Create 3D Models for the web (in Blender) | Kamel Altohamy | Skillshare
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Create 3D Models for the web (in Blender)

teacher avatar Kamel Altohamy, Designer & Youtuber , basically Engineer

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Promo

      1:09

    • 2.

      First Chapter:Modling sink facut bathroom

      14:31

    • 3.

      Adding materials & Variations

      15:28

    • 4.

      Exporting for the web

      3:47

    • 5.

      Second Chapter (Hard drive):Modeling the case

      12:55

    • 6.

      Adding details (full hd)

      16:50

    • 7.

      Uv unwrapping

      14:21

    • 8.

      exporting as gltf

      4:11

    • 9.

      Sunglasses: Model the frame

      13:43

    • 10.

      Modeling the handle

      9:14

    • 11.

      Model the hinge

      9:48

    • 12.

      Add materials

      8:03

    • 13.

      Export as gltf

      7:17

    • 14.

      Homework

      0:42

    • 15.

      What next ??

      0:38

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About This Class

Hello,

i am kamel (Enginer, 3D Designer)

have experience over 7 years in the 3D industry ,

in this class i will explain the full workflow of creating 3d models for the web

it will be very inofrmative so donot skip any lesson

By the end of this class you will be ready to export and create complex models for web configurator in Wordpress or shopify.

Youtube Channel      Instagram

Meet Your Teacher

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Kamel Altohamy

Designer & Youtuber , basically Engineer

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Level: All Levels

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Transcripts

1. Promo : Assume that you have an online store and you are selling custom product or premium gift, and you want a B to let your customers choose and customize their order. Or you are three designer and you want to gain more experience and take your skills to the Nickestvi. Then the course is the best blast and the best reference for you. Hello, Randol My name is Kauai. I'm a C D product designer, and I have experience over seven years in the field of product design. In this class, I will not show only modeling texturing, as I have explained that in many other classes, but I will explain baking and how you can optimize your model and how you can export working GLT file. Each three configurator has its own guidelines, and I will explain that deeply and in details. Also, we will explain five different issues that you may find and how we can solve that. Also, we'll explain how to export many variations for the same model. This course is rich in exclusive content and information, so don't miss the opportunity. Let's dive into the content and see how you can set up your workspace. 2. First Chapter:Modling sink facut bathroom: All right. He will come. Here's coming today, I'm going to start a new lesson, and we will make in the first example, we will make bathroom facet. And let me first enable some adds. To be honest, I'm using the version of Blender 3.6 and feel free to use any version. Now the latest version is 4.2 0.3. But I'm using this version because I have it set up correctly. I have the addons here, the atoms installed. Firstly, I will enable it will increase the font to be one but two so that you can see the font is better. And we will use some addons here. We will use, of course, if two. We will use node wrangular. Also, we will use loop tools. Also, we will use we may use et cetera image or Cavs. But must and we will, of course, later in the exporting phase, because as I've mentioned before, we will make models for Z we'll use simple Back or you can use this quick here. You can see Quick Baker. So you can use simple Back or Quick Baker. Also, I will explain also the default how you can bake without any adults. That's it for this lesson so let's see let's explain what we will model today. Right. So this is the model that we will make. This is golden bathroom facet. And we will make multiple variations, multiple colors. And so We can add here another screen, and this may be the image. Let's see. We can say we have here the image and Obin And, of course, later we will make this second example and we will make also the slipper the women shoes. And here is the model for us. So let's start by making the central Bs I will start by adding circle, and this circle will be 24 maybe for making models for the keep the vertex globally as you can. And I will start from 24. Verice bo maybe boto three. Let's keep it real dimensions, and I will extrude here to this area, ex scale bot six, and maybe actrude to this area and acerous scale 0.9 and exterior scale 0.75. That's fine. And let's extrude another time to this area. That's fine for now, and I will I will select one vertex from here, the edge here from here and extrude around the Y to this area maybe, and shift is selected. Again, select O and on the right view, result e to spin, and we want only 180, maybe 16 and 180, but we will make it negative to be the O, and that's fine. You can make it 12 maybe as you'd like. But you can keep it 14 16, select O and the scale based on the cursor and the scale on the Z. And we don't This guide, you can delete. This is a central bis. Let's add loop cut here. And and some loop cut here, loop cut here. Look cut here. Loop cut here. Bs Control two. So we require loop cut here and that's it. There's Control two. And of course, we require we require sharp edges. And after that, let's apply or add the solidify to the inner and the solidify will be maybe two millimeter. That's it. Obize the scale and loop cut here. Let's make it. Make sure you have it here smooth and add another loop cut here. That's fine. We make the middle bat. If you want to make it longer, you can select all the Bs, all this bad and move to the Z as you would like. I will move to be here. That's it. Let's make the right bad. So how can we handle that? The same thing. You can, of course, in the right view, can select this board and shift D on the X, maybe to be here and it will be separate by selection. And after that after that can move on the Z And let's see. And I'll add Locat here, Bis Control B, and Bs SkillshiftZ and make sure are independent bos And here we want a cut here, another cut here. And after z, you can do in sit or We don't need flatten, and let's scale again, make it circle and scale down or you can move these vertex such as this. Move to be here, and again, move it to be here. That's fine. This is the handle, of course. Let's extrude on the X, extrude on the X, and scale X zero, and extrude on X, such as this. Amazing. How we can this sharp edge. So maybe we can first disable that. And I will first fill and join this bard Let's see. Join, and let's move that to be here. Alright. That's fine. Let's move that to be here. And Let's try the connected only and linear of the All right. I will select that shift Etch and GZ. Also, we don't use that shift Etch and again GZ. We can do that. And again, select bones I want to move that to be here. I move that to be here so that I can Add loop cut here. So let's try. That's fine. But maybe we want to add some edges here. So let's join and join all these vertices and join. Join and join and join. It looks fine if you'd like, let's try to add love cut here, another loaf cut here, and another loop cut here. It looks fine. If you want it to be more sharp, you can select all this edge and make it sharp and move the Z you can make it more sharp and maybe adding glup cut here, but adding glupe cut here will require to recalculate that to be circle. And another time, let's alo the scale, select and recalculate normals and make it to be circle and all of that also what happens here. Let's control. Faces. And make it circle. Again, here, make it circle. Ooh. Delete all these pass, start again from scratch. We have here, this one, you can rotate like this and make sure you have it circle again, let's extrude on the X axis scale on x zero, and add here some loop cut. And that's fine. Select all under shifting. To be honest I don't like this sharp edge. So I I will revert to the Alright. So I make it circle and some at air. So feel free to add this sharp edge as you'd like. You can let's lower You can use bullying as you'd like. But this is on method. And of course, if it's called the sync right, so we can add the mirror based on this base or middle, I will call it middle And what about the dimensions? I think the dimensions, it looks fine, but we can scale based on that, maybe 1.2, scale 1.2. That's fine. And that's it. So in the next video, we will see how we can add the materials for this model. 3. Adding materials & Variations: All right. So this is the second Dyson, and today we're going to see how how we can add materials and how we can export it to be sprayed on inosit. So as you can see, we have here some sharp edges. I will select this edge and on the front of you select all and deselect this bird. I maybe also deselect this bird and debris Control A, and set flow. The same thing here, I will select all of that and set flow. So it's now much better. And on all xs, it's fine. That's amazing. You can strict all of that and debris space. Amazing. That's fine. That's fine. Alright, let's see adding materials. It will be gold. So I will add gold here. It will be metallic. Roughness be p two, five maybe. And we have here some bump how we can make the bomb. So I will make it to be here to see a few words. And here I will say it will be shed ator and you can as the noise teat noise texture, Control T, and let's add color ramp, add here this one. So let's see what we get. And I stretch on the X maybe 20, not on the X, but on the Y, maybe 25 and rotate 90, rotate 90, maybe here. We want it to be rotated. Such as this, I may be here, and 50 maybe 100. All right. And after that, we will make it here the black to be such as this, and here some grey. And let's see what the bump now and the same thing here, color to height and normal to normal. Let's see what we will get All right. Let's prize F TD and blog here it to the roughness and strength me 1.2. All right. And the gold FED 1700, I think, FED A search for the gold, and I think the gold will be let's try something like this. Saturation saturation, something like this. And for the bomb, it's too high, maybe 0.1 All right. So we made the gold and the risk control link materials. So we have the materials and let's move it to collection gold model, and duplicate collection. Black model. And we should apply some Smart UV. So let's see how we can export it tour. I will go to Vator. Of course, you can start adding some loop cuts. But the first method, let's try the Smart UV project. For this one at some margin. That's it. And for this one, I will add loop cut here. Sorry for that. Control E mark them, another loop cut here, the Control E, mark them, and here on the back, Control E mark them. Select all and U unreb. That's fine. You can rotate 45. And using UV squares, you can square or grade by shape or to square. To grade or 90 degrees, scale scale on X, of to be here, scale on X, and of to be here. So that's it. All right. I think it should have some gold such as this. So this is the gold, and this is the black. I will delete this black because it doesn't have UVs. So that has some UVs or right. So we have made the UVs for the black. So this UV has some UV and this also have some UV. So I will delete or move it to trash so this is gold. We let's make the variation for black duplicate collection. Make it black. And it has some movies also. And let's add one variation which is silver. All right. For the gold it's done. For the black, let's maybe delete all of that and we don't need the trash, of course. Black oh black material. So it will be black here and the roughness B bond maybe bon three, five, and the same thing here. Control L link material. This is a variation for the black. I'll make it bunt four and make it black such as this. And for the silver, we make it silver so silver and it will be all white. And in the setter, let's make a 0.2. And such as this. And the scale maybe for this one. The same thing in the problem. And it will be control link materials, and that's it. All right. And also, it has UVs and so on. So let's see how we can export. Let's try the gold, of course. And the same will be applied to all. So I will so this is the mean. It's middle one. And this is called Sync Right. First, I will explain how you can use the addon. Of course, it will be much simpler. But, of course, in some bonus video, I will show you how you can do it the manual method. We will use BBR and object, I will select boss and Ed. Bike will diffuse roughness and metallic. Special no problem. I will make I will export at two K and save as one KEbort Bak and I exort to this folder. I will name it tickethars If you want to export 16 with no problem, let's make a GBEG DBNg has 16. Let's try GBEG. A UV setting the same UVs. Cobi Objqs and A big, this is fine. We don't have chinam and I will use CBU. If you use GBU we have some problems. And after that, you can save and export in the foreground or background. Background, if you would like to use Blender and continue modeling, foreground is too big now. So let's try to big. This is the first one that we will be. And you should wait a few minutes until it completes the baking. As I mentioned in some bonus videos, I will explain how you can export and how you can use the manual method of baking, how you can be color metallic, and so on. Alright, so it has been finished in the biking, and if you notice we have this model, which you can upload to the web and we have this symble Bx Bix. So as we take this option, which is here, Coby Objects and Bx, hide source object. So we have the source which is here. If you breathe Otage, this is the source, and this is the model that you can upload online. If you go here, you can see the three shaders. A normal, let's see, roughness metallic. We didn't export the normal. So this is our So we didn't export the normal. You come again, you can export to the normal or the bump as you'd like. So let's export to the normal. Again, I will call it old big and again, gold metal, select all both. And again, you can, as you have mentioned, bomb or normal and take the normal and of course, here, and the normal here and let's see again, take a chars one. Of course, save the wick, and again, let's export wick. 4. Exporting for the web: Hello, welcome. So let's see how we can. Of course, it has incompleted the model, the baking. And now you can select all the move here. We have here the big and fibrous outage. This is the original and this is the big. We will had it and I will see how you can export. I will use GLATF and we will use GLB binary selected objects. And for the mesh, you can bl the fires, and for the material, make it 100. We don't have any animations yet, and we will export gold version. And GLB, of course, it will have all materials, and you can export GLB. After that, as a result of online viewers who have this babel on GLTF and you should upload your file, click this button and upload. So I will upload this gold version. It's a three me goods. And we have some problems, as you can see, these problems happens because let's check the normals. We don't have any issues. So let's test on another website. I'll choose this file again and let's see what we have. It looks fine, but let's's be I think the problem, this problem happens, I will show you what why that happens. So we should do some setting. In IV, choose the material and in the setting, make the render engine to be eV. And in the setting for each material, make it opaque and opaque. This one also. Again, opaq and opic. So I'll exort again New the same setting, select objects and New and ex exhort. Let's go back I reload. Let's see. So this is the version, and let's reload. Sorry for that. It's new and it's working as we expect. So make sure in the IV setting, you make the material to be opaque, not transparent. And as you can see, this is the gold virgin. So your homework is to export the silver and the black the same setting. I hope you like this video, see you in the next exercise. 5. Second Chapter (Hard drive):Modeling the case: Hello, avon.com. You are now making models for job, and you want to make this external hard drive from Samsung and we will make four variations, the same model, but different colors, it's very simple. So let's get started. So I'm using Varian 3.6. Feel free to using the latest version which is 4.2. And here, I'm going to enable the screen cascade. So everything I brise you will find here and you can make some adjustment, and here is the Alina, but I will drag this to be the image viewer or image editor. And after that, let me open the reference. And we have I will open this image. So in the in the scene, we will work with centimeter, and I will add an Elaine. This will be our guide. So it's now in the dimensioned tab, it's in X 200, but I will say it will be only ten centimeter, and the height may be two. Let's zoom, maybe the height maybe 1.8 or 1.5. So this is our guide, and you can enable here the selection filter and disable it. I will go to the zone collection and start by adding a circle. I will put the cursor to be here. And I will add circle. This circle will be maybe 16 or 12 as you'd like. I have chosen 16, so you can rotate and move, select all of these bontes and after that, add the error modifier based on the guide. So I select this and extrude in x. That's fine. And let's add two loop cut here, maybe three. We have one, two, one, two, three. So we have three here and three here. And this one will be extruded. Through the scale Z and scale on X. And after that, we can move that to in the X, and we have here. We must move it to be here, maybe. And I will add loop cut and move it to be here and another loop cut and move it to be here. And we want it to be curve. So you may add circle maybe ten or let's say 12, and the scale 11 or it around X, 90 degrees. And after that scale 0.1 maybe disabled cleaving, and this is stringe. So I will add a circle and say it will be one and radiate around X and move to be here. Scale Z may be like this. Delete this part and delete also join these two vertex and join these two vertex. We have this detail, and now we can settle on the Z to the same distance and move that to be here. That's fine. Now we can duplicate and move to maybe Tim folder or rash. And after that, we can extra on the X using the cleaving, shift is course selected, and now we can delete all of these baties. Now, feel free to use Z. And let's say set or to the sit cursor and based on the guide oblatee the rotation. That's fine. If you oblize the rotation for the guide, you should activate the Z. As you'd like, let's able the section for the guide, and after that, activate the Z. That's fine. So we have now the cross section. We have now the cross section for the Samsung drive and we don't need this vertex anymore. So you can scale on the if you'd like. And after that, we can extrude on Y maybe 12 or 14, maybe 14. And we can add now the solidify, apply the scale and add this to be 1.2 maybe and loop cut here and another loop cut here. And you can hide the guide now, and maybe but two centimeter, and electrole shift in. And for that, it's I think we don't need that anymore. So can choose even sickness. And after that, maybe 0.15. And I will add a few loop cuts here, few lop cuts here and some few lop cuts here. And the other few loop cuts here. Maybe one loop cut here, another loop cut here. You get the point. You can select all of that and scale on the eggs based on bonding books and that's it. So this is the case. You can call it the Ks. And after that, we shifted on Y. And and let's extrude on the Z. We don't need to anymore. I will go here. So we model the case, but we want to model this word. So it's very simple. Select some point such as this, and fill here also, you can fill, and you need here two loop cuts. You can fill. And what else you can here also, select all of that and exc on the Z. And after that, I think we require here to loop cuts on two. So we fill a few loop cuts here, and here we require two loop cuts. So I will fill this space based on that. And of course, here we can also extrude based on that. And here we coin one, two, three, four vertex. So a few looks here and we filled that so one, two, three, so we can extrude on the X. We require two loops here and that's it. So we modeled maybe you can call it the screen, maybe screen. And now we have the screen, you can go to this edge. And of course, we will scale or you can make it offset to be here. As you like. If you find it too much, you can move it to here. So this screen also you can based on this, you can scale, of course, as you'd like, if you want to do scale, no problem. And you can add also the mirror mirror, another mirror here. But because we have here the C and some connections I will shift TD on Y and move to be here to the edge and here it will be some inset such as this. Amazing. Why is all these elements because it's rugged. This Samsung model advertised as it's rugged. So we have modeled the case on the screen. So in the next video, we will see how you can at the USBC connection at this light for connection when you connect it to the BC and Samsung blue here. I hope you like this video seems tutorial. 6. Adding details (full hd): You are now making models for Zoe. And here is the second video in our training workshop. Today, I'm going to see how we can complete and finishing for the Samsung external hard drive, and we will continue by adding materials. Let's continue. I will select the screen on the front and select this board after that, you can choose these faces and extrude. But let's circle the circle 12 and rods of 0.2 maybe or 0.5 and rotate around the X 90 degrees, and it should be in the center. So it should be in the center here. So selection to cursor and scale down, then I will delete all these ties and move in the direction, and I will choose the mirror based on that and select all and I think we should extrude here. This is fine. And I think I'll fill this word and add this cuts here. Then fill a few times. Then I will move on the direction and extrude time and extrude. You can now call it cutter, if you'd like and check this one and select the Bullion difference, of course, and choose a cutter. If you hide this, you will see that you have here some cutter. This is one option. So let's see what about the other option. So if I apply all I will add another version here and apply or let's see them. I think we don't think solen now. We can apply or let's add Soldian surface, but I will add only one Soldian surface. After Zemer Let's see move to first. Or maybe here. And a visual geometry to mesh. Right. This is your method. I select all the border. To be honest, I don't rely on the or a cut the wooden on fire. I don't like the booing because this message that you should fix yourself later. But in advance with you, I will show you the correct method. So let's try to let's see see if we have all the connections. Yes, we have the connections, and I will stroud on the oi, maybe to here and maybe fill. And after that, you add inset, inset, and the scale. That's fine. And add smooth and after that, make the smooth at smooth. Amazing. And here, duplicate on the oil and third the selection. And after that, move on the oi and extrude on Oi, maybe to be here and you can enable random and the cavity. And this one I will add here, solidify. Once centimeter is too much, maybe 1 millimeter. Apply the scale and leave it to be here. You can, of course, add the vil 3.1. All right. And LCBC we should have some this inner middle in the middle. So you can simply add blan or cube. So let's add a cube and the scale. It's not in the center, so I will make the cursory and add again the cube and it will be here. And the scale on the X may be to this area, and the scale on the Z, and the scale on OI maybe five and move to be here, scale on Z, and add the Bivil maybe here five and here one, and here 0.3 0.1, maybe 0.2, and that's it. And here, of course, we have this bird. So I will select one point here and there is a bls and let these faces, select this word and move to add loop to circle to convert to a circle. And after that, reverse E on Y, and scale going to one after that fill, so we can join these two words. That's a fine. And I will duplicate on the oil. And this will be the gloss, select oil and the fill and I think, let's see. I think we require more bunts to make it smooth. Let's see, see. If we add one level of subdivision to such as this, and after that edge spit, I think it will not work. So I will come back and We can use the bulling, of course. Let's see scale on the Z. Loop tools. It's now much smooth teeth to be here and ErdYErd on Y. And extrude scale. It's much noicer. And I will scale that to be here. So this is the glass. Of course, I will add the glass material. Here, I will add the glass, and it will be the same or maybe 1.49 and clear. This one will be plastic, black plastic, black here. Roughness boot 35. And this one will be metal. This one will be also black, plastic, and this one be also metal. So this is a chrome. I will make it maybe gray, metal to be one, roughness point to one. Let's see our materials. And here it will be blues blue as. I will choose a blue here. Dark blue maybe. And for the metal, it will be metallic. Not not such metallic and roughness maybe 0.4 0.4 maybe. And metallic maybe 0.5. So let's go for the shading. We require the noise. Control T maybe for object and I require bump. But let's say scale of 200 or 15000. And we require, of course, color Ramp. I'll add Coram here. Detail maybe it and of our car Rum be to be here. And This is our noise and 200 maybe too low, 1,700 generated, let's see. Close scale or less 900 and All right. This will be the bump, and we will move the normal to the normal, and the color to is white. After a few seconds, you'll see it and it's out, we require it to be in maybe 1.15. We require it to be more so that will be fine. And more or less. Amazing. The same thing for the most grave tepature color ramp, we require to add some roughness. So the same thing here. 100 and maybe 500. Black is too shiny, so we say maybe this one and white maybe this one. It should not be so rough. Let's make it more black. And the same will be good to the roughness. Amazing. And maybe but one. And for the block, it will be maybe 1,000. So that's it for the moding stage. We don't need it anymore. If you want to use image texture, feel free to use the image texture, and that's it. And of course, this will be black plastic. Or you can make it the same blue key. If you like or another white, maybe like maybe blue but dark blue. Anyway, we designed it. We must now add Samsung gluco here. Simply add an avelne and put it here, scale on gg. Let the move maybe here. And it will be logo, Samsung. Select all and unwrap. In the next video, I will show you how you can add the remaining materials and how you can export it for using the SGLTF. 7. Uv unwrapping: Hello, everyone welcome. Here is Kamel and today I want to see how we can export our Samsung Excel Hadrive and we will make multiple variations. Before we start, we should finalize our zone and as a logo, we will addhe an image and let's do this at this image, and I will be you Rb, and after that, we can rotate and move to be here and move to be here. That's fine. I will go to the shader editor, and in the repeat, it will be Cleb and make sure you have Alpha to the Alpha, and you want it to be white, so I will make it white and roughness to be 03. And after that, I would rotate 180 around set or into geometry and rotate 180 or Z 180. Then we can breathe here, shrink crab. Let's try and offset of zero point oh oh one point oh oh 11. So point oh oh two another time. Let's try 0.1. Maybe 0.015 that's fine. Okay, so we have here the logo, and after that can apply and let's add the materials. We will here go to the setting and make so we can switch to IV for moment. And in the IV setting, we'll say it will be Alpha maybe Alpha clip and Alpha blend here. It will be the same. So that's fine and amazing. That's fine. So we will unwrap. So for that, I'll select O and the Smart UV project. And here, I will mirror. So we have mirror. So we can select all these elements and apply. Then I will add new file. So let's say, Samsung Drive materials. And after that, I will apply, and you can select to marksm and select this edge to marksme and maybe select this edge and this edge and this edge oh select all and unwrap. You unwrap. Make sure you apply the scale, you unwrap, let's see what we have. But this circle, we should Let's try mark a seam and unwrap. Just fine. Here we are. We unwrap the one and we have this unrabbedT one can be one object. So we have here black and chrome, so it can be one object, and this also and this also to be one object. Let's see, we have here and we have here. So it will be one object, and this is the body, and this also can be one object. But I will unwrap again to see what we have. So that's fine, but I will unwrap and add some margin, maybe 0.02. And here also, I select Oil and the Smart UV project at some merge. So unwrapped all of these items, we have the body. This is called the case or the body, and you have here the side maybe called the side. And this also will be after applying oil, it will be UV and maybe side the let's see our materials. So this one, I will make it black and and for the noise, maybe I will not add noise yet. That's fine. So we have side by side. What is the glass? We forget the glass here, and we forget the elements. So this will be here and again, unwrap. Don't worry about that. So we will unwrap that. That's fine. Here we are. We have here the case, we have the side, and we have this one. So let's make another variation. So this is called blue Virgin. And this will be very important. I will duplicate this version and maybe call this red version or green version. This will be here. And another variation duplicate collection may be orange, orange version. And this orange version will be here. So it will be a green, red, blue and orange will be here. And this will be may be green, such as this. So we have three versions, and we don't need any of that. So we can move it to the timber folder or the trash. We don't need that anymore. So we have three variations, and I think we are now ready. And also, we don't need it. So we will export first is the blue. So's you see, we have all unreb. So I will choose I will go to cycles and CBU. And after that, you can choose a regular Back I will make Bonazdi for the regular break, but now I will use the same back addon Make sure you have CBU symble back and it should appear here. Yes. We have to select all of these objectives. We have, I think three. So big objects add we have three, and we will choose BBR, diffuse roughness and the metallic W metalness. We don't need any of that. Take a short we will bake two K. And that will be okay. And after that export big, we will say here Samsung Samsung. And it will be geno problem and one thing important, which is copy objects and obliges, which is very, very important. And the Batchbik it will be a blue. And CBU let's apply Nau Big. So I will save and ablazwk. Okay, for the gloss, let's say we don't have we don't have the principle. So I will say we have here principle SDF, and transformation will be one and roughness zero and roughness 00. It will be the same, it will be gloss and or maybe 1.4. I, let's apply the big. Let's see if we have any problems. Let's see. So it's now baking. And after a few minutes or maybe a few seconds, a few hours, depends on the quality of your mesh and depends on the setting you are using. I use the two to be baked first, and I will pose the video and come back after a few minutes. So after a few minutes, it will display this message, it's completed. So we're okay. And if you go here to the time liner, you will see this this model, it's weak. And I think we don't need this to be like this. Let's see. This should be this should be in the EV section. I will separate and not subdiesion, but that will be here of a blend. Okay. We forget to export SB&G. We'll fix that, but the rest is fine. So this is called the log. We can call it Log and if we go here, you will see that we have here the energy and we can aploe Alpha here. So it has been exported as white. But the rest is fine. And here also the glass. We have a verbal mode extorting gloss. So for this one only, I'll fix that in the next video. And also, we 8. exporting as gltf: All right. So here we are, we have here the ex the logo. I will the problem was UV and rabbing so I separate the logo, but we don't need that. And after that, I will only remove I will clear that and but only the logo and diffuse, we will say Alpha, and we need only diffuse and Alpha, maybe diffuse and Alpha. And after that, we can now export as transparent. Let's see transparent ground and after it I will be So I will video and come back after a few minutes. So it's completed the baking here. We have the blue virgin baked and all baked here. We can see basically the obesity and transparent texture. You may face a problem with that NGLB but we will test you export SGLB and it will be the first binary, including selected objects, and the data in the material have 100 for the teatures you can in the geometry also match umbelfers and brise export. All right, so I expect this problem. As you can see, we have this problem, and it exorted correctly, but we have this problem. So how we can fix it, I will come back to the blender. And for this one, it will all be opaque. And for this one, the side back, it will be opaque also. And this side also will be opaque and we will export again, select O and exbortGLEB. Same setting, but test two and Eibort. And after that, I will come here and try this one. And as you can see, it's perfectly exorted and all is fine. Everything is fine. For this one for this gloss, and this gloss, it will be we should bake first and sever it as one object and make the same as the logo. And then exiort as one material and 11 texture, but you can delete this gloss we don't need I am very glad with this final result. You can do the same for other colors such as green or orange. And the same So here, you can select all and mark in a blue or in blender itself in the symbol big When you be here at a blue, then a green at each folder. And if you have any questions, that's it for this listen and for this application, second exercise. If you have any question, just to contact or leave the question in the questions the question thanks for joining me in this class in the tutorial. 9. Sunglasses: Model the frame: I love loco, souls continue our workshop. And in this third example in this third exercise, the third chapter, we will make the sunglasses, and we will see how we can export for the web, as you can see the glass you can export because SG LTF, we have some problems with a gloss, so I will show you how you can fix this gloss and how you can export. And this is very easy example. And this is here also sandbox viewer from biblon dots, and that's it for this lesson. So let's go to Blender and see how we can achieve this result. Of course, this is the final render. We don't need render because we want to sort it for the for CD configurator. Maybe customer want multiple variations for one sunglass. Maybe our client is selling sunglasses. He is selling black, white and gold and mini variations. So we will add accessories at Logo, here different type pfizer of this glass. So let's start by going into a new file. So first three, I will add the reference. Here, we have background And I will embark this as a front. You can call it reference. And in the obsity here, we will make 8.6 or 0.7. That's fine. If you have time, you can go to Fuchub and declare make it transparent B Energy, that will be easier for us, but no problem. And this is right view that's fine. So this is runs right. And in the design, here we will add a cube and scale on the X. After that, I will go for here. So this is our guide. We will delete it in a moot because we want because these images are not cadrng so you want to make it snap perfectly, and we will make sure that height is the same and all dimensions is the same, so that when we trace it become perfect. And after that, we will select the front and move to the direction maybe to be here. We want to the right to be the lift exactly. And what about the height? We want it to be here? That's fine. And for that, let's see. So this is our goite and this is the most high point which is here. And for the right, we want the same. But it's perspective. So let's say this is the midpoint for the height. So we can scale the right based on the cursor, we can scale on this direction. That's fine. And we can move our guide to trash collection. And after that, I will start modeling. I'm in the D collection, and you can look this so that you don't move to any other place. That's fine. I recommend to add an MBT here and call it EM center so that we can add because the sunglass is mirrored, so that we can add the left to be the same as the right, and I will put a blane I will add a plane, rotate X 90 degrees, move the blane here. And after that add mirror the mirror will be based on this cube or the M center because the same share the same location. And after that, you should start the model. We can start from here and I will start from here. Embrace Control W to subdivide and we are adding here some loop cuts Alts trace our shape because we need loop cut, so let's trice as we exhibit And after that, we re also the same here. Using Control and click, I activate the screencast key. Everything I should be find here, and I will move to be another location, maybe move to be here. Here, maybe. Fine. I forgot to enable the screen cast key. That's fine. And I will fill all of these bunts and fill all of that. Then we can extrude on the eggs. Make sure that you have the cleaving to be activated, and we can fill that. And to be here, maybe cut here and fill. So what is the atoms that you should activate? I have explained that previously, and you should activate here in the adds three atoms you must activate. I'm using 3.6, feel free to use four. No problem. Make sure you have to be activated. Sorry for that I two. And make sure you have the loop tools we may use later and make sure that you have the drangular to be activated. The atoms, you must have activated in your scene, and we can add three loops. Now, let us fill. Let's fill that. And of course, I will fill to here and maybe add loop cut here and fill again again, we can two loops here. Select all numbers shift in. That's it. We modeled this watch, and I think we need here some loop. Maybe here. That's fine. And we may look peers that point? All right. After that, we are sin of two. We can add now the deform same bill deform and bend around the Z to around the EM center. We require it to bend such as this. Let's see, it's bend but we need angle to be around 30. Maybe here. And when it bend, we can scale X such as this, scale X 1.02 and bend maybe 45 based on this EM center. And that's fine for us. So we can move on the Oyu as this. I feel free to add the submarine surface. I will add here the notch which is here for any ch. We have as usual, this notch for the nose. It's not found in the renal design, so you can skip. I don't think it found so it's dissolve for now. And I will add solidify solidify of around 0.05 and after that, I can apply the symbl deform. Let's apply first the mirror. Uplo is a semble deform. Olo is solidify. Let's see. We can scale again on the x axis to be here. And of course we need a loop cut here and another loop cut here and one loop cut here. You can add solu surface finery after the certify and then make sure you have it to be smooth. After that, we can duplicate that and separate this is the frame, and this is the handle, which we will design now. So for this lesson and the next video we will see how we can design the handle and add all of the 10. Modeling the handle: Hello, welcome, Mary Kamel. And today, I'm going to design or make the handle. Basically, I would like to move the reference of the right to be here. We get the dimensions, but we want to design the handle. So it will stop maybe here. I will extrude to this area. You can disable and scale on the Z based on the wondering books and exit road again, scale on the Z, and ext road here and scale on the Z. And the rotate such as this. And again, here and scale. So we want this to be sharp and this also maybe sharp or scale based on the active element. Such as this, that's fine and sulfur. Only this board scale on the Z, such as this, and the rest is the same. That's a fine and I will mirror based on the EM center. I will add the til later, but let's make sure that everything is fine. I'll make it smooth. And for this bord let's see. I will scale this element and maybe move here. And after that and after that, I will select all and activate not selecting all but selecting the edge here and activate this activate the evolution eating. And we have this curve. We have the curve such as this. So let's make I will move the X and rotate around the Z, maybe rotate around the Z, maybe 25 or 30. So we have this fine. Redesign it. For this one, I will make a 0.02, a point 0.8, and this one may be the same point oh five. And for the gloss, select that and by selection. After that, I will call the gloss and select and you can fill and inset but as you can see, this isn't smooth. So I will go to the cal mode, deactivate all. I maybe selecting one of these fill and fill a few times. We have here one, two, three, and we need to fill time and add three. And after that, we fill like this and we fill like this. And I will make it even space, even space and time here even space. Also here even space, select and will shift Ren Even space. And after that, we can select maybe that movable Zi. Let's activate all of that again for the solidify, we may add it to be bond 05 and shed smooth. I will move on the oi select the outer edge. And after that, acrece scale based on the bond in the books and scale out such as this. That's it for the gloss. It looks fine. And I will add mirror for the glass, it will be mirrored based on the EM center, which is in the origin of the Olet here. That's it. For now, I will add I will apply the solidify. Let's apply the solidify and we add here loop cut here and the loop cut here. In the inner, we add loop cut here only, maybe add one here, and that will help us to move in the right direction. We want here an even space. That's fine. Amazing. So for the frame, I think we want it to be here. So I want to be even space also, so that it will not sharp. Let's see what we have here. All right. So in the face orientation, make sure that all is blue. You don't have any red. So if you have any red, select all the shift in to recalculate normals. That's fine. So if you have red, you can recalculate by using shift in. But next. So you can add details here, the screws and so on. Let's see if we have some detail, right. So we have this detail. I will find the reference for that and add later, but let's make the materials now. 11. Model the hinge: Alright, so let's add the tails here. You can skip this word. But let's see how we can achieve that. And we can select this word. We can select this word and rotate. Let's see. I will scale on the X and scale on Y zero and move to be here. Maybe like this. If I want to move more, no problem. No problem. And I will add L cat here, maybe. And after that, let's move that on the direction to be here. And after that, can it flow. I found this will be fine if we live here. And here we will di I think I will add circle maybe 24 and scale down selectable and scale after Z. Maybe delete this word and extrude the X, scale X zero, select this word and after Z M. I think we will extrude like this. And I will add one here, another time one here and scale on the Z, select and will shift in. So we add some loop cuts here. I will scale it maybe 0.7 and then move to be here All right, so I move it to be here. And after that, we can circle I will add the circle to B lobul. I think we can add it maybe 16 or 12. And extrude on Y scale Y zero. And based on we want to add some details. So scale on the X xs. And after that, I think, feel free to add the des as you'd like, find the reference and details as you would like. And add here Soln surface, scale shift Z, and we will add here, of course, the bolt, but on the Z to this element. Okay. I will move it to be here and move it to be here. That's fine. Then I will add here and bolt. This bolt will has reliance of maybe eight and scale like this. H. So this is on element. All right, so I think we are now done for this modeling. We will see how we can now add the materials. And you can select this board and the scale that build on the abandoned books and move to be closer here. All right. That's it. You can add you select one word and mirror based on the EM center. And select and select A and Copy the AM center. This one also will be based on center or based on this word. Let's see if we can make based on this word We must have right. We have the sunglass itself. So I will separate and make it to be mirrored. Move to first, based on the MCen we are now done and have complete sunglasses and I will select all of that and move here and move to another collection called a detailed hinge that's it. In the video, I will show you how you can add materials. Thanks for rushing. 12. Add materials: So now we will add materials. Here I will add the gold. The gold may have FFD 700 and metallic will be one, roughness maybe 0.35 and make it a little bit orange and all will share the same gold. This one will be black. Black, maybe black plastic. And here we have So we can go to IV and the right, the IV or the CV and in the left, we have the shed erator. I'll sect here the plastic or the black color, roughness maybe 0.4. So let's noise teperature Control T. It will be generated, and we will add color RAM, color to the roughness and factor to factor. Okay. Let's add the scale to be 25 and apply the scale. The detail will be 12 and roughness to be such as this. And after that, we can choose object. And after that, we can add another mix color, lighting, and a must grave height will be here and vector. Bing four. Let's see what we have about Musgrave or you'll choose multi. And now scale will be 30 detail 15 and we have this So this is the final. Again, we will add another layer, lighten again and must grave. I connect the vector to Vctor then to be here. This time, it will be FBM, and colorm We want to see the scrive. That's fine. We can invert All right. So this is the roughness and whether we can add here the color ramp. This black will be here and the white will be here. And we have this to be black. Again, the same concept will be for the bump, normal, but we will connect this to height and another color ramp strens maybe 0.2. Let's see. Alright, for the noise, it's too much. So distance I will make it 0.1. Sort 0.1 and distance 0.1 maybe because nothing is perfect. Really I don't like the roughness, and I will make it plastic. And for the plastic, it will be like this. And this also will be the same plastic. And this will be ZalosF Za gloss, it will be different. I'll call it design one, maybe one. And for the glass, I will if you used regular glass, it will not be shown. And I will test that now. So if you want to render on blender cycles, it will work. But for sorting for Zub it will not work. It will be blew out background, and that's it for now. So to recap this value, we add roughness and normal map. For exporting ag latif we require normal roughness. And if you want to add metallic, no problem. But basically, we require Bins will be diff and normal and roughness. So I will select all all of that here and export as GLTFFt one binary coldest objectives in the data mesh aplomentofirs, add materials, it will be 100, and I will call it web one. We Export, and after a few minutes, I will go to the viewer. So I will choose file, which is one. And as you can see, we have this blastic blin and it's not metallic. So how we can solve that? We will solve the class and we will solve the blastic and what we will make in the next video. If you use Babylon also, I think we have this so nothing fancy, we should make our texture before using the viewer. Thanks for rushing this class, S in the next video. 13. Export as gltf: Hello, Vern welcome. This may be the final video in our class and to see how we can fix the problems that we have, especially the glass, and also we will see how we can make our materials. So basically, I will select this gloss. Firstly, we have one material of the gloss that you should import. I will live in the source files for this class. I will select this three G Ltive compatible glass, select this file after you download and go to material and breathe gloss. Then just but as like this, so you have solved the gloss. What next? So you must make your tickertures. So we have here a lot of items. And basically, I will apply all maybe solium surface. So I will apply and select all SMRTUVPject. This one also apply the mirror. And select Smart UV project. After that we have we must UV unwrap that, and let's see what all of these element is. Select O and U SMRTUV project. This is phasorsid and we have one variation. I will duplicate and check if we have another variation. This one may be white and this will be the same white. Oh and this plastic. All right. So I will go here two cycles, and I'm using semble big add on. So setting a brist we don't have brist, but I will select add these two frame and handle, BBR, we want to diffuse and we want roughness normal. That's it. And this special bix we want it to be two K downsize to one K and setting Eb Bx, I think we will use here BG, and maybe use GBG and UV setting, that's it. For other setting, it will be CBU Coby Objects and apply Bx and Bach name Black. A black and DMB subfolder object. That's fine. CBU, and we are now ready to bag. It will take a few minutes, I think, so I bus the video and come back after a few minutes. All right. So it's finish the baking and we have here the Exbort and aplod. So I will select the boss and Exbort again. Don't forget to add All right. So how we can export that? We exbin that many times before. Select all. Make sure you see the big items. And let's see if we can exbort as GLTF here. So I will call it web two selected objects and data mesh, and here in the material, Exbort automatic. And after that, we have Web two here. And as you can see, it's very, very better than the one because we backed the teature as you can see, we back the normal and all items. One thing that we should fix. You can go here and see that we have here hidden and how we can fix this problem. So if we go here to the IV and go to the material here and make opaque because it's not glass and here also the same. So the secrets, you will No, but you should try you should search or viral and error. Again, select all and Exbort GLTF Web three, GLIB, the same setting as before. And after that, you can Eibort. Let's again re select Web three, and here we have our final sunglasses. Other time we forget to add the detail the detail and we forget to add it to our export. So Chef DD or duplicate collection. Again, select O and EbortLB with four and select four. The size here is around seven megawatt. If it's smaller than 15 megawatts, so it's accept. So we can accept that. As you can see, we have here our final sunglasses. To be honest, I like this project. And you can finish this class now and move to the homework in the next. Thanks for watching this class. 14. Homework: So as usual, there is a close break. So go down to the brick section and after that download the homework file, which is compressed, of course. And pick one product and do it from scratch. Do your best to visual it and upload to the online viewer. And if you have any problem or you face issue, don't hesitate to contact me. After that, submit a project with the final image, and that's it. I will you and I will leave feedback for you as soon as possible. Thanks for watching this class. See you another workshop. 15. What next ??: Thanks a lot for rushing this class. I have a lot of courses on skill share about three D and product design. I have a course about furniture design and course about your design and course about the advanced premium modeling of products. Then here is also blender for designers and also blender for designers. These are a lot of highly quality courses that will take your three D modeling skills and blender skills to the next level. You can find me on Instagram or Twitter at Camel Autonomy. See you another workshop.