Create a high quality model on your first day in Blender. Step by step tutorial for beginners. | Auripher ∞ | Skillshare

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Create a high quality model on your first day in Blender. Step by step tutorial for beginners.

teacher avatar Auripher ∞, Creator

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction!

      0:22

    • 2.

      Modeling basics (Optional)

      7:44

    • 3.

      The main tube/lens

      10:28

    • 4.

      The finderscope

      16:18

    • 5.

      The eyepiece

      19:12

    • 6.

      The objective lens

      11:46

    • 7.

      The mount

      21:52

    • 8.

      The tripod

      11:55

    • 9.

      Applying modifiers

      15:04

    • 10.

      Camera basics

      7:22

    • 11.

      Adding materials

      23:53

    • 12.

      Lighting and rendering

      15:33

    • 13.

      Outro/Recap!

      3:23

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3

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About This Class

We are going to create a 3D telescope in Blender. Everyone can follow this class since it covers the very basics of blender and everything you need to follow the tutorials. Most of the time we will go straight to the point and avoid outrageous amounts of information, I want to make it as enjoyable for you as possible since I know for a fact that Blender may be very confusing at first. Hence, I showed all the shortcuts on screen and added zoom-ins to the important menus so you can clearly see all of my actions.

We will learn about:

· Lots of essential tools and tips

· Modeling

· Camera and lighting

· Materials

· Rendering

My intention is that after ending this class, you will be able to create decent models on your own and feel much more comfortable while using Blender.

It has been an honor for me to help you. Feel free to ask any doubts or even post your final results, that would make me very happy!

By Auripher

~ Ad pacem, 

ad Aetas Aurea ~

Meet Your Teacher

Teacher Profile Image

Auripher ∞

Creator

Teacher

I'm Auripher, a 23 year old seasoned video editor and digital content creator from Spain. I started my creative almost a decade ago, it was my passion and enjoyed learning new techniques every day. Now, with thousands of hours of experience, several courses taught, lessons, made videos, social media posts and tons of content created, I have achieved my dream level of skill and want to share my journey. The time is now and I'm here to help all of you. Let's collaborate and stay in touch, we will reach far together!

LIVE - CREATE - INSPIRE ?

Contact me: auripher@gmail.com

See full profile

Level: Beginner

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Transcripts

1. Introduction!: Welcome everyone to the class today we're going to learn how to create this telescope that you are seeing on screen in Blender 2.9, step-by-step class so everyone can do it even if it's your first day on Blender. So prepare yourself because we do about it. 2. Modeling basics (Optional): So now you can see that I'm in the version 2.9. To begin with, we're going to create a new file here in general. But we can go up here to File new general. You'll see this screen right here. At the beginning. It can be a little bit confusing, but don't worry about it. You're going to add the hang of it really quickly. So I'm going to show you the very basics of Orlando really fast. And to move, you're going to just hold down the middle mouse button. And we will rotate our view. If you hold down Shift as well. You can see that we pan around by holding Shift and middle mouse button. We can also zoom in or zoom out by scrolling the wheel. And with these tumors were able to get full control of our scene and move around freely. Another interesting thing to know Are those lines here. The green one, right there. You can see also up here, the green one is the y-axis and the x axis is the red one. So this will be coming very handy because in Blender, some of the tools are able to perform axial movements, meaning that they will only act on a certain axis. Let me show you a better example of that. So e.g. if we press down the letter G, G, while the queue is selected, we can move around with it. But if we want just to move it along the x-axis, we press G and then the letter x. So g. And then the letter x. We can see that the cube is snaps to the right axis, the x axis. We can do the same by pressing G and then y, and it will snap only to the green axis, the y-axis. So it worked as well with dessert axis, which is up and down. We're going to press G and then z. And with these two combinations, we can move around the cube really, really easily. I'm very accurate. So you're going to press Alt plus j. Oh gee, to clear any movements of the queue. And it will return back to the center. And I'm going to show you another tool right now, which is the rotate tool. The shortcut is the letter R. So who are? You can see that the coop rotates around. But it's not really accurate. So we're going to press Control Z to undo the changes. We will try again the same technique as before. If we press R and then the letter X, you can see that the cube just rotates along the x-axis. Press the same, but air than y, it will only rotate along the y-axis. We can do the same with z axis. And this will become really useful during this tutorial. So make sure that you understand how those axial movements are. You understand these coordinates here. And another useful tool that we're going to use a lot is the scale tool. We're going to press the letter S. You can see that the cube gets bigger or smaller as we move the mouse. So it works the same way as before. You can press S and then y. And you can see that we scale it along the y-axis. We can do the same with the x axis. That axis. You can see that we can create a lot of shifts with that. Would have gone to feed down Control Z. And another thing that I totally forgot to mention is that when you rotate the cube, breast old are it will clear up any rotation. So if you move it around right here, rotate it. You can press or r and it will clear an irritation and then all G. And it will come back to the beginning. So we'll make sure that you know how to use these three tools, how to perform these axial movements and how to move around, because we're going to use that a lot during the tutorial. And don't worry about it, just practice a little bit on your own. You're going to see that it's really simple and just make sure that you're comfortable because it's the most important thing on Blender. So what we're gonna do now is we're going to switch from object mode too. I did not. And to do that, we're going to go up here and click Edit mode, or we can just press Tab on your keyboard and that will switch here and ended mode. We have full control of our cube. And it's more technical, but you'll see that it gives us plenty of options. So if you zoom in, you can see that we now see every edge of the cube, every vertex, every phase. And if you click, Make sure that you aren't here. Vertex select or pressing one on your keyboard. We now can select just the vertex of the cube and not the whole cube like we did before. If you press now G to move or G and then x, move it along the x-axis. You can see that we only move the vertex and not the whole cube like we did before. So that's really, really useful. You can select multiple vertices by holding down Shift and clicking Shift, click here, click here, e.g. and then we can scale it if we want. And you can see that we can start to create different and creative shapes. So we can press Control Z to undo the changes. Here we go. And we can switch here too, chmod at select. So we can click here. And we now see that we just select the edges and not the vertices. So e.g. we can try new things out. So acting and you can see the degree press G and N or something. We are creating new shapes. Control Z to undo. And we have also the face select or 300 keyboard. So pressed ways you can play around with it. It's really, really useful. So I'm going to show you different tools and features of lender during this class. I don't want to teach you everything right now because there's a lot of inflammation and it will be very, very dense. So I wanted to make the class the more entertaining for you as possible. So keep watching it, be ready because in the next video we're going to model our first part in the telescope. And we have a lot to learn. We have a new journey in front of us. So make sure that you stay here. 3. The main tube/lens: Where we left here before and now. What we want to do to begin our model is to start a new project. We can get rid of this cube. So we're going to go to File new general. We wouldn't save these changes. So now we're going to create the first part of our telescope. And this part is the main fuel particle density. And we could actually start by reshaping this cube and make it look like a cylinder or a telescope. But that will be really, really unnecessary and heart. So what we're gonna do is delete it by pressing delete. And we will also hide this light and the camera so they don't bother us. So we're going to click it to select it. Then click this small icon right here. And we're going to come back to them later. And what were you going to do now is add a shape that resembles a telescope. And to do this, we're going to click Shift a or at here. So we're going to click mesh. What we need is a mesh, and here we have plenty of options. We just had a cube but we don't need it. So we're going to add a cylinder. And you can see now we have a cylinder instead of a cube. Don't click away. Done, de-select it because those options Here's will disappear. If you see that, if we click away, these options are not there anymore, but we need to change something before. So if you pick the way, simply delete it and add it again. Shift day cylinder. And what we're gonna do is decrease the vertices 32-12. You'd like this, and you can see that it looks more flat. Don't be worried about that because we're going to change the letter and it will look around again. But this will make the work much easier. So we're going to click away. We have our cylinder right now. And what we're gonna do now is make it. So the top face and the bottom phase are facing the x-axis, so it's horizontal. And to do this, we're going to select it and use the tool that we learned before, the rotate tool. So we're going to press R and we need to rotate it along the y-axis. So it should be something like this, but we need some really exact measure. So we're going to type it. Actually. We're going to press Control that. We're going to rotate it along the y-axis, our y, and then type 90 on our keyboard. So 90 and click. So now we see that we have rotated it 90 degrees and it's perfectly horizontal. And we're going to start from here. So the first thing that we need to do is make it a little bit longer. So we're going to use the scale tool. We can see that we scale it along the x-axis and it makes it longer. So if that's what we need, something like this should work. And what we're gonna do now is add the lenses here. And we could actually add another cylinder. But I want to keep it simpler and I'm going to add just from this one. So to do this what I'm going to go to Edit Mode or press Tab on your keyboard. So now we're in edit mode and we're going to select this face and we're going to delete it because we don't need it. We don't need to face right here because we weren't actually see the interior of the telescope. So we're going to press three or click here to select the faces. And click this one here. And we display selected, we're going to press Delete and click face because we don't want this face. And you can see that it disappeared. And now what we're gonna do is use another tool that is new for you. So we're going to select this ring by pressing Alt and left-click. You can see that it selects every single edge here. So we could just simply do this by holding down Shift and clicking every single one. Or we can just press Alt and left-click. And we have bothering selected all this loop. We're going to use this new tool which is extrude. So if we press the letter E, Now you can see that we have this new geometry that is being created. And this is really, really useful. It doesn't really look so great right now, right now. So what we're gonna do is press Control Z. Make sure that this selected and press extrude the letter E and then the letter S. So P, letter S. And you can see now, look at this, it looks really, really good. So that's what we need. And we'll do something like this. You repress shift as well while we are, while we are dragging the mouse, it will make it really, really slow, which is really, really handy when these things are really close. So something like this should work. And now what we're gonna do is extrude this top ring. So we're going to press E and we're going to move it along the x-axis, this red one here. So e, x. And you can see something like this. What we're going to make it shorter, actually, something like this. And then we're gonna do the same again. So we're going to select these three E and then scale it s, something like this. If you actually want to make it smaller, you can, you can scale it down. So scale. You can see that it makes it smaller. Something like this should work. And then what we're gonna do is extruded along the x-axis again, something like this. So we press that x, something like this. I like this shape. So we have this right now. It looks much better. And what we're gonna do as well is make little place for the lenses to go. So we're going to actually extruded and scale it down like we did before, E, S and make it real bit smaller, something like this. And we're going to extrude it again along the x axis, but this time we're going to go inside. So we're going to press, well, let me undo changes so you can see it better. We're going to press E and then x and we're going to go inside. Just something like this works. It doesn't need to go all the way down. Just for security, for being much comfortable with this and making sure that it doesn't overlap. So now we have the main shape and you can see that it already looks Much better like a telescope. And another thing that I'm going to do there was seeing off this main tube. It will be adding another cube right here, small cylinder just from it. We're going to create the eye piece. So to do is we're going to jump to edit mode again. So press Tab on your keyboard. Make sure that we're in edit mode. And what we're gonna do is select this face to face, select activated. And what are you going to press the letter I. So we can see that we can make an inset. But let's make sure that we have our mouse far away from it because we need to zoom in a lot. So we press I and we keeps coming in, coming in. Something like this. Works for me. Yeah, I like this. So now what we're gonna do is extrude this phase. But it's the same as before. We're going to delete this because we don't need that face. So we're going to press delete faces. And we're going to select this ring with two on our keyboard to select these edges and extruded along the x axis. Something like this. Make sure that you like it. It looks great for me. I'm going to move it a little bit closer to zero, so g and then x, and then something like this. It looks right. I'm going to also move a little bit, this one. So I'm going to select it and press G x. I'm going to move it, something like this so we know that flat. And just to finish this, but we're going to select this ring. And we're going to press the letter F. So it feels the phase F for field. Now we have a face here and it's not like an open space. So as you can see, we've created this telescope. The first part, it looks great. And in the next tutorial, we're going to create the finder scope. And it's the first, the top part here. So stay ready because here we go. 4. The finderscope: So the next thing that we're gonna do is define the scope. That it's a small device that it's used to aim the telescope. So to create it, it looks really similar to this. And we're going to create a new shape. So make sure that you are not in edit mode, you are actually in object mode and you have nothing selected. So double tap the letter a. So we deselect everything and then Shift a and we're going to add another cylinder. And you see that it's here. You can hide the other one by clicking on it and clicking this icon here and see that it disappears. But if you can make it appear again by pressing the I, we're going to actually change the name as well. We're going to double-click the name here. I'm going to type telescope. And we're going to hide it for now. And we're going to select this one and we're going to diabetes. Find their scope. Now, what we're gonna do is similar, a similar process as before. So we're going to rotate it. Again. As we see. It has too many faces, so we're going to have to grade it again. So let me copy the name. Let me simply delete it by pressing Delete Shifts a mesh cylinder and we're going to decrease that to 12 again. So it looks like this. We're going to change the name. Finder scope. Here we go. So just as we did before, we're going to rotate it along the y-axis. So our Y 90, press Enter or right-click, left-click, sorry. You can see that 90 degrees. And what we're gonna do is show the telescope again because we need to see how big we want it. So we're going to press G, then make sure that it doesn't move along the y-axis. Because if it moves along the y-axis, it wouldn't be centered anymore. And we need it to be in the center. We're going to make sure that it's in the middle. And we're going to do is make it smaller for sure. We're going to scale it down. Make it smaller, something like this. We're going to move it along the z-axis. So g, z. What we're gonna do is press here. These are small dot. So we can see it from the front view. So front, you can see now here we are in the front view that will help us set the finder scope in the right position. So it goes actually we'll be something like this and pressing, holding down Shift so it moves slower. It looks red here. And what I'm gonna do is skeletal on the x-axis to make it a little bit longer, something like this. Not too much because we will another cylinder number on both sides. Something like this. We can also press here, or letter or number three on our keyboard. So we'll, we'll go number three on there, an ampere, sorry. And it will simply go to the right. You've got C. And we can see it here. In the middle. It's red. I like it this way. We're going to move it a little bit down. And we're going to start creating, define the scope again. So we're going to go into edit mode, rest up, select this phase. We're going to delete it by pressing Delete base. And we're going to do the same as we had before. So we're going to select to left-click and altered the same time here are left. We're going to press E to extrude it and scale it at the same time. So e then S and scale it, something like this. And then we're going to extrude it again in the x-axis. So either x, something like this, I won't make it, I will make this part right here. So now we're going to press E. Then as again, make it. We'll insert here. And we're going to extrude it again along the x-axis and go inward. So it has someplace to our feet, the lenses. So we're going to do the same as well here. So we're going to select this face, delete it by pressing delete faces, and select this edge, scale it and extruded the same time. So we're gonna go to this front view. So we're going to press the number one are numbered. So we can see it better. We will zoom in. I'm going to scale it a little bit more. So it's kinda similar to this. So S Something like this. I'm not sure if you can see it, but make sure you have dark lines here to guide you. So I'm gonna go back to the front view with number one on your numpad. I'm going to extrude again along the x-axis. So either an x, I'm going to make it kinda similar to the one before, but it doesn't really matter. Something like these. I guess you can guide yourself with the squares on top. So this is just four squares. These as well. They look really similar and we're going to do the same even scale it inwards, something like this. Which through it again. So think like this. Perfect. Now we have it. Here. We can see them the front view, it looks great. What we're gonna do now is really important because we need to add a mount here so it connects the telescope, we define their scope. And maybe you thought that it would have been better to start with the mountain, go from the bottom to the top. But I actually did this on purpose. And starting with this finder scope is much easier because now what we're gonna do is press a natural fear of the middle ones. It could be anything of those or even the face. And we're going to press Control R. And you can see that it creates a loop. Control that and you can see it better. Grades. Look here. So we're going to press left-click. And now we can move it again. But we're going to leave it on the center. So we're going to press right-click. So it stays in the middle. Now we have a look at here. So what are we going to do now is create another silly nerve, small cylinder here, like a ring to hold these fingers scope. To do this, we're going to actually make another object so they don't stay connected. And to do this, we're going to use a really cool method. And that's why we created this loop. So we're going to select the floor by all left clicking. And we're going to press, we're going to duplicate it. So to do this, we're going to press Shift D. And if we can drag this, these loops, so we have it right here, but we want it in the same place. So we're going to control that. And make sure that you don't have to merge selected here on tools, Options. Make sure that that's not selected. So make sure it's off. And then press Shift D to duplicate. And without moving your mouse, press Enter or right-click. And now we have another copy of it at the same place. If you press G, you can see it but don't move it. So control Z, it's right here. Now. What we're gonna do now is press the letter P and press selection. You can see separate selection. Now if you see here, if we hide everything, everything but this part, you can see that now we have another object. If we go to object mode, we can see that we have another separate type object. It just this loop right here. And that will be really, really useful. So we're going to work from here now. We're going to click it, go to Edit Mode. We tap, we're going to select this loop and we're going to extrude it. So E then x, something like this should work. We're going to show these finer scope again. So make sure that you like the size of this. Yeah, something like this works. So what we're gonna do now is make it thicker. So we're going to select it and we're going to press the flash on our, on our numbers. Or we can also hide it manually. But if we personalize it hides everything but this object that we're working on. So we have only these rings selected appearing on the screen. So what we're gonna do is scale it, make it thicker. So to do this, we're going to select the edges, faces right here. And what we're gonna do is extrude it and scale it. So e then S, like we did before. So something like this. We're going to press of large again. Make sure that you like it. I'm going to go to the front view and move it a little bit to the x axis, to the center. Well, let me select all the objects instead of only these phases. So we're going to go to object mode. So the object is selected and we're going to move it along the x axis, something like this. Perfect. What we're going to do as well is right-click and click Set Origin, origin to geometry. And just look at this, how it. How it goes back to center. And that's really important because we need those points to always be in the center of our object to make it even so. Now what we're gonna do is activate the telescope again. And we're going to connect it. So let me scale it a little bit more in along the x axis, actually something like this. Yeah. And now we're going to connect that. So what I'm gonna do is grab those two faces. Entering edit mode and having the face select activated. We're going to press Shift click and have them both activated. And I'm going to extrude them downwards by pressing E and Z. And you can see that they are not even. So. To fix that, we're going to make sure that they are selected and press S. So select them then than zero. And look now what we've done there in the same level. So we're going to move them again downwards. We could, we could do that by pressing E, then that again. But what we're gonna do is just press G and then z. So this way, it doesn't create new faces. Something like this, a little bit more, I guess. So. What are we going to do now is hide everything. So we're going to place a slashing are given so we can see it better. I'm gonna delete those two faces because we don't need actually two faces here. With one, it would work as well. So delete faces. And I'm gonna go to Edge mode or press T on our keyboard. Alt and click. And we're going to press F to fill. So we have now only one phase here. With this phase, I'm going to show everything again. I'm going to create with this edge, select it. Just yet. We're going to press two right here and extrude and scale it. Just like we've done a lot, something like this. And we're going to just simply delete the overlapping phases. So I'm going to press the face here, unimpressed face. So you can see that now we only have those edges here. And we actually then need to create that phase with Phil. You can see that it's easy to fix. So we're going to select this edge right here. Click this loop, and we're going to scale it down again. So E, extrude it down, they mean, so even z. So it goes inside, something like this. I'm going to put a slash at the end. We actually need our face, so we're going to press F here, and that's perfect. We're going to press the sludge again. And I'm going to go to front view. And I'm going to press, or I'm gonna go here. And click. So you can see now that we are in wireframe mode where you can see through everything. So you can go and scale this down. And you can see that now it's inside. So make sure that you like how it is. I'm going to leave it like this. Just make sure that it's really fitting inside of it. So I'm going to go back to Solid mode. So click here. You can actually press Shift Z to enter wireframe mode and choose that again to go back to Solid mode. That's a really, really useful thing to know. So now we have these mount here, which looks really great. And that's another part of the telescope done. In the next video, we're going to create the IPs. So we're going to work out of here. And you can see that it's really similar and we'll learn some new tools. So make sure to stay ready and concentrated because we have a lot to go steal. 5. The eyepiece: As I said before, the next part that we're going to work on is the eyepiece. That's the part where you put your eye on just to look at the refraction of this guy are the stars that you're looking at. So we don't want to work from this phase. But first of all, let me change the name of this Finder Scope. You can see the amount. We're going to rename it to mount. And it's a really similar process that what we did here. So we're going to just go there in the telescope, rest up and we're going to delete this face by pressing Delete. We're going to select this ring, this look here by pressing Alt left-click. And we're gonna do the same as we did during this tutorial. We're going to press E and S. Something like this should work. Maybe a little bit more. I'm going to scale it down with just S right now. Because we already have the geometry as perfect. I'm going to extrude along the x-axis. So E Then x, something like this. I'm going to go to front view by pressing the number one on the numpad or I can press this point right here. It depends actually on where you orientate it, your telescope. But just make sure that to look at it to the front and then click the nearest point here. So here, like this, and it looks great to me. I'm going to make it a little bit longer. So I'm gonna select this way. I'm going to press G, then x. Not really match something like this and I'm going to make another extrusion. So even when I go out, you want to go back again to this front view. And I'm going to make sure that it's similar to this one. So I'm going to have to scale it down with S. I guess. Now, something like this. So the next I'm gonna make this one shorter. Something like this, a little bit more. So g, x, perfect. And not what I'm gonna do is fill the space. So if you remember, we selected and press F, that looks decent. So what we're going to need to do is add the scope, like the place where we look from. But we don't want it horizontally. I want it to be vertical. So we look from the top. That makes much more sense in real life. So what do we have to do is create a curve here so we can connect the vertical scope with this horizontal cylinder. So what we're gonna do is create a curve. And that's a new thing that we haven't done. So make sure that you are in object mode because we're going to add another object. So make sure that you are in object mode. Because if you're in edit mode and you add an object, I'm going to show you the example, Shift a and add the queue, e.g. if we move it, you can see that when we go back to object mode, this cube and this telescope or the same object, you can see they are always merged and that's a problem. So make sure that when you create an object, you are in object mode. So we're gonna go back to press Control J hat. Okay? Now what we're gonna do is go into object non reassuring the select everything and go to shift day. And now we're going to add a Bezier curve, not the mesh. You can go here, curve Bezier. We can actually see it because it is inside the telescope. It has generated here inside. So what we're gonna do is present slashing are numbered with the curve selected or we can just hide it, minority everything. So we have the curve right now. What we're gonna do is go to the top bill. So we're going to press seven or numpad, or we can press, you can clear here. So what we're gonna do is make it horizontal. And to do that, you'll see that we can go to Edit mode. But here we just have some handles. This handle right here from this point, and this handle right here. And as you move them, if you select one and press G, you can modify your curve and you can create really interesting shapes. But what we are going to do is make it horizontal. So then later we will be able to make another type of curve just facing up. So to do that, we're going to press snap here and we're going to activate it. So click. And we're going to show this menu and click in increments, and then make sure that absolute grid snap is on. So now, see what happens when we move it. When we move this handle, we can see how it snaps at every corner. So what we're gonna do is make it horizontal. And if the what, if, what handles are horizontal like this? Like this, the curve will be horizontally. So now as we see, we have a perfectly horizontal curve, straight. And so we're going to now move it. So we're going to move it like this. Here. We're going to show our telescope. Well, like more of it a lot. We're going to go to front view repressing number one and we're going to move it. So it's close to this cylinder right here. Okay? So what we're gonna do now is create like a decent curve. Because now it's just a straight line. What we're gonna do is grab this handle. I'm going to turn off snapping. So you can select this object and we shift up, shift and tap, and it will deselect. And if you click it, it will toggle it on. So we're just going to make sure that these off and we're going to move it, move this handle. So something like this will work, but I don't really like this type of curves, so I'm going to have to move this handle. You can see that now it's creating a much better curve, something like this. I like it. But well, let me move a lot, a little bit. The handles, something like this. We're going to fix that later. Let's just make this general shape, right? Make sure that this point is actually inside. So to see, to check that you can go back to wireframe clicking here or Shift Z on your keyboard. So if you go on out to the front view, we can see that the curve is actually inside, which is great. I'm going to just change it a little bit more. So I'm happy with the shape I've run. Now, you can see actually this end, but I'm going to make sure we have to make sure that the end or this end is vertical and design is horizontal, so it will fit better in the shape. So we have to go here and make it the top vertical. We will have to make this handle vertical. So I'm going to go here, turn on snapping again, shift up. And I'm going to G and make it sure that nubs, that the top handle and these points are in the same line. So something like this word, I'm going to move it this one again. Okay, now they are in the same line, so it is a vertical. I'm going to make sure that these pressing wireframe mode. That is correct. Yeah, yeah, It's perfect. It's in the x-axis. You can see, we're going to go back to Solid mode here. Shoes that and see, make sure that it is inside. It is perfect, just inside little bit. But if you see now we just have a curve here and it's very flat tool. We need to add thickness to it. So what we're gonna do is select the curve in object mode. And we're gonna go to this tab right here, this green one, which is the data of the properties of this object. And it changes for every shape, you can see that fear is different for the curve is different. So what do we have to do is make it more thicker. So to do that, we're going to go to the geometry tab here. And here we have a bunch of options. But the most important one, the one that we need is they're going to make that, sorry, procuring Bevel. We're going to increase that. You see, but you see how it changes the thickness. So we're going to go back to front view and I'm going to make it smaller. Something like this. Make sure that you like it, how it looks. And then really bothered about the resolution. The higher you are, the better looks. We're going to just leave it in for. And as you see. Now we have a really decent curve. I'm going to make it a little bit smaller. Just like that, I guess. Yeah. That looks right to me. So what we're going to have to do now is make sure that we like how it is. Because we're going to go back to here and press on the curve, right-click. And we're going to convert it to mesh. So when we read it, we click. And as you see now, it is a mesh. It's not a simple line with two handles. We have a mesh and we could, if we really wanted, we could play along with the moving, those with scaling, make sure that you turn off snapping because it does crazy things. So turn it off and you can move. You could scale it, you could do really sort of things. But now we need to just like this and we'll make sure that it's really it's horizontal, it's not the same level, so we're going to press S zero. And it didn't change. Well, it was just to make sure that it was flat. Just in case, if you are like this, e.g. just press S zero and it will make it horizontal. And what's the hardest part? We're going to make sure that we are in object mode. We're going to add another cylinder. So mash cylinder. We're going to decrease that to 12th. We're going to move it along the x axis, make sure that it's centered. And along that axis and we're going to scale it down. I'm going to go to front view. I'm going to make it. So it's in the center. Something like this. I like it. Maybe a little bit here. So make sure that you make sure to use Shift while you're moving in these cases so it doesn't go so fast. Something like this. I like I'm going to make it shorter. So I'm going to move it, move it into that axis. Something like this should work. So now what we're going to do is go to this top face in edit mode. I'm going to select it. And I'm going to delete this face. And I'm going to grab this ring, makes sure that you are in select. And I'm going to extrude it outwards, something like this. And I'm gonna make it through the windows that axis, so it ends at. And I'm going to press F to feel. And well, while we're actually going to do is delete this. So Control Z or delete the face. I'm going to extrude it in. So E S, then scale it in, something like this. And we could actually leave it like this. It looks decent, but I'm going to add another one because the real telescopes have that. So I'm going to scale it, extruded along the z-axis and go downwards. Little bit like this. And we're gonna do the same as we did before. So we're going to make sure that this one is selected. I'm going to press Shift D and right-click. It stays in the same place. I'm going to press P to separate based selection. And as you can see, now we have another object here. So what I'm gonna do is select it, go to Edit Mode and extruded along that axis. And we can show this again. You're gonna make it just a little bit smaller. So I'm going to scale it down a little bit. So it fits nicely inside the other one. You can see that we have a real bit of a gap here. That looks right to me. We will be able to change the later if we need to. And I'm gonna do the same as I did before, I'm going to extrude scale. So B then S extrude to the zed axis through it and scale it again. Something like this. Make sure that when you do that, make sure that when you do that, it's great. It's longer than this side. Because if we then scale it down, we would have these overlapping geometry here and we didn't want that. So make sure that when you extrude it and scale it, it fits nicely inside. So I'm going to make it a little bit smaller with S and extrude it again in the other axis, e and z. And perfect. We're going to add the lenses here. Clear and clear. We're not forgetting that. And as you can see, I'm going to go to front view. I like how it looks. I'm going to make it just a little bit smaller. So I'm going to make it, but then I'm going to make this graph a little bit smaller as well. So I'm going to select this cylinder. We're going to select all these faces here. We pressing Alt and clicking. So I'm going to check this look here. Make sure you can press slash on your keyboard if you need to see it better. So left-click in this line here, no edge here, because we do it in the middle. It selects the vertical loop. If we do it on edge, It's like the horizontal loop. So you have to understand this and have that in mind while you are clicking. So I want to fly again to see it, and I'm going to scale it down. Something like this. Make sure that Roboto gap by which to Columbia. And I like how it looks. I'm going to move this early, actually something like this and I'm going to extrude, well I'm not moving, I'm going to move these more. So select these gene that I'm going to turn on wireframe, but shifts that. We're going to go back to rugby. You want to see that it's inside, just like this. Perfect. I'm going to hope that the solid mode by pressing here or shifts that. And it looks red. We don't really have to fill the space because there will be a lens here. It's not really necessary, but I'm gonna do it anyways, just in case here. I like how it looks. Maybe there's some refraction that will help us. So electric. So you can see we now have a finder scope. It's now already. You will have a lot of progress. And C. So what we're gonna do is make sure that you save the project constantly. Press Control S to save. 6. The objective lens: So as I said, we have to create the piece of glass that goes here, here, the finder scope or in the eyepiece there. So we're going to start off by here. It's all of them are the same process, so it will be really fast. So we're gonna, I'm gonna move this a little bit to the outside because I don't want the D lens to be that deep. So inside the telescope. So I'm going to move it a little bit outside. And we're gonna do the same as we did before. We have to duplicate this. Look here and paste it in the same place. And then with one of the, of the two lobes that are in the same place, we're going to separate and create an oval object. So what are you going to shift D? We have another one. We're going to right-click. And it's now based it in the same place. So now here there are two lobes instead of one. So what we're gonna do is select one of them and press the letter P. And selection. Let's make sure though, that we have the one that we just created. Select it. So I'm going to do is again, shift the right-click, be, separate one of them by selection. And now we have another object here. So you can see that if I'm going to object mode and I, if I hide this telescope, the week one, you can see it. And now we have this shape here that is just the exact size as this hole here. And that's really, really useful. We are doing it this way because instead we could actually create another cylinder and just try to eyeball the size of these. But I feel that it's much better. Do it this way. So we could actually select this ring and press F two. Then now we have a decent ring right here on this glass lens, but it doesn't really regret, it looks so flat. And the real-life telescopes have kinda like a curve here. It curves. So we want to do this and it will look much better. So I'm going to undo control Z. I'm going to hide this. So what we're gonna do is we're gonna do a new thing that we haven't done. So we're going to press E and then S, something like this. But we have to leave a space in the middle. Something like this. You can see. And then what we're gonna do is from here, we're going to press Control F. And we're going to go down here and search for Greenfield. Okay? So we're going to select this edge Control F grid filled. And you can see what that does, okay? And if we go to object mode, it looks the same. You will see that nothing has changed. But what we're gonna do is we're going to select this middle phase right here. We're going to turn off proportional editing. You will see now that if we press the letter G without proportional editing on, you can see that it moves along the x-axis. You can see what it does. But if we now turn proportional editing, you, Professor G, we have now circle that we can move with the scroll, we excluding the world. So you can see now that you've requested and x, look at what can we create. So now we create it. A really cool slope here and a circular shape that looks really great. But what were you gonna do? I'm gonna go back. I'm going to turn this on, and I'm going to open this menu. I'm going to click on inverse square. You can check each one of these affects the circle of different ways. But I think that this one will really works the best. So I'm going to the bigger it is the monitor effects, so don't go crazy with it. So I'm going to just make it a little bit. I'm going to hold down shift. And I think that this looks really great now. So now you can see that we have a really, really cool base here. Now when we add the telescope again, we can see that it's not just a straight line. I'm going to move it closer to the outside as well. Something like this. I think it looks really, really great. So now what we're gonna do the same with all the other faces. So I'm going to do this really fast. We're going to go here to the finder scope. If it happens. Just like me that it's really hard to move actually want to turn to. Go and spin around. It just doesn't feel great. I'm trying to move it so slow. What I'm gonna do is hold down the Alt key and then press with the middle mouse button here in the finder scope. So now it has centered my view here feels much better. We can see that this is overlapping with the way it doesn't really matter. But if we want to solve this, we can just scale it. Does finer scoped just a little bit down, just like that. And you can see that it disappears. That was because they were overlapping. These faces of the mountain. Finally scope. But it's a really easy thing to fix. So what we're gonna do is select this shift. Right-click. Separate by selection with the letter B. We have another piece right here. Selected. Go into Edit Mode. S, something like this. I'm going to press Control F Whitfield. I'm going to select the middle phase letter 0 to activate proportional editing. Something like this. You can play around with the other options. Maybe you'll like it better when it's sharp wherever you can, keep trying. She is an x. It just got a different class, different approaches, but I'm gonna keep using the same as before. G then x. That looks right to me. We could actually make this even rounder by creating another phase here. So if we press select this face and press Shift H. You can see what we did with here. And now what we're gonna do, click Control R to create a loop here. And right-click to leave it in the center and create a little clear controller. Make sure that it's here in the middle and you can move it. So then right-click to leave it in the center, both h. And here you go. Now we can actually even make it rounder by pressing G. And then moving this real bit more towards the x-axis. Make sure that it is more shape. And look at this smooth panel that we, if you click, right-click and hit Shade Smooth, you can see what we have actually created a smooth glass. It broke through the right. I'm going to go back to shade flat. Make sure that it looks flat now because that helps out a lot. And I'm gonna move it a little bit outside as well. Something like this. Don't worry about it. It will look much better after we apply some modifiers. I'm going to explain you more about that later. So I'm going to do this as well here. So Shift H to hide everything but the selected face, old H to unhide everything. So Shift H. I'm doing Shift H just to make sure with this face selected, just to make sure that the control, our loop only affects this part of the square. Because if you see that when I do a loop without hiding the other parts, it will put everything about all the circle. And we don't want this, we just want a simple code here. So we're going to select this face. Now. There are two phases, but we're going to select them. Shift H or Control R. Click here, right-click to leave it in the center. We have a point here that we can select white, selecting the vertices here. And we're going to Alt H to unhide everything. Make sure that only the sporadic selected, I'm going to pull it. I'm going to turn off proportional editing with, oh, I like how it looks now, you can see that this has a nice curve to it. So I'm going to activate it again. You'll have this nice, this nice shape here, this nice curve. We're going to do the same as well. I'm going to do is really fast. So can we go, we have all the lenses done. What I did, what I did here in these two lenses. Actually made it go inside. Because that's where you put your eye and it will be kind of awkward if you had a glass line curving out to your right, they are instead going having the curve down, but that doesn't really matter. So here we have the glasses will make them transparent and more glassy. After when we add the materials will make it look really, really great. We'll make them really be thicker probably. In the next video, we're actually going to start with the mount. Here. We're going to create a mount. It would look really great to support the telescope and make it adjustable. So stay tuned. See you there. 7. The mount: So as I said, now we're going to start with the Mount. And the first thing that we're going to do is add a queue. So shift a queue. But wait a second. Before that, let me undo the changes and let me organize this a little bit because as you can see, we have a mess of names so that we don't even know what they are. So e.g. this Finder Scope one, let's just change it, the name. So let me do this real fast. So now as you can see, we have this much more organized and that will help us a lot of the when we are, when we add the materials to the, to each part of these to each object. So have that in mind. Always keep everything organized. Well. As always, we were saying, your static cue. Make sure that it is aligned along the x-axis. Don't move it along the y-axis because it would be off centered and we don't want this. If that happens to you, just, you can click the letter n. And you can see that we've moved it along the y-axis. So please type in zero here. And I will come, that will go back to the original state. So I'm going to go to front view actually, sorry, click here. I'm going to press N again to hide this. I'm going to go to front view. We don't number one in the in the numpad. So I'm going to move it here. I'm going to scale it along the z axis. I'm going to scale it on the y-axis. Little bit more. Something like this. This will be, will be a metal piece that supports the telescope. We're gonna make it a little bit longer so it can fit inside the telescope. It's just like this. If you take a look at this, like we did before, we made sure that it sticks in the telescope. That's really useful. So we're gonna do the same here. We're going to go in wireframe mode, which shifts that are right here. We're going to pull this a little bit, something like this. A little bit. I'm going to make it a little bit shorter. Something like this looks great to me. Move it up a little bit more. Okay. That looks great to me. But just take a look. I'm going to make it a little bit shorter. So, sorry. S x, something like this movie with g, g then x, I'm going to write here, That looks great. I like it. So let's continue. We've created this cube, which is here. I'm going to name it again, mount to I guess something. So something that you can recognize. So I'm going to now a cylinder. So mash cylinder makes sure that you are in object mode. And we're going to rotate it this time along the x-axis. So our X 90. And that's great. So we're going to go to front view fresh g of x. I'm going to make sure that it's sticking out a little bit. So something like this looks great. Yeah. Sure that you like it. I'm going to move it a little bit more. Just like this. We're going to pull it up. I like it now. Looks right. I want to make actually a little bit smaller, something like this. So that's the part that you spin to point the telescope up to a certain angle. So that would go, that would make these possible. So okay, And what we're gonna do actually, it looks really basically flat. So what we're gonna do is we're going to actually show, I'm going to show you another thing. So we're going to hide everything now that it's in place. So we're going to select it and press the flashing or keyword or hide everything manually, like this. But slash makes it much faster. We're going to do is go back to object to edit mode, sorry. And we're going to add a look kid. Right in the middle. I'll look at look at control arm. Left-click and right-click to leave it in the center. So now we have a look at here. And what we're gonna do now is delete everything on this side, and we're going to mirror this side. So let me show you how that's done. So we're going to press Control Z, she zed, sorry, to go into wireframe. And we're going to make sure that we have just selected here or even faces. We will, we will foster make sure that we are in wireframe. Because if we're not in wireframe, when we select this, you can see it only selects the visible part. So with wireframe, we can select every everything. So delete faces are new. Consider now we have just how the cylinder we place on our keyboard. Now we just have half of it. But don't worry about that. We're going to fix that later. So we're going to delete this phase as well. I'm going to just do a little bit of geometry to make it look better. I'm going to actually move it a little bit. I have proportional editing on, let me turn it up. So g x, y, sorry. Then E, S makes some sort of shape here. And then fill this phase. Now if I have a decent, something cooler, we can actually do is make a loop here. In the middle. Press Enter or right-click. And I'm going to select all these faces here with Alt left-click. Make sure that you press on the side. And I'm going to move it, move them towards the inside, G, then y will be inside. Something like this. It looks cool. I like how it looks, this kind of a slope. We're going to leave it like this. And what we're gonna do now is add a modifier here. So we're going to click this, this cylinder and click this modifier properties here. This blue. And click on Add Modifier. And we're going to go down here to generate search for mirror. And what that will do is we're going to de-select the X, Y. That depends actually on your own how you have the orientating the telescope. So it's not, maybe in your case, would be the x, y or the y one. Just, you can try them out or just you can think about it. So the z axis here is the one that's cutting in half this cylinder. So we have to mirror with this, makes sure that you turn clipping on Done. And now you can see we didn't have to do that manually in the both side. Instead, we just one we just did this in one side and now we have it on both sides. So I like how it looks. We can change that later if we don't like it. We can come and change it. So what I'm gonna do as well as add another part. So I'm going to, first of all, I'm going to change this name. And I'm going to add another part. You can just improvise. Or do you think it looks right? I'm going to just make this a little bit smaller. I'm going to scale it along the y-axis. Like this. I'm going to go to front view and I'm going to rotate it actually along the y-axis, which kind of a search an angle here. And I'm going to move it here. I'm going to rotate it a little bit more. You can type in number if you need to, 45 degrees or wherever. And that will connect these mounts to the tripod. So I don't want it to be solid piece of metal. So I'm going to add something to it. So I'm going to go to Edit Mode. I'm going to add to it look at, and I'm going to, this time I'm going to move it here. And I'm gonna do another one. I'm going to move it here. Then I'm going to select this face. Actually those two faces, and I'm gonna delete them. So delete faces. And I'm gonna select this edge, this one on the top. This and this one on the bottom. We're going to click better than S, just as with before. Something like this. And I'm going to click Control E or Control E. Clear, make sure that the both are selected. Control E. And we're going to search here, reach excellent edge loops. Click it, and you can see what we've done here. Looks really great. Now we have a decent shape now, looks much better. So what we're gonna do now, It's actually, I'm going to make it a little bit longer here. So I'm going to press G. Then I'm going to press Y, X, sorry, twice. It depends on whether you have it. Where, where is your orientation? So let me go back again. And if you see, if I press G and then x moves it along this x axis. But if we press X twice, you can see that it moves it along the x-axis, but it's actually rotated the same angle, This cubed. So that's really, really useful as we see. That's really helpful to maintain the same angle. So I'm going to leave it like this just to have more space to work with. And I'm going to add now in other queue, just like these, I'm gonna move it downward like this. You can see that now we are getting the hang of it, of the control of scaling down the things. Just a matter of time. And practice. With once you get the job done. Really, really amazing to work with Blender. So what we're gonna do is just to fill in more. And I'm going to do the same as I did with the cylinder. Remember how we did that? I'm going to read the slash. I'm going to go there. In edit mode, controller. Look good in the middle, left clicking or just not moving the mouse. So I'm going to select the face here with number three on the numbers. I'm going to shift that to go into wireframe. I'm going to delete those faces. Sorry. Now, we have just the half of that cube. And what I'm gonna do is just create this part. I'm going to work with this half only. So what I'm gonna do, you'll see what I'm trying to do. Now. So I'm going to create a look at here. I'm going to move it to here. What I'm gonna do is grab this face and G and Z. Well, what I'm gonna do because I don't want this to follow along with this face. I'm going to simply delete this face. I'm going to select this loop. I'm going to now extrude. So e then that doesn't follow with this slope here. Something a little bit more. And one now I'm going to do is press F to close it. And now I'm going to show you another tool, another really useful tool to make it this much. Create kind of a bevel here. So it doesn't, it doesn't look so squaring. So I'm going to select those two to edge. And I'm going to press control B. Control B. As we drag down, you can see what it does. It looks really good, but as we can see, it affects much more decide instead of this one. So to fix that, I'm going to Control Z that I'm going to go to object mode, and we're going to right-click it. I'm going to first make sure that the origin is it to the geometry. Well, let's just undo that. Because we actually this time need to up their origin to be this, to be here for the mirror to work with. What I'm gonna do is press Control a and apply all transforms. So click here. And they'll see that now when we do the bevels here. And you'll see what we have, what we have achieved here. And now it looks much better. You can actually press control V and scroll the wheel so it adds more. You're going to see what it looks. Don't add too much. I'm just going to and you can see that what we've got here, I'm going to add just one, actually. Something like this because it looks great. I like it. I'm going to move it a little bit. Something like this. And I'm going to add the modifier here. Again. Is that axis. So the y-axis, sorry, you have to try. It depends actually on where you have your, your origin. But as I said, if you actually set origin to the geometry, look what happens. So make sure that when you mirror, the origin is set at the part where you want to mirror, so the half of it. So What we're gonna do now is now here a cylinder and other cylinders. So object mode, shift the cylinder. I'm gonna make it smaller, but I don't want it to scale it along the y-axis. So what I'm gonna do is read the scale. And if I want to make it smaller but not shorter, I'm going to press scale and shift Y. So you can see now make it smaller and making it smaller, but not like this. But like this, which is really, really handy here. So yeah, something like this works. What I'm gonna do is create something else here. So I'm going to do the same a mirror. We're going to cut it in half. Make sure that the origin is where you place your cursor, where you are going to cut. So wireframe, I'm going to delete the oldest faces and from one side. And now I'm going to just show you again. What I'm going to do is make this fear. We're going to add a loop cut and I'm going to move it here. So let me do that again for you. Or the lubricant in the middle and move it just here to the n. Something like this. Now I can press the flash again. What I'm gonna do is make it a little bit. I'm going to scale it actually. So I'm going to add another look at here. Well, this one is going to get scaled. So something like this. But not too crazy, of course. Something like this. I think it looks right. Maybe I'm going to actually add another loop cut. So what we're gonna do here is select a look at what before clicking. You're going to scroll down the wheel. Scroll up the wheel so you can add multiple. And what I'm gonna do is just press Control R before clicking, just scroll up the wheel and then right-click and you have to get centered in the middle. Now, I'm going to scale these faces here. Something like this. It looks better. And I'm actually going to scale all of these and move it closer to the center. So it's not this gap here. So to do this, I'm going to choose wireframe. I'm going to select all of these, these faces and g, y, sorry, something like this. I can go back to Solid mode. And I think it looks really, really great now. I'm happy with this. So we're going to apply the mirror modifier. Now. Here you go. You say, well this one, now it's desert one. I think it looks really great. So now look at what we have here. It looks really, really decent. And now here we're going to actually add the tripod. So it's not that hard. I'm going to show you a few different tricks. So make sure to stay to save your project actually, to rename the thing. So I'm going to rename this really fast. Now in the next video, we're going to do the tripod, as I said, would be, you will be set from the side, from this face right here. So we're going to create a cylinder here. You can think about how you will do it. You can just try it on your own or simply stay tuned to the next video because now it kind of see it in action. To save it. See you there. 8. The tripod: So let's continue with a tripod. And to do that, we're going to start by adding a cylinder. But first let me clarify that. When we added those, when I added this cylinder and this one, I didn't decrease the vertices to 12th. If that's happened to you as well. Don't worry about that too. Not really a problem where I'm going to tell you how to fix that later. Okay? So let's add the image here. N cylinder. Makes sure that it's inside a little bit. Something like this. Okay, that works. And now I'm going to create another one. Make sure that you are in object mode cylinder. We have this one here. I'm going to move it downwards. Will fit inside this one. Something like this. We can do here though, is go to Edit Mode and symbolically this face. Select those edges and really hundreds of times during this tutorial, I'm going to press S and scale it until it fits this cylinder right here. Something like this. Then just scale it, extruded along these axes, something like this. Perfect. Now I'm going to just make it a little bit bigger. So happy, smaller here. It looks perfect to me. So I'm gonna kinda repeat the same process really fast. I'm going to add another cylinder, G and Z. We could actually use the same technique as before to create, to duplicate this little pen and separate the selection. But since it doesn't have to be really precise here, we're going to keep it like this, so scaly that something like this. And then as we did with the cylinder, the cylinder here, we're going to delete this face like this loop, E, S. Scale it until it fits something. It is really close. You can see how close it is by looking at the orange line. Once it disappears, it means that it already inside this cylinder. So make sure that it's not inside, something like this. Then you can press Shift and scale it down. So extrude down, sorry, e then that something like this. You can see what we did. Perfect. Looks great. I'm going to move this phase will be just this face. See that it looks great. A little bit more. Something like this looks great to me. We didn't use the 12th vertices here either. But as I said, I'm gonna do is I'm going to fix this later. But that's mainly because it's very easy to work with this kind of cylinders because we are only extruding them in and out, in and out and make it and moving them. But if you have to do something more complex like we did here, it's better to work with less basis. So shift a cube. Make sure that these ones with the front view is actually inside this one as well. So they fit really nicely. Here. What we're gonna do is I'm gonna make a little bit bigger. So scale it up. I'm going to move it down. Or it will be something like this. And what, we're going to create the legs, the three legs of the tripod. So we're going to add another cylinder. This time we're going to simply use the 12th phase one. Make the shape, make a long actually. You look at it from far away. So you have a decent view of the telescope. As you see. I created the cylinder in edit mode. So now those two objects are the same. So I'm going to tell you how to fix this if that happens to you. Because now we could actually delete, but we will lose the part of the top. So I'm going to Control Z. Make sure to never do this mistake. What are we going to do is select the face of the cylinder and press the letter L. And what we will do that is select the link faces. So now we can press delete faces and as you can see, it just remove the cylinder. And we are, again, we just divide that square. So that's a really cool tool. Make sure that you don't make this mistake because it doesn't work all the time. But now that we're in object mode, we're going to say cylinder. I'm going to do this really fast now to scale it only on the x and y-axis with or without making it longer. You can press scale and then Shift Z. So S, then shift that. We can make it bigger or smaller without losing its length. So here we go a little bit more and we have to get three of them. But as we did before, we can actually duplicate things. So I'm gonna what I'm gonna do is, first of all, for duplicating, I'm going to rotate it. So let's select it. Then y. I'm going to just do something real is more like 15 or even ten degrees or white, then I'm going to move it here. It will be something like this. And now what we can do is simply duplicate this Running, going to Columbia shifting. And I'm going to press the letter X. So it moves. It stays in the same height. So I'm going to do one and Shift D again, and I'm going to create another one. We're going to place it better than worry. But what we're gonna do now is rotated along the z-axis. So we're going to type 120. So we're going to now place it like it should be. And now we're going to place this one. We're going to rotate it along the that actually is again, but this time to 4,240 degrees. So you will see now we just have the relax. And they are all, they all have the same angle between them. And that looks really great. We're going to fix this. And I did this because I just simply divided by three. So three sig D is the complete, a complete spin. So if we divide it by three, we will get three equal divisions for each each leg of the tripod. We're going to finish this. So I'm gonna go to the top view. And then to the bottom view. You can press Control seven. Something like this works for me. And here we have it. We finish it. The telescope. The thing is that I don't know that I see it. It kinda looks this part looks really big, I guess. So to fix this, I'm going to make this longer. So I'm going to go to object mode. I'm going to go to two, I'm going to select these two pieces. Those to the glass than blends in the telescope. And I'm going to go now to edit mode with both selected. So now I can edit at the same time. What I'm gonna do is in wireframe all these faces. And I'm going to move them along the x-axis a little bit. So you can see I'm making it a little bit longer. I guess now it looks a little bit better. And I'm going to scale it to make it a little bit smaller. So I'm going to select it. If I only select this telescope, you'll see that. You've now I just got to move it. Nothing would be in place, so I have to select everything. And I'm going to fix this here. I'm going to move it along the x-axis. Make sure that it fits inside. Just very subtle change, but also now that we've made it's more, I'm gonna make this smaller as well. I'm going to actually place it, everything in there a little bit closer. So the tripod is in the middle of the telescope. So here we have it actually. Well, what are you gonna do now is separate. Make sure that we have everything separated. Well, we want to just check everything in all the names here really fast. Let me change them. Okay? So everything is clear now. We can press Control S to save our project. If you want to fix anything else, feel free to do it. If you wanted to change something. I actually wanted to change these. I'm going to add to control our fear a loop. I'm going to place it in the middle. And I'm going to make sure that these are in the same place. So you'll have to scale them on the y-axis. So as y zero, you can see that now they are both in the same place. And I'm going to add it really small, simple bevel here. I'm going to select these control V. Something like this. Perfect, looks great. Now, in the next video, we're going to apply some modifiers to the telescope to make it look much better and smoother. So stay there because it will be a quick video, but really, really powerful and interesting. So see you there. 9. Applying modifiers: Here we go. We found our telescope here. And as I said, now we have to add some modifiers to it. So to do that, we're going to have to add a modifier to every single, every single object here. So e.g. we're going to start with the telescope. Click here to add modifier, subdivision surface. And you're going to see the difference that it makes. And at the beginning it may result really. It can look very deceiving, but don't worry, because it's really easy to fix n looks much better. So let's click subdivision surface here. And as I said, just look what it does and it kinda looks bad. But what we're gonna do is increase the levels viewport to two. And we're gonna go to object mode and right-click it and shade smooth. Now, see, and check how better, much better looks. But it still doesn't. It has lost its shape. So to fix that, we're going to press here on cage. And what we're going to start doing is we're going to start adding what we call here proximity goods. So that's, those are basically loops look at. So as we did before, control are. But check what this does now. If I add a look here, can you see what it does, e.g. if we look here, can you see what he's doing? So what I'm going to start doing is adding loops near the edges that we had before. So here we had an edge. So I'm going to add a loop here. And you can see that what it does, you can play around with this. You can actually hear and push this one towards something like this. I'm going to add another one here. Another one in the middle to move. This one closer to here. Don't go really, really close because then it makes a really, really sharp edge. So something like this should work here as well. And now what we're gonna do as well is select a look here. And we're going to press the letter N and increase the mean, the main Chris. So if you move it, you can see what it's doing. It increases the sharpness. And sometimes you got it. Come on, really great. I'm going to increase it a little bit here. Three, it works a little bit here as well. What I'm gonna do as well is another look at, you can try sometimes. As you can see, if you go very hard, it creates this sort of shapes, which it's not what we want. But what I'm gonna do is I'm gonna look at here. If I can put it here in a second. Sometimes here. And I'm going to pull it towards the x-axis, so g, x. And you see what I've done here, it looks much better, looks real, it looks like this piece. This lens here is fitting inside this. So to do that, I'm gonna do this one here. So I'm going to add it, look at, look at here. And as you can see, it kinda looks bad, but if we move it up on the x-axis, we can make it look much better. So as you can see, look at this, really looks really great. And I'm going to increase the main course here. So take a look at this part here. You can see how it gets closer and something like this looks really, really great, Great. So yeah, I'm gonna keep doing this for all the telescope and I'm going to stop with you if there's something important. And as you can see here, it really looks like this part. It's fitting inside here and it has some movement on it. So make sure to play around with it. Play around with it because it really will create some nice shapes. So now what we're gonna do is add another subdivision surface modifier to this piece here. We could actually click here, but we can just click it on object mode and press control to control to add a division surface modifier and see what this has done. We really wanted to fix that. So let's shade this mode. To look better, activate the cage, go into edit mode and start adding some loops. And what? Sometimes we will have actually to move it a little bit down because you can see that it's not really inside, like it was before. So what I'm gonna do is select all of these G and pull it in again. So now it's in because sometimes it kind of makes the shape a little bit shorter depending on where you add the loop. So, yeah, make sure that we turn on Shade Smooth for each object. Let's see if it looks right. Really. At least one looks really around. I'm going to look at here. Now it looks much better. This just one more. Okay? So what we're gonna do now is add a control to the glass. And you can see that these extremely smooth, we can add a shade smooth. And that's, looks, That looks amazing. You can see that the gap is or will be noticeable here. So we're going to scale both of these objects a little bit perfect. So we're going to do this again here, control to shade, smooth. The glass doesn't need any type of changes, any type of look at. Just going to scale it a little beat up so it fits inside. Okay, perfect. I'm going to do is actually go to Edit mode without the cage. Now, what I'm gonna do is look at here. I'm going to Pull it just a little bit on the x-axis. As well as all of those. I couldn't actually select this loop with odd because we did some control loops here that modified this geometry. And now we can then select the full circle, but it's not much of a deal. So yeah, now it's hitting, it works really great. This one. We're going to just go there. Remember to press Alt and middle mouse button to center the view here. And see you after I'm done. Let's square that. There wasn't a button. It actually disappeared because of the modifier. But remember that we just only have to look at here Control R. And here we go. We recovered. But I like how it looked like this. So I'm going to leave it like this. In this case though, since we added a lot of geometry, we're going to just click on Control one and shade smooth. And we can see that it still looks, looks really great with just one geometry. That happens with this one, with this one, this one. And we didn't want, they don't really need that much of a subdivision modifier. You can see that this phase, though, doesn't look great. So we're going to try to fix this. So it looks great. But just to fix this, we're going to go and press this button here. These activate the modifier and then we're going to press to shake flat. And we have, we now have the same fuel that we had before. The same object. So we're going to delete this face because that's causing some trouble. And we're going to extrude scale. And we're going to Control F rakefile. And that will actually, when we turn that subdivision surface again, you can see **** mode. It looks much, much better. So make sure that the Indiana of some of the circle cylinders you have, you don't have a flat face. Instead you can add a grid fill in and it will look much, much better. So let's keep the same career going on. Hold on our faces. And since we have the mirror modifier here, light, it, does the job on both sides. Perfect. We can, since we have this geometry here, I'm going to actually make a little bit of a curve. With this, let's select the middle fishes. Breast Bo, Ji, Movie Talk a little bit, the y-axis. So it creates this kind of slope. It has actually created a really much motor shape. I didn't grow up goods at the end. The most important thing, we're going to add that actually one here and see how much it affects. So another one here, same here. Let's just add a little bit of main three sphere, two books, a little bit sharper. Same here. You can actually create these if you feel like it doesn't really look so smooth. So we're going to do that. But it's a really subtle change. Here. We have it. Nice piece of metal. So the last thing are those here? Let me show you first the lack ones, because those we already know how to deal with. And you will see that it destroys the leg. But look at this. So it just does simple as adding more loops. So just, we need two of them. So make sure to put your mouse in the middle, in the center of the length of the cylinder and then pull the top. Same here. You can see, make sure to share it moves everything. So yeah. And if you want to move, you look at you could actually delete it by pressing, delete these off edges. But you can also double tap G. And you can see that it snaps inside of the object. You can move it. So here we go. I'm going to add another one here just to make it look. Just fix these kind of issue here. Another one here, here as well. So let's just finish this. So we are done with the modifiers. Just make sure to save your project. And we're going to select everything and Shade Smooth just in case we forgot something. You haven't seen it. We're going to actually go there and go mad cap and turn on cavity. And see that if we go there and you can select something, anything you like, you'll be able to see it much the way over to see much better your projects. So look at how nice the edges are developed, how smooth everything is C. So in the next episode, we're going to start here at the shading tab. And we're going to see some other concepts like the camera. The light's going to work with the environment, the material. So make sure to stay focused because now it comes. 10. Camera basics: So now that we've finished or model or a telescope, we will jump to the shading tab. This will be a short video, but we will see the basics of it. So here you can see that we have a new interface. And it's not really good for editing. I mean, the tools still work if we press G moves, there are still the axis or g and x, but I don't really recommend using these to edit or model. So what we're gonna do is activate the camera and jump back to the modeling tool tab. So here, That's your camera. And if we go to object mode, we can select it again. And if we press zero on your numpad, you'll see that this frame is what the camera sees. Everything that's outside, the camera doesn't see that. So if we press F2, That's how our final render will look like. And it doesn't fit everything, every part of the telescope. So we're going to have to change that. And to do this, we're going to go to, we're going to press N. We're going to go to bill. We're going to click camera to Bill. Bill lock camera tubule. So now if we e.g. go fear and press F2, the render will look like this because we are zooming in in this part of the telescope. So first, what do we want to do is find a real cool angle. It's cool, but I don't really like the telescope being flat. So I'm going to turn that off. I'm going to move. And what I'm gonna do is first of all, I'm going to select everything here and I'm going to press M and new collection. So let's name it Telescope. And that's the group. So now every part of the telescope is grouped in a single layer. So e.g. if I turn off this layer here, you can see that it contains every part, every single part of the telescope hula similar object. And we can hide it instead of hiding every part 11 by one. So now I'm going to duplicate this fear. So I mean, we're going to select it here, Shift D, and we're going to move it along the x-axis. So now both telescopes are in the same collection and we don't want this. So I'm going to just create a new collection out of this, so sorry m. And we're going to create telescope. To now. You can see that we have this telescope and this telescope. So that's the original one. And we don't want to mess around with it because now it's really good. So what we're gonna do is with this one, the telescope do is it's like a copy. So it doesn't matter if we screw up and mess our project because everything will be saved to Q. So what we're gonna do is actually rotated a little bit along the y-axis. So RY, something like this. I think it looks much, much better when I go to front view and I'm going to move. It's like right there. So I'm going to walk through from you. Something like this. It looks great, a little bit closer here. So now you can see that if we go back to the camera, click camera to bill for zero, and we're going to move to that telescope. We're going to use this telescope to render. So I'm going to just maybe that will be a better angle here. So we're going to press F2. And you can see that now it looks much better since it's, it has an angle. It looks much more realistic. So I'm going to turn that off camera to view. So we set our camera there. If you don't want this telescope to rendering the image. Because if we go here and if we e.g. just when this bill, when we press F2, we're going to see that in the back, that part of the telescope, and we don't want this. So what we can do is simply go there. This telescope, and if we hide it, it doesn't work either. It will still show up. That's because we have to go here and press this disabled in renders. Click. And now we have another option. Hide it, and we can hide it from the random. So if we click here, now it's greater than, so. It doesn't appear okay? That's really, really useful and you can do this for every single part. So e.g. we didn't want the telescope, the finder scope, sorry. We could just go there and disabled that. E.g. you can see that if we hide this as well, Mt. Now we have a telescope without, without finder scope. So let me turn this back on to really, really useful thing to know. So just have that in mind. I'm going to set the camera again to that view and we will be better. Something like this. And don't worry about it. We will fix everything, the lighting, the colors, and it will look much better. So I know that was a short video, but it's important to know how the camera works, how to set it up correctly. So here we go. In the next video, we will, we will actually start working on the materials and that will be really different video because it's much more technical, but just feel free to watch it with Kalman. Don't get stressed, okay, so see you there and show your modeling. 11. Adding materials: Let's keep going with the materials and the first thing that we're going to do is collapse this menu. So we're going to place the mouse between these two windows. And when this line, this arrow appears, we're going to right-click join areas. And I'm going to place this arrow like this. We're going to do the same here. We don't need these menus right now. So let's start by creating an environment texture. So we're gonna go here to object and then world. And we're actually going to go to this Render tab. And as you see, that's what the camera sees. Really similar view. So the first thing that we're gonna do is press Shift a or add right here. And here we don't have the meshes like the cube cylinder. We have another type of things which are called nodes. So we're going to type in search here and write environment texture. And we're going to click it. And now we're going to place it right here. We're going to join these two colors and see what happens. To fix this problem, we have to add a HDRI. So to do this, we're going to click on Open and search for NHGRI. I have one here, so I'm going to open it and see. My HDRI is this one. You can see I've used one that had some stars with a nice background on Slack, nice landscape. I'm going to show you a picture of how it is right here. And you'll have to dull. And now we can see if you press F2, it looks much, much better. But it's still look really, really plane. So the first thing that we're going to do is actually hide it. So we're going to go to the Render Settings here, which the scammer. And we're gonna go to Fill. I'm going to hit here transparent. So now we don't have the background. And we're going to make sure that we are in the render engine. So make sure that you are here. And let's just start out by adding materials. Now that we have a great life thing. And we can actually change the string for the moment. We're going to leave it at zero but on one. But we might change it later. So we're going to start by clicking anywhere. We're going to start by this. And if we go now to object, we can click on New. And that will bring us a material. And hearing the best color. We can actually change it or material color, which is really cool because we can do that with every single piece. But as you can see, we might not want this piece, all of this to be the same color. So we're going to have to change that. We'll do that later. So let's just create a decent color. I'm going to, you can make it dark, darker but decreasing. In this point here, we could go down, makes it darker. If you've got your app, it makes it more clear. So I'm gonna, yeah. So now here we have different options that will change the properties, properties of this material. Most of them won't be really useful. So we're just going to use metallic. You can see that if we do oh, really high, it looks like a metallic cylinder. We're just going to turn off something like this. I think it looks great. Then we're going to decrease the specular. You can see that as you turn it up, it kinda makes it shinier. So we're going to decrease it or little be something like this. And the roughness is the amount of light that it reflects. So if you go up, it doesn't reflect any light. If you hold down. You can see that. You can even see the background right here. So we're just going to turn it up. I guess 0.5. What great looks, right, so what we're gonna do is create another material here. We're going to create a metal right now. So here we're just going to go with a much lighter color, something like this. We're going to do it buried metallic, something like this. You can play around with this a little bit. We can actually go to here material preview. That way we can see it much better. We will decrease the roughness. See what we're getting right here. Maybe not that match, something like this. You can see how great that looks. So e.g. I want to do this, mount the same material as this one. So we're going to click it. And instead of creating a new material, we're going to select this arrow here, implicit the second material that we created. So you can see that now it has the same material as this here. I'm going to change the name to metal. And I'm going to change his name to blue. So we can make these things a little bit easier. So now you can just find every metal piece on your, on your telescope and apply them in the metal material. So this one maybe this one as well. Yeah. Maybe the legs will save maybe. So. I like this piece, this part of the meal to be metal, but you can see they change it. It will turn all the telescope. So notice that we have to change it on the modeling tab. So let's get there. What are you going to do is actually go into edit mode, select this object, go into edit mode. And we're going to select this loop by left clicking. And what are you going to, sorry. We're going to simply called control plus. And you can see that we've selected all this look here. This cylinder that goes between these and the fear. So make sure that you start by the middle and you'll go to the outside parts of it. So now when we have it selected, you can now also selected one only or select each loop like this. And then this one, and then this one. Okay? Whatever you want. I just prefer to do it by pressing Control plus when we have it selected the part that we want to change it, we can just press the letter P, but separate and then press selection. So now when we go back to shading, you can see that that's a different object and we can apply the material. So now you can see that we have another part here. So let's create another material. And I'd like to change this part here to some sort of black. So we're going to go to modeling again. We're going to do the same. So I'm going to select the loop here. Sorry. I'm going to press Control plus. And I'm gonna, I'm gonna do this one more time. But I see that I've selected as well this edge on the top right here. And I don't want this, so I'm going to get rid of it by clicking on it. Like if I wanted to, if I was to select it, but this time it will deselect it. So both left-click. Well, let's do that again because I pressed, I didn't press on the edge here. So just like this, nice. See how now we just select that path. So I'm going to press P separately selection. Now when we go to shading, It's another object. So at that time I'm going to create an own new material until it does. We're going to press here new material. And you can see that the same because it has duplicated the blue, because there are two. Now, I'm going to make some gray or black, so it's going to make it darker. Like this. Looks great. I want to make it a little bit something like this, and I actually will make them a little bit darker. Something like this. I think that looks really great and then Join now. So let's change this part as well. So let's go to modeling. Let's separate this part again. So this front row, it's everything selected yet. Be separate based selection, shaving. And let's apply this material here. The gray one. I'm going to make this gray as well. This book. Yeah. You can just be free and choose whatever color you want. I'm going to separate these again. So like this. What are you going to extend the selection? Here we go. I'm gonna apply blue here and gray here. Yeah, like how it looks. Don't worry because we will fix it, make it look more realistic. We will add it kind of like a grain texture to it. So it looks much better. But first we're going to do the basic, the basic coloring and material. I'm going to select this. Until this. I'm going to just go with the wireframe. I'm going to select all of these basis. Yeah, I'm going to expand the selection like this. If you press Control plus too much, you can decrease the selection by pressing Control minus. So something like this. Selection. Here we go. So if you want to apply the metal to all of the three at the same time we have you can select them, all of them. But make sure that the last one that you select is another object with the metal that you want to play. So if you buy one, then those two the legs to be metal. I'm going to select the last word on this piece of object, this piece of cylinder. And you can see a different color. We got because it's the last because it's the last object that has been selected. So what I'm gonna do is now press Control L and click on materials. So you can see that the thrill x have adopted the same material as the last object Right-click. And that's really, really useful. That looks right. Kinda want it a little bit more darker. Something like this. And then I'm going to make the gray will be darker as well. Maybe. There is another color that looks right. Nice. I like it this way. Wondering crystal, there'll be peace. Maybe a little bit more metallic. Yeah. I'm okay with that. So now you can see that the only thing that we that we have to add the material on is are the glasses, the pieces of glass. So you want to create a new material. So with to create the glass texture, we're going to first of all, increase the transmission to the maximum. We're going to decrease. Everything of these will increase while actually decrease the roughness. You can see now that it kinda looks well. These ones here, these are the ones that we are working with. We can see that it kinda looks more like glass. But when we can do to make it look even better. Well, first of all, let's make all of them the same material. So remember what we did before. The last one, select it has to be the one with the material. So this one. So then those three that are selected in red will be the same material as the one that's in orange. So Control L materials. Now, we created a glass texture. To make it look even better. We're going to go into the render settings and press skins, screen space reflections. We're going to open this up and we press refraction. And we're going to turn off half restaurants. And we've kind of got a better looking glass on. What we can also do is go back to modelling. Because now it's really flat. So we're going to go to object mode. And we're going to apply a solidify modifier. You can see now it's not really noticeable, but just take a closer look how it changes. And it makes it more rounder. So we're gonna do this with everyone. Solid defy, you can actually change how much you want to get, how much thickness you want to get so we can increase it. You can decrease it. I'm going to just leave it at 0001. So we're going to go back to shading. You can see that now it looks much better. So if we go back here to render, look at that. Look at Dan masterpiece. It looks much, much, much better. Here we go, you can see how the class looks. But another important thing they wanted to do, as I said before, is at some sort of grainy texture here. So we're going to do that. So let's select this material to blue one. And what we're gonna do is add some notes here that will modify the material. So first of all, I'm going to turn Walter Cannon right away. So what we're gonna do is we're going to do is, so this part is kinda hard and you don't really have to understand it. If you want, you can leave it like this. But if you want to follow along, I'm going to show you how to create a grainy texture. So just come with me and go Shift a. You cannot search here. Bumped modifier. I'm sorry. So also color ramp. Here is just going to try to keep this organized. We're going to create a texture here. So Tuesday, wave texture. We're going to do another one. Mapping. Now we're going to add also a noise texture and a mix here. Node next shadow just mix makes RGB, sorry, and finally, a texture coordinate. Now what we have to connect everything together. So go to object to the vector here. Object to the color two and factor, the factor like this. Then let's just go color with vector here. This vector to the other vector, like this. So let's just make a little bit of space here. Let's connect the color to the factor. The other color to decay. Right here. At least normal, we want to connect it to other normal. Hear you, you will see that it has to load a little bit and see what we've created doesn't look really great. So we're just going to change a little bit to settings here. First of all, we're going to decrease the strength, something like this because let's make it less evidence. So whereas accuracy, Let's see. So something like this. Yeah. Maybe we can just play along with the scale on something like this. Increase the detail, detail scale well, this little bit of retouching fear, detailed roughness. So if you go back a little bit, just see how much better it looks. We don't really have to change anything of this actually. Maybe we go clamped. See that we get some sort of shapes here that might look good. But don't take it off for the moment. We want to as well. The color here. Just see if you like how it looks. So those are the properties of the noise texture. We can go to the material preview, preview again. So if we want to add this again to these other materials, I want to add this again to the gray material. So I'm gonna just go up to here. I'm going to copy all of this with Control C. I'm going to go there to the gray material. Make sure during the gray one, Control B. Let's just all of these connect these normal, the normal. Yet you can see that now the gray material also has this texture, everything of it. So if we go back to the Render tab, you can check the result. Just press F2, and it looks really good. But don't worry if it doesn't look really good because we will make it better. So let's just say that. 12. Lighting and rendering: First of all, what we're gonna do is change this background and add a solid color. And to do this, we're going to go toward, and we're going to play out in some of the notes. So first of all, we're going to a mix shader. Here we go. Sorry. Not this one. Mix shader here. And we're going to add it between the background and the world output. Just like this. We're going to duplicate this background. Now we're going to add this color background to the shader. We're going to also add a light path. So right here, I'm going to make this a little bit weird. So you can see we want to add is camera array to the factor. And we're going to add just to mark mapping. You'll see what that does after a texture coordinate. We're going to just more of a generator to the vector. One here, two here, and we're done. So what we're gonna do this now is decreased this try not to zero, something, 0.5, maybe this one as well. So we're going to press F2. You're going to see that now it's transparent. But still because we have these transparent activated, but if we remove it, you can see that now we have a background color. So if we want to change it, we have to go here. It's hard to see, but there's a color wheel. So we compress it. And we're going to something like this. Maybe. That looks better. But we can also do is selecting and moving the HDRI. So now you can see that if we go there and play with the rotation, you can see how it affects the glass. So let's just go again to the object. So I was taking a closer look to the glass and whether we can do to make it look even better is actually decrease the roughness. Just like this. And we're going to decrease this one as well. Now it looks much better. So the final thing that we can do to make the scene look perfect, and it's probably the most important thing here is add some lights. So you can see now that it looks really flat. So what we can do is turn on the light that we had before. You even sit here. And we're going to go to the light properties. This green icon right here. We're going to go to sun. And you can see that now we have light coming in into our scene. But it's very strong. So we're going to decrease the strength to something around 20. And if we press F2, now, you can see the difference that this makes. We can actually make it even better by adding more light. We can do this by pressing Shift. And we're actually gonna go to w by passing seven. And we're going to move them. We're going to just three with them in some sort like a triangle shape. And we're going to first hide this one. And this one. So we can work better with just this light. We're going to rotate it because that's what makes the most impact to the final render. So we're going to click zero on our number. That way we can see how it looks on the final render. So let's try rotating it a little bit more. We can. Search. Nice angle. I'm liking this position here. We can actually decrease or elevate the string because you know, it's a little bit too high, so I'm gonna go nine. But that really depends on your size of your telescopes. So we can see that nine is still too much. But let's just go lower. And we're going to go here. And we're going to disable the other lights just to see it. How this one looks. Yeah, that's great. So we're going to now play around with the other light. So this one here, we're going to go back to the camera view by pressing zero and our num, num bet. So now we're going to just rotate this one a little bit. Maybe something like this and running decreased strength to something like ten, even less. Maybe five or six. I'm pressing Shift. Well, maybe it's a little bit too high. You can sit here really bright. So I'm gonna go down to three. I'm going to change the color, maybe to something like a light blue, something like this. You can see, I really liked this much better. And finally, we're going to just play around with the third light. So we're going to select it. One right here. We're going to walk through our camera and we're going to rotate this one. Yeah, I like this one, so I'm going to decrease the strength and maybe use a green light or maybe yellowish. Yeah. It's kinda layout. Yellowish worked for me. So I'm going to press F 12 now, see if I like it. It looks really good. So what I'm gonna do now is we can actually, if we like this photo, we can actually go there, press Image, Save, and we can save it to somewhere else. So you can do that. I'm going to save it. Because now what I'm gonna do is I'm going to change the camera angle. So I'm gonna go back to modelling. I'm going to press zero. Make sure that the view, we have the camera here. So now the camera is locked to our view. So if we now just change the camera angle, we will see that in the render, it will look just like this. So maybe now I press F2 here. You can see how great it looks. I'm going to disabled this telescope one here. So make sure that you have this on and you can turn this telescope off. So now it shouldn't show in the renders like that. And it looks really great. I'm going to make maybe go a little bit higher. Something like this. You can see that it looks amazing. But what I don't like is this part of the background. I would like to just see the sky. So what I can do is go back to shading. And in the world properties. As I said here before, we added this mapping. So it can help us rotate the background. So if you see, we can actually play around. And I'm rotating it around the y-axis. And you can see that. Now, I don't see it anymore. So if I've got F 12, I just see some stars here. Looks really great. We can actually now decreased strength here if we need to. Something like maybe this so better. Well, I prefer like it was before. You can make them brighter. But let's just stay like before. So while they don't like now, that part here that you can see, it's really dark. This part of the metal as well as these. So we're going to move the lighting. We're going to move the slide here, or maybe this one. This one we're going to rotate it. So it makes this part of the image, right? So. You can see that now we're getting a much decent look here. That still looks too bright for me. So we can just play a little bit with the strength of the light. And it looks really great right now. We can also try to go to the materials again. So object. And you can try to unplug these normal. You may like this smooth, look better. I prefer it with the normal. But now we can do one thing more to make it look even better. Because if you see right now, this looks really, really flat because there's not really much shading on this. And that's because we are on the EB and gene. We can switch to cycles, which makes it look much more realistic. But it comes at a price. The thing is that cycles is much more slower because it has to work with more stuff just like lighting. And you'll see that if we present cycles. First of all, you're going to see that it's really much lower. See that here. It's, it has to sample the information. But we can also go here. We can turn the GPU, GPU compute just to make it faster. And we're going to turn denoising on. So in the render. So now when we impressive 12th, we will notice that it's much slower, but the quality will be much, much better. So let me show you what I mean. So take a look at that. You can see that now it looks much, much better. I'm gonna save this again. And we can play a little bit tomorrow with this material. We go to material preview. So I'm happy with this now. And another thing that we can fix is that I'm not sure if you'll be able to see that. But there are some lines here, very sharp lines. And we can actually fix that by going to the modeling tab and make sure that we don't affect the camera. So just click on the sphere so we can move without affecting the camera. What we're gonna do is actually go here to the modifier and increase the render levels. So we're going to just go out one more and you'll see how now will have disappeared. And you can, we have it really much smoother? And we can also fix this part right here. So we can place on the rim. We also get this really cool effect here. But if you are not happy with that, you can simply move it. There'll be downward. But I like it this way. I'm going to save this image as well. So that is our model. We just finished it right now. And DSPD was the last one of our modelling and shading. Now we just apply the final recap that will be really useful because although the commands and tools, any useful information will be there. But I can understand as well. During the end, it was kinda hard because we were working with the materials and the knowledge and all these slides and cameras. But it's just a matter of practice and you'll get good colleges. You have to keep trying and seeing different models and examples was an honor for me to teach you this class. I'm just very glad that you are still here and listening to me. So I'm gonna see you that at the recap. 13. Outro/Recap!: So that's our model. It turned out really, really great. I'm really happy about this. Just very high-quality. I really like how the materials fit together on the colors. You can just feel free to change anything you want. The materials to call us, the lighting, the camera angle. You can add new things to it, or just, you can create completely different objects. Just feel free to try new things. Theorem blender. It just really, really creative program. You can just do anything new on. I'm going to show you some examples of other models that you can create your own screen. But just know that you know the basics of it. I'm going to show you as well all the comments and tools that we learned. And just feel free to try out new things. Don't worry if you make mistakes. You're going to fix them easily. You can search in Internet. There's a lot, a lot of information. There is a very big and very nice community out there. So make use of that. I'm sure that you'll have a lot of great experiences here. And once you get the hang of it, it becomes a really, really, really nice copy. And you can just keep pushing and pushing and develop new things. Because now we're just on top of the iceberg and there's a lot, a lot more to discover. I mean, I've covered a lot of hours in this program and I'm still learning new things every day. So don't lose hope if you are tired, just take a break but leave this problem. Just keep calm because you'll see that it has so much potential. And I really, really encourage you to stay there for foods and keep creating, exploring, whatever you want to do it. Oh darn blender, just to try and build the final results are always, always really, really amazing, if you will, one, to step it out a little bit further, you can swell, take these and export it to game engine seed on a game. And you mentioned there are plenty, plenty of options. So before leaving and we just want to wish you very good luck. You have joined the world of 3D modeling and it's a really, really cool place. I'm going to say again, sorry for my English. I know it's not the best. I tried my best to make it as easy for you to understand it. I appreciate you staying to this last minute of class, so really, really happy about that means a lot to me. So again, I wish you good luck, and I hope that you have a great modelling experience.