Transcripts
1. Introduction to Class: Hello, guys, and welcome to creating a bathroom
environment in Blender, where you will learn how to build a fully detailed bathroom interior completely from start to finish just using blender. With over 5 hours of
information packed content, we will create the complete bathroom environment
you see in the trailer. All the resource
files used would be provided with the
cores like the HGRI, textures, reference images,
blender files, everything. We will cover the
entire process together step by step from lockout
and modeling all the way, texturing, lighting,
wendling and final polish. We will begin by modeling
the main assets like toilet, walls, floors, doors,
mirrors, and windows. Then we will move on to creating all the essential bathroom props like a sink, bathtub, et cetera. Next, we will dive into
texturing where we will build a wide range of materials
like ceramic tiles, glass, metal, wood,
marble, et cetera, all designed to give the space a clean styliso Once all
the assets are in place, we will light the seam to create a soft natural indoor
lighting setup using HDRIs and area lights. We will also be creating various lighting variations
for our environment. In the final section, we
will move into rendering and post processing using
bladrs built in compositor, and Photoshop to enhance
our final renders. We will apply effects like
glare, color grading, subtle overlays, and render multiple camera angles to
create portfolio ready shots. Whether you are a
beginner looking to improve your
environment art skills or experienced pnder user wanting to expand
your portfolio, this class will guide
you through creating a polished touristic bathroom
scene from start to finish. So I hope to see you
there, guys. Thank you.
2. Modelling the Tap: Hello, I'm welcome, guys. So in this lecture, we will be learning to model using
reference images. So basically, if you remember right at the start
of the course, we learned about how there are different
orthographic views. So if you press one, that is the front view, the
right side view, top view, you can see
right over here as well, the different views
that are written. So yeah, we will set up these reference
images in the front view and the side view
and then try to create a model out using
those reference images. This type of workflow is really helpful as it will
help us to, like, exactly follow the model using the reference
images and give us, proper measurements, as well
as proper form and shape. So now if you go over here in the course files in
the images folder, you will find these
four reference images. These are for two different tabs or faucets that we
will be creating. Basically why I chose this type of model is because
at the end of this course, we will be creating
a final environment that would be the
project for this course, where we will be using all
the concepts and techniques that we have learned and put that all into a
single environment. And we will be creating like
a bathroom environment. So that's why I have chosen
these faucets so that whatever we create right now can be used later on as well. And basically, that
will help us as we can create these
models right now and we can reuse them later on in our model or sorry,
in our environment. So it's totally up to you whichever one
you want to create, I have two different sets. One is this one. Like
this is the front view, and this is the side view,
I've written as well. So Facet one, this is the
front view and the side view, and this is the like Facet two, side view and the front view. So this one is a little bit
more simpler, as you can see. Basically, all the shapes
are pretty much straight. That's why. So I will show you how we
can create this one, and then you can
try and create the other one on your
own, if you want to. So to start off,
let's see how we can set up these
images into blender. So press A to select everything, and then you can
just press Delete to delete all of these
default objects. And one way is definitely to just drag and
drop them like this. But you will notice when you drag and drop them
like this in blender, they will be added into a
weird angle or whatever the particular or current
angle is at Viewpot. So if I place it like this, and then I try to
drag and drop it, it will align itself
with the viewport. So what we basically need to do is first let's just press
one for the front view, press Shift A, go
to image reference, and I will quickly head over
to the tutorial directory. And in the images,
I will just select the faucet one underscore
front so that I get this front view reference image perfectly in the
front view aligned. So if I press one, you can see, I can see it properly. What I will do now is I will
just select this press G, then Y and move it backwards. So that over here, we can create our model and we have
a little bit of space. So now press three for
the right side view or the side view, press Shifte. Again, add another
reference image and add it over here. All right. Now press G then X and move
it over here at the back. So pretty simple we
have created like a very simple setup
of our images, and you can press one and three like this to
view them properly. A couple of other things
if you want to do that, you can select this
image go over here in the image object
data properties, and there are a couple
of different settings that might be usable. So let's see. First,
we have the opacity. You can just turn this
on and make the images a little bit transparent
if you want them to have see through
through your model, if Ib shift the add a Q, you can we can see through the image, if you
want to create that. First, let's just I will
just set the opacity to one only because I will just
directly use the Xray mode. Another thing is
that you can enable Show in orthographic
and perspective. Basically, what this means is if I disable perspective
from over here, you will see both the
images have disappeared. But as soon as you press the
one key for the front view, you will see it is appeared back in because I have only
enabled orthographic. So this image is
only being showed in the orthographic view
and this as well, and it is not really visible
in the perspective view. But yeah, we can
just keep it enabled for both of them. It
does not really matter. If you want, you can change
the other settings as well. Other settings are basically
pretty self explanatory. You can change the
source of the image. Basically, it will
change the image itself. And this is the offset. Obviously, this is
the position of the image and the size
and all those things. So let's just move on
to the modeling part. I will select the cube. And first, let's start by
aligning the reference image. So what I mean by that is, let's say if I press one
and just delete this cube, press Shift A, and
let's add a cylinder. You will see how easy it is to create things using
reference images. Just enable Xray now and we
can see through the image. We can see the image
through our model. Scale the cylinder down, so
press S to scale it down, press G then Z and let's
create the Base over here. Press S then Z and just scale it up to match with
the reference image. And basically, now what I want
to do is you can see that the cylinder is perfectly matching with the
reference image over here. But five press three, it
is not really matching. So you select this now, the cylinder and
move it over here. Now, you will notice
that whenever you change the position of the
reference image, it will be like skewed. If you like change it over
here in the side view, it will be a little bit
skewed in the front view, if I again, set it
back over here, in the front view, press three, you can see it is
again skewed back. So the proper way to do this is, let's just say I placed it
perfectly in the front view. So now I press three for
the right side view, and now instead of selecting
the cylinder and moving it, I will just select the
complete reference image itself and then press G and
Z and move it downwards. And now you will also notice that the size of
it is not perfect. So instead of scaling
the cylinder down, because if I scale the cylinder down over here, press one again, you will see again it is
skewed in the front side view. So undo this, press three, and instead of scaling
the cylinder down, I will just select
the image and I will increase the
size of the image. So you can see, just increase the size of it and now place it perfectly with the cylinder. And now you will notice, because we didn't really
touch the cylinder, we only moved the image. If I press one now, it is
fitting perfectly over here in the front view and
press three now it is fitting perfectly
in the side view. So we only have to do this
thing once at the start. When we set up both
the reference images, now we don't really
have to touch them, we can now focus on the model completely because now we have perfectly aligned
them and set them up. So let's just start
working on the model. Select it right click and we also have the shade auto smooth. I don't know when I was
starting to work on this course if this
option was enabled. Basically, when you shade
smooth and you go over here and enable auto smooth in
the object data properties, I'm sure I have
discussed this before. But now instead of doing all these steps
like two at a time, you can just right
click and shade hit shade autosmooth and that will basically
enable it for you. So, yeah, that's pretty handy. Let's press one and enable Xray once again and let's create this
part right over here. Press Shift A, or
we can just select this cylinder press Shift
plus D to duplicate it. Press art and type in 90 on a number pad to
rotate it like this. Again, scale it down. Now we can just press tab and
make sure Xray is enabled. And the reason I'm saying
that is whenever you select, let's say, I
deselected everything and select all these vertices. You will see now right
now Xray is not enabled. So only this side of the
vertices is selected. And this can cause issues, so make sure to enable Xray. And now whenever you
select anything, everything will be
selected all throughout. So press G then X and
move it over here. And now select this, press G then X, and move
it somewhere around here. We have this sort
of thing created as well before that press three, and make sure it is fitting perfectly over here
in the side view. And as you can see, it
is press one once again, press tab, press Control R to add a edge loop and add one edge loop over
here like this. Then press Control R and add a edge loop like
this. Very simple. Now, if you remember,
I told you before we start to do any kind of
operations on the model, make sure to press Control
lay and apply the scale, and over here as well, press
Control apply the scale. Press tab over here. Press three for phase select, and you can if you remember, to select this
complete face loop, hold Alt, and click over here. And now you will see we have
to create this like extrude. So the simple way to do this
is just press D plus E, and this will give you
the extrude menu and just select extrude faces along normal and just push this in. It is better to do this in the front view as we
can see it as well. So press Alt plus E, extrude faces along normal, and extrude it till here. Perfect. Let's select
this, go ahead, the modifier section, and
we can add a bevel modifier as well to give it a little
bit of smooth edges. Make sure to apply the scale
and enable harder normals. And let's decrease the bevel
amount. So this is the max. We can keep it till here. I think this is pretty good. I will select this as
well and make sure to add the bevel
to this as well. Enable harder normals and decrease the bevel amount,
something like that. And now, uh Enable
X ray once again. Let's press tab, press one, and select all of
these vertices. And we can see we have this
sort of rounded shape. Now just press Control,
press B to bevel it out, and we can see you can
create this smooth shape. So just bevel it
till here first, and then you can
increase the number of segments to make it smoother. Adjust add as many
segments you want to. Don't add too much because this will be a really small asset, and it won't be
that much visible. So I think this is pretty good. And you can see we
have this shape now. Pretty good. Let's
continue further. Let's create obviously
this part now. So again, reshifte add a
cylinder, scale it down. Make sure to match it
with the reference image, press S then Z and scale it up. Press three, and now move it
over here in the side view, press G then Y and
move it over here. Press tab, select it all, move it up over here
till here somewhere around where we don't have
this curve like thing. So let's see how we
can tackle this curve. So press control it first
and let's apply the scale. So one way to do this is
just select it, press E, and it will come out like this, press R, and you can rotate it. And you can keep
doing it like this. Just keep pressing
E to extrude it, and then press R to
rotate it like this, press G, and place it back. I will just delete
it all and let me show it once again so
that explain better. Select all of these vertices, press E, to extrude them first. Then you can just place
it wherever you want, and then you can hit R to
rotate it and make sure you're doing this
all in the side view only because if you're
doing it in any other view, it will be a little bit
difficult to rotate. But you can just press E over here, place it
wherever you want, press R to rotate it, and then press G to move
it around a little bit. You can also scale it up
a little bit if you want to and if the curve demands it. And this way, we can
create this entirely. And I think personally, it
is not that bad of a method. We can definitely do it
this way if we want to. But let's try doing it a little bit more better way where we don't have to
do this tedious task. Let's try using the spin tool, which we have already discussed. So I will just select it all. Come over here and
select the spin tool, and let's try by
first pressing Shift and using a right click to place it somewhere around
here, obviously. And yeah, press N, if you remember to bring up
this sidebar select tool, and we need to select
the proper axis, and that is the X axis. Select it and let's give
it a nice little spin. Now we have something like this. Open this up and we
can use this Gizmo to kind of better
adjust everything. And you can see we are slowly
but surely fitting it. And I'm just carefully using the gizmo to properly align it. And you can see how
easily we created this complete curve just
using the spin tool. So the spin tool
is pretty handy. We didn't have to do, all those extrusions
and everything, and we have this, like, a nice little extrude
going through. And over here, in this menu, you can play with
all the options like the steps to make it even smoother if you want
to also the angle. If you want to play
around with that, let's type in -90 for now. And for the steps,
I will go back to 12 only we don't
need that much. And let's give it a little
bit of final adjustment, and I think we are good to go. I think we have set it
up pretty perfectly. Now we can just select
this end point or the end edge loop
and just press E and extrude it till here like this. Yeah, perfect. And I
will now select this. Let's give it a little bit of rotation to better
match with the curve, and then hold shift and right click and place
it right over here. And once again, give
it a nice little spin. And now we can again start to
work on the curve of this. So the way we can do this is, let's just decrease
the steps to ten. Sorry. We can decrease the overall angle
of this so that we don't have to extend it till
here because from over here, it is pretty much straight only, so we don't need it till here. Yeah, this feels
pretty good to me now. Let's just select this
side now or sorry, this loop, hold all and
select it completely. Press E, and you
can kind of, like, as you can see, it is
pretty much straight, you can extrude it till here. Now to just make this overall fit a little bit
better, just select it all, press R and just hold
shift so that you can move it slowly and then you can
just rotate it like this. All right, so pretty good. Let's Sable Xray plus F to fill this out, fill out this phase. Right click and
shade Autosmooth. And I think it's
looking pretty good. Let's just add a bevel
modifier to this as well. Make sure to apply the scale and reduce the beviel amount. Enable harder normals.
And obviously, for this tab, you don't need this phase
completely filled out. So just select this
phase and press I to insert the
space out like this, and then you can
press E to extrude it inwards, just like that. And we do get a little bit
of the shading issues, so let's try fixing them. First, you can press
Control R and add edge loop like towards the corners to better fix the
edges over here. And then we can also add a
weighted normal modifier that will basically fix most of your shading issues as you can
see. Now it looks perfect. Enable X ray once again, press Control R. You can
press Control R and add edge loop like this
and you can press E to even it out and press F to flip between the two
different edge loops. I will match it over
here or over here. So you can press Control
R. And yeah, this is good. Place it over here like this. Then we just select all
these faces to press three, hold, select all these faces. I will maybe insert this
a little bit like this, then press T, extrude pass along noble, read something like that. Yeah, I think this looks
pretty good to me. Now we can just finish this up, enable Xray, and just simply press Shift
A, add a cylinder. I'll delete this,
select this verse, press Shift plus S
cursor to select it so that the cursor
is brought over here. Now press Shift A,
add a cylinder, scale this cylinder down. Let's just place it over here. Press then z and z once again to scale it up on
the local axis. You can just press
to scale it up. As a then z and z once again, just fit the reference image. Let's rotate it a
little bit properly, so it fits the reference image. Obviously, there
is no thumb rule to fit the reference
images properly. But yeah, if you do that, it would be just
generally better. Now select it over here,
move it like this. And we don't need to
fit it over here. In the front image,
it is fine like this. I think it looks
pretty good right. And now just hit right
click, shade auto Smooth. And I don't think
we need to fit it over here in the
front view as well. This thing is fine as it is. I think it looks pretty
good either ways. So just click on this
to disable overlays, and I think our tap is, like, turning out
to be pretty good. I will select this and add a bevel modifier
to this as well. And as you can see, the bevel
is not working properly. So make sure to apply
the scale first and now just adjust the bevel. Enable hardened
normals. And yeah, we have basically created our model and we are
pretty good to go. I will select these two
reference images, press M, and move them to the
funderscore image collection, and we can select
all of our tab and just press M and move this
to the faucet collection. I will delete this
collection from over here, and now we can Control plus to save this into like
in a blender file. So I will just save it over here in the blender
files folder. You just save it
as phosphate scold one and hit save
blendifle. Alright, guys. So now if you want,
as a practice, you can try creating
this one over here. I think this one is a
little bit more simpler as it only has straight shapes, you can just add a
bunch of cylinders and then just try
to create this out. So thank you for watching.
I will see you in the next.
3. Modelling the Toilet Seat Part - 1: Hello, and welcome, guys. So
in this lecture, as well, let's continue modeling
using our reference images. And in this lecture,
we will be doing something a little
bit more complex, and we will be creating another asset that we will be using in the final project that is our bathroom
environment later on. So first, let's just press
A and delete everything. And in this lecture, we will be creating
a toilet seat. So again, if you will go
over in the Images folder, you will find these three images or the reference images
for the toilet seat. And as you can see this time,
instead of just having two, we have three different views, that is the front view, side
view, and the top view. So we will see how we can use all these three views
to create our model. So first, let's just
set them up in blender. Firstle just press seven
and press Shift A, and let's go to image reference. And you select the top
view from over here. You can press G then Z, and as usual, just move it
a little bit downwards. Press three for the side view, press Shifte, add
a reference image, and add the side view as well. And then press one
for the front view, and let's add the
front view as well. Press G then Y and
move it backwards. One thing that we can see
in both these images, the toilet seat is facing
in the front like this, as you can see, towards
the Y axis like this. But over here it is facing backside or the
opposite direction. So we need to flip this image. So just select it,
press S, to scale it, and then press Y to
lock it on the Y axis, and then you can just type in minus one in the
number pad like this. And now before we actually
start modeling our asset, we need to make
sure that the size for all the difference
images is the same. So what we will do is just press seven for top view first, and let's just start by
creating a simple plane. So press Shift and add a plane, or to mesh, and add a plane. Enable X ray, and I will just
roughly try to match it. You can see over here in the
sides so that it is equal at both sides because we are going to use the
mirror modifier. So just press tab now, press Control R. And
now you can just hit right click so
that the edge loop gets added in the middle. Select this right side, press X, and delete the vertices. And now we can just simply add a mirror modifier like this. Now let's select these two
vertics, press G then Y, and bring them out over here, select these two, press G then Y and push
them out over here. Now I will just select these two and press X and delete them both as well so that we can just select this
vertice over here, press E and extrude
it out like this. And just try to create
a very rough shape. You don't need to be
too precise with it. Make sure it is pretty
rough because we will be using the subdivision
modifier to add the extra geometry so
you don't need to worry about worry about it
being too low poly. Now as you can see, over here, we cannot really see
what is underneath. So we can just kind of follow the trajectory for the vertex
to somewhere around here, I think, as you can see, we are just following this line. Now just select these
two and press F and join them all like this. I will select these
two, press S, then Y and type in
zero so that they get flattened out
and both of them are at the same
distance like this. And now you can see we have created this very rough shape. But now, first, what I will do is I will
also enable clipping. Okay, first, we can just
select this edge, press X, and delete the edge
so we don't have this edge in the middle and
just enable clipping now. I'm pretty sure by now,
you know what clipping is. If you select this
word C, you can see, we can still move it around and move it past
the middle as well. But if we enable clipping, it will be stuck in the
middle like this. So yeah. Now we have created
this very rough shape, but before we yeah actually
start to model, press one, and you can see we need
to kind of align it with the rest of the reference images as well as you can
see over here. So you can see this is too large compared
to the side view. So we can either just select the reference image
and scale it up, or we can just select this
and first scale it down. I don't know if it
is visible or not, but you need to just make
sure this line over here, as you can see, is matching with the reference
image over here. Just bring it up. Yeah. Now, as you can see, it
is pretty much perfect. And yeah, I think this is nice. We don't need to exactly
match the reference image, but just try to
roughly follow it. And now, as you can see,
these two are not matching. So now instead of
selecting this and scaling this up, that
would be stupidity. So just select this
and scale this down and now try to match this
with the reference image. Like that. And as you can see, now we are almost matching it. Yeah, it is perfect now. Now, the only thing left is
the front view, press one, and we can select this
and scale the image down instead of like
selecting the plane, select the image
and scale it down and try to match it
somewhere around here. And yeah, as you can
see, now you will press, like all the different views, the front view, the side view, and the top view, and you can see all of them are
fitting perfectly. All right. So now we
can we are assured that the size of all the
reference images is same from all the
different views, so we can start
working on the model. First, let's press Control
plus S to save this file, I will go into the
Blender files folder and we can save it as toilet and restore C so that we can use this later on in
our final environment. It's save Blender file, select these three
reference images, and we can just press M and move them to the reference
image collection. Yeah, now that's pretty good. We can just easily enable or disable them
whenever we want. All right, guys.
So now, actually, let's start with the modeling. Select this press one so that you can go
in the front view. Press tab, press A to
select everything. And now if you press E, you can see you can extrude
it like this and just extrude it and move it around so that you match
the reference match. So something like this, just give it a little
bit of extrusion. Press three, and just check over here if everything
is fitting properly. You can select this vertice, press G, then Y and move
it a little bit backwards. We can maybe just
select it all and press G then Z and move it
a little bit downwards as we still have a little bit of space when the
curvetre changes, one, once again, select
this bottom edge loop, press E again and extrude it like this and
just move it around. You can hold shift.
You just move it around slowly and
move it around here, I think, once again, press three, and you can see, you can just select
this plus G then Y, select this plus G then
Y and move it backwards. Before we keep moving further, just make sure to keep coming out of the
reference images, right click in Shade Automo and see if the curvature
is looking all right. You can also quickly add a subdivision surface modifier because we will be adding
it later on anyways. So just add it right
now and you can see the curvature is
right now perfect. But just disable it while
you are actually modeling the surface because it can, kind of, as you can see, mess
with the reference image. So just keep it turned off for now and try to model
it out without it. Press E and just move it downwards, once
again, like this. You'll here, press three
for the right side, you select this press G then Y. Select all of these
vertices, press G then Y, and just move them backwards.
Something like this. And yeah, as I'm saying, just keep checking this
as well from outside. And yeah, right now, everything is looking pretty good to me. Also, right now, the reason I'm not going in the top view is because there is not really any point in
going the top view. So press one, and
let's continue, select it all, press E
and extrude it till here. Select this one, press G
and X and move it over here so that it does
not collapse with the center vertice
and press three. Turn off the subdivision
obviously and once again, press G then Y and move them backwards and match
with the fence Image. Press Control R and
add edge loop in the middle and just
press G then Y, and again, move this
backwards like this. Now if we enable
subdivision, disable this. I think till now we
are doing pretty good. We don't have any kind
of issues. What is this? If we move it over here. All right, so if you
look at it like this, I don't think we have any
kind of issues right now, so we can keep moving further. Just disable this prestab. Hold, select all of this loop, press D, and just
move it inwards. Press G then X and move it
like this, press three. And right now, everything is fine over here, so
just select it all. Now you can just press E and move this one right
at the bottom. Just try to match with
the reference image like this and we just
select this one over here, press G, and just move it around so that it better matches with the
reference image. Press three, and right here, everything is fine, select this, press G then Y and move it
over here in the front. Now we will have a little bit
of tissue right over here. If we enable the subdivision, we can see if we can kind
of still see this line. Let's say if we
increase the levels to two, we still have that. So let's try to fix
this up a little bit. LeE. We can disable
this and select it, select the vertice over here. Press G two times
to slide it across this edge and press G then Y and bring it
over here in the front. So that we can kind
of smoothen out the overall edge. Let's see. Now, as you can see, if we enable the
subdivision surface, it is a lot more smoother,
and that is what I want. You can select a couple
of other vertices over here as well and bring
them out a little bit. Et's turn this off. We can select whole lot and
select this complete loop, plus G then Y and just move
it a little bit backwards. Let's see. Enable this it's
a little bit too much, I will bring it out a
little bit in the front. And right now, I think
it is looking pretty good. We can enable this. And now to better match
the reference image, just press Tab, enable Xray, and just select all of this over here and just press G then Y
and bring it out like this. Press one as well. Now just stab and we can match it with
the side view as well. Enable X ray, select
all of these vertices. We can also enable the
proportional editing so that whenever we move
around the vertices, proportional editing
is basically if you move them around, if you enable it
and select any of the vertices, and if
you move it around, you can see we have this
circle right over here, and all the vertices that are inside the circle
will be affected. You can control the size
of the circle by using your scroll wheel and
if you disable it, you can see it is just
affecting this vertice, but if we enable this, it is affecting all the vertices
that are around it. So we can maybe just
select all of this, press G, then X and move it over here so that we better
match the reference image. Obviously, as I said
earlier as well, we don't have to exactly
match the reference image. Just following it
roughly is pretty good. And now I think we have got ourselves a really nice model. And as you can see,
if we decrease the level to one as well, it still looks pretty good. Because we like better
spaced around the vertices. And as you can see, the
curvature seems pretty nice too. We can maybe increase
it to level two only just to get
that proper quality. But yeah, I think I'm
pretty happy with it. Press three, enable X ray, press tab, and let's set this up over here at the
back side as well. Select this vertice. Sable
proportional editing now, press G then Y and move it back. Keep selecting them,
press G then Y, and move them according
to the reference. You can maybe add
edge loop right over here and place it
just like this. Yeah, I think
that's pretty good. I think our model is starting
to come along really nice. I will disable the
reference images now so that I can work on it freely. So now the next thing to
do is we need to fill out these faces at the
top and the bottom. You can hold select
this complete loop, press F and fill them
out like this as well. But this won't be
the right way to do it will create this
engon right over here. The engon is basically
this huge pace which has all these vertices. And it will give us a little bit of problems as we cannot really create edge loops that go
throughout, as you can see. So the way we go about doing this is let's
just undo it all. All right. So now the way we
are going to fill this phase up is we are going to use
put topology throughout. So hold out and select
this entire loop, and now just hold
control and deselect these two vertices and hold control and deselect
these two vertices. You can now, select all of these vertices in
the middle press E, and press X and just
join them all like this. You can see now we have
put topology over here. We just need to create
it in these areas. So you can see we have
these four vertices, so just select them all and just press F to
fill out the pace. And over here, you can see
we have these four faces, select them all and press
F. And as you can see, now we have quad topology
that goes throughout, which is exactly what we wanted. You can create something
similar in your model as well, and we will also do it over
here at the bottom side. So just leave these two
words C that are at the corner and select all
of the ones in the middle. Press E, and X, and join them all in the middle. Select this like these four, press F, fill out
the pace and select these four and press F
to fill out the face. You can see how simple it was. Now the benefit that we have
is if you press Control, you can see we can
add edge loop that go throughout the
model like this. That is exactly what we wanted. And now we need to
tighten up all the edges, as you can see, it is
very smooth around here, which is not what we want. Press tab, press Control R, and just tighten up
the edge like this. As you can see now if
it looks really good, press tab and add over here
at the bottom as well. The same way press Control R and add edge loop over here like this and press Control R and add edge loop
like this as well, to tighten it up on
all the corners. And as you can see,
not over here, I think this is a
little bit of problem. Undo this because we do not
want the edge to go through here because it will create this sharp edge
over here as well, which is not at
all what we want. So the way we can
go about doing this is fixing up this
thing over here, we can just select
all of these faces, hold shift and select
all of these faces. And now you can just
press I to insert this. And now you can see it is perfectly tightened
up like this. And now we have the
perfect smooth curvature and like sharp edges,
which is what we want. And now we have
the basic shape of our toilet seat
going on perfectly. Enable the reference images, we just quickly check. And yeah I think it is
fitting everything perfectly, and we can now start
the detailing process. But I think this is pretty
good for this lecture. In the next lecture, we will create the
rest of the stuff like this top box or these things over here and a
couple of things. Over here as well
as you can see. But in this lecture, we have
already done the hard part, so you don't have to
worry about anything because this was the hard part creating all this curvature and everything al the
reference images. Now what is left is basically
all of the easy stuff, which we can do
very, very easily. So I hope to see you guys there in the next lecture.
Thank you for watching.
4. Modelling the Toilet Seat Part - 2: Hello, and welcome, guys. So let's continue working
on our toilet seat. If you press three
right over here, you will see we have
a little bit of extrusion over here as well. So what we can do is we
can select this press three enable X ray
and press Control R, you add edge loop and write it and add it just
right about here. Now we can just select this pace and press E to
extrude it upwards like this. W three, once again, to make sure to get the perfect height. I think this much
is pretty good. Obviously, right
now, as you can see, it is very rounded, so we need to press Control
R and add a bunch of edge loops just to fix the
shape of it like this. Now, as you can see, it is
much, much better already. Add one edge loop
like this as well. And yeah, that's pretty good. Add one over here as well. And now, as you can see, all of the edges are
pretty tightened up, and it looks really nice. The next thing that we have to create is if you enable
X ray once again, this like toilet seal
flap light thing, so press Control R and add another edge loop
somewhere around here. And then what we can do is you can just press
three for phase, select and select all of
these faces in the front. You can just disable
subdivision for now and just make sure to
easily select them all. And now just press Shift
plus D to duplicate it, hit right click to place
it exactly over here, and then we can just
press B and separate the selection so that it is a
separate object of its own. Now we can select this phase over here and we can enable back the subdivision for both of them so that it is
back to being smooth, press tab, press to
select everything, and once again, press three
and extrude it till here. And then once again, we
need to add a bunch of edge loops just
to fix its shape. Add one over here, add
over here at the back. And I think over here as well. Oh no, I think
over here is fine. Yeah, we can add one over here and one over
here like this. Okay, so I think I did something wrong where I added
like edge loop. You can just press slash on
a number pad to isolate it. I add the edge loop right
over here, as you can see, which has created this
very sharp edge over here, so we can just select
this loop, hold lot, select it, press X, and remove the edge loop. Yeah, now, as you can
see, it is pretty good. It is back to being
smooth again. Press slash come out of the
isolation mode, press tab, and once again,
select this loop, who lot, and select
it completely. Press X and dissolve
the edge loop here. This is back to
being right as well. I think this shape right
over here is fine as it is. Like, it would have
looked better if you added, this edge loop as well, but it will create
this very sharp edge which I did not really want. But I think it looks pretty
good this square as well. Basically, what I will do
is I will select this now. Press Shift plus B to duplicate it and just move it
over here at the top. Enable X ray, press tab, and just select all of these vertices and move
them over here at the top. Select this plus G and Y and move it a little
bit in the front. Now we can just select
this front set of vertices and move them downwards according to the
reference image. And you will get
something like this, which I think is pretty good. I kind of feel like this
thing looks pretty thick, although it is in the
reference image as well, but what I will do is I
will just enable X ray, select the top part and
just decrease the, kind of, like, the size of it because I feel like it looks a
little bit too much. Yeah, honestly, I think this
looks much much better. Let's just go ahead with this. And the last thing to do is we just need to create
this box like thing. So let's just do that now. Let's press one for front view, press Shift plus A, and
add a Q. Pretty simple. We can straightaway just
enable Xray, press Tab, press Control R, and hit right click to add
it in the center. Select it all on the right side, press X and delete the vertices, and then you can simply
add a mirror modifier. Now basically just try to match it to the
reference image, select all of these edges, and try to replace them according
to the reference image. I will just select
this part, press G the next, move it inwards. Then we can press Control R and add edge loop
right over here, and press G the next and move
it a little bit outwards. Then press three for
the right side view and just once again, select the backside word, Cs press G then Y, and just move them according
to the reference image. This is pretty straightforward. I will select this simply, move it a little
bit in the front and a little bit
downwards as well. I think we have got
the rough shape down, sight click and
shade auto smooth. And let's see now we just need to add a subdivision surface. Let's give it two levels and
we have something like this, which is obviously to rounded. Let's press seven enable X ray and adjust it from
over here as well. Press tab, press control R, add one look like this. One like this. Select it
all over here plus G, the next and move it inwards. Select it all over here at the back side and move it a
little bit in the front like this so that it kind
of like better matches the difference in g. I
think this is pretty good. You press one and just press Control R and add a bunch of edge
loops like this. Press three and add one over here at the
back side as well. And yeah, as you can see,
we have got the shape down, and I think it
looks pretty good. You can add one
over here as well, but this will make the
shape look a little bit too straight, in my opinion. Right now it is pretty rounded,
which is what we want. You can add edge to
bright over here. The reason I'm doing
that is so that we can create this partition.
So just press three. Sorry, one and enable X ray and just go in the vertice select and select all
of these vertices. Now, you can just press Shift plus D,
duplicated or, sorry. Instead of pressing
Shift plus D this time, just press P and separate the selection so that we straight up get two
different parts. We do not need to
create the duplicate. Press slash over here and press that and we just need to
fill out this phase first. And the best way to do
this would be, let's see, enable clipping, select
these two edges, press E, X, and join them in the center, press Control R and add a
edge loop right over here. Select these two, press
F and select these two, press F. Select this edge, press F to fill it out, select this edge and once again, press F to fill it out like this and do the same
thing over here as well. Click on the edge,
select it and press F, and it will fill
it out like this. Now we have got ourselves
the top part of this, and we just need to
create this thing. Press slash once again and we again need to
fill this phase out. I will just select
these two edges, press E and X and join
them in the center. Make sure to enable clipping first and now
join them like this. Press control R and add
H right about here. Select these two F
and select these two and press F.
Select this press F, press F a couple of times. You just join them all together. I do want to add the
edge right over here so that you get a little
bit of that sharpness, which we are not
getting right now. Yeah. I think this looks
much, much better. I think I'm really happy
with how this turned out. We can add over
here at the bottom, as well if you want to let's just quickly look at it in the reference images as well. Yeah, I think I'm pretty happy with how this has
turned out resta. Let's select both of them. Let's see press seven. Presta, select all
of these vertices. And let's see if we can just
bring them down like this. And if it looks all right, we just go ahead with this. And I will just select
them both press tab, press two and hold
naught and hold Shift and naught and
select these two loops, press G two times and slide
it a little bit farther to, like, make this edge a little
bit smoother like this. And I think now it
looks pretty good. We can go ahead and just press three enable Xray and
create this thing. Which is pretty simple as well, just press Shift A and
let's add a single word. If you don't see
this single word, I will just quickly delete it. If you press Shift
A, and you don't find this single word
option in the mesh, you just go to edit references and in the
add down section, search for extra objects, and you can enable
both of these add curve and add mesh
extra objects, and you will find it in the menu when you
enable these two. So enable these two
press shift A and add a single word. Now you
can just press one. Basically, this is
like a single word C added and we can move it around and now just press E and
create the extrusion for it, keep pressing E again and
again and just quickly trace out the reference
image for this shape. Like these two press F, press Control R and add up, what you see in the middle
and just create it like this. Let's bring it out over here. You can go over to object
set origin and origin to geometry to bring the origin
point right over here, press tab, press A to
select everything and just press F to fill
out this phase. Now we can just press A
to select everything, press E to extrude it out and give it a little
bit of thickness like this, right, shade auto smooth. And let's just add a
subdivision surface, and we get something like this, and the reason for that
is because we are using a complete en goon and we don't really have any
kind of port topology. So we can either just
select this phase, press I to insert this and you will see that we
kind of fix our issue, but we still have a
little bit of problems. So the best way to
do it is just select it press x and
delete the vertices, and let's just fix it first. Select these two
press J to join them. This time we won't be pressing
F. We will pressing J to join the vertices because they are already connected
to a phase. If you select these two press F, basically what will happen is this edge is separate
from this phase. This edge is not really
connected to the phase. So whenever we are connecting vertices that are
already part of a phase, you select them both
and just press J. Like these two press J and
just keep on doing that. Until we have all quad topology. Now we can just press
Control R and add vertice right over here so that we can select these two and press J. Now, as you can see, this
is like a quad over here. It has four sides
over here as well, we have a quad, which has four sides and all throughout
we have quad topology. You can also confirm
it by pressing Control R and if the edge
loop goes all throughout, that means you have a
perfect quad topology. So you can confirm it with this. Now if we just come out of the local mode press E to
extrude it and you will see it will work perfectly
now because we have a nice quad topology going
all throughout our model. Give it a bit of thickness. Although it still does
not look perfect. And the reason for
that is we need to add a couple of edge loops, and we can just increase
the levels as well. Now just press Control
R and add edge loop right over here and
over here as well. Let me get something like this. I think this is
looking pretty good. Let's decrease the thickness
on this a little bit. Press seven for top view and
rotate it like this to match the shape of this box and just
place it right over here. Pace it according to
the reference image. Press G then X and move
it a little bit outwards. We can maybe decrease the thickness of this
a little bit more. And yeah, I think we are
good to go, as you can see. It looks pretty good to me. You can press seven
for top enable X ray, and we have this, a couple of other items
created as well over here, which are really not
that difficult to add. So let's quickly do that, add a, scale it down, press G
then Y, move it over here. Scale it up and displace it close to this part
right over here. Shade ought to smooth this and maybe we can add
a bevel modifier, ply the scale, even though this won't even
be visible like that. Again, enable X ray, press shift plus D,
select this first, press shift plus D. I press
the next, scale it down. We can press tab so that
we can see it properly, select it all and move
it right over here, press Control R and add a edge
book right in the middle. Select the right side, press X, and delete the vertices, and we can just add
a mirror modifier, and now just try to create the reference
image right over here. What we can do is we can press
two and select this edge. There's seven for
top and then press Control B and bevel
it out like this, give it a couple of bevels, nib X ray and just place them accordingly so that you get a little bit of
better curvature. You can press Control B on
any of the edge and use your scroll to give it a
little bit more segments. And I think that's pretty
good for something we won't even able to see. The shade ought to smooth this, and we are good to go
with a toilet seat model, which I think looks
really, really nice. It came out pretty good. Alright, so one last thing
with this model, guys, I was really not a fan of how this box like
thing was looking right over here as the edges are looking a little bit
too sharp for my taste, and it looks kind of weird. So I will just
quickly fix this up. Basically, what I will do is
there's select them both, press tab and we can start by just removing all these tight
edges that we have added. So hold Alt and hold
Shift and aught, and select these two press
X and remove the edge loop. And as soon as we do that,
it is a lot smoother. We can now hold Alt and hold Shift and aught and
select these two loops, press G two times and move
them backwards like this. Yeah, basically, now the edges, as you can see, are
a lot more smoother, but it looks weird
right over here, where these two
objects are meeting. So the way we can fix this
is also really simple, press tab and add edge loop over here just to tighten this edge. So we make the
rest of the things like all these edges
pretty smooth. But we make this edge
right over here, pretty tight so that we
get this nice little look. Also, I will select
them both press tab, fold At, select this loop, hold Shift enough,
select this loop, press G two times, and
move it backwards. You can see they are working like they're moving in
kind of like inverted. So it is better to just select
this one first, hold Alt, and select this,
press G two times, and move it right over here. Then you can just enable verte
snapping from over here. Hold, select this loop, press G two times and hold control and snap them
together like this. This way, you get them at
equal distances. Let's see. We can now hold and select
this loop, and again, move it a little bit upwards so that we get this
overall smooth look. And as you can see,
in my opinion, this looks a lot better. And I will turn off
the reference images for now so that we don't
get distracted by them, select all of this,
press tab, enable X ray, just select all of it over here and just make it a
little bit shorter. I'm not really
trying to go like, according to the
reference images. I'm just trying to create what looks a little bit better to me in terms of like proportions. And you can see because we made all of this a little
bit too smooth, it is a I will just move it a little
bit more further away. Press G two times and
hold control, yeah. I think this looks
really a lot better, but it is a little
bit too thin now, so just enable Xray, select all of these vertices, press G, then Y, and just
make it a little bit thicker. And overall, I think
this shape looks much, much better than
what we had earlier. I think this looks really good. Okay, so before making
all these changes, I copied the last version
that we had done. I will just press
Control D to paste it, and you can basically see the
difference between the two. Over here, the edges are pretty sharp and it looks pretty weird. I think this looks a lot more better with the smooth
edges all throughout. And as you can see, over
here from backside as well, giving it this smooth look looks much better, in my opinion, rather than having
this really sharp, which I think looks
pretty boxy and looks It looks
pretty weird to me, but it is totally like a
preference based thing. If you want to go for this kind of look, you
can definitely do that. You can select it and add all these edge loops to
tighten up all these edges. Yeah, but I will not
be going for that. I will select this
one now, delete, and let's see if we do
want to do something else, select this scale it
down a little bit. I think this looks all
right with the sharp edge. But if you do want to make
it a little bit smoother, you can definitely do that. There will be the space
created in between to select it at G Z and move it a
little bit downwards. This way, now we have
something like this, and this I'm pretty happy
with how it has turned out. Let's just save on
our files now with that guys we are done with
our toilet seat model. Thanks for watching. I
will see you in the next
5. Creating the Room: Hello, and welcome, guys. So we are finally at
the last section of our course where we will be
creating a final environment, and that is going
to be a bathroom environment where we will be using all of the techniques and things that we learned
throughout the course, and we will be applying them
to create a final project. All right. So let's just start. I will first press A and
delete everything over here. Also, if you will go in
the textures folder, in the course files, you
will find that I've added a couple of more different textures that we
are going to use. In general, I will be
using this image and this image over here to roughly follow out the
layout of the bathroom. We won't be creating
it exactly like this. We will be creating more of
it, like in a modern look, and also we will be adding
some of the things of our own. But yeah, I will be
trying to follow the general layout of this
picture right over here. You can also, if you want,
like, install PureRef, which is like a free program to, like, look at all these
reference images. I will just quickly
show you what it does. So pure is like a free program that you can download
off the Internet. And basically, you
can just, like, place the images
over here and you can place them all together in this clump like looking
thing where you can look at them at all
of them at the same time. And also, this window will, kind of, like, fly over your
other windows like this. It will float over
other windows. So it will be a lot
easier to model the things and also look at the reference images
at the same time. You don't have to switch
windows again and again. So you can download this free program if you want to do that. But yeah, I won't be using this because I have a second monitor, so I will just open
up this image, and I will place it
on my second monitor. It's totally up to
your preference, what you guys want to do if
you want to install P ref, yeah, you can go
ahead and do that. I'll just close this now. And yeah, let's just look at
this reference image first and we can start by roughly creating the layout of our room, and then we will
slowly start to add in more objects and details
into our environment. So let's just start. As I said, I will place this on my
second monitor and let's see. First, we can just
press Shift A, and let's add a
cube, and this will be basically the room
of our bathroom. So first, press tab,
and I will place the cursor point over here or the origin point
at the bottom phase. So select this phase,
press Shift plus and cursor to select it to bring the cursor
right over here. Then you can just
select the object over here in set origin and
origin to three D cursor. What this will do is now if
you just press G then Z, hold control, and you can see it will snap to the
grid floor like this. You can go over here and make sure to enable
absolute grid snap. And basically, it
will just snap to the grid like this while you move it around and hold control. The reason I moved
the origin point over here is I also discussed this earlier as well when we were discussing
about origin points. I can select this and press S then Z and I can scale
it up like this. If it was like a normal cube, you can see if I just
scale it up on the z axis, it will scale on both the sides. So it can kind of get a little
bit difficult to manage. So with rooms and buildings, you can just place storage
point at the bottom. And now when you scale it up, it will only scale upwards in the z direction and not in the downward
direction like this. So yeah, now you can press N and we can look at all of the
dimensions right over here. Also, before we actually
start to work on everything, I will quickly just
export one thing. So if you will go
overhead exports folder, I have added like
a mannequin model. So this is a very
simple human model that we can use for reference. So go to import FX and just head over to
your tutorial directory. And open up the exports folder and select this
mannequin model and import it. We will basically have this
human model which we can use to like reference objects
that we are creating. It will help us to give it like a real world reference
point while we are modeling all of
the things. All right. So now, as I said, we will
be using this cube as a room or the overall
room for our bathroom. So press S and Z and
scale it upon the z axis, and you can see the dimensions like start to appear
right over here. So roughly we can just put
it at 3 meters for now for the Z axis and now
for the Y let's see. Once again, I will
just put it at something like 3.5, 3.6. Because we will be like
if you see closely, we have a pretty huge bathroom where we have a
separate section. You can see that it is kind of divided into two
different portions. You can see it is
divided up with this glass door in between, where we have a separate
portion for bathing. And over here, we kind
of have the wash basin, the mirror and the toilet seat. So yeah, it is a little
bit on the bigger side. So for the Y, we can put it at something like 3.6 for now. And next is for the X. Let's see. What I will do is I will press tab and select
this pace right over here, press X and delete
this pace and press, then X scale it up like this. And for now, let's just give it a nice bit of length
somewhere around 6 meters. We can always adjust
this later on. The reason I deleted this phase right over
here is so that we can easily move in and out of this object without any
kind of difficulties, and we can start
to work over here. So, kind of, like, in a sense, we are viewing the bathroom
from this angle only, like, like we have in the uh, reference image over here. So that's why I
deleted this phase because if we,
let's say, had it, it would be kind of difficult
to always move inside, then work over here,
then come out. So I always like to just
delete one of the faces, and we can work freely, add all of our stuff, and
then we can just close it back up when we're done
with that environment. Alright, guys. So as I said, we will just
roughly start to create some of the smaller things
and slowly and slowly, we will start to add in more
details into our scene. So let's just do some of the
basic work in this video. We can add this small
wall over here. We can add, like,
the window pane, and we can also create something
like the arc over here. As you can see, we have this arc like shape. So let's do that. I will just select
this press tab, and I will first go over here and enable shadow and cavity. And the reason I'm doing this
is it would be a little bit more visible to you guys
what I'm doing over here. And what you can do
is you can press Control A and apply the scale for the room that
you have created. Another thing, press tab, and if you go over here, you can enable edge length. So basically what edge length does is whatever you select, let's say you
selected this phase, you can see all of the edge lengths are appearing
right over here, 3.6, 3 meters, 3 meters. So it is really nice to, like, work with this when you are
in your initial phases, so you can see all
of the measurements appear. All right, guys. So as I said, this bathroom type of room is divided into
two different portions, so we can press Control
R and add the first one. So we can give over here, like, a fair bit of space, which would be kind of like the bathing
section of the bathroom. So press control R
and add edge loop, and I've placed it at
somewhere around, let's see. Let's go for 1.75
meters right now, and then we can always adjust these things later on as well. Next, this press control R and add one edge loop like this. Again, let's put it at 1.3 meters of the
height from the ground, and then we can rest control R and add one edge loop like this. And this time, I will be keeping the length of this 2 meters so that I can just
select this pace, press E, and extrude
it outwards. And this will be kind of like the small wall where we have this small protrusion
of the wall where we can place our
toilet C. And also, if you remember, in the earlier sections when we
were working with modifiers, we also created like
a toilet seat and a tab model that we are going to obviously use
right now in our model. If you want, you can just
quickly import them in as well. So go into your blender files and just open up
this toilet seat. And it is really simple. You can just control C and
control V the models as well. You just need to enable
one of the add ons. So first, let's just
wait for it to open. Yeah. You go to edit preferences and make sure they
attributes addon is enabled. Yeah, just enable this. It's
a really helpful add on. And now you can
just select all of the objects in your scene. Press Control plus C, and you will see this menope
and select fpi objects. Then we can just close this up and just don't save for now, and we can press Control V, and you can see it appears
right over here in our scene. Obviously, we need
to scale this down. And press seven for top view, press R, then rotate
it by 180 degrees. Obviously, the scale is
really rough right now. We can compare it
with the human model, and I think this
much is pretty good. We can obviously always adjust these things
later on as well. And I will just roughly place it right over
here in the middle. And you can see
we kind of, like, reuse the model that
we created and we have it over here in our
C. The one thing that I want to do is I don't really want this model right now to interrupt with our scene because it is basically
finished up model, so we can just select
it all, make sure to deselect the room and just
select the toilet seat, press M, and move this
to a new collection and releve this to
toilet underscore C. And then we can just
turn this collection off because we don't
really need it right now. We can always enable
it later back on when we are trying to look at
everything or white guys. Next, let's just tab, press Control R,
add one edge loop. Once again, this over here, just on top of the small
wall that you have created. Somewhere around here 0.5
meters above this wall, we can try and create our small window that you can
see is present over here. We will be just
adding one for now. We can see that
there are a couple of more windows, but for now, let's just add one because that would be enough
of a light source. And here, these things
are pretty easy to add, so you can always adjust
them whenever you want. So let's just start with one, press Control R and add two
edge groups in the middle. Hit right click now,
place them in the center, press, then X and scale them up. And we can give it like 1.1 meters as the
width of the window. Press control once again
and add another edge loop, and like 0.7 meters is
somewhat fine for the window, press X and delete this phase. And now you can see we have a very rough looking bathroom
space right over here, and we will keep
on refining it to get the perfet look
for our environment. I'll just select this whole
lot and select this loop, press E, and press Y and
just push it backwards. To create somewhat of
a lip for the window. We can also select this
room, press controller, apply the scale and
just make sure to add a bevel modifier as well to
get all those nice bevels. Reduce the amount to
a very small number, obviously, and enable
hardened normals, right click and shade
Auto smooth this. All right, guys. So before we actually start to work ahead, we can first start by working on the arc that
I was telling you guys. So close the image, sorry. You can see that we have a wall shaped in this form
of arc in between. When we add that,
we will kind of get a partition between the two different sections
of the bathroom. So let's just create that first. So I have also added a
reference image for this arc, which we are going to use. But if you want to know, we can also create it very
easily as well, without any use of
reference images. You just add like a plane
and let's say you rotate this by 90 degrees on
the Y axis like this. And let's say you want
to create a arc shape. So press tab, press Control R, and add edge loop
right in the middle. Hit rightly. Make sure
to apply the scale, and now you have
something like this. So it's really simple select this vertice right over here, press G then Z and
move it upwards, and you will get
something like this. Obviously, this does
not look like arc, but if you select
this edge over here, press Control B, and
just bevel it out. You can see how easily you
can create that arc shape. But just for the
sake of uniformity, and I want to have the exact shape that I had earlier in my environment
that I was working with, so I will be using
the reference image. But yeah, if you want to create on your own, it's really simple. You can also add a couple
of edge groups like this, select them both and process
then Y, scale them apart. And now select this,
make it go upwards, select this H, press Control B. And you can see we have a pretty nice looking arc
this way as well, and you can add the
solidifier modifier, sorry, to give it thickness
and do all sorts of things. So I've just shown you
how you can easily create it without the use of
reference images as well. So now I will delete this and let's just go ahead
and add a reference image. Press shift t, go
to image reference, and in the tutorial section, Where is it over here? Just add this arc. I will just scale it down a little bit, just to try to match it
with the size of our walls. And yeah, just shift add
a mesh plane, again, rotating on the Y axis by 90 degrees like
this. Scale it down. And let's just enable
X ray, press the X, S then Y, sorry, and scale it
up on the Y axis like this. And now just press tab, select these two vertices and just try to match the
reference image roughly. Make sure to press Control
A and apply the scale. And this time, I
will just directly use a mirror modifier, so press Control R and hit right click to add a
edge loop in the middle. We have done these
things a lot of times, press X and delete the vertices. And now we can add
a mirror modifier. So let's just search
for it and add. Set it on the y axis
and disable the X. Now first let's just press Control R and add a edge
loop right about here, add another one
right about here, and we can add one just over here on the edge of
this thing right over here. Then you can select
this word, C, press X, and delete it
because we obviously now need to create this
arc right over here. Select this word C, and again, we just need to trace
this reference image out. So keep on pressing E to
extrude out and just trace out this reference image and create this arc make sure to add a bunch of
word sees in between, don't make it too low poly because this will be a
huge part of our scene, and it would be pretty visible. So add lot of vertices, not that much, but add, like a decent amount
so that it actually appears like smooth and
not really low poly. You can enable clipping now so that the vertices
don't go past each other and just then join them in the
middle like this. So yeah, pretty simple now, we have created our
arc right over here, press tab and just
select this edge, this vertic, this vertice, and press F to fill
it out completely. Fairly simple stuff. I will also select
this reference image and press M and move this
to a new collection and rename that to reference images so that we can just easily turn it
off whenever we want. All right, guys, next, what we have is if you press
tab, it's enable Xray. We also have this small
inset of faces created. So to do that, we need to, like, if you will just
select the pass right now. Sorry, where is it?
Yeah, over here, select this phase,
select this phase. Now if you just press
I to insert this, you can see because of
the mirror modifier, we don't get a perfect inset. We get this partition
in between. You can try pressing
B to fix that, but it is not really
working correctly. So instead, what we will do is, as now the job of the
mirror modifier is done, we don't really need it anymore. We can just apply
it so that we can easily select all of the
faces that we have over here. So I will be selecting this, this, this, and this. Now if you enable X ray, you can easily select
them all and just press I inset them inwards. To make sure to apply
the scale first, press I now, press B once
again to turn off boundary. And now you can just
insert this still here so that we get something
like this. All right. Now, before you
actually do something, let's just turn off the reference image because
we are done with that. We can just move it
upwards right over here and try to fit it
in our scene first. Let's enable X ray, and we can place it
right about here. First, you can just add a solidify modifier
to give it thickness. Fight click and shade or
to smooth this obviously. Let's see. Scale it up a little bit and just place it accordingly in your s. I think the arc
looks pretty good. Let's just give it a
little bit more thickness. I think 0.2 would be
very good. All right. So next thing, once again, if you just as you can see, we need to extrude out
this inset of faces. So so you cannot really
do this right now. If you do it right now,
you can see the model will go all haywire because
of the solid modifier. So what we can do to
fix this is, again, as we have finished the job of the solidify modifier, we
have given it thickness. We can once again
just apply that, and now we have
all the geometry, which we can control.
But we don't want that. We just need to select all these vertices right over here, and then just press E to extrude them outwards
just a little bit. To give it like this
type of extrusion. You can see it is not
that visible properly because all the edges are
completely sharp and straight. If you add a bevel
modifier to this, you can see it will
look a lot better. It's reduce the
amount of the bevel so that they are not really
overlapping with each other. And we have something like this. I think this looks pretty good. I will enable harder normals and right shade or smooth this, and we can maybe scale
it up just a tad bit. Yeah, I think for now, this is looking
pretty good to me. Obviously, we need to save our blended files before
proceeding, let's just hit Save. And in our blended files, we can rename this buy. Bathroom underscore
C. All right, guys. For the first lecture, I think
this much is pretty good. In the upcoming
lectures, we can keep on working on the environment
and refining it. And obviously, we will
be modeling a lot of different assets that we will
be adding into our scene. Already, I think it is
starting to look really nice, but we'll keep on working on it. So thank you guys for watching. I will see you in the next one.
6. Detailing the Room: Hello, and welcome guys, let's continue moting
our environment. If you just quickly look
over in the reference image, you will find this small pillar. Just add it under the
arc piece over here. So let's add that. We can first
select the arc over here, press slash to go
into the local mode. And press tab to go
into the edit mode, just select this phase and
this phase right over here. Then you can press Shift plus and then cause it to select it. To bring the cursor
right over here, as you guys know that
if I add a new object, it always gets added right
over here at the cursor point. That's why I moved
it right over here. Then you can just press
Shift A, add a cylinder. Let's scale this cylinder
down. Scale it up like this. Press Control plus
seven to view it from the bottom part and just place it kind of in
the middle like this. The slash to come out
of the local mode, and let's see scale it
up just a little bit, just so it does not like
poke out of the R piece. Then you can press press three, select this phase right
over here at the bottom, and just press G
in Z and bring it right over here. At the ground. All right, so right and shade or smoothness and we have a
very simple looking pillar. And now what we basically
want is that we want to duplicate it over here onto
the right side as well. Obviously, you all
know that we can just shift D and duplicate
it manually like this, but that won't be the
correct way to do that. We can just simply use
a mirror modifier. So I want you guys to just
pause the video and use the mirror modifier to
duplicate it over here. If you have done it,
so just select it. Add modifier and add
the mirror modifier. Obviously, the mirror modifier works according to
the origin point. So that's why it won't
work right away. But to make it work,
you need to change the mirror object
for this modifier. So just select the dropper and select the arc
object because you want to mirror this cylinder on the Y axis of the arc object. So just select Y now and
you can see we would have mirrored it successfully
like this. All right. So now let's try to detail this cylinder up a little bit because obviously right now it is pretty basic looking. So I'll just select
the stop loop, go into the edit mode,
select the stop loop, and just bring it
down right over here. Then you can press
E a couple of times to extrude it like this
and just scale it up. Just move it on move it a little bit towards the left
so that it kind of again, does not like poke
out of your arc. I'll select this
piece, scale it up. Then you can press
Control plus B, which is l it out like this. I will just add a couple
more edge loops randomly. You can add one over
here like this. Press three, hold dot,
select this loop, move it a little bit downwards, then press allolPlusE and
extrude faces along normal. Create something like that. I will also just
add one over here. Again, select this loop, result plus E, and extrude
faces along normal. Then you can also add a
bevel modifier to it, or you just make it a little bit more like
better looking. As without the bevel modifier, the edges look pretty
sharp and they don't look as good as like this loop This one as well and just scale
it up a little bit. I can scale down the overall
cylinder just a little bit. I'm just trying to
make it fit better. Yeah, I think this
looks pretty good. If you want, you
can just directly duplicate it over here at
the bottom side as well. But I'll just quickly do a couple of things
over here as well. Again, I add a couple of
edge loops like this. Press three, hold all
select this bottom one, and again, prealtPlusE and
extrude faces along normal. I'll select this
part Mable X ray. I will select this part and
move it a little bit upwards. I like edge do right
over here in the middle. Scale it inwards
and now bel it up. H. So yeah, nothing too fancy, just a little bit of adding all these edge loops and just extruding them and moving
them around a little bit. You have something
nice to look at. Earlier, it was pretty boring. But yeah, now it does look
like a little bit better. We can now press tab, and
the last thing to do is just hold Alt and select
all of these faces. Press E to insert this, press eye to insert
it once again so that they are being
inserted individually. And now to give it that
final pillar look, press Alt plus E and
extrude faces along normal and just push them a
little bit inwards like this. Now we have something like this. And I think now our
pillars look really, nice. So yeah, obviously,
how you model all these things is
totally up to you as it is all of it is
like preference waste. I'll just undo it once and I will extrude them like inset them once again
because I don't want to, like, extrude it too much. Just a little bit of
extrusion, not that much. Yeah, I think this
looks pretty good. Let's just save on our files
and keep moving further. Again, if you look in
the reference image, we also have this
small wall section on the left side of
our toilet seat. So let's add that now.
Okay. Before that, I just quickly want to make the base of this
pillar a little bit thicker because I
think it is looking a little bit too,
like, very thin. So I'll just select all
of these bottom vertices. And first, I will just pull
g instead and move them upwards to basically just select this bottom
face over here. And we can just extrude it. Oh, sorry, spring
it down like this. So that the base part
is a little bit more thicker. Something like that. I will once again just select all of these vertices over here. Let's just press S
then shift plus z to scale them up a little bit
on the XY plane like this. Now I think personally
it looks a little bit better with the base a little
bit larger than before. Yeah, this feels a
little bit better. In my opinion, let's
just sit save. Now we can create the wall that is beside the toilet seats, pre shift, let's add a cube, let's bring it over here. Let's see for the dimensions
over here on the y axis. I think we can just put
it simply at 1 meter. I think this much
would be pretty good. Recess the Z and scale it
up on the z axis as well. We also have a little bit of extrude over here at the top. So press tab, select
this top face, press E, and extrude
it upwards like this. Now just make sure
to press Control, apply the scale first, and just move it out a
little bit over here. Press tab, hold Alt and select
this loop right over here, press slash, and we can
deselect this back face. Then we can just press simply t plus E and extrude
faces along normal. Because as you will see in
the reference image as well, we have a little bit
extrude at the top. So let's create that, but we don't want it
at the back side, so that's why I
deselected that phase. And now let's just add the bevel modifier to make the edges look a
little bit better. Enable both harder normals
and auto smooth and just decrease the amount of bevel. And yeah, I think this is
starting to look very nice. Press tab and I'll just select the top face and just press G and Z and make
it a little bit thicker. All right. Let's just sit save. I will quickly enable
my toilet seat. I think the bathroom is
coming along pretty nicely. In this lecture, we
added the pillars, detailed them up a little bit, and we also created
the small wallpiece beside the toilet seat. I think this is pretty
good for this lecture. In the next lecture, we
will continue to model more objects and detail
are seen even more. Then you're watching, I
will sum the next one.
7. Adding the Arch and Windows: Hello, and welcome, guys. So let's continue modeling
our bathroom environment. I will just quickly
select this toilet seat right over here
and just increase the size of it a little bit. Hold control and deselect
the items behind it. And just make sure to select
all the parts over here, and then just press
and scale it up. Press three and just move it so that it is placed at the ground of the bathroom like this. I think this much
is pretty good. I will also select this wall, and I will just decrease the scale of it
just a little bit. Yeah, I think this
is pretty good. Let's continue
creating other stuff. As you can see in
the reference image, we also have a arc like thing over here at
the behind as well. So let's just create
that as well. I will just select
this press Shift plus D to duplicate it and then press X and move
it behind till here. Just like that. All right. So now to make this
arc over here a little bit different than
the one in the front is, I will select it press slash
to go into the local mode. Press tab and we can just
start by deleting this phase. Select it all press X
and delete the vertices. Basically, what I want to
do is I want to extend this part over
here at the bottom and make it a little bit longer. Then we can maybe select
this loop as well, hold Alt and select
this loop, press X, and delete the vertices,
and then hold Alt, select this loop, and press
F and fill out this phase. Pretty simple in my opinion, then we can select
these phases over here. And then just extrude
them downwards like this. I will quickly just
enable agilenth as well, just to see how much we are extruding I think this
much is pretty good. Then we can press two and select this
loop right over here. Select both of these loops, move them a little bit
downwards like this, just to get a little
bit of that arc shape, and then you can press
Control plus B and bevel them out just to make
them smooth like this. Now, make sure nothing
is overlapping, as you can see over here it is. So let's just undo it and try to not overlap it with
the vertices over here. Okay, I think it is
happening because we are not able to select
this edge over here, select it and now press Control
plus B to bevel it out. Yeah, now it's fine. Let's see, press lf to come
out of the local mode. And I think it
looks pretty good. We can maybe extend it
downwards a little bit more. And then once again, just
select all of these faces. Press I to inset
them a little bit, make sure to apply
the scale first. Then inset this press ultlusE and extrude faces along normal and
extrude it downwards. Maybe I think I will insert
it a little bit more. Press salt plus E, and again, extrude faces along normal. Yeah, I think this
is pretty good. Another thing that I want to
do is I basically want to make this part over here
a little bit thinner. So what I will do is I will
just press tab, enable Xray, and just select all of
the word Cs over here on the left side and just move them up a little bit
inwards like this. And now to make it so that it is equal at both the sides,
the left and the right, we can directly just
press A to select it all and we can start
by just going to mesh, symmetries and you can see it will symmetrize
both the sides. Now both of the sides
appear the same. Just make sure to select
the correct direction. If you select any
of the other axes, it will give you totally
different results. So, it might be
different for you. So for me, it is minus
y to plus Y because we are on the Y axis like this. So that's why it is
minus Y to plus Y. If I let's say selected
the other axis, so plus Y to minus Y, then it would have
taken the right side and copied it to the left side. But as I selected
minus y to plus y, it takes the left
side and copies it to the right side. So pretty handy. Next, we can just
press Tab again it X ray and just select all of
these left vertices once again and just move them
up inwards so that we don't really see
this part over here. It's like that. I will also just select it
and move it upwards. Now you can once
again just press tab A to select everything, go to mesh and symmetriize
it once again. You can see now
everything is fixed up, and I think the
arc over there at the behind also looks
pretty good now. Let's just it save and
continue working now. You can open up the
reference image, and we can see that
we also have a couple of windows over
here on both sides. So let's create
this thing as well. Let's press tab and we can
start by pressing Control R, and I will add edge loop
just over here like this. Somewhere around here. I will also enable edge
length once again. And it is 1.5 meters, so let's select it
and give it a little bit more like thickness. Somewhere around here, I guess. I just want to make a couple
of changes here and there. I will also just select
this loop over here, which is basically this
wall part of the bathroom, as you can see over here
and move it inwards as well so that we cannot
really see the end of it and move it
into the pillar like this and make sure those two edge loops are not really colliding
with each other. And yeah, I think
this is pretty good. Next, what we can do is
we can just start to create the windows over
here in this corner. So press Tab, press Control R, and add to edge loops like this. It right click and just move
them roughly in the center. Now, once again, just press, then X and scale them up and let's see how
wide you want to go. I think this much
would be pretty good. So let's go for 1.1 meters. Next, I will just press
Control R and add edge loop, roughly about the same length over here or the same
height over here. You can also just
enable vertex snapping, press G then Z and snap over here to the
vertex like this, so that is perfectly in line. Yeah, I think that
would be nice. And then we can just
select these three faces. Make sure to apply the scale, and then we can just
push them inwards just a little bit to
create the window slid. I think that's nice. We will create the window inside this, but we can just create
a small little slit so that we can see where
we want to create it. Also, again, we need to
copy it up over here. So again, we will just use
the symmetrize command. But now we have to be careful as we don't really
want to symmetrize this whole object because then this side also will be
copied up over here. Let's just select this
presstabPs to select everything. Go to mesh and symmetrize. You can see, even though the window has
appeared up over here, we also get the window over here and the wall over here as well, which we don't
really want because now it is too symmetrical. So undo it. And the way to just symmetraize just
like single parties, what you do is you enable X ray, and you select just that
part only and make sure you not select like anything
else, extra over here. Let's select this loop as well. Press three and just make
sure to select the faces. Sorry, I'll just
select it again. So just select it till here. And I don't really
want to select this part of the wall over here. Yeah, I think we
are doing good now. So we have just selected
the part where we want to symmetrize it
onto the right side, and we haven't really
selected all of these areas. So just go to mesh, symmetrize and you can see
it should work properly. Press slash to come
out in the local mode. We might have a
little bit of issue where the faces are
being deleted over here. So let's just
quickly fix that up. It is pretty simple.
You just press Control R and add edge loop right in
the middle like this. Hit right click and you add one edge loop over here at the bottom
and hit right click. Then you can just select
this edge over here, so press two and select this edge and just keep on pressing F to fill out this
phase like this. And now you can see
it is closed up, and we have also successfully
copied up the window, slit over here as well. Let's just hit save now. And if you go in the
reference images, I have also added a couple
of different window shapes. So you can choose
whichever one you want to add in your environment. But as you can see over here, we have this kind
of shape, this one. So I'll just follow the
reference image only, and I will be going with
this window right over here. You guys can choose
whichever one you want to. It is totally up to
your preference. You can also search up on
Google as well and find all these different shapes
that you want to create. So now let's just go back
to Blender and we can first Save press one for the
front view, press Shift A. Let's add our reference image. Let's add the Window
reference image now, move it over here, and then we can just
simply add a plane, and it's pretty simple stuff. Let's create this window. Press R then Y,
rotated on the sorry, R then X and rotate it on
the X axis by 90 degrees. Enable X ray and
just try to place it roughly with the
reference image. Make sure to line it up. And if you want, we can also use the mirror modifier as well. Press R, then hit right click to add edge loop
right in the middle. I like that. Make sure
to fix the origin point, and then we can just delete this side and add
a mirror modifier. Let's move it downwards,
select this part. Press Control R and add
one edge loop like this. Press E to even it and make it straight and
place it just about here. Then we can select this
vertice right over here, press Control shift
in B and just try to match it make sure
to apply the scale first, and then press Control shift in B and just try to match
it with the window shape. So I just press Control Shift B, gave it like a few
bit of segments like this using my scroll wheel
and just smoothed it out. And now we have
something like this. Very simple. We have
created the shape now. I will also quickly just
apply the mirror modifier. Now we can just select
this edge in the middle. Press Control press
B and just bevel it out to smoothen out this part
as well just a little bit. Yeah, I think that's better. And now let's see how we can add this shape onto our
main environment. So if you remember,
we learned about the mirror project tool,
so we will be using that. If you don't remember
it, you can go back to, I think it is in the
Section two or three, where we learn about
all the basic tools, and you can watch that video and see how we use it to
add the projections and make cutouts onto our
like different objects. We can use this object
to create a cutout of exactly the shape
onto our main room. So let's just select
them both and press slash to go
to the local mode. And let's see how
we can do that. First, obviously, we need to scale down the size
of our window. So let's see. We can maybe
scale it down a tad bit more And let's just press thenic and
scale it up just a little bit like this so that it is a little bit more wider. I think for now, this
looks pretty good. We can just start by creating the yeah I think for now,
this looks pretty good. Let's see how we can
create that cut out. So first, let's just press
one because if you remember, we need to be in
orthographic view to have the knife
project perfectly. Then we select the
object where we want to add the cutout on
and make sure to first select that plane and just rename it to something like a window so that we can know which object
we are going to use. Select this object only where we want to
create the cutout on, press tab, and then just
select the window like this, and you will see it will
be highlighted over here. Press F three, and search for knife project and
just hit Enter. As soon as you do that, you will see we have created
this projection. For now, we can just
select this window, and I'll just press and move
it to a new collection. We can rename this to something like maybe important objects. We might use them later on, but we do not really
need them right now. So let's just turn them off. And now you can see we have created this cutout
right over here. So very easily, you can just select it all and press B and extrude it backwards to
give it that window shape. Pretty good, I think.
One thing that I'm not quite liking is that this edge over here
looks pretty weird, like it looks kind
of like pointy, so I'll just press Control
B and bevel it out, just so it is a
lot more smoother. If you want, we can smoothen
out these edges as. All right, so I think this
is pretty good for now. Let's just select this face
and select this as well, and just make them go
a little bit behind so that the window slit is a
little bit bigger as well. Okay, so I will just
quickly enable X rays, select all of the window part. And I also want to make
it up a little bit wider intern of agilent for now. Let's just move it a little
bit downwards as well. All right, so, yeah, I think
this is pretty good for now. Let's just say we
can always change these things later on
as well if we want to. What we want to do
now is we want to symmetrize it once again
to the right side as well. So make sure to just press three for Phase select and
just select all these phases. And not anything
extra over here. Yeah, I think it is perfect. Then we can just go to mesh, symmetrize and it will
be copied up once again. Once again, our faces
would be deleted, which we need to fix. So just select this edge plus
F and just fill them out by just pressing
F again and again and it will completely
fill itself out. Let's press slash to come
out of the local mode, and you can see our windows
are looking pretty good. So let's just sit save, and I think this is pretty
good for this lecture. Thank you for watching. I
will continue in the next.
8. Modelling the Wash Basin: Hello, and welcome, guys.
So let's continue to detail our environment even more and let's model out
some more assets. If you will look over
in the reference image, we have this wash basin like thing over here
on the right side. So let's just create
something similar to this. I've also added a couple of reference images that
we can use over here. So let's just add them
both into our scene, and then we can
start working on it. So let's just select
this image first, press and move to the
reference images collection. I will first press Shift plus A. First, let's just go into the top view so press
seven for top view, press Shift plus A, and
add the reference image. To select the wash basin top. Let's move it right over here. Or we can let's just delete this press Shift plus S then
closer to world origin, and now once again,
add the same image. Then we can just press slash
to go into the local mode so that we can work freely.
Let's move this down. Now press three for
the right side view, and this time, let's
add the washws inside. Let's move this over here and we can start creating it.
It is pretty simple. It is not that
complex of an object. So let's just press
Shift plus A, add a cube, enable Xray, and let's just select all of the sides and try to match them with the reference
image easily. Make sure to press seven for top view so that we
can also align it in the other view as well. I like that. I will
also just disable edge length for
now, press control, apply the scale, and let's just duplicate this part
and move it over here to create the tabletop
over here, just like this. Fairly simple now
we can just add the bevel modifier to both of them to give
them nice looking edges. Right click and
shade or to smooth this and also enable
harder normals. For this one, I will
just first press tab, press three for phase select, hold all, and select
this complete loop. Then you can just press
three, enable Xray, and just try to create these
insets. So just press I. Press I once again to
insert them individually, and just try to match
the reference image roughly, we have
something like this. Then we can just hold
all, select this loop, hold Shift ent, and just
select all of these loops. Press plusE and extrude
faces along normal. I think this much
is pretty good. You can see right now it
does not look that good, but as soon as we add
the bevel modifier, the edges will appear
a lot more visible and we can just adjust
them to look better. Enable harder normals and also right click and shade
or to smooth this. We can maybe change
the outer to arc. Yeah, this looks much better. Let's just save and
keep on moving further. We can now create
table legs, which, again, we will be using
the same fundamental. Just add a simple plane rotated on the y
axis by 90 degrees. And let's just match the
vertices up roughly. I'll select this word CPSX
and delete it completely so that we can just
start to press E and extrude it
out from over here. So this thing we have done quite a bit at this
point in our course. So let's just quickly
finish this up. I Also, these type of designs, you will find a lot of
them over the Internet. I've also just used a couple of different reference images
from Internet only. Can just search for
different types of table legs and you will find a various number of designs
that you can choose from. Yeah, now we are done. So let's just press A and press
F to fill out this phase, and we can move it
over here on the side. And first, let's just give
it a bit of thickness. Et's see. I think something
like this is pretty good. Right click. And again,
shade out to smooth this and make sure to add
a bebl modifier to this. If your bevel is not
really working properly, you can just enable Clamp
overlap from over here. So just disable it, and then you will be like kind of
able to see where are the problem areas so you can see because like the word Cs are too close to
each other over here, the bevel is kind of mixing, so press X and Dissolvge. And yeah you can see,
we can kind of like this way. Fix these issues. So you can now get a much more better control
over your bl. Obviously, if you keep
on increasing it too much because we have
disabled clam overlap, it will merge into each other. I think this much
is pretty good. Then let's just select it and add a mirror modifier to it, select the mirror
object as this stable. And now we have copied it
to the other side as well. Press seven, and now let's
just work on the actual basin. So press Shift A, add a plane. Again, just can this plane up. Press tab, press control, R, add edge loop in the middle, and let's just delete this side and can once again just add a mirror modifier so that we don't have to work
on the other side. Again, let's just delete
this vertice and we can just quickly phase this
reference image out. All right, so let's bring
them close to each other, and then we can
select them both and press F and just join them. What I will do is I will just now apply the mirror
modifier because we don't need it anymore
and you can just select this middle edge
and delete the edge. Press A to select everything, press F to fill
out this phase and press E to extrude it downwards. Right click, Shade Atosmooon, bring it down over
here like this. Again, right click and just add a Bewl modifier
to this as well. All right. Now, basically
what we want to do is that we want to create
like as you can see, this cutout like shape
into our table as well, and we also need to create the
actual hole in the middle. So for that, we can just simply use the Boolean
modifier, I think. I will reduce the amount
of the bevel little bit. Just select this press
Shift plus D to duplicate, hit right click so that it's
placed exactly over there. Then you can just select
this object and the table, then press Control plus minus. Basically, this will create
the cutout over here, and we can see that we
get some shading issues. So if you remember,
we need to make the bevel modifier below the boolean modifier for
it to work properly. So just move it downwards. I will also select both of them. And just move them out
the table like this. Because either way, this
part won't be visible. Yeah, I think this
is pretty good. Let's just move this down so that we can actually
see the cutout. You can still see that we face a little bit of the
shading issues. So let's see how
we can fix them. We can, I think, add a
weighted normal modifier, and that should fix the issues. As you can see, now
we don't get any of the shading issues that
you were getting earlier. Now on to creating the
actual hole in the middle. For this, let's just simply
add a circle object, scale this down, and just try to match it
with the hole over here. Yeah, I think this
is pretty good. It does not have to be exactly accurate as long as it
is, roughly the same. Safe to fill out this
phase and once again just extrude it downwards
like this. And let's see. We can now just select it, select this piece, press
Control plus minus once again. And right away, we don't get the hole. So let's
see what's wrong. I think the issue is
the flip normals, press tab, press A to
select everything, press Shift plus N, and
yeah, as you can see, when we recalculated
the normals, the Bullion modifier
has started to work. Once again, just move
the Bevil modifier below this and to make the hole
appear over here as well. So just select this piece
and select this one as well, then press control plus minus. And also I think
we need to select this thing over here and then
select the bottom table, then press Control plus minus. Yeah. Now it is
working perfectly. Make sure to move the
bevel modifiers below. Let's see, also add
a weighted normal. Yeah, now it's working properly. Let's select this
part press tab, and first, let's
apply the scale, and then we can select
this bottom face and then just press Control
plus B to bevel it out. Let's first make it a
little bit more deeper. Then press Control plus B
and bevel it out like this. All right. Now I think the
table is looking pretty good. I will also select the
table over here and just select the
bevel modifier and we can disable clamp
overlap for this as well, and just adjust like
bevel on our own. We can see that we are getting a little bit of shading
issues over here, so let's just switch back to sharp I think now
they are fixed. Yeah, I think that seems to
work a little bit better. Let's just move
them inside only. Yeah, so I'm just making
some minor adjustments. But except that I think our table is starting
to look pretty nice. The only thing that we
have to add now is, let's just add the tab, which we have already created
in the earlier lectures. You can look over in
the modifier section of the course where we work with the reference images
at the end of it. If you skipped
over that lecture, you can create the
toilet seat and the faucet in those lectures. Let's create this part, and let's just scale
it up till here. Apply the scale for this
and let's just make it so that it appears a little
bit more interesting. I delete this side and
add a mirror modifier. Let's see. I'll
select this edge, move it upwards, press G two times to slide it across
the edge like this. Press E and then F to
make this loop straight, and then just move
this part downwards. Yeah, I think
something like this. Then what I will
do is I just apply the mirror modifier
quickly and just bevel out these edges so that we actually get them a little bit smoother instead of them
looking really sharp. Let's add a bevel modifier to We can maybe level out
this edge as well. All right. Yeah, I think
this looks pretty good. Now, the next part is to just add the faucet
that we created in the I think in the
Section three or four, I think, in these videos like modeling using
reference images, you can check these
videos out if you want to create the faucet
and the toilet seat. Yeah, I'll just go to the blender files and
open up this file. We can just copy this up. Copy objects, close this. And now let's just
paste it over here. Scale this down and scale it according to the
reference image. Seven for top view
enable Xray. Yeah. Perfect. All right, so now
our wash basin is finished. Let's just hit save, and then
we can just select it all. Press slash now to come out of the local mode and obviously
we need to scale this down so that it can actually fit it according to the
actual environment. I Let's see. I think this one is pretty good. Let's just bring
the guy over here, rotate it feels right to me. Maybe just like a tad bit more. Let's just scale it up
just a little bit more. Yeah, I think I'm happy with this how this
has turned out. Let's just bring this
guy back over here. I'll also just select all
of the wash basin objects, select them all hold control now and deselect
the rest of them. And now just make sure
to press M and create a new collection and move this to the wash
basin so that we can easily turn it on and
off whenever we want to. Yeah. It just keeps the things or the
objects more organized. And yeah, now, as you can
see slowly but surely, our environment is
starting to come along. We will keep on adding more details in the
upcoming lectures. So thank you for watching. I will see you Linda next month.
9. Adding the Wall Moulding: Hello, and welcome,
guys. So let's continue working on environment. And in this lecture, let's
start by adding in, like, a crown molding at the top of our wall to make it appear
a little bit better. If you don't know what it is, it is basically
something like this, as you can see over
here in these pictures. Crown molding is basically
this part on top of the wall, which is like a decorative
element to make your walls appear a little
bit better, as you can see. Let's create some type
of simple design. It might seem that it is a little bit tricky
to create them at first, but I will just show you a
very nice little technique that we can use to add
these types of things. First, what we have to
do is basically want to create the profile
of our crown molding. What I mean by that
is, as you can see, all these crown moldings
have certain shapes to them. We just need a profile or a
two D view of this shape. If you will again look over
in the reference image, I have provided, the profiles of two different crown
molding that we can use. You can go for any type of
design that you want to, but I think I will be
going for this one. And if you will just search for something like crown molding, to print, you will find a lot of different similar
designs that you can use, and you can create
whichever one you want to. So you can select
whichever one you want. You can see this thing is
the profile right over here. So this is like the
profile of the molding, like how it looks in
two D, the shape. So you can download any one
of these images if you want to and choose whichever
design you want to go for. And let's see how we can
now create this thing. So first, let's just bring
this reference image in Suppress one for front view, and let's just press
Shift A and add in a reference image.
Let's select this one. And as I said, once again, we need to just
completely trace it out. So now let's just
simply add a plane. So pre shift A, add a plane, rotate it on the X
axis by 90 degrees. And now we can just enable Xray and try to match it
with the reference image. I'll select all of the word Cs and place them on
all these ends, and then we can just
select this single word C, press X and delete
it so that we can easily extrude this line out
and connect them together. So just select this word C and
start to press E again and again and quickly just trace this reference image out
of our crown molding. We have done this
step like a lot of different times at this
point in this course, so it should be pretty easy. All right, guys. So now we
have traced it out completely, select these two words Cs, press F to join them, and then we can
just quickly select all these reference
images press M and move them to the
reference image collection. So now we have created
the profile of our crown molding and we do not really need it anymore for now. We now need to move
over to our bathroom. So let's just find out where we actually want to add
this molding part. So what we want
is that it should appear on these
edges of our wall. So it should be
appearing over here like this in this one
section of the room, and then in this other
section of the room, like this inside part, so it should be appearing
over here as well. So to make that happen, what we need to do is we need
to select all of the edges where we want this
molding part to appear. So let's start by
selecting all these edges. So we want it over here on this section
of the leg bathroom. Over here, as you can see, I've selected this one section. Now I'll just press
Shift plus D to duplicate it, hit right click, and then we can just press P and separate this selection so that this part is like
a separate object from the original bathroom. So now what I will do is I
will basically convert both of these objects to a curve object because for the technique
that we are going to use, we need to use them both as curve objects because what we
will be basically doing is that we will just take this curve object and use the profile of this curve object to give the thickness to the
other curve object. So just select them
both, press F three, and just search for
Convert to curve. Do that and then we can
select this object over here. Now, if you remember whenever
we have the curve object, we can adjust the depth of it by adjusting this
bevel option over here. And you can see we are basically giving this curve thickness. But instead of giving it
this normal thickness, this time we will be using a object to give it a thickness. So you can go over to
this object section, and now over here,
you can select the profile that we
just created like this. So we will get
something like this, as you can see, we are now getting the
shape of a profile. So just select this
object and scale this down because obviously
this is too large right. Other thing that I want to do is you might notice that it has this weird thickness
going on where it is thicker in the middle
and it is a little bit, less thick in the ends. So that is happening
because we have extra vertices added in the middle which we
forgot to remove. So we can just select them all. Wever vertices are in
the middle like this, press X and delete them. And you will see that will
fix our thickness issue. And now you can see they
are absolutely straight. Obviously, we need to scale
down this object a lot more Let's select
this, move it down. And next what we want to
do is we just press tab, enable Xray, select
these two edges, and just move them a little
bit inwards like this. Select these two as well. Press G then Y, move them inwards so that we can actually see the
crown molding part. Select this as well and
bring it out over here. And then select this part
and move it till here. I will just once again
select this object quickly and scale it
down a little bit more to something around here. And yeah, I think this
feels pretty good to me. Just move it over
here at the top. And then what we need to do is basically we need to select this R part and X ray for it, select all of the top vertices. Let's select this part as well. Then we can just move
it like a tad bit down. Select these two,
and you can see we have a kind of
overlap going on. Just make sure to fix that up and bring it out in
the front like this. You might have to, like, move down the arc a little bit more down. Yeah, that's fine. I think this looks
pretty good now. Yeah, now we don't really have any kind of overlapping issues, and I think the molding
looks pretty good. So you can just remove
it, and without it, the wall looks really flat. But with this added, I
think it looks really nice. Next, what we need to
do is we need to add this molding part over
here inside as well, and you can see how easy it was. You just need to, like,
copy the section or the edges where you want to
add this part like this. Yeah, I think something
like this is pretty good. We can always
adjust it later on. Press Shift plus D
to duplicate it, and then press B and
separate the selection. And before we actually turn this into a curve,
if you remember, we can just remove all of
these vertices in the middle. You just select them all,
press X and dissolve vertices. So that we only have
the corner vertices. Now press F three and
convert to curve. Once again, just select the curve object as
this thing over here. You can see that we have a
little bit of issue where the molding part is
towards the outside. So now to fix this up, basically what I will
do is, let's see, I'll just select these two words press X and basically just
delete them together, and we can select this edge
right over here, to objects, set origin original
geometry first, and then just move it
over here at the corner. And you can see this
particular edge is facing in the right
direction like this. Displace it properly, and
then we can just press tab, select this word C like this, press E, and just
extend it like this. Till here, I guess.
Then we can just press E and add another extension to it and extrude it till here. Now we can just select
vertex snapping, select this word C plus G, then Y and just snap it
over here like this. So that they are
perfectly in line. And now you can see
the direction is flip w and they're
facing inwards, which is exactly what we wanted. And now we just need to
select this part over here and just adjust
the height of it, select all of the top word Cs and now just bring them down. All right, so now,
as you can see, we have added the molding
part to our bathroom as well, making the walls
appear a lot better. Let's fix this area. Yeah. I'll just make a little
bit of quick adjustments. Alright, now it is perfect. And as I was saying,
we have added, all of these crown
molding parts to our wall to make them
appear a lot better. You can see without them, I think the walls look very flat. But with them added, I
think it adds a nice bit of effect and it just starts to look more like an actual room. So you can basically
see how easy it was we really just created a very simple looking
profile using from a flat to the image that you guys can choose whichever
one you want to, you can choose whichever
design you want to go for and basically just
create the profile of that. And then we created
the area or the part where we want to actually
add this crown molding. And then we basically converted both those objects to
curve objects and just use this profile object to give thickness to
the other curve object. Anya, with that, we have created this very simple crown bolding. You can choose whichever
design you want to go for, and I would suggest you guys to choose something else just to have a little bit of uniqueness
to your environment. Ana guys, with that, we are
done with this lecture. We'll continue from over here in the next video. Thank
you for watching. I will see you in the next one.
10. Adding Glass Panes: Hello and welcome,
guys. So let's continue working
on an environment. In this lecture, let's add
the glass door panel that we have over here that divides both of the
bathroom segments. You can also see it in the
reference image as well. We have these things over
here. So let's just add that. We can just start by pressing Shift plus A and let's
just simply add a Q. Let's bring this
right over here, scale this down, obviously. I'll just select these
two objects and then press slash Al press tab, go into the edit mode. Let's enable edge length as well and just scale
it down like this. I think this much
is pretty good. So I was looking for
somewhere around 1.25 meters in the breadth and the height can be a little bit more
somewhere around here. Then just place it like this. We want to place
it just ahead of this arc that we have created
somewhere around here. And also, let's reduce
the thickness of this. Press control and
apply the scale. And let's see if we can just add a mirror modifier
to it and it works. We can select the
mirror object as maybe the room and then select the Y axis. It kind of works. It's not like exactly
matching right over here, so let's just remove it, and instead, we can just
duplicate like this. Now, let's just
select them both in press Control J and
join them together. I will also add a bevel
modifier to them. Press control, apply the scale and just reduce
the bevel amount. Enable harder normals and
enable auto smooth as well. All right. That
looks pretty good. Next, what I will do
is just press tab and we can select this
phase right over here, and then just press
Shift plus D, right click, press P, and separate the selection. And this can be the door object. So just press tare now, select it all and extrude
it out like this. Let's just keep a little bit
of space in between them. So something like
this. And yeah, I think this looks pretty
good for our glass door. What I will do is I will first apply the scale
for all three of them. And now let's create some of the other things to further detail it more, as you can see, we have a couple of hinges
and latches over here and this cylinder part right over here as
well that we can add. So let's do that. Let's just
select all three of them, press slash, and then first, I will just obviously select them both and
set origin to geometry. Then select this one,
press Shift plus cause to select it so that when
we add the cylinder, it gets added exactly
in the middle of them. Now, let's bring it
up over here and rotate it on the X
axis by 90 degrees. Now, let's just press S then Y and scale it up on the Y axis like this. Thing like that. All right. Now I
will just select this pressure puss to select it once again and
add another cylinder. And this time we can
rotate it like this on the X axis by 90
degrees and place it on the ends so that we can
just create some sort of thing to hold onto this cylinder that we can
attach onto our walls, select them both and
shade or to smooth them. And let's just press tab, first apply the scale and inset this and just
extrude it out like this, just to give it a
little bit of detail. Then we can select this part and add a mirror modifier to it, and then we can just
select this cylinder as the mirror object and
set it on Y or Z, I think, Let's come
out of the edit mode, and it is a little bit out. So let's just scale it in. Just move the cylinder like little bit on the left
side to bring this out. Okay, I'll just select
this and extend it a little bit over here because it is not
fitting properly. Now what you can do is you can just set the origin back to geometry and it will fix
itself. Now it is perfect. Let's save. And again, I will select this pressure pluses because it is selected. And this time, we can add I'll just scale
this down a little bit. Okay. Just to reduce
the thickness of this. And then we can add
something like a cube maybe and place it right
along here. Let's see. Let's give this up like this. We have some sort of
like this type of thing, which I think we can
work around this. We can create
whatever we want to. I'll just select this part,
apply the scale first, and then press Control
B and bevel it out. Disable edge length for now. Let's select this bottom face inside this and
extrude it downwards. And once again just bevel
out this part as well. Yeah, I think something
like this looks all right. So now what I will do is, first, I'll just select this
object press tab and you can hover over here and press L to select this object, press P, and separate
the selection. So that we have
them both separate, then select this one, to object, set origin origin to geometry. And the reason I'm doing
that is so that I can directly add the mirror
modifier to it like this and select this object as the mirror object
and set it on Y axis, and they will be
equally placed out. And then I will
just select it once again and add another
mirror modifier to it. And this time, I will select this piece as the mirror
object because it is in the middle and then select the Y axis to just
mirror it all perfectly. You can see, it is
in a similar way in the reference image as well. We have these two and
these two over here. I think this looks pretty good. Then we also have
these latches that are added onto the door. So let's just add that as well. We might have to move
it close to the wall. I think we need to
just select this part, enable Xray select
this, I think. Select this complete loop, and let's just bring it
out right over here in front of our the glass door. So that it does not
overlap with them. And over here, it is fine. I think over here it is
already close to the wall. Then we can select this press shift process further
to select it, and then let's just add a cube, scale this cube down and
move it right over here. Tail it up something like this, apply the scale,
and let's just see. The thickness is, I think, fine. I'll select them
both press slash, go into the local mode. Then we can just
select it and add a bevel modifier to
it, apply the scale. Enable harder normals, and
then once again just simply add a mirror modifier
to it and select this. Set it on the z axis. Let's bring them a
little bit closer. Press tab, and I'll
select these two edges, press Control B and
bevel them out, just to make it smooth
from over here. I think this looks pretty good. I'll reduce the bevel
amount just a little bit. Now, let's see if I
select these two Shift plus D and move it over here. But this time just press
S then X or S then Y and type in minus one,
just to flip them both. And move them over here like
this as well. Let's see. Where else do we
have to add them a couple of them over
here at the bottom, and then for the door as well. Let's see. We can
maybe just, I think, select these two and remove
the mirror modifier for now, and now just rotate them on
the X axis by 90 degrees, something like this, I guess. Then just add a mirror modifier
to it and select this, set it on the Y axis. And there we have it. I'll once again
just select it and duplicate it and
move it over here. And now I will just change the mirror object
from this to this. It is not working because
I think the mirror, it is not giving
proper results because I think the origin point
is not set properly, select this and just go to object set origin
origin to geometry. And, as you can see, that
has fixed our issue. Okay and yeah, I think with that,
everything is pretty good. I'll just quickly select it all, whatever parts we have
created right now. And one thing that I
want to confirm is, like, I kind of feel like the thickness
for these doors is a little bit too much. I'll select them all press X. Press, thnX and
scale them down on the X axis just to make
them a lot thinner. And obviously, just select
these two and scale them down, select them all
over here as well. I just scale them now. All right. So yeah, I think
this is pretty good now. Next, let's just work on
the latches for the door. I will just select the door
and select these two as well. Press slash, and let's
see what we can do. Let's press Shift A add a cube, scale it down, and let's
create something similar. Let's just increase the
scale of this like this. I'd like devil modifier to. Let's see. I'll just press, press Control R, add to
edge loops in the middle. Let's see what we can do. I'll select this face and press E and just
connect them both first. Press control R, add
edge loop in the middle, and just make it something like this and then bevel it out. Let's just try to adjust
it a little bit better. Maybe we can place it
something in this way. Then we just select it and add a mirror modifier to it and select this as the mirror object and set it on the Z axis. I will just decrease
a little bit of width of this. All right. So now what I want
is, as you can see, when I just select this
door and try to rotate it, you can see it would
not rotate properly. Also, because we
rotate this door, this is also moving, select this part and remove
the mirror object. And instead, let's just use the cylinder over here
as the mirror object. And set it on a Z I think so that when we
rotate around the door, this part does not get
effected. All right. So what I was going for is
that when we rotate this door, it is not rotating properly, so we want it to rotate
it using the latches. So the way we can do that is basically just select this
door, part, press tab, and just select this edge
right over here because we want this edge to be the
hinge for our rotation. So we'll select this press Shift plus cursor to select it, and then we can go to object set origin and origin
to three D cursor. Now I will see when you
rotate the door around, it will rotate it using this
origin point, which works, I think a lot better as it looks as if we are
using these hinges. What I will do is I will select this door and move it
a little bit inwards. Just a little bit
backwards as well, so that it appears a
little bit more better. Now when we select this
and move it around, you can see it
looks pretty good. So that is exactly
what I wanted. And with that, we
have created all of the glass panels and the
things that we wanted to add. Let's just check once. And yeah, I think we
are basically done. Let's just sit save now. And yeah, I think this is
pretty good for this lecture, so thank you watching. I will
see you in the next one.
11. Creating the Mirror and Windows: Hello, and welcome, guys. So in the last lecture, we created all these glass panels, but I kind of forgot to add a door handle right over
here for this door. So let's just create
that quickly first. I will select this. Let's press slash and go to the local mode. Press three, press Shift plus A, and let's add a simple cylinder. Now, let's just scale this down. Let's see how much we want
to make the door handle. I think this much is a lot. So let's just decrease
the size of this. Press tab pis Control R, and I will add like a
edge loop in the middle. Hit right click and
let's just remove the bottom part so that we can add like
a mirror modifier. Because we will be
kind of creating this curved type of handle, so we can use the spin
tool for the top part, and the mirror
modifier would do it for the bottom part. All right. So let's see, I will
just decrease the scale of it a little bit,
like the thickness. And then we can just select
all of these top faces, select the spin tool,
hold shift and use your right click to place the three D cursor
somewhere around here. And now in the tool section, bring this menu
up by pressing N, and in the tool section,
select the X axis, so that you can
rotate it like this. You see? We have created this spin and now we need to just
basically adjust it. Let's put in the angle at 90 degrees so that
it is perfect. I think this looks really good. If you want to
increase the size or the scale of the
curve a little bit, you can do that by just moving it on the Y axis,
just using this gizmo. But I think this is pretty
good. Let's see now. For sure, I think the height of it is a little bit too much, so I will just select it all and just reduce it like this. A tele shade or to smooth this. And yeah, I think this
is pretty good now. I'll maybe increase
it a little bit more. Yeah. Now let's just rotate it like
this by 90 degrees and place it right over here. Let's come out of the local
mode and see how it looks. Obviously, it is totally
up to your preference, like how big or small you
want to make the handle. But I think personally,
this is pretty good. Let's move on further.
And the next thing, if you look over in
the reference image, we also have these mirror type of thing added right over here. So let's just create that now. So first, let's just create a small different
section of a wall. So I will select this
like this table. Go to object, set origin and origin geometry so that it is exactly over here, press Shift plus S
cursor to select it, and then let's just add a cube. Scale this cube down on
the y axis like this. And just move it
behind. Press tab, enable X ray, and let's
move it right about here and right about
here at the bottom. We kind of want it to, like, touch the top
part of the wall, like just below this
the molding part, and something like that. And maybe we can, give it a
little bit more thickness. Select it now, press
control apply the scale, and let's just add a
Bbel modifier as well. Yeah, something like that. Now I will just select this once again and just
duplicate this only. Obviously scale this
down so that now we can create the actual mirror
in between over here. Let's bring it out. Let's see. I think a height of
about one meters is pretty good for the mirror. Let's bring in our human
model and we kind of, like, w that face of the human should appear
at the height of the mirror. Yeah, I think this
is pretty good. I'm happy with this. We can maybe give it a little
bit more width. And let's select this and
increase this in size as well. Yeah, I think this
is pretty good. Apply the scale for it, but just the devil a little bit. And now to actually
create the mirror part, let's just press tab, first apply the
scale, press tab, select this and just
press I to insert them. I will also enable
edge length as well. And then press I to
inset. Let's see. I think something like
this is pretty good. Then you can just extrude it backwards to actually
create the mirror part. Yeah, I think something
like this is pretty good. Select it and move it
back over here again. And now we kind of have the wall behind over here that we can give it
like a different texture, other than the wall
that is behind. Now we basically have our wall that we have created over here, and on top of that,
we have the mirror. If you want, we can maybe
select it all over here. Make sure to deselect the room, just select all
these parts only, and maybe we can move it a
little bit closer over here. I'll press one for the
front, you enable Xray, and we can see like we have this toilet over here
and I want to place the mirror part in front of it just so it is
kind of in line. I think this is pretty good. Let's just save now, and let's see what
else we can do. Maybe we can also add in kind of like a boundary
for our window. So let's just select this
part, press Shift plus D, right click and
press B and separate the selection so that we
just have this thing. Sorry. Yeah, this
thing over here, go to object set origin,
origin to geometry. Now let's press tab. First apply the scale,
presab select everything, and just extrude it like this. Then press A to
select everything, psaltPlE and extrude
faces along. We have something like that. I'll select all these back faces and
just move them like this. And we can give it a
little bit more thickness. Press then Shift plus Y to only scale it on these two
planes like this. Yeah, let's just say I
think this is pretty good. Alright, guys. So the only
thing that are kind of left, I will first select all of these like glass pieces
that we created, the last lecture, and
let's just move them to their separate collection so
that we can just kind of, like, turn them off
whenever we want. Make sure everything
is selected. These two are left,
select them as well. And now everything
is selected, p, and move this to
a new collection and rename this to Glass. Because obviously when we add the glass material to them,
they would be see through, but they're kind of
difficult to work with as we still need
to work on this area. So there are a couple of
things that I want to add is obviously in
the reference image, we do not really have it, but
I also kind of want to add, like, a bathtub in
the middle of this, and then we need
to create, small objects like the shower
head and all these, pipes and everything that
we have like over here, a couple of things, L tail
it up a little bit more. And then, obviously, we have
the texturing part as well. So yeah, let's just
save now, guys, and we will continue
working from over here in the next lecture.
Thank you for watching.
12. Modelling the Bathtub: Hello, and welcome, guys. So let's continue working
on an environment. And in this lecture,
we will be creating the bathtub that I mentioned
in the last lecture. We will be adding it over here in the inside part
of our bathroom. So let's just model that. If you look over in
the reference images, I have added like a couple of reference images
for the bathtub, like the side view and the
top view that we can use. So let's just add them both into blender and we can
start to model it. So just hold Shift
ten right clay to place your cursor around and place it somewhere
far like this. Then just press Shift plus A, and let's add the
top view first. Put it at in the top view, move it down, press slash so
that we can just isolate it. Now press one for
the front view, press Shift A, and let's just
add the side view as well. Now we can just start by pressing Shift A and
let's add a plane. And what I will do
is I kind of want to know if both of the reference
images are matching. So just scale them both up, scale the plane up according to the length of the bathtub. It does not have to be accurate. Right now, we are just trying to see if the reference
images are matching. Now, if you press one, you can see we have kind of
something like this. Now, let's just try placing the reference image
according to that. You can see the reference
image is a little bit bigger. Like the side view
is a little bit bigger compared to the top view. So let's just select the
image and scale it down. Yeah, I think something
like this is pretty good. Obviously, we don't have
to exactly match it. I think something like this
would work because all we need is roughly a similar
shape of the battub. Now we can just start by first
deleting this bottom part. And now we just select
these vertices and just try to place them in
all these points. First, we can just
create this part of the battub which is basically
completely straight. Over here, as you can
see, press one for the front view and
just move it down. Now, press Control R at
edge loop right over here so that you can just select this part and
move it up over here. Add another edge loop over here, press Control R, and
just move it downwards. Just keep on adding some loops and adjust the overall shape. Press seven, once again,
let's select this part, press E, and X, and then extrude it till here. Obviously, scale this down. Now let's just
press Control R and add a bunch of edge
loops in between, so that we can give it
roughly the same shape. And now just scale
them up so that we can roughly give it the
same shape as the bat. We don't have to make it
really smooth, as you can see. We still are not
covering it properly. You don't have to
worry about that because we will be adding in a subdivision surface
modifier later on anyways, so it will smooth
everything out. So press one, and I think it is looking good
right over here as well. I'll select this part and
extrude it till here. Then press seven,
and as you can see, we just now need to adjust it. Scale it down obviously
and add in a couple of edge loops and then
just scale them up on the Yaxs only like this
to give this thickness. Once again, press
one, and let's see. I think it is looking
pretty good right now. We have got this shape. Now what we can do is we can just select it all press
A to select it all, turn off glenth for now and press E and just extrude
it downwards like this. Enable X ray, and now press
then Z and type in zero. So that you basically
flatten it out completely, and just move it like this, move it a little bit downwards. And what we can do is we can select this part and
move it in like this. To match with the reference
image and once again, select this part and move it in. Make sure to place
the edge loops properly so that they are not squished into each other.
Something like that. I'm just pressing G two
times to slide the word Cs across the edge like this. And yeah, I think
this is pretty good. Let's just hit right click, shade or to smooth this, and now we can just
select the top face, select all of the faces that
are at the top over here, press X, and delete these faces. And now we have
got ourselves with our very basic
looking baub shape, and now to make it look better, basically we just add in
a subdivision surface. And give it a couple of levels so that we have
something like this. Now we can just fix the overall shape of it
and we can see we are kind of getting this thing
over here because of these faces and
this one over here. So I don't really like that. I will select this
pace, press X, and dissolve the edge so that we get kind of
like a flatter look. And we don't get
this pointy look so select it and once again,
just dissolve edge. And you can see we kind
of get this flatter look, which I think
appears much better. Now we can just press
Control R and add in a edge loop right over
here, hit right click. And then what we do is
we just space it out and select this part and just move it a
little bit forwards. Just move it up like this and move it a little
bit forwards. You create this type of shape. We have it in the
reference image as well. As you can see, it
goes like this. I select this part, and because of the
subdivision surface, everything kind smoothens
out a little bit. So that's why it is a
little bit shorter. So just move it ahead a
little bit like this. And, yeah, guys, I think our
shape looks pretty good. Wherever you find,
as you can see, these edges are kind of
like too close together. That's why they are
creating this harsh edge. So you just hold all,
select this loop, and press G two times to, like, move it away from each other so that we don't get that
harsh edge, and instead, we get like this
smoother look because we want our baub to
look pretty smooth. Like this part as well and
just move it like this on the X axis to give it
that rounded shape. And overall, I'm
pretty happy with how the bathtub has turned out. Let's see if we just select these two edges and press
J and join them together. Yeah, it is giving
us this pointy look which I don't really
want, so I'll undo that. And next what we can do is I think our bathtub is
looking right right now. So let's add in a
solidify modifier to give it further
thickness, obviously. Yeah, I think this
is pretty good. I'll also space these out edges a little bit, hold
on, select them, and then press G two times
to just space them apart so that there is enough
space between all of them and they are not very
close to each other. Yeah. I think this
is pretty good now. So the next thing to do
is basically hold alt and select this loop
completely so that we can create this rounded part, press E, and just
extrude it a little bit upwards and then press
S to scale it out. Like this. Scale it out
a lot and then press E once again and just press G and then Z and
extrude it downwards. And we will create kind of like this lip for the ped tub,
which is what we want. I'm not really a fan of
this part over here. So I'll just select it all try to move it a
little bit downwards. Et's select this
edge pre sex and delete the word
Cs. And let's see. I think something like
this looks a little bit better instead of adding it, once again, just
scale it outwards. Let's see. Yeah, let's
just keep it this way. And if we don't like this part, we can just select it all
on press sex and delete it if we just like it
this much as well. It's totally up to
your preference if you want to create
something like this or if you want to select it and extrude it once again
and then just go downwards a little bit to create this extended lip, like
something like this. I'm not really sure what
I want, so for now, I will just stay like that only, I think this looks pretty good. Now we can just create the
legs for the part tub. So let's add that. I will not really use the
reference images for this, so let's select
them both press M and move them to the
reference images collection. We can just simply add in, let's say, a cube, place
it right over here. And let's see how we will
be creating those legs. Scale this down,
obviously. Move it up. Let's select this part, press
control, apply the scale, enable X ray, and let's just extrude it and scale
it up a little bit. Extrude and just
scale like this. Rotate it a little bit as
well, and select this part. I will just rotate
it a little bit like this, nothing too complex. Create something like this. And then what we do is first we add in the
mirror modifier, select this as the mirror object and copy it all four sides. Okay, the origin
point is not fixed, select it and just put object set origin
origin to geometry. And that will fix the
position of all of them. The thing with this is
though we want the legs to appear over here
at the far behind, so they are not really
working that well. So instead, we'll just
remove it from the X axis for now and we'll select them, or we'll just first add in
like the subdivision surface, and then we can later on
duplicate them on our own. So right click, shade
or smooth this, give it a couple of levels, and then just use like a crease. You can just select
this phase plus shift plus E and crease it like this. Like select all of these
edges. Make them sharper. But instead, I will just add in like a couple
of loops because I feel like it feels a little
bit more natural it that way. I'll add in, like, a couple
of loops to smoothen it out. You can see I think
this looks pretty good. Let's move them apart and
move it a little bit upwards. Press tab, enable Xray. Let's select some
of these vertices. Then just move them up, can rotate them a little
bit like this. Yeah, I think this
looks pretty nice. And then what we do
is we just select it and duplicate it and place it right
over here at the back. Press, then X,
type in minus one. You just flip the direction
of them, obviously. And this time, let's just move
them a little bit inwards, a little bit up like this. And, yeah, we have the
legs for our bathtub. And I think it
looks pretty good. Let's just hit Save
and try to place it in our bathroom and
see how it looks. If we want, we can
just select them all and scale them up
just a little bit, make sure to change, like, transform pivot point
to individual origins, then scale them up
just a little bit. And yeah, I'm happy with kind
of how it is all looking. If you want, you can also
add in prestab add in, like, a couple of edge loops
in the middle of this buttub to give
it a more firm shape, as you can see, it would be like a lot more
flatter at the bottom. But if you like it
like this only, it is like a lot
more smoothened out. But I will add in like a couple
of edge loops like this. Yeah, I think
that's pretty good. Let's select it now and press slash to come
out of the local mode. Press then Z type in 90. Okay. I think we might need to just select them both and first apply the
modifiers for them. Let's just join them all together so that we can
easily rotate them around. Make sure to change
it back to bounding box center, not
individual origins. Rotate it on the Z axis by 90. Let's press three, enable
X ray, scale it down. Let's turn off the
glass collection so that we can see
how it appears. All right. Yeah, I think that
looks pretty good to me, and I'm pretty happy with
how the Bus turned out. It even looks really nice
with added in over here. You can also, select this door and obviously we won't be
keeping it closed like this, just to add in like a little bit of detail into our environment. We can just rotate
it around like this. Now you can see it is
not really rotating properly because we have
selected bounding block center. We can select active
element for this so that it always uses the
axis of the active element. Now we can just
rotate it like this. Both the light door and
the handle as well. And yeah, I think
having it a little bit, open like this will give it a lot better look rather than
having it completely closed. So yeah, guys, I'm pretty happy with how the bathtub
has turned out. I think it looks really nice. We still have a little
bit more things to add to the bathtub, like, things like the pipes
and everything, like, to fill in the water and all, because right now it is
just a tub, nothing else. Yeah, we'll continue adding
them in the next lecture. I think this is pretty
good for this one. Thank you guys for watching. I will see you in the next one.
13. Modelling the Showerheads: Hello, and welcome, guys. So in this lecture, we
will be creating some of the smaller assets to detail this side of the
bathroom right over here. If you will look over in
the reference images, you will see that we have
things like the shower head and a handheld shower that we will
be creating in this video. We will also add a little bit more details to the bathtub, like adding in, like, a
tab or some knobs to, like, add water into it. So yeah, let's just do that. First, we will be creating this shower head, which
is pretty simple. So let's press one
for the front view, and we can just
start by pressing Shift A and let's add
in the reference image. So let's add this. Move it a little bit backwards,
press three. You can press slash to
go into the local mode, and then press
Shift A and add in the reference image for
the side view as well. All right. Press
shift, add in a cube, and simply let's just scale it according to
the reference image. After you've done that, press three for the right side view. And now, as you can see,
we need to rotate it. And now, as you can
see, we need to rotate it to match it with
the reference image, so press R and just
rotate it like this. And then what you
can do is you can press G then Y and
Y, once again, to move it in the local
direction to move it with the direction of your rotation, which
is pretty handy. And now we will just press tab. Let's select this
first, press G then Y and Y once again and
place it right over here. Select this, press G, z and z once again
to place this edge right over here and do
the same thing for this. Now you'll press
one and we can see the reference page is like
a kind of bit skewed off. So just select the image and
move it downwards like this. Then we can select TQ, first, go to object, set origin, origin to geometry, and also press Control A
and apply the scale. Press tab now and just
select all of these edges, so you can just
hold Control a lot and select all four
of these edges. Press one for the front view, and just press Control plus B to bevel
this out like this. Let's give it a nice bit
of bevel and then we need to create this
portion right over here, just select this pace like the back face and we
can maybe just insert it like this and now just press G then Y and Y once again and
move it upwards. Okay, as you can
see, the insight is kind of merging
into each other. So just undo it,
make sure you do it till the point where the vertices are not really
collapsing into each other. Something like that.
So right click, shade out to smooth
this and also let's add in a pebble modifier. I'll select it and move
it a little bit upwards, so that we get a
nice harsh edge. And I think this is pretty good. I'll select it and move it a little bit
downwards like this. It does not really necessarily have to match the
reference image entirely. I think this way, also,
it looks all right. All right, guys. So next, let's just press Shift
and add in a cylinder, and we can start to create
the attachment to the wall, so press R, and type in 90, and then just scale it down. Press tab and just select this set of vertices and
bring them right over here. Right click Shade O Smooth. Now I will just select it, go to object set origin,
origin geometry. Then press Shift plus S
then cursor to select it so that we can directly add in a new cylinder
right over here, exactly in the center of this. And once again now just
place it according to the reference image and
extrude it out over here. For this thing, we
can once again, obviously directly
use the spin tool and we can also
like, if you want, you can extrude it like this
and work this way as well. Just extrude and rotate it. But let's just use the spin
tool for better control, and a much better
looking result. Let's place it right over here. Hold Shift and right click
to place it right over here and make sure you press N
and select the right axis. X is the right axis. Let's just select it
first and press G then Y and move it a little
bit ahead as it is straight. Now when we get to the turn, then you can select it
and move it like this. And then we can just
use the gizmo that we have to adjust the spin. As you can see, this
looks pretty good to me. Now we can just press E
and extrude it forwards like this and let's just
extrude it directly till here. Then we can just add in a couple of edge
loops in between. And then just press three, hold, select this lup, resoltPlusy,
and extrude it out. Do the same thing
over here as well. And over here. Let's see. Yeah, I think this
looks pretty good. Right click, shade out to
smooth this once again, and let's just simply add in a bevel modifier.
Apply the scale. Although, this piece won't
even be that much visible, I think it won't be visible at all in our
environment because this shower head is going to be a really small object and
it is really behind it. So you don't really have to put in too much effort into it. Let's just quickly
create something up. Let's add in a bevel
modifier to this as well. And just enable harder normals. I'll select this phase and just extrude it
inwards as well. Just to add a bit more detail. All right, guys. So the shower
head is basically done. Now we just need to add these beads like
thing that you see. So let's just press Shift A
and first add in a cylinder. Place the cylinder
right over here, rotate it on the X axis by 90
degrees and scale it down. Now what we need to do
is we need to make sure that we actually rotate the cylinder according to the
face of this shower head. One way to do it would
be to just over here, select snap to face and enable
a line rotation to target. Now when you press
G and hold control, and you can see
you can just kind of rotate it according to that pace directly,
which is pretty handy. Now we can press G
z and z two times, you just move it inwards. Press one for the front
view, and for now, I will just select all
of it and press H to hide so that we
only see like this. Move it right over here. And first, let's add in array modifier to
just duplicate it. Now we can add in another
array modifier, and this time, instead of placing
it on the X axis, set the X factor to zero and increase the Y
factor like this. Now just increase
the number of count. I'm sure we would have to presal plus H to see if
everything looks right over here. And, as you can see, yeah, it seems pretty good to me. Let's just select it all and move it a little
bit more inwards. Right click and shade
to smooth this. And now what we do is we
just select all of them. Press Shift plus D and
move them downwards first. Make sure to move them
downwards like this, press G Y and Y, once again, to move them down in the
local direction only. And then just press G NH and
move them right over here. Once again, you can
just hide all of this so that you can
actually see them properly. And, as you can
see, we need to add in one more like
the array modifier, we need to increase it by one and just decrease it by one, as you can see on the
y axis like this. And yeah, now it
would fit perfectly. Press plus H, bring
everything back. And I think the shower head
looks pretty good to me. Now you can just select it I'll just select both of
these reference images, press N, and move them to the reference
images collection. And we can just press slash and come out
of the local mod, select it all, and let's
just try placing it. First, rotate it on the
Z axis by 90 degrees, scale it down, obviously. Press three for the
right side ube you one and enable X ray, that we can place it
right over the wall. Let's see. I think the
size is pretty good. We can increase it a bit. Also, it is kind of difficult to again and again
select them all. So one thing that we can do is we can just select
this piece first, the Shift plus because
it's selected, and then Shift A and
let's add in the empty. I think we just parent
it all to the empty. Select it all and then at
last select empty object, right click and just
go to parent Object. Now we can just
select this directly and move it around easily. You can also do it
for the rest of the stuff in the environment. You can easily scale them, rotate them just by
selecting the empty. So you don't have to again
and again select them all. Yeah, I think for now
much size is pretty good. Let's just go ahead with this. Let's just sit safe, and next we can create
the handheld shower. So once again, let's
just press one, press shift, and use your right click to bring
the cursor right over here, press Shift A and go
to image reference, and we can select the front
side of the handle shower. Once again, press slash, press three, press Shift A, and once again,
just add this side. As you can see, it is facing the wrong way, so just press, then Y and type in minus one
to flip the side over here. Now we can just
simply press shift A, add in a cylinder, once again, rotate
this by 90 degrees. Scale it down according
to the reference image. Select it, scale it down on
the y axis, rotate it a bit. Let's see. We can
just select all of these vertices and press G
two times to move them down on their like along the edge like this and match
with the reference image. We can see that this thing
is not really moving, and that is because this
is like a cylinder. But when we select them all and then move them all downwards, it will fix automatically. We just do it like this.
And as you can see, now we have the perfect shape. All right, right click and
shade or to smooth this. Press one for the front view, press control, apply the scale, and let's just select like a couple of faces that are exactly over here in
the middle, like this. Select all four of these faces. Press E, first change this
to mounting box center, and I'll just extrude
them downwards like this. Press S, then z and type in zero to flatten it
out from the bottom. Press three and obviously
just move it like this. We can also press control, add an edge loop in between and just move it right over here. Add another one and just
roughly place it like this. We don't have to be
really too precise with it because we will
be adding in like a subdivision surface modifier anyways to smoothen it all out. Select this part and move it a little bit
outwards like this. Now, if you want, you can add in the subdivision
surface modifier. Let's see. We need
to fix these faces, Supersi, as I said, we just insert them and do the same thing over
here on the back as well. You can see it is kind of not
really working at the back, so let's see how
we can fix that. I will select this face, press S then z and z once
again and type in zero. You just flatten it out first. Then if you just
press I and inset it, you can see it will
work pretty good. Let's give it one more level. Now as you can see, we
get a nice bit of shape. We can just remove
this edge loop. Yeah. Now we get
this smooth shape, press one, enable
X ray, press tab. And first scale
them all inwards. I'll keep the bottom
part thick only because, yeah, I think it looks
better this way. Now it's just press three. Even though our shape right over here is kind of like messed up, but I don't want to spend too much time on this to
fix it all up, we could, but it's going to be
a really small asset that won't even be
that much visible NRC, so I'm just keeping
it simple only. So let's just detail it
up a little bit more. And what we can do is we can select all these front faces. So hold Shift and
all, select them all, and press E, and
extrude them outwards. Create this small pace. And then once again, we just add in all these small
beads that we have. We can maybe inset and
extrude it one more time. Yeah, I think
that's pretty good. So let's just hide this for now. And let's see. It's
pretty simple. We can just simply
add in a cylinder. And I kind of forgot
for the last one, but let's make sure
we reuse the word Cs for this because
obviously we don't really need that many words Cs for
making these small beats. So six is fine. If you want, you can do the same thing for the last shower head as well. Rotate it like this,
scale it down. Match it according to
the reference image. Then we just directly
use the spin tool, make sure to first hold Shift
and right click and place the causal right at the center, roughly at the
center, like this. Now select this presstab, select everything and make
sure to select your spin tool. I think we need to set the Y axis and just
rotate it like this. Set the angle to 360. Now this increase the number
of steps to make it fit. And even though it
won't fit properly, but I think this
match is pretty good. Now what we do is we
just select it all, Dubligate it and place
it right over here, and just rotate it once again. Once again, type in 360, and this time we
might need to reduce the number of
circles in between. Let's just do the same thing. Reduce the count a bit more. Once again, one last time. Yeah, I think this
is pretty good. Make sure you select it all
press A and press M and merge by distance because we might have a couple of duplicate
word Cs here and there. This time we don't, but yeah, whenever we are
using spin tools, sometimes we get duplicate word Cs due to them overlapping. Right now, it is fine.
So we can press R plus H and bring our shower
head back. Bring this out. First, let's just
rotate it according to the phase of the shower head. Move it downwards. A, I think it's looking pretty good. We can add in,
like, a little bit of extrusion at the
center as well. Just add in, like, a
edge do like this. Alright, guys. So I think
this is pretty good. I'm happy with how
it turned out. We can next, obviously add in these pipes and
stuff to connect it. So press Shift A and
let's just simply add in, like, a bezier curve. You can easily manipulate
it to create these pipes, select this first,
place it right over here, select
the second one. First let's bring it out. Place it right over here, and you can select these handles to rotate it accordingly. Something like this, I think, select it and extrude it, place it right over here, maybe. And once again, just
rotate this like handle to match with the curve
of the reference image. And let's extrude it till here. Then we can create some sort of thing where it will
kind of connect to. And it looks a little
bit weird in this view. So let's just fix it up. Yeah, that's better, I think. I'll just move them a little
bit far apart like this. And then what we do
is we just give it like a bit of
thickness, obviously. And, I think this
looks pretty good. We need to add we
would need to add, like, a couple of
things to connect it. Like we will be doing those things directly
at the wall only. But I think this is pretty good. We can extrude it one more time to move it inside the wall. Just like that. And, once again, now just select it
all. It's safe first. I'll select these two
reference images. Press and move them to the
reference image collection. Press slash to come out to the
local mode, and let's see. Eight by 90 degrees. Once again, just
scale this down. I think this much
is pretty good. Let's just hide the
bathtub for now. You can maybe create a separate collection for this as well. And now let's just hide it. Yeah, so we have
something like this. I'll select all these
pipes, and I do want to, like, extend them up a
little bit till here. Make sure to select it all, move it out, and just move
it a little bit on the left. Then I just want to select
these pipes and just select all of these
vertices and move them a little bit on the left. So, this looks
pretty good to me. What we can do is we can
now add in a cylinder, increase the number of word Cs, rotate it the by axis by 90, and I'll just quickly press G, then hold control to make
it snap right over here. Scale it down and try
to match it with this. We can add in like
a pebble modifier. Able hard normals. Select the top face, and let's make
something like this. You can select all the
side faces as well, insert them, and then
extrude them out. You create like a
bit more detail. I'll also just scale
it up a little bit. It's safe I think it
looks pretty good to me. The next thing to do is make sure to connect it
to the wall as well. Select this face and just
move it backwards like this. That's pretty good. Press Shift plus cause it to select it, and let's add in
another cylinder. Once again, rotate it on the y axis and place
it right over here. Let's see what we can do. Right click shade
or to smooth this. And now what we can do
is let's just select it pre shift plus
cure to select it. First I'll just bring
it out over here, to connect it with this and
add in another cylinder and rotate it on the X axis by nine degrees and bring
it right over here. That we can create some
connection between the two. Obviously, this is too big. Yeah, I think that's nice. Right click Shade
O to smooth this, and let's select
these two faces, press I to inset. Make sure to apply the scale, press I to inset, plus E, and extrude them. Now we can just select
all these edges, inset them a little bit, and again, extrude
them like this. And we have some sort of
connection between the two. All right. So I think, this
looks pretty good to me. Let's just sit save and
bring back a bathtub. Let's see where we kind of
want to place them all. Once again, I think it is a little bit of hassle to
select them all one by one. So maybe we can like adding another empty object
to connect them all. So press slash first. Make sure you've
selected it all and press slash Shift plus
because it is selected, press Shift D add in empty and you select it all and make sure the MD
is the active selection. So select it at last, right click and just
pair in the object. Now we can just easily
move it around. Move it a little bit upwards. You can also select them
individually as well. Bit safe and I just want to move this part of the curve a little
bit over here like this. A little bit upwards as
well. Select all of this. And just move it
according to the curve. All right, so now I'm pretty happy with how it
has all turned out. Let's just hit save. And although I wanted to
create some more stuff, but I think this much is
pretty good for this lecture, we'll continue from over
here only in the next video. Thank you guys. I'll
see you the next one.
14. Finishing the Modelling: Hello, and welcome,
guys. So let's continue working on our scene. And in this lecture,
let's try to finish up with the modeling
part of our course. So from the next
lecture onwards, we can start to focus on
things like the material, lighting, rendering,
and all sorts of stuff. So yeah, we continue
from where we left off, and we need to add, like, some sort of knob over here so that we can use it to control
obviously the shower, and we will also add a couple of pipes over here
on the bathtub. And the last thing
that I will be adding is a door over here, obviously because we will be needing a door to
enter the bathroom. So let's just start
with the bathtub. I'll select them
both press slash. You can see these legs
are kind of poking out, so I'll select them
and press tab, b X ray, select them all and make sure to
select individual origins, and then just scale them down a little bit and now
bring them down. That the gold poke
out like that? Yeah, I think
that's pretty good. When you select a
small part over here. And what I will do is I will select a top part over
here randomly like this, then you can enable
proportional editing and then just move it downwards, make sure to decrease
the size of the circle. That should work.
All right, guys. So first, let's
start by pressing Shift and add in a cylinder. Skin this down and paste
it right over here. We won't be doing something
like very complex, just a simple pipe,
something like this. Let's place it right over here. Eat out of smooth this. Move it upwards. Make sure to
do enough proportionality. Move it upwards over here. And now let's just use the spin tool to obviously
give it a bit of curve. Press tab, N X ray,
select this part, select the spin tool, and place your cursor
right over here. Hold shift and right click,
place it right over here, and select the correct
axis that is X, and just give it
like a nice spin. Then we can adjust it. I'll set the angle to -90 maybe. That should be good. I think something like this
feels right to me. I'll maybe scale it
up a little bit. And then just press tab, select this phase,
press I to inset this. Make sure to apply
the scale first. Now inset this,
remove it inwards. Next thing to do is to add a couple of knobs to control it. And what I will
do is I will just use this thing that
we created earlier, and let's just duplicate this and bring it
right over here, and we will use this part
to create the knobs. Once again, select
it all press slash. Go back to bounding box center and rotate it by 90 degrees like this -90, scale it up. So what I will do is instead of having this kind of bottom, let's just lead this and
extrude it once again, we have a flat bottom. PSF to fill in the face. I'll scale this down
and bring it over here. H. Can increase the scale of this part able X ray, select them both and just
move them upwards like this. Go to object set origin
origin geometry, again, scale it up and then you can
press a z and z once again, scale it down on the
set axis like this. I think this is pretty good. Now we can just
select them both. Let's just join them maybe. Add a mirror modifier. Select the mirror object
as this thing over here. And let's move the mirror or modifier on top of
the bevel modifier. Yeah. And as you can see, we get pretty good results. I think I missed something when I was trying
to move the downwards. I did not select these vertices. Don't worry, we can just
select them like this. Go over here, select
vertex snapping, disable in rotation,
press G instead, and just hover over
this and hold control, and you can see they
will snap perfectly. Ana, I think something like this would be pretty
good for our butter. One thing that I
want to make sure is that it is exactly
in the center. Yeah, it feels
pretty good to me. I think something like
this is pretty good. Don't have to do too much. We can maybe add one last thing. Let's just add a
cylinder, scale it down. First, what I will
do is I will select this precious cross because it's selected and then add a
cylinder, scale it down. Let's create a small sink type of thing to drain the water. Even though a lot of these things won't
even really visible, you can add them if you want to. Maybe you create something like some sort of animation
or anything like that. So in those type of scenarios
when you are doing, maybe some flybys of the camera and you are doing some
camera pan animations, yeah, then these small details
would be like visible. Stay up you bet M sure it is not coming
out from the bottom. And then let's just add
in a Bewl modifier. And enable arbor nomals. You can see we get weird shady. First, let's try
reducing the amount of babble and that will fix it. You can also add in a small
drain right over here as well on the actual
bob and float. Sad over here in the corner. Let's just I to insert this
and extrude it downwards like this and create
something like that. Once again, I attain a bevel
and reduce the bevel amount. And yeah, I think something
like that is right. Don't have to add
in too much detail. If you want, you
can add in, like, small holes or stuff
like that to create, to make it look
more like a vein. But yeah, I think something like this also would
work pretty good. Alright, now we need to add in, like, the knob to
control the shower. So once again, I will just
select this thing only, Shift plus D to duplicate
it, bring it out over here. Let's remove the
mirror modifier, and let's just rotate it on the Y axis by 90
degrees like this. You move it in over india. What I will do is, first, I will select this press
L and hover over this, press P and separate the selection so that we can once again
separate them both. You can select this
P, go to object set origin origin
grigiometry now select this. Once again reduce
the height for this. Now what I will do
is I will select this press shift pluses
because it will select it, then we can add in
another cylinder, scale it down and
rotate on the biaxis by 90 degrees and just
move it into the wall. Let's increase the
length a little bit. Let's see. We can create
something very simple, apply the scale, break this psi and insert
this still here. This extreme little bit inwards. I'll press Control or add
edge loop in the middle. Hit right click and once again, just bring this
outwards like this. And then just press
Control plus B to bevel it out and give it a couple of
edges to make it smooth. We have something like this. I think this looks all right. Press S, then shift plus Z twice to scale
it down like this. Yeah, I think something like
this looks pretty good. If you are seeing all
these edges in between, just add one or two
edge loops in between, and it will fix itself. Can maybe increase the
scale of this a little bit. Yeah, I think something
like this is pretty good. Let's just select them all, move it a little bit downwards. Make sure it is
kind of at the um, same location as, like, the shower, somewhere
around here. All right. So yeah, I'm pretty
happy with that let's say. And this is pretty basic stuff. We have done this, a
lot of times by now. Now, let's just move on to the door that we need
to create over here. Once again, I'll just bring in the mannequin to see
the size of the door. Now let's see Bress tab, pest control R and add
to edge of like this. It rightly I'll enable
edge length as well. And let's see the thickness
for the door can be maybe a thickness of around
one point like one metres maybe. Not sure. Yeah, I think something
like that feels okay to me. And for the height, I
have seen on Google, the average height for
dose is around 2 meters. So I'm just kind of
roughly going off the mannequin only because I think the mannequin
is of much height. It's around 1.75, so we can just make it a little bit
taller than the manquin. So I think something around
here would be pretty good. So we can just select all of these faces, press Shift plus D, hit right click and then
press P and separate the selection so that
we get our door. And yeah, I think, yeah, this is pretty good. So let's just move
back the mannequin. Select this press tab, and first go to object set
origin or t geometry first. And then I want to remove all
of these edges in between, select all of these edges, press X and do dissolve edges. So that we just remove
these edges and we only get these four vertices. Bit simple. Let's give it a bit of
thickness to start off. And obviously, to make it
look a little bit better and kind of integrate
it well with the wall, we need to add in, like,
a door frame as well. So press tab and select
the top face once again, press Shift plus D to
duplicate, hit right, click, press P, and
separate the selection. Now what I will do is I will select this pace
that we created. Press tab and just
remove this bottom edge. So press X and remove
this bottom edge. And the reason I'm doing
that is because I don't want the door frame to be all
throughout the door. I don't want it to
be at the bottom, just on these three sides. So when I just press tab
and extrude it like this, you can see we have kind of
created this door frame, and now we can just
simply add in like a solidify modifier
to give it thickness. You can see the solidify
modifier won't work properly because if you remember
the modifier stack or the order is important, so move the bevel modifier below the solidify, and
then it should work. If it still doesn't
slash and let's see. First, press stab, pres
A, to select everything, and just press Shift plus
N to fix the normals. And as you can see, as we did
that, it's pretty good now. So we have our door
frame as well, where we can, like, now easily control the
thickness of it. Let's make thickness go like outwards instead
of going inwards. Somewhere around here for
now, I think is fine. And, this way, I think door
is starting to look nice. We need to add in obviously, a little bit more detail
to add in, like, a design. If you go to OL and just search for simple
wooden door designs, you will find does
and loads of them, and you can use them as reference images to create
your own if you want to. But yeah, we will be doing
something pretty basic. I'll just select them press staab enable Xray decrease the thickness of it
just a little bit. Yeah, press tab, once again, select them both first,
apply the scale. Now select your door, press tab, press three for phase select
and select this phase. Let's inset this like
this and just give it like one small little inset again so that we have this loop, pull, select this, result the C, and extrude it along numbers. Yeah, that looks nice. I'll press tab,
able X ray and just select this edge over here and just move it a
little bit on the right. The reason I'm doing
that is because we need to add in the
handle over here. So that's why we cannot really keep it too close to this edge. Just move it right over here. Yeah, that's pretty good. Now let's just press Tab, press Control R, add one
edge loop like this, hit right click and then press Control R once again
and add one like this. We can make it a
little bit unequal, just select this
middle loop, hold, select it all, and
now just move it on the X axis like this towards
the left and little loop. Now we get these
four partitions, so I will select
all four of them. And now just press I
insert them like this. Make sure to press I once again to insert
them individually. And let's insert this till here. Then we can just
press E and extrude them inwards like this. Date something like
that, and press I again, inset it one more time, and let's create another inset
and this time extrude it outwards so that we have
this sort of design. I think this looks like a really nice door design
that we can use. And now we can
just simply add in a small handle over here and let's see
how we can do that. First I'll select
this press Shift plus because it to select it
and simply add in a cube. Place this cue right over here. I just scale it up
very roughly to make the door handle as well
as the lob type of thing. Yeah, this feels
pretty good to read. I'll apply the scale for
this and add in like a bevel modifier Enable
hardened normals and we click shade
or to smooth this. Selected, press Shift
press c to select it, and let's shift A
and add in a cube. This cube will be very
simple looking handle, and I'll show you how we
are going to create it. Now just press S then Z and scale it up a little
bit on the Z axis. Press seven for top you again, press tab and select this phase. Make sure to apply
the scale first. Then press tab your
spin tool once again, place it right over here, and let's go on the z axis
and just give it a nice spin. Once again, just adjust
the spin and set the angle two -90 and just
extrude it out like this. You will see that we have a
very nice looking handle. Obviously, it is huge,
so just scale it down. Let's see. Yeah, I think this size feels
pretty good to me. All right, guys. Yeah, I
think this looks pretty good. Next, we can just style
decrease the size of this. Select this door, enable
X ray, and once again, select this edge and just
move it a little bit, towards the left,
just like that. Yeah, next I'll just
shift a cylinder, scale the cylinder down. Okay by 90 degrees and place it right overhead to
create the kelock type thing. Yeah, I think this much
size is pretty good. Nothing too fancy,
apply the scale, turn off edge length,
set this face, press I to insert this inwards. Just a little bit. Then I'll select this press shift
places because it is selected and add in a cube. Scale this cube down
and bring it out over here to create the place where you
can insert your key. You can give this like the
black colored material so that we easily visible. And with that, I think our
door is looking pretty nice. We got the nice handle. We have a very
simple basic design. And, as I said, there
will be a lot of different designs that
you can find on Google. I'll just do one more thing. I'll press tab, select
all four of these faces, and from over here, select
individual origins, presses the X, scale
them in words like this. Just a little bit, then press the z and scale
them a little bit. And we get these little
bit of smooth edges all. This will give you
a really nice look. And yeah, I'm happy with how the door is
looking and also, like, how the overall
environment is looking. I feel like the handle for the shower is a
little bit higher, so I'll just move it down. Alright, so this is kind of how our final
environment looks. Obviously, a lot of work
still has to be done. We are halfway there.
We still need to add, materials, lights,
and all those things. We have to set up the
camera angles as well. So yeah, we will
continue to work on the environment in the
upcoming lectures. Thank you guys watching. I will see you in the next month.
15. Adding the Glass and Basic Materials: Hello, and welcome, guys. So now that we are done with the molding part of our environment. In this lecture, we
will be starting with the materials and
texturing phase. So let's just start by going into the viewpot shading mode. And obviously, we'll
not see anything. We need to add first, some
kind of lights into our scene. So first, let's just switch
to the cycles render engine, and I will set this to GPU. You can see as soon as
we said this to cycles, the lighting and everything is a lot more realistic than ER. I'll switch to cycles
and also enable denoise. And what we can do
now is let's just add a simple HDRI that we can use. So by now, you guys know
how to add HDRIs into your C. Just go over here
in the world shader type, press Shift A, and let's add
in an environment texture. Plug this into the background and click on open and just use the one that we had in our
textures folder. This one. Couple of other things
that I will do is, first, I will just go over
here and make sure to just disable the like
background over here. So it was over here
in the film section, enabled transparent, so that we only see the environment
and not really the HDRI. So you can see the
lighting is really nice. You can see how nice
our environment looks with more
realistic lighting. So let's just start to
add all these materials. I will also select the HDRI and Just press Control plus D
to add in the mapping node. And what you can do
is you can also use the rotation on this to rotate it around
however you want. To give it different, what do we say, angles
of lighting like this. But let's just for now, keep
it at zero only because obviously we are working with the materials first.
All right, guys. So let's just start by some of the simple stuff and not really make it too
complex right now. So we will be starting with the really basic and
simple materials. So let's just start
with this one. As we already know that all these panels would
be glass panels. So just select them
and click on this new and rename this
material to glass. Now, if you remember,
we can just delete this principle BSDF node. We can obviously create the glass material using
the principle BSDF as well, but it's better to
just simply press shift tape and let's just
search for a glass BSDF. Plug this into your surface. And now you can see
right away we get this glass material,
which is pretty good. So we will select this
object and then select these two and select the one that has the glass
material at last, then press Control
plus L and L link materials so that all three of them now have
the same material. So the glass is done. Now, you can also play
around with this, you can adjust the IR value. So in general, grass has
a value of 1.4 to 1.8, different types of glass can
have different types of IOR. So I will just keep it at
the default value 1.45 only. And you can also adjust, like the roughness as well, like how transparent you want
to make these glass panels. As I really want everyone
to be able to see what is like over here
in this section as well. Therefore, we will go
for some light roughness like 0.05 for now. We can always adjust
these things later on. But yeah, let's go for
something like this. But obviously, if
you want, you can increase it a lot as well. Other thing is, make
sure to always add a bevel modifier
whenever you're using these, what do we say? Like glass materials because they will give you like
these nice rounded edges, which without the bevel would
look like really sharp. And when you add the glass to these sharp materials,
it looks pretty weird. So adding the bevel
modifier is really nice. It looks like really
nice in renders. Next, let's just select this part over here
because as you can see, we have a lot of
different objects with the iron material. So let's just create that
et's select this pole, click on this add material and click on the new material
button and rename to iron. And for this, basically, just
set the metallic to one. And next I will just decrease the roughness
maybe to something like 0.2 and change
the color as well. Something like this,
I guess, you can see, it looks like iron material. Now we just need to copy it
up to the other objects. Select all these parts, all of the objects that are going to be
this iron material. And then select this
part over here at last, then press Control plus
L and L link materials. And now you will see all of the objects will have the
iron material on them. I will create a different variation of this iron material. Like, this one is a
little bit darker, and we can create another one. So I will just select this one like this object
right over here. Click on new material
and rename this to Iron two score two and basically
give it the same values. So one at metallic
0.2 roughness. But this time, you can see with this default
uroni it looks pretty much like iron only
as it is much brighter than this material
right over here. So we can have two
different types of iron in our environment. So for this one, let's
just quickly check. For this particular
iron material, we had, like, a value of 0.35. So for this one, you
will not keep it at 0.8. That's a little too bright. Let's just push it at 0.6. So this will give us a
nice bit of variation, and all the other
objects that are like the tab over here or all the
objects inside our room, like the shower head and
all the things related, we can give it the
other iron material. So once again, now
just select all of the objects where you want
to add the iron material. Not for these beads, just
de select these beads. We will be giving them
a separate material. And over here, the shower part, all of these objects. And yeah, I think these
are pretty much it. Then we can select
this tab that we added the iron material to rest control the cell
and link materials. And yeah, now, as you can see, the iron material
is added over here on the inside objects as well. So pretty good. Yeah. Already, our bathroom is looking
really nice when we add, all of the other materials, things like the ball material or the nice marble material
that we will be going for, I would look pretty good. Also, one other thing that
I'm noticing is that, as you can see over here, the molding part is kind of like disconnected with the wall. It has, like, a space
within the wall. So make sure to
just fix this up. So just select it and
first move it upwards. We'll just move it up so that it does not
have that space. Yeah, now I think it's better. You can see earlier we had
space now apix over here. I think it is more
because of, like, we have this kind of space in
between these two objects. So let's try fixing that up, select them both, both of these vertices and
try pushing it back. Go in the viewport shading mode. I Okay, so that does not work because if we move it a lot more behind, we will start to get this kind of overlap which we don't want. So let's just undo it for now. And what I will do is
basically because we are kind of in like this temporary
viewboard rendering, maybe we are not able to see, properly how everything will do. Let's just set up a camera and then we will render
out our scene and then we can actually find out
what all of the issues are. So let's just quickly
set up a camera. So press Shift A and add in a camera and just
randomly for now, place it right over here,
press control all 100. And just press N, enable a camera to view,
and just zoom it out. I will go over here in the object data properties
of the camera and decrease the focal length so that we can enclose
much more of our scene. Yeah, I think something
like that is pretty good. You can also enable render region from over
here so that you can only see a part which you are going to
render in your final output. So you will be getting
something like this. And if you want, just to see how everything is
looking right now, you can just quickly give
it like a quick render. So I'll just decrease the Okay, let's just try rendering it
out at full mac samples only, and let's see what
issues we have. All right. So now that you can
see our vendor is finished and can kind of
see that there is, like, a little bit
of space over here. Which looks I don't know
if it looks weird or not, but, yeah, we will need to fix this issue
right over here. Over here on the left
and the right side, I think it looks fine. The molding part
looks fine over here. But only over here, we can see kind of the space because
we have this space, like shadows created over there. That's why we have
these dark spots. So yeah, we'll just try
and fix that quickly. But if you just ignore
that aspect out, I think our environment is
looking like really nice, all of the things and
everything lighting and even the few materials
that we have added right now look really nice and yeah, I think we are doing really
good with our environment. So let's just
continue right now. I will close this. And for now, let's just continue to
add more materials. All right, so now next we can add this mirror material
right over here, select this object, create a new material and
rename this two mirror. Once again, just delete
the principle PSDF and we can just
add a glossy BSTF. Plug this into surface and
set the roughness to zero. And you can see it is
reflecting everything back, which is exactly what we want. But obviously, we
don't want it to appear all over here
on the borders. So in the material section, so press tab to go
into the edit mode. And because as you know, we only want the mirror part
to appear right over here, we need some other material
for the rest of the part. So let's just create a new
slot, create a new material. We can rename this to
mirror underscore base for now and select this
mirror based material, press tab, press to
select everything, and then just hit assign so that the complete object has
the mirror based material. Then you can select
only this front face and select your mirror material
and then click Assign. Yeah, now you can see you will only have the mirror material appear right over here
where we want it to be. Next, let's just create a very simple ceramic
material for toilet seat. So let's just select it,
create a new material. And what I will do is I
will just for simplicity, close everything off and
only keep the toilet seat on and rename this
material to ceramic. And once again, it is
going to be pretty basic. Just give it like a
roughness value of 0.1, and it will start to
look like pretty shiny, which is basically what
a ceramic material is, as you can see, it will start
to get that kind of look. You just need to adjust
the color up a little bit. So I have chosen
a color already, so you can type in my
values if you want to. So for you, I will
be going for 0.1. Saturation would be 0.125, and the value can be 0.85. So yeah, just
something like that. And now if we just enable
everything back And yeah, now as you can see, we have added the ceramic
material right over here. So it looks kind of different than the rest of the materials. We have given it like a
ophide kind of color, which usually toilet seats have. And then we have given it like a roughness value of
0.1 to make it shiny. Obviously, we cannot really
see it properly over here because one we don't have proper rendering over here, this is just viewport rendering. Also, we don't have proper
lighting in our sea. You can see this part is open. We will be obviously
closing this part later on, and we will also be adding some area light sand
adjusting the HDRI as well, which would make it look better. So now you select
the parts where you want to add the
element material to. And once again at last, select the like object which has the material
and then press Control plus L and
link materials. And now, as you can see, a
toilet seat looks pretty good. And for this part as well, just quickly enable
everything back the bathtub, glass and wash basin. For this part as well, that
is like the wash basin. We will be using a ceramic
material over here. Also give the iron
material quickly. Select this part and just choose the ceramic material
and click on over here. To make a different
ceramic material. So we name it as
ceramic underscore two. And for this one, I will be just going for a little
bit different color. So like kind of a little
bit more yellowish. So 0.145 at you, 0.2 for the saturation, and 0.9 for the body. And yeah, as you can see, this one also looks pretty nice. If you want, you
can give them both, the same ceramic materials. But yeah, I just wanted to go for a little
bit different one. For the bathtub, I will be using the same as the
toilet seat only. So just select the ceramic one. Or maybe we can create
another cerami materials, just make it ceramic
underscored. But because I do want it to be looking like
a little less of white. So just click on the base color and just try to decrease
the saturation, which will basically
make it more white. If you increase the saturation, it will become more
yellow and orangish. So basically just decrease
the saturation value. And you know, now, as you
can see, it is pretty white. We still do want to have
a little hint of yellow. So yeah, so it does not
look like totally white. It's say on our files. Alright. So now I think
the materials and, like, the environment are
already starting to come along. I think this much is pretty
good for this lecture. In the next lecture, we will be fixing up this issue over
here with the molding part, and also we will be adding
more materials like the floor, the walls, and all
this, marble material. And we also have
some wooden objects like this wash basin sand. So yeah, we will be adding all those materials
in the next video. And we're watching I will
see you in the next.
16. Applying the Modifiers and Marble Material: Hello, and welcome, guys. So let's continue working
on our environment. And in this lecture as well, we will be working
on the materials. But as I said in
the last lecture, I just quickly want to fix
this issue right over here where we have the space appearing as you can see
in the render as well, we have the space
appearing between our wall molding and the
actual Rpiece behind. So the way to fix
this is basically, it is quite possible that you
guys don't have this issue because you might
have done things correctly because I have done, like, a couple of things wrong. So if I just select both of these objects and then press Slash to go
into the local mode, you can press seven
for top view, and you can clearly see that
my edge right over here is, like, very much slanted. Why whenever I was selecting it and trying to move it behind, we would get this weird
overlapping issue where it would look like
fine right over here, but we would have
this overlapping. So yeah, the way to fix, this is basically just make the
edge completely straight, and we can do that by snapping. So just select vertex
snapping from over here and disable line
rotation to target. Select the object press tab, then you can select
this vertex, press G, then X, to move
it on the X axis, then hold control, and just
snap it right over here. Make sure you're selecting
the exact vertice. Like this. Now you can just
select the vertice and check the coordinates
over here on the eggs, and they both should be same. And now they are
completely straight. So we can just select it now and just move it a
little bit behind. Yeah, I think it is already
pretty good now because we have snapped them both
into a straight line. Other thing that I will do is I will just select this arc piece, press tab, press three for face, select whole lot and
select this complete loop, and then just press G
the next and move it behind so that this
extrusion is really faint. It's like, really small
because I don't want the wall extrude to look
like that prominent. I think if you have something like this, it would look better. I will also check the arc and the mold piece in
the other section. Yeah, I think over
here, it is fine. It's looking
completely straight. Select it and move
it back like this, and I will select
this R piece as well, press salt and select
this complete loop, press GRNX and move it behind. Alright. Now we have
something like this. Let's just hit Safe first, go into the viewboard shading, and we can see some
space right over here. So press tab, select
both of these edges, and just press G then Y
and move them like this, just so they are
touching the wall. And now we can see that there
are no visible shadows. We basically want
to make it look as if it is completely
connected with the wall. And now I think everything seems to be looking a
lot better than earlier. We don't see as much
shadows with anything. Make sure there is no
space up at the top. And yeah, with that,
let's just hit Save. And what I will do is,
so now if you will just press F 11 to view
your old render, you can see how
the render looked earlier and now we can just
change the slot to slot two, press F 12 and render it again, and we can just compare
it quickly by pressing J. Let's just wait for
the render to finish. Alright, guys. So the
render is done now. So now if you just press J, you can view the
old render as well. Basically, we are
changing the slots. So you can just keep pressing J to compare both of the
renders and see the change. And we can see with this render, things look a lot better. As everything looks like
a lot more connected, we don't have as many empty
spaces and all these shadows. And you can see how just moving a couple of
things here and there can make a huge impact on your environment
because this looks like, really, really weird
and kind of unrealistic because we have empty spaces
and shadows over here. But now, when we have fixed all of these
things in our new render, we can see how much better
everything starts to appear with everything
connected and tight fitted. So yeah, I think I'm
really happy with how the environment is
starting to look now. Now let's just sit save, and we can continue
working on our materials. Basically, before I actually
start to work on them, what I will do is I
will create a copy of this file because
now what I want to do is to add some
of the materials, I basically want to apply the modifiers because
we will be needing to, like, UV unwrap
some of the objects to properly add
all the materials. So for that, we need to
apply the modifiers. And if you know, with
applying the modifiers, basically, what it means is
that all of the changes, you can see all of the
things we can currently move this like you and this hole will start to update wherever we
move it around. But if we just
select this object and apply all of the modifiers, then if we select it
and move it around, this hole will not update. So basically what applying
the modifier means is that it will make all of
the changes permanent. Like, you cannot
adjust your bevel, you cannot adjust your solidify. So that's why instead of applying the modifiers
in this file only, I will just create a copy of it so that if anything
goes wrong in the future, we can always reference
back to the old file which has all of the
modifiers intact. So yeah, that is a
good practice to do. So let's just hit
Save right over here, and this file right now
has all of our modifiers. Hit Control Shift and
S and now basically just create the new
file in brackets, right, apply so that we can know this particular file has all of the
modifiers applied to. At save now, and
let's just continue. One other thing, if you
just select the room, press slash, and now you will just quickly look
over in the reference image. We also have this small
section of the wall, which is kind of extruded and
has a different material. So we can create some sort
of like this thing as well. It is nice to add it,
press tab and let's just press Control R
and add edge loop. Let's just enable edge
length first so that we can actually see how
big we are creating it. I think somewhere around
here would be pretty good. So 0.18 meters, I think. Now, let's just select
all of these phases. I'll also press Control R and add one small
edge loop write over here, just like this. Then you can select
all of these pass. Here I think, then
press fault plus E, and extrude pass along no. Yeah, I think this
looks pretty good. Let's press slash to come out of the local mode and see if
everything is correct. Yeah. I just wanted it to appear your hair only and not
go past this like glass. If you want, we can maybe
extend this a little bit. So just select this edge
loop right over here. Yeah, I think he is pretty good. And over here, yeah, over here, it is already fine. Let's save. And now what I will do is I
will select everything and directly hit Apply the modifiers so that we can apply
them all at once. So a couple of ways to
apply the modifiers. I think you guys already know. You can just select any
of the object and click on this arrow and apply
them all one by one. But yeah, that is,
really tedious. The best way to do
it is just press A so that you can
select everything, press F three and search
for Convert to mesh. And as soon as you do
that, now basically all of your changes are
completely permanent. You can select any of
the object and you can see that you won't find
the modifiers present. So basically, you have
applied all of the modifiers, and yeah, now you cannot really make any of the changes like bevel, solidify, anything. So yeah, just make sure
that you are happy with everything before
making this step. And now I will just delete these extra objects
because we do not really need these
Boolean objects now. Now let's see if
there are any other. I think we only used
Bollian over here, so rest all of the
objects are fine. Alright, let's just hit save and come back
to viewport shading, and let's see what
we can add next. So we can maybe start to work on the actual materials like the wall material or the marble material that
we will be using. So for those
materials, obviously, we won't be like creating
them from scratch in blender. I will be just directly
using textures that we can just download
from the Internet for free. I also showed you in the material section
as well of the course. So we have a couple of different
sites where we can use the materials for free for
commercial projects as well. So let's just download
those materials now, and then we will add them
into our environment. So now you can just open a Google Chrome and
search for ambient CG. And this is the website that I mentioned earlier
as well in some of the other lectures
where you can download all these different types
of free three D materials, GRIs, as well as some models as well that you can use for
small props in your scene. So this is like a really
nice website where you can download all these
things for free. The other website that I
really like and use a lot is polyhaven which is
also similar to this, you can find all these
different textures. Like, you can see, you will find all
these different types of textures like brick, dirt, wood, and we also have HDRIs, as well as three
D models as well. So yeah, these websites are, like, really great
and you can, like, uh, download and use
these things for free. So the one that I will
be using is ambient CG. I have already downloaded, like, a couple of different materials
that I will be using. So if you open up your
textures folder and over here, you will find all these different materials
that we will be using, different types of
marble, wood material, and concrete as well that
we'll be using for our walls. If you guys want to use the same materials
that I will be using, you can just directly use them from the course files only. And if you want to use some
other like, let's say, if you want to use some other
type of marble material, the search for marble,
and over here, you will find all these different types of
marble materials. You can click on whichever
one you want and then just download them in
whatever quality you want to. It will basically
give you a zip file, and then you can just extract that zip file and you will find all these
different textures. So as I said, I have
already downloaded them. So let's go back to Blender, and we can start by maybe
adding in our marble material. So now the marble material, we will be adding in
areas like our flooring. We can also make this thing
over here like marble, and we can also make the stable countertop marble
material as well. So first, as I said,
we have to, like, UV and wrap all
these assets to make them like fit a
little bit better. You will just see, first,
let's create our material, and when I add them
to these objects, you will find, why we
need to UV and wrap them. So click on New, we
name this to marble. And if you remember,
I discussed, like, a small shortcut that
we can directly use to, like, add all of these textures. Directly into our material. So for that first, make
sure you have enabled no wrangler add on that I mentioned quite a
lot of times by now. Enable this, select
your principal BSD and then press Control
Shift en T. Then you will find this
principle texture setup like dialogue box and you can open up your
desired texture folder, and now just select all of the texture maps
that we'll be using. So the color, then we also
will be using roughness, displacement, and normal map, make sure to use OpenGL and not direct text because
blender uses OpenGL. We discussed about this
in the material section, and now just hit
principle texture setter. And now our marble
material has been created. So I just want to make sure
where it has been added. So I think it got added
to this over here. And yeah, as you can see, we
have something like this. The first thing that you
will notice is that it is looking very noisy
for some reason. And the reason for that is because we are using
the displacement map. The displacement map sometimes
causes issues like this, so just make sure to disconnect this hold control
and disconnect this. And I will show
you, like, a what adding the displacement map will do when we render this out. It will give us some
weird results because we don't have enough geometry to use the displacement
maps right now, and also the scale is too high. If you want the
displacement map effects, you can just keep it
at a very low number. But for me personally, I will just hold control and
disconnect it completely. And then we get this
nice looking material. So the first thing
that I'm noticing is, as you can see, because we
have not UV unwrapped this, the material looks like
kind of stretched, and we can adjust the
scale from over here, overall, but it still looks
like kind of stretched. So first, select it, make
sure to press A to select everything and then press Control A and just
apply the scale. And next, we will just
UV and wrap this, select it, go to UV editing. As we haven't really discussed
UV editing properly, I will basically just using automatic UV and wrap to
UV unwrap this object. So just press A to
select everything, press U, and then hit
Smart UV Project. And now you can see the UVs
are a lot more uniform. If I just undo it right now, and let's go to the
viewport shading. And now we can see the
effects in real time as well. If you press U and Smart
UV project right now, you can see now the
textures look really, really nice and they
don't look like stretched anymore because we have
the proper UV unwrap. If you like undo this,
and now you will see that the material is looking
like really stretched when we didn't like
UV unwrap them. So yeah, just make
sure to UBN wrap. For now, automatic UV
and wrap will be fine, and I think it
looks really nice. Now the next part
where we want to add this material is the
marble material over here. So just select this object, go to material tab and
select the marble material. And this one kind of,
appears to be fine, but we do see some stretching here and there can
see over here. So just select it, press tab,
presa select everything. Make sure to apply the scale, presa select everything, U, and then hit Smart UV Project. And as soon as we do that, yeah, now you can see, we get
much better URN wrap. And yeah, now you can see
as soon as we do that, we get a much better UN
wrap. Alright, guys. The next part where
I want to add this thing is also
one other thing. Come back to the shading tab. You can also adjust the scale of this material from over here,
if you said this to five, you can see now the
marble material is really small as the
scale has been increased, so it totally depends to you what kind of scale
you want to go for. But make sure you don't
increase the scale too much because then the material would look like
really repetitive, as we can see similar details
repeating again and again. So for these things, right now, I think one
is fine, maybe two. Yeah, that seems right to me. Let's add this to
the floor as well, so I will select
a complete room, press K to select everything, and then just go to UV editing. Press U and hit
Smart UV Project. You can also, give it a
little bit of eyelet margin, and to make sure it
uses the entire space, we can go to UV and select
Pack eyelds as well. All right. Now what I will
do is come back to shading and we only want to add the marble material at
the bottom flooring. So first, let's just
create a new material. And this material can be our
walls because as you know, we need any material for the
other parts of the room. So click on plus now, and this will be our
marble materials, select the marble material, and then just press tab and make sure to only select
the bottom faces. I will quickly move to the layout and now
just come back to the default mode where we can work a little bit more easier. Press slash to go
into the local mode. Now we can just quickly
make selections like this. For now, let's just
keep it till here only. Yeah. Come back to material tab, and then you can just hit select the marble material
and then hit assign. As soon as you do that,
a marble material will be added over here
to your floor as well. Let's the slash to come
out of the local mold, and I think it
looks pretty good, but I kind of feel like
the marble is too big. So just click on here
so that it becomes like a unique material
and rename this to marble underscore
floor because we do want to change up
the scale for this. And the reason I made
it unique because we don't want it to
effect these two. So we just want to
affect the floor. So let's increase the scale
to four maybe for now. Let's try five. I think
five feels pretty good. You can press zero to go into your camera and see
how everything looks. And yeah, I feel like the
material is looking nice. I think five is right for now, so let's sit safe and
keep on moving further. One other thing that I want to do is I also want to add in, like, a glass window over here. So just press Shift A. Let's just come
back to a layout. Select this press Shift
plus it's selected, press Shift and
let's add a plate. Let's rotate the
plane by 90 degrees, scale it down. Yeah,
something like this. Let's create a new material, rename this glass window. And now we basically change the principle BSDF shader
to the glass BSDF. And now, because it is
just a simple plane, it might not give you
the proper reflection. So first, what you need
to do is make sure to press tab and give
it some thickness. So now, press E and extra backwards to give
it some thickness. And now it is giving
us nice results. We cannot really set it to zero because it will start to reflect back the HDRI because it
is supposed to do that. So instead, we will just
give this roughness of 0.5, and this will give it
a really nice look, and it won't even make
the outside environment visible, which I
don't really want. Then set this 2.35 maybe.
I'm not really sure. Yeah, I think 0.35 is fine, Let's just keep it
at that for now, and then we can
adjust that later on. Let's just play zero ones
on the number pad to see how our environment
looks through the camera. And yeah, I think
it is starting to look really nice and
come along pretty good. We will continue from over here only in the next video where we will be like creating the rest of the
materials as well, like the wood then the walls. I think this much is pretty
good for this lecture. Also, I will suggest
you guys to, like, keep rendering your
environment out in between because it
is a nice practice to keep the progress shots of your environment to see
how you're building it up. And you can also compare it
to the old ones as well. It is a really nice thing, and I like to do it a lot. So you can just go to
Render and press fel and just render it out and see
how it looks and keep on, rendering it after
each and every video, just to have some progress
shots of your environment. And a, with that, I
will continue from over here in the
next lecture, guys. Thank you for watching.
17. Adding the Wall and Wood Material: Hello, and welcome, guys. So let's continue adding
our materials now. I'll just switch back
to the shading tab, and in our viewpoard
rendering, let's see. Let's select this object, our room and then we can
switch to the walls material. Once again, just select
your principal DSDF. Let's Control Shift ten T
and select your textures. So this time, go into the concrete folder so now
just select the base color, then select the OpenGL
format for the nom. And select your displacement
and the roughness. We also have this
other base color. Basically, I created
this white concrete. The original material
was, like, really yellow. So it was giving like this
yellow tint on the wall. If you want, you can just
select this one first. So this is like the
original material. I'll hit principal
texture setup. And as you can see, it is like, really giving this
dusty grungy effect, which I didn't
really want at all. So I we'll just undo this. And basically, what
I did is I just tone down the overall effect of it to make it a little less dusty. I just made it a
little bit whiter, just using some basic
photoshop things. So yeah, I'll just
select all these things now and then hit
principal texture setup. And now, as you can see, it is still looking
like really dirty, but yeah, we can just do a
couple of things to fix that. So first, what I will do is, first, let's just increase
the scale of this. So the scale can be somewhere
at around five per now. Which is, I think, pretty good. I think increasing
it to something like ten would make it a lot more
repetitive as we can see. So something like five
is fine, I think. Now the next step is
to basically make it look a little bit like cleaner, as it is looking pretty
dirty right now. I'll just hold control
and first disconnect the displacement that
will help us at a little. And then what we need to do is just press Shift A
and add the mixed node. This is the mix for mass values, so just change to color. And then we can plug
this base color into our A input and just keep the B input to something
like white color, basically, and now just plug
the result into base color. This will make it a lot whiter. If you want, you can change the blending mode
to lighten as well, and that will make it a
little bit more bright. Also, now you can just
control the factor. Zero will be completely like
your base texture only, and one would be
completely white. Obviously, we want to
have a mixture of both. So let's try at
something like 0.6. And you can see now we get those nice wall details as well, and it does not look
like really dirty, as it was like earlier, it was, like, pretty dirty. But now we get, all those
nice details of, like, the material as well, but we don't have it like too dirty. And yeah, this looks nice. I will add the wall material
over here as well to, like, the molding part. And let's just add it to
your art pieces as well. Also added to your
pillars, obviously. Now what we want is we want
to add in a little bit of, like, contrast into
our environment. So that's why we will be using
a separate marble material for this wall right over here and also this wall that
is for the mirror. We can use a new marble
material to add in like a bit of obvious like a
contrast because right now, everything is too much white. So let's do that next. So select your like we can select this room
object only and just create a new material slot and rename this to marble
underscore black. Now select your principal
BSDF hit Control Shift ten D. And then in this folder,
I think Marble nine. Yeah, I will be using this one. Once again, it is totally
up to your preference. You can go onto
those websites and use whichever
material you want to. So select the color, select your OpenGL novel map and
roughness and displacement. Hit principal texture setup. I'll disconnect the
displacement to start off. And now what we need to do is first let's select this
and add the marble. Where is it? Marble black
material over here. Select it first, and
obviously we need to like UV and wrap it because I don't think this
object was UV and wrap. So just hit U and Smart
UV project, it okay. Let's come back to
our sharing tab. Let's see where else
we want to add this. Obviously, I will be
adding it over here. So I'll just switch to the normal shading and just select all of
these faces first. Press slash to go into the local mode and select
all of these faces, and we need to, like, carefully select these edges as well. Just make sure to select
them all properly. It can be a little bit like TDS. You can just select
all of them and just deselect all of the
big faces around them. Just make sure to only select the parts that are
connected to this wall. Okay. It's like that. And yeah, I think we have made the like selection
properly now. So now what you need to do is just select the marble black. Let's go to the
shading once again, and then just hit a sign. And with that now these two have the black marble material, which I think adds in a nice bit of contrast into our environment,
which is what I want. And because of the
walls are now kind of, like, a little bit dirty. So that's why the
overall environment looks a little bit, less bright. So if you want to just
switch to the world and then increase the strength of your HDRI to something
like three for now, is to make everything
a little bit brighter. You can see how much that
improved everything. Let's set this to 2.5 for now. And we can always adjust
these things later on, but I'm just mentioning them. And one other place
that I want to add, like the marble material to
is over here on this wall, like the wall that is
over here in the front. So just press Tab now and select all of these
faces in the front, and don't select this bottom
like railing part for now and just select all of these faces and select your
marble black and hit a sign. And with this, we have added quite a bit of contrast
into our environment. And now you can see
it looks really nice with a mix up of all these
materials, obviously. Earlier, it was looking
pretty whitish. Everything was
looking really white. Also, let's adjust the
scale of this now because I think one is looking
a little bit too big. Let's try something like three. Just a second. I'm changing
the scale of the HDRI. Sorry, go back to object, select your marble
black material, and increase the scale from
one to maybe three for now. And that looks
really nice to me. Let's just sit save. And next we can add in our wood material. So just select
this part. That is like the wash basin stand. Click on new rename is to Wood. And select your principal
BSDFFt Control Shift in T and select the wood folder this time and select the color, open GL, and all those maps. I'll disconnect the
displacement once again and add the wood
material over here as well. We can add it over here
at the back as well. And I think I want to give the same material to the
mirror base as well. So instead of having
this mirror base, just replace this with
the wood material. And with that, yeah, I think that is fine. All right. So now, once again,
the wood material is kind of brownish, but
I want to add, like, a bit of black
into it to make it like black brown
kind of color to, like, kind of fit
with the overall vibe of the environment. Right now, it kind
of goes off it, so I'll once again just
select it and plug the base color into
another mixed node. So just select the
mixed color node once again and this time, choose the B color
as completely black. And this time lug this into
base color once again. Nothing really will
happen. First, I'll change the mix from mix to multiply. Basically, it will make
it a little bit darker. And then we can just try
to increase the factor. And you will see as I
set the factor to one, it will be completely black. So we can set this 2.75 maybe, or I think 0.85 Select this, move it a little bit behind. Yeah, I think that fits really well with the overall look. Let's try 0.8 because earlier
it was something like this. So I think this color does not fit that well
with the environment, so I'll just do
something like this. Also, I will remove the
wood material from over here and instead just use
the ceramic material only. Alright. Yeah, I'm
quite liking this. Obviously, all of
these things are totally personal
preference based, so you can adjust them
however you like. It is totally up to you. Let's save and let's see
next what we can do. For the bathtub over
here, we have, like, the legs, and these parts, I will be using, like, a
gold colored metal material. So let's just quickly
turn everything off and keep only
the tub enabled. For some reason, I think all these objects are added into
different collections. So let's fix that. You can select these objects and press them and move them
to the battub collection, and now just turn everything off and keep the baub enabled. I'll select this,
create a new material, rename this to gold. And let's switch to
you put shading, set the metallic to one and roughness to
something like 0.2 maybe. Then we just need to
change the base colors. So for hue, I will
be going for 0.09, saturation can be at 0.67
and value can be one. Yeah, as you can see, we get this gold
colored metal material and just select all of these objects now and then
select this one at last, risk control plus L,
and link materials. It save and just bring
everything back now. Et's press zero and take a
look at our environment. And I think the environment is kind of looking
really nice now. So let's just give
it like a render and see how
everything turns out. So just go to render
and hit Render image. All right, guys.
So the render is once again done now.
Let's just take a look. I think the environment is
looking really good to me. I think one thing that
we are kind of missing is we did not like UV
unwrap the R piece. So let's just do that.
We have to fix that up. And except that, I think the materials and the
environment lighting, everything is
looking pretty good. Obviously, as you can
see, the materials fit in with a nice contrast, but it is totally up
to your preference, like what materials
you want to use. If you want to go for
some other type of marble or some other type
of concrete material, you're totally free to do so. It is totally up to
your preference, what type of materials and what type of combinations
you want to create. Like maybe you want to add some other material
like this one. Yeah, whichever one you want. So yeah, I kind of went for
pretty basic combinations, but you guys can do
whatever you want. And yeah, now let's
just quickly UV unwrap our arc because
the wall materials kind of weird right over there. So just select both of them, press tab, P to
select everything. Go to UVRing and as you can see, all of these UVs
are very squished. So just press U and Smart
UV project, hit Okay. And yeah, with that,
we are good to go. We can maybe press F 11
to view our old render, then you can press J to switch the slot and press F 12
to give it like a render. All right, once again,
the render is done now, so if you just press J, you
will just see the difference. You can see that the UVs
and the textures were looking really stretched
over here earlier. But now in the new render,
they are all fixed up. So yeah, I think
with that we are kind of pretty much
done with this lecture. We are finishing up with the material section
as well of this course. So yeah, thank you for watching. I will see you in the next one.
18. Finishing up the Materials: Hello, and welcome, guys. So let's continue working on our environment and finish up with the materials
in this video. So quickly switch over to
the viewport rendering, and we can start by adding the materials to
the door over here. So for this, I will
once again just simply use the wood
material that we have to have that uniformity and select your door and just
add the wood material to it. You can select the frame as well and give it
the same material. Right now, I think
it is not looking proper because the UVs
are not unwrapped, so just select them both. Press tab, presa to
select everything, and then hit U and
Smart UV project. Yeah, now you can see we can
see the textures properly. One thing that I
want to discuss with you guys is you
can currently see that the fibers of the wood are going like
this horizontally. If you want, you can make
them go vertically as well, which I think would look better
in the case of this door. Just go into the shading tab, and then we can select our door. First, make sure to select your door and then just click on this five icon so
that it becomes a unique material so that
we can edit it separately. Just rename it to
Wood underscore door. And now we can just
go into our mapping, and then we can check
which axis rotation will affect the texture. I think Z, if you put
in 90 degrees at Z, it will turn into horizontal. Yeah. Now, as you can
see, the fibers of the wood are going horizontally
instead of vertically, which I think looks a little
better for this dough. Alright, let's keep
moving further. I will select this part and we can give it the
simple iron material. The handle can be like
the bold material, just to have a bit of variation. And then this key
lock, once again, can be like the gold material, and this can be iron. And yeah, I think our gait
looks pretty good to me. I'm happy with how that
looks. Let's move ahead. Another thing that
I want to do is if you will select these beads, currently, they don't really
have, any kind of material. So just select them
both and first, press Control, Jake to
join them together. Let's create a new material
and basically make it black like this. Same for over here as well. Yeah, I think this looks fine. Also, we have this small drain, which we cannot
really see properly, select it and give it
the iron material. With that, we have pretty
much turned the window, I will just keep
it this way only with this white material.
I think it looks fine. Giving it the wood material, in my opinion, will
look kind of weird. I don't know if I'm
really a fan of that. If you want to go for that,
you can definitely do that, but I'll just keep
it white for now. Next, I do want to detail of the walls a little
bit right over here. So press slash to go
into the local mode. And what I will do is press
tab to go into the edit mode. And we have this
bottom leg railing, press Control R, and add another edge loop and just
add it somewhere around here. Then we can press three
for face select hold all, select this complete loop, and then just select the
marble black and hit a sign. This will add a nice mix
up of the materials. I will also press tab and just select all of these
faces right over here. And give them the marble
black material as well instead of keeping
them white completely. Select it till here. Let's
select this face as well. Select marble black
and hit a sign. Let's press slash and see if
nothing looks really weird. Yeah, I think it looks fine. In my opinion, having the marble black material right over here looks a little bit better
than having them white. Don't know if I want to
extend it till over here. Maybe we can just make these two novel materials
only, like the wall. Yeah, I think that's better because we also have
the glass in between. Yeah, this is totally up to you. Next, what I will do
is I will also add, like a bit of color
variation within the walls. So just select your
Rpiece and first, we can create a new
material slot and give it the first same
was material only. Then click on the six
icon to make it like a unique material and rename the two was underscore variation. And basically, we can make
this into a separate color. So we can just play around
with the mixed node only. So for the B color, I will change this into
something like yellowish. So add the H 0.102, saturation can be 0.245
and value is fine at one. Next, what we do is
we just basically change the blending mode to mix because we do not really
want to lighten it up anymore and we can select
the RpiecePress tab, press slash to go
into the local mode. And just select all
of these front faces. Then select the walls variation
material, hit assign. And now if you just come back, view the rendered view. And it will give it like a nice variation of yellow walls, and I think it
looks pretty good. I didn't really want to go
too overboard with the color. That's why I've chosen
this very faint off white type of color, and I will do the same
thing over here as well. Again, select the
walls variation, press slash to go into the local mode and just select
all of the front faces. Select it and hit a sign.
Yeah, that's pretty good. Another thing that I
will do is I will also select the room and once again, add in a new material slot and give it the walls variation. And we can make the window
color of the variation color. So just select your windows, press tab, and select all of
the faces around the window. Let's enable X ray. Let's come back to layout, and I will just press slash
to go into the local mode. And just select it all.
Press three for phase, select and select all of
the surrounding faces. Select the walls
variation and hit assign. Do the same thing
over here as well. Again, hit assign, and
let's see how that looks. Yeah, in my opinion, I
think this would look like a little bit better than having them completely white. Let's pre slash and
now check it out. Yeah, I think I'm really
liking how this looks. It is totally up
to you, what kind of colors you want to go for. Also, you can do if you
want to only change the color of the
surrounding wall or you want to change the color
for only the window. But I will just go
with something like this and let's just hit save. And with that, I think
we are pretty much done with the texturing
of our assets. The next step is to
just close this out, and then we can focus on the
lighting part of our scene. So yeah, let's just hit Save. And in the next
video, we will be working on the lighting
for our scene. So thank you for watching. I will see you in the next one.
19. Lighting the Environment: Hello, and welcome, guys. So in this lecture, we will be working on the lighting
for our environment. So what we can do is
that we can create, two, three different versions
of lighting for our scene so that we have a little bit of
variation going on. So let's just fix up
this bowl quickly first. And before that, I will just enable Xray and select
both of these objects, press tab, and just move them a little bit
over here to the right. Select all of these
vertices at the corner, press G, the X and
move them like this. So the reason I'm
doing that is just to create a little
bit of space right over here because we will be moving the camera
inside the room, and it can kind of clip with the wall when there
is not enough space. So that's why I'm creating like a little bit of space
right over here. Now you can just
press Tab and hold, select this complete loop, press F, and fill
out this phase. You can see the shading
is very bad right now, so go into the modified section
and add in a very normal. It will kind of fix the shading, but not entirely, so press tab, and then press control R, add edge loop, and just move it entirely to the
right like this, and it will basically
fix everything. You can also create a proper
pace with proper geometry by selecting every single
one of these vertices, each one of them on the
corresponding side, then pressing J to connect them all and
fill it out properly. But we might have to delete
it once again quickly. So that's why I'm not
really doing that so that we can quickly
fill it as well, and then we can quickly delete
it as well if we want to. And now let's just hit
Save on our files and select our camera and move
it in. The room like this. And you will understand
what I'm talking about right now when you press
zero on your number pad, you see through your
camera, you can see how everything is zoomed in. And if you go into
enable camera to view, and just try to move
back a little bit, we are kind of flipping
with the valve. So that's why I added
some extra space right over here so that
we can just select the camera now and decrease the focal length without everything looking really weird because if you decrease
the focal length a lot, you can see how the door and
everything and everything on the sides overhead is
looking really stretched out. So that's why I did, like that. I added, like, extra
space so that we don't have to decrease the
focal length too much. We can go with something
like 30 for now. I think something like
that would be pretty good. Just make sure it is not really clipping with
the ball behind. And if you want, you can add
in more space here as well, select this all and move it
a little bit more behind if you want a higher focal
length for your camera. Hit save now and the
next step to do is basically just create
a copy of this file because we don't really want to work on the lighting over here because we
will be creating two, three different
versions of lighting. So let's just hit save right now and then hit
Control Shift in S, and we can go into the
lighting and rendering folder. And save it as lighting
underscore version one. It save as, and now we can
work on the lighting easily. Press zero on the number
pad, and before everything, just go into the
viewboard rendering and see how everything
looks because we have kind of closed off
the wall now so we aren't really getting any
kind of light anymore. So let's work on that.
We will be going with a really basic lighting setup because there isn't really
much to do with this. So yeah, let's just
start by pressing Shift, and then we can add in
firstter area light. You can see this area light will be the primary source
of light in our seat. Try to match it with
the wall at the top. Just like this so that it is exactly at the
top right over here. Let's come back over here, and then we can select
this like the area light, press seven for top you, and let's enable X ray
and just try to scale it just according to
your entire room. I think something like
that is pretty good. Let's just see it once if it is, like, sorcing everything
correctly. And yeah. Now, you just increase the
power of the area light. Let's say we start with
something like 50. And yeah, you can see we have kind of very basic
lighting setup going on. Now, next, what you
can do is you can adjust color for
this area light. Obviously, not too much, but we can add in a little bit of bluish stones or
yellowish stones if you want to go
for that kind of. I'll just keep it
at white right now. And next, you can go
to the shading tab. Let's press slash to come out of the local mode, go over here. And go into the
world shade type, and now we can just
adjust our HDRI. So right now, the only
natural light we are getting from over here
through our window. So if I just turn off the area light just for now so that we
can see the HDRI properly. So now if we just increase
the strength from over here, we are basically adjusting
the strength of the HDRI, but that does not
make much sense because if we enable
the area light back on, everything looks
kind of the same. So I'll just show you guys a neat little trick that I use. So I'll just select this
window and then just go over here in the object
data properties and under the visibility, I think, what you can do
is you can just disable the shadows totally
for this window. So it will be visible and all in the renders
and everything. I will perform exactly the same. But the only catch
is that it won't really cast like
any more shadows, so that we get a nice bit
of HDRI lighting as well. So if I disable
shadow right now, you can see now we get much
more of the HDRI lighting. And if we just rotate
around the HDRI, I create some interesting
lighting with our HDRI as well. It's fine like a nice angle, I think, something around 50. And then we can increase the strength from
right over here. Something like seven maybe. You can see we get a lot
of noise in our scene, and that is because our entire
light source is an HDRI. So now we enable
back the area light and just kind of decrease it till we get a mixture of
both. Something like 15. So you can see we
get the area light lighting everything properly, but we also get the HDRI
casting the light over here. And, you can just
basically adjust this something like 25 maybe. You can see now that
we have disabled the shadow for
this window plane. If you just select it back, come back over here and
enable back the shadows. You can see we don't really
get that HDRI light. But if we disable the shadows,
everything looks the same. And it isn't really
noticeable as well. It does not look like weird
because it is a window only. So yeah, something like
this would be fine. And then we can just sit save. And I think something
like this is pretty good for the first
version of lighting. For the second one, we can do something a
little bit different. But for the first one,
we are just going for something very basic and
nothing too complex. Now, if you just want
to render this out, you can go back over here in the render properties
and just select the max samples for
your render over here enable denis render
and vendor image, and then just wait
for it to finish. And yeah, basically,
that's it for the light. First version, you can save
the render from over here. Alright, guys, now as you can see the final vendor is done, and I think it
looks pretty good. You can now save it out from going over
here, clicking on image, and just sitting save, and then just choosing
the file format and then saving it as whatever
format you want to. We will cover this
a little bit more in detail in the
next lecture when we are saving our final vendors and compositing them. All right. So now let's hit save
on this and we can hit Control Shift N S and
create the second version. So rename this two version two. Hit enter. So now for
this next version, what I will do is to
get more natural light and bit more variation. I will just delete
this pace that I had mentioned because it won't even be
visible in our shot. So we can easily delete that, and you will see that we
get, much more natural light in our s. For this one, what I will do is, for now, we can disable the Area light. And you can see we get
only natural light in our s. But not
something like this. I will go back in shading and choose a different
HDRI for this. You guys can also do
the same search through different HDRIs like
insights that I mentioned, polyhaven or ambient CG. Like you can find, nice, interesting ones and you
can use them over here. For now, I will just remove this environment texture
and add in a new one. Click on open, and I have added another one
in the files only, so you can just select this one and then connect
it right over here. Now you can see we get
something like this, which is kind of similar
to the old light only. But what I will do is I will first set the
strength back to one because we don't
really want this to be too bright anymore, and then we will just rotate
it around and kind of try to find a proper angle for. Where it is, like,
much more brighter, as you can see, this way we get, much more rays in our scene. We just need to rotate
them around properly. So set the Y over
here and now just rotate around the
z, I think, yeah. Now you can see we
get something like, much more interesting
than our pole lighting, and this looks really nice. This gives us, much more
natural light in our scene. And if you feel like kind of weirded about this
hole right over here, which won't be visible
in our shot totally. What you can do
is you can, like, not really fill it out, but, create a glass pane
door right over here. So we have this window which
basically like a glass only. So something like
that, just copy it up over here and increase
like size for it. So that we have kind of
a luxurious bathroom with one window completely
glassed out or sorry, one wall completely glassed out. And then it won't look weird as well if you want to
take it in a full shot. But yeah, I'll just keep
it like this because we get this really nice
looking light and yeah, we can go over here in
the render properties. And for this one, we
don't have to do much. J set this up,
find a nice angle, enable back the area light. If you feel like everything
is getting too dark, obviously, the area light won't be used that much in this scene. So I'll select this back and try to decrease it
to something like ten so that we don't really
get too much dark spots. Like even like this,
it looks pretty good, but you can enable alight to lighten some of
the other areas out. Or you can give it a little
bit of different color mix. You can see when I
add, a little bit of bluish tones in
the area light, we get a little bit
of them in our scene. But yeah, I'll just decrease
the hue and saturation. And it is totally up
to you if you want to disable the area totally, or if you want to
keep it enabled at really low intensity so that it can kind of brighten up
the shadows right over here. Then we can go into the
render properties, again, set the samples, hit save, and then just render it out. I will also create a
separate angle for this. So you select your
camera plus shift plus D duplicate this and hit Control plus zero to
make the new camera, your active camera
enable camera to view, and we can go with
something like this. Okay. I think this way, also, it looks pretty good. We can get the door
as well in the shot so that we get our
entire bathroom scene. Let's save, and I
think I'm really happy with something like this for
the second lighting version. Let's just hit Control Shift Ns, and very quickly, I will just do the third version as well. Which is kind of similar
to this one only, but using something else. It saves and for this one, we can just delete
all of this totally. Delete this. And
if you remember, we use like a sky texture. So for this one, we
can press Shift A and just use like a sky texture. Connect it to your color, and then we can just first
do sky rotation so that you can find the proper
angle for the sunlight. And as you can see, we get
it somewhat right over. If you don't want
the rays directly, then obviously you can choose a different sun rotation
like something like this. Something like
totally dark as well. But yeah, let's just go with
something like this for now. Okay, so obviously everything
is too bright right now. So just decrease the strength
of the overall node. Maybe something like 0.1. Yeah, I think 0.1 is
also almost too bright, so we can decrease the
sun intensity as well to zero point a. Yeah, I
think this feels fine. And now it gives us,
kind of the same result only as the last version, like when we use the other HDRI. But the great thing
about this is that you can easily use the sun
elevation feature. And get various
different lightings in just a single one only. You can see we get this
nice evening light. And then if we
increase it a lot, then we also get the
daytime light as well when we get it a lot brighter and everything is kind of a lot more bluish than
looking like really yellow. Around the early morning time, it will get this kind of look. And yeah, you
basically get a lot of different environments
in a single one only. You can adjust the sun rotation, just the sun elevation, just the air a little bit, or just like the ozone and you will get totally different looks with each one of them. And yeah, I think
having something really dynamic like this will really help your environment
shine out a lot more as you can create all
these different fenders. I'll just do it back to where it was just so it has a default. And you can also kind of, like, animate this
sun elevation. Animation is not really
covered in this court, but yeah, you can
just look it up and it's like, very simple. If you want me guys to show it, I can show you quickly cannot really explain
it that much, but yeah, if you want to animate this out, we also would need like
timeline editor, obviously. So just add in another
window and switch this to your timeline. And then what you need
to do is you basically just let's say I decrease
the elevation to one degrees and hover over
the sun elevation and then press I to basically
add in like a keyframe. And you can see this keyframe
is added right over here, and then I can just
move over to 250, increase the sun elevation and press I once again and it
will add another keyframe. And if you press
space right now, you can see we have kind
of animated it out. So it is very simple.
It is really easy to grasp the basics
of animation. So you can see how easily we created this very simple
looking animation. If you want to render
it out, you can go to render and render animation. And just make sure that you are aware that
animation would take a really long time
to render than a single frame because a single frame is just
rendering it one time, and now it would be
rendering it two, 50 times to just like, complete this ten
second animation. So I just make sure you
guys are aware of that. But as I said, animation
is not really, like the point of
focus for this course, and I'm not really that
good with it as well. So I'll just undo
it out right now. And we can get back our old
C. I'll collapse this back, and we have three
lighting versions that we have done.
Let's hit save. One is a really simple
one with indoor lighting. One has outdoor lighting, and the final one is
this architecture where you can play around with the lighting and have lots of different dynamic
lightings in your seat. Let's just hit save right now. And with this, we are basically done with the lighting
for the environment, and we are kind of nearing
towards the end of the course. In the next video, which would
be, I think the last one, we will kind of take different
vendors and try to, like, composite them and edit them out to make them
look even better. And yeah, with that, we
would finish the course. So thank you guys watching, I will see you in the next one.
20. Rendering and Compositing: Hello, and welcome, guys. So this is going to
be the final lecture for this course where
we will be concluding everything and taking
some final vendors for our environment and also trying to add some
effects and edit them out a little bit to make
them look even better. So I'm currently in the
lighting Version three file, so let's just start. You can press zero to
view your camera view, Enable camera to
view from over here, press N to bring this
toolbar up and enable this and try to just move it around and adjust it
a little bit like this. Then we can go into the rendered view mode and
see how everything looks. You can also just go into the shading tab and we can
quickly adjust the lighting, adjust the same elevation
if you want to. You have something
for your main shot. So I think something
like this is pretty good for our main shot, then we can take a lot of different variation
renders where we just change all
of these values. So first things first, you need to check the
samples over here. So currently, the samples
are set to 102, four, which I think is
going to be a lot, something like even 250
would work pretty good. But if you want more quality, you can increase them to
whichever number you want to. So for me personally, if I'm
just taking single renders, then I'll go for a
high number so that we can get the best
quality possible. And if I'm creating
some kind of animation, then I will be going
for low samples. So just to finish it up quickly. Also, I think for now, something like 200 or
250 would be fine. So everything
renders out quickly so that we can see everything. You can also go over here in the output tab and then adjust your resolution
right over here. Like you can go with
some weird resolution as well to make it more
cinematic or something, but I'll just go with
something like 25, 60 by 14 40. So this is like QHD. You can also go for your
normal 1920 by 108 as well. So let's just keep the
settings over here, and then we can press F 12 to render scene and wait for
the render to finish. All right, guys.
So as you can see, the render is done now. I think it turned
out pretty good. Quality also feels nice. Also make sure you enable, like denoise for your renders. Just enable denoise right
over here and send it to open image and all these
like settings so that you don't get
that noisy look later on. If you disable
denoise, you will get the very noisy grainy
look in your renders. All right. So if
you press F 11 now, you can see the finished
render right over here. You can go to Image hit save, and maybe we can just create a renders folder right over
here to save our renders. And we name this to one.
So what I will do is I will just set this to 16 and send the
compression to zero. So make sure you do that. Sent the compression to
zero so that there is no quality lost and
set the color to 16. You can also set the file
format to JBG if you want to. But let's just go ahead
and save as image. So right now, this is just the raw ender that we are getting from
our environment. Now we can add edits on top of this to make
it look even better. So let's just start with the compositing tab
right over here. You can go over here. And
if you enable use nodes, and let me just make
it a little bit clear. So I'll just clean up this layout of the
window a little bit, you can hold over
here in the corner and just collapse them into one like this so that we get only
like this one big window, press N, turn this off, and now just hold over here in the corner and create
another partition. And you can click
over here to change the editor type and change
this to the image editor. You can click over here then and search for your
render result. And you can see the render
result appear right over here. So any changes you make
in the compositing tab, you will see them appear like instantly over here
in the video as well, and in your own blender as well. Let's say if I just hold
Control and disconnect this, you can see it goes
totally black. I'll connect back the image, and there are a couple of
different things that I want to show you over here in the compositing tab.
Nothing too complex. It basically works like
the material editor only. So I'll shift and
add a glare node to show you how we can add like
a glow into our images. Basically all these areas where light is
hitting your surface, you can make them glow,
which looks really nice and gives your environment kind
of that dreamy kind of look. So just drag and drop it
in over here like this. Wait for the composite to
finish and you will see we get kind of these streaks appearing in our environment, which were not really
present earlier. You can select the
node and press M to mute it and you can see
they will disappear. Press M once again and
they will pop back up. So this is like the
streaks version of the globe, but we
don't want this. So this is basically
the bloom effect. I'll change this to fog glow. And right away, we don't
see much of a change. You can press and mute this node and try
to see the difference. It is very subtle, but you can make the changes in the settings to
make it look better. So we can set the
quality to high for now. And next what you need to do is basically you need to
decrease the threshold. So threshold is
right now only like the brightest spots are being
given the glare effect. But if you keep on
decreasing this, more and more parts
of the environment will be given the glare effect. If you decrease this
to something like 0.2, wait for the
composite to finish. And you can see now more
of the area is being like given the glow effect. If I set this
completely to zero, then you can see the
entire environment gets your glow effect, which I think looks pretty
cool and you can press M, disable the effect, and you can see how it is affecting
your environment. Then we can also add in
a little bit of mix. What mix will do is
currently it is set to zero. That means it is mixing
equal amounts of your glare and equal amount
of your render as well. But if you increase this to one or let's say if you increase
this to minus one first, this is basically
a raw ender only, nothing really added, like no glare effect because the
mix is set to minus one. Zero is mixing them 50 50, and one is completely
the glare effect only. Now you can see everything is looking like really
smudgy and everything. But I think this effect
also looks pretty nice when you set the
mixed value to one. It gives it this nice
blurry dreamy kind of look, which I think looks pretty good. If you just turn
it off right now, you will just see the effect of. So yeah, now you can set
the mix to something like a low negative
number like 0.3, 0.4. If you don't want the
glare effect too much. If you said this
close to minus one, you will have very little
glare effect in your scene, and it would be much closer
to your normal render only. And basically, you can use
the threshold along with the mix to adjust
your glare effect. You can see when we are around these middle values
for the threshold, we get this red colour tint, which does not really
group that good. So yeah, you need to just
adjust these values and find the perfect like mix for them. I think setting the special at zero gives us a good value, then we can adjust the mix. And yeah, basically, that
is it for the glare node. You will change the type of glare that you
want to give it. We have already gone over the fog glow. You
can choose ghost. Just wait for it to finish. Yeah, it will give
something like this. Then we also have streaks,
which we already saw. It will give the star kind
of look, as you can see, the shiny star kind of look, which you might want,
like, sometimes. And yeah. Whenever you are happy
with your result, you can once again in the
same way, just go to image. I'll just set this to zero
and set the mix to one. I think that looked
pretty good to me. It can be a different
type of result. Then you can just
set this to two, 16, zero, and save as image. Now we have two different
renders over here. I will hold on and
disconnect this node, and let's discuss
something else. Press shifty and then we also have the
color balance node. And this one is pretty
self explanatory. You can use this node to
color correct your render. So now in this node, we have three different types of color wheels that
are lift, gama, and gain that will be affecting different
parts of your render. So the first one
that is lift will only affect the dark tones, or you can say like
the shadows or any of the areas that are
dark in your scene. So you can see if I
change this to any color, only like the darker parts
are getting that color. Not so much like the brighter parts or like the mid tones. So this is for
your darker parts. Then we have gama that
is for mid tones. That means areas that are not too bright and not
too dark as well. You can see it only
affects the mid tones. And then we have gain which
will only affect highlights, basically the bright spots
in your environment. So you can adjust
all three of them, combine them to control the whole color balance
of your render. And then whenever you
add any kind of, like, color corrections over here, you can adjust the
overall strength of them by this factor. Like this is our original image, and then this is our
color corrected image. So this is basically our
original image only. And as we keep on increasing it, one is our completely
color corrected image. So yeah, you can use
this node as well. I'll just fold out and
again, disconnect this one. Then we have a little bit of different artistic nodes,
you press shift A, then go to like, where
is it filter up, then add in like
this one, Kubahara. This will give it like a nice
painting kind of effect. You can see our environment kind of looks like
a painting now. I find this one really cool. So you can quickly add
these painting strokes type of effect to your rendon. This is currently turned
off and if I now press, you can see how that looks. You can adjust the size. And as you keep on
increasing the size, renders would take
longer because now they would look more
and more like a painting. Like, everything would
get really smudgy. That's hold lot, remove
this one as well. Then we also have something
like let's shift a and adding lens distortion. So you can use this to
distort your image like this. You will get these black spots, so just enable fit so that it kind of
fits the environment. And then we have
this dispersion, which will basically
add chromatic aberration into your scene. So it will split the colors. If you just increase it
to one, you can see. Right now, the effect
is at its max. So chromatic aberration is
basically effect where it will split the color
along like the edges. As you can see, it is
happening right over here. If I decrease it it
would be a little less. So, you can use all
these nodes to add these different types of effect after you have done the render. So I think the compositor tab
is very powerful as well. I won't be discussing
too much about this. I think something like
this is pretty good. So now let's just
open up the renders which we just saved
in Photoshop, and then we can
discuss some things over there as well.
Alright, guys. So I have opened up both of the renders that we just
saved into Photoshop. Then also like press
Control plus tab in Photoshop to see the
difference between them. This one is kind of like
with all the layer effect, and this one is without
I think I kind of went, like, a little bit overboard
with a glare effect. But yeah, it looks pretty good. I will just tone it
down a little bit. But the things I wanted
to discuss over here, it is nothing too
complex because even I'm not that
aware with Photoshop. So one thing that I do
is just go to filter, sharpen and sharpen more. So I've discussed this a lot in my other tutorials as well. Like adding sharpen onto
your render will give it a lot more quality and,
like, kind of definition. I've just undoed it. If I add it once again,
you will see it. You can see basically
the edges and everything gets a
lot more crisper, and the render overall would look like a lot better
when you add sharpen. Can definitely not use
sharpen more and just use sharpen or sharpen edges to only get it like a little bit
of it sharpen more will, is a little bit too
much sometimes. Yeah, that totally
depends on you. You can do the same
over here as well. You see it kind of looks a little bit better
for this one, as it is already pretty
smudgy and blurry. So adding sharpen
gives it a nice bit of definition on top of
that, like blurry look. So I think this
looks pretty good. And then you can
do, all sorts of similar things
that we were doing in blender, like color
correcting this. I think doing it in
Photoshop would be much more powerful as it will give you,
much more control. L when you are doing
all these adjustments, like adjusting the
brightness contrast. From over here or changing the color balance
over here as well. You can see we have those
three things over here, shadows, mid tones,
and highlights. So it is kind of the same. But Photoshop
obviously will have, a lot of different
other features as well to adjust the
colors more properly. I generally just go autotone fix the tones of
the environment. Sometimes it makes everything
a little bit too bright, which can kind of throw off
the mood of your like render. So yeah, just use it cautiously. Then we can hit
Autocolor as well, and you can see it
will kind of, like, fix the colors of
the environment. So it has kind of
taken away from the entire mood that
we had earlier, like with this yellow colored, uh like yellowish vibe or like kind of
early morning vibe, I just turned it basically
into completely blue. So yeah, basically, these things sometimes
look really good. Sometimes they kind of
mess up with your render. But yeah, the sharpen feature, I would suggest you
guys to use that. It would add, like a lot more definition
into your renders. So yeah, I think this
was kind of it for Photoshop and the compositing tab that I wanted to discuss. We are pretty much
done with the course now. We have covered everything. So for future, what I would
suggest to you guys is to, like, make a little bit
more for this environment. You can create all these
different types of lighting scenarios in ways
like I've suggested. And then you can take
different angles, you can add in another
camera right over here, then take like one
shot from over here. Then you can add one leg shot of your mirror as well like
this or the toilet seat, showcase all of the things
that you've worked on and show them in
different renders. Create different lightings. You can also create some
small props of your own. I think all of you
are pretty capable of doing that after
taking up this course. Like creating some
small props that will fit in the environment
and the look of your bathroom and then add them into the scene to
add more detail into it, and basically just make
the environment your own. And with that, guys, we are basically done
with the course. Thank you for watching. I
will see you in the next one.