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.