Create a Low Poly Isometric Renders in Blender | Thomas Potter | Skillshare

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Create a Low Poly Isometric Renders in Blender

teacher avatar Thomas Potter, 3D freelancer and content creator

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Intro

      0:54

    • 2.

      Moodboard

      1:45

    • 3.

      Creating the Room

      2:55

    • 4.

      Model the Counter

      5:16

    • 5.

      Model the Chairs

      5:37

    • 6.

      Making the Shelves

      5:01

    • 7.

      Coffee Accessories

      8:53

    • 8.

      Coffee Machine and Register

      6:23

    • 9.

      Modeling the Plants

      10:59

    • 10.

      Filling out the Shelves

      6:17

    • 11.

      Adding the Blackboard

      4:17

    • 12.

      Materials and Rendering

      9:47

    • 13.

      Class project

      0:34

    • 14.

      Bye

      0:22

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About This Class

Learn how to make Beautiful Low Poly isometric renders using blender. 

I'll take you through modelling the room and all the coffee accessories and finishing it with some sleek materials and lighting to create a fantastic final render.

Hope to see you in the class!

Meet Your Teacher

Teacher Profile Image

Thomas Potter

3D freelancer and content creator

Teacher

Hey, my name is Thomas.

Whether you're brand new to blender or have been doing it for a while, my course on low poly character creation will help you get better and create game-ready assets for any project you're working on.

I also have a youtube where you can get free videos on blender 

See full profile

Level: Intermediate

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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.