that. Now, let's move those over to
the other side then. So I'm going to grab it again. Control A, A transforms right, Surrogen to three D cursor, add modifier mirror, mirror over the other side with the Oh, it's already
done, I think. Yes, it is. Control A. There we go. All right. That looks really, really cool. Now, let's join this up
to all of these parts. I need to apply my
bevel, Control A, Control J and then right
click shades move. Autos move on, and I'm
going to have to think, turn it up a little bit while keeping all those
shots and you can see, we've got a really, really nice actual smooth
in over there. All right. Now, these
are all finished. What I need to do now, again, I'm going to go in check
my face orientations. You can see that I've actually got some orientations
that are wrong. I'm also checking to make sure that the decals
are also correct. So what I'm going to do
now is I'm going to c two, each of these, grab them
all at the same time. A, press shift, spin
them all around, press tab, and there we
go. They're all done. Now, luckily for us, these are actually older
right way, that's great. I'm also looking at
actually these mugs because I didn't
realize that press dot, tab shift, grab them all, grab this one, shift, come down and turn it around. And I'm looking
this one as well. Shift N, spin it around, and also the jug. Let's press teach,
bring everything back. Let's grab the bottom of it, press shift, spin it around. There we go. All right. That was a few there that
I didn't check properly. Now, let's come in
measure and sorry, let's come in and
actually name these. This will be called chest Large. This one will be
called chest small. Okay. And finally, this one will be called
treasure or chest treasure. The reason I put chest first is because then they're all in the same alphabetical order,
so that makes it easy. Then what I'm going
to do is I'm going to click on my collections, new collection, go to the bone and we'll call
this treasure chest. Like so, and then we
can grab all three of these and just
drop them into there. Now, I've got a cube here, and I think. Oh,
yes, that's that. I need to join
this up with this, so control, and then you can see it goes
straight into there. All right. Let's
close everything up. Another reason why we keep everything tidy is because
there you can say, I can see my mistakes as well, which is really, really good. Now, let's come in, I think. Looking at these, the only
one we've not used yet, which we've still got though, that's not a problem
is if I put this on material, Oh, yes, we have. We've got a light of metal
and it's on this one here. These tables actually
have the same materials. What I can do is I can grab each one of these, grab a table, press Control L link materials, and that is going
to make it really easy because now I come to this, you'll see that I've got all three materials I actually need. Nothing else I'm going to need. That's really, really great. All that's left to
do now is to unwrap. Just going to close the
materials one down, and then we're going to come now to this one. I'm
going to press dot. And the only one
actually, I forgot, is going to be the actual
lever because I do want these to be a lever
strap going around there. We'll actually bring in
the lever now actually. Sorry about that. I
forgot about that one. So there is, I'll grab
this one, Shift D. And then I'll open
up my textures. So I'm going to go
to my textures, the course down
low pack textures, and what we're looking for here is we're looking for leather. So we can see we've
got leather parchment, leather straps and warm leather. Let's have a look
at our warm levers. It's a pinky color. Let's have a look at
our leather straps. Probably going to
be leather straps. Let's use leather straps. I'm going to go in. I'm
going to minus this off. I'm going to click new
and we're going to call it leather straps. Like so, and then we'll
go to our shading panel. First of all, that's another
right one, shading panel. Let's load that up
and control shift t, and we're going to bring
in our leather strap. So I just want to go up one. Open this so go up another one, and then we're looking for
leather straps. This one here. I'm going to bring
in them occlusion, I'm not going to bring
in the occlusion. I just don't need
it on this one. I'm just going to bring in all of these, not the directex. Obviously, that one
is for real engines. Let's press principle.
Then what we'll do is now we've got our
leather straps. That's what it looks like. That looks really nice. That's good. Now, let's
come to this one. We're going to go to the
UVtitin Press dot again, so I can zoom into it, hide
my materials out the way. I don't need those. Now let's think about unwrapping this. I know that unwrapping this part is going to
be really, really easy. So I can just press
Smart UV project and then put it on on dark sign. That's fine. You can see now
that's wrap really nicely, so we can hide that other way. Then what we can do, in fact, we'll put on material again because whenever
we hide out way, we already know that we'll
be able to see everything. So let's just put
it on material. That's the way I
actually changed off by anyway. All right. This one here will also do
pretty much the same thing. We're going to grab both
of those, and Smart U V. Let's move this
over a little bit just to give us a
little bit more room. Let's close this
down so we can press T and then we can
finally just move this over and then we've got
a little bit more room to actually work with.
Let's assign. This onto here. Now, I'm thinking that maybe this here should
be a different material. We have got a
different material. If I click the plus born, click the down arrow, we have actually got
a few where we've got on grainy on old and dog. Let's have a look
at the iron grainy. We've not used that one before. So what I'll do
is I'll just grab all of this going
all the way around. So I'll do is shift click Shift click Control plus
going all the way up. And then what I'll
do is I'll just click on grain click a sign. Maybe that is too shiny. Let's say, have a look
at the other we've got because we've already
got selected anyway. So we've got old. In old looks better, actually. Yes, slight the old. All right, we'll go
with the iron old and we'll also do
that on this one, then we'll come in, we'll grab shift click ship
click Control plus. An older sign, and
there we go. All right. Now, let's do the leather strap. So we'll come to both of these. I'm thinking that we're
probably going to be better off splitting this up. So I'm going to come in. Or is that going
to all be lever. That is the thing. Now,
let's see how it looks. So we'll go Smart UV, and then we'll click
plus down arrow, and what we want is the lever that we just created,
which is leather straps. Click a sign, and there we go. Actually actually, they
don't look that bad at all. So let's grab A, bring it up. Yeah, they look really nice. I don't need to do
anything with them. Now I'll do is I'll do the
metal on both of these, I'm going to come in L, L, L. Then one going to
do is I'm going to have I think we'll
have it as iron dog. Let's put that on.
Let's have a look. Did I unwrap those?
No, I didn't. Smart project. There we go. That's looking really nice ye that
looks really nice. Now the last thing
we need to do, of course, is all of the wood. But the wood now is really easy because we can unwrap
everything together. I'm thinking should I actually take off
all of these seams. I might make it a bit
better because generally, even though he smart
UV unwrapping it, Blender will still try and
wrap it based on seams, so we don't really want that. I'm going to clear my seams. I'm going to pre
Smart UV, project. I'm going to press a
90, spin them around. Press the tab, and there we go. That is that chest
looks fantastic. Alright, so that's that
chest done that was really, really fast, and now we can
think about our other chest. Now, we might as well,
save this out and we'll start this one on
the next lesson, but. We're pretty much
molting along now. So on the next lesson,
we should be able to make a start on our
actual treasure. Alright, everyone. So
hope you enjoyed that. Se on the next one.
Thanks a lot. Bye bye.
47. Creating the Treasure Material: Okay. Welcome back, everyone to Blender and Unreal Engine
becoming a dungeon prop artist, and this is where we
left off. All right. With this, we can do pretty much exactly the same
as what we did before. I endorse click a sign, Smart U V project,
click, the way. Now, let's come to this one. Should we do it? Yeah, we'll
do it the same material. L and Smart UV project, click a sign, hide out the way. Now, let's come to
this part here, so we'll grab both
of these and these. I'm thinking as well
that these parts here, we should also grab. I'm thinking that
will first of all, we'll wrap these first. Smart UV project, click Okay, I am dark, them out of
the way. Then we'll come. To the center points, so we'll go ship click right in the center.
Same on the other side. Ship click ship
click Control plus, go all the way out
to the outside. Making sure let's
have a look at it, that we go all the
way up to here. Then what we're going to do is smart UV project, click Okay. Then one and make sure
that it's the same. We'll do the same as
that one. I think. What was this one's a. I'm
just going to have a look at this one d. We've got two N olds on there
for some reason. I don't really want
both of those on. Going to click one of them off. There we go. I
think it's because this one. I think this one. Is it? Yes, that's the
problem with this one. I need to just fix this one. So click on old, click a sign. There we go. Don't know why that happened, but either way. Now, let's come to this one. And what we're going to do is on dark and then we're
going to hide those. And then what we going to
do is, I'm going to create both of these on both sides. So not that one. And then I'm going to
press, and I'm going to press Smart UV project. And then finally, I'm going
to put it on on old like so, and that is how
it should end up. That's looking really
nice. All right. So now we can actually
hide those out of the way, and we should just be
left with the wood, which makes it really easy because now I can just press A, and then I can just press,
smart UV project, click. A 90 spin them round,
and there you go. There is the wood
all nice and done. So that chest also
looks fantastic. All right. Now on to
the actual last chest. Now, being as this and this
are pretty much the same. I'm just going to basically make you do it exactly the same
way. I'm going to come. I'm actually looking. Where
is the other bit to there? For some reason, that has got that missing,
which is not good. I'm just looking at this one. I have no idea why
that has that missing, but we'll have to fix that. A I'll do is I'll just
delete both of these, press delete, sorry,
delete. Yeah. Delete vertices. So not leaving any entities or
anything like that. And then what we'll do
is we'll come l tag, bring this in, and then
I'm just going to press shift, bring it over. Press the dot born and
then just pull it out. And I'm also probably going
to rotate this so R, y, rotate it round,
just a little bit, make it look a little
bit different. And then what I can do
is I can grab this now. Shift S, cursor selected.
Come back to this. It's still part of this one, so I don't want no one
to press P selection, and then I want to press control a all transforms rightly. Set origin three D cursor, and then just quickly mirror
it over the other side. Press control a join
it all together. So shifts like this one, control J, and there we go. All done. Now we don't
even have to worry about doing the materials
for that one. All right. So let's come in, and
what we'll do is, we'll grab both for these. And then we'll press.
Smart UV project. Click Okay. Now we're
going to do is just come in to material, and we're going to add
on Dog click a sign. That's that one
done. Now finally, we can come and hide both
of these out of the way. Hide them out of the way,
grab this center one, look in, as it grabbed
it all up to the center. Maybe that's gone too far. Not sure why I delete some parts of this and I don't even
know how I did that, but either way, let's
fix this as well. So I'm going to grab
this, I'm going to press and y and pull it back. Al ton f fill it in. Now I can come in L and in
old, smart UV projects. Okay, a sign, and there
we go. All right. Hide that one out of the way. Now finally, the met part. So all of the met parts here, U Smart UV project. I old highly out of the way. Ah, no, we've still
got some hinges. Did we do the hinges
on the back of that? No, we're not. Good job
saw that. Let's come in. Grab both of these.
Smart UV project. Okay, I old, click a side. Don't All right. This one here. Let's come in, do the hinges first because then
I'll make the wood easy. And then click the sign, hide them out of the way
and now grab the wood. Smart U V project, A, spin them around to 90, and then finally, is that
already on wood I think it is actually an holage tab A. There we go. They
look fantastic. All right. Let's now
go back to modeling. What I want to do
is I just want to put these over the other side because I know I've
actually done these, but before I do that, actually, I'll have to come in and open up my treasure
chest and wall, do it. I'll just grab all
three of them. Grabbing all three,
right click and we'll just mark them as
I sets like Then what I can do is I can
actually put these just these two over this side at the back. Like so, and then I
can bring this one to the forefront because
I'm still going to be working on this
one with metresua. Now, let's bring in
our material again. And what we'll do is
we'll bring in our coins. Now, we might need
to change these a little bit. Just remember that. I'm just going to press shift. Then we're going to do is just minus this off new and
winner port gold coins, like so. All right. Shading now if we
go in and click on the principal control
Shift T and let's bring in our gold coins.
I'm just going to go up. I'm going to look for gold. Where are they gold coins.
Here they are. All right. I'm going to grab
all of these because we have no normal on here, click the principled
and bring them in, let's have a look gold coins. Now we can see, first of all, that they look a bit
too yellow on there, and the reason is because we
do have an emission on here, which I'm going to turn down to no point no one or
something like that. In fact, you could just
turn it down to zero. You might be better
off with that. The other thing I'm also going to do just with this one is, I just want to show you that I want to make the UV
bigger on this one. I'm just going to go in to my UV and I'm going to
grab it, press dot. What I want to do
is, I just want to make this bigger
because you're going to have a much better idea of what the material looks like
if you make it bigger. Now you can see, it's a lot
better look in that bit. Now let's go back to
our shading panel. Now we can actually
mess around with this. The first thing I want to
do is I want to turn up that normal map because
that normal map is not high enough,
I don't think. I'm s going to press dot, and I'm going to turn it up. Okay. And as you can see, now, now they're starting to
look a lot more realistic. Now, the other thing
I want to mess around with is the metallic. If I come in and the roughness. Fresh press shift day, I'm
going to bring in a curve. I'm going to drop that on there. Then we're going to
do, we're going to drop that and you can see now just how much shininess
we can get from that because I've dropped that
on or how much dullness. You can see that
they really need to be a little bit shinier
than what they run. I don't want to get
rid of the roughness again because we know that'll mess around then and not give us all that detail
and things like that. All right. They're
looking better. Now let's grab this curve, put it on our metalic and then let's put the metallic
up a little bit, and you can see now
that they look a lot more realistic than
what they did before. I'm happy with that. I'm just going to make sure that
it's called gold coins. I'm also going to late Markers
asset, and there we go. Now, we need to
come in and think about creating gold coin piles. I think on this
one, what we'll do is we'll just create one pile, and then we'll create
a flat surface in this treasure chest
for these gold coins. All right, so let's
save that out, and then we'll start that on the next one. All
right, everyone. So I hope you're really
enjoying the course, and I hope you
enjoyed this lesson, and I'll see on the next one. Thanks a lot. Bye bye.
48. Starting the Coin Pile: Welcome back everyone
to Blender and argon becoming a
dungeon prop master, and this is where we left off. Now I want to do is we actually want to create the treasure, so we want a
mountain of treasure and some treasure in
this treasure chest. In the actual old one that I made actually created two piles of treasure as you'll see, but on this one, I think
we're just going to create one because they're basically
pretty much the same. All right, so let's
go back to modeling. And then what we're going to do is we're going to press tab. I'm going to bring in now a UV sphere to start
and the plane. So let's bring in
the UV sphere here, so shift a mesh. Let's bring in a U V sphere
like Now at the moment, we've got 32 and 16 segments. That actually should be fine because we want to
have a fair amount of subdivisions to actually create this look of actual treasure. I'm just going to move it over. What I'm going to do is I'm going to put this
on object mode. I'm going to come down to the bottom and just
get rid of it. So Alt Shift and
click, delete faces, and then grab the bottom of it, L delete versus so. All right. So now what I want to do is I just want to pull this out a little bit and get it to be
some sort of decent shape. All I'm going to do
is just going to put portion let it on. Just make sure that
you smoothing is on, and then we're just
going to come in, grab one of the faces, press G, bring out your mouse so that
you can move a little bit at the same time and then just
start moving it around, just making it kind of like a actual pile of treasure
or something like that. So it doesn't need to be in
any set way or anything. It just needs to be a way
that you actually like it. So I'm just going to
make my like this. I'm going to flatten it
down so that it comes to a flattened bit at the back. So So something I think
like this. All right. The next thing then is
what you want to do is you want to
actually remesh this. Let's go over to our
modifier tab now. So this little spanner here. Let's add in a modifier. And what I'm going to
do is I'm going to click on the remesh, which is this one here. Click on the remesh and it will disappear. Don't worry
if it disappears. We can actually fix
that. But that's what you need to
press at the moment. Okay. Then what you want to
do is you want to come over to the right end
side and you'll have an option that says smooth. Just click that on
and you will see now, it starts to remesh it. Now it is blocky and the
reason is because obviously it's not grow
enough subdivisions on this to actually
do it properly. Just all you need to do is
turn this octree depth, so turn it off a
couple of times, and then you'll end up
with something like this. Now, if you apply this, you will see that when I go
into it with the tab, you'll see that it's all
been remeshed really nicely, and now you should
be able to move this out much much better
than what you could before. I'm going to come
in now and press G and I'm going to
move it round like so and you can see already it's looking much, much
nicer than it did. So let's now just play around with it and
just get it into some sort of nice
form of treasure. So something this may be. Maybe let's bring up the
back a little bit as well, so I'm just going to
pull it in, like so, and then I'm just going to
work my way around now just so I've not got these kind of big lumps or anything like that. I just want to bring
them back a little bit and just make it a little bit even
like so. All right. The next thing that I want
to do is I want to cut away this bottom because I
don't need the actual bottom. Then what I want
to do is I want to pull out this bottom so that it's not flat and straight down so that it's
coming out just a little bit. The easiest way I'm
going to do that is if I press one on my number pad, you can see that
I've got it here. If I press A then
to grab everything, come up to mesh,
come down to bisect, I'm going to pull it
across then like so, and then just make sure that it's flatten and the
way we're going to make sure it's flatt as you can
see where this x is on 0.3. Generally speaking, it's always the one that's going
to be just slightly, so like this one here, put it to zero and you'll see then it
actually flattens it off. Now you've actually at the
moment, as you can see, I have not actually cut
the whole thing off, so I need to make
sure I'm doing that. The other thing is,
I'm going to use then this line here to
actually bring it out. I'll show you what
I mean by that. So first of all, though, I'm just going to go back
because as you can see, it was way way higher up on this back and
I want to keep most of it. Let's press one. Let's come round then and then let's start
pulling it down. Again, I'm just
going to grab faces and just start pulling
it down where I need to. I think on the back here, this is the part that
I need to pull down. That's a little bit
better, but we're still having a few problems
as you can see. I think what I'll
do is I'll cut this away from here and we'll
use what we've got. I'm just going to pull
this one down as well. All right. Something like
that. Now, let's press tab. Let's press Shift
he just to hide everything else out of the way so that we've just work on this. Let's press tab, let's
press one. Let's press A. Let's also go into wireframe mode and now we can see exactly
where that line is. The topmost line as you can see, because it's a bit dark
yellow is around here. So let's come into mesh. Let's come down to bisect, and then let's cut this away. Remember, you can use a space bar to move this up and down. I'm going to put it round about there thing and then
I'm going to come down to where that one is
slightly up. Put it on zero. So now that should
be absolutely fine. As you can see, I've got a little bit
over here in the middle, but I'm not really going
to worry about that. Now what I'm going to
do is I'm going to put it back onto solid and I'm going to pull this
out now with my proportional. If I press S now, I should, if I bring this in, be able to pull this out a little bit. I'm just trying to pull this out a little bit just to give it a little bit more
roundness on these parts. Now what I'm going to do is, I'm just going to go round
and just pull these out now. So just trying to get rid of that actually done. So
let's pull them out. And don't worry too much
because we're going to also use a displacement
modifier on these. So you won't actually see
any of these plus as well. You can also probably come
in and smooth it off. And that's what we'll do next. I'm just going to pull
them out a little bit, so like so. All right. Now, let's go in and actually smooth them off before
we do anything else. I'm going to press
tab again. I'm going to press eight to
grab everything. And when it comes to vertex, and you'll see here
that we've got one that says smooth vertices. And I'm just going to click that off a few times just
to smo them off, like so, and now you can see we're actually
getting somewhere. Now, let's just
remesh this quickly. So if you come to add modifier, remesh, put it on to smooth, and then just turn it off. A few times maybe eight,
something like that. I think that's actually
probably going to be maybe that's going
to be a bit high. I'm just going to
actually apply that so control press tab, and I'm just looking
now 232,000 polygons. It is a little bit high, but we can get away with that. You can keep messing around with these modifiers going backwards and forwards as you can see, to really get the look
they're actually going for. Now, again, I need to
get rid of the bottom, but you can see,
that the bottom now, if I grab it is completely
flat now, which is great. Again, mesh, let's come in with my bisect and let's
cut that away again. Using the space bar
just to drag it up. Pressing let and now you should end up with something
like that that looks much, much better. All right. The next thing then we
want to do is we want to bring in now a
displacement modifier. At the moment, we've got If
I press tab and grab it all, let's have a 152,000
polygons just in this alone, which is really high, but we're going to
bring that down, so don't worry too
much about it. What we're going to do
now is we're going to save out our work
because at this stage, when you're doing
anything with modifiers, when you're working with such
a high amount of polygons. There's always a
chance that blender will crash. Just save it out. Now, let's come to
add modifier and we're going to bring
in a displacement, and we're going to put the
mid level down to zero and then the strength down
to 0.1, something like that. Now what you want to do
is you can see we've got some drop
drooping down here. Let's see if we can
bring that down a little bit. Let's try zero. And there we go.
Let's put it up to then 0.1, something like that. All right. So it's very,
very light on that. Now we can work on
that as we move along. Now, a displacement
modifier what it does is, it actually uses some noise to actually give us a
certain within the mesh. Now, it is based obviously on
how many polygons you have, because the more
polygons you have, which means the more
topology you've got, the more actually it will mold
to whatever you're doing, so it could be a marble, clouds look, things like that. The first thing you
want to do though, now you've done that, is
come over and click new. Then what you want to do
is you want to name this. I'm going to call
it a god In fact, we'll call it
treasure and coins. And then what I'll do is
now name my texture and come over to this short
check of flag here. Click the down and
you'll see already, it's called treasure coins, and that's basically
which one we want it on. Now what you want to do is you just want to save this out. If you save this out
with this little shield, what it means is when we
come on to file now and save it out with As you can see,
automatically pack resources. If we come up and save that out. What I'll do now is make sure
that this is not deleted. So let's say I want to go in and create another
treasure pile. Well, I've already
got this actual displacement map
then set up for me. So what we'll do on
the next one is, we'll come in and we'll set
up our displacement based on a texture and then we should be able to get
this treasure finished. Alright, everyone, so hope you enjoyed that, and I'll
see on the next one. Thanks, lot. Bye bye.
49. Working with Displacement: Welcome back, everyone
to Blender and Engine becoming a dungeon proaris and this is where
we left it off. Now I want to do is I want to come to where it
says image or movie. What I want to do is
I want to put this on Veroni and you're going to
end up with something like. Just put it on object mode just so we can see
what we're doing. Now, if you come back over
to now this little spanner, you'll see that when
a term strength, I can actually have control now of how this actually looks. Now, let's go back once
again to our actual texture. And what I'm going to
do is I can actually change the intensity down or. So now I've got
enough strength on there and I can do it
all from re basically. Let's come down
to eight s color, click the color on. And then what I want to do
is I want to grab this one, pull it there and then pull the other one over to
the other side, and what you're
going to get now is that actual lumpiness that
you're actually looking for. Now the problem is at
the moment is, yeah, it's lumpy and all that, but
it's not quite big enough. So we can actually
change the size down now to actually get a lot more lumpiness
out of it and we can also change this intensity
down a little bit. Now all I need to do
is I just need to go back to my displacement, modify, and I need to bring
this down just a little bit. Let's put it on 0.2,
something like that. I think maybe a little
bit further down. Let's try 0.4. Something like that should
be absolutely fine. I think now what I'll
do is I'll come and just make it a little bit
largely, not that much. Not point. No 0.8. There we go. All
right. Now, let's go back once again to
our little texture. Now what you can do
is you can actually bring in another pointer. So if I press control, click anywhere around here. Now you'll see when I move this, it actually starts now
bringing them in and actually making some real variations
in our actual mesh, and that is exactly the kind of look that
we're actually going for. Now I want to do is
I want to bring down the intensity of it. I'm
going to hold shift. Can bring down this intensity
just a little bit like so. And now you can see
it's looking a little bit more like that actual look. Now, also, let's actually
mess around with a size. So I'm going to bring
that up holding shift. Bearing in mind I don't
take too much stock of what actually these little
round pieces look like. We're not actually
going for that. What we're trying to do is get some lumpiness and
variations. All right. Now I've got that.
What I'm going to do is I'm actually going to press tag, bring everything back, and I'm going to
actually bring this into my actual treasure on
top of my actual chest. If I press Shift S because
of the selected shift, let's bring in a plane. So let's press seven
toque the top of it. Let's press the button. To bring it down. Let's press
S and y to bring it in. And now we're going
to do is we're going to actually subdivide it. So if I press tab, right click, subdivide, and just keep subdividing it until
you're happy with it. So maybe one more, something like that should
be absolutely fine. And now I should be able to do so I should be able
to press control. All transforms, right
click, origin geometry. Displacement again, add
displacement like so, and then we're going
to actually click the down arrow and
we're going to put it on treasure coins. I'm just going to
check the lumpiness. It's 0.8, so I'll
do the same thing. In fact, what I
could have done is just copy the modifier over. If I actually grab
this one, grab this one last press Control L, you can see that I've
got one which says, should have copy modifiers, bring that in and then
I'll do that for me, making it much much
easier for me, as well. The best thing is as well,
I've also inherited, I click on this, all of the
actual textures as well. So that's really, really cool. All right. Let's now grab this. And what we're going
to do is going to come back to our displacement, and I'm going to press control
A and just apply that. And now you'll see
that we've got let's have a 152,000 polygons. Now, that's not something
we really want. It's a little bit too high. So what I'm going
to do now is I'm going to bring in
another modify it, and this time, it's
going to be a decimate. Let's bring our decimate down something like 0.1.
Let's try that. So bring it down to 0.1. That's not really doing it.
So can we remesh it instead. So let's go for a remesh. Let's put it on smooth, and let's turn this up
now. On the remesh. First of all, I want to remesh it and then
I'll decimate it down, and then it should actually work out much, much better for me. Let's bring it up to maybe nine, something like that. All right. Now let's press control A, apply that it should be 1
million polygons at the moment, and now we should go down
and basically decimate it. Let's put it down two, not 0.1, something like that. Bring it right down.
Let it think about it. It's going to take a little bit of time
to actually do this, and then let's press Control A. And then we should
have this down to, let's have a look once we've once it's done it, add modifier. Let's go to decimate now and we can see we're down to 92,000. Now, let's put this on
0.1 again, like so. Now I think that
should be much better. If I press control now, hover over it should end up
with something like this. Now, let's at the moment
before we do anything else, let's go to our UV map. Let's press and wrap. And let it think
about it and wrap it all and you can see
we're wrapping like this in the moment
and the reason is because we've got
this bottom on here. Now, this bottom is something
that we really don't want. What I need to do is. I'm happy with actually how this is. I'm just not happy with how smooth it is or
anything like that. I really want to
grab this, cut it off a little bit above here, and then basically
keep that as it is. Let's actually do that now. If I press one, what I'm
going to do is press, wire frame and now let's come to mesh and
where is it bisected, and let's just cut that off. Around here. Let's make sure that we're happy
with where it is. You can see our bisect here needs to be on
zero and there we go. I'm going to check, and you can see I need to
pull it up a little bit. As to pull it up, you can see now all of that dispear
except this part. I'm going to pull it
up a little bit more. I'm just looking
actually, there we go. Now it's all disappeared. Now when we cut this now you can see priced going to solid. You can see it's cut all the way while leaving is that nice, smoothish shape that we wanted. Now you'll see that I just want to smooth these
off a little bit. Can I come up to vertex, yeah I'm thinking actually
smooth these off. Let's think about
this smooth it off. You're just going to try and smooth them
off a little bit. Actually, I'm not
going to mess around. I think they're
going to be fine. I think I'm messing around with this a little bit too much. I think I'm happy
with it. All I want to do is just move off
this kind of mound. So I'm going to do
is, I'm just going to grab them, come to vertex, come to smooth vertices and now you'll see that
we've smoothed that off. If I actually bring this out, now you can see
that I can bring it back or I can smooth
it down like that, and now if you press tab, you'll see that you're going
to end up with. Let's shade it smooth
and there you go. That's what you're actually
looking for. Exactly that. Now, any of these parts
like this where you want to fix them whether they're a little bit too jagged
or anything like that, go in and bring it out and
just try and smooth them off. Just a little bit, but it should come down
as though it looks as though they're coming
out a little bit. A little bit uneven
is what I'm saying, I think now apart from this bit, that looks absolutely
really nice, actually. All right. Let's press one and bring it down to the floor. So and there we go. Now, let's see if we can
get this on wrap now. If I press tab, A to grab everything, wrap, there we go. It's actually unwrapped
really nicely. Now, let's come to
this one and pretty much I don't even think we need to do as much
with this one. All we need to do
is we need to go over apply our displacement. Now let's actually right
click shape smooth. I'm just thinking that that's
probably okay as it is. You might want to smooth
it off a tiny bit. The other thing is,
of course, we've got way way too many polygons. That's actually fixed though, decimate, No, actually
run 4,096 polygons. Yeah. Actually, I think I'm
going to be okay with that. I'm going to leave both of those now. I think they're good to go. Let's now come and put
on our actual goal. If I put this on material
just for now, let it load up. Then what I'll do is
I'll come to this one. Come to my actual material,
click the down arrow. I'm going to search
actually for coins. So press COI, you can see, I've got this one that says
gold coins, and there we go. Now, let's do the same
thing on this one. I'm going to click
the down arrow. Again, search for coins. Click it on. Double tap the A, and you can see
that this one here, I didn't unwrap it, so
I need to unwrap it. So let's press you
wrap. There we go. You can see now that's
looking a to better. Now what we need to do is
I need to bring my guy here and check the
actual scaling. So we can see actually
with these gold coins, These actually look
absolutely fine. They're about the right size. But with these gold coins, they're a little bit
out as you can see. I'll basically want
to match these up. If I press tab on this one, I'm going to press S, bring
them out a little bit, and just try and
match them up to be the right size
to this. All right. That's looking really nice. Now, what we'll do finally
on the next one is, we'll actually get some gold
coins around the bottom. We'll actually get
our treasure site in this treasure chest
and then they should be finished.
All right, everyone. I hope you enjoyed that. I hope you're really
happy with how yours has turned now and I'll see on the next
one. Thanks a lot. Bye bye.
50. Creating the Smaller Coins: Welcome back,
everyone to Blend and Oregon becoming a
dungeon pop artist, and this is where
we left it off. Now, let's actually think
about our actual gold coins. So what we want to do is we want to actually bring
in first of all, a cylinder or
something like that. We also want to
put this on goal. If I put this on let's see if I've got one actually
that's called coins. Yes, I have. Let's put this
on the base collar here. Now I can use that
to work on finding one that's turned this way where the little skull is one
that's turned the other way. I'm looking for one where I can actually grab
it pretty much. I mean the coins are
pretty easy to find. I'm just looking
for one that I can grab pretty much the other way. You're not going to
find one perfectly, but you're going
to find one that's roundabout you can see
down here with this one. See fine, maybe this
one here you can see. This one here, we're probably
going to be able to use. All right. What we'll do is we'll bring in
a cylinder first. I'm going to press shift
A, bring in a cylinder, and it's on 16, which should be actually fine. We'll use this mesh, and what we'll do then
is bring it down. Then I'm going to
make it the same size as these actual coins here. I press, we can see that we
can bring it down there. Es make it like the right size, the right thickness of coins. It's probably a
little bit thick, ss bring it down. Then I'm Jo going to
measure it up now, making sure that
is the right size. So if I hover over there, make it a little bit smaller
and there we go, there is the right
size. All right. So now let's actually
unwrap this. If I come in, and
you can see that we've already got some wraps,
might as well use them. There's no reason why not.
Let's just apply it though, so it's actually got
the right material on, so click the down arrow coin. Coins like so. Now what I'll do is I'll
comb to the top of it, so I'm going to
grab just the press seven to go over the top of it, so seven, and then I'll
move this into place. I'm going to press A, S
without proportion it's no, bring it down, then
that's just drop it. Zoom in S and bring it into place so G. There
you go. All right. That is actually not, is it? Let's double type the actual
that looks absolutely fine. All right. I'm happy
with that. Now what I need to do is I need
to come to the bottom. What I'll do instead is, I'll grab this and I'll
spin it around. Y 180, let's spin it around. Let's grab then just the top. Then what I'll do is
I'll bring it in first. A, bring it in. I'm just looking for that coin now that I found somewhere. I'm going to zoom
in. There it is. G. Bring it in, press the S button,
make it smaller, G. And put it back onto there. Now, let's actually
grab the edge of it and see what I can do with
that. Shift and click. And then a S and y, squish it in, and then
let's press S, bring it in. Now I'm just looking
to see if I'm happy with how that
looks, which I'm not. So what I'm going to
do is I'm going to put it in something like that. I'm going to have a
look round, and I think that's probably the best we're going
to get with that. All right, so let's
shade smooth. Let's bring in our
Auto smooth now, put it on to smooth, and then there you go, that's what your coin
should look like. Now, let's put it on the floor. Like so. Then what we're
going to do is we're just going to press shift
while we're over the top. If you press seven and
you can press shift while you're over the top and just
lean it over, like this. Then all I'm going to do is
I'm going to spin this round. So, y, 180, spin it round. Now I want to do is I just want to lay
a few of these out. Now I might as well
do this now in modeling mode because I've basically got my
materials on there. I don't really need to do
anything else with them. So what I'll do is I'll
go to modeling mode, and then I can press
seven, come in now. Just put these next to
each other, basic press G. I'm actually going to
grab both of these, and I'm just going to
put them over here. Now, because I press sift D and I'm over the top with seven, you can see that
they've gone over there nice and flat and that's
exactly what one. All I'm going to do
now is I'm just going to grab a couple of them. Then grab three of them, so
shift D, spin them around, so Z, and then grab
a few more of them. Shift D. Bring them round again, so Z, y, 180, spin them around the
other way, and then Z. You'll see now that
because I'm doing that, it just makes it really easy to make pales of these coins. I grab let's say all of these, press shift D, and
then bring them there, Z, spin them around,
and there you go. You can see just
how easy that was. Now what I tend to do is
I'll just bring them up so they're actually not laying
on top of each other. I'll grab this one, R and x, R y, and just make
them so they actually Correct. So like so, and let's bring this one here. Sometimes I moved some
of them out as well, so you can see
they've moved it out. I'm just very careful that
I'm making sure that they are going to look correct and not floating in the air
or anything like that. So with this one, I'll press and x and then I'll per it back. Basically just trying to make some variations in our coins, like this one here, you can see might actually need a
little bit more work. Let's put it back. So
let's press and y. Spin it around this
way maybe like that. Then this one and we'll
leave that one there. This one then, x. Like so, and then I'm just going to make sure now that any are not
floating in there, we can see this one's floating
in the air a little bit, like so. All right. Now, can we get away with
just using all of these. What I'm going to do is
I'm going to grab them all now and I'm going
to press control. J just to join them all up. I want to right
click shapes move, make sure my autos moves on, which it is what I'm looking for actually is probably turning up that autos move
because I do have a few issues with how flat
this is, as you can see. There you go flatten
them all up now. I'm just wondering if I'm just going to have a quick look and see
what they look like. Yeah, I think actually
they look fine. All right. Now, let's grab
them and we're going to bring them into here, like so. Then what I'm going to do is
I'm going to press shift, bring them over, spin them
round, something like that. G, bring them in, and then the same over here, spin them around, so, pd them out a little bit. Basically now just get
in the corners there. I might just bring
another one in as well. Shift D, bring them in, mix it up a little bit, and then shift D I'll just
come over to this corner. Then bring it into
place. All right. So now what I want to do is,
I just want to press one, and I just want to make sure now they just on
the ground plane, J above it, like so and I also want to do the
same With these, so press one again,
bring them down. Then bring this one down. And double tap the
A. There you go. That's how we make our
actual gold coin mounting. Now there is as well, you
can actually also press Shift D press the
r and x R and x. It does make a difference
if you can actually get some coins that are actually
stuck out like this. Press shift D. Press and, and then r and x and spin them round and
you should have now, a couple of them to
actually work with so you can see the
press R and y. And then press G, there you go, actually get some coins that
are actually stuck out, which does make a
huge difference. Shift D, bring these in, pull them all power here, press R x, then bring them out, double tap you can see now what difference that
actually makes it actually gives some
more dimension to it. All right. Now we've got
these two coins here. I don't think I'm
going to need those. I think I'm just going to
delete those out the way. And then all I'm
going to do now is I'm going to grab
some of these coins. I'm going to press Shift D.
Bring them all into place. So. Then we drop them into
the top of my treasure, like so, move them over. Then I'm going to press Shift D, bring it over and
then R and Z spin it round double tap the there
you can see down that looks. Now, let's bring one more lot
and maybe put it down here. Maybe two, we'll see,
shift D, bring it over. Put it down, right where the actual bottom
of the actual chest is, something like that, and then press R and
Let's put it around here. I think that this
last one, actually, I'll just move out just
a little bit just so they're not overlapping there,
and I'll grab this one, L and I'll press R and x then G, and I just want it
leaning up against there, double tap the and there we
go, do we want any more? Do we want another
one? Maybe, maybe. Let's bring in one more
shifty we'll bring in one, put it actually next to it. Seven Get's put it a
little bit next to it. So let's bring it up. And then what I'll
do is I'll just, I think, get rid
of the other one. Five press L, L delete and
then on this one as well, delete. There we go. Let's double tap the a
pretty much there we go. That's looking really
cool. Let's have a save look on our render now and see what they look like. Let's turn off our
interlocking actual square, so we can turn that off
by clicking this button. Okay. There we go. Really, really nice. Okay. I'm really happy with that. I'm really happy how that looks. I'm going to put it
back onto material. I'm going to also put my
little squares back on. I'm going to come to
file, save it out. What we'll do on
the next lesson is, we'll start joining
all this up together, bringing in these other
treasure parts so we can actually really see this
treasure part come to light. All right, everyone, so
I'll see how the next one. Thanks a lot. Bye bye.
51. Populating the Treasure Chest: Welcome back everyone
to Blender on a legion becoming a
dungeon prop artist, and this is where we left off. Now, let's join all
these together. Let's move our guy
out a little bit. So what I want to do is I'm going to join all
these together, so I'm going to press
B, just to grab them. I'll grab my chest last. Press control J. Join
them all together now. You can see we do have some
problems in there that the smoothing has not
come through correctly. And generally when this happens, and this is actually
blanked out, it normally means that
you just go down to geometry data and you just want to clear your
custom split normals. So just clear them and you'll
see that actually fixes it, and now they look fantastic. All right. So now let's join
all of these up together. So I'm going to go over the top again. I'm going to press B. Grab everything going all
the way around to here, press Control J
because we've got our goal pow last anyway.
So press Control J. And again, what we
want to do now is put on Auto smooth for some
reason that wasn't on. And there we go. There is our actual treasure looking
really, really nice. Alright. So now, I want to actually bring some treasure into this here. What I want to do is I want to use all of these
I've got here. What I'm going to do
is, I'm just going to go over the top, press B, drag, and then I'm
going to just going to press shift D and
bring them over. Now you can see, I grab that treasure pile
I don't want that. I'm just going to
lead it out the way. Then what I'm going
to do now is I'm going to bring these into here. I'm going to bring them
a little bit closer. Seven normally when I do this, I normally have to make
them a little bit smaller, they are normally a
little bit too big. Let's make them smaller Now let's fit this silver
plate in first. I'm going to press R
and x, spin it round, and then rt spin it round
a little bit seven, and let's get that into place. Something, something like that. Let's bring it up, so it stuck
out of the treasure chest. Now let's bring in
our actual necklace. I'm going to press G. And
drop it straight on the top. I'm going to spin
it around so you might want your overlapping hanging over or
something like that. That might be really cool
idea if you want that. What I'm going to
do is I'm going to just put it in there,
press the tab button, put on proportion let it in, and then I'm just going
to grab one part of it, press G and jaw
slightly, pull it out. So it looks like it's jaws kind of coming out of the
actual treasure, like it's hidden in there or
something. Yeah, like that. Now I'll actually
bring in this opal, so I'm going to press G, and it's way way too
big, as you can see, I'm going to spin it round, y, spin it round, so having
it stuck out of there, and let's put it over here. Now, let's bring
in the sapphire. Again, I'm going to
press S G G again. Let's spin this round, G, drop it into place, and
let's move it along like so. Then let's press shift and
we'll bring in another one of these maybe over there, like so, and then let's
put it over here, drop it down, so. Then let's bring in our diamond. G S Okay. G so have it look as oh
it stuck out of there. And I think actually, as far as that goes, I
think that'll be okay. I'm going to make this goblet a little bit smaller and press G, and then I'm going to press y. G then let's just drop it in. We'll have this stuck out
just like that, I think. Yeah. I look at that. And then finally this one here, make it a little bit smaller, press the Sport and then g and we'll have that
pointing more towards that. If I add R and y, like so, and then R and Z, and then just bring it in now. I want actually
this to be looking as though it's poking
out through there. Like so. There you go. There's your actual
treasure dump. Now, let's join all of
this together again. I'm going to grab it all,
grab my treasure chest last. Press, control, J. Make sure that my
normals are still on and then just have
one last look around. Now, let's put it back
onto rendered view. Let's have one view of it. A and that looks
really, really cool. All right. Now, let's put
it back onto material mode. And then what we'll do is
we'll come in and name this. I'm going to press got
one that says treasure. Yes, I have already got that. If I press dot, I can see
this is called sphere. I'm going to call
it treasure pile. Then I'm going to
come to this one. I'm going to call
it treasure chest. It's called chest treasure,
that should be actually fine. All I need now is
to put these into. So I'm treasure pile into my treasure chest, that
should be fine in there. Then I can close that up. Well, before I actually
close that up, I need to right click
and mark as asset. I also as well,
should be checking my asset manager just to make sure that if I go to my props, I've got a large create. I'm looking to see
if they actually is in there and I
don't think they are, so I'll come back to then
what I'll do is I'll see If I can grab,
where's my treasure. Let's put in treasure. I'll grab both of these then, like so and I'll put them into
my props, and there we go. They're in the props,
and I can click the x. Then what I want to
do is I just want to see if they
come out properly. That one does, and then
where's my treasure. Chest. This one here,
and there you go. Oh, for some reason,
I joined up. Now, I want to split
those up, of course. I'm going to grab my
man LP selection. Grab him. Let's call him a human because of the moment
it's called treasure chest. So human let's drop him back
in where he needs to go, which is my human reference?
All right. There we go. Let's fix that. Now we'll just try even if this is
updated, where's my chest? There we go. Yeah, there we go, and now you can move it
around or whatever you want. Okay. So really, really cool. Now, let's put these towards
the back or down this side, at least, something like
that. I think I'll put them. I think I'll put
them around here. Okay. And I'll rotate
this one round, so I rotate it
around a little bit. That's to the and there we go. All right, so we're really
really moching along now. Now, the next one
I think that we should have a look
at is going to be probably going
to be our scrolls. I think that'll be the best
one to go through for now. So again, let's go to
our actual references. So let me open up my reference. So here are my references and we can see that
we've got one, which will be under
the small props. So if you open up
your small props, let's pull it forward,
you can see here, this is the one
that I'm going for. So we've got scrolls. These two are pretty
much the same. This one has, in the case, so it's a leather
bound, and this one, of course, is open, and it's also got some wording on
and things like that. So that's what we're trying to actually replicate
right now. All right. Let's go in now and what I'll do is I'll just hide
that over there. Again, if you want
to bring yours in, just bring it into
pressing one shift A, bringing in images reference. And then the first thing I'm
going to do now is just hide all my materials out the way because again in the
way a little bit. In fact, what I'll do
is rather than do that. I'm just going to
grab them all and I'm going to pull them over
to the right hand side, and it's going to
make it a little bit easier to work with now. Let's press shift this
cursor to world origin. So now what we're going
to do is before we begin, if I press shift date and
come to my curve menu, you'll see we're very limited
by how many curves we have. What we need to do is we
go to edit preferences. And then what I'm
going to do is I'm going to come to let me find it. So we need to go to add ons. I'm going to click
off this image. I'm going to put curve
and you will have one that says curve where is it? Add curve Extra I think
it's extra objects. Let's just try that one and we'll also add
curve curve tools. We'll also add that one
as well. All right. We'll click refresh,
close that down. Now if I press Shift A, I should have on the curves
a load more to pick from. That's exactly what I want. Now, the curve that I want is the curve spirals and you
want to pick this one here, which is called archdian click on this and you'll lend up with
something like that. Not a lot happening
at the moment. But if I click up
the turns and then bring up the steps steps. Let's think where is the not the radius,
pick up the height. There we go. That's exactly
what I'm looking for. Now we can see that we
can add more steps. You can see that if
we add more steps, we end up with
something like this. This is not quite what we want. We want to actually bring
in a radius growth. If I bring this, you'll see
it comes out like that. That's pretty much like
a scroll actually is. But then we've got a
problem with the height. We need to bring
back the height so. Now you can see that if we were creating this as a scroll, it would be coming now
at the actual lens. Now I want it to
go the other way. In other words, I want the
height to go the other way. If I bring this back,
let's say like so. Now it's going the correct way. Or you might want to go the other way it's
completely up to you, whichever way you want to do
it, but I wanted to go that way so that my actual
scroll is coming down here. Now, it's up to you as well, how many turns you actually got. I'm thinking I'm
thinking that actually, I want to bring this in now, so I'm going to
bring it in, bring it in, bring it in, bring it in. You see, as we bring it in now, it's starting to look a
lot more like a scroll. Then all you want to look at
is the actual radius grow. Just make sure you're
actually happy with it. You can hold the shift board, and then you can also bring in the radius ordered
steps as well. You can bring down the
steps to make it not quite make it more rounded or whatever you
want to do with it. I think I'm just going to play around with this just
a little bit more, so I'm going to mess around. I'm just looking at the height. I'm going to change that
height. Going inwards. Basically, when I
pull this out now, this one here is going to be the furthest in
the actual scroll, and I think that's
exactly what I want. Now, the other
thing is, do I want my radius growth to
be down a little bit? Yeah, I think it's going
to look better like that, and then I'll just
mess around with the high once more and like that, I think it's going to
make the perfect scroll. Because the thing is,
I'm going to use this pretty much for all
three of my scroll. That's why I want to make
sure that it's done corrkly. Now if I pull this up without
proportional editing on, that of course will disappear, and now I'm free on the next
lesson to actually start creating this into some
kind of actual scroll. All right, everyone,
so I hope you enjoyed that and I'll
see on the next one. Thanks a byeye.
52. Using the Add Curves Blender Addon: Okay. Welcome back, everyone to Blender
and real Engine becoming a dungeon prop artist, and this is where
we left it off. So here we are with
our actual scroll. Now the thing is
with this scroll, if I bring this down, I need to have one
on the other side. So let me see if I can
actually extrude this. So if I extrude it,
you will see that it kind of goes in a really,
really weird fashion. And even if I press shift down, you'll see that it doesn't
really help it turn around. So what I'm going
to do instead is, I'm actually not
going to extrude down we press zero on that, get it back to I had it. And then what I'm
going to do is I'm going to come straight in and actually go to object,
convert to mesh. You should end up with
something like this. Now I want to do
is press control a you'll transform directly. Origin geometry, like so, and we'll end up with
just this piece of kind of edges, and then
I can press A. Instead of doing what
I was doing before, I can actually
come now and bring it to basically bring it down. But what I'm going to do before
I do that is I'm going to pull it down to
something like here. Then what I'm going
to do is I'm going to right click and set the origin. Tab set origin to
three D cursor. Now on the news, I'm going
to bring in a mirror. Add modifier, bring in a mirror. Put it on either Y or Z.
There we go, it's on the Z. Now you can see we've got the
ends that we actually want. All we need to do now is
actually join this up. I can come in and
grab this one and grab this one once I've applied the mirror,
let's press control. Ply the mirror, grab them both, and now we should be
able to press right, click and come down, and let's put it on edges, first of all, right click. And now let's bridge edge loops, and we should end up with
something like that. And you can see how
easy that actually was. Now, let's bring
up our reference again because I just
want to show you something So we can see that
these as they go further in, they actually bend inwards. You can also see
that on this one, it actually closes up the
closer it gets to the side, and that's something we
want to actually replicate. If I put that back over there, I'm going to come round now
and see how big this is. So first of all,
I'm going to do, I'm going to press S like so, and then I'm going to grab this one and I'm
going to make it probably a little bit longer on the S just pull it out
a little bit like so. All right. That's looking perfect so far. You
can see it's going in. It's looking like a scroll. All we need to do now is
bring in an edge loop. Let's press Control off. Left click, right, click so. Then what we'll do is
we'll squish that in. If I come to my
proportional editing, make sure I'm on smooth and
then I'm just going to press S. And bring it in like so. There we go. I don't
actually think we might need a couple more edge loops
instead of make that a little bit more smooth than
that. Let's do that now. Even though it's
supposed to be stylized, maybe it's a little bit
a little bit smoother. Let's press controls again. Let's this time bring in
three three edge loops, left click, right click. Grab this center one, press
the S p to bring it in. And now you can see it comes in much smoother and
looks much nicer. All right. Now all
I want to do is I want to bring in
this part here. If I come in, And what I want to do is I just want to bring
it a bit closer together. I'm just going to
grab this part. I'm going to press
seven squelver the top, and then I'm just going
to press G and hopefully, I should be able
to move that part. Now you can see I'm having a
little few problems there, what I'm going to do is, I'm just going to come in and I'm going to grab
this edge instead. A click seven, and
now let's press G, and I'm going to bring it in. You can see I'm still
having some problems. Let's see if I can turn
on connection only. G, and there we go. Now I can bring it in
a little bit closer. Let's grab this one going
around here for C as well. Ship click seven, let's
press G. Bring it in. There we go. I'm
happy with that now. It's nearly touching and
that's exactly what I want. Now the next thing I
want to do is I want to actually solidify this
because at the moment, it's just a basically
a two D scroll. We don't really want that.
What you want to do is, I want to first of all,
right click shapes move. Let's put Auto Smoove on so you can see to smooth for
some reason is 180. Let's put it on 30. I think whenever you
bring in a curve it automatically does
that, I'm not sure why. Now fine let's reset our transformation so
control or transform. Origin to geometry. Now, let's come in, add modify it and we'll bring in a solidified. There you go. Now you can see just how easy it was to actually
create that scroll. So now let's bring
it in a little bit, make it a little bit thinner. Now, of course, we need to actually give some tears
and things like that. We'll do that actually now. I'm going to do is
I'm going to come in with my knife tool. All you need to do is bring
your knife tool is just press K. Then what
you can do is you can come in now and just basically get rid of the end
if you want to, and then we can come in and
we can just cut away some of the parts and then K. Enter all I'm doing is
I'm pressing K, click in, dragging it down, and just
getting rid some of the parts, so ner I'm going
to press K again. Now, if you don't want it to actually go to
the center there, you can old the
control, and what it means is it won't
actually magnetize to it. Again, then we'll
do this part here. Again, control,
control, and then click enter and then
wave the way around. Of course, we need to do
both sides and we do want them to be slightly
different from each other, and then K D one on here. So there we go. I think that we'll do for now. Now what I want to
do is, I just want to because you can see that
they're all highlighted, right click and Marcos. Now why I'm doing
that is because now I can come in and press L on each of these in face leg and basically
it will just come in. And be able to select each one of these except this
one for some reason. I'm just going to press control, press L on each of these. Just work my way around,
delete and faces. Then there we go. There's
your actual scroll. Now there is this
one to actually do, so I'm going to come
in, grab this one, delete face tab, there
we go as simple as that, and you can see they
look really nice. Now, there is a problem in that. Let's put it on object mode. You will see, we do
have some issues. With our actual mess.
You can see here. It needs round off
a little bit more, so let's see if we can
actually round that off. There we go. It's
looking a little bit better apart from
these points here. Now the reason there there
is well, first of all, I've not actually applied
my sledfy second of all, I might need to trigulate
this a little bit just to make those come better than
what they're looking now. But let's first of all,
work on the actual side. I'm going to do exactly the same thing
as what I've just done. I'm just going to
come in with my knife and cut these out a little bit. I'm going to come
in, put them out, and then just work my way round, make them a little bit uneven. So and work your way around and you'll see down nice these things
can actually look. We've taken just a little bit of time to make them
look pretty stylized. Then finally, this sit here, I'll just put it in here. Now let's come in and grab
each one of these now. We just shift select so
switch my way around. Find other ones I want to use. Press Blete faces,
and there we go. That's the other end of the
scroll done. All right. So now let's come
across and think about adding in solidify hover
over it, press control A. Control eight and there we go. Now we can see that we do have some problems
with these edges. Let's come in now and see if we can actually triangulate it. Right click, triangulate
bases and there you go, now, can we turn up this a
little bit more a little bit. You can see actually it has
made it a little bit better. Is that where the actual joint? Yeah, that's where it
joint that's fine. You can see you do have some
slight problems in here. Now, if you want to get rid
of those, just press control. Go back a minute
before doing that, and then bring in
another edge loop. Control. Well, you'll see that actually,
I can't bring in. What we're going to
do instead is, I'm going to use my favorite tool, as you know, which
is the bisect tool. We're going to bring in the
bisect tool and I'm going to just put it across
roundabout there. I'm going to take
off clearing it. What I'm going to do is going to make sure that set to zero, and then I'm going to do
the same thing again. A, bring in mesh,
where is it be? Let's put it across here. Let's bring it
down a little bit. Bring it down to there. Then let's also
set this to zero. Now, let's come in. A triangulate faces. Let's turn this up
a little bit and we should now have nowhere near as many issues
as you can see. It's looking really,
really nice. All right. That's the first
scroll. Now, let's come in and make our second scroll before putting
these actual seals and things like that on
them. We'll grab this one. We're going to press shift D, and I'm going to pull it out. Then what I'm going to do
is I'm simply going to grab the inside of here. I'm going to grab I think
these two top ones here. So I'm going to come in and grab maybe these
two top ones here. I'm going to also put this
onto connected only off, and then going to press one. I'm going to do is I'm
going to press Send and try and bring this
out a little bit. Look in. Yeah, there
we go. There we go. That's what I wanted. Now we
can see we have two scrolls, one being much
taller and you can see it fans out a little
bit more the other one, so it does look a
little bit different. To scrolls for the price
of one. All right. What we'll do then on the
next lesson is we'll actually create this actual lever
strap that goes around here. And then we'll actually
put the seal on as well. We have got a seal that we can actually use as part
of our texture, so we'll put that on
there, and then we'll make one of these into that
leather bound one as well. Or we might just actually make a couple more scrolls
because they're actually kind of easy to me. And the other the
leather bound one, I don't think we need any cuts or anything like that out of it. So I think we'll do it that way instead. All right, everyone. So I hope you enjoyed
that, and I'll see on the next one. Thanks
a lot. Bye bye.
53. Creating the Torn Scroll Edge Effect: Okay. Welcome back, everyone to Blender oral Engine becoming a dungeon prop artist. Now, this is where we left off. Let me just pull up
my actual reference just so I've got that
to actually work with. And then what I'll do now? I think we'll actually,
first of all, yeah, we'll create the actual
bound that goes around the. So what I'm going to do
is I'm going to make sure that my cursor is in the center. So shift de cursor selected. I'm also thinking that I'll probably be able to
use this line going down here instead of bringing in something new. Let's see. Can I actually use it
in the way that wants. I'm going to press
shift and click, and I'm going to have to go I think all the way around here, unfortunately, to, like,
actually, that's not that bad. I think that will actually work. And then we'll do is I'll press shift D. I'll take up
proportional editing, I'll press the S p
then what I'll do now is I'll literally just
join this one to here. I'll get rid of this because I don't think
I'm going to need it. This one here, delete and edges, and then let's join this
one and this one together. So we'll join this and this. I think we'll do it through
we could even press J, but then we're going to end
up with a bit of jagines. Instead of that, we'll
just come down and merge at where is it at center
merge at center like so. All right. We should end up
with something like that. Now what we need to do is we
need to obviously bring this out a little bit. So let's actually
split it off as well. So LP selection like so. And then what I'm
going to do now is I'm going to bring it up. So I'm going to hide this other one out of the way just for now. I'm going to grab this one.
I'm going to press tab A. Make sure on edges, like so, and then press E and Z
and pull it up like so. Now, remember, one of them
is going to be relatively thick and then we're
going to have another one that's actually going to
go round there as well. So remember that's actually
what we're doing with this. I've got my first one now. What I'll do now is I'll get another one that's
going to go around it, so I'll press control. Let clip right click
Control B, pull it out. Like so, and then
I'll use that as another part so I'll press
should D. I'll press S, bring it out, so. All right. They're
looking pretty nice. Now, are they in the center? No, absolutely not. So
what I need to do is an press control all transforms, right click origins, geometry, and then shift S and
selections cursor keep offset. Now they're relatively
in the center. I'll just need
moving a little bit, but apart from that,
this should be fine. All right Let's come
in, add modifier. We're going to
bring in a solidify I'm probably going to make
them a little bit think. I think that's a bit too
thick, even thickness on. Bring it down. Maybe
something like that. I think that should be fine. All right. Now we've got them. Let's actually bring them
in, so I can press A, I can press S, bring
them into place, and then I can move
them over as I said, and make them fit around
my actual scroll. Now, the one thing is, I don't think I'm happy with
how thick they are, so I'm going to press S and
Hold them out a little bit. Yeah, I think that actually
looks much better. The other thing is as well that I'm not sure actually if I've got any edge loops on this one, but I need to certainly
bring it out. I'm just going to hide my scroll out the
way at the moment. And what I'm going to
do is going to bring in a three edge loops in here. I press control, grab
it first of all, we have actually got
them in, so that's good. What I can do instead is, I can just grow this
on this put proportion all I'm going to do is
just pull them out. Like so a little bit. Now you can see that's
looking really, really nice. All right, let's press saltag, bring everything back, and now let's make them a
little bit smaller. So I'm going to
grab them both S, bring them in, make them
a little bit smaller. So, making sure everything fits. Then what I'm going to
do now, I'm going to grab this one and then to press S. Take off
proportions in, bring it in a little bit. Now all I'm going to do is just fix any parts that
are not right. If I grab everything
now, press A, just pull it out just
so we've not got that actual bend in
there. There we go. All right. Finally, now, let's come in and
add in our solidify, press control A. Click, shades move, Auto move on, which it is, and there we go. Now we need is an actual seal. I'll bring in a seal. What I'm going to do
is I'm going to press Shift A. I'm going to bring in a I think I'll
bring in a cylinder, just a stock, that'll give me a good idea of
what I'm doing. I'm going to also put it on 20, not 16 because I actually want
to bend this a little bit, as you'll see, so I have a press now and bring it into place, and then going to
rotate it round. So x 90, bring it into place like so and now let's squish
it in a little bit. So S and y bring it in. Like so. Now the thing
is with the seals, you will notice they actually bend with the actual
scroll normally. That's something that I
actually want to replicate. I want to bend it
in, bend it over, so it actually bends into this part that I'm
actually trying to do. To do that, the easiest way
actually is just to come in and get rid of all of
it except the front of it. I press shift, and then come
in, press delete versus. Now, I might actually
be able to come in and just add
in a subdivision. Let's see if we cancel
all transforms. Let's see if we
can just get away with a subdivision.
Let's press control. Yeah, it's just going to
subdivide it like that. That's not actually what I want. We can bend it actually
probably like that. In fact, yeah, we might be able to get away with
that. Let's give it a try. Control. Yeah, that's the issue I'm going to get. I
certainly don't want that. I'm going to press Control D, take off that subdivision
and now let's do it our actual self. How
do we actually do this? Well, first of all, we need an actual point to
actually work with, and we're not going
to get that from just this because
if I can I press? Yeah, I can actually. Yeah,
we'll do it that way. I just press and bring it in. I'm going to press control.
Bring in a few subdivisions. And then now what
I can do is I can actually bend this into
the place that I want it. So I'm going to grab
the outside of it, put proportional editing on, and then just pull
it out and your see actually bends with it
really, really nicely. Now we can actually make
this into an actual seal. So if I press A, press to pull it out, like so, and then just grab
the front of here, shifting click,
press, pull it out. Then we go there is
your actual seal. Now let's press control A. All transform dr click. So origin to jump tree, and now let's put it back into place without
portion editing on. There we go there is a really, really nice seal. All right. That's that don Now, let's say, right
click Shade Smooth. Auto move on. Join it now with the rest
of this control J. Now all I want to do is just put it over to the
middle of this one. I actually, if I grab this
one, I can press shift D, and bring it over, put it
right next to this one here. You can see probably
got a little bit of work to do in that it's
not actually central. Now it is. There we go. Now the thing is with this one, do I want a smaller
smaller part on here? Probably so. Let's do that. So what we'll do is we'll
press L on both of these, press S and Z without
proportion's also as well, make the sealed a
little bit smaller. I just fits this one
a little bit better. Now the thing is though
with the seal you would still have it coming
out to be fairly thick. It wouldn't lose its sickness. It would be a
little bit smaller, I think. Slick, right click. Mark seam and then come in, grab this, press L, and just pull it
out a little bit. Then it's going
to keep that kind of thickness that we're actually looking for while being a
little bit of a smaller seal. All right, I'm happy with that. Let's join these
together, so control J. Let's come in and
join these together, so control J, and there we go. They look really nice. Now, let's think about
our next actual scroll. We have one that's open and
we have one that sealed up. Let's do the sealed
up one first. What we'll do is we'll just put our cursor over here
with shift right click. I want to press shift a curve, and I'm going to bring
in where is it spirals, archds see how it went straight to the
center of the world. It didn't actually
go with the shift bar sometimes that happens. Now, let's just turn
up the number of steps because this is
actually a full scroll, and we'll also bring this
down a little bit as well. I'm going to turn down
where is it the height? I'm just going to turn down
that down a little bit, so it's a little bit
more flat and then turn it up just
very, very slightly. So very, very slightly so. Now we'll use that as
our actual scroll. I'm going to make it
a little bit smaller, and then I'm going
to pull it over. And then what we're
going to do now is do exactly the same thing
as what we did before. We're going to mirror it over. If I press one on the number
pad, bring it into place. Then I'm going to pull it down, and I'm going to mirror
it from this point here. Shift cursor to world origin, and then I'm going to press tab. Make sure I've got the selected
right click Set origin, two, three D cursor. Then finally, what I'm
going to do is I'm going to come in and bring
in and modify it. It's going to be a mirror.
It's going to be on the Z. Take that off, and there we go. All right. So that part done. Now, all we need to
do is apply this. Control A, control. Oh, yes, I can't apply that
because what I need to do is, I need to come to
object, convert to mesh. Because it was
basically a curve, as we know, we can't actually apply the modifier in the curve. Now I can come in, put
it on edge select A, right click and just bridge
edge loops. There we go. That is what I'm looking
for, because that now can be used to house those scrolls which have those things coming out of
them, they're wrapped in this. All right, so I'm
happy with that. Now I want to do is on
the next lesson is we want to make the leather
casing that goes around here. Want to make those
little funny things that come out of it, like what they hold them
with and wrap them with. Then finally, we want to
make the open scroll. Then finally, we can get
all of our textures on. It takes a bit of work
to get these done. But once you've got the
technique nailed down, you can see it's really
easy to go away and actually create your own
scrolls anytime you like. All right, everyone. I
hope you enjoyed that, and I'll see on the
next one. Thanks a lot. Bye bye.
54. Creating a Parchment Roll: Welcome back everyone
to Blender and region becoming a
dungeon prop artist, and this is where we left off. All right. So let's move
this one over here. And what I want to
do is obviously seal this in a canister of some kind. So I could use this, but I don't think so
I think it's better actually if we use a circle, so I'm just going to
bring in a circle. You can see I brought
my circle in here. That's not actually
where I wanted it, or I could use it there if I move these both
out of the way, like so, and then I actually bring this to the center here. So I think I'm going
to actually get rid of my circle, Llete vertices. And then one going to do is, I'm just going to reset
the transformation. So transforms right
clips origins geometry, Shift S selection to cursor
seven 12 at the top. And you can also see I do
have a problem in that. I can't even see it
because I forgot to bring in my actual slidif. Let's do that first.
Let's not jump the gun. First of all, solidify, turn it down, even thickness on. And then something around, let's say, round
about the thickness. I think that's a round maybe that's around about the
right thickness. All right. As well, while we're here,
let's have a look and is this actually going to be
long enough? Probably not. Let's make it a little bit
longer while we're here, then let's press control A. Now forgver the top, I can actually see what I'm
doing. All right. So now let's press shift
and we'll bring in a mesh and circle. There we go. Let's make sure
it's on 16 at the moment. Let's put it on 20. Let's
bring it down then. Like so. Now let's actually
give this up to here, so I'm thinking
probably up to here. If I look on my reference, we can see that the scroll is just actually stuck
out a little bit, maybe up to there,
something like that. And then we'll do
is all right click, set origins three Dcursor then we'll bring
in another mirror. Add modify mirror on
the Z takeaway the x. Apply the mirror, press tab, and now we should be
able to just come in and add in a bridge edge
loops, and there we go. All right. Now, of
course, this needs some thickness before
we do anything. So let's actually do that.
I'm going to make it slightly thicker than the actual scroll. I'm also thinking that I'm going to make it
a little bit smaller, which means If I make it
a little bit smaller, I'm going to have to pull it out a little bit as you can see. I'm going to pull
it out a little bit and try and get it
into a better place, and then what I'll
do is I'll make the actual solidify
go the other way. Now, because I made it
smaller, as you can see, now it's stuck out a long way, so I just need to pull that out, so sad pull it out a
little bit like so. Now let's add in a solidify. We'll come in add solidify
Press seven to go of the top, and let's bring it out words the other way like
so you can see, it's much muchthicker
than the actual scroll. All right, Let's press
control A on that, so we need to press tab
first in an object mode control a and now we can actually free to
bring in those ends. All I'm going to
do is I'm going to press three to go
inside view all one, whichever makes it easiest. Press control, press two,
left click, right click. And then one going to do is I'm going to bring
these out now. S and pull them out like
so, and then finally, I'm going to press
control B and pull them out nearly to the
ends, not quite. To extrude and enter
and then press Alt S, and then you can pull them
out relatively straight, and you should end up
with something like that. That's looking
really, really nice. All right, let's
shade it smooth. Let's bring in our tosmoth. Let's do the same thing
then on our scroll so shades so to smooth, and we should end up with
something like this. Now we just need those ends
that are going to come out. Again, we're going to use pretty much the same techniques
as what we've been using. Shift, let's bring
in again a cylinder. I'm going to do just
one on each end. I'm going to make it smaller and then just mirror it over it. I don't want to running
all the way through. We don't actually need that because you're not
going to be to see it. Let's press S. Then what you
want to do is you want to just line this up now so you can see at the moment,
it's not lining up. It wants to be lining up
round about where this is, maybe make this a
little bit bigger. And now it looks as
though the scroll is actually wrapped around
there. All right. So I'm happy with that. What I'm going to do now is I'm going
to actually press tab, I'm going to come
to the top of it. I'm going to press,
bring this part in. And then what I'm
going to do is I'm going to press, pull it out. So now I want to have
that nice end on here. I'm going to press, pull it out, and then pull it up. Like so. Just make sure I'm happy with
the actual sizing of this, which maybe I am. Maybe I want to make it
just a little bit bigger, S and then and then S A
thing that looks at that. All right. I'm happy with that. One thing I think is I just
want to drop this down. Shift and click, drop it
down a little bit like so. That's looking really nice. Now, let's press control. A transforms, click Set
origin to geometry. Now let's just bevel off this top because this top
I'm not very happy with. I'm going to press control B. And then one going to
do is I'm going to turn of the amount of segments. You can see the shape
is completely wrong. Let's just turn it up and make it nice and rounded like so. Now we'll come to
the bottom part. And then shift click Control
B level that off as well, and you can see that we've got a few issues down there. We
don't really want those. Let's reduce those to maybe
we'll keep those at three. Now, I'm just looking
out and making sure that I'm happy with this bob because if
I'm not happy with it, I can actually fix it on here. I think what I'll
do is just level this part off very slightly. If I grab this Tres control
and then just reduce it back, maybe look at that. I'm just going to right click
Shade Smooth, to move on, double tap the eight, actually, that's in pit, but that's
exactly I want it. All right. Now we need to do
is we need to grab this part and we need to
reset all transforms, all transforms, right
click Set origin, two, three dos let's now add in a modifier and we're going
to bring in a mirror, put it on the Z, turn off
the X and there we go. Hopefully, that should
be in the right place. And now I can just
come in, press Control and join
this now altogether. Control J. There we go. Let's spin it round, y 90. We didn't join it altogether. So I'm going to
grab this and this, control J and then x or y, 90, spin it round, 90 There we go. That looks fantastic.
Happy with that. Now we need one more then. We need the open scroll now. The way we're going
to do that is pretty much exactly the same way as what we've been working with. Shift A and let's
bring in a curve, and we're going to
bring in spiral. We're going to take down
the number of turns, take them down probably
all the way, actually. If you can see now,
you might make it easier like that's
turning up just one more. You can see that that's
probably going to be too much if I actually do it there.
I'll just turn it down. I think Yeah, think to that, it's just bent a little bit. Now, if you do want to add in another one, you can come in. Of course, grab one of these, and then all you've
got to do because I'm over the top like
this, I can just press. Just make sure that you keep
it the same distance here, and then you can just press
again and then again, and then you'll
see now that we've got that actual shape
that we're looking for. That's exactly what we want. Now, While we're over the
top and press in seven, we're just going to
pull it this way. And then what I
want to do now is, I just want to flatten
this one out and then join mid basically
over as you can see. So let's come in,
flatten this one out. So I think what I'll do to flatten it out is I'll
grab both of these, press S and X, and then you can see
for press S and X, a couple of times,
I can actually flatten that out
really nicely now. Now, let's rub this press
control all transforms, and then let's come in
and add in a mirror. So a mirror modifier
over on the y, turn that off, and there you go. Just realize how far you want the spread
out from each other. You can imagine how big
this scroll is going to be? I think something like that
is actually absolutely fine. Now with the mirror, we could
come in and grab this here, and then we could pull it out. Remember, we're working. We have no actual
vertice or edge select or anything like
that because we're still working with an actual
curve. So remember that. What I want to do is
I want to put clip in on what I'll mean is
as I bring them out, it will join them both together. Now, for press and y I can actually pull
them and you can see where the meat now in the center and that's
basically what I want to do. All right. Now I want to do is, I just want to come to object, convert to mesh, Okay. And there we go, we end up
with something like that. Now, let's think about
mirroring them once more. I'm going to come down
here and then going to grab each one of these because I
want to bring them in. So if I come to let's say this one and this one and
I want to bring them up. So I'm going to bring them up
with proportional editing. Bring them up, pull out
your proportional edits in. What you're going to do by doing that is you want to make
them a little bit even. I've gone a little bit
too far, as you can see. I also want to make sure
that connected only is on, and then I want to bring
them out, like so. Now you can see that they're
going to go in a little bit, so that's going to make it
really nice this scroll. All right. Now I want the actual how wide is this?
I want to pull it out. Again, control or transforms, a mirror modifier, mirror
on the Z this time. Turn off the X. I think that's going to
be absolutely fine. Now, let's come in. Apply that and now find that we
can come in with A. Make sure on edge elect and right click
bridge edge loops. There we go as simple as that. You can see just
how easy that was. Now, on this one,
we do actually want to cut these parts away. I'm going to go in now and I'm actually going to
press K and I'm going to start cutting just
certain parts of these away. I think I'm going to actually, that's not going to work. I'm
just going to right click. Press controls head and now
I'm going to press K and come in and we can
see that can grab it. Actually, that's not working either. I'm going
to press the skate. Then press K, and now
it's going to work. There we go. That's
what I wanted. All right. Now, I'm just
going to work my way around. Again, like we did with
the other scrolls, I'm just going to
cut my parts away. I think I'm just
going to do this one and then we'll just end the lesson here because time
is getting on a little bit, so I'm going to go
around and do this one. Then when we come back on the next lesson, we'll
actually come in, get rid of these and
that will be basically our scrolls actually finished as far as the
modeling part goes. I'm just going to tear it away. On these bits, I tend to
just tear a little bit more away So making it pretty uneven. All right. I'm going to
go out, save my work, and I'll see on the
next and everyone. Thanks a lot. Bye bye.
55. Adding Seals & Stamps to our Scrolls: Welcome back everyone to
Blender and unreal engine, becoming a dungeon prop artist, then this is where we left off. Now, let's go in and put in
some more little tiny tears, like so and work
on this bit here, so another tear on here and
just work your way around. Putting in some
little tears and you should be pretty proficient
at doing this now. Unfortunately, though, it's
a little bit time consuming. But the scrolls do turn
out looking really nice. The actual fat, the scrolls, they could be basically
a standalone model. They do look pretty good. You can basically have them
show off your portfolio, and I think people would
say, they look really cool. Okay, let's cut
this one off here. And then what I'll
do now, I'll do the top first before
doing anything else. So going to come in, select all of these. Making sure I've not missed any. You'll notice I've
done this actually first without doing
the slidifi this time. You can do it either way,
doesn't really matter and then delete and faces. There you go. That's looking pretty ripped. Now let's go to the other side. I'm going to grab this side. I'm going to press a just to grab thing because I find
it easier to see where I'm in if I do it this
way, cut this here. Let's see. Cut this one here. So my way around. So we'll cut this a
little bit different. So and then this one on here. And then let's cut
it along here. Now we had a big cut down there, so probably don't want
to cut quite as much. I'm holding the control button, I just cut it away slightly, nowhere near as much
as the other side. Like so, and then just
wag the way around. Press the middle mouse to
actually go where I want it. So and then just the way all the way around
back to the beginning. I think maybe two or three more. Let's one two, little tiny one. And then finally, one more, maybe just coin the
end of this off here, like so. All right. Now, let's grab them
all with face leg now, work our way around so forget this piece as well. And there we go, let and faces. All right. That's
looking really nice. Now, let's press control Ale transforms right
click gin geometry, and let's bring in
again, a solidified, making sure that
they round about the same thickness as these
as you can see at the moment. This thing is huge comparison, so it's very hard to see how that's actually
going to work. It's also facing the wrong way. I'm going to actually come
round and spin it round, so I'm going to press 90, spin it round, and there we go. Now you can see, I need to
make it a little bit bigger. Something like that should
be absolutely fine. Now if you want to spread it out or have another
one that spread out, all you need to do
is just come in, grab one side of it, so make sure you can see that
has got an edge loop here, so you can just grab all
of this side and pull it out and then you'll have a
longer piece of parchment, for instance, if
that's what you want. Now what I'm actually
doing is I'm just looking now at
the scale of it. I'm thinking that this
actually is about right. I'm just going to put
this on even thickness. I'm going to press
tab then, control A. Now what I need to do
is if I come in, again, we have the same problem, as you can see, we don't
really want that. So we have to do basically
what we did before. So if I press tab, press
A, I need to come in now, I'll actually press it just so I can see where
these cuts are, you can see that here and here. And then what I'll do
is I'll come in mesh, bisect and cut
this straight down there you can see
it's going straight past all those cuts
now. That's good. I'm not going to
straighten this up. I'm going to press
A, mesh bisect. Come down, put this on, and then I'll just move this one down now just up
to that first cut. Now, I should be able to
press controller and bring in three edge loops and
there you go, solid. Now, To bring in to smooth. It looks really, really nice. All right. So they're pretty
much our scrolls finished. Now, we actually start needing to bring in some actual
textures for them. We'll have a look at what
textures we've got to bring in for these and then
we'll start getting those on. I think actually we
already have a lever. I'm not sure if it's
the right lever, so I will go and
check that as well. Let me just actually put
this on material mode, and we'll do is again,
I'll just grab them all. I'll press control
a all transforms, right plates of
origin to geometry. Just reset all of the transformations
and things like that. All right. So we have a
leather, which is this one. Let's think about bringing in our parchment and
maybe another lever. I'll do is, I'll
grab both of these, shifty, bring them to here. Then what I'll do is, I'll
come maybe to this one first, come to my material, and
I'm going to pour it in. It says lever straps.
Let's actually see what we've actually got. I'm going to go to
my textures and course down the pack and
textures and here we are. All right. We've got book covers dungeon,
which one is this. Let's pull this
out a little bit, so I can see. Dungeon
gold decoration. That's the trim sheet, Dungeon additional ornaments,
scroll details. So we've got this
scroll detail here. So let's actually look.
So you've got a stamp and you've got the text so the
stamp looks like this, and you've got the text, which looks like
this, of course. So we've got both of those,
so we're going to need those. But the first thing
we need to look at is actual, where is it lever? So you've got leather parchment, leather straps, level one. Let's have a look at our
leather parchment first. So this is the parchment. This is the one that's going
to hold all of it together. You know those scrolls where
we've got them together. That's lever parchment.
We know we've got that. We've got the
leather straps then, which we could use on the
outside of that maybe. We've got a lot of options here, and then we've got lever
w. We've got that as well. Let's come in and bring in let's have a
waist called again, I think it's called. Let's have a look, it's
called I bring this over, we can see that we've
got one when it load up, it's called leather parchment. This one here. This is
what we'll call it. We'll call it lever parchment. Let's come in. We'll
actually minus this off. We'll create a new, we'll
call it lever parchment. Parchment like so. We'll also go to the other one
and we'll call it T one is called lever strap we'll
call this one one. Let's call it lever
one lever one. That will be both types of
leather that we'll be able to pick from if we need them both. This will be
the first one then. Let's come to shading and
we'll go control shift and t and let's go back and this one is
called lever parchment. Let's find the lever parchment, which is this one here. Let's grab everything
except of course, the direct x. Principle. Let's bring them in.
Let's press dot zoom in. There is our lever parchment. Now, you can see that
looks really nice. They'll be really fit
for the outside one. Let's come to this
one then, which is level one control shift. Then I'll go back one, and I'm looking for lever one, which will be this one here. Again, exactly the same
process so there we go. Now let's bring in
our decolor as well. What I'm going to do is
I'm going to basically copy just one of these just so I can bring it in and show you
them what they look like. So I'm going to press
shift, bring it over. Then I'll just
press shift again. What I'm going to do is I'm
going to rename this one. This will be minus it off. Click the new and we'll
call this decal writing, and we'll call this
one then minus it off, new decal, stamp. So. All right. So with this
one. Let's bring it in. Control shift t, and we're looking for this one that says, where is it some jaws
we can wade around Dngon lever that scroll detail. We'll bring in the text first. I'm going to bring
all of these in, including the opacity,
which is this one here. L the principle. There is our writing. Now
let's come into this one. This is the D stamp. Control Shift T again. Go back and we should
have a stamp there. Again, we're going to
bring them all in. Click the principle,
and there we go. Now, let's just
give them a test, make sure they work,
so they should do. There we go, you can
see jot down nice logs even got a little bit of
three dimensional to it. The right you might
want to make a little bit darker. We
can do that, though. That's no problem
as well. All right. Now we've got those
in. Now let's bring in our actual parchment. I'm going to grab this one here. I'm going to press
your D, bring it over. Let's put it onto material mode again just so we can
see what we're doing. Then what I want to do is, I just want to rename this. I'm going to call it. This
is called lever parchment. I think what I'm going to
call this is scroll paper. Actually, I need
to press control because I need to minus
that off instead, click and now I can
call it scroll paper. All right. There we go.
What we'll do then on the next lesson is we'll
bring in the scroll paper, and then we've got our actual materials that we
need to work with. Then we can just start attaching them to our actual scrolls. And by the end of
the next lesson, we should have all of
those scrolls actually finished and able to move
on to the next model. All right, Thanks
L one. I'm just going to save it out quickly, and I'll see you
on the next one. Thanks. Bye bye. Oh.
56. Adding Writing to our Parchment: Welcome back, everyone to
Blender to Unreal Engine, become a dungeon prop artist, and this is where we left off. All right, scroll paper. Let's press control
Ship T and bring it in. So let's go up and up again and we should have one
that says Dungeon scroll. Let's have a dungeon
scroll paper. There we go. All right. Let's
bring all of these in exactly the same
as what we always do. Let's click the principal
and there we go, re really nice paper. Now what we can do is we
can go and I think I'll bring a duplicate of both
of these first, so shifty. Let's just bring those over because we're going
to need those, and then the rest of these, we can actually just use
the way they are. I want to grab this one first, press the dot board
then what I do is, I'll bring in the paper. If I come first of all, and press A, and the thing
is with the scrolls. Honestly, it might be
worth We'll have a lot, but it may be worth wrapping
these properly with seams. Let's actually
have a lot though, because it's going to be
a bit of a pain as well, if we do unwrap them with
seams and things like that. But let's give it
a try. What we'll do is we'll go to
our UV editing. We'll press dot to zoom in, and then what we'll
do is we'll zoom out. I'm going to press U. Wrap, you can see that we
can't wrap it ide that, so we need to press and
we'll do smart UV project. Let's try that first, and
we can see we've got that. Now, let's apply that material. So we're looking for paper. There we go, scroll paper, and let's have a look what
that actually looks like. You can see many, many lines down here.
That's not what we want. However, we might be
able to get away. Instead of doing that, we're pressing coming
down, project from, and then pressing a bringing it out without
portion editing on, like so, and there we go. I think that's actually going to be the way that we should be doing this because it
looks much, much better. Even though you can see
the edges are correct. You can see these edges
because what it's doing is it's basically
going all the way through, but I think the edges are so small that you're never
going to see them. You can see we've
got a little bit of bending in the middle of
here and things like that, but not enough to
actually see anything. I think I'm going to be happy with how that actually looks. I'm thinking Yeah. Actually, on these edges, they don't look very good. Thinking inside it, maybe we can get away with
it, but on this one, we might unfortunately
need to just go and mark a lot of scenes. What we'll do is instead. We'll come into this. We'll go to select and we're
going to select where is it. I can select by edges. I'm just looking now to find select sharp
edges there you go. I'm actually going to
double tap the eight, select and then select sharp
edges, and there you go. You can select them that way. Now, we might be
able to use this instead to actually mark all of our seams rather than actually going in and doing it that way. I think
we'll do it this way. What I'm going to do is
going to right click, I'm going to mark seams actually think this is going to
work out much better now. Then what I'm going
to do is I'm going to press L on all of this and it should grab all of
that going up to there. All of it the other side. I'm going to grab this
one and this one. Actually I'm actually going
to get rid of this scene. I'm going to make
it easy for myself. I'm going to come
in shift click, get rid of both of these, right click and clear seams. Now I should be able to come in, grab this, L and
L. There you go. Unwrap and there we go, that. Now we'll wrap
beautifully. All right. That's in tomb. Okay.
I'm glad I did that. I'm going to have
that out of the way. I'm going to grab all these now. I'm going to press you
unwrap and there we go. These are also going
to unwrap now, much, much nicer as you can see. All right. That's
pretty much that one done. Now, let's come in. And we'll do our paper
on each of these. So I'll do this one first. What I'll do is I'll grab. I basically want to split
this off at the moment. So I'm just going to come in
with select split this off. So LP selection.
Come to this one. Same again, LP selection. Come to this one, and I'm going to do the
same thing again. So I'm going to come into
this sense par LP selection like so now what I'm going to do is just hide
that out the way, that way and the way. And that then just gives me
access to my actual paper. I also I'll come
to this one first. We'll do this one first,
so I'm going to press A, right click clear seams. I don't want those.
Double tap the A, and then we'll go to our select and we're going to
select sharp edges, so, right click and
mark seam like so. Now, I'm just looking if
there's any on the inside. I don't actually
think there is on this one, which is really great. So what I can do is come. Oh, yes, there is.
There's one there. You can see one going
all the way down there. Let's look at the back
as well. Yes, it is. Let's get rid of
that shift and click or control click going
all the way down it, right click Clear seam
let's do the same On the inside. Old Ship
click can't re that, so I need to come
down to the bone, which is around there, as you can see, Ctlick
right click and play. All right. Let's see. That's
going to wrap, correct? So L's going all the way out and going all
the way out and wrap. Let's actually put
the material on. So we're going to put scroll. I think it's on the
paper. There we go. Scroll paper. Let's actually put it on here as
well while I'm there. Just going to grab
both of these, actually, grab this one last. Press control, sorry, Control L, and then put in copy link
materials, and there we go. All right. So this scrolls
unwrap really nicely. If I come back to this now, I can hide it all
out of the way. I can then grab everything else, press and unwrap
and there we go. Unwrap perfectly. Now, let's do the
same with this one. I think we'll end up with
some marks in there again, so I'm going to press A.
I'm going to press right click and I'm going to
press Control instead, clear the seams and
now double the A. Come up to select
and we're going to select the sharp edges. I selected like that
because I'm in face select. I don't want that, so I'm
going to be in edge select, select sharp edges,
right click marking. Now, we can see we've
got this one here again, which we will have because we
have that on the other one. Just look into where it goes
through here. Clear seam. Come in round the other side
then, grabbing this one, coming all the way
up to this one, right click clearing seam. Now, come in with face
select, L, L, Unwrap, and then finally hide A and then and wrap,
and there we go. That's that one do.
Finally, then this one. We shouldn't have any problems with this one, but we'll see. No seams even mark so
let's brow edge select. It's like sharp edges, right click mark sam
perfectly. All right. So now we can come in
and L and L unwrap. Okay. There we go. And then finally, let's go in. Hide A U route. And there we go.
Perfectly wrote. I'm really, really happy with
how that turned out now. Now, let's come in and
bring in actual writing. I'm going to spin
this round so 90 and then R x not x, y, 90. I think that's going the
other way, sorry, -90. Let's bring it over
and put it into place. We're also going to
squish it up a little bit. Something like this. I'm going to drop it into place. Okay. All right. So then I just want to see now what that
actually looks like. I'm going to double tap the A. There we go. It looks
really, really nice that. What I think I'll do though is I'll move it over this side, bring the other one
in the little stamp, and I'll also put that
on there as well. I'm going to just move
it over, as you can see. I don't want to actually stuck
out or anything like that, but I do want to move
over to the side. Move it up like this, and
then grab my stamp now. My stamp is this one here.
I'm going to spin it around. 90, bring it over and then
wrong -97, go over the top. To make it smaller, and I'm
going to pull it into here. I think we're missing
one actually. We need our wax. That's
one thing we do need. I'm going to drop
that onto that. I'm going to make it
a little bit smaller. I'm going to move it
over, move it over, like so I'm going to drop it on very gently, double tap the. And there we go with that
is looking pretty nice. I think I just need
to move it over a little bit more
double tap the A. That's looking really
good. All right. Now, let's press tape, bring everything
back that we need. Now we'll need one more. I need to go back
to my materials, and I'm going to bring in one
more which should be wax. Shift bring that out. I'm going to minus this off. I'm going to put it on material, so I can actually
see what I'm doing. It moves a little bit faster. Let's now go to new and we're
going to look for something called red wax for scrolls. What we'll do now is we'll
go to our shading panel, and I'll just quickly bring this in control shift T. Click the paro and I'm going to go
down and it's dng wax, red. This one here. And let's select more like normal. Bring them in. Let's press dot, that's
section working. Well, there is our wax anyway, so we've got all wax now
ready for the next lesson. On the next lesson, I thought we'd get these
scrolls done, boy. It took a little bit
longer than I thought. So we should be able to
get all of these finished named into our asset manager. All, everyone. I hope
you enjoyed that, and I'll see in the next
one. Thanks a lot. Bye.
57. Finishing the Scrolls: Welcome back everyone to
blender luminary engine becoming a dungeon proper artist then this is where we left off. All right. Let's come
in and first of all, we'll do our wax seals. Let's come into these and
what I'm going to do is, I'm just going to
click the down arrow. I'm going to type in wax
and I want the red wax, and I'm going to do the
same thing on here as well. Down arrow. I'm going
to look for wax again. I could have just linked
I guess the materials, but we'll just do it this way. Now I'll do is you can see we've got a lot of
issues with these. Let's come to this one first. I'm again, I think
actually better off on wrapping it the way we
did with the actual paper. If I come to select now, come down to select sharp edges. Down here on the left hand side, you can see this is
what it's based on. If I turn this down,
you'll see we get more. If we turn it up this way,
you'll see we get less, and now you can see
you can turn it up just get that happy medium. Now if I right click, I can see I can mark
seams in that way. Now, you will end up with
still some infinite loops, and the reason
you're going to end up with infinite loops is, of course, that it's a full infinite loop. So we
need to get rid of that. So what I'm going
to do is just mark a seam on the bottom up here, right click, mark seam. L hide that out of the way, and then I'm going
to mark a seam going straight all
the way down here, all the way down
here, right click, Mark seam, and then
that's that one done. Now, let's do the
same on this one. Now, it should inherit those options that we've picked
so let's see if it does. First of all, I'm
just check in to make sure it's got no seams already. Then I'm going to go to select. I'm going to select sharp edges, and it's based on 32.9,
which is what we had before. Right click, and we're
going to Mark Sam. And you can see we've got some
seams supposedly in there, but they're not they're
actually behind it, so that's no problem. So I'll do now is I'll come in, I'll grab this one and this one, right click Mark seam. L hide it out of the way. And now, ship click, ship click, right
click Mark seam. All right, AT, bring
everything back. Let's grab this one first then. And what we're going to
do is just press rap and there we go. You can see just how nice
that actually looks. Now, let's do the same for this one as well. So
we're going to grab it. All Tag, bring everything back. A to grab everything, rap. There we go. All right. That's those two done.
Now we need is just to grab this and we need
to put that onto here. I'm going to press Shift
D and bring it up. I'm actually going to go to my UV layout because I'm going to actually want to
wrap the other parts. Well, I'm going to press dot
to zoom me all the way in. Press the tabor now let's
turn this the right way. 90, 90 spin it round. Let's see if it's three or is
it going to be control one. Actually, it's not
the right way yet. I'm going to spin
it round again, 90. Let's spin it round. Then
what I'm going to do is, I'm just going to
pull this out a little bit and try and get it
into a nice place like so. Let's actually have a look
how far we can pull it back. Let's pull it back,
pull it back, maybe up to something
like that point, and let's have a look
on our render view. What that looks like Just the A. I'm thinking that maybe it needs to go back
a little bit further. I think something like
that should be fine. I think one thing I do need to do with these, I'm just looking. I'm thinking I probably need to pull this out a little bit, and I also might need to
turn the saturation a bit. I'm just going to put this
on proportional editing, which is where is my
proportional editing. There it is. This one here. I'm going to pull it out
very slightly, bring it in. Pull it out, like so. There you go. You can
see look them there. But now we just need to
fix the color of this. Let's go to our shading. Let's press got to zoom in. Should be able to zoom in. Let's put it onto render view, and let's bring in a curve. We'll bring in a
curve I think first. Shift under where the color is, we're going to bring curve. Drop that in there. And then one to the Jaws going
to bring this down. You can see already that's
looking much much nicer. Now, I just want to get rid
of this lightness as well. I'm going to also bring in u and saturation and saturation. Let's now bring down the
saturation jaws a little bit. Like so now you can
see it's starting to fit in much much better
than what it did before. I'm thinking of bringing the
value down a little bit, double tapping the eight and
now thing that looks much, much better than
what it did before. All right, so I'm
happy with that. Now I can go back
to my modeling, and then what I can do is I
can come now and grab this so I should be able
to press dot this time and come round. Grab it, press shift and bring it to this one
here. Drop it in. Where it needs to go. I'm
going to pull it out. I'm going to make
it smaller now. I'm going to make this
one a little bit dinkier than what the other
one was like that. I'm going to double tap the
a check on my render view. Check on my render view, and there we go. All right. Let's do mount. I have a look at that. Yeah, and that looks absolutely fine. All right. Let's now
come to our material. And now we're going to do is
this leather actual strap. I'm going to click
the down arrow. I'm going to put in.
I think it's called. Let's just put in
leather because we should have
three to pick from. So leather parchment
is this one here. And then what we're going
to do is pretty much the same thing because we level, we would probably
be able to see it. Let's have a look first of all, so you can get away with just
pressing, smart reproject, and let's have a look
what that looks like, and you can actually see that's probably turned out
absolutely fine. I don't think we need to
actually do anything with that. Now, let's come in and
change this though. If I come in and
I grab the front of here and the
front of this one, press control plus like so, and I'm just going to check my references to
see what they look like. I'm going to grab my
reference and I'm just going to pull
it over and you can see that we have
got this metal ish, so that's the one I'm
going to go with. What I'm going to do is I'm
going to go out now and I'm going to look which
one I actually want. We've got a, let's put
it onto cycles render, have a quick look, can see we've got these
types of metal, probably probably going
to be this one here. If I click on this, we
can see it's rainy. Let's use the onrain for this. Let's put it back on material. Let's go back to this,
press dot, press tab, and now we'll plus down arrow, and then we'll look for iron. Grain click a sign,
and there we go. Now, let's just have one
quick look because we might need to go a little bit
further back at the moment. We'll have a look first,
see what that looks like, double tap the A
when it loads up. Yeah. I'm going to just
swap it over and I'm going to try on
doc look at that. I actually think that looks bad. I think I'm going to
go with the door. Now, the one thing
I'm looking at is, do I need to go further down? If I press tab,
press control plus, click a sign, press tab
again. Yeah, absolutely. I need to go down to there, so you can see now it looks
so much better. All right. Now, let's come back
to our material mode. And what we need
to do is we just need to join everything up now. So if I grab both of these, and this press control, and then we'll join this
and this Control J, this and this control J. I'm just going to
see all that's joined. No, it's not. Let's
join it all together. Control J. Then finally,
let's check this one. We'll join all this
together as well. Control J, G and there we go. Now I'm just grabbing
each one, pressing G, make they all come together
and there we go. All right. We finally got there. Let's
now go in and name all these. I'm going to grab
this one first. In fact, I'll make
a see collection. I'm going to go down.
I'll call this scrolls. Like so, and then
I'll grab this one, I'll call it small scroll, like so and then this one large scroll then I'll call the
next one sealed scroll. So sealed scroll so I don't want that in there.
So let's get rid of that. And then finally
parchment parchment Okay, now we can grab all
three of these, grab them all right click and we're going
to mark as I set. All right. Now I'm
going to do is I'm going to drop these into my actual scrolls and we should the left with
something like that. I'm just looking to make
sure everything's clean. Now finally, I'm going
to put these over. I'm going to press 9,090 to turn them around
the right way. Then I'm going to
drag them out and put them round there
something like that. So, I'm going to pull
these scrolls to the back and then put
this to the front. When we've got a bookcase, we might actually put some
of these in. All right. There we go. You can
see now we've got some really beautiful assets and the scrolls just
really, really add to it. When we put it onto
our render view, you can see that those
blackness of those things, you can see just how nice
they actually look now. How nice everything looks
actually. All right. I hope you're really happy
with what you've got so far, and I'll see on the next one, everyone. Thanks a lot. Bye bye.
58. Working with Perimeter: Welcome back, everyone
to Blender and region, becoming a dungeon Pparis. Now, to become a
dungeon Ppartis, you need to be good at creating larger props as well
as small props, so it's about time
that we actually created something a
little bit larger. So what we're going to do is
actually create our cage. I'm just going to show
you this is the cage. This is the reference
you'll need, whether you print it on
the left hand side and your monitor or in Blender, make sure
you've got this one. All right. Now we're going to do is we're actually
going to bring it in. To create our cage,
you'll actually find, which is quite surprising
that you're actually going to bring in a cylinder. From that cylinder,
we're actually going to create all of that
work on the cage. The first thing I'm going
to do is I'm going to bring in a cylinder. I'm going to bring you
right in the center and the next thing I'm
going to do is I'm going to put this on ten. And the reason I'm
going to put this on ten is because we're
actually going to use this four outside
of our actual cage. Let's make it smaller because the first thing I want to
do is make sure I'm going to right click and
set the origin to my little gauge to make sure he's in the right place, seven. I'm going to put him
inside it and making sure that it is the
right dimension. You can see that he's got too much room really
in this case, it needs to be a
little bit smaller, needs to have his arms right
up against the so that's looking more or less the right size we
someone was in there, I think that's going
to look much better. Now we're going to do is just make it a little bit bigger. If I grab this, make it a
little bit bigger, press one. What I'm trying
to do is just get it to be the right dimension. I want to where his head
to be it to go in there. I'm going to press S and
pull it out a little bit, pull it down near enough
to where his feet off. Then what I'm going to do is I'm going to grab the top of it, and I'm going to pull it up,
so I'm going to press one. I'm going to pull
it up, so I'm going to press S without
portion of it. I don't need that on right now, so then pull it up. Making sure it's round about the same width on
here, press the S one, put in, and then it's just
flaning out just that tiny bit because it will
be a little bit smaller round about the same. All right, let's press control. Let's bring in three edge loops, three, left click, right click. Now I'm looking
for is to actually probably squish it in a little bit because it's a little bit too
large at the moment. What I'll do is grab
the whole thing. Press and bring it in because they're not going to
be stored perfectly up here. Now I can bring my guide to the side and you
can see basically, this is how much room
they actually have. That to me looks
round about right. If you make sure you've
got your something around this size, that will be. And then we're going
to do is we're going to go in and we're actually going to grab all of the edges going around them. So all of these edges, so I'm going to come
in, shift click, grabbing all of the
edges going around, except I don't want the actual
top and the bottom one. So I could press A, and then old shift click, can do it this way instead. So l shift click, and you should then have
grabbed all of those. Now what you want to do is you're actually going
to create the bot. To do that, we're
going to press Control B. We're going to pull them out. Now you can see they're not coming out very
even at the moment, and the reason is
because we need to reset all of our transforms. Control A, all
transforms, right click, set origin to geometry and just reset all of
those transforms, and now you can go back in. Now when you press Control B, this should come out a lot, lot more like an
actual cage, or even. Left click, right click
and there you go, you should end up with
something like that. Now we're going to do
is going to prey on face elect and I'm going
to come in and minus off all of the minus off
all of these faces, just leaving me with
that actual outer cage. Nearly, make sure
you don't miss any. Just have one more
look around so. Not miss any and there we go. Now we're going to do is
we're just going to press P selection, minus it off, and now we can get rid
of the other part of it and you should be left
with something like this, which you can see already
looks pretty much like a cage. So now we've got this.
Let's actually solidify. I'm going to grab
it again, Control o transforms right, click
origins geometry. And now I'm going to
do is I'm going to go into my modifiers, add in a solidify then I'm going to just put it on even thickness and turn it on, going inwards like so, and you can see now, now we're really starting to
actually get somewhere. Straightaway, once I've
got the cage thickness, this looks easily
thick enough to hold someone and also
hang from a point. I'm now going to go in and
apply my actual solidify. Okay. Now, I'm just
going to put this on object mode just so I can
actually see what I'm doing. Now we want some
variations in there. You can see at the
moment, it's all pretty flat and that's
not something we want. So what we want to do is
we want to come in and we want to grab each of
these outside edges going all the way down like we're just going to pull
these out a little bit. All I'm doing is pressing
**** click, control click, **** click, control click, s going all the way around. So making sure we grab them all. And then what we're
going to do is we're going to
extrude these out. So if I just keep going
all the way down. Now if I press Enter
and then press altern, I can bring those out, making them a little bit thicker than those
inner bars there. And I I press tab now, you can see that it's really starting to come together now. Now, I want to make
this also a little bit, make it look a little
bit different than just flat edges or
something like that. All I'm going to do is
I'm going to come in. I'm going to grab let's
say three of these spaces. I'm going to come to select. I'm going to go to where is it? Let's find select
similar permer meter, and then that will
select all of those few. Now we're going to do it
pretty much the same thing. If we press enter, alter, we should be able
to bring those out. And now, once we've
brought them out, what we can do is
we can put this onto individual origins. Press the S born, bring those in,
and there you go. You can see really, really nice tMque doing that. Now, finally, what
we need to do is need some actual points
on the inside as well. We might as well use
the same technique as what we've just used here. Obviously, these ones we
need a lot more spiky let's go in and we'll
grab one, two, three. Same thing again, select
select similar perimeter, and then we can press
enter lens, bring them in. Then we've already go
on individual origins. Press the S borne.
And there we go. Our spiky cage and it
looks really, really nice. Alright. So now we
need an actual bomb. I'm just going to pull up my actual reference
just so you can see, so you can see on my reference, we've got a beautiful top on
here. We've got a nice bomb. We've just a little bit
of ornamental work. And then finally we've got
this chain and then this hole. So I'm just going to put
that over left hand side, and that is actually what I'm
going to be working on now. All right, so let's actually
come to the center of it. So let's press Shift S selected. Shift A, and let's
start with the bottom. I think the bottom will be
the easiest plate start. I'm going to bring
in the cylinder. I'm going to turn up
this to something like 18 this time just so I can
get a nice roundness on it. And then what I'm
going to do is going to press S. I'm going to bring it down then
to where I need to be, so it's going to be
right at the bottom. Now the thing is you
might want the bottom of yours to be bent
in a little bit, if you do, like on
actual reference. And all you need to do, you
can just probably get away with grabbing just the
bottom up here, like so. And bringing them in
based on medium point. I'm going to put this
onto medium point. I'm going to put my actual
proportional editing, and then I'm going to bring them in with the S point and now you can see we can
actually bring them all in together really nicely. You can see I've
got one miss there. I need to grab that
one, not that. Then I should be
able to bring it in. Let's try again, bring it in. Yeah, there we go. Let's look really nice. Let's
bring this up then. So we're going to bring this
up to the underneath of it. Then what I'm going to do is I'm going to make it smaller. And then we're going
to bring it up, and then going to
make it bigger, and then I'm going
to bring it down. Just one it fit
round about there. That looks absolutely fine. Now, let's grab the bottom
of this and pull it up. That's the size of want it. I'm going to grab this then. I'm going to press
shift D because I'm going to use that
to create my bars. I use that, pull it down. Then I'll just delete
this and delete bases. Grab it all shifting click to altern bring
it inwards this time. Just so it's past those bars there because it would be
past those, of course. Now I can press control. Two left click, right click, Eons, pull them out. Come in, grab them, shift click enter Altern, bring it out very, very gradually, like
so. That looks fine. Now, let's think about
the bombs off here. We're going to come
in to this one, and what I need to do
is probably better off bridging the edge loops, probably going to be
the quickest way. I'll delete only faces. And then I'll come
in and I minus, let's say this one and this one, right click and we're going
to bridge edge loops, and we should end up with
something like that. All right. From here,
then, I should be able to make now the actual bars. If I press control B, I can make my bars
just like that. I can then press bring these up. I can get rid of this then, L lete vertices, and then I can grab each one of these because it's still part of this. I can then press, pull it, and now can put these into place and beside our
bigger one them. I'm just going to actually
separate them off for now. P selection, tab,
grab them again, control A all transforms
clicks the origin geometry. And now let's bring them all, put them into place like see that they're very close
to poking out a little bit, so I'll just press S, bring
them in very slightly. Double tap the A.
And there we go. That looks absolutely
fine. All right. On the next lesson,
then what we'll do is we should be
able to at least get the mobbling section of
this cage actually done, where you can see it looks
really, really nice already. I'm going to go
save out my file, and I'll see on the next and everyone. Thanks a lot. Bye bye.
59. Finishing off the Cage Model: Welcome back, everyone
to Blender and a Engine becoming
a dungeon props, and this is where we left off. All right. Now we've got
cursor in the center. Let's bring in another cylinder. So let's bring a cylinder. Let's bring it up to
where we needed to go. Let's press head and bring
it down like so into place. Now, this needs to be
relatively thick on here, and the reason is because obviously it's holding
a lot of weight. I also want to make sure
that when I lift this up, these are actually
underneath there, so it looks actually
like they're actually into
something basically. Let's probably pull it
out a little bit more, and then we'll just
grab the top of here, so the top like so, and we're just going
to pull it in. I'm just going to press S
and pull it in like so. Now I'm going to do is I'm
going to grab the bomb. I'm going to press, pull it all the way in
and then press. Like so because you will probably be able
to see in there. What you also want
to do is because there's actually a big
chain going in there, you want to make
it look as though it's actually being
held on something. So we're going to do
that on the inside. If I come in now and a press I like so and bring
it all the way in, and then I press,
you can see now that that actually looks like something's being
supported in there. That's the actual look we're actually going for. All right. Now let's come in and give these some extra
things on the outside. I'm going to grab all
of it going round. I'm going to come to select, and I'm going to go to check a D select Now I'm
going to press tab, quickly reset all my transforms. And then we're going
to press, bring it in. Then we're going to press enter alternS bring them out, like so. And then finally now,
let's bring them in, but we'll bring them in only on the y if we can. So
let's see if we do that. We'll go to normal on our global and we'll make sure that
we're on individual origins. Now if we press S and y, we should be able to
bring them in just on that axis in like that, and they look really nice. Let's then put this
back on global now, and now we should be able to
carry on working. All right. So I think I'm
going to pull this off just a little
bit more like so. And then what I'm going
to do is I'm going to press and bring it in. Like, remember,
whatever's holding this, it needs to be fairly
chunky because of the fact it's
holding a person in it, so we just need to take that
into account. Bring it up. Look in how chunky this is, I think it's going to need to be a little bit more chunky. I'm just going to go back to
this pressing control plus. Then I'm going to
pull it up. In fact, not that I'm going to
press control minus. Then I'm going to
pull it up, and that looks a ton
better like that. Now finally, this part here. Let's come in, grab the top, and then and then I, and then and pull it
back into place like so. Now, is that enough to actually hold something
something in there? I think it can do with
coming out a little bit, so I'm just going to press S, pull it out, so
that's looking good. That's looking very, very nice. All right. I think
I'm happy with that. I'm just wondering
whether I want a little bit coming down here. I think I'm going
to just pull it up, and I'm going to put in an edge. Yeah, I'll just grab
this. I'll grab this. I'll press, pull it down, and now I'll just drop the
whole thing down again. On top of there, like so. I think that's much
better like that. Let's actually
shade it off smooth so I can actually see
we're looking at, so smooth and then I'll just start now on the
top of it. All right. So let's now bring
in some change. I'm going to grab this big
pressure de sa selected. Let's bring in then a curve
and we'll bring in a circle. And what I'll do is I'll
bring this all the way down to probably let's
have a low bring one. Yeah, maybe something like that. I'm thinking Yes, I think I'll actually
have it as a chain. Yes, like that. I'll do
it fully as a chain. Then what I'll do is I'll
press S and y and bring it in. And finally, y, 90, S, bring it down, and now I can pull it all, there we go, that is where I want it right in
the center of here. You can see this is
the size of the chain. I'm going to spin it
around, actually. I 90 just so it's
facing this way. I'm going to put in a
little bit smaller like so. Now I need to do is I need
to bring that thickness out. I'm going to come over to my
options on my actual curve. And what we're going to
do is going to bring out the depth of this.
Bring out the depth. Now I can see that
I need to make it a little bit smaller like so. Now it should be
able to fit inside. Now, we do want
something in here, so it looks as though it's
being held with something. What I'll do, I'll
actually press shift, bring it up, spin it around. I'll say 90, we put
it the other way, and now I can go in and
mess with this one. I think I'm happy with
everything on there. I'm going to go to object, convert to mesh, and now you should end up
with something like that. Now we can just pull this out. Shift and click. I think we'll we'll probably just
do these two for now. What I'll do instead
is I'll just press to alter S and pull those out. Let me just go back, l you
can see, is it coming out? Yes, it is. There we go. I think that actually
looks good like that. Again, shade smooth.
Autos move on. Let us actually think about
taking that up a little bit. Can see we can
take up that much. We're still going to have this
little bit in the middle. So what I'll do
is, I'll come in, ship click, Control B. Just level that off, so it's
nice and clean in there. Then what we'll do is we'll have maybe another two
chains on top of this, let's press shift, bring it up. This is still a
curve, by the way. I 90, make sure that
they interlocking there. You can see it's a
little bit out on this. Then what we'll do
is we'll press shift again. And bring it up. Press 90, and again, just make sure it's
interlocking like so. All right. I'm happy with that. Now all I need is
a top four here. Again, I'm going
to press Shift S, Kysa selected and
we'll again we'll use actually I think
we'll use a cylinder. Shift, let's use a cylinder. We've got it on 18,
which should be fine. I s going to come
down, bring it down. I'm going to put it like
this. I'm going to spin it round, so y 90. I'm going to press S and x, bring it in. Like there. I'm going to press tab, grab
this side and this side, delete faces then I'm
going to grab this one, this one, let faces
L delete like so. All right. That's looking good. I think I'm going to need
I'm just figuring out. I think actually probably I've probably put this the wrong way round, so I'm
going to grab it. I'm going to press Z 90. I think it's going to just
look bad like that way. If I put that to there, and then extrude this out, solidify it and then put
it against whatsoever is going to be holding it
because it needs to be quite chunky this anyway. So I think we'll try
solidifying it first. Let's press control
a transforms, click the origin geometry, add modifier bring
in a solidify. Let's make it even
thickness, bring it out, not so far, pretty chunky,
something like that. Okay. And I'm thinking, let's even bring it
out a little bit more so I can make it a
little bit more chunky. Yeah, I think that's
going to do it. That will be about right. Now what I need to
do though is you can see the tops of here. They're not right because
they're not level. I'll do is I'll just press Z, and I'll bring them
up and now you can see that's looking much
much better like so. All right. Now let's
make the top of here. Again, first of all,
they'll bring in a cube. It's going to come in the
center anyway, so that's great. Then I'm Joe going to put my
cube on and then S and X, pull it out, and then let's
grab the center of it. Like so, maybe a
little bit thicker. I want to grab both of these sides and
just pull them out. So S and y And if
they don't pull out, make sure you're
on medium point. S and y, pull them out, like so. All right. Before we move on,
let's actually grab our extra part here. Let's press shift,
bring it over. Let's fin around completely. So y hundred 80, and then let's press
control seven, so we can go over the top and see how small we
need to make that. Fortunately, we need to hide this cage out the way just
so I can see what I'm doing on the top of here and now I can see
where that needs to go. I'm going to press S. I'm
going to put this into place. Roundabout here, and then
I'm going to press S, make it a little bit smaller. Then what I'm going to do is
I'm just going to press dot, just to zoom into it and then
just pull it all the way up to that part that I've
actually created. Dot again. There we go. It's in now. All right. Control seven
to go over the top again. Shift D. Shift D, and finally shift
D. There we go. All right. That's
looking pretty nice. Now, let's convert
all of this mesh. I'm going to grab it all. I know some of it's already converted, but can you can just click it. Convert mesh, press Control J. Join together, Shaemo bring in your auto smooth
and there you go. You're going to have to
turn it up a fair wag bug because you've obviously got
a lot of chain on there, so just turn that and
then it should be fine. All right, so I'm hoping
that it doesn't mess around with my actual cage. Now, the one thing
about the cages that I want to make
sure first of all, you can see, I've just
got my cage selected. So I want all of this
and the cage selected, press Control J, and then let's also select
this part here. So these parts here, control
J right click shapes move. And let's put Autos move on. And now you can see it's
all joined together. Let's press control A all
transforms, right click. SginsGeometry. And what I'm wondering is if I should add in
a bevel modifier. Let's come in, add
in a bevel modifier, does it make it look any better. I think actually it's going to make it look a
little bit better. We need a little bit
of edging on here. I'm just going to have
a if I turn this down. Think at the moment,
we actually getting those edges apart from
on this part here. I'm just going to
put this back on 30, like so you can see that
because I brought in this, if I just hid it out the way, you can see what it's doing is. It's not really doing
what I want it to do. If I turn this down, it's not really
working correctly because it's just kind of adding something like a
smoothing effect on them. We don't really
want that. I'm just going to turn my
clamp overlap off, and then I'm going to drop
this down and I'm going to see how I can get it if I
can get it to look right, bring this down,
bring this down, bring this down to something let's bring it
up a little tiny bit. Something like that,
I think, Let's maybe a bit more
bring it up a bit. Yeah, I don't actually think
it's going to look bright. You can see we've got a lot
of problems on the inside. Do you know what? We're not going to actually
add the bevel to this. I think it's just going
to look bad without it. So I think I'm going to
leave it. All right. So next lesson, we'll
actually create the wooden support that
comes across here. And then finally, we
should have this finished. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
60. Adding Textures to our Cage: Welcome back everyone
to Blender and real Engine becoming
a dungeon propios, and this is where we
left out. All right. So now let's build up in fact, I think we can actually join all of this together
pretty much. If I join all of this, just going to actually check, check this object, convert mesh. Okay. And then what
I can do is now I can pull this up to
where I actually want it. So something maybe
something like that. And then what I can
do is I can actually start now building
this together. So I'll grab this part. We do is I'll come
in, grab this part, press shift as the
select tab shift A, and let's bring in a Q then
will be the wooden support. It needs to be relatively
thick, of course, because it is holding an entire
cage on the bottom of it. So let's bring it to
something like that. Let's pull it out then. So
I'm going to pull it out to maybe something
roundabout there, and then one I'm going
to pull it back. It would be probably
relatively close to the wall because this is you don't want to leading too far out and be a lot
of weight on here. So just to take
that into account. Well there is, I'll grab
this now press shift or 90, and I'm going to put this
into place down here, like so and probably make
it a little bit longer. All right. Now I'll do
is I'll grab this again, shifty and I'll pull it to here, pull it in then,
S and y like so. And then what I'll do is
I'll pull it up to here. And then I'll grab
the bottom of it, pull that in to where
it's going to go, and then I'm going to
grab the top of it, pull it over and down, and then just put it in
like so and a thing, that actually looks pretty nice. Now, let's just hide
this out of the way. So just grab this face,
hide it out of the way. And I'm thinking, can I pull this a little bit more this way? Press salt age, it's
still stuck in. So what I'll do is, this is going to be stuck
in the wall anyway, so it's not too
much of a big deal, so I'll just pull it
out a little bit. All right. So now let's
make the metal parts. I'm going to grab this part.
Shift S because it selected. Shift let's bring in a cube. Let's press S. Let's bring
it up into place like so. Maybe a little bit higher. Yeah, I think that should
be absolutely fine. I think I'm going to do is just move this back a little bit. I think what I need to do is
just make this a little bit wide now for a bit
more stronger support. S and pull it out. That looks much better. Now, the end of it, I actually want to be
bowed out a little bit, so I'm going to press
control of, click, bring it up to rob here, and then control of,
bring in three edge loop, something like
that, flick, plate. And then we can actually
come in, grab the end of it, make sure the portal
editing is on, press the SP just slightly
bring it out like so. All right. That's
looking pretty nice. Now, this I actually
want to bevel off. I go to press control all
transforms, right click, origin geometry, shades move, Auto to move on, and then
bring in my bevel now. So I'd modifier turn
it all the way down. One, I'm just looking to
see if that is low enough. I think with the
wood, that's fine. I think with the mel that it needs to be a little
bit further down. So what I'm going to do
is I'm going to grab this mel piece piece selection, grab it again and put
this on 0.1 or three, maybe, something like that. Maybe no point or five. Yeah. I think that looks
just a lot better. I think also before
applying these, I've leveled this out
a little bit too much, I think, so I'm just going
to pull it back in a bit. Yeah, that looks
much, much better. All right. Now we need is
a bolt and I'm thinking, can I take a bolt
from under here? Probably can, so I'm going
to grab this both D, bring it down without
portion of its on. Spin it round, so 90
and then R hundred 80, spin it round like so, and now I'll just pull
this into place, press S, make it bigger. I'm basically going
to put it out here, so it's holding this
part into place, press one, and
then line like so, and then let's put it
into place like so. Now, let's grab it. Shifts
100872 over the top, put it into this side. Then I can grab them
both, selection. Then I can apply my bevel. By over and over pressing Control A and then
the same on this one. Control A and then
grabbing both of these bolts and joining
all of this all together. Lill Finally, then I should be able to
join all of this together. Let's see if we can control, join it all up together. Make sure auto smoothie is on. I'm just looking can get
away with a little bit less. So if I bring this down, the thing what's going to
change is my actual chain. I just need to keep an eye on my actual chain. Can
I get away with that? Is the rest of it looking relatively flat
and I think it is, I think that should
be fine as well. All right. The
other thing you can actually see, there's
someone here. What you can do
is you can go in, grab it all right click and just face lick we should be able to shade
flat. There we go. Now it looks bad
apart from this bit. Actually, I'm not
going to do that. I'm going to shade smooth. I'm going to bring this down
then til we get rid of that, bring it down down down. There we go next flat. Then I'm going to
look at this chain. I think what I'm going
to do instead is I will grab each of these P selection, and then I'll grab them again. Control transforms, and I'll see if I can actually
subdivision them off. All right. I'll do it that way. Control. And you can see there's a lot more
subdivisions on there. But it does look a tomb, so we'll do it that way
instead. Control J. And now we should be able to
put this around about 30, and now it looks eight tomb
as you can see. All right. So if you ever come across that, that's the way you
can actually fix it. Now we need to actually
bring in some materials. Now, we already have pretty much all of the materials
we're going to need. So if we quick come on
materials by, let it load up. The one material we need
is this one and this one. These are the only
two, so we've got on dock and wood
stylized plank dock. The bolts have already
got their material in, so let's come now and
unwrap this one first. I'm basically just going
to press tab, grab it all. When it actually
works. There we go. A, grab everything. At. Just make it sure
everything's there. Smart U V project, click Okay, and now
let's bring in. Well, you can already
see that we've got stylized wood on here, and I think if we
minus everything off, that will be the
easiest way to go. So if we minus this
off in object mode, and then we'll keep our in old on there because
that is this one. Then all I need to
do now is click the plus bone down arrow. I'm looking for wood. Stylized plank wood. I
don't think we wanted. Let's have a look at actual doc and then what we'll do
is we'll come in now, not that one, T
one and this one. I'm just looking because
it looks, it's not. Now we can just
assign that like so. Let's have a look. That
might actually be okay. Let's click the plus
and the down arrow, and what we'll do is
we'll look in wood again, and we'll just bring in
the normal wood as well. So we've got two options. And then what we do
is, I'm just going to quickly add on over
to our UV editing. I'm going to spin
these round. A R 90, spin them round, press
dart to zoom to it. Now probably think actually they look really
nice as they are. What I'm going to
do is I can swap these over now I
can click a sign. I think it looks better
with the lights one. I'm just going to
minus that one off. I'm going to go back
to modeling now. I'm going to double tap
the a and there we go. That actually
looks. Really good. Just having one
more log around it, just making sure
I'm happy with it, and I'm happy with
that. All right. Now what we need to
do is we need to go and put in a new collection, and we'll just call it cage.
We'll keep them split. So I'll call this cage like so, and then I'll go to this, press the dot, and
I'll call it cage. I'm just going to
press G, making sure everything's
with it, which it is. Now I can just pull
this down and put it into my actual cage
and then pull that up. Now what I can do is I can
right click and mark as asset, and let's go to
my asset manager, onto wall, and I'm looking
for now this one here. I don't know why
it's upside down. Who knows why it's
come in like that? It should come in. Actually, it hasn't come in the right way. Let's see. I don't actually know why that's
happened like that, but we'll try and
resell the transform. So what I'm going to do is,
I'm going to come to my cage. I'm going to clear asset, and then I'm going to resell
the transformation and so control clip
origins geometry. And now let's see
if I bring it in as a marks asset. There we go. Now it's coming
in the right way. So we know now what
the issue was. All right. That's that done. Let's put this out
of the way then. Okay. And then that is
another asset down. Okay. So the next asset. I'm just looking on
my list that we're going to be working on is going to be the bookcases. Let's work on the bookcases next, and then
finally after that, we'll probably start
work on our banners, so that's something else that's quite relatively difficult
to get out of the way. All right, everyone, so
I hope you enjoyed that, and I'll see on the next one. Thanks a lot by bye.
61. Starting the Bookcases: Welcome back everyone to
Blender and real Engine becoming a dng prop, and
this is where it left off. Now, the first thing I want
to do is go to modeling, and I want to actually
bring my guy over. Put my cursor in the center, ship de cursor to world origin. Now before we make a start
just make sure again, you've got your references open. You can see we've got two
types of bookcases here. I think the first one we'll make is probably this one here. You can see we can make a
variation on them as well, and I think we'll also fill up our bookcases just so you
have an idea how to do that. We'll put those over
to the other side. Okay. And now we'll
bring in well, we'll start with
a cube, actually. So what I'm going to do
is I'm going to bring in a Q bring in a que, I'm going to bring it
down to the ground plane. Now, you can see pretty much for bringing
that guy over it. That's a good size for
an actual bookcase. Obviously, though, it's too
thick, so let's grab it. Let's press S and Y and pull it in a little bit,
something like that. Then also, let's make
it a little bit higher, so we're going to go to
the top of it, press one, and pull it up a little bit, making it a little bit higher, not too high,
something reasonable. All right. So now
I've done that. I think there is I'll take both of these sides and I'll use that to start my
actual bookcase. So what do I mean by that? Well, I think I will
split it basically, so when a press control, two, left click, right
click, S and X. And basically building
anything like this. It's all about how
you start it off, which can make it really easy. A you know, pretty hard for you, it's as simple as
that. All right. So I think then what I'll do is, I'll grab this going round. So t shifting click. I'm going to press y. And then what I'm going to do is I'm
going to push that back. So I'm going to press S
and y and pull it back. And then this is going
to be these kind of drawers and things like
that are going to come out. Then what I'm going
to do is I'm going to make this a little bit
easier for myself as well, because what I'm going
to do is I'm going to bring this down then, like so. And that then will be
these kind of draws for. I'm going to show
you this one here. So this is one that we
actually going to work on. All right. So now
I've done that. What I'm going to do is I'm
going to fill in these faces, so I could probably grab it all, come to mesh, clean up, fill holes, and that then is going to fill those
holes in for me. That's really good.
And now I want to do is I just want to
resell the transom. Control A transoms right clip. RginGeometry. And now I want to
do is I want to put an edge loop on here to make these kind of drawers that
we need in this bookcase. Control, left
click, right click. And I also want one going
around here as well. Control, left click,
pull it down. Something like that and then we're still going to end up with that little bit of a lip
on the bottom. All right. Now let's come in, grab both
of these faces and press. You'll notice they both come in together and that's
not what you want. Just press again
and there you go. Now you'll be able
to bring them in completely separate. I'm
going to pull them to there. Then what I'm going to
do is I'm going to pull them out, like so, and then we're going to
press, and then we're going to press and then again, and then S and it should Okay. Bring them in individual
origins, like so. There you go. Really, really
nice already. All right. Now, let's make the two shelves that are
going to go on here, or maybe we'll put
the shelves enough maybe we'll make the
top of this first. To do that, I'm
actually going to probably just grab
the top of here, so shifty then I'll press
Control, left clip. Control, two, left clip clip. Grab the center one, put this on proportional edit and
then just bring them out. Like, I think we'll
use that actually, I take this off now as the start of this
bit that slopes up. Now for slope them I
wonder if slope blight, that looks absolutely fine. Now, let's grab the whole thing. Let's press and just
simply pull it up, then press S and's and just
straighten it all like so. You can see now we've got that
really nice part of this. All right. Now on the bookcase, you'll see in the
reference, you'll see that. Those bits are the
top, they also go to the sides and I don't actually
worry the one on this one, so I'm going to change
that little bit. I'm going to pull this up into place and on
the top of there, of course, it's going to be in my flat there that
goes on the top. So what I'm going
to do instead of doing that is I'm going to
come into both of these. I'm going to press the y
bond and bring those in. I press the y bond again though, to make sure they all
come in at the same. And then I'm going to grab the
center, do the same thing. I then what I'm going
to do is I'm going to grab all of these now
and just pull them out. Pressing pull them out, like so and there
we go a thing that looks just much better than
how we add the other one. Now we need some shelving in
here. I'm going to come in. I'm going to put
this on object mode as well because
they always find it easier to actually work when
I'm in actual object mode. I'm going to grab both of these. I'm going to press it
deep, bring it up. I'm going to press delete, and I'm going to limit or dissolve it just to get
out of that center one. Then I'm just going
to line these up. Maybe one here. Let's
actually extrude it as well. Make it into an actual
shelf and you'll see that that actually
looks pretty nice. Let's pull it back a little bit. So let's grab it. Pressing one, shift D,
and bringing it up. Now we just need to
work out the sizing. I'm going to press
L, bring it down, and maybe something like that. Now, the other thing
is with the bookcase, as you can see, probably, it's way way two way thick. We're going to have to
pull it back a little bit. So I'm going to grab
all of the parts. I might as well pull
it back together, like so and then pull
them all back like so. Here's a bookcase. It needs to be quite big
but not that big. Now, the other thing
I'm going to do is I'm just going to grab one book. I'm going to press
50, and I'm just going to use this as
a scale just to see. If I put the book
there, you can see, it's not got a lot of
room going above it. Let's come in, grab this one, L, pull it up, and then let's
grab the book. Pull it up. Then grab this one, pull
it up, and there we go. That now looks much
much better. All right. Now, let's grab this
book, press delete. And then what we'll do now is we'll start with the rest of it. First of all, we need
something for it to sit on. Let's press shift.
Let's bring in a cube. The cube, you can
see, it's right side. Let's put it out a
little bit with S and now let's bring in the front and t's
bring in the back. The back I'm going to
leave a little bit more. Then what I'm going to do is I'm going to grab it all with L, pull it all the way down
to the bottom of here. Then I'm going to grab this
bomb, pull it all the way up. Yeah, I think I'm
happy with that. Then I'm just going
to bring it out now. If I press, pull it down, and then S pull it out, and then I'm going to also
pull it out this way as well. S I pull it out,
and then finally, pull it down, so I'm just
making sure it's a nice stand. Now the thing is, I'm not sure whether I've made that yet, probably a little bit too wide. I'm just going to press S and X and just bring it
in a little bit. And that log just a tomb
now as you can see. All right. So that's
looking good. The other thing of course is we're not going to top on yet. Now we can make a top as well. Let's probably use this part. So if I press D, bring it up. Let's spin it around. Right
spin it round, like so, can see that it didn't spin around properly
and the reason is, of course, control a transfli
origins geometry, and now right, and now it's actually gone
in much, much better. Now, all we need
to do is we need to sit on top of that like so, and then we'll also on this one. We'll also put a bit of a
groove in there as well. I'm going to press control. Left click right plate
Control B, pull that out, and then enter altern and then
just pull it out like so. Now you can see that's
looking much, much better. All right. Before we
do the back of bit, let's bring in some kind of bits maybe on this bottom
and on the sides here. We'll do the bottom,
let's come in. Control off. Left click, right click Control off. Left click, right click, grab them both with t shifting click. Let's pull them down
and we'll have them probably round to maybe round to here,
something like that. Just going to bring
these out very slightly. So I'm going to grab this one. Probably going out to here, the front and the
side then, I guess, and then we'll press enter lns and just pull them
out very slightly. Now, you will
notice that they're pulling out in a very weird way. But if I let go of it, come down over to
the left hand side, you can see we've got one
that says even offset, and then you can
just even them all like so you can see
that looks really, really nice. All right. So now the next part is just going to be this
parts around here. So we're going to press Control. Left click, right click Control, left click, right click. Shift click, bring them up, and then I'm just going
to press Control B, pull those out, like so, and then I'm just going
to expand those out. I'm going to expand them
out from not the bag. I don't want to do
the bag because the back is going to
have a board on there. So I'm just going to
expand them out from here. I'm going to press to lans. And again, I just want to make sure pull them out a little bit further and you also
want to make sure that even offset
is on and now just take a look and make sure
that you're actually happy with how that looks
and think that looks really, really nice and decorative. Finally, then, let's
put the back on here. So I'm going to press shift
A. I want a complete back. In other words, I don't want
to just a plane on there because you might
be looking from the back and I don't
really want that. So I'm going to press
S and y, bring it in. I think on the next lesson, we'll actually go through
and we will check S and Y to see what are the state of our normals.
We're going to bring it up. There like K furniture this. We're going to
bring it together. S and and then I'm going to grab
the top of this and pull it all the way up
into the top of there. I will tap the and there you go, you can see we've
got that nice line now and it looks as
though it's actually been built by someone that knows
what they're doing basically. All right, I'm happy with that. Now what we'll do then? We'll end it here and on
the next list as I say, we'll check our normals actually on everything and make sure everything's correct. All right, everyone, so I'm
going to quickly save it and I'll see you on the
next one. Thanks a lot.
62. Creating Variations in our Bookcases: Welcome back, everyone to
Blender and Unreal Engine becoming a Dungeon props, and
this is where we left off. Now, let's first of all,
join everything together. So I'm just going
to join all that together. Press Control J. And then what I'm going
to do is I'm going to come and put it on
to face orientation. And I'm just going to
check all of my normals. I'm going to grab this
one first, press a shift. I don't know why that
one had so many normals not working properly,
but it did. Let's come to this one then. Again, a shift, spin
everything round. I'm just going to look
on the inside of that, making sure everything is
right, and I think it is. I'm looking at these
parts as well. Let's grab both of these,
doing both together. All tag, bringing
everything back. A to grab everything, shift,
spin everything round, and then double tap the A and there we go.
They're done as well. That's pretty much up
to date with that. We should always do that
every now and again, just to make sure
everything is okay. Now, let's come back to. Let's turn off face
orientation first. Let's come back to our bookcase. What I'm going to do is I'm
going to press control ale transforms rightly,
origins, geometry, and I'm just going to
bring in my modifier, going to be a bevel
and you can see already that looks amazing now. Let's put it down
to just to look. Maybe that actually
is come in okay. I think that's going to be okay. I'm just going to move
it over to the side. And then I'm going to make
another bookcase this time. I'm going to bring
up my reference. The next one is going to be really a simpler bookcase
than one we just made. Let's make a start on that one. Again, I'll probably want it maybe a little bit
smaller than this one. Shift A, let's bring in a cube. Then we're going to press
S and y, bring it in. Like so. I'm going to bring
it up to the right level. I'm going to press S and X, make it a little bit
thinner this time, and then I'm going
to grab the top of it and just pull it
up to where I want it. I'm probably going to
have it, something, something like maybe a little bit down,
something like that. All right. Now I want
to do on this one. I want to actually
bring in a bevel and bevel the two
sides of it out. Or you don't have to do that. You could actually do
it by hand instead, which might actually be easier. We've not actually used
the Boolean before. I don't think so let's
actually use the Boolean. We'll press shift A.
We'll bring in a que. Then what I'm going
to do is I'm going to bring this queue to
where I want it. I'm going to bring it
something like that. We only want a very small
sliver on the left hand side. What I want to do
is I want to set the origin to three D cursor, add in a modifier and
bring in a mirror, like so, and then one going
to do is I'm going to press test and next
and bring it in. Now I can see that
if I press one, I've got a bigger
chunk here and a smaller chunk here as you can
see this to this to this. But the middle part
shouldn't be as chunky as the left
hand side anyway. That looks about right to me. That is what you should
be aiming for. All right. Now if I grab the whole
thing and pull it back, and now if I pull
it up, to one two, which will be near
enough the top of there. Then what I can do
is I can now I'm thinking of probably
bringing some edge loop. So I'll press control of
two, three, four, five. Let's try five,
something like that. I'll come to the top of
here now, press one. Make sure I've got proportioning on and then just pull them up. Something like that. Yeah, I think that actually
looks nice. All right. Now we can apply our mirror. Press control all
transforms, right click. Sorry goniometry. Again, with our block now. Same thing again, reset
all the transforms, and now come off to
the right hand side, and you're going to just
bring in the boolean, get the little prepared and just click on these actual cubes. Always putting it on fast. If you put it sometimes
if you don't put on fast, it won't actually
work correctly. I've always go into
habits put it on fast, and then there is
our press control, and now I can levee
those out of the way. And that's what you
should be left with, so you can see really, really nice way of actually doing it. All right. This one is a
lot simpler, as I've said. So let's now come to
the bottom of here and we'll make it a little
bit or at the bottom. What I'm going to do
is I'm going to press, S without proportions in on. S, pull it out a little bit, like so, and then, pull it down. Then what I'm going to do is
I'm going to press control. Left click, bring it up, control B, just to bevel it, and then, and I'm just going to bring that part
in a little bit, like so. Then I'm going to come
to the next part now, which will be the bottom. Control, left
click, right click. I'm going to grab this
bot I'm going to press, terns and bring that out. A
little bit more than that. So I can carry on
pressing all S if I need to make sure offset even is on. That's looking nice to the bomb. Now I need to do is I
need to we my way and put in maybe some things are going around there
like in the reference. We'll do that now. Now the
problem you're going to have is because you've
used a boolean. You're not going
to be able to put a edge loop going up here,
just simply one way. The only thing you can really
do is bring in a bisect. If I come to mesh,
come to bisect, drag it straight across there. Set this two zero. This one here with 0.6, you can set two zero, and then we'll do it once more. Bring in another mesh
bisect and this time, bring it across here, set this one to
zero. There we go. Now, you can actually bring in an edge
loop as you can see. I'll bring in an
edge loop to here, and then we'll do is I'll
make Probably from here. We'll do from here from here from here to here,
and then control B, pull it out and
this we'll use as our I don't even
know it's called, just a little sticky albit
that goes on the bookcase. AlternS, bring it out, and then just offset even
on, and there you go. All right. That's
looking pretty nice. Now let's think about
our actual top. I'll com to this top. I'm going to press enter, pull it out, you can see, it's not pulled out correctly, but instead of just
trying to line it all up. I'm just going to press S and y so. Then I'm going to press. Like so maybe a little bit higher and I'm going
to give it near enough, similar to what we've
done on the bottom. So I'm going to
press control off, left, bring it down a
little bit control B. Okay. Okay. And then what I'm going to do is I'm
going to press Control again, left click, right click and then S and
pull it out and you'll end up with that type of instead, which I think is really nice. Then I'll press
Control, left click, right click and then shifting click going
around this way. Shift click and then Altern
and bring it out like so, and just make sure
that set even is on. There you go. Second
bookcase. All right. I'm happy with both my bookcase. I'm going to put this now
on there and on there. The one thing is
I've noticed this that The bookcase is
taller, smaller taller. The last thing then we need
to do is just bring in our actual what they
call the shelves. Let's bring in the
shelves. Might be able to get three
shelves in here. Let's press, wire frame. Let's press A and
we'll bring in a cube, and we'll press S and
Z squish it down. We want it to be roughly roughly the same size as
these ones over here. Let's press S and X
and then Z solid. Let's just make sure
it's in the right place. S and y going to pull it out. To make sure that
back is in there, it's in there so, grab the front, pull it back, so. That's looking good. Let's now press again. Going to wire frame.
Then I'm going to pull it down to round about
where I think it should go. Shift D, one, two, and three. Solid. Now I'm just
grab my book again. I'm going to grab a
bigger book this time, so I'm going to press
Shift D, bring it over. Let's just put it
in place so one. So I'm just wondering how far. Now, by the way, when
you put your books in, just grab all of your books
and just mix the maximum. In other words, press shift. Press, just squish them
in a bit and then and y, just to bend them
over some of them, they look a bit different press the bonds, make them smaller. You can see even though
these are the same, they look entirely different because of what I've
just done to them. Just take that into account
when you're doing it. What I'm going to
do now is I'm going to Press D. I'm going
to bring this one. I'm going to come in, pressure
D. I don't think actually, I'm going to manage to get any more books in there
even if I wanted to. So I'm going to leave it
with those two shelves in place. All right. So that's this book
case finished. I think of a press g I just need to bring in these two, control. Control A or transforms
rightly origin geometry. And now finally what
I'm going to do is I'm just going to copy the
bevel off to here. I'm going to s select this
one, shift select this one, press Control L,
and I'm going to copy modifiers and hopefully. I didn't work. I'm
going to again, I'll do it this way. So control. Okay. Copy modifiers.
There we go. Now it works. All right. That's looking now pretty
much the same as that one. I'm just looking
around it, making sure I'm happy with
them, and I think I am. What that means now is I
can grab both of them. And what I can do is
I can come to object, clean up, clean up. Come mesh. There we go. D tap the A. There we go. To bob cases. Now, on the next lesson,
what we'll do, then is, we'll actually get in the
actual wood grain folding. The thing is, I don't think I'm going to set
you up like this. I'm not going to set you up with all the books and
things like that. I'm sure you can actually
do that on your own. So if you want to do that,
you feel free to do that. It will look a lot nicer
if you do do that. Then what you could do is you could have a bookcase that's empty and then a bookcase where you've actually filled in, put some scrolls in
and things like that. If you want to go
away and do that, that's up to you, but of course, it just takes more and
more time on the course, and I don't really
want to do that. All right, everyone, so I
hope you enjoyed that and I'll see you in the next
one. Thanks a lot. Bye bye.
63. Adding the Bookcases to our Asset Manager: Welcome back everyone
to Blender and gone becoming a
dungeon proper artist, and this is where we left off. All right. Now, I'm not sure
if we've got our material. I think it's the different wood, so I'll I'll pull material. Now, of course, the more
materials you have, the longer it will be for blender to basically
load the more. So just take that into account, and I'm looking
now where my wood. We've got this wood,
we've got this wood. Let's have a look at this one. What's this one?
Is this the light? Yeah, that's the stylized plan. So I'll do is, I'll just
bring this over for now. Like so. Then Wildes
I'll copy that. Press Control C, then Walder
is I'll minus this off. I'm going to go to my textures. So my textures here, and the one I'm looking for
is wood light, this one here. We're going to call it
actually stylized wood. I press Control V. Wood
stylized plank and then I'll just call
it light because I think it is just a
lighter version of that. Then what we can do is we can do the same thing with
our shading panel, click on the shading panel, controls T click the pyro, and then you're going to go
down near the bottom and it's this one, this one here, and bring all in, except your direct,
click the principle. There we go. Let's take a
quick look at that then, see where it's looking
like there is our wood. You can see it is a lot
lighter than the other one. I think actually the wood
grain might be a little bit different as well.
Now we'll go over. To these, I'm going to
go to my UV editing just to make sure I
can do this correctly. I do mount. We'll
do this one first. I'm going to grab everything. I'm going to press
and smart UV project. Click Okay. And I'm going to
also spin everything around. Our 90, spin it all around, click the down arrow and
we're looking for wood. And it's the one that is like
this one here. All right. Let's press tab and we can see
we have many, many issues. They're all going
the wrong way round. We're going to grab
everything off 90, spin everything round, and now they're all going
the right way round. The thing is what
it's actually been done to the actual place. Now we are having a few issues, and you can see that this here is going the wrong way
round and things like that. We're probably going
to have to break this into parts actually. If I come in, I'm going
to grab all of this. If I grab this with L, and then Now, there's always
a problem with blender. I know that if I go over here. Now if I do have the eight, sorry, I grab this
and come over here. If I try to spin in some
of these round now, I have to basically guess
to which ones they are. I'm going to guess
that they're these, these, and these, and they're the ones are
going to spin round. If I press 90, spin them round. I'm right. Let's try that again.
No, I'm wrong, so they're not even those. Let's try these 90. Yes, it looks like
they're one of these, which means this one here. You can see if I move
this, there we go. This is the one that's
causing this problem. I really don't actually
want it wrapping like that. The best way you can do
this is just to grab the sides of it, the
front and back of it. Wrap this and wrap
those separately. Now if I click on wrap. Let's have a look at
that. There we go. Now if I grab these ones and do the same thing, I can ramp. You on rap now they're
going the right way now. Now you can see that's
looking a lot there. Now you can see that these
probably both of them. Let's double tap here again. Actually, they're
going the right way. It is actually going the
right way. Is this one. I'm going to grab
it going from here. And here, and then I'm going
to just spin these round. 90 spin them round. That's going the right way now and this one here as well.
I'm going to grab this one. This one and this one and
then 90, spin it around. I'm just looking
at the rest of it. I think these parts here
are going down as well. I'm going to do that.
I'm going to grab all of these and just
spin them round. 90, spin them round. That's looking much much nicer. Now, I'm just looking at
the rest of the build. I'm going down the sides
and looking at that. Now I can see these here, as you can see,
they're going to be going the wrong way round again. I'm just going to
spin these round the, the other ones, they'll
be exactly the same. I'm sure on the other one. In fact, so I'm just going to
put on material instead of My full render looking
where they are, so it's this bottom one
here, this bottom one here. I just going to spin
them around like so 90. That is the way that we can
actually fix a lot of this. Now, it would be easier
actually if we went in and marked all the seams
and things like that. That doesn't make
it a lot easier. I'm just now making sure I'm happy with everything.
I'm looking at this. I think one thing I didn't
do is actually shade smooth, part auto smooth. There
we go. That's sort. Now that looks a lot better. All right. I think I'm
happy with how that looks. All right. That's one. Now,
let's come to the next one. Exactly the same
thing as what we did. Let's press control A
all transformations. Right click Set
origin to geometry. Right click again, shades move, Auto moove on, now let's see if we can
do it the same way. MV project, material
is going to be wood, and it's the one that says light Let's have a look at that. And pretty much. Everything's going the right way except these two
side parts again. Yeah, it's pretty much
just these side parts. So we'll just spin
all these rounds. I'll grab all of these. I'll
do this one first, actually. I'm just going to
press eight 90, like so, and I'm going
to come to this one, do exactly the same thing. Grab all of this. A
90, spinning around. There we go. All right. I'm just going to
go around the back, make sure everything's
done on the back and that looks really nice. All right. That's done. Let's now go to modeling. Presets zoom in
and we'll call one and we'll call one a
tall book case and we'll call the other draw book
case, something like that. So we'll grab this one and
we'll call it bookcase. And we'll grab this one and
we'll call it draw. Bookcase. And then we'll just make
a new scene collection. New collection, go down
to bomb bookcases, let's drop both of
these in there. Drop them both in there. Right
click and mark as asset. All right Let's close
that, close that. B to my asset manager
fama bookcases. Here's one. Where's
the other one? There it is. This one here. Drop them into my props. Then just make sure everything's in there and it
looks like it is. All right. Now then, let's
put these towards the back. So definitely towards
the back one we spin. Let's also now we can see there towards the back,
move this as well. Press seven. T I'm
going to put it somewhere around there
and there we go. All right. There are
our bookcases done. Now, let's go back to modeling. Let's file and save it out. Now the next thing we should work on is our actual banners. Let's open up our reference. So I'm going to go Let's see
if we find them this way. And I'm probably going to
find I'm going the wrong way. Which I am, of course, it would be the wrong
way, so keep going. No, I can't find my banners. Let me open up then my references and the
banners are here. No idea why I
couldn't find them, and maybe I went past them. All right, so these
are the banners. So we're going to make a start
these on the next lesson. We'll probably start with this intricate parts that hold the banners in place first, and then moving down
to the actual cloth, and I'll show you how to
actually create this clove. Using actually sculpting, so we're going to
learn a little bit about sculpting and hope to
see on the next one everyone. I hope you enjoy that.
S on the next one. Thanks a lot. Bye bye.
64. Starting the first Wall Banner: Welcome back everyone
to Blender and Unreal Engine becoming
a dungeon prop. Let's make a start now
on our actual banners. What I'm going to do is I've
got my cursor in the center. I'm going to press
Shift A, and I'm going to bring in a Celina. 18 20 is okay. Let's put it on 20 just so we've got a little
bit to work with. Let's spin it around, so Y 90. Let's put this on object mode. Let's press the S we want
it to be fairly chunky. I mean, it's sold in
quite heavy banner. I want these banners
to be quite heavy. S and X, let's pull it out. I think something like
that is a good start. We've got one, and we'll put the banners on the
same hanger anyway. What I want to do
though is I want to basically make it a
little bit thinner, I think, S and then S that. Something like that
things perfect. All right. Now,
let's press control. Control three, five,
something like that. Then I'm going to do is, I'm just going to
bring this other one in giving you that kind
stylized we're going for. S, bring it in. So. There you go. That's
looking pretty nice. All right. And what I'm also going to
do is I think I'll bevel off the edges of
them. On my own. In other words, I'll
grab both of these, I'll press tab, Control A, I'll transforms, set
origin to geometry, tab again, Control B,
and bevel them off. See that looks really nice. Now what I'll do is
we'll start work on I think bringing out
the backs of them first. If I come in, I could use this so I
could make another one. I'll press control off, left click right click, control off, left click right click, grab them both, and then I'll
bring them in a little bit. S with that portion of it Sx, bring them in and
with medium point on. SX, bring them in, and then we'll press Control B. Bring them out, like so. Then what we'll do is
we'll bring these out now. I press enter alternates, bring them out,
something like that, and then make sure you've
got even offset on, and then I'm just going to grab them from probably
this one here, so it's one, two,
three, four, so, that looks about right
and then one, two, three, four, and then
just bring them out, so just pull them out, and then you just want
to straight them up, so and y straight them. Now the thing is
with these bags, you want to make sure that are pulled far enough out so the
curtains can hang properly. So I think something like that
should be absolutely fine. Now, let's think about the drop down of the ones in front. I think I'll bring in should bring in another
edge port, use this. I might be able to
get away with using these as long as I bring them
a little bit to the side. Shift click Shift click and then S and X bring them over
just a little bit. Control B, bring them out. They need to be a
little bit smaller and these are actually holding
it to the wall, I think. Something like that, enter and then alternS
and bring them out. A little bit less than these
ones here, as you can see. They're a little
bit less like so. Now, let's come
underneath and we only want to grab two this time. Grab two and two, like so, and then we'll
just pull them down. Z, pull them down. You have to press
twice by the way, to make sure that they
come down properly, and then Yeah, something like that and then we can put I bring them up just a little bit. Then we can put a chain
going around this way, which means I'm thinking I'll probably bring in
the bottoms of them. So I'll do, I'll pull
them up actually because I want to put chain
going around this bit. Actually, I'm not going to mess around these
too much, actually. I'm going to put them
like that, and I think also I'm just thinking it
should be in the front of it. So if I has to go
through the front, should I have a bevel in there or something like that.
I don't actually think. I think I'm over thinking
this a little bit too much. You can see also that I've
not brought down this one. I brought down this one instead. That's the wrong one. So
we don't want to do that. We want to get it from here and here and take
off that one. All right. Good job to check that. Z,
make sure they coming down. I think that should be okay. I want to press and Z and
bring them up. Like so. All right. Now, let's bring
in a chain and we'll have a look to see how they look
by pressure day curve. Let's bring in a circle.
Let's bring it up. Let's make it much smaller. Spin it round, so x y, 90, and we'll make
it thicker first. We'll come over to our curve options. Turn
it all the way down. Turn it up that a few times, four should be okay. Let's bring up the depth. Like so. Let's make
it smaller then, and then let's press one
to go to front view, and then I'm just going to
fit that into there like so. In the middle of there,
bring it up a little bit. That's going to fit
absolutely fine. All right. Now, we've got the center point from here so we can
use that as well. Now I'm going to
make another one, first of all, I'm going to keep it round
as well this time. I'm not actually
going to make it a little bit oblong or anything. I'm going to press it deep. And then what I'm going to do is going to bring it down to here, and then press said 90, spin it around, and I'm going to have it
like that I think. Now, the bottoms of them, I
am going to stretch it out. I'm going to press S and Z, pull it out a little
bit, pull it down. Then I'm going to get
rid of this bottom. First of all, though, obviously, I need to convert them, so object, convert to mesh, and now I want to mirror
them over. Control J. Let's mirror them over,
so we'll grab this, shift S to selected, grab this one, and
then we'll right click origin to three D cursor,
bring in a mirror. Okay. So one mirror, put it on the y, and you can see because we're not s transformations,
they're not correct. Control A transforms clicks
origins three D cursor, and now you can see they're
actually working correctly. Now all I want to do
is I just want to come in and delete
these bob ones. Old shlick ship click, let faces L delete versus. Now that's absolutely fine. Now we can carry on mirroring
it with the other side, and that's probably going to be the easiest way to do this. If I just now press ship
bring in a e press S, Then bring it over and we can just carry
work in like this. Now the one problem we're
going to have is that be not going to be
in the right place. What I want to do is I want
to grab these around here, shift curse to selected, grab my cube with L, and then shift, selections
to keep offset. Now the cube is in
the perfect plate. Now I can bring it down and
it's in the center point, S and y, let's bring it out. S and X, like so. Let's bring it down, and this is based
of what's going to hold the cloth into place. These are both
basically the same. It's just the cloth
and the bottom of it, that's a little bit different. All right. I'm happy with that. Now I want to do is I want
to grab the front of this. I want to press I bring it in. And then I want to press
and bring it out, like so. Perfect. That's
looking really nice. Now, let's think about
the backs of these. I'm not going to work
on these anymore. I think they're pretty
much done apart from the bols'll bring in in a bit. What first I'll do though is
work on these front ones. So I'm going to press Shift A, bring in another cube. Make it a little bit smaller. Then I'm just going to pull it back to where I want it to go. Again, I want it in
the center of this. I'm going to grab this one here. I'm going to grab all of
these, shift to selected, come back to my cube, shift, selection curves to keep offset then we know that is
in the center of that. Now let's get the
right dimensions. I'm going to pull
it back. This is a bit that's going to be
in the wall, of course. Something like that, and then
I can grab it all, press S, pull it out now we need to actually level this off so it looks really really nice. What I'm going to do
is going to come in, grab each of these
edges on here. I'm going to press tab, control, or transform just to make sure
we get a nice bevel on it, and then I'm going to press
control B, bring it in. I'm going to put this up
to maybe three and then going to change the shape of
it to be inwards like so. There you go as simple as that. Now what I want to do is want to bring this in. I'm
going to bring it in. I'm going to grab
this, press the i born bring it in and
then pull it back, pull it back, and
there you go as simple as that to get that
really, really nice slope. Now again, let's grab
the center of here, so shift this, cursor
selector. Let's grab this one. Control o transforms, right
click origins three D cursor, and let's now mirror over to the other
side, just like that. Now, before we carry on, I need to just split this off. I need to split this one off. You can see all
these joined now, unfortunately, we're
going to have to probably do it together,
so I'll do is. I'm thinking, I'll grab
everything except these chains. We'll actually come in and
split these chains off. P selection. Just
split those off. Then one going to do. Now I've
done everything I need to. I'm going to grab everything, object, convert to mesh, that's convert all those, and now just join all of
these together. Control J. Control A all transforms. Set origins geometry,
right click shapes move, Autos move on, and now
finally bring in a bevel. We're going to bring in a bevel and we're going to put it down to point, three. Try that. Maybe a little bit less. Sometimes with things like this, 0.1, you might need to go a little bit less
and you can see that. If we turn this on and off, ever turn this on and off, you can see the
difference it's made, and I think it
looks much better. Let's press control a
now and there you go. There is the start of
our actual plot hangers. I'll just put one
over this side, one. I'll join it together now, control, bring it over
this side, press shift. And there we go. We've
got two of them now. So one will be for a square one, one will be for the longer one, and yeah, on the next lesson, we should be able to get well on our way with these
actual banners. All right, everyone. I hope you enjoyed that, and I'll
see on the next one. Thanks a lot. Bye bye.
65. Using Blender Sculpting Mode: Welcome back, everyone
to Blender and Unreal Engine becoming
a dungeon prop artist, and this is where we left off. All right. So now, let's press one and see how high these are. They're going to have
to go up a little bit higher, something around there. Now, let's come to
this one first. Let's press shift,
cursor is selected. And then one we're
going to do is I'm going to bring in a plane. So when a press shift, bring
in a plane, spin it around. RX bring down the plane to where I want it to be
S and X, bring it in. That looks round about
the right place. Then what I want to do now is I want to bring
down this bott. Well, to bring down
this bott first of all, I want to make sure this is long enough. Is this long enough? I think I might just drop it down just a little
bit more like so. Okay. Yeah, something like that. All right. Now we've got that. What I want to do is I want
to actually subdivide this. I can actually do this
while I've got this. If I grab it, press
A, subdivide, and then what you can
do is you can come down and you can turn up
the number of courts. Now, it will only let
you turn them up so far. The other thing of course
is when you're doing this, you got to remember that
each of these cuts, they're going to be
slightly longer, so just bear that man
when you're doing this. Now, even if I go back and
I just take all those off. Now if I come back to it,
press tab, and now I go, tap control all transforms
right cginGeometry, you're still going to have
the same problem if you subdivide because of the fact that this is slightly longer. You can see me subdividing now
and I'm going to subdivide probably quite high
maybe something like, maybe I can get away
with that maybe nine. Let's go to nine
and you can see, as we're putting
these up, 3,200. Let's put it up once more.
3,800. 3,800 polygons. I think we should be
able to get away with that with our actual sculpting. We'll give that a try. Now,
let's come to our next one. We might as well make
this cloth as well. Shift A, let's bring in a plane. What I want to do though
is I want to bring the plane in to the
center of here. Shift S. Custer selected
bring in a plane, plane and then 90,
bring it down. I'm going to have
it stuck in there. Now I'm going to press I
think I'm going to press S. In fact, no, no, I'm
going to press SN x, bring it in like
that, and then I'll bring this one up, so I'm
going to bring it up. So maybe something like that. All right. Again, now, I'm going to resell
the transform. Control A, set
origin to geometry, tab, A, right click, subdivide. Let's turn it up to ten. And then what we do is press
tares tab again, click, subdivide, and now
you can actually turn it up to a few more. Now, this is 8,000, as you can see, so it's a lot
higher than the other one. I'm just wondering, This seems much more workable to me. I think I'm going
to go with this. I'm going to come back to this one and I'm
going to turn it up, right, subdivide 15,000. We are going to
reduce them down, so don't worry too
much about it. All right. Now we've got that. What we want to do is we want to basically move around the
clock a little bit to get it looking the
way that we need it. Let's do that first. Now, to do that, I'm probably thinking of doing it with
proportional editing instead. Let me just grab going
all the way over it like so and let's just
move it out. Like so. Let's move this one out, like so, and finally, let's move the bomb
out, so you can see now we've already
got some movement in there, which is really great. Now we'll also do the
same thing with this. If I do this here, I'm going to pull
it out, like so, and then I grab
the bottom of it, like so, and I
pull that one out. I think that's
going to look fine. Now, one thing I can say is
I've not got these in place. I'm going to move them into
place where I want them. Yeah. All right. Now, let's come
to our sculpting. That's first of
all, save it out. As I say, you should
always save out before you start any sculpting
or anything like that. Now, normally with sculpting, You can actually add a modifier to get you some really,
really high detail on. We'll see if we
need to add that on using your subdivision
or the other one, which is called a
multi resolution. You can also use that.
We will see that. Let's come over to
our sculpted mode. Let's first of
all, try our grab, which is this one
here, our grab. Let's press one, and then
what I'll do is, again, you can make this
bigger or smaller using the same keys as what
you use on photoshop. So you will see
now we've got all of these different
brushes we can use. I recommend you try them out. You radius and your strength. As you can see, the strength
is how much it pulls it. As you can see if I grab
this, I can pull it. The actual radius, you
can see how you've got one yellow circle and then
one circle in the middle. If I turn this up, you'll
see it makes it bigger. We can see we can change
the p but what we can also do is come across the right hand side where you've
got this spanner. What you can do there is you can change the normal radius, the hard, all different things you can actually
change with this. These are important
because you can also change things
like the fall off. You can change how it
actually falls off, whether it's a bit
like proportional editing when we click that on. You can change how
it falls off smooth or whether it falls off
sharp and things like that. Lots and lots of things
you can play around with. Now, we're not going to go too much into these things at all. All we want to do is basically
create our actual banners. That's what we're going
to pretty much focus on. I'm going to press one I'm going to come to
the bottom of here, what I'm going to
do is I'm going to pull this one out like so. Then what I want to do is
I also want to pull it so just to create that
nice log of a banner. So I'm going to first of all start with pulling
little bits of them in, like so, making it look
a little bit different. Of course, pulling these down because it has to
look as though it's hanging and then pull
them in like so. You've also got a bond that's
actually for smoothing, where you can use, and
that's the ship bon. If you hold the ship bon down, you can actually smooth it off. Then what we're going to
do is we're going to go to our plate, which
is this one here. Make it a little bit smaller. And then what you're
going to do usually going to do one in one out. If I grab it here, like so, and then I press the b. Then I press the control borne. You can see I can do it
in out and in and out. That's basal we're going to do. Now at the top is going
to be much bigger lines. As we get down to them,
they're going to get smaller and smaller
ripples basically. I'm going to come now
and do the outward one, and then the inward one like so. Then what I'm also
going to do is I'm going to pull these
down in a minute. So I'm going to do
the same thing now. Control Something like that. Now I'm going to grab my grab. And what I'm going to do
is I'm going to make it a little bit bigger, like so, and I'm going to start to
pull these down, so and so. Now what we want to do is we actually want to
smooth these off with the ship bot I'm modding the
ship bon. I'm going over it. We can see now the solve that we're actually
getting. All right. We're nearly actually there
with that one already. Let's just do the
bottom as well. So we're going to go
back to our clay, going to make it a little
bit smaller and I'm going to come. Pull it out like that. Then I'm going to do is
I'm going to smooth it off. There we go. Now what I tend to
do is I tend to do one lot and then I'll come
in and do another lot. Now you can see I've got
clay and clay strips. I use the clay strips there. Let's use play strips on the next one, see
what how that works. I'm going to make it
a little bit smaller. I'm going to go in and then with the control, and
then the same thing. Trying to get a nice
cloth log to it. Smoothing is going to do a lot
of the work for us anyway. Smoothing it off again. I'm
going to think after this, we'll just do those edges, then we'll smooth
it off a bit more. Notice I've kept my brush
small on this one as well, and now we'll do these
edges so as to go down. I'm actually going
to turn the strength down a lot for the edges, so I'm going to put it on
0.1, something like that, turn it down, and then
do the edges like so. Now let's come in
and smooth this off. Same for this, smooth it off, and then smooth this off now. So. All right. Let's have a look at that then. So you can see it probably
going a little bit too much. I'm going to just go over
the middle of it again. I'm probably as well
going to use my clay. I think that work a bit bad for me. Now I'm
going to come in. Yeah, I just works a bit
bad. Go over it now. Then go over it with control, and then just smoove
it all off again. All right. Now
let's move it off. You know september
strength as well, so I don't need to probably
move it off as much as I did. And then we actually
get somewhere now. That's looking pretty nice. Now, I'm just going
to smooth out a little bit more and
then I'm just going to grab it and start pulling
it out a little bit more because I'm still not happy with it. I've
got my lumpiness in. I'm just not great in too much
like cloth. I'm going to. Let me try this elastic form. I'm going to try
that one if that is. There we go, that's not
working the way I wanted to. I'm going to I'm going
to try my grub again. So I think actually, this one is working out a bit there for me after putting
all those lumps in. Yeah, there we go. That's
what I'm looking for. Those kind of looks. There we go. That's the
welcome I'm going for. All right. That's
looking pretty nice. Now I'm going to be very careful
when to smooth this off, I just need to move
them off a little bit. That is exactly what I'm looking for. That's looking good. Now, let's do the other one, and then we can start
seeing if we can get away with using a decimate on them because
they're very high. Now we'll come to
this one and we'll do pretty much exactly
the same thing. Should be easier on this one. The first thing you
want to do is usually grab and you want
to pull them out. Now the other thing
is, as you can see, I can't actually do
anything with this one, and this is because my score mode at the
moment is on this one. Let's put it back.
On subject mode. Click on this one, back
on to sculpt mode. Now you can see, I can actually
start work on this one. All right. We've actually
run out of time as well. Let's save it out, and
then on the next one, we should be able to get
this one finished as well. All right, everyone. I hope you enjoyed
that. We're not going to go too much into the actual sculpting side
because I just want to keep it very light just to show you what's
actually available. And if you need to, you
can use the sculpting to make simple cloth
and things like that. You could also use
the cloth simulator, but for something as simple as a flag or
something like that, I recommend doing it this way. All right, then,
everyone. I'll see the next one. Thanks
a lot. Bye bye.
66. Finishing the Banner Models: Welcome back, everyone to
Blender and Unreal engine, become a dungeon props, and this is where we left off. All right. Let's
now come in and we should be able to grab
this one, which we can. Let's pull them in,
so, pull them out. Remember to pull this bit down, so it looks like it's actually hanging, pull these bits in. Basically, you want it to
go more in like on here. More in, if you look
at a cloth reference, you will see goes
more like this. Then what you want to do is
now we'll do the clay strips. We're going to put
in our clay strips, so let's put them in. Now, the one thing is, I
need to turn my strength. Something like that,
and there we go. I'm not going to mess
around this time. I'm just going to really
give you something. Then I'm going to press
the control board down. Then I'm going to
make it a little bit smaller and I'm going
to go around the edges, so smaller so around this
edge around this edge. Then I'm going to do now is
I'm going to use my grab. This one here, I'm going
to make it a bit bigger, so I'm grab tall Okay. Let's try and pull
this down there we go, we gain some actual cloth there. Now, fine, let's move it off and see what we end up
with. There you go. You can see that's
looking the tom bare already and the row got be Okay. Actually doing this and now
I can actually pull these down and get that cloth that
we're actually looking for. There we go. All right. That's looking
pretty good as well. Now then, let's go
back to object mode. Then what I need to
do now is I need to obviously turn these into
mesh because the moment, they're just flat planes and
we really don't want that. Well, first of all, we want to see how far we can get down on the subdivisions because the moment this is
15 half thousand. Can I bring it down anything? Let's go to add modifier. I'm going to come over to
where it says, decimate. Let's try 0.5 on the decimate and we might actually be able
to get away with that. Let's try 0.3. Yeah, I think 0.3 is about as
low as we're going to get, which is 3,700 Inc let's try 0.1. Can we get
away with that? Right click Shades
move. You know what? I think we could
get away with 0.1. Let's apply that. Let's come to the next one, and
again, the same thing. Click shades move, add modifier decimet This is
4,000 not quite as high. Let's try 0.2. And then we go. That's then around the
same as the other one. Let's apply that with
the control lay. Now, the first thing I want to do before doing anything else, I want to mark a seam because it's going to make
it so much easier to mark a scene now
rather than trying to mark the scene once
we've solidified it. Let's do that now. In fact, it probably would have
been easier actually to mark before actually
doing the decime. What I'm going to do is
we're going to pressciate dates just to hide
everything out of the way, and then I'm just going
to come across with control click, like so. Control click in
all the way down. Going back to this point here, right click and marking a scene. All right. I'm hoping that
should be enough now. Now, we could I think we'll use the solidify
on it as well. Sometimes extrude now when things are like this
isn't a good idea. Let's first of all go to this one though, and
we'll do the same thing, shift H, and then we'll go Shift click going
all the way around. Shift click, all the way down, and then control click and I'm hoping that this will follow
it all the way along. Like so I won't have any
problems with my Sam. I'm praying I don't have
any problems with my seam. Let's right click Mark
Sam, There we go. All right. I'll take,
bring everything back. Let's grab this one first. Then what we're going
to do is we're going to resell the transforms. Adding a modifier, solidify,
let's bring it out. Actually, we need something with a fair amount of thickness. Let's put it on even thickness, and I think something
like that actually is going to be maybe even
not thick enough. Let's bring it out. Let's
make it a little bit thicker. Let's pull it out then into place these need to
be fairly thick. I think something
like that is perfect. Now I'm going to do is I'm
going to grab this one. W to press control a
transforms origin to geometry, shifts like this
one then and then control control and then copy
modifiers, and there we go. Okay. All right. Let's
come to this one first. Apply the modifier, right
click shade Smooth. We can see we've
got a few problems on there and the reason
that's happening, of course, is because we need to triangulate it off and we
need in an auto smooth. Let's bring an auto smooth. Let's see if actually
we don't need to triangulate a thing I go away without
actually doing that. That should be Pretty good. Let's see
if I come in and I come down on face elect and where
is it triangulate faces. They've already been
triangulated anyway from the decimate,
they'll be okay. Now, let's come to
this one, same thing, shape smooth. Also smooth on. Let's apply the
solidify with control. There we go. All right. That's our banner is actually done apart from the
bottom of this one. Let's quickly now make
the bottom of this one. I'm going to press
Shift S, well, I've got this one
and then shift, let's bring in a cube, bring
it down to the bottom. So. Let's bring it in. S and y. Let's make it a little bit smaller
and then S and X. So like so. Then I think I'll make actually
a gap in here as well. So I'm going to
press control all transforms click Igin geometry, and let's come in and
make that gap first. In fact, we'll make the
gap first. We'll press. Like so, and then I'm going to press and drop this
down into there, so I'm just going to
move this back a bit, so it actually fits
in there properly. If I grab this now, I should be able to
grab just this one. Put on proportionality
press the G key, bring it in a little bit, and just push it then
back into place, so it's actually
looking as though it's actually sat in
there, which is good. Now we can actually pull
the bottom of it down. So five come in to this
part, press controller. Let's try five ft
click, right click. Let's pull them down now. Like, like so. Like so. Yeah, a thing that
looks pretty good. Now, we've got a problem with
the need to come in this, so it needs to be
a little bit in, so I'm going to press S and X without proportional
editing on. Like so. Then one going to do
is I'm going to bring out these sides just
a little bit more. I'm going to grab this side. On this side, I'm going to press terns, bring them
out a little bit. Then what I'm going to do is
bevel off these edges now, so I'm going to bevel
off these edges. Again, let's reset
the transformations. Let's press tab control B. I definitely don't think
I want them like that. I'm going to turn
this down to one. That should fix those. Now I can actually
bring these out. If I press to alter, should be able to
bring them out, like so, and that looks
much, much better. That's how I had
actually the other ones. I think I brought
them out a little bit because I leveled these off, so I leveled them
off a little bit different to I think I did. But I think actually, I can bring these in as
well if I want to. I go to individual
origins, press the SP, you can see I can make them a little bit more spiky
and I think that actually maybe maybe now I can put
this on medium point, press the S bon, bring
them out a little bit, just to give them that
little bit spikiness that the other ones had. All right. Now what I'll do
is I'll bring in these ones. I'm going to grab all of these. I'm going to press, bring it in, and then, pull it out. There we go. Pretty
much done now. Let's click shape smooth. Let's bring to smooth on. Finally, let's reset the
transformations once more, and then we can bring in our be modifier.
Let's bring it down. No 0.3. Maybe that's too high, 0.1, and there we go. That looks much better. Let's do a check. There we go. Let's apply that
and there we go. Now, I'm thinking
probably, I need to check. Yeah, you can see now that that's actually
working perfectly. So all I need to do now
is just before we finish, hide this out of the
way and now I can come in and just mark a
seam on each of these. Now, as well, the reason I've done this marked a
seem as you can see, is because it is going
to make it easier then. Two texture this. If I come in now, I
can see that should be able to grab all of that
or all of the back up or one, two, which is really good. Now, let's come to this one and we're going to do
exactly the same thing. We're just going to mark a
seam in the corner of these, which means that we're
not going to have a massive long piece which we need to unwrap. That's
why we're doing this. So Right click making. All right. Now, let's
the moment of truth. Let's see if this
one works as well. Grab the front of it and it has, grab the back of it, and it has. All right. Perfect. Now, let's press age, bring
everything back. On the next lesson, we should be able to get
the materials on these. We should be able to
get these finished off, get the details on
these, things like that. Hopefully, we should be able
to get them finish off. Let's save about our
work and I'll see you on the next ever. Thanks
a lot. Bye bye.
67. Creating the Cloth Material: Welcome back, everyone.
Blender on real Engine, become a dngerppist and this is where we
left off. All right. So first of all,
let's now come in and just make sure all of
these are joined together. So I'm just check there to see if I've got any modifiers
on, which I've not. Same again on this
one, Control J. And now if I grab this one
and this one pressing G, it should be absolutely fine. Now let's go in and control A. Right click, origins geometry. Same on this one, just sing all the transformers
that we normally do. And finally, now,
let's do one check. Make sure my face
orientations are okay. You can see that we've got problems with our bookcase.
So let's come to this one. A, shift, spin everything
around, and there we go. We've kept up to date
with that. All right. Now, let's go in and we'll
do this part first, I think, what we'll do is well
I think actually, we might be able to get away
with just unwrapping it all. So if I perate on materials,
just unwrap everything. So let it load up. There we go. Unwrap
and we're going to go Smart UV project because it probably would still
unwrap these okay based on these scenes
anyway. Let's give it a try. The first thing I'm going to
do is I'm going to bring in. I haven't got a cloth, so I need to bring in
my cloth as well. So I'm going to grab this one. I'm going to press
D. I'm going to bring in my cloth then,
I'm going to come up. I'm going to go to
now my textures, which are let's find my
textures, this here. Textures we're looking
for now is the cloth. I'm looking for fabric. This one here, I think it
is nope it's not that one. That is for the actual bedding, I think, fabric
flag, this one here. Let's bring in. It's
called fabric flag. I'm just going to
put that back down. I'm going to minus this off. Click on new and call this fabric cloth I'm
going to call it red, but you can change
it on the fly, as you know, cloth red. Then let's go into
our shading options. Shading, let's come into principled control shift t hovering over it,
so click on it. Control Shift T. Let's go to
our cloth. It's this one. Shift click Control click
Control click, bring them in. Let's go back now to this. If you want to change the color, you know I already have
to change it darker. You can also just bring in a U and saturation and
just change the u. So if you bring it in like that, you can also go in
as well and have a little bit more control
if you want over it. This is the best way actually of changing it to be the color
that they actually want it. Now I'm going to
keep man as red, so I'm just going to plug
that one back in there, dele the way, and I think I'm pretty happy with that logs. All right. Now, let's come in, and what we'll do is we'll
go to our UV editing now, we'll come over to
our actual flags. I think we've pretty much got all of the materials we need. The first material
I'm going to bring in is not going to be the plus, it's going to be the
little down arrow, and it's going to be the
wood. Let's look for wood. I think we'll use
the wooden plan. Let's use the dark one. Yeah,
that looks better for us. Then what I'll also do is I'll come in, click
the plus one, click the down arrow, and we're going to
have in our metal. We've got one called melt. No, it's called on I
think on dark let's look dark we'll also
need another one, and that will be on on old. I think we'll use that one. Finally, then we'll bring
in the fabric cloth red. Don't know why that's?
Yeah, there we go. It's gone b because I
changed the color of it. Now, let's come in and
grab all of these. I'm going to c to my edge here. To my edge here.
I'm going to click plus going all the way down. Then what I'm going
to do is I think I'm going to spin these round. A R 90, let's spin them round and you can see I'm actually end up with some problems here. I thought that might do, and sometimes we can't get away
with wrapping in this way. Sometimes we're just
going to have to come in and mark our own seam. I'm going to go round each of
these, as you can see here, and then on the
same on this one, up to here and up to here, and then just come
down to this one, and it's probably
going to be only the pole that we need
to do that with. Up to here and finally, up to here, rightly, Mark. All right. Let's do the same on this one as well,
because then we'll know. Okay that it's going to make it easier for us to mark
a seam around there. As I say, sometimes
you can get away with it and sometimes
not or the wood. You can see the marked in
the wrong place there. The wood on this one,
just wouldn't look right if we don't go in
and do this. Plate mark. Now, let's come in and we'll
do them both together. So if I grab this one
and grab this one, press Control L, and what we'll do is
we'll link materials. And then what we'll
do now is we'll come in and grab all of these. I'm going to try and do
them all at the same time. So all of these are
going to be our wood, like so, and then L L. The L and L. And
what I'm going to do is press Shift H and just hide them all
out of the way. Now, the thing is, I need to
come round then to the back, and what I want to do is mark a nice seam going all the way down the back and
also a seam on here. So I'm just going to
grab the ends first so I'm going to press
control lead and mark seam. Now, I'm just going to come to my edge slick or press two on the numpad sorry,
two on the keyboard, and then I'm going to
press Olshifting click, and then just ship click
Shift click click. And then the same
for this, O ship click click Old shift click. Click. And ship click. Right click, Mark. All right. Now, let's see if we can
actually unwrap these because we still have a problem wrapping
them, but we'll see. So you unwrap and let's see how they've
actually unwrapped. And I think actually we're going to get away
with them like that. We can see that T one
is completely the wrong way round. So
let's grab this one. Let's press A R 90,
spin that wrong round. I'm just looking, making sure that these are all
going the right way. They're all going the right way. There we going pretty
much the right way. So I think we can
get away with that. I think it'll look
absolutely fine. All right. So now let's press tab. Let's press altage,
bring everything back. And now let's bring
in our metal. You can see we need to
grab it with face lack, so L. L L and L, L. I'm just looking
at the rest of them. All of these and
I'm just going to keep working my
way along like so, and I'm going to wrap
these separately. Smart UV, project, and then assign that on,
and there we go. Los plantastic.
Now, let's come to these parts and we'll do exactly the same
thing with these. I forget I did
actually forget to add in another one,
which we'll do now. If I click the plus one, click the down arrow, I'm looking for iron again, and the one I'm looking
for is this on old, and then I'm going
to click a sign. That's not worked,
so click a sign. Oh, it worked on
those, but not these. That's because this one
hasn't got the material on. Okay, that makes sense. If I grab this one and grab this one, press Control L link materials. Now, if I go in, I should be able to click a
sign, and there we go. All right, so that's worked. Now, let's come to
the bottom of this. We're going to go
Smart UV project. Okay. I click a sign,
and there we go. Now finally, the
clock you can see, I should be able to grab all
of this and all of this, press U, unwrap,
and there we go. Now let's put it on the
fabric cloth click a sign. And There we go. Let's make them smaller
or bigger. Yeah. Smaller I think. Now what
I'm trying to do is follow that cloth and you can see it's following it really
nicely for me. But if it doesn't
follow it for you, just grab them and move
them in a different place. But they look really,
really nice for me. It looks like it's
really following those lumps and things
that are put in there. Let's have a look at this
one and grab all of this. Let's press G, move it
over here somewhere. You going to put it somewhere where I think it might be be somewhere like that. Let's make it bigger. Or a little bit smaller. A thing with that one.
That's looking been. Let's do the same
thing on this one. I'm going to make it
a little bit bigger. Like that. That
doesn't look right. S G, put it in the middle. There we go. That's the
way I want to look. A really happy with that. Now, there are a
few things that we need to do before
finishing these. First of all, we need to have a couple of decals in so I can show
you how those work, and also we want to
bring in the balls. We're going to do that
in the next lesson. We'll save it out now. We'll bring the balls first and then we'll bring in
both of those decals. All everyone. I hope you enjoyed that and I'll
see on the next one. Thanks a lot. Bye bye.
68. Adding Decals to our Banners: Okay. Welcome back, everyone. Blender real engine,
become dng props. Now, let's put these
little bolts in. If we look at our reference, you will see there's
two bigger bolts at the back and four bolts
on each of these. Then we've got these decals. That's basically what
we're working towards. Let's just move our way. What I'm going to do
now is grab a bolt, is this one here, ship D, and then press X 90, press one, and let's put it into
the front first, so we'll do the
little bolts first. We should be able
to grab more at the same time once
we put them in. Put them into the top corner. I'm just going to press dot, I'm going to spin around that, I'm going to bring
them all the way back. Just keep moving them
all the way back, and then press dot again. Now you can see I'm
really close to it and I can just put
it in like so. Press one, shift
D. Move it over, grab them both, shift D, and then join them all together. Control J, and now
press Shift D, and move them over to the
other side then shift D And then finally shift like so I'm not going to join them
all together yet. I will do that in a
minute. But first of all, it's going to get in place. Now, let's go back into here. And what I'm going to do is,
I'm going to press shift, aucate. I'm going
to bring it up. Then what I'm going
to do is make it a little bit bigger and hopefully going to
put it back in here. So I'm going to also pull it out just a little
bit, like so, and then I'm just going
to press Shift D and drop it down here, like so. Then what I'm going to do
is I'm going to press tab, and actually I'm not. I'm going to grab this one as this one, press P selection. There we go, right
click Sgins geometry. Now I should be able to just press Shift and bring them over. Shift D, bring them
over to this side, so, and then shift D. Then shift bring them over. Like so. All right. Now, I should be able
to grab all of this. All of this one, hopefully, with B. Press control J. Actually, I'm going to
grab this part last, so I'm going to grab
this part last, press Control J, press G, and then we should
be able to grab it all. Again, with the
same with this one. I'm going to grab
one part there. Press B to grab everything, grab this part last. This part, Control J and then G, grab everything,
and there we go. All right. So now we're on the final
hurdle of these parts, which is going to be
the actual decal. I'm going to grab this decal here. I'm going to press sift. I'm going to minus
off D car writing. I'm going to pre D. And now I'm going to
do is just open up my textures menu so that I can see what
we've actually got. Let's actually first of all, we'll put in, we'll
open it up first. We're going to open up
where is it? Our textures. There we are. Let's open this one up and
you can see here, we've got where
are the ornaments. I think it's the ornaments
of Onment this one? Yeah, there we go.
We've got lion crest. We've got the sphing crest. Let's have a look at that one. That one looks quite nice. Bit to more of the alliance, I guess, have a look
at our swords. Yes. I like this one. We'll use the swords and we've
got swords and swords. Let's use them both
because that's what we did on the
reference anyway. We'll put large sword and double swords.
Let's put it like that. I'm going to put that down
and I'll come to this one, and I'll call it decal. Large sword. And then I'll come
to this one and I'll call it new decal, crossed swords.
Like so. All right. Let's come to this one first, then go to shading, and
then control shift, and we'll come to one
we just talked about, which are ornaments and
which one was this? This one is the large sword. I think it's this one. Yes, it's this one. We'll go on each of these principled
and there we go. That one's come through
absolutely fine, as you can see. The other thing is, do
I want shadows on this? Can I actually turn
my shadows off. Let's have a lot
displacement sampling. I'm actually sorry if I can
turn the samples of the ship. I'm actually sorry if I can
turn the shadow on this one. We'll look at that in 1 second. Control ship t, and I'm
going to go back now, I'm going to pick the
one that says sorts. I'm going to grab all of these Okay. So there we go. All right. They're
pretty much done. Now, the one thing is that we do know that we need to
do is we need to give this some actual subdivisions because we're better off
with something like this, probably lining it up with our shrink wrap or
something like that. Let's do that now. We're going
to come to this one first. I'm going to go to
modeling now to do that. Okay. And you can
see that we've got a lot of subdivisions
on it anyway. Let's put it into place first. I'm going to press one, and I'm going to put it
the other way round. So I'm going to spin it around.
So y 180 spin it around. Let's put it into place. Let's make it a
little bit smaller. Let's put it round
about like that and see if I can actually
use my shring rap now. I'm going to put it pretty
close, press the dot one, so let's come in,
add a modify it, shrink wrap, and then let's
pick this here to it. Now let's move the
offset a little bit. I'm going to move
it with like so. I actually, I know there's a little parts in there
that don't look properly, but we can fit that properly.
Let's have a look now. Double tap. There you go. You can see how
nice that actually looks and fits on there,
really, really cool. I'm really happy with that. Now I need to do the same
thing for the next one, so I'm going to do
exactly the same thing. We're going to come in and grab, where is this one here? I grab this one. I'm going to bring you across, press one. I didn't duplicate
them on these decals, but you might want to duplicate these and put them
back where they are. Again, I'm going to bring
that in and I'm going to use my shrink wrap. I'm going to also pull it
back to near enough because it just makes it go on much,
much better if you do that. I'm going to put it
round about there, a shrink, click on there, and then I'm going to move it
because you can see we' ha a few problems with this here.
I don't really want that. I'm going to pull it
off there. Then what I'm going to do is I'm just
going to pull it away now. If I use this, pull it
away very slightly. Now you can see it's bending round to the way
that I want it and then one check on Okay. Let's make sure that we're happy with that I might need to, as you can see, bring it back a little bit little tiny bit. You see we having a problem. The reason why you sometimes
have a problem is just because it's trying to
catch the bottom of there. Sometimes, instead
of doing that, if you just grab it and
just shrink it down, a tiny bit, you're fine. Normally that fixes the problem. You can see now it's bending into the way that we
actually want it. All I'm happy with that. I actually want these
actual holes in there. This might be causing that, but I'm okay with that actually. I can apply the shrimp now. And come to this one as
well, ply the string wrap. Then what we can do now is
we can go back to material. Then what I can do is I can join these two together now. I'm
going to click on this one. Press Control J.
Click on this one, click on this one,
press Control J. There we go. They are our
banners actually done. Now let's come over
to our banners. In fact, we'll make
a new collection, first of all, and we'll come down and we'll call it banners. We'll just call them
large and small. Let's come to this one first. Do large banner. Then we'll come to the
next one. Small banner. Okay. And then wards, I'll just grab
them both and I'll drag them into my banners, grab them both and I'll
also before I do that. Control transforms, click origin geometry.
Same for this one. Then Ward is we **** click
them both and mark as assets. Now, let's just put them
back into some place first. I'm just going to put them I think roundabout here,
somewhere like that, seven to go over the top, making sure they're
in a nice place so that when we take
a render of all this, we can see everything
that we want to. It's going to be a render
from this sort of angle. Now finally, let's go
into our asset manager. Come to A, and let's just
find our banners now. So I'm going to
find them actually let's put in banner.
There they are. So let's see the work
first. That one is working. Absolutely fine.
Let's do it quick check to make sure that
section is showing up now. Double tap the A. There you go. W absolutely perfectly.
Let's close that. We'll leave that
one out the way. I'll grab both of these, and I'm going to drop
them in my props like so. There we go. Get
rid of this now, should have all of
our props in there. Now, I just need to, I guess, do a quick check when I actually do this just to make sure
everything's in there. We basically now, you
should be able to open up another blend file set your edit preferences
and your file paths two. Go towards wherever
this file is saved out, and then you'll be
able to bring them into your new blend file, and that is exactly
how it works. You can see exactly with
your dungeon as well, you'll be able to bring these
in into your own dungeon. Let's now go up to file, save that out, and then I'll see you on
the next one, everyone. I hope you enjoy it. Se on the next one. Thanks
a lot. Bye bye.
69. Modelling the Stocks: Welcome back, everyone
to Blender and real Engine becoming a
dungeon prop artist. Now, which one we're
going to start with? We're going to do now
the actual stocks. Now, this is going to be pretty simple in comparison to
what you've done now. The only difficult part of this, as you can see, is just the blood that we're
going to put on that. Something nice and simple
to get on with now. Let's put this on
the left hand side, and let's part cursor
to the center. Shift, cursor to world origin, first of all, bring
in some planes. Shift, let's bring in a plane. Let's park on there. We've got to imagine these going to be melt
down on the stock. Let's make this a
little bit smaller. Let's make it a
little bit wider. S and y S and X. Now let's see if I bring in some piece of wood now, they're
going to look right. Let's bring in the
piece of wood first I think. Basically the stock. First of all, let's
bring in another plane. So we'll bring in
a plane a plane Let's spin it around so
X 90. Let's press one. Let's bring it up. Let's press
S and S and now basically, I'm looking for is that
going to be the right size? I think, if I move my guide
to the side a little bit, you can see it's a little bit maybe it's
a little bit too big. Es bring it down again. You can see now that if he's put his hands in here and
he's head in here, still probably going
to be too big, so I'm going to make it
a little bit smaller. Something like that I think
is going to be about right. All right. Let's put
that down there. Now he wants to be
able to go onto his knees and put his
hands through there. This looks about the right size. One thing that doesn't maybe look right now is
the width of this, but we'll worry about the emine. What we'll do, first of all, is getting our post and then
have another look at it. By press shift a I'll
bring in a cube. I'll press the S b,
bring it to this side. Then what I'll do with
this is I'll bring in a mirror straight
away, put it on the y. We need to set the origin to pre dcursor first, there we go. Now I can actually see if
I'm going to edit mold, put this on object, how
this is going to look. I'm going to put
that around there. I'm going to grab it the
top of it, pull it up. So yeah, and I think that's actually going
to be about right. What I think is though
that these posts are probably a little bit too big to be honest,
and there we go. Something like that,
pull them all. Yeah. Something like that, I think going to be
about right. All right. The first thing I want to
do then is you want to put a metal piece underneath here where the actual
stocks go onto. So I I press control bring
it down just about there, press control B and then we can press to ln and pull it out. Making sure offset even is on. All right. That's looking good. Now, what I can do
is I can make sure they're a little bit smaller
now because they come out. A little bit too big. If I press S again, you can see though that's
not actually working properly because I actually
put the offset even on. I can put offset even on now, you'll see it's not
actually working properly. Let's go back and
instead of doing that, what we'll do is we won't
bring them out so far. I've already pressed,
you can see that. Again, if you're not sure, just make sure you
grab everything, come to mesh, clean up and
just merge by distance, you can see eight
versus removed. Now I can go and actually
grab it all again. Enter AlterN and pull it out. Now I can see that's much, much better put offset
even on and there we go. Now I'm going to
do is I'm going to press control plus and just
pull it up a little bit, so my actual stock sit on that. Now what we need to do
is we need to think about having that big groove that's going to come down here. The way I'm going to
do it is I think, I'll just simply I'm thinking the easiest way is
probably just to come in, press control, two left
click right click, and then I'll just pull it back. I'm going to grab it. In fact, I won't pull it
back from leather. I'll 0.1 more edge loop,
bring it down to here. Like so, and then
I'll pull this back. If I grab this now and
pull it back with, like so, and then I'll
just get rid of the top. Delete faces, get rid
of these two as well. Delete faces, get
rid of this one, delete faces, and now find that we'll just fill
in those faces again. So shift and click, l and f, just to fill
it in, and there we go. All right. Now, let's think
about this actual stop part. So we'll come in,
we'll press tab, control, let click right click. And the reason I'm
doing that is because I know it's easy
to split up now. Once I've brought in
those bevels, sorry, the booleans, now got
the halfway point in. So let's pull back a little bit. Okay. And let's bring in now our actual cylinders to
make these booleans. If I grab this part, you can see it
here, press shift, curse selected,
and then shift A, let's bring in now a cylinder. Let's keep it at 20 and
we'll spin it round. In fact, we'll reduce it to 18 actually because
a few more less. It's going to be not
so rounded, I think, this will be a little bit more jagged. We can get
away with that. X 90, spin it round so now we need to just measure up
with his neck roughly, so something a little
bit like that. And then shift In fact, I will make it a little
bit oblong as well. So Essen, I think that
looks just a tomb. Shift, bring it over. Like, make it smaller. So. And then what you want
to do is you want to put your origin to the center
here where the cursor is, right click sgins
three D cursor. And now you want to do
is just mirror over. Add modify mirror, and there we go. We've
got it both sides. Apply M as well, and then let's join
all of these together. Control A, join
them all together, like so, and there you go.
That's what we're looking for. Now we want to do is
we want to boolean it, grab the plane in the center. Control all transforms
right Sogin geometry, add modify it, and we're
going to bring in a boolean. Boolean, of course, is going to be these that we've
actually built. Put it onto fast,
press Control A, and now we can actually delete these out of the way,
and there we go. Now, the best thing, of course, is that we've got
that line there, which means I can right click, mark a seam, and then
come grab the top of it. So as easy as that because
we pull that line there, and then all we can
do is press y, G, and you'll see that
all moves together, and that's exactly what we want. Now, let's pull this
up a little bit. Grab them both, and let's
just pull them back now. First of all, I want to pull them to where they
slot in there, and then I want to
pull them back, so they're slotting in to run
about where they need to, which is right about there. Okay so you can see how quickly and easily that
actually was to do. Now, let's think about this now because you can
see that it's not right. Basically, we want
the front to be a lot a lot less forward
than the actual back. Now we want the back to be
nowhere near that far back. Something like that. Then
let's bring these in, and then we'll press S
and X, bring them in. Now we'll do is we'll
work on these parts here. Let's bring in a cube. But we'll do it actually from this one that we've
already got because that will make more
sense because we've already mirroring it then
over the other side. I'll do is ship
click on this part, ship selected ship, bring
in a cube. Make it smaller. S and then let's pull it down to here where it's going to actually hold into
the actual floor. Then finally, S and y,
something like that. Then we just need to hold
this actually in place. Now we'll bring in another cube. Shift A, bring in a cube, S, and then we're
going to bring it out. I'm also going to press send and pull it up to
maybe around about there. Let's see how this
actually looks. I'm going to pull it down,
something like that. That's a little bit too thick. Let's try pulling it out. Now we've got it and actually, that's going to be right.
I think that will be. Once I pull this
down as you can see, into place, I think
it just needs pulling a little bit further out. I'm just going
to grab this. We've got another a bit more
plan to play with basically. And I'm thinking that I
need to pull this back. Just make it a
little bit thicker. So if I come back to this, grab this one, pull it
back, and there we go. Yeah, thing that looks great. Now, what I want
to do is I want to grab this now and
put it on the back. I know that this
is in the center. To do that, all I'm going to press is that little sideways, click three D cursor, and then one going to
do is I'm going to press Shift D and then RZ hundred 80 and spin it
round because it's mirrored, it's going to spin it around to the back place anyway,
which is great. Now these planks of wood. What we're going to do is
we're just going to press tab, come to the bottom of where
the planks of wood are, and I'm just going to press tab, Control I bring in maybe
five planks of wood, left click, right click,
right click, Mark scene. All of those skills that
you learned early on. This is what we're
going to use now. We're going to make it a little bit random as well, so control. Bring in a few edge loops, left click, right
click, and there we go. Now, finally, before
we end this lesson, let's just come in L, L and L. Split them off with y, G, and there we go. A split off now. All right. Let's go to file, save it
out and on the next lesson, we should pretty much be finished with
this stock I think. I'll see on the
next one, everyone. Thanks a lot. Bye bye.
70. Adding Blood Decals: Welcome back everyone
to blend and Unreal Engine becoming
a dungeon artist, and this is where we left off. All right. So now we
split all of those up. Let's actually pull
them out a little bit. If I come to our proportional
editing, put it on random. And then what I'm
going to do is I'm just going to pull these out. I'm going to start over here. I want to press G, and you can see it still going
to that cursor. That's because I need to press a little sideways V again and put it on
individual origins. Now when I pull it out, we can see we're pulling out okay. You can also see it's not pulling everything
out, I don't think. Be connected only is on, so I need to take that off. Now when I press G, you can see how we can start
pulling these out. Just a little bit, so don't
go too crazy with them. I'll always say that because it doesn't it's not
going to look right. Just pull them out
very, very slightly, like so, including the front and things like that. All right. So this is looking
quite nice now. And that's looking quite nice. And I'm just looking
making sure. And now I'm going
to do is, I'm just going to pull them
up a little bit, so just pull some some down. Randomize them a little bit
more like so. All right. Now what we can do
is turn that off, we can press A and
we can extrude these down so making it
relatively thick. Then finally, what
we can do is we can actually right click
shademoth also smooth. Let's now level
these off just to make sure that they close
enough into each other. Add modify it, Bevel, turn it down to zero, and then let's
turn it up to one. Let's have a look at
that. Maybe that's a little bit too high still. I put it on 0.5. I think that's going to
look much better like that. I'm looking for any crossover
here you can see is a little bit of crossover and I'm not too
happy about that. I'm going to do is
just going to grab this and see where it
needs to cross back. As you can see now,
that looks a lot there. I just check any
more crossovers. I think though the rest of
that is absolutely fine. Yeah, This is looking really, really nice. All right. Now, let's apply all
of our modifiers. Object convert, mesh. And then what we'll do
is join it all together, Control J, right click
shapes move, Autos move on. Then finally, we will add a modifier and
bring in the bevel. I'm just going to make sure
control all transforms, right click origin to geometry. And then I'm going
to just check now my bevels on there and make
sure they're all okay. We can see that metal again is probably
a little bit high. Let's try no point or no five. Or no point all three. And I think no point all three is going to be It's going
to log bare for us. All right, think that's
going to be okay. Let's press control, join it all together and now I can get
the top and the bottom. Press control, J join
it all together. You can see they're messed up because we've got a
bevel one here as well. Let's apply that first, then join it all
together with Control J. And I'm just checking around now to make sure
everything's done. I'm thinking that I'm
probably going to have to bring up these
planks a little bit. I should have done that before, but anyway, let's just make
sure I've grabbed it in edge. Bring them like so. All right. So that's looking pretty good. Now, we need a few more things to go before we
actually finish this. So let's put it on material. Pretty much all of the material is made with wood
apart from in fact, all of the material is made with wood except some of it
is a little bit darker. Let's bring in two
types of wood. What I'm going to do is I'm
going to grab this and this. I'm going to press
control and L, and I'm going to link
materials like soap. Then one going to do is, I'm going to grab
the whole thing. I'm going to press tab A. Look at my material, so you
can see we've got decgal. We don't want that on this,
let's just minus that off. Now, what we do one
is these two here. I'm going to press A,
and Smart UV project. Click. Now let's go
back to my UV editing. A to grab everything
90, spin it around. Let's press the little dot born, so I can zoom to it, and now let's check out what
that actually looks like. Really, really nice.
The only thing is, I can see We've got a difference
in the size of textures. Let's go up to UV. If ever that
happens, by the way, and you can see there's
a difference in scale, just check to see, first of all, if you've got average
island scale. What I'll do is it'll
make sure that all of these islands are the same
size based on each other. Average island
scale, you can see change them slightly
there. Not north. Now what we're going
to do is just pull them out very slightly. Now you can see d
loves the tomb. Now I'm doing, I'm
just going around, making sure they're
going all the right way. I think they are. The one thing I would say is that these here, they need to come
out a little bit. I'm going to make sure that
I'm on individual origins, individual origins, and then
I'm going to press S and X and just pull
them out a little bit because I actually want
to put some bolts on there. Now I can see they're
looking a little bit better. Now, I think that these
should be metal and not wood. I messed up there. Well, we do, I'm going to take that off. I'm going to click the
down arrow and click my and bring in the M do then
there is grab both of these And assign that I'm moreso going to assign to
these going around here. I'm going to click Shift click Shift click Control
plus going all the way up, dark a sign. There we go. Now it's coming together. Okay, looking all there now. All right. I was a bit way it
wasn't quite looking right, but now it is
looking really good. Now, these planks of
wood on the bottom, are they too much in? I'm going to grab these L L L L and L. Then what I'm going to do is I'm
going to make them, I think, a little bit
smaller like that. Yeah, now they look
much, much better. All right. I'm happy with that. Now then the last
things we need to do. Let's get some bolts
in here first, and then we can start
worrying about the blood. Shift, bring in the bolt. Let's press seven to go to the top. Let's put
it into place. Let's make it, much
smaller. Like so. Let's pull it over to this side, still smaller, like so, and
then let's pull it out. I press dot, I should be able to put it into
place now, like so. Then all I'm going
to do is shift D, bring it up, grab
them both, shift D, bring them over, and then
finally grab them all, join them together with
Control J and then shift D, put them over the other side. Grab this little red, put it over the
other side like so. Grab everything now. Control J. And there we go, shades move. Just make sure my to smooth is on which it is double tap the. That's fantastic. Now the last things we need to do is I'm going to save it out, and I'm going to bring in now. Modeling. Bring in
some blood decals. I am actually going
to grab this one. I'm going to put my
blood decals out here because it's going to
make it easier for us. Shift D. Let's come
and minus that off. Then what we'll do is I think we'll go and
check them first, as we've been doing every time, textures, and we can
see blood textures. We've got blood one,
two, and three. We'll actually name them
that as well. Blood one. Then we'll do Shift D. Then two. I need to do is minus that off, click and blood two. Like so, and then shift and we'll call this
minus it blood three. So. All right. What we'll do then is now we'll go to shading. And we'll come to
this one first. Control Shift and
t now let's go up. And what we're looking for,
are different types of blood, where did I put them
blood textures. There we go, blood one
bring in this one. I've got the wrong one
there you can see, it's open GL for blender Okay. And now come to the second one. So this is blood two. These three. And finally, then this one here,
control T let's go up. And these three here. Like so. All right. There we go. So there are three
types of blood now. Now, if we go back to modeling, we might be able to get
away with these without actually using them with the
shrink wrap or we might not. It just all depends. Sometimes
we'll have to actually cut them out of those central
points as you can see, because we don't actually
want those in there, we might have to put bevel in them or
just work around it. That's another way
you can do it. I'm going to just grab
all three of these to press shift. I'm going
to bring them over. And I'm going to now put them in place where I want them to go. Sometimes as well to
put the decals on. It's much easier to
split the thing up. We're actually probably
going to do that. I've got the split
up for the moment, so press P selection, and now I'll do is I'll also edge select grab
the actual stocks, and I'm also going to
split those up as well. There we go. Now, let's hide
both of these out the way. Let's come to our first one, which will be this because
if we chop the head off, you're going to have
this probably left so x -97 to go over the top. And let's put this
into place like so, and I should be
able to get away, I think without actually using my look how
far I can go down. Breastf shift, bring
it up a little bit. Yeah, something like that.
You can see that there's a little bit popping there.
We don't really want that. Let's bring it up a little
bit more. There we go. Now I'm going to do is just do a quick check on that,
see what it looks like. You can see how it's actually going down the ends there,
and I don't really want that. I actually want it bending at that end. We'll do that quickly. What I want to do is, I
want to come to this. I want to press control. What I'm going to
do is I'm going to probably move it over here. If I grab it all
the way over there, I can move that then back, and now I want to
rotate all of this. Now rotating things like this, normally, it's
pretty hard to do. We'll actually
shift click Control plus going all the
way up to there. That's three on the number pad, and what we're going to
do is going to rotate it. R x 90. Then we've got to fit
that back into place. If I bring this over here
now and bring it down, we should be able to
fit that back in place. Now, if I press tab, double tap the A,
and there you go, now you can see it's fit in
place really, really nicely. Now the next thing
I want to do is so I don't want them come
in on the bottom like that, so I want to actually
get rid of those. I'm going to do is
again, edge select. So Shift click, bring
it down to like so. And then what I'll
do is I'll come Shift click Control plus
going all the way of delete and faces and then
tab tab there we go. Now you can see that looking
really, really nice. All right, so I'm
really happy with that. I will need some
more blood supply, probably along here as
well on top of this one, but we'll do that
on the next lesson. Thanks to Libyon and I'll see you on the
next one. Bye bye.
71. Combining Knife & Shrink wrap Tools: Welcome back, everyone to
Blender and Unreal Engine becoming a dungeon props and
this is where we left off. Now, the thing is
that you might not want I put this on here
so you can see properly. You might not want
your blood to be quite so transparent, let's say. If you don't want that,
the other thing as well, I'm wondering if
I click on this. If a man put the
shrink map on here. Let me just try the shrink map. So I'd modify shrink wrap
surface. I' going to do that. I don't know why
it's gone like that, but let's see if I put it on the I'm going
to put it on the surface, and I'm just going to see
and bring it There we go. That's looking at tomber
when I brought that up. Yeah, that's looking bad. All right. That's
the way to do it. Now we've got that. Let's
worry about our shading. Let's go to our shading. What I want to do is I want
to have the option to make this more transparent or not look as clean
as this blood does. Basically, let's come in.
What we're going to do is going to bring in
a mix shading so. I'm going to drop that here. I'm going to plug this
into the bomb unplug it. Then what I'm going
to do is I'm also going to bring in
another shader now, and it's going to be
a trans transparent. We're going to bring
in a transparent, we're going to drop
that in there, and you'll see that
that happens now. The closer I bring this down, the further I bring it this way, the more visible it actually is, which is really good because then it makes it look
as though that blood has been sat there a long long time and it's
not actually fresh. Now, what I'm going to do is I'm going to grab both of these. I'm going to press control. I'm going to come
to my other then, I'm going to move out
the material output. Press control V, drop that in, and then hopefully,
grab just this one, I should be able to. Maybe not. Drop this into here like so, and then I'll do the
same with this one here, and I now have control over
how transparent my blood is, which is exactly what I want. The those. Now, let's come to this one and we're going
to use this one as well. Shift D, let's bring it over. Let's spin it around, so y r 90, we can do it either way.
It doesn't really matter. I'm going to make it
a little bit bigger. So. Then what I'm
going to do is I'm going to drop it
down into place now. In that's going to
look pretty nice. I'm also going to also
use my Shri wrap. I'm going to click the
surface to be this. Then all I'm going to do
is going to bring your pop like holding the ship
born just a little bit. I actually goes maybe not quite bring it
a little bit back. Like so maybe maybe a little bit more so it touches there.
Something like that. All right. That's looking
pretty nice. I like that a lot. Now, what I'm thinking is I should make this a
little bit bigger. So just so it covers most of it. Then also, now I
can actually mess around with the
transparency, as we've said, bring it even brighter, bringing it dire as though
it looks like it's been rubbed off, something like that. I think that's absolutely fine. Now you can see that we do have a problem with
the cross over. And if I have a problem
with a crossover, what I tend to do, I'm just looking to make sure going to put
this onto there. What I'm looking
for is to make sure that I can actually
delete some of this out. In other words, it's a
look, put it back on. So I can actually
see what I'm doing. I just want to make sure that I can actually see
what I'm doing. I need to grab this press H just to hide it out of the way. Now I can see that
this part here, I need to double tap the A, and I need to cut this
away a little bit. If I press k, I'm just
going to call quick hole in this, press the end to board. Come in now, grab all of this. And press delete and faces and let's press double tap
the A and there we go. That looks a lot better
than what I did before. All Let's press saltH now and you'll see that that now
fits really nicely on there. Now we want another one, we're going to put this
on the front of it. So if I press one, I'm going to fit this on the front of this, I'm going to make
it a bit bigger. Then I want to go down
here. Now as you can see, Probably not going to fit
as well going that way. I don't actually this
might not actually fit as well as I want
it to on this one. I think it needs to come across here and then
just have maybe that. I don't actually think that
one's going to fit as well, so I'm just going to look
at the other one I've got. I'm going to move
this one out the way. The one I'm going to do is think I think I'm going to
just put this one. This one on here, something
like that, I think. I think I'm going to
use it like this. That'll be the best
thing. All right. Now I've got this straight on. What I can do is, I can
cut out basically this. If I double tap the eight, I can cut out round here. If I go on now, I can just hold control, and just basically cut out
all the way round here. So present it, and
what I can do. It's a shame that
once I click that, you didn't let me
actually do that, but I can just come in now
mark a scene and then come in. You can see I've
got this running. The animation, I don't
need that running, so I'm just going to
press out complete basis and there's that bit. Now I need to do the
same thing with here. Again, going to come
in holding control, clicking around these I don't want any floaty bits in the air or
anything like that. I want to be relatively
round to here. Now, bearing in mind that
you might want to use. If you can't use cycles in this, you
might not be able to. Then you code on here with Z, so you can use your wire frame and just cut around these parts. That's going to be an
easy way to do it. Let's mark seam. Let's come
in then, grab this one, clete faces, and now let's come in and do
the same thing on this one. Control click going
all the way around. So so I back up to here. Pressing ends born and now
finally let's come in. B all these going all
the way around Mark see baectl delete faces, and now let's come and get
rid of the rest of these. What I'm going to
do is, I think, I'll just use the bisect that's going to be
the easiest way. Mesh and bisect and I'll away here because it gives you so much control as you can
see it can bring that down, even though I pray on I zero. And then I will bring it
down a little bit more. Then what there is, I'll
clear the inner like so, and I'll press tab, double
tap the A and there you go, you can see it
looks really nice. Now, let's pull this
back into place. Let's do zooming. I just want to see I think actually that's
going to be close. Is going to be close enough. Probably close
enough, you can see, we've got a bit of
shadow on the back. Again, we use add
modifier shrink wrap. Click on it, and then
just pull it out holding the ship
born very slightly. Like so. There we go. Double tap the A. There we go. Really, really nice. All right. So finally, then, let's
come to modeling. And what we'll do is
we'll grab it all. I'm going to put it
onto material mode, and I'm going to move
my guy out of the way. I'm going to grab
it all now with B. Just looking at these parts. I know they're
coming from there. I don't really want
those in there. I now I can see them properly. I'm going to actually delete
those off, delete bases so. Then one going to do now is I'm going to grab the
whole thing with B, and I'm going to come up and I should be able to just click on, where is it object, come down, convert mesh. Join it altogether to the main
one that I did. Control J. Let's have one final look at it. Double tap the A. There we go. You can see it looks
really, really good. All right. Now we've done that. Let's put it back on material, and we're going to call this
stocks when it comes up. On material. Let's
leave that the way. I don't need that because
I've got my the blood all set up over there
for when I do need it, and then what I'm
going to do is, I'm just going to pull that back onto something like that. Then come over now. And it's this one here. I'm
going to call it stocks. I'm also going to make a new
one, new scene collection. I call it stops. So I'm going to drop
this in my stops, and then the right click, mark as I set, and I'm just
going to close these up. You can see I've got
a bookcase in here. Which one is that
for? Let's press dot. You can see that's nothing. I might as well.
Actually, bookcases. Oh, it's actually made it a
collection, so clear asset. I made the actual
collection as a bookcase. Then actually, you
could do that, but that's actually quite nice. All right. Stocks, let's
go now to asset manager. Let's find our stocks, so where is our stocks? Can actually see it on
here because it should be on this one here. All right. We've got a cage, got this I'm going to
have to do a search. So let's search for
stocks. There we go. So hard to see on
there, not sure why. Let's put it into props.
Let's go to props. Let's bring it out and finally, just put it on to
the render view, making sure that
Ws, Richard does. Now again, turn that off, bleat out of the way,
put it onto modeling. And there we go. All right. On the next one,
what we're going to probably make a start off, we'll do the x. We'll do the X because we've
just done this one and the x has some gonos
that are in there on it. We might even do the x
or the actual candles. Either way, though, we've
taken up a level now, and we've only got really the more complex things
to actually build, so that's what
we're going to do. All right, everyone,
sop enjoyed it. I'm going to save
our away and I'll see you on the next one.
Thanks a lot. Bye bye.
72. Starting our First Geometry Node: Welcome back, everyone
to Blender and Engine becoming a
dungeon prop artist. Now, I think the next one we should focus on
is this one here, so if you just get
this reference out. Now, this reference
is very easy. Once you've actually
got everything already in your blender file, and one of those things
is actually the chain. Now, chain has been
notoriously difficult, at least all the way
through my career. But since Blender has now brought in something
called geometry nodes, it makes it so much easier. And I'm going to show
you how to set up the geometry nodes and how also to on the right hand side, a lot of variables, so actually you can
make the chain, whatever thickness you want,
whatever length you want, and you can make
it come together, you can make it as
stylized as you want, as realistic as you want,
and everything like that. It makes it really, really easy once you've actually
got this in place. Best of all, you can actually append this and bring
it into a blend file, which will also cover as well. Let's put this out
the way just for now, and what the first thing we're going to do is we're going to bring in a bezier curve
to actually work with. If I put my actual
curse to the center, so ship cursor to world origin, and then what I'll do is
I'll press ship and bring in a curve and bring
in a fed curve. I'll come in,
something like that. Now don't worry about
this at the moment. This is basically there just so we can set up
our geometry note. You will notice in
your blend f as long as you're
using Blender 3.0, I think it is and upwards, you will have a tab that's
called geometry notes. If you're using anything
below blender three, by the way, you won't actually be able to follow along on this. You'll have to create the chain actually manually
and move it around with proportional editing or something some other
way like that. So let's go over to
our geometry notes, and what I'm going to do
is I'm going to click new, and I'm going to name this for chain because we're going
to have two of these, and the first one is going to be chain and the other one
is going to be rote. Plus, if I name
this now and come and let's do external data, make sure everything is automatically packed
and then go to save. Now what I'll do is
if I then go to APN. So on another blend file, if I go to APN which will cover, we then will be able to
bring in this geometry note. I am going to show
you that after. But for now, Let's actually crack on with our geometry note. I'm going to pull the group
output all the way over here, and this is the group input. Now the thing to
remember about the group input is basically this is where you're
going to get all of your variables on this side, and this is where you can mess around with them to
your heart's content. So the first thing I'd
like to bring in is two curve circles because
obviously it's a change. So let's actually zoom up to this as well so we can
see what we're doing. So what I'm going to do is
I'm going to press search. Shift A, search, curve circle and you'll find it right down at the
bottom here, bring that in. Now, I would suggest
that at the moment, just follow along
what I'm doing. There is no set order I'm
going to put these into. Basically, I'm just going
to be bringing nose in. If you follow along,
and then in the end, you'll actually start to get some understanding of how these actual nodes
are going together. The next one we're going to
do is another curve circle. I'm just simply going to press shift and bring it down here. Now, before you ever
plug anything in, it's important when
you're setting up something with a lot
of variables that you actually change the variables while you actually
got the actual node. For instance, on this one, I'm going to change
the variable viable down to three for
the resolution. What that's going to do is
it's actually going to make it so that when I first put the geometry
node onto my curve here, it will be set to three
as kind of the devol. Let's now put the
radius on not 0.91. Let's come down to
the second one now, and what we're going
to do is going to put this onto three as well, and we're also then going to
put the radius onto not 0.2. Now, what we need
to do is we need to tell blender to turn these curves into actual mesh because at the moment,
all they are is curves, as you've seen like the
bezier basically this, which is sorry They're just curves and they're
not actually mesh. Let's press shift A
and we're going to do a curve curve to mesh. Curve two mesh. Then all I'm going to
do is I'm going to plug one into my curves, which is this one here, and then one into the profile curve. One is basically telling it to turn the curve into a mesh, and the other one is telling it how big the profile should be. Now I want to do is I want to
go back to my group input. If I plug now this into my resolution and I plug it into the
resolution down here, you'll see on the right hand
side now because this is the group input that we actually have something
called resolution. Basically this is how
Many of edge loops, the chain is going
to have in them. Now, the best thing of all is if you press the end button, or this little arrow
here and unplug it, you will see if you come down to groups that we actually have those here and you can actually go in and
rename these as well. So you can see now, if I
click on my resolution, we can actually change the
default value on here as well. So you've also got that
ability to change it. And we will be changing
some of these as well. We grab this empty slot here and we plug it into the radius, which is here, you will see now that we've got one
that says radius. I want to call
this chain radius. Basically, I want to know that that is the one
that basically says how what is the radius of each of these chain
links is going to be. That's why I've changed
it to that right now. The other things is, of
course, you can see, we have a default, we have a minimum and we
have a maximum of infinite. You might want to set this
so you don't actually create something to chunky
or something like that. Now, let's give our
chain some thickness. If I grab this bottom one and plug it into the radius here, you'll see we've got a new one. Let's come in and change
this to chain thickness. You understand which one it is. Now we need some way of
changing these chain links. We need to say that we've got two circles at the
moment for two links, but we need a way of actually
swapping them round. In other words, we need
one link face in one way, one link face in another way. The way that we're
going to do that is we're going to bring
in a transform. If a press shift a search, you'll find one that
says transform. We also need to know which axis we're going to be
changing these round on. The moment what I'm
going to do is I'm going to plug in
my curve to mesh. This is going to be
plugged into the geometry. This is basically
telling the transform. Hey, this is the geometry we
need to actually transform. Next of all, we're going to
bring in an combined x y z, shift D search, combine X Y Z and just drop
that in there like so. Now, I'm going to drop my
vector onto the scale. So it's the scale
that I actually want to alter with the X Y Z. And basically, what I want to do, now I put this one on one, put the y on zero and the Z on one so because I'm going to actually plug
something into the Y. So into the y, I'm
actually going to plug this from our group
output into our y, like so, and then you'll see that we've got
another one called y, and this is going to
be the chain stretch. So basically, I want to be
able to control how how close the actual chain links are to each other because when
we change up the resolution, the chain links, they might
become too far apart, and they might
overlap each other. So we need a way of
actually controlling that. So I'm going to call
it chain stretch. So now we've got a way of actually moving the chain
links further apart. Once I've plugged all this in, you will see exactly what
all of these attributes do. I'm just trying to
explain it along the way. Now, the default of
the chain stretch. So this one here should
be actually set to one, and you can see as well that
over on the right hand side, our actual chain stretch here
isn't actually set to one. So we should always
have this set to one. I don't know why it doesn't
change that from the default. I'm going to change it
to one now, like so. And then we shouldn't have any problems when we
plug all this in. So I think maybe it's something to do with the
minimum or something. Maybe if I actually
can I unplug that? Change stretches set to one. Let's see if I plug it back in. Yeah, and it's set to one now. I'm just wondering
if it's because I plugged it in too early, and then you couldn't
reset it on the default. But either way, just make
sure it's set to one here, make sure it's set to
one here because you will see that if I bring
this down too far, that it will kind of really mess around with a chain and make it look not right at all. Now, we need a way as well as telling blender which points, it's actually going
to go along along this actual bezier
curve because basically we want it so that the
longer we make this curve, the more chain there is, the more we move this curve around, the chain actually
fits to the curve. The only way to do that
basically is to tell blender to fit it
along the length. If I bring in a point curve, search 0.2 curve, whereas it points to Curve to points. There we go. Sorry, not points
to curve. Curve to points. And then if we go down,
you can see at the moment, we've got it on account. That's not what we want it on, because if you have
it on account, it will just do it every
count along the curve. So if I press tab on this curve, you'll
see at the moment. I've got two vertices. So all it'll do is it'll put a chain link here
and a chain link here because it'll
basically make a count. The count won't change. In other words, if
I pull this out, it will still be ten. So I'll just basically put the links along the
length of the chain. We don't really want
that. What we want to do is to follow the
length of the chain. To do that, all I need to do
is put this down to length, and then I'll just
change down to not 0.14. I know it's not
0.14 because I've actually been playing around
with this and set this up, so it's absolutely perfect for you guys when
you come to do it. Now, at the moment, this
is how far we've got, so you should have
something like this. We're going to end it
here and carry this on. Hopefully, we should get this
finished on the next one. The rest of it is
relatively simple, and then you've to
see how it's used. I think it's important that
we did take a little bit of time 10 minutes or so. Just explain the
process of doing this because when you've
actually got this in place, you'll be using it in a
lot of different things. I'm absolutely
positive about that. And also, you'll
probably want a way of setting up your own ropes
and things like that. Everyone, so I hope you
really enjoyed that. I hope you found it interesting. It's a little bit different
from the modeling, I know, but still it's absolutely
fantastic geometry notes of. Alright, I'll see on the next
one. Thanks a lot. Bye bye.
73. Adding Variable to the Geometry Nodes: Welcome back e one
to Blender Engine, becoming a dungeon Ppartis
and becoming a dungeon Pparis you sure
are going to need to know something
about geometry nodes. So this is where we left it up. All right. The only one on the group input, that
is the main one. Telling you base of
where everything is, is this geometry, of course, because this is the input. What I need to do is I
need to bring the geometry from here and plug it
into the curve to points. Then basically blender
can base all of this stuff and put it along the points along
the actual curve. The next thing I want to do is I want to weigh of controlling the actual length of each
of the actual curve. What I'm going to do
is I'm going to plug this into the bottom of here, thereby giving us a new one, which is called actual length. Now, this here is not going to actually be the
chain chain length. What it is is, it's actually the link
distance from each other. If I scroll down, you can see
a gates called length here. Now, what I prefer to do is move this up the list of options. Basically, I want to set the resolution of
the actual chain, and then I want to change the
distance between each link because the resolution really does go with the actual links. The smaller resolution,
the closer you need to bring those actual
links together. What I'm going to
do is I'm going to move this up, so I've
got it clicked on, I'm going to move it
all, then what I'm going to do is I'm going
to name it link distance. So we actually
understand what it actually is plus enter,
and there we go now. We pretty much got all of
our options set up now. Now, as we've got pretty
much all of this done, let's start bringing
it all together. So the first one
I'm going to bring in is an instance on point. So instance on points, like so, and let's
just drop that there. Actually, I don't want to
drop it there because I don't want this
going over there. I actually want to
plug it back in. So basically, I just want
to have it over and over. I'll actually drop this below, so I can actually see
what I'm doing properly. Now, because I've been fiddling around with
this a little bit, the first thing
I'm going to do is I'm going to get my points. I'm going to plug them into
my instance two points here. Then what I'm going
to do is I'm going to come down to my scale and just change them down to 0.1 because I know that when
I had them on set on one, they were way way too big. Let's put it on 0.1. Again, once I've finished this, you can mess around with
these if you want to, you might want your
chainel to be a lot bigger or the whole thing
to be a lot bigger. Once I've done this, as I say,
you can actually do that. Now, of course, because we set up the rotation already on here. This fit in the actual length. We actually want to
make sure that we keep that actual rotation from
the curve to points. What I want to do
though is I also want to make sure
that each chain, so every other one is going
to be rotated independently. The first thing I want to do
to do that is I want to clog this rotation into
this one here. That then we'll make
sure that we've got the same rotation going
all the way along. Now, finally, for this
bit, what do you want to do is want to take
all of this data and plug it into this instance on points which tells
Blender that this is basically every
single instance from all of these circles. If you can imagine
at the moment, we've basically got one,
just circle after circle, interlocking near
enough together with a actually not
actually swapped over. So at the moment, they're
just in a straight line. But what do they
actually mean by that. Well, if I plug
this in right now, you will see that we end up
with something like that. So we can see that we
have got our resolution, so you can see that
I can actually turn up the resolution
of the links. But at the moment,
they're not actually bent or turned or rotated
around the correct way. Also, they're all the same way. But the best thing is they're actually following
the actual curve. So at the moment,
you can see if I pull this out now, I
can make more of them. But they're just not in the
right way at the moment. So we're actually
getting some way. So what I'm going to do is I'm going to put this back on three. And then what I'm going to do is now I'm going to actually finish this off so we can
actually get these turn the correct way. So let's have these rotated now. To do that, all I'm going to do is I'm going to press Shift A and bring in one that's
called rotate instances, rotate instances,
drop that in there, and now I've actually
got control of actually rotating every single one
of these little instances. So let's rotate
them around first. I've come to my
zed and I put this on 90 degrees,
something like that. And now what I want to do
is I want to actually tell Blender to actually
rotate every other one. The way I'm going to do
that is I'm going to bring in a math, math. And under the map,
you're going to have one that's called modulo. A Modulo is basically
going to take sample every other one and
basically turn it around. If I bring in a modulo, which is this one
here, and then I plug that in two, my rotation. I'm going to do, I'm
going to plug the value into my selection, and
we'll end up with that. Now I need to do is
turn these around. What I'm going to do is I'm
going to bring in an index, index, drop that in there. I'm going to plug this into the top off here,
and then finally, I'm going to change this to two, something like that, and now we can see we can start
to get somewhere. Now, as you can
see, at the moment, they're all facing the same way, and we don't want that
because I actually forgot to turn round my
rotation over here. If I spin this round
to 90 degrees, There we go. Now they're
looking a lot there. Now you can see that we're nearly actually
finished with this, even though they
look a little bit weird at the moment where
you will see as soon as I start to turn up
the resolution and mess around with
these variables, then it all start
coming together. Now, we do need a way of actually also being able
to turn this into mesh. This is really
important, actually, because you can make
these geometry nodes, but you can't actually turn them into a mesh
unless you drop, a node into this
geometry node chain. First of all, bring this
all together with shift A, and I'm going to look
for is joint geometry. Join geometry. I'm going
to drop that in there. And then what I'm going
to do is I'm going to drag the geometry. You can zoom in. You can grab it from me
and then just pull it across and you'll see
all moves with it, which is really great. What you want to do is just
place that under there. All I need to do is I need to
actually realize instances. So to realize the instance, I basically need to
bring a node in, and what that allow
us to do is actually make sure that we can
actually turn this into mesh. If I've got to
object, convert and try and convert this
at the moment to mesh, nothing's going to happen. It just as you can say, stays the actual same, deletes it, and that's
not what we want. Press control Z and what I
put in is realize instance, so search with shift and
then realize instances. Now when I come in, drop
that in here to object, go down to convert to mesh, you'll see it now gets
converted to actual mesh. And a press controls now, and basically what we're
going to do now is I'm going to show you how
this actually works. So you can see the best
thing about having this on the right hand side
is that I no longer need to actually go go
into actual my jot notes. I can basically
it all from here. So if I turn this up,
as you'll see now, as I turn that up, it gets
more and more resolutions. Now, because we
have both of these. On the resolution here. If I click on where is it the curve circle,
which is this one here. Let me just find my link
distance chain radius, this one here, the resolution. If I click on my resolution, you can see at the moment,
they're both three. If I turn this down,
as you'll see, we end up with it looking a
little bit funky around here, but that is because the
defaults on here are three. So let's see if I
can turn this up. I don't actually think
I turn it up here. I think what it is, is because I'm bringing
the resolution. If I put and plug this, you can see we start off at three. As we start bringing this, we bring it up by
four by five by five, so it's adding resolution
every single time. To stop that happening,
you might just want to set this on four
instead of three, if you want some chain
links like that. I don't think, however,
that you're ever going to want chain
links out like that. That's why I did it that way. I'm going to turn this up now. Something usable like this. Now you can see that
we've got our chain. Now, what else can
we do with it? Well, we can change
the link distance, so we can actually put a
lot more chains in there, or we can hold the shift button down and really have
them stretched out, let's bring it back,
not that way way. Yeah, something like that. We can also change the radius
so we can make it thicker. Not thicker, bigger chains like so. That's
really handy to know. We can also change the thickness,
which is this one here. So I can have really red
chunky or something like that. Finally, the chain stretch, which is the distance. Let's say you want
some chains which are eelngated like
some chains are. Then you can change
those and then just change the distance, like so, and now you can see just how much control
you've got over that. Now, the best thing of all of course is that we can
actually move this round. If I grab this press G, You can actually
move it over here, over here, over here, over here. You can actually
move it all around, which is really, really great, and that's exactly
what you want. Now, as I say, once
you've got this now, you can actually delete
this out the way, delete, and then what you want to
do is go to file and save. Actually, before I delete it, I just want to make sure, very important actually,
before we delete it. I'm going to actually
just bring that out. I'm going to put the
little shield on here. What that means is,
if there is no user, so you can see here,
it's a fake user. In other words, if no
one's using this chain, so I haven't got anywhere, set up as a geometry node. Let's say I may call my chain, I apply it, I save out my file. This may disappear.
And that's not something you want
because you don't want to set all this up again. So the most important thing here is just make sure
you click that on. What that's going
to do is it's going to make sure that even if I've got no geometry nodes
in this actual blend file, it's still going to stay there, and that's the best thing. So what I'm going to do is
I'm basically going to click that on and then going
to come and delete this. I'm going to delete this
one, and I'm going to go up to file and save. Now, if I bring in another mesh, so let's say we bring in
a curve, bezier curve. Now I want to do
is I want to put the chain on it. So I'm
going to click new. Go down, click on my chain, and we've got it back, and now we can actually
set it up again. So you can see how powerful
and how easy this is to use. So now what we're going to do is going to go over to modeling. So I let it load up. It will take a little bit
of time because obviously, we have got a lot of materials in here now and
things like that. All right. So as I was saying, now we can actually
change all of this on the fly over this rating side without actually being
in our geometry nodes, which is the best thing
because it means we can just work our heart's content
in the modeling section. All right, finally, I'm just going to delete
that all the way. I'm going to come to file. I'm going to save it and I'll see on the next one, everyone. I hope you found
that a lot of fun. I hope you can see just how
useful that's going to be. We're also going to do
one for rope as well, but we need to just get the
chain one out of the way. All right, everyone. I'll
see you on the next one. Thanks a lot. Bye bye. Oh.
74. Modelling the X Stocks: Okay. Welcome back, everyone to blend
it and real engine becoming a dungeon prop artist. Okay so let's make
a start then on our kind of X stocks, if
you want to call it that. The first thing we're going
to do is bring in a cube. We're going to make the base. And then what we can
do is we can actually, I'm going to put
this on object mode. Then we can actually start
creating the chains, which we've just done
with the Gonde S and y, let's put it in a little bit. Just going to get it to
be the right size first. I want his feet basically
to be on the end of here. I think something like that
is going to be fick enoug. I'm not actually sure yet.
So what I'm going to do is, I'm just going to move
out of the center. Now, we'll show you
actually a little trip. You can see at the
moment, you've got your origin right in
the sense like that. If you press tab and
actually move it, you will actually
keep your origin in, which is actually great now because if I want to
bring in a mirror, I can actually mirror it from here without actually
resetting the transformation. If I come in and press tab, I'd modify bring in a mirror, you'll see now
we've got that in. Now I can simply
grab the top of it. Like so and basically bring them over each other like that. Now the thing is, if
I bring my guy here, you will see that there's no way his legs are going to
stretch to each of those. So I in need to bring them in. So I'm going to come back
to the bottom of here. I'm going to bring
them in then like so. And I think now that's
looking much much better. C imagine his legs coming out here and his arms
coming up here, and I think that now is
about the right size. Now, the one thing
we don't want now, we want to actually
apply this mirror. And then what we want to do
is we actually want to change this so that this is
okay going on the floor, as you can see, But
these put up here, they're probably going to
be cut off here instead, I would imagine not
flat up there like so. The other thing
is at the moment, we've just got them crossing over and we
don't really want that. We want one basically in front
of the other and the other one looking as though it's
been cut around one of them, and then all bolted together
or something like that. Let's do that now.
If I press tab, press control a In fact, I won't press I won't
do it that way. What I'll do is before
apply my mirror, I'll press tab and
I'll press A one, what I'm going to
do is just cut it away with my bicect tool. Mh bisect, and let's just cut it away
probably like there. Turn it round, clear
out and there we go. I think that's
going to look much much better. Now
I can press tab. Now I can apply modify it, and now let's come in and
move this out a little bit. You can see as well, actually, I did make a bit
of a mess there. I didn't actually fill it up. Let's do it again.
I'll show you again. I've grabbed it all. I'm
going to come to mesh, bisect clear away. Like so. And then what I'm going to do is going
to make sure I fill. Now if I press tab, you
can see that filled in. Press control. That's important. If you want to
fill something in, which has got a lot of
meshing there and something. Something like this
would be easier to fill in anyway. All right. Now, let's come to
the front of here. I'm going to move
my guy forward now. I want to come to
the front of here, grab the front, pull
it out a little bit. I'm going to come
then to the back, pull it in a little bit like so, and now you can see it's
looking much, much better. All right. Maybe I've
gone, maybe, maybe. Yeah, I think actually
that'll do so. All right. So now let's put the
bottoms on here. Again, maybe I should have
kept my mirror on for this, but I think I can
get away with it. So what I'm going to
do is press control. I'm going to bring it
down then, like so. So something,
something like that. And then one going to do is I'm going to do the
other side now, but I want to make
sure that the factor is the same on
this side as well. I'm just going to go
in press Control C, and then I'll come
to the next one. Press Control, left
click, bring it down, and then there's change
the factor with control V, and now it'll be exactly
the same as this one. Now the problem is that we can't actually move these
up, as you can see, that when we try to move those
up or actually bend them, so you can see, I
can't even bend it. We have got a little bit
of a problem with that. I think what we'll do
is I messed up again, so I'm just going to go back before I actually
apply this mirror. I'm going to go back enough to where I've actually
got my mirror. I'm going to come in,
bring my guy here. And then what I'm going
to do is I'm going to bring in now another bisect. I'm going to press one.
I want to press tab, I want to press A. You
can see it's here. I want this going up here. I basically want his feet to be a kind of angle being
very uncomfortable. I'm going to go to
mesh. Sect, and I'm going to bsect it up
here, something like that. I'm going to turn
off my fill out. Turn off my fill need
to fill anything in. I don't want to filling
in the inside of here, anything like that,
and there we go to think now that's going
to look much better. Finally, now, I should be
able to apply this mirror. Let's press control,
apply the mirror. Now basically, I
think we can work with basically whatever
we've got here. If I grab both of these now, press the button, there we go, now his feet can
actually go on there. Think that's going to be about. Need to pull them
out a little bit. But you can see now how it's all coming together. All right. Now we've done that.
Let's come in now. And what I want to do is I want to pull this out a little bit, so I want to pull maybe all
of this out geostatd like so, and then I want to
pull it all back. Just a tad like so, and there we go, and I think
that's looking pretty nice. All right. I need to put it
on the ground plane now. So I'm going to actually pick it up and put it on this
ground plane like so. You can see now if
he stands on those, it's going to be up here, so his arms are going to be up here like so and
that's going to be. He's basically going to be
a bit lower down anyway. So you can see if he
puts his arms out. So one puts his arms out here. You can see how easy it
is now to chain him up. All right. That's
that. Let's put him out the way now. In
fact, no, we won't. We will do one more
thing. You can see at the moment that his
wrist is this big. I just want to show you
this. Now, if we bring in some wrist wraps, we can make them this size, but honestly, they're
going to look a bit like tiny in comparison to everything we've
built because we've built it quite stylized, so we just need to take
that into account. Instead of that
what I'm going to do is just going to prim over there and I'm going
to make them a little bit chunkier actually. I'm going to do is I'm
going to press shift A. I'm thinking that these probably are going to be metal or
are they going to be, maybe will actually be lever
we'll make them lever. What I'll do I'll bring in I'm thinking to bring in a cylinder instead
and do it that way. Probably going to be
easier. We'll do that. A we'll do is we'll
bring in a cylinder. I'll keep it at 18. That should be absolutely fine. I'm going to press S, bring
it in to the size I want it. Maybe something like this, and then S I'm thinking that's probably
a little bit too big, maybe a little bit smaller, something like that. All right. I've brought that in
now, let's come in. And what we'll do
is we'll two here, delete, delete faces, not
edges, and there we go. Now, let's think about
splitting this up. If I grab this part here,
delete, faces again. Now what I want to do is I want to bring this out
and join it over it. If I press seven now, we can see that I can actually move it. I can press, like so and, like so and like so. Then what I'll do is I'll
also think about moving this. If I grab this one, press seven again over the top, press G, and then
come to this one. Seven to go at the top, press G. So. All right. Now I can give this some thickness
and hopefully make this into a leather strap or something like that.
Let's press control. A all transforms, right
click origins geometry. What I'll do then is come
in and bring in a solidify. I'm going to make it relatively thick even thickness on and now I can move it around to my heart's content and
get it actually thick. I'm thinking something like this thickness,
relatively thick. And now I want to
do is bring this out as you can see. I'm
just going to come in. I'm going to grab this seven. I'm going to press and then, and like so, and I think
that's going to be fine. Now all I want to do is I basal want to bring
this one back. I'm going to bring them
back into place, seven. I'm going to press G, bring it into place,
something like that, and then I'm going to
grab this one, seven, and then G into place like so. All right, that's
looking fantastic. Now, if I grab this
n and press S and, you can see also I can
bring it in and it's really starting to come
together and look like an actual strap now. Let's come in then and
apply that, so control A. Then what I'm going
to do is I need an actual n that's going
to go round here. The way I'm going to do that is I'm going to grab
this part here. I'm going to press Control, two, left click, right click. And then one I'm
going to do is I'm just going to steal this now. L shift and click Shift D, like so and then
just press Shift H to hide this out of the way. So shift H, hide everything
else out the way, and you're just going
to grab the back of it, and then what you're going
to do is put this on normal and you're just
going to pull it out. Now, bring everything
back with lt H, and now you can actually
fit this into place. If I grab this, pull
it into place like so, and now basically
split this off. If I press L, just to
grab it all P selection, split it off. Grab it again. Control ale transforms rightly. Sargento geometry, add modifier, bring in a solidify. Let's pull it out the right way. So something,
something like this. Let's put even thickness on. Maybe that's a little bit too
much, so let's bring it in. Something like
that. I think it's absolutely fine. All right. Let's apply that so Control A. And then finally,
let's just level these ends because they're
a little bit too sharp. So just grab all of these ends. Control B, level them off. So maybe put it on two as well, but turn up the shape, so it's not quite like
that, something like that. And that looks absolutely
fine. All right. So now we just need one point actually coming out of here. So a metal part just
coming out of here. So what I'll do is I'll
press shift, a selected. And then finally, all
I'll do is press Shift A. I'll use an actual cube actually because I don't want
anything too much in there, so I'm just going to use a cube. I'm going to press
the dot board. I go to press S. I'm going to bring it out a
little bit like so. There we go, all we want is just something to
be the right angle. So I'll, something like that, and then just level these edges off a thing,
and that'll be fine. As the illusion of something holding this together.
So Control B. We could go in there,
honestly and put in all kinds of booleans in
here and things like that, but I don't think I'm
actually going to do that. So the last thing then before
we end this lesson is, I just want to devel these off. So if I come to this now, I'm going to go in shift and click Shift click Shift click, just to basically devel all these off because
at the moment, they are a little bit
hard edged thing. So Control B, bring them down. So turn this down
to one instead, and now and what
I'm going to do. I'm just going to
check those out, and you can see now
it looks a lot more realistic because we've done that. All right, on
the next lesson. Then, what we'll do
is we'll get these backs of these straps on, and then we'll get some actual
chains popped into those. I think actually we'll
get the back on there. Then we'll start putting in the little things where
the chains come out of, and then finally, then we'll put our chains in and
then put these on. I think that's going
to be the easiest way. All right, everyone, so
I hope you enjoyed that, and I'll see you in the next
one. Thanks a lot. Bye bye.
75. Working with the Loop Tools Addon: Okay. Welcome back, everyone to Blender
and Unreal Engine, becoming a dungeon prop artist, and this is where
we left it off. Now, let's come into
this one first, and what we'll do is we'll
put the backs of this on. I'm going to grab
these and I'm going to come with face elect
shift click Shift click. I'm thinking I'll probably
grab it on here as well. Shift click Alt Shift click. And then what I'm going
to do is going to press enter Altern bring it out, like so, and now you can
see I can actually put my actual chains on
the back of here. Let's actually do that
now. I'm going to come. I think actually I'll use maybe. I'm just thinking
if I should use a new technique which you've
probably not seen before, I'll give that a try. Let's give that a try actually. I'm going to do is I'm
going to pull this out with in work, it
might not actually work. Let's see if it does. Then what I'm going to do is I'm
going to press Control. I'm going to bring in
let's say four edge loops. Then what I'm going to do
is going to bring in cont click click control
click right click. Now what I'm going to do is I'm going to show you
a new technique. If you come up to edit,
go to preferences, and what we're going to do
is going to go to add ons and we're going to look for
one that's called loop tools. Loop tools. This one here, click
that on, close it down. Now you want to do is
just go in and select all of these actual faces. If I come in, select all
of these faces, like so, come underneath, select all of these faces like so. And
then what I'm going to do? Now, when I right click, you'll have one that's
called loop tools. And if I come in now
and press circle, you'll see now that
I can actually turn this into a circle. Now the thing is I didn't want to turn it all into a circle. So what I'm going to do is, I'm just going to
go back and I'm just going to grab these
ones in the center here. Instead of doing that, grab
the ones in the center. As I say, even if
this doesn't work, you still learn something new. I'm going to grab
these in the center, right click and
put a curve sorry, not curve. Circle like so. Now you can see that
we've actually got a circle already done for us. Now, the best thing
about this now, I can also use that loop tool to right click come in
and click bridge. What I'll do is I'll just create a bridge straight
in there for me, which makes it really,
really easy then to put some chain in there
or something like that. Now, what I'm going to do is I'm going to actually
level this off, so I'm going to come
in and bevel it off, so I'm going to
press control B and just have a look how
that's going to bevel off. I think it's going to
actually work this. The one problem I've got is
I need to move these down. So You can see at
the moment that these probably need
moving in a little bit. I'm going to grab this
one and this one. I'm going to go over
the top with seven. I'm going to make sure I've
got proportion that it's no. Make sure it's on smooth, and I'm going to try and
see if I can bend it in. You can see at the moment,
I've got it on normal. I don't want that. I also
want it on median point. Let me see now if
I bend these in with bringing it in and x, can I bring it in a little bit. Yes. I think that's
what I want. All right. Now I can come and level
these off. Control B. Level them up a little bit. Now you can see they
look really cool. All right, I'm happy with that. That's good then for chains. Let's put this
over to this side. I'm going to go up now
and save out my work. Now what I'm thinking of is actually bringing in
my actual change. But before I do
that, let's actually make the actual fixings
that go on there. We'll do this out of here. I'm just thinking forgot this. I need to join this together. Let's just join it
together before we forget. Control J, join it all
together, move it over there. I think also while we've got
it, let's just shade smooth. Let's put it onto alto smoth because we're going to be copying this over there as well. So I'm just making sure
it's basically finished. It looks finished now. I think I need to turn up
the Auto smooth. Maybe a little bit for this. Let's see how far
I've turned it up. Yeah, it's going to be pretty
high if I turn that up. And I am joining it
to the rest of it, so I do need to take
that into account. So I'm just wondering on this, can I just grab it all
face select, right click. And instead of that,
just shade it smooth. Yeah, some reason I don't
know why, but Blender, you know you can never shade it smooth in that way.
Let me try it again. So shades moo. Just wondering, you don't even get
an option down here, so not sure why that is, but unfortunately, I can't shade it any smoother than that. So I'm going to have
to put it on 30 because when I join
this altogether, it's not actually going to
work joining it altogether. The only thing you could do is probably parent it up
or something like that, which we're not going
to go into right now. All right. So let's make
the little links now, what we're going to
put our chain tubes. I'm going to press
shift A, create a cube. I'm going to make
the cube smaller. Basically, I wanted
to make sure that the links can come
from this and to this. So I'm going to press
S, bring it down. S y. And then what I'm going to do is I'm going to
make my links now. So the way I'm going to
do that, I'm going to press Shift A. I'm
going to bring in, I think, probably
probably another cube. So let's see if we can
do it with a cube. I'm going to press S. I'm
going to bring it up. So I'm going to press S and y, sorry, pull it out. Then what we're going
to do is I'm going to pull it up into place like so. I'm going to bring
in now an edge loop, so control, bring in an
edge loop down here. And then what I'm
going to do is I'm just going to pull this up so without proportion
of it's pull this up. Now let's give this
some more edge loop. So control Tree, control three, and now I can grab these
in the center of here. These are four here. I'm going to do basically
what I did before. C, select, like so, and then we'll just do
our edge loop circle and let's pull it a bit wider. S and pull it a bit out. Then all we'll do now is
right edge loops and breach. All right. Now, let's come in and actually bevel those up. So control B, level them off, like so, and there we go, that's where our actual chain links can
actually come out of. Now the thing is
the chain links, they might have to be a
little bit fatter than these, or we might need
to bring these in. I'm thinking like
these are they're a little bit too chunky, so let's bring them
in with S y like so. Yeah, I think I'm actually
happy with how that is. I think what I'll do is just bring these
down a little bit. So we grab each of these
edges, bring them down, and then that'll enable me to level these off one
more so conch B. Just make it a little
bit more rounder. I think that looks a bit better. All right, with this one now, let's do them into
it with dot button. I'm just going to come
to this one here. You can see this
is all of it and I need to make this
basically thinner. So I'm just going
to go over the top, press the boy into wire frame, double tap the e,
come to face select. What I want to do
is again, I want to use my C and just
select them all. You can make it bigger
as well by just scrolling the mouse wheel out as going to go in selecting all these like so
and this one here. Z solid, and now I want
to do is press S and Z and just pull it in
a little bit because it's jaw is going to be
way way too thick like so. That looks better. You can
see I've lost a little bit of my um, of this bit here. I'm just wondering if
I actually want to do anything about that
because I can by bringing in an edge
loop, so you can see. Yeah, I don't think
I actually do. I think actually,
I'm happy with that. So I think what I'll do instead is, I'll actually accentuate. So if I bring both of those, press controle mark a sharp, and there you go, that
actually looks better for me. So yeah, I'm happy
with that. All right. So now let's get these in place. So let's join.
Actually, we will. We need to have something that looks as though these are held
on with something as well. So what I'm going
to do is I'm going to grab this while I've got it. Next, pull it out, and then what I'll do
is I'll bring it in. In other words, I will
Grab each of these. I need to reset my
transformations first. Control A all transforms, right click the origin geometry, grab it again, Control B, and now we can bring it in. If I come to the top of it, press the eye barn, so insert. And then what I'm going to do is just drop that back a bit. E, bring it back a bit. Now finally, let's
join this altogether. Control click shapes,
finally to smooth, and now just grab your part, talk shift, bring it over. Seven to go over the top. Then what you can do actually
instead of doing that, I'll just press shift, selections cursor,
and there we go. It is all about speeding up
that workflow after all. So I'm going to make this
a lat a bit smaller, like so, and then I can pull it out now and have it
fitting in place. Shifty bring it over and
there we go. All right. Let's join it all
together with Control J. Control J, join it all together and hopefully,
that should be done now. Control click origins geometry. I'm just wondering if I want to level any of these parts off. I think I will, so
let's see if we can. I'm just going to
come in grabbing all these all the way around. So don't need to
grab the underneath. That's actually going
to be in the wood. I'm just going to grab them
going all the way around. So let's press control B and just pull them out
very slightly. Let's have a look
at that. Yeah, that just looks at to better.
I'm happy with that. Now, let's bring these into place. I'm going
to press so one. I'm going to put it
over here on this one, so it's going to be over here, and then over here. I think we'll do it that way. If I press now, y should
be able to get into place like seven to go over the top and then
let's just put it right near eng in the center. Something like that. I think what I'm
going to do is though I need it to be a little bit
higher than where it is, so we've got a little
bit more chain, and then going to rotate it, so y, rotate it round like so. Then I'm going to do
is I'm going to shift D and bring it down
to the bottom now. Shift D. Bring it
down to the bottom, Z 180, spin it round, and then just pull it out. To where it wants
it to go on here. I think something like that. Maybe a little bit
higher on this. Maybe. Let's put something
a little bit higher. All right. Let's join both of these together
with control J. Let's grab this now and we should have something
in the center. Let's press shift Sura selected. Let's grab them once again and let's right click and set
origin to three D cursor, add modify Then
bring in a mirror. Put it on the y, and
if that's not working, press Control A all transforms right click
Origins three D cursor. Now just minus off the
one that you want, which is all the
rest, except the x. All right, hover over it, press control A, and there we go. Pretty much near enough done, accept our chain now, and then we can start bringing in all of our textures
and things like that. We just need to do
the bottom as well, but that's not
going to take long. All right, everyone,
so I hope you enjoyed that and I'll
see on the next one. Thanks a lot. Bye bye.
76. Adding in our Geometry Node Chain: Welcome back, everyone
to Blender and Unreal Engine becoming
a dungeon Partis. All right, let's
bring in that chain. So what I'm going to
do is I'm going to start by bringing in a curve. So shift bring in a pesar curve. Let's actually get rid of this part here,
delete and vertices. So we should end up with
just this part here. I'm going to bring it in them. And then what I'm going to
do is I'm going to bring it over here and just
set it near enough. Right where I want
my chain to begin. Something like that, I'm
going to press one as well and just set it right
in the middle for now, I need to move it a little bit. Of course. What I'm
going to do is, I'm just going to set
it there for now. All right. Now I'm
going to do is. I'm just going to press and just bring it out a little bit. Now, you can see that it's
actually going the wrong way. I'm making a hash of that. I don't know why it's done that. I'm going to actually, in fact, I think instead of doing that, what I'm going to do
is I'm going to bring in not a bezier I'll
bring in a path. It's going to make it easier. If I come to path this
one here, process. Now that I'll make it much
much easier to begin with. So we'll do it that way
instead. So let's pull it over. So Now let's change
this into a curve. You'll notice as well with this, I've got a lot of vertices now, which makes it
really, really nice. Let's come over to our
geometry node. I'm not sure. Actually, if you can
add in a geometry node from this part, I
don't think you can. We need to go to
geometry node new. Click the down arrow, and of course, we're going
to bring in a chain. Let's press the
dot bond to Zoom. We can see our chain on
this is pretty small. Let's actually make this. First of all, we'll
do the resolution. Then we'll do the link distance. I think it's this
one, not that one. What we'll do is we'll
make it bigger first. Chain radius, chain thickness. No, that's changed stretch. Let's do the chain where is it? Chain thickness? There we go. Chain thickness, and
now the chain stretch. Bring it back to
something like that. And finally, then the
chain distance like so now you can see
that about right? Do we think let's have a
look at our little guy? I think it's still
a little bit dinky, Shift space part to
bring in my move. I'm just going to make sure
before I do anything that, I'm really happy with this
because I think at the moment, something like those
chains, they aren't right, probably in real life, but I think for this,
they need to be bigger. I'm going to put chain radius, turn it up, chain thickness, turn it up, chain
distance, turn it up, and now you can see they're looking probably a lot better. Also, let's actually
bring this in and see how it's going to fit first. I press and Z, Okay. Let's put that over
there like so let's also then just grab
this and just press G, just to bring in another one, and let's see how
that's going to fit. So I'm going to press G.
I'm going to press dot, and then I'm going to lift
it up and put it into place. I'm just making sure that
this actual chain fits. You can see it
actually nearly does. I just need to make
it a tiny bit bigger. I'm going to go
back to my chain. Chain radius, make it
a little bit bigger. Let's make the chain thickness
a little bit bigger and let's pull out the
distance so you can see, obviously, I'm going to have
to create another one now. A I'm going to do is
just move it over here, and then I'm going to
come to the end of it. I'm going to press G s to
give me another one, like so. All right. There we go. That's
fitting absolutely fine. You can see now thick
these needs to be. Now what I can do is
I can bring it up. I can spin it round. I'll say 90. Let's put it into place. If I grab this now. Now it's just a case of
fiddling around with it. If I press r and
x, turn it around. The thing is the best thing
about using actual curves is, you can make it look
really realistic. If I grab this for instance, and try and just slot that into place so making sure that fits. You can see at the
moment, doesn't really want to fit too well, I'm just going to play
around with it a bit more. I think actually going to grab the whole thing
and just press S. And then just put
it in place like so, and that's fitting much
better now as you can see, and then I'm going to do now, I'm just going to play
around with these. Now normally when
I'm doing this, I will first of all, be on modeling because that's going
to make it a lot easier. Second of all, I will be
using my proportional editing because it just makes
it so much easier if I press G now, as you can see, it starts to move
the whole thing as long as we've got actually, I'm not sure why it's not
moving the whole thing. It should be moving the
whole thing, but it's not. Let's super important
medium point on. Is that going to move
the whole thing? Let's see if we
put connected only on that's still not
moving the whole thing. I'm not actually sure. If I make this bigger, there we go. It was just because I didn't
have it out far enough. Let's move it into place now let's have it
bending around here, so if I bring this back and now you can see just
how easy that was. Now the thing is,
I think this is a little bit too long
at the moment. I also think I've pulled it a little bit too far out there. So what I can do now is I
can just basically come in, delete vertices and now I can actually rotate and bring this round to
something like here. So if I rotate on
the x, for instance, like so, G, and bring it back, and now I just want to make
sure that that actually fits. So we can see at the moment,
I need to move them all. Like so, and then I need to
pull this out a little bit. So I press G, get another one, and now I can fit it
into place like so. All right. That part
I'm mapping with, and now I just need to bring
in this to the other side. All I'm going to do is
shift, duplicate it, bring it over to the other side. And now I just want to make
it a little bit different. I'm just going to grab it. I'm going to press
G, so you can see just how much flexibility you've really got with this now, and there we go. All right. Let's bring in this
then, and what we'll do is we'll
spin it around. 90, 90. And you can see that we need to make these probably one longer, I'll pull it out at least, so if I come back to this, or I can spin this round the guess, we could
do it that way. If I come back, I'll
just drop this, spin it round, pull it up. Then do I want to now
rotate this or do I want my chain to actually just come a little bit longer. If I grab this, in
other words, press G, bring it in, pull it down, that's not going
to work a thing. So if I press G now a lot. Yeah, it's pulling
from the opposite end, so you can see it's
pulling from there. Instead of doing
that, just press, and I think we're still pulling from the opposite end and
that's not something I want. I'm just going to go back
and instead of doing that, I'm going to rotate this
on the Z, if I can. Not going to let
me do it that way. I think I'm just going to
have to rotate them both. Let's see if I can
rotate on the on the z. It's rotating on the Z's having a bit of trouble with on the y. Let's just pull it up like that. I think actually that's
going to work as long as I've got this bit into place. Now let's grab the whole
thing, pull it down. Let's grab this now
and fit it into place. So if I spin this round now, so if I press Z and spin
it round and then y. It's a little bit
fiddly to get this in, but I can see were actually
getting somewhere. So if I press G, and then spin it so Z.
I'm thinking actually, I'm not happy with how
that actually is actually. So instead, I'm going to do it. I'm just going to spin
it a little bit, so. And what I'm going to do is,
I'm just going to pull it up and put it into this one
basically this one here. Pressing G like so. And then what I'll
do is I'll just grab this and I'll convert it. Object, convert to mesh, and now it can come in L
delete vertices There we go. Dad's looking a lot
better. All right. I'm happy with that. Now, let's put this side over this side. Now again, as I
said, with these, if you want to make them
smaller, you can do. I wanted them quite
chunky on mine, but you're welcome to
make your smaller. Because I imagine this guy, although he's the right
size and things like that, it's not actually chunky
enough, you know, like in World of Warcraft or
even ESO for that matter. The people in there, they're
a little bit chunky, a little bit, really big hands and writs. So imagine that. I'm going to press
S D. I'm going to bring it over now to the side, I'm going to press
z I'm going to do is fit this one in as well.
So I'm going to press G. I'm going to do it pretty
much I've just done that one. I'm going to put it into
here and just slot it in, like so bring it down.
And there we go. I'm also going to rotate this. Y rotate it, and then just move it to the side
again, bring it up. As I say, it is a little
bit tiddly but honestly, it's such a nice way of actually
working this. All right. Let's come back
to our chain then and then before I finish, I'll just press shift D, and
I'll bring this one down because I'd like to use this rather than creating
a whole new one. And then finally, what I'll
do is I'll look you can see, I've got a little
bit chain here. I'm going to come up,
I'm going to go to object convert to mesh, grab this one L and delete. There we go. Should be left
with something like that. That's looking pretty nice.
Now, let's do the leg parts. I'm thinking actually, maybe they're a little bit too big. I'll give it. They're
a little bit too big. Let's come up on
individual origins. Let's make them a little bit smaller and put them
back into place. I'm thinking, maybe
something like that. Look a little bit too big. Let's put them into place now. Let's put this one into place. Let's also rotate this on the X. Like so, they look much, much better like
that. All right. So the next one, let's bring
this into place first, so I'm going to pull it out. And I'm going to pull it
into it wants to look as though it's actually
hanging on there like so, and then we can mess
around with this part. If I pull this to the side. Still being careful, that
it's actually stuck on there. Yeah, something like that. I think's going to be fine. Actually, could
we move it there? Yeah. I think that's
actually going to look better, like that. All right. Now, let's grab this one and let's press
shift, bring it down. Let's bring it out a little. Again, we've got
the same problem. On this one, it needs
to come down to here because these shackles need to be all the way down
here as you can see. This needs to be resting
on here, like so. Then, sorry, R x
pull it back a bit. This chain actually needs
to come down to here. Very important on
this part actually. Let's just press
and bring it down. Then what I'll do
is I'll bring it actually down with
this point here, you see this one here,
I'm going to bring this down to here. Bringing to this point. There we go in there,
locking in like that. Now I just want
to make sure that this it is going to be right. If I bring this back like
so and then bring it up, we should be able to bring
that into place now, bringing them over,
you can see I'm having a few problems
there again. If you having
problems like that, don't worry because
what we'll do is we'll just fix it like this. Grab it all shift bring it over. We're just going to get
around actually fixing that. In fact, while I've got it, instead of just bringing
that over grab both of them. Shift D, bring them both over. Okay. And then on
the next lesson, what we'll do is we'll
get these other parts in, put the bob on, and
basically, that is this part. Don't accept the
textures, of course. All right, everyone. So I hope you enjoyed that
and I'll see on the next one. Thanks a lot. Bye bye.
77. Texturing the X Stocks Prop: Welcome back, everyone
to Blender and Engine becoming a
dungeon prop artist, and this is where
we left it off. All right, first of all, let's sort this one out first. At the moment, you can
see we've got this. What I'm going to
do is I'm going to actually make sure first
of all, that you can see, I can actually do a little bit of something with
the link distance, so I can actually turn it this way as you
can see and pull it so now you can see that I can probably
get away with that. Let's see now if I can bring
this down a little bit, if it will let me let's
press g. And there we go. That is the best
way of doing it. And now I can do with this
one at least I can come in, object, convert mesh. As long as you don't
turn that down too far, you should be okay. L delete versus so then I'm just going to now
just move this a little bit, so I've got port on,
going to press G. L. There we go. You can see that also with proportion it's on
connected on the on. Means I just move
that chain and that sometimes makes it a little
bit easier. All right. Now, let's come to this
one and what we're going to do is we're
just going to move this, so it looks a little bit
different to the other one. I've got my first link in, I'm going to try and get
this second link in, so you can see it's
nearly in there. Let's just change
the link distance L I think that's
going to be that. I'll move that a little bit. Once I've actually
got this connected. Everything else I'm happy with. So I'm just looking to look
different from each other. Grab my and convert mesh, come in, delete this tus. Now let's think about this part, so I'm just going to
grab this one here. I'm going to press G
and just bring it out. Now, you can see that I probably need to grab both of
these on this one, pressing G and bring them into
the right place, like so. Yeah, I think that just looks to better like so. All right. Let's have a look. Let's now think every all
these are joined. So we can basically join everything up now at
this point, I think. What I'll do is I'll
just press B with a box, grab one of them, press B. Control J, join it all
together. All right. Let's press one and
let's just bring it up a little bit off
the floor, like so. Then what I'll do is I'll
bring in now another cube, mesh, bring in a cube. And then S, bring it
over seven over the top. Z, let's have a
look at wire frame, so we can see that this is
where it comes down to. I think that might
not actually help, but we'll have a
look. Let's press S. Let's press Z, go back to solid and now
let's have a look at that. All right. S and
Z, bring it down. And actually, that is round about the right
size as you can see. Let me just pull
up my reference. Yeah, I can see that the wood comes out from here to here. Let's press S and
y, pull it out, and let's also make sure that's stick eno because
I can see that it probably needs to
come over a little bit like so. All right. Now, the other thing
is I'm making sure. I need to make sure that this is on the ground
plane, which is there, and now I'll grab the top of it in face lex and press three, or just click on it and pull it up with our proportion
editing on. All right. Now, let's just
mirror it over the other side. So control all transforms, and let's come to mirror.
Over the other side. Now finally, the last
thing is that I did forget about is I just need
to grab all of this. Separate it off
just for 1 second, and then I'll just join
this and this Control J. That means then we've got
joined up is all of this. What I'm going to do is
control A all transforms, right click ogen geometry. Add modify, bring in a bevel, bring it all the way down one, and I think I need to bring
it down even further, so 0.5. That's perfect. Control and now join it all
together with control J. All right, G, let's have up. Make sure this is on. I'm just looking around now, and I think that
looks really nice. Now, let's bring in my
bolts or the final thing, shift, bring in some bolts. I'll do the bottom one first, so I'm going to press
seven to go over the top. I'm going to press S
to make them smaller. We want them quite chunky. They're going to
be holding someone who's trying to get out of this. We need to hold them
into the ground. I'm going to put
the seven, shift. Then what we'll do
is we'll make these four have a look to
see the size of them. Shift then we'll decide to
move them over the other side. Let's have a look at those
double tap the eight. Maybe they are a
little bit too big. We're just going
to grab them all, put it onto individual origins, press the S born and they
look actually better. I also might actually press sons and just pull them
out a little bit like, I think that looks
better like that. All right. Control J join ship Bring it over to this one. Join them all together now with Control J and then
just grab one of them. L, and then shift D, and you're going to bring it up. You're going to
press P selection. Rotate it round, so
grab one of them, RX 90, you can see that
it's coming from there. I just reset your origin to geometry and then
RX 90 press one. Let's press S set. Will
that make it look any bad? Don't think actually,
so we'll keep them round and all I
want to do now is just put them You don't
have to get this so accurate because they've just hammered them in basically, something like that, and
then shift D, bring it down. I'm just going to move
it over a little bit, so it's a little bit uneven and then shift D, bring it up. Now, let's join
everything together. I'm going to grab all of these, join them together with these
control J and there we go. That is the actual
X stocks actually done I didn't bring
these back far enough. Let's bring them back a
little bit far. There we go. Okay. All right. That
looks really cool. Now, let's come in and let's think about now bringing
in some materials. We'll bring in all our
materials actually together. I'm just going to look on my materials because I brought pretty much all of them in now. It's the lever that
I'm actually need to look at because I know that
I need some lever on them. Let you blend file
load up as I say, it's got a lot of
materials in there now, so it will take a little
bit time to load. We've got this lever here. I think we have this
lever and this level. The lever I'm going to
use probably going to be Let's probably lever
worn leather straps. Probably this one
here, I will use them. Leather straps and we
also need the metal. T one, that's treasure. We've got this one, silver basic and we've got these three. All right. I know what
I'm going to use. You can see we've already
got some materials on here. Albeit, they're not very good. We need. We need wood. I'm actually wondering.
Wood stylized old, we've got everything
in here except lever. What we want is leather
and it's going to be the one that says leather
straps like so. All right. Let's come in now and
grab all of these. We'll do this one
first. I'm going to pressure Smart UV project. Okay. I'm also going to make sure that it's
all on stylized wood, and I'm also actually I should do these as well. So
I'm going to press you. Smart UV project. Now I'm going to do is I'm just going to spin all
of these around. A 90, spin them around. Press the dot born, see
how they're looking, and now I'm just looking to make sure that everything's
going in the correct way. Actually, everything
for me at least is going perfectly right.
That's really nice. All of those are going
right, so what I can do now is I can
actually grab them, H to hide them out of the way
and focus on the next one. What I'm going to do now
is I'm going to call two. You see these here, the
one problem I've caused myself is because I did them
while they're all joined up. I need these aren't going to be leather. These
are going to be metal. I'm going to do these
first. I'm going to come in and I'm going to grab
all of these like so, and I'll do those first just to get them out of the way.
Now I've grab them. What I'll do is
I'll come over and pressure you tomar reproject, and then I'll go
over to my material on dark click a sign, and then there those done, as you can see, so now I can
hide those out of the way. Let's do the bolts, get
those out of the way. So L L and then
the bottom bools. I'm just wondering there they
are hidden away in there. All right. The the bows, and I'm going to
put these on old. I'm just going to make sure that they're all already on it, should be anyway so. I'm also going to come in
to these little straps. I think what I'll do is I'll
also put those on the same. Grab all of these
now and come in. Grab these little straps. Buckles and then prop on a sign, pressure you. Smart
you reproject. Then we go, that's
looking perfect. And then what we'll do is I'll
hide those out of the way. All right. On the next lesson, we'll get this finished off. We'll get it named, we'll
get it in our asset manager, and then finally we can
move on to the next part, which probably I'm thinking
is going to be our tortures. I think we should get on with
our tortures after that. Something a little
bit different. All right, everyone. I
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
78. Starting our Torch Models: Welcome back to everyone
to Blender and Engine becoming a Jonjon prop artist, and this is where we left the. All right. Let's come in
then and do our chain. The chain should be the same as the actual buckles
and things like that. I should have guess I've
done those at the same time. But not to worry, let's do them now. I'm just
going to go in. Grabbing all of
these. Then project, click Okay, and an old
click a sign. There we go. There's our chain. Now I can do is I can just hide
those out of the way. Now finally, we've got
the problem of these. Now, I'm thinking,
the easiest way of doing this is probably can
I come in shift and click? Yes, I can. That's going to make it a little
bit easier for me. Just going to be a pain
just getting in there. What I'm trying to
do is, I'm just trying to grab them going all the way around there because you probably already guessed
what we're going to do is, we're going to mark some
actual sams in there. And then that'll make it easy for us to actually unwrap these, you can see it
didn't actually take too long. You can grab that one. I'm going to do is right
click and mark scene, and now she'll be able
to come in with face leg and grab all of
these up to that, which makes it really easy
as you can see, like so. I'm going to press you.
Smart UV project, click. Dark click a sign,
and there we go. And now let's just hide
those out the way. Finally, now we can just grab everything, Smart UV project, click, lever straps, click a sign tab Okay.
And there you go. Pretty much done. Now, we could bring in some more
decals and things like that, but I think actually
adding more decals on, you already know how
to do that, so you can add your decals on
if you want to. What I'm saying is that
it's just going to add a ton of extra
length to the court, so I don't actually
think it's worth it. I don't actually
think you're going to be getting
anything out of it. So I think at this
stage, going to add some decals on if you want to add some blood and
things like that. Just make sure when you're doing things like that, though, that you focus on where
the actual blood would be. For instance, Probably not going to be a lot of
blood on here apart from where the actual wrist grips are and where the legs are,
where they're digging in. If you've seen game of thrones, you'll know that
they tortured them by putting a clamp over
their foot down here, maybe something around there. But like the middle part of it, you're probably not going
to get a lot on there. Just be very careful
when you actually putting it decals on. Like Rust, really think about where it's actually going
to be and things like that. All right. Let's
come and name this. I'll call it X stocks. I'm actually going
to leave it in the stops one because I think
that's where it should go. Then going to right click
and before I do that actually I'll press
control all transforms, set origin to geometry, and now I'll do is right
click and I'll mark as asset. That's looking pretty nice. Let's put this asset then
where I want it to go. I'm thinking should I
put it I'm thinking one, we're going to put in
the front of there. I'm going to put it over here, and then we can still see
it for our actual render. Something like that. Okay. Yeah, that that
looks fine there. And then I would just give it a quick check just to
put it into place. I'm going to come to A.
I'm going to pull my x in and drop that into my props. Now, you will notice because I actually reloaded this file. When I go to all now, it's actually showed me what is not actually
put in the right place. Now if I can grab these two, I can drop those into my props. I can also then come to my materials and I can drop
those into my materials. You can see now
what that's done, so it's made it really
easy for my pots. Now, the other thing
you can see is I've got some that aren't actually in here even though
they're in here. The reason for that
is because I've not actually changed the
preferences on the file paths. I just need to reload this basically just to
get them more lin. If you ever en
problems like that, just redo your actual blend file and then you should be
actually fine and ready to go. And also the reason
could be most of the time is that you've actually got it actually typed in here. So close that down, you'll see everything
comes back. So I was actually
panicking a little bit. I did actually went and
checked why that was, and then I realized, yeah
you've done that again. Okay, so that sometimes happens. Now, let's go back to modeling. I'm going to actually bring
in now a new reference. We're going to bring
in our torture someone come to my references. And we're going to open it up
and the one one is torches. This one here. So
let's open it up. Let's put that down a
minute and bring it over and you can see that this is what
we're trying to do. So some new skills, you're
going to learn here. First of all, you're going
to learn about how to create this kind of
a ray system here. So that's going
to be really nice to create this
nice ornate torch. We're also going
to learn a little bit more about emission, basically, because we need
some emission on here. All right. So let's put that
over the left hand side. And then what we're going
to do is now I'm going to put again my cursor
to the sensors. So cursor two world origin. So cursor world origin. And let's start with an actual I think actually, we'll stop. With a cylinder. I think that's the best
way to go with it. Shift A, let's bring in
a mesh and cylinder. Let's put it onto 20 CMs on 32, and that is simply because
actually restarted my blender. Let's press S and bring it to the right
size, first of all. If we're looking at a torch, you can imagine
that these torches, they're going to be quite
big and they're going to be quite heavy basically because you can imagine this guy again. He needs to be a little
bit more b I think. Let's come in with base
select. We'll grab this base. We'll press control
all transforms. Right click origins geometry. And then what we
want to do is grab this phase, press Control B, and I'm just going to
round it off now by turning off segments like so. You can see already we've got a nice actual size
for our torch. Let's press one
now, bring it down, and then let's press
S and bring it in. Finally, now, let's
press Control, bring in a few edge loops
like left click, right click. Now all I want to do is
just grab this center one, and come with proportional
editing and press the Spor, pull it out and just bring
it in just a little bit, when we get that nice
slow for our torch now. Now, if I put this in his hand, let's see if this
is the right size. So I'm going to put this in
his hand and you can see, it's about right actually. It's probably a
little bit too big, let's make it just
a tiny bit smaller, and I think that is about the right size now,
something like that. All right. So now we've
got our scaling done. Now we can actually start work. So if we come down
to the bottom of it, grab the bottom
and we're going to round this off again like
we did with the top, so we're going to
press control B, round it off, like
so. All right. That's pretty much the
basis of our torch done. Now, we need something
to hold it when you put it into something like
you'll see on here. We've got this little bit
and what it does is it holds the torch in when
you drop it in here, and then pull it out, you just push it up and then you
can actually take it out. That's that's there for.
Let's put that in first. All I'm going to do is I'm
going to co I'm going to grab probably I'm thinking
probably this one here. We'll use that one,
I'll do is I'll grab this slick Control B. Let's get rid of
these down to one. The other thing is on the
one I made the original. This is a little bit too dinky, let's have it quite
big like this one. T terns, bring it out
without proportion. A S, bring it out. Let's have a lot of that size. That looks actually a bit bare. Make sure offset even
is on, and there we go. Now, that's looking pretty nice. Now we need to do
is we need to come up to the actual torch part. This needs to be
uneven as possible. What I'm going to
do is I'm going to grab this one going around here. I'm going to put proportional
editing on, so click it on. I'm also going to
put it on random. And then what I'm going to do is I'm going to pull it out now. You'll see as I
pull this bit out, it's going to randomize
it a little bit, and then I'm going
to grab this one and pull it up a little bit. So and then one I'm going to do now I'm going to probably pull out this
end a little bit more. I'll pull it in, doesn't
really matter which one. Now you can say, I need
another edge loop, so control bring it up. Another one, control
bring it up, and now let's bring this
one out. S bring it out. Now the reason I'm doing that is because at the top
of these torches, this is, I think it's called bird lap or
something like that. Basically what it is is it's basically cloth or something
where you use that, you soak oil and
that's what actually keeps this flame actually going. That's why I'm
actually doing that. Now, the one thing is
probably need to bring out this a little bit further
on this part here. I'll just grab all of
this and pull it out, so I think that then
looks about right. We are going to put some
burlap on it as well, and also we'll then put
the flame around here. Now the thing as well
as with the flame is, you want the flame
to be come in from around here and going
in and out in and out. That's also important.
What I want to do, though, first, I want to get rid
of this roundness on here. I'm going to do is I'm going
to press and bring it in. And then bring it
up a little bit. Now you can see that's
going to look a lot better. Now, the other thing
is, I think I'm probably going to want to
smooth that off a little bit. I'm going to grab it
all, come to vertex, go to smooth verses. Just sove it off a little bit, so it looks a little bit better. Then finally, let's level
this top of it off as well. I can come in, grab this
face, press control B. And try and level that
off a little bit. Pressing not with. There we go, and then just
bring up this a little bit. There you go, that's
going to look a lot lot better now like that. Okay, now we've got
basically this. What we want to do now is
just make a cut around here. All of the new is just
going to go in. With my it. And the reason I'm
cutting it is because I want to basically have
some flame coming over, you know, down and up
and things like that. So I'm just going to
go round and just keep going round and just
cut it, you know, going in, coming out, like so
showing a bit of the burlap and a bit of the flame is what I
basically want to do here. So I just going to take
the time. To go round. Remember, you can use this
torch over and over again. So you might as
well take your time with this and get it right. Also, remember, you can use
the control key just to make sure it's not
actually magnetized to any parts that you
don't want it to. I'm just going to bring
it round back to that. Press the end to b.
Unfortunately, as well, it's not actually Mark
highlighted it for, so I'm just going to
go round selecting it all then I'm going to do is going to on the
right click mark. And that now brings us to
the end of this lesson. So we've pretty much
got everything set up. All we need to do now is, this is pretty much the
torch near enough done. All we need to do now is make the more ornate torch and
basically that's done. These are a couple of
easy actual assets. Let's go to file. Let's save it out
and I'll see you on the next and every one.
Thanks a lot. Bye bye.
79. Creating Ornate Models with Curves: Welcome back, everyone
to Blender and reagent, becoming a dungeon prop artist. So we've got our
first actual touch. Let's shade smooth. Let's bring in Auto smooth. Let's put autos move on. Let's turn it up a little bit. I'm just wondering if we
can get that smoothed off. It could be the case where we might need to
subdivide it in some way, maybe because it is
a little bit hard when we put it at 30,
something like that. It does need a smooth off. What I'm going to do is I'm
just going to come in now. I'm going to grab both of these edges that are
causing problems. I want to press control
bevel them off. There we go 30 degrees
30 degree angle. You can see it's looking better. You can see we still
have a few issues. I don't really want those.
I'm going to do is I'm going to press and that will take
me up then up to that. Control plus, control plus, and then I'll just
come in vertex and just smooth vertices like Let's just make sure that
we're turning it down. I'm just trying to
get rid of that. If a press tab now you
can see nearly enough. These are the two
edges I want to do. Again, I'm going to come to
vertex smooth verses like so, turn it down and see I need to bring it all the way
down to there, like so, and you can see we still got
that lumpiness on there, and that's exactly what I want. Something like that
looks great. All right. Now let's think about actually
creating the ornate one. Press shift, bring it out here. Then what I want to
do is I want to have basically one that comes around. So a cylinder
coming around here, one on here and one
on the top here. Let's start with though. So
I'm going to press shift S, Custer selected shift day. Let's bring in a cylinder and
I'm going to keep it on 20. That's going to be
absolutely fine. We'll use, we'll do it the easy way
now we've actually built up our workflow
and things like that. Let's bring it down first
to where it's going to go. I should come to
something like that. I think That is round about the right thickness as well,
so I'm happy with that. What I'll do now
is I'll come in, grab both of these, press the i bonds to where
I want them to go. Let's say something like that, and then just come
to edge loops and come to bridge and
just bridge those in, makes it really, really easy. Now the next thing
you want to do with this is you want to bring
some chunks out of it. If I press shift H, Come back. And you can see the reason I'm doing this like this now is because we're at a point where
we can really just start, as I say, speeding up that way flow and really getting these
things nailed down. So I'm going to press
tab control A all transforms right click
Set g into geometry, and now you're going
to do is just press, and then you're
going to press to alterns and just bring
those out a little bit. And now you'll see if
I press Altag that is where you taught
should actually sit into. All right, let's finish
this off now with just a couple of bumps
on the top and bomb. Control two In fact, we
won't do it that way, we'll just do
control, left click right click Control,
left click right click. Grab the top one, shift click
Control B, bring it out, like so, and then finally, enter sensed, pull these up. They're not coming up. Make
sure you're on medium point. Sons pull them up like
so, and there we go. That finishes that part up. All right, really
happy with that part. Now, let's bring
in a couple more, and these are just going
to be the simple ones. I think uh the first
thing is Yeah, I think, probably
we'll bring them in. I'm just wondering
if it's easier to bring in the side thing first, bring it up and out and then
put the other parts on. Maybe it is, maybe it is. We'll do that
first. So what I'll do is I've got my cursor here. I'll press shift A,
bring in a plane, rotate it around so RX 90,
and I'll work off there. I now press shift A,
bring in a curve, be press tab on my A to grab
everything, delete vertices, and now you're going to do is
come over to our Over here, make sure if you restart blender that your tool is still on
surface, which it should be. Now you're going to do is draw in these actual ornate parts. We can see that I need to
bring it from probably here, bring it round, bring it up. Then finally, bring it out. So I'm thinking that that's
probably not high enough. What I'll do is I'll just
come in, I'll grab this one. Because I'm facing
straight on, as you know, I can just press G and
pull it out like so. Now, the other thing
is I'm not happy with straight these
actually are. I'm going to grab both of these, right click, subdivide, and just bring in
another one here. Then I'm just going to
pull it out like so. Then I'm also going to
grab both of these, pull them in, like so. Then finally, this one here, I think I'll rotate it just
so I can get or grab it here. And then I might
bring in one more. If I bring in one more,
subdivide, bring down this one, G. I think that is probably going to look
a little bit better. Bring this across now, just to straighten them up. Now what you can do
is the easiest way is just delete this
out of the way. Delete vertices, and now you can see it
goes up pretty straight, and now fine, we can
just bring it over. That might be about right. We'll check it as we actually
pull them into place. But that's what we've
got at the moment. Now, let's press tab. Let's come over then
and bring out our true. You can see it's
going the wrong way. All I'm going to do is
I'm going to press tab, A to grab everything, shift end, spin everything around,
and now they're all going in the actual
right way that I want them. Now finally, let's bring
in our subdivision, so I'd modifier subdivision, solidify. Let's bring that down. First of all, let's shade
it flat, and there we go. Now we can actually
see what we're doing. Now, let's bring out this plane first of all, get rid of it. We don't need it, and
let's go over the top. We've got a nice line that we can near
enough follow here, we're going to bring
out the thickness probably something like that around Mt thickness, I think. Yeah. Something like that. The one thing is, I think
that I should bring out another one on top of here
and then turn it around. Five press, like so and
then just rotate it. G rotate it round,
grab them both, G rotate them, rotate them, and then, something like that. Something like that,
and I'll bring it then. Probably, I'm going to
bring it up a thing. Yeah, probably up to here, and then I'll grab this
one and I'll rotate this. I'm basically just fiddling
around with it now, getting it to be how
I actually want it. G and G maybe
something like that. I'm just wondering if this
is too big now, probably, so I'm going to
grab both of those, bring it back into place. Don't be scared of
messing around with this and playing around
with it a little bit. Let's bring it back in a
little bit more straight. Thinking that I need to straighten that up
a little bit like so. And I also need to
bring them out. I need to bring them out
a little bit like so. And also, I would say that they're a
little bit too thick. So let's go back to our ex
we'll just bring that back. Just a tad and that then is looking a lot better as
you can see. All right. Now, I'm actually going to, I think, convert this. In fact, I will bring
this into here because it should be rotated
round into there. I'm going to press
one, rotate it. G, make sure you do
press one, if not, you're going to have
problems where it's bent, and that's not
something you want because then you're going to
have to restart it again. And also the thing is just make sure that they're inland
oil to do that is, go back to modifier. Bring out the offset, put it on 0.5 or something
to start with, and then you can move
it slowly into place. So now, Okay. I bring this into place
like so. All right. Finally, then I want to
bring down the amount of resolution, bring it down. To five, maybe,
something like that. You don't want to
high resolution going the other way anyway. So something like
that looks fine. And now just work on whether you're happy with how
this actually is. Remember, you're going to
have 1 bar round here, 1 bar going round here. So remember that as you
actually build it out. So you might in other words, another one in here. So right click, subdivide. And then just grab this
one, press one again. G, and then you might just want to bring it out a little bit, bring in just playing
around with it basically is what I'm
saying, something like that. Like that. Maybe I want to, you know, round here and
sweeping sweeping round there. So more like this, I guess, could say,
yeah, more like this. Like that, I think. All right. I could play around
with that all day. I think that's going
to be fine for now. Just get those in the
perfect one that you want. I'm thinking that looks
pretty nice. All right. Enough of that, let's come up to object and we'll convert
it, so convert mesh. Then what we'll do
is we'll get rid of probably this part here. So I'm just going to come in, grab this control control plus, and then delete faces, and now I'll just
fill in that face. So ship fill in my face. And then all I'm going to do is I'm just going to squeeze it down with proportional
connect it only off. Put it on smooth and
then press the S board, squeeze it down like so. I'm also probably, I think actually it's
going to be okay, but now is the time
when you should be straining up any parts that you're not
actually happy with. So you might want to straighten up this a little bit, like so. You might not be so
happy with this. Just make sure you straight more because the next part is going to be putting it around
this actual torch. So, I think that I think
I'm happy with that. I don't think there's a lot
else I need to do with it. All right, everyone.
I'm happy with that. I'm just going to
file, save it out, and I'll see on the next
one. Thanks a lot. Bye bye.
80. Finishing the Torch Models: Welcome back, everyone to
Blender and Unreal Engine becoming a dungeon propie and
this is where we left off. All right. Now we've got this. Let's actually
array this around. The first thing you want
to do is you want to bring in a empty, plain empty as we spoke about a lot earlier
on in the course. Now I want to do is we want to use that array to go around. So I'm going to come add moifier and I'm going to
bring in a array. And basically, I'm
going to set this to object offset turn
off relativefset, and then I'm going
to turn this up something like five
or six to start with, and then I'm going
to put the object offset as my actual T. And
of course, nothing happens. But when I press seven, press sd, you'll see now
that they actually go round. So now what you're just
trying to work out is how many you want
on here going round. You can see that they're
not lined up well at all. We need it on something like 40, and we also need it going
all the way around. So again, get your calculator, do 360/40, and then that's going to
tell you how many you need. Let's open up our calculator. And then they will do
360/40 equals nine. Let's put it onto nine. I'm going to go
back to my array. Let's put it on to nine. Like so, and there we go. Now it's perfectly
around and you can see jaws down nice
that actually looks. All right. Finally, then
just apply that control, apply that, get
rid of you empty. Now let's bring in the
other bars that are going to go around this
and hold it all together. All I'm going to
do is I'm going to press Shift A. I'm going to bring in another cylinder,
so another cylinder, I'm going to make it
smaller and basically I want this to be ro
the outside of here, S and just to give
it some strength. If I pull this down, let's
say to round about here, let's pull it out a little bit. Let's make it a
little bit thinner. Something like that.
And then finally, what we'll do is
we'll grab the top. And the bott. Same as what
we did with the bottom one, and we're just
going to press and bring it into whereabouts
it needs to go, which is just to you, so you can see that the jaws going
to be in the edges there, and then all I'm going to do is right click gridge that's what you're
going to end up with. Now, you can see that we do want this top part going
in a little bit. Let's actually do that
now. A shift click. Let's press the S b
without portion noting on. Just bring it in very slightly. Finally, as well,
maybe bring out the actual you can see that they don't quite
line up on there. That is That's a bit of a pain. Instead, what we're
going to have to do because I want to
make this very nice, shift and show you just how far you can
actually push it as well. Then what we're
going to do is 90, just to spin it around, press the S born then what
I'm going to do now is, I'm just going to
grab one of them, so I'll grab this one on the side because
that'll be the easiest. I'm going to press shift, I'm going to press Shift
S. Cursor to selective. I'm going to grab my bowl, I'm going to press Shift
S and selections cursor. Then I'm going to press
S and I'm going to bring it into here now
into here. Like so. I'm going to drop it
down, and this is where basically one my bowl
in holding this together. Something like that, I think, have a look, might need to
bring it out a little bit. But yeah, that looks pretty
nice. Now I've got that. What I want to do is I
got rid of my empty. In case you got rid of the
empty, grab your cylinder, press shift cursor
selected Shift A, bring in another empty,
plain axis empty. Grab b Control A or transforms, right clicks origin
to three D cursor. Now finally, let's just
bring in another array. Let's put it up to nine because we know that's
where it was on. Let's then put it on off object offset and click on
empty once more. Then all we're going to
do is spin this round. Spin it round, and what you're going to do then
is put this on 40, and then they're
going to line up perfectly in line
with each of these, hopefully. Yeah. There we go. They're lining up
in line with them. You can just see how
much that actually adds. Now, I'm just going
to bring this up now, so I'm going to bring
this and this up, so I'm going to press
shift D. Bring them up. To this B and you can see
what's happening in there. It's not actually doing it and that is because of the empty. Rather than do it that way. Let's just delete those. Then what we'll do is we'll
actually apply that first. Come over, apply your rate, get rid of the empty, and now you should be able to grab them both and then just press your D and bring them
up to where you want them, which is something like that. You can also see
that we might want these a little bit thinner on this top
one. I think I will. I'm going to grab
this son's head, bring it in a little bit,
double tap the head. There we go. That
looks really nice. All right. That's that done. Now, let's think
about our bevels because it doesn't look
right at the moment. Let's come in grabbing all
of these grabbing this. Let's press Control J, right click shade smooth. Let's bring in our auto smooth. Now finally, you can
see that I'm probably going to have to turn it
up a bit and belly off. Let's press Control
A transforms, right click. Origin geometry. Adding a bevel. Let's see what that looks like. There we go, now you can see, wow, that looks really cool. Let's put this on
0.5 or not 0.3 0.3. Not really bringing it down. No point no one. Yeah. Just like that thing is going to make it look
much, much better. All right. So I'm
really happy with that. Now I can apply that control. And now find that I
can just join it all together now. Control J. Now finally, let's just check
what it's on 30 degrees, so that's absolutely fine. So I can join this
and this together, control J, and there we go. We've got two torches now, one on A and one, which is just your
standard torch. Let's come in now and
texture them as well. Now, we could texture this one then bring
it over to here. We could do it that way as well. I think, we've got it
pretty easy anyway. Let's come in, and
what we'll do is we'll make a another burlap. I think from here, we're going to have the
flame and from here, we're going to have the burlap.
I'm going to right click. And mark sin, and then I'm
going to go to this one, and I'm going to shift
right plate mark All right. Now, let's do this
one first because we'll be able to see exactly
what we're doing there. The first thing, I need to bring in a couple of materials. I'm going to go to
my materials panel. Let it load up, and then I'm just going to
grab two of these, and I think we'll just bring
in two of the materials. I'm just going to
grab two of these, shift D, bring them out. Then all I'm going to
do is I'm going to come now to my materials panel, grab this one, minus it off, grab this one, minus it off. Now, let's go to our textures. So if we open up our
textures, which is here, you'll see that we've got dungeon and Dungeon
charcoal. I'm not sure. I think this is the one.
Let me just open this up. Yes, this is I'm not sure
if that is our burlap, so we'll just have a up. The dungeon charcoal
is definitely the one with the flame
on. We know that. We've got that one
that one's fine. I'm just going to check down
lever straps level one. Silver, water wax, weapon iron wood course wood
light, dungeon fabric flag. It's not that one. We've got two dungeon fabric flags
have a Dungeon fabric flag. Yeah, they're both the
same and I don't know why we've got two in
there, but. Hey, hope. I'm thinking that the dungeon
fabric is what we're going to use rather than
making another one. We use that and then we'll
use the charcol as well. Let's come to this one
and we'll call it dgeon We'll just call it
fabric like so, and then we'll come to
this one and we'll click new and we'll call
this charcoal. This, by the way, is a
really, really nice texture. We'll do the charcoal first. I'm going to do is
I'm going to come to my principled control shift. Of course, with the new
blender, again, as I've said, it does everything for you, which is really nice. If I just go to this one, It brings them all in with
the node wrangler. It makes things really easy. Let's go to our charcoal. What I mean is it
brings everything in except the ambient
inclusion, unfortunately. I think in a later build
actually will do that. But for now, it brings
everything else in including the apacity including the emissive and everything. So really, really nice. All right, we've
brought that in. Let's press dot. Let's put it onto our render, and then we'll have a load at our emission. And there we go. Now, let's double tap
the eight and let's come now and we can change our
emission strength down here. If I change this
up, there we go. We can see we've got a
light coming off it and it looks fantastic straight
out of the boat. I'm going to put this on
something like 20 thing. Bear in mind, if
you go too high, you're going to lose a
lot of those details. So just don't say it too high. But I really don't think maybe we'll turn the strength
of the normal. Let's turn it up to
three. Just turn the strength of the
normal a thing to three, and I think that's
basically that do. Now, let's come to our fabric. I'm going to zoom out. I'm
going to hit control shift and T. I'm going to go back and I'm going to find the
fabric, which is this one here. I'm going to bring
them all in open GL, not the direct X. There we go. There's our fabric. Yeah, that is our actual
burlap, so that should be fine. All right. There
are the materials in, so as simple as that. So now we need to do
is we need to just go back to our actual torches, and what we'll do then
on the next one is, we'll start getting
these materials in. We'll name them, put them
in arm asset manager, and that is the tortures
done and the way. All right. I'm just going to
save it out as we should do at the end
of every lesson, and I'll see on
the next on every on. Thanks a lot. Bye bye.
81. Creating Embers from Emission: Welcome back, everyone
to Blender and Engine becoming a
dungeon prop artist, and this is where
we left. All right. Let's come to this one first, and we'll bring in a material. So we're going to look for fabric. Let's bring that one in. Then we'll also click the plus and we'll
look for charcoal. We're also going to bring in
the wood, the grainy wood. Wood, and we'll bring in is it course bring in
the course wood. And we'll also bring
in the dot metal, plus down arrow I do this
one here. All right. Let's now grab the whole thing and we'll wrap it all together. Smart UV project, and
we'll have a lock actually wraps because it might unwrap along here
with the actual wood. So we'll just have
to wait and see. Now, we've already
got the fabric, as you can see, the
fabrics already on there. Let's now come in
with the charcoal. I'm going to add in our
charcoal and there we go. Then what we'll do is we'll
now come in to the wood. I'm going to grab all
of these all the way. In fact, what I'll do is
I'll assign that now, and I'm just going to look at what this looks like and then Iulate control plus
going all the way up. Signing like so then I'm going to go round
this control plus, and then I'm going to
assign the iron dark. You can see it might actually
work with this water, I might just need
to turn over this. Instead, what I'm going to
do is I'm going to come. And I'm going to grab
all of this going down, right click marking just to make it easier
for me to grab it. Then I'm going to
press L. And finally, then I'm going to come
in and go to UV layout, and I'm going to
spin these round. So eight 90. I'm going to press
dot to zoom in, and then I'm just
going to check, see what that looks like. B because of how this wood is, it's actually made it really
nice for me to actually create this because you can see that because it's got so much grain and
things like that, you can't see any edges
anywhere or anything like that. Now, the one thing I'm
not happy about is this really needs to come
out and look as though it's actually a you know, a little bit further
out than where it is. So what I'm going to do is
I'm going to grab this, I'm going to press, Altern
and just bring it out. You can see I grab all of that and I don't
want to do that. I want to come in
and just grab this, alter and just bring it out. So there you go, you can see that looks
much much better. And also, I want
to then have this hanging down a little bit
instead of like that. So I'm just going to grab
all of this going around. I'm going to press
S, pull it out. I want to press S,
pull this bit out. I'm just making some
final tweaks to this. You can see now it's
looking much much better. And then I'm just going to
start pulling these down. So if I come now and make sure I've got push editing
on and basically, I'm just going to pull
these down a little bit. So rather than think actually, I need to pull it down
without proportional no. So maybe something
like this, like this. Like this, pull it down
a little bit further, and I'll just use this same torch for
the other one as well. All right. That's
looking a bit better. Now I'll do is I'll just come
in and I'll bevel this off. Control, level it off. Now finally, let's come
in and rewrap this. I'll just grab it all with
press Control plus control plus Smart UV project, click, and then let's
add fabric to it. There you go. I don't actually know how that
happened on the top, we'll actually fix that as
well. So I'm going to come in. And charcoal. There we go. We might need to
unwrap that again. So I'll just re
unwrap that so smart. Actually. Does that look
better? Yes, it does. So we'll leave that as it is. I'm looking at my burlap, and I think I also need to pull up this part as
well. I do the same thing. I'm just going to pull this up, pull this, pull this up
just a little bit, like so. Then we'll just level
this off as well. Shift click going
all the way around. Just to finish this off, so it looks really nice like so, and then control B Bevel
it off a little bit. Maybe maybe that's not enough, so I'll go back and you can
see that the problem is, I've not actually
grabbed it all, and that's causing problems. I'm just going to
recheck now. All right. So now it should be back. Control B Bevel it
off, and there we go. That's looking much better now. Happy with how that looks. Now, let's actually bring and
put this in there as well. No point actually trying to make another one and doing all that work and
things like that. What I might as well do
is just grab this one. Just this one. So I'm going to press L with edge selecton. I'm going to press P selection, and then I'm just
going to grab it. Control A, A transforms, right click, Sargon geometry. Shift S, cursor to select, then one want to do is going to leave that
one out of the way. So let, grab this one. And then one want
to do is control all transforms, right click. Sin geometry. It's going to pre right in the same place
as the other one near enough, shift and selections
cursor there we go. Now, all I want to do
is just bring it up. Like so to where it needs to go, something like that, and then double tap the
A and there we go. Now, let's think about
these parts here. Pretty easy to do these parts because they're all
pretty much the same. If I grab all these, we can see we've got a
bolts in the way. Unfortunately, that just
makes it a little bit harder. But I think if I come in and select this
one, can I get away? Well, I'll select this one
as well and then select and let's see if I can
select all by perimeter. Yeah, it's not going
to work on there. Instead, I'll actually, I'm just making
this harder myself. So I'll do is I'll
just grab all of this. Going all the way around. It's not going to
take that long. Let's not make it more difficult
the way it needs to be. There we go. And then while
there is, I'll pressure. Smart UV project, click Okay, do click a sign. There we go. Really nice. Now, let's put this
double tap the A. Let's check it out
on our render, just to see what it looks like. And there you go, there is
your actual torch with you, lab with stuck in the ornate torchhder
and things like that. Now the thing is with
the torch holder, it would have something down here that holds it
against the wall, but I'm sure on this, you can pretty much
create that as you want to all of them will be different as well because it depends where you're
actually putting this. Some will be stuck in
something at the bottom. Some will be held in the hand. So that's why we're
not actually doing it on this course just
showing that bit, but I'm sure by now, you've got the skills to actually go
away and do that. All right. So now let's just put
it onto material mode. I'm just going to
grab the torch. Then what I'm going to do is I'm going to grab both of these now. Press Controj join
them all together. Just make sure my Autos
moovies on, which it is. Now we can go back
to our modeling. Come to this one,
and we'll just call a new collection and
we'll call it torches. Torches then we'll
go to this one. I'm going to press dot and
that I'll call it torch. And then we'll call
this one Nate torch or torch or like so, and then I'll just grab
both of these, drag them, drop them into my torches, close my stocks of,
close my torches up. Now finally, let's go over
to our asset manager, and all I'm looking for now
is my torches, so torch. They're not there because I didn't right click markers that. Now they're there.
Let's drop those into our props and materials. Let's go to all. I'm
going to close that I'm going to try I should have
named them all materials. Actually, I would have
made it so much easier. I'm just going to
basically go down now, clicking all my
materials with control click just to get them
all in there now. I should do this at
the end as well, but I just go down them now. I'm also not put
those materials in, so you can see that I'm
missing some materials. So what I'll do is I'm wondering if I can just go down all of
these. No, I can't. Yeah, you can see the
ones that aren't, so I'm just going to mark
as I mark as I said. I'll do this at the end,
actually clear I set there. Just to make sure
that they're all in the right places. All right. So enough of that, let's actually go
back to our modeling. Let's put these
tortures in place. So I think, that'll do. I think Okay. Let's put them on the floor though,
so they look there. Something like that. Slip
them on the ground plane. Let's also lift that
one for some reason, it's below the ground plane
double tap a, there we go. All right. On the next one, I think what we're
going to look at is probably going to be
doing the bed next, so we'll get that one out ready. We're going to go to our
references, and this is the bed. So as you see, it's
got a lot of hay here, which will be focused on we'll be focusing on the
pillar as well. And this bit here is pretty simple stuff that
we've already done. We've got a chain in
there, as you can see, pretty simple stuff. You will learn some new things
to do with transparency. You'll also learn about how to create pillows
quickly and easily. All right, everyone, so
I hope you enjoyed that, and I'll see on the
next one. Thanks a lot. Bye bye.
82. Modelling the Prison Bed: Okay. Welcome back, everyone to blending
on your lengon becoming a dungeon partis. Now to become a prop artist, you're going to need to create pillows and things like that. Now, I wasn't really
happy with this pillow. I mean, it looks a bit flat and square and things like that, but it looks okay, but I'm going to do a better job actually of the
pillow this time, I want to show you
exactly how to do that. Basically pull that
reference over there. What you're going to do
is you're going to set yours to weld origin, pressure day and let's make a Q. Now, the Q keep it
the size it is. All you want to do is just press sensed and bring it down. So, something like that, just to give us a
start in place. Then all you're going to do
is you're going to press tab. You're going to press
control, left click, right click, and
it's important that we put an edge loop round here. Then what you're going to
do is you're going to press Control. Left
click, right click. Let's put this on
something like 30, and then we'll do the same on
the other side, so control. Let click, right click. Again, something like 30. Now we're going to
do is we're going to come over to the
right hand side, and we're going to click on
our little physics tab here, and the one we're looking
for is cloth simulator. Now, if we go down,
all the way down, you'll see you have one
that says field weights, and down here, we just want
to set gravity down to zero. And the reason for
that is we don't want this to drop down anywhere. All we want to do
is just puff up. The way we're going to
do that is we'll just come up to pressure. This one here and just put it on something like five,
something like that. Now, if I press tab, you
will see that this happens. Now if you can't see yours, just make sure you go
over to your layout and then you'll be
to see this happen. All you want to do then
bring this down to zero, press the space bar,
and there you go. There is your pillow.
Now, obviously, we don't want to square pillow. So I'm not going to alter the scale. I'm not
going to press S. I'm just going to go back down, and then all I'm going to do is press S and X and pull it out just to make it a
long way instead of being a square pillow. So press tab again
and there we go. Now, this is great
because now we have something to
actually work with. Now, all you need to do
is just come to object, convert, mesh, and there you go. Now you've actually got a
pillow to actually work with. Now, let's make it smaller. And let's actually think about it's supposed
to be a straw pillow. So it's not going to be a
nice fluffy pillow like that. So now we want to do is
we want to come in with proportional editing and
just grab some of the faces. And now what we want
to do is really just squish it together and make it more of a flat pillow, like so, bring it in, bring it in, you know, make it really
uncomfortable now. That's basically
what the ama is. Just try not to, you know, bring it up too far,
like so, like so. And then all I'm going to do, I'm going to grab
each of these corners so I'm going to press
control plus a few times. Then all I'm going to
do is smooth these out. I'm going to come to
vertex and where is it smooth vertices like this. I'm going to turn this up. I'm going to turn
this more iterations so I can see again that kind of look
we're actually going for. And then what I'm going to
do is just work a little bit more bringing it in
and flying it out. A little bit. Like so, making it look a
little bit um py. And you can see
the way I did that is I just went and
did, you know, certain parts first to get to
the point where I am here, and I can see dad's looking much much
better as you can see. All right. Let's come
in the bomb now. We'll go over the
other side. Like so. So now we're trying to just
make it much, much thinner. Like so. All right. So that's looking pretty nice. Now, the one thing, obviously, actually, might look okay. Let's say, there you go. That's actually
looking really nice. I'm happy with the way it looks. I'm just going to
probably just pull these in just a little bit like so, pull this in a
little bit, like so. And then I'm going to work now and just making it even more thinner than what it is because it's a little bit too
thick at the moment. Like so. And the way I'm
doing it like this is I'm making it very lumpy and that's the way
I actually want it. Like so. There you go. Now, that is looking really
nice as an actual pillow. All right. So that's
the actual pillow dump. Let's say about our
work, and now we can actually start
with our actual bed. The actual bed, we
need to measure it. Now the thing is, it's not going to be
that big the pillow. It's going to be quite tiny. So let's take off this.
Let's put it down there. It's going to be really,
really rough sleeping in this. It's a prison cell after all. Let's bring it
down to where it's going to be the right height. Something like that is where
you're going to get on. And now let's bring in a plane. Shift A bring in a plane. Let's press seven and
bring it over to here. And let's press S and
X and bring it in. And now we just
want the right len. So something,
something like that. Let's turn our guy
around a minute. So x 90 doesn't matter which way around
you're facing him. There you go, you can
see that is going to be near enough the
right sort of size. It's not going to be the
right length anyway. You're not going to
manage to get your feet on the end of this or
anything like that. I think, something like
that is going to be okay. Now, to turn your guy
back the right way round, all you need to do
is press Altar, and I'll just go
quickly through that. Because you've reset
the transformation. So if I press, actually it
is facing the right way, so I don't want to
turn him round, but what we'll do is, give
you reset transformation. Control A transforms,
click into geometry. Now what you can do is if
I scale this guy down, so press S, to bring him back to the right size of when I
reset my transformation. I'll just press alts and
he'll bring him back. If I rotate him, I can press Altar, and if I press G and
move them around, I can press Alt G, and that then we'll put him into the sense of the
w. Unfortunately, it won't put him right
where you had him before, but it will put him
into the center of the w. So let's just go back and
put him back where it was. So that's really handy to know. If you have a scale something as long as you reset
the transformations, Blender will remember what actually the original scale was. So just something to know that. All right. Now, let's go into this and let's press control. Bring a few planks toward. Left click, right
click. Let's actually right click and mark scene. And then we'll press control, bring in a few edge loops, and that's so we can get
some roughness on here. Let's actually have this
pillow out the wages for now and then let's
come back to this part. Now, we're going to
do what we always do, so we're going to just go down, split them all, like so, press y, G, and I'm sure
the split, but we'll see. There we go. And now I want to do is just bring
them together, so I'm just going to make sure that I'm on individual origins, press S and y, and just
bring them in, like so. And now let's bring
our random in Edge select and I'm going to press g, move them out, bring them out like so, and
then bring them up. You notice I've
made it quite big, which means that it enables me to do quite a lot
at the same time now. Something like that. All right. Let's bring them out this way, so I'm going to make it a
little bit smaller now do? No, I don't actually
think I need to. So that's looking
fantastic. All right. Now, let's go in, turn this off. A to grab everything, and let's bring them down. Bring them down, so
they actually look like planks of wood,
and there we go. So there is pretty much
our bed near enough done. Now, let's create the rest of it because it's
not actually done, of course, shift the
two were selected. Shift A, let's bring in a e, and we'll just create
the two planks that are going to go underneath. So one here. I'm going
to press S and X, pull it out, and then S
and pull it out this way. So it's supporting
it. Now, let's press S and because it's way way too thick at the moment,
it wouldn't be that thick. Let's put this one
into place like so. Let's press three, maybe, so we can see where
it needs to go. I'm going to pull
it up into place. Then all I'm going to
do is going to press shift and bring in another
one. I just put that there. Basically, this is going
to be there just to support these actual chains
are going to go across. I'm going to put it out a
little bit. So. All right. One more of the back then. So let's press Shift D.
Bring it to the back. I'm going to rotate
it round, so, y 90. Then what I'm going
to do is I'm going to put this into place. It actually fits against it and then pull it out
along here as well. Grab both of those,
pull them out, and then grab the tops off here. Like, something like that, I'll put a few bolts in here. And of course, we'll do
that next one. All right. Let's save that out. And
then on the next one. We should actually get most of this bed actually finished. We've already got
the chain set up, and we just need to
bring in our hay, which is just a
bit like actually adding in a detail same
as we've done before. All right, everyone, so
I hope you enjoyed that, and I'll say on the next
one. Thanks a lot. Bye bye.
83. Adding Stability to the Bed: Welcome back,
everyone to Blender, and oral engine becoming
a dungeon props, and that's where we
left it off. All right. So, let's put the
bolt side going to go here and the bolt side
going to go down there, and then we'll actually
bring in our chain. Let's press shift
and we'll bring in a cube, we'll
make it smaller. So I'm going to pull it then to the back up here
so you can see here. And also, I think, want to bring this
forward a little bit, like so, and then I can bring
this forward a little bit, like so, and then just bring it up to where
it's going to go. Something like that.
Let's then bring it back. And these don't want to be very ornate or anything like that. Something like that. And then what I'll do is
I'll I'll do it a quick way. So what I'll do is
I'll press shift. I'll press S and bring it down. I'll press to pull it out, like so, and then I'll
just squish it in. S, y, squish it in. Maybe, pull it back a
little bit, like so. Then what I'll do
is I'll just grab both of the edges.
I'll press tab. In fact, I'll have to split off first anyway, LP selection, tab control, all transforms plate gin geometry.
Grab both of these. Press control B, bevel them in. Turn up the amount, like so. And then all I'll do is I'll
grab the bot on the top, press the i born
bring them in, right, clip and bridge. All
right. There we go. Simple as that. Now, let's make them a little bit thinner. S and then what we'll do is we'll pull
them down a little bit. I'll pretty much pull two
bolts going in the top. I might just level off
these ones as well. So just press control B. And turning, something like
that thing looks pretty nice. Now, let's put the
bottom ones in as well. So I'm going to press Shift S, Kursta selected Shift A, bring a e. The reason
I've done that of course is then I can
line them up together, so I can bring this down. To here, for instance, and now I know I need to move all of them
across a little bit, so I can come to this one. S and, and then S like so we can put that in
place like so. All right. Now we can use probably this. We can press sift ring it over, spin it around, so y
97 to go over the top. And let's just drop
that in place. Here, like so. All right. That's looking pretty
good. Now, let's bring in some chain. What I'm going to do
to bring my chain, I'll just grab both of these
things shift Sura selected, shift a curve, bring in a path. Make my path smaller. Then all I'm going to do is
I'm going to press three. I can't really see anything with this
path for the moment, but if I press, wire
frame. Can I see? Yes, I can. I can see much
pair there. There you go. Press control one, let's let's have my guy the way he is
in the way a little bit, and now I can spin it round, so y, spin it around. And that looks right now what we can do is we
can just bring in press go solid geometry nodes so click new down arrow
chain, Zoom to it. Go back onto my modeling
now because I don't need to be in my geometry
node as we know, Okay. And now we'll just have
to put it back onto object mode because we're working in layout at the moment. So we'll let it load.
I'll press dot now. And then what I'll
do is I'll just put this onto object mode. I'm going to press
tab. Click on it. Come over to the
right hand side, and now I should be able
to bring these up like so. With this, I'm going
to make them a little bit more rounded,
as you can see, I'm probably going
to have to make them either a lot bigger
or a lot smaller. I think probably we'll
go with the radius. Turn that up. Turn
the distance up then. Just so the interlock,
turn the thickness. Then we can turn that distance now up a little bit, this way. Now we can see that pretty
much as you can see, we've got this one and this
one with a bit of outliers, but the rest of the chain
looks absolutely fine, pretty chunky and looking as though it's going to
hold that bed in place. All right. I'm happy with that. All I need to do now is
object, convert mesh. Come in. And delete
those out of the way. Delete and there we
go, as simple as that. Now you can see
that this one here, Fenston a little bit. I'll just grab it portion it's in smooth and
then just move it And a little bit where
it needed to be. Okay, so there we go. Now, let's grab. All of these press
Control J, like so. Then we'll want to do before
Mover the side just want to join all of this together
as well. Control J. Control transforms. Origins geometry, bring in a bevel,
all the way down. Nor point no three, like so. Now let's do shapes move. Also let's move on. Now let's come to these parts as well,
exactly the same thing. Control. All transforms
clip, Origins geometry. Then all I'm going to do is
shape smooth. Also move on. Bevel. Like so that's
way way too low, so I'll just put it on too high, no 0.3, like so now I think that's
still too high a thing. Let's try not 0.1. Yeah,
something like that. I think it looks
better. Something I think that looks actually
fine. I'll apply that. I'll apply the bevel
on the bed as well, and now I'll join the chain and this one together
with Control J. Join them together, and
then I'm just going to press seven shift and then just bring it over and put it in place on this one here.
I didn't need to mirror. I'm just moving it in
place like Press stage. There's this pillar,
there's the bed. Now just to finish the bed off, let's just bring in some bolts. I'm going to make these a little bit different for the bed. I'm just going to grab
this shift, bring it over. So then what I'm going to do
is it's going to rotate it, so Ry 90 and then RZ hundred
80 just to spin it around. I'm going to press one, I
think it is. No, it's not. It's control three
and then S. Okay. Bring it into place like so. So I'm going to one
probably three bolts, so one, more or
less in the middle, which will be round about here. And then what I'm
going to do is, I'm just going to
pull this one out. I'm going to grab the edges. We're going to press enter, pull it out without
portion ing on. S so then and x, pull it back. So, there we go. I think
that's the kind of b. I also probably want to
flatten this front of it. What I'm going to do
is I'm just going to grab it, press control plus, and then just flatten it
out by pressing S and X flat so and then
just pull it back. Yeah. That looks bad. I think I'll have it like that. And then put that into place. And then I'm just going to
press Shift D. Shift D, bring it over, like
so. All right. So now we need just a
smaller bolt on here, so I'll just grab
this bolt again. Shift D. Bring it over. And then we're going to
press y and -90, so y -90. Press one Control
three is, isn't it? So let's press S
and bring it up. And we're going to put just
a couple of poles in here. S one there, bring
it into place. Like so, and then I'll also make sure it's in which
it is, and I'll press shift. Bring it over and then
finally grab them both, control, and shift
D. Bring it over. Like so. All right. So
they're in place now as well. Now we can actually probably let's have a look at
these shades move. I my shades move on? Yes, it is. We're not going to get which
moving on these actually. Because of the fact, we
use quite a low amount. I'd have to turn you pretty low, as you can see, to
get away with that. We can do that. It's just the fact that
you just need to make sure everything is
shaded off shop, and that's what
will cause issues. It's completely up to you
if you want to do that. Now, you can shade everything
off shop as I said, so you can grab all this
and you can grab just of these and all of these basically shady shop or
you could instead of that, Let's see if we can
actually do that. What I'm going to do
is, I'm just going to double tap the A.
I'm going to go up to select and I'm going
to select sharp edges, select sharp edges as you can see, that's not what I want, let's turn it up,
and even there, look, I'm not actually getting
my sharp edges on there. Let's split this off. Let's try another way. So I'm
going to grab all of these, like so P selection. I'm going to grab
them then tab and I'm going to try and
select sharp edges the other way and
see if You see, it won't grab the sharp edges, and the reason is because we've actually leveled them off now, which is kind of a pain. So we should have thought
about that before. All right. So rather than mess around
with that, let's just go back. I'm not going to worry
too much about it. I look good anyway. So I'm just going to leave
that as it is. So I'm just going
to go all the way back and have my chain like so, and I'm going to put this on 30. So. And then what
I'm going to do is, I'm just going to
join it all up now, so I'm going to join all
of this all together, press Control J, and
this one as well. Just need to make sure
actually before I do that that I've actually I'm just going
to do another way. I'm just going to press B,
grab everything, object, and then just come down, convert mesh, Control J. Join it all together, right click shapes move, and then just make
sure my Auto moves on. Press G, just make sure all moves together and there we go. A we'll do then on the
next lesson is we'll actually just bring
in our decals, we'll get some textures on these things and
things like that. We're probably going
to have to shade it up a little bit
smoother than where it is right now because you can
see, it's a little bit out, like so, we're probably going to have to add
some shops on this, which is a shame because I think that's the only way we're going to get away with it. So we'll do that on the
next lesson anyway. I don't think of it too
difficult, actually. All right, everyone. So
I hope you enjoyed that, and I'll see you the next
one. Thanks a lot. Bye bye.
84. Building up Straw Decals for Realism: Welcome back if you want
to blend on real gone becoming a dungeon parist and
this is where we left off. Now, what we'll do is we'll actually come in and we'll grab basically pretty much
everything except the pillow. I'm actually wanting
to grab it on there. The pillow and the chain. They're the only things
we don't want to grab. I want to grab everything else. Maybe the bots. We'll check
those in those in a minute. And then what I'm going to do is just going to right click. In fact I'm not going to right click because I'm in face lex, I'm going to press control, and I'm going to come
down and mark shop. There we go. We can see sharpness
back on everything now. Probably don't want to shop on all of these
as you can see. Rather than all I need
to do is just come in and shifting click.
Same on this side. And then the same on this one
and the same on this one. Then all I'm going
to do is control, and I'll just clear shot. Let's see if we can clear it. I'm just wondering why
it's not cleared it. So clear shot,
control clear shot. There we go. All right. So now you can see they look
at something better. You can see everything's
now smoothed off correctly, and I'm just making
sure I'm happy with it. Yeah, I think I am, actually, it looks really, really
nice. All right. So that was easy to
solve that problem out. I'm just looking at
these, if I want those. Yeah, everything's done
really nicely. All right. So now let's texture it, and then we can bring in our hay and things like that
because actually, if you bring it in
once you've texted it, it's really easy to see
then what you need to do. So we've got all of
the materials already. We don't need to create
any more materials apart from the detail which
we're going to do soon. Let's come to it and we'll
go down to our materials. We've got wood
stylized, on old Okay. We just need to add in a fabric. So let's add in a
fabric like so. I think that's pretty much
looking on my reference. That's pretty much everything. Let's put it on material then. Okay. Let it load up
and then what we'll do is we'll focus on
whichever wants it. Probably going to be the
wood I imagine. Here we go. Now, let's come
in and we'll grab all of these then because
these are all the wood. We're going to grab all
of these in edge lex, all the way down like
Smart UV project, click, and then we're just going
to go to UV edit in 90, spin it round, press the dot
button, and there we go. There's the wood. Now we can hide that wood out
of the way as well. Let's come and do
the metal part now. Some o going to grab
all of the DL pass. So if I come back
to my material. This I do. I'm going to press, Smart UV project, click. Then what I'm going to
do is going to click on D click a sign, and there we go. That's that part done. Now, let's hide those
out of the way. Let's come to our pillar now. L, Smart UV project, click. And then we're going to
do is put it on fabric, click a sign. There you go. You can see that's how it looks. Now let's see we can get a
bit more detail in this. I I bring it out,
is it going to look better or worse.
Let's bring it in. Yeah, and I think it looks
much better like that, as you can see with a bit of
it looking as though it's, you know, rough and ready. All right, so that's that bit. Now, let's come and
hide that other way. And then what we'll
do now is we've got all of these, and
they're all the same. So we just need to pressure. Smart UV project, click, old, click a sign, and then tab, tag double
tap a tab, double tap. There we go. There is your
bed near enough, done. Now, let's work on
our actual decal. I'm going to come
and grab this one. Now the other great thing
about these because we set them up is we've already
created all of the subdivision. That's going to
make things easier. If I press, bring it over, and I'm just going
to minus this off, click new and I'll
call this straw. I'm going to go then
to my shading panel. C principled control
shift and T, and then all we're going to
do is look for our straw. So if we go back, and
think dungeon straw, here we go, and we want to bring in all of these, basically. I'm thinking ambient occlusion. Do I really need ambient
occlusion in this? I don't think so
actually on this one. I'm just going to
bring all of these in. Let's click principled. Let's go to our straw,
and here we are. This is why straw looks like. You can see really, really nice. You can see it's really
see through already. Everything is done,
we've got a lot of light going through
there, so that's perfect. All I want to do now is
go back to modeling. Now I've set that up, and
then let's bring it in. I'm just going to go to my
straw when it lets me load up. Let's go to straw, and then let's bring it over. I'm going to press x -90, R x -90, so I'm going
to bring it up. And I want it on there on
the top of that, like so. Then I want to bring it
in going under there. Don't want it coming out
of the sides, though. I just want it on here. Now, the thing is,
I do want this to be hanging over the
side a little bit, so we can actually come in and we'll just
pull them around. So I'm just going to
grab it with this. In fact, before I do that. I'll just press
shifty and just bring another one in and
with this one, I'm just going to make
it a little bit wider. S and x so, pull it out. I'm also going to
rotate it around, so Z rotate it around a bit just so it's a
little bit different. And then finally I'll
bring probably one more in like so and I'll rotate it
the other way on this one, so R rotate it the other way. Like so. All right. Let's come to this one first. And what I'm going to do is now, I'm going to just grab it and start pulling them out so I can pull them out like so. Now just be careful when
you're pulling them out that you're pulling them
in the right direction. Also on this, it might
be a little bit handier if you put it onto
your render engine. I think we should be
able to see it once it loads up, and there we go. Now we can see our straws and
now I can see where I need to bring it up and
put it into place. Let's grab the other one now, and we'll do exactly
the same thing. So I'm going to grab it
and I'm going to pull it over the edges like so. And then what I'm going to
do is I'm going to wait for it to load up
and just lift it up. So I'm just getting to wear one on the edges
first so you can see I'm pulling them
out onto the edges, so with this one. Also going to do the same
thing. So I'm going to grab it. Pull out so. All right. Now I
have great on there. Now all I want to do is I
want to bend them over. Again, I'm going
to put it back on my material just so I
can see what I'm doing. And now I want to
bend these over. Now, pretty much, I
can join them all up. Control J, join them all up and now I just want
to bend these over. If I grab this one, this one and this one maybe, make sure proportionality is on, and then what I'm going to do
is I'm going to press and. Like so, and bend them over
just a little bit, like so. All right. Now bend them over. I'm going to carry on bend
them over a little bit more and what was it? I'm going to bring
it in this time, bend them over a little bit, like so, and I think
that should be okay. Finally, I want to come in
and put this on now random. Then I want to start
bringing them up, so I'm going to press
G. Bring them up. So like so, bring them, make them look very uneven, very uncomfortable
as they should do if it was real
straw, like so. Like that. All right. Now, let's see what that
actually looks like. If I press tab, shades move, and now let's put
it onto my render. I think what I have
to do is subdivide them a little bit
more is what I think. Jumble up the egg. It
looks really nice. It really does look really
cool. As you can see. Just let you load up a
little bit. All right. I think the only
thing that's left is just a bit more subdivision
and then we're done. I also wondering, I think
that's good enough. Well there is, I'll
just come in adding a modifier subdivision
surface can see smoother now. Just going to check it
out before we finish. Don't. Let it load
up a little bit. You can see it looks
really, really good. All right. I'm really
happy with how that looks. I'm wondering if I just need
to move these over a bit. I don't think I'm going to
mess around with it anymore. You can put more
straw in if you want. I've showed you everything
that you need to do and it looks really nice as
you can see. All right. Now, let's search
pre material mode. Let's apply this subdivision, so I'm just going to apply it. And then what I'm
going to do now, I'm just going to
add it all together. I'm going to go over to
the right side, straw bed. I'm going to actually
make a new one for it. S collection, right click
new collection straw bed. And then one way to do
is I'm going to grab my straw bed and drop
it into my straw bed, close, right click it, mark as asset, close. Then let's go to our asset
manager and drop it in place. I'm going to search for straw like so and put it
into my props. There we go. Here is our straw
bed, bring it in. And There it is. Apart from the fact
it needs to have the orientation reset or transforms, right,
Origin geometry. Now bring it in right in
the center. That's cool. Now, let's spin it around, so I'm going to spin
it around so 90. And what I'm going to do
is I'm going to put it, I think at the back of here, move that forward, maybe. Maybe move that
forward. I'm going to put it back. Maybe the here. Let's grab it. There we go. Maybe on the here, like so. And then what I'll do is
I'll move this forward. I'll move these two forward, and I'll put that back
just a little bit. Yeah. Something like that, I think will look really nice. All right. I'm just
looking now in my modeling section. Okay. So scrub one, press dot, and then we can zoom out
from that. All right. So while I'm actually
setting this up is, I'm actually looking
to make sure that we can have a
beautiful render once we've done
without having to go in and move everything
around too much. All right, finally,
then, let's go to file. Let's save it out,
and I'll see you on the next on everyone.
Thanks a lot. Bye bye.
85. Starting our Candle Props: Welcome back everyone
to Blender and Engine becoming a dungeon propertiest and this is where he left off. Now, let's make a start, I think on our actual candles. What we'll do is shift this
curse it to world origin. Again, you're going to
learn some new skills in this one, that's great. That's why we've been
slowly upping up the ante, making it more and more
difficult to actually do her modeling and
things like that. Basically, we've only pretty
much got three things left. We've got the weapons
right. We've got the candles and we've got the guillotine and
the stretcher. Now, I've picked the candles
because we're going to be using a few modifier
stack in in that. Guiltine stretcher,
we're going to be doing GO node which will be the ropes. And finally, with
the weapons racks. It's just basically
a combination of all the skills that
we've already learned, and we're going to make
helmets and things like that. I'm going to show you really easy techniques
to actually do those. Basically just
three actual parts of this actually creating
the assets left. So I just thought I'd run
through that quickly, just in case you're pretty
tight at this point, there's not much
more to actually go as regards to modeling assets. All right, so let's
make a start on our candle so I'm going
to do is press day. I'm going to bring
in a cylinder. I'm going to make
sure it's on 20. The first thing I'm going
to do is I'm going to bring it in and make it
the right candle size. If I press sons head, something like that,
you can see is a fairly nice sized candle. Let's make it a little
bit farther this one. Press sons d, bring
it down a little bit. Just going to press one just to get it into the right scale. I'm going to also put my
guy back on the floor, and then I can see how big
this candle is going to be. You can see it's pretty big, so I'm going to bring
it down a little bit. Put it back on the floor. And now I think
that's quite good for a nice chunky size candle. All right, let's move
them over there. And then what we'll do is
we'll come back to our candle, press dot, zoom in. And now I'm going to do is
just bring in some edge loops. Control, bring in
a few edge loops. Left click, right click. I'm going to bring in six,
maybe something like that. And what I'm going to do is I'm going to come to the bottom. I'm going to press. And then
I'm going to press control, bring in a few more edge loops. So four. And then we'll
do the same with the top. I'm going to press.
And then four control. Let click right
click. The reason I've done that is because I'm going to bring in a subdivision. If I brought in a subdivision just with the basic cylinder, then the mesh is
going to be all over the place because it is
trying to add subdivisions, but it'll only be able to add so many into the length of
the and things like that. Let's reset our transform, right click origins geometry, adding a modifier,
bring in a subdivision, and then there's just turn it up something like two. All right. That's the first candle. We might as well
while we've got this, just go in and
create another one. Shift D, S, make it a little bit smaller,
so I'm going to press one. I'm going to bring
it up a little bit. I said, then one more
shift, bring it over. I said, and make this kind of typical type of candle,
something like that. I think should be
absolutely fine. All right. So now let's cut these across. Let's just move them out just so they're in a nicer position. And then what we'll do is we'll press one on the number pad. I'll grab all of them actually
press shift as just to hide everything out
else out of the way just so I can see what
I'm actually doing. Then all I'm going to
do is I'm going to press A to grab everything. Come down to where it says mesh, and we're just
going to bisect it across. I'm going to bsect this. I'm going to hold the space
bar just to where I want it. So something. Maybe something
like that with this one. Maybe that's a
little bit too much, change the angle a little
bit, something like that. Then what we going to
do is I'm just going to clear the outer of this. Of course, just remember to hit the film. All
right. There we go. Let's press tab, and that's
the first candle cut away. Now, we can see that it is a little bit messy on
the inside of that, and I don't actually write that. Rather than actually do that,
I'm just going to go back. I'm going to recut it,
so I'm going to come up mesh and bisect pull it away. And then what I'm
going to do instead of filling, I'm not
actually going to fill. I'm going to put
it like that, and I'm going to fill it in myself. I'm going to click off
this fill like so. And then what I'm going
to do is I'm going to press take off
proportion edge it's in, press the S born and then ps, S, bring it in. S, bring it in, and then
press te fill it in. And there you go,
you can see it's filled in much much nicer. Now, the other thing when you're doing it like this is you can also bring in another
edge loop, so control. Left click, right, click, and then we can actually
pull it in a little bit. If I come to the center of here, pressed to grab
everything on the center, minus off this then with the
middle mouse bon, like so. Then press control plus a couple of times and
sure be able to press G and actually pull it in
like so, and you can see now. It looks much, much better. Actually looks like
a candle should do. All right, so that's
the technique we're going to use. Let's
go to this one. Now then, press the tabbon
A to grab everything, mesh, bisect, and let's
cut this one away. I'm thinking. Yeah, probably probably like that,
and we'll also. Come on to bsect again, and we'll just clear
away just a little bit like so along there as well. Now we'll actually do the same thing as what
we've just done. Hopefully, we'll fill it
in just with on this one, and we'll do the same thing
on this one, like so. There you go, you can see
you've got the same thing. Now what we want to do is we
can grab both of these now. We can press the
born, bring them in, again, I'm having a few problems there, so
I don't want to do that. What I want to do
is instead of that, let's see if I can just
bring them both in a t, just a little tiny
bit. So let's press. And you can see that
the reason we get that is that these two here are
actually crossing over. All we need to do is fix that. Just grab both of those. Let's grab both of these, can I grab them
both. Maybe I can. Maybe it's because making it
a little bit hard for me? Let's hide those out the way. Let's see and grab it now, so we'll see grab. There we go. Right click
and merge versus at center. There we go. Let's do the
same thing on this one. I'm going to grab
this one this time. I'm going to come round
to it. Just a bit tricky. You could press B, I guess, and just drag it. There we go. Merge center. There we go. Now we should be able to
fill this in correctly. If I come in now and press grab it or press B S,
can I bring it in now? Yes, I can, and then, then. And then, and then finally, pull it in, like so,
and there we go. Now, can I pull these
down a little bit. I think I should be able
to get away with it. Yeah, I'll probably
shift click this one, control plus and go out that
way and then pull it down. All right, so there we go. That looks good. Okay,
I'm happy with that. Now finally, the last one. Let's grab it with
A and mesh bisect. Let's pull it this way. We'll make this one just a relatively simple one,
something like that. And we'll do exactly
the same thing. Now we can with
this one, probably, press press F so and
just fill it in, and then we can just grab it, press the eye born
and then bring it in, then press control, and just adding a few
edge loops like that, and then that makes it
pretty easy as you can see. Again, ship click Control
plus down to here, and then just pull it in
with the G so. All right. There you go. Simple
candle to do that. Now we need to move on and
we actually need to create the dripping wax that's actually
going to go down there, so we'll do that next. All right. So now let's start to pull some
of the parts out. What I'm going to
do is I'm going to calm to this one first, and I'm going to
grab, let's say, we'll grab this one
going down to here, we'll grab this one, going down to here, this one, going down to maybe. Down to here,
something like that. I think, well, I think
we'll do it like that. Then one we going to
do is I'm going to press test and bring
it out, like so. You can see already
that's looking pretty ne. Let's put it onto object mode so you can see what
we've got here. Then all I want to do is I
want to come and I want to grab all of these
going round to here. I want to grab the
next one over. As the next one over. Press the born and
jaws pull it up. Tiny bit, like so,
and there you go. Now you can see that's
looking really, really nice. Finally, then, let's
also make it so that we've got some parts
of the bomb as well. So if I press control, bring it down. So
we've got bomb. And then what I want to do
is I want to grab let's say come into here and
then here and here. And then what we'll do is
we'll do the same thing. So enter altern and
bring them out. And now, it looks as though it's actually sound something. And then what we'll do is we'll just grab any part of them, press G. Pull them out a little bit more. Same
for this one then. We'll just grab one part. We'll just pull it
out and there we go. It looks like it's actually got some wax on the bomb
of there as well. All right, that's
the first candle. Near enough done, you can
see it looks really nice. It's a really good
technique of doing it. I think actually what I'll
do is I'll come and I'll bring the rest of
it out as well. Just basically grab the
bombs of it, pull it out. So you can see where the wax has gone in
the bottom of it. There you go, now you can
see it's looking fantastic. All right. Let's go to file. Let's save that out, and then the next one
we'll carry this on. We'll smooth out this
because I'm not very happy with this part here. Looks really rubbish
the inside of there, so we'll saw that out,
and then hopefully we should get these
candles nearly done. All right, everyone. I hope you enjoyed
that. I'll see on the next one. Thanks a lot. Bye bye.
86. Working with Remesh and Decimate Modifiers: Okay. Welcome back, everyone to Blender and Engine becoming a dungeon prop artist, and this is where we left off. Now, let's come to this
one first before I do anything because I'm
really not happy with that. Let's press sir control plus, and let's see if I can come
to Vertex and smooth vertes out and just get
that a little bit smooth them where it is, so
I'm going to do it again. So mesh Sorry. Vertex smooth verses. Yeah. And then I'm happier
with how that is now. Now I want to do is adjust one to smoove both of these out. They're a little bit too high
up on the ridge of that. And all I can do is just
press sens head and I should be able to sth
them out a little bit more. All right. Now, let's bring out some more parts like we
did with the other one. I'm going to have this coming all the way
down to the thing. I think I'll have it
come into here as well. I think I'll have a
part coming into here, and finally one part, which will be this part here, come down to maybe there,
something like that. All right, so let's press at
Alterns and bring those out. Like so, and then just make sure that
you're happy with them. I am happy with those.
Again, now what I'll do is I'll grab them
going all the way around. I'm just going to
select that one and control selected going
all the way up to here, maybe up to here, up to here. Shiftle shifts leg, shifts leg
and one more shift select. And then just pull it
up with E like so. There we go. There's
the other candle gone. Now we can just come down. Again, bring in an edge
loop, pull it down. And all you want to do is you
want to pull this bit out. I'm going to grab all
of this and I think I can basically bring
it out so now I can do is I can just grab maybe some of these
and I'll just press g and just start
pulling these out, making them a bit uneven so so basically like
that. All right. That one looks cool as well. I'm just looking now to make
sure that this part here, you can see we
have a problem and the problem is that these two here and all the way along
here basically isn't joint. What I want to do is if
I grab both of those, I can right click and come
down to merge at center. Then I can grab these
two, press shift, and I'll just copy the
actual thing I just did. Shift, copy it and there you go, that is actually that fix. Really easy way of
actually doing that. Now, the other problem we've got is when we click on
these as you can see, when we apply this subdivision, it's going to be a
lot of polygons, so we need to actually think
about fixing that as well. But let's sort that after. Let's first of all,
though come in, I'm doing exactly the same thing as we've done with
the other ones, so I'm Jos going to
bring this down. Probably to there like so, and then bring it down to here, and then finally bring it from here all the way down to here. Something like that,
altern bring it out, just a tad like so. Maybe that's not enough, so press tab again,
says, bring it out. Yeah, so. Then let's now sort out the top
as we've done before. Control clicking, going all
the way around to here, and then ship clicking all of these parts so
including that one. Just make sure you
don't miss that one. Just look maybe I've
missed one in there, but we'll sort that out,
and then this one here, press pulling it all. So And actually, probably. I'm just thinking should I join those two up.
Maybe I should. We can see we've got a few
problems in the mesh here. So probably grab those
two shift off. Let's see. That's not going to
work because our last operation wasn't that, so now shift off and it
will work, and there we go. All right, that's
looking better. Now, I'm happy with that. Again, I want to come down
onto, bring in an edge loop. Let's bring out this
part, so just the bottom, we'll press bring
it out like so, and now we're going and just press G and
just make it really. Uneven. We'll come
with all these G, pull it out, and then
just work our way around. It seems a little we, but once you've got the
technique nailed down, you can see just how powerful
and easy this actually is. So. There we go. All right. That's
easy enough now. Let's actually think
about now remeshing. What I'm going to do
is I'm going to come. We'll do this one
first, actually. If I add modifier
and I go to remesh, and then what I want to do is, is come over and
just apply this. Apply subdivision, press control a when you're over and over it, so now you'll see we've
got all of these polygons. It's 14,960, which
is pretty high. So now let's come in. And
what we want to do is you want to come in and
bring in a remesh. The reason I want
to do that first is because when I
decimate this down, if I don't remesh it, it's going to end up in
a bit of a mess. So it's be first to come in, put it on smooth and just put
this up to something like Even seven is bad where it was, even if it's going to be higher. If I press control now, go in, you can see we're at 55,000 polygans don't seem to
have gone anywhere. Right click shades move. Now what we want
to do is go in and we're going to use
the decimate I'm going to put that down then
to 0.1, something like that. You can see now we're at 5,000. Can we get it down even further? No 0.5 even down even further. Maybe that's pushing
a little bit, 2,748. Maybe actually that might
be okay because I mean, they are we canals,
they're going to have a bit of roughness
and things like that. If I press control a now, hover over it, press tab, and you're going to end up
with something like that, 2,766 polygons, which
is much, much better. We basically stacking modifiers
up now to basically make it fix the topology and
then we decimate it down. Now, the topology on this ain't
great isn't great at all. But the thing is, you
could go over and read apologize this
now quite easily. Now, let's come to
this one. Again, what we're going to do is
going to press control A. We're going to then come
in and add in our remesh. Mesh. We're then going
to put it on smooth. Turn it up to seven, seven. Can we get
away with that? I'm going to turn it
up higher. One more. Now I'm going to turn you
up to something like that. I'm going to shade
smooth. I've got a problem with these
at the moment. I'm not really happy with that. I don't think I'll fix it. So I'm going to do
is, I'm just going to clear that off and I'm looking to see decimate it without actually doing that. Let's try the decimate. Let's put it on 0.5, actually, it's going
to weigh be this time, probably just decimating
it like that. Let's put it on
point 0.2, try that. I think that looks a lot
and were about the same. Control, apply that, and I'm
going to leave it one, one. Same thing on this one. I'm
going to do exactly same. I'm going to try and take out my remeson and
just decimate it. Let's see if can
get it down to 0.2. Shade smooth, there we go. I'm actually going to just
leave it like that. All right. There we go then. Let's press saltpe, bring everything back. Then what we need
to do is we need to bring in the little thing that comes on there,
so we'll do that now. Let's come to this one. Shift S. I'm going to bring
in cursor selected, shift A. I'm probably
actually just going to bring in
a bezier curve. Let's make it smaller. Let's spin it round,
spin it round, let's bring it up into place. Let's make it even
smaller, bring it down. And then what we'll
do is we'll bring in some where is it
some depth to it. So turn it up. Let's fill the ends
as well. The ends. I think we've got one
that says fill caps. There we go. And then what we need to do is just
turn down the resolution. So turn it down. Obviously, I want it up a little
bit higher than that, so we've actually
got some bend in it, and we can also turn down the resolution on the
other end as well. So you can get away with a lot here because there's just
going to be a flame. Covering that. All right. Let's now press shift,
bring it to the other one. Of course, on this one, it should be a
little bit smaller. But because we've
already got it in there, it means it's just easier now to make it smaller and
move it around. Basically, I can add
in a subdivision, add subdivision
with right click, and then all I can do is I can
just grab it, put it onto. Even if we put it on this one, which is the random, we can still probably get
away with doing it that way. Yeah, something like that, and then shift, bring
it to the other one. Like so, and then let's just move these
around a little bit, straighten it up
a little bit. So. All right, so they all
look different now, and we've got in those parts. Finally, let's just grab
each one of these now. So I'm going to grab them all
at the same time, like so. And then I'm just going to grab each of the top ones like so, and I'm just going
to press old test, and what I'll do is just
bring the tops of them in slightly like
so. There we go. They're finished. Now,
let's just go to object, come down to convert,
convert to mesh. Finally, now, let's just
grab each one. Control J. Same with this one, control, and the same with this
one and control J. All right. Now, if you
look on your reference, you will see that I don't
think we actually have any big versions of our candles, where you can see that we've
got a nice rounded one here, and then we could just
got the smaller one, and then of course,
we've got the flames on. All do is on the next lesson is we'll add in our flames there just a simple tet
simple emission. I'm not sure if we've actually got a texture for the flames. I'll check that actually
before we move on. Then what we'll do is
we'll just basically, we can bring that in in real
engine very easily anyway. In Blender, we can
just add a bulb, give you some emission, and we're probably going
to do it that way. All right, everyone,
so I hope you enjoyed that, and I'll
see you on the next one. Thanks a lot. Bye bye.
87. Adding Textures & Emission to our Candles: Okay. Welcome back, everyone. Blend on a engine becoming
a dungeon prop arise, and this is where we left off. Now, let's make actually, let's bring in, I think, first of all, we'll just
bring in the wax thing. We'll do that first
and then we'll add the actual flame on there. What I'm going to
do is I'm going to c over to my materials. I'm just going to grab
a material because I know that I haven't actually
put any material on, which is wax yet, so I'm just
going to clear this off. Put it on materials, click
new when it loads up, and then we'll just
call it candle wax. Wdlewax Okay. And then what we'll do is we'll go to now our shading panel, Zach same thing as what we've done all these times before. Click on it. Control Shift T, and the one we're looking
for now is candle wax, which is, let's have a look. We've got don charcoal. I think it's down
the bottom actually, so we've got wax
red Dungeon wax. Is this one here, so
we use that I think. I'm going to grab all of
these up to control click. The rest of them, bring them in, and there we go.
There's our wax. Now, for the actual
we could use the iron actually for the actual tip of the candles because you're not really
going to see them. So let's just zoom in. Let's actually grab them. We'll just press A
and smart UV project, click, and then we'll
just add in the wax. If I look for wax, like so, I'm going to be candle
wax tab there you go, you can see how nice
that actually looks. Now the thing is we
might need to make that much bigger thing, maybe. Let's go to our UV
editing. Let's load it up. Let's grab them all,
press dot to zoom in. Then what I'm going to do
is going to make much, much bigger and see
that looks any better, or much smaller, which
one will look better? Probably probably
bigger, I would say. So a look at even bigger. Yeah, that's not
looking quite right. I definitely know it's not
that make it really small. I'm thinking actually make
it a little bit bigger. Something like that, I
think looks actually fine. Let's click the plus
and we'll click the down arrow and we're
going to use is iron and we're going to use iron do then I'm just going to come into this bit L to grab it and just click a
sign on the iron do. I didn't grab the top for some
reason. I'm not sure why. I think that's
actually split up. There we go. All right. That is our first candle done. Yeah, that looks fine. I'm just looking at the
shininess off there, but I think it's
going to be fine. We'll have a little bit of a shine on it anyway. All right. So, let's now grab these two, and I'll grab this one last. I'll press Control L and
I'll link materials. And then what I'll do is
I'll come in edge leg. And I'll grab this
one, Smart UV project. A, make it smaller because
that's what we did. Let's take proportion editing off because it's on
randomized anyway, so we don't really want that,
and let's now do this one. L Smart UV project. A, bring it in, like so. Now finally, let's
grab both of these. Some jaws going to grab. It might not do them at the
same time because there are two separate
objects to sign. I actually did. I
didn't think that way. I actually did. All right. There we go. Now, let's
think of our flame. What I'm going to do
is I'm going to bring in Well, first of all, yeah, I'll bring in a let's
mesh UV sphere. Let's put this on
something like 20. Let's put this then
on something like 12. Let's then go and grab
the top of here, like so. Let's grab the top with C, just to grab all those. Then what we'll do is we'll put proportional editing
on and let's put it on to maybe I think
shop Let's try shop. That might work actually better. All I'm going to do
is just bring it out. So you can see
that we're getting that nice candle type flame that we're
actually looking for. Obviously, we need
a nice end on here. I'm going to do is,
I'm just going to come in, grab the sides, press control B and do that. I think that's going to be fine. I'm just thinking if
that's going to be okay. Let's make it smaller,
let's press dot and zoom down and then let's bring it up into place maybe make
it a little bit smaller. Now, let's just give this some materials right
click shapes move. New material flame Then do is we'll make a
nice orange color and we'll go down instead
of it being principled, we'll put it onto emission, then put it onto the
nice yellow color, and then let's just turn that maybe 4.5, something like that. Let's put it onto our
rendered view. D the A. Okay let it load up
and there we go. Now what I'm looking for
is just to make sure I'm happy with the way
it looks, the light. Let's put it on seven also, I think it's a little
bit too far the bomb. I think that's what it is,
that's putting me off of this. I'm going to just come in, shift click, and I'm going
to put this onto smooth. Then I'm going to
just squish it in, bring it in, like so now I think that's looking much much better,
double tap the eight. Now I think I just need to play around with the
color a little bit. Yeah. Something
like that I think looks much better. All right. I'm happy without that looks. Now I'll do is I'll go back to Modeling son as
we've done that. Now I can press the dot on. Okay. No, I can't
because I'm not on it. There we go. Now I can. I can press the db on now. I'm just going to go
over the top with seven, and I'm just going to
put this into place. Now we can see that
this part here, some reason hasn't
unwrapped properly. So I'm going to grab
all this again. I can see that we're having a few problems actually
wrapping that, as you can see. It's like as though
I take off this. I have a look. Yeah, it's like as though it's not
grabbing everything. I'm just going to grab it all, Smart UV project, click Okay. Yeah, and we still got
problems with that. I'm not actually entirely sure why that's actually got
some problems with it. But what I can do instead of unwrapping it like that is
I can just go over the top. And I'll just unwrap
it a really easy way. First of all, though, I'll
grab the top of these. I'll hide them out of the way, and then I'll grab
the top of this. I'll grab one of these or
something like that round here. Then I'll just do control
plus control plus. Actually, that's
not even going to work. I'll do it
a different way. What I'll do is, I'll mark a scene going all
the way around here, click Mark grab the top
of it, press L wrap. We still not working. That is very strange why that's not working. Let's
hide the other way. And we've got this mesh on here. I think that's what's
causing the issue. Now, if I grab all of this, like so, I'm not
grabbing all of that. I can hide that other way,
and I've got this now. So I'm going to get rid of this and I'm going
to grab this now. I don't know why I've
got this issue actually. But what I can do is
dolt see dissolve edges. Let's press salt mine. I just wonder if it will come back actually like
that. All right. It's come back like
this. Let's see if we unwrap this now. You unwrap. There we go. Now it's rap, much, much better. Now I need to do
is right click and we'll triangulate
faces, and there we go. All right, that's that fix. Now, let's grab this one, and then what we'll do is
we'll go over the top. We're going to press
it D. Bring it down. Now because this candle
is smaller, obviously, it's going to have
a smaller flame on it and put that
in place like so. Then I'm going to press shift D, bring it over this one. They'll always
point, by the way, they'll never point to an
angle just so you know. I'll make it a
little bit smaller, but a little bit longer. There might be a
little bit longer, but there certainly won't
be any angle or anything. Let's join them
altogether, so Control J. Join this one and this one. Control J and this one
and this one, Control J. There we go. There's
our three candles. Now, let's just move
them over here, and then what we'll do
on the next lesson is. As you can see from
our reference, we'll just create two holders, just two simple holders, and then the candles
will be done. We'll have five
different versions of the candles to using your dngon or wherever you're going to use them. All right. Let's put those over
there. Let's go to file. Let's go to save,
and I'll see you on the next one every one.
Thanks a lot. Bye bye.
88. Finishing the Candle Props: Okay. Welcome back, everyone to blend on real engine becoming a dungeon props, and this is where we left off. Now, let's grab I think this
one and we'll press Shift D, and we'll also grab
this one and I'll press Shift D like
so. All right. Let's make the small one first because that
one is the easiest, shift it's a
selected shift let's bring in a cylinder.
We'll have it on 20. That should be absolutely fine. Let's bring it down and make
it the right size first. I'm just going to press dot. I'm also going to press
one on the number pad, and I'm going to
bring it down then send to the size I
actually want it, maybe something
like that, maybe a little bit smaller like so. All right. Let's
bring the first bit in, so I'm going to come in. I bring it in, and then, drop it down to it looks as though the
candles actually sat there. Now what we'll do is we'll
bring in the bottom of it. I like so, and then E and then what I'll do is I'll bring
it out now. S bring it out. Control maybe five edge
loop, something like that. Grab the middle one and then just bring in your
proportional it in, press the S born,
and there we go, we can bend it in the
way that we want it. Now finally, let's take proportional editing off
and make the outside of it. Chlate S, bring it out. And then enter,
bring it out again. Then finally, let's press, Z, bring it down. Make sure it's actually
got that blue line on, and then you just
want to fill it in. You can see it's already
filled in for me, and that's because I'm not
actually sure why I did that. I'm just going to
delete delete faces and just make sure that
it's actually okay. So now I'm going to
come in and just refill it in as I
needed to anyway. Alter fill it back in. Now, let's come in and
grab this part here, and all I'm going to do is just press and
just bring it all. Okay. All right. Right click shade
smooth. There we go. Let's put it to smooth and
let's also level this off. Control A or transforms, right click, into geometry, adding a modifier Let's put it on the object just so
we can see what we're doing. No 0.3, something like that. Let's try 0.1. I'm going to put no point
b two. Yeah, no 0.2. I think looks absolutely fine. Now I'm going to apply
that and then I'm going to add in a material. Click the down. I'm
looking for iron. We're going to go
with the iron dark and that's basically
that one done. Now, let's join
these both together. So I'm going to click
this, click this one last. Press Control J, join
it all together. We can see there that we
didn't have our altos move on. So just put that on on 30 and then drag it over there, and
then that should be done. I'm going to check
that in a minute. First of all, though we'll
come to this one now, Shift S, cursor to selected. Now we're going to do
pretty much the same thing. Although this one
is a little bit more This one's a
little bit more ornate. Ship bring in a mesh. The thing is as well,
what I need to explain is when you bring in
a cynder or cube, they always come in at
round about the same size. But what you can
actually do is you can actually turn them down. You can turn things down like
the radius, for instance. I'm not going to
do that. I'm just going to put that on one again. I think it was on one.
Yeah, there we go. You can turn on the depths, you can bring that down as well. You can also turn down the
vertices and things like that. Just so when you bring in a que, it doesn't actually have
to be that actual size. You can also as well, change the gons to triangular
or to nothing instead. Then what I'll do is I'll come
in with nothing on there. You might find that
easier to wait with. I'm going to keep
it as what I added, goes, and then you can
alter it as you see fit. First of all, I'm going
to bring this in. I'm going to bring it
down to where I want it, which will be probably
this so with Essen, make it a little bit thinner so. Then what I'm going to do the same thing as
what I did before. I'm going to grab
the inside of it, press the i born and then press, bring it down, so it looks as though that thing is
actually sat on something. Then what I'm going to do
now, I'm going to bring the outside of it. This part on here,
just a little bit with the S born then we're
going to press, bring it down a little bit, and now I'm going to
work my way down. All I'm going to do
is going to press. No, not. I'm going to press, sorry, bring it to here, and then I'm going to press P, and then find the what I'm going to do is I'm going
to bring this in. I'm going to bring
it in like so. Now I'm going to press control, bring in a few edge loop. Three, left click, right click. Shifting click, bring in
my proportional legs in, and then just bring
it in like so, and that's looking very nice. Now we'll work our way down. We're going to grab
the bottom of it. I'm going to bring
it in very slightly. So I'm going to press down to
here, something like that. Actually, we'll bring
it down a little bit further because we are going
to make it a little bit. Then what I'll do is
I'll press enter, and I'm going to bring it down. Two without proportional editing on down to here,
something like that. Then what we're going to do
is I'm going to pull it out, S pull it out. Again, some more edge
loops. Three edge loops. Left click, click click
proportional editing on, and then just bring it in.
That's looking very nice. Now we just need those
edge loops going around. The way we're going
to do that is, we're going to come take
off proportional editing, bring in three, one, two, three, so right click, just to
drop them in the center. The problem you're
going to have is you can see as I
bend those around, it is going to alter
the shape a little bit, but I think we should be
fine alternate a little bit. Press control B, pull those out. Then all we're going
to do is press terns and just bring them out, making sure that offset
even is on. There you go. Now, let's come into
the last bit then. We're going to grab
this part here. I'm going to I
think I'll press S, bring it a little bit out first and then we'll
do is I'll press, bring it down to here,
press the S bond, pull it all the way out like so, and then press control. Three, click right clip, and then I'm going
to grab this ball, click proportional editing,
press the bond like so. Then we do is I'll make this top now a little
bit more ornate. Control Control B, take off proportional
editing, enter test. Then let's finish this
off with the bottom part. If I press control off,
click right click, shift and click enter less, bring it out, and now let's have a of what
that looks like, and you see it's really name. It looks really nice. I'm just making sure
I'm happy with it. I think I need one more on it. Control, click plate, Control B. And then enter altern
bring the saver, or you could bring it down to make it look a
little bit different. I think I'll bring
it down actually. Click shapes move. Let's bring on tomo and have a look
what that looks like. Think that looks really nice. Now, let's just think about the top of it. I'm
not happy with that. I think I'm just need
to bevel it off, so control transforms origins
geometry, and modify it. That will modify, and I think actually that's come in
perfectly, that's fine. And now we can add our candle.
In fact, no, we won't. We're just bringing in
some material first, so the down arrow and
we're looking for iron on old or on do we need do. Now we can do is just
join these together. Now, I know we need to unwrap these still, so let's come in. Because it's met should
be a simple case. I'm just unwrapping them, so we'll see when this loads up. And now I want to do is I'm going to come in,
grab all of this. Smart UV project, click.
There's that one. Now let's come to
the second one. Smart UV project, click, and there we are. We're done. All right. So now let's
just line them up so they actually go onto the ground
plane, first of all. Then let's go over the top. And what we're going to do is
I'm going to line them up, so these are behind
these ones here. And there are your candles
actually finished. Now let's actually rename them. So we'll call this large candle. I'm just going to
press dtarge candle. And then we'll have
medium candle. And then we'll have
a small candle. And then finally, we'll
have nate candlestick. And then we'll have a
simple candlestick. Simple Candle stick. Like so. All right. Let's grab them all now they're no longer
going to do it. I'm going to right click
and mark as asset, and then I'm going to come
see collection, right click. New collection. Double click it, candles, and then let's
drop them all in. So again, B, grab them all, and then assured, be able
to drop them all in there. Like so. And now let's put
them into place. I'm going to pull them back
into a nice place like so. And then all I'm
going to do now is just drop them in
my asset manager. I'm going to come to all take this off and
just put candle. Then we've got all
five of these. I don't know why
that small candles come in like that, but I'm
just going to have a look. The one thing I did not do is I didn't reset
the transformations. That could be why
that's happened. I'm just going to grab them all. I'm going to press control
all transfp click Set origin. Where is it right click. I need to grab one
of them first. Right click, set
origin to geometry. Then one I'm going to do is, I'm just going to take them all off. I've got all these candles here, right click, clear assets. Now let's come to
that small candle, right click and markers asset. There we go. Now it's working. Now, let's grab all of them, right click, markers
asset, and there we go. Now I can grab them all and
just drop them into my props. Let's go to modeling.
We'll have the A. Let's have one quick look at it, so we'll just put it on render. See where we are. Let's
turn off our squares. There we go. Candles are done. We're really marching along now. Now, let's turn off our render. Let's put it back onto material. Let's save about our file
and on the next lesson, we can move on something else. All right, everyone.
Be enjoyed that and I'll see on the next
one. Thanks bye bye.
89. Creating the Sword Blades: Welcome back
everyone to blend on engine becoming a dungeon props, and this is where we left off. Now the next one
we're going to move onto is our actual weapons rack. We've got the weapons rack left, we've got the guiltine and
we've got the stretcher. The weapons rack is
basically going to give you a test of
everything that you've basically learned
so far as regards simple modeling techniques and speeding up that
waveflow basically. And then finally, the
guillotine and the stretcher, as I say, again, it's the same thing
apart from we're actually going to create a
rogue geo node for that, which you can take away
then and using any of your designs or blender. You know, models and
things like that. All right. That's the way
that we're going forward. We're just looking
at a weapons rack. When you look at
something like this, we can now discuss
breaking things down. You can see that it's basically
broke into four parts. We have a shield,
we have the rack, we have the weapons,
and we have the helmet. Now, normally, when I'm
doing something like this, I will tend to start on
something like the weapons, then build the rag,
then the shield, and then finally the helmet. I know the helmet is
probably going to be the hardest part
to actually build. I generally leave
that to the last. You might want to
take that on first, I generally leave
it to the last. So let's start with the
weapons and nas again, I'm making one weapon, I
might as well make four at the same time and just make them a little
bit different. So I'm just going to move
this to the right hand side. And then what I'm going to
do is just make a start. First of all, I'm going
to put an object mode. I'm going to come in, Shift S. Cursor select to world
origin. Bring my man by. And then one to do is I'm going to bring in
my first weapon, which, of course, will
be based on a cube. Shift D, bring in a cube. I'm going to bring down
the size of this cube. I'm going to bring it a
little bit smaller, like so, so now every time I'm
bringing this cube till I restart blender, my cubes going to
be that solve size. Now, let's press S. Then one going to do is I'm
going to pull it out with S and y2b the same right
size for an actual weapon. I'm going to press Shift D and just check the size of this. X 91 Now, remember, he's going to have a god. There's going to be a
handle, and finally, there's going to be a little pummel at
the bottom as well. So we just got to
take into account. So I think this size have got it looks to be about
the right size. I think if we went any bigger, it's going to be like
Chanana Barbarian territory, and I don't think we
really want that. Let's leave that the way. And then what we're
going to do is, we're just going to make this
a little bit thinner. S and, to give myself
something to wear with. Something like that I
think is about right. Now, bearing in mind
that you can see, maybe that's a little
bit too thick. So let's go a little
bit more like so and maybe
something like that. All right. We'll wear
with something like that, or I'll try to wear with
something like that. Next of all, then, before we actually duplicate this
for our four sorts. We might as well
bring up a edge. Control, left click,
bring it up here, and then bring in
a few edge loop. Control, let's bring in three,
left click, right click. Now let's make the end of here a little bit
thinner basically. Also, I think we should bring in one edge loop down the center because that's going
to help us a lot. Now, let's bring in the top of this end because
this is going to be where the tip of the sort is. I can grab this, press seven, press S and X and just bring
in and get a nice tip. Of my sword like so. I'm still happy with
that because it needs to be probably more round
than where it is, so I'm going to go in again. I'm going to take
fortunately ing off, and then one to do,
I'm going to press S and X and bring it in. Then I'm just going to
go round now and then S and X and just bring
it out a little bit. Just get in the shape of that
sword that I actually want. S and X like so and now much happier and
you can see it looks much, much more like a sword. All right With the
first sword then, all I'm going to do before I actually do that, I'm
going to move it over. I want to press shift.
I want to press shift. I'm going to press Shift D. Now, want the swords to be
relatively the same length. So basically the same length. All I want to do is make
them a little bit different just to show you how I can make it variation and
things like that. So let's come to this one first. And what we'll do
is we'll just press control shift select. And then what we'll
do is I'll just press Send and just bring
it out like so. Now you can see, I do have a little bit
of a problem in that it's coming out based on here and I'm not happy
with that at all, so that's not the
way that I want it. I'm going to do instead, I'll just grab
both of these like so and then I'll press
pesansd and pull them up. Now the reason actually, I found out now why
it came out like that is because it's not coming
from a medium point, it's coming from individual
gin Let's try that again. Now let's pull it out. And now you can see that's
looking much better. Let's pull it out
even further though. Z, and now we'll work on
bringing these two parts in. If I come in now and grab this
one and this one, press Z, bring them in, and
then we'll grab this one and this one,
Z, bring them in. We want a nice general slope, this one and this one, bring them in, so. I'm looking at the
side of it and I can see I need to bring
this one in as well. So, bring it in, and I'm going to now
work my way along. Said bring them in. Then S bring them in. Finally, let's grab
all of these now. All of this tip, not this part. I don't
want that grabbed. I want just all of these grabbed and you go
around the back, make should they're
all grabbed and then S and Z and bring them
in. There we go. There is a nice sword and a nice sword end I'm
happy with that. Now let's move on
to the next one. We'll make this a
little bit different. I think what I'll do though
before I actually carry on is I'll just come
in to each of them, and I'll just bring
in the ends of them because we need to make
them a little bit thinner, I think, on the edge, so I'll just save me a little bit of time
doing it that way. Now for press S with
proportional editing on. It's going to make
it a little easy for me so let's bring them out. And there we go. Now they
look a lot more like sort. All right. Let's come now to this one. We'll
do this one first. And what I want to
do with this one is, I think I'll just bring it in. So I'm going to give
it another edge loop, so controf click, right click. Another edge loop, Control,
left click, right click. And then I'm just going to grab this one and this one, I think. And then what I'll do
is just bring those in. I'm going to press Z
without portion of it. S and Z bring them in. So the nearly
touching like that. Yeah, something like
that looks fine. Just delete these
faces off for here. We're not going to need them.
You might let them twice, by the way. Sometimes you do. Delete faces can see we have to leave them twice, delete faces, and now we can go round to the back and we can do
the same thing again. Delete faces. All right. Now what I want to do is, I want to come
to the next one. And the next one. I'm just going to make it a little
bit different. I'm going to do is
I'm going to press. I'm just thinking the
best way to do this. Yeah. I think I'm going to
bring it in. I press control. Let click, bring it down
to something like here, and then what do is, I'll grab this one and this one and
I'll just move them along. Then what do is now
I'll come in and grab this going all the way up to
here to here down to here, and then I'll do the
same underneath. Control click in. Control
click Control click, Control click, all
the way down to that. Then what I'm going to
do is I'm just going to control all transforms, right click Sgino
jump tree just reset them all because
I'm going to use my insert and bring them in. Now we have got a
problem at the top, as you can see, we don't
really want that to happen. Let's just minus these of These two top ones and
see if we can get away with it now if I press
and bring it in, like so. Then all I'm going to do is e enter Ns and just pull it out. I think that looks pretty nice. All right down to
the last one then. The last one I'll just make pretty much
straightforward sword. I'll think I'm just thinking if you bring it out
just straight instead. Yeah I think I'll
do it that way. So all I'll do is
just wondering if you can press and then bring it
out with a straight point. Now, I think I I'll just c and grab more
going all the way around, and I'll just insert
them basically. So I'm just control
clicking again. I know I need to I'll just have to fix them
when I bring them in, so you'll see I bring them in
and they're crossing over, and I'll just have to go in now and fix those before
I do anything. All I'm going to do is just
grab all three of these. I think I go away with
grabbing all three. Let's merge vertices at center, and then we go let's
do the other one now. Again, all three and
then just shift, and I'll do that for you. And now we can just
bring them all out. So if I come in now
can grab all of these, Control click Shift click. Again, with this one. Control click Control
click. Control click. Now we'll just press S sad
bring it out there we go, we can see the
looks pretty nice. Although probably a bit too thick on that one
let's bring it back in. All right. There we go. Three different swords
made pretty quickly. What we'll do on the next
one is we'll actually start work on the actual guards. Moving down to the hand handle and then moving
down to the pummel. And then we should
have these done. All right, Ron, so I
hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
90. A Sword has to Have a Guard: Welcome back,
everyone to blend it and engine becoming
a dungeon props, then this is where we left off. Now, let's move these
over a little bit. So we grow enough room
to put our guards in. And then what I'm going
to do grab this one, shift cursect shift bring the cube the cube come in the size that we
left it, which it did. Now I can make this the
right size that I want it. I'm going to shrink it
down, first of all. Then I'm going to press
S and X, pull it out. Like so. All right.
That's a good start. Now, one thing I would say is whenever you're doing
anything like this, I would make an indentation in the top of it and then
duplicate it over. That I think will
be the easiest way. If I come in, grab this edge, press the i born, bring it in, so then bring it in a
little bit more with the S and X and then just
pull it back a little bit. And then it looks as though it fits in there
properly. All right. Now I can do is I can bring these now to
these parts here, over to the swords and pull them all back to be
the same length. I'm going to press Shift S,
cursor selected like so. I'm going to press Shift D, Shift S selection to cursor now basically I'm
going to do the same thing. Shift S. Cura selected. Grab it, shift D,
drop it anywhere. Shift S, selections cursor, Shift S, and then just
rinse and repeat. Shift D, shift,
selections, cursor. Now we can do is
we can drag them. Well, we can't
drag them all back because they all have
different points, but we can drag them
back individually now, put them in the right places. We can see move that
one little bit wrong. Put it into here, like so. All right. Let's make a start
on this one then. With this one, we'll
have it go in, I think. First of all, I'll pull this so. So then what I'll do is
I'll think, I'll add in. I'm wondering if I can
actually get away with adding an edge loop in
there because of the fact, can I, it's going to be
a bit of a mess adding an edge loop in there because of that bit that we've got on here. When you have
something like that, probably best off just splitting
off this part of here. Now, you should be able
to bring in an edge loop. Control click click Control, click, right click,
as you can see, that may be a lot easier. Then we'll just pull this out, like so, and then we'll
add some ends on here. If I grab this
one, and this one, and I'll just press S. We can see that it's
pulled out like so. That actually might be okay
because now we can just go in shift click Shift click, terns, we can see that we're not pulling
them out properly, so I'm going to try putting
them on individual origins. And I'm going to try
an S is not working. I'm going to pull
them out like so, and I'm just going to see, that's not going to work,
so we don't want that one. Okay. Let's go back and see now. I I I press G, you can see they're
all back together. Let's go and do
that again. E and S pull them out,
and there we go. I'm leave them as that. All I'll do then is just pull
this out now on S and X, pull them out based
on medium points. S pull them out, and you can see already,
that's looking pretty nice. Now let's bring this bit in and we'll have a
nice end on here, so we'll co into this
bit, we'll press. Like so, and we'll just
pop that down like so, and that's looking pretty nice. Then on the back, we'll we'll do pretty much
the same thing. But we'll probably pop
it out the other way, bring it down, pull it
out, and there we go. All right. That's
looking pretty nice. Now, I just want one
more bit in here. So we're just going to
grab both of these. I bring them in, and then
just pull them back. I think that's going to be fine. All right. Now let's
move on to the next one. The next one, well, I've done that one like that. I'm wondering if I bring in
these two edges this time. Again, I'm going to
need a edge loop. Again, I'm thinking
rather than do that, I think what I'll do is I'll
bring in my own edge loop. I'm just wondering how I
can do that easiest way I think is just to grab
these two ends, and, bring them in, and then x, hold them out, and now I can
actually work with that. We'll do it that way instead. Now I can do is I
can just put them on individual origins
and bring them in. Like so, and then S, bring them out, and then
S and X, pull them out. If they don't pull
out, just make sure you're on medium point, so S and X, pull them
out. There we go. That one's also
looking pretty nice. What I'll do with this one is, I'll press the, I'll just
bring this out like so. Then we'll do is as
well, I'll press the Like so, and I'll
just bring this out and we'll put probably
a bit of a gem on here. So control there we go. We can have a little bit
of a gem on that one. And I think that will
be nice as well. Then I'll leave the
other side of it. It's looking a little bit too big. That's the only
thing I would say. So I might be able to get away with pulling
it in a little bit, so next, pull it in. And I'm thinking as well that I will grab the end
here, the end up here, control plus going all
the way down to there, and then S and X, and just bring it
in a little bit more. That's that one done. That's looking very nice.
Let's have another one now, so we'll do exactly the
same thing on this one. I'm going to grab both
of the edges on here. I'm going to pull it in first, grab both of these,
that one there. S and X, pull it in. I also. We're thinking I'm going to
press S x, pull them out, and then and pull them down, and then S x. And then enter S then this one we'll
just pull out pull them out like that one looks
quite nice as well. All right. Now, what
we'll do on this one is, I think we'll pull it out a
little bit, so if I press, pull it out, and then press S have this one a
little bit like that, and then we'll grab
both of these. I'll actually reset
the transformations, and then I'll press,
then I'll just pull those out. Like so. All right. That's looking fine. Now finally, we'll do this one. Again, we'll do exactly
the same thing. So when you're going to
grab both of these sides. S and pull them in, and then we do is I'll
think I'll have this. Maybe a little bit
curved actually on this. So first of all, do S and X, pull it out, S, bring it in. And then, and, bring it out, S, bring them in, and then and bring them out. And then what I'll do
is I'll move it out. You can see, I've knock
on my movement tool bringing my movement
tool back there we go, we'll bring that out like so. Okay. And then all
I'll do I think we'll try leveling off this one. So I'm just going to press
Control B, Bevel it off. So yeah, I think I'm
actually happy with that. I'm thinking. Do we need
anything on this one, because they're all pretty much very different
from each other, and I think I'm happy
with how they look. I don't think I actually
need anything on that one. All right. What we'll do now is we're just bring
in the handle. Again, we've got
our transformations maybe set in the center. So I'm just going
to grab them all. I want to press control
a all transforms, right click. Sg into geometry. We'll come to this one
first, we'll press shift, cursor selected shift A, and what we'll do now is
we'll bring in a cube. We'll make it smaller, and then we'll bring it
down to the right side, so you can see, basically,
you can see is handier. Let's come in, grab
the back of it. Face select, grab the back, pull it out, like so. And this looks like now
a handle, apart from, it's a very square handle, so we want it to be
a little bit round. So rather than do that though, I'm just going to press shifty and I'm going
to move it over to here because I might want them different. So I'm
going to grab this one. I'm going to grab the edges going all the way
around, like so. Press control B, and I'm going to just
level it off like so. Now I'm going to grab this
one or this one first, Shift S. Ur selector grab this, Shift S, selections cursor, keep offset, and now
let's pull it back. Now, we can see that
because this has not got the orientation
in the middle and each press control
A all transforms, right clicks that
origins Ju tree. Now it's in the center.
Now compress Shift S, selections cursor's still
not in the center of it, which is kind annoying but
we'll just pull it in. Pull it in where we think it's going to be in.
Something like that. And let's pull it down. Now,
let's copy this before. Shift D again, and let's
come back to this one. We're just going to
grab all of these edges again, pretty much
the same thing. I'm going to press control B. This time, now I'm going
to make it a little bit thinner and we're just going
to turn that up to two, then this one, I'm going
to grab this one first, shift we might need
to move it down. Shift selection cursor, we're going to have
to pull it down, every one, I guess,
we're going to have to do that with, pull it out. I'm going to make this a
little bit smaller this handle because some of
them will be two d, some be one handed, so we'll make this a
little bit smaller. We'll also press
control on this one. Bring in a few edge loops
and then just bring out the edge of it with
portional editing on. S bring it out just a little bit like now just bevel it
off, grab all of it. Shift click Shift click and then press Control B, level off. I'm actually happy
with two there. Then finally, the last one, I'm just going to
steal this one, Shift D. And what I'm
going to do is I'm going to press Shift S. Cursor
selector, grab this one. Shift S. Selections cursor, and this one might have actually gone right in the center. So that's pretty nice. So I'm just looking this one and I'm going to do is just bring in
three edge loop, grab the center one and
then just bring it in. So there you go. You've got three different handles
on that. All right. What we're going to do
now on the next one is we'll actually
do the pummels. We'll go off and save it. By the time that
lessons finished, we should have the swords. At least the swords
actually done. All right, everyone,
so I hope you enjoyed that and I'll
see on the next one. Thanks a lot. Bye bye.
91. Modelling the Weapons Rack: Welcome back to
everyone to Blender and real Engine becoming a
dungeon prop artist, and this is where we left off. Now, let's think
about our pummel. We'll come in and we'll
press shift S. Sta selected. Then we're going to press
shift A. I'm going to bring in a tube what I'm going to do is going to make
it a little bit smaller. I'm just going to make it
fit onto the end of here. Then one I'm going to do is, I'm just going to press shift D, drop next one, next one there. And it just makes it a
little bit easier then just to start these are
the ones. All right. So with the first one, what I'm going to do is I'm probably going to grab the end of here. So I'm just going
to press the S born with that portion
of ing on, like so, and then just pull it
out coming down to here, and then S and bring it back
in, something like that. And then what I'll do
is I'll just level this off so if I come in
shift and click, and we'll just
level this one off, making it a simple pummel. So, something like that. I think also, maybe. I'll leave the top of here
on there. Think that's good. What I'll do is though, I'll
come in with face select, grab this bottom face, press control B now and just
level that bit off as well. I think that just makes it
look a tomb. All right. Now onto this one, Shift
S, cursor selected, Shift S and selections curse just going to
grab my e. Shift S, selections cursor that's
not where I want it. Shift cursor selected,
and then shift, selections curse there we go. All right. This one, I'll
make it probably just a very, very simple one and this one. I think I'll just
grab it like that. I'm going to Yeah, I think I'll bevel this off, so I'll try beveling this off
first, something like that, and then I'll just
bevel the end off, so Control B, really
simple end on that one. All right. Let's come
to this one then. Shift S, cursor selected, grab my e, Shift S, selections cursor on this one, I'm going to make it a
little bit different. First of all, I'll make
it probably come out. So what I'm going to
do is I'm going to. I'm going to make it
a little bit smaller, so I'll bring it
in a little bit. Then I'm going to do is
I'm going to bring it out. I'm going to pull
it out to here. Then I'm going to
press and pull it out again and then finally
and pull it out again. Now I'm going to do is just put my proportional editing on, press the Spon and bring it out. Now what I'm going to do
is just bevel these off. I'm going to come in
with old shifting click and just use the
shape on the bevel. So I'm going to press
Control B, bring it in. But then what I'm going to do
is I've already got on two. I'm just going to change the
shape now to go inwards. Like so, something like that, and now I'll just finish it
off with a nice end on there. So what I'll do is
I'll grab this. I'll try pressing Control B
actually and bring it in. And I think that actually is
going to look really nice. That flat when you
can see, it's a lot more or than the other one. Now, let's do this one, we'll do exactly the same thing. Shift S, curse
selected, grab my cube, shift, selection to cursor
now let's bring it out. What I'll do with this one is, I think it's probably make
it a little bit wider. I'm going to press S and x, just pull it out like so, and then I'll just
round off these edges. If I grab all of these, I'm going to change
the shape again. If I press control B, bevel it off, and then what I'll do is I'll round
them off this stamp. I'm going to change
the shape like so and make it a little bit
rounded like so. Now, I'm still not happy
because I still would like this bit as well
to be rounded off. What I can do is I can come
in now, grab the back of it, and I'm going to press control
B and round off that edge. Now you can see I went too far there so I'm just
going to go back, control B and just be very
careful as I bring those in. You don't want to bring
them in basically where the crossover is
what I'm saying. All right. Something like
that looks absolutely fine. They are pretty much all
sorts actually done now. So what I can do is I can grab them all, join
them all together. I'm just thinking, probably not going to bevel
these off there. They're so small that it's probably not worth
beveling them off. Control J, let's join
them all together. I'm just going to grab
it with B, Control J. So, and then B and then
Control J and then control. And you can see that
look fantastic. All right. Now
we've got them all. They're all actually joined, I messed up there. I
need to come back. Actually, I don't know why that actually happened
the way it did. Yeah. I think it's because
I grabbed them all. I'm going to press grab
them all, Control J, grab the next one and
then press B Control J. A bit of a silly mistake there, and then B Control J, and there we go. All right. Now let's turn them as
though they're going the right way round once we've actually reset all
the transform. Control or transforms directly. So origin geometry. Now
let's spin them round. Rx 90, spin them all round, and there we go. All right. So there is our sorts looking pretty much like
monster sorts, actually. Let's spin them round
as well, AZ 90. I want to spin them around
though individually. So let's form on
individuals 90, like so. Now, let's put them where about, you know, in the rack
they're going to go. Something, something
like that, I think, and now I can actually start building my rack around them. So the first thing I'm going
to do is I'm going to bring in the board that
goes across here. So I've got my cursory,
which should be fine. Once I've brought my cursor into the center then I'll use
that to actually build off. So if I press shift a bring
in a cube and you'll notice my cube again comes in a lot smaller because I've
actually made it that way. And then what I'm going to
do is I'm going to press S and y make it a little bit, then let's just pull it up. Interplace I want it
basically going in slightly higher than the
actual gods on there. Then I'm going to press S and X and pull them out like so. Then I'm going to make
it a little bit thinner because I think this
is still too thick. I basically want
these hanging over. That's basically what
we're looking for. If I grab this
edge, bring it in. And then bring this
one in as well. There you go, that's probably
the way it's going to be. Then what I'll do is I'll just make it a little bit smaller. I think they're a little bit too big. Something like that. Now what I can do is
I can actually use each of these sorts to make
a indentation in here. If I press control,
and let's bring three, four, something like that. Four left click, right click, press Control B then, and then what you want to do is you want to have it on two, which minus Luckily for me, two actually Maybe we can
get away with putting it on. Let's put it on four.
Yeah, let's put it on, sorry, three on three. And then what we can
do is we can use that then to come into each of
the top parts up here, and then we can
bring those down. Like so, and then will be much much better
way of doing it. Now, let's come to our first
sad and we're just going to stick that in there,
stick this one in there. That one is already in, and then finally this one in here. Now, let's just make
sure that this one, for instance, is not
hanging over there. It's a big one, let's
bring it over like so. Then let's make
sure that this one again is hanging
over a little bit. So I'm just now placing them in, making sure that they're
going to fit in properly, like so, and then the
same with this one. Okay, so. And then finally this one. Like so. All right. Now, let's rotate them round so, rotate it round a bit, and
then just pull it back. Same with this one, so rotates
it. And then this one. And then finally this one, and so now you can see, really nice. All right. So Let's grab the
center of here. We can probably use that. Yeah, I'm thinking probably
the center of that. So we'll come in, we'll grab
that shift to selected, grab our plank then, and then we can press shift
and in fact, not shift. We can right set
origins three D cursor. Now I'm going to do is
just bring in a mirror. Come to my modifiers
tab, add modifier. Let's bring in
where is it mirror, and we're going to put it
on the y, turn off the X. There we go. Now, let's carry
on building this up then. I've got my cursor right in the center now, which
is really good. I'm going to press in fact. If I've got this on here, I might as well press tab, and then what I can do
is I can bring a cube, and I'm hoping it's
not actually working. I was hoping they
would go that side. What I'll do instead is, I'll just go back
with control Ted. I was hoping just mirror it. I'm just going to
apply that mirror. Then I'm going to do is,
I'm just going to bring in a cube and I'll mirror it over once I've got
this in place. But we can see it's going
right bang in the center, which is really great.
That's exactly what I want. S y bring it in. Like so, and then S and X,
let's bring it that way. And now let's pull
it off into place. So if I pull it off, let's say, probably a little bit lower than the swords.
Something like that. Let's then level off the I don't really want
to level off the edges yet because I mind
actually putting an edge loop on the metal part. So we'll bring it down, and I'll show you what I mean. So I can bring it
down, press one, two, let's say something
Just under here, here, something like that. And then what we'll do is
well press control of, bring it up then to
something like that, and then control off, bring up another one to
something like that. Then let's bring these
out, so I'm going to press shift and click going round altern bring it out, make sure offset even
is on, and there we go. All right. I'm happy with that. Now, let's bevel off
the top of here. So if I come in, grab the
top of here, like so, press control B and
just bevel it off, so it's nice and
round off like that. I think that looks really nice. All right, then, so that'll
be it for this one. Let's go to file
and save that out. And then what we'll do
on the next one is we'll finish actually building
this off for certain, and then we'll make a start
on our actual shield, and we'll leave
the helmet so last because it's actually one
of the most fun to do. Alright, everyone, so
hope you enjoyed that, and I'll see you on the
next one. Thanks a lot. Bye bye.
92. Creating a Simple Shield Prop: Welcome back to every
one to Blender and Engine becoming a
dungeon prop artist, and this is where we
left off. All right. So now, let's actually put
this over the other side, and then we're going to have
a lot more to wear with. So if I grab this, I'm thinking of grabbing both of these pressing control
A or transforms, right click origin geometry, grabbing this one,
Shift S then, in fact. Okay. Let's not get
ahead of ourselves. Grab this one,
shift the selected. Now grab this one,
and then we can control transform origin
to three D curse. I'd like to say it's been a long day doing
this, but it's not. I've actually just
started, maybe maybe I'm a little
bit rusty right now. Now let's move this over to the other side. So
I add modifier. Let's bring in a mirror
over the other side, and then let's put in a plank award going
down the bottom. If I press shift
d, let's bring in a cube that's going to come
then right in the center. Let's press the S, press one so we can actually
see what I'm doing. Press the S and X and then S and Z and then find that we
can actually bring this. Into place, so the swords fit
near enough on the bottom. Now you can see with this sword, it's actually sticking
near enough in this. I'm just going to spin
it around a little bit, and I'm just making sure
they're in the right place. This now is near enough
perfect, actually. I think I'm actually happy
with how that looks. Now, let's think about
some points on the bottom. Now, we've still got
our mirror on this one. So what I can do is I
can come into this. I can then press
shift a bring in a cue and I can hopefully bring that over to
the other side then. So bring it down. Like so, and then
press S and head. Make it a little bit chunky because it's holding a
fair amount of weight, a lot more than what
you actually think, and then press S and y
and pull it out, like so, then maybe pull it down a little bit just to the
bottom of there maybe. I think actually what
I'm going to do is I'm going to pull it down
a little bit further. I'm going to come then to
this part under here with base select and then pull
that part down as well. So I think that just makes
it look a lot better. Let's pull it all down now, something like that. All right. Let's press Shift S
goes to selected. Let's bring in now another. S, bring it in. Pull it up here, like so, and then S and y, pull it in, bring it into place. Like so, and then finally
bring this into place like so, bring it all I think, that's looking pretty nice. Now, let's press L and
let's press S and X. You can see we're a
little bit out there, but that's because we've
based it on this point here. So that's why it's
a little bit out where I think something
like that looks fine. And what I can do now
is press old shift and click Shift S,
cursor to selected. Grab this part here, and
then all you want to do is press the little
sideways v3d cursor, and then shift D enters 180 and just spin it
round to the other side. And there we go. That's
in there now. All right. Now I'm going to press a
little sideways V again, put it on individual origins. Now what I'm going to do is I'm going to grab all of this. I'm going to go up to object, convert to mesh,
and there we go. Now, let's get it
all joined together. Control J, G. Let's just make sure we've got
everything and that then is near enough R D. Let's go to shape
smooth, Autos move on. Let's then press control
lay all transforms, right clip, set
origins geometry. Now let's bring in a bevel and we'll turn that
down all the way, turn it up one and then
decide where we want this. 0.3. Let's put it on there. I think that is about, I think. I think that looks
pretty good. All right. Finally, let's apply that. Let's come over, grab our bolt, shift, bring it over. Let's spin it around.
R 90. Let's press one. Then what we're going
to do is we're just going to drop that into place. In the right scale. So something,
something like that. Let's then pull it back. Let's press dot, pull
it back into place. Something like that. Then what
I'm going to do now is I'm going to grab this
shift to selected. Then what I'm going to
do is I'm going to make sure that this orientation is
in the center right click. Origin three D cursor
and then add modify it, and we're going to
bring in a mirror, maybe I can put it on both of those sides
like so. There we go. All right, let's apply that, so control and then let's join it all
together with Control J. And we're pretty much done. Now, the swords, let's come
in and smooth them off. I don't think we can smooth
them off altogether. So we'll right click
shapes smooth, and then let's come and auto
smooth each one of them. Like so like so. There we go. All right.
That's the swords done. Now, we need to think
about our actual shield. Let's come in and
build a shield. The way I'm going to do this, I think I will use a cylinder. So we'll bring in a cylinder
with an even number. So whatever you do, just make sure it's an even
number. I can see. At the moment this is on 20. I think that should be
okay for our shield. So what I'll do is
I'll spin this round. So our 90. I'm going to press the S button. And what I'm going to
do is just say it up, so it's about the right side. So if I bring this over
to here, you can see Shield that sort of
size looks about right. The other thing, of course,
is we can join all of these together because
they're not going to individual swords
anywhere. I don't think. You might want to keep them
separated, but I don't. I'm just going to
grab all these. I'm going to then press Control J. I'm going to come to my
cylinder and split it off. So LP selection split it off, and I'm going to
actually shades move, and I'm going to to
move on on this one, Automth that's done. I'm just making sure it's
got no modifiers on which it has an as our shield
now with autos move on. Now, why did I do that because I actually want to
pull it up now. So you can see I've
lost my orientation. Control A or transforms,
clip Sargent geometry. Let's pull it up into place now. You can see that is
where it's going to be. The one thing you can see is it's way way too
big at the moment. Even the swords like
a huge as well. So what I'm going to do is
I'm just going to press one. I'm going to bring it down now with S and now I'm going to pull it over and just check out still it needs
to be smaller. So I'm thinking, I don't know how it ended up so
huge. But it did. I'm just going to
bring it down and make sure it's the right size. I think there, that's
much more manageable. I'm also looking at the sorts and I'm thinking if
I turn this down, Yeah, I'm probably going
to put this on 30. And before I finish,
I'm going to just add in some shops because
I think on the swords, especially, they're really going to need some shops on there. So I'm just going to right
click mark some shops, and you can see already
what's that's done. It just brings them out and makes them look so much better. So I'm just going in
and adding some shops. I'm going to press control
lead because I'm in face so mark shop. And then I'm just looking
where else I need them. So I'm thinking, here, here, And I think actually
that should be okay. So I'll just go in
and grab one on here, ship click ship
click ship click. And I'm just going
to go actually round this here
and here, like so. All right. Let's
not mark a seat. Let's mark a shop. So Mark shop. There
we go. All right. And they look at tomb Now
I'm happy with those. Let's come back
then to our shield. Now, the shield, I think Maybe it needs to be a
little bit smaller, so something,
something like that. And what I'm going to
do is I'm not going to actually use this
cylinder anyway. I'm just going to get rid of it. I'm going to grab
the center of it. Shift D, like so, and I'm also I didn't pull that out properly
as you can see. I'm also going to
grab another one. Shift D, you're going
to grab two of them. So two like this, and then I'm going to
grab this L Clete faces. To deal with the
first one is, I'm actually going to just
delete this face. So delete, and only
faces like so, and then I just want
to fill this in. So shift click. Now, because I want them
going up and down on here, better off to get
rid of two of these. So if you get rid of
two of these, like so, right click, and
then you can just bridge edge loops like so. Now you can see they're
going the right way. And now just fill in these. I'm just going to fill in
these with F same on this one. Olshif click shift click F. And then what I'm going to do is
just grab each one of these. I'm going to make
this plank of wood. So right click and where is it? Mark There we go. Now, let's bring this part, and we're just going to bring
it forward now, like so. And then one going to do is,
I'm just going to grab it. I'm going to press the i
borne, bringing it in, like so, and then obviously this is going to be the
outside of the shield. It needs to probably be
a little bit bigger. If I grab it, press one, press S, make it a
little bit bigger. The other thing that
you've got actually is if you press
this born on here, you can actually see
straight through it and still see
the actual object, which is really,
really handy to know. If you've got this, click
this on, it's the X ray, it says togle X ray, and then you can
actually work and see how much gap you've
actually got. All right, let's turn that off. And then what I'm going to do
is, I'm just going to grab the center of it and just pull it out a little bit like so, and then delete faces like so. Now, let's grab it and we're just going to pull
this back now. So pull it back like so. And now finally, what I want to do is I want
to bring these in. So I'm going to go
Alt Shift click, grabbing it going
all the way around, and then I'm going to
press the eye button. I again and bring them in, so you can see that's
looking really cool. Let's bring them into
about that sort of shape, press the button then
to pull them out. Then finally, just make sure you're on individual origins, press the S boon and just bring them in,
and there you go. There is a really, really
nice shield. All right. What we're going to
do is just going to save it out and on the next one, we should actually get
this shield finished. All right, everyone, so I
hope you enjoyed that and I'll see on the next one.
Thanks a lot. Bye bye.
93. Planning out the Helm Model: Welcome back every one
to blender to Engine, become in a prop artist, and this is where we left off. Now, let's come in, and the
first thing I want to do is sort out this wood because at the moment,
it's not looking right, so we're just going
to go L, L, L and L, every other one, press y. I'm also I think
split this part off. LP selection separated out, come back to wood now A, and we're already on
individual origin, so we should be
able to just press SNX and bring that
out like that. Now, when I'm doing a shield, what I tend to do is you can see the little gaps down there. We don't actually want
them too much going down. SN x, just bring them a
little bit closer together. We just want a little gap. And then what you want to do
is you want to pull it back, pull it back, and then
pull them back together. SN, pull them back together so that they're basically
near enough touching like so. Even more than that, S pull
them back together like so. Now we just don't want to
see through that sheeld. Now I just want to press
control A, all transforms. Click the origins geometry, and now I'm just going to pull that into place where
it needs to go. Now, the one thing that
you can see, Well, the problem we're going to
have with this is the fact that they don't have
any subdivisions. In other words, I want this
shield to be a little bit rounded instead of where
it looks like like now. So I'm going to do, I think is I'm going to
come to this part, and I'm going to
actually subdivide it. I'm going to go to modify ad and we're going to
bring in a subdivision and we're going to
put it on simple. Turn it up like four times. Press Control A,
I'll run over it press tab and you should end
up with something like that. Now, maybe maybe I've gone a little bit
too far with that. Maybe I should have gone
to let's go back again. Let's put it on three this
time, press Control A. And I think something
like that should be fine. Now, why ever done
that? What I want to do is, I want
to pull this out. So if I've grabbed the
middle center of it, so you can see we've
got three down here, three down here,
three down here. And then what I want to
do is pull this out. If I put this on
proportion editing, I want to use the green, and what I want to
do is expand this out and basically round it off. You can see now it's
actually coming out and it's
rounding it all off. Now just pull it
back and you can see just what difference that actually makes it looks
so much better like that. Now, while we're here, we might as well make it a little
bit rougher as well. So if I bring in my randomize
on the promotional editing, I'm going to grab one of them. I'm going to press one because I only want to move it
sideways at the moment. Then I'm going to
press G and just very, very gently move
it a little bit. G again, very gently, and now you'll end
up with something like that where it's
a little bit uneven. Now, last of all, I just
want to pull them out. A tiny, tiny fraction. I'm just going to grab this, pull them out, very slightly, and that then makes
it a lot more even. Now, let's right click and shapes move and that is how you shields that actually as you can see looks a lot
more realistic now. Finally, now with the shield, let's actually level
these edges off because you can see, they
don't actually look right. Now the problem is because
we've brought in all of these actual what they
call these inserts. I need to go down and press control because Blender
for some reason, will not shift click
anything that's got a triangle or anything
like that, which these have. We're just going to
have to go in and just control click all way
around all the way like so. Let's do it on the top as well. So we're just going
to control click. I'm not going to do
the back right now. I'm going to come to
the back in 1 second, so I'm just going to go
around control click in all the way around like so. Then what I'm going to do is
I'm going to press control B. Bring it in. And then I think I'm
going to turn this down maybe even to one.
Now I've got that. I'm going to press Control Z, and then control B and
just bevel it off very, very gradually like so.
All right. There we go. Now, we need to think about
the back of the shield. You can see we've got some
artifacts on here and here. All we need to do
is we need to just come in with shift and click. Make sure we've got our
random proportioning off. I'm just going to
bring it out like so and then we're going
to do the same thing. A shift click does work now, as you can see Control B, bring it back like so. All right. That's
looking pretty cool. Now we need is just
a back on the here. I'm going to c to the center. Let's see if we're in the
center, which we are. Shift A, let's bring in a cube and where is my
be cubes over there. I'm going to press
delete, Shift S. In fact, I need to grab this first. Shift S, urslectd shift A, bring in a Q and there we go. Let's pull it back, and then all I'm going to do is
I'm going to press S, and then S and y, make it thinner, pull
it back over here. And then I'm going to
pull it out, S and X. Maybe even a little bit further. S first, so let's make
it a little bit thinner, like so, and then S and X, let's pull it out a
little bit further. Then all I'm going to do is
I'm going to press control two left click right
click, S and X, pull them out with medium point, S and X, and then control
B, pull them out. Like so. And now, finally, we should be able to
bend those out, like so. And that is actually the kind of look they're
actually going for. Now I'm going to do is,
I'm just going to fit that into just a place like
here, something like that. I'm going to then grab each one of these and just make
it a little bit thinner, a little bit too fat at
the moment, I think, so I'm just going to grab it
going there in a little bit. Now let's bring in the parts that are going to
hold it together. I'm going to press
Shift S because it's a selected tab shift A and
then let's bring in a cube. Let's make the cube smaller, bring it into place just
in that wood there. Let's press S ands then
and then let's grab this face and pull it back
until we're happy with it. Grab it, pull it back
to something like that. Let's grab it again with L, pull it into place
like so. All right. I'm happy with that.
I just want to make sure that it's going Yeah. I think going back to that
is much better actually. Now, I just want to probably
level off these edges. I'm going to come in, see what it looks like with
a level of edges, so Control B, and there we go. Yeah, that's fine because it's only the back of
the shield anyway. I'm just going to move
it a little bit over and see it still a little bit
out, something like that. Now what I'll do is I
use this, right click. In fact, control all transforms
set origins geometry. Set origin, three D cursor, add modifier, bring in a
mirror, and there we go. Let's press control. Let's just bring
in our bolts now. I'm just going to probably
grab a bolt off up here. L shift D, and then P selection, and then let's spin it around. Control A all transforms, click origin
geometry, hundred 80. Let's spin it
around Control one, can we go to the back of it? Think I'm probably going to have to hide this bed out of the way. Then I'm just going
to bring it up, press the S born
bring it into place, then I'm just going to line
it where it needs to go. I'm going to pull
it all the way in, press the dot born, zoom in. And there we go. All right. Control one again. Let's
go to the back of it, and then what we're going to do is we're going to press Shift D, bring it down. Join
them both together. Control J and finally, shift D, bring them over. Put them into place here, and then join all of
this together once we've made sure that there
are no modifiers on. Basically, I'm
just going to come in, grab it all like so. I'm going to go to
object, convert mesh, Control J, control A, A transforms rightly,
origin geometry. Now finally, I'm just
going to shades move. Shades move, make sure tops
move is on, and there we go. There is a shield actually done. Now I'm just going to come
and put my shield into place. I'm going to turn it round, so, Z, turn it around, like so, and then just move
it over and then and Y I think it'll be like so, and let's just stand
it up against there. Don't want it going
into the floor, I just want it stood against there right against that post. I'm going to pull
it back actually a little bit and then move it right against
that post like so. All right. That's
looking pretty nice. Now, the shield I will actually keep separate
from the weapons. Just because I think you might want to use a shield
somewhere else. But yeah, I think I'm happy
with that. All right. The next one then is, we need to create the actual helmet. Now, to do that,
we're actually going to use our actual guy, and we're going to actually
kind of as you see on him. He has some very nice
topology already on him, which we can actually use to create a really,
really nice helmet. So we're going to do
that on the next one. For now, we'll just go to file. We'll save it. I'll see on the next and everyone.
Thanks a lot. Bye bye.
94. Adding Details to the Helm Prop: Welcome back, everyone
to blending and becoming a dungeon prop artist, and this is where we left off. Now, let's come in. Now, on our reference, you can see that
the actual helmet is a little bit hard to see. So pretty much you'll
have to stick with what I'm going on this or create
your own natural helmet. What I'm going to do
is, first of all, I'm going to grab
by shading smooth. No idea why he's got to smooth, but it might be a little
bit easier to see what you do without that on. I'm just
going to turn that off. Then what I'm going
to do now is I'm going to basically
split this in half, so I'm going to come to him. Oh click right click and
I'm going to marker seem. That's straight down
the end edge of him. Now I'm going to do is I'm
basically going to create my actual helmet from
here. I'm thinking. First of all, the nose part
is going to probably go round the eyes over
here, get rid of that. Let's go maybe several. Maybe round here, you
can see round to here, and then down to here we'll
make a good part of this. Down to here, going
across to here, and then maybe up like so, and then maybe we'll
follow it now round. If we go, let's
say round to here, and then round and
all the way round. What I want to do is basically
merge those two there. I'm going to go down all the
way just behind the here, so something like that, and then all the way
around to the end. Now if I right click
and I mark a scene, that is how our helm
should look like. Now if I press, you
can see basically, you've got the first bits to actually how
it's going to look. All right. I'm happy with that. What I'll do now
is I'll press it. And I'll bring it out, and
then I'll press P selection, tab, and there we go. Now, let's come in and grab these bits because they don't look right as you can see. So what I'll do is
I'll grab these two, then this one, then this
one and then right click. You can also press
m as well that will also merge so you can
merge them at the center, as you can see, and
now you can see, it's still not looking right, so let's bring it
down a little bit, so now you can see it
just looks a to better. All right. Now what you
want to do is one up a min. So I'm just going to grab any
one of the center points. Shift S, cursor selected,
re grab it then. Control A, all transforms, right click, set
origin to geometry. Sorry, set origin, 23d cursor. Add modifier, bring in
a mirror. There we go. There is your helm nearly done. I'm just going to
move it back there. Now, what I want to do is
I want to give this some actual solidify basically
before I do anything else. What I'm looking at
though here is I'm not happy with this whole part here, how it's
actually coming up. Now is a good time if you want to change it
to actually change it. I'm thinking that I should
have gone up probably to roundabout here because we've got a little bit of
bend in the back of there. So we can fix that. What we'll do is
we'll come to here. And then sorry, to here. Who I don't know how I
managed to grab that, but I'm just going to grab
it again, drop it in there. Then I'll I think. I want it going
across here and then down all the way to there. I think that's what
I'm going to do. I'm just going to shift like those maxin then I want to
put a cut going across here. I'm just going to press K.
And just drop one over there, enter, and then right
click Amcocy there we go. Now I'm going to
get rid of this. L delete faces, and there we go. That is what we're left with. And I think that's actually. Yeah, I think that's looking
a little bit better. All right, so I'm
happy with that. Now, let's bring
in some solidify. So what we'll do is we'll
apply our modify it. In fact, will we
apply and modify it. Maybe maybe it's better off with modifier stacking on this one because we are going to be
pulling that out as well. Let's actually add
in our solidify while we're here, solidify. Okay. Let's right click
and what we'll do is, I think actually we
can shade smooth and still put it on auto
smooth. Yeah, we can. Now we've got a good idea
of how thick we want it. So that's really,
really too thick. We don't want it that thick. Maybe something like
that thickness. Now, let's actually think about our actual helmre we can
come and we can grab, let's say from where
do we want it. Let's say maybe maybe from here. Something like that going up. If we grab four of these, you can see it's
going to be massive, so we don't want that. We just want to grab one, going all the way down
to the back here. Then all I'm going to
do is press each enter AlternS and hopefully
bring it out like so. Now you can see that
we are going to get some problems with the
actual join in the center. We want to actually join those. All I'm going to
do is I'm going to press shift and click. Just grab them both, and
then all I'm going to do is make sure that
my clipping is on. And now you'll see, bring these out and pull
them together, it should have seal
them together like so. Now the reason you've
still got that line there, by the way, is
because inside there, you've got some faces, so
we'll need to actually get rid of those to make this actually
work properly. All right. Now let's do the
actual nose parts. I'm going to do is I'm
going to come down to here. And then what I'm going to
do is, I'm just going to simply pull those out like so. There you go, you can see
that's looking really nice. Now, let's come and think
about this part on here, a little bit more where
the actual temples are. If I grab it going down to here, Maybe actually all the way down, so I'm going to grab it
all the way down to here, here and here, and then I'm just going to pull those out. Okay. Now I need the bit that
goes probably around here. Now, the point is
around this bit though, you can see that we've got
a straight bit going there, but no going in here. What I'll do is I'll come in, press K and put a
straight bit on there precent then what
I want to do is I just want to subdivide that. Right click and where
is it subdivide? Now I can actually lift that up a little bit. If I lift that up. Now you'll see we've got a
much nicer edge going round. It's more rounded
as you can see. Now finally, let's just
join those together with J. Grab these two as well. J. Now what we can do
is we can come in and grab this going in all the way. I think actually I
will delete that. I think I'm going to
delete that phase. Delete phase. I think that just looks better, then I'm going to grab it going all the way around here and all the way around here
to that point there. Then I'm just going to
press and you can see, I moved that. I didn't
want to do that. What I want to do is
I want to press and just pull it out. I'm just going to press,
and then I'm going to just going to
press alternS and C can actually pull that out
just a fraction like so. Even that might be a little bit too much, but
let's have a lot. Actually, that's going to
that's going to look fine. All right. I'm happy with that. Now what we want to
do is basically, we want to actually
apply all these things. Just make sure first of all, that you actually
happy with this looks. I think I'm happy
with that mine looks. I'm going to come in. Now,
what you can do is you can just apply all at the same
time as I said, better off. If you are applying
it with one by one, just make sure you always
start from the top one. We'll do it that way instead. We'll just apply on this side. All we do is press
control a control. Now, you will see if
I go the other way, so control I apply it from the solidify and then
apply it from the mirror, you can see I end
up with problems in there. That's
not what you want. You always apply the
modifiers from the top. Control control
and there you go. Now, let's hide this
going all the way around. So when I grab this face, all the way around to here, like so, hide them out the way, and you can see now what
I'm actually talking about. Can you see this on
the inside of here. This is what we've actually caused and we don't
actually want that. So what I'm going to do instead is I should. Let's
think about this. I'll grab them going
all the way from there all the way down to
here with control click. So I'm just going to control
click all the way down. Control click, and then control
click all the way down, ship click and then control click all the way
over H for hide, and this is what
we're left with now. This is the things that
we need to actually get rid of because you can
see we've got this in here. It's this part here that
we need to get rid of. This chunk in is
in here is fine. We don't need to do
anything with that. All we need to do
though is get rid of this flat plane on here. Delete faces and now press tag. That line is still
there, by the way, because we have a line here. Now, if you press tab, that line has gone and you
can see it's nice and smooth. Eccept this part over here. Let's come in and see what's
called hide it out the way, and you can see have missed one. Elet faces tag ide it the
way, tab, and there you go. Nice and clean mesh for you. All right. That's
really nice now. Let's just right
click shades Mo. Let's make sure
auto smooth is on. And then what we'll do
on the next one is, we'll just do a little bit of beveling on this and
we'll leave it actually. Well, we'll bring it over. What I tend to do, by the
way, when a made helmet is, then I'll make it bigger because it just makes it
look so much better. You can see if he's putting
this on and you know, perfectly the right
size to his head, it's actually not going to fit. Not to mention the fact
the swords and the shield, they are actually
pretty stylized. I'm just going to
put it over here. And once I've got
that kind of man on, which we're going to do
as well on the next one, then we can actually start bringing in some
textures and things like that. All right, everyone,
so I hope you enjoyed that and I'll
see in the next one. Thanks a lot. Bye bye.
95. Texturing our Weapons: Okay. Welcome back, everyone to blend to under a gon becoming
a dungeon prop artist, and this is where
we left it off. Now, the first thing I want
to do is bring in that main. So what I'm going to do is, I think I'll grab it from here, going all the way
around to here, and then all I'm going to
do is I'm going to press to Alter AlterS and bring it out, and you can see, I've got some problems bringing
out like that. So let's try bringing
out with the S. Yeah and that's much better. That's exactly what we want. Now the thing is
at the moment it looks very type of a roman. Do you want that? I don't think, so what I'm going to do is, I'm just going to bring it up like that and I think
that's perfect. That's absolutely perfect,
the way that we want to. All right. So now let's come in and just level a few
of these edges off. So I'm going to
come in, grabbing it going all the
way around there, all the way around
here, and maybe maybe let's try leveling
it off on there as well. I'm just going to
grab both of those. I'm going to press control
B, pull it out very, very slightly, and you can see we are going to
have a few problems. Now, those problems
might be caused by the fact that I haven't reset
the transform, so control. All transforms right set origin try or they might be due to the fact that
I've got this here. Let's have a go again. You can see now they are
coming in properly, but that is trying
to bend with it. So I don't really
want that. So I do is just take off those. Then I'm going to do is press Control B and
just level it off now nicely so you can
see that looks a bet. You might also be
able to get away with shift click Shift click. Press control B, very
tiny bit on there. Yeah that just adds to it,
so that's even better. Now, let's do the actual
nose press control B. Let's get away with this one. I just level it
off, very slightly. Now I'm going to do is I think, I'll also level this off, going in all the way down
to maybe down to there, so I'll do the same
thing on this one. I'm thinking this
nose, this nose. Let's go all the way around
all the way around two here. Now, let's press control B.
Bevel that off slightly, like so, and you can see
that looks really nice. Now we can see that
we've got a bit of a long on these bits. I'm just going to grab them both and I'm just
going to try and pull them back just to make
it a lot smooth There we go. This is looking really
nice. Now, let's come in. And what we'll do is we'll
bevel off this part now. So if I come in, shift click and just go
all the way around. You can see that we've
got a problem here because this part is
split from this part. I'll do act this part first. I'll shift click this one.
Just come to this one. Remember, we don't
actually have a min now, so we have to actually
do these independently. We'll do this one first, all the way around to here. So make sure you've
got it on that one. When a press control
be bevel it off, just a tiny bit. So so. Now let's do the main bit. Slick shift click. We should be able to get it
going all the way pretty much round to the other
side, which is great. Then ship click, ship
click and there we go. I don't want to level
this part off in here. I've not grabbed it
on both of those. And now I want to do
is just press control Bpfully we should be able to level that
off very slightly. Like so, and that is
looking very nice, better than the
first one I built actually for a long shot. All right, I'm happy
with how that looks now. I'm not really going to
do anything else with it. What I'm going to do now is actually start adding
in my textures. Now, with these sorts, we have to think
what we actually want, what textures we want. So let's go to our
materials panel. Let's also save it out. Now
we've actually done that. So let it load up
again as I said, the more texture
you have it, the more you're going
to need file, save. Now, also going to open
up my textures panel, so it's where is it textures? I'm going to actually
it is, bring it over. I'm just making sure that on the court download
pack on the textures, I'm just making sure which
ones we've actually got. I think I'm just making sure basically that
we've used them all because we should have at
this point used everything. So leather parchment,
level one, the rope. The rope is the only one
that we've not used. Weapon on. So we can see that we have one
called weapon on. I don't think we've used
that one, have a look. Yeah, I don't think
we've used this one, so we're going to
actually use that one. That's why I wanted to check. So let's have a look. Let's duplicate this shift
D. Let's come over then. And what we'll do
is minus this off. We'll click new
and we'll call it weapon then we'll go over
to our shading panel. It's important on this that we actually give it
a lot of shines. We just need to make
sure that when this loads up that we
bring control shift. Let's bring in the
weapon on first. Somos going to go
down near the bomb. So we've got a weapon on and
bring all of these in so. Click the principal,
press the dot board, and hopefully that
should take over. This is what I'm looking at to see you can see
this shine on here. It's nearly like the silver. That's exactly as it should be. All that is nicely
set off for us now. Now, let's go back to modeling. Then what we can do
is we can now press tab and go to our weapons. We've already got some textures
on here, as you can see. We've got stylized wood
on dot which is fine. I, I don't think we
actually need that one. I'll minus that one off. We've got on old, which is this one
here, which is fine. All we need now is we
need the weapon on. We also need this here, which is the grips. I think they're
called leather strap, plus down arrow leather straps. Like so. And then we also need. We could use the iron old. I'll also bring in. I'll
see what others we've got. So let's click plus down arrow. Let's put an iron and we
should have one that's called, so we've got rain. Let's try the rain. All right. So we'll first of all, start
with one of these sorts. So I'm just going to
come in. I'm going to first of all grab
this one down here. I'm going to pressure you.
Smart UV project, click. And what I'm going to
do is I'm going to sign the weapon on. So click a sign That's
not the right one. Click a sign. Is it? There we go. Just looks a
bit different from here. Let's put it onto render view. We'll have a quick look at it. Make sure we're happy with it. The thing is if it is
going very slow for you, just put it onto EV instead, and then you're going
to be able to see much, much better what you're doing. Let's zoom out a little bit. Jo tap the, there we go. You can see that
looks really nice. All right, so I'm
happy with that. I know I can get away with that. Now I'm going to do is let's
bring in this part here. So Lumar UV project. Click leather straps,
click a sign. Yeah, and also looks quite nice. I'm going to also though. So I'm going to have
another leather. Ever leather want have a look at what leather
worn looks like. I'm going to come in. P sine. Yeah, definitely not. I'm
going to minus that one off. I'm going to make
sure then that I've got the leather straps on. And then what I'm going
to do is I'm going to go now to my UV editing. I'm going to make this
a lot smaller because I think at the moment,
it's a little bit too big. So if I press dot,
press A, bring it in. S, now let's check it. Now you can see that
looks absolutely right. Now, while I've got these, I might as well do these at the same time because I know
I need to make them smaller. All I'm going to do is grab
them all, smart UV project. Leather straps, click a sign, A to grab them all,
S to bring them in, and then just check to make
sure you're happy with them. You can see they look
much, much better. All right. Back to modeling. I don't think, back to modeling. I'll make it a
little bit easier. All right. Let's do
the swords then. So I'm going to grab
this, Smart UV project, click Okay, and
then wap an iron, and then just work
your way along. L Smart UV project, click Okay, sign and
then just carry on. Smart UV project, click, sign there we go. Now, let's come up to
the God or yeah the god. And what we're going to
is. Smart UV project, click, let's try the IN gin. Let's give that try. See
what that looks like. Let's try the in old sign. Then it's just a
case of which one do you like best because
I mean at the moment. I'm thinking that probably I like that one more
than the other one. I think I like that one
more than the other one. I think it looks more realistic. Let's also grab the hell. I'm going to also grab all of these and unwrap them
all at the same time. Smart UV project,
in or on grainy. Grainy thinks going to
do for me. All right. I think I'm going
to go with that. What I'm looking at is actually,
is it the same as this, on I think that is the one with on old on.
Just grab one of these? Yeah, it is. I'm going to go
with the other one actually. It's going to be gray
Let's have that one, so I'm just going to
grab them all again. So And then on grain. Click a sign. All right. Now, let's come in,
what we'll do is we'll grab all of these and we're going to wrap
them all together. So, then we'll have a really good idea of what
this is going to look like, so Um UV project, k Stylize, what, make sure
they're all assigned, and of course, we need
to turn them all round. UV editing, let's grab
them, let it load up. There we go, A 90, spin them all round tab. Double top the eight
and there we go. Really, really nice. So you can see they've come
out really good. All right, so I'm really
happy with how they are. Now, let's go back to Modeling
and then on the next one, we should be able to get all of these finished off pretty much. I'm hoping we get
more finished off. I'm sure we will be
able to. All right, everyone, hope you enjoy that. Let's come to file, save it out, and I'll see you on the
next on. Thanks. Bye bye.
96. Troubleshooting Decal Issues: Welcome back everyone
to blended Tony Egon becoming a dungeon prop artist. And this is where we
left off. All right. Let's come to our
shield, first of all, and what we'll do is we'll grab all of the
inside of it first. So actually, I must have resealed the
transformers anyway, so I'm just going to grab
all of the inside of it. So that part and then
this part here and I'm going to press you
and smart UV project, and we're going to make
sure it's on stylized wood. Of course, it would be
going the wrong way around. So let's go to UV it's in
and might actually have a look and see if the course
wood works better on this. It may do. Let's press a 90, spin it all the way around. Press the tab, let's have a
look what that looks like. Now, let's bring in our
course wood as well. Pick the down arrow wood, and then you're going
to find the one that says course tab, a sign, and just have a
look what that looks like. It might be I think actually,
it's going to work better. The one thing I
can see as though, I think it needs to
be a bit bigger. Yeah, I think that
is going to work so much better than
the other would. I just think it looks
better. Once we've got the melon come in
now and portar. Let's try iron grainy first, plus iron down arrow, iron. Green, this one here, let's pick a sign and
we'll wrap it as well. Um UV project, have
a look at that. Then instead of that, I'm also going to try out my weapon. Down arrow weapon on t sine. Yeah. And that looks. That looks much, much
better like that. All right. I'm happy with that. Now what I want to do is
I want to come round to the back, and I'm
going to put this. These two here, not
that L on this one. Smart UV project. Okay. Let's put it on
in grainy click a sign. Now finally, let's grab
this and I'm going to click Smart UV
project, click Okay. Click my plus one, and I'm going to click the down and I'm looking for leather. Straps, like so, and I'm
going to click the sign. There we go. Now, let's
make these smaller. I'm going to bring them
right in. There we go. That's looking really good. Now onto the actual helm. The helm first part
of it is really easy. What I'm going to do is
I'm going to minus off all these because there's
way way too many on that. Then one way to do
is going to click the down arrow and we'll
go for the weapon one, weapon on, like so, and then let's just
grab everything wrap. No wrap Smart U V. There we go. There you go. There
is the helmet. Now the thing is we
need this part on here, which is going to be
completely different. For that, let's go
back to modeling. Then what I'm going to do,
probably just going to make a new material and bring it in on this.
Let's have a look. We'll call it what should
we call it helmet top, or helmet feather.
Let's call it that. Plus new helmet then what
I'm going to do now, I'm going to go to
my shading panel. I'm going to wait
for it to open up. I'm going to click on
it Control Shift T, and what I'm going to do is
go back and I'm looking for, where is it helmet? There is it Dungeon
feather helmet. All right. Here we go. Let's bring this in and we'll bring
in all of these, this and more importantly, the opacity and
let's bring them in. Let's go now over
to our actual helm. What I'm going to
do is I'm going to grab just this part here. L grab it, and then what
we'll do is press a sign and we can see that it's not working too
well at the moment. What I need to do now is I
need to basically unwrap this. I think if I click wrap, I'm thinking, let's go back
to our UV editing now. And all we need to do now is just place this in
the right place. So let's go back.
I'm going to put this onto and need the feather. So it's not actually
going to be named, so I just need to find it, so which ones are
going to be under. Let me just check which one
it is actually going to be under because we have a lot
of materials in here now. So if I go, to my default
material base color, and it's a little bit
of a pink one, I think. Let's just keep scrolling down. I don't think it's that
one, let's just keep going. It might actually there it is. It's this one here you can see. Now I can grab this and
then just spin it around. Spin it around. G, let's
put it into place, and now let's have a look
at what that looks like. I'm thinking that a It's not quite going
in the right place, so I'm just going
to pull it out, pull it out over here. Like so. And now I should to get that look in going
round like this. All right. So what I'm going
to do, I'm going to also increase the
size right here. I'm going to grab this going
up to here, not that way. Go up to here and here. Now what you can do
is you can actually g and pull it out a little bit more like so and make
it a little bit better. All right, we've still got the actual look I'm looking for. It's a It's not quite bright enough for
what I'm looking for. The other thing is, of course,
that the way that it's going actually round this is
making it quite difficult. So what I should do instead is, I should press tab, press
three to go inside view. And what I'm going to
do is I'm going to click and project
from view instead. And now I'm going to do is, I'm just going to rotate that round. So rotate it round, S, make it a little bit bigger, and now it should fit, at least it should fit
a little bit better. I'm going to press S, pull it out a little bit more like so. And now let's have
a look at that. And you can see now that's
been a ton to bear. All right. So now we need to do is
we just need to make it maybe a little bit brighter than where it is at the moment because it's certainly
not brighter. So let's go into
our shading panel. Let it load up and let's make
this a little bit brighter. First of all, let's
position ourselves in the right place.
Something like that. I also as well, let's even get away with putting
this on EV just for now. It might make it a
little bit easier. Now you can see how that's
going to actually fit, which actually makes it
easier if I put it on EV in our actual material
pan first of all, let's make it a
little bit brighter. And the way we're going to
do that is we're basically going to bring
this down like so. I'm going to drop in the
Let's drop in a gamma. Drop that in. Then all I'm going to do is I'm going to put this back on cycles now
because I'm going to go and do the EV part when
I want to pull this out. I'm going to go back to cycles. Then one I'm going to do is going to turn this gamma down. When I turn this cama down, it's going to really
bring out this actual. Let's come in. Turn this down you can see now it's going
to really bring that out. Now, I'm thinking as
well that maybe Okay. Maybe I want to turn
it down a little bit more. No, not quite that. Something like
that. I also think that I need to mess
around with the colors. Let's bring the colors
out a little bit. So if they search. And what we're going to
do is we're going to look for a we'll try Gamma first. We'll bring a gamer in and we'll see if that does
anything to the color. There we go. We can bring
it up a little bit like so. Then what we'll do is, in
fact, yeah, that's okay. Then what we'll do is we'll
bring in U in saturation. U and saturation. We'll
drop that in there, and then I'll bring
my saturation up to make it much much redder. I'll bring my value
to really make it really fluff it
out a little bit. I'll bring the look I think that's about we're
going to get with that. Then finally, we'll bring in a curve. Let's bring in a curve. GB curve drop in there, and now we have control over how dark we
actually want it. So I think something like that. Yeah, that looks really, really nice. All right. Now, the one thing
that we need to do is, first of all, we need to get these so the spikes
in the right place. And we can see is cut
off here and that doesn't actually look right,
so we don't want that. So what we're going to
do is we're going to go back now to our UV editing. And then what we're going to do is we're going
to pull these out. I'm going to let it load
up and I'm going to go to the side view with three. And then what I'm going
to do is I'm going to put map proportion it down, make sure it's on
smooth like so. And then what I'm going to do
is we're going to come over to one like this and
start pulling the map. If I pull out this one, you
can see now I can really start getting that
into the place I want to be very careful
because you'll end up with some on here, and you don't
actually want that. Now, let's come to
the back of it. Now the thing is with the
back, As you can see, I can get that into a
really beautiful place now, exactly where I want it. Now, we don't want this on here, but we have a little trick to
actually get rid of those. Now, the front of it, can I actually bring it a
little bit further down, so, think I'm happy with that. All right. Now, I don't
want these bits on here. I don't want these bits
on here. I'm going to press tab and just
have a look at that. I'm happy with the rest of it.
I don't want this on here. What I'm going to do now
is I'm just going to put this onto material
onto material, and we should be able
to when it loads up, see those materials
quite easily. Now I should be able to go in and actually select them and just cut these little
bits out that I don't actually want.
That's the best way. Let's come in and what we'll
do is we'll go to here, so I'm going to press k and
I'm going to come to here. I'm going to hold
control because I actually want to cut it out so so I'm just going
to work my way. Along and just cut out the bits that I don't
actually want in there. Control, control. Control, merge my way along. I think I don't want
that in there as well. So I'm going to zoom
in a little bit more. See if I'm going to
actually cut that out. Yes, I can. So I'm going
to put it up here. Work my way along I think
actually on that one. That's pretty much done. I'm going to put it to there, press the enter button, and then I'm going to come, I think I'll actually see
mark a seam on there. No, I can't. I'll come back to that. I'll
do this one now. Get rid of this.
Then come around. I think, we'll just get rid of more. I think
we might as well. I'm just going to hold the
bond down the control bond, get rid of more, and then
we'll do this one here. Because if we're doing it, we might as well do
it right anyway, so and then this one here just a little error going over when we actually
creating these. But it's got that you'll know how to fix it just in case you have
that error yourself. Then finally, let's have
a look down to here. Let's get rid of this. We
really don't want that. And press the son, and then let's come in with
face let, grab this face. Let's go and grab all of the ones that have
created now as you can see, all of these, T one, T one here. You work way along more. This I have, this one
here, this one here, and then all the way down
to here, let and faces. Now let's see what that
actually looks like. If I press tab, go back
now to my end view. Let it load up double
tap the e. There you go. Perfect. As you can see, that looks really, really nice. All right. So that's
the helm dump. Now what we need to do
is we're just going to go put it back on
material, save it out, and that is the end
of this lesson, and I'll see you on the next one every on. Thanks a lot. Bye bye.
97. Starting the Rope Geometry Node: Welcome back, everyone
to Blender and Unreal, becoming a dungeon artist, and this is where
we left it off. All right. So now let's go back to modeling. S
as we've done that. This helmet, by the way,
it looks so amazing. I'm really, really
happy with it. Now, let's put
that on onto here. Let's turn it over a little bit. So, y, spin it round. And then, making sure
it's not so straight, double tap the e
and there we go. Okay, let's come in
then and name this. This will be the weapons rack. So for press call this weapons. Right. Like so. Then I can come to my shield. So I'll call a shield
so and then helmet so got helmet so All right. So now let's go up
and we'll just make one that's actually
called weapons rack. So I'll come down,
double click it weapons. And then what I'll do is I'll actually select
all of these with B and then grab them and drop
them in my weapons rack. And now I'm just going
to as I've got them all right pli markers assets. Now, let's go finally over to
the asset manager and we'll put in actually won't put anything in because
they're all different. I'll have to do is
I'll have to go and search I can see one
there, one there. And then I'm just looking for the weapons R which
is this one here, and then I can finally
drop those into my props we should have
quite a range of props here, as you can see, to bring into your own dungeons or your own designs and
things like that. Once we've done this, we will actually make sure
that we go through everything and put them
in our into our props. So at the moment I can see there might be
something missing. I can't see another book
the other bookcases there. We've probably got
some missing though, so we're probably going
to have to put those in. By the way, I have no
idea why some of them come in with no textures
on or anything like that. It could be simply down to
the fact if I go to my books, over here, you can
see that they're not actually got these aren't done, so you can see if
I grab this one. So right click and mark as
asset on the actual material. It might just be down to
the actual materials. So could just be that. So I'll have to go
through each one, making sure each is done. But that's all the case for tiding everything up once
we're done. All right. So the next thing
now I want to do is, I just want to close all of
these up because now we're actually on to basically
the final actual model. So if I close all theel like so, Then what I'll do is I'll
come to my modeling. The first thing I want to
do is just put these into some nice place somewhere,
so probably over here. Let's just grab them all. Let's pull them back. I don't know why
that's actually there, but that's why it's there because I had my books
grabbed at the same time. So let's grab them individually. Let's pull them back
then into a nice place. Something like that looks cool. Double tap the e.
And there we go. We can sort out how they look as well once we've actually
finished with this. Now the next thing
I want to do is, I just want to check
my normals before. So let's come in face
orientation normals, and then let's come in and
we'll grab all of these. So just grab all of these. Press the tab shift
spin them all around, like so, and they
should be fine. Except obviously this is
so this will have to be a double sided texture because we don't want
to give any depth to this because it's just one plane bit like the decals
and things like that. So take that onboard. So now let's come down
face orientation. Let's go to file and
save it. All right. So now, let's actually
get rid of this one, and what we're going
to do is bring in my new reference, which will be. Let's bring in a new reference, which will be these and
it is. Let's find it. It's the guillotine and the rag. Let's open this up. This is the one that we're
going to create next. Now, the first thing
you'll see is we've got a lot of blood on here that we already
know to do that. The one thing you can also
see in here though is rope. Now, we haven't done any rope, so I think the first thing
we should do is actually starting to create a
geometry node for rope. Again, once you've got
this geometry node, like the actual chain, it's going to make it
really easy then in the future to bring in
rope because trust me, this geometry node for rope
is really, really good. Let's actually put that on
the other screen. Like so. And then what I'm going to do is I'm just going to put that down, and I'm going to
bring in a curves. So I'm just going to
move my guy over there, and then I'm going
to press cursor to cursor to world origin, this one here, and I'm
going to bring in a curve. If I bring in a curve, sorry, curve and
bring in my curves. And this then I'll use to
actually start the rode, and then I can put
my geometry node on whatever curves I want to. Now, let's go over to
our geometry node. We can see at the
moment, we have chain and now we need
to make a new one. Now, I think if I
click on that one, see it won't actually
do anything. I have no idea why
it works like that, but I need to click new. Once I click New, I'm
going to call this rope Like so. And then what I'm going to do is
I'm going to click that little shield on and now
we know this is saved out. Now, let's zoom in a little bit, so you can see what
I'm actually doing. Let's move the group output
all the way over here. Again, with this rope
exactly the same as a chain, I'm going to make it so
that you are able to have all these options on
the right hand side so that you can come in and
basically do it all in the modeling window without actually going into
your geometry node. Let's make a start on that. So the first thing
I'm going to bring in is a resample curve. Let's press shift a
search, resample curve. Basically what this is doing is it's basically
doing what it says. It's resampling this curve. This then gives the ability to actually take each of these
points along this curve, and that's why we're
actually using it. If we drop this in here, you'll notice straight away
it goes a little bit blocky, and then what we want to do is change the few of
the options here, and this then will
enable us further down the line to be able to twist our rope and
things like that. Now what I'm going to do
first of all, though, is going to change the count because I don't basically
want it to count. I want it to basically be based on the length of whatever
curve we're doing. This makes sure like
with our chain, whenever I pull this out, this is going to
basically be resampled. If I come down and put
this on length like so, and then what I
want to do because it's rope and not chain, I want a lot of
points along here. I want the length to be
something like Okay. No point, no one,
something like that. All right. So now we've got a
lot of points to play with. Now I want to do is want to
bring in a curve radius. I want to tell Blender basically how much radius is on
this actual curve. If we press shift a, we'll
do a search and we'll go set curve radius. Come down this one here and
just drop that one in there. Now, we don't want it to starve a meter because if we
do that, as we saw, when we bring cubes and cylinders in and
things like that, it's going to be absolutely huge and you're forever
going to be going in then and the first
thing you're going to do is turn down that radius. We don't want that. Let's
say something low like no point to,
something like that. Then what we're going to do is we're actually going to plug in one of these into
our radius now. That then is going
to give us our first option on the
right hand side. Now, just so we're clear, we don't actually
know what this is. It just says radius.
Let's actually come in and rename
this and we'll call it rope radius so now we know
exactly what this is. Once we've got all
this plugged in, we'll be able to turn this
up and down and it'll change the actual radius or thickness of the actual
rope or in our case, two pieces of rope because we're actually
going to make two. Now, to make our rope,
we're actually going to need some circles. Basically, that's what
they made out of. We need circles and
they're going to follow this um, all the way along. So to do that, all
we're going to do is bring in something
called a curve circle. Search curve, and then circle and you should have one
that's called curve circle. And then what we're
going to do is I'm actually going to
duplicate this. Shift D duplicate it over. Now, you can see, we've
got a radius of one on each of these and
a resolution of 32. Now, I want to keep
those there because I actually want it to come
in with those sizes. But I also want to be able to turn down especially
the resolution, because if not, you're
going to end up with rope, if it's very long with
millions of polygons. So we want to have
the ability to turn it down and
then decimate it. That's why you're
actually having and these options on
the right hand side, especially with resolution, and of course, with the radius. With the radius,
though I want to be able to only turn
one of the ropes down. You'll notice with
a lot of rope. The second piece of rope that's intertwining is sometimes
a little bit thinner. Especially if you're looking at jungle vines and
things like that, the second piece of rope
is always going to be very thin because this GO node, you don't actually have
to use it as rope, you can also actually
use it as vines. It actually looks pretty
good as that as well. Okay. So now let's plug in another input and we'll put that into the actual resolution. So we'll plug it
into both of them. And now, when over there on the right hand
side, as you can see. Once I turn one of these ropes
interlocking ropes down, it's going to automatically
turn the other one down, and that is why I've
joined them back. That is why I've joined
them basically together. Now, let's grab
we need a radius. So you can see here we've
got resolution below there. We're going to grab
this one. We're going to drop it in the bottom one, and that's going to give us another one on the
right hand side. And what I want to do is
I want to put this as second rope radius, like so. Now we know exactly
what that is. And now it's going to turn
down that second rope. So the first rope is
going to stay the same. The second rope is
going to make it a lot. What you can do, actually,
you could put in another one, bring it to here and
put first rope radius, then you have control
over both of the ropes. I don't think it's necessary
to actually have that. At this stage now, you can
see exactly what we've got. We've gone through
everything. You should have a good understanding
now what we're doing. And now we're simply going
to save it out, like so. Alright, so I'll see on
the next one, everyone. I hope you enjoyed that.
I hope you learned a lot. We're nearly coming
to the end now of the actual blender modeling
part of the course. So I'm sure at this point, you've learned a lot of stuff. Alright, everyone.
Bye bye. Thank you.
98. Realizing Instances & Decimation: Okay. Welcome back, everyone to Blender and re Engine becoming a
dungeon prop artist, and this is where we left off. Exactly where we left
off in the GO notes. Let's move this one
a little bit over, and now we'll just carry on
building this geometry note. Now, what also makes
more sense to me is if I move the second row radius
up to the second spot. And the reason is
we've got rote radius so we can change the
rote radius overall. Then we change the second
row radius, and finally, then we change the
actual resolution. We also need to change
a twist as well, but we'll talk about that
a little bit later on. So let's pull it up
to second place now, and then it just makes
a lot more sense. We want to do is want to
bring in a transform. The reason we want to
do that at the moment, we've got two circles together, and they're both overlapping. What we need to do is make
sure that one circle is slightly away from
the other circle and then we can
start twisting them. Well, first of all, we need
to make sure in space, this circle is away
from the other ones. The way we're going to do
that is with a transform. Shift search, transform. Like so. Then what I'm going to do is I'm going to
grab this second one, plug it into my geometry, and all the I'm going to do is the x. I'm just going to move it to 1 meter,
something like that. Now you can imagine two circles sat at the side of each other. Then basically as
we go down here, we're going to follow
this, and now we need to do is actually twist
them around each other. Near enough, we've got
our actual geometry now. Now you can also
imagine at the moment, if I go and plug this
into my group output, I'm only going to
have one circle. What I need to do
is actually have transformed this and now I need to join them
back together. I'm going to do is I'm
going to go and search for join geometry, like so. Then we're going
to plug this into the bottom, this into the top, and now you can see that, hey, we've got both
joined together again. Pretty much now
what we want to do is actually tilt these around. We want to tilt them around, going around in each
other like road wood. Lokily for us, we actually
have a no called tilt. Let's put tilt in and we should have set curve tilt,
this one here. We're just going to
drop that in there. And then all we need to
do now is set this up so that all of
these actual ropes, they're not only following
this actual curve, they're actually
intertwining in each other, and that's why we've
got this curve tilt. The way we're going to do
this tilt, first of all, we're just going to put these
a little bit further down. And then what I'm
going to do is I'm going to bring in a math node. Search, bring in a math. And what I want to
do is I want to put this map to divide. We don't want to add them
together to divide them up, and that's the way we're
actually going to make them intertwined
around each other. So if I put this onto divide. So what I want to bring in now is an index
for one of these. And that basically
is going to tell blender each part where
it needs to be divided. So shift a search index, like so and bring that in,
and just drop that in there. What I want to do is I want
to grab my index and I want to drop it into this one here. I also then want to
grab my group input. This bottom one
here, I'm going to drop that into the
bottom of that. Now, what I want to call this is actually twist,
not till twist. Instead of value, I'm
going to call it twist. This is important because
the longer the rope goes, the more or less twist you're
going to actually have. You just need to make sure that this is set to
the right amount. There won't ever
be a right amount unless you're happy
with it basically. So there's no point
actually changing any of these to bring in a default
value or anything like that. Now, what I want to do is
I actually want to bring the twist up near
enough to the top. I want it above there. I'm basically going to move it, not that one down there. On rote radius, then the twist, then the second rote radius
and finally, the resolution. Now, I'm just going to plug in I'm not actually
going to do that. I'm going to first of all
bring in a transform. Let's bring in a transform. Drop that in there. Now with the transform,
let's set the translation, the top one on the x 2.5. Basically, I've moved
this one by 1 meter and now moving every single
one of them by 0.5. That's what we're
actually doing with this. They both joined now, so you can imagine going up,
up, up, like so. Let's join it with
the geometry node to the transform now. All right. So now let's plug the value
of this into the tilt, and then what we're going to
do is curve to match now. Basically, we want to
turn all of this now. Into mesh. All we're going to do is
shift a search curve to mesh. Okay. Then all I want
to do is first of all, I want the profile curve, which is going to
come from both of these curves and the transform and things like that. That's
going to go in there. Then the actual curve. The actual is going to come
from the set curve tt. We're going to plug that
into this curve here. I should look
something like this. I'm just going to go across just in case you missed anything, and then I'm going
to zoom out now and yours should look
exactly like that. All right, now let's into this bit, and we'll
finish this off. So last of all, we want
to realize instance, to be able to turn this again
into mesh if we want to. So I'm going to press shift day. I'm going to bring in I think realize instances,
this one here. I'm going to drop
this into here, and then finally drop
this into my geometry. And there we go. There
is your actual rope. Now at the moment,
it looks a bit iffy, and that is because
this twist value, which is what I talked about, if you bring this down or up, as you can see, bring it up, Really far, you'll see
now you've actually got a vine or
something like that. Let's bring it
down the other way actually and I'll show
you the other way. Let's bring it down
the other way and bring it together like so. I'm just looking that
looks a little bit eiffy. Let's bring the rope radius
up or down, bring it up. I think it's because
the second row radius is a little bit too
low at the moment. Let's go in and just make
sure this is correct. I'm just going to we've actually made a little bit
of a bobo thing, and let's fix that. The reason is is because
I said this to 0.5. It needs to be -0.5. Let's put that on
center, and there we go. Now it's going to look bet. Let's actually just leave
the other way because I want to actually bring in another curve now
and give it a test. Shift A, let's bring
in a curve bezier. Then we're going to click
new, click the down now and put it onto rote. That's what I'm looking for. Now it's going to look
a lot better now. It looks a bit
heavier right now. But if we turn this twist
down holding the Shift bar, Now you can see,
Walla, we have rope. All right. Just make sure
you turn yours down. I don't know actually
why I missed that, but I did, anyway. Now the thing is, you
can actually come along. The same with your
chain. If I grab this, I can press G and
it'll pull it out. I can press and it'll pull
out more rote for me. I've got the ability to move it, change it, things like that. I can change the radius, so I can make it really thick. Now, if you change
the rote radius, all you need to do is
mess around with a twist, bring it either down or up, I think it's going to
be up on this one. So bring it up like so. The other thing you'll have
is because it's joined. Just be careful where it actually bends so
you can see here, if you've got a bit
of an extreme bend, it will actually twist
a little bit like so, like so. All right. So as you can see, so now
we're able to twist it around. All right, so there
we go. And finally, now, let's turn down
the second radius. So as you can see, you can make really nice binds with it
or something like that, and you can turn
down the resolution. And don't go too low
with the resolution, can see that I can probably get away with something like ten. Then finally, what
we can do is we can actually come up to object, and then we can go to
convert and convert to mesh, and you can see this is the kind of mesh you're
going to get. Now, the best thing of all is, if you've just made this
is you can come over now and go to your
decimate 8,600. Let's put it on
something like 0.2. You can see that that rope now, even at 2000 2,800 still
looks pretty good. Let's put it on 0.1. So you can get away with that. 1542 still looks pretty good. Can we put it on 0.5 and we can probably just get away
with something like that, which is 807 polygons, control and there we go. There is your actual rope
low poly rope, really. Now, let's leave
it out of the way. Let's now come over and go back to modeling
and let's save it out. And then on the next one,
we'll actually start building up our stocks and our guile, and then we've got our rope actually where we
can bring it in. But you can see now, if you want to bring
that rope into another blender that
you're working on, just go to pen and that
pen the rope because we've saved it out as well
with the actual sheeld. Now let's go to file. Let's save it out, and I'll see on the
next and every one. Thanks a lot. Bye bye.
99. Creating the Rack Base Mesh: Welcome back everyone
to blend on unreal, becoming a dungeon prop artist, and this is where we
left off. All right. So the ones you're going
to need now is going to be your guillotine and
your actual stretcher. We're not going to put the
blood on these, as I said, if you want to put that blood
on, you're free to do so. I think the first one we'll start is the actual stretcher. It's a little bit easier
than the guillotine, so we'll start with this one. I'm just going to put this
over the left hand side, and then let's make
a start on it. Now, the thing is
with the stretcher. Remember that the first one
we'll bring in is a flame. That's going to
come in the center. I'm going to bring my guy over. I'm going to spin
him around then. So RX 90 doesn't matter
which way it's facing. And, and then what
I'll do is I'll actually will Z hundred 80. Let's spin around the right way. So, 180. I just might be a bit
better to visualize it. So if I bring him down
there now, you can see, he's no way going to need he doesn't need to line a
bed or anything like that. So let's bring it in with S
and X, something like that. Bearing in mind, his arms are
going to be outstretched. So his legs are going to be fine roundabout here
because basically you want to have some chains that are going to come to his legs. So maybe even a little bit up. The chains have to
be quite short. Now, the arms, you can see, are going to be probably
up here somewhere, stretching away. Let's come in. Grab the top of here and
pull it up without portion of ing on all the way up
to something like that. The point is on this,
what's the word? It's harder to visualize how
long you actually need this. It's going to be
much longer than you think you need
this, actually. And we're even going to put it there and the reason is you've also got the rope chains
that are going to come down. My maybe a little bit less, something like that, it's
going to be absolutely fine. I think also it is looking
a little bit thin, but we are going to have
some pieces of wood on here. I'm going to do is,
I'm just going to pull them out just very slightly. Something like that,
and that's more or less trying to fit in with the
rest of what we've got here. All right. So now
let's grab our guy. Press Altar is going to put
him back to where he was, and then we're just
going to set him on the ground plane
again, like so. And now we've got our stretcher. Now, how far up do
we need to bring it? I think something
like that is going to be kind of the right height, should be pretty low anyway. Something like that.
I think should be absolutely fine. All right. So let's make our
planks of wood. With the stretcher as well, I do want to put some
variations in it. So the first thing we're
going to do is control. Let's bring in Left
click, right click. I brought in nine edge loops. It's up to avenue,
bring it. Right click. Let's mark a scene. Control, then bring
in a few edge loops, four, left click, right click, and then let's split these off. G, just to make sure they are A, and then let's just come in and put it on individual origins, and y and bring them in. Now I'm going to do is I'm
going to pull them out a little bit with
proportional edits in. Pretty much the same stuff has been doing all the
way through the course, seven to 12 at the top. I'm going to grab one of them, like so, and then I'm
going to pull it back. I'm going to bring this
mouse all the way out. Pull it back so very gently. Then on this one,
so very gently. Then all I'm going to do is I'm actually going to as well, lift them up, so like so. Now, because we've got some
boards going down the side, we don't need to pull these
out or anything like that. They are going to
be the point that we do next once we've
pulled these out. I'm going to press tab,
I'm going to come in. I'm going to put this on object mode so I can see
what I'm doing. I'm also going to make
sure my cavities are on. Just make sure your
z It's just much easier to see. Now,
let's grab them all. Let's press and let's
pull it down like so, something like that, and you can see already they're
looking pretty nice. All right. Now let's bring
in these boards that are I going to come
on each side of here. I'm going to one, I think, two, first of all, we'll
put some in the top. I'll grab it, control
A or transforms, right clicks the
origins geometry. Shift S, cursor to
selected Shift A, bring in a cube, and then I'm just going to bring my cube up to here, like so. I'm going to press the S born, shrink it down a little bit
and bring it in like so, and then I'm going to press
S and X and pull it out. To maybe something,
something like that. I think that looks perfect. Now, let's think about putting
this over the other side. We might as well just copy
it over the other side. So shift D, bring it over, drop it in place, and then
I'm going to press seven, just to make sure I've
no any gaps down there. I don't really want to you might want a little tiny bit of a gap like that and then like so. All right. Now let's
bring in another board. So I'm going to press shift A, let's bring in the cube. Let's make this smaller. Let's pull it out as well. S and y, pull it
all the way out. Jaw stop to where these
are touching enough, and then pull it in, like so, and it should be so you
can see the boards there. Basically, this is there to hold this part in
here as you'll see. Now we've got this
here. Now, let's mirror this over the other side. So if I right, play Sargent three Dcursor
bring in a mirror, and let's put it
over the other side like that looks perfect. Now, let's think about
the bottom parts of this. What I'm going to do is Think, I'm going to
grab one of these, so the bottom off
here, I'm going to pull it up a
little bit like so. Then what I'm going
to do is I'm going to put another board
underneath here. I'm going to press s
I'll actually use this. I I press shifts A,
I'll bring in a cube. If I move this to the side, there we go. That's
exactly what I want. Now, let's press S
and Z, bring it down, pull it down then to
something like that, so we've got that little sliver. And then what we're going to
do is pull it up like so. Then finally, we'll
pull it over like so. Now, if I grab the whole thing, and what I'm going to do
is I'm going to press S and y, pull it over. To here just again, just so it fits in and now finally I can come in
and bring these down. I'm going to bring both of
these down at the same time, so grab this one and this one, bring it down to
something like that. You can see now it's
all fit in together. Now, the one thing you
might want to do is just bring this side in
just a little bit, so you can see it
looks better that way. Now, we do need there's no point like putting some boards
like going this way, doesn't make any sense. What you would really do is you just bring in
one more board, a e in a bit like the center point to
hold it all together, like the spine kind of like having a bed or
something like that. Let's process and
y, bring it out. Right to the end. Then what we'll do is we'll
just pull it up, so grab the bottom of it,
pull it up, and there we go. Now, that is pretty much secure. Everything is done,
and the only reason I put that underneath
is just in case, you might want to have it
broken and twisted over, so you might as well
just have that in there just in case. All right. Now let's start with the
bottom part of the stretcher. What we'll do is
we'll press shift A. We'll bring in a Q. I'm going to bring it over here
and basically I want it to come up from this part
here, something like that. Now, what I'm also
going to do is I'm going to miror
this straight over. Right click, origin,
three D cursor, and modify it, bring in a
mirror, and there we go. And now let's bring
it up a little bit higher, something like that. And then we'll bring the bottom
down to the ground plane, which you can see this is
way off the ground plane. So what I might as well
do is just grab it all. I'm going to press one and I
can see now how it would be. If I bring this up, I would say probably to
there would be okay. Maybe maybe a little bit higher, so let's bring it up.
Yeah, something like that. He's going to struggle
again on that. Maybe that's a
little bit too high. So what I'll do is I'll just
come in, bring the bottom. What we'll do now is we'll
get the base on here first. If I grab this, shift, Kura selected, shift A, let's bring in another Q Now, what we'll do is
we'll bring this out, press S and Z, bring it down. And then what we'll do is
try and level this up now. So if I put this on
the ground plane, I can see that's where round that everything's going to be. Now, we are going to need
to make this fairly secure because they're
going to be there's a lot of pressure on this, you know, pulling on
someone's limbs like that. So we need to now pull this out. So what I'm going to
do is I'm going to pull this out to here. That's also pulling the other
one out, as you can see, and now I'm just going to strengthen this
out a little bit. So I'm going to press Shift A, bring in another e,
I'm going to bring that out to here,
press the borne, press t and y, then what I'm going to do is
we're going to grab this, pull it up and then pull it out just to give
you some strength. On the front of here, then I'm going to
put some bolts in. Now at the moment, I need
to bring in this one, so I'm just going to put this on X ray and then just pull
this out a little bit like so maybe a little bit too far so and then just turn the
X ray off and there we go, we still got enough room
for some actual bolts. Finally, then, before
we finish this lesson, let's bring in one more Again, I'm going to press S, Custer selected to
bring in the middle. Shift A, bring in another cube, and let's bring it over here
and just strengthen out this bottom so we can
see S and then S and Z, like so, and then S and X, pull it out, and then
just drop that in place. Is that going to be strong
enough to hold down there? I think maybe maybe it is
maybe a little bit thicker, S and Z just pull it
out a little bit more, double tap the a and
there we go. All right. That looks a great, great
start to our beginning Except one more. Let's
bring in this one. And what we'll do is
we'll just press it deep. I'm going to bring that up and that fits in perfectly there. I'm going to drop it down. Just just below there, and then I'm going to
grab the top of it. I'm going to pull
that up to there so this base is going
to be where we actually attach the chains and
things like that. All right. Let's go up, save out our file, and I'll see you on the
next and every one. Thanks a lot. Bye bye.
100. Working with Boolean Modifier: Welcome back everyone
to Blender and on your engine becoming a
dungeon prop artist, and this is where
we left it off. All right. Now, let's
actually probably. Let's just steal one of these because if I
steal one of these, it will enable me then to keep that actual
mirror on there. If I press D, bring it over, it will also enable
me to kind of put it in the right
place where I want it. Now the thing about the top
is I'm probably going to want these a bit maybe a bit, going to grab this one
and pull it to there. I'm also going to make sure. Well, it is the same length
down, so that's good. We've got that on there.
I'm just looking to make sure that I'm happy with how
this is coming together. I'm thinking probably is
probably going to need a little bit more strengthening, let's say, I'm
thinking on this one, this top of here maybe should be metal or
something like that. Let's press tab. Let's
press control, bring it up. And then this bit
on the top here, we'll just make it so
it's actually metal. If I press and pull that out, I think that's
just going to work a little bit better. All right. So with this one here,
now we've got this, we need to obviously raise
these up a little bit. So if I grab this, I'm
going to raise it, and then what I'm
going to do is now, I'm going to press Shift A. Let's bring in now a cylinder. I'm going to leave it on 20. I'm going to spin it around,
so y 90, make it smaller. And it needs to be quite
thick. That's the thing. It needs to be relatively
thick to be able to be turned. If I press S and y and x, let's pull it out, like so. I also think that I should probably bevel off
each of these. If I bring it right up to the side or a could actually just use this
to actually bevel. I think we'll do that
way. I think what we'll do is we'll come in to each of these sides.
I'm thinking as well. I'm just going to
move it a little bit, just more into the
center, like so. And then what I'll do is
I'll press, bring them in, and we can't really see there, so we're just going to
put our x ray on again, and now we can see
perfectly through there. And then what we're going
to do is I'm going to press S and X and pull them out. Again, not pull it out, put it on medium
points, S and X, pull them out, not
quite that far. So Sx something,
something like that. Now we can actually
use that as our base. So what I'm going
to do now I got it going all the way out there. So I can come back to
this, take off my x ray, and then I'm going to
add in another modifier, so adding modifier,
and this time, we'll add in a boolean. It might not work correctly because we haven't
reset our transform. So let's just see if it does. So first of all,
we're going to come in, grab this boolean. And then I'm going to
actually apply that. Apply that. Plan modify result
may not be as expected. Let's have a look
see if it's worked. So we press S. Actually, it has worked. So
that's really good. Now what we want to do is we
want to make this smaller. If I come in, grab
this one and this one, press control plus and add just one to make them
a little bit smaller. I think I can press old t and make it a little bit
smaller in that way. You can see now that
what I'm looking for is just to get that
slight hole there. Now I can do is I can
grab the whole thing. And just bring it down
very, very slightly, now you can see this is
how it's going to turn, so you can see in there
that's looking pretty nice. Now that the way, you can see that
all that has done for us now, it's
worked correctly. That's really cool. All right. Now we need to do is we need to put on some handles on here. So what I'm going to
do is I'm going to grab each one of these. And then what I'm going to
do is I'm going to press S, and I don't want to bring
them out like that. I want them to come out on
their own individual origins. S bring them out like so. I want it very small
because I want this to be a bit of metal basically. So again, and now we need to bring it
back on medium point, S and X, and there we go, we can pull them out
like so. All right. Now we need another metal bit and then something holding
this all together. Rather than keep
working in this way, what I'm going to do is I've got my orientation right
in the center. I'll just press Shift
S, cursor to selected. Hopefully. Where's that go? I don't know why I've got
that one selected over there. Shift S, cursor to
selected. There we go. No idea how the weapons
got over there. I'm just looking to make sure
that all of that is okay. I'm just going to Yeah,
that's not where I wanted it. I want it there. And I'm just going to zoom
in and just make sure that that's all okay. I think it is. I don't think we've
altered anything too much. Yeah. Okay. All right.
Let's come back then. And then what we'll do is we'll bring in another cylinder now. So Shi Da, let's bring in a cylinder and we'll
spin this round. So R y 90, make it smaller. And then what we're going to do, I think is I'll make it a
little bit smaller on this end. So I'm going to press
S and X, bring it in. So I'm just going to
slot it in there then. And now we obviously need some actual handles
coming off it. What I'm going to do is
I'm actually going to base this orientation on here again, just
to mirror it over. I'm also going to
go over the top. I'm going to press dot,
and I'm going to just push it up to where it needs to
go, which is around there. And now I should be able to
make the handles off it. Now, just make sure that
this is not too big. The moment you're looking
a little bit too big so I'm just going to make
it a little bit smaller, I'm going to go
over the top again. I can see that this is not
in the middle of here. I'm going to go in now and just make sure that that is
in the perfect position. Shift S, cursor to selected, and now you can see
it's more in line. Now what I'm going
to do is I'm going to move the orientation
of this to this center. Right click Origin
three D cursor. Now finally, let's move
this to the center. Shift S, selection
cursor, move it over. Let's put it over here now, so it's over there as you can
see, something like that. Now finally let's click Set
Origins three D cursor, so we can actually bring in our mirror again, so the mirror. I'm not sure where
the mirror is gone. I might have to
resert transforms. I think I do, control or transforms right clip
set origin 23d cursor. All right. Now I've got two of these on and I don't
actually want that, so I'm just going
to turn off the y, turn on the x, and there we go. Now, let's make our handles. The way I'm going
to make handles is I'm going to
insert them first. I'm going to come in to
Yeah. We'll do that first. So we'll go down to
the sides, the bottom, the other side, like so, and we're going to
press and insert. Now, you need to
press again just in case they're going
altogether like so, and then one mi press it at enter alternS and
bring them out. I don't actually want
them going out like this. They're way too
thick at the moment. I actually want them going in, so I'm just going to
put this on normal. Put this on the
individual origins, press you can see that I
just clicked off for it. I'm just going to
click them all again. This one here. And then what I'm going to do is I'm
just going to press S and y and just push them in L you can see now they
look tons bad. All right. Can we flatten these off as
well? Let's see if we can. I'm just going to press
S flatten them off, and then we just need the
actual handles on here. So all I'm going
to press is tern. Can I do that? No, I can press S though
and bring them out. That's okay. Now, Z,
can I pull them up? No, because we need to
be on medium points, so I'm going to press S's and you can see now that
can only pull one off. I need to press S on its own, pull them up and now
actually shape them. Now I can go in, put this
back on individual origins and bring them in now you can see that's
looking tons, tons bad. Now the thing is you can also see that these aren't right. Let's put it on global. Let we don't need to
change this at the moment. What I need to do though
is go in and just grab each one of these
going all the way around. The reason I'm doing it is
because I'm just going to level these off just to finish
those handles off nicely. I'm going to level them to
make them a little bit more rounded and press control
be level them off. Maybe maybe switch up to two. That looks. That's the way that I'm looking going. All right. Now, we need to just
make sure that all of this outside looks okay.
So I'm going to come in. I'm going to grab this,
I'm going to press I then what I'm going to do is, I'm going to press, and
then I bring this in. To something like here, and then, like so. There you go. Now,
we need something to hold this part onto it. What I'm going to do is
I'm going to grab these. In fact, mine actually
grab two of those. Yeah, we'll just grab them
going all the way around. We won't get too sophisticated. I'll do is we'll
just grab these. Then what I'm going to do
is I'm going to press, bring them in, and then I
want to pull them back now, so I'm going to pull
them back like so. Then we're going to press enter, bring them out
with medium point. And then I want to bring them all in now and
then slot them in. So the way I'm
going to do that is normal individual origins, S and Y, and then
pull them back now. Now, because I'm on normal,
it's going to make it if so I'll just pull it back
on here, like so. All right. There you go. That is near enough. Our stretch are actually done. You can see we lost our
bit of wood on here. Not sure when I lost
that or how I lost it. Either way, I'll
put that back in. Then all we need
to do the next one is bring another piece
of wood in here. Make sure we're happy with
these handles, which I am, and then we can start bringing our rope in and
our actual chains. All right. Let's go to file. Let's save it out and I'll
see on the next one everyone. Thanks a lot. Bye bye. M.
101. Speeding up Workflow with Geometry Nodes: Welcome back, everyone
to Blender and Unreal Engine becoming
a prop artist, and this is where
we left it off. Now, let's come in and figure
out the bottoms first. Let's start out the bomb.
So what I'm going to do is I'm going to
grab this part here. I'm going to press L on it. I'm going to press 50, and I'm hoping it's mirrored
over, so that's great. That's exactly what I wanted, and I'm going to
make it probably a little bit bigger S and y. And also, I'm probably going to make this a little
bit wider as well. So S and X, make it a little bit wider so it supports
the actual top of it. Now, one thing I'm not happy
about is probably this part, it's probably not chunky enough. So I'm going to grab it.
I'm going to press shifting click Alt and just bring
it out just a little bit, making it a little
bit fatter, like so. All right, so I'm
happy with that. Now, let's bring
in these blocks. So first of all, I'm going
to come to this part. I'm going to grab this top part. Shift S selected. Shift A, let's bring in a cube. Let's pull it out, and then I'm going to bring it in a little, S and y, like so, and then s and x like so, and then bring it
up and bring it in. And then just put on our x
ray so we can see through. I'm just going to pull
it out. We're still going way way enough room
for bolts on that side. That's great. And then
I'm going to just turn it off. Now I'm
going to do this. I'm going to grab this one. I'm going to pull it
over to the other side, so it shift spin it around. So Z 180, like so, and then let's just slot
it in this side as well. You see we've got not quite as much room on there, so I'll think
well, I'll do it, I'll pick it up and then I'll
come to the bottom of it, and then I'll pull that
bom in. There we go. All right. Now,
let's grab this one. With let's press shift
D, let's bring it over. And then what I'll
do for this one is, I'll just go quickly and again, and I'll pull this
one out like so, and then turn that off. Tab the. All right. Now we
need one more piece, which is going to be
strengthening this bot part here. So what I'll do is I'll
come to my center point, which should be on here,
shift selected shift. Let's bring in a cube, and let's pull that cube down. Let's press S, pull it out and it needs to be quite
chunky, this part anyway. Obviously not overlapping, but still chunky enough, like so. I'm thinking that's
looking good. I'm thinking probably to
pull it down a little bit and then just to
grab it again, shift, bring it up, and this time, just have it popping
under there and just going a little
bit above this one. So a little bit above. Maybe a bit down, pull it in. Yeah. Something like that. I think to strengthen that b bit a little bit.
All right. There we go. Now, we're pretty
much done with this. All we want to do now
is basically bring in our rope and our chains
and things like that. What we'll do now is
we'll just grab it all. We'll come over to
object convert mesh, and then we'll grab
the sense point, control J and then right
click shade smooth. Also smooth on, and
there we go. All right. We're nearly done with this. Now, let's bring in a circle. That's what I'm going to
bring in first shift A, come down and I'll bring
in a curve circle. What I'm going to do is,
I'm not going to alter anything on this right hand
side or anything like that. I'm just going to
spin it around. 90. Now, I want my circle to be much
smaller than that though, and I want it to be
something like that, so I can actually play
around with it. Like this. Now I'm going to do is
I'm going to bring in now my geometry notes. If I click new, click the dot b, zoom over to it, put it
onto rope, and there we go. Now, let's go back to modeling. Press the tabbon.
Let's first of all, come over to a little spanner. Mores will change
the rope radius to be maybe something like that. I think that's going
to be chunky enough. Then you come down and
you change the twist, as I've told you, make it a bit smaller first,
so it actually goes on. And now you need to do is you
just need to line these up. Now the thing is, you don't want these showing,
first of all, line them up, bring
the twist with the ship bond line them
up near enough perfect. And then what you
want to do is rotate this Rx rotate it to the back so you can't
actually see the twist. I think it's under
there now somewhere, and that's where you
basically want to do. Now the next thing
you want to do is you might want to turn
down the resolution. Let's put the resolution on ten, something like that, and I think that's going
to be a good start. And you also might want to
bring down this small one. Like so. I think that's making it look a
little bit better. Now we're going to one
three on each side. So I'm going to move
this over here. I'm going to press
shift D, like so. I don't want these
all being the same as you can see at the moment,
they're all the same. So what I'll do is
I'll press and next and just make them a
little bit uneven. The actual texture is going to do a little bit of work for us. Let's just twist it on there, and then let's press Shift
D, bring in another one. So and twist it on the y, so. Now, let's grab all
three of these Shift D, bring them all over
to the other side. And I think the best way to do this is probably just
spin them round. So make sure I'm
on medium point, 180, spin them round, and let's put them roughly
in the same place. You can see now they're all
kind of twisted that way. Don't really want that, so I'm
just going to press and y, twist them back the other
way, and there we go. That's looking really nice. Now we need some rope
that's actually going to come down here
towards these chains. So let's bring that in. So while there is
I'll press shift A. I think we'll
bring in a pump. Let's bring in a pump, O 90. Let's spin it around.
Let's press the Spoon. And again, what I want to do is now inherit this modifier. Let's see if I can actually
grab this and this and sorry, this one and this one with
shift select control L, and what to do is
copy modifiers. There we go, as easy as that. Because we copy
modifiers as well, we've actually inherited all of the sizing and
things like that. Now, just make
sure that they are correct because
sometimes you will find that because we brought in a path and there's
more points along here, it might actually mess
it up a little bit, so just make sure they
actually happy with it. Now what I'm going to do is I'm going to grab both of these. I'm going to put this onto
portion let it in onto smooth. Then one want to do is
I'm going to bring in my mouse and bring
it down like so, and just move those around. Now you can see, I'm moving the whole thing at the moment.
I don't really want that. So what I'm going to do is just grab this one and
then we're going to move it like so. All right. That's
looking pretty nice. Now we need to just check the length of it,
I think the lens fine. All we need now is
just to move it over. Shift D, move it over, and I'm going to put
it around there. Then one is I'm going to move both of these
up and just make it G something like that and make it a
little bit different. I also want to make sure
that maybe this one, if I move it in a little bit. So just make it a little bit different than the other one. All right, so that's that.
Now, let's come in and bring in a chain on the bottom because we've
got that option now. So what I'm going to do is
I'm going to press shift day I'm going to bring in actually, I'll do it, I'll just no won't. I was going to take this minus off the jump and
bring in the chain. I think what I'll do is, I'll just press shift, bring
in, let's have a look. We'll bring in the curve.
We'll bring in a path. And then what I'll do is
I'll spin this round. I'm going to make it smaller. I'm going to spin
it round. So Z 90. I think if I go over the top, I really want it to be a lot small than that, so I'm
going to bring it in. Something, something
like that to start with. Yeah, a thing that'll
be round about. Okay. All right. Now, let's
go back to geometry node. And then what we're
going to do is we're going to click New. Down arrow, and the one we want this time is
going to be chain. Let's go back to modeling
now because we have all the options on here,
and here is our chain. Let's turn on the
resolution first. Let's make them much, much
bigger because the moment, they're tiny in
comparison to the rope, so we need to make them
much, much bigger. So we're going to go
with chain radius. Let's turn that up. Let's
turn up the chain thickness. And then what we'll do is
we'll do the link distance. We'll move them away from
each other so the interlock. And that's in Perfect. All right. Now we
just need to turn down let's actually
turn on the resolution. I want them a bit more rounded, and then the change stretch, I think we'll leave
them rounded. We could turn this up, so they're longer, perhaps, but I think I'll leave it on one actually. I'll have them round. Then what I'm going to
do is I'm just going to move this out a little bit. So you can see this
is going in there, and then I'm going
to bring these down. I'm going to grab both of these, press the G born, bring it out and just
bring them down like so, and then I'm going to
move them round like so. All right. Shift, bring it over. And then I'm going to
move go for these. G, like so, and then G
bring in the bring it in. Then one thing we just
have to be careful of if we want them face
in the same way, so you can see this one's
facing the wrong way. So if I bring it
back, there we go, and now that should be fine. Just making sure that
they sat there okay. Yeah, I'm happy with that. Double tap the A
and there we go. Now on the next lesson then all we need to
do to finish this one off is actually make the buckles that are going
to hold them together. I actually think that
this one is harder than the guillotine actually
working on this. I'm just going to go up to file, save it out, and there we go. All right, everyone. I hope you enjoyed that one, and
I'll see on the next one. Thanks a lot. Bye bye.
102. Finishing the Rack Modeling: Welcome back, everyone to
blender on Lumar engine, becoming a dungeon prop artist, and this is where we left off. Now, let's actually create our iron buckles not buckles but these straps that are
going to go around them. Now these are made of metal. They're not made of leather
or anything like that because they just wouldn't hold the amount of pressure they exerting on someone's body
with just some leather straps. So what we'll do
is we'll pressure. We're going to do this
a really easy way. Cylinder. Let's make it the
right size that we want it, so we're going to put it
to something like that. I'm just going to get it
so it's the right size. Now, the thing is for sizing, I could use these here because they are
already the right size, so I will base it around this. I'm just going to
go in. I can even just grab all of this, and then I can just
press Shift D, bring it over, and
then I can press P. Take a portion in P selection,
and just split it up. Now I can just press control
ale transforms rightly. So do into geometry. Shift S selection, curskpfset now I can bring that in an envelope
at the sizing of it. So you can see here, this
is the kind of scale. If I make this a
little bit smaller, then, thing, that's roughly
around the right size. Now I'm going to do is
press S and Z, bring it in. I can delete this out the way. I don't need it
anymore. Then finally, what I can do is
now bring these in. I'm just going to grab
the top and the bottom. And then I'm going to
press, bring it in, right click loop tools
bridge, there we go. Now, let's make the top of this, so I'm just going to
grab all of these, like so, and then I'm going to press enter alternS
bring that out. What I'm going to do
while I've got these, I'm actually going to
press the S board now. I'm just going to make
sure I'm on medium point, bring them in a little bit, also because if I
want to have this a different material,
I might as well. Pot seam on here as well, right click and where is it? Mx. All right. On the front then, I just
want another little piece. So we'll just have
another one on here, so I'm just going to press. In fact, yeah, I'll
do it that way, press In fact, what we need
to do is reset transforms. Control A transforms,
right, sag into geometry, and then we can
press, bring it in, and then just pull
them out so it looks like there's a
little bit of a lock or something like that on there. All right, right
click shapes move. Autos move on, and now we can
just put these into place. I'm going to press seven, making sure it's in the right place. G, and then three, and then just bring it down. Like so and into place like so, and then just spin it around. So z move it around. G. Think we'll do is I'll
also bring out a bit on here. So I like so and
then pull it out, and then it looks as though that rope is going
into that place. Now I can come back
to my rope and just gently with a very
small part on here, move it into where
I want it to go. Something like that. The thing that looks absolutely fine. And say I need to pull
it back a little bit. It's pull it back,
move it into place. There we go, that looks
perfect. All right. Now I need to do is just
do the same for the other. I'm going to press
Shift D. Bring it over. I'm going to rotate
it round, so I'll Z. Then what I'm going to do
is just try and put it into the place where
the actual rope is. Something like that maybe, move it a little bit more. There we go. That's
looking pretty cool. Now the chain bits,
we use the same one. Shift, bring it over. And then we're going
to spin it around. Z spin it around, and then we'll put the chain
going into here, like so. Now with the bot ones, I'm probably going to pull this
out a little bit further, so I'm just going to grab these, I'm going to put it onto normal and then just pull
this out without portion then just pull
them out if I can. S and pull them out like so. All right. So I'm
happy with that. I can see that my chain now
is going to go in there. It's a little bit
out on this side. So let's pull them
out a little bit further just to make it
a little easier for us. S and X pull them
out, and there we go. Now our chains actually
fitting in there, much much nicer. All right. Let's just level off though
these edges because I'm not happy with how
they actually look. I'm just going to
press control B. You can see it's not
leveling off properly. So I'm just going to
grab it Control A or transforms origins geometry, and finally now, control B, and now it should bevel off. Much nicer as long as I
turned down my segments. So I'm just checking it. I
think that's looking fine. All right. Now,
let's grab this one. Shift D, bring it over, and then we're going
to press R and Z so seven, go over the top, and then I'm just going
to press G and put that one into place like so, and that looks really cool. Now, this one, we can
see, it's a little bit close to our chain. So if we put it like that,
just looks a lot there. Now I'm just going
to double tap A and have a look at my work. And that looks really cool. Now, let's figure out First
of all, we've done this part. We know this part is
perfect, that's great. Let's come to these. We know these are all
perfect, so that's great, so I can just join them all
together with Control J, hide them out away, and now
we've got our rope and chain. Let's first of all,
come to our chain. Now, with our chain,
we just need to go in, object, convert to mesh. Then if we go in, we
can see these are pretty low polygon
anyway, so that's okay. Let's just join
them together with Control J, hide them out away. Now we can comb to our rope. Now with the rope, these are going to be fairly high polygon. What you might as well do
is grab them all, like so, and we might as well
come to object, convert to mesh, and then join them all
together with control J. Now, you can see at the moment, they are 182,000 polygons. That's not what we
want. We want to come in and we want
to reduce that down. I'm going to go to decimate
and you can see that it says 91,000 for some reason,
it says $181,000. Let's bring it down to 0.5
press the enter button, and can we get away with that? That might be let's
put it on shades move, that might be a little
bit too little. Let's put it up to 0.1
because it is after all rope, it's going to be a
little bit hard to get this down because
there's a lot of interlocking
and weaving here. Let's try 0.7. Try that. Let's try not 0.8. Let's bring it down a
little bit, if we can. I'm still thinking that's
probably try that 0.9 0.9, I think we can get
away with that. So I'm going to apply that and then we're
going to press tab, and that's what we're
looking at now. So you can see now
it's a 16,455 pos. It's high, and what you might want to do
with something like this is probably read apologize the whole thing,
to be honest with you. But you know sending it through
Trell something or even having it in your
actual in your blender, it's still going to be fine. Alright, so let's press Alt
and bring everything back. And now, the last thing we can do is just join
all this together. So if I press B, grab it
all, press control J, join it all together,
right click, shape move. Auto smooth. Make sure this is on 30 degrees. I think it's because
you bring in a curve. It automatically sets it
to 180, which is not good. We need to turn it
up as you can see. And sometimes when you do that, You might end up, as you can see, with
some jagged parts. Now, that's okay and some of it, I'm just going to turn it down and see where I can actually get it up to without
losing too much of it. You can see if I turn up even fed we're going
to lose all that. I don't mind a few jagged
points on the rope. I just want to keep
most of it flat. I think that's pretty much the happy medium
I'm going to get. What I'm also going to
do is because I forgot. I'm also just going to come in and sharpen all these edges. So I'm just going to come in and sharpen all of these edges. And the reason I'm
doing that now is because I'm not actually, as far as yet, D the beveling on this. So I can just come in
quickly grab all of these and separate them
off and sharpen the edges not separate them off, but sharp I will separate them off actually
because we need to we need to level them off and I don't really
want to level that off. I'm going to press P selection, tab A, grab them all, and then control right click and mark shop
there we go. All right. So they should be fine now. Now, you can see that on here, we don't actually want these sharps going all
the way over here. What I'm going to
do is and we're just going to grab one of them, and I'm going to go
all the way Yeah. I'm just going to have to click on each one of
these unfortunately and take them off that
way because if I go across this side, it
might mess them up. I'm just going to go down and see if you probably
just press C as well. That might be easier, we'll
do it that way, much easier. Then what I'll do is I'll right click and I'll clear the shops. Now press tab and you can
see that back to either way. I'm going to leave
the underneath. Now what I'll do is we'll
press control again, or transforms origins geometry, adding a modifier bring in a bevel and we'll put
this down to 0.3. And then we'll have a look,
maybe a bit higher 0.5. Yeah, I think that's
going to be okay. Control A, and now finally
let's join it all together. Join all of this together with Control J, and there we go. G, make sure it's all together. There we go. That is looking
fantastic. All right. On the next list
and then what we'll do is we'll get all
the materials on, including the rope
and things like that. Then we can finally rename this, put in our asset manager, and then we're onto the
final actual model, which is the actual guilt. All right, everyone,
hope you enjoyed that. See on the next
one. Thanks a lot. Bye bye.
103. Texturing the Rack Prop: Welcome back, everyone
to Blender and engine becoming a
dungeon prop artist, and this is where we left off. Let's put this onto material, and let's come in and actually
give it some materials. I'll just let this load up. The other one we haven't got
is rope, so we'll fix that. It. I think we have two types of rope as well, which
is really nice. Okay. So there we go. All right. So now let's come in and check what
materials is gone. I hasn't really got any
materials on the moment. So what I think I'll
do is I'll copy the materials from
let's have a local. We've got anything with leather, got some pretty much
all of them on here. I'm also wondering, do I need
any bolts on this thing? I don't actually think so.
What I think I need though, I, they're coming out of the mel anyway, so
actually that's okay. So I think we'll
leave it like that. What I'll do is, I
think we will copy the materials
probably from this. So we'll copy the
materials from this one. Or yeah, this one here. So I'll do Control L and link
materials, and there we go. All right. So now let's come
in so you can see we've got wood dock and that's one
base they're looking for. So the wood light I'm going
to actually put on here. So I'm going to grab these L L L. So I wonder if in
Lincoln materials twice. No actually sure about that.
I'm going to assign them. I'm going to press, Smart
UV project, click K, and then let's just go to
vats and spin them round. So again, let this load up. I think it's going to
be on rendered view, so I'm just going to
put on material view, zoom in, and then
we're going to press A 90, spin them round. There we go. All right. So now we've got those.
Let's hide them out the way, and then what we'll
do is we'll c to the rest of these
parts and we'll put them onto the darker ones. We'll leave this
one on the light because I'm going to
change that one anyway. Then what I'm going to do
is just grab the male, set this part up here. That's going to
be the male part. I'm just going to grab the male, like so, like so, like so. And yet, that's
looking pretty good. Then we'll do is
smart UV project, click Okay, and then we're
going to press A 90, spin them around, and let's
check what they look like, and we can see I need to assign to the dark
and there we go. That's really cool. All right. I'm happy with that.
Now, let's see if I can actually link
in another material. So if I grab this
one, can I actually press control L and
link materials? Yes, we can. We can
do that as well. That's really good to know.
Let's come into this one. Well, in fact, I
just need to go back actually and I need
to hide them Yeah, I need to hide them all out
of the way except this one. I'm going to press
Control L on this one. You can see it
together is the issue. I'm going to press H to hide
them all out of the way. I've got a few here as you can see that have actually missed. I'm going to wrap them again, to my UV project, and then a 90 spin them
around, click a sign. Now we'll do this
top one on here. I'll do is I'll come in and
I'll grab just a top on here, press control plus
a couple of times, and then I'll grab the
front of it and I'll also grab the underneath of it with old shift
click, hopefully. I'm going to have to go
in, select each of those, which is a little bit of a pain, but It's the only
thing we can do. And then what we'll
do is we'll click a sign like so on the dark. There we go. All right. That's looking nice.
Now, let's come in. Grabbing all of these with L L and L. Let's
hide them out away. Now we'll come to this one here. I'm going to click L, grab
it, Smart UV project. Let's see if I can join this
up now with these ones. I'm going to press
Control L link materials, come back to this one. Unfortunately, you can
see what it's doing is, it's actually linking
the materials and it is actually
changing it, I think. It's not actually what
I want. I'm going to press Control D, bring
everything back. What I'll do instead is
just stop being lazy, bring in, actually, what
course is already on there. Yeah, I think I've
got both actually. Yeah. I've actually
clicked in them both. There we go. All right.
Now, let's grab this, click the plus down arrow wood. Course, click a sign, and then just spin these round. A R 90, spin it around. There we go. All right.
That's looking pretty cool. Now what we need is the handles. So let's bring in these handles. I'm going to basically
have to grab all of these. I think I can grab going
all the way around there. All shift click going all
the way around, like so. Click the control plus. I'll take more down to the bot, click the plus
button down arrow. We're looking for leather either leather straps
or lever one up to you, which one you use. Click a sign. Click, click Smart UV project. Let's have a look at those they're looking pretty
nice, I'm happy with those. Now I'm just going to go in and hide those out of the way. Now the next bit is probably
going to be a little bit tricky just for the
fact of how we built it. I think this, it's all
part of the same thing. You can see that this in
here needs to be melted. I'll do this bit first,
this bit in here. I'll go Shift click Shift
click Control plus. And we'll make it on a sign. There we go, and
just see there now. Then what we'll do
on this outside is this bit here wants to be metal and these parts want to be probably the
wood. We'll do this. We'll go in, we'll
grab it all, like so, and we'll hide these
out of the way, and then the rest of it
will give actually met. I'm not sure if these are rungs. I think we have been
because you can see how they are actually not. Smart project. A 90, spin them around,
hide them away. Now, let's come in and
unwrap both of these. Smart UV project, click. And then what we're going to
do now is we're just going to give them the onclick. Now, let's have a look so we
can see that if I press tab, this is how to look
at the moment, you can see that this is probably this bit here is
probably going to be wood. This in here and this bit in the center is probably going
to be wood. Let's do that. So we need this bit and
this be in the center. What's the easiest way to do it? Probably coming from the back. Let's see if we can. Yeah.
Perfect. We'll do that. We'll grab it from the
bag and on this one. Control plus twice. There we go. That was actually
easier than I thought. So what I'll do is I'll
grab that and put it onto dark, click a sign. Then I'll just grab each of these dark where is it Darwood, click a sign, and then
tab, and there we go. All right. Yeah, that I'm
actually really happy with. Now, the rope, we don't
actually have a rope, so what we'll do is we'll
come to our materials. We'll grab this
one, we'll pressure it D. I think there's two ropes. I'll minus this off, and I'll just click new and I'll call it rope for
now, just to check. And then what we'll do
is we'll go to shade in. And we'll open up
our actual rope. Grab our principal control shift t. Let's click the arrow, and what we're
looking for is rope. Let's do a search for rope. Done one, dng rope two. Let's click on this one.
Can see that's that color. Let's do another rope two. I think I think they
are different colors. So what we'll do is we'll
bring in the rode one first. We'll bring in all of these, control these, bring them in, and we'll call this row one, of course, rode one, like so. Then we'll make another one. So if I zoom out
back to my material, and let's just have a look
see if they are different. I'll press dot. No. I have no idea why it's got
opacity on there. No. But what I do know is
I'm going to unplug it. I don't want opacity on there. For whatever reason that's on there doesn't
actually look right. Yeah. We'll see what that
looks like as we go through, but it definitely doesn't
want the epacity on there. I'll there is I'll press shift. I'll bring in another
one. This time, I will minus this off, and I'll call it rote two. Let's what that looks like. Again, we'll zoom out
to our principle, Control Shift T and click arrow and we're looking
for now rote two. Let's go down rote two is here. Maybe they're actually
the same because I can't see any
distinguishable difference. Principles, let's
minus this Alpha off because we just
don't need it. I'm looking ones going one way, as you can see, and one's
going the other way. I believe I believe you can see, this one is slightly
darker as you can see. All right, so that's
good to know. Now, let's go back
to I stretch it. Then what we'll do is we'll
come into the ropes first, and we'll grab, let's say, this one, this one, this one. In fact, no, we won't
do it like that. We'll actually mix them around. T one and this one and this one, this one, this one, this one and this
one. Let's say that. Let's click Smart UV project. Okay. Let's come down
plus arrow down arrow. And what we're
looking for is rope, not blood, rope one. And let's the assign. And then let's
press the tab one. There we go. I need to
pull these out of thing. I don't think they're
going to look too good like that. Not sure. Let's bring in the one, so let's hide them
out of the way. And then all we need to do
is now we should only be able to select the ones that
we haven't selected before, so we can see pretty
much these ones here. And we're going to
have these as rope to. Smart UV project, click K plus new sorry let's
take it down instead, rope and to click a sign, and let's have what
they look like. There we go. And they're
looking pretty nice. Actually, they look really good. All right. I'm really
happy with those. Now, we just need
these met parts. If I comb press tab again, and what I'll do this time is
I will grab both of these, and I'm going to comb and
grab both of these as well, and we're going to have
these the dog metal. I do, click a sign. Hide those other the way,
and then I can come in, grab all of these like so, and we'll have them the grainy. We'll click plus down arrow on, and we'll click the grainy
then we're going to click a sign so then
finally this chain. If I hide those out of the way, I'm thinking, can I
actually grab just that? Yeah, I can. Then I'll just click Control plus just make
sure I've got the mole. Then what I'm going
to do now is the plus one and we'll click down
and we'll go to iron again. And this time, we'll pick the
inold and click the sign, and then I'll press tab, double tap the A and that's
what you should be left with. And you can see it
just looks a really, really nice asset. All right. What we'll do then on
the next lesson is we'll bring in the bots because
we haven't done that yet. And then that's that one done. We'll get it named into
our asset manager, and finally, then we're
on to the Guillotine. All right, everyone. I hope you enjoyed that, and I'll
see on the next one. Thanks a lot. Bye bye.
104. Starting the Guillotine Model: Welcome back everyone
to blender an unreal becoming a dungeon prope then
this is where we left off. Now, let's go back
to our modeling. Everything's done on
there except the bowl. So let's let's put it
on he is on material. Let's press tag, bring
everything back. And now let's come over to our little bowl and
we'll use that again, as we've been doing
all the way through. Two, put it on
where we need them. Let's think about on
this side, first of all, I think I'll have two
on the front of the, bring them over, pull them all. S, bring them down a little bit further forward and then something like that. Now, if they're in the right
place, but if I press seven, can I actually see through
there with the Yeah, with that, maybe not. Maybe only if I do that and then still a little bit
hard to see through there. What I can do though instead is, I can press Z wire frame, and now I can pretty
much see through there. So if I press Shift D, together in the right place. You know what? I'm
not going to do that. I'm just going to pre
on solid. There you go. Now I can see what I'm doing. Control J. We'll just
do the hard way. Let's press Shift D, bring
them over to the other side. So, put them into
place, and there we go. Let's join them all together. Control J, grab one of them, L Shift D, bring it over. Make sure it's on global
because it was on normal. P selection, split it off, and now I'm going to do is right click the origin to geometry, and now should be able to move
it over to the other part. So something like that
is fitting in place, let's pull it up a little bit. Shift D. Join them both together with Control
J and then Shift D, let's bring them over
again up to here. Let's join everything together. Control J. Then finally, shift D, bring the
over the other side. Like so. All right. Now, let's join everything
together again, including this and this
control join it all. G to make sure it's joined. Let's put it on material. That's a quick lo,
what it looks like. Yeah. That's fine. Now, let's come with these. I'm just going to
have one check. I'm thinking with this wood. A man wants to make
it a little bit dark and I've got pretty
much all of it on. Actually, I think it's fine. It's, maybe we will. Let's just quickly go to shading and just make
this a little bit darker. I'm just going to go
to my shading panel and I'm just going
to use the curves. Just a quick curve. Just drop it in there, make them
a little bit darker. Just so they look a
little bit nicer. Let this load up when we've
got to shading panel. There we go. Let's
come to our stretcher. We'll go around
here. We've got the so we'll come to this one, which will be the wood course. Then all I'll do is
I've got this in here. Let's just pull these
out a little bit, and this one here
is the one we want, the one with the color. Search curve. Drop that in, and then all I'm going
to do is bring it down, make it Tad darker. I'm also going to check those, and you can see they
look better as well. Now it just all fits together, much, much better. All right. Let's go back to modeling. And then what we'll
do is just name this. So we're going to call the next one guillotine
and stretcher. I'm just going to press tab,
Guilin, and stretch it. Let's G U L LON and Right. We'll call it right. It just makes it a little bit shorter. All right. We'll also
call this rack as well. That's also going
to make it a little bit shorter rather than
calling it stretcher. Plus a stretcher, it could be something else as well.
So let's drop that in there. Let's click Mark as I set, and now we'll just move
that to where I want it. I'm thinking probably we've
got enough this side. So let's just move it
back to maybe something. You can see as well
as I move that, it's moving really
difficult along just because I clicked
on my magnet there. So let's go over it and I think we can put it
somewhere like that. Yeah. I think that should
look absolutely fine. We can take a really,
really nice render and pretty much get everything
in there as you can see. Pretty much all of this, we can get in there with the way that we've set this up now. Imh with that McGiltin then
can go on the back there. I'm thinking, yeah, maybe
it can't, maybe, maybe. Maybe we have to move some of these and put the
guillotine round here. If we are going to do
that, that means then probably better offering the stretch a little
bit further back. Guillotine round
here, which means, we'll solve that our thing once we've done everything.
We're nearly there now. So let's double tap the A and then what we'll do is again, shift S and cursor
to world origin. All right, so we're onto
the guillotine now. So It's a little bit more ornate than the rack that we just made. There aren't any change
or anything like that. So it's a relatively
simple thing. We've already built
some stocks as well, so we know how to get
the head shape in there. We could use our stocks as well. So I think what
we'll do is we'll start with our stocks. I'm
just going to press shift. I'm going to bring it over. And then what I'm going
to do is just line it up to where I want it.
Something like that. I'm not concerned about print
out on the ground plane. What I want is
this size in here. I just want this head
part here as you can see. Can I Can I actually, it's probably not west's probably better off
just making a new one. I'll do is I'll press Shift S, Custer selected, Shift A, and let's bring in a plane. Bring my plane up X 90, and let's make it smaller. And it's not going
to hands in here. It's just a head because
it's just line down. Basically, we can press S and X, pull it out, sensed, pull it down, and then something like that should be about
right. All right. Now while we're here, let's press Shift
S. Curse selected, shift, let's bring
in a cylinder. Let's bring in a
cylinder. Let's turn the cylinder down to
something like 16 because we are going to
use boli Let's press X 90, spin it round, and let's
bring it in to where wanted, so we can see it's
about right there. Then let's just press Sans. And I think actually,
we'll keep it as a circle. I think it makes more
sense on a gilttine. Now, the one thing we need to do is we can delete this
out of the way now. And what we need
to do is just put a halfway mark down
our actual plane. So halfway left
click, right, click. And now I'll do is we'll
grab our plane, control. All transform click Sgeneometry. And now we're going to do
is just bring in a Boolean. Boolean click on the
cylinder, and there we go. Let's click it on fast. Let's apply that,
and let's now get rid of this cylinder. All right. So that's the first part
of this pretty much done. Now what I'm going to do is I'm going to split these off now, so I'm going to
come in, press y, so they're actually split off, and then we're going
to grab them both. I'm just going to pull
them back a little bit. So there we go. Now, let's put in something that's going to hold
these together. So we can press Shift
D, bring in a cube. Make the cube a
little bit smaller. I'm going to squish it in, S and y, squish it
in a little bit, pull it out, like so, and then S and Z
one going to do is, I think, I'll push this
back a little bit. I'm just going to
grab the top of it, push it back a little bit. I'm going to pre shift
S because the selected. And then one to do is,
I'm going to bring in now another cylinder. But I'm going to
turn this cylinder down this time to probably. I want it to be a
bolt basically, so maybe something like that. I think that's
going to look okay. Then press S, and then
I'll rotate it round. So x 90, rotate it round. And what I'm going to do is
I'm going to pull this up. I'm going to press S
and y, pull it up. Then just put it into place. I'll grab the top of it then. I'll press. You can see
that didn't work out. Let's press that again. I It's still not going in
like I want to do too. That's not how I
wanted to go in. So I'm just going to press
control. Grab it again. Control A, all transforms, right click Origin geometry. And now let's try. There we go. Now it's working properly. And then what we'll
do is we'll just press and just pull the outline. So yeah, that looks bad. Alright, let's grab the
whole thing, press shift D, bring it down then to the
bottom without portions. I don't even know when I put
that on. But either way. Let's come now back to
this shift Sura selected, grab this and control. All transforms, right
click the origin three D cursor add in a mirror. There we go. That's
the first part of our guillotine actually done. Now the second part will be
the actual blocks on here. You can see it's quite small
in comparison to the rack. We'll do we're We'll press
tab, we'll press shift A. We'll bring in another cube. Then what will happen
is that'll love us in mirror that over there,
which is great for us. Then what I can do is I can make this a little bit smaller. Bring it back, and I think that will be round
about the right side. Now what I want to do
is I want to bring this near enough all the
way down to the ground. And it's going to
be quite tall this because after all,
it is guillotine. So if we put it up to
something like that, I think that then should be
round about the right size. Now we can see when it
comes to lie down on this, it's going to be lying
down pretty low down. I'm pretty sure that I'm going
to have to bring this up. What I'm going to do is
I'm going to grab this, and I'm going to
separate P selection. And then what I'm going to do is grab these and grab this, and then I can bring them
all to where I want it. I think that might be a little bit better than what we had it. All right, what we'll
do is now we'll save it out, and then
on the next one, we'll just carry on with
the guiltinHpefully, within two or three
lessons, that's it. We should have it
fully completed, fully named everything
all the textures on, and then we can
actually move on to actually taking our renders
and things like that. Finally, then at
the end of this, what I'll do is I'll
show you actually how to put all these into
the center of the world, because if you're doing
the bit where you're going to send it through
to Unreal Engine, you will actually need to
set that up in that way. All right, everyone. So
I hope you enjoyed that, and I'll see you on the next
one. Thanks a lot. Bye bye.
105. Bringing Structural Accuracy to the Mix: Welcome back to everyone
to blend on your engine becoming a dungeon proaris and
this is where we left off. Now, let's put it
on object motor just so we can see what
we're actually doing, much easier to see like that. Now let's press shift
date and bring in a cube. Then what we'll do with this
is it hasn't actually got planks on the guiltine as I say, it's a little bit more decorative
than the other things. What I'm going to do
is I'm just going to hold this just
in front of it, and then I'm going
to press S and Z, and then just bring it up so that the head will be
lining straight in there, and then S and pull it out. And then just bring
up the bottom now to bring it up. Like so. And now we just want to
get the correct lens. We want to something like that. Remember, the head is
going to be in there. So I bring him over,
spinning round, so x 90, 180, spinning round seven put me in so you can see near enough he's going to pretty much fit
on there anyway. That I think and maybe pull it out a little bit further
so we'll just pull it out. Just a little bit further
like so. All right. At just to get our guy back and then pull him
over there like so. Now, let's create
the bottom of here. What I'll do is, I'll grab this part here, and
then they'll press, I think we do is
I'll press control of bring in an edge loop
near enough up to there. Then what I can do now is I can just bring it
down from there. If I press E from here, and then I'll just
grab each of these, and then I'll press and to
alternS bring those out. Let's put it on offset even. You can see that
this is not even and the reason is because we
didn't set the transforms, than go back and just do that. I'm just going to
actually put it in like that. All right. Now let's think about
the bottom of here. I'll do is I'll bring in an cubed bring in a cube
bring that down to there. Then what I'm going to
do is going to bring you up and then S and
y, bring it in. Something like that, not
quite to the edge there, just a little bit further back. Then what I'm going to do is I'm going to bring you up now. Then we'll grab it all of
it and then press S and g, pull it out near enough to to
that, something like that. Now, at the moment, it is
a little bit wide this, and I'm just wondering
if I should bring in, I actually, I'm
going to leave it. I think, I think I'm happy
with the width of it. Just means I'm going to make it a little bit wider
than the original. I could bring them in, but it's going to probably
mess around with this. I'm thinking let's bring
it in a little bit. Let's grab it and X. Bring it in a little
bit, maybe like that. Now, because these
are on a mirror, then I can just bring those in. They're not a problem. You can say bring those in
like that. Okay. So near enough up to that. And then what I'll
do is I'll bring these in because they're
also in a mirror, so for press and bring those in. Then what I can do, finally, I can hide these out of the way. And hopefully, I might be able to even bring
these in as well, which would be great if I could. Now the problem is, I need to
bring them both in like so. I've grabbed them both,
Prestg then what I'll do now is I could get away
without even bringing them in, but I do want to bring them in. So I'll do is I
just click on it. Put my x ray on, and then just press S and X and bring them in to the side, like so, and then take it off, and let's have a look at that. Now, I'm happy with
how that looks now. It just looks so much better, much easier to
work with as well. These things might be
a little bit tall, so we've just got that
to take into account. All right. So now let's
bring down this part here. I'm going to press
control, two left click, right click S and X, pull it out, like so. And then what I'm going to do is I'm going to pull this down. I'm going to press,
pull it down. To probably down to there.
So I'm going to press one. You can see this is
where my ground plane is down to there,
maybe a little bit. Then what I'm going to do
is I'm going to press, pull it down, and then
let's pull it out. I'll grab both of
these sides. Like so. I'll press key and S
and x, pull them out. I'm going to level these off. I'm going to come in, level
the tops of those off, press control B, level them off. Give it another one, so
it's two, it's as I say, a bit more ornamental on this, and then we'll come
to the bottom. Now what I'll do is
I'll press shift, ya selected shift A, bring in another
cube, bring it down. S, bring it in. Bring it down, and
then grab the bottom. Pull it up. Then finally, pull this out now, pull it out, so S to there,
something like that. Now we just want the big
bit that goes across. To do that instead, what
I'm going to do now is I'm going to bring in the plank of wood on the bottom up here. I'll press you
today. I'll come in, bring in a cube, and I'm just
going to bring this over. I want this in the
center of here. If I grab this post here, I should be able to
do it from this side. I think I'll make
it from actually. Let me just led the way. What I'll do instead is I'll
come to the bottom up here. I'm just literally going
to grab this press D, and then I can bring that out. I can press S, bring it out squarely, so then I can press, pull it down, finally, then I can pull it all
the way over to here. If I pull this over to here, you can see this is exactly
where it's going to go, and now we've got how actually long this
part needs to be. That's why I'm
actually doing that, and we're going enough
room as well to put it in the other parts
that we need. All right. Let's now think about coming to this part. I want to this. I'm just going to press
D. Bring it down, and then I'll just pull
it out a little bit. S and y, pull it out, and then S and X, pull it out to the ends, and now just drop it down. If I grab this, I'm
going to drop it down now into where I need it. Now we'll just level
off these other parts. So to level these off though, we'll just make it a
little bit different. I'm going to grab
these Crest control B and then just mess
around with the shape. So s going to bring them in. I can see that these obviously
are stuck out there. I'm not really happy with that, which means that
probably better off just grabbing all
of these, maybe. So let's see if we
can grab all of the, in fact, easiest way actually shift and click
going round here, and then we can just
grab the bomb of it like so right click Marcin, grab the bomb with L, and then just pull it up and
then just pull this one on. And then finally pull this
one of, there you go. Nearly, now it's all fit
in beautifully into place. Now I'm thinking
that these planks are a little bit thick as well. If I bring them all from
here because it's a mirror. There we go. All right. That's looking the
way I want to. Now one thing is, I think these are a
little bit too thick. I'm going to come in press L
S and X, and bring them in. So now I think that's
looking much better. Now, let's work on the bits
that come off of here. So what I'll do is I'll bring my cursor to
the center here, so shift, cursor to selected. Shift A, bring in a cube, bring the cube down, and then S then S and y, sorry, bring it out,
something like that. I'm just thinking now
I need to come out. Probably more so S that. Then just make these a
little bit thicker. Like so. All right. That's
looking really cool. Now, let's think about
this section here. It's going to have to
have something holding this in place near the
bottom, under here, probably. So we'll have that going down. So what I'll do is again, I'll bring in and cube, so she bring in a cube. Now we'll bring this down and we want to fit this just
before this part. I'm going to put it
forward like so. I'm going to make sure
that this bit is. I just want a little bit of a gap under there,
as you can see, and then I just want to pull it back like so and
then bring it up. Now I can grab it and
pull it out, so S and X. There there and then
there is shifting. Let's put it into another
one in the bottom here. Let's pull this back. Because when this
thing comes down, it's going to be a big bang. That's basically what
we're trying to sort out. You can see it's going
to come through here, the gap that comes down through here and it needs to
actually land on something. So that's why We're
trying to put this to actually have a
big block that it's going to actually stick
into. Something like that. Now, let's grab one of these, and then what we'll
do is we'll just press D and we'll
spin it around. Y 90, press the SP and then just bring it up and then press
S bring it into place. Yeah. That's that's about. Now what we'll do then
on the next lesson is we can actually start working on these strips that
are going to come here. I need to before I
actually finish, I'll just literally
pull these out a little bit further
because at the moment, they're not far enough
out. Something like that. Then the next one, then we can start bolting this
into the floor. And then we can
start moving up to the wwards the top, where
you can see already, it's much quicker than what
the actual the other one was, you know, the stretcher was. All right, everyone. I
hope you enjoyed that, and I'll see on the next
one. Thanks, lot. Bye bye.
106. Working with more Ornate Models: Welcome back to everyone to
Blender and real engine, become a dungeon prop is, and this is where we left off. All right, what we're going
to do now is we'll bring in I think these parts
of the wood first, and then we've got those fixed, and then we can
carry them the rest. On this one, it's
already mirrid. Let's just press shift de
selected and then bring in another e. Let's bring in the e. Let's make it a
little bit smaller. S and X, let's press S and
y and something like that, and then we'll put
on coming from here. We'll have a couple of bots
going down there as well. So we'll bring these over. Into place like so. I think something like that. Then what we'll do
is we'll grab them. We'll bring them
forward, shift D and then Z hundred 80,
spin it round. On the front, I'm
thinking, yeah, I'll probably keep
it the same on the front because then
it just looks bare, and then I'll press Shift D, and I'll spin it round
the other way then. R -90. Z -97 to go the top and I'm just going to fit them into the front here into
the sides here. So yeah, I think that
looks perfect like that. All right. So that's that bit. Now we need to think
about our little kind of edge that goes in here so they can actually
lift it up and down. So the way we'll do that is
we'll come into this one. We'll press control and we'll put it from,
let's say there, and then we'll press
control and we'll bring it t up to
something like that. And then control two, left click, right click, and then we'll move them over. So move them over,
squish them in. S and y Then all we'll do
now is we'll bring those in. If I grab this here, press the born, I
can bring it in. Now, the best thing
is about this is already put those
on these bits here, and we actually want them on this time, so that's
really great. So you can see already
that's looking really nice. Okay, working our way up, let's bring in now
our actual cutter. All we'll do is we press bring in let's bring in I'm thinking, yeah, let's bring in a plane. It's going to be easier. Brought
it into the wrong place. I'll want it right
in the center. Shift S, Curse selected. No, yeah, we'll
bring in a plane. Shift A plane, spin it around, so Rx 90, and then I'll make it a
little bit easier, I think, S, bring it down first then we'll bring it
up to maybe up to here. And then what we'll
do is we'll bring a edge loop in Control
left click, right click. And then what I'll do is
I'll bring up this side. Like so. There we go. Dad's going to razor
shop. All right. Now what we need to
do is we need to pull this out and bring
these two together. So I I press L on this
and then pull it out, so it's going to be pulled
out like so not too much, and then we just want to
bring this bit in now so we can see that this
bit needs to go in. S and y bring it in and make that little bit shop
and then we got a nice line going across that. Now, we don't want
to lose that line. So what I'm going to do is I'm actually going to
bring in a shot. Click Mark shop. There we go. Now let's make the met part
that's going to hold this on. First of all, though,
let's make sure it's in the right place
because of the moment, it's going to be not putting
in someone's head off, it's just going to be slide
in the front of here. We don't want that, so we need
it's going in the bottom. We also need to make sure
that is the right width, S&X pull it out a little bit. Now let's create that mel bit that's going to hold
it all into place. Shift, let's bring in a cube, bring it up, and then we'll
put the cube on the back. I'm going to put it on the back. Then what we're
going to do is we're going to push that back now. Face select, push it back. Onto something like
here needs to be quite thick because this is a lot of weight this things hold in. And we also need
to make sure it's bolted in really nicely. So let's put it down there. Let's press L, S&x, pull it out. So that's that's
looking about right. Now, let's bring in our bots. What I'll do is I'll
actually make the bots. I think that's going to
be easier. I'll do is I'll just press I'll grab this. I'll press shift
the selective shift let's bring in a cylinder
and we'll spin it around. X 90. I've got mine on seven, by the way, just in case
you want to know, seven. Let's pull it out.
Something like that.'s make them a
little bit smaller. Let's pull them out then. And then S and y. Just lift them slightly
slightly in front. Then what you can do
is you can just press, it won't go in because I'm
trying to on all of it. I don't really want that. Well maybe a little
bit different. We're going to bring
it back then and then bring it up like
that. All right. Now let's bring in press one,
I can bring in another one. Shift D, put it over here, and then shift D and
bring it over here. There we go. One thing
is that I didn't look at T actually need to go on the front of this,
not on the back of it. I'm going to bring it
forward. There we go. Now that's looking didn't look. Something like that,
and I can see they'll actually screw it into the
metal or something like that. Really. Now, let's put
the top on this then. If I bring up this, if I grab this
one, control clip, bring it up something like that. Then what we'll do now is I'm going to grab the
center of here. Shift Shift A. Let's now bring
that up and seven. Let's put it right
in the right place. Let's press S and X, bring it out, like so. Let's put it onto here. And then what I want to do
now is I'm thinking I'm going to beverly off
like leading up. I'll have it the
right width I wanted, which is which is
round a bad there, I think, maybe a
little bit more. Then what I'll do is press
tab, come to the sides. I want to press control B. You can see that's not working. Again, control or transform
dry plates origin geometry. Tab There we go.
That's what I want. I'm just actually going
to increase that as well, just to make it a little
bit more rounded. Now we can come to the top. And we can pull
this out. So enter ln S. That actually
doesn't work. We need to just press S. You can see we need to pull
it out that way as well. S y pull it out, and then finally, and let's pull it up into place. There we go. Wow, that's looking
pretty nice. All right. So now we need to have
a hole through here. I'm actually going to
pull a hole in here, shift the selected. Shift A. Let's bring in a cylinder. The cylinder will put on 16. That's a nice size for a hole, and then we'll just
pull that down, and then what' going to
do is I'm just going to press Ns and pull it out. Needs to be relatively big because you want to
actually see the hole. Something like that, maybe. A little bit smaller
send like so. All right. Now let's grab this control, set the origins and modify
Bole grab my cylinder, fast, press control and now we should be able to
delete all the way, delete out of the way. There we go. Now, let's bring in something that's
going to hold them. Hold this into place. What I'll do is
I'll press shift, bring in another cube,
and I'll bring this down. Fit it into where
it's going to go. Now, you can see, we do have a bit of a problem
in that our hole. I didn't think about, but our hole needs to be
in a different place. So what I'm going to do is, I'm just going to
press controls, going to go back
before I do that, and then I'm going
to move this down to here and just make sure it's in the right place
because at the moment, you can see it's still in
the wrong place there. At the moment, If I
bring in something now, it's not going to line up properly and we want
it to line up properly. The way to line up is, I'm
just going to grab this. I'm going to press Shift
S, cursor selector, grab my actual cylinder, Shift S and selections cursor, then pull it up into
place and now you can see that's lined
up perfectly in place. Now I can bring in a cube. And what I can do with this is, I can make it smaller S and X, and just have it just
on the top of that. S and y then all I want to do is basically
make a kind hook for it. I'm going to do is to actually, I'm going to bring
back that first, and then I'm going
to bring it up and then bring it up and
now I can bring that in. S and now I can bring it in and now I can
make some kind of. What I'll do is I'll
pull it up like so, and then what I'll do is
I'll bevel off these sides. Control B, Bevel them off. I'm wondering if that's the
way to go, I don't think. I'll think I'll make it
round of bevel like so. Then all I'll do is I'll
grab both of these, and I'll just press I, and then right click
and bridge like so. There we go, now put
piece of rope on that. Now, the one thing is, I think probably need to
bring these three up. Yeah, just to make it a little bit stronger and now find that we can bring that
actual boon in. We've got it in, let's
just apply it so apply Cleat out of the
way now and there we go. All right. That's perfectly
in the right place. What we need to do now is probably bring this
part out a little bit. This part here, let's just pull it out
just a tad like so, and that then's going to
make it a little bit easier. When I pulled it out. I'm just making sure that I'm
not pulling that. I'm going to pull
it out like so. I'm thinking Should I
make some backs on here. I think that's going
to be the way to go. Before we finish,
I'm just going to press Shift A, bring in a que, and I'm just going to move
it over to this side, press the S b, press S and X, bring it out a little bit. Drop it into place. Can see it's a little bit
too far forward. I'm just going to
drop it into there. There you go. Press the tab. Can't bring it up to there, and then bring it up to
the top of the like so. Yeah, and I think
that's going to do it. Control left click right click, and then I'll just level
this part but in fact, I'll bring it out
a little bit more. I'll bevel in it, and
I'll grab this part, press control B. Like so. I think that's just going to
finish that off. All right. Finally, then I'll
just use this, right click Origin
three D cursor, add Mifier bring in a mirror. Yeah, and there we
go. That finishes it off really nicely. All right. On the next one
then, all we need to do now is basically
put in our rope. I think pretty much we
are done with that. All right, everyone. I hope you enjoyed that
except the bats. We need some bolts in.
I hope you enjoyed that and I'll see on the next
one. Thanks a lot. Bye bye.
107. Creating Functioning Details: Welcome back everyone a
blender on real engine becoming a dungeon props and this is where
we left it off. All right. So now let's bring in those wheels. Let's
do the wheels first. What we'll do is we'll
bring in a cylinder. We'll put this on 20 this time. We want it a little bit more
round than what we had it. Xin it round, press the born and then press
one, bring it up. I want two of these. The
one to be relatively small, something like that, you can
see the line up perfectly. That's the best
thing that we want. I'm going to bring it in now. Like so, and then we'll
bring them both out. If I come in now and
grab both of these. I'm just looking for the
size because I think there needs to be a bit wider
so S and y pull them out. Now press S, pull them
out, as you can see now, that's what we're looking
for, and then S and y, and pull them out,
and there we go. That's exactly what
we're looking for. Now, piece of rope
can go along these. Now, the one thing is, We need to just basically put
this one near enough. I I grab it, near enough, just going over the
top because it would be actually going over
the top like that. Then we're just going
to finish them off now. If I come to this
one and this one, press the button, press
and bring them out. You can see that coming
out really weird. That's because I've gone
both. Press, right, click drop them
back and then S and y and pull them out like so. Now we can actually come and
put in the sides of these. All I want to do now is
I'm going to press again. I'm going to press
to bring them in. S and bring them in, and then'm going to press again. And then E S and y, pull them out, like so. That's what we want.
Now, we just want to make the actual
parts that go down. The way to do that
is I'm actually going to press again and then S and y. Rewatch this if you're not
sure what I've actually done. Then all I'm going to
do is I'm going to grab the outside
of both of these. I'm going to press and
altern bring them out. So make sure offset even is on. And now, finally, we can finish these off by just bringing
this out a little bit. So S and y and bring them out. Now, you might be asking,
why is it so complex? I've messed that up actually. So let's just finish that first. So I'm going to press
S and y, like so. And the reason
it's so complex is because you want it to
look actually realistic. You want to look
like it's actually holding something in place
and doing an actual job, and you can see that
this part would normally go through and you'd be able to lower it and
pull it up based on this. Now, this actual blade, it would weigh a good 30 kilos, maybe something like that, so you need to make sure
that it's actually stable enough to just drop straight down to
do the business. Alright, so now we've got that. Let's come to the
underneath of it. And then what I'm going to do is I'm going to grab four
of them because I don't really want it a little dinky thing
coming down here. Once I've done all this work
to actually strengthen that. So I got to make sure that this is also going
to look pretty strong. So if I press and then just
pull them down, like so, into place like so, you can see that it probably
doesn't look strong enough. So we're just going
to press S and X and just pull them
out a little bit. So now it's looking
strong enough. Now it all depends on the
block, now on the knees. If I press shift A,
bring in a cube, and I'm just going to
bring that cube up, bring it over, bring it up, and then let's drop
the top of it down. You can see this is a big part. Now if I press S and
y, not like that, grab it, and y, pull it out, and then
just pull it this way. Now you can see that it's
looking pretty strong. Now if we actually
double up on this. If we come into these
and press control, left click right clip, same on this one, control
of left click right click. Maybe if I just bring these
down a little bit, like so, and then just join these up with bridge
edge bridge faces, right click, where is it? Bridge faces? There we go. Now it looks really strong like it's
actually going to work. Now what we can do is we
can just duplicate this. I'm going to grab this
one, going to press shift D, duplicate it. Over here, like so.
There we go. All right. Now we need our actual rope. Easily enough, we wrote we've
already worked with it, all we're going to do is we're
going to bring in a curve. We're going to scroll up if
you can't see at the top. But the one you
want is the path. You're going to
bring this in Make it smaller to start with something small that you
can actually work with. I'm going to put it
there just for now. I'm going to go to my geometry
nodes, new down arrow, bringing rope, and
then I'm going to go back to my modeling, this one here and I'm
going to press tab. Now, I want to make this
obviously a lot bigger, so the radius is going to be
probably roundabout there. Then going to sort
the twist out. I'm going to bring the
twist all the way down. So I'm going to work out, is that too thick that radius? Possibly. Possibly, it is. So let's first of
all, try though. If we press one, we're
going to be inside view, and now we can get the
perfect in tension on it. If I press, you can
see that I can bring that down now straight into
where I want it to go? You can see it's going
through the hole. Now I want to just drop it down so I can just keep
pulling it down now. So down to there, maybe. Then what I can do is I can grab both of these and just pull them out a little bit
into the center like so. Now I can do is on this side, pressing one again, making sure I've not moved them
to the side or anything. Pressing one again.
I now I want to drop this down a little
bit and then press. And then and then, then what I want to do now is, I want to bring this
to the back now. So I want to bring it down here. I want to make it look as
ough's got tension on. You can see if I
just moved that out, it made it look as thou
it's got tension on. Now I want to do is I
want to press because I can carry on now and bring it round to here on here, not quite like that ball, I can basically as I've
pulled it out a little bit. Hook it round something. So five come in now, and let's say, make
a hook around here. I'm going to pull it round, so I'm going to twist
it round like so, and then and now let's
turn it round like so. I'm just pressing
basically to get this look and there
we go. All right. Now I can I can pre grab
all of these with B, and just drag them into place, and you can see that looks
really, really nice. Now, is it too thick to rope? That's just something
that you're going to have to decide for yourself. Now the thing is, we also going to need something
to hold this. I'll actually make that now. So what I'll do
is, I'll press it. I'll bring in a mesh
and a cylinder. I'm going to make it
a little bit smaller, bring it out, grab
it, bring it out. I'm going to put it on here, something like that because I want this rope to actually
go through something. So I want it to go S, make it a little bit
smaller, S said, like so so I want it to I want it to be
maybe that's thickness. Now, let's bring it in. So
we're going to bring it in. I then what I want to do
is I want to bridge again, bridge then I want to
pull this out into place. I'm going to grab it
going all the way around to this point here. I'm going to press seven
to go over the top. Yeah, that's perfect. And, and then just put it into place. Now we can just
pull this out now. So if I've got this,
and just pull it out so it's going through that hole and that hole is actually holding it in place. Now finally, all we need is
one more part, shift a cube. Well, actually we
need two because we need something
on there as well, so we'll sort that in a minute. S and then and, and we're just going to slide this into
the center of here, like so, and then S and X, something like that,
that's going to work, and then just bring it out. Then we're going to press and then bring it down and like so, and then maybe just
a top on it as well. Look at as though it's actually
wrap around. All right. So now, the other
thing is I want to grab the bomb actually.
Press control B. Involve press control, you'll transform
drlick srogmGeometry, and now press Control B. Just round it off a little
bit. That looks bad. Now I will actually come in. We can't actually do that yet, but you can see
those ends there. I just need to make sure that they're going to be
done properly as well. We've got this now. We need
to just make an end on this. I'm thinking that we'll
come into this one. Shift S to selected. Let's bring in now
another cylinder. Shift, let's bring
in a cylinder. Let's spin this cd around. Y 90. Let's make it smaller. So and just get it
into the right place. S, bring it down to there, something like that, and then
they press S, bring it out. Then again, we'll bring it down, making sure that it's on there so it can
actually slide in may can see it's a little
bit wide at the moment. S then grab the
front and the back, and then press I to there, and then I and
bridge edge loops. Sorry, right click and bridge edge loops,
and there we go. All right. That's looking
good now one more cylinder. Shift S selected shift A, one more cylinder,
mesh cylinder. Let's press S, bring it in. This one then is just going
to fit on top of that and hopefully hopefully hide
that rope out of the way. If I drop it in to here, can see now that that
is going to look good. All right. I'm happy with that. I'm just not happy with
the height of this. I'm just going to bring it up. So you can see that
I need to just bring down like these
four on each side. I'll do that now. Bring
them down to there. Then I'm just making
sure that it's not. Well, it's you'll never
see there anyway, so I'm not going
to worry too much about that, bring down. Then all I'm going to do now is just delete that
face out the way. So delete faces so you've got no bending
or anything like that. Alright, so that's
pretty much it. Now, on the next lesson, then, all we need to do is do the
final finishing touches. I don't think we've got too
much more accept the bolts. But I think what we'll
do first is we'll get the materials in and all
that good stuff like that. And then finally, we
can put our bolts on, rename it, put it in RSM
Menager, and that's it. That's all of our actual
models done. All, everyone. So hope you enjoyed
that. I'll see you on the next one.
Thanks a lot. Bye bye.
108. Finishing the Last Dungeon Prop: Okay. Welcome back, everyone to Blender and engine becoming a dungeon prop artist, and this is where we
left off. All right. So now let's get in
all of our textures. First of all, though
before we do that, obviously, we've got to make sure that everything's
done correctly. I'm going to come
to my GO nodes. Just going to hover over it, press control a can't
do it that way, so I'll go to object,
convert to mesh, and there we go. All right. Now, I'm actually
going to decimate this down again because we know
that they will be quite high. Now, before I decimate it, probably better off
filling in these holes. I'll fill those in just
simply by grabbing them, pressing all t and
grabbing this one. Hoping a great te, and there we go, let's fill those in and they're done now. And then what I want to
do is, I just want to, I just want to now
come in and modify it, and we're going to
bring in a decimate. And we're going to bring it
down to 0.9. Let's try that. That's what we had
having before. So let's see that
actually works. And it still seems
a little bit high. So maybe I'm going
to put this on 0.1. What I'm going to do
then is apply it, so control because it makes it easy if you
break it up actually, and then we'll come
down decimate again. Then this time 0.1
let's try that. And you see how it's come down now and how easy that
is to actually do that. Now again, this might be, let's see if we
can put it on 0.3. How much difference
that's going to make, if any, and not really any
difference, I don't think. I'm going to go by 0.1,
a little tiny bit. Let's try 0.2. I'm going to go with
0.2. All right. Let's apply that control and that's that bit done
out of the way. Now, let's join all of this up. What I'm going to do? I'm
going to just grab it all. So, I'm going to go to
object, convert to mesh, and then I'm going
to press Control J, join it all together, and I'm going to right
click Shade Smooth. Also move on, like so. Then I'm going to do
is just beverly off. I'm going to go to add in valve, press Control A
first, right click. Sorry into geometry, add modify, bevel can see as leveled it off, as it leveled it enough off, I'm just looking over there and making sure that
I'm happy with it. The thing is, when
you join anything together with all these
different parts and things, sometimes it's a bit
hard to do that. Better off going to geometry, turn the clamp
overlap off and then see if you can bring it
down and actually get off. You can see if I bring that one, it's actually worked
and the problem, I think is is these bolts here. What I'm going to do
is instead of turning the clamp overlap on, I'm
going to turn that off, and I'm going to take these
away and you'll notice as soon as I take away
the right one, it will level them off. If I press P selection,
come back to this, you'll see it's still not done the fin it might be
something to do with these. I'm going to take all of
these off P selection. Still not work. Let's take
these off. P selection. Let's try seeing what
else it could be. Still got these on I
think. Not that was on. I'm going to minus it off. I'm going to press G and just look what else
I've got on there. I don't think there's
anything really that's going to stop me beveling it apart from maybe that
part in there, but. Let's press control
A now all transforms are click surgeons geometry. Let's try the bevel
now, and there you go. You could see it
just pop in there, just popped in much
betth where it did. The other thing of course is
now because I've done that, I can probably get away with actually doing my clamp overlap, send it down zero,
turn it up to one, and then put it on 0.3 0.5. Yeah. There you go. Perfect.
That's what I'm looking for. It's probably that
bit there, actually. I missed that bit.
It's probably is that. Anyway, let's press Control A. And then what we want
to do is I don't want to bevel any of
the other parts of. So what I'm going to do again, I'm going to join
it all together, Control J, and now it's ready
for the actual textures. Let's bring back our rope now. Double tap the A. Let's
put it on material. We really know what we're
doing at this point. So what we'll do is now, we'll just grab everything
and just throw it on there, it should be done very, very quickly. Let it load up. Longest part is
letting it load up now with all these
different materials on. There we go. Now, let's come to our rope.
We'll do that first. I'm just going to grab
one of these parts. I'm going to press In
fact, I'll grab them both. I'll do them both
at the same time. Smart UV project. Let's come in then and what
we'll do is we'll Well, actually, I think we'll grab
this and we'll grab this. And what we'll do is
press control L and we'll put it onto link materials, and then we'll grab
this and this and we'll do exactly the same thing
link materials like so. That's going to make it
a lot easier for us. All right. Let's come
to the rope then. With the rope, the
first one I want on is smart UV project, and then I'll grab
one of these with L, come down, and we're looking
for rope one click a sign. Come down to the
next one, rope two, click a sign tab. There we go. There's
a rope done. Let's hide that all the way. Let's come now to our
actual these parts here. These are simply all
going to be just metal. I'm going to press V project. I do click a sign. There we go. That's that part done. Now
let's work our way down. All of this wood, I can
just do pretty much well, I'll break it up actually. I'll do these will be dark wood, and then I'll have this will be dark wood and then I'll
have some light wood on here. The rest of
this will be dark. I'll do is I'll unwrap
all of these together, not this one because
it will make them much more the
same size of the wood. So Smart UV project, and then just put
it on dark wood. Now we just need to
turn them around. So if I go to where
is it UVs in A R 90, let's press dot to zoom in. Then we go, that's that wood. Now, let's hide those out of the way and we're
left with this. So now let's come in and grab
all of these, all of these. So, smart UV project, stylize wood, A 90,
spin them round. Let's hide those out of the way, and now we'll come
to this part here. This part and this part, we'll do the other
woods you can see if I just pull this out a little bit, we've
got the lighter one. Smart reproject A 90. Make them a little bit smaller
because yeah like that. That looks a lot better. And now let's come in and
hide that other the way. And then we're going to do
is the other metal parts. All of these, not this part, all of these, and this. I'm looking for the rest
of it and this and this, they're all going
to be a dark met. Smart reproject
dark click a sign. There we go. All right. That's that. Now, let's
come into these bolts. I'm thinking that these
bolts I'm going to be either the greeny
or the iron old. I'm thinking
probably the on old. Let's UV project and on old a sign, hide
them out of the way. Now, this part here
wants to be a weapon, so I'm going to click the
down arrow go to weapon. Weapon sine, and
Smart UV project. The reason I did that we've got that really beautiful
shine up there, so it looks really,
really nice. All right. That is, I think
everything done, but I'm thinking that I'm
going to just change these. I'm going to press
tag. I'm going to come into these parts because
they don't look right. Grab each phase, control plus
and just change them over to my dosin can see
the log tons bear. These ones are, they're going
to be the same as well. I'm going to do the
same thing on those. Control plus, and then
where are they do, a sign tab, and there
we go. All right. Finally, let's bring our
rope back and now we should be able to join
this and this together. Control J, double tap the A
and there you go really nice. Now, I'm just looking
around there. Now what we want to do
is just these bolts now, so I'm just going to press
just to finish it off. I'm going to press seven
to go over the top. And then I'm just going to find a place where these can go in. I think I don't need a bolt. I'm thinking probably better if I just put some bolts
in the floor, like so. Yeah, I think that's
just going to be better. If I press shift D, bring it to this end and then shift,
bring it to the middle. Then finally, just grab all three of these and then shift, bring them over to
the other side, like so and then grab them all and then just
join them to this, control Ju that looks perfect. All right. Now let's come on. Make a new we don't
need to make a new one. All we need to do is rename it. I'm just going to rename it to Guilin then I'm
going to drag this. Actually, it's already in there. That's good. Let's mark as asset and let's close those up. Close them all up. I'm
just going to move up and start closing
all of these up. We can pull this down as well, so it can actually
make it a little bit easier for us
as you can see, close everything up then. So so so okay let's
put this into place. So I'm thinking probably
it's quite a wide thing, so I'm thinking maybe
it can go there. I'm looking at the
whole thing now. It's it's quite packed now, so I'm thinking
probably better off. If I move this at the back, So. Just looking at
where it actually is. I'm going to press one
just to make sure you can see some parts here like this is not on
the ground plane. For instance, I'm just going
to pick it up a little bit. Now I want to do is I
just want to make sure everything's in as you can see that this is causing
a few problems. It's not quite in the
right place. This as well. I need to bring forward now so you can see Sins
come together. Then let's bring the flags
over the banners over to here. Then let's just swap them around and that then is going to make them look much better, like so. Let's have a look at that.
The and there you go. Perfect. That looks
really nice. All right. That's really cool
out the way we've got it because if we
take this angle, it's got a really nice
angle going down. Okay. So finally, then, just a few more checks
before we do everything. All we want to do is going to
come down face orientation, we'll grab this one, this one, and maybe this bed here, press tab, A to grab everything, shift, spin everything round. And see now we've got all of
those going the wrong way, all I need to do is
just grab all of these, press shift N, spin
them round, come down, turn the inside around, and now you've got a problem
with the actual rope. Sometimes this happens. L and L and L, press shift, spin them round, I think, like that. There we go. All right. Now I'm just looking. That's that. That
is everything done. All right. Now what
I'm going to do is I'm going to just grab all these. I'm going to put my
face orientation off. I'm going to drag them back
now and over to the side. What I want to do is, I want to make sure if I
press the dot one, where are all these parts. All these parts should
be in a certain plate. So if I press dot, they're all in these material,
as you can see. This, if I clip this off, Okay. He should hide everything
out the way, Richard does. Perfect. I don't want him to be seen and I don't want
him to be rendered either, so I'm just going to make sure
that's ticked off as well. That means that I'm going to
keep all the materials in this actual blend foil and I'm going to keep all of
these in there as well. Now, my little guy as well,
he can go over there. I can hide him out of the way, make sure he's not
rendered, and there we go. Now, finally, let's
just grab all of this press seven and
let's just put it into the center of our word
or roughly in the center because then it's
going to make it easy when we actually
come to render this out. Don't tap the eight
and there we go. Now, one more final look, let's just see what we've
actually achieved in all of these lessons.
Let it load up. Let's turn off our
floor and there we go. All of our actual
assets are done, ready to go into our game or whatever
we're actually building. Now the thing is because
we're looking from here now, we can see that we
can move a few of these round and we can get it actually looking
a little bit better. I can see here if
I grab this and this helmet and bring
it forward a little bit just to make it a little bit better here
you can see Okay. Make that look a little bit
better, and there we go. All right. I think
that's pretty much really good we've actually
got everything in. All right. Finally, then, let's
put it onto materials, and now all I want to
do is I want to come down and make sure
everything is in place now. The way we're going to do
that is we're going to go to our asset manager and
we're going to go to all. You can see that all is
everything basically. Now what I want to do
is I want to come. First of all, and just
grab all of my assets. Just the assets is what
we're going to grab. I'm going to go down, grab
it every single asset. Just try not to miss
any of your assets. Okay. So I'm just
control clicking, all of my assets,
not the material. I'm going to do the
material after. I'm going to drop
those in to my props. So you can see Treasure
P and the x. All right. Let's drop those into
the props like so. Now I'm going to
do is I'm going to go and do the materials. So I want all of the materials
so you can see up to here, and at least there's not as many materials as there are props. That's one good thing.
Go down, going down, skill going down down down, and then the three like so, and then drop those in. Now, one thing I
did forget to do. I'm just going to drop
those in materials is I did kind of forget to if I
actually grab all these, the problem is it
won't show up on here, so you can see, I'm probably going to have missed
some like so. You can see if I grab this one. It's not actually done. So mark as asset. I'm going to hide that the way. I'm going to check
each of these, hide them out of the way, check my gold, hide them
out of the way. Check my treasure chest, can see material plain. What material is that? I actually have no idea. I don't even think
that's even part of it. So come on, minus b. Yeah,
it's not. All right. So let's go down these. Going all the way down,
can see actually. We've done a good job on those
ones. They're all there. That's good. Check
in now the candles. I've got those. I don't
think so. Right click. Markert, flame, right click, Marks asset, does that the way. My torches should
have the fabric. They're all done. Let's look at the parchment. Marks asset. I'm not going to mark
the decals stamp. Mark as I set hide
those out of the way. The books, let's
say book covers, pages, they're all done. The water, water is done. The straw, I'm not going
to actually have that. I'm just going to go
down these quickly. You can see what I'm
doing. I'm just checking. You can see the red cloth is not done, all the
materials are there, so you can actually
use them in your own your own blend files and
things like that. The rote. Have we done the
rope? Nope. Mark as I Mark as I said. I'm
just going to go up. Go down, we go leather
straps, because I said. I think pretty much pretty much I've nearly got them
all now apart from that, that shield, they're all done. I don't think there's any more
actually. Let's press age. Let's come to all
and one more time. Let's bring in all of
these materials now. So just try and make sure that you're
not going to miss any. You can see there's a
lot more materials now, and then we'll be able
to use these in all of our other builds and
things like that. We can just drop
these straight in UVunwrap drop them straight
in then makes it really easy. All right. So now let's put them into materials. There we go. All of our materials, all of our props, as you can see, and there we go. Now, let's go to modeling. And basically, what
we're going to do then on the next lesson is, we're going to focus in
on taking our renders. And we're going to
focus on compositing. And then finally after that, we're actually
going to set these up ready to send through unreal. At that point, it's up to you
whether you want to finish the course or
whether you actually want to do the unreal part. It's completely
up to you. So you could have a blend file
saved out like this, or you might have the BlenFi saved ready to go
through unreal. Let's save it out then, and I'll see you on the
next and everyone. Thanks a lot. Bye bye.
109. Setting up Cameras & Clipping: Welcome back, everyone to
blend on Unreal Engine, becoming a dungeon pre artist, and this is where we left off. Now, the last things you
should do then is you should do just your final checks
and before we move on. So you should come up and
go to face orientation. Make sure everything is
the correct way round. Next of all, what I suggest
is just grab everything, press control all transforms, and just reset all of the
transforms to the geometry. And that then should make sure everything's reset as well. Now, don't worry about
that because we're actually going to reset them anyway when we come to
the Unreal engine part, but you might not
actually be doing that. All right. Let's turn off
the face orientation, and that's pretty much
everything now ready. You had to put on obviously or your decals and
things like that. Now we're going to do is, we're just going
to make sure that everything's in the right place so you can see
you've got candles. Let's just put
these up. I'm just going to make sure
they're all put up. You see, everything's
organized now. We already know that we've done our asset manager and
everything's in there. All right now what
I suggest you do is I suggest you
set up a camera. So what I'm going to do is,
I'm just going to press Shift A. I'm going to
bring in a camera. Now, the camera is going
to come right anywhere where the actual cursors and it's not going
to be lined up. So don't worry where the
camera is at the moment. What you're going to
do is you're going to line yourself up and have a look at what would
be a good render. Something like this probably
might make a good render. And then all I'm going to
do is I'm going to press control, lt and zero. And that then is going to
put the camera right to where I'm actually looking
in the actual viewport. Then what I'm going to do is I'm going to push my mouse up with the actual zoom board
till we get close to the edge. You can't go right to the edge, where you can come as close
as this, something like that. And finally, then
what I'm going to do is I'm going to go to view, and you've got one that
says camera two view. Now we can actually
move the camera out. And we can also
move it around so we can pan it in the
same kind of buttons. Now, if you want to
zoom in very slow, all you need to press
is control and shift, hold them, and then move the middle mouse
button up and you will be able to scroll in very slow. Just press the end button if this is actually in your way, and then you should be
able to get a really, really nice render light so. All right. Something
like that. All right. Now, once you've got
your perfect view, press the end button, turn off the camera to view, press the end button again, and now you can just
move it around. That camera will stay in
that place. All right. So the next thing that
we want to do is we want to put this on the
actual rendered mode, and just go through
some of the options. The first one we're going to cover is actually going to be blender cycles. And there we go. Now what I tend to do when I've got this in here, first of all, just make sure that
you're happy with your actual gradient
on the background, and then let's just
turn off the squares, and then you can see what kind of view
you're going to have. Now, I do recommend that you
bring in a plane for this. We'll quickly just do that now. I'm just going to
bring in a new plane. I'm going to put on back
here and put this on and then shift and
cursor to world origin, and then shift, let's
bring in a plane. The reason we're
bringing in a plane is because normally normally, We're not actually going
to get a lot of light bouncing off and things like that if we don't
bring in this plane. So that's why I normally
bring in a plane. Now, the other
thing is just make the plane rather large
or something like that. And then when you
take your image, the way to actually
get rid of it, so we don't see that is just to turn down the clipping
on the camera, which we'll discuss in a minute. The first thing that
we want to do is actually bring in a color
or something like that. So I'm just going to
bring in I'll call it Let's call it floor. That will make more sense. Then what we'll do
is we'll put it onto our render view once more. And now all we're going to do is just set up a basic floor. Now, you having
really nice texture to bring in here
to set this up on. I haven't got actually
one of those. What I'm going to do is, I'm
just going to see we had to set up a basic floor,
something like this. And what I tend to
do is then just turn up the roughness
or down the roughness. I think it's down
actually, let's see. Just to get a bit of
shine, let's turn it up. Yeah, I think it's
going to be down. There you go, you
can see we've got a lot more shine, a
lot more shadow on it. Maybe that's a
little bit too much. So let's just put it on. Let's say no 0.1,
something like that. Yeah, I think that's
going to be okay. Now, just bear in mind, the higher this roughness value is, the more reflections
and things like that is definitely the more render
time it's going to take. I think what I'm going to do is, I'm just going to make
these a little bit blurry. I'm going to put it on
0.3. Let's try that. That's maybe a little
bit too much 0.2. We just want it to
load up and be like, something like that,
and now you can see, that's going to be
a beautiful render when we actually
render this out. Now you can see my
viewport is really, really slowing down,
and to get rid of that, what you can actually do is
you can come over to where your cycles is and
you can see where it says, viewport maximum samples. What he's trying to do is
he's trying to render up to 1024 at the moment over the left hand
side as you can see. Now, we don't
actually want that. Let's put it on
something like five. And there you go.
It's renderings done. Every time now I turn
this, the rendering will be done after five samples. That's definitely going to
speed up your actual viewport. All right, turn that back to
1024 when you've finished. The next thing then
we want to do is we want to talk about
the maximum samples. This is the maximum
samples, 4,096. This is where it's set out at the moment and we've
got de noising on. Now, the moment denise
and what it does is, it waits until you
finish the render and then it will
start actually de noising all of those samples
that it's already taken. So what we want to do is
we want to turn this down. Let's say something like
1,000. Something like that. What that's going to do is it's going to reduce the amount of samples that we're taking for each one of these
little squares, which you'll understand actually when we start to render it. Now, the other thing is we've
got a noise threshold here. What this means is if
we set this to zero, it will go through the
maximum number of samples. If we leave this on 0.1, what it means is it only goes so far until it thinks it's okay and then it will actually start to denise
at the end of it. It won't go through samples at the full samples if we've
actually got this set to 0.1. Now, the thing is
if you really want to really crisp
high quality image, set this to zero and then
mess around with putting your samples up because
it's going to take much longer if you
do set this to zero. That's the idea of
the de noise in. The cycles x, by the way, we've got this on is
very fast anyway. All right. So the next
thing we want to discuss. We want to come
down, and I want to show you something
called color management. Now, if you come to
color management, you'll see at the moment
it's got filming on, you want to leave it on that,
and what you want to mess around is changing this to
something very high contrast. Now, what that does is it really brings out the saturation
of everything. You can see if I
come down and put in high contrast or
something like that, you can see just how much these colors are
actually coming out. Now, you might actually
like that look, so that's the one thing I would say that you might
want to change. Bear in mind that when
you do bring that in, you're going to
have to go in and actually change the
actual lighting. Now, the only
lighting we have got in here at the
moment, I think is, if I just put this
on material is going to be I'm
just zooming out, Oh, we have got a
directional light. So we've got a
directional light. So what I'll do
is I'll come back and I'll click on my
directional light. And what I'll do is I'll put this back on render view now, and I'm going to turn up the strength of the
directional light. So let's just turn that up
a little bit and see if we can get this to look
a little bit lighter. So if I put this on, let's say something like three, it's probably going
to be way too high, I'm imagining, but let's try. At the moment, what you can
see is we've got a lot of shadows and yet it's
still really dark. So let's put this on
three. And there you go. Now you can see, much, much brighter and you might
want it like that. Now, you can go the other way
instead of turning that up, let's turn that up
to let's say 1.5. Then what we'll do is we'll
go to our world instead and we'll turn up the
strength of our HDRI. Now, you'll see that there's
a complete difference. It's more like an
ambient lighting when you actually turn that up. So it takes a little
bit of time to lot up, but you can see now it's
more of an ambient lighting, not so much of a direct
sunshine lighting. You've got two ways you
can either brighten it up or you can brighten it
up with sun basically, which other way you actually
want to go with that. All right. So now we've
actually set that up. I think that's going to look
nice and now I want to do is I want to come back
to my blend of cycles. I want to go down now, and there's a few performance things that we can
actually change. Under performance, you will
see that you've got these. Use curves BVH. If you have brought that, it says it's optimized four curves. You uses more RM
to render faster. It's optimized the curves so you might want to actually
use that render faster. If you come down to
the second one though, it says, uses less RAM
but renders slower. You might actually
want to turn that off if you want renders to
be a little bit faster. At least I find
them a little bit faster I'm actually doing that. Now, the other thing is, we've
got our tying size here. Now, there's so many people that say you want this higher. There's so many
people that say you want this lower and
things like that. In my own experience, I found that if I'm
using my graphics card, I want my tiles to be smaller. So if I'm using
my graphics card, I want it on 64. If I'm using my CPU, I want to have it on 2048
or something like that. Okay. All right. So they're pretty much all of the options that you'll
actually need to go through. I don't think you're
really going to need any other options at this stage. Now what we're going
to do is we're actually going to
render this out. Before you actually
render it out though, just make sure that
you always put it onto wire frame
because if not, blender is trying
to render this out and it's also trying to
render the actual render out. You've got two renders actually going off
at the same time. Actually, I did
forget one thing. There's one other thing
that we need to cover. If we go to our camera, You will see if we come to
our camera options here, that we do have all of
these types of things. Now, you've got a
perspective and I presume that you know actually
everything about that. But if you open up this
but now you'll see, let me just find it if
I come to I think it's on my item I'm looking
for my actual clipping. Here it is my clipping. So you can see the clipping end is on 1,000 meters
at the moment. If you put this on something
like let's put it on one, for instance, we
can't see anything. The reason why I
can't see anything is because I said if I
bring this out now, you will see that now we
actually start to see something. You can actually clip off how far Blender is actually
seen into the distance. Maybe maybe you don't
want to see all of that. Maybe you want to bring
it back a little bit, so maybe only want
to going so far. So if I put it to there, I
press zero now on my camera. I'll just press zero to
go back to your camera. You can see now that's what it would have
actually clipped off. Actually, that's not
the clipping of that. Let's put that back on 1,000. That is the clipping
of my viewport. I want to come down
and clip my camera. There's my camera clipping. Now if I bring this
down, let's bring a 100 or something like so. Now let's drop that
down and we should. There we go. Now we can see
the camera actually clipping. This. Now, if we grab now
this and we make it bigger, so let's press S, pull it out. Let's put it on
material. I'm going to make it a little bit easier. Let mo make it a little
bit hard to myself. Press the S one and let's bring that now let's come back to our camera and
just change that clipping, bring it up, and there you go, now you can see, we're
basically covering all of that. That's basically what
we're looking for. All right. So now
what we'll do is while we'll move on
to the next lesson. Well, before I do that, I'm just going to put
it on why frame. And what I'm going to
do now is come over to my render button and
just play render image. So I'll let this
render out guys. And when I see you
on the next lesson, this should actually
be rendered. Alright, everyone, so I
hope you enjoyed that, and I'll see you
on the next one. Thanks, everyone. Bye bye.
110. Working with the Blender Compositor: Welcome back, everyone
to Blender and nary gone becoming a dungeon prop
artist, and here we go. So I actually press record before this actually
finished just to show you. The thing is, when I
first take a render, I make sure that the actual
samples are pretty low. We have a basic render, a mid render, and then
a high level render. And that's basically
how we do this. And the reason we do that is because we don't actually
want to render something out really high and then
find out it's not very good. So this you would
say, at least on my computer because it
isn't going to take long. You can see that
my time remaining up here is around a minute, so it's just going to
take one more minute and then it's actually
going to be finished. So Once it's finished, we'll go back then and
do a much higher render. We'll show you how
actually that works. Now, once I showed you that, what we'll do is then we'll
go and composite this. You'll understand how
to take a render, how to make it a much
higher level render, and we'll also look
at the time on here, and then we'll understand
how to do composite in. Finally, then we'll just move
on and I'll quickly show you how to render it
out in easy as well. You can see now it's
nearly finished. Now it's de noising
as you can see. So you can see it
took 2 minutes, 43 seconds to get our render. Now, what you can do
is now you can go to image and you can
save this image out. I recommend when you go to, you just always put it on
16 for the color depth, you turn the
compression all the way up to 100 and then you
just find somewhere. I'm just going to put
it into I'm going to put another one, so I'm
going to make a new one, and I'll just renders
and then I'll just double click it and
I'll call it to render one or something
like that. All right. Let's save image.
Now the thing is, you don't actually
have to save the image to use that in the compositing. The compositing will have this image available
for you anyway. Now I'm going to have to
retake this image probably. What I'll do is I'll go
to compositing first because if I start rendering
it out at high level, you will see that you'll only
get that in the composite, whichever you leave it at.
What do I mean by that? If I come now up to this button here that says compositing
and click that on. You'll see at the
moment, there's nothing actually in there, and that's not what we want. So what we're going to do
is we're just going to pull this over. Like so. We're going to use notes, and now you can see
here is our image, and you can see
it's already set up here as well. We don't
actually want that. What I want to do is I
want to change this view, and what I'm going to put
it on is image editor. Now I'm just going
to go to my images. I'll type in render and it should come up with
render result like so. I do this because then it's much easier to actually
see what I'm doing. The other thing as
well, is I don't actually want particularly
this down here. So I'm just going to come down, left click and
just pull it down. I'm also going to
do the same thing. I'm looking for that little
actual square there as you can see the little cross
and now bring that down, and now we can
actually composite it. So you can see at the moment,
this is what we've got. Now, the first thing
I want to bring in then is some lighting. So let's alter the
lighting a little bit. And we can do that with
something called GP curves. It's one of the
best things you can actually use in photoshop. Basically, this is pretty
much like photo shop. Now, if I come in
and bring this down, you can see it can make it
much darker, much lighter, really brighten it
up, and you can see we have a lot of
control over there. All right. So that's that one. Now, there are a lot
of things available. We're only going to cover
the very basics of here. I'm just going to go in
now to matual candles. You can see our candles there, and what we're going
to do is we're going to talk about bloom. Now the thing is in cycles, we don't actually
have any bloom, so we actually need to
create it ourselves. If I now pressure A and let's search for I
think it's dirt fog. No fog. Let's suffer
a look at bloom. Nope, it's not on the bloom. So what we'll do is
instead of that, we'll do shift A and we'll
come down to my filters, and the one I'm going to look for is glare, this one here. I'm going to drop that
in and straightaway, now you see that happens. Now the thing is, we don't particularly want it
on streaks on this one. So I'm going to click this down, I'm going to go to fog
low, and now you can see, we've actually got
some ambient sorry, some bloom actually
in our scene. Let's put this then on too high. And then all we need
to do now we can set the threshold if we turn this up and then turn
up the threshold. I think that turns it up. Let me just try that
one. Let's put it on 20. Yeah, I think I've turned the. Let's put that zero. Let's turn this down to not
0.5 or something like that, see if that actually
brings it out. There you go. The
lower we go on this. The more bloom we're
actually going to get, as you can see. Let's set it to something like
not 0.3. And there we go. Now, we've got a lot more
bloom in there as you can see. That's how you actually
if you turn this up, I think if you turn this up, it should gives more bloom. Now, if it's not
working too well, just put it onto low
and you will see now, if I turn this
down, there you go. Now you can see, we're actually getting more bloom and then just put this on medium or
something, and there we go. We can see we've got a
lot more bloom in there. That's one way of
actually bringing bloom. The next one we're
going to talk about is going to talk about how to actually create
a sharper image. What we're going to do is
going to pull this out. So you can see because I've actually brought in this level, it's actually put that
on the back of it. Just be careful and just be very gentle
with bringing that up, so you're not going to
end up with that kind of the reason that's
there, by the way, is because my clipping is just being probably a
little bit too low. Just bear that in man when you bring this up as you can see. Just be careful that you're not actually
bringing that out. All right. So now we're going
to talk about is sharpness. Now, the sharp used
to be its own option, I think, but now it's not. So if a press shift a
come to our filter. And I recommend playing around with all these things as well. They're really, really great and just putting it onto filter. So you'll see now
if I bring this in, I'm actually going
to drop that in. You'll see straightaway
that it softens it off. Let's go a little bit into this shield so we can see
what we're looking at. Now, if I turn this then
to diamond sharpen, you will see that that
actually happens. You can see probably a
little bit high on that. Let's turn it down
something like 0.5 and you can see
straightaway now, we have a much crisper image. All right, so there are a few of the options on the composite. Now we can also alter
the color tone of this. To do that, we go to
let's have a look to color and we're going to color balance,
brightness, contrast. You can see pretty
much you've got all of the things that you
would have in Photoshop. We've got our RGB which we used, but we've
got all of these. You've got one that
says color balance, and this is where you can
actually bring out the tones of the actual sequence I can bring it up very
very slightly like so. I can mess around with the
bottom tones as you can see, so I can put a nice blue
or something like that. Something like that,
and then we can mess around with these towns. Let's put it. Maybe Maybe
something like that, and let's also try and bring
that down a little bit. There we go something like that. You can see that
looks really nice. All right, then once
we've done that, we can go to image
and we can actually save out that image now
so we can save it out, and we'll just call
it render two. Again, I'm going to put
it on 16, and again, I'm going to put this saves
image, and there we go. Now, let's go and
actually open up those images so you can see
actually what we did there. When it actually
finishes saving. Remember, because I put
it on 16 color depth, it's going to take a
little bit longer. Okay, let's bring these over. This is my render two, and this is my render one, and you can just
see the difference. You can see on this side,
how much the brightness is, how much more crisper
everything is, and you can see already how much just the lighting looks just
so much better on this side. The blooms actually brought
out the candles a lot more, and you can just see it's
just a much nicer image. So you can see how powerful the actual compositing
actually is. Now what I'm going to do is
I'm going to close that down. I'm going to close this down. And then what we're going to
do on the next lesson is, we're going to go
back to our options, and I'm just going
to tell you how you can actually
get a better image. Now that you've
seen how your image turns out because that's the
first thing you want to do. You want to get a
low level image. Then you want to composite it to see what lin you can get, and then you want to do a mid level image with the compositor, which I'll show you in a minute. So I'm going to leave
this rendering once more. So what I'll do now
is I'll go back to modeling I'll come over
to my right hand side. Then what I'm going
to do is I'm going to put this on where are we? I think this is the
wrong one. Is it? You put shading samples. Where's my samples.
There's my samples. Now what I'm going to do
is I'm going to put this on let's say 3,000 samples. I'm still going to
leave this on 0.1. And then what I'm going
to do is once more, I'm going to go to my render
now and render image. Now, at the end of
this, you will see it denis is it and
then it will actually use all of that
composite information to actually bring in
all that lighting and everything like that
that you've already got. I'll click render image and
I'll see you on the next one every Thanks a lot. Mm.
111. Working with the Eevee Render Engine: Welcome back, everyone
to Blender and real engine becoming a
dungeon prop artist, and here we are actually
rendering it out. Now, you will see up
at the left hand side, that the last one took 2 minutes 43 seconds and this one is expected
to take 7 minutes. Now, I know it's not
going to be 7 minutes, but it's certainly
going to be longer than my 2 minutes 43. And the reason for
that is what I've done is I've actually
put the samples up. Now, Okay Those samples, what they do is, it actually takes more time to
render something out. Thereby, it's actually
creating more actual detail. The longer it's got to work
on each one of these squares, the more detail is actually
going to put in there. Now, before you end
up with a load of fireflies and a load of noise
actually in each of these, if you did low samples. But because now we've
got de noising on, it actually gets
rid of that noise, by soften it out and a load of all stuff that I'm
not going to go into, but actually it makes it a
much quicker render time. So now we've done
that, we've got a longer time because we
turned up our sample. If I stop this now, all you need to do is just press escape, and then we'll stop it,
it will denoise it, and then it'll bring
that lightening on top of that, and there we go. Now, let's close that down. Now if let's say that's a mid level render you come
over to the right hand side, we'll keep it on 3,000, but we'll put this on two zero. What that means is now there
is no noise threshold. It's basically going to
render each of these out to 3,000 and
then at the end, it's going to denoise it just to clean it
up a little bit, but you will get a much
much better render. If I go now to render image, You'll see it takes a little
bit more time to actually think about it and now you'll see that
it's rendering out. But you can see just
how slow it is. You can see that time remaining is really going to
start ramping up now because of the
fact that it's got a lot of these squares
to get to 3,000. The higher that you turn
these samples up now, the longer it's going to take. Once it's finished then it will denoise everything and you're going to get a really
nice crisp image. So that's that done. Let's suppress escape. I'm not going to actually
run that till the end, because at the end,
it will denoise it, and then what it'll do
is it'll actually bring in that lighting that we've
done from the compone. All right, so that's
that part done. Now, let's go over to our EV. And the EV, if I
put this on now, you will notice that we do or
should have a few problem. So let's put it onto EV. So the first problem we're
going to see is that we've got our actual decals
actually showing through. We need to actually
sort those out. The second part of the thing you're going
to notice though, is straightaway
that we've actually got ambient occlusion in here. That is really nice because
what it means is you can actually set this up
to be darker or lower. Now the thing is the Christmas of EV is not going
to be the same as cycles because EV is basically a real time renderer
whereas cycles isn't, it's actually like a cast
or something like that, and it actually goes for detail, whereas this is more like
renge or something like that. Now, you can see though
that the options that we do have in EV
are really really nice, as well, we have the bloom. You can see as soon as
I turn up the bloom, you can see what
happens to the candles. Then what we can do
is we can really ramp up that bloom a little bit, let's bring it up a little bit. I'm just going to mess
around with a few of these because I'm
not sure there we are. There's the one that's
turning it up as you can see. We can also turn up
the intensity then of these candles and you can see just what a nice
effect we actually get. Now, the other thing with EV is, it's much much quicker than then they're
rendering in cycles. If I put this again on the wi frame and then
come to render now, render image, you'll see, there you go straight away. You will see as well that the
composite in also came in. Now, you can see that these
decals are showing through, same as these on here, and we naturally
need to fix that. So I'm going to
show you now how to fix part you can see that it just gives an
entirely different view to whatever you're rendering. I normally use this as
a quick render just to see what all of the parts look like
and things like that. I'm not going to do a
final render with EV. But what I do know
is that pretty much what I'm seeing here is what it's
going to look like, in real engine before actually, I mess around with how much metallic we have on these gold coins and things like that. So let's close that down now, and let's actually fix
these actual parts. You can see now the best
thing is Acme and view this in real time because
it is the EV render engine. Now, how do we actually
fix the details? Let's come to this straw first. So what you need
to do is you need to come over to your material. You need to make
sure that you're on the straw, for instance, and then what you need to
do is you need to come down and you will have one
that says settings. This one that says
settings here, this is going to
have the blend mode. Now, the blend mode we want
this on is Alpha clip, and now you'll see that
that actually disappears. If I press double tap the eight, you can see now down nice
that actually looks. Now the thing is, we have
got shadow mode on opaque, you can as well have this on Alpha clip as well, and
what that means is, it's basically going
to it's going to be a bit costlier as terms
of rendering time. But what it's going
to do is it's going to change it from
that block because even knows that this is obviously a plane and it's
going to change it then. So we've actually got
that really nice detail. If I put this again on opaque, you'll see now those
actual what they call it? There was planes that we
use with these on them, and you know that
they're round because we actually subdivide
those as well. Again, if I put this
on opaque, Okay. Nope sorry, Alpha
clip. There we go. Now you can see what
they look like. Now let's come into this one and we're going to
do the same thing. Blend mode will be on Alpha
clip. We'll grab this one. I'll just make sure
I'm on the right one, fabric cloth red.
I don't want that. I want to be on the cross sorts, and then I'm just
going to come down, blend mode, put it onto
Alpha clip, and there we go. Now, is there any
others that I need? Yes, there is. There's
a lot of them. Let's come to this blood. Again, where is it, this is the blood two. I'm looking if I've actually got a shader on this
one. There we go. Blend mode Alpha clip. There we go. Let's
see if this one. I'm just seeing if
actually if that's worked. Blend mode is alpha
clip. Let's have a look. I might have got that
the wrong way round. I'm just going to
test it on this one. I'll look at my other blood, blend mode, Alpha clip. That's disappeared. Let's
try Alpha hash. There we go. Alphah that's the one
for the decals then. Alpha hashed and there we go. Let's come finally then to our actual helmet
and we're going to put this on blend mode, Alpha clip, and also the
shadow mode on p Alpha clip. There we go. Double tap the and there is
our helm as well. Now you can also see that
because I forgot one here, because we're
actually in V as well that we do have some issues
with the actual colors. It just brings them
out so much brighter, so just be aware that palips on. Is that right? No.
Let's try alpha hash. There we go. All right. You can see that because
we've done that, it just brings out
the color somewhat. You can see now that
this is looking a little bit pink
instead of our red, and that's not really
something we want. We would go in and actually fix the colors on
there. All right. Now you can see that
the way then to actually render out an EV is going to be pretty
much the same way. These are your samples. 64 is fail low. Let's say I put this up
to 500 samples like so, and then I'm going to
hit the render button. First of all, though, I'm
going to make sure wire frame come to render and render image. You'll see that even though
it's at 500 samples, it's going to be relatively
quick as you can see. You can also see
what happened is. It rendered it out and then straightaway what it did was it brought all
that composite in in that we did as well. You can see though the colors are not quite right in this. So make sure as I say, if you use an EV, you sort
out your colors before. Now, one thing I do
want to show you is if I put this up let's
say to 3,000, bearing in mind that the render from what's it from cycles took 3 minutes with de noising and it was going to be I
think 15 minutes without it, something like that. So if I go now to
render image on 3,000, let's just see how long
this is going to take. Shouldn't take too
long, actually, even though it's on 3,000. I reckon something we're
nearly done already. A minute, something like that, depending on what machine
specifications you're running. Let's actually let
this render out. As you can see now, it
actually rendered, I think, and I think what he's doing
now is actually working on the composite some reason actually, it didn't
actually work. So let's do it again. So
render image. There we go. Image is rendered now. So And there's our image. So you can see that looks
really, really nice. You can see it's
quite high quality actually for that
quick amount of time. That is why you might
want to use either. You can see as well, I miss
these and these on here. I'd have to go in and fix
all those. All right. So that's pretty much
it for that part of it. The next thing then is
we've discussed renders. We've discussed compositing. The last thing we want to
discuss is just to show you how to set up
a quick turntable. So we'll discuss that
on the next lesson. All right, everyone, so
I hope you enjoyed that, and I'll see on the next
one. Thanks a lot. Bye bye.
112. How to Present our Work with a Turntable: Welcome back to everyone to
Blender and Unreal Engine, becoming agon prop artist. Now, you can't be a
Dungeon prop artist if you can't show off
your weight properly, so I've decided to include
this in the actual course. It's really good, I
think I'm including this because it's not something that a lot of people want to do. It might be just a few people out there that want to do it, but still it's very
important. All right. So the first thing you
want to do is you want to bring in a actual circle. Shift A. Make sure it's a
circle on the curve as well. So go up and there you go, you circle then all
you're going to do is you're going to
drag this circle out. Now, the reason we're
going to do that is we're going to
use this circle to actually go around
our actual assets with. So what I'm going to do now is I'm going to grab my camera. I'm going to grab my circle. I'm going to press Control P, and you're going to
click flow path. So it's Control P, follow path. Now, you will see that my camera is all
the way over here, so you can see we've got a
line there going over there. Now, what we want to do
is we want to grab Sorry, our circle, we want to press tab and you want to come to
wherever this line is going. Press Shift S, curse
to selected, tab, come back to your
camera, Shift S, and selection to curse that then is going to
put the camera there. Now, we do have another
problem in that our camera is
looking at nothing. Let's worry about that
in a minute though. The first thing you're
going to note is if if I press space bar now, that the camera
is zooming round, and it's zooming around,
and then it should cut off, but it's not going
to, there you go. You just cut off
there. All right. And you can see how fast that
camera is moving around. That's not ideal. Let's go to our layout and lop
what's going on. I'm just going to put
this because we're in v, so let's put it onto
real time rendering. What I'm going to
do is I'm going to show you why that's happening. At the moment, we have
this on 250 frames. Now, if I come to my Actually, let's hide this out the way. Let's come then to our circle. Come over to the
right hand side. You will see you've got
something called path animation. You probably didn't
notice that before, but now you will
every time you do it. Open this up and you'll
see the amount of frames that this is
based over is 100. We want to set this to
be the same amount of frames as how many frames
we have in our scene. 250. Let's put this on 250. Now when I press space bar, you'll see this camera
moves much more slower. And it's zooming round and
it will end where it begins. As soon as it gets to two
50, it will just carry on. So there you are two 50,
and it just carries on. Now, we just need to make sure that even if
we set this to 100, we make sure that we set this to 100 and then what that's
going to mean is that we have the same amount of time as the camera takes
to go round for our frame. In other words, you
can do actually a looping kind turntable
or something like that. Now, the next problem we have
is if I go to my camera, press space bar, you can see
I'm not seeing anything, so that's not what
we actually want. What we do to fix that is we're basically going to use again,
the center of the world. I'm going to press Shift A,
I'm going to bring in empty. So let's bring in an empty. I'm hoping the empties appeared over there, so
don't want it over there. Shift de kiss the world origin. Shift, let's bring in
an empty, not a plane. I will get there. Shift, empty, plane axis, and there we go. Now we want to do is want
to come back to our camera. And we want to go to
one of our options, which is this here
and you'll see if you over over constraints, and you want to just
basically constraint this camera to
this actual empty. So if I come in now,
come to constraints, I want to track two. I want to track to this empty. So all I'm going to do I'm going to zoom in a little
bit, find me empty. I'm going to come over
then and the target is going to be if you
hover over, it says, object empty, click that on, and now if I press zero, you'll see my camera is
looking straight at it. Now, if I press space bar, this is the actual
view you're going to get. That's really nice. Now the thing is, when I
start so on zero frame, It's going to start on here
and I don't really want that. That's not something
I want, first of all, I might want it to start
over here, for instance. How do I fix that well. Instead of moving the camera, you don't want to move
the camera anymore now. What you want to do is
move everything else. In other words, you want to move the empty and you want to move things like your circle
and things like that. You move everything together. What I'm going to do is I'm
going to move now my circle. As I move my circle, you'll see my camera
moves as well, and that it actually still
tracks to this empty. Now if I press zero and
now I press art and Z I can actually move it around to where
I want it to start. Let's say I want it
to start over here. Now, we have got
another problem. First of all, the camera
is not far enough in. What I'm going to
do to fix that is I'm going to press the S boton. That's actually then
bringing in the circle, so you can see I'm
bringing in the circle. Now, the other thing is, I can't see what I'm
looking at at the moment. If I bring my circle up though, There we go. We can now actually have a
really, really nice view. Also, we can bring up our empty. So if you bring up your empty, you can get it more in frame,
so the middle of the frame. Now if you press space bar, you will see that we've got a beautiful view going around
perfectly in the center. You might want to take each of these actual parts and have a turntable or
something like that. And going. Now the thing is, we want to render this out. Now, bearing in mind, the
more actual frames you have, the longer it's going to take. And if you're talking about
10 minutes for each frame, you can imagine
that times that by 250, that's a lot of frames. The way around that
is to normally do a lower render when you're
doing things like this. For instance, if I came
now and I put this onto, let's say 100 Then what I want to do is now I want to actually render each
one of these out. I'm going to do is
I'm going to come to this little light
printer sign here. What I want to do now is
I can see my frame range. So this is basically the
animation is going to go 1-250 because that's one of
great set out down here. You can make it less or start sooner or
something like that. Then what you want to do
is you want to come down and you want to put
this Leave this actually on eight and 15
when you're doing actually a turntable because it's just going to up the time
that much more, and then all you
want to do is set this to wherever you want it. Basically, we'll go to our
renders and I'm going to say in here and I'm going to
call it turntable one. I'm not going to actually
render many of these out. I'm just going to show you
so you're now to work it. Turntable click accept. Now instead of going up
and clicking the render, what you want to do is you
want to click animation. What you'll see now
is for zoom in, it's going up the frames
now as you can see. So frame one, s two, and you can see this actually
turning in real time. Now, again, stop this,
just press escape, and then close that down. And then what we'll
do now is I'll just show you in my renders now, I've got all of
these turntables. Now, what you need
to do then is, you need to drag these in
to a piece of software, which is going to
combine them all, and then you lend up with
your actual turntable. Of course, you can actually do the turntable with
cycles render. It's just going to take much, much longer. There
we go, everyone. That's pretty much
everything covered as regards to how to render things
out and things like that. Now, one thing before we
actually finish them is, I just want to show you on
that deleted those you can actually come up here and change the size of
the resolution. Now, bear in mind that 1920
by ten 80 is quite small. If you want to square
image, for instance, 2048 by 2048, you'll see then that you do have to mess around with
the camera again. Also, just remember,
it's going to take a lot longer
to render those out because you like
probably adding 30% extra size onto that. So just bear that in mind. One last thing I want to
talk about as well is if you come to your camera,
so let's just put that up. I'm going to come all the
way down to my camera. I'm just going to click
on there, find my camera. Let's say you want to do
a straight down image. You want this
perfectly straight. I'm just going to get
rid of my circle now. I'm going to then
come in and get rid of this empty and then
going to go to my camera, and I'm going to
just set it back up. I'm going to do is, I'm
just going to put this on camera to view, and I'm just going to
set it up like so. Now the thing is, if I want
a straight view on this, I'm not actually going to get as you can see, it's
very hard to get. But if you come over
to your camera option, so if you click on my camera, come to my camera options, I can change the perspective
to alto graphic. And now you'll see that's more or less a straight
on view of something. You can see I just need
to line it up like so. So I don't forget
you've also got that. So I've discussed clip in. We've discussed different types of views and things like that, and basically I'm just
going to put it on there, And then we've
discussed turntables, we've discussed renders, and
we've discussed composites. So that's pretty much everything
you're really going to need to actually work
with. The one thing. The one thing that
you might want to do finally is you might want to have a
transparent background. You might want to add those in post production or
something like that. To do that, all you want
to do is just want to come over the right
hand side and on B, you're going to have
one that says film, and you're just going to
turn that onto transparent. You'll notice now, even though I have HDRI
in the background, it will actually get
rid of all that, which makes it really
easy at bring in photo shop because you already have a transparent background. You can also do the
same on cycles. I come down to cycles
when this loads up, you'll also see Okay. Just let it load up that it
actually does the same thing. If you want to turn
it off on cycles, it's exactly the same thing,
transparency, like so. All right, everyone. That brings us to the end of that part. On the next part, what we're going to do is we're
going to be setting everything up ready to
use in real engine. This is it for the whole course, if you don't want to
go into real engine. I really hope you enjoyed what we actually
learned on the course. I hope you end up with
some fantastic models that you can use in
your own you know, productions or even
your own dungeon that you might have created
or something like that, or your castle that you
might have created. So thanks a lot of everyone. If you realize the course, then leave us a review down below, and until next time,
happy modeling, and I'll see you on the
next one. Thanks a lot. Bye bye.
113. Lean how to set up Blend files Ready for UE5: Welcome back to everyone
to Blender and on your engine becoming a
dungeon prop artist, and this is where we left off. Now, let's get rid
of the few things. First of all, let's come
and get rid of our camera. We're not going to need
that. Second of all, we're really not
going to need this in anything other
than object mode. So there's object mode. And then next of all, what we're going to do is we're
just going to tend that off so I can actually see everything that
I've gone here. I'm actually going
to pull this down. Because this is the one, I'm going to need more than
anything right now. I'm just going to move those all up just so I can work with
them a little bit better. The open up because
actually once you grab everything, it
just opens them up. I find that quite annoying, but that's the way it works. Let's close them all up. We've actually got
a plane as well. If I turn a plane on, you can see this is my ground plane. We don't actually
need that. We're not going to send that
through to real, so there's no point
in having that. The other thing is
now at this point, if you will see that we've actually got materials in
here and things like that. Now, what I would
do personally is I would simply save this
out now, save it out. And then what you're
going to do is you're going to do another save. Saves I'm going to actually call this once it loads up, it's
taking its time. I'm going to call this.
You can see dungeon props. I'm going to call this
dungeon props, unreal. Set up, something like that, and then presenter and saves. Now you'll see that this
has changed and you can see the top of it now
is unreal setup. I just want to blend
files because I don't actually want to have all of the things like all of these in there,
things like that. What I'm going to do now is
I don't need anything in here except the assets
that I'm going to use. I'm just going to come
in and go to elite. All right, that's
pretty much it. So now we've actually deleted
all of those materials. So actually, we've not
deleted all of them. Are they deleted lets? Yes, there's nothing
actually in there. So what I'm going to
do is, I'm just going to right click and I'm going to come down and delete
that out of the way. All right, so that's all done. Now, we've got just
everything that we need. I'm just making sure we've got camera and
lightning in here. I'm going to actually delete
that out of the way as well. So come down and delete. I'm also going to delete this the human that don't actually
need him in anymore. So now we've basically
got everything. We need. Now what I'm going to do is I'm going to grab all of these, and I'm just going to move them over to
the right hand side. Let's work now one by one. We've got our bowl or jog
and things like that. What I'm going to do is I'm
going to grab all of those. I'm going to move them over two here, I'm going to press one. I'm just going to make
sure, first of all, that they're all above, as you can see, above
the ground plane. Then I'm going to do I'm going
to move them to the side. Now I want to set all of
these down to the center. In other words,
it's a bit tricky. What you need to do is well we know they've all
been set to the center. Then what you need
to do is you need to grab them all, let's say, And then what we're going to
do is going to press Shift S and then selection two cursor. And that then's
going to move more, but we don't actually
want to do that. We want to move them independently.
So let's see if that. Yeah, there we go.
Click the offset off, and now what we can do
is we can pull them all onto the ground plane. So now I can just grab them. Hold them all down.
I'm just making sure that they're all on
top of that ground plane. Which is a little bit tricky to do when we've got
so many of them, but that's what we need to do. We can see we've
got one down there. Just going to pick
it up like so. Then what I'm going to do is, I'm just going to hide that one. Come to this one, grab this one, hide it and just hide
them out of the way, and now you can see that we
can bring them all down, so you can see it like
the spoon and this, I might as well join those
together, so Control J. Then one going to do,
I'm going to press TH, grab them all again and I'm going to press B
and then I'm going to press right click Set Oigin
23d cursor There we go now, they are ready actually
for real engines. Now I can just close that up. Hide that away and now come
to that table and chairs, and I'm just going to do
exactly the same thing. I'm going to grab
them all, like so. I'm going to just move
them over to the left, and then I'm going to press
Shift S selections cursor. Make sure the offset is on, and then what I'll do is
place them all in the center. Then what you can do is
just lift them all up. The first one I'm going to
lift up is this one here. I'm going to then
grab it with H, and then going to grab this
one and just pull it down. Basically the reason
we're doing this is when loop brings these in to
real engine or when you do, you basically want them to be in the center
of the w like so. All right. So now
you want to do is press OH, bring them all back. Grab them all, make sure to grab right click origin 23d cursor. There we go. That's
the second lot. Now, you will
notice as well that I'm actually keeping
these in the center and just hide them
out the way because this is basically the quickest
way you're going to find. Hide those out the
way now, there we go. I'm working down these and this is another reason
why we're pumping collections because of the fact it just makes it so much easier. What you can do is you
don't even need to move over there now.
You can just open it. Grab them all like so, and then just shift S
selection, two cursor, and then just turn
this off like so and then lift them all up and
then work on them one time. You can just see how
quick this actually is. Let's grab this one here. Bring it up, hide it out of
the way, bring this one here, hide it out of the way,
bring the diamond in, hide it out of the
way. Little hide. Hide. Then finally,
bring this one, we've got one more left
hide. Bring it down. Al tate now, bring everything
back, grab everything, and then right click Set origin, two, three D cursor, hide
them out of the way. Now let's do our actual books. So we're going to
go to our books, which are all of these here
so you can see them all here. Let's click on them. Open this collection.
Let's grab them all. And then what we're going
to do is press Shift S. Selection cursor because
my cursor is over there. Press the dot board and now
you can see that they're all, not in the actual center. Again, all we need to do
then is press Shift cursor, selection to cursor, and then
just turn the offset off, and then is just going to
put them all in the middle. That doesn't seem to
work. I'm going to do is, I'm just going to
grab these first, and then what I'm
going to do is shift, selections cursor, and then I'm just going to keep offset. There we go. Next
work. Again, shift S, selections cursor, keep offset and see if it's that
bot and there we go. Now, let's press one,
let's grab them all. Then all I'm going to do
is just pull them like so. I'm going to grab this one, hide it out of the way,
grab the next one, pull it down, hide, hide and just keep pulling down. You can see it's really,
really a quick technique just to bring them down
like so. I've got one. Yeah, we'll bring
this one down first, then bring that one down, and then ltate bring everything back now and
then B to grab everything, and then all you're going to
do is right plate set origin to three D cursor.
That's those done. Now we can just put that add them out the way,
grab the next ones. I'm not even going to
go over there again. I'm just going to press
Shift S, selections cursor, and then I'm going to just
going to see if we're going to do is offset and there
we go, pull them all. So grab barrel, H and then
just bring these down. It's exactly just this
rinse and repeat. L so then lg. B, make sure you've grabbed
everything right origin, three D cursor, and
that's all of those done. Let's hide them out of the way. Let's just grab them with B,
hide them out of the way. Now, let's come and put that up. I'm going to hide that and
I'm going to grab these now. And what I'm going
to do this time is, I'm going to press shift
S selections cursor. And there we go. Actually put them all in with the offset, so we don't
need to worry about that. So now what I'm going
to do is actually didn't know about
that point till now, so I'm going to come hide those out of the way.
Let's hide this one. Let's bring this one down. Like so hide it out of the way. And finally, this one.
Hide it out of the way. Let's press al tag. The
reason I'm doing them, by the way, like this is just to make sure
that I get them all. Right click Set
origin, two, three, the cursor, and then just c, put them all, hide
them out of the way. All right, my
scrolls, but you can see how quickly we
can actually do this, ship selections
cursor, pull them all. Again, we're going to
come to this scroll. Hide it, bring this one, bring it down,
hide it, this one. Bring it down, hide
it and finally, this one, bring it down and
tate, bring everything back. And then all we need to do is right click the
origin three Dcursor, put it up and then hide them. What we'll do then
is on the next lesson is, we'll carry on. And basically as soon as
we've finished all these, then it's going to be handed
over to loop and then we can actually start discussing how we get those into real engines. Pretty much finished
with this now. I'm just going to save it out, and then I'll see
you on the next one, everyone. Thanks a lot. Bye bye.
114. Final Blender Lesson & Finalizing our Project: Welcome back everyone
to Blender and real engine becoming a
dungeon prop artist. Now, let's come to our cage. I'm just going to grab our cage. Now, this one is
a bit different. You're going to press
Shift S, selection cursor. Just bring it in. And what you want to do this
time is you want to set this wherever this part
is going to be set. You basically want
this, bring it down, this to be in the sense
when he brings this in, he's going to bring it in to where this ones to
be near the wall. Now what I'm going to do is
I'm going to press right click and set origin
three D cursor, and then I'm just going to put that up and hide
it out of the way. Now, the bookcases, they're going to be the same
as the other one. Shift S, selections
cursor keep offset. Let's bring them up then, so I'm going to
bring that one up first and then bring
this one down, and then just grab
them both right click, origin to three D cursor. That's those done. Let's
close that one up now. Let's come to our banners. Again, the banners, they're going to be a little
bit different. Shift S, selections cursor. What I'm going to do is
this time is the bottom, where the floor is is going to be where this
actually goes across. So make sure you set
them up like that. Like that, grab them both, and then right click to
origin to three D cursor. Just want to check
to make sure that my bookcases are set
to three D cursor, which they are so let's
hide those. All right. My stocks, let's
move them over and press selections
cursor, bring them all. Like, bring this one down, grab them both, right
click the origin, three D cursor. Hide
them out of the way. Torches. Now, the
torches are going to be similar to the actual banners. I'm just going to bring them halfway point,
something like that. Right click the origin
two, three D cursor. Let's hide them out of the way, and then we've got
the straw bed, shift Let's bring it up. You can see here
that it's not in the middle and I want
it in the middle. I'm just going to move that it's because
they've got a pillow. It's not perfectly straight
or anything like that. I'm thinking that it
should go in like that or it might be like the banners
where the top of it goes. I'm just going to pull it down, actually, something like that, and then right click set
origins three D curse. I'm going to give it like that. Luke might want to change that, but I'll leave that with
him up to him there. All right. Now we've got the
candles. The same thing. Let's press shift,
selections curse to keep offset and let's bring
up this bottom one first. Let's hide it out of the way, and then we can bring
down all of the others. And then just pressing H jaws
to hide them out the way. Finally, I think this one is
the last one. Yes, it is. The B, grab everything, and then right click
gthree D cursor. You can just see now
because we've got a really, really good technique
going, just how fast all of this is. Shift S, selections cursor. Let's bring them up then, so this is going to go there. The shield then is
going to go just there, and then the helm is going
to go round a about there. B to grab everything,
right click, ag two, three D cursor. Pide out the way. Finally, the last
one, guiltine and the Shift S, bring them up. You can see this is a bit out. So this guillotine is a bit out. So let's come to the
guillotine, first of all. Press Control transforms, right click the
origin to geometry, and you can see it's
putting it up there. I don't really want
that. I'm going to do is I'm going to pull
it more in the center. Then what I'm going to do is
I'm going to grab this one. Now, this one is okay. I'm
just going to grab them both. I'm going to press shift.
Sorry, right click Set origin to three
D cursor. All right. That's pretty much
everything done. Now, let's press tag,
bring everything back. I think we'll just have to come down, click them all on line. And you should end up
with a bit of a mess and everything in the center of the w. Let's go to
file, save it out. That then brings us
to the final part of the actual blender part of the course and it's
fully settled, should be fully set up for real engine. All
right, everyone. I hope you really enjoyed that. If you did, please drop some comments and leave a
review or something like that, just to let other
people know how comprehensive and how good
this actual course is, and I'll see on the next one, as always, happy
modeling everyone. Thanks a lot. Bye bye.
115. Exporting Assets as an FBX file: Hello, and welcome everyone
to Blender and Unreal Engine, become a Dungeon prop artist. My name is Luke, and I will
be showing you how to set all of your created
dungeon props within Unreal Engine pipe. Now, before doing this, I'm just going to let
you know that, yes, there is a blender Turn
real Engine pipe plug in that allows you to send assets
directly onto game engine. It is literally called Send To Unreal Blender addon and it will allow you to
just send all of your textured assets
directly onto the project. But today, I will show
you how to set up all of your materials from scratch and how to manually adjust
all of its textures. It's a bit of a longer
process, but in the end, you will have a greater control over your assets within
on real engine five. So yeah, without further
ado. Let's get started. So to start off, we got ourselves a real
nice set up already. We got all of the origin
points already set up, and it's really important
because real engine takes the world origin of each one of those props and sets
them as origin points. So we've got to make sure that all of them are set properly, and all of the props are
already looking quite nice, except maybe if we were
to click on a cage and click Shift and He just to hide everything except
for the selected option. We're going to see that this
cage is set in the middle. And instead of what we want is we want to make sure that this is set to the side of
our placement area. For example, right now, because we have the origin point to be right in the middle, when we're going to be dragging
it into our world within unreal engine's going to be placing it in a
really weird way. Instead of what we want is we want to make sure that we are attaching it to the side of a wall using this
pole over here. What I'm going to do is
I'm going to select this, I'm going to click G x, and I'm just going to move
it to the side like so. This way, we're going
to have it right to the side of our origin point. Actually, I think I'm
just going to click G and D and just going to
raise it up like so. So we'd have it at the very
corner of it like this. And I think that's
going to give us a much better result for
when we're placing our acid. Now we can click Alt and
H to unhide everything. And I think I'd like to
check the bed as well, since I know that's also going to be attached
to the wall. I'm going to select the bed. I'm going to click Shift and H, and I'm just going to
get these points off the side of the wall placed
to the world origin point. So I'm just going to
have this bed selected. And I think I'm just
going to click one or actually going to click
free to go to the side view. Go to click G and y, and I'm just going to move this to the very side, like so. And we can either move it
down a little bit like so, but it doesn't actually
matter as much because we're just placing it at the very side of the wall. So we have a lot
of control on how high or how low we want to
place this type of a bed. So now we can click and
H, John hide everything. We can check how the
rest of the assets look. And I think we can also select the batters that are
placed at the very bottom. So I'm just going to
actually just click and hold and drag at
the very bottom so click AldH and have both of them selected since they're kind
of similar of an asset. I'm just going to show it as is going to hit escape
to cancel by move. Option, and I'm just going
to have both of them selected hit one or
three for this matter, and I'm going to click G, y, and move it to
the side like so. That's all it takes in order
for us to set up all of the assets necessary to
place within the world. I'm just going to click and H and just check the
rest of the assets. We might need to check
the small assets as well. So I'm actually just going to hide most of these
larger ones like so. I know that weapon rack and guiltine are going
to be quite large. The treasure is going to
be quite large as well, table, and then barrel crates,
treasure chests, scrolls, cage cases are going to
be quite large as well, and then finally, straw
bed and of course, the orchard devices as well. I'm just going to hide
them, so we can see all of the smaller asset
lakes this way, even if they are over clipping, we can still see where they place their general
position and whatnot. And we can somewhat indentify which ones would
cause us an issue. So, for example, right now, I can see that torch might give us a wrong type of replacement. So I'm just going to select it. And now, because we have
multiple of them hidden instead of just kind of clicking
shift N H and alten H, which would unhide all of
our already hidden assets, we're going to click
the question mark icon that has a tilted type of a bar. So by just clicking this, we're going to get
ourselves an isolated view. And that's different
to the hidden view because it keeps all of
our hidden items still hidden whilst it's just going to isolate all of our
selected assets. So by just unclicking it, we can remove that isolation and just get back to
our usual hidden view. So that's quite
handy whenever you want to check multiple assets and whenever you're working with multiple chunks of
props, for example. All right. So now, when
I have this selected, I'm just going to
check the placement, and I think I want this to be a little bit
higher, actually. I'm just going to click G, and I'm just going to drag it a little bit higher like so. Now, I'm just going to click
the question bar tilted. Dash, and I'm just going
to get back to the view. And yeah, by looking at it, it's looking pretty good. Neil did a pretty
good job at it. And I'm just going to click
Alt and H to hide everything. I'm just going to make
sure that I hover my mouse over the ten
collection items, and I'm just going to
click Alt and H over here. So this will unhide
all the items like so. So now we got everything
ready and sorted. We're just going to have
everything selected. So what I'd like to do
is just simply drag ourselves a box like so
across all of our assets. Then we're going
to go onto file. We're going to click Export, and we're going to
select FBX file. Since that is the standard
for exporting out objects. It's either FBX or OBJ, but FBX also
supports animations, and that allows us to have
a little more control over what kind of settings we
want for this type of items. So right now, once
we click on it, we have a bunch of settings
on the right hand side. And if we're working
with just assets, I prefer to just take on object types and set
it to be only mesh. So we're just going
to select it like so. And this way, we're going
to only get ourselves all the assets of
those meshes exported. Then also, I'd like
to get ourselves the selected objects
option on as well. So all of the selected items
are going to be exported. In case we have some
light sources or some additional assets
within our scene. We're going to be just exporting our selection which we created by just dragging our box across all of those
assets, like so. Afterwards, if we
were to scroll down, we're going to keep
ourselves the same scale. If we were working
with centimeters, for example, and building
all of those assets, we'd have to increase the
scale to 100 to change and convert all those assets from centimeter scale to meters. But since Neil was
using a human scale, we're going to get
all of our assets in the right kind of a size. We're going to get
all of our assets in the right kind of size, so that's going
to be quite nice. And if we were to scroll
down a little bit, we get a couple
of other options. One of them is going
to be geometry. If we were to click
and open this tab, we're going to get a
couple of extra options. So within real engine, they don't use
normals only instead. We're going to select
instead of normals only, we're going to click on face. And this will just
make sure that all of our information
for smooth edges, the ones that we used in regards to if I were to scroll down a little
bit over here. So tos moves normal. Remember using that,
this is going to be exported through
this moving phase. And otherwise, if we
weren't changing this, real engine wouldn't
exactly know how to import the assets properly with
those smoothing out edges. So instead of what it would
do is it would just move it everything within an asset,
and we don't want that. So just make sure that we're
having smooth phases on. Then afterwards, if we
were to scroll down, we also have armature, which, honestly, we are not using
any bones at the moment. We can just leave this off. And there's also an option
for bake animations. Now, if we're just exporting
out just plain assets, without adding animations, I recommend you
ticking this off. It'll just make sure that the entire asset
is more optimized. Even though we're not
using animations, just by having this
ticked off just allows the program to read the
file better and faster. So we're just going
to keep this off. Then we're just going to
scroll all the way down, and we're pretty much
done with our setup. So what we're going to do is, we're just going to create
ourselves a nice preset for us to use whenever we want to export all
of our assets. So what we're going
to do is just we're going to go all
the way to the top, and we're going to just click on this plus symbol over here, which will create a
new operator preset. And we can rename this so
we can call this mesh only, for example, or real engine
five. We can click Okay. And we're going to get
ourselves within this area, something called mesh only
for a real engine five. So if we were to click
on this, even if we were to have multiple
settings changed off, if we were to just go
back onto this preset, it's going to give us the
same type of a setup, which is pretty nice
for whenever you want to have different
variations, for example. So yeah, now that
we're done with it, we can pretty much select
where we wanted to export it. I'm just going to export
it over here. Like so. And I'm just going to rename
this to dungeon props, like so, and we're
going to export an entire bulk in
a single FBX file. We're going to be talking on
Y in a second on when we're going to be actually importing the files within on real engine. But for now, all we're going to do is once we have it renamed, we can click Export FPX. We can now click Export, which will give us an
FBX file with all of our assets within a
single FBX format. So yeah, that's going to
be it from this lesson. Thank you so much for watching, and I'll see you in a bit.
116. Creating New Unreal Engine 5 Project: Hello, welcome back. I've run
to Blender and real Engine, become a Dungeon
prop artist course. In the last lesson, we left
it off by getting ourselves a Dungeon prop PX file
exported from the blender. And in this lesson, we're
going to continue on working with Unreal
Engine itself. But of course, we need to set
ourselves a project first. So we're going to go into
the Epic Games launcher. I've got myself
already opened up, and within Unreal Engine. We got ourselves library, which, if we were
to click on it, we're going to get ourselves
all of your projects and engine versions and also all the necessary assets
underneath within a vault. So everything that
you want out of the Epic games is basically
within the tab over here. And yeah, to get
ourselves started, we're going to get ourselves
an epic games launcher. Yeah, to get ourselves started, we're going to open up ourselves and unreal
engine launcher. So for us to do
that, we've got to make sure that the version is going to be 5.0 or higher. I'm using currently 5.0 0.3. If you're not seeing
anything in this type over here underneath
the engine versions, make sure to click on this
plus symbol over here, and I'll give you a new type of a window and just make sure that this is set
to a highest one. I can't do it currently
because I already have a highest one right now, and it doesn't let me
select it basically. So once you have it selected, just make sure to click Install, and you're going
to get yourselves an unreal engine. Ready to go. But before going into it, actually, what I'd like to do, what I recommend you
doing as well is go into the options for
the launcher itself. So by clicking on
this arrow over here, I recommend you going
into options like so, and there are a lot of unreal engine
installation options. By default, they're going
to give you a lot of unnecessary cluster type
of options selected, and they're going
to basically take up a lot of unnecessary
space within your launcher. So what I'd like to do is
if we were to scroll down, we've got a lot of
target platforms. Now, if you're working
on a mobile game, if you're trying to
make something for Apple or Linux, You
can keep these on. But basically, by default, it the unreal engine is
using windows as a platform, and if we were to be exporting projects
within those platforms, we need them ticked on, but they are also taken
up a lot of space. So I recommend you having every single one of
those ticked off. And then if you
were to hit Apply, you're going to get
yourselves a much lower space for
the unreal engine. Have these other
options ticked on. Should be on by default,
which is pretty good, especially since we get ourselves the template
for featured pax, which allows us to create ourselves a third
person template, which is exactly what we're going to use within this course. So once we're done with
that, we're going to apply, and now we're going to go
ahead and launch our version. So this takes a while to launch, but once it's done, it's
actually opened up, minimized. I'm just going to go
ahead and open that up. And we're going to get
ourselves this sort of window. So it's going to show up with recent projects as well as a bunch of templates
on the left hand side, and we're going to go
into games template, and we're going to select ourselves a third
person template, which will allow us to create
ourselves a nice scene. That's going to be having a
playable character within it, and we're going to be able to move around within
our scene nicely. So that's going
to be quite nice. So, yeah, once we're
done with that, we're also going to
make sure that we have a project that fall
set as blueprint. Since we're going
to be setting up certain blueprints
within our scene, especially for the
light flicker, we need to make sure
we have blueprints on. And then afterwards,
target platform, desktop and quality
preset set as maximum. It is going to give us all the necessary presets in order to get ourselves a real nice
setup for starting point. So afterwards, we also have
something called SAR content, which is actually
quite easy to get imported into a project
afterwards if you want to. So I usually keep this off, and of course, we have
ourselves tracing. Which is quite
performance heavy. But if you have anything above 2060 in regards to
the graphics card, you might consider this option, but honestly, even without it, unreal engine is going to
be looking quite nice in regards to lighting since it
is using loomin technology. So let's go ahead and
keep this off as well. Then afterwards,
within the bottom, we have ourselves the
options for where we want to create
ourselves the project. So I'm just going to
quickly open this up. And I'm going to and I'm going to get myself
within dugon props. Then I'm just going to create ourselves a project over here, going to call this
unreal engine. Five project. I prefer to keep it
as a separate folder, even if we're going
to create ourselves a new folder by just changing
up the project name. So I'm going to
click Select Folder. And then afterwards,
it's going to ask us for a project name in the bottom right hand corner. So we're going to call
this one A dungeon ps. And actually, it says that project names may
not contain spaces. So in order to avoid that, we're going to just
delete the space, and I'm just going
to do underscore. And that's going to give us
the right type of a setup, since for some reason, real engine doesn't like us to have any spaces
within our naming. Now, if you're planning on
using a different type of project to set up all of your
assets within that area, I recommend you to
still create yourself a new and empty project
to work on these assets. Since later on, I
will be showing you how to import all of
those assets into another project and
how to make them reusable within basically any project within a real engine. So that's going
to be quite nice. But yeah, anyway, once
we're done with this, we can go ahead and create. And that's going to create
self a new project, and it's going to, of course, take some time to
load everything up. But once we're done with it all, we're going to basically get ourselves this sort of a window. And I'm going to leave
this lesson as is. So in the next
couple of lessons, we're going to be
introducing ourselves to the Unreal engine to its layout and its
view port settings. So thank you so much for
watching, and I'll see you soon.
117. UE5 Introduction to UI: Hello, and welcome back to
Blender and Unreal Engine, become a Dungeon
prop artist course. In the last lesson, we
left off by creating ourselves a new project
for Unreal Engine. And in this lesson, before
we actually continue on and actually set up all of
the props within our scene, we're going to go through
a quick introduction for Unreal Engine itself, and hopefully, get ourselves more familiarized
with the program. Now I'm going to play
a quick video on it, and I will be seeing
you in a bit. Hello, and welcome everyone to Unreal Engine five basic
Statorial video in which we're going to introduce cells to the Unreal
engine five software. So Unreal Engine
five is an engine, which was firstly developed
as a game engine. Over these days,
it's been widely used within other
creative fields as well, such as architecture
and film industries. But even with all the
versatility and design changes to appeal the industries, a lot of the co
design photo layout has been kept as
the game engines. And right now, we're going to
go through the set layout. So it would be easier to follow
along the future lessons. So first things first, we're going to start off
with the upper left corner. And within it, we'll
find a safe button, which we can use control
and S to save our project. This, however, will only
save the current level. And if we're making changes
outside of the level itself, let's say we're having a
material or an asset edited, we'd have a different window
that we're working on, and we'd have to save
this independently. So it would have a safe button or we can click Control and S, and that would save the window that we're
working on only. So basically, if we're working
with different window, we need to make sure
that we save that out, and then afterwards,
if we're making changes for the level itself, we need to save this
out afterwards. So if I were to change this, we can only have it saved by clicking Control in
S and saving it out. You have made a new level, you'd be prompted up
with naming it and selecting for where
your location is going to be for the level. Then after which we
have select mode. By default, you're going to
be within a select mode, which you'll be able to use to make selections for
within your asset. You can also go ahead and use this to change
it into landscape, fliage mesh paint, and
other types of modes, just to change up your workflow depending on what
you're working on. But by default,
most of the time, I'd say, 80% of the time, you'd be working
on a select mode. Moving on, we have
quickly add the project. This button will allow you to add more assets
into your project, the simple default
ones that you normally get in within any type
of rendering software. The basic lights, shapes, and such can be found here. If you want to search within it, you can click on it and search
for light, for example. This way we'd be able to see all the assets with
light within its name. What you need to keep
in mind, though, is that when you click on it, you need to make
sure that your mouse stays the same within
this icon over here. Otherwise, if I were to, for example, drag
my mouse to shapes, then search for lights,
you'd notice that it only searches it within
the shapes location. Whenever you're searching for an asset from within this bar, just make sure you keep the mouse table within
this icon like so. Then next up, we have an icon that if we
were to click on it, we'd be able to
have some options for creating blueprint classes. Blueprints work similarly
to a sort of a prefab. However, for the
sake of introduction to Unreal Engine five layout, we don't need to get
into it too much. So the next one, we have a level sequence
and mass sequence that we can add from
this button over here. This is used when
we're going to be needing to set up our
project to be rendered out. But again, let's move on
with the rest of the layout. We have a play button. This will just start
off the project, and if you have a
bird person template, for example, like I do, I'll just set off your
character to be played at. It'll also set up all the
simulations and whatnot. So this makes it really nice to just check
out your project. And when we click Play, we get to be loaded
in within our level, and now we get to
walk around it and actually experience what's it like to be within
or build it level. We can jump around, we can run around the way
we want it to be, and it's actually
quite nice to see what we're like within
our own built level. We also have this
free dots over here, which, if we were
to click on it, we have some additional settings like simulating the
entire project. This will just allow
you to hit play button, but without actually needing to lose control
over the edit mode. Again, we don't really need
to go too much into it. But basically, this section over here will play and
stop your project. Then after which
we have platforms, but this is only for
when we're breaking out our entire
package as a game, and we don't really need
to worry about this. So let's go ahead and move on. After which, we have
a settings button. This will include
a sort of settings like project settings
and plug ins, which can also be found within this upper left
corner over here. So basically, this just make sure that
everything is in one place. We don't really need
to go through it as they're usually not needed for when we're
creating or scene. Anyway, moving on, the outliner. Outliner will have everything that contains within your level, so it'll have all the
assets within it. And right now, if
I were to select any type of an asset
from within this level, like this one over here, it'll right away, make a selection within
our outliner as well. After which we have detail stab. Detail style will
give you all types of options for your selected asset. So I'll include all the
type of information that it requires to be
placed within the world. For example, firstly,
we have transforms, and this will include the scale, the rotation and location
on this specific asset. We also have the type of static mess uses as
well as the materials. Each type of asset would have its unique type of
information set within it, which can be found
from detailed stab. After which, if we go down
to the bottom left corner, we get ourselves content drawer, plug log, and CMD. Content drawer is
by default hidden, but if we were to click on it, we get it opened up. Now, if we click on anything else outside of the
content drawer, by default B hiding it away. We can also open up
the content drawer by clicking control and space. You give us an easy access to where our files are located. The content drawer is
basically a file manager. You keep all your folders, all your assets for
not only the level, but for the entire
project of the ng five. We can also dock the content
drawer by clicking on this button over here
by selecting it. We simply make sure that they're always going to be
within this location, and even though we click
off the content drawer, it is still going
to be within it. Can easily do this step
by simply clicking on disclosed minor tab and we can open up the contra and
draw just like we used to. By clicking control in space. The output logs are pretty
useful for whenever we want to find out
some information if something is
giving us errors. If our work is not
focused on coding, we don't exactly often use this. Let's go ahead and
close this down. MD is useful every once in a while for whenever we
want to make a command. Right now, I'm not going
to go too much into it, but we can make use out of
it and do things like taking high quality
screenshots or getting a different type of view
within our viewpoard. Okay. So now we walked all
the way around our window. Now we're finally
going to go ahead and talk about what's
in the middle of it. By default, we're going to
get ourselves a preview. Going back to the
content drawer, within it, we need to
enable certain settings. By click on this
button over here. We'd be able to view the type of different
folders that we have. Usually, I recommend
you to enable the show engine content
and show plug in content together you get more out of our
unreal engine pipe. So after you enable it, you get yourself a folder, other than a content
folder, which just engine. This will have all types
of presets and plug ins which we can make use out of and speed up our
created process. Something to keep
in mind though is that this is not
part of our content. Tough basically, this is already within the
engines folder. And if we were to change
any one of these folders, we'd basically be changing it for entire on real engine five, meaning that even if you
create a new project, the things that we change within this section are
going to be changed throughout the entire all
the other projects as well. That is why by
default, it is set to hidden to make sure that
none of the content that is set by oral
engine five itself is changed in any way and messed up throughout
all the projects. But we can avoid this by
simply knowing that we can't change anything within
the engine folder itself, and it's better to
whenever we make use of this content folder is
by simply making a copy of whatever is inside and
then dragging it out onto your content drawer
just to make sure that all that we use is only set
for the project itself. This way, we can make as many changes that
we want without ruining the entire unreal engine five content files. Okay. That is going to be
it for Unreal Engine, the UI Introduction guide. Hope you got a lot out of it, and we'll be quite
useful to you going forward in the future for
your unreal engine projects. And now let's get
back to the course. Welcome back, veron. I hope that the video was informative and was helpful in regards to introducing you
to the program. So we got ourselves over the UI elements
of Unreal engine. And now in the next
lesson, we're going to continue on
introducing ourselves with the program and actually go over the Vewport navigation, which is necessary
in order to have a nice control over
the entire software. So thank you so
much for watching, and I will be seeing you
118. UE5 Introduction to Viewport Controls: Welcome back, Everyone
to Blender and Real Engine become a
Dungeon Prop Artis course. In the last lesson, we left
it off by getting ourselves introduced to the UI of
the real engine software. And in this lesson,
we're going to continue on with the
introductions and get ourselves more familiarized with the viewpoard that's right
in the middle of the screen. So without further ado, let's go ahead and
get right into it. Hello and welcome
everyone to Unreal Engine five basic guide for
the camera motion, and we're going to start
off by introducing you to the camera type of motions
with an unreal engine five, in order to help you and follow
along the lessons easier. So to start off, within the middle section
of the software, we have a perspective
camera view by default. And using this, we can
move our camera around. The main thing that
you need to remember for when you're moving
your camera around is that by holding Alt and e
one of the mouse buttons, you'd be able to make
a certain motion. So for example, by holding
lt and left mouse button, you'd be able to rotate your
camera around, like so. By holding Alt and
middle mouse button, you're able to pan your
camera around just like that. Finally, by holding old
and right mouse button, if you were to scroll up
and down using this motion, you'd be able to zoom in
and out of your view. Alternatively, you can simply just scroll your mouse wheel and zoom in or out of
the project like that. Now, if we want to zoom in
towards a selected object, what we can do is if I were
to select this box over here, for example, I can
click the letter F, and it would zoom in
right onto the object. Now we can use this to
rotate our camera around and simply see a level with the
object selected as a center. If we were to select a
different one and click F, we zoom in onto our asset. And if the asset is larger, like this ground plane
over here, for example, if we were to click F, it would zoom out and
make sure that the camera view has the entire
selection within our view. So this is pretty
good for whenever we want to zoom in
onto our selection. However, you do
need to be careful, since if, for example, were to select a
sky and click F, it would zoom out all the way, and we don't really
want this to happen. So make sure that before
clicking F though, your selection is not
something like a sky sphere. Now, if you want to have
more control over camera, and let's say you want it to be similar to a first person game, what you can do is
by holding click, you'd be able to enter a sort of a camera movement mode
within your editor. Right now, if I were
to hold Right click, I can simply rotate
my camera as if this was a first
person of a game. Now, what's nice about
it is if we were to hold Right click and use WASD, we'd be able to move
around our Atk so. So by holding R click and W, we'd be able to go forwards
by holding right click. We can go backwards,
A to go left, and d to go right. Also, if you want to go up
directly or down directly, you can use the
combination of Q and. So by holding right mouse
button and holding Q, I can directly
discend out level. Similarly, by holding
right click and holding. We can go up the
level just like that. Now, if the camera is a little
bit too fast or too slow, we can make use of this icon
in the upper right corner, which says the camera speed. If we were to click on it, we can use the slider over here to set the speed of our camera. So for example, if I
were to set it to one, I'd have a really slow motion
and we'd be able to have a really fine control over where our camera with
an editor mode is. Were to set it up to eight, we'd be able to go really fast up and
down, just like that. But by default, it should be
set to something like four. There is a value underneath
it, which is set to one. If we were to set it
to two, for example, this would multiply
our four speed to be all the way to eight. So right now, if we
were to go up and down, you'd notice that
it is way faster. So this is quite useful for when we're working
with different scales. I personally only
recommend you to use this value for when you're
going up and down in scales. So for example,
if you're working with planetary skin of scaling, we'd want this to
be increased to, for example, like 14, and then this way
we'd be able to go all the way out real
fast out of a level. But by default keeping
it at one and simply scaling this up and
down will do just fine. Now, within the
perspective view, we also have a couple of
over perception modes, and those would be seen on the upper left corner off the window for our
perspective camera. Right now, we have set
it two perspective. We can change those to be
top bottom left and right. What these would
do is basically it will help you get different
types of used for our level. Right now, because
I'm set to bottom, if I were to set it to left, and if you don't see anything, we can always make use of the letter F and go back onto
the level just like that. So this is quite
useful for whenever we're creating
environments and assets, and we just want to make
sure they look good and proportional to rest of our level and from
all sides of angles. Again, by default, this
will be a perspective. If you do want to change it
to be into multiple cameras, though and you want to see
multiple of them at once, we can click on the upper
right within our view mode. Button over here, you click Maximize or
restore viewpoint. This way we get three
different viewports, all from which are different
types of perspectives. Now, other than the perspective, all the other ones will by
default be set to wire frame. If you don't want
this to happen, we can always set
them to be lit, especially when
designing a level, this sort of a view
might be quite handy. To go back onto one view, what we have to do is locate our perspective camera and click on this button over here. Within this perspective view, we can also change the way our camera perceives
the entire level. And right now it is said
to be default of lit, which means that all the shading would be seen with proper
shadows and whatnot. So in order to change that, we'd have to click on it, and if we were to, for example, select on lit, which would show
you all the level without any types of shadows. We can go ahead and do that. We get to the sort of result. It's also something
like a wire frame, which you see in othero cameras. If we were to click
on it, we'd see the types of geometry
that we'd have. So it's quite nice to know, especially if you by
accident sometimes lick on one of them and you
don't know how to get out of, can always go on this button
over here and select lit. After which, we also have
show icon over here. This one will get you
different types of visualizations for your
respective camera. But what you need
to know though is if you have something that's
a little bit off, like, for example, I have
my grid right now, which is barely visible, but is often quite useful for when we're
creating our level. But if this is not
visible, for example, if I have this turned off
with this part over here, and I want it on, but I don't know which
one exactly it is. We can always go ahead
and click Use defaults, and this will bring back
all the selected defaults that is usually set up
by the default template. And that's pretty much all there is to the camera controls. I hope you enjoy the video. And now let's get back to the course. Welcome
back, Everyone. I hope that the video for a viewport introduction
was informative, and you're now able to
get yourselves more familiarized with
the overall controls within your screen
and basically move your camera within
this view with ease. So yeah, that's going to
be it from this lesson. I next lesson, we're going
to start on working with the entire setup within our real engine and get all of those assets
ready for a scene. Thank you so much for watching, and we'll be seeing you soon.
119. Importing 3D Prop Collection: Welcome back in front to Blender and Unreal Engine become a Dungeon
prop artist course. In the last lesson, we got
ourselves introduced more with the viewport of
the Unreal Engine five. And now we're going to
continue on working in regards to setting everything up
for our Dungeon props. So before doing
that, just in case, I'm going to go to Windows, and I'm going to load a
default editor layout. This will just make sure that everything is set up nicely, and now I'm going to clear
control and space and do this to layout
just so we can have this nicely placed within
our condo browser, since we're going to be
working with it shortly. The afterwards, if you're
noticing that my view is lit a little bit differently than your
word person template. That is because it is set
currently as a scalability low, which we can change this through top left
corner over here. If you're not seeing
this, by the way, you can also enable it through the settings in the top
right hand corner like so. So if we were to click on
this, you get yourselves a scalability settings for
the engine over here. So now if we were to
hover over our mouse, we're going to get ourselves
this type of a window. And if we were to
click on one of them, we're going to get ourselves entire options change
for the quality presets. And then afterwards, once
you start changing that up, you should get
yourselves this type of a button on the top
left hand corner. So if you' having some
performance issues, I recommend you
scaling this down, and that'll help you to work with your assets
more with ease. Right now, I'm just going
to set this too high. By default is going
to be set too high. You don't want to go anything
above that honestly. Cinematic is usually for
when you want to render out your shots and
whatnot and get some nicer screenshots,
for example. So yeah, by default, you're going to be using high, and you don't want to go
anywhere above that, basically. So let's go ahead
and keep it as is. Now, the next step, what
I'd like to do is actually, I feel like the walls
are a little bit too clustered for our scene
if we were to hit play, we're going to get
this type of a scene. And honestly, it
looks quite nice, but it just feels a little
bit too much clustered up. So in order for us
to delete that, we're going to just simply
select on the folder. And actually, I believe we
need to actually open this up, and while holding Shift, we're going to just drag it down and select
everything within it. So now we can see that
it is highlighted. And if we were to click Delete, we're going to delete
all of those assets. I think by if we were to just simply go ahead and select
this within a folder, nothing is going to be
selected basically. So what I'd like
to do is actually, I like to open these folders up, like so so for block one, block two, block
free and cylinder. We're going to basically have
all of these selected by holding shift while all of them are opened up and you
can see them highlighted, so now I can hit delete, and it's going to delete
everything within the scene. So basically what we want is
we just want to make sure that only this SM
Q folder base is left, since we're going to be placing a lot of our
props within this area, and we just want
to make sure that we have a lot of
space to work with. So I'm also going to delete the rest of the assets like so. I'm just going to
delete the walls. And I believe we also
have a couple of cubes. Yep. We're going to hold shift. We're going to
select in between. We're going to hit delete. And yeah, we're pretty
much left with this, and of course, we have
a text in the middle. So I'm just going to
select it manually by left clicking on it and
hitting delete as well. So all we're left is basically this simple
type of a platform, which is actually more
than enough of space in order for us to work
with all of those assets. So now that we have enough time, we're going to be
setting ourselves up new folders for the PX files. So we're going to actually
within a content browser, and by the way, if
you're not seeing it, just make sure to click
Control and space, which will give you this type of an option and then dock it
to your layout like so, and I'll give you a nice type of a content browser
for us to work with. So within a content browser, we're just going to
make sure that we are within a content
folder over here. Once we have it selected, we're going to make sure
that we just create ourselves a new folder for
us to place our assets. So right now, we
have a character level prototyping Fird person because this is a template
for third person character. And yeah, we're just going to right click on an empty space. We're going to find
ourselves a new folder, and we're going to
just rename it, so we're going to call
this assets, like so. What I'd like to do is in order
to keep myself organized, I just place everything in
asset related within assets, and then within it, I also like to have
myself a material folder right within
the same type of a content for assets. So we're going to right click as well within the
assets folder, and we're going to get ourselves
a new folder for that. And we're going to call this
one materials, like so. So now that we have ourselves asset folder and
materials folder, we can finally start importing the materials and the assets
required within the scene. So for us to do that,
we can either A, find ourselves a folder
for where we had it located within our
export locations. So right now, I have
the dungeon props PX located over here, and we can just simply
drag and drop this into the acid folder into
the empty space like so make sure to not hover
over the material folder, since we're going to be only
placing materials within it. Let's go ahead and release it. And now, what we're going to
get is we're going to get MPX import options.
Alternatively, What some people
like to do is just simply import it from within
the Cdent brows itself. So if you were to right click, you can go ahead and select
Import two game assets. So this one over
here, this option will basically allow
you to navigate from D real engine itself and just find
yourselves the FBX file. So I'm just going to get
myself the dungeon props and just going to locate
myself to FBX file like so. And it should allow us to select it if
you're not seeing it. Just make sure to have
this set us all files, and this will allow you to
basically find ourselves everything that's allowed to be imported within on real engine. So afterwards, we're
just going to hit open, and it's going to
give us basically the same type of FBX window. And within it, we have a bunch
of options to go through, and a lot of them
are actually hidden. So we're just going to
go through all of them. In bit by bit, basically. And for SATs, we have
ourselves skeletal mesh. If the asset if certain props have animation is going to try to by default, set this up to be ticked on, which will give you a complete different options
within this area. So make sure to have this
ticked off for these props. And if you do have animation
on certain one of them is, if you want it to be creative, I recommend you importing the
animated props separately, since it'll give you the
best type of results. Then afterwards, we have
an option for build Nite, which is actually
really easy to enable and disable for your
assets anyways. But we can go ahead
and have this enabled just because
it helps us so much in regards to optimizing
all of our assets since it basically gives us an automatic
hello within the scene, and that just allows us to use as many props as we
want within our map, and it is just basically really helpful
in regards to that. Unless you're working on
something super low poly, I recommend you getting
this tick toon. Then there is an option to create generate
missing collisions, which, honestly, is not going to work really well on
all of our props, simply because
it's only creating very simplistic and basic
type of a collision, and we're going to go
over them later on in our lessons in regards to
setting up the collision. So basically, our character wouldn't be walking
past those items. But having a default on helps us to kind of
get most of the job done in in regards for most of the simplistic ones
of the assets. So we're going to keep this on. Now, as for the other options, there are certain ones that re engine just
likes to hide them away, which are really useful. So this is going to
be one of the cases. We're going to
click on Advanced, which will hide a bunch of
options that are really nice. But we just need to make sure that a couple
of them are right, and one of them is going to
be generate light Map UVs. It's just going to help us
in regards to the lighting within our static meshes and
the way the shadows behave. Then afterwards,
we're going to get ourselves combined
meshes as well. This is the most important
one since we have an entire pack set within
a single FBX file, which we're going
to make use out of by just making sure that
none of them are combined, and each one of the objects are basically going
to be split apart. This is really helpful. It basically helps us to reduce draw calls in regards
to our engine, and it just basically
helps us to optimize our entire prop pack. So yeah, that's really
useful for whenever you want to have multiple assets
within your game. Downside of this though
might be that if you do want to change your props or your assets and you
want to adjust them, it might be a little
bit harder to re import them afterwards. All of the data is basically placed within a single FBX file. Yeah, we're going to
leave it as ticked off. Then we have a
couple of options. The other one that we
might want to consider. Checking is going to be
normal import method. We want to make sure that it
is set as import normals. And that'll just make
sure that all of our edges that is moving off are going to be
imported properly. So yeah, afterwards, we're
just going to scroll down. We go to sell transform, which if we want to scale up our object from
centimeters to meters, we can also make use out of. But again, since our props are placed and set up properly, they're going to be
left as is, basically. So yeah, we're going to move on. We have a couple
of other options which we can make use out of if, for example, we're using a different type of
software, and it's using different type of
axis as the top. So, for example, is an axis
by default and blender, real engine that goes in height. But in other programs, that might be a y value. So this might be
needed to tick off. So yeah, there's a bunch of
other options, basically, if we're using a
different program, different software
to make use out of. But because we're using blender, they're not really
as important as all of the settings are pretty much ready to go to be imported. And we are also going to
be creating new materials basically for each one of our assets for the
seamless textures, and then we're going to
be basically replacing those materials with our custom created material
instances later on. So we need to make
sure that we have certain materials
basically linked properly to all of our assets. So we've got to make
sure that it is set as create new materials. So after we're done, we can
pretty much click import, and it's going to start importing
all of our PX measures. It's going to take a while
though, because, of course, we have collisions turned
on as well that needs to be generated as well
as the live PP UVs. And of course, we do have
a lot of assets within this single file is going to be taking a bit of time to
get everything processed. But once we're done with it all, we're going to get
this sort of a window, and it's going to give us certain information of what
went wrong and what didn't. But it's basically
if we're not getting any red marks within a message log that's
going to be fine, there are yellow marks next to the name that
can pop up as well, which basically means
that you need to take caution and to check
if nothing went wrong. So, for example, if vertices
are too close or something, There are overlapping pass. We might run into some issues, and the unreal engine would be struggling
to import them in. Doesn't mean it
doesn't get imported. It's just would be saying
that we need to take caution. Certain bits might give us
some unexpected results, basically, but we
can pretty much hit clear on this one and
close this window down. And we're going to get ourselves this sort of a view
full of textures. And materials alike,
and we're going to be, of course, replacing them by
setting them up manually. But for now, this is
what we're going to get. But the most important thing is going to be static meshes. So that's what we're going to be setting up within
our Unreal engine. So yeah, we're going to start doing that in the next lesson. So thank you so
much for watching, and I'll see you in
the next lesson.
120. Organising the props within our world: Welcome back and front to
Blender and real engine, become a dungeon prop artist. Now, in the last lesson,
we left it off by getting everything imported
within our unreal engine. By that, I mean all of the
assets, and we still need to, of course, import all
of our materials in, but we're going to
do that in a bid. We still have all of
our assets loading up. If we have a look at the
bottom right hand corner, we see preparing
shaders and it's loading up everything
for our assets. So we've got to take some time to get everything imported, and it's just going
to take some time. But yeah, once we're done, we're going to get
something like this. And we also have a lot of
textures that it tries to import since they were
linked within Blender itself. But that's not going
to quite work for us because they
need to be redone, set up for re engine itself. And for example, within Blender, you would be using
open GL normal maps, and we're going to be
using direct x ones. So we're going to be deleting all those textures in the bit, we need to set ourselves up
with new materials first. But for now, I think we
can just go ahead and select all of the static meshes and just import it
into our level. The easiest way would
probably be to just search for all the static
meshes within the asset folder. And for us to do
that, we're going to make use of the acid filter. So if we were to click on this
button over here, like so, we're going to get
ourselves all of the classifications
and categorizations that the unreal engine supports. Of course, we want to make sure that we're looking
for static meshes. Since that is what
the meshes are. We're going to click
on this one over here, and then we're going to
basically get ourselves this type of a tab on the top section of
our content browser, which will show us everything in regards to the static meshes. So we can actually
just select one. We can click Control and A. And since we have the filter on, it's just going to select everything in regards
to the static meshes. So once we do that, we can go ahead and drag this
out into our world, and we can see that just like we left it off within blender, everything is going to be
placed nicely within our world. Just clustered up and what not. So we're going to, of
course, be fixing that. For now, though, I
think we can just get them out of the way and
just set them up nicely to be placed to be visualized properly and see how they
look like separately. But as you can see, because we were setting up the
world position, they're going to have
their origin points to where they've been
left off, basically. So I'm just dragging
everything out, trying to keep everything in
a same type of a location. And I'm just going to drag
these shelves out as well. Maybe I'll drag them to the back actually I'm just going
to select both of them, holding shift, and
then I'm just going to get them out to
the side like so. And we have, of course, some
torture devices like so. This one is going to be going slightly inside of the floor. I'm just going to drag it up, since we're going
to be basically placing it to the
side of a wall. So of course, that's going
to be quite all right. Then we also have this. We also have a table. I'm actually going to place
the table at the front, and we have a couple of chairs, of course, like so. So we're just making sure that everything is
placed nicely so we'll be able to visualize
what we have within or scene. And that's going to be
quite helpful for us, whatever we're going to be setting up all of
the texture maps. So we can nicely see if they're
being applied properly, and that is the
reason for doing so. And it takes some time, of course, to set it all up. But once we're done, it's
going to look quite nice. We're getting this sort of
a result within our boxes. And S mesh is being too close to the create the
one for the decals. But we're going to
fix that in a bit. I think by just changing up the transparency for
them is going to help us in regards to making sure that they're
not glitching out like that. I'm actually just
going to lower down the camera speed since it's
a little bit too fast. We're just going to go up
on the upper right corner, lower it down to something
like free maybe. I think free is going
to be quite all right. And then we're just
going to continue working in regards
to all of our props. The treasure can be right
in the middle actually. Then we have ourselves a bucket. Bucket can go to the front. It's a smaller asset, and we have ourselves
a small chest. Small chest can be
next to the treasure. We have a goblet, which can also go
next to the treasure, a books stack, like so, A couple of scrolls, of course. Just like that. And we
also have a candle. Candle can be more
to front since it is a light source that
we're going to make us out of. So I'd prefer to
have the candle, as well as the
torches in one area. Then we also have
ourselves a chair, which we're going to be placing it next to the table, like so. And we also have a
couple of treasures, a couple of treasure points. Just like that. We're
just dragging them out and kind of collecting
everything what we have, and Seeing how each
one of them look. And actually, I
think I'm going to place scrolls next
to the bookshelves, since we're going
to be populating them with these type of assets. Or actually, I think I'll keep
them next to the treasure. Since they're kind
of small props, it might be easier to see them. So. Then we have an opal, which is, of course,
a treasure as well. We also have a torch, which we're going
to be placing next to the light sources over here. And this one, I didn't actually change up the origin point of it in comparison to the rest light sources in comparison to the
rest of the objects. But that's quite
all right. We can fix that in the end anyways. So we can leave it as as far now and we can come
back to it later. Or we might just make use of it and attach it to the
sideways of the wall, and I think it would
work just as well. But we're going to we're going to make sure we fix
that in a future. So that's another
reason why it's nice to just move every
asset individually, since we can take our time and check how each one
of them looks like. We have a couple of
banners, of course. We're going to actually grab both of these banners at once, holding shift, and we're going to just put it on
the side like so. Just like that. Then we have
a couple of smaller assets, a couple of extra books. Going to place them
next to the rest of the books. Like so. Just like that.
And we have a jug. We have a couple
of ales. Like so. Then I grabbed another book. In case, you're
wondering if you are not seeing what you're
grabbing since they're all clustered
up like so. On the top right hand
corner within an outliner. When they are selected, we get ourselves with
a name highlighted, so we can see that
this is a book, and I'm just going to place it on the side
next to the book. Going to select another
one. Large candle candle is going to be placed next
to the light sources, and we have ourselves a scroll. I'd like to ideally place
this sideways actually. That might look good. Or maybe I'll just keep it
as this for now. Click control that,
and we're going to work on compositing everything work on composition and everything in the future. We need to make sure we set up all of our props
properly first. So I'm just going to
select another scroll, get it to the side. We get ourselves a helmet. The helmet that's, of course, going to go next
to the weapon rack also have a couple of
treasure left over here, and actually those book chunks. I'm going to place
them over here. The plate can be here, and then we have some
bits underneath. I'm actually just
going to go underneath the level underneath the scene and see what we are missing. And we have this bed over here. So I'm just going to place
it to the side like so. I think it's going to
be quite all right. So all we're left is basically
all the small props. So we just need to
make sure we have them placed properly
within our scene. So we're just checking them how they look like in regards
to the mesh itself. We're not too worried
about the material for the moment is
we are going to be fixing that in a bit. Some of them have
properly applied. Some of them didn't quite get them over imported
quite as well, but it's okay we are going to be fixing that in the next
lesson for now, though, we're just going to
get everything placed properly within the
same type of area. And this one is the jewel. This one is the jewel. This one is the jewel
as well. Like so. We have a couple
of candles left, and I think that's going
to be it, actually. So bowl is going to
be going next to these smaller props next to
the jugs and ales, like so. Since that is part
of the kitchenware, we're going to select these
candles and we're going to be placing them at the front next to the rest of
the light sources. So by just categorizing
it like that by having the light
sources be in one area, we're going to be able to basically work on all
of them at once and set up the lighting and their particles
within the same area. And as for the jugs and whatnot, we can see how they're
going to look like in regards to smaller props. So yeah, that's going to
be it from this lesson. Thank you so much for watching. And then in the next lesson, we're going to actually
start and focus on getting all those
textures set up properly. Thank you so much for watching and I'll see in the next lesson.
121. Importing and Setting up Textures: Welcome back, everyone
to Blender and the real engine become a
Dungeon prop artist course. In the last lesson, we left
it off by setting all of our assets within the scene
just so we could preview it. And now we're going to
continue working on setting them up and actually apply
some textures on top of them. So in order for us
to do that, I'm actually just going
to click off in the content browser just
to make sure I deselect everything because since we
had everything imported, everything was selected so
we could drag everything in. So by just clicking in an
area that's between objects, we're able to just
deselect them like so. And also, we can take off the static mesh from
the filter tab. So by simply clicking this off, we're able to now see
everything that's within our library
within our folder, without any filters applied. But if you have a look at it, we still have this applied
onto our filter tab, which is actually
really useful for us since we can just always go back and just
enable this and see all of our objects is. So that's going to be quite
useful for us in the future for when we want to apply our
objects within the world. But for now though,
let's go ahead and get all of four textures and
materials set up first. And so the way we're going
to do it is actually, we're just going to go into
the materials folder like so. We're going to keep
all of our textures here and I'm going to locate the textures folder
from the resources stamp, and then we're just
going to drag this and drop it into our folder like so. Then, of course, it'll
take us a while to get all of those textures
into the unreal engine. So let's go ahead and wait
it out a little bit like so. And it's almost done. We're also importing
everything basically, including the
textures for blender, the open GL normal maps. And so the first thing
that we need to do is actually we need to
make sure we remove them just so we
wouldn't reassign different normal maps
onto our assets. So the way we're
going to do it once it's done saving
out our project, let's just give it a
second for it to do that. All right. And how do
it done with that? We're going to basically
within the search bar, we can, of course, with the text folder opened up. So let's go ahead and just go back onto our
textures folder, we can see that
there's a bunch of folders that we have right now. All of them are the textures that we have within
our resource pack. And so basically with the
Textures folder opened up, within the search bar, we're
going to search for open GL. So if we were to search for it, we're going to see
all the texture files that have open GL
within their names. And that's going to basically be all the ones that are going
to be required for blender. And so, since we are
using unreal this time, we got to basically make
sure we don't use them. So we're just going to
click control on A, select every single one of them, and since we had it within
a search par for open GL, it's just going to select
every normal with open GL. Ag on it. So now
what we can do is just simply delete
it, click delete, and we basically are done
in regards to making sure that none of those normals are going to be within
our real engine. So now that we're
done with that, we can just open
up our textures, and we can see that we
only have direct X. So that's going to be
quite nice for us. Of course, now that
we're done with that, we are going to go ahead
and make use of them. And so for us to do that, we're going to go into our
materials, pull the legs. So And within this area, we're going to be creating
all the necessary materials to apply it onto our assets. So the way we're
going to do it is we'll simply start off
by creating ourselves a basic material that
we'll be able to make use of in order to
set up material instances. For us to do that, we're going to right click on
an empty space, and we're going to
select material like so. And then we can
call this basic PPR or we can call it PBR Mt. I
think that will be better. So, now in order to
access, its parameters, we're going to
double click on it, and we're going to get sell
a material graph like so. By default, the only thing
that you're going to have is the material node, which we're basically
going to make use of in order to assign
all the texture maps. So for us to do that,
I'm actually just going to maximize
this entire window, and now we need to make use
out of the content browser, and in the same way that we
were using content browser within our windows within
our unreal engine, we're going to click
control and space, and we're going to get sell
us a content browser like so. And from it, we're
going to start off by just getting the
first materials out which we'll be able to make use of and set them
up as parameters. So for us to do
that, we're going to go into the textures folder. And we're going to select
what are the basic materials. I'm just actually just
going to scroll down until I find we can make use of the
dungeon fabric flag since I know this is
a seamless texture. We can go ahead and open it up. And just like the rest
of the materials, we're going to have five
different texture maps. So we're going to basically
click on the final one, hold shift. Click
on the first one. We're going to
select all of them, and then we're going to hold
our left mouse button and drag it into the
material graph like so. And then we're going to
get all of them within it within the material
graph, which, by the way, if we want to have control over this
material graph, it's clicking and hold
right mouse button. We're able to move our
entire material graph, like so, and we can
pan around it like so. Scrolling up and down,
we can zoom in and out. And of course, left
mouse button will do all of the selection
and whatnot. So we're going to
basically select on one of the materials,
texture samples. We're going to just drag
it to the side like so, and we're just going to separate all of them
just like that. And by default, we should
get something like this. And actually, we're going to set it up a little bit nicer, so we're going to get the
base color to be at the top. Since this is going
to be attached directly into our material. We're now going to make use out of those
nodes on the side, coming out of the
texture sample, and we're going to use RGB
in order to drag it with our left mouse
button and drop it into the base color
for the material node. And this way, if you have a look at the top left hand corner, we're going to see a
material being applied. Which, by the way, if we want
to preview this material, we can always just use our right mouse button
within this field. The controls for this
viewport top left hand corner is going to be left most button, holding left mouse
button is going to be rotating our entire view. A right mouse button, by
holding right mouse button, we're able to zoom in and out, and holding middle mouse button, we're able to pan our view
around. So just like that. This way, we're able to see and visualize how our material
is going to look like. We can also change the material on which object
is being applied onto. On the bottom right hand
corner of that viewport, we have a couple of options. One of which would be a
cylinder sphere and plane. All of them are pretty nice for whenever you want to
apply the texture, but it's not really as
important at this moment. We're just going
to be setting all of the textures up first. So let's go ahead and do that. Once we're done with setting
up our first base color. We're now going to move on
to setting the ones as well. So by clicking on the texture, we can see the names
of the textures on the bottom left hand corner
within a detailed stab. And if I were to expand this, we can see it a
little bit better. And even if we don't
see it completely, if we have a small
screen and whatnot, or if we have this
minimize a little bit, we can hover over and we can see the name of that texture. That's quite useful
because we now know that this is going
to be amb declusion. I'm just going to lower down get it closer to the
amber occlusion, and I'm just going to attach it. And then I'm going to make
use out of the upper one, which if I were to hover over, it's going
to be roughness. So let's go ahead and attach the RGB value for a
roughness, like so. Then afterwards, we got
ourselves a normal direct x, which we're going to
attach to a normal. And just to clean
it up a little bit. I'm also going to drag this up a little bit
higher, like so. This way, we'll have
it a little bit easier to read in regards
to this material graph. Then finally, we have
ourselves a metallic value. So we're just going to
attach this to a metallic, and I'm just going to drag going to drag this
all the way up. And by the way, if you attach it to the wrong type of a
channel by accident, let's say if we
were to attach this to a tangent or
something of the sort. In order to take this off, we need to hold control, and we can just drag it out, and then by releasing it, we get the search
bar if we click it again out of the
graph on the graph, we're going to basically
make a deselection. So that's one way of doing it in order to kind of change
up the direction, change up how the nodes
are being connected. So now that we're done setting
up those nodes like so, we're going to need
to be setting up ourselves a material instance, and we're going to
be making use of of this material in order to link
the rest of the textures, the rest of the parameters for the textures to
the texture maps. So yeah, that's going to be
in the next lesson though. So thank you so
much for watching, and I'll see in the next one.
122. Naming Material Instances: Welcome back to everyone to
Blender and on real engine, become a dungeon
prop artist course. In the last lesson, we left
it off by setting ourselves a very basic material to be
used for our VR textures. In this lesson, we're
going to continue on setting it up and
making sure that we have it set as reusable type of material instance. Let's
go ahead and do that. We're going to start off
by getting ourselves the texture maps to be
used as parameters. And in order for us to do
that, we're going to right click on each one of
the texture samples. Like so, and we're going to
select convert to parameter. What this will do is
basically it'll change the texture sample to
a parameter two D, and we of course, need to now rename it so we could see what type of a name
it would have. I recommend you
renaming it to the type of a texture sample that it is. And right now, this one is
going to be base Color, so I'm just going to
rename this as base color. In this way, it'll basically be easier to navigate through the parameters and see what type of a material texture
we're going to be using. I'm just going to call it
the same one, base color. So, and now we're
going to select b one. Right click. We're going to
convert this to parameter. I'm going to scroll down within a detailed Sab without
this being unclicked. And I'm going to
kind of hover over this parameter this texture and see that it is
called metallic. So I'm going to call
this metallic as well. So, lick Enter and
that's the way it is. So in order for us to rename it in case
we make a mistake, we can always make sure
we have it selected. We can click F two, and we can go ahead and then rename
it again, just like that. So once we're done with
that, I'm just going to select the A one,
going to right click. Convert this to parameter. I'm pretty sure this is
a roughness. Yes, it is. So I'm going to call
this roughness so. Okay. And then move it to v one. This is going to be a normal
texture map. Right click. Convert this to a parameter,
call this normal. So. And then finally, we're going to have ourselves
an ambient occlusion. So this one is completely
white since it would be looking a little bit of for this type of
fabric material. We're just going to rename
this tough regardless because we need to make sure we use
them for certain materials. So let's go ahead and call
this ambient occlusion, L so I'm just going to zoom in a little bit
and see how it looks like. So yeah, all of them are just going to be set as
parameters now. We can go ahead and click and control an S to save that out. Now once we're done with that, it's going to compile
this type of a sha, we can close this down and we can see within our to browser, we have ourselves a material that's set as a red
type of a bubble. We can right click
on it, and we can create a material
instance out of it. Now, with material instance, I'm just going to tap it off to keep the name this for now. With material instance, we're going to
double click on it, and we can see that
we have a couple of global texture parameter
values on the right hand side. In order to change any type of values within
material instance, by default, they're
going to be ticked off. So in order for us to make
sure that we can change them, we need to have all of
these tick toon like so. So this is going to make it a little bit easier for
us in the future, especially since we're going
to basically duplicate this entire material instance and reassigning
different textures. Now we have the tick, like so we can go ahead and change these type of textures. I'm also just going to minimize a make this window a little
bit smaller so we can see our content browser within our entire unreal engine window that was
docked over here. And we're going to
make use of this in order to start setting
up our materials. So the way I'd like
us to do is firstly, I'd like us to check
the amount of materials that we actually need to
create as material instances. And so we're actually going
to go into the assets folder over here and check how many materials
in total we have. So the easiest way
for us is going to be to make use of
the asset filter. We're going to click on
this, and we're going to search for a material
node over here, filter by material. We're
going to click on it. Then we're going to see
all of the materials set up within our
assets browser. So we can actually just select click control and A
to select them all. Just going to make sure I tap on the contra browser first, click Control A, and now we can see the amount of
assets that we have. So actually, we just
have 42 materials, which is quite a decent amount actually for this amount
of prop collection. We're going to make sure we set them as material instances
for every single one of them. But first, we'll need to
have 42 different materials. The way we're going to do
it is actually some of them are not going to be
just simple PBR materials. Some of them will
need transparency, and other ones will need a
massive type of a texture. But we're going to be
fixing that as we go along. For now, though, we just
need to make sure that we set up 42 different
material instances. So let's go ahead
and do that first. So we're going to take off
the filter for a material. We're going to go back
onto our material folder. We're going to just
make a duplicate out of this 41 time since this is already one separate
material instance. Let's go ahead and click
control C, Control V, and let's go ahead and keep
clicking on this until we have a whole bunch
of different materials. I'm just going to check
how much we have 18, 19, 20 duty to do. I'm going to click
multiple times. You can see bottom right
that assets are being copied and we can check
how much we have now, 45, I need a couple of extra. Let's see how much we have now. And we have 44, so we have
a couple too much too many. So we're going to
select both of them. We're going to delete it,
and we're going to get ourselves this amount
of material instances. All of them are basically just duplicates out of one another, but now we're going
to be able to make a really nice type of
instances out of them. So I'm actually just
going to close down this material instance for
now this window over here. And I'm firstly going
to start off by getting myself material instances
and materials on one window. Even though they're
in separate folders, what we can do is we can go onto the assets
folder over here. We can now make sure that
we have material selected, and of course, this
is only material. We need to make
sure that material instances are selected as well, which by the way, in
order for us to do that, we're going to click
add an acid filter, and we're going to hover over a material section over here since the basic acid
one doesn't have it. We need to go a little
bit more in depth for it. We're going to hover
over materials, and we're going to search
for material instances. Once we find this, we're
going to click on it, and we're going to get ourselves a filter tab of
material instances. And since we had
material selected, we're going to have
that as well selected. Now, what I'd like to
do is just basically match the names of each
one of them, like so. So for example, which one
would be easier to start with. I think we'll just
start from the top. We have blood two. We can go ahead and find ourselves
material instance. We can firstly select the
blood two, we can click F two, and this will give us
the name selection, we can click Control and C to make a copy out of this name. And now we can go
into the PVR Mt. For this one, we can click click Control V to make a paste. Of the name, and
now we're going to just basically add
instance to the name. So we're going to have
underscore inst, like so. And it'll give us this
sort of a result. Now, of course,
this is going to be the blood is going to
be set as a decal, but that's going to
be done later on. It still has the same type of textures as we had previously, and it's just going
to help us out in the long run in regards to the
naming material instances. So let's go ahead and
get this task over with. What we're going to
do is just continue on working with the
same type of technique. We're going to
select blood free. We're going to click F
two. We're going to click Control C. And we're going to go into the upper material instance for this pasted one that we had. We're going to click Control
V after clicking F two, underscore and call this int. And basically, what you
notice is because the way the unreal engine
is organizing files, it's always going to
have it alphabetically. So ABCD type of deal is going
to be blood at the top, and then something like,
for example, wood, which is lower down alphabet is going to be at the bottom, which is quite
useful because right now since we're
setting up the names, they're going to
give us the names in the same kind
of area, like so. So that's actually going to
be really helpful for us. In regards to navigating
through all of our assets. Let's go ahead and
continue working on this. Book covers, we can
go ahead and select it by selecting it,
clicking F two, clicking Control C, going down and then renaming
this Control V, underscore inst like so. Now we have book covers. Now, book covers
alternative will be I believe it's the same material is just
with some alternations, but we can always make some alternations within our
material instances later on. I'll show you how to
do that. First of all, let's go ahead and
just have the naming for material instances
placed properly. So let's go ahead
and get ourselves to book covers alternative. Let's go ahead and just paste
it in the score inst so. And yeah, let's just continue
working on this until we get all of those textures
renamed properly. So I'm just going to go ahead
and call this inst as well. And candle wax going
to hit Control C, scroll down F two, control pasted c
then the next one. So that's going to
be a book pages. Just going to go ahead and
copy this material instance, Control V, underscore inst.
We already have that. It seems made a mistake. Luckily, because it
doesn't allow us to have the same type of a name
under the same folder. It's not going to
allow us to get us a duplicate out of
this material instance. So that's pretty nice.
Wax, we already had it. Charcoal. Okay, let's go
ahead and do charcoal. And we're going to click
two Control V instance. Now we're going to
control C on DCL crossed. We're going to go here.
Instance, like so. Decal large Control C, we're going to go
down, Control V, instance like So ECL stamp because it's
going to be decal, we're going to be
changing that up, but that's going
to be in the pit. Let's go ahead and
call this instance. And then we got what
C. Control V instance. I think that is also
going to be a decal. And this writing
is DCL for sure. So I'm just going to
select it Control C. Two, Control V. Underscore
instance, like so, fabric, two, control C, So, yes. It is ATDs process. As I said previously, but it definitely is worth it. I don't think we need to do anything with the
flame in regards to that because I'm not going to
have any sort of a texture. So for now, I'm going to
leave it as is and just set up this material separately since that
doesn't have again, it doesn't have any type
of a texture on it. So now moving on, we're going to have
Jam Bluestone. Let's go ahead and
select it Control C, after clicking F two. Get those instances
renamed like so. Gemstone red. Let's go ahead
and rename it as well. These ones for sure, we have to have sort of a transparency with a reflective value with some
nice type of a glassy look. We're going to make
sure we get that. We're going to get
ourselves gemstone yellow. Let's go ahead and get ourselves
gemstone yellow like so. As for the gold. We're
also going to go ahead and just make
a copy out of that. Sorry, let's go ahead and
make a copy out of gold name. And we name this
as Inc. Actually, I think I made a
mistake by doing this. I changed up the name
for a yellow material. Now we can go ahead and
just simply double click on this and see what type
of a material this is. This was actually I believe
this is a simple gold. Because we can still
see the color. We can somewhat tell
which one it is by just simply clicking through materials on the
bottom right hand corner, we can see the
materials that are being assigned to those props. I think this is
looking quite orange. If I were to click on a
gem, that's going to be it. Yes. That's going
to be a gemstone. Let's go ahead and just
have it properly named. I'm just going to select one of those names like so
for the gemstones, and I'm just going to
have it old yellow. Like so. And of course,
underscore instance. So yeah, that is one way of fixing this
sort of a mistake. But of course, we're not quite done with setting up all of those materials and reassigning them to material instances. So let's go ahead and do
that in the next lesson. So thank you so much for
watching, and I'll see you soon.
123. Material Instances: Welcome back, everyon to
Blender and on real Engine, become a Dungeon
prop arts course. In the last lesson,
we left it off by setting most of the
material instances and renaming them
properly in accordance to the materials that were
assigned onto our props. And now we're going to continue on with this type of work, make sure that every
single material instance has its own counterpart
for the material. So let's go ahead and do that. For the gemstone yellow. I think Yeah, I made a mistake because
this was a material. I'm just going to click F two going to remove the
material instance. Since I made a mistake for that. By accident, I ended up
renaming the material itself. Since we can see the tags on the bottom corners
of their thumbnails. This one says material,
and of course, we want to make sure that it
is being kept as material. We don't reassign
it by accident. So does it have a counterpart
for the material instance? It does not. So let's go
ahead and do that real quick. Have Johnstone
white, and we need now Johnstone yellow, so
let's go ahead and select it. Click F two, click
Control C. Let's go ahead and rename this
as material instance. I'm going to have it as
is now as for the gold. We're going to of course, make a gold material instance since we are needed
for that as well. Gold coins, of course, we'll need to make material
instance out of that as well. Like, so, then we have
ourselves a gold trim sheet. Gold trim sheet is
basically going to be using same properties as a
normal PBR material. So let's go ahead
and just simply apply a material
instance for it. Actually, I made a mistake,
going to click Escape, which will do the task before
I click Enter to rename it. I'm going to make sure I copy
the gold trim sheet first. Going to make it a little
bit bigger like so. And I'm going to rename one of the material instances with a gold trim sheet ElmetFeather. This one is going
to be transparent. We're going to set it
up as transparent. And I think we're
going to set it up as two phase as well. We're going to get
into that in the bito. Let's go ahead and
just finish these off. We don't have a
lot of them left, so I'm just going
to get iron dark. Instance, like I made
a mistake again. And by the looks of it, I can't actually
click Control Z. Selecting on this,
we can see that it has a texture and by hovering over the texture within a detailed stab you
can see its name. Now, I'm actually having this as default material
underscore roughness, which is going to be a little bit more
troublesome for me. Actually, I just
noticed that it's also set up a metallic, even though it is a
roughness texture. Not sure why a blender imported
texture would do that, but Anyways, I'll make sure to have every single one
of them renamed properly. I'd be easier to find. So in case you rename the
material by accident, just go ahead and
open it up and check its materials and see
the naming for them. And then once you're
done with that, you'll be having an easier time reorganizing your materials. For now, though, I think, yeah, I think it's going to be on. So I think it just needs
we have three of them. And we have a grainy
and we have old, only one that we're
missing actually in this case is going to be dark. I'm just going to go ahead and
just rename this manually. I'm just going to click F two, call this iron dark. Like so. And now we
can just go ahead and select it two Control C and go ahead on the
material instance. Control V underscore, and we're going to
call this instance. Also, let's not
forget that we have a default material
within our tab as well. That's not a material
instance for this type. So let's go ahead and just
make sure that the tag is set as material instance
for whenever we renaming them and not material. And I'm just going to
continue on with this. In grainy, we need that as well. I'm going to call
this ins like so. And on old to select it, control Control V instance. Ever parchment is going
to be this one over here. Let's go ahead and click on it, control made a mistake, and it already says that there is already kind
of a name for it. So I'm just going
to click Escape, and that's just going
to cancel my renaming. And that's just going to help us out a little bit like so. And now we're going to select
this one click Control C. C Control V on this
one, underscore instance. There's a lot of textures to go through, but
we're almost done. We have a couple of
them at the end though, so let's go ahead and just
continue working on them. And have them all set
up nicely and basically ready to be reused and
reassigned properly. Now we have these
ones over here. PBR material instance that we already done with
the level strap, we just need to reassign
the ones underneath, so let's go ahead and get
the wax Like instance. And it's going to be
rope one and rope two, of course, different
color variations. Like so. Scroll paper. We just need to make sure we
have that selected F two, paste this in and then go
scroll paper silver basic. We're also going to
make that as well. Silver treasure. We're going to get ourselves that as well. Like so. And then we have straw, S is going to be a
material instance, this is going to be
a transparent one, which we're going
to be replacing its original master
material for it. Water is going to be a nice
one as well. Instance. Then we got a weapon iron. Let's go ahead and get
ourselves that as well. Like, Wood course. Let's kept this in as well. Wood stylized. We're
almost done with it. So let's just finish these off, and we're going to
be ready to go. Like so. Seems like I have
a couple of them left over. So let me just go ahead and check if I missed
any one of them. And it seems all of
them are in order, but we might have missed
couple because of something like a lame that we just decided
to leave it as is. So I'm just wondering
if We need that many. I'm just going to delete
them for now and we can come back to them in a bit. So since they're not assigned
properly to anything, we're going to delete a
couple of them like so. And I think we need to leave
one of them out or a flag, which I believe is
set as fabric cloth. I think I missed that
out. So let's go ahead and just rename this like so, going to copy this and
get myself into here. And there you go. So that
seems like it'll be okay. Now that we're done
with it, we can finally go ahead and continue working with the materials
within the folders themselves. So let's go ahead
and just close off the filters that we
had set up previously. Let's close them off like that. And we still have the
materials assigned to the assets which of
course needs fixing. So let's firstly
take care of that. So I'm just going to lower
down the content browser since we're done with that.
That's going to be for now. I'm just going to lower down this content browns
a little bit, and now we're going to
be working a little bit more with the viewport so we could see what
kind of materials we're replacing with
material instances. So thank you so
much for watching, and I'll see in the next one.
124. Assigning Wax and Flag Material Instances: Welcome back and on
to blender and then real engine become a
Dungeon prop artist course. In the last lesson, we left
it off by setting and naming every single material
instance that we had set up within our
materials folder. So now we have all of
them set up like this, but we don't have any type
of texture for them yet. So let's go ahead and
work on that first. And we'll start off
by just going for the list and actually
not entirely in the same order because
we're going to be needing to change
certain materials them. So instead of what we're
going to do is just we're going to go and skip
a couple of them, and we're going to
start off by actually. I think we're going to
start off with candle wax. Since that has a really
nice and basic type of material for the
texture of the candles. So I think the first
thing that we want to do is reassign those type
of textures for them. And the way we're going to do
it is actually we're going to go back onto the
act folder like so. We're going to enable material
and material instances, and then we're going to have
them one with each other. We're going to actually find
ourselves the candle wax. So this is the material, and this is the material
instance that we want to change. And I'm just going to make this condo browse a
little bit bigger. Now what we need to do is we need to have both
of them selected, so I'm going to select
candle wax squares, to go ahead and hold control. Select candle wax instance. Then we're going to
need to click right click and go into
the Act actions, and we're going to select
replace reference. So we're going to be
able to basically reassign the material
to material instance. So we're going to basically
now get ourselves two names within a
replace reference tab, and we're going to want to
select whichever one we want to keep and have
the one replaced. So if I have this selected, we're going to replace
the one that's above it. And so basically, in short, because these material
instances are within a folder. Usually, they're always going to have a longer type of a name. So we don't even have to worry
about which one we select. It's going to be quite
a simple process. All we've got to do is
just make sure that the naming is going to be
selected with a longer name. So I'm just going to make
sure I have selected. And with this on, like so, we're going to click
consolidate assets. So if we click on this, we're going to see that
they're going to be replaced with this
type of a material. Of course, this is not the
type of material that we want because right now they're
going to look like flags, and we don't want
this to happen, so we're going to be
switching that up. So in order for us
to switch that up, we're going to open up
the material instance. We're going to
double click on it, and we're going to see
this type of a window. So now we're going
to actually make it a little bit smaller like so, and I'm actually just going
to put it on the side so we could see the candles a little
bit on the side as well. Now we're going to
actually take off the filters that we had for material and
material instance, go back to material folder, go into the textures folder, and we're going
to find ourselves the candle bikes that we want. So we're going to go
ahead and search for it by scrolling
through these folders, and this is going to
be dungeon wikes. Let's go ahead and
select it and we have a bunch of different
textures for us to use. If we look at it, we also
have the same amount of global texture parameters
that needs to be reassigned. And I'm also going to
just put it a little bit more to the side and
bring out the detail tables. So, so we could see the
very edge of them like so. And as you can see, they're named in the
exact same manner as these textures over there.
In regards to the attack. So amet collusion, base
colametolic normal and roughness are going to be in
exactly the same order as these ones over here. And it's just because
both of them are named alphabetically in a
same anima manner. So that's actually going to
help us out quite a lot. In regards to basically assigning them in the
same kind of order. So all we've got to
do is right now, the easiest way for us
to assign them would be to select ambient
occlusion like so, and with the ambient
occlusion selected, we're going to basically click underneath the ambent
occlusion this icon over here, which will reassign our texture based on our
condubrowser selection. So if we click on this one now, We're going to just change up the ambit inclusion
to this one over here. So all we've got to do is
just basically go through the list and change each
one of them individually. We're going to
select this one now. We're going to reassign
the base color. We're going to go to metallic, reassign the base color, reassign the metallic
color information. We're going to go to normals
and then reassign this one. And finally, the
roughness value as well, I don't think we need
a pasity for this one. Just in case though,
I'm going to open it up to investigate it, and we have a couple of options in order
to investigate it. We're going to go
into this type of a tab a little bit more
in depth in the future. But just by double
clicking on it, we're going to open
up this window, and I'm actually
just going to make it larger so we could see. And on the top tab, we have a couple of options. We have RGB values. If I were to select all of them, I can see each one of the
channels individually, and I can check if it has
any type of information, and it also has an a
letter standing for Alpha, which if it would have
some opacity to it, this would be enabled. But because it doesn't,
we know that this is basically just a
simple opacity map. And I actually just
ticked off just closed off the wax
candle wax instance. So I'm actually What
I'm going to do is, I'm just going to click
on one of the candles, and I can see that elements which elements are
being attached, and this one is going to be a candle instance,
the one we worked on. So I'm going to
just double click on it and go back
into it, like so. And I'm going to make this
window a little bit smaller. But basically don't close it off if you can, if
you haven't yet. Just make sure you click
on this small x over here, and that'll just close
off one of the tabs, and we'll go back to
the material instance, and basically going
to finish this off by getting the roughness value
into this area over here. And we're going to get a
really nice glossy type of a roughness value. And I think this
is going to be a little bit too rough
in regards to that. We just need to make
sure we check it out, how it looks like in regards to the wax within the
candles themselves. I'm actually just going
to click Control S, save it out and going to see how it looks like
within our view. And in order to change up
the lighting, by the way, now that we're done
with the candle wax, I'm going to close this down, check the candle lighting
and the way it's being bounced off because I think the roughness value is a
little bit too much. So what we're going to
do is we're going to change the light direction
in our atmosphere, and we're going to check
it from different angles. So for us to do that, we're going to click
and hold control an L, which will open up this kind
of a gizmo if you can see in the bottom right hand corner
within the view board. With this, if we were to move
our mouse left and right, we can basically change
the angle of our sun. Holding control and L, we can do so like that. Then the next thing that we can also do is by
going up and down, we can change the
direction of our sun. I can actually see
the sun over here. If we were to hold control in L, I can move the angle on how
high the sun is, basically, But it's very hideous
process at first, but once you get
a hang out of it, once you get used to the
way to control the sun, it's actually really
nice in order to check how your textures
basically look, how they're behaving within
a real engine itself. So by the looks of it, I'm just checking out a look
by going right and left. And They might look quite right. I was worried that
they are going to look a little bit too
glossy, but actually, they are looking really nice in a real engine with
these textures on. So we don't need to
change them a single bit. We are going to look
into how to adjust certain color values and certain roughness values
in the future, though. But for now though, I think
we can leave it as is, and we're going to continue working on our proper textures. And this time, we're
going to go back to the t to the material folder, and we're going to continue
working with that. So we finished off
the candle wax. We got charcoal Charcoal
needs a missive texture map. We're going to leave
it off for now. We're going to just
continue on with more basic type of a textures, and decals are also going
to be different materials. We're going to leave
them off as well. What is going to be different. Writing is going to be
different fabric cloth red. That's the one that we
can change actually. And I think these are
going to be for the flag. So let's go ahead and change
them right away, actually. I'm going to go
into our acid fold the legs Make sure that material and material
incidents are both selected. Then we're going
to navigate onto, where was it fabric cloth. We're going to
select both of them. We're going to right
click, and we're going to go to asset actions,
replace references. Then we're going to select
a one with a larger text, make sure that that
one is selected. We're going to
consolidate assets, and we're going to
basically replace this with a material
instance, like so. That's looking quite nice. I don't think we need changing anything for the
banners at the moment. I'm just checking
how they look like. I'm going to hold control in L and move the light like so. To see the way the
light is bouncing off. Quite like that. I think I'm going to leave it as is again. So yeah, I think we're going
to leave it as is for now. In the next lesson, we're
going to continue reassigning the materials and setting
them up for our assets. So thank you so
much for watching, and I'll see you in a bit.
125. Correcting Texture map Brightness values: Hello, welcome back veron to
Blender and on real Engine, become a dungeon
prop artist course. In the last lesson, we
left it off by setting ourselves some of
those nicer banners, the material the
texture for them. And in this lesson,
we're going to continue working on
it and actually set up more of the materials just to get the right type of
textures out of our assets. So let's go ahead and do that. So within the assets folder with the material and
material instance, both of them are selected. We're going to continue
working through the list. We're going to now
make sure that we get so after the
fabric cloth red. Okay We're going
to work on fabric, which was, I believe,
for the bed. So this pillow over here, we're going to go
ahead and fix that. So I'm going to select both
fabric and fabric instance. They're a bit off from one
another because of the naming. Instead of trying to put the fabric cloth alphabetically
in the same order. Doesn't seem to be
quite working out. But anyways, let's go ahead and select fabric and
fabric instance, act actions, replace references, and we're going to select
the one with a longer name. So this one over here. We're going to have this result. We're going to now take off
the material instances. We're going to go onto the
materials and go to textures. We're going to find
ourselves a fabric. I'm just going to go
through each one of them, and it might be easier
to just search for fabric like so
within a search bar. Just going to click Enter, make sure that I get myself
this type of a result. But looking at it,
it seems like we're getting both the
fabric and fabric red. So I think what we need
to do is just make sure that there isn't
fabric red either. So for us to do that, I'm
actually just going to go out the front of a
search and put the score. And that should give
us a nicer type of Oh, it's going to be
this one over here. Let's go ahead and select it. And we're going to get
all of these textures. I'm going to select the bed. And I'm actually
going to open up fabric instance
through here. Like so. And now we're just
going to again reassign all of
these one by one. So going to select M occlusion, going to click on this
button over here, going to go base color, click on this button over here, and just do each
one of them one by one until we get all of these sectures
done just like that. And right now, it feels like the below is a little
bit too glossy for us. It looks a little bit too
wet and damp, actually. So we're going to I believe
we should pick that. So let's go ahead and do that. And the way we're
going to do it is, we're just going to double click on the roughness
channel, like so. We're going to open this up, and we're going to play
around with the values. So the values that we're
going to play around with is going to be located
within a detailed stab. If we were to scroll it down, I'm actually going to bring this up a little bit
just so we can see the pillow on the side and
have this window over here. Just like that. And if
we were to scroll down, we get a bunch of adjustment values within
the tab over here. And the first one is going
to be the brightness. Now, the way the
roughness value works is the wider the color is, the more of a rough value it is. It's basically a
zero to one type of a color information,
zero representing black, completely black, just like a
metallic texture over here, for example, where it has
no metallic value at all, so it's going to be
completely black. Whereas for roughness, if it's completely black is
going to be super shiny. So for example, what
the brightness does, by taking this value
down and darken it up, it's actually going
to make it much, much darker type of a value. So by doing this, we can see
that it's actually turning our entire pillow into really wet type of
a looking material. Of course, we don't want
this. We want the opposite, so I'm actually going to
set it up back to one. I'm actually going to increase the brightness to
two and that's going to increase the roughness basically off the entire pillow, and we're going to
get this result, which is actually going
to be quite nice. We still get those
darker type of patches, which is going to give us
some bit of a glossiness, is going to make
it look like it's a bit of a muddy
type of a fabric. But overall, we're going to get a really rough end up type and dried up type
of a pillow look. Maybe it's a little
bit to much though. Maybe I'll just lower it to
1.5, see how this looks. I think that's too little. I'm actually going to
increase it to 1.8, and this is the right
type of a value, I believe this is going
to look quite nice. Just in case, though we're
going to hold control in L and just move our lighting. Just to see how it behaves between different type
of lighting setups. I think it looks really nice
actually for this a fabric. Let's go ahead and
keep it as it is. But maybe at say, we can play around with
the way the patches are for those darker
bits over here. Because of the variations
within the fabric, we can see that we're getting
some of those type of Stains that are more visible
with lighting reflection. So we're going to make actually
use out of that and set up more of a intense
variation out of it. So within adjustments,
we actually have more even more settings
if we were to scroll down. And one of them is going to
be if I were to scroll down. To brightness curve.
Actually, I believe, I believe it's brightness curve. I'm going to set this
to five real quick just to see how it
looks. There you go. It basically just gets you more of an intense
type of evation between. So if we were to set
this 0.1, for example, or 0.5, we can see the difference that we're
getting out of this. And if we were to set
this to one or two, we can see that it gives us
more intense type of evation. Basically, the more
we increase it, the sharper this type of a grange value out of the
roughness is going to get. So we don't want
it to overdo it. One was already somewhat
nice looking 1.5, though, is going to give us
a much nicer type of e variation in my opinion. If it's a little bit
too much, though, t's go ahead and
lower it to 1.3, and I think that's by rotating our camera around and seeing how it looks like from
different angles, we can see that it looks
really nice actually. So let's go ahead
and keep that as is. And yeah, that's
pretty much all it takes in order to just adjust some color roughness
libations values within the texture itself. Just by going into the texture value and just
changing it man like that, we're able to change
our entire material. That is one way of
changing it up and getting ourselves some
nicer variations. We also have a couple
of other choices. So let's go ahead and go
into that a little bit. For example, right now, I feel like this type of a pillow is a little bit too
bright for this setting. I think it's just too
bright as a fabric overall. So we can change
that a little bit. We can play around
with the values. We can go into the base color, douli double click on it, just like we did
with the pictures, and we can play around
with those values as well. By just going down, we have something like brightness
what we did previously, we can increase it
and increase it and get ourselves slightly
different results. So by just increasing
it to a value of 0.9, something close to
a value of that. We're going to get
this sort of result. And by changing the curvature, we can see the type
of a difference, we're going to get
out of it out of this entire type of a pillow. So I'm thinking that we can
probably get away with just slightly increasing
the brightness curve and sharpening up
this entire fabric, and I think that's
going to look much, much better in regards to
the unreal engine lighting. So it's already looking pretty nice. Let's go
ahead and keep it. And after doing basic
adjustments to this material, let's go ahead and move on to the next texture to set
up our next texture. So let's go ahead
and close this tab, and I think we have every single one of them
set up properly. Let's go ahead and
just close this down a fabric material
instance, like so. And we're going to
basically move on onto the upper texture. So we're going to go back
onto the ***** folder. We're going into material, material instances,
Ta we did previously. And we're going to search for
the next one for us to do. So we did fabric instance flame, we're going to leave it as is. We're going to be setting
that up independently. Then we go gemstone blue, which, again, we're going to be
setting up some transparencies. So we're going to leave
that as is for now. Moving on underneath the
gemstones, we have gold. We can set up gold easily. So let's go ahead and
do that actually. I'm actually just going
to position my camera closer to the treasure
that we have, and we're going to
make use out of this. So let's go ahead and do that. We're going to select gold, and we should have
a gold instance, which is a little bit further
off this one over here. We're going to click, we're
going to use asset actions, and we're going to
replace the reference. Of course, we're going to
select the larger one. It also says that object
is not of the same class. This just means that it is
not of the same material. It is a material
instance instead. So once we're done
with the selection, let's go ahead and
consolidate assets. Let's go ahead and select that, and we're going to go into
it, double clicking on it. We're going to go
into our textures. We're going to take
off the filters. Going to go material, textures, and we're going to
find ourselves gold. What were to search for gold
within this one over here. Again, we're just going to go for each and every
single one of them in the same type of a
order There you go. But this one, you
can see because it's metalic because it's metal, it's going to give us
a more of a white type of a channel to use for this texture map,
which is quite nice. We don't have a
capacity for this one. We're going to use
roughness value. We're going to click Control
and S to save this out, and we're going to see
how the gold looks like. It's already looking
pretty good actually. So that's quite nice. There you go. Of course, we're not quite done just yet. We need to set up some
of the other materials. We need to set up a
lot of materials to be honest for the
rest of the props. So we're going to continue on with this in the next lesson. Thank you so much for watching, and I'll see you in a bit.
126. Setting up Normal Intensity Parameter: Hello, and welcome back, Evern to Blender and onReal Engine, become a dungeon
prop artist course. In the last lesson,
we left it off by setting some of less
metal for the gold. And actually, by looking at it, it seems a little
bit too reflective. So we're going to be
adjusting that right away. Just like we did
previously, we're going to open up the roughness value. We're going to scroll down
into the adjustments, and actually, I'm just
going to put this a little bit to the side so
just so we could see it. And by simply increasing this, we should get more of a rough value sof by
changing it to 1.5, we might get ourselves a
really nice type of a look, and that already is looking much better in
comparison to this. So yeah, I think
we're going to keep it as 1.5 and the worst case. Once we're done with
it, we can always go back and readjust
all of these values. So it already is looking
pretty nice as a goal. Let's go ahead and
keep it as is. So now we're going to
close this down, actually, and we're going to
continue working on the rest of the assets. So we're going to go into
the assets folder like so. We're going to scroll
down and we're going to actually let's go ahead
and make sure that material and material
instances are set up. Now we're going to continue working on the rest
of the assets. So we set up a gold instance, and now we're going to
continue working with them. So now we have gold coins. We're going to go onto
the asset actions. We're going to replace
the references, and we're going to select
the larger named one. So we're going to consolidate
assets, and of course, that's going to give us some bizarre results or
it should be at least. But I'm not sure why this
is not using gold coins. So I'm just wondering,
Why, that is the case. Just going to go
through the material. Actually, I didn't seem like
it worked out quite as well, so I'm just going
to do it again. Going to select both of
them going to right click, and I'm going to
go to ast actions, replace references,
and I'm going to select a larger one, like so. So they go now, we have all of them set as red. Of course, we need to
change up the textures. We're going to go into
the cold coins like so. We're going to go onto
the upper folder. I'm going to go scroll
all the way up. We're going to go
onto the textures. And we're going to, of course, find ourselves the
gold coin, which, if we were to look for
this entire thing, if I were to find it, it's going to be gold
coins, there you go. We're going to open
this up, and of course, we're going to start
changing them up. So one by one, we're going to go ahead and
get them changed. Just like that, this
one is an emissive one, we're not going to
be using this one. We're going to change
this to metallic, and we're going to change
this to normal and roughness. So there is gold emissive just in case if we
want to set up some globe, which we might be doing
that in the future, though. But for now, we just need to fix up the normal
intensity a little bit. So in order to fix up the
intensity because Right now, by the fault, the material for the gold is not quite there. We need to increase
it otherwise, it doesn't look quite
as bumpy, of course. In order for us to do
that, we can't just do it similarly to what we did to the roughness values by
making it brighter. It's not going to
look quite as well. And so we're also going to want to have a certain
amount of control over it. So for us to do that, we're
going to need to set up a different material
that will allow us to have certain control
over the normal values. So in order for us to do that, we're actually going
to make use out of the same texture map
and set it up properly. So the way we're going to do it, we're actually going
to close this down, we're going to go
onto the textures onto the material tab, so. And we're going
to find ourselves the original material
that we had previously. So PVR material, we're
going to open this up, and we're basically
going to make some adjustments to the PVR
material, the original one. Which will allow us to make certain changes for
the gold while still keeping the same material that we adjusted for the
previous assets. In order for us to do that,
we're going to actually just go all the way up, like so. We're going to just
put this so aside, and we're going to
set ourselves up with a certain amount of control
for the normal value. In order for us to control, we can't just simply
multiply the value. Instead of what we need
to do is set ourselves up with a different
type of a change. So actually, not
only we're going to set up ourselves
some normal values, we're also going
to be setting up some additional
parameters to help us control the material
instances within our ***. So for us to do that. We're
going to start off by getting ourselves some roughness color values information, the
intensity for them. And we can do so by simply getting ourselves a float value. But by creating ourselves just a simple float value
one help because we need to set ourselves
a parameter so we'd be able to control it
through material instances. So for us to do that, we're going to tap on a
material graph, and then we're going to hold as, We're going to hold S
and tap on the screen, and then it's going to
give us a float parameter. So we can call this
roughness intensity. And then what we
also need to make sure is that the default
parameter is not set as zero because even though we're not using
this value by default, if we were to simply
apply it as is, it's just going to make
every single material that we created
previously super glossy. So of course, we don't
want this to happen. So what we need to do is
actually we need to change this default parameter within
our detail tab over here. We need to change this to one. So that's going to be
basically multiplying this roughness value with
a value default of one. And if we were to hold
tab on the screen, we're going to get ourselves
a multiplying node. So by simply connecting
the roughness value, and the roughness
intensity float value, we're going to get ourselves
both of them multiplied, and now we can attach
this directly into the roughness node, channel x. And it's not going
to do anything at the moment because if we
were to click on Trol and S, if we were to save it out, and it takes some time for
the shaded to compile. So let's give it a
second. Once it's done, we can just click on a gold, we can get into its material so I'm just going to open it up just like that. So now what we see
within each one of the material instances is something called
roughness intensity. By simply clicking on
this and increasing it, we're going to lower the
intensity of these gold coins, and by lowering
it, we're going to make it look much more intense. So by simply having
this control, we're able to change up
within a material instance, the roughness
parameter, just like we did within the texture itself. Now, you might be wondering
why would we do that when we have control over
the texture value itself? Well, for starters, if I were to close
these down for now. If we go to candles, like so if we want to
change one of the textures, let's say if we like
certain larger texture of this larger candle, and we want to change one of the variations
for the candles. What we can do is if
we were to go into it, we can click on this
fine button over here to find our candle wax material
within a content browser. Now what we can
do is we can make a duplicate out of
this by selecting it, clicking Control D to make
a duplicate out of it. We're going to get
an instance one. And then if we were to
simply click and hold and drag it into this
candle or actually, let's go ahead and
have it selected, and now we're going
to drag this onto this same candle wax and
replace it basically, changing one of the candle
wax materials to another one. Now what we can do is we can go onto this material instance. We can enable this and by simply changing
this roughness value. For example, if we were
to lower this down, we can see that it gives us a different type of a result
or at the very least, it might be a little
bit hard to see, but we are changing
the values if I were to actually lower this
down by quite a bit. Make it super
glossy, if I were to change the location of the sun, it might be a little
bit more obvious, but actually it's a
little bit hard to see. I'm wondering if I were
to increase this Yeah, there you go, you
can see the type of a glossinus result that we're
getting out of this candle. So one of the
candles is going to be different than others in
regards to the material. And then we can basically
have variations of different materials with
certain different tweaks, and it'll just give us a complete different look
in regards to the candle. So that's going
to be quite nice. I'm actually just going
to disable this for now, and I'll give you a different
type of example in a bit. But for now, though,
we're going to actually create one more
thing out of this material. We're going to go back into
the material, where is it? I'm going to go back
onto the assets like so, going to enable the material, and just going to
find ourselves, the original, which was I'm just going to go
into the materials fold. This might be a little bit
easier, go PBR material. Let's go ahead and open this up. And finally, one more adjustment that I'd like us to do within this is going to be setting
up the normal intensity. So for us to do that, we're
going to right click. We're going to search
for linear interpolate. We're going to search
for this one over here. Alternatively, we can
also click and hold L actually and just get
ourselves this type of a node. So by making use out of this, we're going to change
up the intensity for normal because it's not just a simple version of a color intensity where the brightness would increase the intensity for the normal. What we need to do
is we need to get certain amount of
changes for them first. So what we're going to do is we're actually going
to make use of the slur value and
attach to a value of B. Now, as for the value of A, we're going to basically
create ourselves a really quick and simple value or a default type
of a normal map. So for us to do that by default,
if we have a look at it, it's actually quite
blue because blue in a value of one would give us a neutral type
of a normal map. So for us to do
that, we're going to create a cells a vector free, which we can do so by holding free and
tapping on the screen. So this will give
us a vector free, which if we were to select
it and go into the details, we'll see we have a constant. Now, constant will allow
us to get a color picker, and we actually can
change up the colors. If I were to increase
the value a little bit, we can see the type of
colors that we can change, and we're going to be able
to change it to a new color. But we're not going to use
it as a simple color picker. We're going to change
the values directly. Underneath the advanced tab, there is something called RGB, and we have different channels. So for us to change
the color for this, we're going to change
the r to zero, green to zero, and blue to one. So this will give us a
pure blue type of a color. And if we were to click,
we're just going to get ourselves a neutral
type of a normal map. Now we're going to
attach this two A, And as for the alpha, we're going to create
ourselves basically the same kind of a
float parameter. So we're going to hold
S and tap on a screen, like so, and we're going to
call this normal intensity. So default value, we're
going to select it as one. Since that's going
to allow us to just get a basic normal value. We're going to
attach this to Alpha and we're going to
attach this to a normal. We're going to click
control and S to save it. And now we're going
to finally test it out how it looks
like on the coins. So let's go ahead
and close this down, and let's go ahead
and try that out. We're going to go ahead and
go onto the cold coins. We're going to double tap on it, and we're going to
see that we have normal intensity value. So we're just going to Put this to the side
within our viewport, so we can see the gold coins. We're going to enable this. And now, if we were
to lower this, we can see that these coins are actually turning quite
a bit flat like so. So a value of zero
would mean that there is no no normal value at all. A value of one would mean it
is a default type of value. And if we were to increase
it even more above that, we can see that we are
changing basically reapplying the same value of normal
map onto one another, and we're going to
get an insane amount of pump value out of it. So that's quite a
nice way of us to have control over our
normal values like so. So yeah, with this,
we can change this to a value of
something like 2.5. I think that's going to give us a really nice type
of a value like so, and we can leave it as is. So thank you so
much for watching. And then in the next lesson,
we're going to continue working on setting up
even more materials. So that's going to be
quite fun as well. So yeah, I'll see
in the next lesson.
127. Setting up Metal Material Instance: Welcome back, everyone to
Blender and the Real Engine, become a dungeon
prop artist course. In the last lesson,
we set up some of the material instance
value parameters in order to get more control
over materials for the gold, and now we can
basically change up our roughness at normal
intensity values and get ourselves more control
out of it without actually needing to go into
the detection maps as well, so that helps us to get better results for the setup
with an unreal engine. Now we're done with that,
we're going to close this ham and continue working with the rest
of the materials. We're going to actually
go onto the assets tab. We're going to select material
and material instances, and we're just going to continue on working with the
rest of the set. Now we're done with gold
coins, we're done with gold. We're now going to set
up a gold trim sheet. So we're going to select
both of them. Like so. We're going to right click, go to asset actions, replace reference,
and we're going to select a longer one. Like so, we're going
to consolidate assets, and we're going to get ourselves
this type of a result. Now, I know at this
point it's getting a bit more of a tedious
kind of a process, but just make sure to
take your time as always, replacing the references
is quite a asset. If you end up replacing
them wrongly. I'm just going to set up
the trim sheet for now. So In order for us to do that, we're going to open this up, we're going to get
these opened up lag. And we're going to
actually go onto. I'm just going to close
down material instances. We're going to go
onto materials, textures, and we're going to
find ourselves, of course, gold trim sheet, which should be underneath addition
dungeon additional assets. Textures, we're going
to find ourselves the dungeon gold trim
sheet like this. Open it up, and we're going
to get all of these assets. So now we're going to just
like we did previously, replace them one by one, and we're going to get ourselves
a nice type of a result. So just like that,
we're going to get a really nice
type of a setup. Now, if you have a look at it, we're going to have a
bit of an issue right now because as we can see, there is a bit of a difference between
the original gold and the gold trim sheet
in regards to the glossiness in regards
to how they shine. So we need to make sure
that after adjusting a gold value for the
texture information, we need to basically
get ourselves the same type of a color information for
this one, as well. So the way I'm going
to do it is firstly, I'm going to locate the original gold
that we had changed. I'm going to actually select
this entire entire goblet. And now I'm going to go into
the gold instance like so, which will open up a new tab, so forward to click on
this one over here. It's going to open up
a new tab over here. And then I'm going to actually locate myself the
roughness value. I'm just going to open it up, and this will give me the type of information
that I need. We're using the brightness
value of 1.5 for it. I'm actually going to go back
onto the gold trim sheet onto its folder and I'm going
to open this up as well. Actually, I'll just
close down this first. I'll go ahead and open this up. This is for the trim sheet. So in order for us
to make sure that it has the same kind
of reflectivity, we're going to increase
this value quite a bit as well to 1.5 to basically
the same value, and we should be getting
the same type of a result. I'm just going to
just in case going to check the base color
how this looks, and I think that
looks quite right. Okay. So, yeah, that's
all it takes in order to get the same
kind of reflectivity. We're not going to get
the same kind of matching exactly down to a point because they are
different textures, and there's going to be a
certain amount of seams. So of course, there's going
to be a bit of a change, but just by changing the
roughness value to match the up, material, we're going to
get much better results. So that's why another
reason why we shouldn't work too
much into the textures themselves unless
we want to change the overall type of
a look is because certain times they end
up not matching the overall aesthetic and
design of your props. So by changing them through
the material instance, for example, if I were
to change the normal, we can have more control
and easily visualize how it would look like by just
simply sliding this value, clicking and holding
basically your left mouse. We can slide up and down
this normal channel. Intensity. I think I'm
going to keep it this, slightly increasing
it, and I think that's going to look much much
better in regards to that. So let's go ahead
and leave it is. We're going to close
this down and continue, of course, working with the
rest of the textual material. Let's go ahead and go
back onto the ***. Let's enable material
and material instances. Let's scroll all the way down until we find ourselves gold. So we got ourselves
the helmet feather. I think we're going to touch
that in the eolesconthough. I think we're going to
continue on with the Basic materials first. So we're going to
select on dark and on dark instance. We're
going to right click. We're going to go to asset actions and
replace the references. We're going to select
the larger one. We're going to
consolidate assets, and we're going to, of course, delete the previous one. So now we're going to have
this type of a result. So now we're going to
double click on it, and within the conta browser, we're going to take off these. We're going to go onto the
materials onto textures, and we're going to find
ourselves the dark ion. So that is going to
be dungeon iron dark. There you go. And of course, we're going to replace
each one of them one by one, just like that. So it's already looking
much much better. In regards to how it's being lit up in
regards to its color. There you go. I think that's
looking much nicer already. Might be a little bit too
shiny for real engine. I think we need to lower down the roughness intensity
or actually increase it, so we're going to enable
the roughness intensity. We're going to just slightly
take it off like so. And I think that's looking
much much better actually. Just by doing this
kind of adjustment, we're going to change it
up because by default, it looked very glossy. So value of 1.3 or a
value close to that. I think that's going
to look quite nice. Okay, let's continue on working with the
rest of the assets. Let's close this down, and
I think we're going to go onto the materials onto material
and material instances, and we're going to continue
working with this. So we've got on dark
which actually, it seems like there is
another on dark in here. So I'm actually thinking about
just changing it up real quick and see what kind of assets it changes because
we already had on dark, so I'm not really sure why
this is the case for this one. And I can see that
we are also having on grainy and iron
old over here. So let me just go ahead
and quickly check that. The easiest way for us to check which material is being
assigned onto which point, I think would be to just go
into the material itself. Is not giving me the
right kind of results. So this is visible, but on itself is not giving
me any results. I'm not sure why
that is happening. Just going to click Control
and S to save it out, actually, and that
disappeared right away. So yeah, I think it was left behind just didn't
refresh, didn't update. So also on that note, let's make sure that we
save out our project. So by clicking, Control and S, we can save out our
project or alternatively, we can also go to
upper left corner. We can click file, and we can simply select Save
current level. Or also, we can click save all, which will save not
only the level, it will also save the assets as well and everything
that we just changed. So by clicking on this, we're going to just save
everything out. And just in case it's
better to do it like this. But this naturally
takes a longer time to save out to get all of
those assets saved up. So I recommend you doing control shift and S
every once in a while only and doing control and S you save out your
changes within level. And if you are within
something like a material and you're doing
changes within there, by clicking control and
S, you save it out, you're only saving out your
material within that graph. So, for example, once
this is done loading up, as I said, it does take a
while to get this loaded. But once we're done,
we're going to be able to get this
type of result. So for example, now
we're done with it, if I was to change
something within a material or material instance and then clear control on S, it would basically save
out this material only. So that's something
worth noting. It basically saves
out the window that you're at and nothing more. Yeah, we still have a
little bit of time to get one more material in so
think we're going to do that. We're going to get
ourselves an on grainy. Let's go ahead and select both of them. We're
going to right click. We're going to use Act
actions, replace reference, and we're going to
select on grainy consolidate the delete
and there you go. We're going to open up the material by
double click on it. Take it off both
of these filters. We're going to go
onto the textures. We're going to find
ourselves on grainy, which should be if we were
to scroll down low enough. Dungeon iron grainy. Let's go ahead and select it. And now we're going to basically
do what we did before. Let's go ahead and select
ambit occlusion, assign it, base color, assign,
metallic assign. Direct x normal assign, and finally, roughness assign. There you go. Now, let's go ahead and check it real
quick, how this looks. I think it was placed for as bolts I believe or over here. I think it looks a
little bit too shiny. Maybe maybe it's going
to look quite right. I think I'm going to
leave it as this for now. Maybe I'll just switch
up to lighting to check how they look in regards
to different light setup. But all in all, I think I quite like this shininess
for this grainy metal. So but now though, let's
go ahead and leave it as, and we might need to come
back later to check how they look in the future once we've got everything out of the way. Yeah, we're going to continue on working with these materials
in the next lesson, we're actually going to start
off setting up the wood and the rest of the basic materials that
we need for these assets. So thank you so
much for watching, and I'll see in the next one.
128. Fixing Material Reference: And welcome back everyone to
Blender and Unreal Engine, become a Dungeon
prop artist course. In the last lesson, we left
it off by setting some of those metal materials
on our assets. And now we're going to
continue working with the rest of the materials and continue setting
everything up. We still have a long way to
go, so let's bear with it, and let's continue adjusting
each and every one of them to make sure they fit
within unreal engine scene. So let's go ahead and do that. We still got ourselves and on. So let's go ahead and select it. And actually, let's make sure that we have material and
material instance on. And I'm just going to go
down again to on old. I think it was iron old. Let me just find the iron
that we were looking for. And seem to find it over here. So I'm just going to search within a search floor for iron. And it seems I got dark, grainy and there go. It's weapon iron. So there go. I'm going to select
both of them. I'm just going to right click and I'm going to
replace references. This one over here. Consolidated materials,
to delete it like so. So now we have this one
attached onto our weapons. A I'm not sure where it's
being used actually, but I'm pretty sure we'll be able to see that once
we get this changed up. So let's go ahead and
just do that right away. Weapon in instance. Let's go ahead and open this up, go all the way up
to the textures, and let's change
up this folder to get ourselves the new iron, which is this one over here. Let's go ahead and open this up. And we're going to change each one of them one by one,
like we did previously. So just like that, we're going to change. And find the roughness
value. There you go. And I'm thinking if this looks a little bit too
shiny as a metal. But maybe it's going
to look quite right. Let's go ahead and just
see how this looks like. And I'm trying to think where this would be used actually. I'm going to get
ourselves the material. And I'm going to
actually just go into material instances,
search for that. This one weapon on, where is this going to be used? That's actually going to be used within if I were
to search for it. And I think the easiest
way for us to go through it would be
if I were to simply get all of these assets and just put it in a search
bar for weapon so. And we can go through each
one of them, like so. So by selecting one of the
assets for the outliner, we can now go for
each one of them, like so and it's going to have the search
bar of a weapon. And this way, we can
just go for each one of them and they go,
it's props for the helmet. It's going to be used over here. So this is what's going to be
using this type of a metal. Let's go ahead and just
check it just in case. I'm going to just play around a little bit
with, for example, the roughness and see if it
changes anything within it. Doesn't seem to be doing so. Maybe I'll try playing around
with the weapon instance, which still doesn't seem to be giving me any type of issues. So I'm actually checking,
and it feels like I have not just I have not changed up this material for the helmet. So just in case I'm actually
just going to enable both of them and see a
search for a weapon. But I'm actually just going
to go down and there you go. So it seems like I have
not replaced these yet. I'm just going to
quickly replace the references with
this one over here. D the previous one
and here you go. Now, it seems to be
working quite well. It seems like it's
giving us the right type of a result for our helmet. So that's going
to be much nicer. We might need to change up to roughness values just a
little bit by increasing it just a little bit so we're going to get ourselves
a nicer type of a result. And I'm going to
play around with the normal values
a little bit as well just to see what kind of interesting pattern
we're going to get. Maybe something of a
higher normal value. I think that's going to give us a much nicer type of a
reflection of this helmet. I think we're going to keep it as is for now in worst case. If we see a material
that doesn't fit in with the same
material instance, we can always make a
duplicate and just change that material
instance and fix up the intensity for them
or the roughness values. But for now though, I think that's going
to look quite alright. I think we're going to move onto setting up our v tecture so
let's go ahead and do that. We're going to, of course, within the assets folder. We're going to search for
the materials as well. So right now, we have all
the materials over here, and seems like there were some of the materials
that didn't get replaced. I'm just going to I'm
not sure why that is. I think it was because
there were a couple of material duplicates
within this asset folder. And actually, I'm just going to click Control and S just to save out this scene and
see if that fixes it. Yes, it does seem to fix it. So by just saving out a level, it feels like it refreshes our Content browser, and it gives us the right
type of a setup. So now, both of
these Ron dark and Ron grainy are gone,
the original materials. Iron ol though we need to
change that up as well. So we're going to actually
go ahead and do that. Going to select them right
click Act actions, replace. Which is going to make sure
I have them both selected. And just looking at it, it doesn't seem like
there is a replacement, so I'm not sure why
that is the case. So just going to
check it once more. And just going to click reload and it seems like
it cannot be reloaded. I'm just wondering why that is. Seems like there's
a texture missing. In this case, if I were
to open up the material, this is going to be just fine. But if I were to try to
open up on old instance, it's going to give
us an empty thing. So I think it's because this one is actually empty at the moment, and we need to replace in old. So I'm actually going
to quickly do that. I'm going to get myself
one of the materials. I'm going to select
actually iron old material, just going to copy its name, like so, clicking F two, copying the materials name, and I'm going to make a
duplicate out of one of the material
instances that we did previously that we
worked previously on. So going to create
material instance. There you go, clicking
Control V to duplicate the name and calling it
instance and calling instance one at this
point because it seems like this one is
just doesn't get replaced. So in this case, we're going to actually select
all three of them like so. We're going to right
click. We're going to go on to asset actions, and we're going to actually just reset, doesn't
seem to work. That's okay. There you go. So it seems like I'm just
going to fix this up. Again, this one is not doesn't seem to be
wanting to work. I'm just going to delete it
like so, and there you go. Because it allows us to just
delete it straight away, it means that there
is no references attached to that material. If I want to delete something
like this, for example, it's going to ask straight away if I want to
forcefully delete it, which means that all
of these assets are using this type of a material. Of course, we don't
want this to happen. And if I were to just
simply delete this one, which, again, I didn't
use anything for. Now I can just delete,
and it's not going to ask me to forcibly delete,
just simply delete. But honestly, if we want to see what kind of references are
being applied onto assets, we can right click and we can
select a reference viewer, which will open up
this sort of window. It shows which which material
is being applied onto what, and also shows which
assets are using it, which is pretty nice, actually, it's really nice to look at
and check which are assigned. So that's quite good. Okay,
so continuing on with this, we still got a whole bunch of other assets to sort
out and fix up. But I think we're
going to continue on working with this
in the next lesson. So yeah, that's going
to be it for now. Thank you so much for watching, and I'll see you in a bit.
129. Applying Grainy Metal: Hello, and welcome back ero on to Blender and
the Real Engine, become a Dungeon
prop artist course. In the last lesson, we
left it off by setting some of the metal
material for our assets. And this lesson, we're going to continue working on
these assets and going to set up even more assets and link them together to our props. And so we're going to actually just get ourselves
onto the next one. So this time, it's going to be where to scroll through them. I think we can just
start off on getting, let's see, we've
done a gold trim. We're going to move on from a helmet feather
for now. In old. We've done that as well,
although it's not. So we had some issues with this, and I'm wondering
if to type and old. If we can see that
underneath our assets, it doesn't seem to be the case. So I'm just quickly
going to check the references to open
up the reference viewer, and we are using a lot of them actually a lot
of this material. So I'm going to go ahead
and fix that up real quick. I think the easiest way
is if I were to create a new material instance
for this iron old, so I'm just going to actually grab doesn't actually matter. I'm just going to
grab either one of those material
instances for the gold, going to create material
instance out of this. And I'm just going to
call this iron old. I'm going to call this
old instance, like so. And it should be like this. Now it seems like it
disappeared a day ago. Now it seems like
we have those two. I'm just going to
replace them and get myself up with the
asset actions, replace references,
and I'm just going to get this iron old instance. And of course, this is
going to be gold for now, so we need to fix
that up because we're going to get ourselves
some nice gold chains, which Maybe not something that we want for
our dungeon scene, but it does look quite
fancy at moment. So it might look quite nice. But of course, we're going to need to change that regardless. So let's go ahead and
go into this iron old. Let's open up the
iron old instance, like the one that
we have over here. We're going to make sure that
each one of them is Tyton since it was created as a new material instance
out of that instance, it didn't have the tickon. So now we just need to
reasign them just like that and make sure that
we have ourselves a nice. Type of a metal
for these chains. I think that looks
quite nice actually. Yeah, it does look really
nice actually. So yeah. This is quite a good metal. We might need to adjust the roughness value
just by a little bit. So we're going to increase
this up to a value of 1.2. I think that's
going to look much, much nicer in regards to it
being metallic like that. Let's go ahead and
close this down. And now we're going to continue working with our materials. So let's go ahead and enable both material and
material instance. And this time, we've done iron, and I'm looking that we
actually have iron gray knee. So I'm just going to
check the reference, and we do have this re attached. So I'm just wondering what
is going on with that? Why have we not replaced this? I'm just going to look
into it real quick. And it seems like we might have left off
this type of iron. I'm just wondering if it's even needed to be
honest in this case. I'm just going to check
content real quick. Just going to take this off, go into the texture folder, and just going to check
what kind of iron we have. So we have iron dark, iron grainy iron old
and weapon iron. This one was for a
element, for example. I'm going to check
this type of a metal. Go to go into it. And yeah, I think I replaced
the wrong type of a metal for the element. I was seeing that it
doesn't look quite as nice, but it's actually
quite an easy fix for us to go and go ahead
and fix that up. So we're going to go
ahead and just open up the weapon one that
we had previously. So let's go ahead and just
quickly find ourselves and make sure that it
is set up properly. So we're going to go
into There you go, weapon iron. We're
going to open this up. And we're going to
quickly change this up, and we're going to get
ourselves a nicer type of a metallic value for this type
of a helmet. There you go. And it seems like
we get it fixed, and it's going to look much much better in regards to that. Just going to check how the reflection looks
like for the helmet. And if it's not too reflective, maybe we're going to
leave it as is for now, and I think we might need to come back to it later though, but that's going to be different based on the type of lighting, and I'm just going to scroll down and see how it
looks like. And I think Reflectiveness is actually quite neat in regards to this area. So I think I'm going
to leave it as is. Now we're going to go
back onto our materials. We're going to enable material
and material instances. And we're going to
set ourselves up with a grainy material for the metal. But I'm just looking at it if we have iron
old There you go. It's going to open
this up, and check. So it seems like at
certain points, basically, we're getting
certain issues with replacing the references
photo textures. But I'm just trying to check if it's going to
look quite alright. So these are two, for example, together, and I'll want
to change that up first. So I'm just going to go ahead
and go to asset actions. It seems like this is
going to be quite nice. Okay, so ronrany we
need to check for that. Going to search for grain. And it seems like we already
replaced that with iron old. Actually, I'm just
going to right going to check for references
within the viewer. And it seems like it
is using this one, which is being applied
onto the shield and bed. Just going to check
how they look like. The shield is going to
be this one over here. I'm actually going to move
this one to the side. So right now, I'm just checking which one
it is being used on, and it seems like it's being
used on a bed, for example. Just going to zoom
in a little bit. It seems like not a bad sorry. The torture device is being
used on these ones over here, and they seem to be red, which is, because we can
now add those texture maps. So let's go ahead and
just double click on it, and let's go ahead and
simply add them up. So I'm just going to, of
course, take off the filters. Just move this up a little
bit and open up the textures. This is going to be iron grainy. So let's go ahead and open the iron grainy and just simply
start replacing them up. So just in the same
type of order, we're going to go one by one and start
replacing these up. So opacity doesn't have opacity, then roughness, there you go. And we're going to get
this sort of result. So it might be a little bit too glossy for our area
for the chain. So I think I'll just by default, just take this down
by quite a bit, actually. Here you go. So we want to have
a certain amount of metallic look, but
not by too much. So taking this down
by quite a bit. I think that's going to help us out in regards to lighting it up and making it look more like a rough
and type of a metal. I think that's going
to look quite nice. But it does look a little bit too smooth in
regards to that. I think I'm going to go into
if I were to select this and go to scroll down through this entire list on
the bottom right hand corner, open up the iron grainy
that we had just switched it up and change
up the normal intensity. So I think I'm just going to
increase it by quite a bit, not by too much, though. You a value of 3.5. I think that's going to give
us a much much nicer type of a result or these metals. So going to check the other ones that are using this same type of iron graining. So I'm just going
to click and search for the iron graining within
the materials themselves. Then I'm going to
right click open up the reference viewer and see which ones are
being used by this. So I'm just going to
open this up and see that this is being used by
the dungeon weapons as well. Going to check how
they look like. And I think were
to just change how the sun behaves clicking
and holding control in L. We can see that they do
look quite nice actually. Trying to figure out
which ones are being applied onto those weapon racks. One way that we can do it
is if we were to just take off the iron grainy by clicking on reset
to default value. We can just take it off and
see how it looks like or actually going to click
on this one over here. Doesn't seem to be doing anything at the moment,
because, of course, we replaced the original
type of a material. So if I were to click on this and just change something to one of the default ones that are quite obvious and
quite stands out, we can see the type of a material that is being
used within this area. But of course it takes a
bit of a time to load up. Still doesn't show up there ago. So it's being used for
the handles over here. Now that I know that they're
being used for the handles. I'm actually just going to
go ahead and change them back to the original
grainy metal. So we were doing this because
we wanted to figure out whether or not the bumpiness
of these textures that we set up for the material
is set up properly. And T, just by looking at
it, it does look quite nice. So let's go ahead
and keep it as is and move on with
the upper textures. So we're going to continue on with this in the next lesson. We still got some lever straps and some wood to finish off. And of course, then
we can work on our transparent materials
and our details and whatnot. So yeah, we're going to leave
that in the next lesson. Thank you so much for watching,
and I'll see it in a bit.
130. Setting up Roughness Contrast: Hello, and welcome back Von to Blender and on real Engine, become a Dungeon
prop artist course. In the last lesson,
we left it off by setting some of
that metal material on our swords and fixing up some of those
references we had before. And this lesson, we're going
to continue working with the material instances and
just replacing the references. So we're just going to go
back onto the assets folder. We're going to go onto material
and material instances. Bilter and we're
going to, of course, go all the way down until
we get to the lever straps. So that's going to be
lever parchment first. Let's go ahead and
select both of them. So, let's right click. Let's go ahead and replace
the references. Replace the reference
instance, consolidate assets. Let's go ahead and delete it, and that's going to be it. Of course, we need to make sure that we are setting
it up properly, so we're going to double
click on it to open it up, going to take off the
material instances like so. Time, we're going to go
into the texture folder, we're going to find
ourselves lever parchment. Which is if we were to go
through this entire list. I'm actually going to make this much smaller, so
by holding control, we can actually just
scroll down a little bit and make a different
change to the scale that A R. I'm just going to
make it much smaller like so it's going to be
much easier for us to see. And I think it's going to
be this one over here. There you go. Let's go
ahead and select it. I'm going to hold control, just zoom in so I could
see which ones are which. So this one is
ambient occlusion. Let's go ahead and change
it up, base color. Change that up, metallic,
change that up. Normal change opacity
we don't use, and roughness, there you go. So we're going to get ourselves
this sort of a result. And I think by default, it's way, way too shiny, so it's going to be causing us a lot of issues
within and real engines. So we're going to
change that up. We're going to go to the
roughness intensity, and we're going to
slightly increase this so we can see how it
looks like on the sphere. I think that's
going to look much, much nicer in regards to that. And also, I'm just looking at
the variation of roughness. And I think we can also increase the intensity or
the roughness instead. But instead of just
changing it up within the curvature within
this texture itself, how we did previously in
regards to the brights curve, we're actually going to
change the intensity to change the
variation to make it look like it has more of an intense roughness
differences. We're going to actually
go ahead and set up ourselves a new material
value for that. What we're going to
do is actually we're going to close this
down and instead of just finding the material
through our folders, we're going to
scroll down until we find ourselves a parent. So a parent is basically what
the material instance is using in order to get all
those parameter information for our material. So now we're going to
double click on it and open up our original
PBR material, which is going to give us
this sort of a result. So now, in regards to
the roughness value, we already have intensity,
but we don't have a lot of control in
regards to its contrast. So we're going to just
basically right click, we're going to
search for contrast, and we're going to make use
out of a cheap contrast. Now, cheap contrast is only used for black
and white colors. If we want to set up something
for our color information, we'd have to use a
cheap contrast GB. But this one is just
going to be just fine, since it is for roughness value. Let's go ahead and select it, and we're basically
going to put in the multiplied value that's
already of our intensity. And then we're going
to get the result into the roughness
value like so. Now, but a roughness
value itself. This is where we put
it in, by the way. We're going to hold
as, tap on the screen, and we're going to call
this roughness contrast. So if we were to just
type it in properly, the contrast, like so. And we're going to, of
course, put this into here. Now, default value is going
to have to be set as one. Give us a default,
nice type of a value. Now, if we were to
hit control and as to save this out, of course, it'll take some time to reapply this entire material shader,
which is totally okay. But once it is done,
we can close this down in the tab
upper left corner, and we're going to get ourselves some roughness
contrast value over here. So if we were to
enable this actually. This looks a little
bit interesting. I'm going to go ahead and check real quick if that is
exactly the type of a value. I'm going to go back
into the PVR value. In order for us to check how this is being affected
with the cheap contrast, we can actually right
click on this and we can preview this node. By clicking, start preview node, we can just preview how
this is going to look like after the cheap contrast. I think if I were to
set this to zero, let me just check
how this would look. I'm actually going to open
up the plane just so we could see how this would
look like within our view. I'm thinking maybe
one I think one is actually increasing
this contrast value. So I'm going to, for example, start preview mode within a texture itself, just
a normal texture. So this is the type
of result that we want to get as a default, basically, the original one. So if we were to
right click and start preview mode with the
one as a default value. I think that's going to give us a bit more of an
increased value. Yeah. I believe that's the case. So by default, we actually need to leave this as
a value of zero. Now if we were to click
control and say it, it's going to be
much faster because we already had those notes, we just changed a simple value within it for a default value. So now if we close this
down and just take this off for roughness contrast and actually click on
this value over here. We set this property
to its default value. We're going to see the
original value that we had. But if we were to just slightly increase this by a
little bit like so, we're going to get
a much nicer result in regards to the contrast
of this reflection. So it's going to give us a
really nice type of a look. I think I'm just going
to also increase the intensity a little
bit to get this a look. Now, let's go ahead and actually look how it's going to look like within our set for
the level parchment, and it looks pretty good. I'm also going to move the
light a little bit just to see how these reflections
are going to look like. And yeah, it looks
quite nice, actually. I quite like that. So let's
go ahead and keep it as is. So now, of course, since we are building this up these textures, even if we go onto
our previous assets, we're going to get ourselves to the roughness contracts as well. So if we want to go back and change those values,
we can do so. But honestly, for all
the previous ones, it didn't look like we needed to change pretty much anything. So we can leave it as is, and we can continue on working with the
rest of our texture. So let's go back onto the materials onto
our assets, actually. Sorry, onto our assets. Let's enable the material
and material instance. And actually, I think
I'll just take off the static mesh as
well in this case. So in case you just had
additional filters by accident, or in case you clicked one of those ones which has multiple
variations, for example, if we were to click
on material, like so, and we can have a bunch of those options right
now in our area. So obviously, that wouldn't
be quite as nice to look at. So what we have to do is
we can just right click and we can just simply
select remove all filters, or We can also go ahead and material function,
material instance. That's going to be a
little bit easier for us. If we were to click on
a material instance, remove all but this
material instance, we're going to get
everything removed except for this,
which is pretty nice. Then of course,
we'll need material just like we had previously, and we're going to get
these sorts like so. Okay. So moving on,
what we can do. Once we start doing
a lot of these, it might start glitching out because of the
amount of redirectors. I'm going to actually take both of these material and
material instance, go on to content, right
click on assets folder. And in this one, there's something called fix up
redirectors in folder. So we're to click
on that is going to fix all of them
up and hopefully. Now if we were to, of course, go to material and material
instance, we shouldn't be. We're still seeing
that, so I'm not sure why that is the
case to be honest, but it doesn't seem to
be getting in our way. I'm just going to right click
and see. Reference viewer. So let's go ahead and
do that real quick. And parchment seems
to be using it, but at the same time, it should be replaced.
So I'm just in case. I'm just going to right
click, see the asset actions, and I'm going to actually
replace it again. I'm not sure why
that was happening, but I'm just going to do it
just in case again like so. So just going to delete it. And there you go. All right. It was still being applied onto the parchment onto the
scroll area over here, so it wasn't quite sure
why that was happening. All in all, I think that looks
quite nice already as is. We just need to continue working with level
straps right now. So let's go ahead and select
them, select them both, right click and then asset
actions, replace reference. Our we're going to select
the longer one, consolidate, delete, and Ourse we're
going to go into it, going to make this window
smaller and going to take off both of these filters
back onto the folder, tus, and of course, this one is going to be
called level straps. So let's go ahead
and find ourselves level straps that we want. So this is going to be and it's going to be right
over here, level straps. Let's go ahead and open this up. And just like we did previously, we're going to just
simply resign all of these onto here.
So just like that. You're going to apply
every single one of them, except for pacity of course. Roughness. There you go. We now have ourselves
a really nice lever for it to be used on, for example, the
front of the chest. So yeah, we're just
about finished up. We still need a couple
of extra materials done. So we're not quite
there chest yet. So that's going to be continued in the next couple of lessons. So thank you so
much for watching, and I'll see you in a bit.
131. Adjusting Base Color Values: Welcome back, everyone to
blend the Turn real engine, become Dungeon prop
art discourse. In the last lesson, we left
it off by setting some of the roughness
contrast values and getting ourselves finished
with the level straps. So now we're going to continue on working with the materials, and this time, we're going
to go into the assets. We're going to select material
instances, materials. And then we're going
to go all the way down until we get to the
last finished ones, which was leve straps. This time, of
course, we're going to move on from
the PBR material. That's the original one
that we switched up. So we're not going
to touch that. Let's make sure that
we keep it as it is. And then we're going
to basically switch up the red Wax material with
red Wax material instance, and we're going
to select both of them while holding control. Right click, create
material instance. Sorry about that. No
material instance. I'm just going to
delete them right away, since you're not
going to be used. Just click the wrong button. We're going to go to asset actions instead and
replace the reference. So we're going to select the one that's as longer text.
We're going to consolidate. Delete it and now we have
everything replaced. But of course, we're not
quite done just yet because, as you can see, the texture
is not quite there yet. So we need to go into
material instance. We need to go all
the way up like so onto materials
onto texture folder. And then we're going to, of
course, find ourselves the a red wax. We're just going to scroll through this entire list until we find ourselves is
going to be wax and wax red. There you go. We're
going to open this up. Of course, we're going to select ambit dclusion over here. We're going to click on this
button here, and of course, we're just going to
go through every single one of them
just like that. By simply doing that, we're
going to get ourselves. This sort of a result. Now, I'm just wondering
if it's going to be to glossy or not or if it's
actually just right result, and I think it's actually
a little bit too bright in regards
to how this looks. So we might want to
darken this down. And the way we're going to do it is actually rather simple. We're also going to make some
adjustments to the texture. So I think I'll show
you firstly how to make quick adjustments to
the texture color itself, not going through the
material instance and making parameters forh it. So by simply going
into the base color, we have a couple of options. So if we were to scroll down, We've already talked a little bit about brightness adjustment. And if we were to
lower this, of course, we can darken this
down by quite a bit. So I think keeping
it to a value of 0.8 is going to give
us better result. Then we also have, of
course, brightness curve, which if we were to
play around with it, I think I made it a
little bit too much. We're going to get a much
more intense type of a look. So I think we can get
this to a value of 0.1 0.2, I think it's going to
look already pretty nice. But in my opinion, I think because the scrolls
are looking so nice. I think we can change that up to add a little bit more of an offset in regards
to the color. Right now, it looks a
little bit too colorful. So what we can do is within the saturation, we
can lower this down, and what this will do is
basically it'll take off all the color if we were
to go all the way to zero, it will give us basically
black and white, sort of a color. So of
course, we don't want this. And if we were to
go the other way, it's going to saturate it, so it's going to make it the colors all more
vibrant and whatnot. So that's also quite nice. So I think by lowering
this down just a little bit to a value of 0.8, it's going to give
us this sort of result and I think
it's already looking much much better in regards
to the unreal engine preview. Also by accident, I had my
scalability set too low. So I'm just going
to set it too high, just so I could see it
more with the shadows. And even so, even on different lighting quality
is going to look much nicer. And I think I'm just
going to low it down just a little bit more like
so. Yeah, there you go. That's already looking
really nice, actually. So another option
that we have under here is going to
be called a hue. And this one, what
this will do is basically if we were to
change us up to this, we can see that it actually changes the color
of our texture. So we can make use of this and adjust our texture the
way we want it to be. And I think zero is going to give it's going to
give us the default. So if we were to
add this to, like, at a two variation
is going to give us more of an orange
type of a tint. And I think that's going to be much nicer in our team
we've done real engine setup. So let's go ahead
and keep it as is. That's going to look
much better as a wax. So let's go ahead and
now close this down and it's going to save it
up and from a distance, it's going to look quite nice. Though, I think I overdid it. I think I'm going to go on
to the base color and just lower this down
the value to 1.5. We don't need to overdo it
because just a bare minimum is going to give us from
this to 1.5, it is. I think it's already
looking quite nice. And from a distance, yeah, from a distance is going to
look real nice as well. Let's go ahead and
keep it as is. And let's continue working down the list of our
assets materials. Let's go back onto
assets folder, select both material incense
and material and scroll all the way down until we get
ourselves to the right wax. And now we have ourselves rope. So in regards to the rope, it's actually going
to be super simple. All we got to do firstly is we got to set
up the first rope. And then instead of just changing up the
second rope texture, what we can do is make
adjustments to the color itself, and we're going to
go over the basics on how to change the color fruit and material
texture itself. So let's go ahead and
do that right away. For cards though, I think
I'll change the first rope. So we could see
how it looks like within this view on
our torture devices. So let's go ahead and select the rope instance
and the first rope. And let's right click, set asset actions and
replace reference. And of course, we're going
to pick the larger text. We're going to consolidate
texts, consolidate assets. We're going to click delete. And of course, we now need
to change up the textures. So let's go into the
material instance. Let's close down these
filters like so. Let's open up the
folder and textures. Then we're going to find
ourselves the rope. So we're going to find
this one over here. And of course, we now need to
do what we did previously. So Ambclusion change
that up, base color, change that up, metallic, normal, and finally,
roughness value. And for some reason, I've noticed that
I actually mixed up the roughness and capacity. So I'm just going to be
updating that real quick. And if we ever want to
change, for example, texture maps and add
some certain detail, for example, within
photos and whatnot, we can always change
them up upwards. All we got to do
is simply select the type of texture that
you want to replace. And if you replaced the original one from where this
texture was located, all you got to do is simply
right click and then report. And actually, This is going to be the roughness value.
So sorry about that. We need to just click
import and there you go. So now we're just going
to reuse this one, and this will give us
a much nicer result. Although it's a
little bit too shiny. So I think we need to
take this down a notch. So let's go ahead and do that. We're going to go
ahead and enable roughness intensity
and just increase this by quite a bit,
actually. Like so. I think we should increase
it up to a value of eight. I think that's going to give
us a really nice result. I'm just going to play around with it a little bit just to see what kind of
a detail I want. And I think that's going
to be quite all right. There you go. That's
going to be quite nice. But we might need to turn down the amount of roughness we have within the contrast
because it is such a small type of a
rope or a detailed sohing. It'd be best if we
were to go onto the roughness contrast
and simply change that up a little bit sofing If we were to lower this down, we're going to
basically decrease the contrast and kind of get it more blended up in regards to the entire roughness values. So now it's going to be much, much nicer to use. And of course, we need to set
it up for the second rope. So firstly, we're
going to go onto our onto our PVR material
leg so we're going to basically get
ourselves a parameter that will allow us to change the color of our
base color texture. So let's go ahead and do that. What we'll need to
use is basically what we already used within
the normal map. So this one over here. We're going to also
create a vector free. So let's hold free and tap on our material graph to
get this sort of result. And by default, this has to
be a value, a value of one. So what we're going to
do is we're going to increase this all the way
up to a value of one. And if you can see
here, it says one. So let's just make sure
that this is set as one. And basically, this will give us a pure white type of a map. Which is actually exactly
what we want because we now need to multiply this
with our base color. And if we were to do
that, we're going to we're going to
hold, tap on a screen, and I just realized that my own screen keyboard
stopped working, so I'm just going to redo
these steps real quick. So again, holding free, tapping on a screen, and then holding M,
tapping on the screen, multiply the vector
free has to be white, set as white because we're
going to be multiplying this with our initial
base color value. So if we were to multiply these and because
this is set as one, so any color information
multiplied by one, is just going to give you
exactly the same result. So after we multiply this with the base color
and hit control on S, we're going to get the
right type of a value. So let's go ahead and wait wait for the shader to compile. And once we're done with
that, we're going to go back onto the rope instance, and what you'll see is that
we actually were to go up, And actually, I forgot to
turn on the parameters. We're going to need to
go back and actually set this vector free
to be parameters. I'm just going to actually maximize this window real quick. All we got to do is
just right click, convert this to a parameter, and we can call this
color multiplier. Now we can go ahead
and click Control and S to make sure
we save this out, and this will allow
us to compile all of the necessary shaders. Now we can close this down and finally go back onto
our rope instance, and of course, we're going to have ourselves
color multiply it. So if we were to enable this, we can pretty much change up the color value by just
clicking on this box over here. And basically, if we
were to change this up, we can see the type of a
difference that's going to make. So I think we're just
going to keep this as a default value of one for now for the completely
default type of a texture. But we're now going to go
onto the second rope part. So we're going to
actually go back onto our assets enable material
instances and material, and we're going to scroll down until we find the rope two. We're going to actually, we're going to find a rope
one material instance. We're going to select this. We're going to clear
Control D to duplicate it, and we're just going to
get ourselves rope two. I'm just going to rename it rope underscore two
underscore instance. And then we're going to just
open this up or actually, we can right away just
change up the rope. You get ourselves to make
it faster a little bit, so we're going to go into assets because it went
back onto the material. Now we are going to
go back onto assets, and we're just going to
find ourselves to rope two instance and
rope two material, we're going to right
click and we're going to go to asset actions, replace references,
and of course, we're going to pick
the larger one. Consolidated assets, delete
just like we always do. Then we're going
to go to rope two, and I'm actually
just going to make this window smaller like so, and of course, we need to
make sure that the rope, which I believe is actually
not loading up properly. I'm not sure why
that is the case. I'm just going to change
up the scalability from low to high
and see what's up. That doesn't seem
to help out much. Let me try changing up
the color and hopefully that I can change up the color, but it doesn't seem to want to load up
our entire textures. I'm not quite sure what's
going on. I'm just going to take off
the filters and hopefully that will
help in regards to getting those textures back. Doesn't seem to work as much. So I'm just wondering
what is going on. I'm just going to go
into the texture, open up the default
texture and see what's up. And there you go now,
it's loaded up properly. But still, there's
no normal map. So I'm not sure what's going on. There you go. So it
seems like I had to open up in order to reload it within my own real engine, which is Honestly, probably
because I have so many programs opened
up at the moment, so I just had to close
certain amount of them. I have to close down
my editing software, and that seems to
have fixed an issue. But anyway, if it
doesn't load up, just make sure to
reopen your textures, and that seems to
just reload them, and now it's working out fine. So I'm just going to
change up the color just a little bit for the
second rope, actually. So I'm just going
to close it down. Pick the second rope
from the bottom right. I had the torture
chamber bed selected, then I'm just going
to make sure that this is set up right nicely. There you go. Click
Okay. Close this down. And now we're still having
some issue with the rope. I'm not sure what's
happening with that, but we're going to figure
that out in the next lesson. So thank you so
much for watching, and I'll see you in a bit.
132. Setting up Scroll Roughness using Buffer Visualiser: Welcome back Evern to
Blender and R engine become a Dungeon
prop artist course. And the last lesson,
we left off by getting some color
variations for our ropes, and actually, they're
not loading up properly, so I'm trying to figure out
what's going on with them. And I think I'll just
start off by trying to save out the entire project and see what's going to happen. So I'm going to click Control
and S to save that out. It doesn't seem to do anything. So I'm just going to click
Control Shift and S. And now, It should save up
our entire project, which still doesn't
seem to fix our issue. So what I'm actually
going to do is I'm going to right now we have material instance and materials. This time, I want us to go
onto the material acid filter. I want us to go into
finding ourselves texture. So this is going to
be here over here. Let's go ahead and select it. And it's going to give us all of the textures like so
within a texture folder. We're just going to select
one. We're going to hit control A to make
sure we select them all. Right now, we're going to right click and select reimport. And this should give
us the right result. Now, I'm also getting reimport missing piles because
I had pacity. I think I had to deleted
when I was switching them up in regards to
the roughness values, but I'm just going to click
No and that's just going to avoid the issue of not
finding our entire asset. So anyway, once we do that, it's going to get us all of the assets reimported
and as you can see, we have ourselves
the gold now fixed, but it does take some time to re import all
of those textures. So let's just wait a little bit until everything loads up. And we're going to have
everything reloaded. So that's going
to be quite nice. Now our gold is fixed, and our rope is set as well, which actually looking at it, it doesn't seem to be
to have been fixed. I'm just going to go
lower the entire section, just going to find
myself the rope, and it's going to be
this one over here. I'm actually just
going to turn off the entire section
for filtering. And I'm going to find the
folder that it was on. So this is going to be
rope this one over here, just going to open it up and just going to go through every single one of them and now see, and it's gone back to normal. So I'm not sure why
that was the case after opening them up. It seems to have
gone back to normal, which I'm quite pleased with. But now we can continue on working with the rest
of the materials. Let's go ahead and
do that. We're going to go back onto the assets. We're going to open up the material and
material instance. I'm actually just going to
close down the texture, so I'm just going to right click and remove a texture.
There you go. And of course, we're
going to go all the way down until we get to the rope. There you go. That's
the one over here. And now we're going to get
both of these for the scroll. We're going to right click,
we're going to go to asset actions,
replace references, and we're going to
get the larger name, consolidate assets, and now we're going to delete, and we're going to get hot
this type of a situation. Of course, we need
to fix that up. We're going to take off
material insets and material. We're going to go onto
the textures folder, and we're going to find
ourselves the scrolls. Let's go ahead and do that. I think that's going to be
if we have a look at it. Going to be this one over here. Let's go ahead and open that up. Of course, we need
to make sure that we have the texture
setup for it as well. Let's go ahead and get
ourselves into the scroll. Let's open up the scroll
paper, this one over here. Of course, we need to get ourselves these replaced.
Let's go ahead and do that. Going to get started
with Amit occlusion. Then I realize
that I misclicked. So we got to make sure we clicked the right
type of a button, which is actually okay
because we have this button over here on the bottom left hand corner
within Ca browser, which will take us back
to our previous location. If we were to click on it,
which is going to end up going back to our scroll paper, which is quite convenient. So let's go ahead
and just continue going through each one of them, like so one by one
until we get all of them changed up.
So just like that, We're going to get
this sort of result. Now, I think by default,
they are a bit too light, so I'm going to lower
down this entire texture. I'm thinking that can
either make use out of the base color or we can
set up a color multiplier, just to lower down
this entire value. And I think I'll
do it using color multiplier because
it's easier to see visually whenever it's getting changed because
it does it in real time, straight away, we don't have to wait and there's no delay, so let's go ahead
and get this opened, and we're going to click
on this button over here. And we're just going to lower down this value a little bit. Just by a little
bit. Actually, I'm just going to try to lower
it down by quite a bit. Yeah, we're going to lower
it down by a value of 0.8. I think that's going
to be quite all right. And that's all
we're going to do. We're not going to touch it anymore because just
by darkening it, I think that's going to give
us the right type of a look. So let's go ahead now
and close this down. And actually, I'd like to check how the roughness value is
going to look like as well. So I'm actually going to open up the roughness value just to
see how this looks like, and I think I'm going to change that within the
material mode as well. Since once we set it up
within the material, it's actually much
easier to use that. So let's go ahead and enable both of them roughness
and intensity. And sometimes what
I'd like to do is I like to visualize myself the roughness value
instead of just using the light color
information in the way it bounces so because usually, it really depends on the type of an atmosphere that we have. It really depends if we're having like a night
scene or whatnot. So we need to make sure that we visually have a nice
type of a look. And so the way we can
actually perceive the roughness value
is actually by going on the upper left corner.
There is something called lit. If we were to click
on it, we have different perspectives
basically on visualizations of unreal engines
information that we have. And the one that we
actually want to make use of is going to be, yeah, it's going to be
the buffer visualization, which will give us
a bunch of values. And the one that we want to use is going to be
called roughness. If we were to click on
it, we're going to see all the roughness
value information for this type of a scroll. So right away, I
think by default, it's going to be just a tad bit too much in
regards to the contrast. I'm just going to lower
this to a negative value and this sort of result. I think yeah go
-0.4, -0.4, like so. But of course, that's
going to lower down the brightness if we're to
disable this and enable this, we can see before and after. So we are going to increase intensity by quite a
little bit like so, and I think this
is going to give us the right type of a result. So before and after, just a little bit more like so. I think that's going to give
us a much nicer result. So Yeah. There you go. Now we can and see how it looks like with
the right proper lighting. Let's go ahead and go from roughness to lit
back to lit mode, like so, and we
can see that it's actually looking much
much nicer. There you go. It looks a bit
smoother as a paper. I think that's going
to be quite all right. I'm just wondering in
regards to the paper for the normal information if we need to amplify it out or
not, but probably not. So let's go ahead and keep
it as we do want to have a certain amount of stylized
field to this entire scroll. Now, of course, we can continue on with the rest
of the detections. Let's go ahead and go onto the material stab and
see which ones are left. And we got silver, straw, water. We got some wood as well. And of course, we've got some leftovers from
the very front. So in the next lesson,
we'll be able to finish off the rest of the material instances
for the basic ones, and then we're going
to be able to finally move on onto changing up the water material as well
as setting up some decals. So thank you so
much for watching, and I'll see in the next one.
133. Applying Material Instances at a pace: Welcome back. Every on to
Blender and real engine, become a Dungeon
prop artist course. In the last lesson,
we left it off by setting up the scroll
value roughness values. And now in this lesson, we're going to continue
on by setting up some of those basic materials
and actually finish them up finally what the basic ones
that is and then continue on moving with the
opacity materials. So for now, we're just
going to go ahead and get through them in the same kind of a method that we did before. We'll start off with
the silver basic. And actually, we need to go
into the assets fold the leg so have material and
material instant selected. Then go all the
way down until we get to the one we had
selected previously. The ago. Silver basic. Let's go ahead and
select them both. We're going to actually go ahead and get to asset actions. We're going to replace
the reference, and we're going to
select this one over here. We're going
to consolidate. We're going to
delete. And actually, we're going to do them
multiple at once. So I think it'll
be fast this way. We can go ahead and do
silver treasure now. We can go ahead, right click. Asset actions replace
and consolidate. So we're going to replace
reference elect the larger one. R consolidate assets.
There you go. Delete. Now we have
silver treasure, and the straw is going
to be transparent, so we're going to leave
it as is far now. Water is going to
be transparent wood is going to be needed
to be replaced. So let's go ahead and
select wood course. We're going to
select both of them. We're going to
replace reference, and we're going to select
a larger one. Like so. You're going to go ahead
and click the lead, and we're going to go ahead and get ourselves wood
stylized plank. Right click, and we're going to, of course, replace the
reference. Like this. Larger one, consolidate assets, and we're going to make sure
that it is the right one. Let's go ahead and delete it. And now, finally, we got
ourselves wood stylized. Let's go ahead and
select both of them. Let's go ahead and
replace reference. Select the style as
plank, the larger one, delete, and the final
one, plank light. Right click as a location,
replace reference. Large one, like so, consolidate assets,
delete and there you go. So now we have a
bunch of red assets, a bunch of red objects, which is going to give us
a really interesting look. Of course, this is not the way
we want them to be set up. So in order for us to
speed up the process, we're actually going to make use of the second content browser. So in order for us to do
that, we're going to go onto the windows upper
left hand corner. We're going to select windows. We're going to go on two. Content browser, so it's
going to be the second one. We already have one enabled. We're now going to be
enling the second one. Let's go ahead and select
that. And actually we're just going to
put this to the side. So we could see a little bit on what's going on and how
it's being applied. So now we're going to
go onto the assets, and we're going to start
off with the silver basic. We're going to go onto
the materials, textures. We're going to fight
ourselves the silver basic, that's going to be the
one. Going to go into it. We're going to open up the
silver basic instance, that's going to be
open up like this. Actually, I'm just going to scroll a little bit to the side, put it to the side like so, and we're going to start on applying all of these textures. We're going to now select the first one ambit
declusion and of course, click this button,
then base color, click this button,
metallic course. Normals and roughness,
and that's all it takes in order to get ourselves a really nice silver
type of a look. I'm thinking that maybe
we need to lower down the intensity or increase it for that matter, just a little bit. So I think that's going
to be quite all right. I think it works much better in real engine if we just lower down the roughness
values for the metal. Now we can go back onto
our textures and move on to where to find it
Silver Treasure instance. That's going to be
silver Treasure The ago. We're going to open this up. We're going to open
it up over here. Just make sure that
this window is set. Since I wanted to make it more visible on
what's being changed. I prefer to just put it to the
side a little bit like so, so we could actually
see what's happening. I don't really mind about this type of a material,
what's happening here. So I'm just going to put
it to the side like so. And now, of course, we need
to change up the values. So we're going to select
the amid occlusion. Put it here, then we need
to select base color. Put it here,
metallic, of course. Normal and roughness. Now we're going to get ourselves this super shiny
type of a metal. I think that's going to be
applied on the treasure, yeah, it's going to be
on this plate over here. That's actually
looking really shiny, really nice and quite like
the way it turned out. Let's go ahead and
keep it as it's actually quite like
this overall result. Now we're going to move on to the straw instance is
going to be left off. I'm actually going to
close down this window, we're going to re open
it as a wood course. Let's go ahead and
open this one up. Of course, we need to find this within our second
content browser. And we're going to go down until we go onto
the wood course. Let's go ahead and open this up. And just like we did before, we're going to simply reapply all of these
assets just like that. And finally, roughness value, just like so, and I'm going to check actually
how this looks like. And I want to know
if it's going to be enough in regards to
the normal value. Since I do know that by default, this might be not
looking quite as well if we don't have it enough. I'm actually going to go onto the normal intensity
and increase this value by just a little
bit like value of 1.5, I think that's going
to look much nicer in regards to the
roughness contrast, I think we should probably
increase that as well. Just going to go
and change that up buffer to roughness value. So we can see what's happening, change up the contrast
there you go, and intensity a little bit So, so now it's going to hopefully, we're going to go to a lit mode. It's going to look much nicer. So I'm actually
going to slightly increase intensity
the value of 0.92. And yeah, I think that's looking quite nice
in regards to that. Okay, so now that
we adjusted it, like so, we can go ahead
and close down this window. And it's going to be
Wood stylized plank. Let's go ahead and open this
up moving this window a little bit to the side
and take the textures. That's going to be
what's it called? It's going to be called
wood styles plank. Wood styles plank, it's
going to be also the bottom since it's also an
alphabetical type of an order. Let's go ahead and
get these selected. Let's just go through
them real quick. And I think that's going
to be this one over here or actually,
this one over here. Let's go ahead and
get them all done, normal values and
everything like that, it's going to make such
a huge difference. And it's already looking
pretty nice, actually. So I think we can leave it
as I quite like this way, the way it turned out, maybe we can lower down the color value. So I'm just going
to go and open up color multiplier
and just lower it down by a little bit and maybe
make it more with a tint. I think that's going
to be much better. So before, after it's going to, I think, look much better under the unreal
engines conditions. And actually, maybe just
take it off a little bit, put it more to the
yellow, like so. So more towards a greenish
tint. There you go. Yeah, I think that's looking
much better actually. But I don't like the
way the saturation is being applied since
I darken it up. I'm actually just going to go
into the base color itself, and the easiest way would be to just lower down the
saturation for a year. I'm just going with this
texture map opened up. I'm just going to lower
down the saturation. Setting it to 0.5 might
be a little bit too much 0.8 maybe 0.1, I'll try to lower it
down by quite a bit. 0.7. I think 0.7 is
the right value. Let's go ahead and keep
this saturation as 0.7. That is definitely looking much better in regards to that. I'm just wondering
about the glossiness. Since I'm looking at
this plank over here, this would all four is sphere. Maybe it's a little
bit too shiny, but in this situation
on this torture device, it doesn't look quite as shiny. I think I'm going
to leave it as is. And yeah, let's go ahead
and leave it as is. All we're left to do is to
set up the plank light. Let's go ahead and open this up. Going to move it to the side. Going to go onto textures, and I think that's going
to be the last one. So what's it called? It's going to be stylized plank. So let's go ahead and that's
not actually the last one, but let's go ahead and open this up and change this like so. Okay, so we're just
going to go ahead and click each one of
them just like that. And it's going to give us
the right type of a result. So just like that, we're
able to change it up. I think this one is a little
bit too shiny, though, so let's go ahead and lower our increased roughness value
by quite a bit like so. I think that's going to give us a really nice type of a result. And we can also lower down the normal intensity
by a value of 0.8. I think that's going to give us a nicer type of a
look. There you go. Yeah, there you go.
That's much better. So this is a little bit more of a mover section for
those type of shelves. I think that's much
better looking. So yeah, that's all
it takes in order for us to make use of
this entire material. It's very basic set up, but when we're actually
placing each of the items, we're able to quickly
go in between them and see how they look like
within our scene. And yeah, in the next lesson, we're actually going
to start off by creating some of the more
transparent materials. So thank you so
much for watching, and I will be seeing you a bit.
134. Setting up Opacity Texturures and Fixing Nanite problems: Welcome back everyone to
Blender and real engine, become a dungeon
prop artist course. In the last lesson, we
left it off by setting multiple materials at
once within our props, and now we're going to continue working with materials
and this time, we're actually going
to set up some of those transparent materials to be applied onto our assets. So to start off, I
think we can start by just applying some of that
blood texture over here. I right now this type of a torture device is going to
be a little bit plaining. They have a lot of white planes. Of course, we need to go
ahead and fix that first. And so We already have
material instances. So let's go ahead and right away just replace those first. We're going to select blood
two, blood two instance. We're going to right
click and we're going to go to asset actions, replace references,
and of course, we're going to select
the larger one. We're going to
consolidate assets. We're going to click delete. Now we can do the
second blood as well, the blood free one, and I'm just going to do
exactly the same thing. Going to right click, replace references, and I'm going to, of course, create a reference replacement,
just like that. Once we've done it, so, we're going to have
this sort of a setup, and of course, we need to get ourselves a
transparent material. But if we were to just
apply a texture of blood, if we look into the textures and have a look at
a blood texture, which is going to be. If we actually were to
search for it, blood. We have blood all the
necessary PBR materials as well as capacity. So let's go ahead and
apply that right away. So for us to do that
because by default, or if we were to go onto
the material instance, it's going to click on it
bottom right hand corner with this selected asset. And as you can
see, we don't have any area for our
capacity to be placed. What we're going
to do is firstly, we're going to create
ourselves a new material to be used for this type
of material instance. Let's go ahead and
do that first. We're going to
actually go back onto our assets folder and
actually we're going to go onto the material stab and we're going to just simply find ourselves to material that
we had set up for the PPR. PPR material, we're
going to right click and we're just
going to duplicate it, or we can just click Control D, whichever one you prefer. And for this one, we can call it a PBR transparent material. And now, once we have it done, so we're going to double click on it to open it
up, and of course, it's going to be the same
exact type of a material. This time, however, we want to set it up as a transparent mode. So we're just going to actually maximize this material graph. Now, to change the
properties of this material, we're going to select the
material node itself, and the bottom left corner
within its tail stabs, we're going to go into the
material stab over here. We're going to open this up, and we're going to get
ourselves the blend mode. So we're going to change
this from opaque. We're going to
actually this time make use out of the mask. There's also something
called translucent, which gives you a
partial transparency. But this time, we're
going to make use out of a mask mainly because it's
not as performance heavy, and at the same time,
it also allows you to use all of the PBR textures
right off the bat. So once we just change that, all it's going to do is just
give you the opacity mask. If we were to have
chosen the translucency, we would be getting
ourselves in opacity. But we're going to go
into that in the future. For now, though,
let's focus ourselves with the blend mode set as mass. As for the blood textures, this is going to give
us some nice results. So let's go ahead and
make use out of that. So now that we're
done with that, we're going to
basically get all of the same type of values that
we had previously plus. We need to now set
up the opacity mask. So for us to do that, we're
just going to hold t, and we're going to tap on a screen to get ourselves
texture sample, which is pretty much the
same as we had previously set up with the O ones by
dragging the textures in. So now what we're going to
do is just we're going to simply drag and drop this
into opacity mask like so, which is going to give
us an error because this texture sample
is completely empty. So we've got to make sure we
have something within it. And it doesn't matter what we have actually because
we're going to be replacing that independently within the material instance. So for now, I'm just
going to open up the texture within
this detail stab with the texture sample
selected, of course. We can probably search
for opacity like so, and we can select any one of them since we are going to
be changing that actually. I'm just going to select the wide one since
that's going to give us the default kind of a mask for the
entire texture, and we're just going
to make sure that this is connected
to opacity mask. And of course, we need to
change this up to a parameter, so we'd be able to use within
our material instance. So we're going to right click
on this texture sample. We're going to convert
this to a parameter, and we're going to call
this one opacity, like so. And now we can finally click
control and S to save it out to apply this material to just
apply all of its shaders. We can now close this
down and we're going to get ourselves a nice
transparency for it. With it, I'm actually just
going to select this torturing device over here because I know that it has some blood
elements within it, and we're going to start
off with the blood two instance since we
already changed that up. We're now going to open up, open this blood two instance. And what we're going to do is We're simply going to
change up its parents. I'm actually just going to make this window smaller like so, and we're just going to
locate it within a a browser, the PVR transparency mat. We're going to scroll down within the material
instance like so, and we're going to simply
drag this and drop it into the PVR
transparency like so. Just by doing that, we're going
to get ourselves an extra channel to work with
extra parameter that's going to be
called opacity. If we were to enable that, we're going to get
ourselves this, and we're having these issues. So now we can replace it, and we're just going to
replace all the textures. So what we're going
to do is actually, we're just going to
go into the textures into the dungeon
additional blood textures, and this is going to be blood
to instance so of course, we need to use zero two blood. This one over here,
and we're just going to right away,
replace all of them. Some of the textures,
the ambit occlusion, for example, we don't have that, but we just need
to make sure that the default one was set
as just pure white. Since some of the textures,
like for example, for the fabric of the flag, it would have just a simple
white type of a texture. So in order to avoid any
of the complications, let's make sure that
this is set as white, and we're going to
leave it as is. Then as for the
blood for the color, we're going to select the color, we're going to replace
the base color. Then metallic blood
is slightly metallic, so of course, we need to add
some metallic information. To give it a proper
gloss of a liquid, then we're going to also
change up the normal, a little bit, and the opacity is going to
be changed over here. And then we're going
to get this result, which is already
looking pretty nice. Then finally, we're
going to change up the roughness value. So this one over here, and that's all it takes. Now we can click control on S, and actually we're getting
this sort of an issue. So after pausing the lesson, trying to check and figure
out what's happening with it, I realized that the actual issue for why this is happening is because Nana doesn't actually quite support the
transparency just yet. So we've got to make
sure we fix that up. So for us to do
that, we're actually going to just locate this asset. I'm just going to
close this down, and we're going to
locate this asset within our content browser, so I'm just going to
go all the way up to our static mesh within a
content browser actually, easier way would be if we
were to click on this asset, what we can do is we can
select browse to act, which will give us right away onto the location
of our contra browser. Now what we can do is just click and we can get ourselves
to init option. So with this, is
going to disable it because as you
remember, by default, we had this enabled
for all of our assets, and now if we were
to disable it, because this asset is using
transparency materials. Now it's going to give
us the right type of a result for this
type of our blood, which is going to
be much much nicer. Of course, we're not
quite done just yet because we still have the
second material to replace. Let's go ahead and
right away do that. We're going to have
this asset selected. We're going to scroll down, and we're going to find ourselves
to blood free instance. We're just going to search it within a content
browser like so. And now with this, we're
going to, of course, open it up, and we're going
to scroll down within this. And instead of just looking
it through the codon browser, I'm actually going to click
on this square over here, and I'm going to search for PBR transparency. So
this one over here. The one that we created.
We're going to select it. Of course, we're going
to get ourselves capacity mask like so, and we're going to take it. We're going to make sure that we have all the textures set up. We're going to go into
the blood textures, and this is going
to be blood free. Let's go into it
and now we're going to just simply select
the blood color, apply this here,
metallic, apply. Normal opacity. So and finally roughness. And there you have it.
Now we have ourselves a freely nice type of a set up. But the offset of these colors are a little
bit different in comparison. One is a bit more of
a dried up blood, and the other one is
more of a fresh blood. So we're going to be fixing
it up and make sure that it looks more consistent
in regards to our setup. So just by looking at it, just by seeing it from
different reflections, we need to fix up the
reflection for the first one and actually lower down
the volume of its brightness. I think we should
do that actually. Let's go ahead and do that. So for us to get
ourselves the sample, the parameters, we're
going to make sure that we go into the blood too. We're going to open this up, and we're just going to
adjust these real quick. So we're going to go into the
material instance, like so, and we're going
to be, of course, changing up the
color multiplier, just lowering down just a
little bit just like that. And we're going to change
the roughness value because it's a little bit
too glossy right now, we're going to be
needed to change that. So we're going to
go into roughness, not contrast
roughness intensity, and we're going to increase
it by quite a bit. Leaving it to a value of free, I think that's going to
give a much nicer result. And I think because of
it, we also need to lower down the brightness
a little bit as well. Just like that. That's
going to give us a really nice sort of a
result for the blood. It still has that variation
of blood freshness. So the one still looks a
little bit more dried out, which is actually
perfect because it's going to look like it's been used multiple times
throughout this entire section. So I think that's going
to look quite nice. Anyway. You can
leave it for now. Let's go ahead and
close this down. And yeah, we're going
to have ourselves a really nice type of
blood for this area. Okay. And I think there was other places that was
using some blood as well. But we're actually
going to set them up manually for the over torture
devices using decals. But that's going to be
afterwards, before that, though, I'd like us to set up
this helmet nicely, so we're going to do that first. So thank you so
much for watching and I will be seeing you soon.
135. Setting up Two Sided Transparency: Now, welcome back in front to Blender and the real engine, become a dungeon
proper hard discourse. In the last lesson, we
left it off by setting up the nice blood within
our torture devices. And of course, we
need to continue on working with the
rest of the material. So this time, we're
going to work on the helmet and make sure
we have a nice feathers, and of course, the capacity
is set up properly, so we're going to do just that. So for us to do that, of course, we're going to make use out
of the BBR transparency. But this time, we need to
consider something else, and that is going to be
the two sided texture because right now, by default, real engine will
not make use out of that in order to
save up on performance, it's only going to be rendering everything one faced, one sided. So for example, if I were to go into this type of ap what you'll notice is that from the inside
there's nothing to be seen because all the normals are
placed perfectly outside, that's why you have to in blender be fixing the
orientation for them. But as for this feather, area. It's not going to
have that because it's just a simple plane and it needs to be seen
from both ends. Of course, we'll be
fixing that now. In order for us to do
that, we're actually going to get ourselves a
new PVR material, so we're going to select this. We're going to click Control D to make a duplicate out of it. We're going to call this
PVR and transparent. Two sided, like so we
can keep it as is. Now we're going to open this up. So let's go ahead and
double click on it. Let's maximize this view, and we're going to now
click on our material, so we could see
it's detailed tab. And now, of course,
we're going to be changing up the blend mode. Right now, we have
ourselves on opaque. And before we used mask. This time, however,
we're going to make use of translucency, because in order to
get the right kind of a look for the favors, we need to set them up to look more transparent
in certain areas. We're just going to
make use of that. And if we open this up, we can see that a lot of the PBR channels are
actually turned off now. We only get ourselves to base
color and opacity values basically to use and a couple of over which are not
relevant for us. And for some reason, we also
have an ambient occlusion. But if we look at the feather
texture so forward to actually go into the
textures folder legs so and have a look at those, which should be under. We're to just look at
it a little bit more, it's going to be
dungeon feather helmet. So for to open this up, we can see that
we have basically no value for the metallic. I'm actually just going
to hold control and make them a little bit bigger. We have no metallic
color information. We have no normal
for them either. We have opacity and
base color basically. So we don't really need to use anything other than that for this
situation, actually. So we're just going to make
sure we set them up properly, and that's going to
be pretty much it. So actually, I'm just
going to maximize and we're just going to make
use out of this. And Now, though, I think we can just delete the roughness
value completely. So we're just going
to delete this and actually delete the
normal value as well. We're going to delete this
middle chunk right over here. We can leave the ambit
occlusion just in case. But basically, all we need
to make sure is that we have base color and actually
metallic color as well. We don't need that.
We have base color. We have some control for it, and now we're going
to set up capacity. So we're going to hold T. We're
going to tap on a screen. We're going to make sure that this texture sample
is set as a opacity. So we can make use
of a wide texture. We're going to be replacing that in our material
instance, anyway, and I'm just going to click convert this to
our parameter and call this one an opacity. We can now connect this RGB
to opacity just like that. Now, I'm going to go
back into the material because we still haven't set
up the two sided material, and that's actually rather easy. A simple thing to do. All
we got to do is just within the material tab is enable
two sided material. So this one over here,
we're going to select that and it's going to give
us a much nicer result. So now we're going to click
Control and S to save it out. And of course, we're
going to be adjusting it for the feathered material. And now, once we're
done with that, I think we can actually just
go back onto our assets. We're going to enable. Actually, I'm just
going to hold control, make the icons look a little bit smaller like so by scrolling in, just like that. Okay. So now I'm going to get
material material instance, going to locate the helmet, which was, if I was go
helmet feather instance. We're going to make
sure that these two are basically properly set up. So we're going to
select the material and material instance
for the feathers. We're going to
replace references, and we're going to
select the larger one. So consolidate assets, delete the original
one and there you go. Of course, we haven't
set up the textures yet. We need to double click on
this material instance, and we're going to simply go into our texture folder
just like we did before. And actually, we're
going to turn off these two material and
material instance filters. I've got to make sure that we see what we're doing with them. Now we're going to find ourselves which was going
to scroll through it, Father helmet, there you go. We're going to go into it. And all we've got to
do is just replace basic color capacity
since none of the other ones are
being used and actually forgot to take off the parent. We need to change that up
to be using transparency. So we're going to click on this. We're going to locate PBR
transparent two sided. Like so. Now we have
lesser options. I was wondering why
we have so many optis but now we have less. Okay. We're going
to enable opacity, and we're just going to
replace base color with this. We're going to, sorry,
that's ambit occlusion. I'm actually going to undo it, and I'm going to make use
of this ambit occlusion, like so, make use out
of default base color. So. And finally, opacity, we need to set that up as well. Once we're done with that, we can click Control
and S to save it. And this will give us
the proper result, but not just quite yet, because just like we had the problem with
blood, of course, this is going to
give us an issue in regards to the nyide we're
going to select the helmet. We're going to right
click browse to acid and we're going to
locate it within here. We're now going to right
click on it and disable anit. So just by doing that, we're going to get this
sort of result, which by the way it looks
a little bit too harsh. I think we need to
increase the capacity. So we need to change
that up real quick, which is actually
rather easy to do. I think what we're
going to do is make some additional parameters for this specific transparency. So we're going to go into
the helmet instance, material instance
for the feathers. We're going to open up
the material setup, and we're going to actually just set up an
intensity for this. So we're going to hold tap
on the screen, hold S, tap on the screen,
set up a parameter, call it opacity strength. By default, we're going
to get this value as one. Now we're going to connect
basically both the opacity and this valuulc we have more
control over the opacity. Like so and put it into opacity, click control in
as to save it out. Once it's done, saving it out, we can now go back into the
helmet feather instance. I'm going to make
this window smaller. I'm going to then basically play around with the
value. Opacity strength. We're to start increasing, we're going to get this result, which is going to be much nicer, just wondering if it's
actually a little bit too bright or not in
regards to the color itself. And maybe we can just
keep it as five. I'm actually also going to use color multiply just to lower this overall type of a color. I think it's going to be
much nicer there you go. Yeah, that's all it
takes in order for us to get a nicer
type of a look. I'll go ahead and keep it as is. And yeah, I think that's going to be it for
this lesson next one, we're going to
continue working with transparency type of
materials this time, we need to set up those gems to be used within unreal engine. So that's going to be in
the next lesson though, so thank you so
much for watching and I'll be seeing you soon.
136. Refractive Material with PBR Transparency: Hello and welcome back in front to Blender and a real engine, become a dungeon
prop art discourse. In the last lesson, we
left it off by setting up the helmet two sided
material to be transparent. And in this lesson, we're
going to continue working on transparency materials and this time set up some of those gems. So for us to do
that, we're going to go into our original material. Let's go ahead and find that going to be within
a folder of a year, and we're going to find or sell fold material that we had previously set up
for the PBR material. Let's go ahead and make
a duplicate out of it. Let's call this one PBR M mat. Like so. That's
going to be right. Let's go ahead and open this up, and now we'll need to
set ourselves up with some nice type of
a M material look. So for us to do
that, we're actually going to maximize
this, and right away, we're going to get
ourselves this opened up and clicked
on material node. We're going to change
this blend mode from opaque to translucent. And just like we had previously, is going to remove a
bunch of our options. But this time, we're going
to scroll all the way down on until we find
the translucency, and we're going to change
the lighting mode for it. So we're going to change it from volumetric non directional. We're going to change this too. Surface translucency volume. So by changing this,
we're going to get all of our material
information back, and we're going to be able
to make use out of it, which of course is going
to be a little bit more expensive in comparison to put it with it with the fetters. But this time is a little
bit necessary because we do need a certain amount of
metallic value for those gems. And of course,
we're going to make use out of dpacity for it. We set ourselves up with a nice transparency
type of a look. But I think what we can
do if I was to just go and open up those
gems, one of the gems. So D gem red if I
were to check it. It's just going to
be a plain color. So instead of just having
it instead of that, we're going to have
more control over it by simply making a basic
flow parameter value. So we're going to
do that. We're just going to hold S and
tap on the screen. We're going to call
this one opacity. And by default, we can
go ahead and right away just set this up to
be a value of 0.5. So we're going to have
partially transparent material, which is exactly what
we want for now. We're going to attach
this two opacity, just like so, And
yeah, there you go. We're going to have
a much nicer result. But by default, it's just
going to give us transparency. It's not going to give
us anything else. And with gems, they have a
certain amount of refraction, a certain amount of a
look within them to give more depth to the entire type of a shape to highlight the
shape itself, basically. So we need to set
that up as well. And for us to do that,
we're going to make use of the refraction
value over here. So let's go ahead and
right away set that up. So the way a real engine is set up is that we can't just make
use of a simple value. We're going to make sure
that we set ourselves up a fresnel type
of a functionality. So for us to do that, we're
going to right click. We're going to search
for fresnel, like so. So within the utility, we're going to search for
fresnel, this one over here, and we're going to connect this as an Alpha
for alert value. So we can search for
linear interpolation or we can hold L and tap
on the screen to get this, and we're going to attach this to an Alpha just like that. Then what we want
is we want to set up the first value of
RP to be just one, so it gives us a neutral
type of refractions. We're going to hold
one this time, and we're going to tap
on the screen this way. We'll get ourselves
a nice float value. That's not a parameter. So we're just going
to attach this to A, and we're going to change
this value to one. So we're not going
to be able to change this material instance value. But that's actually
better for us because We don't want to unnecessarily cluster up our entire material instance
with unnecessary things. We don't need to change this,
so we can leave it as is. Then the next one,
we're going to set up IO R value index of refraction, that is, which is going to be. If we were to hold S, we're
going to tap on the screen, we can call this one IOR so, and we're going to attach
this to a B value. And here's the thing
with the value. By default, we can
leave this as one. But basically, depending on the material that
we're setting up, we're going to have
a different type of a value for this
type of a parameter. So for now, we're
just going to click control and S and save this up. And actually, since it is
mainly going to be used for GM, we might as well just set
this one up right away. So we're going to
use a value of 2.42, which is a value of a diamond
refraction, actually. So that's going to be
perfect for our value. But basically, recommended
values of these are for air. It's going to be one for water. It's going to be 1.3 free
for ice is going to be 1.31. For glass is going to be 1.52, and for diamond is
going to be 2.42, which is exactly
what we're using. We can change this up later though, so that's
going to be fine. But by default, I think
that's going to be the value that would
be best suited for us, which is going to give us a
really nice type of a look. So now we can close this
down, we can, of course, save this material, and now we need to just make sure
we reuse it within or gem. So we're going to actually
go into our assets. We're going to make sure that the material and material
instance is selected. We're going to find ourselves
the one that we created, which is going to be PVR m
material this one over year. And I think. Yeah, I think we
already had a gem material. So let's go ahead and just
shot replace them first. So gem blue gem red, gem white and gem yellow. We're actually just
going to do them all. So let's go ahead and
do that right away. We're going to select blue one. We're going to change
the references. Get ourselves to larger one. We're going to delete original. We're going to change the red. Actually blue. Let's make sure that we
select them properly, though. We're going to change this up to replace references for red. There you go, delete. We're going to then
change up the white. Like so asset actions,
replace references. Change uplite and
finally yellow. Final one, replace
references, and there you go. Like so. And I think it's actually going to
give us the same type of a problem that we had previously in regards to the refraction. But for now though, let's
go ahead and try it out, and we'll come back to changing up the Nitite
in the future, maybe. So we're going to start off with a blue type of a material. We're going to go
into or actually. What I'm going to do is,
I'm just going to double click on each and every single one of them, all four gems. So this way, within this window, we're going to have
multiple tabs that we can just go through and
change up right away. So that's going to actually
be much nicer in my opinion. We can now scroll up And
before doing that, though, before changing materials, let's actually within the
material instances, let's change the
parent material. So we're going to
just click on this. We're going to change
the SPVR material, like so, and we're
actually just going to do it for every single one
of them just like that. And we're just going
to change one by one. And actually, we're just
going to check how the um the gums aren't
looking quite as well. So I think right away, I'm going to change
them to look nicer. I'm just going to go
to browse assets, and we're going to change them
to be not nite basically, whenever we can we
are using Nite, but these props aren't
as topology heavy, so it's actually
quite a right if we weren't using them
on a lot of them, so it's going to be quite okay. So I'm just selecting
the diamond, p Ruby, and there should
be one more actually. I think that's going to
be for necklace as well, so I'm actually going to find a necklace
this one over here. I can see the grade out one, so it's actually quite,
quite easy to find. So that's actually going
to be I believe it. We are also going to select
the chest open chest. That's going to be fixed,
needed to be fixed. It's going to scroll through each and every
single one of them. Basically, we're to just
put this to the side. We're going to have ourselves chest treasure diamond
necklace opal and Ruby. I think that is going
to be quite right. It should be. We can always
come back to it anyways. So let's go ahead and
just right click with all of them selected
while holding control, and now we're going
to go to Night and disable and this should disable Night for every
single one of them, and it's going to give
us a lovely type of refraction values for each
and every single one of them. So that's already
looking quite nice. Just making sure that every single one of them
is properly set up. I think that's going
to be quite right. Yeah. Okay. So now, we're actually going to
start up texturing them because they're just too
transparent and whatnot. So we're going to
go all the way up to our materials,
to our textures, and we're going to
find ourselves, which would be dungeon
gem. There you go. We're going to start
off with dugonm blue. I'm going to actually make
this window that had set stood aside a little bit
more for our material, like so, and I'm going to
make it smaller a little bit. Changing up the layout just a little bit so we could
see a little bit better. Okay. So now we're
going to start off by changing up the
em blue instance. And I actually lost
the gems again ago, m blue, going to open this up. I'm going to basically start changing each one of them up. So we're going to start
off by changing this up. I'm going to make this
a little bit larger, put it a bit more to the side
so we can see the buttons. There you go. So each
and every single one of them. Just like that. Normal and finally
roughness going to be here. I actually sorry about that. I totally forgot
about the switching the opacity so it'd be changeable
within our parameters. So we're going to go back
into the material real quick. Oh, I just remember that it was set up as an opacity
parameter instead, so we can just simply
enable this one and change up the value a
little bit depending on what kind of color we want. That's going to be these
blue ones over here. We can change the value. And I think I might have a
blue gem someplace else. I think that's going
to be okay thou. We can leave it as 0.5
as a default value. I think that's going
to be quite right. Maybe a little bit more
it up to 0.8 for now. So to move on,
we're going to now, sorry, that's going
to be gem yellow, which is going to be
this one over here. I was changing the wrong color. So a wrong opacity,
sorry about that. We're going to go back
onto the blue one, and now we're going
to be able to change the value for
opacity over here, and this will give us a much
nicer result for this gem. So I think using a value of 0.85 is going to give us a
really nice type of a look. Maybe it's a little bit
too little actually 0.8. Maybe that'll be a little
bit better 0.9 even. Here you go because
they don't have to be super transparent just enough just to make them look really nice within our
chest and whatnot. I think having this type of a value is going to
be quite all right. Yeah, let's go ahead
and keep it as is. Now we got ourselves
the ones to go through. Let's go ahead and
go into the ones, but we actually
right out of time, so we're going to continue on with this in the next lesson. Thank you so much for watching
and we'll see in a bit.
137. Creating Full Material Color Control: Welcome back in
front to Blender and Real engine become a
Dungeon prop artist course. In the last lesson, we left it off by setting ourselves up a nice rehactive value within the material to
be used for our gems. And in this lesson,
we're going to continue basically
to make use out of it and set ourselves up the
rest of the gems over here. So we're going to do just that. So we finished off
setting up the blue m and the red gem is now going to be these ones over here,
the necklace, for example. So we're going to go
actually into the content, search for the
textures that we had. We're going to get
ourselves to red gem. And of course, we're
just going to start replacing each and every
single one of them. So ambclusion
replace base color, replace metallic replace. A normal replace and
roughness value replace. Actually, as for the capacity, this is going to be a
little bit too much, we're going to increase it
by quite a large amount. I think a value 9.1 will do. 0.91 is going to give
us actually going to need it a little bit
more because it's such a red type of a ruby. I think that's going to be much better in regards to this. If it's going to be a
little bit higher opacity. So this value is going
to be just right. So now as for the, the one. So that's going to be M white. I'm act going to click Control
and S to make sure that this material is saved
within this window selected. Now as for the white one, we're going to go back onto textures, and we're going to
change that up as well. So we're going to do just that. We're going to select
ambit declusion, replace base color, replace metallic,
replace normal replace, and roughness value replace. There you go. It's going to give us this result,
which, of course, we need to increase capacity, so we'd lower this
translucency for it. And it's going to
be quite all right. 0.96 is going to give us a really nice type of a look actually looking from
different angles. And we might want to lower it to 0.95 actually.
Just a little bit. I think that's going to give us a much nicer type of a result. So yeah, within this area, it's going to make
it look like this. So that's going
to be quite nice. I just want to check
the yellow one. So we need to finish up
with the yellow one, so we're going to go into it. We're going to search for its textut that's
going to be yellow. We're going to replace every
single one of them again. So we're going to start
replacing him just like that. And this one can be quite
low in transparency as well, so pink going to use more
of a high value for it. 95 96, maybe a little bit lower. That's going to give
us a really nice look. So 0.93. That's going to 0.93, that's going to give us
the right kind of a look. So it all depends on a type of a color that we're
having the type of a gem that would want to have
a different type of result. So I think that's going
to look quite nice. But I think the blue gem We haven't talked a lot about in
depth of refraction value, the one that we set up over here. So let's go
ahead and do that. We're going to actually go into the blue gem because I think
that's a little bit too refractive for such a
capacity of this gem. So we're going to be fixing
that up actually real quick. So basically, if we were to enable this and play
around with the value, we can see the type of a
result that we're getting. So As I said previously, when creating this material
is going to be one and diamond is going to
be a value of 2.42, but basically, the
more you increase it, the more of a refraction
you're going to get. So playing between
those two values, I think it's going to give us
the right type of a result. And I think we're
going to actually lower this down to
a value of Two. I think like setting
it up to two and actually increasing the page
just a little bit 0.92, that's going to make it look much nicer in regards
to this type of GM. I think that's going to look definitely nicer in
regards to that. So yeah, I think
that's going to be it in regards to the gems. And let's go ahead
and close this down, and it should automatically apply the material
instance parameters. If not, just click,
to make sure it saves up if a window
gets prompted up. But let's go into
our asset materials. And let's see which
ones we still haven't changed up yet because now if
we were to go onto assets, we can see all the materials that haven't been
deleted because the material instances created are actually within
this folder over here. So we still got book covers
book covers alternative, which is actually going to
be more or less the same, and then we got book
pages, charcoal, which we'll need to set up
with a missive texture map. Then we got sorts. Those are going to be decals. So we still need
to set up decals actually we're going to leave
that part of next lesson. But for now though,
let's go ahead and fix up book covers
and book pages. We're going to
actually get ourselves a material instance actually, I forgot to set up material
instances for them, so let's quickly change that up. I'm actually just
going to turn on material material instance
and see if I have them. Yep, I totally forgot about
the book covers actually. Let's straightway
get that fixed. We're going to just
quickly I think we can duplicate out of any one of those materials and
just change up the names. Let's go ahead and
get book pages and make a duplicate a couple of times or just one because book covers and book
covers alternative, we're going to basically
keep the same and then get ourselves just a
slight variation out of them. So we're going to click
control C control and going to also make a copy out
of the book covers name. Going to go all the
way down because the copied materials, they always go the
duplicated ones, they always go downwards
at the very bottom, and then later on,
they get changed up. So I'm actually going to
call this book covers underscore inst so,
like we always do. Now we're going to just change it up with
the book covers. So let's go ahead and do that. Let's select book covers,
book covers instance, asset actions,
replace references, and we're going to select
a larger one like so, delete, and now we're going to do the same
for the book pages. So Asset actions,
replace reference, And we're going to
select this one over here late. Just like that. Of course, we need to set
them up because right now, if we were to look at the books, they're actually completely red. That's not what we
want. So let's go ahead and fix that right
away. Book covers. Let's start up with that. We're going to go
into the content. We're going to actually
take off these filters, go into the textures like so. And now we're going
to search for. This is going to be book covers, so we need to get
those out of the wave. Dg additional book
covers, there you go. That's a nice atlas to use. Let's go ahead and go for every single one of them, like so. And just like that, we're able to quickly apply ourselves a
really nice type of a look. And of course, we need
to do the same for them if I were to click
on the book, actually, close this material
instance down, so we could go ahead and
open up the book pages. So because every
single book of them, every single book will have those materials for
the book pages. Let's go ahead and
open this up for a material instance
that we replaced. Then we're going to find
book pages over here. So that's going to
be Dungeon pages. I'm going to scroll.
There you go. Dungeon texture book side paper. Let's go ahead and
open this up and start replacing every single
one of those bits. Just like that. Mm hmm. Mm hmm. Normal. Forget
to change the normal. We don't have pacity.
Let's go ahead and get the roughness
value out as well. And that's the type of result
that we're going to get. So I think we should also a
little bit darken this up. I think that's going
to be a bit nicer. So we're going to
actually take this on and just slightly
darken them up. There you go. I think
that's going to look nicer. But now, in regards to
the books themselves, we're going to be
getting yourself some alternations
of them as well. So for us to do that, what we're simply going
to do is just going to get ourselves the
book covers instance. We're going to go
into its location. We're going to make a
duplicate out of it. And I think that's enough for alternation
book covers alternate, if I were to select
both of them, right click and as a location, replace references, have this longer one like so,
and there you go. Going to look much better. I'm not sure where it was used. I think it's within these ones. But I might be wrong. Actually, I'm just
going to right click and go to reference viewer, just see which ones
are being used. It doesn't seem like it
was being used at all. But we're going to
set them up anyway, just so we could have more
variations out of these books. So for us to do that,
I think we should get a little bit more control out
of this material instance, since right now if we
were to open this up. For the color. We only
have color multiplier. So we can make it darker,
but we can never make it brighter and we can never
adjust the saturation. So I'd like ideally for us to have a nice
material instance that we can adjust the color if we so desire and
make it lighter, make the saturation different. So let's go ahead and
do that actually. We're going to go into
the PBR material. We're going to open
this up, and we're going to set ourselves a one more adjustment
detail for the base color. So right now, we can
have a color multiplier. So then we're also going
to add saturation if we were to search for
saturation, like so. This is going to be I believe it saturate. Sorry, that's not it. We're going to
search for saturate and color desaturation,
there you go. After connecting it from
multiply to desaturation, fraction, we're
just going to set up ourselves in nice parameters. We're going to hold S. We're
going to tap on a screen, and we're going to call
this desaturation. So we can just attach
this to over here. And if we were to right click, we can see the type of a
result we're going to get. So this is after desaturation, and this is going to be before the saturation. Before
the base color. Keep in mind, it's
only the base color, so it's going to
be a bit brighter. In comparison since we're not applying the rest of the stuff. We're going to just
preview it like this. But yeah, by just previewing it, we can see the direct results
that we're going to get. So yeah, having it as one, and now if we were
to change from zero, sorry to one, we
can see that it's going to turn complete
black and white. We can also turn this to negative to increase
the color amount, so that's also quite nice. But yeah, let's keep
it at zero since our materials are going
to be using this as well. And now, other than saturation, I'd like us to get ourselves a nice contrast
as well so we can have more control over entire
contrast of the texture. So we're going to
also right click. We're going to
search for contrast, and we're going to use
a cheap contrast RGB. We've got to make sure
that we're using RGB because the color
variations wouldn't work. We're going to put this
in. We're going to hold S. Tap on the screen. We're
going to hold this contrast, like so we're going to
put this to a value, and we're going to have this, I think by default is one. I think by default
is set to one, I'm just going to
preview it real quick just to see how
this would look like. And it's actually not giving
us any type of results. I'm just wondering
why that is the case. And it looks like because the original
value was set to one, we're going to get a
complete black value. But if we were to set
it 20.1, for example, we can see that we're
actually this is a really, really subtle type of an option, but we're going to
keep it as a zero. So we could have control from the material
instance itself. And finally, in order to brighten up this entire
value, we're going to hold, we're going to tap
on the screen, we're going to hold S, and we're going to call
this color multiplier. What this will do is just,
it'll multiply the color. Just make sure that we get a brightness value out
of it for the control. So now if I was to right
click start Previ mode, and if I was to increase this value to
something like five, you can see that it brightens
up in the entire color. So instead of what we had
with the color multiplier, where it just multiplies
and lowers down the value, we can use color multiplier. To kind of multiply
this overall value, and I think that's going
to give us a much, much easier way to work
with this material. So now we can click Control
and S to save it out. Of course, it's
going to be applying onto the rest of
our assets as well, which, by default,
should be quite alright. Now if we were to check
just to make sure, that's going to
look quite alright. Okay. So as for the books, if I were to make a duplicate
out of them, like so, and now if I was to close this down and use the
book cover instance, which we can make use out of by simply dragging Of course, we need to have this book
selected a duplicate one. We're going to drag this
into book covers like so. This is a different variation. We can open this up,
and now we can change up the way these
color values work. We can make this, for example, more of a red, more of a yellow or green
even type of color. We can make this look way brighter by going into
the color multiplier, increasing this value
by quite a bit. We can lower this contrast and
make it look not as harsh, like so, or increase it even. So we have a lot of control on how these are being
set up basically. And you can just lower
down the saturation. Actually, I think
I'll just do this. Keep in mind that while
when controlling this, we're not actually changing
up the book value itself. If we're to drag it from
our content browser, we're going to still
have the same type of a book with the original
default material. But we're going to be
fixing that later on, we're going to be setting
up some blueprints and I'm going to
show you how to get multiple variations out of the same textures out
of the same props. That's going to be
in other lessons. We still got ourselves multiple transparent
materials to work through, so we're going to do
that in the next lesson. And then we're going to learn
how to set up some details. So thank you so
much for watching, and I'll be seeing you
in the next lesson.
138. Setting up PBR Decal Blood: He on welcome back in front
of blender and real engine, become a dugon prop
artist course. In the last lesson, we
left it off by setting up some nice variations
for our books. And this time, we're going
to continue working with it with our props and set
ourselves some nice decals. But actually, before doing that, I just realized
that we don't have the scroll as well as the
stamp set up properly. So let's go ahead
and fix that first. So for the scrolls, for these ones over here, for the decals, we're
going to go into here. And we're going
to find ourselves the script that we had set up. So I'm actually just
going to go into assets, going to enable both material
and material instances and see which one that is. So that's going to be
this one over here. I'm going to select DCL for material and material instance
and replace references, make the larger one to be
consolidated, let the one, and now we're going to
be setting it up as a nice transparent
type of a decal. Now, we also need to set up ourselves to disable the inits. I'm just going to right click,
going to browse the asset, and we're going to just right
click on a disabled Nite. And I think we're going
to do the same thing for both of the scrolls as well, since we're going
to be doing them. So let's go ahead and just
find them within our list. Disabled nit for both
of them like so. Just like that. And of course, now we can set up ourselves nice transparency
materials for them. So firstly, let's
go ahead and select the scroll within
its material stab within its detail stab. We're going to open up the writing detail
writing instance. And with this open, we're
going to search for A. It's going to be PBR
transparency or sorry, that's going to be PBR
transparent Mt. There you go. Let's go ahead and get this on, and now we need to
turn on opacity. And of course, we're going to go all the way to the top
onto our materials, textures folder and find ourselves the right
type of details. I think that's going to
be underneath ornaments. If I'm not mistaken, no,
that's not going to be it. It's going to be scroll
detail, actually. So let's go ahead
and open that up. It's going to have
a stamp and text, we'll want the stamp. We'll want the text story, and we'll just go
through each and every single one of them
to change it up. So just like that. Which just clicking
for each one of them, making sure that
capacity is set proper and the roughness value
and there we have it. It's actually going to
be showing up as empty. I'm not sure why that is though. I'm trying to think
of the reason why. I'll try saving this up and
see what is up with that. By resetting it to
a default state and that seems to be showing up at the capacity value
seems to be quite low. And I think it's because
it's not giving us the right result due to the
fact that the scripture, the writing is actually a
little bit low on opacity. So I'm actually going to increase it within
the texture itself, is going to double
click on this. I'm just going to increase
this brightness and this should to increase
it there you go. Now, it starts
popping up like so. Now it's going to give us
the right type of a look. There you go. Okay, so that's
going to be much better. But it's still giving us
an orange type of a look. So why is that the case
because within the base color, even if this is a type of a scripture has a bit
of a purple tint. It should give us a bit of a darker tone, but that's
all right, though, because we can go down now and turn down the
brightness for this. It's actually quite right
that we have a bit of a tint because we can
have more control over this variation. We can change up the
hue as well for it. Sample to something more of
a brownish tint here you go and play around with this and because we
have color information, we can actually get some
really really nice results. And I think it's a
little bit too shiny in regards for the real engine, so I think we can also lower this down or actually
increase the roughness. So let's double click on this, and let's increase
the brightness for this by quite a little bit. It's going to be quite
right. Yeah. There you go. I think that's much better
in regards to that. So let's go ahead
and keep it as is. We can now close this down. And of course, we're
going to fix up the stamps as well. So
let's go ahead and do that. We're going to locate
the stamp. I'm actually just going to
select this scroll, click on Browse to detail stamp content browser,
there you go. I'm going to actually get myself material material
instances like so. So now we can have
both of them at once, going to select both the
material and material instance, select replace references, get it the higher one
like we always do. There you go. Now we just need
to change up the textures. Let's go ahead and do that.
I'm going to texture folder. We're going to additional
scroll detail, and we're going to get
ourselves the stamp. Now we're going to go into
the stamp itself, like so, and we're going to
start, of course, changing up every single one of these textures just like that. And finally, opacity
pacity is going to be forgot to
change up the parent. Let's go ahead and
do that real quick. So we're going to search for a PBR transparent
underscore material. This one over here. Now, we ourselves the
capacity should keep the rest of the parameters to because they are
exactly the same. So all we got to do is
just make sure we have opacity and finally
roughness values in as well. Let's check the reflection. I'm actually just going to move the sun a little
bit just to see how this looks like within
different lighting setup, and I think it might
be a little bit too shiny in regards to that. Actually, it's quite right.
It's a wax stamp anyway. So we just need to darken
it up a little bit, so I'm actually going to
open up the base color and change up this
brightness, like so. And that's going to give us a
much nicer type of a color. Lower down saturation a
little bit. He here you go. That's actually a really
nice looking type, and it's going to fit in
with these edges as well. Let's go ahead and
close this down. And now, once we
have it like so, We can finally move
onto setting up proper decals blood
and gore and whatnot, for our torture device. So let's go ahead and do
that actually right away. We already spent some time setting up some of
those scroll stamps, but we still got some
time to set decals. It's actually super simple
and easy way to do. So we're going to go onto our material stamp going to make a duplicate of what we had
before for the PVR material. We're going to click Control
D to make a duplicate. And this time, we're going
to call this decal material. I'm just going to make
sure I don't have caps on Cal mat or actually
underscore Mt. I think that's going to be a
bit better in naming wise. So now we can
double click on it, and just like we did previously, with our other ones, we're going to
select our material. We're going to change
the blend mode from opaque to translucent. And we already
learned about how to enable these PBR texture maps in regards to shading in
regards to lighting mode being changed from
lymetric to translucency, but we're not going
to do that now. We're actually just
going to keep it as is. And instead of changing it like that to enable those PPR values, because we're using
these as decals, we can have a little
bit different approach, and that is going to be in regards to the material domain. If we were to change this
material domain from being surface to change
to deferred, decal. That's going to enable all of our PBR textures and look at the way the
material behaves. It's being applied onto our
static mesh. That's the base. But if we were to move
it onto the sky box, you can see that it's
actually quite transparent. So that just shows how different the decal
material is by itself. And actually, I
think all we need to do is just set up opacity and that's going
to be quite right, and opacity strength, probably. So let's go ahead and
do that. We're going to hold t. We're going
to tap on the screen. We're going to search for
opacity for that one. Opacity. Like so. We're
just going to pick whichever one because
we're going to be changing that. So
let's right click. We're going to convert
this parameter, and we're going to
call this opacity. Like so. And now, of course, we're going to set
up a multiply value, so we're going to hold M. We're going to tap
on the screen. We're going to hold S. We're going to tap on the
screen. There you go. I'm just going to click
F two. Rename it. So F two, rename it, call this one opacity
multiplier. There you go. Now we can connect RGB and the opacity multiply
on both of them. Set it up as an opacity, have this default value
to be set as one, since that's what the
default value would be, and we can finally click
Control and S to save this out. So now we have it like so. We're actually going
to be creating material instance out of
them directly because we're going to be setting up
our own custom instances for these blood textures. We're going to actually check how many textures for
the blood we have. We have three of them.
Let's go ahead and create all three of those
material instances. I'm actually going to go
into material like finally, decal material, there you go. Create material
instance and let's make a copy out of
it three times. Okay. Uh, two times that is. So we have free materials, and I'm going to
hold control and tap on all three of them. Now, we want to move these
ones into the same area for where we have the
blood since that would be an easier way for us to
navigate our decals. So what we're going to do
is actually we're going to within a textures folder, we're going to within
the left hand side, we have basically
the entire location of our condo browser. So we're just going to navigate through here and then
we'll be able to drop it in into
our proper folder. So basically, within
the content browser within this content, we're
going to open this up. And actually, I just lost all of these selections because I
clicked on not the arrow. I've clicked on
the folder itself. So I'm actually
just going to click back to go back and just find myself the
blood once again. Where was it if I was to just go ahead
and look through it? They go decal instances. So we're going to select
all three of them like so. Now, we're going to click on these arrows basically
to open up the folders. We're going to open up textures, and we're going to open up
the blood textures like so. We're just going to click
and hold then drag it into these dungeon additional
blood textures. So we're going to move it here. And now, if we look at it, we're going to have three different materials
material instances, now we can click F two. We can call this one
blood one and blood two, blood three, and so on. And going to click
up two blood free. Now we're going to change up the textures for each one of them. So let's double click on it. Have each one of them
enabled because we didn't duplicate it from over by
default actually ticked off. Let's not forget that. And
now we're going to just simply switch up these textures. So just like that, we're going
to be switching them up. And we're going to get ourselves a really nice type of a
result. There you go. Okay. Now, we also need to
set up the ones, the free. So let's go ahead
and close this down, get into blood O two. Actually, I'm going
to go back and back again onto blood O
two material instance and quickly set these ones up. Blood O two is going to
be this one over here. We're going to have all of
these enabled, like so. And we're going to just replace
the base color metallic. Direct X, normal, city and
roughness and closes down. And finally, one more
left. There you go. Get them all enabled. We're going to I clicked
on the wrong one, so I'm just going to
reset it to default one, make sure that the base color
metallic normal capacity and roughness values are
done just like that. Yeah, that's all it
takes for us to set up a nice material instance
for the decals. Now, the next lesson,
we're actually going to learn how
to make use of of these decals and
how to set them up within our world
within our props. So we're going to
do that in a bit. So thank you so
much for watching and I'll be seeing you soon.
139. Setting up Blueprints with Decals: Welcome back in front to
Blender and then real engine, become a dungeon
prop artist course. In the last lesson, we
set a set us up with some nice decals to be used for the blood for
the torture areas. So now we're actually going
to make use out of them and set them up nicely
with our props. So to start off, we're
actually going to learn how to make use of
them within the scene. And that's actually really
simple and easy thing to do, since we already have them
set up as materials normally. If you were to click and hold
and drag it onto an acid, it will try to reapply material. But because these are set up
as decal, type of materials. What we can do now
is just simply click and hold and then drag
it into our world, and it's going to give
us this sort of result. Now, if you're not seeing a box within your view
within your viewport, you can click G to enable
to turn off the game view, and that'll show you
all the necessary icons to see what is going on. And basically, It's
going to give us a nice box projection and
it'll make use out of this entire section
to kind of project everything within this material
detail onto our world. So as you can see, it starts
off relatively simple, and I'm actually just going to turn off the grid movement, so I could move it slowly and show you how it
actually gets applied. And basically, it just applies
firstly onto projection, then it passes through
everything and kind of gets all the information of this
texture underneath as well. But further away you are
from the projection box, basically, the less of
opacity it gets applied, and that's Basically, all we need to know
in order to set up some really nice basic type
of details using decals. Something worth
considering, though, is that we can't over use
them. We can't do too much. I recommend you doing it like one or two decals
per large prop. Otherwise, it'll be quite
a performance heavy task for your own real engine, and we don't want
this to happen. So just make sure to
keep a low count in regards to how much you use
this type of a decal method. So that's why it's actually preferable if we are
setting up decals to do it in this kind of way
where we actually have some planes
that we just apply some materials on
top of them and use a cutout get the
shape out of them. But yeah, going back to decals, in order to set it up, actually, by just moving it around, we can see the arrow which it is using in order to project. And if we were to rotate this, for example, sideways,
we can see what it does, and that's another downside
of using decal is that if we were to want to do it
on the side of this, I'm just going to move the sun a little bit using control and L. To see what's going
on a little bit more. If we were to move it to the
side to get it on the poles. What we can see that
everywhere else, it actually gets stretched
out this entire blood decal because we are
projecting it horizontally. So in order for those kind
of issues to be avoided, I recommend you usually to just do it diagonally
whenever you want to apply it both on the
side view and on the horizontal and vertical
kind of surfaces, basically. But again, even so we got to be careful because
as you can see, there are some type of still kind of stretches
going on over here. But we're going to
go into it in a bit. Since we're actually now
going to be setting up those details to be
used within our props. And for us to do that, we're
actually going to start learning how to make
use of blueprints. And blueprints are basically
kind of like prefabs, if we were to be using it within unity engine, for example. So they allow us to
have multiple data and information within a
single type of an asset, and we can just combine
multiple things within it. So for now, I'm
actually going to delete this decal from here. I'm actually just going
to start combining this guillotine with
some blood textures. So for us to do
that, we're going to go into assets folder. So we're going to
locate ourselves the guillotine or actually before locating the guillotine, we're actually going
to right click, we're going to create ourselves a fresh empty blueprint class, and we're going
to select actors. Since that's going to give us an empty blueprint, basically. And then we're going to call this same name basically
as the guillotine. I think that's going to
if I were to click on it. I'm just going to select
it with an outliner. Click F two and then click Control C to just have
this name copied. Then I'm going to go
into the blueprint, and I'm just going to call this one blue print underscore and whatever the name
was for the guillotine. But that's going to give us
the right type of a result. Now, if we were to open it, we're going to see what it
gives us and basically, it gives us a separate window to work with for our blueprint. If I were to extend this, we can talk a little bit about it. We have components, which will show you what we have
within this blueprint. We also have things like
construction and event graph, which allows us to do some
coding within this blueprint. But what we want
is we just want to make use out of the
viewport itself. So this one over here, and this will allow us to
just basically bring in all the necessary assets and
place them within our world. So we're going to start off by actually just getting
the guillotine in, and I'm actually going
to make this window smaller and within
the content browser, we're just going
to find ourselves a if I were to look through it. There you go. We're going to
get ourselves to guillotine, which is going to be
this one over here. So we're just going
to drag this and drop it into our area, like so, so we can see what
is happening with this. We can maximize the window and we can see how
this looks like now. So it's going to
be placed exactly in the center of the world
based on its origins. So that's going to be
quite nice for us. So all we've got to do
is just now apply decal, but we can't exactly
drag it like we did with our level
with the scene. So what we need actually, we need to locate the blood, and instead of just dragging
it and dropping it, we'll need to I'm actually going to maximize this
window for the blueprint. We need to click
on add components. By adding a component, we're then going to search for decal. And we're going to add
this little guy over here. By adding it, so
we're going to get the same projection box that works in the
same kind of manner, but I think it's actually
going to be sideways for now. But first of all, we need to
fix up the decal material. And we can search it so we can click on
this box over here. We can search for blood, and we can get ourselves one of the blood textures that we got. But actually, yeah, I think it's because we created blood
incense and blood decals. We should have thought about more about the naming actually. That's a little am. That's on my part.
We should have had underscore decal on them, but that's actually okay. So now we're just going
to select the blood free, for example, and we're going
to get this sort of result. So now, what's nice
about it is that we have the same controls
as we had within our level where we can
rotate this and whatnot. I don't think we can
see decals icon, which is a little
bit troublesome. So we need to make sure we rotated around and
see how it looks like manually without seeing the arrow on which weight
it's getting projected. So that's a little
bit unfortunate, and I'm just going to
move this downwards, gets a nice type of a setup, and I think, I'm just going
to set it up like so. And if we want to
have a smaller box, we can click R. We can
scale this down like so, and it's just going to give us a smaller projection field. So now if we were to
put it down like so, we're going to get
this sort of results. What I recommend
you doing is keep the entire box projection to as small of a value as possible.
So I'm going to click R. And I'm actually
just going to take off the snapping tool
for the scaling, so I can have more control over the way this is
getting scaled up, which doesn't seem to
be working on why. Not sure. Now, it seems
to be not using snapping. So I'm actually going
to position it like so, and I'm just going to bring this a little bit
more to the side. Just like that, I'm
going to bring it down. And while doing this
work, by the way, it's worth noting that
it's actually going to be not only
applying this type of decal onto your asset. It's also going to be applying the entire decal onto
the rest of the world. So what I mean by that
is if I were to just kind of squish it up and rotate this a little
bit to the side, so that's going to
be quite all right. So it's going to get
basically this is going to be a nice blood because
it's going to actually, we might want to put it
closer to this edge, but I don't want to touch
these because I don't want any type of distortions that
we get from it like so. So we're going to
have it like this. And it looks like it might be rotated wrong
way. There you go. I'm just going to rotate
this one 80 degrees, going to give us a much, much better type of result. There you go, something
like that. We can squish it up just a little bit,
and there you go. That's going to work
quite all right. Okay, now we have it
set up like this. The next step that
I'd like us to do is basically check how it's going to look like
within our role. I rotate it
diagonally on purpose because if we're going to
have a wall on the side, it's actually going to work
out really nicely for us. Now once we're done it like so, I'm actually going to
move it a little bit more to the side,
just like this. There you go. Now that
we're done with this, we're going to click
Control and to save this, and we're going to close
down the blueprint. Once we're done with that, we're going to go onto our assets, we're going to locate
our blueprint class, and we're going to drag this into our world to see
how it looks like. So as you can see,
we have ourselves a gilttin the same as this, but we also have a blueprint
of a decal attached to it. So what's nice about it, though, is that the decals
they're going to be applied on multiple areas, not only the blueprints. So, for example, if I
had a wall on the side, if I were to just add a cube, make this quite a
bit larger, like so, What you notice is
that we're getting this type of a blood coming
right onto our wall. We might need to
extend the projection because it gets cut
off quite easily. So I'm actually going to go
into blueprint class again, going to the viewport,
select the decal, and I'm actually going to make this entire box of
projection kind of wider, stretching it out in
this direction like so. I think that's going to
help us out quite a bit. Now I'm going to
click Control and S. Closes down and now we
can see that it actually gets applied nicely onto
the edge of the wall. So just by doing it
this kind of way, we get some really nice
results in regards to how the decals are interacting with the
rest of the world. But let's say that there
are certain props that we don't want these decals
to be applied onto. How do we fix it. How do we kind of remove the
decals completely. And the way we do it
is actually rather simple within an object
within its detail tab, we're going to search for decal. And there is an option
called receives decal. The downside of this option is that once we tick this off, it's going to take off all the decals being applied onto this, and that's going to include every single decal, basically. So once we have this ticked off, it's not going to
allow us to get any type of decals on the wall on this
object, particularly. So Yeah, we got to make
sure we use it with risk. But I recommend you
taking off decals, especially on smaller
objects like candles, for example, or
coins and whatnot. That will help to avoid
all the stretchness, especially like on a gauntlet. It has multiple
shapes and whatnot. Even if we position our decals
to be in a specific way. It's still going to
be stretching out the texture on the side. So if I were to show
it As an example, So just real quick
as an example. I'll just put this over here. Like so next to the blood
area, just like that. And I'm going to rotate
the sun. There you go. We can see that it easily gets distorted the blood over here. So we got to be very careful for when we're using
it but even so it might sometimes look quite nice in regards to how the
blood gets applied. So it all depends
on the position, I suppose of these
props and assets. But as the smaller assets go. I recommend you usually having them disabled
for the decals. And, yeah, that's going
to be it for this lesson. We're actually going
to delete this one for now and delete this
one over here. And actually just
going to replace the original guillotine
with this blueprint. And so in the next lesson, we're going to continue working. I think we're going to
add some extra blood over on this area over here. And then we also need to set up ourselves with some decals
over on the chest as well. I think this one is empty. But the ones that
we had over here, we still have some
issues on this one. So we're going to
be working on how to set these ones up as well. So thank you so
much for watching, and I'll be seeing
you in a bit. M.
140. Setting up Transparency Mat with PBR Detail: Hello, and welcome back
in front to Blender and real engine and become a
Dungeon proper course. In the last lesson, we
left it off by setting ourselves a very first
blueprint that we're going to be using in regards to combining an asset and a Cal. And of course, we're
going to be making use a lot of in regards
to the blueprints. But for now, let's go ahead
and just set up ourselves another one in regards to the decals for this
area, as well. So we're just going to get ourselves a new blueprint
within our asset location. We're going to create
a new material for it. We're going to The material,
a blueprint class. We're going to make an
empty one, and of course, we're going to just select
this torture device. We're going to click
F two on our outline. We're going to click Control C. F two Control C,
and there you go. Okay, now we're going to
just rename this blueprint. Let's go ahead and select
this blueprint over here. F two, call it blueprint. Underscore whichever
the device name was. We're going to now open this
up as an empty blueprint. Make this smaller like so. Put it on the side,
and we're going to, of course, finds this device. So I think the easiest
way would be to just click on it, browse asset, and now we got to selves
within a browser, this device. We're going to drag it into
the blueprint like so. And we're going to have it
within this area over here. So now within this, we're going to open
up and add a decal. D. Just like that, we're going to rotate
the sideways like so, and of course, we're
going to add blood. Blood, I think we can start off by zero free by
having it zero free. Make it a much smaller, I think it's way too
big original one. So just putting it like so. And it's probably too much
blood on these areas of mine. Maybe it's quite
all right actually. I think I'll just
make it way thinner though in regards
to the projection. So by just making
it much thinner, we can put it down
all the way like so, and this way, we can just
ignore these type of chains. So it's going to be
placed on the top. Then also in order to
make a second decal, we're going to make a
duplicate out of this. So let's go ahead
and select this decal within our
components list. We're going to click Control D, make a duplicate out of it. We're going to drag
it to the side, and this way we'll have
ourselves a second decal. And the thing for this one, we can make use
out of blood two. So it's a little bit
too right for us. I think we can lower
this down, actually. We're going to access
the blood itself, and we're going to
just use column multiplier and lower it down. So I think by
That's going to be. That's going to be
color multiplier. I'm going to take this off and I'm just going
to use the color multiplier that has color
itself from the color figure. So by setting it
to a value of 0.5, let's go ahead and
see how this looks. That looks actually much better. In regards to the color we're
going to keep it as is. Now we can close
this down and we can replace our torture
devices over here. Okay. We're going to find
ourselves within this list. I think that's going to
be at the very top dg. We're going to put
it here. And also, because we're using
such small details, we don't have to worry about as much in regards to how it's going to hit it
next to the wall. Maybe we should have
actually shortened them a little bit in regards to
the entire projection. But all in all, I think that's
going to be quite right, so let's go ahead
and keep it as is. And then as for the next one. Well, we can now delete this type of torture
area over here, and I'm just going
to replace it, so just kind of
slightly reposition our entire asset and keep
them both just like that. And I'm going to put
the chest actually next to the rest of the
crates, just like that. Now we're going to have them
nicely placed over here. We still have
actually those couple of torture device over here, but I think I'm going to leave them just completely empty. Well, I do want to have some blood on this one
over here actually, so I am going to make yet
another blueprint for it. So real quick, we're
just going to access it. I do want some blood at
the very bottom as well. So it's going to be extra nice. So we're going to right
click browse asset, we're going to
find it over here. Before that, of course, need to create
ourselves a blueprint, and we're going to get
ourselves a new blueprint, like so going to get
ourselves the name for this. Going to call this blueprint, underscore the name
of this device. And we're going to open this up, going to make this
smaller, to again, find this within the
content browser. We're going to drag this in, and now we're going to get
ourselves a quick decal. Let's go ahead and do
that. And the decals blood is going to be
this one over here. I quite like blood too I think I'm going to use it
for this one as well. It's going to be quite
nice.'s got to make sure it is set up properly in
regards to the projection. There you go. I'm just going to make it a little bit sideways. And all in all, I think that is going to fit in quite nicely. So I'm just going to make it
just a little bit bloody, so that's going to
look really nice. And yeah, I think we
might need to make it a little bit thinner in regards to this overall type of a form, and maybe a little bit
smaller even there you go. Just by adjusting
it a little bit, actually, that made it
a little bit too thin, so I'm going to click r, and I'm going to extend this
by quite a little bit. And that's going to give
us some real nice results in regards to that.
Maybe on the side. It's not going to
look quite as nice, but it's because it's such
a fin type of a platform. It's actually going
to be quite right. Now we can click Control and
S to save this and we can drag this blueprint.
Into our world. So let's go ahead and do that. Now if we drag it, we can
see that it's going to be positioned nicely
into this area. But it's actually looking at it. I just realize it's not going to be applied completely
onto the ground. So let's go ahead and
quickly fix that. We're going to go back onto the blueprint onto its viewport. We're going to quickly
select a detail, and we're just going to
make this a little bit more extended now we can click control s and see
how this looks like, and there you go, we have it looking much much nicer
in regards to that. Maybe we need to be worry
on regards to how we're going to have certain
objects because they're going to be if
they're in the front, they're going to be applied
with same kind of blood. But yeah, it already is looking much much
nicer in regards to that. I'm just going to delete
the previous one. And I'm thinking
I'm just going to keep this as is actually. Just going to check,
make sure that there isn't any type of blood. Just going to hold control
and L, rotate this, see how the blood on the
other side looks like, and that's actually
looking quite right. Let's go ahead and
keep it as is. So now for the bits, we still have a couple of details that we
need to complete. We talked a little
bit in regards to the PBR decals and then
being applied onto the gems. And now we're actually going
to make use of them onto our planes on the
flags themselves. So let's go ahead
and quickly do that. I'm just going to go into
the material stab and quickly check or
original material. So we have material for the PBR normal
material transparency, and that's going to be a cutout. I'm actually just
going to rename this real quick. I'm going
to click F two. I'm going to rename this from transparent
to cutout, actually. It's going to be
a little bit more clear to understand
on what it is. Since this is using
a apacity mask, not just on pacity And now we're actually going
to set ourselves up with a proper transparency
that's using a PBR material. So let's go ahead and do that and we'll be able to
apply it onto our flag. So let's right click and actually we can just make a
PBR material copy out of it. Let's go ahead and
click Control. We can just right click actually create material
instance and call this PBR transparency.
Let's see Mt. Like so. Underscore Mt. Like so. Now we can go into it real
quick and get it into, sorry, instead of making
a material instance, instead of making a material, I made a material
instance by accident. So let's go ahead and
select the PBR material, click Control D and call this
PBR underscore transparent. Undercoat. So now we can go into it to access the
material settings, and we're going to
select the material. We're going to change the
blend mode to translucent. And in order to get
the PBR values, we're going to change the
lighting mode from mometric non directional to surface
translucency. And there you go. Of course, we need opacity, so we're going to hold T. We're going to click on the screen. Right click, convert this to a parameter, call this opacity. And we're going to also probably make a strength for this
opacity. So we're going to hold. We're going to hold S and tap on the screen
both separate times, and then we're going to call
this opacity multiplier, like so we can have this
by default set as one. And we can just
simply have both of these values in and
into our opacity. Of course, we need
to fix up the error. So we're going to
quickly fix it up. We have it selected, so now we can scroll
down to opacity texture, and we can just
search for opacity. We can just select v one. It
doesn't matter, but them. I'm just going to have it
as white just in case. So now we can close
it down, click. Yes. And there you have it. We have now to sell
us a new material, which we're going to make
use of in the next lesson. So thank you so much for
watching, and I'll see in a bit.
141. Applying Transparent Sigils and Straw Onto Assets: All right. Welcome back
to blender and then real engine become a
dungeon prop art discourse. In the last lesson, we left
it off by setting ourselves a really nice
transparency material for the decals to be
used for whatever we have some times that are a
little bit more broken off, and we want them
to be blended in nicely with our PBR values. So for us to make use
of them, of course, we're going to set them up with the rest of the decals that
we have with the textures. So we're actually just going to make some copies out of that. I just want to check how
many material instances we have for them for the ones that have those type
of sigels And right now, I'm just going to go over the material
instances that we have. So Decal large. There you go, we have these decals over here, and just going to check. We have three of them. Charcoal. No, that's Charcoal, sorry, Decal cross swords, decal large. We already set up the stamp. We have wheat, and we also
need to set up the cloth. Let's not forget that. And
if I were to scroll down, that's going to be it. Just making sure that everything is set up nicely, basically. But yeah, it looks like that's going to be it in
regards to the decals for the ones that
we are applying on the flags as well on
this box over here. So let's go ahead and
fix that right away. I'm going to basically
change those up and give them the proper transparency
parent for the material. Let's go ahead and
open these up. And I think I'm just going to open every single one of them, all three of those like so, and we'll start off by
changing up the parent for it. So we're going to search
for transparency, simple PVR transparent. I that's one. Let's go ahead and change that up. There you go. We're already getting a
nice value out of that. And this one over here. I'm just going to double
click on it just to make sure that we are
using the same one, so it has translucency and it has surface
translucency volume. Okay. So that is the one. And now we just
want to make sure that we have every single one of them
replaced just like that. So now we can actually make this window smaller,
go into textures, take off the filters firstly, go into textures, and we're
going to be changing them up. This one was cross
sword instance. We're going to search
for cross swords. Which is going to be if
I were to scroll down. I think it's actually going
to be under ornaments. Let's go up a little bit. And that's going to be
ornaments. Here you go. Okay, so we have
a couple of them, and let's go ahead and
start changing them up. Cross sort is going to be I think that's
going to be swords. Let's go ahead and
change this up. So we're just going to get
each one of them changed up. And just like that, We're going to get ourselves really
nice kind of a set up. Opacity. Let's go ahead and
make sure this is enabled, we it wouldn't work
in. There you go. We're going to get
this sort of a result, which doesn't seem to
be used in these flags. So let's continue working on. This is going to be large sword. Let's go into a sword and let's change all of
these values over here. So occlusion, base color, metallic, and all of
them just like that. I'm just wondering if I have these change
for these flags. I'm just going to click
on one of the flags and see which metals they're using. I'm going to remove
the search bar for these details over here and
now see the type of details. So it is actually
using cross swords. I'm not sure why it
wasn't replaced, but we're going to
check that in a second. Let's go ahead and firstly get all of them sort over here. And we still have wheat, which is going to be
for this one over here, and that's clitching
out a little bit, so we're going to fix
that in a second. For now though, let's go
ahead and simply change this up by getting a different texture they go,
that's going to be wheat. We're going to get
these ones on. Just like that one by one. Into the right places opacity and finally
roughness just like that. So now should be applied, and I just realized that
they are set up with nits, we need to change them up
just like we did previously. So let's go ahead and browse
them to the assets and just remove the nit because they don't quite
work quite as well. So this one is still going
to give us some issues. We're going to fix
that in the bid. This one, however, we need
to set up also as a non it, and this one as well. Disabled in it. There you go. All right. Let's
have a look on why these don't actually
work properly. I'm just going to drag
this up a little bit. Since we can see that they do
have some values of sorts. It's a little bit
hard to see, but they are having certain values. So we need to figure out why this is not
working properly. We're going to go into decal large and we're going to
see why that is the case. It hasn't been
replaced actually, so I'm not sure why that was
I think I forgot to do that. I'm going to go into material
and material instance and quickly go ahead
and replace that. Today I go cross swords. These ones over
here, we have them. They need to be replaced. Dc Dc large sword. Both of them match the names, replace references,
wrap the larger one, and delete the previous one. There you go. All right. Now
we're getting somewhere. We got ourselves a
real nice decal. So let's continue on and
replace the rest of them. So cross swords. That's going to be
with the instance. Let's go ahead and
replace these references. There you go, delete. And it's looking quite nice. And finally, the one on the box, which by disling it, it seems like it's
stopped glitching out. Which is quite nice, actually. So let's go ahead and
get ourselves to what, and I'm actually
just going to browse it within this content browser like so and going to search for That's going
to be the wheat. And we also had
material instance. So let's just quickly enable
material material instance. Wrap both of them like
so go into asset, replace an asset
and change it up. Just like T. And
there you have it. We have ourselves a
really nice set up. I'm just going to check
up a set as well, Jason case, to make sure
they're not too close by. And we still have
some time. So let's go ahead and actually make use out of the same material
for the straws on the bed. Let's go ahead and just have it selected so we can see
where this material is. I'm just going to click on
Browse to content browser. And I'm going to of course, use material material
instance just to see that the material
instance for it. So now we're just going
to select both of them. We're going to right click Asset actions,
replace reference. We're going to select
the larger one, consolidate assets and have
it deleted. There you go. We're going to
open it up, change the parent to be transparent, which is going to be
this one over here, PBR transparent, since it's
also using some PBR values. And of course, we're going to disable material
material instance. We're going to open
up the textures, and we're going to find
ourselves a straw to use. So let's go ahead and just
quickly go through every single one of those folders
and see which one is which. And that is going to
be Dungeon straw. Let's go ahead and open this up. Let's have the occlusion. I'd like to check actually
the way the occlusion is. This doesn't seem to be the
right type of occlusion. I'd like to just
check out looks like. And, it seems like I made a quick mistake in
regards to the occlusion. Let me just go ahead and
fix that real quick. So I just realized that there was a bit of a mistake in
occlusion, but that's okay. I'm just going to report it. I had that fixed just now. So if I were to
just fix that up, it should give us the
right type of a result. So yeah, we basically I had it mixed up with the base color of the mb eclusion but that's okay. I just had to reimport
it just now to fix it. So I'm just going to grab this
m eclusion and just yeah, replace every
single one of those with the right type of settings. So that's going to be a facity. Which is going to go in here. Of course, we need
to fix up the inits we'll just do that in
a second metallic. There you go and normal. And just like that,
we're going to get ourselves a nice result. It should be a roughness
texture as well, so I'm just going to
real quick add that up, and then I'm going to
just replace it like so. So now we're going
to get ourselves a really nice type
of t. Of course, we need to change this up from it to disable to just
be a simple mess. There we have it.
We got ourselves a really nice type of tra bed. So, yeah, that's going to be it from the lesson in the next one, we're going to
continue on working, and we'll start on working
with the collisions and just make sure that our character doesn't pass through
these items. So thank you so much for
watching, and I'll see in a bit.
142. Setting up Collisions: Welcome back everyone to
Blender and then real Engine, become a dungeon
prop artist course. In the last lesson,
we left it off by setting up the last materials. And actually, I just
realized that we don't have the water
setup chest yet. So let's go ahead and
quickly set that up, and that's actually
going to be super fast because we already have a material from gems that's going to help us out
in this occasion. So we're actually
just going to find ourselves materials real quick. And we're going to be done
with that, basically. So I'm just going to enable
material material instance, and I'm going to locate
water actually so you go. So material material instance, we're going to see. That we have water
instance over here. I'm just going to open this up. I actually start
before opening it up. Let's go ahead and
select both of them, right click Act actions, replace reference with
one with a longer name, delete the previous one, and we're going to have a
bloody type of a material, which is not something that
we want at the moment. So let's go ahead and
fix that right away. We're going to open this
up, open this material up. We're going to change
this to a gem material, which is actually
going to work out for us in regards to the water. So we're going to go up. We're going to get
into the textures. We're going to search
the water one, and that's going to
be dungeon water. So let's go ahead and
open that up and just replace every single type
of a texture with this. So we're going to replace
a metallic and base color. And I just realized that I miss ambit decusion by rushing
too fast. That's okay. So also, We do have a opacity, but again, it's just
going to be a plain one. I'm actually just
going to increase the water opacity
like so manually, and of course, replace
the roughness. So now that we have it like so, we also need to go
browse assets and change this up to be non anite. Disling it, we're going to
get this sort of a result. So that's going
to be quite nice. And then because it's not a gem, we're going to
change the index of refraction value to
quite a low one. Actually, it's going
to be a value of 1.33, that's going to give
us the right type of refraction for this
type of a water. And that's all it is
in order for us to set up a nice type of a
water for our bucket. Okay, we can now move on onto
setting up the collision. And the reason
being is that if we were to hit play and try
to use these assets, we do have a collision on them, but not all of them are going
to be responding properly. For example, we can't jump
on this bed or we can, but we're going to be
floating or they're not going to be nicely
set up, basically. So we need to be
fixing them up like. So when we were importing
all of the assets, we did have an option that we ticked on for the colliders. And now, in order to check them, what we can do is upper left hand corner
within the viewport, we can click lit and
we can change this to be if There you go, visible collision,
visibility collision. If we were to turn this on, that's actually
not the right one, so let me just go ahead
and get the right one instead it is not
actually in this menu. So let's go back to lit
and sorry about that, that's actually
going to be applied on top of our lit mode. So we're going to go on to show. And here we have something
called collision. So if we were to select it, we're going to see the type of collisions that
we're going to have. Most of it, like for
tables and whatnot. They're going to be quite right. They're not going to be
in the way and we can sit on top of the
tables on top of these, but something like chair
might get in our way. So we might need to change it
actually, even for a chair, that's still quite a nice one, so we can keep it as is. But for more complex shapes, for example, I'd say, yeah, for the suture device, it's going to be
floating quite high up, and this one is also quite off, so we're going to be
changing that quite a bit. So yeah, basically, we have
a couple of options for us to choose in order to adjust
these type of collisions. So let's go away and right
away make use out of them. So if I were to select this one. Right click, go browse to asset to get into
this one over here. And actually, since
it is a blueprint, I would like to ideally change
up the static mesh itself. So, for us to do
that, we're going to just find ourselves the
static mesh for this, and I think the
easiest way would be to just simply
search for a rack. So let's go ahead and do
that in a search bar. And so it's going to
be this one over here. Now, if we're to double
click and open it up, we're going to see this
original static mesh. And it's going to be
similar to the blueprint in regards to having view port
in the middle and whatnot. And we can also enable the show on the upper
left hand corner, enable collisions and see
how they're generated. So by default,
they're going to use simple collisions as a way to collide with the
world with or character. We need to change that
up. And basically, we have an option
upper left hand corner that says collision, which if we click on it, we have a couple of options, we can generate simple
sphere capsulan box, for example, if I were to click on it, we can see what it does, and it creates a new type
of collision on top of it, but basically, that
is not what we want, and we can actually even
move it out of the way. So right now with this on, if I were to set
it as an example, if I were to click Control
and S to save it up, and just show you
what it does exactly, just creates an invisible
wall in this area, which is, of course, not what
we want because it's going to give
us more issues. So usually when we're
creating collisions, we want them to be
just covering up barely the amount of the act. And right away, I'm just going
to generate new collision. Other than just creating simple basic boxes
for collision, we also have simplified
collisions that we're able to generate, which by default, I believe it and generates simplified collision
for each one of them. But instead of using them, We're actually going to
go a little bit more in depth in regards to that and actually make use of
the auto convex collision. If we were to click on it. On the bottom right hand
corner, we get more options, and now if we were to by default apply with the default
kind of settings, if you want to reset
your settings, by the way, you can click
this button over here. Then hit Apply is going to generate ourselves a new
type of a collision. And if this doesn't work, we can adjust amount and the detail in depth
for our colliders. But I think for this one, it actually worked
out quite a right, so let's go ahead and
leave this as is, and then we're going
to be going a little bit more in depth
in regards to how collision is getting
applied through these settings in
the moment for now, though, let's go ahead and click Control and S to save this. And now, if we were to close this down, and it's
also going to, by the way, apply it
onto our blueprints since it is using that
same static mesh. So now if we were to
hit play and try to walk on top of our table, we can see that it
actually interacts quite nicely to our characters. We can even stand over here, and if it's not floating at all, we can see that the feet
is landing properly, so it is quite nice actually. And yeah, that's all it takes. It doesn't matter that
we have a small kind of uplift ramp. It actually helps
us our character to not get stuck on this ledge. So that's actually
quite nice for us. Now, let's continue working
with the rest of the asset. So this one over here, this is quite an interesting one.
Let's go ahead and select it. Cling browsed asset.
Which one is that, that's going to be guillotine. So let's go ahead and
search for guillotine. This one over here. We're going
to open up a static mesh, just like we did previously, because we had a collision
autoconmx already opened up. It's going to already be in the bottom right hand corner
with all the settings. Let's try to hit apply and
see how this looks like. And it is actually
looking quite nice. No, we want to have a
hole in between here. Let's say we, for example, want to shoot our
enemies or whatnot, or have some assets to
be able some props with collisions and physics to be able to pass
through these holes. If we want to set up
some nicer collisions, we're going to basically
increase the whole count. By increasing the oil
count, basically, we're telling that
there's going to be more holes that it
needs to consider when they're placing those collision boxes when they're
generating it. It will increase the amount that it'll take to generate
this convex collision. So let's go ahead and hit apply, and let's see how this turns up. And it already is looking
a bit interesting. It's a little bit
too much, I think, because it's trying to get all those holes in
between as well, and it's just not picking up
the right kind of values. I'm actually just
going to lower it down and see how this
would look like. And I'm going to go to default, which was four and just increase it to 14, let's see this one. And there you go. That's
actually quite nice. But increasing it to 14, we can tell that there's
more holes and basically, it'll allow us to have a nice hole in the
middle over here, which is going to
be really nice. I'm just wanted to check how
it looks like in between. We also have undertable as
well, which is quite nice. If it's struggling in
regards to the shape itself, We can also increase
the whole vertices. By increasing hole vertices, it'll basically tell
us our generator to increase the amount of these small vertices
for the collisions, and I can show you an example if I were to increase
it to this amount. It'll give us a slightly
slightly larger type of mesh forward a lighter, but I think it was quite
right to the default value. I'm actually just putting it to 12 and seeing how this would look like. That's not
enough, actually. I just going to put it to 16, seeing how this will look like. I think that's going
to be quite all right. Let's go ahead and keep
it as is the there's also a whole precision,
which, honestly, I don't often use because all it does is basically it tries to attach those vertices
photocllder closer to the edge. So right now you can see
it's a little bit floating. If I were to increase its value, it'll try to kind of attach itself closer to
the object itself, which might be useful, but sometimes when we have
certain holes and whatnot, certain amount of
complexity within our mesh, it'll be actually more
of a nuisance because it'll just give us more
artifacts to work with. So I think by default,
we can keep it as is and basically move
on to the next step. So we're just going to check how this is
going to look like, and it's going to
look quite alright. And we're right out of time. So we're going to
continue working with the rest of them
in the next lesson. So thank you so much for
watching, and I'll see in a bit.
143. Setting up Mesh as Collision: Hello, and welcome back on to
Blender and on real Engine, become a Dungeon
prop artist course. In the last lesson, we left
it off by setting up some of the more intricate
shapes with the collision. And this time, we're going
to continue on working with the colitis and set them up
within our assets as well. So I think we're going to start on creating this one over here. And that's actually going to
be if we're to right click. Spinal asset is
going to be stocks. X. I'm just going to write in x and should be able
to find it over here. And that's not going
to be the case, actually, so I'm just going
to search for stocks. Like so. So this one
over here, there you go. Okay, we need to find
ourselves the static mesh. We're going to double
click, open it up. We're going to show the collision simple
collision. There you go. And we're going to start on
by applying a basic shape. And I think that's actually
working out quite well. We might need to
increase the whole count just by a little bit. Like so. There you go. We're going to get a nice shape in the
middle as well, so that's going to help
us out quite a bit. Okay, we can close this down and move on to the upper assets. So we're just going
to move one by one. This one is an interesting one. So let's go ahead
and open it up. If it's not a blueprint, we can actually have
it selected and just double click on the static
mesh within the detailed tab. We can just get show and then work on this
type of a collision. I think we just start on by doing the same as
we did previously, I don't really like them
being interconnected. So let's go ahead
and increase this by a little bit up to a six. We can't do it too
much because it does have a lot of
holes for this cage, so it's going to be
quite bothersome to fix that up in the bit. So let's go ahead and just
keep increasing it bit by bit. And we're going to get
this sort of a result, which I'm wondering if it's going to be okay because there's so many different holes in here that's going to cause a
lot of issues for us. So I think this time, I
think it's the best time to use a bit of a different
approach for our collisions. And instead of just
setting it up and getting a bit more of collisions because
there are so many holes, I think it would be better
to just make use out of the mesh itself and set
it up as collision. And the way we're going to do it is actually rather simple. I'm going to within
a detailed stab, I'm going to search
for complex to collision, there's
primitives there you go. Underneath the collision tab, we're going to get ourselves
a collision complexity, and we can change this to be use complex
collision as simple, if we were to select
that actually we need to remove the
previous collision. I'm actually going to remove
collision so completely and use complex collision as
simple, which, by the way, if you're wondering how the
complex collision looks like, if I were to go to show
and just enable complex, we should be able to see
it. But it's actually I'm not going to show up
because I just deleted them, so I'm actually going
to click Control Z a couple of times to go
and now check collision. So we do have a
simple collision. And we should have
a complex collision as well. Let's go
ahead and check. Doesn't seem to work, but I'm just going to make sure that this collision complexity is set as a use complex
collision as simple. Then I'm going to hit Control on S and actually try it out. I'm going to close this
down and hit play. And actually to get the
character closer to this cage, I'm going to get the
starting character point, which we should
have in our area. We're just going to scroll
down go play a start. We're going to with an
outline, find play a start, and then we're just going to drag this little guy over here. Now whenever we hit play, it's going to start
next to this. And yeah, because we're
using complex as simple, we're going to basically
reuse the mesh complexity of these vertices and actually get ourselves the proper
kind of a collision. And the reason we're using
actually this time is because obviously we have a
lot of holes in this cage. But honestly,
whenever you can try using the simplified
versions because if you're using it within
more complex shapes within this if we were to use
it over here and whatnot, we'd be able to walk
on it and stand on it, but we'd also be able to posee
more issues in the future. So for example, it would be more likely to have
the colitis kind of interacting in a wrong
kind of way and giving us some glitches and
maybe we'd be able to even walk past the colitis at certain point
of glitched out on them or even just getting stuck
on edges and whatnot. So it's not ideal to
make use out of that. Instead, it's best to actually just keep it with low collision. Now if I were to
show collisions, so you can see this is the type of collision
that we're getting. I'm not sure why that is. I'm actually just
going to go into the static measure
real quick again, and I'm just going to see
the simplified collision. It's still there actually
the simplified collision, but it should be using Um, sorry, that's not the one. I'm going to get into
the cage, there you go. So I'm going to
show the collision simplified collision
and still there. But I think that's going
to be quite all right. So even if we were to remove collision right now and
if I was to hit play, I should be able
to there you go. I should be able to still
collide with this asset. Since we're using
complex collision of the actual mesh to
collide with it. Even if we're not seeing
the collision itself. So that's quite nice.
Now, let's go ahead and go through the rest
of the assets real quick. I don't like this collision, and I'm actually
going to move this to the rest of the torture
area over here. So, I prefer to keep
them all in one place. And of course, we
need to open this up. So that's going to be
dungeon prop stock go, and we're going to show
collision, simple collision. We're going to apply
our basic one and see how that looks like.
And actually that looks Quite right. I'm quite
happy with it maybe the hole can be a little
bit bigger underneath. So just in case, even though if we're not going to be
walking through it, I'd prefer to have a
bit of a hole day ago. Since we're doing it
anyway, we might as well have a nicer collision. And just increasing hole count, we're going to get a
much nicer result. And for the rest of them, this is right, this
is quite right. As for the shield, it's
actually quite okay. I don't mind having
it like this. Um, the weapon rag, as long as we shouldn't
be standing on it anyway, so it's going to be quite right. And I don't think we need
any holes in the middle. Underneath the table
is quite right underneath the bench
is quite right. The bed The bed is the
only one that actually worries me the rest are
going to be quite okay. So let's go ahead and
quickly fix the bed. We're going to get this a little bit more to
the front, I think. It's going to be
quite right, like so. And now, in order
to fix the bed, we're going to, of course,
open up the static mesh. We're going to apply
this and see which, there you go. Simple collision. Yeah, that's actually
going to be quite right. We might not be able
to stand on top of it, but let's go ahead and
test it out, actually. We're going to close this down. We're going to bring
our character in. I'm going to press
G and just get this little guy over here onto next to
the bed, basically. And if it says Bad
size, by the way, that means that it
interacts the collision is being placed on top of our assets and we basically
just want to make sure that collision don't
get interacted with this. And yeah, it seems like it's
going to be quite right. We're able to stand on this bed. That's actually quite nice. Yeah, that's all it takes
in order for us to set up a nice bed within our area, and it's going to be
pretty nice to stand on and whatnot and stand
next to it as well. So yeah, in the next lesson, we're going to
continue on working with the collision,
and this time, we're actually
going to work with the smaller type of colliders over here with the prop since not only do
we have to worry about how to collide
with the character, If we want to have
them enabled with a certain amount of physics and so we could push them away. We have to make sure
that they're set up nicely with the
colliders for that. And actually, before moving on, I'm just going to quickly
fix up the gold as well. It's been getting in my way. So I'm just going to
double click and just apply the same type
of a collider. And I can see within
the view that it actually looks quite
nice, quite a bit nicer, so now I'm just going to be able to stand on top of
this gold pile, which is going to be quite nice. So yeah, in the next lesson, we're going to continue working
with the smaller proper. So thank you so much for
watching, and I'll see in a bit.
144. Setting up Interactable props: Hello and welcome
back, von to Blender. Hello and welcome back
Evon to Blender and Real Engine become a
Dungeon Prop Artis course. In the last lesson, we
left it off by setting up some of the collisions
for our assets. And in this lesson, we're going to continue
working on them. And this In this time, we're going to continue
working And this time, we're going to continue
on working with them, but we're going to be setting it up for
the smaller props. So right now if we
were to click Play, we can see that do have collision and some of
them are pretty nice, we can stand on top
of them or what not. But the thing is, if we
want to set them up to be pushed and kind of
interactable with a character. So, for example, if
I'd have this shield. Yeah, this shield is going to be a great example, actually. If I was to enable
physics for it, which we can do so
by selecting on it and just searching
for physics, like so. So let's go ahead
and scroll down. Until we get ourselves to the
physics simulate physics. If we were to click
this and enable it, now we can hit play. We're going to see that this
shield is now we can push it around and just kind of play around with it and it's
going to be quite nice. So yeah, there is
that in regards to the collision and in
regards to the physics. As you can see,
it is going to be affected with the way
the collision is. And right now because we have certain colliders over here at the front and
sudden at the back, they're going to give us
a really bizarre shift with the way they
land, for example. If I was to put this, maybe it'll look a
little bit better in regards to our explanation,
if I were to hit play. We can see that it
doesn't lay flat on its side as it should. So it's just going to be
pushed kind of sideway. So we, of course, need
to fix that and get ourselves a better type
of a look for that. But before doing that, though, I'd like to quickly walk over what physics are and
how they're being simulated. And by default, usually, they're going to be quite
right in regards to the scale. Because the physics, the size for them
and the way they're getting interacted are going to be dependent on their size. So for example, right now, if I were to take
a larger asset, this one, for example, or actually think it'll be
better to use this box. If I were to simulate physics
for this box and hit play, and if we were to
try to push it, it's going to be
much much harder or although it's quite easy
to push it anyways, but it does move quite a
bit faster in regards to, for example, this tiny
shield over here. So the way we are
pushing each of the assets is going to be dependent on the
scale of an object. And if it is way smaller
one, for example, this ale mug over here for work to simulate
physics, hit play, we can see that they're
going to be just knocked over and kind of flying
over to the site. So depending on an asset, what I'd like to do, I'd like
to increase their weight. For example, this shield is going to be
quite a bit heavy. It does have metal on it. So we're going to be increasing its entire weight for that. Right now, I'm just showing you how to enable the physics. I don't recommend you
personally to enable physics to each and every object because it is firstly going
to be slower, and secondly, you'll have
basically less control on how they're going to be placed
and whatnot in your world. And I just prefer to set them up only for
a couple of objects, only for the ones that are
reachable or maybe like some of the ones that are
on the table and whatnot. So for example, with the shield, going back to the shield. First things first in regards to the weight in order for us to increase the weight, we can change up its mass. For example, if I were to enable this and it'll give me 100, which I think is
a default value, so it's actually going to
give us a nice a result or maybe it's not I think I think
it actually made it heavy. I think by default, it
was set to one perhaps. Me just go ahead and check
it, and that's actually way. I will go into this crate real
quick and actually test it out in regards to its weight. So Muscular grams 100 if I
were to keep this as 100, it's going to be much lighter
right now because it's not using our default
size based scale. So I Right now, with 100 set up, it should give us
this sort of result. But if we were to set this
to 1,000, for example, which is a bit extreme, but it'll make a little
bit more sense. It's way harder to push this, and I think it's
barely moves actually. So I'll just set it up to 300 and just show you the
type of difference. So right now, it's actually
quite as heavy as is. So maybe 200 and
it moves barely, but again, it's way too heavy. So 100 was a bit too
light in my opinion, if I were to set it up as 100, it's way too easy to push, so 150 might do the trick. And yeah, that
looks much better. Now, we just need to
make sure that it doesn't have that
sort of a collision, which we can do so by
going into its asset. So we're just going to
open it up as an asset, and we're going to generate
a new one, I believe. Let's go ahead and apply. Let's show the collision. Yep. Okay. We're
going to get into it. And yeah, that actually
looks pretty nice. So now, once we
have it, like so, we can hit we can hit play. I just maximize my screen by
accident inside of my angle. But anyway, there you go.
Now we're going to have a nicely place shield. And because of this, I think we can get away with just having a default
value of a mass. So I can actually turn this off. We might be quite right
in regards to that. It's a little bit
too light. So let's go ahead and keep it as 130, I believe. For this one. But also, I should
mention that we also have a certain control over
the physics in here as well. So physics, if I were
to search for it. And yeah, once we're
done with that, we can also rotate this around, for example, and check how it looks like when it
lands on its handle. And actually, it looks
quite all right. So I quite like that.
And yeah, by default, the static mesh that we have in our content drawer in our content folder
where to find it. It'll I won't have that physics enabled because we only enabled it for this specific asset. So what I mean by that is if we find ourselves the
shield or actually, I'm just going to search
for it shield like so. If we were to put
it on in this area, we're still not going
to have this shield enabled with the physics. So whenever you place
it in the world, we have to enable
that individual, which actually helps
for us because we don't want all of the
assets to be enabled. For example, if this
one is going to be next to the table or whatnot
over by the side, we wouldn't want this to
have any type of collision, it would be totally okay
to just have it without any not the collision, sorry, we've had
any type of physics simulated because it would
be part of the prop. But in regards to the shield, another thing to consider
when we're working with physics is that it'll be
affected by all the collisions. So for example, if we
want to place this, let's say, in a shelf, like so, even though it looks like it's going to
be placed nicely on here, whenever hit play it's actually just going to get
spewed out like so. So we obviously don't
want this to happen. And instead, what
we want to do is we want to make sure that
they're being placed nicely. So for example, if we have
certain books over here, and we want them to be
placed with physics on, I'm actually just
going to click control instead and make a duplicate
out of this instead. So if we want this book
to be placed in here, just like that with
certain physics turned on. Well, without
physics, it's going to be quite a right
for them to be just stuck in a book
in a place like that. I'm just going to
remove the shield because it gets spewed
out every time. But yeah, if we enable
this with physics, so I'm just going to
simulate physics like so, It's going to be over
here, simulate physics. If we were to just do that, it's not going to hold. So what we have to do is
we also have to make sure that wherever we place those
type of assets with physics, they're going to have properly set up collisions with the
larger assets as well. So we can place this one on a book on the top of the shelf, for example, it's going
to be totally okay. If we want to have
certain books that are going to be affected
by the physics, we need to make sure that we are able to use the
shelves over here. The way we're going to do it
is actually we're going to generate ourselves with nicer collisions for
those ones as well. We're going to hit apply, and we're going to see
how this looks like, and that looks quite nasty. So we're just going to increase the hole and see how this
would look like for example. This already is looking
a little bit better, but we need to increase
the whole count. And that's not going to help. At this point, we're
going to increase the max hole vertices. How that helps us, and it's helping
out a little bit. But it's still giving
us some nasty results. So I think I'm
actually even going to increase both of them
to max and see how that goes in regards to the entire side, but
that's not going to do. I'm going to increase the whole precision
just a little bit. And this one is the
one that's going to be responsible for
the biggest low time. But It seems that by
increasing the whole in precision actually
gives us some really, really nice type of space
for us to work with. So yeah, that's one
way of doing it. Another way would be to just use a complex collision on this. So maybe on this one
on the upper one, I would be using that since it does have somewhat of
a simplistic mesh. If, for example,
when we're using it, we can use millions of topology, and obviously, that would
not work with the collision. But in regards to
this shelf over here, using a complex collision
would work quite as well. So for this one, I will set
it up as a complex collision. I'm actually just going
to use search for that, going to search for complex, and this is what is going to give us
collision complexity. Just going to use complex
simple hit close, and now we don't have to worry about the collision for this. So we can walk next to them and we're going
to be totally fine. We're not going to be
going on top of them. But now, if we set
some books in them, it should set some nice
physics based books, like so, And I'm just going to put it on
the oversight as well. Since this one has
complex collision, this should be totally okay. So now if we hit play, even
though I didn't rotate them, they're going to be
placed quite nicely there you go. So
that's quite nice. If we have some explosions, for example, within
ourcene or whatever, those books are going to be flying out of the bookshelves, which is going to be which which would be really nice
in regards to the game play. So yeah, that's going to
be it in regards to that. In regards to setting up
the physics based objects, we still haven't set up
some smaller collisions for smaller areas. So we're going to work on
that in the next lesson, so. Thank you so much for watching,
and I'll see it a bit.
145. Working with Smaller Props for Collisions: Welcome back over
onto blender and then real engine become a
Dungeon prop artist course. In the last lesson,
we set up some of the more interactable
assets within our scene. And in this lesson, we're
actually going to start off by getting checked
for the small assets, how they look like with
regards to the lider. So let's go ahead and
do that real quick. And then we're
going to move onto setting up collections
of assets, so we wouldn't have
to continue on manually placing each one
of the small assets on, like tables and whatnot. But yeah, we'll come
back to that in a bit. Let's go ahead and just go over each of those colliders first. And I think something for a bowl thing that might
look a little bit off, so we're going to go ahead
and fix that right away. I'm just going to
select this bowl, going to open a static mesh. And then I'm just going to use the collision that we
had previously set up. I'm actually just going to
turn on the simple collider, just so we can see how
it looks like right now. So it's going to look like this. And we're going to actually just apply this and see how
that's going to look like. This is going to be much better
in regards to collision. So we can leave it as is. Now as for the other ones. Although, for example,
for the mugs, we don't have areas
for the handles, for example, it doesn't actually matter as much because if we were to have it
simulated for physics. So if I were to
have this enabled, like so, if I were
to click play, what we can see is that
it actually kind of behaves like it does have
a handle and whatnot. It does get stuck on the side. So it is actually quite nice, although by the looks of it, it doesn't end up
kind of rolling to the side of the handle because there should be a
bit more weight. So we do actually
need to maybe fix that so that it would interact
properly with the world. And I'm just going to check the other one as well
at the same time. I'm just going to
have this enabled for the physics for the mug, this mug, and going to
see how this interacts. And yeah, this one lays
properly on the ground or no, it doesn't by just
changing the camera, I can see that doesn't
actually go down. So we might need to adjust both of these coals real quick. So let's go ahead and do that. We're going to go into static measures for each one of them. We're going to apply and see how it looks like with
its collision. So that looks much nicer in regards to collider I think.
Let's go ahead and play. Let's see how this one looks. Of course, they're
flying off a little bit too much off in a
distance at the moment. But we're going to
fix that later now. It lays actually
properly on its handle. It looks much better in regards to that, so that's quite nice. And we're going to do
the same thing for this Ale mug as well. Let's
go ahead and do that. We're going to
apply a collision. And it's going to give
us the same result. And I'm actually not
going to testers pretty much going to be more or less the same
kind of a result in regards to this as well. Now, as for this type of a jug, we should probably
do the same thing. So let's go ahead and
apply our new collider, and it's actually
quite all right. We don't have to worry about
it too much because all we got Focus is making sure that it gives us a nice kind of
a pounce and it kind of rolls nicely whenever they
have nice collision supplied, so it's going to lay
nicely on the handg. So that's going to
be much much better. As for the rest of the assets, they don't have to be perfect, for example, like the scroll, even though there is a bit
of a collider in the middle, that doesn't concern us too much because it's
such a small prop. We don't need to worry about it interacting with our assets
too much in regards to that. In regards to
candles and whatnot, I think we can get away with
just leaving them as Yeah, let's go ahead and
test it out, actually. I'm just going to enable
physics for this one. I'm going to drag this out a little bit, going to hit play, and I'm going to check how this one would interact
with the world. And yeah, this one just ends
up floating off on the side. So I'm just going to also change up its static mesh. Let's
go ahead and do that. We're going to apply
a new collider. And just like that,
we're able to fix it. And just in case we're
going to hit place, see how this would
interact with the world. They go, it looks much
better like that. So we can leave it
as it is for now. I'm actually going to turn off all the simulated aspects
for these assets on our See, since we are going to
be setting them up, to be interactable a little bit more when we're setting
up with the blueprints. So for us to kind of just quickly take off the
simulation from all of them. I'm actually just going to go ahead and go to the very top, just grab all of these
static messes like so, and I'm just going
to grab it like so, going to search for simulate. And actually, I think
it's because I have not, yeah, it's because I had
the blueprints ticked off. We can't find a simulation. So I'm just going to make sure I have these ticked off like so. Going to hold control
and tick them off. And for some reason,
it likes to just kind of go down the entire list. But anyways, once we have all of the static measures and only the static measures selected, we now have the option within the detailed
stab that says, simulate physics and it
actually has something like a dash which means that it is set with
multiple values, it either has Tikton
or TikTo values. But if we were to click on it, we're going to be able to
tick off for all of them. And if we by chance
had them all TikTon, we could just click on it again. It would take that off. And now, all of our assets again does not have
any simulation, which is actually better
for when we want to preview all of these assets just like that within our world. Yeah, for in regards to something like this
bucket, for example, because it has water,
we probably wouldn't even want to enable
any physics to it. We wouldn't want to have
this water look like it's when it turns
to the sideways, it's not going to do anything
to the plane of water. So it's purely for
aesthetic purposes, this type of a bucket. So I think it would be best
if we were to just leave it as without any of the
physics, and therefore, because of that, we don't have
to worry about it too much in regards to it's going
to roll and whatnot, and we can leave it as is. And yeah, I think that's going to be it in regards
to the smaller assets. I'm actually going to put this shield back next
to the weapon rack, like so, so we could have it
everything neatly organized. And I'm actually
just going to delete this duplicate of a shield
that I had placed on a table. So we're just going
to leave it as is. Just like that. Okay. So I think we're going to cut this lesson short and then
in the next lesson I'm actually just going
to start off by getting more familiarized
with blueprints and how they work and how we
can make use out of them in order to set up properly
collections and of assets. So yeah, thank you so
much for watching, and I'll be seeing you in a bit.
146. Creating Asset Collections: Hello, and welcome back
to Blender and then Real Engine become a
Dungeon prop artist course. In the last lesson, we left
it off by setting up some of those final collisions for our assets for the smaller ones. And now in this
lesson, we're going to continue working with
our assets and actually start setting up collections of them because if we were to want to use these props and
assets just separately, every time we'd have to position and place each one of
those smaller props on, tables and whatnot, and that would take a
really long time. So we got to make use of
a blueprint in order to merge these assets together and kind of have collection
out of them. For us to do that, we're
actually going to make use of a blueprint
functionality. So we're just going to right click on our content browser. We're going to get ourselves
a new blueprint class, and we're just going to create
ourselves an empty actor. So for this one, I think
we can just start off by using these
shelves over here. So we're actually
just going to call this one shelf one, like so. And right away, we're going to just simply
double click on it to open up the blueprint editor, which, of course, is going
to start off by being empty. So we need to get ourselves the shelves and books
into this place. So we can either make
this window smaller and just grab it from
the contra browser over here or alternatively, if we have this
window set as large, which I'd recommend you doing it because we're going to
be working with it now, so we'd want to have the
viewpoard properly maxed out. So what we can do is
we can just simply click control and space and open ourselves up with
a content browser right away just popping
in into our blueprint. So all we got to
do within this is just find ourselves the
assets that we want. So we're just going to go
onto our assets folder, and we're going to find
ourselves the shelf. So let's go ahead and
get ourselves a shelf. So I think we're
going to start off with this one over
here, actually. We're just going to
drag it into our world, and that's going to position
it right into this location. Like so. And now, of course, we need the books. So we're going to drag a couple
of books in here as well. We're going to click
Control and space, and we're going to locate the
books that we want to use. So let's go ahead and
do that, actually. We got a couple of
books over here, we're just going to drag
them into our location, like so, and we're just
going to move them back. Actually, it moves
everything back, so I'm going to
click control on D and just going to
grab all the books. And if you look at the
top left hand corner, we can see that these
books that I had just imported actually are going right into the bookcase itself because that's
the way it is right now. So I recommend you just taking all of these
books out first. So we're going to
select the top book, and we're going to hold shift,
select the bottom book. Then we're just going to drag it into the default scene root. So this way, we're
going to have assets. And even if we now were
to move this bookshelf, the other books
aren't going to move, which is actually going to be
better for us in this case. We're just going to
grab each one of those. We're going to hold control
and click on the bookcase, so we wouldn't have it selected, and we're just going to
get it into our scene. So now we can actually
position them into our Okay, so we're
just going to do that. We're going to place each one
of them individually like. And yeah, I think we can just grab them like so and just
place them just like that. One by one, until we get
the right type of a result. I think that's going
to be quite right. Now, if we want to duplicate
it, we can also do that. But let's go ahead
and just position all of these books like so, so they wouldn't be stuck
into our bookshelf like that. And I think that's going
to be quite right. We can also position these books somewhere in the bottom as well. They're going to look quite
nice as well. There you go. I think these books that are a little
bit too dark for me, I'm just going to increase
the color value real quick. I'm going to change I
think it was a multiplier. It was not multiplier. I'm just going to change
up the saturation. There you go. And get ourselves back with
to the saturation. And yeah, there you
go. That's going to be a little bit better
in regards to that. Now we can just place the
rest of the books like so. And yeah, I think that's
going to be quite right now. Okay, in order to set ourselves
up with a nice bookshelf, we, of course, need more books more than just a simple line. Now we're going to see every
single one of those books. So let's go ahead
and hold control and just go for each
one of them like so. Going to move it to
the side to see that Yes, they are all
of them selected. I'm also going to put it to the side a little bit like so. And it seems like the movement, the motion is a little
bit too intense when holding a right
mouse button to move it. So in order to get
more fine tuning, I'm actually just going to hold a right mouse button
and while moving. I'm just going to
scroll my mouse wheel, and this will just kind of
slow down the entire process. Now, in order to populate this type of a bookcase, the
best thing would be, well, first of all, let's go
ahead and hold control and select every single one of them. Then we move
it to the side. And I recommend you just select each one of the books randomly. Then click Control D and
just make a duplicate. And then afterwards, you can just simply move them like so. And just at random, if you were to just click
one of the books and kind of have them selected
and now click on other books. And basically, we get
ourselves in a random order, and that way, we'll
get ourselves a much nicer type of a line. Now, if I were to do this
a couple of more times, and it's going to give us a really nice type of a
setup for this book case. Let's go ahead and just
continue on doing that. One by one, we're just going to drag each one
of them like so. And final one. I think that's going to be too large
though in this gap. So I'm just going to delete it. Or actually, I'm
just going to make a duplicate out of this
and just squish it down. So if we were to hit
R, we can just use our scaling tool and
scale it down like so. So that's going to be quite nice in regards to setting it all up. Now, if we want to
duplicate this entire set, what I recommend you
doing instead of just grabbing each one of
those individually, I recommend you just open up the components tab and just Now, if we want to populate the
shelf to the upper one, we're going to just make
a duplicate out of this. But if we were to just
simply make a duplicate so forward to just make a
duplicate out of this like so, and then try to move it up, it's only going to
start moving one of the books because it diselects
all of them right away. So that's not what we
want. I'm just going to click Control Z to undo that step Control to make sure that this
book was in place. And I'm also going to make
sure actually to just drag is because I just noticed
that they were clipping with the shelf. But yes, anyways,
in order for us to just quickly make a
duplicate out of it, because all of them
are named books, what we can do
within a component, so we can just search for book, and it's going to get us
all these books like so. And actually, it's going to
give us more than just books. So instead, I'm just
going to search for props, underscore book. So. And this way, we should
get ourselves all of these books without
any additional ones. Still giving us a stack
though, but that's okay. We can just basically copy
this while holding Shift, we select the first one,
we select the bottom one, we're going to hold control, and then the select
the book stack, and now we're going
to hit Control C, Control V to make a duplicate. This way, we're going to
keep all of our selection in order within the
blueprint itself. Now what we can do is
we can just scroll it up like so and get
them nicely positioned. I can see that some of them
were actually clipping up, but I'm just hoping
that they're not going to be visible underneath.
It's a bit dark to see. So instead of what
I'm going to do is actually I'm going
to change from lit mode to unlit and see
how this would look like, and that's actually It doesn't seem like it's
clipping too much. I feel like there
is some clipping. I am going to move
them up in a second, just a little bit
so we wouldn't get those with bizarre artifacts. Let's go ahead and
just position them in a way that wouldn't be
visible for the bookshelves. I'm actually just going to lower a couple of them like so. I think that's going
to be quite all right. In regards to the ones
that we're clipping, I am going to grab all
of these books like so, and I think Yeah, I think it's going to
be much easier for were to make use out
of the component step. So I'm just going to hold a shift and select make a
selection out of them all. And actually, I'm
just going to go down with the ones,
for the lower ones. So I'm going to select,
half of them more or less, and then I'm just
going to deselect the ones that I didn't
want to select. And actually, I can see that
these are the top ones. So I'm just going to make basically the opposite
selection of that, like so, and I'm going to
select bookcase and the stack. And I'm going to kind of raise
them up just a little bit. And I think that's going
to be quite all right. These books are
floating in the air. So let me just lower them down. And, yeah, that's
all it takes in order for us to set
them up nicely. We can just rearrange the order a little
bit just to make sure that they look a bit different
in comparison to these. And that's just going to
that's all it takes in order to set ourselves up
with nice row of bookshelves. So now, if we want to see them, how they look like within our scene, of course,
we can do that. So once I'm done,
rearranging them like. So I think that's going
to be quite right. We can click control
and S to save it out, make sure that it is compiled, but it should be quite okay if we were to just
close it down. Compile is basically
upper left corner. There's a button like
that, but that's only mainly for
coding and whatnot, so we're not touching
that just yet, so we're just going
to close this down. And now we have
ourselves a bookshelve. So we can just place
it within our scene, and we're going to have all
the books placed with them. Of course, we haven't
touched anything about the simulations
or physics and whatnot, but we're going to do
that in the next lesson, where we're going to be
setting it up with tables. But for now though,
it's actually going to look quite alright in regards
to how we can populate it. Yeah, so thank you so
much for watching, and I'll see you in
the next lesson.
147. Setting up Asset Collections with Physics: Welcome back. To Blender and engine become a dungeon
prop artist course. In the last lesson, we
left it off by setting ourselves up with a nice
shelf using a blueprint. And in this lesson, we're
actually going to continue on working with props and
setting up collection. This time, we're going
to set up ourselves a nice table with a
bunch of other assets. So let's go ahead
and get into it. We're going to simply create ourselves a new empty blueprint. Let's go ahead and right
click with a content browser. Create ourselves a
new blueprint class. Create selves an actor, and we're going to
call this one table. Yeah, I think we can
call this one table. I think that's going
to be quite right. Then we're going to open
it up, and of course, we're going to hit control space to get ourselves
content browser. We're going to find
ourselves a table. We're going to drag
it into the world, and we're going to get
ourselves this sort of a prop. I'm also just going to lower
down the camera speed by just scrolling down
my camera. Like so. I think that's going
to be quite all right. There you go a bit better
in regards to this piece, we're just scrolling it down
using my mouse wheel button. And now, we're
going to of course, get ourselves a
couple of assets. So let's think on what kind of assets we can get
within the stable. So we can get ourselves
this static mesh for a props for the
bowl for the spoon. It's going to bring
it up, like so. We can also get
both of these mugs, just like that, and also
this mug over here. It's actually going
to be placing it. We have to be very careful when we're placing when
we're dragging it into the scene because right now it placed it within this
asset over here. I'm just going to click Control
and Z to undo this step. And I'm going to check.
This is also being placed in the same
type of an area. So one way of fixing it because we need to fix
it because of course, when they attached
if I were to move this bowl is going to also
move this ale over here. We don't want this to happen.
So we got to detach it, and we're going to do it by
simply dragging this out onto our default scene
root and attach, if I were to just attach it, so. So we're going to have them
separated, just like that. Now if we were to
move this bowl, it's going to be
separated, which is quite exactly what we want. So in order for us to make
sure that doesn' happen, we're going to just
click off from the selection over here within our component stab we're going
to hit control and space, and now without
anything selected. We're going to
bring something in. We're going to bring in
this new L into this, and now it's going to
be placed nicely and not within the root
of our object. So that's going to be an
easier way to work, I suppose. And I'm just going to
place it over here. Now, when working
with this, of course, we have an empty space over here and it might
be a little bit quite hard in regards to setting ourselves up with a nice
composition within blueprint. So one way that I like
working in regards to blueprints is if we were to click controls and
S to save it out. I'd like to sometimes minimize this window and put it
basically on the side. So we'd have basically
kind of a smaller window on the right hand corner. That might be a
little bit too small, so I'm actually just
going to make it. And then what I'd
like to do is just simply drag this into the world. So now we're going to
have it in the world. And now if we were to move
this Within a blueprint, we can see it moving it real
time within our assets. So it's actually quite nice
in regards to how we can see it underneath a nice kind
of a lighting setup. And we just want to have
a couple of ales and just some bit of dishes
over on the side, and it's going to
look much much nicer like so if we were to just rotate this a
little bit sideways, one like this, one like this, and as for this. I think we can make a copy. I'm going to hit Control C
Control V just to make sure that it makes itself
off I duplicate, and I'm just going to
rotate this like so. And I think we're pretty much
done in regards to that. We might want to check what kind of other assets that
we want within this place. So let's go ahead
and quickly do that. We might want a plate. So I'm just going to
drag this in here, which actually just
brought it into our asset. I'm just going to
make sure I have it deselected within
my component tab. I going to hit control in space. Bring this silver plate in. And let me just check
how this looks like. I think I don't think
that is going to look like quite as nice
on this particular table. I'm just going to
delete it like so. And I'm going to close down a window or actually
before closing it down, what we can do right
now is because this is a table if
we were to hit play, because this is a blueprint. We want to have some
interactable assets and then being able to fly
around if we were to just stump them and whatnot. So we're going to make sure
we have that handled as well. And we're going to go into
the blueprint and before we talked about simulations and interactable
objects and whatnot, and how we should
normally set them up. Only within level
because some of them, you don't need to have them assimilating physics
all the time, so we have them disabled. But now on something
like a table, every player would probably want to just kind of run on top of it and just mess around the table every once in a while. So it's only natural
that we have it enabled all the time for
these smaller props. So let's go ahead and
actually do that. What we can do is
just holding control. We can select multiple
props like so. And within a CTL stab, of course, we're going
to search for simulate. Going to give us
simulate physics. Now if we were to
enable this and click control S to save it down and close down this window, we can, if we were to look at it, we can finally just
run around and basically destroy this
entire table content, and it's actually quite
nice in regards to that. So actually, by making
use out of that, we're able to get ourselves a really nice type of a set up. Now, one more thing that
you can do with blueprints is that they are easily
adjustable whenever you want, even though you have multiple
of them within the scene. So what I mean by
that, if we were to duplicate this
by holding old, if I were to drag this out
onto multiple sections. Now what we can do is, of course, they're going to
look the same, actually. Yeah. Just to show
off the point, I'm going to go
into the blueprint, like so, minimize this, make this a little bit smaller, go into the viewpoint of it, and now what we
can do within it. Is if I were to move this mug, it's actually going to start
moving all of them at once, which is really useful
and handy for whenever we want to adjust the
scene afterwards. So even though we are going
to have this, for example, populate our entire scenes, if we were to have this elected, even though we have them
populate the entire scene, we can still adjust after
kind of composition and whatnot and set ourselves up with a nicer
scene, for example, if I want to have even
more mugs in this area, for some reason, I
can hit Control C, Control V, and make a bunch
of duplicates out of them, which actually, it seems like it duplicated
the wrong things. So let me just click
Control and Z and I'm just going to go ahead and
select the mug like so. Click Control C, Control
V. There you go. So we can have even
more mugs basically. So that's actually quite
nice in regards to that. And yeah, that's all
it takes in order to adjust the entire asset
files and whatnot. Now, one more thing
that we should probably also do is
if we were to hit play and try to run
across these areas. The assets that are
going to be flying out by the default are going
to be quite lightheaded. It doesn't detect the fact that they're actually reinforced by entire metal sections, so they're going to be
messing around too much, so we're going to be
fixing that up actually. So we're going to open it
up within a blueprint. We're going to have
them selected like so, all of them using control. And now we're going to
go to the physics tab, which is over here and basically
change up the physics. I think we can
start off by having 50 kilograms, 50 kilograms, which might be a little bit
too heavy, but honestly, we just need to
test it out and see how they interact
with the character. So now, once we try
running around, that's that might be a
little bit better in regards to how they
actually go off the table. So I think leaving it as 50 kilograms is actually
going to be much better and nicer to how the player just kind
of shoves them off. So yeah, we're going to actually leave it as 50 kilograms. And then in regards
to the blueprint, what's also nice is that if you want to change the
scale of an asset, instead of changing it
through its static mesh, what we can do is also we can change up short away the
entire asset over here. So if you want to just make this entire scale larger photo tables, we can
do that as well. Yeah, I have them all
selected, so holding shift, if I have them all
selected just like that. And holding shift. So now, if I was to click R
and go into the scale tool, I can just make them all larger. But actually, that
doesn't seem to be changing up the scale in
regards to all of them at once. So let's go ahead and try
fixing that up real quick. I think it's because
of the way of the origin points are set up. Let's try to, it's because actually we're using
local points, perhaps. Actually, I'm just
going to maximize and see why that is happening. So I'm going to try to make
this entire table at once. That doesn't seem to be working. So I'll firstly try to change my Gizmo from local point
to the world point. And see how that
will make it behave. That doesn't seem
to help at all. So I'll try another method which is going to be all
of these props kind of place within a
table and then have only the table to be scaled
up. So there you go do. Now it behaves much,
much nicer in regards to the scale and how
they're being scaled up. Basically, they're going to be scaled up from that
same Gizmo point, so that's going
to be much nicer. So, yeah, that's all it
takes in order for us to move this and scale the table. And just in case we can also
just take up these props and just put them back in
a default root scene area, and now they're going
to be separated nicely, so we can still move
this for example table, if I were to click W
and move this around, they're not going to be
attached to that when moving. So that's going
to be quite nice. Yeah, that's basically how we make use out of the
blueprints in order to set ourselves up with some nice type of crops and to have them
set up as collections. And now we can
just drag and drop this blueprint into our world and populate our entire
scenes just like that simple, easy past of stuff. And it just saves up so much of our time when we're
actually trying to make a nice scene and
populate it with our assets. So yeah, that's going to
be it for our lesson. Thank you so much for watching
and I'll see in a bit.
148. Setting Shelf blueprint with Partial Collision: Well, welcome back ever
to Blender and then real engine become a
Dungeon prop artist course. In the last lesson, we left
it off by setting ourselves up with some nice tables
for the blueprints, and we duplicate a little
bit too many of them. So let's go ahead and
have them all selected, and we're just going
to delete them like, so we don't need
all of these setup. We just need, like
one in our scene just to see how it looks like
visually as a blueprint. And I'm just going to place it behind a table to have a table. So, Now, we also have another
area for the bookshelves. We already tried placing
them with physics, and we're actually going to
talk about in regards to mixing up the physics as they are to simulate
them actually. And actually, we did turn
off all the physics. So we're just going
to remove these books that we're
just flying around, and we're going to start on working with this in blueprint. So let's go ahead
and create ourselves a new blueprint class. We're going to actually get
ourselves an empty one, call this book called
this shelf two. I think that's going
to be quite right. And we're going to, of
course, open it up. Now, as for this
one, we're going to find ourselves,
this bookshelf, we're going to drag
and drop it into our world into the
blueprint world that is, and we're going to now
start setting it up. AF that, I'd like to see how
the collision looks like. I'm still not sure in regards to that because the previous one looked much better, and as for this one, it's a little bit to all
over the place. For example, in this corner. If we had some books that did have collision, it'd
be catching up, and we also have some
collision that are just going to make the books fly around basically in the air. Bottom shelf might be
quite right, though. But yeah, I think, just in
case we're going to change it up to use complex
collision instead. So it would behave better in case we do want to have
some collision books. So we're going to open it
up within static mesh. We have this selected
within the detail tab. We're going to double
click on it, open this up. And of course, we're going to just change up to collision. So I'm just going to
search for complex, and that should pop
it up. There you go. Collision complexity,
set this up as complex, use complex collision as simple. Now, we should be
quite all right. I'm just going to try it out just in case in
regards to the books. Actually, we do need certain
amount of books in here. So I think it'll be best to copy the books that
we had previously. I'm actually just
going to open up a previous blueprint
that we had, and we're going to go
onto the viewport. So we have a bunch of books over here that we already had set up. I'm actually just going to copy all of them except
for the shelf. So I'm just going to make
sure I have this selected. Then I'm going to hit control
and see to make a copy. I'm going to go
on here and click Control and V. Just let me make sure that this
is not selected, so I'm going to select
it within component tab. Going to hit Control C,
Control V basically. And this way, we're
going to have all that pattern already set
up nicely within our area. So that's going to be
quite nice for us to use. We're just going to
make sure that they're placed nicely within the scene. And I think we can just firstly drag it
forward a little bit. So I'm going to drag it a
bit more to the front so we can see the ones sticking out and the ones that we need
to delete basically. And we're just going to start
actually deleting ones that are and not working
out, basically. I think these ones are
going to be quite alright. And yeah, that's actually
going to be really good. So I'm just going to also
place them in here. And yeah. We just need to make sure that we're not having those
books float around. I'm actually just going to lower them down by quite a bit. And I think the easiest way for us would be to have
them all selected and then deselect the shelf
holding control and deselect this smaller
pile over here. Now we can drag them
down just like that. And that's going to be
not enough, actually, because we have smaller
type of wooden shelves. We need to make sure
that they stick in properly into the things. So I'm just going
to raise it up as much as these higher books, and then I'm going to
lower them down manually. So Since I did make a bit of a blunder in regards to
the previous bookshop, but we didn't have to
worry about them as much because all of them were just static messes and they
were just sticking in. But for these ones,
I would like to have ideally some books that are
actually having collision. We could enable collision for
every single one of them, and it would be
quite nice actually. We might test that out. But honestly, when working with multiple large
assets and whatnot, I recommend you just
having certain ones, the ones that are
sticking out the most, for example, to be enable. So whenever we're basically
running past them, we're going to get a much
much nicer result in regards to how one is going to be dropping basically
on the ground or whatnot. So for example, we
have it like so, and I think that's going
to be quite right. Maybe we should going to lower this upper section a
little bit as well just going to slow down my camera
by using mouse scroll wheel. And now, There you go. I think that's going
to be quite right. And yeah. So going back in
regards to the collision. So if I want to, for example, set a couple of books
in the front row. This one over here, for example, is going to be needing to
stick out a little bit more, so our character
would be able to kind of go past it and kind
of knock it over, and I think not too much though because we don't
want it to be falling off. I think that's going
to be quite all right. So now if we were to turn on a similation And also another thing that we need to consider when doing this is, of course, the collision
of both the bookcase, the bookshelf and
these books as well. So if we want to have in our blueprint everation of static measures and
non static measures, we're going to just make sure that the collisions
don't overlap, basically, because these
books also have collisions. Let's remember that. And now, if I have this book as separate, if we were to hit Control
and S to save it and now place this over here
into our world, like so. I think we could keep
it over on this side. And I'm also going to click G, going to game view and put
my character over here, click play, and then see
how this would look like. So yeah, book falls off from the shelf.
We don't want this. We want it to be a
little bit more inward, so we're just going
to put it like so now we're going to hit play, we're going to see
how it looks like. And then you have it. We're
going to have a book. And if we were to run it and slightly kind of
nudge it actually doesn't behave quite as well because we do need
to increase its weight. I think I'm going to use
a weight of 50 kilograms, so we're going to
search for mass. We're going to get
this mass over here. And we're going to change
up the mascograms to be 50. That way, we'll get ourselves a much nicer type of a result. So it's kind of a nude day ago. So that's quite nice, actually. Maybe we can now avoid it falling off if we
were to make it no. That still falls off,
so we're just going to slightly nudge it inwards, and yeah That's all it takes. We can have a couple of books like doing that sort of thing, and I think that
would be quite right. I think those smaller
black books can also go ahead and we can enable
them with a simulation. And of course, both of them, I think we're going
to have a mass of 50. And this way, We're going to click Control S
to save it. Click play. And now, yeah, we can
slightly touch them, and you can see a slight
nudge kind of thing. And it's all it takes in order to kind of fake that feeling that we're interacting
with the books. You don't have to all
of them necessarily be enabled in order to get
that sort of a result. And I think that's
a much nicer way of having control
over your assets, your blueprints, and
whatnot, your smaller props. And yeah, we still have a
couple of minutes left. So let's go ahead and actually
make use out of time and actually get both of these
blueprints and set up a row, so we'd be able to check
how they look like. So I'm just going to hold
drag these out, like so, and position them one
to the next, like so, hold shift, and then select
both and drag it out like so. So this way, when we're
adjusting blueprints, we're going to see how
they're going to look like. And of course, we
should probably take off the collision while
we're doing this, I'm going to go to show. Going to take off the collision, and now we're going to see it much nicely in regards to that. So Yeah, I feel like the red books are a little bit standing out too
much on this shelf. So I'm actually
just going to open this up like so and
going into the viewport. And actually, I'm going to
open up both of them like so. So while having both of them on, we can go between the tabs and basically switch
them out like so. So this one is going to
be with the smaller ones. I'm just going to go
ahead and go into it. And yeah, we can just put them a little bit
more to the back. I think that's going to
be much, much nicer. Blue ones may be a
little bit more to the back as well. There you go. As for this, I think
that's quite all right. And these couple at the very top are also a little bit
standing out too much, so let's go ahead
and basically get ourselves a much nicer
pattern that doesn't stand out too much in regards to
when we have multiple of them placed and I think
that's much much better. We can also go onto the shelf one and see how this
would look like. So just by seeing it, we can notice that
Maybe the bottom. The bottom area is a
little bit too empty. I'm actually just going
to grab a couple of books from this area over here, maybe just like free
of them like so. Is going to hold
control, grab them, use Control C, Control
V to make a copy, and then drag them down. That's actually going to
be much better like so. And of course, we need to position them in a
right kind of way. I think that's going to, I
think that's going to make it look much better in regards
to how these look like. And also, if we want more
variation, we could, of course, set up more of the bookshelves and get them look much nicer
in regards to that. As we have more variations, we'd be able to get that pattern looking more unique and whatnot. But I don't think we need
it for this situation. So let's go ahead and just
take these books over here. Yeah, I think that's going
to look quite alright. So, let's go ahead and leave it as and actually delete
those bookshelves. And then in the next lesson, we're going to
continue working with some additional
blueprints and set up some of the other
assets within our scene. So thank you so
much for watching, and I'll see you in a bit.
149. Creating Emissive Textures for Light Sources: Hello and welcome
back to Blender and Real Engine become a
Dungeon prop artist course. In the last lesson, we left
it out by setting up some of the more interesting
blueprints in our assets. And now we're going to continue working on with blueprints. And this time, we're going
to focus on setting up some of the light
sources for our scene. So, for us to do that, I'm
actually going to show you a really nice and simple way to use particles to just
animate some fire. And in order for
us to set that up, we're going to
actually make use of the And I think we should start by setting up the emissive texture maps for these candles
for these lights. So we're going to do that first. But if all these textures aren't actually lit up properly. So if we were to turn our entire scene into
dark kind of a situation, it's not going to
look quite as well. It's going to have a
minimalistic type of gloves. Of course, we need to
fix that up first. So we're actually
going to set ourselves up with a nice emissive
texture for that. We're going to go
into materials, and we're going to make a
copy out of the PBL material. Let's go ahead and do
that and Control C, Control V. We can do that. We can click control F two
in order to change the name. And we're going to call
this one PBR emissive. Underscore missive, like so. And we're going to open it up, and we're going to
basically get ourselves a nice emissive texture
applied onto this material. So for us to do that, we're going to simply
hold T, tap on a screen. We're going to hold M,
and we're going to have ourselves a multiplier
of a parameter. So we're going to hold
S, and we're going to hold this one emissive
strength, underscore strength. So this way, we'll be able
to control the brightness of this texture of the texture
of our torches and stuff. So that's going to be
quite nice. There you go. And we're going to
attach A and B, just like that for
the parameter, zero, we're going
to keep it as one, so it would give us
the default type of a color out of this emissive. For the texture, we can change this to be any
one of the emissive. Since we're going to be
replacing them easily anyway. We can now right click and
set this up to a parameter so we can just call this
emission, just like that. Now, once we're done it so we can click Control
and S to save it. Of course, once it's
done loading up, We can now close this down
and go into our texture. We can right click,
we can create a material instance, like so. And for this one, that's
going to be charcoal. So let's go ahead and call
this charcoal instance. Like so. And then we're going
to replace this emissive within our torches. So we're going to go
into the assets folder. We're going to get ourselves
material material instance, and then we're going to just simply find a charcoal
charcoal instance. We're going to replace these two just like we did previously. Replace, select a larger name. So delete. There you go. Now we're going to, of course, change it up for
the base material. We're going to open
up the Charcoal, and we're going to. And I think I've forgotten
how to I think I forgot to rename the material
by the default one. There I go that's
the PVR missive. Actually, I did not
forget, so that's good. So now we can just
simply access it as search for emission, PVRsive. There you go. Let's go
ahead and select that. And I think by default, it's going to give us the
right type of a look. Although, of course, these textures aren't set up properly, so let's go ahead and take that opportunity to
set it up nicely. So we're going to search for if I'm going
to be able to find it scrolling through all
these different textures, that's going to be
dungeon charcoal. There you go. Let's go ahead
and open it up and put it to the side and replace every
single one of them like so. Emission already
had its own texture applied actually for me. I don't have to worry
about that too much. Acity. There's no need for
a facity and there you go. So we're going to get
this sort of result. So now, if we were to
enable emissive and if we were to just move
it up and down, we can see the type
of a globe we're going to get out of our torches. I think for now, we
can leave it as stand. I think that's going to give
us just the right kind of a result for this entire torch. And actually, I've
been thinking that we might get away with applying it the same type of a texture for these
candlesticks for the flame. So let's go ahead and try
that real quick, actually. I'm going to simply get into
the texture for charcoal. Just going to search it over
here. Charcoal instance. There you go. I'm
going to try to replace this with
the one over here. And see if this would
actually look nice or not, and it doesn't look
quite as nice. Let's go ahead and get ourselves a nicer type of a basic
flame for the shape. Instead didn't look quite right, thinking that maybe
we should keep it as a single type of
an emissive color. So for us to do that, we're actually just going
to create ourselves a brand new material and just attach a simple value
of emissive texture. So let's go ahead and
do that right away. We're just going to
right click, get ourselves a new material
within the materials folder, that is, we're going to
call this simple emissive. Like so. And we can
double click on it. Then we're going to hold free, and we're going to get
ourselves vector free. We're going to attach
this to emissive color. And actually, since this is
a implicit type of a light, we don't even need to use any other ones in regards
to the base color and tonome actually going to open up the properties
for this material, and I'm actually just
going to turn off the default lit and change
it to lit this way, we're only having ourselves
an emissive color. And Instead of just
connecting it, like so, we're actually going to also get ourselves a strength
value as well for it. So we're going to hold S. We're going to tap
on the screen. We're going to call
this one strength. We're going to hold. We're going to get ourselves a multiplier, and we're going to attach both
for these just like that. And of course, we're going to attach this to a missive color. Now, vector free is
not set as parameter, just yet, so let's go
ahead and right click. Let's start not start
preview sorry about that. Let's not do that.
Let's go ahead and convert this to a parameter
and call this one color. Just like that. And, yeah,
that's all it takes. We're going to click
control on S to save this. We're going to close this down, and we're going to
right click on this to create a material so
we'd be able to have control over our basically
emissive texture. So now I'm thinking
that we could also call this one flame since the previous material
was called flame. So let's go ahead and
call this flame instance. Like so. That was not
spelled properly, we just go ahead
and correct that. Just like that flame instance. We're now going to
go back onto assets, get ourselves to material
material instance and see where the flame
is located. There you go. We're just going to replace
flame material with the flame instance and
replace There you go, consolidate delete, and we're
going to get the result. Now, because we didn't set up the material just s is
going to be plain black. So we're going to open this up. We're going to enable
strength and color. We're going to
change the color to a nicer brightish type
of an orange color, and we're going to
increase the strength, and that's going to
start bringing up that kind of a lighting
art of candles. So that's going to look
quite nice actually. Let's go ahead and
close this down. And that's all it takes
in order for us to set up ourselves nice candles. As for the torches, though, it's going to be
a little bit different, and we will be needing
to set ourselves up with the blueprints
and certain particles. But I think we're
going to start on doing that in the next lesson. So thank you so
much for watching, and I'll see you in a bit.
150. Setting up Fire Particle Animation: And welcome back in
front to Blender and the real engine become a
dungeon prop artist course. In the last lesson, we left
it off by setting up some of those nicer emissive
texture maps for our candles and
for our torches. But the torches aren't
going to look quite as nice they need to have more
intense type of the flames, so we're going to make
use out particles in order to make them a
little bit better. So for us to do
that, We're actually going to go back
onto a resource bag, and there's something called fire subdivision within
Textures folder. So if we were to go onto
unreal engined fire particle, we're going to bring
this in, and actually, we're just going to get
ourselves a new folder for that. So I'm actually going to go back and take off material
material instance. And instead of
underneath the assets, We're going to create a new
folder called particles. Let's go ahead and right click. Create cells a new folder, and we're going to call
this one particles that we're going to open
this up, and we're going to, of course, drag the
fire subdivision into the project,
the texture file. So we're going to have
ourselves this type of a texture that we're going to be able to make use of
within our particle system. Now we have ourselves a texture, we of course, need to create
our elves a particle system. So we're going to make use of a Niagara particle
system to create fire. We're going to right
click, we're going to get ourselves Niagara system, and we're going to start with a new system from
selected emitter. We're going to click next, and we're going to start
off with a fountain. Since that is the type
of a texture that I prefer to start working from
within particle system. We can click plus symbol, which will add it to
our emitters over here. We can click Finish,
and we're going to get a nice result. For the naming, though, we can call this flames. We can double click on it, and we're going to
get this result. Now, if I was to maximize
this entire window, we can see the type
of a particle system that we're having
and right away, we get ourselves a preview
on the left hand corner. We get ourselves a graph similar to that one of a material, and we get ourselves
at the bottom and animation that keeps looping in or all
of those particles. So for us to start off, we're going to basically
start by taking off all of those additional forces that
brings all those particles flying over into the air
and then coming down. So within particle update tab, we're going to take
off gravity force, which if we were to take it off, is going to end up spewing
all the way to the top. And we're going to take off, of course, the velocity force, which actually ends up getting spawn right away with
the particle itself. So we need to take
that off first, which is going to be
within particle spawn. So if we were to take
this off at velocity, we're going to get
all of the particles placed within one area. I'm actually just going
to zoom in like so, and we can see the type of a
result that we're getting. Now, by default, the particles are just going to be circles, and they're going to
give us this sort of a result, which
is, of course, what we want to make
sure that we're making use of the fire
subdivision texture, which will give us a nice
animated flame for our system. So we're going to actually
go into the renderer. We're going to select fire
sprite renderer, like so. And we're going to be changing up ourselves the
material for it. And I just realized
that we actually forgot to set ourselves up
with a material fora. I'm actually just going to
make this window much smaller, and I'm going to create
ourselves material real quick. So we're going to right click, cut ourselves a material, so, and we can call
this fire material or fire particle material. So. We can double click on it. It's actually going to be super simple and easy to set up. We're just going
to drag this and drop it into our
material system. We're going to
change our material to be used with unlit mode, just like we did
for our candles, so we'll only be using
a missive color. And we'll need to set up some additional controls to be used with this entire setup. So for us to be able to
control particle system, we're going to need something
called particle color. We're to search for it, like so. We're going to get
ourselves particle color. Let's go ahead and add
this to our material. And this will give us
this sort of result. And we haven't talked much
about RGB type of channels, but basically, we get ourselves RGB channel at the very top. Then red, green, and
blue are basically split up versions of
that initial one. And finally, the last one
is going to be Alpha. So Alpha is the one
that will control the opacity for us in
our particle system. So we're going to make
use out of that in order to just basically control
opacity for our material. But We're not quite
there just yet. We don't have the
opacity set up. So what we need
to do is firstly, we need to open up ourselves
to material properties. We're going to change
the blood mode from opaque to translucent, and this will open
up the opacity that we'll be able
to control over. So, right away, we're
just going to attach this bottom bubble onto the opacity like so
from Alpha opacity. And this will allow
us to control the pacity of the particles. Then afterwards, we
need to make sure we're able to mix up the
RGB and the color of the particle system
to be able to control from the system itself
this type of a texture. So we're going to hold, and we're going to get
ourselves a multiplier, and then we're going to
attach these both legs. And we're going to finally
attach this to amsive color. So now that we're
done with this, we're going to get this
sort of a result. We're going to hit control
and S to save this out, and we're going to
close this down. So we're going to
now go back onto our Niagara particle
system like so, and we're going to go into the sprite renderer and change
this material to be fire, which was fire
particle material. There you go, were to change it. We're going to get ourselves
this sort of result, which is going to
basically spawn multiple particles at
once in our scene, and that's not
exactly what we want. So what we're going to do is
we're going to firstly tell how many frames there are
within this type of a sheet. And if we were to look at it, if I was to open it up, so to just have a glance at it, it's going to be six by six, which means it's going
to be 36 frames, which means it's going
to be 36 unique frames. So we can go into this particle frames editor
and then change this up. So first to change that
we're going to make use of the sub UV type of a tab
within the sprite renderer. So this one over here,
to open this up, we get ourselves
the sub image size, and that's going to
be just as we said, six by six, and it's going to give us
this sort of result. Now, it's only
spawning one frame at a moment because we still
haven't animated it yet. So of course, we need to
get that sort as well. And so for us to do that, we're going to go
into the scale color, sorry, not the scale color. We need to add ourselves to a particle update first that
will allow us to animate it. So we're going to click on this plus symbol over here
for the particle update. We're going to search for
sub sub UV animation. So this one over
here. Once we add it, we get our sells a couple
of options to choose. So since it's going
to be six times six, we need that end
frame to be as 36, since that is the total
number of the frames. And it's still not giving me
the right type of results. We're just going to look at
what's happening over here. So sub UV size is going
to be six by six. I'm going to try to
enable some BV blending. That doesn't seem to
work out anyways. And so I'll just go real quick into the
spawn rate just to lower down the spawn
rate so we could see exactly what's going
on within our frames. So within a meter update, I'm going to click
on the spawn rate and then change this to one, which will give us
this sort of result. So we are actually
we are getting the right type of animation
out of our type of texture. But I just realized
that we got to add an opacity directly
from the texture itself. We need to make sure we do that. So we're going to go back onto the texture and get
that fixed real quick. I actually have on the
top left hand corner the step four particle material. I'm just going to go
into it real quick and simply get ourselves
this opacity mixed up. With the texture itself, since that is what's needed. And actually, think about it, since we are mixing up this
information into opacity. We don't even need to apply
this onto a massive color. It's going to give
us the right type of result regardless. So I'm thinking we
can just take off this multiplier and
then get ourselves a new multiplier and then
attach this to a A, this to a color or
this to an alpha, like so, and this two opacity, and this is going to give us the right type of
result there you go. So as for the emissive
color itself, we're just going to
directly attach it like so, and now we're going
to get this sort of a look that is exactly
what we need, actually. We'll be able to control the color from the particle color, and we're going to get ourselves a nice opacity out of this. So we're going to click control and S to make sure
it gets supplied. Then we're going to go back
onto the fire particles, like so, and now we're going to get these sort of flames
that are being spawned. So they're looking quite nice, but there are multiple problems
that we're facing right now because we're using the
template from the fountain. But I'm thinking that
we might be able to get that sorted
in the next lesson, since we still have some bits to sort out in
regards to tweaking the values and
colors and the way they're being spawned
basically within our world. So we're going to be sorting
that out in the next lesson. So thank you so
much for watching, and I'll be seeing in a bin.
151. Creating Fire Particles: Hello, and welcome back everyone to Blender and Unreal Engine, become a Dungeon
prop artist course. In the last lesson,
we left it off by setting up the nice
animation for the fire. But we're not still
quite there yet because the fire right now
is being spewed all over, and it's just a wide
type of a flame. We need to get that
fixed right away. So we're actually going to go
into initialized particle. That's where most of the main settings for
the particle are. We're going to open this up, and there are a bunch of
settings for us to pick from. So for us to change the rotation
of the sprite particles. We're going to change it up
within this area over here, which is where it says on the right hand side,
sp random mode. If we were to click on it
and select a different one, so we're just going
to set as set. Let's go ahead and see how this would look like.
And there you go. We're just going to straight up spawn this type of a particle, and just going to give us
a nicer type of a result. So that's going to give us a
much better type of a look. Now, we also have a
color to consider. So that's going to be
underneath the color over here. If we were to click on this box, we're going to be able
to set ourselves with a nicer type of a
look for the color. So we just want to get ourselves
a red ish type of 18th. I think that's going to be
quite right. There you go. That's going to look quite nice. In regards to the value, if we were to set this to ten, we're going to get ourselves a really nice type of a globe. So recommend you just by
changing this value 1-10, you're going to get
a more emissive, a more glowy type of a fire. So if you want to get
yourselves a hotter fire, just make sure to adjust that and basically type on
it and increase it manually instead of just
dragging this up or down because you can by dragging it, you can only
do it up to one. So I think, I'm just
going to actually change this to a value of two. It's really hard to say within this location within the setup. So I'm actually
just going to make this window smaller real quick and put this Niagara
system next to the torches. So we could visualize
how they look like better if we
were to set this up, and I'm going to
click G in order to get ourselves out
of the game view. And I'm actually I just
realized within the game view, we need to take off the
collisions as well. They now, we're going
to see it properly. And just by looking at it, I think the flames
are super small. So whenever we're
placing it in the world, it's really hard to
say from the scale of the particle editor if
they're right size or not. So let's go ahead
and write away. We need to change the
scale for these flames. So within the detail stab, I'm actually just going to
reposition this detail stab. So we see the entire graph and the selection
the TTL stab for it. We're going to select the initialized particle,
and within it, We're going to find ourselves a uniform prate size
minimum and maximum. So we need to have a certain
amount of variation within our flames of is to go
to look as organic. But this default is
obviously too small. So I think I'll just
start by setting both of them to 50 just to see
how they look like. And this is already looking much much nicer in
regards to that. But I'm just wondering if
it's a little bit too much. Maybe I'll change the minimum
size to something like 30, and I think that's going
to give us go that's going to give us a much nicer
type of a result. Now, as for the fire itself, I think by default, this is a little bit too
much of an orange color. So I'm actually just
going to go into it and I'll try to change
this to a value of one. Yeah. By default, it's not
going to look quite as nice, so I'm just going to
keep this as two, and I'm going to make this
bit more red, just like that. I think that's going
to look you go. That's a little bit
too red though. I think I'll just
put it like so. We are trying to
match a certain look to the charcoal
basically texture. And yeah, I think that's
going to be quite right, maybe a little bit
more towards red. There you go. Yeah,
there you go. I think that's looking good. Let's go ahead and click Okay. Now, we can also adjust in regards to the animation
to how long they last. If we were to change lifetime
minimum of the maximum, that's going to adjust how
long the particle lasts. But the thing is, when
we're adjusting those, the animation for the particles are also going to be increased. So if we were to set
both of these to ten, like so it's going to basically be really slowed
down type of a frame rate. If we were to set this
to 0.5 to both, like so, half a second basically
is going to be a really fast type of
a flame in a fume ish, but we don't want
this to happen. So when adjusting these, we need to consider
that sort of a thing. So setting this up 1-2 is going to give us
a right type of look. Some of them are
going to be slower, some of them are
going to be faster in regards to spewing them out. It's already looking
pretty good. Now, we also have something
called shape color, which we need to adjust in order to make sure
that they spawn properly because right now it's being spawned a little bit, if I were to put it right in the position of a porch like so. So they're placed
right in the middle. But they're still not
being contained basically because they're spawning
up and down and whatnot. Basically, that's where
we need to change up the shape location of
basically the spawn area. By default, it's
set as a sphere. If we were to change this
to something like 50, you can see what
is happening and they're basically going to end up spawning all around
in this sort of a look. Which is not what
we want, obviously, we want to lower this down, so think by changing it to a five, we might get ourselves. We're going to get ourselves
a much nicer type of a consistent look
coming out of one spot. Maybe we'll try eight.
Now, I'll set it to six. I think that's going to
look a bit better day ago. That's looking much nicer
in regards to that. So now, once we have a set. So, we of course
need to blend in the previous spawn particles with the newer
spawning particles. And so for us to do that, we're actually going to make use of the scale type of a functionality
within update particle. If we were to click
on it, there is a control on our Alpha map, and by default, it's
going to have a scale Alpha which we'll start off
and it'll just dwindle down. But we're going to just change it in a simple kind of a manner. We're going to make
use of of this and set it up to a simple ramp, so it'll start from zero
in regards to opacity. It'll make it more
visible and then it'll dwindle out again. So by just changing this to a default ramp up down
by going up and down, we're able to get
a much nicer type of transition for the flames. So now I'm just
wondering if we actually have enough flames or
not in this kind of regard by going back to the spawn rate and changing
this to something like ten, maybe we'll get a much
better type of a look. But I think that's a little bit too much
in regards to that. We're actually looking at it. I think we are having a little bit in
regards to the scale. I think it's a little bit
too large in regards to certain particles now that I see multiple of them at once. So I'll go back to
initialized particle and change the scale to be up to 40. I think that's going to be, I think that's going to be much
nicer in regards to that. Now, I'm just going
to go back to the respond rate and make sure
that this is not too much. Something like five maybe or actually that's
still too much. I think by changing it to
two, I think the idea ago, by changing it to two,
it's going to give us a much nicer kind of a look. So, yeah, that's how you set up a very basic type
of a fire particle, but we're not quite
done just yet. I think we should
add some fire ambers as well just coming
out of this blame. And for us to do that, we're actually going
to set ourselves up a basically emitter within
this particle system. I'm actually just going to open this up because now I know that the size for this
particle system is going to be just right. And I'm going to within
the graph itself, I'm going to right click and
I'm going to add an emitter. And for this emitter, we can make use of
the fountain again. And it's going to give
us this sort of a look, which is obviously a
little bit too much. So we're going to
start off by taking off the spawn rate by
quite a big amount. We're going to set it to ten, like, so that's going
to look much nicer. And we're also going
to make sure that the spawn rate is
set to be 0.25. This way, it'll start sewing every once in a while
those type of particles, but it doesn't mean
that it's going to have a consistent type of a flow. So it's just a more
organic randomized type of a way to check out other particles that
being spewed, basically. And of course, we need to change the way the
velocity is working right now because it's just way too fast with the way that's
being spewed out. And actually, before doing that, I'd like us to change the
initialized particle. We're going to go into it, and we're going to change the color. We don't need to
change the material. We just need to change the
color basically to get a really nice type of a result. And I think if we were to just change it to kind of pure red, going to give us a
nice type of a look. And we're going to change
the scale for them as well. We can change this
to two and four. I think that's going to be
quite all right. There you go. Of course, still peeing out a little bit too
fast up in the air. But before doing that, I think we should probably
change the shape location. We're going to increase this
to quite a large amount. We're going to change
this to 20. Let's go ahead and see how
this would look like. Yeah, 20 is the way because
we want to make sure that it kind of goes out of
different areas of the flame. Now, for it peering out
so far up in the sky, we need to change the
velocity basically for it. By default velocity
is set to 50080050, we're going to set this
to 100200 perhaps. And actually we're also going
to turn off the gravity. Let's go ahead and do that because there's no need
for gravity at the moment. We're going to turn this off and we're going to see how
this would look like. Okay. And I think that's
looking quite nice. Although, I think we
need to make sure that they kind of slow down faster when they're
getting spewed out of. So for us to make sure that
they're not just kind of flowing off too fast after
they're gone out of the fire, we're going to go into the drag particle update Os and we're going to
change this to value. Let's try 2.5. And they're already slowing
down quite a bit. We're going to try
setting it to one. There you go. Just
by doing that, we're able to get
ourselves a nice result. I just want to see
how it looks like in regards to the torch itself. So it's looking quite nice, but I think they're lasting
a little bit too long, so we need to also have certain variations where they
disappear straight away. So for us to do
that, we're going to go back into
initialized particle. We're going to change the
lifetime minimum to a 0.1 and maximum actually, we're going to keep
the maximum I is. I think that's going
to be quite all right. And also, we need to change the scale color to be
a ramp for the Alpha. Section, which is going
to give us this result. Now, we're pretty much done, but one more thing
that we need to do out of these ambers is set ourselves up with a bit of a randomized type of a
motion so to do that. We're going to click
on particle update, and we're going to
search for noise. So we're going to get
ourselves vector noise force, and there's a force amount
by simply increasing this. We're just going to get this going all over the
place basically, but we don't want
this to be too much. Let's go back to default value and see how they look like. Maybe it's a little
bit too much, so we're going to set it to 100 And I think 200 was right, but I think the
speed initial speed was a little bit too much. So going back to add velocity, going to change
this minimum to 50, and some of them are
going to be slowing down, but some of them are still
going to be quite fast, and that randomized kind of motion is going to be
really, really nice. So now we can click control
and as to save this and close down this window and see how the fire looks like, and there we go.
There we have it. We have ourselves
a really nice type of a flame coming
out of the storch and we can duplicate it to an flame to another torch
to see how it looks like. But, yeah, that's going to be looking real nice, actually. In the next lesson, we're
actually going to set up some light flickers
using blueprints. So thank you so
much for watching, and I'll see you in a bit.
152. Setting up Light Flicker Code: Hell, welcome back everyone
to Blender and Real engine, become a dungeon
Pop art discourse. In the last lesson, we
left it off by setting ourselves with some All, welcome back everyone
to Blender and then real engine become a
dungeon prop artist course. In the last lesson, we left
it off by setting ourselves with some nice particles
for our torches. In this lesson, we're
going to continue on working with them
and actually set up some of the nicer light
sources to be glowing up and actually ensuring that it'll light up
our environment. For us to do that,
we're actually going to start off by creating
ourselves a blueprint. We're going to right
click and we're going to get ourselves
a blueprint class. So within it, we're
also going to start off from the empty actor, like so. We can call this
one light for now. So, and we can double
click to open it up. So within it, we're going to get ourselves an empty project. But of course, we don't
want an empty project, we want to get some
light from within it. But just having it straight up a light source
is not going to do quite well because if
we were to have a prop, we want to make
sure that it gives us right kind of
reflections of shadow. So firstly, what we're
going to do is actually, we're just going to drag
in one of the torches, and then we're going
to start from there. So let's go ahead and
minimize this window. I'm just going to make
it quite a bit smaller. I actually go a
little bit too big. So I'm just going
to do it like so. I'm going to put it on the side. And yeah, we're going to make use of the one that's
more decorated. So let's go ahead and
find it within our tab. So I'm just going to select it, and I'm going to
actually just right click on it and browse
to asset, like so. And of course, it's going
to be this one over here. So now we're going
to simply click and drag and then drop
it into our place. And now I'm actually
just going to go back to the previous folder, which was the particles like so. So now we have ourselves
a blueprint class, and we're just going to
place it in our world. And I think we're going to
start off by actually just rotating it slightly so
to be facing it sideways. So I'm just going to select
it within a blueprint and think it's going to
be this way over here, so we're just going
to rotate this legs. So this way when we're sticking
it to walls and stuff, it's actually going
to be stuck properly. I think that's going to be much better in regards to that. So the next step that
we want to do is, of course, we want to get
ourselves a light source. And for us to do
that, we're going to start off by actually, I'm just going to maximize
this window over here. We're going to start
off by getting ourselves a new component. So let's go ahead and add that, and we're going to
search for light. And we have all the basic
type of light sources, but we'll want to
use point light, since that's going to be the
best one for the torches. And by simply attaching it and then we're going to make
sure that we have selected, we're going to move it to
the very top of our torch. And actually, we're
going to leave this torch stuck
with a phone light because now once we move
the storch if we want to rotate it in the
future, adjust that. The light is still going to be attached to that direction. So that's going to be much
easier for us to work with. So I'm just going to make
sure that the light is positioned right in the middle
of where we want it to be. So around this
location, like so. Now, if you notice, we
have a bunch of shadows, so we'll firstly
want to fix that. And actually, the light
is quite white as well, and it's quite glaring. So I think I'll just change up the light color right away. So for us to do that with
the light el selected, we're going to go on the
bottom right hand corner, and we're going to change up
the light color, like so. We're going to just
make it more orange, more reddish, like so. Click Okay. And yeah, I think that's going
to look quite nice. But of course,
just by having it, so it's not going to look
like anything is burning up, and we want to get
that fixed as well. So for us to do that,
we're going to make sure we set up our code. But let's go ahead and
fix the shadows first. That's going to be within
the source radius. So by adjusting
the source radius, we're going to be
able to basically fix up the way these
shadows are behaving. And For us to do that, I personally recommend you
to make this window smaller. Again, just so we can see how it looks like because
as you can see, it also affects the way the shadows are behaving
within our world. So basically, we want to
look at the way they're kind of giving us those reflections and we want to soften them up. So sort radius is just going to basically affect the
scale of our radius. If we were to start
scaling it up, we're going to see a
yellow type of a circle. And once we start
scaling past the limit, we're going to basically
soften up those shadows. So we can start off by just getting it to a value
of something like 300. I think that's going
to be quite a right. We don't need have
a lot of shadows in regards to this
type of a torch. I think that's going to be quite right in regards to that. Let's go ahead and maximize
this window back since we know it's going to be quite right in regards to
the source radius. And let's continue working on with the actual light flicker. So for us to do that,
we're actually going to go from the viewport. We're going to go
into the event graph. And from within
it, we're going to start on getting
ourselves a code that will begin playing on once
the entire level begins Playing. So Paideia,
we're just going to drag ourselves from
this red box over here, which says event begin play. We're going to drag
it out, and we're going to search for a timeline. Line. There you go. We're going to add a timeline. So when we end up getting
dragged this out, it automatically starts
enabling this because otherwise it is disabled until
we start using it. So we can keep the
name as at the fault. We don't need to rename
it, but basically, once we start playing, it's going to start
playing this event. Which is exactly what we want, but it's not quite
there just yet because we want to make sure
that it loops constantly. The timeline if we were to double click on
it, we can see what it is. It basically has a
length of 5 seconds. I it replay this event
and then it would stop. So event graph, if we were
to double click on it, we'd be able to add
tracks and whatnot, and by default, is
set as 5 seconds. But we're going to leave
it is there's a lot of choices and things we
can do with a timeline. But for now, all we got to do is basically just set
ourselves up to be playing this type of a timeline and at the same doing
a certain amount of and at the same time
doing a certain action. So for us to do that, we're going to get
ourselves an update, and actually, we'll want to do a couple of things
within this blueprint. So we're going to make
use of a sequence. We're going to drag it
out from an update, and we're going to
search for sequence. Like so this will allow us to basically get us a
sequence that will basically allow us to do a couple of actions at once
because we want to set up the value for an intensity and we want
to be constantly changing the intensity at the same time for the brightness of
a light basically. Now, the first thing that we are going to do is, of course, set up the intensity of that light to make sure
that it gets changed. So if we were to
do it by default, it's just going to
instantly change that and we want to have a certain
amount of wait time. So for us to do that,
we're going to start off by getting ourselves
dragged out from then one, and then we're just
going to release it. We're going to search for delay, which will help us
to basically delay the code and give us a
certain amount of wait time. As for the duration, though, we want to make sure that
this is randomized actually. So each wait time would be more randomized
and each flicker would basically be changed in
a random kind of a pattern. So for us to do that, we're going to drag it
from a duration. We're going to search
or random in range. Random in range. There you go. We're going to select
this, and we're going to get ourselves a value. Now, the value that we're
going to use is going to be from quite a low value, 0.08. And the value that we want
to change it to of a max. We want it to be 0.13, and this will give
us a nice amount of variation between those two, but it's still going to
give us that short type of a flickor that will start
changing the values. So with that done, we also
now want after the delay, we want to actually
start changing a value. But before that, we
actually need to set up ourselves a flow value
for it to be changed. Firstly, first to do that, we're going to go into a bottom left hand corner
where it says variables. We're going to add a
new variable like so. And we're going to call this one intensity, just like that. Now for us to be a
nice float value, we're going to change
it from bullion to a float, like so. Now once we have this
intensity set up, we can finally go ahead and click and drag
and drop it into a blueprint and we're going to get a set intensity
value like so. So now, every time this code is run after a certain
amount of delay, it's going to start setting
up a new intensity. As for the intensity itself, we're going to want
to make sure that we also set up a
random moot value. We're going to
drag this out from intensity and we're going to search again for
random load in range. Let's go ahead and
use the same type of a note that we had previously, but we want to have an
intensity 200-1 thousand. I find that to be quite a good
value for us to start off, and we can change that
in the end afterwards, anyways, that's going
to be quite right. Now, once we have this set, we basically are
done with this end, but now we want to make sure that we're constantly
changing an intensity, and we could be dragging
it from here to be honest, but I find it that it works
best if we were to be having a change intensity just straight up changing
it without any delay. So we're going to
do that actually. And we're going to
drag it out from the sequence that we
set up previously, we're going to drag this
and release this and we're going to search
for set intensity. A actually sorry about that. We're not going to search
for set intensity instead. We want to make sure that it
is set from a point light, so we're going to set
it up properly by simply dragging it from a point light so
onto our blueprint. Now, once we drag this from a
point light just like that, we're going to search
for set intensity. Like so, and it's going to give us this for
a light component. We're going to select it, and we're going to get ourselves a nice node coming
from a point light, which will allow us to now attach this to our
sequence and basically constantly be
changing in intensity as for the intensity
value itself. We want to, of course, use the intensity flow that
we had previously. But we want to make sure
that we're kind of applying the previous result that we had on our intensity and kind of mixing the
values together. So this way, we'd be able
to also control the value of intensity with going back to the light point
and then changing it up. So this is just going to give us a nice
variable basically. And so for us to be mixing the intensity up with
our previous value. What we're going to do is
actually we're going to drag this out outwards, and we're going to
search for intensity. So we're going to actually get intensity from
the light source, we're going to get this
original intensity. We're going to now basically mix it up with the
help of a l value. We're going to drag
this out and search for lp or linear interpolate. Interpolate We're going to search for Lp. This one over here. We're
going to attach this and, of course, now it's going to attach it to an a value,
the original value, so we're going to mix it up with our intensity float value, which we can do so by dragging our variable of intensity
into this area over here. We're going to get
intensity out of it, like so, and we're going to
attach this to a value of B. As for the Alpha, it's
going to basically tell us how intense of a
change we wanted to get. The lower the value, basically, the more of it intense, it'll
be if we set it to one, it's going to be
flickering quite widely, but if we set it
to a value of 0.8, it's going to give us a
much nicer type of result. So let's go ahead
and leave it as 0.8. We're going to set this to
a new intensity like so, and now we're going
to click Control and S and see how
this would look like. So now we're going to
click Play, and of course, we are going to get
ourselves an error because now we need to not
simply just hit play, we also need to make sure
that it is compiled. Once the arrow is set green, we are basically ready
to go and we can click. And that's still
giving me an error, so I'm just trying to see
what is happening with it. I'm going to maximize
this window, to make sure it is compiled. It is compiled. It's showing
that it's ready to go. I'm not sure what's
happening with that. I just want to make
sure it is set proper. It seems like it's proper
wondering what is going on. And I'm going to just close this blueprint
down real quick. Going to delete old one,
bring it into the world, see if that's going to cause
an issue. Lay an editor. Yeah, playing an editor, I had another blueprint
opened up actually because I wanted to
get a nice reference. But basically, as you can
see if we go over it, it's going to start flickering. Now, if we move our character
next to the torch. Like so. And hit play. We can see
that the code is running, and we're going to get ourselves a nice type of a light
flicker out of this. So, one thing that I left
off is that right now because the timeline is set up in a way that's just going
to run for 5 seconds. It's not going to
continue on playing it. So what we need to
do is actually, we need to go into
the timeline like so. And there's a small
button called loop. So by enabling this, we can close this timeline down. We can see that this
is now set as a loop. And now, if we were to close
this down and hit play, it's going to actually
start flickering and it's going to
continue on doing so. So it's going to give us a
really nice type of result. And that's all it takes
in order to set up. And that's all it takes in
order for us to set up. And that's all it takes
in order for us to set up a really nice light flicker. We haven't set up a blueprint
for the torches yet, but we're going to do
that in the next lesson. So thank you so
much for watching, and I'll be seeing you in a bit.
153. Setting up Candle Blueprint: Hello, and welcome back
on to blender and then real engine become a
Dungeon prop art discourse. In the last lesson, we left it off by setting ourselves with a really nice light
flicker for our blueprint. And in this lesson we're
actually going to continue on and apply the rest
of the system, the Niagara particle system, as well as setting
up the rest of the light sources for our scene. So for us to do
that, we're actually going to start off by opening up ourselves with the
previous blueprint that we've created
for the torch, and we're going to bring in into the viewport the particle system that we had
set up previously. So I'm actually going to make
this window a bit smaller. I'm just going to click and drag and drop the flames that we had set up previously
into this world, like so. And we're going to
attach this flame into the dungeon prop
storge asset like so. So it basically would be in the same position even
if we were to rotate it. We're going to put this
in here and I'm going to make sure that it is set up nicely to the
center of the torch. I think that's going to
be quite right, like so. Let's go ahead and
check out it looks like in an actual level. I'm going to click
G just to make sure that it looks nice
from different angles. I think that's going
to be quite right. Okay, so now that
we're done with this. We can go ahead and
click Control and save and save this out. And all we're going
to do right now is basically going
to close this down. We're going to make a duplicate out of this blueprint like so. Click Control D, and we're going to have
ourselves light one. And actually, I'm
just going to rename the previous one to touch one because that's going
to be a bit better. Torch one so. And this is going to be the second one is going
to be torch two. So I'm going to
click two. Torch to. Now we're going to open this up, all we're going to do basically
is just change our torch. We're going to right click
on our torch selected browser assets and we're going to get it
within our contents. We're going to drag
this into our world. We're going to now
maximize this window. Once we import the
torch, we, of course, now need to change
up the point light and flames to be a
spot of the storg. So we're going to grab the
point light and flames and just attach it onto
our torch, like so. And now, it should
be set they attach differently from the
Over torch as well. Just make sure it is.
And then afterwards, We should be able to just grab our old torch and delete it. And now that we've
done with that, we're going to select the
point light and flames and quickly readjust our
area for where they are. I'm going to click W to
go into transform mode. I'm just going to
position it like so. And that's going
to be quite right. And the camera is a
little bit too fast. I'm just going to
scroll my mouse wheel in order to
slow down to get fine tuning while
moving the camera. So just scrolling mouse
wheel while I'm moving and going to get a much
smoother type of a motion. And with it, I'll be
able to position. I think that's going to
be quite right, actually. Anyways, once we're
done with that, of course, we're going
to select the torch, and we're going to
rotate it slightly, so give us a nicer
type of a result. I think it's going to be
just by a little bit. It's going to be quite right. So now we can close this down and see how this
would look like. We can bring it into our world. And actually, I'm just
going to grab both of them and just bring
it up like so. And I think they're going
to be looking quite right. Maybe we need to put them, sorry, that's an old torch. Let's go ahead and delete that. That's not the one that
we want. We're going to grab the blueprint
that we had previously, brows asset to go back. And I just realized we're
actually putting this into particle folder it'd be best if we'd have it within our
asset folder instead. So let's go ahead and
grab this real quick and drop them into
the asset folder, like so, into our
left hand corner. We're going to
move them like so. And now we should
have them if I were to search for them
at the very bottom, they should be torched
two there you go. Okay. So now if I was to
bring this over here, it's going to give us
this sort of result. And of course, we still need
to rotate it a little bit. So let's go back into
the viewport and just rotate it slightly
a little bit more. And we're going
to make sure that the world position
is set proper. We're going to bring
this up a little bit as well and just rotate
this just a little bit. I think that's going
to be quarter right. So the center of
the world basically is going to be where
the origin point is. And so now if we were to
hit control and shave it, we're going to have it like so. So now we're going to be
placing it on our walls, and it's going to look all nice. And yeah, that's all it takes in order for
us to set them up. Now as for the candles. Of course, we're going to set them up in a similar
kind of way, but they already have an
emissive type of a shape. All we've got to do now
is just make sure that they're set up with a
nice light flicker. So we're going to actually go into a blueprint
for the torches. We're going to just duplicate
them a couple of times. I think we can start off
by just duplicate it one. So we're going to click
Control D to make a duplicate. We're going to call this candle. One. We're going to open it up, and we're going to now
delete the old torch. So we can just delete
it right away. I should keep us with the
point light and flames. We can now make sure that the candles are set up properly, so we're going to start
with the small one, we're going to browse acid, and we're going to just
drag it into our world. And now we're going
to delete the flames. We don't need the flames.
As for the point light, we're going to adjust that
a little bit as well. So first of all,
the source radius, we're going to adjust
that to be 150. I think it's going
to be half of that. And then afterwards, for us to just put it in a right
kind of position. I think that's going
to be quite all right. There you go. I'm actually
just going to drag this blueprint out into the open so we could see how it looks like
within a scene. So I'm just going to actually
make sure that it is saved, click control and save it, make sure it's compiled as well. And now we're going to
sell a blueprint class, we're going to drag
this into the world. We're going to hit play and
just see how this looks like. And it seems like I'm
getting some errors. I'm not sure why
that is the case. Maybe it's because the previous blueprint is
actually not compiled. Go ahead and quickly
check that real quick. Actually, we can
just select it and click edit in blueprint class, and that's also compiled. So I'm not sure what's
going on here right now. I'm just going to make
sure that it is saved. And we're going to place
the candle in this area, and now we're going to hit play, and it should give us
this sort of light. So maybe it's a little
bit too intense. So what we can do is just
change up the intensity, the default intensity
by ourselves. And Yeah, we're going
to do that actually. I think it'd be best
if we'd actually separate them real
quick and lower down the light source
coming from the sky. So I'm actually just going
to hold control in L, lower the sun to a really dim type of light and just see
how it looks like. And that's going to give us a much better understanding
on how the light is set up. So I think the
candle is actually set up in a really nice
type of intensity. But as for the porches, they are a little bit too dim, so we're going to be
fixing that up, actually. So for us to do that, firstly, we're going to
access the blueprint. So we're going to
select the torch. We're going to go
into the blueprint, and we're going to go
onto the viewport, select the light,
and a couple of options that we
want to consider. I'm actually just going
to click G within a view. And firstly, is the
Atenoenian radius. This one is what basically shows how much the light is affecting
the outside of the world. And if we were to lower this, it's going to give
us a smaller radius. This is going to be
controlled through this area over here,
Atenenian radius. And I think actually
for the torches is going to be quite right. Let's go ahead and leave it. But as for the intensity, it's going to be a little
bit different because we now are going to go
into the event graph, and we have two values
basically to pick from the minimum and max flow
range for intensity. So these two values over here
that we set up previously. If we were to change the now, we're going to get a
much different result. So by default, it was
set two as 1,000, which is perfect for the
light flicker for the candle, but we're actually just going to double that for both of them, and it's going to give
us a nice result. So we're going to
click Control S and see how this
wouldn't look like. And this is going to
look much much brighter. I don't think we
need to make it too bright in regards
to that because we want to make sure that
it is getting a kind of a dim type of a light
set up from our sources. And I'm just thinking if the shadow is a little bit
too intense for this torch, and I'm actually thinking
that that is the case. So we're actually going to fix that up real quick, as well, we're going to go back onto
the view port and change the source radius
to a larger value. I think we're just
going to change it to five 50 and click control and S, click play and see how
this would look like. Yeah. I think that's going
to look much better. There's still a bit of a shadow coming from these
type of ornaments, but it's not going
to be too big so I think that's going
to look quite nice. As for this one,
although it doesn't have ornaments covering the side, it is giving us a
bizarre type of a log and I think we can fix that by simply going into it. If we were to select it,
close this old one down, it in blueprint, the Aber torch. I think we can fix it by
simply moving this upwards, and that's going to give
us a much better result. So it was a little bit
in side of the area, but even so it is giving
us some nasty shadows. I'm actually going
to change this two 500 and there we have it. We're going to get ourselves
much nicer type of a result. So yeah, let's go ahead
and keep this as is. We're going to close this down, and now we got ourselves some nicer torches with a
bit of adjustment values. This one is a little bit too low in intensity in
regards to that, but we need to change that. We can do so real quick. We can open up our blueprint. We can go to vent graph, and we can change this
just double it value, and it's going to give us a
much better type of a result. Each value doubled, and that's going to give us a nicer look. Now we're going to hit play. The candle is going to
give us this sort a look and these are going to
get that sort of a look. Yeah, I think that's going to
give us a real nice result. Now, as for the rest
of the candles, it's actually going
to be super easy to set them up because we
already have one candle. Or we're got to
do this duplicate this one, two, free, four Extra time. Let's go
ahead and do that. Let's make sure we
rename it first, select the blueprint
class of the candle, make sure to click Control D
to duplicate, click Enter, and then we're going
to do the same thing, basically control D duplicated
Control D duplicated, make sure it's
renamed and they go. We're going to have the need to get el final candle like so, and we're going to just
basically go into each and every one of them and just
replace the original asset. I'm just going to
browse asset and it's going to give us in here.
That's the asset that we want. We want to just drag
this into our scene, and we want to make
sure that one, the previous one is deleted. Just like that. This one
is going to be this. What did I delete the wrong one? I think I delete the
wrong one by accident. Let's make sure we
select the right one, so that's a small one,
that's a large one. We can delete the large
one, and there we go. And of course, the point light, we can just increase its height, and that's going to
give us a nice result. Let's go ahead and close it
down for the next candle. That's going to be candle free. I actually made a
duplicate for here. That's going to be
over here. Just going to open it up like so. And, we're basically going to
do exactly the same thing. We're going to go
into the viewport. And I think if we
were to just select this candle over here, we can simply, I think, no, we can't just drag it. We can browse it to our asset like Sos going
to give us over here. I'm just going to drag it in going to delete
the upper one. Again, that's a wrong one.
Let's go ahead and delete it. So make sure that
the light source is set up a bit higher, like so. Close down and now move on to the couple of ones
that we're left with. So this one over here, again, we're going to just
select this candle, make sure it's
within our browser, get it into the viewport
and put it in like so, and this one is going to be this one over here.
Yeah, there you go. Again, the light source, let's reattach it properly. Doesn't have to be complete,
doesn't have to be perfect. It just has to be in
a position where it's going to just give us
a nice type of result. Finally, Candle five, we're going to change
that up as well. I'm actually just going to
go ahead and grab this one, and that's going to
be the large one. So just going to grab it over here to our blueprint and
delete the older one. So that's going to
be I think actually, I put it into the point
light by accident. I'm just going to make sure
it's the opposite of that, so I'm just going
to do it like so. And delete the previous one. And of course, the point light is going to be
much, much higher. There you go. So now that
we're done with that, we can go ahead and try
out our blueprints. We can put them in our position. And I'm actually just going
to delete the previous one. So candle one, candle two, candle three, and candle
four and candle five. So going to put
these in the back. I'm just going to reposition
them real quick and see how they look like.
And there we have it. We have ourselves really
nice set up for the lights. We might need to
readjust the setup for how this is kind of
floating in the air. I think that needs to be
adjusted a little bit, which we can do so right away, but going into the
added blueprint, going into the viewport and just kind of lowering this down. But that's all it takes in
order for us to set ourselves up with some nice lighting
within our scene. So thank you so
much for watching, and I'll be seeing you in a bit.
154. Setting up Presentation: Hello, and welcome back in front to Blender and real engine, become a Dungeon
prop art discourse. In the last lesson when we
finished up our candles finally and set them up
nicely as blueprints. With the right type of
liquor and for the torches. We also added some nice
particle effects for them. And now in this time, we're going to
continue moving on, and we're going to start by getting ourselves some
nice rendered videos of like a turntable setup around our assets with
an unreal engine. And then we're going to move
on and I'll show you how to set them up and prepare
them for our projects. So for us to do that first, we'll want to set up
the rendering place. So let's go ahead and do that. And now, I'm going to actually just change up the
lighting because it was a little bit too dark
when we were working with the lights with
the light flickers, and I'm just going to put them a little bit
more to the side like Sofing that's going to give us a really nice
type of lighting. So for now, I think it'd be
best if we were to just get ourselves a simple
type of a platform, that's not going
to be just a grid. I think that's
going to look much nicer in regards to the setup. So we're going to make
sure that we set that up. And I'm actually just
going to place it outside within our
content folder, this material. We're
going to right click. We're going to
create a material, and we can just
call this platform. I'm not going to
have it as part of the prop pack when
we're exporting it out to be used
for our scenes. But we just want to make sure that we have
a nicer render. Yeah, let's go ahead and
open this material up. We're going to simply get
ourselves a material color. We're going to hold
free, we're going to just drag this inter base color, and I think we can also set ourselves up with
a roughness value. So we're going to hold
S and we're going to tap and we're going to call
this roughness like so. Basically, yeah, we
just want to get ourselves a nice
parameter value. We're also going to change this the color to a
parameter as well. We're going to call this
one a simple color. And I think that's
all it takes for us to set ourselves up
with a nice platform. Let's go ahead and
close this down. It, to make sure it
applies properly, then create a material instance, and this way we'll be able
to drag this directly into the platform and get
ourselves of a result. Now, by default, of course, it's not going to look quite as well, actually I think for doing that, I think we should probably
delete the previous Yeah, we're going to
delete a couple of previous torches, Justice Tab. But yeah, let's go ahead and
work on the platform first. We're going to double
click on this. We're going to enable
roughness and color, firstly, we'll want to
change the roughness value. We'll start off with
a value of 0.6. I think that's going to
give us a nice result. As for color, we can set it
up with a bit of bluish tint, not too much though.
Something of this sort. I think that's going
to be quite right. Like so and maybe you
lower the saturation No. I think we need to
increase saturation actually there you go.
Let's go ahead and click. Yeah, basically get
ourselves a nice platform, but of course, it's going to cut off right at the very edge. If I click G, we can see
them without ide lines. It's not going to look quite as nice if we set it up like that. So we're going to
select the platform. We're going to change up the
scale for x and y values. We're going to change a
tool, something like 10,000, something of that
sort, something large, basically, 10,000 by 10,000. And actually, I just realized
that it's not going to be at the very
center of the world. So that's going to be a
bit annoying to move. So I think instead
of just moving it, what we can do is going
to check the very bottom. Yeah, we're going to actually
change the location of this one over here if we
were to change this to a negative value day
ago, that moves fine. So we're just going
to set this to -5,002 -5,000 for Y as well, 505,000. And that's going to give
us this sort of a result, which is still not quite
enough for a value. We're going to move
it even further, adding a couple of zeros
to both, and there we go. We're going to get ourselves a much nicer type of a result. So now we have a
setup like this. We're actually going to position our props a little
bit better, I think. We're going to delete
the old source lights or static meses from our map since we don't
need them anymore, and we're going
to make sure that each one of these candles
are positioned properly. I'm going to use grid
just to make sure that they're properly
set up basically and then we're going to work
on a bit of a gradient, I suppose, to get
ourselves a nicer type of a look out of this out
of a render basically. I think that's going
to be quite all right. Now, as is, we can delete the torches in the back
that we had set up, that's going to be just
particles as well, and just going to
delete them like so. It's going to be quite right, to position them like so and
place them just like that. Now we have ourselves
all the props necessary. We're going to also
change up the lighting because they're a
little bit too dark, so I'm going to
hold control in L and just rotate by
light until we get ourselves a nicer type
of a setup props link. So link that's going
to be quiet all right. And just to make them bundled
up a little bit more, we're also going to move
the sortre devices a little bit closer to the
front, just like that. That's going to be
much much better. In regards to that.
Something like that, I think that's going to be
quite all right. There you go. Okay. So now, in regards
to the gradient, we're going to
actually just move this chair so I think
that's going to be better. Okay, we got ourselves
a basic set up. We're going to now
set ourselves up with a nicer gradient which we
were talking about before. Actually if we were to
scroll up all the way, it already comes
this type of a level already comes with
exponential gray height fog. Which we're actually
going to make use out of. By default, it's going
to give us basically a bare amount of type of transition within
the background. So we want to increase
that to start off. We're going to do so by just changing up the
fog density first, we're going to change
it to a value of 0.5, we're going to
change it manually, and it's going to give
us this sort of result. So by default, the follo out, it just doesn't look as great. So we need to fix that up, and we're going to fix that up by changing up the
starting distance. If we were to change
this up, like so, we're going to
basically get ourselves a much nicer type of a
transition in a background, because it basically cuts off the entire fog in regards
to where it starts off. So by changing this up, we're able to get ourselves
a much nicer type of a look. I think using something
of value of $5,000 is going to give us the
right type of a result. Or actually, we're
going to change this up to a value of $3,000. Let's try that or even
$2,000. Let's try that. I think we're going to
use the value of $2,000. I think that's going
to look much better. So as in regards to the fog itself being
this type of color, we can of course
change up the color, and that's going to be with
the fog in scattering color. If we were to click on it, we can basically change ourselves up with a
nicer type of a setup. So I think if we were to get ourselves a bluish
type of a tint, we set it up to a
lighter type of a color because once we
start dragging it down, it's going to give us a
wrong kind of a look. It's going to start landing
in the colors with the sky. And basically, we're going to make use of this
scattering color in order to set ourselves up with a
more bluish type of a tint, going to stylize the
background a little bit, and it's already looking quite
nice in regards to that. So yeah, that's all it takes
in order for us to set ourselves up with a nice
type of a presentation. All we got to do now is actually just set it
up for rendering. But I think we're going to do that in the next lesson
for now, though, I think we should instead focus on just
getting a couple of them a little bit
more position in regards to the
composition of our scene. And I'm actually just going to remove these books that I had previously set up and get
these ones in closer. Like so. Or I'm not sure if
we should even have them. Maybe we should have
them in the background. I think that looks
quite right, actually. Let's go ahead and keep them
I think that's going to be quite okay. And yeah. So in the next lesson, we're
going to continue working on setting up a nice
presentation for our scene. We're going to get ourselves
a nice camera and have a better turntable type of an animation to present it
within the unreal engine, and then we're going to
export it out as a video. So thank you so much for
watching, and I'll see in a bit.
155. Setting up Turntable Render: Welcome back, everyone to
blender and real engine, become a dungeon
prop art discourse. In the last lesson, we
left it off by setting up ourselves with a nice gradient
for the presentation. And we're going to
set ourselves up with a nice turn table and we are going to render out
our entire scene. So for us to do that, we're
going to basically start off with setting up ourselves
with a nice level sequence. We're going to right click
within our content folder, and we're going to search for level sequence within
it. Level sequence. Let's just make
sure that the mouse is basically set above this because otherwise if we were to have it within
one of those stabs, is going to not search
for it properly. So level sequence. We're going to get it like so, and we can leave the
name. It's totally okay. We can double click on it now and get ourselves
this sort of window. So now we're going
to use this in order to animate our camera, but we don't have
the camera just yet. We need to set that up first. So we're going to click
on a plus symbol, and we're going to get ourselves a cinematic type of a camera. This one over here.
Now, by default, it's just going to spawn
somewhere in front of us. But we want it to just basically position our camera to be in this kind of an angle where it's going to give us a nice
type of a rotation. We're now going to click
right click on our camera, and we're going to snap
object to the view. So this will make sure that it's going to give us
this sort of result. And by default, the focal length of the camera is
set up to be giving us a really kind of
zoomed in type of a look and FO A more
cinematic type of FOV, but we want to just
scroll that back. So within the bottom
right hand corner, with the camera selected, we're going to basically find
ourselves focus settings, and we're going to open this up. It's going to give us the
current arbiture sorry. We're going to right underneath the focus
settings is going to give us the current arbiture
and current focal length. And all we're going
to do is just change, I think, We're going to change
the current focal length, and we can see
that in the bottom right hand corner the camera, how it's placed, so we can just adjust this to fit our needs. So I think that's going
to be quite a right in regards to the entire setup. So once we're done
with the camera setup, we're going to get ourselves
a nice type of a look. So we can just move
back from the camera, click G to see it within our view. It's
going to look like this. So now we want to set
ourselves up with a nice pivot type of a
point within our view. We're going to basically
get ourselves any type of an object and set it
up within the world. We're going to you prefer to start with just
getting ourselves a sphere. This will allow us
to just see where the focal point is going to be when we rotate
the camera around, and we basically want to
position this right in the middle of our entire
setup just like that. Now, of course, if we
look at the camera, it's going to show us a massive
or bright in the middle. We don't want this. So
what we're going to do is basically we're going to
with the sphere selected. We're going to search for game. And there's something called
actor hidden in game. If we were to click on it,
we're still going to see it if we click G. But if we click G, again, we're going to
not see it when we hide away every
highlighted area. And that's going to be
the same for a camera. It's not going to
see it anymore, but we can still basically see it within the editor itself. So that's going to be quite nice in regards to adjusting it. We're also going to
select this sphere and just call it a focal point. We're going to
select this sphere. We're going to click F
two with an outline, call it focal point, so. And now we're going
to find ourselves a camera. So this one over here. And we're going to drag this
camera into the focal point, which I think was, it's going to be at the
very bottom actually. So I'm just going to
actually firstly, I'm going to just
drag it right away, actually, and it's
going to be much nicer. So I'm going to click
and hold and then drag my mouse wheel and then all the way down to
the focal point, going to drop it down. So now, it's going to be
attached to the focal point. And if we were to rotate
this vocal point, you'll notice that the camera itself is actually rotating, which is exactly what we want. You probably don't want to do it with the snapping mode enabled. It's going to give us a much
nicer type of transition, but actually one, it's rotating, it's not going to
preview it best in regards to the preview
of the camera. Okay. So now that
we have it, so we can basically drag
both the focal point and cinematic camera
into our level sequence. And so we're going to
do so just one by one. We're going to drag the camera, and we're going to drag
the focal point into it, but as you can see it straight up once we drag it
into level sequence, straight up puts our camera view point right to the camera. And that happens because
we start up straight away attaching the
view to the camera, and we want to disable that right away because
we can't exactly move our editor around
within the viewport. So we need to make
sure we undo that. So for us to do that, we're going to just click on
this button over here, which says, unlock cinema
camera from Vewport. If we were to click on
it, we can now move our viewport freely without actually moving the camera
around because otherwise, we changing the position of the camera we don't
want this to happen. So now we have the
camera set up. We're going to, of course, with the focal point dragged
into our level sequence, we're going to
find it over here. And we'll want to basically set ourselves up with
a nice rotation. So for us to do that,
we're going to actually, firstly, we'll want
to change the FPS. We'll want to change
the timeline to be from FPS because right now
it's showing all the FPS, and we want to actually kind of get a better
perception of time. We want to change this
to be to set as time. So we're going to click
on this button over here. We're going to click
show time as seconds, which is going to start
showing it as 5 seconds. We'll want to
increase this range. So we'll start off by changing the working range we can just change it to 100.
That's going to be okay. That's going to give us a
much larger bar to work with. A very bottom, we can
see this small bar. If we're extend it now, we can see a much larger range. So we can set this up to
something like 15 seconds. I think that's going
to be quite right. So for a city that,
we're just going to drag this red bar out. So We're going to
position it here, which will allow us
basically to tell us our level sequence where to
start and where to finish. There is a green bar as
well at the very start, but we ould never touch that, so let's go ahead
and keep it eyes. So now all we've got to do is just make sure
that the camera also ends up in the same
position as the red bar. So we're going to
drag this as well and put it at the very
edge of like so. And actually, I just
realized that's 13 seconds, not 15 seconds. So let me just adjust
that real quick, like so. It doesn't have to be
perfect, but just like that, we're going to get ourselves
a much better type of log. So now that we have it, all
we're going to do is just make sure that we have
a focal point selected. We're going to go to
the very front of our line since we want to add a key that
will move it around. We want to basically lick on this button over
here that says to the front, which we put this arrow
at the very front, and now we want to basically start adjusting
this vocal point. So for a c, we don't exactly need the
entire transformation. We just need to be
rotating it around. So we're going to click on this arrow over
here to expand it. We're going to now get ourselves location, rotation and scale. We only want the
rotation though, and now I think if we
were to play around, we can see which one does what, So Ya Ya is going to be changing the way the camera
is being basically moving. So by moving this around, we can move it like
double one, of course, is going to rotate
it differently, but we only care
about the last one. So we're going to start by setting ourselves up
with a Key for it. We're going to click on
this button over here, which will add a key right in the area where this arrow is. Now we're going to
go to the very end of our point of our
level sequencer. So we're going to click on
this button over here and it's going to drop up
our arrow to the very. Now, as for a, we
can either go in a positive way or we can go in a negative way in
regards to the value, which basically just matters in regards to which way you
want your turntable to be. But I think for me, the positive is going to be
looking much better. And if we were to set this
to a value of three 60, it's going to give us the
right type of a result. That goes basically all the
way around in regards to video and it's just
going to give us a really nice type of a look. Over the 15 seconds, it's just going to
rotate it like so, and it's going to give us
a nice type of a rotation. But by default, the rotation
is actually eased in and eased out in regards to the smoothness of the
entire animation. So we need to make sure
it's actually kind of straight type of a speed. It's consistent with
the speed that is, so we're going to actually
select both of these keys by dragging our mouse
across like so. And we're going to
right click on the key, and we're going to change this
from automatic to linear. And this will change it
so the animation will be consistent throughout
this entire turntable, just like that. So we're going to get
ourselves a real nice result. So all that we have to do
now is just render this out. And for us to do that, we're
going to simply or actually, in order to adjust our camera, for example, within this camera. So bottom right hand
corner as you can see, it gets cut off a little bit. So I'm going to make
sure that the camera itself is slightly
more to the back. So all we're going to do is
just select the camera now, and make sure that we are set with our local transformation. So this button over here. If we were to click it on it, it's going to change it to
a local transformation. So all we've got to do
now is just change up this red arrow and bring it
back and forward like so, and we're going to get ourselves a much more control
over this entire setup. So since we didn't
set ourselves up with different transformations
for location or rotation, we can move it like so,
and it's going to give us a really nice
type of a result. And I think I'm going to move
it back a little bit and just bring it a click
and rotate it like so, and that's going
to give ourselves a much nicer type of a look. I'm just going to check
in regards to our views, but I don't quite like
this type of a view, so I'm just going to bring it up actually a little bit like so. And yeah, that's all it takes
for us to set it up nicely. So now what we're going to do is actually we're going to make sure that this is actually
rendered out nicely, and it's actually
rather easy to set ourselves up with a
quick and simple render. This is going to be
the button for it. So we're going to
click on this button over here to render the movie. We're going to make sure that the image output
format is set as AVI. This will give us a nice video off the bat, right off the bat. Otherwise, there
are certain ways for an image sequence to be rendered out and we'd be able to kind of stitch them
up together afterwards. But we don't need to worry
about that, honestly, we can just set
ourselves up with a nice video sequence to get ourselves a really
nice type of a render. There's no audio. We don't
need to be worried about that. As for the resolution, though, we're going to
definitely change that up to a ten eight quality. We got to make sure that the
quality is set to HD format. So to get a high type of
video out of a turntable. As for the frame
rate, we're going to leave it as for the
frames per second, and there's nothing too much
about it, to be honest, there are a couple
of extra settings, like in regards to the
compression quality. I recommend you
leaving this on by default is going to give us
the right type of a value. If you were to take this off, it's just going to
increase the size of your file of your video without actually giving you
too big of a change. So let's go ahead
and leave it as is. And then, of course, in general, there is an output direction. So if we were to click on
these free dots over here, we'd be able to tell where
we want them to be placed. I'm just going to
place it over here, click Select Folder, and
then for the file name. We can change this to
be turntable like so, and that's all it takes
for us to set it up. The rest of the setup is actually going
to be quite right. There's no need to worry about animation or anything
of the sort. But it's not giving
me the video because, as you can see, it says,
read only output directory. So let's make sure
that we are having a directory where we can
actually save out the file, and I'm just going
to save it within my Dungeons props
area over here. There you go. That's
going to make it better. And actually, one thing
that we're to do is actually set it up
with a nicer warm up. So it wouldn't kind of just load in the camera
right in the center, which it would usually do if we weren't used to setting that up. So with an animation stab, I
totally forgot about that. We need to make use out of this. We need to start the
frame with a nicer one. So we're going with a
warm up frame count. We can set this up
to 60 and it'll give us basically 2 seconds to
warm up the entire thing. Now, once we click
capture movie, it'll start warming
up the thing, which is going to hopefully
avoid this type of a setup. Then afterwards, it's
just going to straight up put our camera right
where it needs to be, and then it's going to
be rendering it out. And, yeah, that's all
it takes in order for us to get ourselves
a nice setup. We can click bottom
right hand corner to open up the directory, and within it,
we're going to find ourselves a turntable like so. So that's all it takes in order for us to get ourselves a nice video and present
our entire pack within a real engine pi. So now, in the next video, we're going to
continue on working on the setup of the props to be used for our other assets and our other levels within
our project, basically. So that's going to be that. I'm actually just
going to close down the sequencer tab over here to make sure
it's closed down, and we're going to go back
onto the contra browser. And yeah, so, thank you
so much for watching, and I'll see you in a bit.
156. Importing Asset Pack: Welcome back everyone to
blender and real engine, become a dungeon
prop artist course. In the last lesson, we left it off by setting up ourselves with a nice turn table and rendering it all out
to preview our work. And now we're going
to actually set ourselves up with a
pack that will allow us to make use out of it within any type of a project
within unreal engine. Now, by default, since
we were importing everything and we are left
basically such a mess, there's going to be a lot
of unused and whatnot. So we're actually going to
make sure that they're not getting imported into projects, and we're going to do so by exporting everything out
only that's necessary. So for us to do
that, We're going to go into our assets
folder like so. And within it, we're going to actually get ourselves a filter. We're going to get ourselves
a static mesh filter. And not only that,
we also need to make sure that all of
our blueprints are also set up properly and exported them out with
the static measures. So we're going to make sure that we add a filter for that. So we're going to go ahead and get ourselves blueprint
class as well. So this will just make sure that everything that is selected is only with static measures
and blueprint classes. So it's going to give us all of these props just like that. Now to make use out of them, we're going to actually
just click Control and A to make as election for them. And afterwards, all we
got to do is just simply right click and then
migrate our assets. So we're going to go
under the asset actions. We're going to migrate. And this will make sure that not only the assets that we selected are
going to migrate, they're also going
to be migrated with the assets that
are linked to them. So all the textures
that we used all of the if I were to scroll down
all the particles together, they will also be bundled
up in the same file. So that's going to be
quite nice for us. So now we're going
to click Okay. And we're going to
select the folder. Now, in this case, unreal
engine prefers you to migrate it to a
different project right away to a different
content folder. But what I recommend
you doing is just set yourself up with a nice
empty folder for that. I'm just going to get me
dungeon props folder, like so. I'm just going to call
this Don props assets. I'm just going to
double click on it to make sure it's
selected within it, going to click select folder. And it's going to say that it does not appear to
be a content folder, and it will only work properly
if it's placed within it. But that is totally okay. We can click anyway. It's going to give us the
right type of a result. And it's also saying that some
selected assets don't have corresponding content root
in destination for Niagara, which basically is asking
about Niagara folder. But by default,
every unreal engine, if you don't disable it will have this enabled for
Niagara particle system. We can click No to this. So, now it's going to successfully migrate
our entire project. So let's go ahead and
check how this looks like, and I'm just going to go ahead and see that one over here. It's going to give us assets
and particles folder. So not only the
ones that we had, it's going to give us all
of the assets like so, and all of the
materials like so. So all we're going to do now in order to make use out of it. I'm actually going to go
ahead and open up ourselves a new project within
Epics games launcher. I'm going to close down
the previous one actually. And the one I'm going to use
as an example is going to be a dungeon kit
bash for the level. I'm going to open that one up. So once we open up
ourselves with a project, we're now going to
want to, of course, import the assets
into this scene. So for us to read that,
we're going to firstly locate ourselves
this content folder, and we're going to right click on one of the assets or folders, we're going to just simply
show it in Explorer, like so. This will open up ourselves
with a window for it. We're going to locate
a content folder for this type of a project.
We're going to go into it. Now as for the one that
we just exported out, I'm going to locate
myself real quick, a dungeon exported migrated
assets that we had. So this is the one that
we had previously. So dungeon prop assets is
going to give us this. And we basically
want to put these into our content folder
for this project. So we're going to
just simply drag it. Actually, I'm dragging it
using my right mouse button, and I'm going to copy it here. We've got to make sure
that we keep it so it'd be read be easily re used
within our other projects, otherwise, if we were
to just move it, it'll be simply lost. So yeah, I'm making
sure that I'm making a copy out of it and
just putting it here. So afterwards, once
we're done with it, we can go back onto our project, and now we have ourselves
a assets folder. If we were to open it up, we're going to find ourselves
all of our assets that are placed and nicely
exported onto our scene. So that is actually quite nice. And then afterwards, all
that we're left to do is simply populate
our entire levels. So for example, if
I'd want to have a library over in this end
with some armory and whatnot, I could totally do that. I could delete these previous
torches that I had before, within the scene and replace
them with the new ones. They are going to be
within the assets folder. I got a couple of other
assets from the same area, but they're actually
going to be nicely set up since now everything is
going to be in one folder. So that's going
to be quite nice. So I'm just going to
search for props, and we're going to
get ourselves all of the props needed. Like so. And we can start
off by just placing a couple of them in and see how they're going to
look like basically. So for this area, if we want some armory, for example, we can totally put these sorts in and they're
going to look quite alright. And also, if I want to
have some blueprints, I'm going to go open
up the blueprint class to see the ones that we had. This is going to be
touch one, torch two. I'm just going to place it
in the world just like that. This one is actually turned upverwy I'm just going
to rotate this around, make sure that the snapping
to rotation is enabled, so to be able to rotate this one 80 degrees and
just stick it to the wall. This way, we're going to get
ourselves some nice torches, of course, we're going
to get ourselves some libraries on the
edge, maybe on a corner. Or even in this area over here. That's going to look quite nice actually going to
place them over here. Yeah having all of these
options, having all these props, it's super nice and easy to set them up now so we can
just make use out of them and basically
play around with them and set them up in
any way that we'd like. That's going to be
it from this lesson. And then in the next one, I'm just going to show
you how to make use of those assets and actually build them
up within a scene.
157. Using Asset Pack: He, welcome back everyone
to Blender and then real engine become a
dungeon prop art discourse. Now if we have all of our assets within a
different project, let's go ahead and make
use of them and set them up within the scene just so we could go over
the entire process. So I'm just going
to have a couple of sorts over here as well. Maybe make a duplicate out of these and have some
armory like that. Now want like a
shield, for example, I'm just going to
search for a shield. I'm going to place it at the
very side of these like so. That's going to look quite nice. I think we also have a couple
of extra options to use. For example, if I want
a candle with a table, we can also do that as well. If I were to search for a table, we can put in a table. Maybe that's not the right spot for the table, to be honest. We can put it over
on this end over here. I can put it over here. That's going to look
quite nice actually. So if we were to
put a nice table over here and some chairs. We can always do
so just like that, holding to make a duplicate and then
grabbing both of them, holding, duplicating it, turning it around
one 80 degrees. Moving them like
so, and of course, we need to make sure that
they rotated just slightly so they wouldn't
look quite rigid. By just switching them up, so we're going to get ourselves a much nicer type of a look. So now we want a
candle, for example, we can put it over here
as well on a table. We can set it up like so, and it's going to
make it look so much nicer in regards
to this entire area. Now, as for this area, we can have some torture device. And since we had set them
up with some nice details, they're going to be interacting with the rest of the world, like so, They're going to have some nice blood
covering the walls. This one, for example,
I can put it over here, and it's going to give
us some nice splashes on the side of the wall as well. Or actually, I think
I had a nicer one. In regards to guiltine
There you go, if I put it over
here on the side, it's going to give us
a really nice type of a look in regards
to the splashes. So yeah, by doing those kind of extra props and adding
it to your scene, it makes it look so much
nicer in regards to the overall aesthetics
of our dungeon. Okay. And I'm just going
to place the sideways, actually, I think
that's going to look much nicer like so. So we have a free way of
a torture area over here. And then as for this one, this is a nice vault
for us to use. Of course, we need
some piles of gold and treasure for us to be
placing it over here, and actually, it's
going to be a pile, I believe. Go, some piles. We're going to put it
at the very corner on the very side like so, and just having it
placed like this, it's going to make
it so so much nicer. And now I'm thinking
what else we could add? We could add a chest. I could
add some treasure chests, and that's going to make it
look extra nice as well. And I think I'll just
put it over here, just like that, and maybe a
couple of chests over here. On the upper end. I think that's going to be
quite all right. Maybe we need some
light as well, so we're going to set ourselves
up with a light for it. So I think we can use
the smaller torch. It's going to be torch too. And I'll just put it over here and that's going
to be quite right. Now, let's see what
other props we can populate this area with. We, of course, have
some gems and rubies, but I think the default one is going to be quite right
in regards to that. And we also have some scrolls that we can place on top of
the cabinets, for example, I think that's going
to be quite nice, or maybe that's not going to be as nice looking in this area. I think I'll just
end up creating ourselves a new
library over here, just like that, and we're going to place them out, like so. I'm not even going to use a snapping method
snapping tool to create these since
I want a bit more of an organic type of
a look out of this. But that takes in order for
us to set ourselves up with some nicer results in
regards to the props. I think instead of setting up ourselves ourselves up with a shelf over on the over side, we're actually just
going to bring ourselves up with
a table, like so. That's going to look
quite nice actually, and I'm going to get a
tool underneath the table. As for the rest of the items, we can have a a really
nice and fancy candle. I think that's going
to look quite nice. Oh, that's a little
bit too big, actually. I think having a smaller candle is going to be quite right. Like so. Having a couple of smaller candles, maybe, like so. Having some scrolls, maybe, make sure that they rotate
it nicely on a table, and maybe some parchments. And yeah. That's all we
got to do in order to set ourselves up
with a nice mood and atmosphere within our level. Get ourselves up set with
nice design within the scene. And just by doing that, we
can change the entire room, the entire scenery of the room and setup
and make this look like so much more of a
nicer type of a layout. As for this, we can also add
a couple of weapon racks, for example, that
would look quite nice. So a couple of
weapons over here. Maybe like so, going to be
a couple of spare weapons, just in case someone attacks
this place and whatnot. And it's going to
look quite nice. Just going through the
rest of the props. Maybe some crates over
here as well just in case, we're going to rotate
this one just so get C. There you go. I'm going to place it like so, and of course we need
the crate as well, which had a much nicer typo. Maybe we have actually
a barrel as well over on this end, just like that. I'm going to search for crate. I'm going to put it in
this area over here. Going to stack them
up a little bit ago. That's going to look so much nicer in regards to
the entire aesthetic. I'm going to bring them to the
side, break off the edges. It's all about
breaking off the edges sometimes to make them look more organic in our
overall centerpiece. Actually, I can place
a couple of assets over here to make them
look a little bit nicer. I'm actually going to just thinking what kind of
assets we can put. We can put some helmets on. We can put a jug on top and ale. Someone has been drinking here. It's going to look quite nice. It looks like a bit
of a hidden area. Maybe when no one is seeing, we can have a bit of
a chug over here. I think it's going to look quite nice. In regards to that. I actually want a
couple of helmets, so it's going to look like someone else been
drinking with him. Of course, we should
probably get ourselves another a someone placed both of the helmets down and decided to take a bit of a breaer
from the patrolling work. And just like that, we can set ourselves up with a really
nice type of a look. Maybe we should have
some banners over here, actually, as well,
now I think about it. I'm just going to
place it over here, going to rotate it around
like so and just like that. It's going to look
so much nicer. And I think we
should probably just move it out to the
side over here. Like so. Maybe just going
to search for banner. A and we got ourselves the
second one. The second one. I'd prefer to maybe put it
over on this side over here. Probably get ourselves
the snapping mode back on and turn
this 90 degrees like so. It's going to be
placed nicely on the wall and maybe a little
bit higher, like so. Very top, just like that. Okay. Where else
can we place it? Maybe one over here as well. I get to look quite nice. And yeah. This looks a
little bit empty though, so I'm just going
to add a couple of extra props over here. Maybe a smaller torture device and there you go,
that's the one I want. I'm going to put it
on the side like so. Just going to rotate
this a little bit using snapping tool
mode turned off. There you go, that's
going to look much nicer. In regards to that. And here we can have
some empty bookcases, I think that's going
to be quite right. Maybe this one over here. Going to be an
empty one. Maybe we can squish it down even. It's totally okay to do that. And just like that, we're
going to get ourselves a nice type of a look
within this area. And maybe I'll just add a couple of extra bits over here as well. Maybe like a table again, just to make it look a
little bit nicer over here. Like so. A couple of stools. That's going to look quite nice. We're going to
grab both of them. We're going to hold old
put it on the other end. And that's going to look quite
decent the go. All right. So yeah, that's pretty much it in regards to how to make use out of them in our other
scenes and our other levels. All we got to do is simply place them into our
content folder, and then we can pretty much use it freely to our hearts content. That brings us to the
end of our course, and it has been quite a journey. If you have made it this far, then I'm certain you will
agree that it was worth it. We went through a variety of blended techniques in a manner of a progressive difficulty, creating and texturing a variety of different three D assets, then we continued on
with the journey within real engine and actually set all of them up within
a playable scene. At this point, you'll
know how to create your own custom
dungeon props and set them up as game assets to be used within any real
engine project. I really hope you
enjoyed the course, but more importantly, had an amazing process
along the way. Thank you so much for
taking the course, and please do leave a review, whether it be a
good or a bad one as all the feedback is
really valuable to us, and it helps us make our
future courses better. Don't forget that we also
have a variety of va courses available of over 300 hours worth of content
within our page. So if you enjoy this one, that I'm sure you will
enjoy the va ones as well. Once again, thank you so
much for taking this course, and I hope to be
seeing you soon.