Create a Realistic 3D Car Model on your First Day in Blender - [Modeling from low-poly to high-poly] | Auripher ∞ | Skillshare
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Create a Realistic 3D Car Model on your First Day in Blender - [Modeling from low-poly to high-poly]

teacher avatar Auripher ∞, Creator

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction!

      1:00

    • 2.

      What is low-poly?

      2:41

    • 3.

      Modeling basics (Optional, but very recommended for very beginners))

      7:44

    • 4.

      Modeling: Initial setup

      12:38

    • 5.

      Modeling: Car profile

      14:25

    • 6.

      Modeling: Applying the Mirror modifier

      17:01

    • 7.

      Modeling: Completing the car

      12:42

    • 8.

      Modeling: Wheels and lower part

      12:29

    • 9.

      Adding details I

      19:47

    • 10.

      Adding details II

      28:12

    • 11.

      Applying materials

      19:41

    • 12.

      First lighting and redering (low-poly version)

      34:56

    • 13.

      Applying modifiers: From low-poly to high-poly

      36:54

    • 14.

      Second lighting and rendering (high-poly version)

      18:20

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About This Class

We are going to create a 3D car in Blender 2.9. Everyone can follow this class since it covers the very basics of blender and everything you need to follow the tutorials. We will go straight to the point and avoid outrageous amounts of information since I want to make it as enjoyable for you as possible (I know for a fact that Blender may be very confusing at first). Hence, I showed all the shortcuts on screen and added zoom-ins to the important menus so you can clearly see all of my actions.

We will learn about:

· Lots of essential tools and tips

· Modeling

· Working with modifiers

· Camera and lighting

· Materials

· Rendering

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

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

By Auripher

~ Ad pacem, 

ad Aetas Aurea ~

Meet Your Teacher

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Auripher ∞

Creator

Teacher

I'm Auripher, a 22 year old seasoned video editor and digital content creator from Spain. I started my creative journey 8 years ago, it was my passion and enjoyed learning new techniques every day. Now, with thousands of hours of experience, several courses taught, lessons, made videos, social media posts and tons of content created, I have achieved my dream level of skill and want to start my freelance journey. The time is now and I'm here to help all of you. Let's collaborate and stay in touch, we will reach far together!

LIVE - CREATE - INSPIRE ?

Contact me: auripher@gmail.com

See full profile

Level: Beginner

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Transcripts

1. Introduction!: Welcome everyone to this class. Today, we're going to learn how to get discolored you're seeing on screen and how to bring it to life with materials and modifiers that will be entitled it on a blender. So we'll start with this car. You can see here it's a low polygon. That means very low geometry and in very easy to create. And then we will apply some materials to it. And finally, we will add some modifiers to make it look very realistic as you can see. And how to take amazing renders as you can see now on screen as well. It will be a following tutorial. So don't worry if you're a complete beginner to Blender. I will guide you throughout all the class, so that will be completely fine. And I will teach you and show you how all the tools that we are going to use function. So there is nothing that I'm going to take for granted. You will see on screen at all times the keys that I'm using from the keyboard and the mouse clicks. You will see that it's easier than it seems. And without wasting any more time, let's dive into it. 2. What is low-poly?: As a very brief introduction, let me give you the concept of low poly. Low poly stands for low polygon. So lift the amount of polygons or faces, vertices and edges. As you can see here, we have three cylinders. This one, this one, and this one. As you might have guessed, this is the one with less polygons. This one has a little bit more. And this one has a lot of polygons. A lot of places. You can see this is not actually cylinder from the top on octagon, but it has eight faces, different has 32 faces, and this one has a lot of faces. So it actually looks like a cylinder. And you might ask yourself, why don't we just create a card hi Poli from the beginning. And this way we will have a realistic idea, the end. Well, the thing is that in Blender, we have a very great transition with modifiers to go from this one to this one. So from the low poly to this Bali to hyperbolic, you may ask yourself, why don't we just start by creating the camera in a very high poly and this way we just have the realistic card from the beginning. Well, the thing is that working with hyperlinks, that means with a lot of faces is very, very hard. Here. There are hundreds and hundreds of faces. While here there are just eight phases making the cylinder. If we want to change something, it's really easy to do it here. And then blender allows us a very great and easy transition from low poly, too high poly. That very nice because we can work here, which is very easy with very little amount of faces and transfer to this ceiling that high poly without any problem. It just very, very simple. If we make a mistake in hyperbolic, it's very hard to fix while making a mistake and messing up with low poly. It's very, very simple to fix. And that way we are making the keratin like this, and then we just transition to hyperbolic. That's the key concept that I want you to understand because it's really the key of Blender. No one models in hyperbolic from the beginning, it's much easier to work in low poly with less basis, less geometry. And then increase the quality of your model by increasing the geometry with different modifiers that blender officers. And it's already very powerful tool. So with that being said and understood, Let's get straight into the modelling of Arikara. That will be very much fun. So let's go. 3. Modeling basics (Optional, but very recommended for very beginners)): So now you can see that I mean, the version 2.9, to begin with, we're going to create a new file here in general. Well, we can go up here to File new general. You'll see this screen right here. At the beginning. It can be a little bit confusing, but don't worry about it. You're going to hang of it really quickly. So I'm going to show you the very basics of are really fast. And to move, you're going to just call down the middle mouse button. And we will rotate our view. If you hold down Shift as well. You can see that we pan around by holding Shift and middle mouse button. We can also zoom in or zoom out by scrolling the wheel. And with this demos, we are able to get full control of our scene and move around freely. Another interesting thing to know are those lines here. The green one, right there. You can see also up here, the green one is the y-axis and the x axis is the red one. So these will be coming very handy because in Blender, some of the tools are able to perform axial movements, meaning that they will only act on a certain axis. Let me show you a better example of that. So for example, if we press down the letter G while the QV selected, we can move around with it. But if we want just to move it along the x-axis, like this, do we press G and then the letter x, so g, and then the letter x. And we can see that the cube, it snaps to the red axis, the x axis. We can do the same by pressing G and then y, and it will snap only to the green axis, the y axis. So it works as well with dessert axis, which is up and down. We're going to press G and then zed. And with these two combinations, we can move around the cube really, really easily and very accurate. So we're going to press Alt plus G or G, and to clear any movements of the cube. And it will return back to the center. And I'm going to show you another tool right now, which is the Rotate tool. The shortcut is the letter R. So we require breast are you can see that the coop rotates around, but it's not really accurate. So we're going to press Control Z to undo the changes. And we will try again the same technique as before. If we press R and then the letter X, you can see that the queue just rotates. Along the x-axis. You repress the same. But then why? It will only rotate along the y-axis. We can do the same with z axis. And this will become really useful during this tutorial. So make sure that you understand how those axial movements are. You understand these coordinates here. And another useful tool that we're going to use a lot is the scale tool. So we're going to press the letter S. And you can see that the cube gets bigger or smaller as we move the mouse. So it, it works the same way as before. You can press S and then y. And you can see that we scale it along the y-axis. We can do the same with the x axis and y axis. And you can see that we can create a lot of Shakespeare. With that. We're going to feed down Control zed. And another thing that I forgot to mention is that when you rotate the cube, the cube where breast Alt R, it will clear up any rotation. So if you move it around right here, rotate it. You can press O R and it will clear notation and then o g. And it will come back to. So make sure that you know how to use these three goals, how to perform this axial movements, and how to move around because we're going to use that a lot during the tutorial. And don't worry about it, just practice a little bit on your own. You're going to see that it's really simple and just make sure that you're comfortable because it's the most important thing on Blender. So what we're gonna do now is we're going to switch from object mode too. I did not. And to do that, we're going to go up here and click Edit mode, or we can just press stop on our keyboard and that will switch. So here on and did mode, we have full control of our cube. It's more technical, but you'll see that it gives us plenty of options. So if you zoom in, you can see that we now see every edge of the cube, every vertex, every phase. And if you click, Make sure that you are here. Vertex select or pressing one on your keyboard. We now can select just the vertex of the cube and not the whole cube like we did before. If you press now G to move, or G and NX, move it along the x-axis. You can see that we only move the vertex and not the whole cube like we did before. So that's really, really useful. You can select multiple vertices by holding down Shift and clicking. So Shift, click here, Shift Click here for example. And then we can scale it if we want. And you can see that we can start to create different and very creative shapes. So we can press Control Z to undo the changes. Here we go. And we can switch here to edge mode select. So we've got clicked here. And we now see that we just select the edges and not the vertices. So for example, we can try new things out. Selecting and we've got cheated if we press G and M or something, we are creating new shapes. Control Z to undo. And we have also the face select or a three on our keyboard. So breast ways you can play around with it. It's really, really useful. So I'm going to show you different goals and futures of lender during this class. I don't want to teach you everything right now because there's a lot of information and it will be very, very dense. So I want to make the glass the more entertaining for you as possible. So keep watching it. I'm ready because in the next video we're going to model our first part of the telescope. And we have a lot to learn. We have a new journey. So make sure that you stay here. 4. Modeling: Initial setup: Welcome everyone to this class. Let's just start with the module. But first, let me mention that here on the bottom left. You will see that that is the keystone I'm pressing. So that should help you. If there's some confusion or you don't understand me well, you will be able to see here at all times all the keys that I'm using. So to begin with, just remove, well, let's hide this camera and the light by pressing them and clicking here on this eye icon becomes, Let's just delete the queue. You don't need it. Let's select it. Make sure that we are in object mode and press Delete on the keyboard, and it disappears. So as we want to create a car, what do we need these? Some reference because we don't know how the car is by, by heart. So an important thing to do is to look for an image on the Internet where you have the dimensions or the blueprint of the car. But mine and I have a download it on my desktop. So let's import it. To do this, make sure that you have the image. The leaves are in competitive compatible format. We with blender. And just press Shift a. Make sure that you are in object mode, shift a. And you'll see here a, a menu. Let's go to image and select. We can select reference or background. We will select background as background images only appear from one side. So if we rotate the camera, we want to see them anymore, but that's useful as you will see. So let's brass background and look for our image. So I have it here, screenshot 3. And I'm a loaded. And as you can see, here's the blueprint that the different views of the car. If we rotate the camera, you will see that. As I said before, we want to see the the image from the other bills only from the front parts of the image. And that's, that's interesting for us. But as you can see as well is that the image is not in a great position. It's like rotated. And what we want is to too much the imagery with a different perspective. So for example, if we press the numbers and are numbered, for example, the number one. You can see that here we go to the front, to the front view of our model. If we press three, we go to the right. If we hold Control and plus three, we go to the left, the same width. One, if we press one, we go to the front as we said. And if we hold Control. And then plus one, we considered, we wrote to the opposite side and the back. What we want to do now is add the images so they match our different views and perspectives. So when I press three, I wanted to see the right part of the car. For example, decide when I plus one and i o to the front. I would like to see this the front of the car if I press Control 1. And when, I mean the back, I would like to see the back of our car. And if I go on the W, number seven are number. I would like to see the cart from the, from the top view. So let's start by setting this up. Let's click the image, An object mode as well. And bless old and g, j. And plus all that arc. So our images reset and it goes to the default position in the center of the, of our axis and without any rotation. So for example, if we press number 71, now we will see that we see the image clearly and, and without any distortion. If we go, number one, as we, as you can see, we don't see it because it's flat on the ground. And to see it we will have to rotate it. So plus r, We want to rotate it along the x-axis, the red one. So plus our x than 90, we want 90 because we will rotate it 90 degrees. If we plus one, we will see the front of the car here. That's nice. So let's just center it in the, in the axis just to make it easier for us. So to move 0, remember it's the lithology like this. If you hold down Shift, meanwhile, you will see that it most much slower and it's more precise. So I'm going to center it in the middle. Shift and clicking the mouse to move. You skip it moving so it's well centered at, I will make sure that the wheels are on the ground. On top of the red axis. Here, it's in the middle of human sits just crossing. This is part of the grill or the car through the middle. So now when we press, we're moving the camera in WordPress number one, we will see these, but don't worry about these three other images. Now we just, when we are in the front view, we just care about the front view. These three light, you just imagine that they aren't here. So now let's just set up the right view of the gun. There is only one because we know the curves are symmetric. So with one view and the right or the left view, we are, it's enough. So let's press three. We go to the rod real, but we don't want to rotate this image because we will lose me the front view. So let's just duplicate the image. Click it. Object mode as well, always. And Shift D. So glib, Shift D, As you can see, we have it here now the image. If we present right-click the image. It seems like it has disappeared, but it's, but it's on top of the other image. So they are, there are two images here to edit the event C. We have two images here. Are two of them. If I hide, wonder still the other one. And we want to, let's say go to the three and rotate it so we can see the biota, the car. So let's rotate it. Now. We want to rotate it along that axis so that 90 degrees. And this is the right view. To organize things a little bit better. Let's just rename the images. So if we double-click here on the name, we can change it in domain. Nice. And the other one is the front view. So you can see now we have both views here. As number one, we have the one that we said it earlier, requests 3. We have this one and we will have to move it so that it's a little bit centered as well. So our movie just only on the y-axis because it already has the wheels on the ground. So I'm gonna just put a dot here, just maybe feels like it's the middle in the middle of the steering wheel. So now, if we focus only on this part, these three images are not relevant right now. One from Bill 3, Cybil. That's since we have the vacuole that just islet as well. But now the backbone of the car. To do this, Let's duplicate. We will duplicate the front view for example. Or the, you can do any of these tools are just duplicate the front Shift D right-click to leave it in the same place. And I'm rotating now Our along these axes, you can see we want to rotate it hovered over complete spins, so 180 degrees. And now when we press Control 1, we should move it to see the back of the gun. So this part here, G right here, we will try to place it on the middle as well. It seems like this should be the middle point going through the middle of this wheel. So now let's just try it again. One from view three, Right, View Controller 1, like Bu. And let's just add the last one, the top view of the car. As you know, let's just duplicate another image. And let's first change the name of this one. This one is the debug. For example, let's duplicate this one. Shift D. Right-click. And as you remember from before, if we pressed repressed old and old art, the image stays flat on the ground, which is what we need. So the top bill, number seven and number. So let's just move it as well in the center. If you remember, when we placed the right bill, we made sure that it was crossing the middle of our steering wheel. So that will help us to center this image. So let's just move it. So it, because the, the steering wheel also crossing the y-axis here. So it's centered on the origin. And make sure that It's also in the middle. Okay, so now it looks like we have everything set up. Just do the final check. One from Mu, who is when we will, we will see in bed and one from mu, three, right, Bill. Control one back real 7 w. So make sure that you are familiar with these four commands with this for shortcuts because we will use them a lot during this tutorial classes. So don't forget about them in practice with them. So let's just change the last name. Here we go. So now we have everything ready to start our model. In the next class, we will start creating the, the actual garbage is the most interesting part of this tutorial. Now, it was very important though to have everything, right. This looks like a mess, but it's everything as it should. We let see us in the next class. 5. Modeling: Car profile: Hi again. As you remember, everything is ready now to start modeling. But firstly, just make sure that you save your project. I just did that after finishing the first glass and it's very important to Luis. And first of all, I just seeing about which is the best view or the west side to, to start our model. So for example, we could start from the front. So start the model from the front to the back of the garden. Or the opposite from the walk to the front, or maybe from the top to the bottom. But since we are modelling a car and the colored symmetric with respect to it, good cut them in half, so it would work too. Got the scar. Here. In two parts. You will see that both of them are symmetric. And it's not the same if we were to call it by here. So it wouldn't be symmetric. This left bar is not symmetric. We, if we compare it with the right one, That's why it's better to, to start by modelling the Siberian. And we will just mirror it. So we'll have the whole cutaway just modelling one side of the Canada left or the right side. So how we can do this? Then? That's a great question. What we have to do is, of course, at an object of the image, let's just click Shift a, make sure that we are in object mode. Remember that you have our hotkeys here and the shortcut Shift day. We could use a queue, we could use any of these, but let's just start with the plane. She was like it's the the best one. Right now the plane is or isn't dull it. You can see it here on the floor as we did before with the images we want to to rotate it so it matches the right Bureau of our council, Our why? 19. So you can see we have it here. I just scale it down a little bit. Let's try to place it here on the, on the, on the current night. Okay, remember that move with G? As you can see, the blend doesn't let us see the image that we have below. So it's not really convenient to fix this. It's very easy. Just press shift that shift back. And you can see that now we just see the edges of the, of the, of our plane. Also you can press here wireframe. And here you go. Here. You will see that you have the same effect. With this mode. We have much more freedom and we can see the reference, and we can see the reference much better. Also, I will decrease the opacity of this image because I feel like it, you will see a little bit better. So I'm going to pick the image if you want to do it, you're going to also do it. You click it and you all here. And the image blockages. As you continue, your opacity is locked. But if you press this, you can press this button here. Now you can decrease it. You can see if you're a retailer with disappears. So I will do something like this. Now you can see the edges a little bit better. So now the interesting part, how can we start modeling and creating this shape, which is a little bit complex as you can see. To do this, we're going to go to Edit Mode. So make sure that you have the plane selected and go here and edit mode or just press Tab on your keyboard. You can see that you switch from edit mode to object mode. In edit mode, we will be able to use an extrude different vertices and edges. So it will be easier to do match our shape like this. Let's just start by creating this shape here. This part here. And first of all, let me just scale it a little bit down. Like this. I didn't note, I will present the number two on our keyboard. So now I can select the edges. So now if I press G and it can move freely this edge, if I present now, the movements digs to these other axis. That's quite useful. Now. Legend move this edge, so it matches with this part here. So g Then why do the y-axis? Now, what I want to do is make this part that goes up to do this. If I press G and you can see it doesn't work because it moves the whole edge. We should create another edge here so we can put out this line and then another one to deletion, press the letter e while the, these are just selected. And you can see that you create new geometry. I'm going to press Y, so something like this. And then if we switch to the vertex mode and with number 1. Now if I press G and make sure that the, only the upper one is directed G lenses that you can see. Now we match these shape of the door. That's nice. Let's just continue. Breast on your keyboard, extrude with the letter E. And why? So here, it's a little bit complicated because I don't know if that bar is a little bit on the front. So for the moment, I will just make another extrusion pyran. And I will just try to match it like this. And now I will fix this on the bottom. So clicking here, it doesn't have to be completely identical. Since this is just a sketch from the car. We will be able to fix any errors, everything later if needed. But just let me move this edge with g little bit gene and why? Something like this. For example here. An orangutan interesting trick is if you want to place both of these vertices in the horizontal line, so they are both in the same level. You can click one, shift, click the other one, and pressing S. And the number 0 on both of them will go and stay in the same level, which is very useful. You can do this same with this tool. So click this one. And this one, this time is not, does that axis is the y-axis. So S, Y, 0, and they are straight. Now, we can extrude this one once again. By the way, it works if you select two vertices. So this one is 1 e and it works. So we unwind. And as you saw, I just selected both, both vertices by box, selecting it. Shake up the select box actuated. You can switch it here if you don't have it by pressing here. So I load or the number, the letter W will switch, you know, using is it will switch from the different ones. I will use Bugzilla genes for me. The best one. So just continue. I will move actually listening. So Gielen y here. But again, we'll go this like the and gives out another one because I feel like we will mean to I just do much this shape. Something like this. And gyms other end. Nice. We will move these two. And this one a little bit more. Since it was like a slope here, goes down. We select this to be y is equal to one. Too much. This rounded shape here, the one, sorry, one. And this one. And if you notice, we have just been using the extrude tool and move to the letter E and the G and the different axis. So it's quite simple for the moment to move this one a little bit more like this. And also the shift. It gives very useful. So when I move, I want to make this small movement. I'll just press G and I hold Shift now, more, more, more, more subtle like this, right? But just go to the back side now. We'll just do extrude something like this. It looks through it again on the y-axis. Once again. You remember just make sure that these aren't on the same level so that 0, this one's roots. So S, looks like most of them are already run. Just in case. Okay, now we have a decent shape or just gone. Make sure everything is right. So why? Something like this? One? We're going to move the story, albeit just make sure that you understand when you have to move or when you have to extrude. So for example, now we want to place this one here. I could extrude and make this. And it would work. But that would create unnecessary geometry and we don't want this, but we are keeping it low poly. We want to try to reduce the, the faces as much as we can so we move, we don't create new faces on your geometry. And the last one here, j, sorry, e and y. And as you can see, we have the part of the calculated. For example, if you noticed here it doesn't match very well the round corner, but don't worry about this. We will fix it later if we see that it's very noticeable, but I'm going to tell you now that it's not very noticeable. So I'm going to move this one. These are just a little bit down. So I'm a box like this and this one I will select it with shift as well. So we must hold Shift and breast. Lastly, we'll start it. Okay, now, it looks nice. Now as you can see, we've created this end part. If you change your bill, you can just scroll. And we'll go back to the solid mode here or pressing shift that you can see we've created this. It is still not much, but before continuing, let just stop the video here and we will continue next week where we will just apply the mirror modifier. So we will have it on both sides. We will try to connect these the, these both mirror modifier. So it will create a, a solid shape that you will be able to play with it much better than the car will be much more realistic at that point. Since now we just have a plane which is almost nothing but you will see how much it implodes after buying the modifiers and, and connecting everything together. So like always, remember to save and I will see you in the next class. 6. Modeling: Applying the Mirror modifier: Welcome again. As I said before, now we're going to apply the mirror modifier. So we have, we will have a better idea of the economy, will be able to connect both meters and make a solid shape, which is not just a plain like we have now, is quite simple. But first we will have to place displaying where it belongs because now it just in the center and it's not where it should be. It should be from. The blend is that we model is this one. So this view of the gap. To do this, we select the plane and simply press G with object mode. Of course, control that breast up here to object mode, select it g. We are moving the plane even though we can't see it because it's just perpendicular to our view. But if we press the letter x and make sure that this orange dot is on the edge here, which indicates the where the planes. So as you can see now, we've placed the plane on the actual site of the car. And I see now that these image should be rotated, because as you can see, if you look it from the top, it doesn't match. We should see that this edge or this edge is matching these displaying. So it's very simple to change that. We just rotate this image 90 degrees and we move it. So it matches again the center, like this. So now we see that when we look at the image from this point of view, we can see that it matches the back of the car. This part is what it has to be. Okay. You can see nothing has changed, right Bill, but it's actually displayed displaced from the middle. So now we can apply the mirror modifier. And to do this, make sure that we are in object mode, I will hide these images for now. So let's just move them in another collection to simplify this. So select all the images by clicking Control, Control left clicking them, and click here on a new collection and move them, drag them on the new collection. So you can see now they are on the same collection I will the wheels of the car. And if we hide this disconnection, we will hide all the abuse. So that's quite useful. So I will hide this bill and I will place the mirror modifier to this object. So we click it. We all do this range here. Modifier properties. Click here to add modifier and look for the middle. So here, mirror. It doesn't look great because it's not mirroring well now. So we're going to make sure that this orange dot is on the center. Because we will have two meter from, with respect to the center. So it's very easy to, to change us press Shift S, Shift S, and move the cursor to the world origin. Now we'll press object set origin and origin to 3D cursor. So you can see now we have this orange dot here on the middle, which is very important. And now we will try to find which axis we will have two middle it. In this case it does add one way, depends on whether you have it oriented. And we will turn on clipping. Very important. Now if we go to Edit Mode, you will see that this is not available. This one, basically it's a clone of this one. So if you remove, for example, this, you will see that it happens on both sides, which is very useful for us control that. And I will turn these images back on. And as you can see now, we have both edges of the car, both sides, which is very nice and we will start connecting and and bleaching. This was both planes. That's why we have clipping on. So they both can interact with each other and just merge on the middle. To do this. First, I will just select this from where the engine of the current is located. And I will extrude them along the x axis. So e, x and I will move them till they connect. Now. So you can see when I move it here they are altogether matched much together as you can see now, we've created the first of our gun. And we can continue and connect these files, but we have to make sure that we have all the geometry that it's necessary. So in this case, we still have to create these parts and then we will connect them. In this case, we were able to do this because there is nothing else here. But in this case here we have still do to create this part. So let just, as we had before, go to Edit mode and we can continue editing this. What I will do is extrude this part. Sorry, extrude this one. So e. And I will place it here. As I said before, it doesn't have to be extremely precise. I will invent or change a little bit the concept of some of these Barto, it easier, some bulleted item and ordinal how they are. I will just try to approximate them as, as much as I can. So let's continue with this and press E again. And you should do that too. If you don't really know how a part of this dun, dun, feel nervous or, or don't be upset. It's just how you want it, just your model and it doesn't have to be perfect, you just do as you want it to be. You can be a little bit creative and just add and modify it as you want. So just press E here. Just move it y-axis, something like this. I will switch to wireframe. So shift Zach is one building again. Now we will have to connect this is two. And this one as well. To connect these two will compress these two vertices. So this one, Shift-click and this one, and press the letter F. So you're going to see that they are connected now. But now you can see that this one is, there's nothing to connect it with. We could do it here, but it's better not to create triangles. So if we were to press F here, we just created a triangle. We're going, we could leave it like this, but if we can avoid it, we will. So it would be great if we had a vertex here, so we could place it here. So that's easy to do. We go to the edge, select this edge, press right-click, and sub-divide. So now we have another extra vertex. We can select this tool, press F, and now they are connected. You can see what I mean here. If I go to Solid mode and select these four vertices and oppressed ethanol, they feel so fulfilled. And you can see that now it's a closed surface and not just an empty spot. So let's just continue. We would have to do the same here. So select this edge, right-click sub-divide. I will do it once again. And just like this for now, plus F is four. Nice. And let just make the last one. Extrude this. Why? Naturally I will make another one. So we will have this extra vertex or this one. So I will move it a little bit here. Gy. And then an extra it again. So we just created an extra phase here, four vertices. Vertices. Now I have here some geometry later I can move a little bit. I will make, it. Actually will make something like this. You can see now, it looks better. It looks great. Just go to White frame again, chips that you can see it doesn't match completely well, but I like it this way. So for the moment we'll just leave it like this. What we can do now is, as we did before, to connect this drove the rover Dhaka with the other modifier, with the middle. So I'm going to select this. And also this is nice shoes that, so we can see it a little bit better. Also, this one. And I'm going to press, as you remember, ie. X and click. So you can see, look at these now. What we've created in just a moment, it looks much better. That's all the thanks to the mirror modifier. You can see if we, if we turn it off replacing this screen, we just have created this part of the garden, but the middle, but the middle reproduces it to the other side, we have the full car, which is very useful, the mirror modifier, but a very useful. So now we can continue, just go to do the Siberian shelves that. And let's see what we can do now. I will create the window, this window and this one. At the end. I will create this BATNA, which is the part that sticks out a little bit from the car. So you can see now I will show you an imager to understand what I referred to. And just, I will select these, all of these I just did that by holding Alt and left clicking. You can see now, make sure that you click on the middle of an edge, not on the vertex. So if you select word near vertex, it will select the vertical loop. We select in the middle. And it was like the horizontal loop. So now we have everything like this is about the part that we will extrude it for some reason. You don't have everything selected. For example, if you had something like this, just make sure to select everything that you need by holding Shift and left clicking. So let's just press B. And that. I'm going to match these a little bit better. So I'm going to select deserts G. Then why? Something like this? While we'd mark down like this. Why? We're going to select this vertex here and only one thing like this. Okay, it looks nice. What I'm gonna do is is also at some geometry here again. So like these, to extrude them. Something like this. Move, this one. Well, I will place both of these on the same level so as that 0, so we are even nice. So you can see here that we need to add some thickness here. But what I'll do is simply move this one down and make sure that all of these are in the same level as 0, something like this. I'm happy with that. So now we go to the solid mode shoes that you can see that it's just like this, but we have to make it stick out. And they said, So I'm going to select all of these faces with Alt and left clicking the one vertical edge like this, this one as well. So I'm going to quickly is everything right there. So now I'm going to extrude them towards the other side, not to the amine also E X C. I don't know how long it has three, so I'm going to go to a W. And when do movie. So you can see it matches this part here. Now if we go back to Solid mode, you can see we've created this part that sticks out really nice. What I see now here is that for example, there is a DC, this phase is empty. We could just feel it. So we could do this and fill it. So now it does something here, but for the moment I will just not do it. We'll leave it open. We'll talk, tackle these issues later because it's better to keep everything simple. It's better to merge these faces. Because if we fill this and then extrude them and facial merged like this, it creates an overlapping phase that we don't want. So whenever we merge it, great, Do not have any facing in the bounded weeks through it. So as you can see that what we've done for the morning, I'm going to hide the bills and going to Solid mode. Object mode, sorry. And check this out. That's our brokenness. It's nice. I like it. In the next class we will continue, of course. So I will see you there. And remember, of course to say until the next one. 7. Modeling: Completing the car: Okay people, let's continue with our model. But Stern the views and as I said, we will do to finish this front part of the car and blessing number 1 and on the numbered, make sure of course that you have your car oriented in the right side so that it's correctly orientated. Just make sure that, for example, now that I'm in the front side, if I rotate, if I move a little bit the camera, I can see that I'm actually looking at the backside of the car. And when I go to the opposite side, even though they look, as you can see, almost the same. Now that I think, now that I'm in the backbone, if I move, you can see I'm watching the front part of the car. So now that we have some shape in our color, we can see that it's actually facing on the other direction. If you have the same problem, just go to object mode. Are that 180? And now when we phase the car from the front, we are seeing the front of the car instead of the bank. It's just a problem that it doesn't affect, really magical. It's important to take into account. So the front of the car that just shifts that to go to wireframe, I will decrease the opacity a little bit so you can see better. So like the Image Mode, image properties here will first select the car, you go to a mode and I will. More Gandhi's murder is a little bit like this. I will have those extended until there, for example. So a little bit more. So E next to put on the x-axis. And this party also overlaps a little bit, so I will just continue from here. So I'm going to select this face. I'm going to extrude it on this axis. And what I'd like to do is to extrude. So it snaps to it, to this vertex. So do this. I'm going to turn on snapping here now or shift up. You can see Shift Tab, it will come it on. And I'm going to select here vertex. Make sure that it glosses rejected on to sell. And now, if I plus j, you can see that it's naps two different vertices. In this case we want it to snap here, so click here. Now I'm going to illustrate our n on this axis. And let's go to front view and make sure that movie remove it. So it's this nice. And now we can simply, I will delete these faces. So I'm going to select both of them. Click Delete and retraces. So now I can merge both of these. So let's think I will actually fill this face and this one as well now. And this part is the one that I'm going to extrude. This e x, z. You can see it sticks together. I'm going to numb these vertices. Also very important. Make sure that you're all here. Go to options and turn on auto merge. So when we merge a two vertices, it turns into one vertex. No, not both. Not the vertices on the same place. And I'm going to go to do to edit mode, click the letter a. So we select all the mesh. I'm going to go Mesh, merge and merge resistance. So you're going to see here two vertices have been removed. Probably both of these that were merged when we, when we numb them without auto merge. And now what I'm going to do is make sure that these two are together. And so as you can see, there's like a very small gap here. As you can see, I was a very small gap here. So I'm going to select this vertex. This is snap is a still turn, learn g and went to snap is relative. So as you can see that now it just one vertex here. And as you can see now, everything looks much better. I will show you one trick so you can see the carina and different lighting. So you can go here. Whereas the shading go to this arrow here with Matt gap here. And as you can see, we've got two different build different aspects of the garden. For example, euro and press this sphere. You will see different different textures. For example, the one. As you can see. If you find this useful, you can edit like this. Sometimes it's very nice to see the edges of the shadows. I like this one, maybe this one where it's the loaded data. But if you want to go back to the previous modules, press this arrow here and go to Studio. And here we have it as before. So for the moment, let's just lift the front part like this and let's go to the Blackboard, which should be easier, I think. So. Control one, we go to the backside. I'm going to object mode and the result will be the opacity of this image. Something like this. So we can see everything and we have not forgetting anything I feel like. So here we can actually merge everything together now it's those, nothing else that we're missing. So we're going to select this loop right here. We're going to turn that off. No. Okay. We're going to select this look, not all of this. So actually I'm going to select it manually. And I'm going to extrude them like this. I will turn off snapping with it. Sometimes it's not very useful. Extrude x-axis. And got it. Now let's just finish with this part here. Going to the side view. As you can see, since we're rotating the car before now it's facing the other direction, but then we'll just rotate it around since there's nothing else that we have to go from the front end. Mock meals. Or we could just flip this image as well. We're now just going to move this till data maybe not done manager fewer events, too much extruded. And I will delete this face. And I'm going to select these edges. And I will merge them by cosine x. They will clip together. Nice. You can see there's merger. They are connected now with this vertex that we had before. And logic, as you can see now with greater dot product that sticks out from the bottom of the car. But in ice. Let's make sure that we like everything. Maybe I would like to do is I will rise a little bit this, this middle part of the car. So I will select all of these upper vertices. I will move them. Nba, looks like here. There are two edges right here. And I'm going to extrude them. All right? Yeah, Looks like there were two edges here. So we want to control that and do again that thing of selecting all the Mesh. Merge by distance. And six vertices were removed. So now there's no duplicate it and vertices or edges. Okay, Now, as I said before, and I'm, we'll raise these oil bit. So it has all of it. It's not that flat G and maybe a little bit more. And this vertex. So as you can see now, we have a little bit more, more shape. You can see that from the top it, it goes a little bit inside. So it's not like a horizontal line that we found. It just a little bit smaller on the top. And we'll do that as well. Turn off is over two sorry, mode. And I will select this one. Okay. I will move them. Maybe just wants to just quickly like this. And moving them with g, g, x, something like this. Let me know the more I like it now. So let just like this. Look here. The select this one. And now I will exclude that to the inside. Something like this. Yeah, that seems okay. I will do that again just in case merge by distance. Okay? Everything's fine. So now as you can see, we will have to add the wheels. I feel like it's the only thing that we are missing, also willing to adapt, willing the back of the car. There was a wheel here on the backdoor. But that's what we're going to do. Maybe we will add also some more details, independence we will see. But that's for the next class. So until then. 8. Modeling: Wheels and lower part: Now let's continue by adding the wheels. So side view. I'm going to turn that on. And let's create the wheels. Do this, make sure that only an object mode and that you are creating a new object. So cheap day mesh and let's add a circle. As you can see the new object, we'll place it on this collection. But before clicking on anything else, just go here and make sure that your vertices, vertices count is not very high. So maybe to any of your work rapidly. Then, now we can just continue with our ending thing. So why 90? Okay, Let's scale it down. Movie, something like this. Now it's on the origins of you will have to, we will have to move it to the side until the word for the moment. Let's just make sure that we have the size. So like this skill, it loaded more. And let's bless, go to object mode. Do I did Mozart law either f? So now we have a solid here, a plane. Now we will have two meter it. So we will have to apply, apply another modifier because it's another object. But first let's just place it going to the front view. We'll move it along the x-axis. Let's start here, placing it on the edge. Okay? On this phase we will create the rim of the wheel. So the actual bit of a shape here, not just a plane, a flat plane. So do this. Select the edge. Left-click, press the letter I. So this, so inset, iPhone, inset. But let me press Control Z then shifts to see wireframes or something like this. Perfect. Okay, now as you can see, we have something else, but let just breath I again so we can extrude this a, e x, something like this. I'm going to scale it down. So it tells a little bit of a shape here, something like this. And this one. Also more, we owe it to the inside, so it's smoother. Okay, let's just select this one. And I'm going to create these two circles again. So this one here and another one here. Measure the dermis is a little bit far from the center. So you're going to have freedom to move it. Okay? And let's go to Solid mode. And I'm going to do is just I will select this and I'll which threw it to the outside, something like this. And I will select also this loop here. And I will press Control B. So you can see now that it creates this shape, which is extra geometry, but it makes it a little better. Something like this. I'm happy with that. And let's just select this face here. This loop. Going to the front wheel. It'll extrude on the x-axis. So we have the right width of the wheel. And let just press F. I'm going to press these again, something like this. And then we're going to do it again. Move it to the inside little bit. Actually, I'm going to simply put G here on the x-axis. Something like this looks nice. And the last one. So it's the axis of the wheels. Also. Maybe we could bevel these, but with Control V. And this one as well. So click them both on to lobby. Not done much but oil with something like this. We use a little bit more controlled holding shift like this. I like them. And now let's apply the modifier, the mirror. So clicking using the wheel, make sure that the object mode on modifier mirror. And again, we have to make sure that this orange dot is on the middle here, and that we make them either fire along the z-axis. So you can see now, it seems that it's great because this orange dot is exactly in the middle, which is nice. But just in case. Let me go to objects at origin and cetera into 3D cursor and legit. Now, since we have the mirror modifier AMA Journal clipping. And I will extrude this on the exam along the x-axis and connect those so that it actually will delete the face. And also let me show you what happens when you don't have clipping, Clipping on. So I will select this green here, e, x. And when you don't have flipping European ceta, You can go across this axis. And here there are multiple phases. So there's, you can see the two, the two sides of the mirror overlap so that we don't want this. Brush controls electron is now clipping is on edX and isn't up to other very nicely. Here we have the set of the wheels and let just read here on the collection. And I'm going to duplicate it. I will will will shift D. And I'm going to move it only on the y-axis. Side view. We don't want the y-axis again, is not completely matching the reference image we're at. It's fine. Okay. So now we can see that the wheels aren't like not connected to anything until like they are just completely disconnected from the garden. So do this, I'm going to, to fix this. I'm going to go to the garden. Actually. I'm going to create an extra geometry here that sticks out from the bottom of the color. So these two axes of the wheels are, these cylinders are like inside a, a solid phase or just go to the, I'm gonna find these wheels. And I'm going to select this loop here. Actually. I will go here and press Control R. Let me find everything. Control R. So we create an edge loop and I'm going to move it here, something like this. So now I will select these faces. This, all of this. I'm going to extrude them down. So e then that something like this, and I'm going to press S is at 0. Now, we're going to move this edge here, something like this. And the same with this one. Over to the side view. This one up a little bit and refill. It is one. Yep. So roving rock solid mode and I'm going to unhide the wheels. And I will make sure that they are inside this part of the guard. So do is I'm going to move this part little bit downwards. So this part, we could select them up together, right? We're into the lower part of lower below the current box with the bot select activated, we can drag these and all of them. Make sure that all of them are selected. Now. And as you can see now, it doesn't look like the wheels are floating here. They are, they belong to the garden now. So as you can see now, it feels much more like a car. Let's just like always, select everything. Mesh and merge right? Distance in case that we've missed something. So in the next class we will make the windows here also at some detail here. So it's not just so flat. I will exclude these oil VD and we will see if we have some time to add some details here. Maybe level, at some level here on the edges, maybe even here. But that depends on your view. Want to keep it low poly, that's, that's probably it will have to add maybe the mirrors here, the cytometers here, and maybe the wheel. We will add it to this one. I forgot about it, but we will add it again, maybe some lights, we will see the grill that chews up to your feel free to, to add everything that you are, maybe an antenna or whatever. And we will see that on the next video. So make sure that you are ready and make sure to save as always, in favor. 9. Adding details I: Hello once again, let's continue with. Our model ends up being some digits to the car. The first thing that I'm going to do is think about which could be the first object dot to the car. And I think that that will go with this middle skill and decide to do this. We could create new geometry here and extrude the minerals from the site of the car. But I feel like it's better to create a new object here and then move it and place it here where it belongs n. And this way we want affect the, the model that we created. So it's non-destructive editing. That's great. I'm going to fight the abuse. And as we want to create a new object, I will also find the, the car and the wheels. And let's first go to the modeling tab here. So we don't have these play buttons here. We could with goods have done this before, actually forgot about this. But let's go here. And I'm going to add a new object shift a. Let's make sure that we are in object mode. So in object mode, and I will place the mirrors here and here in this collection. So we can select it, shifts a mesh and go. If you don't have any collection created, it's fine. You could also move it to Another one or just do it without any collection. Was actually like it's right to organize it. So now the queue will probably be too big. Yeah, we're going to scale it down. But it doesn't really matter. I will start by something like this. But then we will scale it up or down if it's necessary because it's an isolated object. So notice no problem we could scale is rotated or whatever it is needed to make it fit better to the ground. So it will go to object mode, select this face here. I will go to front view, press G, and make it something like this. The next. And I will press now extrude the x. Something like this. This way is an extremely it again. Then Zeno. And I will create this sort of rectangle. This part here. I would rate it by adding, creating new geometry here. So it will hide this. And we'll hide this part. And maybe I will add a loop cut here. So control arm and left oblique and then move. So something like this. I will extrude this phase a little bit. 3, 2 sec face mode, e, then y. And here I will place them, make a rectangular shape. So to do this, I will delete this face, and I will select this loop with Alt left-click. And let's use a tool that we haven't used before, which is the extra two in combination with the scale tool. So it's e, letter E, then the letter S. Then we drag, we create something like this. So you can see it matches quite well the shape of a, of a mirror. I'm going to change, it'll albedo. So I will make it a little bit taller from the, from the upper part. So now let's extraordinary. So Eden y. And so what I'm gonna do now is the same extrude downscale, but inward. So it an S, something like this. And then I'm going to press the letter F. So fill. And I've created this so we could, we can actually move it inwards a little bit. So E then y, and we have this sort of shape. And also I will move this part. So I will go to, will select these, these edges and move them above the orbit, so rigid and x. And we'll select also this one, x and this one for given x. Little bit like this. And let's now place it where it belongs. So we'll move this one a little bit. Next. I will turn on the abuser, go to the front view. And I will move it, will sit here. And then we're going to scale it down. Now. Again. You can see it matches quite well. We'll fix this part here a little bit. So. We will move this edge AMP works. And we could Babel these, this rectangle here, so it matches a little bit the round size of these candles or this bond that connects with the meter. But for the moment I will leave it like this since we are keeping in very low polynomial. Now if we turn design again, we will try to place it where it actually belongs to G. Then why? Something like this? And as you can see, it's facing the opposite direction. So what I'm going to do is rotate it and change it to decide so are that 180? And I will move it to that side, so rigid and x. So now it's facing the right direction. Something like this. Make sure that, that this part is fitting inside the garden. So sheaths that and we can see that. It is, you can see here it's inside a little bit at night. So it doesn't look like it's floating. I'm going to go to object mode again. So I will move it a little bit more than 10 to side view and push it here. Because here we will add the windows and that's it. Now we're going to add the mirror modifier. And as you remember, this, orange dots should be on the center of the origin. So now if we apply the modifier, it wouldn't work well. You can see it mirrors with respect to this orange dot. So to do this, we can just press Shift S and move the cursor to the world origin. Made sure that these, these will not be this 3D cursor here on the origin and then place the origin of the object where these 3D origin is. So 3D cursor is sorry, so I just go to Object, set origin and the origin to 3D cursor. And as you can see now, we've duplicated these mirror and we have it in on both sides of the car. So that's nice. Now, let's select the car and let that be the windows. As I can see now, there is an extra phase here. So let's try two. You can see it when you move. And I, we've created it when we extruded this part. So I will try to fix this. It's not really easy to see, but I feel like we just move this a little bit backwards, it will get fixed. So Gielen, y and z, because this phase was overlapping with this part of the car. So do other windows. I'm going to simply extrude this part of the garden little bit as well. So it easier like that. We're going to select these two faces. And we could extrude them now like this. But as you can see, just we have a thin edge here and we don't want it. So I'm going to control that. And what I will do is simply read the letter I to insert. And we will leave some room here, especially on the side, but, but I would like this to two inside this part here. So to do this, I will simply delete this edge here and delete edges. And I will move this one. So GLM x, like this, and we will extrude these two faces. So G then, so E, sorry Then why? Something like this? And as you can see, we've created some room here from the windows. Also. Maybe I will lower this portrayal of it. So g then that yeah, Something like this works. And let's do the same for these windows for the dark. So I will select these two. And then this time we don't have to insert this because there's already a frame for the window. So B, then x, in this case, something like this. And let's do the same for the back windows of the garden. In this case, I feel like this shape, it's quite nice. But if you don't like this, you can select a little bit these edges and rotate them. So you could make a square or whatever shape you want it to be. In this case, I will go to side view or feel like it's quite symmetrical as well. Maybe I will move this, this dot here, this vertex with G. And then I could press G then X given Y, sorry. Or there is another trick which is clicking it and double tapping g. So g and geologic time. So it will slide in the slime. Worried what explicit or something like this. Not been much. And maybe this one a little bit more. So G and G. Then I will select these two. And if you wanted to create another shape, you could set this to this phase and try to create another shape that I'm going to just go with this one. So E then X here. And if you want to leave the same room here and here, so they are both so they both are the same amount. It's very easy to fix them. We're going to press control that. And I will turn on Snapping. So shift up or teaching here. And then I will select phase for example, and will not be at all What makes sure that it's extruded in the same level as this face. So either an X. And as you can see, when I place the mouse here, it snaps to this phase. And now this, this distance here on this edge, on this edge here is the same as this distance here. These are some small details, but they are quite nice. And let's do the same for the back window. This case, we will have to insert it as well. So there was a little bit of a frame. So why I sorry, and breast is delete this edge. We delete this edge because if we were to move it, now, I'm going to turn off snapping know. If you were to move in now and place it here. It seems like it works, but there is actually the previous engine it simply is creating is overlapping this edge with this one. So we don't want this module. I really did so delete edge and snap it here. If you wanted to move it again to the side, you'll see that it's not possible because it's snapped to the central plane of symmetry. But to separate this, it's easy, you just click it. You go to the mirror here on this range and told not clipping, then you could move it again like this. But, but just turn clipping rock on and snap it again. So G and X, they actually made it made like a hole here. So I'm going to press this one, select the severity is actually this edge, and make sure that it's on the same height as this one. So we just nothing on. And we're going to select no edge and I will try to move it so it make sure that it's all on the same level. Actually. We'll do it with dysphagia, go easier. Phase G. And like this, it's more aligned with this phase. Now it's again a plane surface. Okay? That's fine. So now it's time to insert this. I will make sure that these are from the straight line. So as in zed 0, same here, 0. And extra them. Something like along the y-axis here. Until like these works. Yep. And now what I'm gonna do is place the the fifth wheel here on the back. So do this. I will go, I will find the graph for a moment. I will select one of these two sets of wheels, and I will duplicate it. So shifty. We're going to raise it here for the moment and we'll change the name. So you will. And I will turn off the mirror modifier. So I will press this. X squared to remove it. And you consider the mirror comes off and we just have one wheel. Now it's easier. We want to rotate it along the y-axis. Along these axis, sorry, 90 degrees or minus 90. So then our than that, minus nine. Sorry. And again, now we're going to just place it. Let's turn on the collagen. Like this. I will turn off snapping and move it a little bit more. So g Then why? Something like this? It doesn't matter that this part is inside because we won't be able to see it. Because the seams we are not creating the insight of the garden. We will make the the glass windows opec So we don't see the interior. And something like this looks great to me. Maybe you can see here from the image by this. And that works for me. Maybe you can try to place it on the middle or on the site. I feel like it looks matter from the site. But if we are trying to match the scarlet each on the middle, so I will show, so I will also place it on the middle and I will show you a trick. Because if you are trying to place it on the middle, It's very hard to it's very hard to place it correctly so you can select this, we'll press N on your keyboard. And it will open these probabilities of the, of the wheel of this object. And as you can see this moving, this is the same as simply moving or pressing the letter G, we will type 0 here. But as you can see, it goes back to this. It doesn't go to the center, it should go. So let's first go to object. Make sure that we are in object mode. We'll select the set origin and origin to geometry. And now if we put a 0 here, it goes to the 0 on the x-axis. So on the center of the x-axis, That's nice. This, because each of these coordinates indicate where are these orange dot is located. And let's sing which could be something else that we could attract out. So I will add the door handles to the next video. And also some light here, too light. And will make also some sort of grill. And maybe We'll see if we come or we get some new ideas to add. So make sure to save as always. 10. Adding details II: Hey, what's up, people again? Let's continue with our modelling. These will be the last video of modelling details to our cart. So let's start by adding the door handles. And to do this, we're going to do the same as we did with the mirrors. We're going to add them as a new object. So I'm going to hide the muse. And let's hide the garden. Well. And let's add a new object here. So make sure that we are in object mode in this collection. So Shift a and I'm going to add a cube will work as well. So I'm going to scale it down. And let's start. So I will extrude the space, or actually I will just note this formula is only for GDN x, something like this. This one will be really quick and easy. Little bit more like this. Control loop. Place it vertically like this or movie, something like this near the side. So like the phase and excluded even why. Something like this works. And I'm going to make it another extrusion, something like this. And I will this time along the x-axis, something like this. And let's make it a clicker. So G, phase G Then why are the dish curve is diagonal line here just to make it a little bit different, not just the magic like this. And I will place these phase flood so as x 0 in this case, something like this. And I will move these two faces, make them a little bit smaller. So g Then why? Something like this works? And I'm quite happy about this already. As you Rollie see, it's very low quality, but don't worry. That's, as I said before, it's what we are trying to keep low poly and basically blow geometry objects. And in the end we're going to see a wave to a way to make them look much Moodle. So don't worry about that. It seems like it's very low quality, but you'll see that it gets much better. So let's turn on the, the car again and scale this one down. Something like this. I'm going to move it so g, x, given that. And I'm going to go to side view and see what first foreign bureau and basic function IVs. Now to side view. And I will turn this on ships up to see the wireframe mode and see the image. So it's going to go here. And let's again go back to two solid modes or shifts that. And it's too big now, so I will make it smaller. Material. Move it inside the log and monitor genome x here. Something like this. Looks great. I like it. Maybe I'll just make it a little bit more like this. And as you know, to place it on the other side, we will have to add the mirror modifier. So let's do this. Since the 3D cursor, which is this red and white circle, is on the original ready, we can simply select this object and set the origin to 3D cursor. If this 3D cursor, It's not the center because you can't move it. If you hold down Shift and left and right-click, you can move it. So you want to place it. Or we didn't before Shift F and coarser told origin, and that's it. So now we can apply the modifier without any problem by the mirror. And as you can see, on the x-axis, we have the other handle on the door, which is really nice. So as you can see, the car is starting to take shape. Let's add the light here on the blonde male. So what I'll do is. Probably, yeah, I will create a new object as well. So in this case, maybe let's start by a circle. So let's find the garden. I will rename this door handles like this. And I found them. I will find them in the car as well. So shift a now, make sure that we are in object mode. So I wish collection shifted the circle going here to the properties. We don't need it to be so detailed. So we're going to reduce the vertices to, yeah, so you can see now it's the moral vertices, the smoother it looks, but we don't need so many vertices. With 16 thing, it's quite fine. The last vertices you have and the easier it will be to work with. So that's nice. I'm going to scale it down. I will rotate it along the x-axis. So az, aks monkey, but certainly not as x like this. And let's go to front view. What I'm going to do now is I'm going to extrude. So going to a little more like this. Look both to Mozart and click it and E Then why? Something like this? I will do something which is using the tool like we did before. E then S. So S. And I will explain it again, leading line. And this time I will make it smaller, something like this. This is the, this is the back part of the of the live viewer. We're asking that this is the front where the light is pointing. And I will just fill this with a draft I think is quite nice. I'm going to select this outer loop and do the same heat and S of t like this. And I'm going to extrude it on the y-axis. And I'm going to fill the space. So we have something like it. I think it looks quite nice. So as we did before, if you remember, let's place it on the gar. I graduated like in the opposite direction. That's fine because we can rotate it. So select it. I'm going to change an enough light and I'm going to bless our. So you can change the name here because we already have the light, which is the actual lighten of the object. But let's rotate it other than that 199180, sorry. So calibrated. And the etymology and why. And we're going to side view. And I will place it here. I'm going to move this a little bit more. You remember? It? It was very close. So I will for a second in the garden and move these Azure Blob in one or three and J, y, z like this. And I will move this one. Make sure that we don't affect anything else. You can see here we have two of them, so on range really Chris space now. And I'm going to merge these two vertices. Edges here, is to make sure that we have this turned on more into enables not being too edge in G then G then, sorry, just one of them. Gielen is if we can write the US vertices actually. So, here we go. Now, let's make sure that we don't have any. No. You don't have any lubricate vertex? I feel like we have one. You can see these two are so close, but they are noted in the same place and that's quite annoying. So now we just merge them together like this. And we'll cover any blowing. So now we're going to fill this space again. We can select this. And actually, if you pay attention, what I'm going to do is select this edge will change this. So I can box and click, sorry, just keep pressing W because before it was some previous, in some previous versions, the tool of sub-divide was the letter W. So I keep pressing this in an intentionally, but let's just right-click and press sub-divide. So now we have another vertex here. And what I'm gonna do is move this one with g double tapping, usually vg. Let's turn off not being not only selected one and JJ. And like this, and I will join these faces here, and I will join these four vertices. And this, for this, you can see now we just solve that issue much better. I'm also going to move this one works as well. And this vertex here. So we have a little bit more of a shape here and budget. So as we were doing, let's place the line where it belongs. We're in growth, side view, G plus it, so that it fits or debate inside the car. And it isn't going to go to front view. I'm going to scale it down like this. And I like it this way. Maybe a little bit more. Wine. Yep. Now, as you know, the mirror modifier, so set the origin to 3D cursor. Apply the modifier and mineral. Here you go. Now we have the two lights here, which they make a great difference to the overall model to marry a nice detailed one. So what I'm gonna do now is a, something another object here, which is the part that shops to cool off the engine of the car. So I don't know if it has a specific name, but I hope that you know what I mean by that. It's just here on the top of the engine. So and I will hide everything again and I will add it. This one will be also quite easy. We will automatically, again make sure that we are in object mode in this collection queue as well. I'm going to scale it down along these axis first. And then I will scale it along the x and y-axis only. So shift them. A scale, then shift in that. So we only skeleton these two axis. Click down a little bit more. And what I'm gonna do is in this case, let's just call it in half. So we can apply the meter. And to do this, I'm going to go to Edit Mode. Plays a loop, so controller and leave it here in the middle. So click. And if you move it just right click and it will go to the middle. So now we can delete these vertices of one of the side, so, well. So now that is just half of our shape here. You can see now we can edit hub of it and then we'll mirror it again. So let's just maybe do another look at here. And I'm going to move this edge here. Don't love it. Then y is 11 gene. And why? Something like this. I will also like this two and move them downwards. Write these and this one, z then x, like this. And I will make, maybe I'm an insert here. So i, and as you can see now, it's not very even the just not very proportional. So to fix this, if you have the same issue, just click this this object in object mode, control a and apply scale. Now when you Insect, as you can see now it looks much better. So I'm going to do this and I'm going to extrude it or leave it like this. Yeah, I think it looks nice. Yeah, I think that we are ready to apply the modifier, so on modifier as always. And let's mirror. In this case, since we haven't moved the object, the origin is already there. So let's just place it where it belongs. Going to to unhide the current GI. Something like this. Let's make sure that it is on the middle of the Gulf. You remember if we put the letter n, We can move the location to 0. And now it just in the middle, which is nice. And maybe a little bit. You can sit inside the garden, which is nice. Yeah, I like it this way. I will make it a little bit smaller actually. Why is yep, that's okay for me. To another object and all of the detail to the car. I'm going to also remove this edge a little bit. And there's one on the way down to that as well. Not too much. I like it this way. And maybe this edge as well doesn't have to be very precisely to the very subtle change, but that's fine. You can rotate it if you need. So garden x. Okay? I like it this way. Okay, So two integral, I'm going to create a new object. We could also try to extrude from here, but for the moment I feel like it's easier to add than linear object simply by creating it like we did before. So I'm going to hide the car wheels. So shift day, we're going to add a cube. Then y. I'm going to scale it down. By endoskeleton, the x-axis. Like this. I'm going to, this time we're going to place it on the current runny. So g and g, y. And we go to the front, we can see that we have to make it a little bit smaller. So as that something like this. Yeah. Like the size. Now it will hide it again. Slow, like this. And as we did before, I'm going to Edit mode. Lets you look at in the middle where the second I will turn on the, the hot disappear. Okay, now you will be able to see, so Control R and right-click. I'm going to delete this form, so shift that. So we can select all of them vertices and shoots up like this. And what are we going? And what we're gonna do is to select this phase and let that loop gets here. So maybe something like this. Yeah. And I will move them slightly to the right like this. And you'll see what I, what I mean. So now let's select all of these. Incent them. You can see the proportions are not really great. So let's just, before setting ledgers, go to Object Mode, Control a, and apply the scale. Now we come over here and it was Louise. And what I'm going to do is something like weed. Before we go delete this edge, then I will apply the modifier now, so we can see this edge to the other side. So modifier, mirror. And let's merge this. Do not really know you can see. But there's these rock here, so. Given x. And it doesn't clip now Northerners not because we don't have clipping on. So for non clipping given X, now we, it's an abstract nicely. And let's do this. So I will select this face. This theorem is 111 and this one. So I'm going to exclude them along the y-axis or in unwind. Something like this maybe. And what I'm going to do is displace movie gm x. And as you can see, we've created this sort of real, it looks. Listen, I'm going to do something real quick bridges to select these faces here. Actually, all of them of the outer faces. So I'm going to draw the front view. And I will select all of this. And then the select these ones. So like this. And I went through them or move them on the y-axis a little bit. So Gen Y. Ok. And now if we change the name, grill, enable the card again, like this. Nice. And why? You can see, look at that. We will turn on everything now. So now I just did that. I lost the light before one might be C, run out of battery and it turned off. So I hope that this is a reminder for you to always say because sometimes you, you lose some progress but clinic read them very quickly in a moment. So as you can see now, everything is as it should be. So now we're done with all the doses you can see. Of course you are free to add more of them. And we'll move this a little bit afterwards. You're free to unmute one of them and just everything that you want. Maybe you'd like to add the number blade or maybe some profile curve to the whales or some door, door handles on the mark, even though they're not here, but maybe on the back, or maybe the wipers here, or the antenna or whatever. Or maybe here on the, on the bottom of the gun. But for the moment that's what we're going to use. Also. Now we notice that the grill is lobbied overlapping here, so that's not really a problem. What do we want to do is select this medical model. And I will simply move these faces like this one is wrong. And I will move this genome, the genome. Why solving something until it covers? Of course not. Now integrate. Maybe some last details. Make sure I will maybe move this a little bit in. So it's a little bit shorter, a little bit thinner on the, on this part of the engine or G then x function like this is not the lunch. So yeah, I'm really happy with how it turned out. Let's try the Mac app again and see how it looks. Maybe check this out really nicely. Different colors, but you can see how it looks with different lightning and from different angles. We're going to do later the the modification to the council would looks really smooth. And it really has a drastic change to the Galois. It looks almost source more than so perfect like it was. It was never modeled, does allow polling incarnate just looks very realistic. We're going to do that later. But what we're going to do first is to paint it. So we're going to use the different tabs here on the rendering to take maybe some photos or shading to the bank and basically put a background, make sure that we like the lightning. We will use the camera here and we have it hidden from the beginning. Also, the light will take that into consideration. So make sure that you stay because the next videos will be very interesting. And new Java steel here and I'm very proud of all of your progress and I'll see you in the next one. 11. Applying materials: Greetings everyone, as you may know this from the title. Now we are going to do something different than editing and modelling. It's time to add some materials to the car, to add some color and to change a little bit that gray surface that we have on everything of our car. And let's just add some life to it. And to do this, It's quite easily actually, we will have to switch to different tabs, maybe Winder to rendering or shading, or here to the material properties. So that's the first thing that we're going to do. These two loci are actually into the material properties. But let's choose the first part of that we're going to paint, which is the frame, the actual car. What we're going to do is to select the car and go here to the material properties and breast new. Now we have created the new material. As you can see, if your panel is like this, you have to go to surface and make sure that you have this one selected. The same as me, the principal, BSD F, which is the basic color, may mainly. Let's just go to base color and pick the one that we like. In this case, I'm going to go for a red or orange color, something like this. You can see the color here. The score will be used for the mainframe of the gun. So all of these, not the not the not the mishandled or are these just the main the metal part of the of the car? So what I'm gonna do is change the name so we know, we know we dwell so much. Let's just apply this material to our color. As you can see, nothing has changed because we have to apply the material. So to do this, we're going to go to Edit mode. And as you can see now, we have three new or three new options here. And we have to select the faces our garden that we want to apply this material to. So in this case, it would be make sure that you are in face select all of these phases. But I feel like that's going to take too much time. So what I'm gonna do is select all of them with the letter a and then assign this material. And as you will see, nothing has changed. And that's because we are not still in the right panel. We have to switch to this one. And we will see that our color changes and we can see that. And we can see that the car has the color that would be. So you can see we can now switch the color and change it. I'm going to go for something more like this. So now all the card is red, but that's fine because I feel like it's easier to paint everything of the car red. And then just subtract this, for example, this bulbs which are the glands that are not dread. So these ones as well, 1-bit read this, you are to fill everything red and then just remove the part of the dominant red. So that's what we're gonna do. We're gonna integrate these material, for example, this part that sticks out. And I'm going to apply like darker color. So make sure that you have the color selected. And click here and add material and new one. And just change the name to link to simply write dark. And I will choose a dark blue maybe. So I will go to the blue and then decrease this. So as you can see, the base color is getting darker. Something like this. It's very easy to change if we don't like it. So I'm just going to use this one for the woman. And I'm going to paint this part of the bottom of the car of this color as well. So I'm going to go to the bottom view with control 7 on the mouse, but on the laboratory and just select everything with bauxite. So like this, make sure that you have it selected here. Sorry, box. Now we've selected all the files from below our current. Also we should select these faces here. So hold shift and click. Same here. Hold shift and click this one as well. All Shift and click is 12 and you don't want to shift click this one and this one. And as you can see here, we have a small problem. But for the woman who just apply this dark material. And you'll see that when we have to apply these materials well. And this one too, we did our material. So as you can see now, when we apply. These materials, these two faces, for example, there should be red because they are in the front of the car. It should look like this. But when we go to the vacuum, one of these faces, Exactly. This one looks red because it's only a face here. So there's something that we have to do to fix this. And it's, it's quite easy. What I'm going to do is select these faces. I'm going to hide the grid. And I'm going to, this one should be, y, should be read as well. And what I'm gonna do is extrude this so e to the y and exclude them a little bit like this. I'm going to say like this, boom, edges. Just make something like this. And yeah, and now we should have no problem if we feel now this phase. So when you go to vertex mode, let's create an interface here. And this phase should be dark. There's something here, another phase that we have to feel. So this one goes here. We're going to shift that. And this face here, I know actually this, I'm going to create a triangle here, which should be dark as well. So now we see how we solve that issue. We just created a new face. So that is if based on the front for the red material in the face, in the WACC for the for the lab material because we cannot have a face with two different colors, one on a child, that's not possible. So I'm going to turn and grills. Well, now we have these overlapping, but feel like we just can move this, grill it like this. And let's just, let's just continue with our coloring. So let's create a new material for our class. So here we go. Let's change the name. Don't worry too much about the colors now and about the effect the plasmon be transparent now, got it Just as I said before, to, to have an idea of all the materials that we need. So edit mode very selectively three, and I'm going to select all the glass is also on the back. Yeah. Also there will be glass here on the minerals, but for the moment, we'll do that later. We'll just focus on the, on the cut. Now, I'm going to assign this wasn't material. So you can see the different colors. We will make it look much better than warfarin. And let's see, we need something else. Maybe maybe I could make this part will be darker. That's what I'm going to do. And I will also make this not so blue and we'll try to do something like this more gray. Yeah. Actually, I'm happy about it now. Not going to even change this this part here. So yeah, I was thinking about changing the color of the roof maybe. But that's up to you for the moment. I'm just going to leave it like this. I will see that in the end. Maybe if it's necessary or not. But you can do it if you want. Or you can just add maybe some stripes here of different colors or these lines that could look nice. Or maybe changing these different colored good with magic managers be creative here. But what I'm gonna do is basically, basically just bent in the wheels now. So let's turn off the car and I'm going to go to the wheels. As you know, we're going to create a new material. And we'll just say wills. And I will just vent everything. Select everything with a on edit mode, and apply these scientists material, which in this case should be dark gray, maybe like this. Yeah. And then I will change this metal part of the wheel so I will create a new one, which will be metal Gu, which we have already one metal. And I will select I will select a light gray, something like this. We'll change it later so it's reflective and it reflects sunlight and it doesn't look so flat. We're going to go to edit modes like these, green with all click and assign this material. Mary This product as well as with metal. And may really, I will credit the last one. New material here. We'll add just a dark. Dark. So just another dark color, not the same color as the wheels but something like almost black maybe. And I will apply it to is part of the wheel. And signing this one here. You can see there's almost no different than I will just make it darker. Something like this. Maybe even this product should be made of metal. For the moment, I'm just going to leave it like this. I like it more. Now I feel like it looks a little bit better. Also, this part should be and this part should be gray. Yeah. Let's just do the same with the other wheels. So we're considering we select everything. Here. We have the baby's materials so we can use some of the materials here, if you remember, we used wheels and for this part and this part and this, we use the metal tool. So it's going to assign it to the metal tube. Is going to sorry, it's going to it's going to assign the wheels here. And we will just put a new one, which will be the metal two. And I will assign it to this part. Also this and this, and this assign metal two. And this one will be the dark color. So like this new material using the D2 or was it just dark? Maybe not dark too. Okay, now, so I like it this way. Now we just show our code again and see what we've created. Maybe, maybe I will change a little bit dipolar of the wheels. Versicolor, little bit more towards the blue. Something like this. And let's just applying new material, which will be actually maybe metal, actually darker. So this one you'll like it looks nice. And this one as well. You can just keep creating new materials. But I will just use these ones that I have and the handles will be also this dark navy. Same as this one. This one was dark. And we'll just use the same one. Like this. Also the one I see. Which not only dark. So now they are the same. No, no. Okay. Now and let's just do the last ones, which will be the back wheel, which you can use the same mode to grid the first three materials. Which wheels? Then we need the metal, and then we need the dark. So light just like this one. You can hide the current to see. Black bar. So remote, metal two and assign. And as you can see, there's only one thing left, which are these mirrors, very easy as well. So knowing here, and we'll select this part. I will select everything actually. So, but it most letter a. And I will bring them everything else to maybe same as this one. And I will now just create a new one for the material, which will be the last one. So I will select response and assign it to the last material. And as you can see now we have everything rented or a missing line, sorry. We will have to create actually a new one here. Would you go Really the color of the light here on the front. So I will first row to add mode, select everything and assign the, let's make the dark one here. And let's create a new one. So nil, let's say. Then go for yellow color, maybe. Let's go to Edit Mode. Select this face and assign it to the LAN, like Gollum. Okay, nice. All the materials that we need are created now. So if we go now to the shading tab and we go here to the icon here we can see that there are all the materials that we've created. If you don't see that, make sure that they are here an object. You may be hearing world probably. So both go to object and you can see all the materials and you can change them from here as well. So you can see all the properties. For example, the dark color, even change it from here as well. And just play around. But that's for you to know and that's the shading tab. We're going to use it in the next video, where we're going to add some cool effects to our color. So maybe add some yellow to the slides or some, or some refractions here to these, to the glass maybe so it doesn't look so flat. Also, some shadows. Now it looks very, very flat and very simple, but you will see how improves from this episode to the next one. So as always, save again and until the next one. 12. First lighting and redering (low-poly version): In the last video, we created all the materials, all of our car. And now it's done to make them look better. For example, this metal, orange, red metal of our card. Now it looks very flat, doesn't look like an actual metal. So we are going to make it look more metallic. Maybe the class of the car we will make it look more like last more transparent. And with some refraction. Also, we are going to make the slides glory, albeit maybe the metal here on the wheels make it more metallic as well. So we're going to do that. And let's start by going to the shading tab that we introduced before. And you'll see that this is a completely new tab, new screen. But this part here, this frame is very similar to the modeling tab that we are used to. So you're going to go to Edit mode as well and just press G and play around. But we have new information here. For example, make sure that you are here on objects. And you can see that we press this arrow. We have all the materials that we created before. And you can change all the parameters of material here. You could also do it from here as well. It's the same that the shading tab is better for this since we can also change the environment, the world, which are very bankable now, and also the render view which we are going to use a lot during this tutorial. So make sure that you are in this tab. And the first thing that we're going to do is to change the environment. So let's go to war. And let's add a HDRI. Basically we're at NHGRI is, is a high dynamic range image. And what it's used to is basically to to simulate lighting up in our image. So for example, for instance, they take the example of you're taking a photo of something in a room with walls completely rock bolts. And you take an image of a, of something, for example, a bottle. And then you will take the same photo of the same object with the same lighting. But in, in a room with white walls, you will see that the bottle looks completely different. Well, actually similar, but the colors look different. And that's because of the environment. Depending on what's on the environment, on the surroundings, the polis will change. So that's what we're going to simulate here. You have to choose an NHGRI, which is basically a simulation or a real image taken from the real world. Usually that will just be a 360 image from somewhere in the world. And in this case, for example, you have to think about whether you want your car to be. In my case, I want it to be since it's an off-road car, I want it to be more like a forest maybe are in a field. So that's what my HDRI will be. And also I've chosen one week, a sunset. So it will look nice too with this combination of colors that we have. So I feel like it's a very great choice because also we will have the sun with the orange colors coming from one side. But make sure that you choose whatever you want. If you want your color to be in a city or something, make sure that you choose NHGRI from. Act may be with great colors or something like that. And there are infinity which they arise. You can choose them from the Internet and you can download them. Usually you will see that they come in very high resolution. So the hierarchy is, the more quality it will be. And I recommend you to, to pick a if high-quality. But we will probably hide it anyways. If you don't want it to be seen in the photos or the render of the car. But if you wanted to be seen, make sure that you pick a high resolution and to remember that it will affect how your lining in general loops and have your catalogs. So how can we apply it to the image? It's very easy. We have to make sure again that we are in the world tab. And this, you will have this probably. If you don't have, you can just add them, both of these, we'll just shift a and copy it averages world output view. Click here. You will have this one and just do the same with the background and connect them. But since you probably have these both created, we just have to click on Shift data on Search and attend environment, extra vitamin texture, and connect the scholars and it will probably change the color of our skin. Maybe in your case, it has gone completely dread or, or purple Hubel here. See, if we go to the shading tab, it will completely being, which makes sense. Don't worry about this. It goes being one. There is no image open or not, not an emerge important to Blender. So that's fine. And what we're gonna do is go to Open and find. Our image. I will do that. So this is the one that I've chosen. As you can see, it's a little bit of a sunset while not to sunset or sunrise actually, but I like the effect that, that it shows. Also, if you look at it, you can see that it's in a field. And I really like this. I feel like the kind of fits very nicely in this environment. As you can see, there's a big effect of the HDRI to the image before it was just like this. And now you can see how much the lightning affects our model. And that's very nice. Of course now the string is a little bit too high so we can just decrease it. Maybe New York case, you have to increase it. But in my case, I will just put my mouse in here and just drag to the left. And holding down shift will make me able to decrease slowly, not just so hard and so fast or something, something like this for the moment, we'll change that later if we need to regularly monitor. And now it's time to finally improved the materials. So I'm going to go to object and select, for example, now with the metal selected going here on the properties of the material, I'm going to obviously increase the metallic. So as you can see, we go to the max. It looks a little bit better, but we are going to play a little bit with the options. So the roughness is also a good one to change. You can see when it's up, it doesn't look so nice, but when it's very low, you can see how metallic it looks maybe now it's a little bit too much. So almost like dread meter. But I will definitely get below for the moment, something like this. Maybe changing the metallic now. Yeah, for longer and I'll just leave it like this. You can change from different apps. For example. This one is also very nice to see the material. And now we're going to just do switch to another material. So let's just go the glass now. And as you can see now we can change the color of the blast. So for example, let's try increasing the metallic roughness will go down. And as you can see, it looks much more like glass, but still on yet. I feel like the the metal is very shiny. So increase it or decrease the metallic. Okay. Something like this, maybe a little bit better. Yeah, I like it more now. And let's continue with the glass. So let's just go to the blast. And actually we're going to modify some properties here. So we're going to do the shading tab and press this camera here. The render properties. We're going to leave that on TV. And let's just apply the ambient occlusion. Check. How much of a changing mix, especially you look at this part here. Incredible how the shallows maker, so big of a difference. I'm going to turn on the bloom. So you can see that now it's a little bit shinier. Maybe. You can see that we have it here and that will be very useful for the light. I'm going to turn on screen space reflections. You can see very big difference. Maybe here on the wheels you can see how nice of a change. I'm going to turn and refraction for the glass. And if you now go to the glass material and the modeling tab for a moment, make sure that we have selected here. We go down to settings and turn on this screen space refraction. Click it once and go back to shading and turn-on, increase the transmission. Shiloh now it looks so realistic. As you can see, since it's transparent. We can also see everything inside which maybe it's not what we want, what bubbly for the photos. That might look great. Maybe you can decrease the retransmission on orbit, original type crazy. And also very important. You can change now the color as well and the base color. And check the one that you like most. Maybe you want it a little bit more dark. Something like this. I feel like it looks great, great. You can still now play with different options, metallic and see which one is better. For example, I like it like this now, but we'll change that. And you can change that whenever you want. Let's, As you can see, the The metal here on the glass on the mirror, such changes as well. And go into the render tab. Now, check out this, it looks very great. I'm going to go to the light now so we have the, the light selected and let's just increase, Let's try to increase machine. And the emission screen string, something like this. Change the color to yellow. Maybe. Check this algorithm, turn to lighten. The shin actually doesn't make much of effect now, we can turn it off, but we could also think of it. We could duplicate the slides and make red light scaring liver since Iraq is very empty, nine downward. I, I just, I will leave that for you if you want to do some homework. And let's now change a little bit this color of the wheels, of the metal of the wheel. So click the wheels mental 2 and increase lobbied them and Sally, and maybe increase the roughness. Something like this. Now it looks we'll be better than specular as well is also useful. And as you can see now it looks fairly well. I'm just going to now change this direct material. Metallic regressing the roughness. So it has not so much shading on it this backwards or even the roughness may increase. So it's not that, so it doesn't reflect so much. And yet That's allele will be dealing with just now. Do the wheel color. And this one. I like it quite nice, but I will try to increase the specular. Only maybe that's probably a little bit metallic. And decreasing the roughness may be a little bit something like this. We can go back to the material tab here to preview it. Better, maybe that helps. And I'll change the last one. I feel like it's the wheels. In this case. They don't have to reflect on your light. The material of the world doesn't require glide. Maybe this decrease this backward. And I feel like they look quite nice. Maybe I will change a little bit of color now. Okay, I like them now. And let's just go back to the Walter. And I'm going to go to the render here. Make sure that you have your lighting, your light off. If you have it on, you will see the effect from the light as well. We will see it later. We can add some lighter, not in your case, nucleoli may need to add some light if you don't have enough lightning coming from the, from a light source, for example. You can see if I look to the HDRI, there is a lot of light coming from the sun, which helps a lot to write the whole scene. But if you are seen as darker, for example, if it is dark like this, you will see that it's not so that the car is not so a lead. So does when the lights come in, very useful in this case, check the effect of the light, right to neuron, to neuron. And of course, the light has a lot of properties that can change. For example, you go to the modeling tab and we select the light in object mode. Of course, like we have this tab here and we can change the height to the sun. We will do the render to the shading tab, sorry. And unhide the light. You will see. Now it's, it's crazy, it's very bright. But we can go here again to the light properties and decrease the strength. Maybe 30, still a lot. In my case. You can see that it creates a nice effect. And still too much something like this. You can change the color, which is very nice. In my case, since it's a sunrise, I could use maybe a yellowish color like this. And you may not like the vielleicht in their days. Maybe it's not casting the shadows in the right direction. So what you can do is it light works as a, as an object so you can move it with the letter G, or you can rotate it and moving the lights in the sunlight right now it has almost no effect, so don't bother moving right? But you can try rotating. So if you have the light selected and press the letter r, You can see that if you rotate it. It has, you can see that it changes, for example, I'm going to increase the strength. You can see that whether if I change the light, you can see for the shadows are different. Especially here on the vise created by the mirrors are different. You can see now it's much more shiny. Now it's not so shiny in this part of the car. Maybe it looks like this. And of course Buchanan duplicate lights, so you may want to have lights coming from different directions. So you can simply shift D and place another light. And actually you can choose a different color, maybe being color here and change the rotation. It's felt a little bit now to see the effect of the light, but you can first do not turn up the string, maybe 40. Now just play around with the light so you can see clearly the effect of the light, for example. Now I see that this being light is casting the shadows here, maybe a little bit on the wheel. And when you're happy, just don't it down, so it's not so crazy. So for example, maybe the orbit too much. Don't want to really see. But I'm going to go with four or three. And you can change a little bit some of these but, and the angle is also quite useful sometimes. But mainly it rotated the strength and the color will do the most difference when it sunlight, you change it to point. It will change as well. Spot. You can play around with these, but I like the sunlight when it, for example, a car which is a supposedly on the outside. So the sun casts a very nice lining to the car. What I'm gonna do now is a very important but which is setting up the camera. And that's what we are going to end this video. So let's go to modelling and the camera. And you remember, we have it here, Let's unhide it. And that's 4D camera. And now I want you to press number 0 on your numpad, not on your keyboard, on your number. And as you can see, you will go to the camera view, and that's what the camera's seeing. Try pressing F2. Now, right-click of God. That's what, as you can see, what the camera's seeing. Exact same, you know, the car from this perspective. And what you're going to need to do now is to find the best position the rest of the car, the one that you want to take a photo of, and that will look very great. In my case, I will, I would like to see, for example, the cart from this angle feel like it's the best one or maybe you want it from the front or from the side or from the top. Choose the one you like the most. And to do this, you're going to read 0 again. So you're on the camera. Then press N on your keyboard, go to Mu and log the camera to the view. So you will see it around the framing. There are some lines, dotted lines. You can see, make sure that they are activated. And now when you move your camera with like we usually do with our mouse and the wheel on the mouse and shift, you will see that it snaps. So the camera, if I place the camera now here, unpleasant 12, you will see that. Now we see this part of the garden. I'm going to close this and try to find the best angle. Just play around with that a little bit. I really like this one, for example, that's my february position for the camera. And what I'm gonna do now is also gives you a trick because it's very likely that you are, that you don't like maybe the background, for example, here I'm seeing the trees. I don't really care about that, but maybe they would prefer to see nothing, just a flat background. And that's what I'm going to show you. And also I will show you one trick that maybe you want to see or rotate dia, the background. Because for example, in my case, I'm, I'm lucky that in the shading tab, the sun comes in a very great angle. So just hitting the curl like this and it's causing a very nice effect. But maybe in your case, the sun is very on the top and you don't like it so much. So I will show you how to, how to switch D and rotate these background or scale it up or down. That will help you probably a lot. But first let's go to modeling and turned off lock camera to view. We don't want this because if I now move their camera and just without, with distant on, I will just change again the whole the whole camera. And but it's fine. You can take multiple pictures are just One to make the first one like this or like this, it's minus yet. So let's just turn that off. And I will show you how to, first of all, to move and rotate the HDRI and then how to hide it if you don't want it. That's what we what I'm gonna do it for the photos. So let's go to Shading again and going to the Walter. Walter. And let's add some notes and follow along with me or just stuff to Redshift day and click here and search and add a mapping for mapping and chugging away, place it here. We will have to connect these two. And then you can see the the, the background participate. But logistic Dexter coordinates, extra coordinate here. And I just connect generated with the first one. Here I'm vector. And as you can see now, the image appears again. And for example, you can rotate it along the z-axis, probably the most useful one. As you can see, the whole lightning changes. So if I press F 12, we get lighting from different angle. And actually I like this one or even matter. So you can play around with this. You can press here on your numpad and you will see it from like life not, you won't have to click F 12 all the time. For example. This may look very nice. You can see I really like this one as well. Maybe for example, in this case, this one, I don't like it because no stromatolite coming from the front. Or if you like it, it works great. One that comes from the WACC. Okay, people, so I forgot to mention how you can save the images that you're doing when pressing Enter. It's very easy. When you go to the render with a felt, you just go here to image and save us, and then you choose whatever destination you want to place the image. Okay, Now, this just a thing to mention and keep going. So that's the mute. I'm going to choose View tracker it. I feel like that's very nice. What I will do probably is change the light that I said before. So they eliminate or they make this part of the image not so that I will do that after showing you the last trick, which is how to hide the background and set a color that you want a solid color. So to do this, it's also simple. We have to compare to the background. What do we have the Ramadan and, and what we have in the background. And we will add another one, so background. But just click here and place it behind. I will remove that, that connection here, not lean this click on serve on surface and just drag it off. And I will add again mix shader like this. And let's just connect this shader to surface like it was before. This background to shader and these background to the other shader like this. So we will add the last one. So like bath on search, right? Place it here and connect. The first one is camera right to the factor like this. And now as you can see that it's just a solid color. If we press now, if dwell, you can see that there's basically the solid color. Now, what we can do as well is too low here to the wall properties and just go to shader. The second channel. Yeah, the second one. And you can see how you can change the color. Maybe you want it to be dark as well. You can choose the one that you like the most. I feel like it's go integrate to o for quite a dark color because may not, it's not so distracting. So now for the moment, I'll just lift this color here. If you don't want it, you can remove this to the right bus and the background and the mix shader and connect this two again. And the shader, the GRI will appear again. So that just up to you Z1. But remember that applying a solid color in the background, like we are doing now, doesn't affect the shader. It just like a preview. You can see that now if we rotate, the binding keeps changing. So that's interesting. Just like adding this college just like a layer that collaboratively. The gates derived, but the fact of it is still noticing points. So that's good. I'm just going to play around a little bit with the lights though to fix that issue, that all of these dark areas and I will contact New York. And by the way, in the, in the render poverty's here, you can go to the ambient occlusion and change the distance of the shadow if needed. Because maybe in your model, you need to increase it. So you can see the shadows matter. Also, you can change the threshold of the bloom and the color. So you can see if you change it, it makes a difference. For example, I'm going to turn it down a little bit, like when it's quiet glowing. And also you can go to the screen space reflections here. And to know how black dress like this, you will increase a little bit the quality V1. And also if you go to film, I forgot to say that before, but you can choose transparent here. And if you press now after, you will see that you have a transparent background that is very useful in some cases as well. So make sure to have that in mind the moment I'll just leave it like this. And I'm going to continue trying to get the perfect scene. So I'm happy about how the loser now, i'm, I like the fact that that's a lot of light coming from the sun which should be there. And there is this shadow scale, but it's not so dark. And I'm going to do one less thing for you. So if you go to the modeling tab, Let's press Shift a and other Blaine mesh. Now you can see that we've added the blame on the bottom under the car with no repressive 12. Check that the blend is also included in the scene. And I really like how it looks. For example, we could dry. I think that I will leave it like this. But for example, if you extruded blank downwards so long to edit more than that. Something like this. Check that you've made the car right on top of a pillar, which can look really nice. You could also duplicate this blend. So Shift D, then right-click to leave it on the same place, and then rotate it along the x axis, 90 degrees maybe. And then we're going to move it along the y-axis. Nobody upwards. So now you can make it like it's in a room that can look really nice roughly. The whisker, not both of them are. Check this out. I feel like this looks almost better than none without nothing. But that's also up to you. Use feel free to, to blend and thus your own, your own solutions to this problem, to this problem of finding the best image, for example, you can see that adding the planes are running on the objects. We'll cast shadows and will be considered these objects on the scene. And also, I have to let you know that there's something that you can do. For example, if you don't want this plane to be shown in the render, you may think, okay, let's hide these planes like this. Now when I press it up, oh, they they are here again. Or maybe you want to take a photo without the grill and because of this part, maybe you don't like it. And you present well, and it's here. But if it's not here, how is that possible? Well, that's because the camera is turned on. You may not see this camera two. To activate it, you just go here and filter and rest. Nice camera here. You can see now it appears where while these cameras turned on, it will appear on the randoms. So when you present it, well, it will appear if this camera is turned on regardless if it's freedom or not. And then, for example, if I don't want this, this part, I just hide it from the randomness even if it's now clear on the modeling tab, if it's the camera's not turned on, it's not going to appear on the random. So as 12. Now maybe you like it without it or you don't want the planes. So instead of deleting them, you can't just turn them off for the random to that they're very useful trick. What you can do is also go back to the camera in and change the annual. Maybe you want to, now that you have everything set up, you want to get new, new perspectives. So you just go to the camera, lock it to the view, and get a different perspective on things like this. Well, in this case, now it's very zoomed in because there's this plane. For example. You can see how now I'm taking a picture of this plane, which is not what we want. So I'm going to disable from the renders. And as you can see, we can write another perspective of the gun. Now it's time just due to feel free. I'm an experiment. We're going to leave it as it was before. That was the main part of this class. We've reached the first and the first checkpoint of the glass. Now that's probably for me the best part of the glass. And I feel like the rest part is yet to come, which is the perfection or the way to make the color look the rest for the final touch that will make the card look extremely realistic, much more than it is now. Now we'll just finish with the low-quality bulb, which is really fun. But you will see that after this class, the next one will make it look much smoother, much better. And that will be possible thanks to the fact that we've created a low poly version of the Gulf. If we were to make it so hyperbolic from the beginning, it would be much harder to work like we've done now. So that's a really great step to take, to make it locally. And then increasingly the geometry of us we will do in the next video. So now make sure that as always, you save and just take photos from different angles and you have discarded this model. Save this project and, and you can use it maybe if you want to sit in on a game environment or in a game engine, you can use this guard of the model and now take all the photos and everything that you need because the next video will be very interesting. So don't forget to be there. And I'll see you there. 13. Applying modifiers: From low-poly to high-poly: Hey, what's good, everyone, Let's continue. Here is our class. In this case, as I said before, we're going to make the catalog much more realistic, much smoother. So it looks not so sharp. For example, here, it looks very pointy. We don't want this. Maybe the wheels should look completely around, not flat like this. Also this edge here shouldn't be so sharp and maybe the mirrors shouldn't be so square. So we're going to fix that and then we'll look much more clean. And to do this, we're going to need to go again to the Modelling tab. So first let me just turn this lock camera to view here. Because we don't want to move the camera while we are just moving here. And then we will do the same here on the modeling tab. We'll make sure that we have it off. Because maybe sometimes you see that if you have it off here, it doesn't mean that you have it here as well. It twice. It's independent on each tab. So make sure that you have it. You don't have it locked in in either of these tabs that you are using. And let's just first of all, go to object mode and hide some of these strings because for example, the light, we don't want them now, also, these planes that I used for the pictures disappear as well. Not disappeared. What can be Haydn and the camera as well? And actually what I'm gonna do is move all of these items to a new collection. So I'm going to create a new collection. Because being created here below. And I will just with camera light. And I will move the camera and lights to that. So three lights that I use, you can select different object by holding control and left-click so the camera and the three light. And also I will move the planes that are used. So it should be these two points, the one from below the car and one from the back. These two, I will drag them to the camera lights collection. So now we just have two independent collections for the car, this car, so let me change only the objects from the car up here. You can see only the garden. Here. We just add the camera and the light and all the other objects that we don't need now. So now we just need the car. And what I'm gonna do is duplicate this collection. So right-click here and duplicate collection. See that now we have two cars. If I take this and move it, you can see that there are two of them. And what I'm gonna do is actually hide one of them. The original one is this, the first one? So I will find it. And I will just use this one for this class. And we just did that because it's very important to have a copy of your car, make sure that you save it. Well, maybe you can save it as another file and continue from that other file, not from the one that we've used. Because in this case, for example, we are doing this. Since if we weren't to mess up with something like this, you can see we messed up now, the catalogs broken, but this is quite hard to fish now because we will have to try to link all the edges and tried to find out what we created before. In this case, it's just so easy to turn the first collection on and we have the problems of so that's why we duplicate it. Because in this step that we're going to do now, we're going to create a new modifiers that will make a lot of new geometry. And that might be a little bit confusing and maybe we can mess up some in some cases. So we will always have this backup of the car, and that's very nice. So I'm going to press control that. So no, everything is fine. Let's start and do this. You will see that it's something different that we've been doing now. So we will have to apply a new modifier that it's not the mirror modifier. And you will see the impact that it makes him just after applying it. So we'll go to the garden. We will select first the object in the frame. So this part of the car, you can see this part and I will actually maybe the wheels for the moment. Actually everything else except for the car. Like this. We have this pattern and we will press Control T on our keyboard or just going there to the Modifier Tab. Make sure that you are in object mode and add another modifier which will with that subdivision surface. And as you can see, what we've created, now, it looks very different. And it doesn't look very nice at the moment. If we increase this liberal levels viewport. You can see that it makes it look much the more you add, the more geometry creates and it's adding a lot of them. So now it looks much better. But we're going to leave that on too. And we'll increase it later if we need, as you can see, if I remove it and press Control two. With the objects selected, you will see that I've created a subdivision surface modifier with two levels viewport. So that's the shortcut if you need. And what we're going to do is right-click to the car and bless Shade Smooth. So quick here, and check that how easily it was to make the car look very good. But obviously that's still not great because for example, the, the windows don't look nice at all. And this part maybe should be more, more sharp here, not so round and maybe on the edges as well. And the part here on the engine, you will have to fix this. And also make sure that you go up here to this panel, to the object data and go to Normals. And you can enable autos, autos not so that will make it look a little bit better. Especially when we add edge loops or the loop cuts that we've used a little bit on this tutorial, which are the ones that you will do with Control R. And you will see how using these loops will make the car looks much better. So for example, let's go to object mode. And as you can see, the edges of the frame of the cartoon overlapping and below the surface of the car. So that's quite easy to fix and we would like to see the edges on top of the car, of the geometry of the car. And that's easy. So let's just go to the modifiers and select this first one here on the cage. As you can see now, we see the edges that are adapted to the geometry of the car. And that's great. And you will see, for example, when we add a look at what the, what's the impact that it makes. So for example, here on top, I will press Control R and make a horizontal Look got here. So control arm. And when I press left-click, I will be able to move it. And if I bring it closer to the edge here, you will see why it creates. So click and move. Can you see what it does? You might go to the solid version. You can see that it created image sharp, sharp line. That, that's very, which is what we want. Probably, for example, you can try it here on the engine or maybe let me turn it back on. For example, here, you place it here. Check what it is creating. Let me zoom. You can see, look, check what we are doing here. That's very, very useful. But let me just press Control Z and make sure that we don't have automatic John. So I will turn that off because maybe it's some cases. If you are, if you please look at very close to another loop, it may join them together and you don't want that broadly. So for the moment, let's just turn that off. Now let me just do another thing which is very useful as well, which is the main careers. So that's our new tool that we haven't used. But for example, if you go here to this edge of the window, we'll select these two edges for you to see. And you press the letter N and go to the ATM and transform. You will see that here below. The mean may increase. If you increase it, you will see how it brings these edge closer to the one it was before. So like it makes it looked like it was before. So you remember this was a flatline before and we increase it, just brings it back to where it was before. And that's very useful, especially here on the windows because you can see that all of these red part is not where it should be. So I will increase that here, for example. And you could make it a little bit here, so it makes it look sharper as you can see now, that looks much better than it was before, like this. With these two tools, the Control R and this may increase, you can make a big, very big difference to the car. And that's what I'm going to do. So let me just turn that on again. Let's start. So for example, let's just first try to fix this edge here. I will try first with them increase. And as you can see, I really like what it does. I will try not to bring it in very high. So not the one. Maybe we'll just leave it on 0.9 now. Maybe here as well. The great thing about BMI increases that if you don't like it, you can just bring it down and it will make the effect disappear. So it doesn't make a new geometry, but in some cases you will need to use new geometry. For example, here, just dry increase, yeah, it works as well, making it look more sharp. And here maybe we try to. The same here. Maybe. I will try to add a look at here in the middle. The front part, sharp corners. You can see like the effect here also. Maybe we can fix this. The whole window with me increase. So we can see that I will try not to modify since it may actually put it below the other surface. Now with this one as well. It looks round. So that's why we can use the loop catch here. So with these attractant, maybe you just press Control R. You're going to see how it looks now. The window, especially on the front part. So now it's time to fix these two windows here and which look, how do you run that right now. So the same as before. Selecting this, all of the edges of the window and I will increase them. You can see I'm working all this time with the top, but maybe you can work better like this as you want. I like to see materials now that we've created them. I will do the same here. And maybe I don't know if you are listening. You can hear my computer, which is it is heating because there's a lot to work with now. It's working very, very hard to make all of these edges look so realistic and the shadows and everything. So if you, in your case, you cannot work well, just decrease the liver level viewport and try to work in this panel. It will be much easier for the woman. Has I can work with that. It doesn't lag right now. So I will continue with this, but in the other case, I will just turn that off. For example, as you can see here, when I create a loop cut, it doesn't reach the top of the car and it doesn't look so nice here. So what I'm going to do is actually create an horizontal one, since it will do the same effect as you can see. We will make one here, another one here. That I will make sure that It's not so sharp. You can see now the windows were much better. And let's just maybe do the same under the roof of the car. Maybe this one. Or maybe we can increase the domain Greece here a little bit. Maybe here on the edges of the window. That is very nice. You can see laser. Look sharper. We've done that here. Reform will have to do it now. Here. Yeah. It can look very nice tool. We're actually using more of the main quiz than the other one, then they look very nice. The great thing about this modifier is that it works with any object that you are creating. So in urine, someday, you create something new object, something low poly. You can just bring it to life with just this modifier and applying these are main grid as you can see. For example, let me just do this for a second. Check it out. What's the difference? That's very nice to see. Very, very red in just a moment, just a few minutes in, and it looks extremely better. Maybe let me try to do the same here. Make sure that both times you are selecting the right digest. Because sometimes you may like some that are not. Do I want to select? And you may affect other parts of the car. You're going to see it looks sharper. Now let me do this again here. Actually, I like this one is wrong. Well, that's great. Maybe I will add to look at here on the side. Yeah. Yeah. Maybe one on the door. What I feel like it looks decent already. Yeah. I like it a little bit around. Also. You're going to see if there's something else to change. You can see, I'm really liking how it looks. You can just try to move some things. Maybe you want sharp line here. Actually. Yeah, actually like this one. So I will add, please look up here. A little bit. Sharp line here on the window. Maybe the edge here should be on the outside. I like how it looks. Let me just do the same theorem. Doing with them increase. You're going to see looks really nice. Maybe this one as well, which we all have these dark area. So high, I guess. Also as you're going to see, the bar below, the bottom from below article has also changed. So I will make these one also will more, more sharp. And as you can see now I'm quite happy with it. We'll just make this one. I like the way that it's somebody around here, makes sense. And maybe the one in the front maybe could be. Especially these three little bit sharper. Remember to hold control, to hold Shift while you're dragging. Like it now. Once you. But it's really great to increase them, increase, especially on the edges to make them fit together nicely. Bit more here on the side. Okay, So I'm really happy about it. Let me just increase this one. Yeah. Check this out. As you can see. It just very quick to make your data look completely different. And let just to end this part of the car. So as you can see now, it looks much, much better from what it was before when it was just a flat car with just a few faces. Now it just something much more elaborate. If you increase these levels viewport, you will see how it makes it look even more realistic, but we'll leave that on too, because you can see now it's five, it just keeps looking even better. You may you may consider using them all of them during the photos of the car, but that's completely fine now for using them, maybe wanting to relocate to Toledo. But we do it just works very nicely. And now within the car. But we can apply this to the wheels. And you will see that by just pressing Control doing the wheels will make a few different. So control to check this out. Already. Very nice. As you can see, it looks a little bit flat, so the wheels left-click set mode. It looks completely nice. Let me just make sure that we have autos model. And as you can see, we will do the same with the wheel, does not. And that's very easy in this case, we'll do the same. We'll want to go to the modifier, make these, show the cage, the image. We're going to actually almost, we don't have to change anything. Let me see if increasing the main careers, maybe here. Greece. Yeah, something like that. I will actually make sure that, for example, hits 0. Here is 0.64. I will do the same on the other side of the wheel, so it looks symmetric. So 0.64. Okay, Nice. I feel like maybe this one we can try. I like it when it started it a bit rounder. So I will maybe increase this one. Yeah, like this. And maybe there's one. Yeah, I'm quite happy with this. Let's do the same here. Same here. She looks like we've made a cool pattern, but we can remove it by just increasing the main grid. Will actually leave it on one. Now, maybe here. For example, I'm quite happy about that. If you want this. I also like the shape that it has created with these more. When it's thicker here and it gets like, I actually like the shape that it has created here, where we can see that this part is a little bit thicker than this one on the middle. But you can change that easily ready to look at. So you got to look at and you will see it brings that inside like this, what I liked, the fact that it's a little bit like this. So I'm going to increase the decrease here. We will never see probably this part of the wheel. So it's not really important. And since the wheels are, since the world's largest symmetrical and both of them are to be completely the same object. What I'm gonna do now is simply duplicate this. We'll link to go to the side view. And I will duplicate this with Shift D and move it along the y-axis. And I will place it, place it exactly where these previous Will was. Like this. I will delete the previous one. So this one which still doesn't have the modifiers applied, loops. I mean, we'll simply delete it and I have it. The same will now. So instead of copying the same numbers from one wheel to another, we can just duplicate it. In this case, we are lucky that the wheels are the same. And also there's these back wheel that we will have to do. So I will do this one manually, so I will copy the numbers here. So I will press, press control to those small shifts more than autos mode here. You can see the difference that it makes here. And let's just do it the same. Turned on the gauge like this when he was here and here, 0.64. And if you are recreating the exact same characters, feel free to use the values that you want. It's up to you. And in the numbers may be different depending on the on the size of your garden, maybe the scale of it. So just feel free to experiment yourself with the numbers. And as you can see that Z it already. Just the last one here. In this case, I will make it look like this. So now when we turn the car back on, you can see how better it looks. The world, especially make it look realistic and they are ready around very smooth. And let's do the same now with the other e-Types. So I'm going to maybe do the same with this part. When we apply them, when the fire here we will, it will probably look very bad. So we must control tones. You can see just looks like nothing but it's more. Oh, it does more than just this very quickly. So look good. We'll help us here in the main careers. As always. Let me turn that aren't just this year. Not so much. Actually. This I will place another example. One will turn that on. Again. It gets turned off, will increase the decrease here. Same on the inside. You'll see that when you're trying to move, it just is so fast. That's because you are rotating with respect to that point, the 3D cursor. So you can change the place of it by just holding Shift and right-click, shift, right-click. And you're going to see, now, it's more subtle. That's right. And that's it for me. I feel like it looks red already. Maybe this one would be a little bit sharper. Actually. Ok. That looks good to me. I'll just do the real now. It's more of those nodes. Here. We just the main theories, we will probably be no. Let me turn that on. I would like to look at here on the top showing the left side and one near the front. Okay, just make sure that it doesn't look so round. We will add tool cut marks. So one here on the top and one on the bottom. That's it for the moment. Like it has to be quite rectangular. So let's do the same now with the light. Here. They are very shiny, so I will go to this view now and apply a mockup so you can see it a little bit better. We'll hide the car. So control to make sure that the gauges on it more or does more. And really know. The main careers. One here, one a while ago. And I like how it looks. I will add the loop count here and increase this one. It was quite fast. This one was quite easy. So we can turn the car back on. And let's do the mirrors control too. You can see it just looks very great. We're just applying the modifier, so does most search mode. First. I will definitely add to look at here. Look at ring this down. Let's first, actually I will make this edge sharper first. So I will move to 3D cursor again by shift, right-click here. Now I can move and rotate easily. Actually. Now wait a minute, even though actually we just don't increase it, fixed the issue, so that's fine. Then I will maybe look at here, maybe the main Chris here you can just experimental it will be done by yourself, right? To make it look nice as you can. For example, one, like this. You went to you. It looks very nice, but maybe you can see that it looks a little bit. You can already see the flatlines which made the circle. Maybe we added two little geometry when we created the vertices of the on the circle. So to fix that, you can just increase the level of Viewport here and you can see that this looks much better. And basically adding, increasing, this will add more vertices on other looks much better. In this case, I will leave it to three since it's also a very small object and it's not adding too much geometry overall. That's fine. So let's just do the door handles now. And that will be the last one. So as you know, Montreal to show it's more than now. It's a very fast process. To note. When you get the hang of it. We almost don't need to buy anything either. This one, since it looks. I will add maybe a look at here. And another one here. I like that it's quite around so that it now makes sure to save because it will be very painful if we lose all of this progress. So you can just press Control S to save. And you can invoke here again and check this out. This looks very, very nice. Now you can feel free to take a look and observe the, the masterpiece that you've created. It just looks very nice. I'm very proud of how it looks and luxurious. Make sure that you're now like the materials, for example, you could change the color now that you're, you're finished, for example, you can go here and just go through the metal and maybe you want it to be green. So clearly go. That's very easily I really like this feature of the materials, but they are very easy to change. Maybe you'll like it white or maybe you like it black. So very nice color for them. And I will just leave it in red. And just, let me show you the the compression again. So I will say like the, all the car, the second one and move it on the x-axis, something like this. Now let's activate this one and check this out. How it improved from one to another. Maybe if we go here you will see that better. Jacket. So crazy. Maybe. Here you can clearly see how great it look now, how the difference check the wheels. Hsl here on the back. The mirrors, just crazy. You can see the shape of it. The sophomore, some details here. Make it look so nice. Place it back to the origin and go to this view. You can see now if we turn on the wheel, the light, you can see it looks very, very great and now it's very impressive, but we're not done yet. In the next video, I will show you another way to take pictures of it so it looks even, even better, right? You will see that we will switch the render engine. So if you remember, we were here on eBay, will change that to cycles and we will make some small adjustments and we will take the best pictures of the car. And you will see that it will be very impressive, the final results. So make sure to stay in the last video of the class. It will be simple again, and it will be just some changes of the camera and some parameters here. And you will see how great it looks and how it will be. So make sure to stay and save the project again. And until the next video. 14. Second lighting and rendering (high-poly version): Greetings people. Let's go with the last video of this class. Now we're going to make nice render out of this cartilage model and make it look so nice in the photos. And let's do this very quickly. It's very simple. So let's go back to the shading tab. Will show you the render view. And first let me mention something that we're not going to do in this class. But for example, these materials, you can guess that there's that are better materials. You can make materials with some texture. Maybe since this is metal, you could make it with some scratches or maybe the wheels look quite flat now there are colored but you could make it look more like real wheels. So maybe with some texture, with some bumps here or so lines. That's very nice. Maybe here on the grill as well. And maybe the glass, you could make it look more, more shiny or more transparent, maybe with some texture to it so it's not so flat. Maybe the door handles or the Rimsky on the world, you could make it with some different colors. And that's done by adding more nodes to this material. So in this case, you will do the metal material. You can see that it's very simple now. Only two of these. And you can see that when we shipped day, there are a ton of them. You can add so many textures here and so many different staff and connect everything together. And let me tell you that the complex materials are huge. They are like you can find like with multiple, like hundreds of connections like this. I'm done of different stuff which end up making a almost realistic material that you cannot even tell if it's like a real object or on an image. But for the sake of this tutorial will keeping it simple. But now you can feel free to go to the internet and find a cool material from a video or from a tutorial. And you can simply copy to your project and it will simply have the same effect, but it will look metal. You will see that you can tweak a lot of options and, and properties and you will be able to even create a much better effect. Maybe you could add some grass here to the ground or wherever. But that just concentrate on the, on the purpose of this video of making the switch in the render engine. So they said, Well, we'll change from EB two cycles. So to do this, it's quite easy. Let me just turn that off and just go from clear EB two cycles. And you will see that now it will The SUM awhile to update. And you can see that it looks worse right now. Here, it just seems that that we've made a downgrade. But don't worry, even if you move the camera, we'll see that it's even worse. Check this out. Maybe I'll computer will handle it better. Probably. But in my case, it's just not that great and it just ends up looking not that great. But in the renders, believe me that it will look very nice to render it. You just have to press F2 Alpha we'd before. But first let's just apply some denoising fear so it will remove some of the noise. For example, that is noise here you can see that it's this square like it looks very pixelated. So nice. Removing some noise, we'll make that disappear from the random a little bit. And let's just focus here on these sampling that, that's probably this one on the random. It's probably the most important option of this cycle to render engine. And the higher the random samples are, the more it will take for the render to finish, but it will make it look much, much better. People will increase it up to 400 or even more depending on the, on the object that you're working with. It can take very long though, if you add a lot of samples, but of course, it takes long, but it looks better. That's all you just have to find the balance. If you have a lot of time to render, you can just increase the sample taller and that will make it look better for the moment. Now we will keep it on 128 as it comes by default, but we will probably increase it at least for taking a cool picture, at least four ones. And if your, if your computer is decent and we'll be able to it, we'll be able to make the renders really fast. So I will change, I will change the device to GPU and make a little bit faster. And let's just go in and find the camera y with 0 on our members. And if you're unhappy with the lights and stuff, maybe what I'm gonna do is let's just of course make sure that the first guy, the one that is. This one, the one that it's squared. We can just disable it from the renders. Very important. If not, we will render two cars in the same place. We don't want this, so I'm going to hide it and disabled it from the renders. We don't need that anymore. Now, let's just focus with this new one. The one that we've created for my sure that it's on the renders. And what I'm gonna do is make a last check on the lights. So I don't want this beam to be so visible here. So I will maybe change the color to something more like this. And as you can see now, if I press F 12, it will take a long time. So let's go. You can see now this is real time and I'm not speeding this up. And you can see that now, for example here, you can see how great it is looking right now we didn't get this from the previous renders. Example, this reflection here, or even look at the shadows, how smooth it looks. Very, very nice. Even the contour of this light. Just check it out. How bad it looks. As you can see, we are not getting much noise here from the car. You can see nothing on fear. Here. On the lower part, you can see that there's a lot of noise, but we'll, we'll probably, it will probably disappear after it finishes the rendered. So as you can see, here, there are the tiles. It has to render 510 tiles. So now it's just not even on the half of it. But of course the styles here, which are the background, are so quick to random. Now it's just doing the hard part, which is the lining here on the car and all the refractions is bouncing from the different under different surfaces of the, of the car. So that takes a long time. But as you can see here, now, this is very quick to render since there's nothing on here. As you can see, check this out. It's looking at in it. For example. Now it's time to experiment again and change the lightnings, change the, maybe the, some colors, maybe they're refraction here you want the class to be more shiny. I forgot to turn on the light here. Maybe I should increase a little bit the emission. And as you can see here that is maybe there was a little bit of noise, but I see that now it has disappeared. So that's very nice. Maybe here on the top, there's noise. And we could easily solve that by increasing the samples. Now, it hasn't taken very alone. And now we just about to finish. You can see take two minutes. That's quite fast. I wouldn't mind spending more, more time to render a great image. Show. For the example, I'm going to save this one image. I want to save it. And what I'm gonna do now is simply experimental a little bit more and change the light, the HDRI as well. I'm going to rotate it and we're going to maybe add some more light or change the colors. And of course change the angle of the camera. And I will just keep taking photos of the car. And for example, if you are just changing some small details and you'll know which photo you like the best. You can. Just use this logic here. So now we've done the slot one, but you could take another random. Now if you press F2 with the slot two selected, for example, like this, I have 12. Now you can see that they ran that is being created, which in this case is the same because I haven't changed anything for this being created on this a lot too. So you can go to the flood one and you will have the previous render that we, we made it. That's the one from before that took two minutes. And here you will create the new one. So when you change the, maybe the lighting, you want to see which one is the West. Users make different slots. You have eight of them. And then the one you like the most and then you just save it if you like more the lung from a slot to your saved one. For math, love doing instead of the one from the slot one. So I'm going to just press space. So I'm just going to stop the render here. But for example, you can see that you can make different renders. In my case, I'm just going to make another photo here and there's a lot to and let's just try to tweak some options as well. And I will do that. You can do that too. And, and of course, Yeah, you can increase the samples. If you will really find a great angle or right photo, you could increase the samples so it will look even better. So Let's try to find a cool photo. Now. I'm going to save this one as well. I like it. What I'm going to do is show you that, for example, the one on slot two, slot one, sorry when the one Uranus lot too. And you can just keep. Making them on different slots if you don't want to lose them. But if you say bit, that's fine. And I'm going to try to change the edge, rotate the HDRI now so I can get more. I can get strong lightning coming from any direction. So that's what I'm gonna do now. So if you remember to rotate the HGRI going to wall, and just in my case, I will rotate it. You can see it takes quite a while to update. What I'm going to try is to use this plane and I will try to using material to it. So I will go to Object and check what I'm going to try to please the light material to it. So as you can see now I get lightning coming from below. Of course, it's changing. If I change this material now it will change the material of the lights in the front, but since now they are not visible. I will just play with this. Maybe it will create a great effect. I don't know. We'll just try the emission color and change it. Maybe this one looks great. I will see how it looks. And I will render now, check this one out. I really like how it turned out. I really love this part here on the bottom that it's shiny and it looks really nice with these green light. And maybe I should have made this part of the back of the car not so dark, maybe with a light here. I like pointing here with that helped a lot. So I will probably do that. But for the moment, I will just save this one as well. Now it's just time to experiment and just keep doing and preparing new renders. For example, I would need to add a little bit more of samples here I feel. But let's do the last one. And it will be, so this last one will be both goddess who feel like even may look very nice image with the globe Pali Canon, these high polygon. So I will just select the first car, select everything off of it, and move it along the x-axis. Exactly. And actually, I will probably mortgage again here and rotate it so that something like this. Actually let just, I will delete. I will hide this plane like this so it doesn't appear in the render, will see the camera view. And I feel like this will be a great picture to do with the class. He will show us the wolf of the guards, the difference of them. Actually, I will add the plane again, if you'd like, it gives a nice effect with the shadows below it. So I will just scale it up and move it. We'd only on the x-axis. Like this is nice already and I will scale it along the y-axis, or it'll be something like this. Maybe they're exactly the love in one. And that's it. I feel like this will be the last image. I will actually increase the samples here. So let's put it to the 300 plus f 12, and that will be the the final renders. Actually. Now that I'm rendering, see that I will cancel the render. I'm pressing Escape. See that the color from behind is not, it's not rendering because I forgot to enable it on the random. So make sure that the camera here is enabled and make sure that you have it enabled as well. And now I will start it again. Here we have a nice side-by-side compilation. Now make sure that you keep experimenting with new angles and different lights. Maybe try different adding another account or maybe in the end, or maybe another plane on cycles. The light and shadows are very, very well, but it beautiful. So you can feel free to add a plane on the back. Maybe it will cast a very nice shadow that will be very, very nice to see. And that's it for this class. I really hope you enjoyed it. It's very pleasant to see the final result and just feel free to try out new things. Don't worry if you make mistakes. You're going to fix them easily. You can search in Internet. There's a lot, a lot of information and very nice community out there. So make use of that. I'm sure that you'll have a lot of great experiences here. And once you get the hang of it, it becomes a really, really nice copy. And you can just keep pushing and pushing and develop new things. Because now we're just on top of the iceberg and there's a lot, a lot more to discover. I mean, I've covered a lot of hours in this program and I'm still learning new things every day. So don't lose club if you are tired, just take a break but leave this brown. I'm just keep coming at it because you'll see that it has so much potential. And I really, really encourage you to stay there for cruiser, keep creating, exploring, whatever you want to do it. Just go there and blender just built the final results are always, always really, really amazing. And if you are one, to step it out a little bit further, you can take these and export it to game engine seed on a game animation. There are plenty, plenty of options. So before leaving and we just wish you very good luck. You've joined the world of 3D modeling and it's a really, really cool place. I'm gonna say again, sorry for my English. I know it's not the best. I tried my best to make it as easy for you to understand it. I appreciate you staying to this last minute of class, so really, really happy about that means a lot to me. So again, I wish you good luck, and I hope that you have a great modelling experience.