Create a Bathroom Environment in Blender | Aniket Rawat | Skillshare

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Create a Bathroom Environment in Blender

teacher avatar Aniket Rawat, 3D Artist

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction to Class

      1:35

    • 2.

      Modelling the Tap

      21:11

    • 3.

      Modelling the Toilet Seat Part - 1

      18:18

    • 4.

      Modelling the Toilet Seat Part - 2

      22:23

    • 5.

      Creating the Room

      20:21

    • 6.

      Detailing the Room

    • 7.

      Adding the Arch and Windows

      17:21

    • 8.

      Modelling the Wash Basin

      18:24

    • 9.

      Adding the Wall Moulding

      12:16

    • 10.

      Adding Glass Panes

      17:38

    • 11.

      Creating the Mirror and Windows

      9:41

    • 12.

      Modelling the Bathtub

      16:42

    • 13.

      Modelling the Showerheads

      31:14

    • 14.

      Finishing the Modelling

      25:03

    • 15.

      Adding the Glass and Basic Materials

    • 16.

      Applying the Modifiers and Marble Material

      21:23

    • 17.

      Adding the Wall and Wood Material

      14:17

    • 18.

      Finishing up the Materials

      8:28

    • 19.

      Lighting the Environment

      18:03

    • 20.

      Rendering and Compositing

      15:34

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About This Class

Hello guys and Welcome to Creating a Bathroom Environment in Blender, where you’ll learn how to build a fully-detailed, bathroom interior completely from start to finish — just using Blender.

 

You will get:

  1. 19+ Full HD video lectures with over 5.5 hours of content and AUDIO commentary
  2. All course files including .blend files, HDRIs, textures, and more

We’ll walk through the entire process step by step—from blockout and modeling, all the way to texturing, lighting, rendering, and final polish.

We’ll begin by modeling the main assets like toilet, walls, floors, doors, mirrors, and windows. Then we’ll move on to creating all the essential bathroom props—like a sink, bathtub etc

Next, we’ll dive into texturing, where we’ll build a wide range of materials like ceramic tiles, glass, metal, wood, marble etc — all designed to give the space a clean, stylish look

Once the assets are in place, we’ll light the scene 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’ll move into rendering and post-processing—using Blender’s built-in compositor and Photoshop to enhance our final image. We’ll apply glare, color grading, subtle overlays, and render multiple camera angles to create portfolio-ready shots.

Whether you’re a beginner looking to improve your environment art skills or an experienced Blender user wanting to expand your portfolio, this course will guide you through creating a polished, realistic bathroom scene from start to finish.

Meet Your Teacher

Teacher Profile Image

Aniket Rawat

3D Artist

Teacher

Hi everyone, My name is Aniket Rawat and I am a 3D artist who likes to create realistic and high quality 3D props and assets. The main 3D programs that I work in are Blender, Substance Painter, Zbrush and Unreal Engine. I am proficient in 3D modelling and texturing.

Thank you for stopping by my profile, I hope my courses are able to help you learn new stuff.

See full profile

Level: All Levels

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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.