Transcripts
1. Intro: Hello. Welcome to my course. This is going to be a step by step guide on how to model the AI MPK Md controller keyboard. If you need to three D
modeling or just looking to improve or hone
your existing skills, this is going to be a
good course for you. By the end of the course, if
you finish it, of course, you'll know some
intermediate three D modeling skills
industry standards, some topology workflow, and some really handy
keyboard shortcuts that will really help you
speed up your workflow. You'd also know how to
UV on wrap and objects and how to map your own textures
onto that three D mesh. Also going to be diving
deep into the best ways to generate realistic looking
textures and materials, and just as equally
as important, how to light your
scene in a way that's reminiscent of a real
photography studio. Then I'll cover the best
render settings for the most efficient
output without losing detail in
your final images, getting the best
the best quality for the time you put
into your render. Once you finish the model, you'll be in a good
position to attract potential clients, and also, you'll be able to sell
the three D model on three D market places such
as CG trader or Sketch rub. So if this sounds like something you're interested in pursuing, then yeah, let's
get into it, then
2. Setting up Image Planes: I'm in cinema four D now. The first thing we
really need to do is to find some decent
reference images. So we know the dimensions and the real shape of the model that we're going to be building. I've found some of
these online already. These are quite easy to find,
if you do a quick search. Just right top view side view
front view of the ACI MPK. I might include these in
the project file as well, so you don't have to
go looking for them, but they're pretty easy to find. I'm going to be using
these for the textures as well later just
to save time on, you know, these tiny details, typing every tiny
little number in. But yeah. So basically,
once you got your texture. Well, let's get these Sorry, once you've got your
reference image. Let's bring that
into cinema four D, so we can use that as, we're basically
going to trace it in cinema four D. So
let's have a look. First, let's go to the top view. A middle clicking there. Let's create a plain
object or a polygon. I'm going to use
a polygon because it's a bit more efficient. If you press N B,
you can go into shaded wire frame mode,
which is what we need. Let's go to material editor, double click to create
a new material and then drag that to the polygon. Double kick on the material. We'll call that top view. This is just going
to be a reference. Disable color and reflectance
and go to luminance. This will make sure
there's no shadows on the reference images, and then find find your
image in the explorer. So if we're working with the top view, I'm
going to use this one. Top. There's not really any need to import
it into the project unless you're going to be
working with a big team. So for now, should be okay,
just not importing it. Otherwise, you're going
to be copying it and having Duke crickets
all over the place, which just can take up space. Um Okay. If you look here,
the resolution, it says 600 by 286. So and obviously is
because it looks stretched on this square polygon here. So all we need to
do is make sure the image dimensions
are the same as the polygon
dimensions, as the mesh. So it just has to
be the same ratio, so we could put that to say, divide it by ten,
so 360 economy. 360 divided. And then so 238.6, two, 38.6. Okay. And well, that's exactly
the right dimensions now. If you want to make that more
visible in the viewport, just go to viewport on the
material and go to texture preview size and set that
to like two k. And yeah, that will make it a
lot easier to see. I think it's a good practice
to model this to scale. I mean, the real
AI MPC, let's say, is about 30 centimeters long. Let's see. So we could probably divide that
by ten again still. So let's just put that
to 36 and then 23.86. I don't think it's entirely
necessary in this one, but it's just a good practice because when you
come to, you know, doing subsurface scattering and certain lighting a particle, rigid body body dynamics scale is a very important factor. So it's just a good
habit to get into. Eve though we don't
really need it. Perfect scale for this project. Anyway, let's bring that down, so it's not in the way. We can bring it down really
far as far as you want, and it will stay the same shape in the orthographic top view. And Right. Another thing to do is
to right click on here. I'll show you what I mean first. So well, let's just
start modeling now. Bye. Well, actually, let's start modeling
in the next video. Okay? All right, cool.
3. Modelling the Main Case #1: Okay. I'm going to
start modeling now. It's quite hot here, so if I sound like I'm
rushingthrough it, it's because I've got
my fan switched off, so it doesn't interfere
with the audio. If you hear any
fuzzy sound later, that's probably because
I put the fan back on. But for now, I'll leave it off. Okay. So to begin with,
let's create a queue. And we want to match that to the same size as the
keyboard we've got here. So we're going to start
with the black part here. These are going to be
two separate meshes, the black part here, and the red part, we'll do that next. We'll
do that later. All right. So let's bring the cube in press C to
br make it editable. And as you can
see, we kind of we can't really see what
we're doing very well. I mean, we can match it
here. It's like here. But when it comes to
doing the finer details, we can if we put
it into y frame, G, then the image goes to y frame as well. So we
don't really want that. We want to be able to see both. If you go to the cube, right click, material,
which one sorry, render tags, display,
and then use lines. Then we've got the wire
frame of the cube. Mix with the actual solid fill of the material of
the image plane. So let's just change
that to the top. Okay. Okay in the cube, let's
just go to vertex mode. I'm going to drag select these, rectangle selects and make sure that meets the edge
of the plane there. The same with the bottom bodies. So say we're going
to be tracing this. You can't see the
end there, so let's just move this across first. Roughly there. If we use like
one segment as a reference, so the actual size, because
there's a perspective shift, it actually goes down
and it bends in there. So let's just say
this is going to be the most extreme
point on that side, and then it will be the
same on the top here, so if we go to about there. E. There you go. Okay. And in the top it's not
quite hitting the edge, and we're going to use
this as a block outline. So then we've got
these two here. And we want that to line up
with this bottom edge here. So it's already there, but there you go. Movian. Okay. Now we need to do the side. Slightly different story. But the side will be well, actually, on the top here. Let's put another
edge because this is going to be where
the fold comes down. So go to edge mode. Press K L. This will create
an edge loop and put an edge just there
where the bend happens. Okay. All right. Well, that's your
basic block shape. I see it's too tall, but we're going to do
that in the next section. Where we're going
to need to import the side reference
image as well. So yeah. Let's do that in the next video.
4. Modelling the Main Case #2: Okay. So of me. So going into side view, into the right hand side view. Let's c to the polygon. Let's use the sa same
as this one as before. G into n V shaded mode, and set this is it x? It's not there? Is it x? Minus x or plus x? It
doesn't matter because we're going to be changing
the dimensions anyway. So set that to side, create, and we'll just duplicate
that material, control drag and then
change that to side view. And put that material on top of the cat of the other one. Okay. Side view. Let's add the side view image. I'm coming from the left or
am I coming from the right? Well, I'll start with the
I'll try to see if it works, and then if it's wrong,
I'm just going to just Um just put that on
its actual side. Coming from this side. Yeah, that's the right
way. That's the right way. So Okay. Hopefully, that makes sense, what I'm actually
trying to explain. It's not that complicated. It's just making sure that that we're looking at it from
the right side here. So we're looking at from
the left at the right. So looking at from the
right at the left. Okay. So don't worry
too much about that. That's just me
overthinking. Right. Let's make sure these
are the same dimensions. So 1488. So, let's just
change this to well, 14.88, and then 10.83. Yeah. Well, let's put
these both in the middle. So we can make sure
they're aligned properly. So set the coordinates to zero. B I cut them out a
slightly different sizes. Ugh the proportions are right, the sizes are slightly
different to each other. Let's just make sure
that to T, size it up. Make sure this
cross section fits with that cross section, if you can see what I'm saying. Yeah, looks about right. I mean, the best way to do it would be to actually measure it if you have a natural
one of these keyboards. Or you can find the
exact dimensions online. But this usually works. Yeah, I'll leave it
like that. That's fine. You can spend a bit
more time making sure it's perfect
if you want to. Okay. So back on the side view. Let's model this down, go to rectangle select,
bring this down. We kind of partly using
our imaginations here, because actually the
first time I did this, I was using my actual
LPK M as a reference. But this time we're
using images, so we're going to have to
use some kind of estimation, some kind of guesswork here. Obviously, if you have your own or you have the dimensions, and if you're doing it
for a professional job for ACI or anyone else, then you'll probably have
access to all these dimensions. But for artistic purposes, which is going to
be eyeballing it, as they say, in the industry. Okay. So as you can see, I'm actually I'm sort of
estimating the black part of the of the main case, okay? And if we look down here, then that's pretty
much what we've got. If you want to have a
look at how it's looking, well, a black box.
That's what we wanted. That's what we've got. Okay. Let's put this back on lines. We're going to start
cutting out the shape of the part where the
keys are going to go. So very straightforward, go to K L. It looks pretty
symmetrical to me, so this might be even
quicker than we think. If we go to symmetry
mode on the top. And then just add
add a line there. Room and see if that updates
on the other side. It does. It's not quite perfect, but
t's not 100% symmetrical. It might be. Let's just
make sure it adds. No, I think it is pretty much. Now we need to do the
front of the model. We haven't we haven't put
a image plane in for that. So All right, put that
into the front view. Set that, I guess. Y. B. Copy that again, sets control
drag, and then front view. Front go the old material. And let's load in the
new front view Image. Where I put it.
Why did I put you. H. There we go. So make sure the
images are right. So we've got 12 80
by 800.'s there. So let's just say to 0.8 by we're going to
change this again a lot but by eight. Okay. And put that into the middle, coordinate zero and just
make sure this is well, I should be doing
this to begin with, but you know semi improvising. Just get the cipher now, and then scale this
one up to match. I do that perspective. And just to make sure
pick like one section, so let's just find
this fold here. Find it'll get rid
of the cube as well. So this fold here needs to
align with this fold here. So let's bring that in
here. Let's bring it down. Yeah, so that line
needs to match there. So let's just scale
that up to Matches. Put that back down here. Where am I top down side, side. And then front. Front. I make sure that's
a bit further back. Okay. Then where's my
cube? There it is. That's because that's not
quite in the middle anymore. Uh? Like there. What the hell? I tell you what,
let's just make sure this matches the images that we have here 'cause we
already have that correct. So that is in the middle. Yeah. A. Feel free to just scroll
forward a bit because we'll put beyond double
speed because There you go. Yeah. You probably already figured this part out yourself. Okay. So that's looking equal if we're looking at the front part here in
the front part there. Still something off
about this. I think it might be a different
model altogether. I would be a different
version of that. Oh, we didn't that
wasn't exactly. I think yeah, I think we estimated the gap
a bit too high. So go back into vertex
mode, d your cube. And bring this up a bit higher. So it does actually align
with the top of the surface. And that's Yeah, that's k. That seems to be with the
right proportions now. Yeah. Perfect. C. All right. So we're
cutting out this hole in the top space for the keys. We go to face mode. Find these faces. Let's turn off symmetry for now. And we just need to cut a
wedge in here, basically, if you can see, cut a wedge
across here, straightforward. L. And chop that there. I think all the other wedges are where we want them to be. So Okay. First, we'll go to W will just drag this
down, control drag down. And then with T and
then W world mode. Just make sure that's a zero. So it's perfectly flat. And then on. So that's just basically
extruded it using the most basic technique. We're going to align
that in a minute. So let's take this edge here. This phase. Hang on. Snap that one in the e put
it down there for a second. Put it up there for a minute. Let's just get rid
of this edge and this edge. Bring this down. So it matches this edge. Est Control S. Let's get
rid of this world grid. We need to snap to this edge. So yeah, you have to go into autographic mode
for that to work. Okay. If we subdivide it, we'll be able to see because
we need to make sure these edges are
actually connected, these vertices that
we've just created. Way to check if they're
connected, which they are not, is to go to subdivision
mode, so click subdivide. And if you go to wi frame, you can see these edges
are not really Connected. So quick way to fix that. The way to do that
instead of a four D. Is just select all, go to bjects mode, select everything, and
then go to optimize. Usually the default because they're so close together,
it should read them. And then there you go. It's connected. I'll just
show you a quick demo. So that means, you know, you see, that looks broken. We go back to the cube. Optimize. And then it's all one big mesh,
one connected mesh. Okay. So we don't need that
subdivision surface anymore. We might need it
later, but we can just make another
one if we need one. Okay. So far so good. Before I do the holes for the pads and the dials
here and the buttons, I'm going to do these
side edge parts as well, which I possibly should
have done first, but you know, it's more
than one way to skin at. Okay. I'll do that
in the next video.
5. Modelling the Side Panels: I just recorded the next video, but then I realized that I
hadn't recorded it at all, so I have to redo
it. Never mind. It's all part of the process. Sometimes, I'm going
to remodel that again. Just make sure I am recording. Yes, this time. A. Right. So I'm going to
do these side parts here. I can't remember if I mentioned
that in the last video, but that's what I'm going to do. So let's start by
hiding the main case. If you press control t, I don't
know if you've seen this. If you want to hide something, you have to paint over
each traffic like here, render and viewport. But if you hold down
control control and t, then it will do both at the
same time, and you can do, like the whole line, just like that,
and it will do it. E. That's just saved you time. It's all paying
off now, isn't it? Right. Okay, main case. Yeah, go to the wi frame mode. There's other ways
to do this, but in afford the I feel like
it's the easiest way, even though it's not the most
straightforward. But yeah. I don't mind. And you shouldn't either if you want to
be a three D artist. This is how it works. Okay.
Go in to rectangle selection. Just bringing that up again.
Okay, what was I doing? Hiding that? So, yeah, let's create a new cube. I'm just talking. I'm just
running rushing ahead without saying anything.
Create a new cube. Shrink that down. To well, yeah, press C, a D da. Vertex mode, rectangle select. And let's just try and match these lines. Bring
it to this side. This Oh, yeah, so if you go control and drag
this display tag, then that can be in Y
frame mode as well. Since it already has
the same settings. As I said last time on the
version that did not record. Okay. Let's just basically
just trace over this. I think you can
understand it without me explaining every tiny detail. You can fast forward
this part if you want. But yeah. It's just a bit of
matching work there. Closer to you can, really. Make sure to drag over these. So you're getting if you
just click the front one, then it's going to mess up C, going to be just dragging
this front vertex. So if you drag, instead
of just clicking, you'll select the
back vertex as well. So less problems there. Okay. Let's make
sure that straights. Los back into. Drop that out there there. Okay. That's pretty
much in line. So let's create this bend here. Okay, L. Drop that there. Looks about right, maybe.
Yeah. Something like that. Back to select. And then E Key to select tool. I can get these as well. Yeah. Looking good. All
right. That's one side. But it's pretty wide, not the depth that we want. So brings here. Let's match it with the top. Cause that seems to
be the most accurate. Model mode. Try it here. Yeah, actually, let's
go to L. If we go to L we can move the
pivot point, to, we can move the point where this is moving from or rotating
from or scaling from. So to match that. We're
going to basically glue these together,
these two components. So if we go to shift S, that will enable snap mode. So you can snap it
to that edge there. Okay. And if you
enable the main case, just click on that traffic
light and then drag across. If you still have
Snap enables, Yeah. It will just step to
the same curve or the same vertex or the
edge of the main case, which will save you tons of time messing around, trying
to make everything. Match up perfectly. It
will do it for you. That's what this
course is all about. Trying to find quicker
ways of doing things, less time faffing
and fiddling around. Alright. That's one side. I'm going to subdivide
these later, so they won't be all jagged
like they look here. I'll be much more smooth. Let's go to these display
tags and enable them. Just call this side. We're going to change this in a minute. So we need to duplicate this
symmetrically. Quick at way. Hold on. S, hold on. O and go to this menu
and find the symmetry. But, I reset the pivot
point, so that's not li. So yeah, let's just go to side, press L. So we're moving
the pivot point again. If you go to this little
three arrow symbol here, it will bring up the
world transform. Information of of that
particular selection. So if you press zero, and you
have enable axis L enabled, and then press zero. That will reset your
pivot to world zero, which means Yeah. If you disable the L, disable the axis pivot. Bolt click symmetry. Then there you go. Make sure you have the
right planes selected. So we just need x
plus the negative. Depends how you have
your scene set up. If you've done in
the same way as me, then D is you know, depth, X is left and
right, y is up and down. Okay. Okay. Let's
just call this. Yeah. Middle click to
select Children's. So this will select, if you
select this this. Quick way. You have tons of these in
the line, for example. Sometimes you would have
to just click one by one or go right click.
Select children. No, you don't have to do that. Middle click with your mouse. That will do that for you. But we only have one
object in there. So Middle click. And connect and delete. So we've just got that one mesh, and now we just need
to align these i. Put that tag there again. These lines. By tex mode. And Oops. Yeah. Select these. Well, I made a boo boo. I made that right mistake here. So yeah. S the other way around. So select those edges. Control X. And then control y. But that will paste
that into a new mesh. And then we can use
the same technique. L Shift S, already on Shift S. Left L again. Yeah. And just snap ad again, go. A glue together. Whittling. Cool. And I think my original main case
was a bit too low here, so I already fixed that part. This was coming down
below here before. But I fix that too. Should be right. And then
bring that out here. Yeah. Sort of make
sure that matches. All right. So there's
your main case. Have a quick look if you want. Well, let's just
connect these two because they're not
going anywhere, so they might as
well be one mesh. They're going to be animated
individually are they, so keep it as one mesh. Sides. Yeah. And since they have
different materials, just for now I'll
just for reference, it's easier to keep these as two separate meshes because the real model will be
two separate pieces, it's a good way to think around three D modeling as well. Yeah.
6. Modelling the Pads: Okay. Next, I'm going to start modeling the pads and the buttons and the dials here. Yeah. I'm not going to worry about actually creating
the imprint, you know, the holes for the buttons
because we can fake that with displacement
and the p maps. So yeah, we're just going
to concentrate on the actual On the actual just
the shapes and everything, and then we can add these
actual whole insets here, but you can't really see
anyway, using Yeah, textures. It's a much more
efficient way of working. Okay, so let's start
with a cube again. Shrink this down. So
it's about the size. Of the pad, Let's
just copy and paste control drag, this display tag. Set that to lines.
And then let's just try and match that roughly with the pad on
the surface there. Okay. It's a simple
modeling job. We just need to
shrink that down. We can use these
little tags here. So it's roughly right. C. Select the top level of
vertices and then drag that down here because
it's slightly higher. And my daughter has arrived, so I'll have to
stop for now. Okay. Okay, where was I? So I was just building this this cube here. I was building this first pad. Yeah, as I was saying, it's
fairly straightforward. Just go to edge mode here, to round off these edges. Go to rectangle select
on tolerant selection, so I'll just select
all these Top edges, everything apart
from the bottom. Because you can't see those. There's no point modeling those. Right click Bevel and
then just bring those in. I'm using two subdivisions, so that will give you
a nice round edge. So call that path
one Matic bracket. Make sure we can
see that properly. Okay. Next, we're going to just duplicate
this a few times. I think just to make
sure it's nice and even, we're going to use a cloner to create eight copies of this. Just hide the main case or
just put that to lines. Yeah. So. With the pad selected,
click the Cloner object. And where are they? So it's going to be everywhere.
They're way too far away. So if we bring you can just
drag it down, actually. So drag is it texture mode. We drag this down here. Drag this along here. Okay. So we only need two
rows, what we have said. Yeah. And then we
want four across. So, eight altogether.
Bring this in. And we'll just make sure
this all the lines properly. It's just a bit of a time saver. And it's a lot more evenly
space like in the real thing. Okay, let's just convert
these to one solid object, middle flick on clona and
then go to connect objects. And just get rid of
the original clona. You're not going to need
that again, I doubt. And there you go.
So call this pads. So we've got the pads there. We're going to U V those later. As one long one big UV chunk, so we can have slightly
different textures on each pad. Okay. With that, then, let's
move on to these buttons. So we've got 12, 34, 56 of these and another four. They're all about the same size. They are the same size. So Well, a quick way to do that would
be to just copy the pads. Isolate the pads
in the viewport. Delete just delete them, so we just have one left. And then come back
to Yeah, solo mode. L et's go to the
tools center axis. Let's put this as a wire
frame object as well. Go to vertex mode. Actually, let's
strik it down first. We're using the object
transform rather than the model transform
that where we can see how small it is going to be. So I guess, the curves on the edges here
are going to be smaller than the curves on here. So if we just proportionally bring that down, so
it's about the same. There. That right. Yeah, bring that
there. That's fine. Go to vertex mode. Vertex. And select these bottom
edges and bring them up. There go, there's
another button. Very quick. And let's
clone this again. Well, before we do
that, let's copy that. Hold on. To, let's stick with
this one for now. I partly m providing
here, so bear with me. That's too small, so let's just reset the transform one there. On the scale. And we're going to clone this
again and's that again. This is why actually,
I should have used the model transformer other than the rather than. Let's bring this back up. And we'll just rick it down
for real in the model. Yeah, using the model transform
mode, bring that down. To that, so it's about the same. And now let's strike
clothing. There you go. We're having the original
size of the original cube. So with this again,
go to object. Just start with 1010.
It's still too high. Just drag this down this
way and drag this in. So we need six altogether. So let's count two
on the x axis. And's drag this up. Good thing about
cinema four D is it's really good for this kind
of procedural modeling. Okay. Instead of actually
baking that as an object, instead of collecting
those together. I'm just going to duplicate
this puna bring it over here. And just use the same technique for these four buttons here. One thing so. Four on the x and one on the y. We're just going to make
sure that that matches up correctly. There we go. As you can see, this
edge part here, like the kind of inset where it plugs in where it goes
into the actual main case, we're going to do that
with texture maps later. So we don't need to model that and worry about the
topology there. As I may have mentioned, but, you know, things
happen, and I forget. So, let's middle
click the Cloner. Connect objects and delete. Yeah. And again, with
the top settor buttons, middle click connected delete there we go, we got the buttons. So We call these buttons left and these buttons top. And then just drag these this display tag and send
it to y frame again. Right. Well, we're here. Let's do this window for the
information channel here. I will actually use this again, but just one segment of it. So I'm going to use one of these buttons to create this because now I don't have to go
through all that again. So we'll call this window and then delete
everything I don't need. Everything besides one button. And we just need the
possum edge for now. So select that ply and then I, that will select the inverse of everything there and deletes. Just make sure we've got rid
of all of the other pies. There you go. Well. And let's just center that, axis center two. Okay.
Back in the top. Let's just press L, and we're going to match
this corner curve here with the corner curve on the window because it's slightly wider, slightly more curved. We're going to try to
get that accurate as we can. Maybe even wider. Yeah. A there. That's good. Go to Vertex mode and then
just drag these back up. And these along here. And the same ways before. I guess we work a sharp edge
because it's kind of glass, so keep that as a sharp edge, save on poly count as
well. Select that face. Right click ext and extrude it down because
that's going inside. We'll account we'll account for the actual inset
with the texture. So it's about no 0.06. And if you go to make sure
you can see the poly there, go to visible on your
display tag and make sure that you can see
the caps on both sides. So hang on. I'm going to
have to do this again. So under a couple of times, make sure that poly
is just one ply. Yeah. So right click and
then extrude it down. We have no 0.06 or
I put it there. And then create caps. Make sure you have the caps. And now it should all be one solid segment,
one solid block. Since we've got some ngns here, I'm just going to
triangulate that top face. Since it's a single face, it's okay to use triangles here. In general, you
should steer away from triangles and
just use quads, but most software tends
to convert things to triangle anyway,
especially game engines. U So what am I doing yet? Triangulate. There you go. If you're working
with characters, then you really do need to
stick to quads because the way the mesh deforms will really be dependent on
the way it's modeled. But for flat surfaces like this, it's not as important. Right. There's a window. Make
sure that's In line. That's all there. It's a
bit higher up, isn't it? So I wonder why. Because I ddle these a
bit too high as well. Let's make sure everything's
where it's supposed to be. Go front view. I guess we take all these the buttons on the
window, drag those down. And I imagine that will
account for the offset that we've created
accidentally. Yeah. Okay. It's nice to have the windows sticking
out a bit anyway. Gives it some kind
of a bit more depth. And make sure the let's just
make sure these are lined with that should be fine. If it's inside a bit, then. It will still be accounted for by the we're going to use later. Okay. Next. Okay, I'm going to
pause this video now. Next, we're going to look at the knobs here or dials, okay? See it a bit.
7. Modelling the Dials: Okay. Next, we're going to start on these dials
here, these round ones. I'm going to do one and then duplicate it like
eight times again. So let's start
with the cylinder. Let shrink it down.
Bring it up here. Let's add a display
tag. Wire frame. Okay. So well, from accounting for myself
and figuring it out. If you look on the side, there are these ridges
that go inside. Instead of doing each
of these individually, I'm going to do it once and then clone it
regularly, you know. So you just bottling one part, and then I'm going to
duplicate that times 15, which is the number of ridges
there are in this case. So let's reduce the height
segments to number one to one. So I bring this up
and roughly match the shape of it there. I'll use this as
a main reference because that's what I've been
using for all the others. So we have 15 segments we need to do, but we're
going to rotate it. Well, basically, we're
going to need 30 segments. You'll see it while
later. 15 times two is you may well know. Okay. Change that
to editable press. Call this file one. Okay. As you can see it kind of there's like a ridge
there at the top as well. So let's vel that in
symmetry on to snapping. Just one sharp
bevel should do it. Yeah, zero subdivisions. We need to make sure this
retains its shape here as well. Okay, Let's also well,
we'll drag it in later. We'll do that part later. So let's just take all the
phases we actually need. Let's go to face mode. So we want one,
two, three, four. So let's select those with a
tolerance selection enabled. And then I delete is
inverse selection. Okay. Next, we're looking
at the edge here, so we need to find out
where these ridges end. So go to K L. You see it sort of ends
there at the bottom. Up edge there. And now let's add
another edge here just for another couple of
edges. We'll need those later. The 50, keep it
central, and let's add. Three, keep it square. Nice. Okay, next, Let's this edge. You don't want to
select this one. Just the edges on the side here. So this top edge, no. And all the way down to
this edge we created here. Right click Bevel. And
then bring that in. Add another subdivision. We're just going to drag this. This new edge we've
created in like that. It's actually causing some
distortion on this face here. So it would be good
to actually K, add another edge
there, turn it to a triangle just for safety. What what. That's what we want. Let's do a a quick test
in subdivision mode. See how it looks. We need to sharpen those edges
up obviously. So using subdivision
surface techniques. Let's create another edge here. K M that sharper the
one we'll probably do. We can. Let's put two
there. Keep it at one. And make sure that's right as far as possible.
Set that's like 1%. And call the seven other
edge there as well. Se one. Make it nice and tight.
Another one here. Another two, actually. There. And this bottom edge
will also need to be. Tight as possible. So let's
just put it on the bottom because just some issues
with the topology there. It making it difficult
that will do. Okay. I guess, finally, we need to
sharpen these edges as well. So let's just U, select that edge
all the way around. And bevel that. What ones. Ever so slightly, one subdivision, zero will do. You said it's zero, zero
points. Let's start again. Two. And hopefully. This will give us our shape
that we're looking for. So. If we drag this in a bit more, this didn't cut properly, so
let's cut that one again. Et connect that to the top. And hopefully. Alright.
We're getting there. This extra edge here is
causing a few problems, but I think we'll drag
it in a bit more. So this one all the
way down to this one. Drag that in. See what we have. Yeah. Okay. That looks good. I mean, it'll look better from a
distance as well. And the Fong tag, we
could adjust that. Make sure it's nice and smooth. All the way around there. Okay. That will work. We
don't want any pinching here, so yeah, that's fine. Okay. I think perhaps
one more edge at the bottom here just to
tighten it out. Yeah. B. Okay. Now, What we need to do is just
duplicate this 15 times. I believe I've actually Yeah, I think I've left too
many of these polys in, but we can we can get
rid of those easily. So go to tolerance selection and select these
middle polygons. I delete, and
hopefully. There we go. There it is. Now, all we
need to do is clone this. Well duplicate this as make sure this is directly in
the center. There it is. And we're going to go clone. So I click on your cloner. Set it to dial set
this radius to zero. B it's coming from
the anchor point at the pivot point there. And then set that to 15. And then if we're If we've
done it right, then. It's a bit odd because, I don't think it matters too
much if it's at the angle. If it comes in that angle
basis it's at zero, it doesn't really
make any difference, if it's at 90 degrees there or Yes just a slight
rotation on there. I wonder. Yeah, let's
keep it as it was. Okay. So et keep that at zero. Then we have the main
shape for the dial there. So I'm just going
to middle click to select all connect objects. Connect. And putting it into
a subdivido, again. All right? We can see these middle
edges aren't connected yet. These edges here on the side aren't going
to be connected, so let's go back to the cloner
object that we've called. Collect, and then O to
connect everything together. You want to make sure
you have the threshold set to a decent level. If it's too high, it will select every vertex you see
within 1 centimeter, for example, if you have
1 centimeter selected, so keep it at 0.0. Something very small if they're already
touching each other. Then they're going
to connect without without going too far. Okay. As you can see. Right. It's a bit too
cylindrical still. Luckily, since we have a few
edge loops in the middle. We can we can bring this in. So let's do that. Coming into the front view, just select the top edges,
which in the rectangle. Let's also go to soft selection. We want to keep this quite low, say 1.8, so that's as much
as it will actually select. If we keep the tag on here, keep the wi frame
Mogle will be able to see how far we need to go down. Go back into the side view. Be we keep it on top.
Let's keep it on top. That's our main reference. Let's just drag this in. You can see the fall off
at slightly wrong angle, so let's change this. What's
going to work better? Yeah, that's a bit better. I still think this is
maybe too curved on here. I think it's a bit
too much curve. I'm actually going to
do that part again. Yeah, more like that. There we go. That
looks good to me. Okay, cool. Right.
Call that one. So let's get the
subdivisions lower for now. Okay so we want to
come back to it. And we'll just call
this dial one again. And we don't need this one. Let's just save it, save it up. Four and then get rid of this other cloner.
We don't need that. And this other subi subdivider. Okay. We've got one dial. I'm not going to
duplicate it just yet, because before we do that,
we need to UV unwrap. So we can get this kind of anisotropic detail on I'll show an example from
one I made earlier. As you can see, if you look
on the real one as well, it has these ridges here. I'll come back to
that, though, so I'm kind of splitting airs here. Yeah. Okay, well,
that's one dial done. Next, I can either move on to
the keys or the pitch bend. I think I'll go
to the pitch bend first and do the
keys afterwards. It's a bit simpler. Okay.
I'll see you in that video.
8. Modelling the Pitch Bend Stick: All right, for the pitch
bend joystick thing in here. I think I'm going to
sit with the Taurus. Just for a change, because I very rarely
use the taurus. So it's nice to have a
good excuse to use one. Let's bring this down. If
you look at the reference, it is kind of a doughnut shape. That's been extruded down. I'm going to put my
display tack there again. Okay. Let's make it a bit wider. If you have notice, I'm pressing S to zoom into the object. So we have to float
around all the time. Let's make sure this
is roughly in line with the top donut shape there. And we'll use that to define
the rest of the shape. Okay, Let's bring the
polyis down a bit. And in the ring as well. As well we subdivide it, it's going to be a
circle like that. Okay. Just switch
off the lines again. Wire frame shaded mode. Okay, as you can see
in the reference. Just put that so for a minute. I's hard to see from
there, but if you look on the original one, just use my other version here. So it cuts a hole in the
middle. It's like that. Yeah, extrudes from the
middle there. Let's do that. With the torus, go to edit mode, C, create a new loop,
maybe a bit higher up. So edge mode out an edge there. Go to face mode. Just removing that
again, Face mode. We're going to select
this interface here. Delete that. And then go
to closed polygon hole. Go to grid, and then
we've got some kind of something that we
don't really want. So because we want this
to be a perfect circle. So just keep that to basic. No, even better
right here. Hang on. UL, select this loop here, and with soft selection
switched off. Just extrude that in. Control, select these
internal vertices. Make sure they line
up with the center. Shift S to where they
came from to begin with. Shrink them even more, and then we're going
to optimize those. Need to bring that threshold
up a bit. There we go. Okay. Just make sure that
those are central again. Yeah. Okay. We need to
create a few edge outs here. S three. Yep. And then select this middle
vertex soft selection again. We do need this dome effect
shape, this dome shape. We just need a bit
less fall off. Point se. Yeah. Kind
of subdivision. Yeah. Et let's fall off. 65. Hag it up. It's about a nine with the top. We're going to drink
it again later. This kind of comes up
slightly above the top here. All right. Let's
take this edge here. Et mold it into place. Bevel that edge. I'm working from
the actual the real T. Keyboard in front of me, so may be at an advantage, but if you follow along like
this, then that's fine. And the same techniques will
work for any other piece of equipment or most objects
that you can find. In this case, if they're non
animatable, so you know, but a lot of these
techniques will carry over to animatable objects as well. I mean, you can animate, you know, in and out of the buttons, but deformable, I would use
some of these techniques. Okay. Let's add another. Another lo edge mode. And just tighten that up. Okay. Put that back down to
one, just for ease. And then I'm actually going
to streak this down again. To rough the what I'm going
to use for my transfer, the subdivision or the torus itself. I think the subdivision. Yeah. Some reason, if you
get this problem, you've probably pressed y. That means you can't
go up and down. So if that's locked, then
you've locked that y emphasis, so make sure that's unlocked. I'm going to isolate
the side well, this subdivision and everything, the middle click and
side, isolate those. Just to get a rough idea of
how this is going to look. Okay. Shrink it again. Yeah, I think this
is coming a bit to a bit too central there, so I'm going to just
grab these edges again. Bring them out. Subdivisions
sorry, soft select on. Bring this down 6.1. Keep this as linear. And let's hope that Yeah. I think it's more to do
with the top part there. So let's just drag this out. Using the paint brush tool now. Just select these top plies. And then just go to
take this a bit wider. To line up with the
reference image. Here we go. Lovely. Now we have this
bottom part here. This goes directly down and
forms a triangle cone shape. Looking at the edge that
coincides the best go U L, finding the edge subdivide. So it will go. Yeah. Okay. So
get rid of this edge here. And then everything
these two sorry, these two poly
selections as well. Keep subdivisions on so we
can see where we're going. Let's select the
bottom edge here. Soft selection off. And then hold and control, just drag this down
and drag it in. Make sure it binds up. Okay. Back to my reference
here, it goes all the way down to a kind
of joystick here. Let's bring it
down even further. And we'll use the
actual main case as a reference for where
it's going to stop. Okay what's up with that. It's in the wrong place.
Right place on the y axis, the wrong place on the Z axis. So, we can always scale this up a bit
as well. Make it fit. With the subi subdivisions, it's lost a bit of volume. Okay. Back to the tours shape. Let's switch this one back on. And go to bring it up a bit more just so we
can get the shape correct. In a little bit of
guesswork here. Cause there's
another perspective issue here, so, you know, we're kind of having to account for that as well. This
looks like the best. The best position
here to look from. Let's add another edge. Here? I say, call it 50%.
Where's my edge tool. 50. And double click and
drag it in a bit, as well. When subdivisions are on. We'll have that. In a
curvature there as well. Well, before I do
that, I'm going to add another one of
these inner edges. We're going to get
subdivisions again. I had is locked. So let's just bring
this down again. Subdivision on. Track it in. I do it the same way as before. It's still out there. Keep saying subdivision. I mean, Well, soft selection. But you'll know what I
mean. If you look in? Okay. That took longer than I liked. But yeah, let's just
have a stick underneath. So Let's just drop this in. Very thin. Stick for
the Joy stick shift. Just make sure that's central. Drag it in here. A
very small detail, but I guess if there was
nothing to connect it to, the joystick would just be
floating and would not work. Okay? Let's let's connect
this edge at the bottom here. I'm just going to go scale, control, bring the
ash to it once, very small to create an
edge subdivision edge, and then bring it in
again to the center, even more all the way. Hold out shift to
get it to zero. And then you've got
these edges control to switch to vertex mode. And then you can
just, optimize those. Good. I'm not sure
why these edges are. Perfect. Did I rotate it
slightly by accident? I was an issue with the d. Check the actual size of it. Mm. Okay. Well, we hit a couple of issues because I had this
g by accident, but It's not super noticeable
and with subdivisions on. I think we can get away with it. Grab these these
middle letter season, make sure they're
all fully central. So that zero. Not that
way. But more of them. So center that on X.
Same with the bottom. Y. Yeah. Well, I mean, I could go
back and do it again, but you know what
the problem was, and this is all part of
the learning process. Yeah, make sure you're not accidentally You don't actually accidentally have said locked. It it's a bit tricky if
you press said by stake, press Y or X by mistake
it or lock back axis. So something to be aware of. But in this case, it's
such a mined detail. I'm not going to go
back and do it again. So if you look at
the actual shape. Yeah. You b. You're
all right with that. Yeah. Put up one more loop. And sometimes time is
not always on your side. You've got clients
breathing down your neck. They want it now? Well,
okay, if you want it now. You can get it done fast so
you can get it done right, but there's literally
nothing wrong with that. No one's ever going to
notice that. So cool. Keep that on. Yeah. Well, that took a far longer
than I would like to, but I might edit
this down a bit. So Next, I'm going to
move on to the keys. And later, I'll make
this hole here, but I'll do the keys first. Okay. I'll see you then.
9. Modelling the White Keys: Okay. Next on to the keys. I'm going to start with the white keys because
they're bigger. And, well, let's just
start with a cube. Bring it down. I'm going
to keep this quite simple. A lot of the work
is in the texture. So I'm going to drag from here and just drag this up to the end,
maybe slightly wider. So it goes in the
main case itself. Looking at the side view, comes about there front of view. Good reference on the front
because we can really see where it digs in and this is the front perspective that we're actually
working from. C edit mode, K edge
mode, create an edge, come back rounds,
take this face, top view, again, control
and drag to extrude. Okay? There's an inset here as well. I'm just going to put the
display tack there again. So let's create this inset line, sorry, dep tool KL. And we need to create
another loop around here. This is where it meets
the main case as well. Half of thing go
there. So there. Face mode, delete these. This this and this. So we've just got basically
an empty wedge there. And then we're just going to
grab these two bottom edges. Control drag them up. Snap snap snap. Snap to this top edge,
these top vertices, and then drag it out again, control and snap again
to this, this end edge. And then grab all of these
paces we've created, these new vertices we've
created, and optimize. They should all
be connected now. Yes, they are. It doesn't
look like a key yet, though. I'm going to try a simple
way of doing this, which is using the
bevel deformer. So if you go to shift with your key selected
and then level, it's going to level quite
a quite a lot too much. So let's bring it down. 2.01. And let's try
subdividing that. See what we get.
But it's all right. A couple of pong issues
with the pong tack. I think that looks okay. So far, probably add another subdivision
there, make it tighter. Maybe bring this a
little bit higher 1,521.02, or even 0.1. Even more rounded. Okay. I think North 0.75 do this or day. There is a bit of pinching
here, but it's invisible. Set this to one. You change a threshold that
the levels are happening. That if it's on zero, it will just do every angle regardless of where it's from. I actually might be
work in our favor here because we can reduce some of that pitching renderers don't tend to get on with, so it's not bad. Yeah. You know what? I
just saved myself a lot of bother
doing it this way. Checking out the Fong
tag and you, I hope. There we are. I looks good. That's one key. Let's
duplicate this. This is going to be the same as this key, but
just in reverse. But a better way to
do that would be to use the mir asymmetry tool. And actually move the position, set the symmetry to the middle. This way, it will actually keep the UVs all facing in
the same direction. Okay, I'll talk about UVs later. The most fun part of
three D. Mm hm. Promise. So we've got this key here. Now we just need to create, like a middle key. Okay, so we can use it
for this one, this one, this one, and then
duplicate those. So I'm going to remove
the subdivisions, remove the bevel, and I'm just going to drag
this to the middle. This middle part is
the same length. So we just need to basically extrude this side out as well. So go to face mode. Drag the control, and move and then s this
edges on this side. And track those out. C. Don't Bevel, procedural modeling is
the way forward, Hay. Well, now, we just
need to create another one which
we can duplicate. So we'll pull this. Yeah, well,
I'll just need to create. I'm going to do this first
and name them afterwards. So pull this across here. Disable subdivisions
and your bevel. And then f. You can bring this edge in here. Okay, Bevel again, subdivide, there we go, that's
all the keys, really. Now it's just the keeps of
duplicating and mirroring. Just mirror this one first. Just bring it in here. So
they need to be joined there. That needs to be in the center. It's good to have a bit
of a gap between them, then you can really see
each key individually. This is becoming a bit messy. So what I will do. First of all, select
those and delete. Connect and delete call it o stick and just make that
the cylinder a child. Tic. First key already
been symetriized. If you want to make
these animatable, then you just make sure you have your each key individual and then make sure your
pivot point is here, and then you can do
things like that. If you want, click it
all a bit further. Okay. Well, I'm just going to connect these objects,
but keep it the same. I'm going to put all these
ones that I don't need in like a null null. So, you know, just in case I need to go back for it as you color
this like black, just to say, I'm not
using it. So don't Don't worry about it. Just set out to black. You know, It's just something I do sometimes if it
doesn't distract me, but then I can come back
to it if I need to. This is our main keys. Let's just switch that one off. Where's the other
symmetry there? Okay. And just hide all these, so using control old hide uh put it away somewhere,
usually at the bottom. I know I don't need it right
now, but you never know. I've got this middle key. I'm going to connect those and then put these
ones back in here. So, well, if you know
what the keys are, I guess the C. Well, this one is a middle C, so that one's D, but they're
all kind of interchangeable, but I'm not going to worry
too much about that. I just put you know, I'll
call that d just so I go. Pardon. And, A's C. And I guess. Just so I know everything is. Turn this back on. We do
need to make one more. I just forgot. I just realized, so it is a good
thing we kept these. We need this key is it. Are these two keys,
we need to do again. So just switch your
symmetry here. We want the top part of this. Well, so Yeah. Get rid of the symmetry for
now. Now maybe keep it. Keep it for now. We'll move that to the middle of here where the middle
is going to be. And again, get rid of Bevel
and the subdivisions. And then we can make sure
this is all lined up. And I think it already is there. Maybe that was the same. Did I do that already? Am I going out my mind?
No, I'm not. Phew. It's nice to know I'm not
going crazy sometimes. Yeah. So let's grab these
edges and bring them back. Very subtle difference, but I believe it's the
same on both sides. We go to symmetry, and then we are Symmetry is not
quite in the center. There we go. I just
switch these on suppose. CE This one. There we are. So, I can get a bit messy. So Yeah. I sure they're all visible. Okay. Turn off that flame. Okay. And that one. Bit distracting.
Okay. They look good. Alright. Now we just need
to duplicate these again. Well, there's one
more key that we haven't done. The end key. I'm going to duplicate
these across. If it will let me. I
need to be there too. I'm going to do these
all as one mesh because otherwise you can get a
bit little bit messy. We don't need DC for there. But we do need and C and E D. We do need
those on this side. All right. And now,
the final key, and the forgotten key. Doesn't need
subdivisions. I mean, it doesn't need a
symmetry, I mean. Does need subdivisions. The
quickest way to do this. Easiest way would be, I guess, T get rid of. This, this and this. We will grab this edge, all the way down to this edge, and then control
drag to the top. Shift S, try that side. Try that side. What
side are we on? Yeah. And then these edges here. Drag those in. Shift books. T in there, and then
snap these to this edge, and then just do the whole
vertices and optimize. And wile we're at it,
let's just get rid of this edge here cause
that's doing nothing. Go control back space. And then Bevon, subdivisions. And then there you go. Key. Is it in line? Yeah. Pretty much, it is in
line. There we go. So that's all the keys, or
the white keys, at least. Next, we'll move on to the
black keys in the next video. Okay. I'll see you then.
10. Modelling the Black Keys: Okay. Let's start on
the black keys now. It's a bit more straightforward. We just need to do one and duplicate that.
Just the one shape. So just collapse these. I'll mesh those together later. And yeah, start starting
again with a cube. Shrink that down.
In the middle here. Let's add a display tag to
that one as well. Object mode. Bring it up and in. It's the top segment. I think it's pretty much
straight down the sides. I don't think there's
any internal bling. So I think it's p just with
this front part as well. Sorry. Yeah, this
front part will be sticking out when I
get to that, hang on. Okay, so it does
have an angle there. So let's just say this is
the top that's the front. Yeah. So we want to
align that with there. So this will stick out this way. Okay. We've got
the height there. Let's just make this editable, bring these bottom vertices up. Something like that. So it's going to be slightly
below the white keys, so it has to sink in there. Okay. And now, let's just grab these front keys and press
the control to deselect. So put these front keys in here. Sorry, these front vertices
and drag them across. I think the point where
it actually levels off is at the point where
it reaches these keys. So let's add add,
we drag these up, and then Yeah, whittling, sculpting, Yeah. Grab this bottom
this bottom plane bottom face and drag
this down again. So it's like invisible
from the rest. Okay. We have another
notch at the top here. That sort of sticks out. And that's about in line
with these keys as well. So guess we can use the same part there.
Just drag this edge up. And I guess that's what it
inserts into the rest of the keyboard there.
The main case. That's right. Let's just use the same
technique as before. Level these edges.
So the former bl. Very low. They'll be a
bit higher than that. Just make sure the right
edges are being leveled. The bottom vertices.
Bring those up. And we'll just extrude
this down later. So maybe yeah, I'll do what I did before. Level everything. Yeah, that seemed
to work last time, so there's a few extra plies, but it kind of makes
a big difference for The overall look, and it's not a huge sacrifice. How's our Fong check our Fong, see if it's not
overdoing it yet. I think a little bit more
wide above set that to 0.1. That looks okay,
maybe a bit less. Five. Looks okay. Yeah. Let's see how it bears
with the other keys. I think Exhibit two y. That's sorry, it's
bit too thin still. So let's just disable the
bevel and and the subdivider, and stretch this out. Again, with it switched
on, make sure it lines up. It's all kind of proportional. The front vertices, a bit closer to the
edge, turn off snap. Yeah, I like that
because it's a bit more rounded than the way
I did it before. It feels a bit more organic. I think maybe a
little bit still, so that to eight. As long as it kind of matches
the curves on the keys. Yeah, that looks all
right. That's one key. We just duplicate this. C't use a cloner really
because it's not even It's not really
even lea spaced. Yeah. So let's just
do that manually. And it's nice to have a bit of a human touch to it as well. Keeps it less robotic. A bit more human as
in a human touch would bring by default. Just go these again, and these these, just going to duplicate order
these. There you go. Sometimes when the
tools don't work. It's easier just
to do it by hand. They work 90% of the time. But for simple tasks like this, let's just keep it
real. There we go. Okay, Keys done. I'm going to clean
up before I move on to the next part because
it's very messy. As you can see. I don't really need all these
subdivisions anymore. I'll say I'm happy with that. I'll keep one copy
of the key before I. Then I'll put these all into control click to collapse
the null and then just. I'll put this one key. Copy that into my folder. Dised. Yeah, just with that selected middle click to
select all children, and connect objects and delete. And you got your
black keys there. Pops. Black keys. I'm going to add a
quick, just, you know, guide color material so we can roughly visualize
how it's going to look. Looks right, doesn't it?
And then the white keys, where 8123. All of these. I think I have these well, I'll copy a couple
of these anyway. I'll copy that into
the X folder, X knoll. And the rest All
right we got here. That's all the keys there,
all the white keys. Yeah, in this case, when you have more than
one group object selected, just go to yeah,
select children. Bake objects and delete, and then you got
your white keys. Alright. R. How does it look so far? Let's try and enable all
these the main case, and the sides, just
get a rough idea, get an idea of how it's
looking. It's all good. As far as modeling goes. All we need to do is
this circle inset here. And there's a part on the
back that we have neglected because we also need to do the
sustain and the USB input. You know? Details are important. Remember them. Okay, so
I'll do in the next video, I'll do this whole here. This hole and the back panel. Okay. I'll see you then.
11. Modelling the Pitch Bend Hole: Min case. Let's have
a look at this whole. Let's hide the joystick. Right. A few ways to do this. The way I will do it is to I'm going to add a
couple of edge loops. One here. One here. Another one. Here, another one
here and another one. Here. Okay. All right? I'm going to select
these square phases. Well, not exactly square, but there will be the shape,
but I want them in time. I'm going to press t, hold down control, drag them in to about the lengths about
the shape of this circle. I'm going to right
click fit circle. Let's drag this into the
same shape of a circle. Right. Simple. And then another
do that again, drag in. And this will be, I guess, an eyeball where
that's going to stop, which is just behind where you can see the edge
of the joystick. And then let's drag it down because it's
more inset like that. And then we'll drag
holding control, we'll just extrude that down again and we'll leave
that as it is. All right? We need to level
these edges too. This will actually y, because we need to add
some more edge loops to the main case and the part I haven't
actually done yet. Once we've done that, once
we had these edge loops. Sorry. Yeah. Once we've done
these subdivision loops. This is going to create
a natural circle, and these edges are
going to be naturally, you know, curved as well. Curved as we tell it to be. So since this is going to
be a sharper edge here. Let's add a couple
of edges here. Okay, even closer, maybe
just one. Closer there. And then, am I going to crash? I'm going to crash. All
right, back in the game. So just looking
at the main case, we're just going to check
that these edges of how we want them currently
see probably there. But yeah, let's just add
this extra edge. Here. And here. All right. Okay. That's kind of as
curved as I want it to be. Yeah.
12. Modelling the Sustain Input: I just recorded this video and I realized the sound didn't
really come up very well, so I'm just going to do a bit of a commentary on the
video I already did. Let me just disable
the desktop there. I'm going to turn
the sound down here. All right. Here we go. So what I'm doing here, I'm going to start modeling the cylinder that we can use
for the sustained input. I'm going to be using
displacement maps for the inset parts there where those components go just to save on modeling time and it's
a bit more efficient as far as polygon count. So yeah, let's
start with a tube. Put that onto the I think it's the said axis. Shrink it down. Just shrink that in. Looking at myself, thinking, Oh, my God. Hurry up. And then just
put that into position. And we're going to put
the wire frame mode on display tag. Pretty straightforward. Just make sure the
lines match up. Add a few more. We'll
add a couple more on the cap segments
because we're going to be leveling that a little bit. C be slightly more curved. Make sure it's in the
position on the Z axis. Let's have a proper
look at that. Yeah. Back in wire frame mode. We can make sure
that's all visible. Let's level these top edges. And we could level the
bottom edges as well, just for a or maybe
not, let's not do that. There's no need.
Bevel these top ones. On subdivision I'm using. And then just to subdivide
that with a subdivid object. And let's just delete these inside edges
that we can't see. Just taking up space,
and there you go. There's your sustained input. If you have a sustained
metal, for example,
13. Modelling the USB Port: Okay, looking at
the USB port now. I'm just going to use the same technique but they didn't set. And we'll just model
the metal part there. That's using a cube. Had a display tack, put it to wire frame. Just get that more. So it's lined up with
the shape and size of the USB inputs on the image, the reference, as close as possible without
having to measure. Um, better if you do
measure it. But, you know. This all work. It all look good. So
don't worry too much. Less you work for a huge
architectural firm, then you need to worry about, millimeters and sub millimeters. Yeah. But this is more
for entertainment, marketing, and that
kind of thing. So just grabbing the
top and bottom edges, just make sure that aligns with the angle of the main case. And back in wire frame mode, let's grab that front
face and inset that. Just to match the edges there. Just using this scale
tool, drag it in. Let's extrude that,
just holding down control and dragging with
that polyunselected. That's a really quick
way to to extrude. Is taking these lower edges. Left and right.
Let's just bevel in. Always the most
efficient way, but, you know, it's a minor detail, so it should work, okay. Okay. A couple of end goons. We'll fix those later. Again, all 0.2 will work. The encodes usually disappear when you use the subdivider. So that's one of the good things about cinema four D tools, they tend to do a lot
of topology for you. Yeah, as use the bevel
the bevel node instead, Bevel deformer
changes subdivisions. And when I get to it, I will make that discovery that instead of
using hamper mode, you can use solid mode. So either I'll edit this or I'll just tell myself to
hurry up and find it because it can be a puzzle. At times, and I'm doing
this in real time. So there we go solid. There we go I found
it. And subdivide, then you've got a really pretty
much perfect edge there. Okay, keep beyond
to a subdivider. That's a brilliant tool there. I save you a lot of time. I'm just boosting the the offset slightly to kind of widen
the curve on those edges. And y. That's You see, Champa
wasn't working. I'm just explaining
that, which I just already explained. And cool. Now we just need to
create this in a cube. I'll show you in a set here. This in Yeah, this
little box sticking out. We can just take that
from the original mesh. So I'm just going to grab
that back podgon inset. And then bring that in. There you go. That would
probably do most of it. Let's just make sure
that the size is good, going into vertex mode, select those pies, and then stretch them out with
the scale tool again. There you go. Just check it with the
out the lines. Solid. Take. Looks decent. There's a couple of folds there, but because I don't have much of a reference image for
that level of detail, I'm just going to kind of leave that kind of representative. See this kind of
metal folding in, but L of detail. I don't really I don't
think it's necessary. You could have a go
yourself if you prefer. But yeah, you've already got some good
modeling techniques, but just for getting through, um, Let's just keep moving. Keep moving forward. Okay. So good. We're going to add
the NST again, like I say, in the same way as the main
case, using displacement. So next, I'm going to look at
subdividing the main case, adding all the
subdivision lines and making sure that's
a smooth mesh. So I'll do that in
the next video.
14. Subdividing #1: So I'm just going to
finish the details on the main case and on
the side parts as well. So let's just isolate
the main case. I you bought solo. I haven't done this kind of
inset ridge here yet. So let's do that now because it is where
the keys are kind of. That's where they
cut off. So I'll keep them on and I'll
keep the white keys on. Okay. And I will K L. B,
so I can see where I am. Just great great edge mode. Create a line along
there. Super. Then let's hide the
white keys for a minute. Or no, let's just put
the Let's put the lie, the wit frame mode on for them. U Back on the main case, let's grab all these polys
polygon. Select modes. I'm just holding shift
and control to select. A continuous line like that. And then I'm just going to hold down control, drag it down. Make sure it kind of meets
the bottom of the keys. It's not completely. I think that would be perfect
there, but, you know, as long as it kind of
shows that there's a front ridge here, just
like on the real thing. Okay, that will do. Alright. Okay, Isolating the
main case again. Now all I need to do is,
you know, for every time, well, I guess, first, well, this part is a bit off. Yeah, this edge here needs
to be in line with the rest, so I'm just going to eye that. Bring it in. Subdivisions, it will kind of account
for any distortion. So let's put it into
a subdivider first. Okay, disable that. Keep on both. Those curves already
on the side seem fine. These ones on the
edge, not so fine, we can either delete
these end faces, or we can add extra polys there. I think for efficiency. Well, this is if you
want it to be perfectly accurate. Yeah, let's do that. Okay. Do it the symmetry mode. Get them all at once if we
are perfectly symmetry. C symmetry call. Yeah. And then we've got these lines. That's a bit sharper edge. That was quite a lot sharper,
tighten that edge up. These as well. Symmetry. Yeah. I was like, look getting there. This line. It's a
bit less sharp. Okay. Lo I'm making the same same mistake
again as last time. This one, when I could
be doing a quick away. This inner edge. Co Co Co. And this inner edge. Guess we can just like remesh it afterwards, after
we do all this. So that's making
some issues because it's going into there. R. That's why. We've got
to be more careful. Okay. Coming back
to this edge here. We have this issue way it
was coming in and ruining the circular shape of
this inset hole here. So the way I've found to
do it, go to edge mode. KL, create the edge
that you want. We need to keep the shape
all the way up to here. So up to here, I think
we'll be okay to create another edge loop
here if we can. Back there, ever so Mina. And then let's remove
not everything. So everything up until
this this edge here, and we're just going to make
a little connector there. So keeping all of this, we're going to do another
one on the bottom as well, but let's just start
with the top here. We don't need that part.
We do need this part. And we can delete everything
up until about there. We'll create another
loop here as well. So control space for checking. You've got your loop cut there. Finally, Sumer 40 seems to
fix that itself anyway. I may have just been making things harder on
myself than necessary, but just for prosperity
or whatever. Let's turn this loop here. This edge here into a triangle
and remove that edge, and that seems to do
a better job there. You can't really see, but
since it's on a flat surface, yeah, we can get away with that. And the same of the bottom. Let's just find this edge here. I'll just create
one more edge loop. Edge mode. Almost like a square there bs
minor KK, the knife. And what we wanted. Yeah. And then just
delete this edge. It's going to cause pitching. And then we've got everything as quads and one tiny tri
there, which is invisible. So there we go. Even if we let's add a material, see, is it messing with the
normals? No, it is not, so. Okay. You good on that
and on this side. You're good there. You've
got this sharp edge here, which is what we've
been going for. There's still some
distortion there, but that's easier to fix. Just get rid of this color. Oh, I see why it's not
connected properly, so kick. Edge mode. Let's just connect these up. Okay. Make sure those new
tses are all in one line and in line with
This top vertex here. Okay. Okay, I have another look. Here you go. It's a
much nicer curve. I'm just going to
check in again, any problems we might have
some warping on the top there, but it's all one straight line. The UVs are going to
be perfectly straight, so that shouldn't
be an issue later. There's something
happening here. What could that be? To
that's not connected either. Connect that then. The topology. And that one either. Okay.
Straighter. Most likely, the other side will
have similar problems. Sit okay that side. One last thing is there's
a little felt pad where the joy sit goes in here. So a kind of just make
this a bit bigger. Basically just a cylinder, so that's well,
just a pipe tube. That's well, I disabled x and y, so bring that down. Bring that up. Make
sure it's right in the center of you know. That's how I guess
they would want it to be of the joystick, and it's going to be one
height segment height a bit thinner, turn
off subdivisions. Quite thin, just a thin piece of fabric. That's all that is. Bring this in. And, so that goes more or less
all the way to the end. So to protect the whatever's
going on underneath. We can keep it low.
Keep it low poly because it's going to be
going underneath this um. We underneath the circle here, so yeah, it's more of a
representation of it. A a tiny detail. But yeah, that's had a couple
more, just to be sure. 2024. And then see, and we'll level this middle edge and
this other one here. Bel this in slightly. Let we go. I do believe
now a bit of tweaking. We've pretty much finished
the modeling phase. So tomorrow, I'll show you
how to start with the UV map.
15. Subdividing #2: I said I'd finished
modeling, but I hadn't. So there's one extra part
that I've not done yet, which is Yeah, these side parts. Very quick. But let's do it the same as we've done
the main case. So let's use symmetry, see if it is symmetrical. Hedge mode, KL. Just checking if it likes
that out, I think so. Yeah. That's symmetrical enough. Were not quiet, actually. That's the outside
that's the inside. But yeah, I'll do
that part separately. That one And that one subdivide it. Find the dog outside? Here, let's add a couple
of more edge loops. One here, one here. One here. Add one here. See if that matches the
curve of this part here. That's what we want.
If it doesn't, let's just select it MO. Bring it back, select MO. Bring it down. That
looks all right. This en should be
about the same, let's do the same with
this edge MO. We curved. And finally, this bottom edge
kind of roughly matches. The curvature on there as well. So Yeah. Check from both sides.
Could use a bit more. Could use a bit more. And
that one is okay? That's it. I could just duplicate
that, which I will do. So just to delete these faces. And we've already
got that there, so subdivision h do
the underpar here. Let's do the whole thing.
Subdivision surface selected. Let's put it in the middle. Again, in the middle. Tri strike that in the middle. That doesn't work. Never mind. So yeah, let's just strike this across for the in the
middle more or less. And mat is. Make sure this is on
the the inside edge. So I'm pressing to
move the pivot point. And I'm trying to snap. But it's not snapping. Why not? It's just eyeball it in. This happens sometimes. Dicho snap to this
part, at least. It's not very strange. Oh, there we go. Yeah,
so that snapping there. Okay. I do believe that
is the modeling finished. Okay. And then I guess we
can move on to the U Vp, no. Okay. Save it. Save up. And there you go.
16. UV Mapping the Main Case: Okay. Onto the UV unwrapping. Start with the main case. Or even let's start with this
dial first because this is in need of duplicating. Let's
start with the main case. It's just easier that way. Start with the main
case. A UV edit. Do some quicker UV
editing on here, so go set UV from projection. Que. We need to go
automatic Pack UVs. Select all the polygons. We the best I can. If we go to textures, UV Mac, we'll see, we need to make sure these
are square basically. Not quite sure why it has a square, but
let's have a look. If you hold down shift, Oh, I know why that is because
it's got to That's right. When you set UV from projection, you will create a new UV tag
something to be aware of. So cot shift. Some strange arter fact there. Let's try again. UV
from projection. That's the better job this time. Okay. Okay, I don't want to spend too
much time on this because a lot of the
actual texturing, I'll do using
procedural projections. I mean, to me, since it's a
pretty perpendicular object, I think the mapping there
is pretty much fine. I'll do for the main case. Come back to it if we need
to. All right. Moving on. Let's do this Yeah, let's do this dial now. Then we can duplicate it and
make sure it's all lined up properly with
Yeah, the reference. So we want to do this one
time because we need to UV for this anesotropic top. It's a kind of bridge that
you can't really see there, but it has a lot
of bumps inside. So let's start by
let's just Yeah, get rid of the subdivision, so connect objects and delete. That's our very messy UV map. So let's go to set
UV from cylindrical. Okay. And there you go, that's M t. As a cylinder. We will need to set the faces, and bring that in. Me sure it's trouble
stretching it down instead. Make sure it's as
square as possible. There you go. Get even bigger just to see
how square they are. Yeah. That's about right. Then just this top part. Let's just strike
this down again. Using E and T the same usual tools for general moving, for
moving the thing around. It's not that precise. But for actual more precise
like scaling and moving. You better off using
this UV transform tool. Let's select all
these top faces. We need to do those next. So Edge and paint select. Yeah. All those are selected and the bottom
ones, I suppose, as well. Let's grab all those. All right. And we could just do
a flat projection. So if you're going to
top view, go to flats. That should have wrong way. Try a different
way, try frontal. There we go. Frontal projection. I'm used to doing this in May, you know, Haps to know how
to do it in cinema for dy, save if you're having
to buy more software, and it can be more fiddly. It's just as good, really. As far as revapping goes. Music t, shrink it down, or maybe scale it up. Me yeah, shrink it down, make sure these squares
are about the same size. I can bring that there. Yeah, I guess the
bigger this is, the more details going to show. But we can't really have it
much bigger than that while keeping the proportions of, you know, these U
V maps needs to be about the same size in
relation to the model. I will put this in the middle. So when it comes to
creating the texture. But that's nor 0.5 and 0.5. Then we can work just
directly from the middle, and it's going to save us a little bit of
time down the line. Okay. L et's float at those. Is that both of them? Just the
top. We just need the top. Or the bottom couldn't be
done separately. Sorry. Let's just select those again. Already UV mapped. I'm just going to move them to the side. If it allows me. Yeah. We can even have these smaller
they're invisible. So just put them there
out their way somewhere. Okay. There's the no. There's the dial. C file. And now, while we're here,
let's duplicate this. Back in to standard view. Cloner click. Bring it in. Bring it down
down we just 12 on the Z. That's it. And four on the y. Let's put this right
in the center. Matches up. Perspective
shift there as well, so I think that's
about right. Wide air. I think we had it there.
Okay. That's fine. There we have it.
That's the full thing. You still need to add these these details for where the
dials and buttons going. But like I say, that's all good to be
done with textures. White's visible. Looking like
something, isn't it? Let's just do a quick check with this black material here. Yeah, it's starting to
look like something. Stick one more red. On the sides. I signed to look like
something, is it not? I think it is. Let's try this on the dials
as well. Maybe. There's some polygon
clipping here because that's actually you're getting
this artifact here. That's just in the viewport when you have two polygons
in the same space. So if you just met
that up a little bit, it should eliminate that. And partly it's just to do with the viewport
clipping plane. I just small, it should probably
eliminate that. I tiny. I probably come back.
Yeah. Usually, just adjusting this will fix
whatever is happening there. Okay. I think the pads are going to be next. So I'll see you there.
17. UV Mapping the Pads: Okay. Onto these pads. Just need to UV wrap these, so go to UV edit. Let's delete this UV tag. Select all the plies and create. Let's just try an automatic one. Automatic packed. Okay. They're all there. And for our pupses. I think that will do
the trick as well. Just check our UVs looking okay. Look at the kind of fingerprints to these
and a bit of dust. So it helps to have
them all separate. You know, otherwise, it looks just to make
sure it doesn't look too repetitive. Bit natural. Yeah. Okay. Now the buttons same
procedure, select order. As. UV Nap. Say wrap here works pretty well. There is going to be
texts on these buttons. We need to make sure these are all facing the same direction. So to take a bit
of extra fiddling. So let's just do that now. Go rotate down shift. Let's make sure these
are all facing up. K. Oops. When when we pack this, this should be all um We're going to pack these UVs, you
know, automatically. And oops this next one. Okay. Yeah, it doesn't like
this selected on that. So back to here. I take that. How are we doing? L et's try packing
all these and see if it keeps the same orientation. Which it does. So that's nice. You just need to
kind of remember which ones are the tops. You know, and which
at the bottom. But if we guess we can put the top on one
side. Let's do that. But it is out here. So
when we come to texturing, we know where everything is. I, everything else. Let's
just p hacking those. L et's see if this
respects the fact that we've moved these. Don't. So let's just do it
manually school way. But we are going to be
using different techniques. But we should do
the trick for now. Come back to it if we need to. Cable these t. Sont it down that way. Es move these here. That's one. They're not in the right order. It's kind of annoying. It's part of any order
that we want them. One, two, three, four, five, six. Lining them up. Okay. We can just move
these out of the way, anything in the way, move it. R double clickon. Select the whole shell. Bach. There you go.
That's fine for now. Now, the top buttons,
same process. V from projection. And yeah, we know where we are this time, so it should be quicker.
That's upside down. Troll T for that tool. It's the same orientation, sir. Just do it. This way. That one upside down. T again. Grab these four faces. These are the parts
that are going to have, um you know text. And make sure they're
in the right order, so we know where which
text is going to go where? And that one there. And Is that case to me? Pack those. I don't like that.
So I s grabbed these as well. Cracked them in. And it lasts so much. And Yeah. Isn't a real quick way to
do this. I wish there was. Do as much as you can, you know, to make sure it's functional. So I'll put these two up there. This one. That's kind of in the
order that I want them. I know generally. Okay. So that's all the buttons? I'll be changing that again, but this is just for kind of getting my head
around what to do next. Okay. See you in the next video. What, one, one, one.
18. UV Mapping the Side Panels: Okay. So now we're going to be unwrapping the sides,
UV unwrapping these. I think I'll do it once again. No point in having
doing them both. So I'm going to delete that. Just take the one.
Select all those faces, go into UV edit mode. And try another automatic UV. Doesn't quite work, does it Maybe A that UV.
Let's try again. It's very odd, isn't it? So let's go to the
side view and do a frontal or, which
one is it frontal? Yeah, that's got
the actual shape, so we can get rid of
this first U V tag. Next what we need
to do. Let's just get rid of soft selection. I might have been
doing something to it before actually Let
me try one more time. Now, that's fine. So basically, we need to this is unwraps. Well, the front and
back of this panel. So we just need to do these
side parts there as well. So I'm just going to
select one of these. Just select the middle
two, and then, U Y. That will grow your
selection. Okay. And let's just try it
automatic just on those, see what happens or something. If that's done one long
line, that's what we want. But we can split it into two lines because otherwise
it's going to lose detail. So let's split it from
let's just do the top part, and we'll do this bottom part separate that you can't
even see normally. So control T, shrink it down. Just see how it looks see if we can get it as
a perfect square. Let's just drag it out. Make sure we've got You see they're a bit
elongated there. So let's go to control T again. Odding down shifts. No. Hoping down shift and find
your scale part here. Yeah, this will make it even bigger just so we can see
the squares. See there. And then control to again. We'll just make sure that's giving us those
squares that we want. Yeah, that will work. Okay. Um, and we obviously want this top UV to be the
same size as the bottom. So we can just try packing it. Let's try that. Select pack. Is that then it? No. All right. Okay, let's just use the top Vs here and just
pressing t, just shrink it down. And um Let's split. Let's split it somewhere. We've got the right
proportions now, so let's find somewhere to
cut it. Let's say here. So let's just find this segment. In the UV view, wherever
that is here is. And in Oh, there we
go stitch, I guess. Yeah, it needs to
be in vertex mode. So if you're holding
down control, it'll go to vertex mode, and then I think
we need to disable Unselect those other parts
first and then go stitch UV. And then we go that's created a UV two separate
UV islands there. And now we can
grab all of these. Let's just find a
different segment. Yeah. So if you double
click on that shell, I'll bring a shell there. Next shell is the longest one, and that's the bottom shell, even though it's
the least visible. We can make that smaller. Let's do it on the
corner instead. So if we can connect
these UVs together. Grab those. Weld. Yeah, U V World. I guess. No. No. I you why, they're the
wrong way round. So they correspond
to the other sides. It's actually actually. We want this to be
connected to this side. Let's just check there. These and these. T to those. Yeah, that's the one.
Just bring them there. I wonder if it'll do
it automatically. Just cut the edges, I guess. Please select the
edges you don't want. And then U V weld. Hey go. H a. And I'll just cut these
these order parts, and we'll do it like as a box. So using edge mode, edge select. Stop to that one.
Maybe even this one. And then control and vertex
mode and then stitch. That'll give us a
bit more resolution on the final U V island. I think we can connect this
to the bottom part as well. If I can find it. Not that one. This one connects to Not there. No there. Not there.
Let's be there. Okay. Let's connect
that to that. It's a edge mode. And Yeah, let's
just bring it in. Watch dear, very loud. Let's go UV world. And there you go. That
will do the job. Okay. Just make sure we
have all these line. That's a bit too long
as well, isn't it? That goes all the way to there. So let's Let's just keep that as it is because we're going to be all day otherwise. I'm going to pack these UVs. U V packing. Send your UV packing. And the main face, we need this outside face to
be big because that's where the details going to go
for this p map here, that's going to have
the logo on it. Okay. So selecting that one, let's just make
that part bigger. The rest is not too important, but it's good practice to
know how to do this stuff. I'll just drop that
at the bottom there. And you know what? I think
I'll do it for both. Just shrinking these down and then we're going
to put them all as one That's one UV for both sides, okay? So one UV map for both
of these red panels. So to do that, I'm
just going to copy. Top view again. It the third
time we've done this, right? Go to tools, axis center. We'll try again with
the symmetry tool. But the symmetry right in
the middle of the scene. Tri this. So make
sure that. Okay. Because now we should have two we should have the
whole thing done twice. Okay? So in theory, if we select
all just these faces, and then drag those up. There we go. We've got
two UV sets there. We just need to make sure these
are facing the right way. So UV map. So there. That's the
right way round there. We look at the other
side. Are they facing the right way
round? Let's find out. They both need to
be basically facing these letters need to be
the same way, I guess. So they look kind
of in reverse here. So let's get this map. I guess if we just reverse
all the normals on this side. Reverse normals. Didn't do it. Okay. So we need to reverse
all of these polys, so we just flip it, mirror you. There you go. Doesn't it? It's now when we
had the texture, I should be facing
the right way. Okay. Super.
19. UV Mapping the Pitch Bend Stick: Okay, for the joystick. Let's check the UVs
on there. Looks okay. But let's just do a UV from
projection automatic packed. Tray cylindrical. Yeah,
that looks better. And texture selection UV map. Joystick, and just
shrink this down. Ouch. I do this string this down on. Come on. Where I am. Oh I go for shift. Yeah. It's warping, but very minor. The top part needs more
attention, though. Let's do this top part. We'll do this as I guess it's a frontal. We Okay. Just pack these in. All righty. And the stick is just a stick. It's probably done already. Let's just take that one out. I reconnect these two. Makes it easy. Let's just
connect these and delete. And we have the top
part of the UV, select the stick part, go to cylindrical, and
then there you go. Dont need to do the
top of the bottom because I'm never
going to see those, even if you are animating it, unless you take it to pieces, but even the real things
pretty much colluded in place. So et's just not bother. Or, in fact, let's because
I have this is well. I'm going to do that anyway, it because it's very quick frontal. Boom. No. No, I've
ruined everything. Just those two. That's why. Yeah. That's
why it doesn't matter. Let's not go down
that rabbit hole. All right, that will do. There's your Joy
sick or UV Matt. Anything else? The keys. I haven't done those yet.
L list you the keys now. White keys and the black keys. So so be quick. U V from projection. How many of I got selected. Yeah. Select all these polygons. And we're going automatic. Come on. Help me out here. There we go. No
quite what I wanted. Let's try box. Box.
That's the way. And then checking our UV map. It's going to make it really big so we can see if
they're square enough. Yeah. Looks good. H. Yeah, that's what I was
going for. Already. Sup et bring these in Yeah, that's fine. We might not even end
up using the UVs, but part of the job, you need to know
this boring stuff before you can do the fun stuff. That's just the way it goes.
Okay. The last UV part, this is going to be
hopefully much quicker. We've still got box mode on. Yeah. There we go. De. We only have 12, three, four, five, six, seven, eight point,
ten of those. Let's just grab all these. Boom. There you go. This is how
I used to have to do it. Well, hopefully they'll
bring out some kind of AI U V per UV and rapper. It would not surprise me
if it existed somewhere, but maybe it's in to, and it's very well hidden. But I would say there's a lot of demand for this kind
of thing using AI. So there you go, Back to the full view. There we go, everything's UV unwrapped, everything's modeled. In the next part, I guess we're going to
move on to texture.
20. Exporting UV Map / Texturing the Main Case: Okay. Before we do
the texturing itself, we need to export these UV
maps we've made to an image, which we can use to line up the textures that we're
going to be creating. So I'm just checking. Is
this the right way round? This top one? This is the
main one we're looking at. This is where this panel here is where all the
information is going to be. What's on that side?
What's the bottom? What's this? That's
the inside. I guess. Yeah. So it looks like this
one just needs to be flipped around because we're
kind of topsy turvy. Just make sure everything
is mapped how we want it. Let's just let's turn everything around because it just
makes more sense. There we go, it looks ready. So from here here is where our textures
are going to be. Yeah. All those two, three. Yeah. You
get what I mean. All these are going
to be the information for Pad one Pa and everything. Let's get on to that.
Before we do that, we need to export this as a PNG. It's slightly fiddly in cinema four D again,
but let's have a look. So first, just select
all these polygons. Yeah, we're going to use this
wizard tool wherever it is. Oh, you're going to paint mode. This paint setup wizard. And then we just
want D selector, we just want the main
case. Select next. Don't rec calculate the UVs. We have done that already.
Single material, yes. And go with color
and change that to a sort of bright green,
nice and visible. The texture size four
than and 96 by 4,096, leave that as it is. Finish. Okay. That's created a new material, which we will be able to
go into U V edit mode. Close that. I do the black keys. Oh yeah, I did the black keys, but forgot to delete
that. Yeah, that's fine. So now here we are with
the these texture. So these UV map here. So we just need to go to ayer. Then create UV Me, make sure you have
polygon selected. Layer, create UV mesh layer, and then go into your layer
panels, Layer manager. And then you'll see in this
window, in this layer, you'll have the actual
UV map ready to export, so just go save the texture
as call that main case. All right. So that should have exported that if we're doing
everything correctly. And I'm going to do
this in After Effects. Sure composition. Sure. All the texts just from
this image that I found. If you want to do it, you
can go in and find the fun. If you want to do it
perfectly accurately, you can find the
font for all of this and type each one individually. I'll take a bit more time,
but it could be worth it. I'm going to stick
with this for now. Okay. There we go. All right. Just keep that
as a black background. So we just need this top part. A full. And I'm going
to import this. Double click in there. Just
in case you know if you copy the actual
file from Explorer, just Control C, and then
paste that into here. You have it already
opened in another window. You don't need to go
scroll all the different u File folders, just a time saver, kind of a basic windows thing, but it can save time. Okay, I'm going to lock
that U V mesh layer. Lo Mal. And I'm going to line this
up in a way that I feel. So let's just cut out
the part that I need. Let's cut out the
parts that I need. There today. Alright. Let's
make sure that lines up. So that's a bit too wide there. So let's pig that. So I'm just matching this up with
with the UVs, really. So if we keep these red parts, we can get a good idea
of where it ends. Okay. It's just for lining
up. We're going to it looks like we might need to stretch it down a bit as well. So we're coming to that
bottom edge there. Uh huh. Okay. Before we go any further, I'm going to test
this out just to see if it indeed lines up. So I'm just going
to save that frame. I'm pressing control ol S, just to save one frame. And call it infonG. And back in cinema 40 making
sure it lines up. Okay. I'll set that to viewport. Big porque. And yeah, I'm happy. Numbers up. Check they're
role in the right place. More or less, I'm
not going to use these al colored parts, these red and white bits here. Is it just to represent the light on the image
as far as I can tell. But yeah, everything else
looks to be in line. I after effects. So everything that is white
text is what we need. So how are we going to
isolate that? Let's go. Well, Start with a tint, set it all to black and white. Go to levels, Let's crush this. So the white is white and the
black is black as possible. There we go. P controls.
I could use a bit more. A bit more crushing there. Playing with a contrast. C
and these move swing ARP. That looks all right. All right. Now, what we'll do
is shift channels, and we'll get rid of everything. That is not white, basically. Using the zuminan, take
Alpha from uminan. Okay. Now we just need to trim out the
parts that we don't need, which is everything that
is not the white text. And these boxes here. We don't need those. We'll
come back for the LED display. Do that later. So I'm going to put this into a
new composition. Just drag that into and just start trimming out
the parts that I want. Okay. So there we go. That's our initial black
and white texture map, which we're going to
be a adjusting and adapting and layering on
top of other textures and using four different parts. Another part we
haven't done yet, though, is the back. From here, basically,
I've done the same thing. I've just taken this image, and I've just printed
that on the back. You know, simples. Let's bring that image in. Have to drag that in here. Let's put the UV map back on. Drag that actually into C. Okay. Let me just find out
I'm just opening this just to find out which
UVs to work with. That's funny. I don't think there's anything
at the front, just that on the back,
and then the sides are a separate separate component. So in case. So the back part is this bit. G U L, selects Y. Let's make sure they're
actually facing the right way, so
that's at the top. No. That's at the bottom. Because it's unfolded it,
so that'll be upside down. Okay. So, big. Let's do that now while
we're thinking about it. 180 Such a glamorous job. This is when you get down
to the nitty gritty. Well, you know,
what, let's do this is let's disable the
top one for now. While we're working. And Okay. And now we're just
going to apply the same all these to all
these effects here, shift channels and everything. To this. And then we'll just out
the parts that we need, which is just logo here. And US being sustained. So tract. Some tract. Okay. Let's see how that works. Has the Alpha channel embedded. So what shall I call this text. We're going to be coming back to this in the future
for different passes. We're coming back to standards. Go to the material.
Find the material we just created text Alpha.
21. Texturing the Side Panels: Okay, again, we just need
to export these maps here. These UV maps. So going
back into paint mode. Paint set up. Deselect all apart from let's just call
this fide panels, and enable just that one. Go to next, recalculate UV off. We've done that already.
Single material, yes. And then again, can set this to I think this
makes much difference, but the most important part
is this part here, 496. By 4,090 64k. And finish close. So you've got the
side panels here. Go back into UV edit mode. Just grab all these
polygons in face mode. Create UV mesh layer
window yer manager. Right click mesh layer, save texture as PSD. And Yeah, side. And knows. Okay. Now coming back
into after effects. Is it there? Let me
see. There it is. What's this? Is this a solid
color or is it a image? That's just an image,
so just to let that. Don't need that.
We do need this. So we just need the well, we just need that achy logo, which we can actually grab from our other composition here. It's quite big, big enough? Maybe from the back take
it from the back part. It looks bigger there. Yeah. So it just this part here. I'll copy that paste. And I'm going to get
rid of all these masks. I just create one mask for this bit here. All right. Let's turn it over. Over there. Just center the
pivot point control and anchor point there. Alright, scale it up. We're going to blur it
a bit, so that's fine. Just need to make sure
that kind of lines up with the the reference image. The positioning, we need to
have this incent as well. Actually I haven't
done that part. I think did I do
that with textures? Oh. I don't quite
remember, let me see. Yeah, I just did that
with a hype map as well. So Okay, this will be a bit of a displacement
map procedure. I think I found a good way to do this. I'm going to go here. Layer fill polygons.
There we go. And now I'll just re
export this texture. As side panels, U V Bill. Yes, I've just filled in these polygons. And
then, hopefully. We Import that into
after effects. Yeah, those are all filled in. Let's get rid of the background. And now I can outline this. Create a copy. The auto trace. All right. We just need
this one here. The rest. So that's the brown
one. So everything apart from that,
we can get rid of. Okay. I'm going to press M M and then also
change the color. This is going to be the inset
part of our height map. So let's just create a fill. Set that to black. And we'll set that
to add as well, so we're not worrying about
these other plies here. And then just bring this in. Okay. So these rounded edges. So we went to Fast Box blow. B. Yeah, and then just
put some levels. Soften the Alpha. Here we go. Maybe
a bit more. Yeah. And we could just tweak that
to make sure we have the, you know, this part
and this part. It's a bit wider on that side. So let's bring it in even more. Just stretch this in. Yeah. And this side as well. 'Cause it's a bit wider at these ends. Let's
just bring this in. And measure this if you want and make sure it's all perfect. But to me, that will
work. That's fine. I'm just going to copy this
layer. Yeah, copy that. And scale -100, flip it
over. Bring it down. And align it with this
side as well. Bit rough. But I already measured this all out on my other
version, so you know. For the sake of this
tutorial, I'm eye bardic. Control Shift H. You can get rid of all the details on top, but you can see a bit more
clearly what you're doing. Yeah, that's fine. That's good. So that's a map part one. And then we need to
add the details. We can just copy
these and bring them into the original UV. What's the original UV layout
here. Let's not do that. Yeah, so again, let's just trim out the
parts that we do want. Just a couple. This
one and this one. And then let's grab
the main case again. I put it somewhere before. No, I put it here. I put
yeah, grab it from there. Make that visible. And
yeah, start down here. Let's sat as side.
Just trike it in. It's more than 200 s
Yeah, about there. And since we know this
is pretty much a mirror, a mirrored version of the other. We can just well, patrol shift. Y. Create a knoll. Oops. Copy this. Attach it to the no. And take the knoll, tip it over. That's on this side now. That's pretty much the
position that we want. Unparent it from the null
and set that back to 200. Live it back where it was. I should be okay. L
back a little bit. Hyping. Okay, there's a hype map. Looks all right. Just add one black backgrounds. I'm doing control shift old down to put it all
the way to the back. And control old S, save a PA and G. I call it side panels, H Okay. Just make sure that fits. Let put it in a color. Color channel for now,
just for reference. Okay. There we go. That's where the
bumps going to be. Let's make that a
bit more visible. There we go. That's fine. And it's going to stay red. But this is the
white parts here. I should have
explained this before, but I'm sure you might know a few things about it already. Or you might not, but that's why you're
doing this course. But Yeah, the white parts will be kind of out the
black parts will be in. So the white parts will be
the bumpy parts, and so on. And you'll see what I mean. The next part is something I may have I may need to check. Again, because the top has these red buttons. And the way I've U V it, obviously, means that I'll have to kind of chop out
each one individually. Which could take some time, but well, I started it this way. Let's do it. Let's
carry on then. Unless I go in two buttons here, my buttons there. U V edit. Maybe they can be one
mesh connected delete. Let's get rid of that map. Set this to box
projection. Okay. Well, that might be a
better job already. Yeah, that's more proportional. So I do love wasting
time, don't I? Well I'll probably get rid
of that other video that you probably wouldn't
even know about because I would have
gotten rid of it. So There we go. Let me just this is like from converting to one piece
of software to another. Always learning new things
in three D. So like I say, I'm trying to keep it
all in one program. Normally, I would probably use Maya for this kind of work, but you know. That's what I grew up with Maya. But there's a lot of
things you can do in Sema four D that are a
lot harder to do in Maya and a lot
easier to do in Cane Ma four D. And you can get some really good results
with a lot less effort. So you can be more creative. It's more of a
creative tool. Great. It's a bit more technical. Let's export that one again. Other sides, you know, that. Let's just make the bigger. Have a rule where I
never say that'll do. I mean, I've been
saying more and more recently because, you know, I have enough work
to know what I can and can't get away with and what is worth and what
isn't worth doing. And there's a line between
OCD and just you know, getting the job done. A. Yeah. I can paint mode. That one, and then we
just want buttons top. Deselect, where are
they buttons top. Yeah. Recalculate UV is off. Colors, yet, that's all set to the same setting,
so that's fine. Finish, close, go
to UV edit mode. Strange processes should just be one export button
there is in Myer, but there isn't go
to Layer UV mesh, window sorry Layer manager. I Save texture as Okay. So there's a PNG this time. Ah. F my layers. And what was this again? So top buttons buttons. Because it's all the buttons. Back in after effects. Where are I buttons? I go to keep my layers. We told me it wasn't going
to, but I didn't listen. Never listen. So try that again. Save as PSD. Fats PSD. And that should keep
the layers and we can get rid of that big
green backgrounds. All right. Superb. So
let's one this one. This on this on this on this
one. We have these top ones. Let's do the same trick
as we did before, so go top big, put
the top big one in. And we need to align this
slightly differently. So we know they're going
to be the same size. So let's start with
proportionally, I mean, this top
corner can go there. Put that under the UV
mesh layer so we can see. Let's lock that so we
don't click it by mistake. So top corner starts here. That's our first button.
Right on the corner. And then I'm going
to scale it up. I'm going to be very bad. Scaling it up all the way
to 348 c. It's terrible. And these times
of AI up scaling, I'm going to assume that
you have a way to do this and that you can find
time to make it perfect. As a workflow. I feel like this course is
going to show you. Give you a good head
start, at least. Brilliant. That's fine. So let's trim that part
out copy it first. No. Well, let's trim
that part first. Okay. And then copy. We'll just move the mask to somewhere that we can't see yet. So let's just bring it down. Here, we're going to
need to move this. Let's get rid of the
mask. Just. Move this to roughly where we want it. We know it's the
same size again. See? Don't need to
scale it again. I might need to scale it again. But let's just get
everything where we want it. First. Okay. And then just trim all those
parts and this topic. We don't need that pad controls. The lines there that I missed, but, you know, too fussy. C, I mean, you can if you're trying
to find your first job, I would recommend being as
fussy as it possibly can. 'cause that's what they want. I've managed to find that
medium point of piece between obsessively
getting everything and doing what is comfortable. Good for your your
mental health. Now, I am just going to isolate these red parts,
these red colors. Blue tree. Color. It's a
nice color grading tool. B is everything you
want. So that all the way to red, that's too much red. That's a contrast. Just
trying to isolate this red. There we go us doing something. Blacks all the way down. Yeah. Let's just switch
off this mesh layer. There you go. Ps will
bless all of me. Well, another way to do
it would have just been to linear color key. Try key lights. Key out the red inverts the mat just like a pain. Yeah. Copy that. This one without the key light, and then just track alpha. Alpha mat inverted.
There you go. You go. Heap and cheerful. And they'll be pretty
small when they get to the actual
buttons themselves, so bad if it looks, you know, just type it in. You'll probably do
it quicker that way. But you just have
to fight a fun. You know, I thought they try
to be clever. Didn't work. Anyway, here's one
I made previously. And it came out okay
there O or less. Alright, Well, let's just
keep it this for now, and if it does look bad, then we'll change it or
you can change it. Okay. Troll P and G with Alpha. So, buttons, buttons Alpha. Bring it back in
to Cinema four D. Check. That's what I can.
22. Create an Anisotropic Texture for the Dials: Okay. It's 1:00 in the morning and I found a bit of time
to do the next video. So everyone's asleep, so I'm going to have
to be quite quiet. Okay, what I'm going to do next is I'm going
to do the texture. What that was, the texture
for these dials here. So she's got the one, and that's being duplicated eight
times the cloner. So we just need to
export this texture, and I'll do that in
after effects and create this kind of bumpy ridge. Okay. So b the potly selected. Let's go back into paint mode. Okay, let's import this. Di US Di UV PSD. Get rid of the background. Let's create a black background now because we know we'll
need that eventually. And we're just going to
create some circles. Lots of tiny circles that
will kind of fan out. I'm going to use well, I'm going to start
with another solid. I'm going to use the
radio waves effect. So re let that play. See it creates these
waves automatically. Change the frequency. There
you go, bring that up. Change the color to white. We know that's in
the center because we made sure that was central. So good thing we did that. Let's make a few more of these. Just make sure
it's proportional. It doesn't want to go all
the way to the edge because the outside edge is
actually straight, so it goes up to about. To a wire frame mood to about this edge
here. That's where it stops. All right. We, it's
more like this edge. It is pretty much go
mostly to the end. Just make sure that matches. Yeah. Let's put it more
or less to the end. Save a couple of millimeters. Los that a bit more. If you have it too high, it's going to cause a bit of banding. So yeah. And then, um, make sure. The polygon has enough sides, so it's not like Jagged 12. You know, It's a polygon. So let's make it
smoother, one, 28. It's more round,
can do even more. As round as possible. Okay? So you might be getting some headaches
looking at it now. I know I am. So like I say, if you have it too many, too much detail,
you're going to get this kind of funny
banding effect. So I'm going to bring it
down just a little bit. Just to reduce the chance
of that happening. And Okay. I think that will
do. So control S. Save this as a PRG
call this dial height. Render. And then let's just
check that one. Check it out Dial height. Check it fits properly. U viewport again, bring that so there you go.
That's cause the. That's where make sure it
hasn't done the UVs as well. Yeah. That's where the height
map is going to be working. That said. Last thing we need. I'm saying last thing now, but I'm sure there something
else will come up as well. But for the minute, the last thing I need is the displacement on
the back panels here. Okay. So let's just use the same Same panels
we had before. That was our main case. Black ground now needs
to actually be gray. So 50% gray, that means
it has no effect. White means it goes up.
Black means it goes down, gray, 50% gray means
it stays where it is. That we'll do it. Do you think we have any
other height maps on here? Well, we do we need
to do those parts. We'll do that next. We'll
do that on the same, so we'll do the insets on
the dials here underneath. And the pads and the buttons. LED display. We'll
do that next. Now. Okay. Other part, done.
23. Working with Displacement Maps: Next section, we're going
to make these insects. These rings here, the place
where the buttons go, the LED panel goes, and just around the pads
and these buttons as well. So I think let's
start with the pads. I'm just going to create I'm
just using this as a guide, the same images before
to feel that we have sustained and input
height parts there. We're just going to
do the same thing. With these top bits here. So start with shape to round rectangle. Again, I'll create one and
just duplicate it a few times. Hding down shift to
make it proportional, though it isn't
quite proportional, it's slightly
stretched, so work. Rectangle path, change
the roundness down, bring the stroke
down all the way. So I can see maybe bring
it up a little bit. Change the roundness. We should really match
the rounds of the mesh. I just this for now. That's okay. Now I'm
going to duplicate this. A quick way to do that is
using the repeater copies, I guess 14, change the offset. Offset. Same as a cloner
and cinema four D. P. Okay. Let's create another just duplicate the repeat
of sipping someway. That will be anything again, but we want to get it downwards. We just want to do two or
one hang on, possibly one. Keep position x, x to zero, and then bring in the y. That's it. We can re positioning
afterwards. Once you bring it back
into three D. It. Next, we've got
the buttons here. I do these buttons first because they
get forgotten easily. So just call actual easily. Let's do the rounded rectangle. Make sure that's unselected. Drag around there. The
rectangle settings path. Bring the round this down. Do this round in the
actual shape layer, but not in the mask. That's why I'm
doing it this way. So a again, repeater. S tpicate this a few
times. The looks right. Four. I have a feeling we
have an extra layout on you. Bring these into place. One sec. And bring this down. Strike
out a little bit to four. Okay, same again, stop. Using the arrow keys,
the deposition. Looks like those are the
same distance apart. Sooner the same distance
apart on the x axis. So you find everything
we've we've changed before. 11 on the side and two. Duplicate that repeater. And we want to copy of that
three times but going down. So zero plain and why?
It's just just that. All right. Next, we got
to do these dials here. Att sta in the middle. C down shift, control, and holes shift and control. And just line this up
with the circle a di. I let go there. Los fine. Repeater. Again, transform position four matches. Okay. Picpea. One copy is two copies. And bring the y. And just holding that control
I can find you positioning. All right. Last thing
the LED displays. That's another round
the rectangle. Rounding straight
down against the sea. Change the size. Okay. Okay. That's all
my high ps, I think. E matter too much. Are we exporting this
anyway, he's labeling. If you need to come back
to it, it's nice to know where everything is. All right. That's okay, provided I haven't
forgotten anything. That's my main height match. So export that PNG. I main case. It. All right. Now we've got
the height maps in place. We're going to just
start setting those up before we do any of the
detail on the surface itself, and padding on the
surface interventions. We'll start with the
height map to make sure they're working and tuned. So I'll do that next.
24. Materials #1 - Dials and Case: Hello again. So for the packs with all my
rendering a general, I'm going to be using Octane. Pretty much the same
techniques for work in red shift or most of
the GPU and renderers. I wouldn't recommend using cinnama four Ds
native renderer for displacement as like
we're going to be using because they're not really
quite tuned up for that yet. The physical renderer
is slightly better. If you have red shift or octane, arn I think my mic
was off back there. Then you're going to
get some good results. Also in Blender,
as well, if using. Either just exported to Blender, but I'd rather just stick
within Cinema four D for now. And an advocate for Optane
because I think it's well, I know how to use it
more than Blender. So I feel like it's
a lot more creative, especially Cinema four D. You've got a lot
lot less faffing, lotless fiddling, and just
get results much quicker, and it's a bit more reliable, so not that I work for them. Okay, let's just
do a test, render. Let's a good path tracing. Get some basic render settings just so we don't
overblow our GPU. I'll come back to these later
and explain what I'm doing. Yeah, let's just render that up. Do a quick test. All right. Big white background,
low lights in the scene, a big white background. So just for visualization. Well, I'm just, you know, usually helps to
start from scratch. This is actually moving
into the lighting section, but lighting materials and rendering are usually
quite synonymous, so I'm just going to
switch off the background. There we go. I've got
some light coming from the luminans here, so let's just switch these off. And I'm just going to
create a directional light. Yeah. The direct light. So for, like, testing,
and visualizing. Okay? Let's save this up. We don't need these modeling
planes anymore, so we'll call this
materials one. Get rid of these image planes. Get rid of this x. We have
that in another version. Anything we don't
need to get rid. And I tend to go into cameras
perspective for this. So I usually have my camera
set up on the main view. And in the second
view under here, I usually use that for scanning around if I need to without
adjusting the camera. We don't have a
camera this time, so you know, I'll leave that
as front because I know. You know what I will we can just zoom in and we can
adjust things more easily. My That's what we're doing. Got a direct. Got our
knobs and panels here. So we need to first get
rid of any materials. We don't need to delete
unused materials. Those are from the image planes, did that a couple of times. Okay. Just in case you have any mixed materials,
which I think. So just in the material editor, Control A, and then
materials in octane. Convert materials. I'll convert those two octane materials. A Let's start with
this dial here. So I'm just double clicking. Let's just give it a name. Dials. Cats. I click on that to
open it. Node editor. That's always in the
in the top panel. So we've got the
displacement map loaded in. But it's in the color channel when we want it to be in
the displacement channel. So. First, let's s change
this from die to glossy. It's going to be a
slightly shiny material. It's quite shiny there, but we'll adjust that later. Let's go to displacement, drag off from there,
and go displacement. Let's unhook the
image texture from here and put it into the
displacement texture. See, that's done some
modeling for us. A bit too much. One might argue. So let's set that to 1.1. We're losing some resolution because the level of
detail is set to 26 when our image here
is actually 96, so let's bring this
level of detail up. Looking better. See
getting closer. This is also a float texture. So we're not using
this for information, so we don't need
this legacy gamma, That's using like
linear work flow, which is a whole whole
different story. But quick answer is to fix that. Change this to one, we're
not adding any extra gamma and set the type a normal. Sorry to float because
it's just using that for zeros and ones, basically, instead of
colors and RGV values. Okay. As you can see it doesn't
actually done very much. Often if you just
just that well, especially in the
roughness channel. Okay, well, it didn't
quite prove my point, but it will come up again. It's at the mid
level to not 0.5. See that is doing something
that we don't want. But just make sure we
have if we zoomed in. Switching off displacement, we should have zero
effect on the edges, but just on the parts that
we've uh We've got it here, and I remember now,
what have I done wrong is I exported this as black and white
instead of gray and white. So we want zero
effect on everything. No, it needs to be gray and black because it needs to be
going in, not coming out. So mdable. All right. So let's fix that. L EDV, change the black background. Control shift, changed
that to 50% gray. And this needs to
be the radio waves. Set that to black. Maybe
make them slightly wider. I do think this might
work better as a bob map. I think we use it. I think this is a overkill
doing it this way. Cause it's such a minded detail. Let's try with a bob map. So bring this back as side. Set this back to let
say white and black. Leport that again.
Recall this style Okay. So scratch the whole
displacement of that thing, and we'll go with keep it as a, you know, a float value. But we'll bring the
dial bump instead. And plug it in. To the bump. Okay. I like that. Try that to zero height. My being very minor. Know
what's going on with that. Yeah. Okay. So we've got some bump there. You see what I mean?
Looks. We're going to just this a bit more
fine with a multiply. So I'll just multiply
this Pi a smaller number. So Multiply node drag
from the second input. Use a float texture and
put that into the bump. So we'll have a bit
more, more fine control over the level of the bump. It's kind of distorting
a bit too much, but if we bring it down, O here, we can find that sweet
spot, whoever it is. I very odd. I think that
looks all right that way. Okay, that's copied
across to the other ones. Very small detail, but that
will show in you know close up shots and when you you know, when the camera or light moves. So set this to black as well. Not quite black. And
also, it's very rough. I mean, it's not rough enough, so let's make it
slightly more rough. Okay, for now. Well, And next moving
on to the main case. This is where we
started, wasn't it? So we just finished off the
height map for this part. So let's load this material. Again, we want glossy, but keep it died for
just for checking. Drag out the displacement.
We definitely do want displacement
for this one. That to six. And main case height. Right. Just move
that out of the way. We've got the height working. Should we set up
let's just set up just a basic white light
or an HDRI environment. So we can see everything
of it clearly the cafe. Just switch that off. Hm. All right. So we've got
the information working. Just a bit too high, so
let's just bring that down. One sent to me to say, as you
can see there's the inset. This needs to be 0.5. And you go that's moving itself down. So let's just say 1 centimeter. This is where it's
good to be working in a real world scale
because then you can compare that to
real world values. Check that's doing
something. Here you go. So roughness, some jagged stuff. So let's just add
a bit of a filter. Ts. To That's kind of blur
the edges slightly. Bring this down a
bit more, not 0.5. Okay. That's a bit nicer. And now maybe a bit less. My 1.5. Maybe two that
edge is not working. Let's bring these pads
back if they actually fit. In theory, we should be
able to drag these down, and fit them in these
displaced holes. Go. It's good. Yeah. Some parts slightly off, but I'm going to fix that with sky it up a bit. Too much. Let's just do it. X axis 1.1. 2.5. Seems to fit. There you go. And also, yeah, the same
things happening here. So we've got the N sets
for the dials here. Bring those up. Just a tiny bit. All right. Maybe thorough, let me
just stretch it out a bit. There. Cool.
25. LED Display Remodel: Right. So I'm going to change the way I do
this LD display, and it will actually make it a bit more accurate
when it's done. So Mm. Let's just copy this, put it into a new scene, control control C control, n and n control V. It's just forgetting
the proportions, right? Let's just put this
in the middle, tools, axis center axis two, and then just zero the out. I'm going to create
a tube strain tube? Because this is just going to be eventually a rectangle
with a hole in it. So set rotation
segments to four. Change the heading
the H to 45 degrees. Pressing W to go to world mode. Pressing wild coordinate
system. You know what I mean? I should hope so. And then press just
make sure we've got. And B height segments, and then just let's just try
to match the height of this. C. And then Let's just fit this to the same size. That's the original one. Okay. Just isolate that. Face mode, U L. And let's bring out
these Internal edges. I'm going to no normal
move mode. Bring them out. So they're going to
roughly match on here, this kind of black
internal part. Maybe a little bit. Inset there. Okay. Now, edge mode, select, Bevel, O in, say 0.2
had a subdivision. 0.03. 02 was fine. That's the part that's
going to be inside. Get fide that one for now. Now, let's just duplicate this. We'll make the outside
the glass cover. So let's isolate that. Go to face mode. You write lete. Edge mode, close polygon hole. Well close that one, sts
grid. Close the bottom one. Also to grid. And
grab all the faces. Isolate off, grab all
the faces on the outer. Woo. Move. Normal move, and just drag
that out ever so slightly. Okay. Learly there. So we can apply two
different materials. All we need to do is add polygon selection to these
bottom polygons. Uc. It's everything that's visible? Is that's visible from
the top. You see? That work? So select
store selection. Call that mission. The rest the rest of it. Let's just do one
for that as well. I sorry, deselect and
then select again. So it de selects the tag and go store selection.
Then we've got a new tag. If you have that selected
at the same time, it will just add or replace
the selection you've got. So make sure you click
away from it before. You add a new polygon selection. Call that glass. And you sure that is, so just that's all going to
be one material, anyway. Let's bring that back in. I'm just going to
make that a child. Of et's just select all these because I think
it's going to mess with it. Select new selection, and then that can be
the black plastic. Okay. Object copy
paste. Bring it back. And g He I should have used the Babel tool. Now, let's just grab
these materials. Go back into I'm
gonna do in the mode. Pardon me. It's going
to undo. Forever. To start stewing
and outside.play. Get to this two
materials. Got glass. Let's just drop
out there. There. Set it to render. Shift level. I 0.02, I think it was. Okay. And we need to
do that everything. Hide the in apart there. I don't know the
know we want it. Okay. I think that's just to do with the environment duplicates. Switch off bevel for now. It's
going to be internal also. That as it is. Slip
these inside edges. Find out a mission.
Whenever we put it. Close hole. Bottom first. So it is this one. She that work. Mission. It has selector faces. Drop that normal move
out and then put your ppois tag in there. Is that working? Yeah. Don't put the s s that segment get rid of double selection. Right click. Revers
nothing overlapping. I still that working. Okay.
I know we just need to grab this, bottom pod. Why that again. But there's a quick work around
store selection. Yeah, let's just
do wrap of this. Okay. So that's outer
box, and that's Okay. M to an That's a very handy. We'll call that
LAD display copy. And let's paste it back in here. We can keep the
position if we just, uh, zero that out. There we go. Get rid of the one. There are often the
sides. Let's level that. Sure. I 45 degree. The same as the original. So maybe 0.0. This is the one that had
the five Another poly. Another couple of subdivisions. Emission. Get rid of this
original one. Hide it. Here we go. Go slightly in just with the same because it
might be slightly different. Hi, one for wrapping
this in, Texere we go. LED display. There we go. So Procedural drag that in. Cool. Hopefully. Let's
check on the octane. Now, let's just grab
these materials. Go back into the mode. Just take the T bag out again. It's going to start stewing. So on the out of display, got two materials. Got glass. Let's just drop down there. Set it to render. Okay. Well, I'm just gonna
stick out of play idea. We're gonna get of Altogether.
Looking how we want it. And grab a polygra a bit. Mmm. We've got a UV map issue. Just check the Shrink it down. Maybe without the bed,
we'll see what happens. I think that's just to
do with the environment. It's going to be internal also. That as it is for now. Find out a mission
poss That's not good. All right, bring it down. Is this one. Everyone.
It's enti S. That's underneath out and then put your polygon
selection tag in there. All right. Now, is that working?
Back into redo mode? No, so just select that that's sub Let's have this
selection here. Right click, reverse normals. Still not working. Did I even put the emission
in B of the U V again. We have the U V again. But there's a quick work around. U Yeah, let's just do a quick U V rapping
tag standard it. And I'm just going to use the transform in
octane. I just do. This is why half the time is like the worst
UV wrapping things. It takes a long time and it's
very kind of uncreative. We just want to do something
creative all the time, just want to get it done. There are often the sides, show the 45 degrees. So that's at the bottom
the go to be in the side. Now, we just need a sort of
black plastic materiion. For the internal part,
going to see use the same glossy,
that low roughness. Very low. Map as before. Text display. There we go. So the roughs a bit. See how it. Hopefully. Check on the octa There you go. Got something. Let's try fake shadows on here. Common fake shadows. We're getting more detail there. And let's just
produce a specular. I just want that to be
as dark as possible. Well, I'm just going to
stick out of the plate. So I'm going to get rid
of that altogether. Grab more rough holy gone. That's rough L to do with the Transmission Too
much transmission, too, too much reflection.
We're get in the Black part. We've got in a place
where we want. Shrink. Let's just go
with that for now. Come back to it we need to. As far as techniques go. I mean, you probably
just want to probably really figured a
better way or re kind of you know, hypothesis the same as me. A big it down. It's a
big making a course, and it's just as big as it
is to to finish this course. Okay that's underneath.
Okay. All right. Now it to red. That's like a blue tint on it. That's. That works for me. Material. Hide fine. T add a bit of a put
a blue tint to this. I even put the O. Yeah. Y. Blue equals antagonit
times blue is blue. Okay. And I'm just going to
use the transforms green. This is why half the time. Si. All right. Wore. Okay, things. Let's pause that for now. Take. It's very kind of. If I do get around to fix that, I'll explain how there's just a few things I
would like to tweak. But I just want to do something. For the time being, I'm going
to move on to the main case pads again and border
material for anything else. Okay Shod in here again. So that's at the bottom
there. That's fine. It's going to be inside. Now, we just need a sort of
black plastic material. There for the internal
part, is there. Glossy, diffuse. Is it that low roughness. Very low. And how's that? That doesn't work.
I'm quitting forever. Boost the roughness a bit. See how it looks.
That to visible. There you go. Got
something there. Let's try fake shadows on here. Common fake shadows. You know, we're getting
more detail there. And let's just
produce a speculate. Just want that to be
as dark as possible. A more rough. Rough. Maybe
it's to do it there. Transmission. Too
much transmission, too little, too much reflection. We get in the Black part, but not in the place
where we want it. Et's just let's just
go with that for now. Come back to it with you too. As far as techniques go, I mean, you probably want to
you probably ready figured a better way
or you've already kind of you know, I just want to move
on same as me. It's a big commitment making
a course and just as big as it is to finish the course. Yeah. Okay. That's saying that's got
like a blue tint on it. That's go to work. That works
for me. For eight. Come on. That's fine. Just add a bit of a bit
of a blue tint to this. So Malt by by Blue. Equals white times blue is blue. So it was kind of
more dewy green. C. All right. All right. I guess
this would work. I'm just in my
emission material. Taking the diffused value. I think this was to
should be, you know, receiving some of the light, but it's not ready,
so I'm just going to boost this up a bit. Leyte add a tint
of the same color. I'm just to bit there. You know. That looks all right. I'm still
getting this glare there. Could be to do with factors. But I think for all intensive purposes,
I think that looks good. Okay. Next, Pads.
26. Materials #2 - Surface Imperfections: Okay, I'm not actually
going to start with the pads just yet. I'm
going to hide those. I'm going to start
with the actual detail on the main case because
this will define the actual overall color of
all the other components. So let's find that material. I open that one up. Node editor. Let's track this
out. Let's set this to a glossy material.
That's very glossy. He plugged this You know what? We did do an Alpha version
of this before, didn't we? I think I might need to redo that because I think
we did two versions. The Alpha is what we want,
because in this case, U we're going to be overlaying
two different materials. So in main case, I'll. Okay. Yeah. So let's start
with a mixed material. Materials, create mix. So this will be main case case. Mix and put that on top of this. So we're going to
have one material for the actual, you know, the plastic itself, and another material for the text
and all the print on top. So let's start by going
into the node editor. Mixed materials,
put the material that we just had before. Where did I put it? That one. I lost it. That one Let
me just find that again. Where did you go? Here it is. This is the main case case. Class. Right. And we can drop that into material one.'s remove the float
texture for now. Keep it plugged in, but set
it to either one or zero. Set to zero. Sorry,
set it to one. This this is the amount, it will mix between each material that we're
going to use. If you have it, for example, wow, let me explain. I'll create another
material for the text, it's going to be a
basic glossy material. Text. Let's just boost the roughness a bit just so
we know what we're doing. So bring the text into there. And the float
texture, the amount here will blend between
the two materials, so we have this
white material here, a black material here. So we're basically going
to be blending using a texture and that will be the Alpha that
we just created. Mince Alpha. Case back to front, so just switch these around. So that goes in there. That goes in there. So let's just bring this
back. Where was it? Let's D D. Okay. And we need to tell it
that it's an Alpha as well. Okay. So we got all
the texts there. Only issue. Well, there's
no issue there, yeah. It's all in white,
so that's lucky. No issues there.
Checking on the back. Yeah. So if this is
just as a normal, it's going to create
some artifacts there. Did you tell it it's an Alpha? Tell it's an Alpha. She also set the gamut to one just for For safety. And then we got these two
different materials. If you look closely, you can actually change color on here and do all
sorts with it. So you've got two different
material settings happening. I'm going to fix this roughness here because
this is quite distracting. I'll just set that to
no 0.5 for the minute. Cording I'll shift
in the viewport, I'll just hide these
buttons as well. Hide the dials. Um, yeah, so that looks better,
doesn't it? Yeah. Okay. It's bring the color down. It's a very, very dark black. It would be black,
but not quite black. I see. So do 0.001. Specular. Usually best
to have that do 0.5. If you look on the real thing, it's not like perfectly this
is kind of a ro diffuse to it. Very subtle. It's kind of a diffused
shining material. Okay. So let's fix that. If we take in our
roughness channel, find noise, octane
noise. Plug it in there. We're going to get
some variation on the amount of roughness, and it will just kind of
add an extra dimension. Hard to see from there,
but let's go solo node. It doesn't really
work when you use the Yeah, I'll try that again. Yeah. If you Yeah, Well, yeah, with the mixed material ready
preview what you're doing. So I'm just going to find
that material again, put it on top, go into that
material just for previewing. Right click so nodes. And then you can see clearly
what that noise is doing. And we can adjust the transform,
adjust the scale of it. You know, I think some something subtle like that will
probably do the trick. We can actually adjust
the amount of noise, sorry, of roughness
on each part by using a gradient octane gradient. So then we basically
have this is shinier. This is more rough.
So we can make it. So it's less shiny. The darker parts. I just a contrast of that you'll see how that
looks, you know. But that's much too much
contrast, isn't it? Yeah. The main selling
point on here will be the fingerprints and the dust,
surface and perfections. So let's have a look
at that. Let's just get rid of this test material. Another thing, before I move on to the surface perfections. When you use a mixed material, the displacement needs to
be in its own channel. So if we find this
displacement here, we can just put that to this displacement channel.
Remove it from there. You've got these insets there. K. Let's just find
the smooth spot. I'm going to disable
it for now just for just to make
it easier to see. We just keep it
fugged in and then go use displacement off. Right. Serbs Imperfections. Right. You might need well, you will need for
this Quicksel bridge. You can find this if you
type in Quicksall bridge. And I recommend I strongly recommend for any
kind of work that you create in a carrot with Quicksall is
through epic games. And real engines company. And this basically has a
ridiculous amount of free, super high quality,
three D scans, and textures and
images and materials. And they're all
pretty much for free. So this is like, you know, uh, a gold mine for free textures and
materials and models as well. We can create a whole
environment from all this stuff. Very helpful resource. I already have it installed on my computer just needs
to create an account, sign in, works with
real Cinema four D. To get it working with
Cinema Four, I should explain. You need to go to
was it Plug ins. You need to make sure you
have the cinema four D plug in downloaded and installed. Export settings. You want to make sure the
export target is Cinema four D. If you have
problems setting up, then just check out
on the website, you'll find some documentation on how to set it
up in Cinema 40. And most of the three D packages
for Blender, Maya real. So, please take a bit of time to make sure
you got that working. It will save you a hell of a
lot of time in the long run. Okay. Before you start importing things,
in cinnama four D, make sure you have octane
renderer enabled because then it will import
the materials as octane materials
automatically. If you don't, it will import
them as like ogeneric. Cinnama four D materials, and it will take a
lot of fiddling, just, you know, rewiring
everything and converting. So if you have that
selected before you import, you're going
to save some time. Okay. So if you look here,
we've got imperfections. We're looking for dust
and fingerprints, really. So There we go. Fingerprint. L et's find a good one.
Obviously, it's being used a lot, you know, being tapped
with the fingers. We can use this all
over the the keys as well, and on the pads. So if we find a couple, kind of represent fingerprints
as much as we can. Without being too
obvious, obviously. Because I've been
used a lot of time, the fingerprints
will be quite faded. Something like that's
a bit too defined. So let's go with And I think
this one looks pretty good. Happens to get the
first one as well. Let's just download
that. Let's get another one as well
while we're here. I think let's try
this one as well. I've already got
this downloaded, but I'm just going
to export that. And if you look at
the material, editor. There it is. That's
the first one. Just call that Fingerprints one. And then the other one
that's finished downloading. See the Export there. And toser. All right. Fingerprints two was the
first one I downloaded. Well, I'll tell you
what. I'll just change these round just so I can tell which one which order
I downloaded them in. So if we open that
one up, load editor. Basically, all it is
is a roughness lab. And that's all it needs to be. So we can actually just
grab the roughness. Forget about the
color correction. We're going to use a gradient
for that. Copy those. Back in the main case. We just go main case mix. We can delete these
that we're not using. Go to the roughness channel. So we have here. We're
going to add this to this noise, paste. But again, I'm going to do this as a kind of
preview material. So you know what? I will
use that one after all. That's not copy in there.
So let's copy again, paste. I'm going to put
that in directly. And we can see what effect
the fingerprints are having. I guess the best the first
thing to do is to be to make sure they're
about the actual size of real fingerprints. We're working in
real world scale. Yeah. And it looks like a quick saw but also working in
a real world scale. So it looks like we don't
need to adjust that too much. Maybe bring it
down a little bit. 0.9. Okay. I disable so though. You can see it's very subtle. I don't But that's the kind
of thing you want really. This is never going
to be perfect. Take another gradient.
I think this is pretty much set up out the
box with the best setting. So the way it's scanned, it's already been pre processed. So this is set to Gamma
one, set to float. So I mean, you can
play around with it. I think Quick
actually made sure. That you don't need
to do too much to it. If you try reducing that. Yeah. Okay. So that's a nice kind
of an uneven effect there. I think that will help
sell the realism. If you want that more defined. Just try bringing these in, so you can see it a
bit more clearly. Something that's often
done, but obviously, it can kind of draw
away from the realism. If you overdo it, you really
want to try to make it noticeable to show how
much work you've done. But often subtlety is key because if you want
it to look real, real, real, you know, most of these
details are very subtle. Okay. That looks
good. Let's try that with displacement switched
on. There you go. Some nice kind of used looking. I mean, Yeah, I mean, you could put this into the
kind of channel as well. I mean, the fingerprints, the parts that are not fingerprints will
be kind of darker, kind of brown
almost browny color where the dust has
been built up. So let's have a go at
doing something with that. I'll put this one
back on. Going to the make a copy of these. And well, maybe maybe
the need to copy it just put this into a multiplier. Multiply it by color. RG B spectrum. No. Let me drop this
into the diffuse. And see if we can flip
between these two colors. We might need to We might need
to invert it a little bit. So let's have a look at what's
it doing. What's it doing? Yeah, we might need some
contrast. A few other things. Let's actually use
the color correction. Now we're use grain. Using the gradient. So we want the parts
with the fingerprints. Ah, This is really
tricky, isn't it? Let's bring this all the way up. So you see those parts
are going to be dust. The rest is going to
be a standard black. So it's a super effect. Yeah, something like
that. Bring this way. This is almost like
using the levels effect in after effects. That's your blacks,
that's your whites. Okay. And the color that we're using, be kind of dark brown. Very faint, practically
invisible. We'll see if it works. Yeah. Look there's something. Maybe it too too well
defined. You see? Well, there's that.
There's a dust, but there's a lot of it. Maybe if we just
bring this color. We bring this color down. Yeah, that might do something. It's like something, isn't it? We can even add this
to the bump as well. Because the dust would
generally be slightly visible. We just reduce the amount
of bump by a lot. You see? Dust is a very hard thing
to achieve, I have to say. There. For product shots. You generally want to
have it look at as clean as possible,
but slightly used. So I'm actually going to
bring this down a bit more. They're super subtle
so it's visible, but not quite visible. Okay. And then with the displacement. Yeah,
you want to something. Looks good. Let's
bring back the pads, and in the next
video, look at those.
27. Materials #3 - Pads: Okay. For the pads, we're going to be
using pretty much the same technique as
with the main case, but we're going to go for a
slightly more rubbery effect. One thing I just did notice on the pads is that we have
two separate materials. There's your black
part on the top, and then there's another line underneath where the
light comes from. So I'm going to fix this really quickly before I
do the materials. Go to normal standard mode. Go to polygons or
edges actually. Create a plane cut. I'm just going to slice all
the way through the middle. Maybe slightly higher.
Something I don't like. Yeah, just holding down shift. Just slice it through the
middle there, pre center. And then these bottom faces. You can select those
tolerant selection on. And um let's select
store selection. This will be the. Everything else, Y, D select, select again. Will be Rubber. Okay. Se. V quick. Okay B and obtain. I'll start with the top the top
part of the pads. So let's create a
glossy material. In fact, I'm m Yeah, Let's
create a new material. Let's do it again. Cost
material pads, call it. Drop it onto the pads and
bring the rubber part there. Just make sure it works.
Drop the color down. There you go, see. This is
about the same Is going to be the same color as
the original case. So I I will do what I said
I was going to do before. And then I changed my mind. Delete that. Okay.
Don't net that. Okay. So have your main case? Plastic. Duplicate that. Call that pads. Not
the mixed material, just the actual sub
material there. Drop this. Onto the pads, and then drop in the rubber. See what halfway there already. Looks pretty good already. So I think the only difference is the pads are going
to be slightly less slightly more rough than
the rest of the main case. So so with the gradient
texture with a roughness here. A nice way to do this is to just increase
the whole thing. So we don't have
any shiny parts. So let's go multiply. Float texture, which
is just a number, not a natural texture. Gradient into texture
one, that into roughness. See with a lower value, it's going to be more rough
one is going to be the same, so maybe with something
slightly higher, 1.5. You can go all the
way to infinity. It's just going
to be pure rough. And you can see the
colors are still there. But set that to 1.5. No. 1.5. And you got
your pads there. I think it would
be good to change the the rotation or the position of the
fingerprints here. Just to make sure it's not just it's not obvious that it's
the same texture being used. Maybe a bit of
rotation on the y. Are you doing anything Do. Yeah. Yeah, we actually need a slightly different
scale because, yeah, you ma things differently, so let's but the s to two. Yeah. So be okay. Decent. C beans. Indeed. Let's copy this again. Because it's basically rubber. Copy this for the missive part. Pads and miss. And drop that onto the bottom. This display tag we made before. I think what we'll
do, I mean, you could go into doing, you know, subsurface scattering
and everything, but I wouldn't I wouldn't do
it for something so small. So let's just change the color. We don't need this
fingerprint material. Not going to be any fingerprints there in real life with there. B that down there.
Okay. There's a Okay. There's some overlap. I don't want to spend too much time
on that because that's more something you can you
can mess about with yourself. And just getting these details perfect. I think I'm crashing. I think my computer is about
to crash. Give it a minute. I really hope I saved it. I really hope I saved it. T is one I saved was. Oh, I should be okay. I think
I just saved it, luckily. Luckily, my reflexes are
still saving reflexes. So let's just quit that. Always save your work. Close this down, save memory. Look at these. While
we're waiting. Wow. It's an incredible
freaking three scans. Is points. I don't
know what that means, but you can easily just
get everything for free. It's all there. Great for making
the environments, kit ashes and things. P Pi. Okay. Showing you what you can achieve with
very little efforts. Okay. That was I materials one Key. I
have to redo anything. Yeah. I did this bit. All right. So, yeah,
there's still overlap. Perhaps sees are a bit too big. Well, that's fixed it. Okay. Okay, that was fixer for now. And if you do you're
measuring correctly, then you won't have this issue. Okay. Yeah. Like on this
part, if you want to add on the emission material. You have these little red
lights coming out the side. This won you can't use emission
on the glossy texture. But let's use universal
because this will. Whatever you want. There
we go. It's much too high. Set that one set this two
plugging the spectrum, kind of red color. Okay. Very faint, very subtle. Maybe even lower p five. So you're still getting
some of that rubber, maybe not point point. Say not p 5.35 0.5. Let's call. I think what should
we do next keys or buttons. I'll let you know in a
28. Materials #4 - Buttons: Okay. So when we're on the
subject of emissive materials. I think I'd actually like
to do the buttons next, which is all of these. Got these all on one. This is going to be
the same material, more or less slightly
smoother version of the main material,
the main case. Let's take that.
Call this button. So the pads were rough, This is going to be less rough. L et's just open this one up. So we have this material,
where we want it. So just going to copy that from the original test material. Drop that into button. Yeah. No No we know
where it's going to be. Okay. Let's drop this on to the buttons. Not
going to see much. Let's just test out, make sure it's
where we want it to be. Everything's in line. Yeah. Super. Well,
you might say, Oh, that's fine. I'll do. But we want some kind of
admission there as well. Since this is a solid texture, we're going to need to
do a similar technique to the way we did the main case. So I'm going to copy
the main case mix. Save having to go there. We'll call this button. Mix. Drop well. Not going to drop it just yet. I this where we can
visualize what we're doing. First, I already told you I
was going to make sure this was a slightly smoother. So let's just multiply this. We're going to multiply
this by a lower number. Super subtle, maybe
even 0.5 or work. And there you go. Looks right. We can
even bring them down. So it's not so obvious that
we have these height maps. I could even just model
these down on the side. I tried my front view on
my side view, was it? Yeah. All of those. Just take these bottom vertices. So it's not so obvious that it's sticking out with the
displacement map. And then we go it's a bit more
Refined that all of them? No, no, it hasn't.
As these as well. C. I should have. Yeah. Just drag them in. Okay. Cutch your mean
button material. Just going to offset the yeah. Just make sure the The
scale is good as well. So you can see that's a bit. Those are not real
fingerprint sizes, are they? So it's being up even more. Two again two. Cool. X. Emission soap. Now we could look at this emissive material. So button mix. We can
drop that there now. Nod layer. But we still got the displacement from the other one, which we don't need. This text material
we're going to replace. Let's create a new material, just to die and call
that button emission. Back of the button mix. Could do it here as well,
right in the vision. We still have some other got
the main case plastic here, but we want the
button plastic there. So we'll drop that in there. That cleaned up. What
what's up with that. Organize this,
getting a bit messy. Also arrange everything. I'll remove everything
I don't need. Set that full view. Don't
need this. Don't need this. No. Don't need that. I do. Don't need that. Maybe I do. No, I don't. Also arrange those again.
Okay material one. I just I just got rid of. So drop that back in to there. Let's go again. There's the button emission. Let's just sable diffuse
emission. Black body emission. Let's pick on the tab.
Create a RGB spectrum, it's just a color, and then give it a red, just this later. Set this on the e
emission to two. And last thing we
need to do ease. I guess that wouldn't
need this roughness. That's our fingerprint texture, which has somehow made
its way to there. I should be and should be in here. Multiply head it multiplied
to 0.5, remember? P texture 0.5. Drop that in. Phm. We don't need, maybe we do. Maybe we don't. We don't need this. This is going to be like
a, you know, the amount. So just unplug that. And we're going to do the amount with So that's on
zero. That's on one. So the emission parts
are going to be defined using the texture
that we're about to make in after effects. We were about to edit because
we already made it before. It's in buttons, buttons two. It's just this one, basically, but we just want the Alpha, so get rid of the background. It's all there. But
color is not too important when we're
looking at Alpha channels. Because it would
ignore the color. I'll just read the Alpha part. So I'll call this buttons Alpha. Save it. Back in here, amount, drag off from there,
image texture. Buttons Alpha. And
then set that to one. So that to float. Set that
to Alpha. There you go. Now we can adjust the brightness of this emission with
this slider here. So that gives it a
bit more control. So switch off F. Switch on. There we go. That's a
nice little technique. Check it works on both of them. There we go. Yeah, if
you. That will do. C. This this pitch bend, Joystick is as grief, so I'm going to fix that next.
29. Materials #5 - Pitch Bend Stick: Okay. So the pitch bend,
gray a new material. I just discovered
that the outer part is plastic and the
actual inside part. This part here is more rubber. The outside part here
is actually plastic. The same as as the
buttons or the main case. I think maybe the main case. I guess the buttons would be
the same kind of material. So let's start with the buttons. We're going to do this with
let's start with the plastic. I'm going to use selection
groups for this. So let's call this joy stick plast And then all I need to do there
is a the material. I sell it kind of rubbery. So we can just boost the Yeah, we can boost the
roughness on there. Yeah, keep that as
one, so it's more of the same as the main case. Set this to reds reds. Mt is more or less
the same type of reds as maybe the real thing. Well, at least as the
same as these sides. That's the finer red here. We can just pick it from
the original picture. Yeah. Let's use this image here. We'll just pick it from
one of the high points. We'll get the correct hue. We might need to
adjust brightness. So trying to find a quite
a light point there. There you go. Um, and maybe just make it. Just lost it. Bring
bring it back. Out there. We'll call that the color the red shading
that we're going to use. That's a plastic part.
Back in the details. Let's just copy this,
call it Joy sick rubber. Grab these top
bodies. Selection. Y. And then select store selection. Joystick rubber on top and put the new selection
into there. Rubber. R J Joy stick. And now, we just need to make
this slightly more shiny. It's not even noticeable. You'd probably hate me
for doing this kind of level of OCD, but that seems not
to have even copied. I changed the name afterwards. Put that in here instead. How is that working?
There we go. Okay, in the roughness,
make it more shiny. There you go. You've got
that kind of rubber. Rubber, look in the
middle. Cool. Last thing. Well, two things. Black plastic. We can use for this, the same as before for the stick there. I'll just make
another selection. I'm just going to U, select those U Y. Make sure I've got
d of that. Select. Make sure you have the
other one unselected. Again, store selection stick. And then we'll just use
the same plastic as it. Um, there's the buttons,
I think. Stick. And we go, there's
a plastic on there. And the ultimate final thing. I'm going to there's
actually a felt. This little ring here is made
of a kind of felt material. So I'm seeing some artifacts
there on the edges, but I'll fix those in a minute. F fix those a little later. Let's just isolate this tube
here for now, call it felt. And being me, let's going
into pixel Ma scans. Let's use the plush carpet
and we'll just adjust it. Two K res down the felt. How does it look. Look
like anything. Okay. Cote complete overkill
for something so tiny. That is how we roll. To arrange displacement down to
something we're a two K, and so an 0.1, for example. Let's see how that. Works. Come on. While we're here. Yeah,
let's set this to a black. 0.01. And now we're going to create some
barely noticeable details. No doubt. I don't even need
or that or that. I just do that as a black any displacement, any transmission.
Yeah, that will do it. Okay. O was for me. That's fine. You see? You go
to stare too much at that. Back in the main case, we're seeing some
artifacts there, which I said I would fix. So I will. I'll try. So that's going me
from the displacement. Okay. Displacement map. That's just some reflective
thing if it wasn't even really the
displacement map. Should be fine. Just
track this up a bit. All right. We've done the dials. I'll just have a quick
look at these first. They look about, right? I make sure they're
the same color. Yeah, they look fine. They could be a bit wider at the top, a bit
wider in general. Soft select, enabled. We have the display tags. That's 'cause you
have the clearer on. A T that lower 0.5 d in. That's a one still and
clear and enabled. Yeah. I think that
did it, really? A bit less. Yeah. That was fine. Right. Yeah, that looks good to me. The final part of the
first final part. I'd like to move on
to the keys next. So I'll do that in a minute.
30. Materials #6 - The Keys: Okay. Again, for the keys, we're going to use we're going to use the same
as the button material, but we're going to make it
more shiny, much more smooth. But we're going to keep these
fingerprints on as well. So duplicate the button. Call it white keys. Drop that on to the white keys, disable the black keys for now. What color are they going to be? White. Roughness, multiply
flat texture, bring it up. We might need to adjust the the surface imperfections
on here as well. Be they're going to be more uh. Let's just do this straight
into the roughness here. So that roughness. All right. So the white point is going to be it's going to be the
opposite way around, that's seeing so gradient. The white point is
going to be lower. Black point. It's
going to cover more. So if we bring that
down or even bring this up Then we want to make sure we've got
more on the dark side. But with enough. I think
if we invert these, then we'll get bit more. Scale wise, I think maybe
that's a bit too wide. Said that to the
original 1.51 0.5. And I think this needs to be the black part needs to
be less slightly less black. Be 25%. Just say well, look, see if we can figure out
what's happening. Because these keys
are so bright, it's really difficult
to see the effect that the roughness
is having on them. I can see if I turn it down. So what I will do actually
is, I'll do the black keys. I'm just going to
call this black keys. It's easier to see. Bies. I just set this to back. Instead, for easier
visualization. Yeah, you can see
the differences is pretty much too high. Yeah. I say that's too shiny. Try inverting that again. Gradient down a bit more. Let's just do it by y. We want more on the shiny. The shiny needs to be
slightly less shiny. So 15 even. How does it right just
get a rough a rough feel Roughness to I think we could probably get
away with using I'm going to delete
that. Use the button. Yeah. Black keys. Any texture in there? Just this fingerprint. Down the back ies.
It good to go. And I'll do. Um, just
check the scale again. Is that. 11.251 0.5. Yeah. Okay. I'll try this again
with the white keys. Because they are smoo
No much smoother. Another tip quick tip here. Got a fall off to the diffuse. You can help it define and make the color
slightly more visible. This will create a fall off depending on what angle
you're looking at it from. Anal effect. I remember which which
way around it is. Yeah. A maybe two. Makes a slight
amount of difference. It really helps to define it. Helps it pop. Yeah. And I do think
those keys on top. Just check the texture
on here again. Yeah, that's okay.
The black keys. Let's just right
click node, editor. And boost that to.
Something lower. Yeah. Okay. Cool. Last thing I can see, apart from some of the
minor minded details. At least side parts here
that we haven't done yet. So I'll do that now. Next video.
31. Materials #7 - Side Panels: Okay, we need a red material
for the side panels. We've already created
a red material for the joystick plastic, and that's a color
that we want to, so let's duplicate that. Side plastic. Drop that on to side panels. Already halfway there. It's a bit of a over there
that I didn't notice before, but I will fix that soon. I'll fix that now. I've
done it. I'll fix it now. Um this one here. So, turn off soft
select. Grab these. I'll be careful. I don't want
to do it too much because I will mess with the the UVs. That's not what I want.
Bing up a bit more. Yeah, for visualization. Is. Strike that
up a bit as well. Sculpting, whittling,
as usual. There we go. Let's fix that part. Now we
need to bring this height map that we made earlier to
the side panel material. No. I'm to use a
displacer this time, Displace bring the text,
show how it works. What was it called
Side panels height. That's very messy.
So let's start with setting this to afloat. Set the level of detail four K. It's going to mess with it a lot, set
the heights of one. Mid level, 0.5, I guess, and let's just try messing
with these parameters, 0.1. We're getting some overlapping. Well, this will
happen sometimes, especially with
displacement of maps. That that's to do
with the y Epsilon. I ask me what it does. But if you mess around
with this setting here, usually fixes it. We've got something
going on here. Maybe a bit less po
one artifacting at the top. Let's try a filter. Gosen I'll just help it fit together.
Why let's do that. It might be to do
with the normals. So. Yeah, that has to do with the normals. Anything now is, I think the top normals are pointing a different direction
to the side normals. Well, they're all the same, but I think the way it's working It's kind of back to fern. Let me
check the other side. That's how I want it here.
The side works, okay. No artifacts or we can
reach this even more. Perhaps we only need to apply
this to the front surface. Maybe that will
help. Just the Yeah, let's try applying
the displacement. So we'll create end
of the material. But first, we'll select
this front surface. I'm going to go font
brake selection. Say anything under 2020 degrees. It will select and
select store selection. And we're going to copy
this material. Sides And add that polygon selection. Actually, I'm going to
call that something. Logo. So the logo
will be like that. And then we're just
going to remove the displacement from the rest. You can see. So there goo, it's not having
any effect on the top, but on the sides, just on the
faces that were selected. It's pretty much closer
to doing what we want. Maybe a bit a bit less
displacement 0.05. I'll keep it out
one. I see 0.1 0.75. Point. The second five. And I think we need this
filter so badly anymore. We have it before
too. That's a one. Okay. That's nice. Other sides. Do the same thing. Just select this front panel
already selected there. And select store selection. Or maybe we don't
need to do that. Maybe we. Yes, we do. Yeah. So we'll just call this logo and duplicate the displays, and then drop this in this
selection into there. You codings. Wow. Look at that. No, I just want to say
it, it's finished. Now, I'll upload
it to Sketch fab. Sell it. Upload
it to C Z trader, whatever. A couple
of more things. We go to make a couple of the final touches
before we do that. But you see this? It looks a bit a
bit too dusty here. So I'll fix that first. Um I'm going to just add a kind of metallic material to the
sustained USB input. So materials. I use a metallic. I'm not
sure how to use this one. It's easy to use the universal, but this is its own
charms as well. So I just call it metal. And apply that to the
tube and this tube here. I call this being
to the subdivider, and also to this call USB. And the metal objects, it looks okay, a bit too shiny. We can change the actual
metal well, the specular map. That's basically
metallic channel. Don't know why it's called
specular map there. It would be easier and
intuitive if it was just called metalic just ping
up the roughness slightly. Because if you're
looking at a universal, it's the same thing, but
it's just called metallic. It's a speculum there. So not sure why. It doesn't see metallic there. But if you ever get confused, that's exactly the same thing. Okay. And you can even change some of these if I can think if you want
to, for whatever reason. So nice different colored
metals for whatever. Different armors you're
working on and things. Okay. I'm not going
to worry about this whole because
That's fixable. I just don't really want to fix it right now. Let me
just check something. We've got this
here. Well, another thing I would do while we're on the topic of details and being professional
and everything. Well, first bring this
up, make sure this matches a whole properly. We should have the
text there as well. Yes. These inner parts here possibly could be
distracting on all of them. Well, that one I
want it to be there. But I'm going to
keep it as it is. Just delete those faces on. Add I'm going to
leave it for now. You can just trim a hole. Like, I'm just gonna
do it this way. Boolean. I'm gonna use a
Boolean forbidden tool. Sometimes you just want
to get the job done. Just put that to. Okay.
Somewhere like that. I'm going to trim
a hole like this. Two. P the bui down there. There go hole. Happy now. In Cinema four D, I believe it. There's a better job of Yeah, creating the right topology. So it has new edges, but they're just
not being shown. Okay. Yeah. Cool. I do. Mm hm. Looks pretty good. You couldn't tell
me that that wasn't an chai PK mini. Next video. We'll be coming back to
make some refinements and to also check out our
ner settings and everything. Looks really enough, doesn't it? Come on. I'll see it a bit.
32. Materials #8 - Input Ports: Okay, I just sort
of a quick work around that we'll
fix this thing here. It doesn't really look
that great, does it? So I'm going to get rid of
this Boolean the cylinder. Don't need that in
the end. I'm going to take this main case material. I'm going to find it.
Copy that. I call it. D S B, I'm going
to call it input. Mix, put that back here. I'm going to grab the edges
that I want these faces. S store selection, and
then just call that input. Put that into the new
material that I just made. And the find my displacement. Let's boost it. There
you go. I'll do. Cool. We've got this
metallic material on the inner part here that
I didn't notice before. So let's fix that as
well while we're here. Wire frame grab this edge. Those parts. Select
the store selection. We want to kind of
rough plastic material. I'll just create a new one. Shall I? Is it worth
a new material? I think I can use the
buttons for that. Yeah I'll just drop
that in there. Boom, boom, boom. No. Boom. Okay. Quiet. While I did wrong. Sit there, and we want
it to be. All right. What I'll do is
connecting deletes. I USB. Do that again. Y. The stuff at the top. Y. Select store selection. Cut the buttons
again and just drop. That. There. Curious. Yeah, that's it. Super. Even bring this displacement
down a little bit more. Not really necessary, but
I'll do that'll work. Cool. Next, I'm just going to refine the fingerprints on
here. Look good at one point. But I think maybe
without the color. I don't think we need
the color on there. It's just kind of
distracting. So no editor. U Let's get rid of that diffuse. There you go. Is it
coming up on here? Yeah, same in I guess it's
go to do the same thing. Because it's the same material. Okay. Okay. It's kind of reflective,
not too reflective. Can we say that's done? I
think I might call that done. Oh. Alright, I'm going to have something to eat
before I do the lighting. You might think
the lighting looks perfect as it is, I do as well. I think HDRI maps. There's no problem with them. It's the most realistic
lighting you really can get. I feel like there's
something in the CG industry where
people want to make sure that they're using
photography skills, but let's go over some lighting skills while
we're here in the next lesson. Okay.
33. Product Lighting for Ecommerce / Lifestyle : Alright. Okay, for the lighting, let's
start with the lighting. Yeah. You might think
that looks pretty good. It does look pretty good. You know, I can't go
wrong with HDRIs. But I'm going to
start from nothing. Complete apart from the
emission from the buttons. So I'm going to do
this as a silo render. This will be like a
completely white background. Just to make, you know,
just so that you can see as much detail as
possible without drawing attention away from
the product itself. And I guess this is
kind of a product render that we're going for. So I'm going to start
with a ground plane. Create a plane. Make sure
it's underneath. The model. Let's just grab the whole
thing and put it into a knoll, so PK. Sorry door is the winds
get in my door 1 minute. Lights. Try again, MPG. Just drop everything
in there apart from this apart from the
plane. Collapse that. And then we can just
track this up to make sure it's at ground zero. I'm not going to bother
with the bottom. That's for another time and
another time and place. Okay. Let's create a camera. Objects camera. And that will lock
to wherever you have it when you create it in the perspective of you.
Watch led do first. I think I'm going to use like a kind of
commercial lighting technique, which is just basically 22
big lights on each side, so one octane area light. Yeah, for lighting, I
tend to use this view. And it's always facing
in the direction of the blue, the z axis. So if we turn it around, 90 degrees, shrink it
down, stretch it up. Good. Let's make this a
bit less intense. It's a bit hot. Say 50 for
now. I'm going to copy this. We move it to the other
sides and rotate it. I mean that looks like
something, does it not? Let's reduce these
together, say 25. It's quite sensitive
this power bar, this power setting on the on the lights on
the area lights. I think we could set
to the plane for now. Maybe leave it there. I'm going to create one all for the back for the rim light. Or down control. I'll explain this in a second
if we put this behind it. We can use this to kind of
show off this outer edge. That down a bit. Bring
these down, maybe to ten. I call that. This one L for left. That one rim for rim. Uh huh. Let's bring up the
resolution 1080 by 19 2010 eightP. Right. I think one of these could be a bit higher. Perhaps both. And there we go. I want this to be raised
because what I'm going to do is add a shadow capture. So let's do that. New material. Add
that to the plane. Common shadow capture. What that will do
is when you flip to Alpha channel, Alpha Mage. If you have the plane off, it will render everything
apart from, you know, that which
is not really there, like the lights and everything. If you have this plane
with a shadow catcher, it will keep the
shadow information. To make sure the shadows
are the right color, go to texture, environment, set this to visible
and set this to black. I'll make sure the shadows
don't come out kind of like a white color.
For visualizing. We're going to
export this with the Alpha to After Effects, but for visualizing
in cinema four D, we can go to background,
create a background. We need to create a
cinema four D material, put that onto the background. And it's funny the
way it works here. I mean, you can't just
use a color like that. If you go to the
luminous channel, and well, you should be able
to change the color there, but you can't, for some reason, so go to texture color
and add to whites. No, it's not in there, is it? It's in the color channel. Copy that shade
color. There you go. That's all it is? Yes, I I got the luminans.
That's overthinking. And now when you have the alpha when you
actually render it, it won't render the background, but you can see how it will look with the white background. So Yeah. Okay. Let's just to
this rim light of it. Make sure that edge is quite it's a bit more well defined. Let's make it invisible
opacity to zero. And's out. That's, I think see. Yeah. Let's sprig it back a
bit and up and curve it down. What do you think of that? And if these keys
are a bit too dark, compared to the rest
of the keyboard. Just bring that up
a notch to a 0.5. Apps if we do this.
Sort tune it. P five, 0.01. Your basic silo render. I don't like the way these are kind of bouncing
off each other. So I think I'm
going to move more towards a three point
lighting setup. So I don't like the way
these double shadows are working on the keys. So I'm going to
create a animation right click on the
light at a target. Create a knoll, which will
be right in the center, and then target that
object to the knoll. So it'll be pointed
at that all the time. And I'll add this to
the left side as well. And I'll bring this
a bit more forwards. Maybe forward isn't right. Maybe the left needs to
be more around the back. Maybe more even
more forward here. Let's just experiment with this until we get
something that looks good. That's a bit more
subtle on the keys. And we could really
see the shape of the keys and see the
reflectivity there. It's coming not quite
from the camera, but slightly to the
left of the camera. And we have this one bringing out some of the binder details, the right hand lights. I can even reduce that.
I set that to one. Maybe five, to clean
up those shadows. And I think I'd like to
put one on top as well. So just holding down
control to duplicate that. And then we can
bring out some of the detail on top as well. So just call that top. Yeah. If we want two, we can add some I think that's a
bit too much on the top. We can't see any
shadows there now. This one, shadows are, you know, I don't think it wants most commercial products don't really want too many shadows. You know, I just want to be
able to see all the contours, all the details of
the product itself. And I think that's why we have these filler lights
here as well. Let's say that to one, maybe. Just to fill out those
shadows a little bit. If you want to do
something more moody, I'll show you a quick technique. I guess this would work for Amazon or putting
our turbos quid, for example. E coors. This is called a silo
render, you know. But if you want to do
something more artistic, a bit more dangerous, Let's Let's do another setup as
well, while we're here. Call this lighting
two. I'll delete all these lights apart from one. L et's change this to, like, a black color, a background, which means we won't need. Yeah, we're going into
darker territory here. We won't need the
shadow catcher so much. Let's bring this up. L et's put this on the side all the way to the
side. There you go. We can have this almost
acting like a sunlight or like Maybe it's coming
through like a window, you know, It's kind of casting its light directly on there. So I mean, I could actually just create a
window. So let's do that. Just create a plane. Make sure it's fac in
the right direction, set that to say 22, 133. And trink it a bit more. So it just could be one light illuminating
the whole thing. Press C, and we can
delete this middle face. Let's make that
whole even smaller. U L. Trink it down. And I guess this
wants to be like a dark material just to absorb any light
that we don't want. So It's all pretty much
subjective lighting is. You get some standard
commercial lighting setups. How's that looking? Put it off. Put it on with see if it's
working. Yeah, let's work. Another thing we
can do is to add some kind of
volumetric lighting, so some kind of god raise. I'll show you how to do
that. Go to post processing. I cly what's in the
latest version of octane, but you have a
light beam effect. We can enable use analytics. And do analytic parameters
use in post volume. Then we're getting this y, kind of getting a dray effect, and we can reduce the
density of this light, we can reduce the fog distance. I'm going to disable
shallow capture, see if that does
something there we go. And I'll keep that
kind of black. We're getting a lot
of fog in there. So I would just recommend to play with those until it kind of does
what you want it. It's a nice little feature
because you don't have to worry about red the
time so much in there. Another way to do
the same thing. An older way. If you go to ometric spot light. You can basically let's
just set that 90 degrees. Drag it up. Bring
it from this angle. Let's have this coming
through the window. You see? It's doing something
there, isn't it? That's using the
scattering medium, which is using a fog volume, which can be a bit
problematic and octane, which is probably much why
they added this new feature. And with a bit of tinkering, I'm going to just keep this
one to normal for now. I'm going to add another lights. Which is where I'll get
the the volumes from. Let's just make the smaller. Let's get these god
rays from here, analytics, post volume. And let's see if
we can get there. We get something there. Okay. Maybe it's coming from
the opposite direction. It would be coming from
the window, I guess. So let's try keep
it from the window. Smaller and maybe brighter. Spread angle, maybe thinner, just check for testing. See lots you can do with this. Okay. There's a fall off. Oh. You've already got something
happening there that was kind of create a
blue light as well. Orange light. There you go. It's good. We can try
and retain some of the details by adding another
light on the other side. It's just copy copy
paste this one. And I guess it would
be more ambient, so quite big and very
low, like one, maybe. Just to pick up some
of the shadows. And it couldn't hurt to have another rim light
just for showing off the top side there
the back top there. There you go. Cool s right, isn't it? Be say there's lots
you can do with this. And that looks pretty good. You can even add, like,
some details to the floor. So let's just add, like, well, we find something in Quicksil
for example, in bridge. I mean, what would
work for a keyboard, what would kind of make sense? Maybe some bricks, some solid, like some stone,
maybe some gravel. Got gravel? Gravel. Move fabric. But I think keyboards are
like street, you know, urban. I think some cracked
concrete would work pretty well. Make sense. Four K download. Go
eight K if you want, but I take longer to
render and to download. Let's try that. We can adjust the colors
and everything afterwards. There you go. Let's kind of play with the
transform on there. Let's just make sure that
displacements working. I's on 256, but it
needs to be on four K. We said that's a 0.5. It's got something
going on there. Maybe a bit less or a
bit more on the height. Less on the 0.1. Depends on. Yeah, that's a bit too much
because it's repeating there, so maybe even 50 in the height. See what that does? No too much. I think ten was about right. And we can just the color
of the concrete as well. We change the game to like 0.5. Saturation as well, even. Maybe keep that gain to 0.1. Maybe gain at one. Oh,
yeah, gain at 0.1. And we've got something
a bit more gritty there. Can move this. Here you go. Kind of call. Ten. We can even add some
extra props and stuff. So it's nice to have a few Maybe a couple of cinder
blocks in the background. So what have we got?
Building blocks. Oh be do b bricks. Could that be? No that one. I think I already
got one before. Let's just try three d assets. Just some of the things
I've been playing with. Yeah, let's just
check a couple of. Check a couple of fools. Concrete bricks. There we go. C. Let's make sure the
materials are okay. Sometimes displacement
is disabled, so it doesn't crash your
system when you import it. Is a. B 0.5. Maybe shrink it a
bit, bring it out. So little things that help sell, whatever you're
trying to achieve. I guess we're kind of doing
a product render as well. It wasn't quite what I set
out to do on this course, but you're getting a bit more for your money
here, I guess. I do have another product
rendering course, if you want to have a look for actual rendering beauty products and plastic bottles,
that kind of thing. Quite in demand in
the industry. Neat. Well, that's cool. I
think that looks good. We can even just
place the keyboard itself on a couple
of these blocks. I'll look good watch. Maybe have them to
the side like that. Then we could just drop
this. I might even use this. The title image. Bring that up. Here. You see what I mean? Looks
alright, isn't it? I think the blocks are
too small, though. Let's set them to the size they were supposed to be
when they came in. And, uh, Well, I can't quite tell if
that is scale or not. But I think it definitely
helps add a bit of attitude to this keyboard, which is a great keyboard for, you know, making
electronic music. I'm going to try a
different floor material because 'cause I'm not sure
about that. In the end. Uh surface is asphalts, or maybe a darker, a naturally darker one. I think. Let's think we're in
skate park or something. Let's try that one. Sometimes less is more. And where are we? It waiting for that. Then
drop it onto the plane again. Yeah. Good. 2096. Get all that detail. That's I think that's more
what I was going for. And bring down the
transform of it. It's pretty nice.
Less of the displace. Probably bring it
transform down even more. Just until it starts repeating and it started repeating there, I think. That's it. F25. I think that looks good. Maybe a bit darker. C. As you can see you're
getting the detail of the all the keyboards. Bring it up a bit more. Just
make sure it's all balanced. And another quick thing you can try camera a come back
a couple of steps. With a camera imager on your octane camera,
switch this on. You can try some
LUTs that are built into octane just to
give it a bit more. A bit more punch. I think I've already quite like
it as it is, though. C try it just in the gamma. It's always good to put
the high compression. Yeah. Do that look right? And then if you want to bring up the
up the hole, you know. If it looks too dark overall, just boost the exposure, some It looks pretty good. Maybe a a bit of depth of field. Yeah, turn off to focus. I your focal point there. And when you change
that aperture. It will basically focus on the position that you click on. So I think here, the
aperture is quite high. This is a really easy way to do. Dep to field, maybe a bit lower and set the
aspect ratio to two, you get some kind of a
bit of a funky look. Cool. Yeah. I'm kind
of happy with that. They got his silo render. And now you've got your more
dramatic cinematic render, kind of thing that might
sell the product itself. And yeah, so there you go, there's lighting,
materials done. Next video, I'll move on
to the render settings, and we're really
getting to the end now. So I hope it's be. I hope it's still
with me. All right.
34. Best Render Settings for Product Shots: Okay, render settings, right? We want to create
maybe let's just do one static render. We
have everything set up. We have the camera imager, we have the motion blur, we
have the post processing. We can even add a bit of bloom, maybe I think tends to
usually a good amount, but I don't think it
needs at this time. If you wanted to well, okay, if you want
to fast render, I recommend using the
spectral AI D noiser. I is good for animation, and if you want to get a lot of images done in the
small amount of time, this will clean up any
artifacts and things. I'll show you a little bit
more detail in a second. Well, first, let's go
to the render settings. Edit render settings control D. Make sure you have depends on what platform you're going
for as well, this does. So, you know, I'm
going to say, I'll do this for Instagram. So I'll set this to 1080 pixels. As you can see,
sometimes if you were just the aspect ratio, you can lose the original
position that you've had, but there's a tool for
that where you can zoom in without messing
things up too much, and that is the film Zoom. Have to wait for a
minute because I'm not really sure
exactly where it is. Film zoom. Keep the focal
length of your camera. Keep the focal length, proportional to the distance, which means you
can zoom in and it will look exactly the same
as when it was further out. I think this does need to have a slightly higher
focal length anyway. And then we can just
bring the camera out. To the left of b. There we go. Let's call. And then we can just readjust the vocal
legs from there. So the depth of field. Maybe lower it slightly. 25. Nice. Another thing for
framing your camera. This is kind of rendering,
but it's all kind of the finishing touches that
we're looking at here. If if you click on
this grid, like that. Let's just hide one
of these lights, that gets in the
way. Well, Okay. Well, there we go. You can see you have a grid
of thirds here, which is a good rough guide
for setting up your camera. Of thirds. There you go. Ick here in the middle.
Your focal length right. And then what's next? The actual render settings. I mean, for Instagram
1080 will work fine. I usually go for 1920. It takes a bit longer, but you
get a lot more detail from the render with F unchecked
you know, you can zoom out. If you click in
the render window. Let's go to the red
the settings then. So at the moment, I have
it set to 1,000 samples. GI clap comes in by
default at like 1 million. But I would just recommend to set that to ten or even one. But ten seems to be a
good number because it's just using more
information than it needs to. Specular depths. There's only two levels
of specular there, so even with two,
you might be okay. Let's just set a eight
anyway, by default. Ray Epsilon, that was if you're having artifact
problems with your specular or your displacement maps,
and we fixed that before. The main things you
really want to look at, then things I tend to look at. Well, in this case, switch off the per channel.
Don't need that. The main things you
need to look at are the maximum samples, that will define the quality, but also how long it
will take to render. And Pretty much your screen size. You can try with
adaptive sampling. I don't find it makes a lot
of difference personally. Yeah. I look again with the camera image might be
able to get this nice. You could try with
different LUTs in posts as well in after effects or Photoshop
or ever you take it. But yeah, if you want
to do a quick render, I'd set this to say 500 and then enable the spectral A ID. I'll take, you know,
five, 10 minutes. Well, that's for a two K image. For this tutorial,
keep at one k. I can show you a bit
quicker. At what I'm doing. See it's boosted the
render time a lot, just half in the size
of off the image. Can you even try things like changing the camera rotation. Is you can do with that. Keep it here because I'm not
feeling that adventurous. So anyway, my basic camera
render settings would be set this to say 15 or even 1,000. Any more than that
kind of pushing it to more than
you go to notice, but I'll set it to 2000. This is a small image and
it won't take long to do. And then, just find
somewhere to save it. About current frame.
That's one frame. The rest is for animation, so that's another tutorial. I usually do it as PNG. You can try EXR, if you
want, but for this, I don't think there's much
0.16 bit per channel, find somewhe to save it. Nda render folder. I'm going to call
this cinematic one. And then I'm going
to add this to the render can handy feature. We working. B. And while we're here, I'm going to save
these render settings. Save this as a preset or
I can just call it AI. And then going back to the other scene that I
just had up, Silo Render. I'd like to do this, as well. So we're going to have
two renders running at the same time or
one after the other. U This could be a
square as well. But it just quite batter
because I'm going to be compositing
that anyway. Post. Let's see. We'll keep the same
render settings, 1,000, size, 1080,
give it a name. PNG. We do want
the Alpha channel. When you're doing
the Alpha channel, make sure you have it selected in the octane
render settings, and you'll cinema four
D render settings, 16 bit per channel. In a folder, call
this silo Alpha. And then thousand
speculate that is far too high to eight
used to eight to 12. Everything else
would get the same. 2000 again. We can effectively
disable the background. That's just for a guide. I
don't think it will render, but just to be safe.
I had to render Q. Yeah, safe. And then let's
let these render then. Take about 10 minutes.
Okay. See in a bit. Well, we'll come
back a bit later for some post processing and compositing in
after effects. Okay.
35. Post Processing & Colour Grading: Right. Renders are done. First took about 9 minutes. The Alpha version
took about 3 minutes. So it's time to bring
these into after effects. For some post work. Just bring them both in at once. T the cinematic one. I'm going to close cinema four D because it
doesn't always like it. Just open that up
again. Something to do with the GPU
renderer working, and it just hogs, called a video am. So just give it a second. I believe I will edit this part out it has taken
longer than usual. What's it doing? Come on. It's all there.
That was all gone. Alright. Come on. Here we go. Come on. All right. Let's just import those two renders
that we've finished. Looking at the Give it a minute. Ish to update my after effects. Just going to save
it while I'm here. It is boost Here we go. So you know what, I don't
think that needs a lot. We can just add a lumetri color. We can boost exposure a bit. Contrast. That's a ten. Add a vignette. No, it's negative. It's pretty cool. What else can we do? Black
and white don't usually work so well in rendered
images because they're quite the quantized. But if we reduce the shadows, bring up the highlights a bit, get a bit more contrast, a bit more punched
to the render. That's after I like to add a
bit of film grain sometimes. I'll see if it works
this time, see if it makes any difference. I have this It's
called holy grain. I give like one free sample, which I pretty much
use for everything. Which is this one. So drop that on top that I didn't
need that adjustment layer. Set that to overlay. And may be reduced
there. By 50%. Yeah, well, I think it
does something because it has a bit of extra
kind of urban. An urban touch to it. If you want it cleaner, you
can just keep that off. I think that looks
good. I'm just not going to use it. I
think it's fine without it. Cool. I've set out about
100 times in this course, but I guess that's how I think. Cool. I think that looks good. All right. Save. Silo
render. Click new com. And all we need to do is
control had a white background. And well, as you can see, It's not really b
Alpha My shadows. So there's something up with
that. Maybe they weren't too strong to begin with. Since it's so subtle.
I think that's it. So let me just double check. There's any
difference. No shape. I want to mask not shape. I'll just try trimming
it out and see if it's doing anything. I think I is doing something, like I say, it's very subtle. Co, that looks pretty
good, actually. And that will work as, you know, a representative product shots. Even bring in the sides. If it will work as a square. So not quite. But then the good thing about having an alpha channel is
that you can shrink it down. Make it fit where it wants. Go. Maybe 80. So that's cool. These edges here.
We can fix those by just I can see this edge bottom. Let's just create a
mask and feather it. So Yeah, hide it and then press F
and then feather it off. There you go. Barely
visible to the human eye. There you go. Um, Wicked.
So you've got this one. Got this one. Hope you've
done something more creative. I hope you've had
a few other ideas, and you've really kind of pushed your creativity to the limit. There's a lot of smaller
companies that were looking for more creative, more kind of forward
thinking artists. This is where you come in. And you need to know that you have the
right to be creative. And don't let them
tell you not to be because why else would you
want to be a three artist? Okay. There you go. I'm just going to do a
quick round up video next. I'll just do a quick breakdown of what we've learned. Okay.
36. Final Thoughts: Okay. We made it to
the end. Well done. I'm so glad and proud if you got this far because
it was quite a long course. It was a bit finicky,
lots of details. But in the end, I think we
got a really good result. I really hope you got one too. Just as a quick
breakdown, I guess, we covered modeling, referencing
materials, lighting, textures, UV unwrapping,
and lighting and rendering, just said lighting twice, but and also how to
create, like, you know, a product shop from the
model that you just made, so, you know, triple threat. Um, cool. I guess I could just use this
as an opportunity to show some of my other stuff that
I do. This is my website. Gree light media.com. And, you know, I'll work with just
like motion graphics, some kind of motion
capture retargeting, product shots, you know, music visuals, do
all sorts of things. I've got a little shop here. If you ever want
to buy anything, I've got lots of
other courses here, how to model a record, how to make this is the The other product shop course I was talking about that
might be of interest. If you couldn't be asked
to do the whole course, and you just wanted
the keyboard. I'm going to give
you some buyers remorse now by telling you that I already had this
keyboard up on my website, the whole octane
scene in cinema four D. But you would not have learned anything if
you had just just, you know, bought a template. But if you want to
see how I did it, there's nothing stopping
you, you don't have to. Right. What else? Yeah. Artwork and
all this fun noise. Cool. Yeah. So I really hope you got something
out of this course. It's taken me a
lot of, you know, a lot of focus to get it finished as well. I
quite enjoyed making it. I hope you enjoy doing it. If you have any requests for
other courses in the future, then please, drop it in the comments or
send me a message. Yeah. And yeah, please
share your work. I'd really like to see
what you've done with it. And if you have any
technical questions, like if something's not
working or, you know, there's something that
seems so obvious, but it's just not doing what
it's supposed to be doing, then yeah, please
just, you know, drop me a message, and
I'll do my best to reply. Okay. Well, until next course, until next time, then yeah. Good luck.