Transcripts
1. Intro: Hey, in this Skillshare class, I'm going to teach
you how to make a low poly asymmetric rooms. And specifically
we're going to be making this coffee shop. And I'm going to
walk you through step-by-step how to
set up this room, how to model all
the counters and all the models and Satish
and get those lovely render through some lighting
and some maths materials to render it out and this
lovely image like this. So we're gonna be going
through modelling, we're going to be going through texturing and we're going
to be going through rendering all to help you get
to a very last end render. And then you can use
these skills to create more and more asymmetric
renders in your future. As for requirements, you should know the basics of Blender. Go follow like a Blender
guru, beginner tutorial, some act that I
will try my best to let go at a pace that
would be like fitting. But if it's too fast,
you can always slow it down or if it's too
slow to speed it up, hope to see you in
the first video.
2. Moodboard: So the first thing
that I'm going to do is I have a moodboard of images. And basically all a mood
board is just a collection of images to use as reference for whatever
you're making in your scene. So this is going to be
the fetal of your scene. What you want specifically
like the layout of your room or whatever
it is you're making, or specific assets that you're putting inside it
as you need like different angles or just better references, then other images. So let me show you my
mood board right now. So as you can see, this is my current mood board. So firstly, I have
some references of other coffee shops
and what they've done kind of like the
different layouts. So you see like, I
like the dark walls. So they all have these
dark black walls. And then they have
like these are all our coffee black bags, blocks and glass
mug coffee machine has like these dials blackboard. So you can do like a
blackboard or a menu, has like these blocky chairs. So just gather some reference of like how
you want your scene to look like these
nice lighting units. Or they lack some
other references, just like actual coffee shops. So that's going to be
very useful just to show you what you
wanted to look like. So the main image that I'll
act towards like this. So having a co-stars
corner shop, having nice little shelves in it with Dr. stuff on
top of it and having this nice little Blackboard menu that we're going to be adding and then having like these chairs, I don't
have the table. I just have like land
up against the counter. So yeah. And then yeah, awesome. Like specific assets
like the coffee machine. I have like a little
tilde and updated, but yeah, we have the
little marker pardon me, coffee cups and
bags of coffee and then just some random list of like coffee stuff that
some people can use.
3. Creating the Room: So here we are on Blender. So let's start getting the
room and the camera like CFL. So let's firstly,
you make this room. So basically, all
that you need to do is go select your
cube in the middle. If you don't have
one, just delete everything and they
just go shift a cube, tap to edit mode and then
just go to Face select, select these three phases and the front hold shift
and go x phases. Alright, so now we have the inside of our room
set up like this. And then usually
what I'd like to do is just go to modify
as over here, I think I'll add modifier
and go solidify. Alright? And you can change
the thickness. And then if you go to side view, you can see it has a very flat. So just click even thickness. And now you can see
they all line up properly and don't have
like variable thicknesses. Then for the camera, what I usually just go shift a camera or if you already
have a camera in your scene. And then I usually
go five on the x, negative five on the y. And then if you've
got a camera view, just drag it up on the z-axis. So there are limitations as Zs, I think 45, so you get it
directly in the middle. The x can be like 65, I think. Yeah. Then there make sure
before we do this asphalt, change it to orthographic
because they're not really perspective when you render an asymmetric so
close to the camera, change it from perspective
to orthographic. You have to have your
cameras selected if it's not working and then go
to make it a square. We just go to this little
printer, change the 1082, we just go to the top
110 AD tenant events, NAD or you could change to 1,000 by thousand,
doesn't matter. Click on your camera again
and then just change the orthographic scale. Zoom in. And then you can see now
the top is like cutoff. You can change the heart. So it's kinda like a
level above like that. So now we have this setup. And then what I usually
like to do is add in a ground plane below this is
going to shift a mesh plane. And if you want to
drag it down to the exact line
through this vertex, snap it g, z, and then hold Control and
a snaps to the bottom, scale it up like this. And now you can see we
have our scene setup. And then if you want, you
can make it like just add some shadows or cavity. Usually I think
I'll add a shadow. You can see like this,
It's all reactive. Can just make your
scene looking at nasa. So yeah, there we go. Let's hope we have
a seizure that up. So let's go to modelling.
4. Model the Counter: In the first part of modeling, let's start out with
making the counter. So first off, go to Edit
Mode on the Q part. I'm going to select
the floor like this. Just go Shift D to
duplicate this. I'm going to press escape to
live in the same position. And then p bar selection. And I can see we have
a separate object. If you want to see what
I'm clicking from now on, you can just see in the
bottom right corner. So I'm gonna go to Edit Mode. I'm going to change this, kinda get rid of the solidify. And then I'm going to go
tabs, go back to Edit mode, and then go Control
R to add a edge. So now what we can do is we can just get the general shapes. I'm just going to have
like a corner one and then like cuts out a little bit
so I can show you here. So basically it's
going to go around here and then go across. And then we're going to
have a gap over here. So we have lots of
little counts as posh. Okay, so we're going to do that and then also we're
going to bevel the edge. So it's like cut
off, just like this. Okay, so I'm going to go edit mode and then go to top view or Control R to add an
edge loop like this. And they just
left-click as you put it in a village and they just
move it over to the right. Same thing, Control R. Click, Control R, left-click, and then move it into
position like this. Then Control R. So
this is going to be for the inside part. So here, let's make
it about that thick. And then here it's making it, well, we can line that up. So the best way to get the actual cells is so we can
delete these extra pieces. We don't need them anymore. So x faces. And then just to get the actual thickness
because we have, we want to have the same
thickness here and over here. So what we do is we
just go shift and D to duplicate and go
to our Z naught t, g and control to a snapping. So you can see now we have the raw thickness
of control are just left-click and then
escaped to leave it in the middle is going
to g x there. Then I'll delete
this face on top. You can see we have the exact
same sauce on both of them. And we can delete
this middle part. So now we have our counter. So we can just go before
we extrude it up. I'm just going to go control. Our energy is going
to be for the gap to get in the gap, Okay? So their faces. And then we're going to select
move this back and forth depending on how big
you want the gap to be. Okay, now I'm just
gonna go E and Z to drag it up like this. Okay, so now we have
the base counter. So what I'm gonna do
next is I'm going to add a little thicker
edge on top of it. So you don't want
it to be like the same heart the whole way along. I'm looking to add like a
lip around the whole edge. So the simplest way
to do this is just E and Z to drag it up there. And then what we can do
is to go to face mode. And then just Alt and select
a whole edge like this. And you can do the
same thing there. Okay, so the simplest
way to do this is just insects, the press R, and then just like left
lecture stuff here, you're going to go open this bottom left
corner like this. So you can see, just
open it like this. And then you see the thickness
changes back to zero. And then we're gonna
change the depth. The depth. We're going
to drag this up. So it just makes it
have like a little lip. So you can see there,
that looks nice. And then what we're
going to do lastly, go back to modifies and we're
going to go add modifier, and we're going to add a bevel. And the pebble that we can
do is we're going to do a one just along
this edge over here. And this edge gap basically OF to do is
select this edge here. So 123. So you can see just
this edge corner, this bottom part and down. And then on the other
side we select this edge, the one underneath the one underneath it and
this corner one. And then press N to open the
rod panel atom, stop box. Go mean bevel weight z. Now these turn blue. And what this does is on
the rats bevel thing, when we change the limit method, we can change this to weights. And I can see it only
affects the specific parts. And then we can also get rid
of these top edge pieces. Can we don't need them? So you can just Olson
select to go all the way around selecting
the whole edge and is dissolve edges. The main reason we want
to do this is because it messes up this top bit. But yeah, if you drag
up the amount now, you can see we bevel the
whole edge like this, and then we can change it or
remove it whenever we want. So if you don't like it, you
can just get rid of it or just like hardest. And yeah. So this is looking
pretty decent right now. So let's go over to
the next lecture.
5. Model the Chairs: So now let's work on
making these chairs. The way we're going
to make these chairs is just very simple. So we're just going to
go Shift a mesh plane. And then this is gonna be for obviously the
top of the chair. So we can just scale this down. And then I'm just going
to position it in front of the bar, Russia. Elements integral g
x0 and drag it down. So there may be somebody there. Yeah, cool. So what we're gonna do now is
I'm gonna go to Edit mode. And the mean it's
going to go Control R and then move your
mouse wheel up one, just make it to, let us say
we have two edge loops. They're simply just left-click and then escaped
leave in the middle. And then same thing over here. Control our mouse up and
then left-click and escape. There we go. Now, what we can do
is we can select these edges or we can
select the whole thing. So we'll just go
around like this. And then we just go
E and Z and then control with the snapping to just to bring it
down to the floor. And the reason we're
doing this is that we can get the shape of the legs. So what I'm gonna
do is scale it up, so it just tapers legs out. And then what's,
the problem though, is you can see these edges here, our smaller than this edge here. So we want them to be the
same size because obviously the legs aren't going to
be they don't go out. So the way we fix
this is we just go selected edge like
this and we go shift and D to duplicate. And then we're just going
to snap it over here. So you can see I just went
G and control to this edge. And I can see we have this lead. So what we can do
is we can select this vertex and then it's got g, x and then snap it to there. So you can see now it creates the same thickness the
whole way through. So we can select this edge
again and just move it along. So control there. And then g, X Control to snap, same thing. So select this edge, remove it. Or we can just go to like a
sapling is just g x, g x. And then obviously we
need our z naught t. It's going to snap a chair and
then just go G, Control. Same thing here. This selected controlled
Sabbath day G, or Control G, G walk. So now we've got the
thing, so we remove this and then we just
couldn't get rid of it. So x vertices. And now we have the
properly tapered legs. So we can just select
all of these edges, these faces, and it's
got an x phases. Okay? So you can see we
have the stools. And now what we can do is we can change these to
whatever size we want. So if I just go select
this edge and it's carried like g, g, d. So G12 us to add slide, we can just go like
0.50, 0.5 per size, gigi gigi, gigi, 0.5, and then GGE 0.5. So you can choose how thick
you want the legs to be. Okay? And then we can also
just go extrude on the z-axis to make this
thing a bit bigger again. And then you might even want
to make this middle part like go downslope D.
So I'm just gonna seconds middle
face and then just drag it down to luck
rounded out a bit. So now we have the chair, so you can add a solidifies, add modifier, solidify, drag
up the thickness like that. Big an even thickness. There we go. Let's make it like a
certain thickness. And then what I'm gonna do
is I'm just going to re, re modifier and then just drag up the factors lastly
and then make it three. So we have all three going long. All right. It's something
that I like to do in this early stage
is add materials, but add them so you can see
the colors and the viewport. So how you do this is
go click New and we scroll down to the
viewport display. Okay? And there you can see we
can change the color now. So it's not enough just
to block out the colors. I'm going to give
it like a wood, like a barbering would
color like this. Make it slightly darker than the top counter is going
to be Watson's click New. Select the whole top edge. There we go. And then select this whole
bottom edge like that. So just to set the whole edge and then just go select the
white material, Presley sun. And you can see there,
same thing goes over here. There and then
select underneath. So just right-click and
then go to the sun. So you can see there that
these chairs because new and go down to Viewport Display and change it to like an *** dark
gray, black color. And then as I said before, I want to add like
one of these walls be like a darker color. So if you just click
new for the wall, so you can probably start
naming these colors as well, just like whoa, and then dark. And then go down. So viewport display and
make this darker. Players. There we go. So you can see some like this. And then we can kind of as we go change it different colors. So maybe even just
make it like a gray. Alright, next up we will make some shapes in the background. See you there.
6. Making the Shelves: Alright, so let's
go through how to make the shelves around. So it's gonna be pretty simple. Somebody's going to
select this back wall. And they would just
go to wireframe, select these three
vertices like this. Right now we're shifting
D to duplicate, press Escape, sleep
in the same position, and then you go pee
boss selection. So now we'll get
back to object mode. You can see we have the
separate object like this. And then what we
can do with this is we can change the size to be like however we
want our shelves to look. So I'm just gonna go GE dries drag that back
if you want it to be out of the behind the counter and we
don't want it to be like going all the way across. I guess you could if you wanted, but then I'm going
to select this one, g, x and drag that back as well. Okay, before we start making the Shelby is going to remove
the solidify modifier. The first thing I'm gonna
do is I'm just going to select this edge, go Extrude x, and then go whatever it is like, 0.12. There we go. And then select this edge
and go to Extrude why? 0.12. Okay, Let's make this
negative so that they line up and the mucus
goes like this vertice c, g, x is controlled with savage, select the severity GI
block, shoulder, snap it. So I can see we have them join together properly and then just go m by distance to get rid of that bit of
variety in the middle. So now we have our shelf. So we can actually add
another solidify in it. And then we can just drag up the thickness just like that. Okay. And then we can just drag this up to
whatever you want. Maybe like roughly looking
at black line it up with the heart of the
counter like this. And then we can just go
add an array modifier. And you can see it's
coming off from the side which you don't want. We want it to go up. So how we do that is we just
change the factor x to zero. Actually here I'm going to
change it to constant offset, which makes life a bit easier. So just changes the
concept or set, click on this little checkbox, change the x to zero, and then just drag
up the z value. So I want like three
or four shelves. Maybe go with three, like this. Okay. So there and
then if you want, you can apply a color. So I'm just going to go move these two materials, click New. And we can change
it to be something similar to the tables, chairs. So that should be
the material zeros. There were two. Yeah. Okay. And then I think I'm also going to make this
room a bit shorter. I'm just going to go edit
mode and drag them down. And then you can probably
SO move your cameras Rp, just go drag it down on
the z-axis like this. Alright, so next what
we need is some, like the L stands for the
whole shelf to stand on. So what we're gonna do
to make those tough, you go shift, they mesh cube. So we can just scale
this all the way down. It's going to have this thin little things that stands on. And then obviously we
don't want the cube. We need to go to S
and Z, scale it up. You can just go to Edit Mode, select the drug sector bottom, choose GO GZ, like
snap it to the floor. And then this one,
we just want to make it like slightly higher than the top of the
shelves like this. Then what I'm gonna do there and what actually
what I'm gonna do, instead of leaving
it in the middle, I was gonna go g x and then drag it
directly to this corner. So what we can do
now is we can go add a array modifier and
change it to constant, and then change the x distance. Like this. Actually apply the
scale of things. So Control a in scale. So it doesn't mess up how
much we have to move it. Let's just change this to 1 m. Here. Let's make it three, or Slack skills make up a smaller dragging
into the corner. G shifts, shifts,
see, there we go. Let's make it for like batch. And then we can go give
it the same material. So it's material 002.
And then same thing. We can just go duplicate
this and then just go change the distance, x plus y. Change it like this so we can paste in the
same distance and make it negative. Okay? Then I guess we can make it two. Or we can just make it a
smaller distance, or Irish. Cool there. So now we have our
little shelving set up. In the next one,
we're gonna make some accessories for our coffee.
7. Coffee Accessories: Let's model some
simple accessories for our shots are the three that
I need is a bag of coffee, which is lack of just
a simple cube with a tapered and then a
little edge on the top. Mock-up art, which
is just for extra, like they were making coffee. Which is basically just has like a octagon shape I think,
or whatever it is. And then just goes
up and then extrudes out and has like a little
muzzle and the handle. And then just say simple
mug to put coffee. And obviously, so let's start
out with the bag of coffee. Go shift a cute mesh
cube, scaled this down. Like this. You can apply the
scales, contract scale, go to Edit Mode, tab, Sx, makeup clotting thicker. It's going to G and Z. So that looks like a
decent shape for it. Sounds like a GC there. And then what we're gonna
do is I'm just going to go E to extrude up. And let's go there, S and Y to drag it in. Okay? And then square root e and extrude up again like this. So this is just a
very simplistic way of making the whole
like coffee bag. I guess if you want
to go to Select, select the size
and then it's like inset it and scale it in. But just having
something simplistic, you can put like little
design on the front. So even like just inset this and give it a
different color. So here, if we go New, give it like a paper color, almost as like a
latch. Looks good. I think of it like
a second color, whatever color scheme
you want to go with. I'm actually just going to
give it the same black. There we go. And I guess you could even do like
sad or something. But yet give it like a little, make it look a bit more, less boring than
just a plain thing. So I'm just gonna go put
this as counsel for now. You can give it like
the wrath scale, like this and I'm
just gonna give the origin to be the bottom. So just select the
bottom like this. Go Shift S curves to selected, go back to object mode and objects set origin to 3D cursor, Sanofi skeletal
scale at the bottom. So you don't have
to constantly move it up and down
whenever you scale it. Right? Then we have the little
coffee mug says go, stitch goes back to the world
origins and Shift S goes to a large and shift a mesh circle. I'm going to change this to six. Scale this down all the way. This is for the mug. So it's happy to go edit mode. And then front view. Front view, they extrude up like this, make it a bit bigger. I'm going to educate the middle and then fill in the
bottom, adding a modifier. So shift the AD modify, solidify, drag up the thickness. They've just obviously are
couplers and thin as a paper. So there we have it like that. And we can add an axon, a coffee in the middle later. But yeah, this is fine for now. And then for the handle, I'm just going to go Shift
a mesh plane and then just RR X9 T. Scale
this all the way down. So it's going to be for
the handle just there. And then I'm just going
to go select this edge, x edges, go Extrude and then
scale it down like batch. And let's go that far. Because if you add a
solidified can see it. It's like goes along the edge. So what you can do to
change the offset to zero, and I can see it will extrude
out from the middle there. And then these are
pretty much space to make it bigger there. All right, so there, and then you can see
these go into the cup. So just G twice to Ed slaad. They're gonna just
drag it back in. And yeah, I think any of the
others are looping through. But there we go. We have a simple cup. So I'm just going to
select this handled, then select the body and press Control P, We're keep transform. Then I see if we move the cup, it moves as the handle as well. So we can do the same
thing, just cheesy, drag up or down, kind of
scale it to the right size. And there we go. So the colors are
just going to be a simple new, different
black color. So just the same
thing for the handle, give it the same material. Zeros are five. And then for the inside, I'm going to give
it like a sludge. Cream color. Actually I need to, but here, cream, we can just go to plot
all solidify modifier. Then just select the inside. And then we'd go apply
like batch again. That's to cream, just slightly. There we go. Then what we can do next
is the mockup watch. So all it is is just
going to shift a mesh. I'm going to give this eighths. There we go. There we
go into edit mode. Let me go find for you, extrude it up like that. And then the base
just like sloppy in. And then we'd just
go like extrude in, extrude up and scale
it up like this. It's like two different
parts that joined together. Extruded up slightly. And then being an extrude again, make it taper out. And then we have a
spout on the sun. So what I'm gonna do is I'm just going
to go select this and beverage and go v for vertex
to make a spout shape. So it's gonna go g,
x to line it up. And then just go
extrude out and select this bottom one and drag
it back in like that. So now we have it
like tape her art, Alec probably even
just go S and Y. So they're scared to be
merged a bunch of them. So just go to M by Justin's. Like I don't even move one
of them when you select this top face and bases. Okay, and then there we go. So to add a little
cap on top of it. So to make the lid,
I'm just going to select the whole thing, just shifting D to duplicate
p bar selection there. And then we can just go, I can
merge these at the center. And then g x landed up there. Okay, and extrude
Z, scale it in. And then extrude the
z, scale it out. And I extrude and then scale CRO there and then
sum all of them. They kinda just like
bevel, like that. And then just delete the face. And then we're just
gonna go cheesy, drag it up because it's
not just like paper thin. And then we just go at a
Slidify leg back there. And then I guess you could
even drag these back again. So there's the mockup arche means I need to handle for it. So I'm going to do
something similar. Doesn't select this edge
and Bevel the whole edge, and then just add an edge
loop and then drag this out. Even as zero to pick up
on size m by distance, we have a weird bursae
here, so it's just x. Let's resolve vertically. And then the speed
is go Extrude. X squared S x zero. There we go. You can
just go to extrude, drag this back so that we can have enough space
to excrete it down. G, g to ask to extrude, to slide it back, and then extrude
it down like this. Then it kinda like
tape isn't sadly. It's bringing that
back and then it has a funnel edge
just like batch. Okay, so there we go. We have the mockup are done. Select the top go Shift, select the bottom Control
P with keep transform. Cheesy, drag it down, and then kind of get
the correct size. Looks fun. We can give it a
color just like a black or lack of references
give us like a red color. Let's give it a slightly red. Select the same color
for the top as well. Cool. So there we go.
What's gonna make the coffee shop and
the cash register.
8. Coffee Machine and Register: So let's make the coffee machine and the cashflow does
the coffee machine. I'm just going to go
select the counter, go into edit mode, select this face, go Shift, Shift S, and curse
through selected. Okay, now I'm gonna go
with object weight, shift. A mesh plane scales down
and drag this over. Someone's gonna go G and then also g x make
it a bit thicker. My second monitor, I can
see your reference of it. So kinda see that the
general proportions. So here let's select
this whole thing. Extrude up. Sadly, you have like a
bass part and then we go Control R and edge
do select this face, extrude it up all the way. And we go Control R. We add a top part
like this, rash. Then we go in front of you. So this can go back
a bit and down, kind of like rounds out a bit. And then this one also can
look round arch, right? Then this part over here, we can inset it. Eggs go extrude down e and z, go s, z zero, just flattened it out. And then lucky you
can put cups up here. And then next we're going to
go select this front *****. Let's just babble them sloppy. Make it less harsh there. Okay. And then I think we just need to drag it
out slightly more. So then we're going to just
make these little things. So they kinda like hold
coffee and Sullivan. So basically, all you need
to do to make it is just go, add a circle, make it six. Scale it down. And then you just go
extrude up and scale it up. Fill the middle. So we have this thing. Okay? And then what we're gonna
do is just go at a cube, scared all the way down, position it in the SOD x g x. And then we go there and then
extrude and scale shift X. And then she too loud, it kind of just create
like a handle shape. Kind of see what it looks like. Look at your own reference. You can kinda see that or make
it like symmetric grab on. And then with this middle
part will just go move it up. And it was like a little bottom. So it's going to
extrude down like that. And then if we go how
this coffee machine, you can see it goes into it. She's going to add
a file like this. So we can Alt H to bring
back crusher machine, apparent that the handle to the e thing to keep
transform and they just GZ. And then actually I want to shorten this handle
and drag it in again. And then we can scale it down. They fit into here. And then there's two of them. So just go Shift D. And then the last
thing we need to do for the coffee machine is just go shift a mesh plane. And then what do we have? Is we have like a little
like almost there goes down and goes sad and
it goes down again. And then select to
frothed milk with. So basically it just looks
like BCL has done so he's go here and then
go to Extrude walk. We can scale this down and
then just extrude this out. Like this. Just a second is a bit. Let's go S1, S1. And then you just go
at solidify modifier. There. We can just go Object, Object, Set Origin, do geometry. Just as easy to rotate our ex-ante or 180
to rotate it around. And then discouraged
and fits like this. And then just go there, just like position them
on the coffee machine. So there we go. We have a whole coffee machine done that we're ready
to add anymore to. It's kind of just
works like this there. And then we can just go add an, a, like a cash register. So all it is like add
a cube, scale it down. So scraped, put it here. Also rotated yet. We just go cheesy, like put it on top there. Scale shifts z. Okay? And then on top of it
began just going to duplicate this face
Kiba selection. Selected scale it
down, straight up z. And then on the left it
has like little card, although the receipts printer. So there it's going
to extrude z. Let's drag this back
with g to us there. And then this front part
B is going to go out another edge loop organ, the skirt inset this slide. It's lefty, extrude up, extrude z, and then
drag this back as well. So they're going to flatten
these parts up S zero. And then there. And then, yeah, kinda cool works. This bottom part. We just want to go in settings and then just go in such again. And it basically just select this part and it's
going to extrude. It looks like a shelf is
and it's out of it again. And there we go. That's all we need
for the thing. So select the top,
the bottom Control P with Keith transform. And then we can just
position is over here. So maybe ours at 90 active. Let's put it over here and you can check
out the next one. We're going to make some
plants to put on the shelves.
9. Modeling the Plants: So to make the plants
on top of the shelf, I'm just going to go
to the shelf Selected, Shift S curves to selected. And then it's going
to shift a circle six to make the pot plant. Here. Let's drag it up, go Extrude, extrude, go to vertex mode. Let's go Extrude
z, scaled it up, maybe scale the whole
thing down so it can all fish on the shelf like that. And it means go Extrude, and then extrude and
then fill with f. And then we've got,
we've got a pot plant. Then we can give it
some base colors. Materials like a
slash, red color. Maybe we can mess
around with fellow whenever we can go to the complete
different color scheme. And then I'm just gonna
go give it some dirt in the middle like that. So to make it z the van. So we're going to do a hanging van plant as pretty simple. All you gotta do, somebody who's going to cost
you selected on the object and go
shift a curve Bezier. And they weren't
gonna do with this is just going to use
this to make Dr. van and then will be I'll put some leaves on it afterwards. So you use Bezier curves. You can see we have
two points and then you can see we can
just rotate them, you can scale them, or we
can move individual points. So kinda takes the
two points and then takes the
handles to bend it in a specific way to make
it bend onto the thing. Some synagogues are ex-ante
and then are like that. Okay? So now we have
this kind of thing. You can rotate this
all the way around, drag it into there, and then kinda get it there. And if you want, you can
select both of them. And because sub-divide, so W
or I think as right-click, left-click select, just
whatever brings up this menu, the curve context menu,
and sub-divide it there. And then we can just mess
around with the handles. And then until we get the
hanging van like this. And then we need well, we can duplicate
it for afterwards, but we can just
go to the curves, go to Geometry, drag up
the depth like that. Okay? And then what we're gonna
do next is going to go such custom mold origins and shift as close to the origin. Because Bezier, well, this
is gonna do is just for the thickness of our things
that we can get a taper to, the things that we don't have it the whole same thickness
the whole way through. So the deeper we
just go tape object and set to Bezier curve 001. So you can see it
tapers at the bottom and lactate is
quite aggressively. Yeah. So what I'm
gonna do is over here, I'm just going to rotate
and then drag it up. Now you can see it doesn't
taper at the bottom. And then here we can
just rotate this. And then it kind of
keeps like a mall tape. It will fail quickly. And then I think this
one, I'm going to make it slightly smaller. There. Cool. So there we go. And then what you
can do this can change the resolution
of this whole thing. So since everything
else is low poly, what I'm gonna do
is gonna drink down the resolution preview there. And then the bevel going to change this
all the way to zero. And then that makes it a
four-sided shape like that. And then what we
can do is you can just duplicate this twice. So Shift D doesn't
have to be twice. You can make it
whatever you want. And then we can mess
around with the shape. You can mess around
with the length, how it curves, so on, so on. It's making it
look more natural. Looking down the plant. I'm just giving it a bit of
randomness that's not as, it's not the same on
every single thing. Then you might even
want to just go make a short one like this, and then just make it like super short on top of the
thing like this. And then we'll even make it
again on the side. Okay? And then what we
can do with this is we're going to make a
leaf and then just use a particle system to put
that all over these vans. So how we do that is we
go shift a mesh plane. It's gonna be fall leaf. So we're gonna go to top view, the Authors Guild arm at
abode scale x like this. And it's going to
add two edge loops. So this is gonna be
like points it in. And then the base
going to scale up this integral control are
at a tube down the middle. So g, Z and then drag. You can see it doesn't look like that, so it's going to g x. So now it's like
rounded up the end, rounded at the base. And then if you want, if you want to make it flat, like rotate them and
position them like this. So does it gives it
a bit of roundness. Lock that again. There we go. There. And then we can just go,
if we have a Currently, whenever we put it on our political system is going
to point, point from here. So what we're gonna
do is gonna set this back to the base or Shift S curves to selected and
its origin to 3D cursor. Now, I can show you how
to do a particle system. So particle systems don't
work on curve objects. So what I'm gonna do is
select all of these and go Control a and Visual
Geometry to mesh. And what that does
is it makes them all models instead
of curves there. Now what we can do is I'm going to Control J to
join all of them. And then when you go to those little like political
system here, When K plus and we don't
want it to be a emitter, B wants it to be a hair. You can see this is
way too many hairs. This is gonna be
like every time we want a leaf is going to be, I think maybe let's make it like 50 just
to start off with. And then we're
gonna go to Render. Choose render as past
changes to objects. Instead, our instance object to be one of those cube is called, we can rename it with F2. Let's call it lea leaf. And then we can go
back to the mesh. We can go instance object to a leaf and the
bigger click on it, I can see this is not really looking instancing at
all across our thing, but we want it to be in
a specific direction. So what I can do is go click on advanced and we see
now we have rotation. And now you can do is we
can change the phase of everything and the randomness. And so we can get it
all working properly. So you can either do it
all on one specific angle, which doesn't really work. Or chicken do is do a normal tangent as
they call it like that. Which kind of works? I'm going to change
the size of a yeah. You can just mess
around with it and also the rotation of this
will affect it. So you only get like specific rotation
and set it up there. And you can see it's working. Now, what you can see
is there's a lot of Leakey's down here at the base which you don't really want. So what I'm gonna do
is I'm going to go to mode or white paint
or stay in Edward. Good vertex three-fifths plus, and then press E Asana. And then what does
basically it doesn't say where to put a leaf. Where not to produce. Red is weight paint mode. So just press Control
Tab weight paint on the top. I've
got to wait paint. Basically, if we
set it to be red, that's where everything
is going to be, like all the leaves
are going to be, or its parents too blue, it's going to be lower leaves. So what we can do
is you can change this toolbar,
changed to subtract, and then just start
removing at the space part. So you can just drag it down. The strengths are just Shift F or changed,
strengthened top left. See like this, I'm just going
to start removing slightly. And what we can do with this now is if we go to the
particle system, scroll down, vertex groups, change the density select group. And I can see it's not really
down here at the bottom. So we can have all our
leaves actually at the end of our van, like this. And we can mess around
with adding amounts of leaves depending on
how much you want. But yeah, I think it's
looking pretty cool. So we can select this leaf, give it a color subsidiary, they're down to
Viewport Display, give it like a dark
green color like that. And hostage. And then
for the advanced, Let's give it a brown
color viewport display. There we go. I can also shade flat, W shade flat or right-click, and she'd flash. There we go. There. We have our plants working fan. I think these pot plants
would actually look better with a darker color,
just like that. Okay, and then now what we
can do if you're going to say duplicate these
round our shelves. So I'm going to select the vans, stack the pot plant, and
it's going to shift D, rotate it like this
and maybe go drag it up to the top
shelf, like this, GZ, okay, and then maybe you have 1
mol of B here, the corner. Or actually, let's move it here. Just balance that out of bits. Then what you can do is
just go to Edit Mode, select like a patch. And they just use
proportional editing. Scroll up and down. I'm just gonna kinda
change the shape of them or change the length. You're going to
change it to connect. It only seems just want to
move one specific branch. So you can kind of
change the shape and size of all of them here so they don't look
all the same, okay? Or you could even just like duplicate one of them
if you want to add more or less branches into it. Like that, you can
see you can change up the shape of it quite a lot. And then if you want the
leaves to be random or so, you can change the seed. So if you don't look
like how it looks, kinda just change
it like that. Okay. And there we go. We have it set up. So the next one, I'm going to show you how to set up the rest of the things on the shelves like these
are all accessories.
10. Filling out the Shelves: Alright, so let's set up all these accessories and a duplicate them
along the shelves. So we have this little bag. So I'm just gonna go
duplicate this and rotate it. And the Spirit put it
up on the top shelf. Here, can snap it. And then what we can
do, we can just start scaling at differently, like s, z, S x, make it water like this. Or duplicate image. Make it like why they
get like a very fat bag. We'd like to have
them be the same. Just like rotate it slightly. There we go. And
maybe another one. Last one. Maybe they make a
tall let me go there. So you can have like
a couple of months or maybe you just
rotated backwards, doesn't have the same
black square thing. Just make it just
having a look more random makes it look Lassa. Okay, so maybe they're fun. And then we have
this mock-up parts. So maybe have like they have
like a collection of them. Rotate scale, drag it
up to the second shelf. They're rotated,
maybe make it back, haul their shift
the rotator wish to make it like super
chubby like this. And they just wanted
to maybe just don't squish the lid as much. They all kind of look similar. There. Maybe duplicate
it one last time. Maybe just make it
like a very small. Okay, And then we're gonna say
do to make it look at nasa because having all the same colors don't really
look like class. So I'll just click this
little tend to think about a new color and it's giving
it a different color. Maybe make it silver, metallic if you want there. And then so you can see
material 12 to give the lid same material
12, like batch. Then maybe you'd make these
like a black one there. Cool. And then material 13. 13. 13. So all maybe just
make it a silver one. So 12. 12. Okay. So there so we just make
it look like we have a specific collection of different looking mockup
pods on the shelves. Again, you're going to select, spread these out a *****. And then maybe just
duplicate these. Rotates. The shelf over here. Cheesy. And then we can
randomize position, rat or mouse scale. Sy, see the wow, rotate it. It said it is all
about making it look like it's random and not making it look like it's
too precisely placed. Or even this too repetitive. So maybe just make it
a smaller section. There we go. Cool. So there. And then
it's out some cups. Maybe you just have like a cup selection or we
just need mouth ones. I think it doesn't
make them upside down. So 180 are on a T, G, C, a batch up. Thank you. Wouldn't really have a
selection at the bottom. Maybe just there. And then rotate them like batch. Let's go to g, x, and then we try These down to
the bottom shelf. X, duplicate all the way along. And then we can select them. The thing that
actually on the thing, it's the bare go. There we go. So you have like a section
of cups and make them a bit brighter because I don't really
stand out from the shelf. Display, drag it up. There, we go there. And then I just want to
make these and put it on top of the coffee
machines on IG. There. Just duplicated across. There we go Looking quietness
and then maybe some like just another mockup arch, one or two down here. Cheese he it up. And then duplicate there, and then give it the
red color. Again. What's the red color? Material seven. So
changes materials. And materials seven. I got cool. There we go. So now it's looking quite full. You can even delete this. We don't really need
them over here. They all scattered
around our scene. And then also, I'll post it. I think it's a good
a silver color. Drag out the metallic. We go. I can give it the same color
across the rest of them. I just wanted to give
it a black material, 14 material or team. Seen it looking pretty good. This one solid color for it. I'm going to get to it. Lastly, I just want
to make a like a blackboard, but I
would like up here, that's going to be for a menu and we're adding
a texture to it.
11. Adding the Blackboard: All right, let's make
a blackboard with the menu on the wall over here. So I'm going to
select this face go Shift D, scale it down. Like G there is turn
on. Snapping there. We can get rid of
this little far, but actually may get
p by selection or separate dashboards get rid of solidified because
that fat sloppy. And then this is
going to be the menu. So I'm going to drag it up. So it's kind of lines
up with the top of the shelves or even
top of the moustache. So it's kind of makes
it look nice there. And then just give it a Nutella. So it's gonna be new. Let's give it up. Because it's going to
be for a blackboard. So basically, we can have
to make a texture for it to like put on entourage
for a blackboard. So the way I'm gonna do
this is you can use like any free software you can
even use inside of Blender, just add some text
and change the font. But I'm just going to
design something quickly. Just make it like this. This is some software
called Affinity Photo. It's similar to Photoshop. So you could use Photoshop, you could use GIMP
or some like that. But yeah, in South
Bend, as I've said. So basically what I'm
going to do is you can just like add
a background to make this a black
background like this. And then we can either just
draw directly onto it. So we can just give
it a white color, change the hardness to 100. And then you guys
would like give it a look and ask brush. See we have like a joke. We could do like just wrote on. It has a pen opacity there. I don't want to change the
opacity with pressure, right? So I can just start
drawing on us just like I'd make a terrible
person who lives men. You just something simple. And then we can
just go whatever. Cough, 199, chocolate. One or two. If D, What else
like a law making. I'm just making up
these processes. So they make it
like to 50 as well. What else do you get? Like a cappuccino. Okay. So cappuccinos B,
C, you pee, pee. You see the dot. And that would be, let's
make it more expensive. Just go back to gap and then
I'm just going to export this Export Selection
exported menu. You should, I'll make it, you'd be able to download this. But yeah, so there. And then now what we can do is we can just go
Actually, yeah, and then what I'm going to
do is go to Shading and then ago image,
texture like this, the new knee open
and go fund things. Menu. And then plug this color
into the base color. You can see it's kinda
messed up right now. So I'm gonna go to UV Editing. And then we can see here, if I go to you or not. So we'll just click
Control M or x. That's maybe zoom in
on a batch scale down. So you can see there. Then that's done and yeah, cool. So in the next one, I'll show you how to set up
all the proper textures.
12. Materials and Rendering: So let's set up all the colors. So all of these has the default lag
materials that we have. But with the E, We just have viewport materials. So what we can start
doing is setting them up. So they actually are
in our viewport now. So basically I'm
gonna go scroll down, going to Viewport Display,
and there'll be here. So let's drag
across there that's to watch the movie just going
to make it slightly darker. You can make it a bit of
a rough material as well. So yeah, let's make this thing. So top one. So it has this
little peach color. Drag this on there,
that looks fun. And the other one says, drag up the roughness
down the roughness. There we go. There. And then we can
go for a coffee machine. So it's like a just a solo. Select textures to
drag out metallic, drag down the
roughness or leave it look like they're cups. It's going to make
this a darker color. We tried to put roughness. It says make sure
that we're not using. Bunch of them have
the same disorder. It's just the cups. Here, refers suddenly. And then this is gonna
be like a color. We can drag it on mock-up patch. This one is just a metal. There we go. This one is a reddish one. Also making metallic. Oh, not really. This drag up, the roughness
will drag it down. And then this one is going to
be like a dark gray alloc, maybe like a rough metallic. And then these are gonna be
would this be like a gray? Then the leaves we installed H2 CH Docker was I
had a good color. Thought that there what
else do we not have color on this little
cash machine? It's just give it like a kind of fit with the whole theme. Give it like a gray color. Maybe different one on the top. Make it look slightly
lighter. Okay. So this is looking pretty good. I think as I have to
change the color of the wall because of
the darker wall. There we go. And then I also want to
darken up the background. And then maybe even have this
won't be slightly darker. Slouch, stop tinge to it. Okay. So now we have some
materials and so let's get down to
rendering this arch. So you can see looking all nice. But because Z
rendered and change, that doesn't really
look like glass. So you can have
the renders in EV, like this, or you can
render it in cycles. Cycles usually, it's just makes it a bit harder
for your PC to run, um, and it does slow it down, especially when I'm recording. So it can bug it out. I'm going to render
an EV for now. Well actually our
teacher doing cycles, I'll just play it
changed my samples to one so it doesn't mess it up. And then we're gonna change
our render region on so it doesn't have to
render that section. And then what I'm gonna do is I'm just going to go
to the rural setting, click on the Color and
change it to scar. So this doesn't work inside
of cycle instead of EV. So that's the main reason
why I'm working with cycles. In EV, who's going to add
a sun lamp or something? Then I was going to change
the sun rotation like this. So somebody like this,
I want it there. And then I'm going to change
the sun intensity now 3.3 and the strength to
0.3 as well there. And maybe rotate it back
a bit and change the. So now you can see the loss
is coming in from everywhere. Which kind of isn't that realistic because you'd
have walls and ceilings. So what I'm gonna do is I'm going to add
something just to block the shadows that you
can't see from the camera. So I'm going to do this is I'm gonna go back to solid view. I'm going to go select
this and go to Edit mode, and then just select
these four vertices. Go shift. Well actually I'll select all of them except for
those middle one. Gauche shift in D, and then go p by selection
and select this edge. And we can just go Extrude
y and then snap it there. So we have a face. And
then we can go here, face of an interface. Okay, remove the certifier. And then now what we can do is we can just go
select this object. We're going to go to
the top right and click on face orientation. I go, I see you. We can add this edge, could just go select
everything and then go Shift and N to
recalculate everything. Okay, I'm going to press Alt H, bring back this piece, and
this one is shifting as well. That's actually
when I got to press Alt and n and flip it. So you want it to be
read from this angle. And the reason we want
that is bigger to shading. Give it a new material, and we go give it
a geometry node and go have a back facing. So what we can do
now is we can mix shader and then we can plug in a Sean's aren't like that into shader and they want to do if
you put the back facing in, now, you can see it's black from this side and walk
from the side. So what that means is if we go from the camera
view and render, it makes everything
completely back. Cool. That's fun. Okay, Not works for some reason. So basically what we can
do now is if we make, we can make like outdoor shape
and stuff like that so we can start shaping the large. So I'm going to change
on the sky texture. I'm going to drag up
the sun's size so it makes it smoother and wolf
lat up the room a bit more. And you can change the rotation and the elevation like this. And you can change the air, stuff like that to make
it look more blue. Like this. Alright, so now
we haven't kind of setup. You can just kinda start
shaping the large with this senior omega
window on this side, just to kind of add some
more ambient lights too. It's like bass. So you can see before
it was like this. And now we have this hole in it. So you can start
to me like that. And then if you see on this
view, you can see this colon. It's kind of dark. So what are we going to do
is just go at it a lot. So let's go add area,
scale it there. I could kind of small. And then just use that
to fill in that corner. So maybe make it like
five or something like that just just
to kind of fill in that area sloppy or even just rotate it so it's
pointing directly there. And then changes to
disk, making more round. Cool because you can see
without it and with it. Let me just check
the whole thing. Let's keep looking font
with a higher sample. Yeah, that's looking quite nice. So what I wanna do, like lastly, before we render it out, is just add some stuff on the counter just
for you to look at. So maybe just add a
cup of coffee cup. Plus Shift D are X1 AAC. And then just put it
directly on the counter. And it's scaled it up sloppy. And then miscarry Shift D. Let's just put it there. And they don't want
to do is I'm going to select this face shift D and P. And then now we can
do is you can select that edge and then fill it. And then drag it up a bit. And then we can
give this a color. And that is going to
be for the coffee. Darker. Like this. Yeah, so select this
edge Shift D p. Let's select this F G scale, and I give it that color. So it must be into any. There we go. If
we render it out, we have these lovely
coffee cups in the middle. And then lastly, we have the
two things I'd be headed. So we have the curve and leaf. The reason why we
had those rods. So they don't show
up in our render. With everything done, we can set up our render
samples and stuff. So I'm going to
go to the camera. I'm gonna give my
samples like 500. Output Settings. Png is fun, no compression. Yeah, that's fun. And then we can
just go hit Render. And then the last
thing you wanna do is you can just go to Image, Save As, and then just choose
a place who save image. And you're done.
13. Class project: For your class project, here is what you're going to do. Step one, you're going to
model your room, obviously, step to texture it, and then step three,
render it out. So just follow every step. If throughout the
course, then you should come up with
a lovely image. Now, this can either be
of the course itself, like making the coffee shop. If you want an extra challenge, you can go through it
again or just go through the first time and make a
random that's different. It's come with your
own concepts and model that and put it in
the class projects will show you render so
you can get some feedback or see what other
people think. Yeah.
14. Bye: I hope you've enjoyed this class if you want
to learn anything else. So you can go click on my profile and go and watch
a course and how to make low poly characters or check out my YouTube
where I have a bunch of tutorials on making
models for games. But aside from that, I
hope you are like carrion practicing and
improving the skills and making more amazing renders. Yeah, Cheers, good luck
and have fun with Blender.