Transcripts
1. Introduction: Hello veron and welcome
to the create and Design a modern
interior in Blender. Throughout this course,
you will learn how to model a room, texture it, create photo
realistic materials, add in professionally
main models, and more. Learning to create
architecture in any three D program is
a great skill to have. By the end of this course, you will have created this result. The first section
is an introduction to blender and interior design. In this section, we
will start out by modeling our room and getting
the dimensions just right. We will also learn about adding lighting and creating materials. The second section is all
about filling our interior. We'll start out by
learning how to model a couch and then use the claw simulation to simulate the cushions
and the blanket. After that, we'll create
a fabric material and then import it into our scene
using the asset browser. In this course, there are 17
professionally made models which you can download and
use for your own projects. If you're wanting to learn how to create these models yourself, there are tutorials at
the end for each of them. In the last section,
we'll focus on the camera and the
composition of the render. We'll also learn about adding
multiple camera angles, post processing, and much more. For a couple bonus sections, there is one about
creating a clay render, another for creating a
nighttime version of the scene. And then for another
one, we'll use the EV render engine to
render at our scene. If you're wanting to learn
about interior design and create a stunning render, hit that enrollment button,
and let's get started.
2. 7 Key Principles of Interior Design: When it comes to
interior design, there are seven key principles that you
need to think about. Those being balance,
unity, rhythm, emphasis, contrast, scale
in proportion, and details. We're going to be
going through each one of these and we're
going to talk about how they are important when
it comes to interior design. Starting out with, we're
going to talk about balance. Balance is essentially the
arrangement of furniture and elements of the room
and how they look visually. When arranging your elements, you want to think about what kind of balance
you're going for. This could be
symmetrical balance like you see in this image. The bedroom is split into two. There are identical night stands on each side,
identical lamps. The pillows are
exactly the same. This is symmetrical balance. Here's another example
of symmetrical. You can see both of the
couches are exactly the same. The lamps on each side
are exactly the same. This is symmetrical.
Another type of balance is asymmetrical, which you can see in this image. You can see there is
a couch on one side, and then there's these bean
bag things on the other side. This is asymmetrical. It's not identical. Usually,
this type of balance offers a more modern and
energetic field to the room, and I think it looks a
little bit more interesting. Lastly, radial balance there's a center point and everything around it is pointing
towards that center. This could be a dining
table, or in this example, you can see that table and then all of the chairs
are pointed towards that. That is radial balance. The next key
principle that we're going to talk about is unity. This is basically the harmony or unity of all of the
elements in the room. This could be similar colors
used for the furniture, patterns, textures that are
matching, things like that. In this example,
you can see all of the furniture has
an old rustic feel, and so this looks really nice. You wouldn't want a
modern piece of art or technology right next to
an old grandfather clock. That's not going
to look very nice. That's not going
to unify the room. You want to make sure the
elements and furniture matches, and there's not
some random piece that doesn't belong
in that room. The next one is rhythm and this is the repetitive
rhythm of the room. For example, if you
have one object, that is a light blue color
and then another object, that is somewhere else
that has that same color, that's going to be a
repetitive rhythm. In this example, you can see the curtains for the windows and the chairs and couches all
have a similar texture. This is creating a repetitive
rhythm to the room. Emphasis is also
another important thing when it comes to
interior design. This is the object or
element that's going to be the focal point
for the viewer. What is the viewer
going to notice right when they
look at your image? What do you want the
focal point to be? In this example, you can see the bathtub is the focal point. That is where your
eyes are drawn to. Another image right
here, you can see this, the chair, the table, that is the focal point. This is a very
nice looking image because there is an emphasis on where you're
supposed to look. Figure out what
you want your main emphasis to be and then position the other furniture to complement that
main emphasis. Contrast is the
next key principle, and this is the
principle of adding two different
contradicting colors, shapes or forms that help
complement each other. This could be using in black and white, or in this example, you can see there is
a heavy rich blue next to a orange
looking art piece. This creates a very
heavy contrast for the eyes and it's
satisfying to look at. Contrast can also be
used with shapes. For example, if you have a round piece of furniture
next to a rectangle piece, this will give a heavy contrast. The next one is scale
and proportion. This is how all the objects and elements fit inside your room. This is all about the
size and ratio of the objects that are
inside your interior. For example, if you have a large chandelier
with a low ceiling, it's not going to
really fit well, it's going to feel
clastrophobic. You want to think
about that when you're working with
scale and proportion. This example, you can see
there is a very tall ceiling, so they can hang
a very low candle right here and that creates
a nice scale of proportion. They wouldn't
really want to have the candle way up
here because it's going to be really close
to the ceiling and there's going to be
a lot of open space. That wouldn't really work
with scale and proportions. They also have these
very tall statues because they have a
very tall ceiling. In this example,
you can see all of the chairs and couches
are the similar size. Everything looks
very proportionate and it looks really nice. Again, when you're thinking
about scale and proportion, you want to make sure
all of the furniture fits together and there's not one that really is so much bigger than all
the other pieces. Attention to details
is probably one of the most important parts
of interior design. This can turn your render
from a good one to a great one by just adding a couple of elements
to your interior. You can see in this image, there is a lot of detail and
elements around the room. In my opinion, this looks
a little bit too detailed, so you may want to
tone it down so it doesn't feel as crazy
when looking at it. This image right
here is much better. You can see it's not as busy, but there is still a lot of
details around the image. There's a lot of books
in the bookshelf, the textures on the wall, all of the lights that are
hanging from the ceiling. It looks really nice and there
is a lot of detail in it. Adding picture frames,
blankets on the couches, books on the window sill, things like that,
pillows on the chair, as you can see in this image, really helps to make
your render stand out. When you are designing
your interiors, you want to think about
these seven key principles. There are no rules. You don't need to follow
these principles, but they will help
to make sure that your interior looks really nice. Thank you very much
for watching and I'll see you guys in the next video.
3. Blender 4: Hello everyone. In this video, we're going to cover the
very basics of blender. We're going to go over moving around the three D viewport, the different views,
solid view, render view, how to move, scale
and rotate objects. All of the very basic things
that come with blender, we're going to cover
in this video. So if you are a
complete beginner, this is the video for you. Before we get started, I
want to mention that if I ever use a shortcut
throughout this course, you can always
look at the bottom left and see what
shortcut that I press, and you can see the
mouse buttons as well. For example, if I left click, you're going to see that it displays the left
click right there, same thing for middle mouse, and then right click as well. Shortcut keys, you can
see it displays there. If I press N, you can see this, it'll open up the
properties panel and it'll display it on that
bottom left corner. Now, before we get
into this video, I want to quickly mention
the different render engines that blender has to offer. We can see the render engines by going over to the render panel, which is this option here. It looks like a camera. If you select it, you can see the render engine
is displayed here. The default one
and blender is EV. Now, EV is a real
time render engine. This means you can move around
your scene in real time. You can see the
materials lighting. All of that is calculated
pretty quickly. Cycles, on the other hand, is Blenders physically
based path tracer for production rendering. It's designed to create very realistic results
right out of the box. Workbench is not really
used for rendering, it's mostly used for previewing your scene or your model that you're currently
working on. It won't really display
lighting or shadows that well. As you're working, you
can use the workbench. It does have some nice features
in the three D V port. But when you're ready to render, I highly recommend switching
to EV or two cycles. Here we are in a brand
new scene and blender, and this is what
you're going to see right when you
launch the program. Now, there is a lot to this. There are so many different
menus values to look at. Let's just go through
it one by one. Before I show you how to navigate a on the
three D viewport, let's understand what
we're looking at. So right in the
middle of our screen, this is what we call
the three D viewport. This allows us to see our scene, what it's
going to look like. The different models
and objects that are inside are going to be displayed in this three D viewport. On the left side, we
have our toolbar. There are a bunch of
different tools that we can use to move objects around, add objects, scale, all
that kind of stuff. On the top here, we
have our work spaces. Right now, we're
using the layout one, but there's also
one for modeling, sculpting, animation, rendering
all that kind of stuff. We can see the
default ones here. You can also add
new work spaces by hitting that plus sign as well and you can add
the ones that you want. Down at the bottom,
this is our timeline. This is for the animation
data in our scene. We can see the timeline
is displayed here. We can see the start
frame and end frame, how long our animation
is going to be. On the right side, this is our properties for
our blender file. Here we can change
different values for our cube that we have
in the middle of our scene. We can add modifiers,
physics, materials. All of these different
panels that you see here are selecti and you
can see what they do. We'll be covering a lot
of these in the sore, so don't worry about
them right now. And then above that,
this is the outliner. This displays every
single object that we have in our scene. We can see the three
that we have here, a camera, a cube,
and then a light. And they are placed
in a collection. And you can think
of collections as different layers in your scene. You can turn them off and on by clicking the
little i right there. You can see all of our
objects disappeared. Then I can reenable it
by clicking it there. I can also disable it, and this will make sure
it doesn't interact with the rest of the scene
with that checkbox. Then you can also hide it from the render by selecting
the camera icon. So if we were to do our render, these objects are
not going to show up if this is unchecked. And above that is the
scene collection. The scene collection holds every single collection that's
going to be in our scene. Now that we have a
basic overview of what we're looking at
when we open up blender, let's learn how to move
around the three D viewport. Now, to move around
the three D viewport, there are a couple
different ways to do this. The middle mouse bun is what you're going to be
using most of the time. You can see here if I hold the middle mouse bun
and I click and drag, you're going to be able
to view your model and you can rotate
around using your mouse. Now, some mouses don't have
that middle mouse button, and what you can do to help
that is you can emulate it. Back in our user preferences, underneath the input tab, there's an option for
emulate three button mouse. If we enable that, now
what's going to happen is if we hold the Ault key or
the option key on a Mac, and then left click, that's going to do
the exact same thing. You can see here I'm
holding the Ault key, and if I left click, we can move around the three D V. If you do have a
middle mouse bun though, I don't recommend
turning this on because Alt is used for a
lot of other things. But since I have a
three button mouse, I'm going to uncheck
that so I can actually use the middle
mouse bun to move around. Now to zoom in and out, you can use the scroll wheel
on your mouse. Another way is to hold control
and then middle mouse bun, and that'll allow
you to zoom in at a smoother rate as
you can see here. You can also pan
the view by holding this shift key and then
middle mouse button, and that'll pan the
view like this. Another thing to keep in mind is the orientation of where
you're currently looking. You can see here if I pin the
view all the way out here, now we're looking
in this direction. It's hard to see that
cube over there, and now we're stuck here. What we would have to do
is hold the shift key and then bring the orientation
back to where the cube is. Now we can see we're
looking over here, I'm going to rotate
this way a little bit, and now we're looking
at the cube like this. Another way to get back to
your scene is, for example, if I go way out here and I'm stuck and I don't really
know how to get back, you can hit the period
key on your number pad. And that'll zoom in on the
object that you have selected. Another way if you don't
have a number pad is you can go over to view down
to frame selected, and this will do that
exact same thing and bring your orientation back to
whatever you have selected. That's a very easy way to
zoom in on different objects or to get back to your scene if you've gone really far out. Now, speaking of
selecting objects, we can see our current
selection is the cube, and it's highlighted with
that orange outline. You can select different objects just by left clicking on that. We can see now we've selected the default lamp or the
camera, we can select it. You can select
multiple objects by holding the shift key
and then left clicking. Now you can see we have
multiple objects selected. One important thing to
remember is the active object. The active object is the
object that was selected last, and it's highlighted
with the lighter orange. You can see the cube and the lamp are with
a darker orange, and then the camera is
a lighter orange color. This means it's
the active object. If you hold shift,
you can change the active object to the
other objects as well. Now, the cube is
the active object. To deselect everything,
we can press alt or option if you're
on a MC and then hit A. You can also press A to select
everything in your scene, and then double type A is another way to
deselect everything. W that we know how to move around our scene
and select objects. Let's talk about scaling, moving, and rotating
different objects. Let's select the cube
by left clicking on it. To move an object around, you can hit the G key. This is going to move the object based on where you're looking. You can see here I'm moving
it around like this. But if I move to this side, we can see here
it's moving around based on the view that I'm
looking at the object. Now, you can lock movement
to different axes. There are three different
axis in blender. The x axis, which is the red going across this
way, left and right, the y axis is the green
going front and back, and then the z is up and down. But we can't see that
unless we enable it. We can enable it by going over to this button here on the
top and then selecting Z. Now we can see the z, and that is going up and down. To move objects around, we can hit the G key, and then if we want to
lock it to a certain axis, we can press the
axis that we want. For example, y. Now it's locked to the y axis, and it will only
move front and back. You can also right click, and then I'll cancel an action. If I press G and I
don't want to move it, I can right click, and it'll snap back to its
original position. You can also type in different
values for moving objects. For example, if I press G, and then I lock
it to the z axis, I can hit two, and now
it's moved up 2 meters. To undo something, I can
press control Z or command Z. Now, that is how
you move objects around and to rotate objects, you can hit the r key on your keyboard and
that'll start to rotate. Now, again, this
is going to rotate based on the position of
where our viewport is. You can also lock rotation
to a certain axise as well. If I press r, then x, I can lock it to the
rotation of the x axis. Scaling works
exactly the same way as rotating and movement. If I press the S key, I can scale my cube up and down, I can lock it to a certain axis. You can also
overwrite the axis by changing it to the x or
to the y just like that. If I want to cancel that
movement, I can right click. Rotating and scaling is also based on the origin
point of your object. The origin point is that little orange dot
right in the middle. Every object in blender
has an origin point and basically it's the
center of that object. You can also change
the origin point by going into edit mode. This is a mode that allows you to edit individual vertices. For example, though, if
I select everything by hitting A and I move
it over to the side, now the origin point is right there instead
of in the middle. Now if I rotate,
it's going to rotate based on that origin
point just like that. Now, let's say that
we wanted to add a different object to our scene and we don't want to
work with the cube. We can delete it by hitting the x key and then
selecting delete objects, and it's going to delete the objects that we have selected. If we wanted to
add a new object, we can press Shift
A or go over to the ad menu right here and
selecting different objects. I like using the
shortcut Shift A, I find it a lot faster. We can add in a new mesh object and let's select the UV sphere. Now we've added a new
object into our scene, and we can see it right there. Now, where it's added is based on the position
of our cursor. You can move the
cursor around by selecting the
cursor button here, and now if we just left
click anywhere in our scene, the cursor will move
to that position. Another way to move
the cursor is if you hold the shift key
and then right click, that'll do the same thing. And then if you wanted to get exact places for our cursor, we can press the n key to
open up the properties tab, and then underneath
the view option, we can change the rotation and the cursor location right here. I'm going to press n to
close off that panel. Let's press x and
delete that UV sphere. Another way to center the
cursor is if you press shift C, that's going to snap
the cursor back to the original origin
of the entire world. Now, when you're working in
blender, a lot of the time, you're going to want to go
into certain views in order to rotate or move or
edit different objects. To go into those
views, we can hit the number key one
on our number pad, and this is going to push
us into the front view. Now I can hold shift and middle mouse feed
pan in the view, and now we're looking directly in the front view of our object. If we wanted to look on
the side on the right, we can press three
on our number pad, and that's going to move
it to the side view. Seven on the number pad,
we'll go into top view, and then you can also
press Control seven, and now we're looking
at the bottom view. If you don't have a number pad, what you can do is go over to view and then select
the viewport, and then you can choose the
ones that you want here, and you can see the
shortcuts on the right side. Now, working in the menus can be a little bit annoying
and take a long time. Another way to do that
is to again emulate. Remember when we emulated
the middle mouse bunt, you can do that for the
number pad as well. We can go over to edit
down to your preferences. Underneath the input tab, we can turn on emulate numpad. Now what happens is
if I hit the key one, that's going to go
into the front view. And even though it says
number pad on the side here, I'm using the top row of numbers on the
top of my keyboard. Again, three is to go
into the side view. Control three will go
into the other side. Control one, we'll look
from the back, and so on. Memorizing the shortcuts
for these use is very vital for working and blender and it'll save you
a lot of time. Since I have a
number pad though, I'm going to uncheck
that amulin numpad because the top row is
used for other things. Now, earlier in this video, I pressed tab to go into edit mode with the object
that we have selected. What this does is it
changes our view and now we can see the individual vertices
on our different objects. You can go into this view
by again hitting Tab, or you can come up to this menu and selecting Edit
mode right here. Now, right now, we are in
the vertice select mode, so we can select the individual vertices on our
different objects. Also different ways to select
up here on the top here. We can see if I change
it to the middle one, this is the edge select mode. Now we're selecting
different edges on our mesh. Then the last one is
the face select mode. All of the different faces, we can select like this. You can change between
these different modes by hitting the top row
on your keyboard. One we'll change
it to the vertice, two is for the edge, and three is for the
face select mode. In Edit mode, let's
say I wanted to make the head right here
a little bit taller. I can select holding shift, multiple different
faces like this. Then if I hit the G key, that's going to allow me to move the different faces,
as you can see here. If I wanted to log in to
the Z axis, I can do that. I can rotate it. All of
the different movement and scaling options in object
mode also work in edit mode. Can also press E,
and that's going to extrude those faces in the
direction that they're facing. You can see here this
is at a slight angle. So if I press e to extrude, it's going to extrude it at
that angle as you can see. Now, you can change
this if you want to. Let's say I hit E, and I want to go straight up
rather than an angle. I can press z, and this
will go into free form, and then I can hit z again, and now it's going to
lock it to the z axis. Then if I wanted to undo, I can press control
C a couple times. There are also different
modes of editing your object. If we go back over to this menu, we can see there is sculpt mode, vertex, weight paint,
and texture paint. Sculpt mode is for
sculpting your objects. Over on the left side, you
have a ton of different tools. If I just start
clicking on here, we can see we're now
sculpting our mesh. There is also vertex paint mode, which allows you to paint
on the individual vertices, which can be used for
different modifiers, text drain, all
that kind of stuff. Wait paint is also very useful. It allows you to paint on the different faces
and vertices, giving them values,
which then can be used for modifiers,
simulations, all that. Texture paint allows you to paint certain textures
on your mesh. This is very useful for
making different details on your models and adding
some cool unique textures. Now let's talk about the
different views in blender. I'm going to first add
in a plane object. I'll scale it up a little bit, and then I'll press shift a
and add in a cube object. Now we have two different
mesh objects in our sat. If I press z, I can
go into wire frame. What this will do is it allows us to see through our mesh, and everything has now
turned into a wire frame. This is going to be
very useful for see through your mesh to
select an object that's behind it or to go
into edit mode and interact with the
different faces and vertices that
are hard to see. If I press Z, we can also see
the material preview will allow us to see what the
material is on our object. Since everything doesn't
have a material, it's just going to be
displayed as white. You can also press Z and
go into the rendered view. This will allow us to see
what our object is going to look like once we actually
render out an image. This calculates the lighting. You can see the lamp
is casting a shadow. If I move the lamp around, it's going to move the shadow based on the position
of the lamp. You can also go into
these different views by selecting the
ones up top here, the left one is wireframe, solid material,
and rendered view. We've gone into the properties menu by hitting a
couple of times, so let's talk about
it a little bit more. If we go over to
the item tab here, we can see the position
and rotation and scale and dimensions of the
object that we have selected. If we select the
plane, we can see the scale, the dimensions here. If we rotate it, you can see
it's going to be rotated, those values are going
to be displayed there. This can be very useful for
finding different angles of your objects and seeing exactly how big or
small they are. Now, lastly, before
the video ends, let's talk about the timeline. The timeline down here is how long your animation
is going to be. You can play it by
hitting the play b here, or again, you can
hit the space bar and that'll also
play it as well. Now, since we have
a default scene, there is no animation data. Let's do that real quick. Let's create a
basic animation of the cube moving from the left side over to
the right side. So what we need to do
in order to get this done is we first need to
restart the timeline. We need to press G on our cube. Let's lock it to the x axis, move it to the left side. Then let's add in a key frame. Now, to add in a key frame, we can hit the k and we can select which key
frame that we want. Since we want our
cube to move from the left side over
to the right side, we want to select location. Now, if you had some animation that you want it
with the rotation, you can select that
here or scale. Let's select location. Now we've added a
location key frame right there and we can see
it with that yellow dot. On frame one, we're
telling Blender, this is the position of the
cube where I want it to be. Now let's jump to
a different frame. Let's go over to Frame
40, for example. Now if we press G, then x, we can move it to
the right side. Again, we need to add in
another location key frame. We'll press k and
then select location. Now, we've told blender
that on frame one, I want it to be on this side, and then on frame 40, I want it to be on this side. Now, if we restart
the animation, and then if we hit
the space bar play, it's going to move from
that location over to this new location over
the course of 40 frames. So that is a very basic
way of animating. Let's try rotating. On Frame 40, we're going to hit k
and select rotation. Now, it's not going to
overwrite that keyframe, it's just going to
be added to it, as you can see over
on the right side. All of these values now
have that yellow color. If we go over to frame 60, we can hit R, then z, and you can also type
in a manual number. Let's say I wanted to rotate
this cube by 90 degrees. I can hit 90 and then enter, and now we'll need to add in another keyframe
again, so we'll hit. And then select rotation. You can also select available, and that'll look
at the values from the previous keyframe and
see if anything is changed. Since we change the rotation, if we select available, that's going to add in a
keyframe to the rotation. So now let's see what happens. We'll restart by hitting
that end point button. You can also press shift
and then left arrow. That's going to snap the
cursor back to the beginning. And now if we hit the space bar, we can see there,
and then it rotates. So now we've created a basic
animation. Now, there we go. That is a basic
overview of Blender. Now, there is a lot
more to Blender. There's so many more things
that we could talk about. But in this video, I just wanted to cover the very basics. Over the coming videos, we're going to learn
more about Blender. And if you have any questions
throughout this course, please let me know, and I'll respond to it as
soon as possible. Thank you for watching, and I'll see you guys in the next video.
4. Setting the Dimensions: Hello everyone, and welcome
to the first video where we're actually going
to start creating our modern interior. Now before we get started, I do want to mention
that if you ever get stuck throughout
this course, just leave a question and I'll respond to it
as soon as I can. If we're going through
the videos and I use a shortcut that
I don't explain, you can always look in
the bottom left corner. You can see if I left click, it's going to
display right there. If I right click, if
I middle mouse bun, all of that will be displayed
on the bottom left. Also, if I use shortcuts like
shift A to add something, you're going to see that
displayed right there. In this video, we're
going to set up the dimensions for
our modern interior. We're going to set the
exact height and width and length of it so we get
precision as we are working. The first thing that
we need to do is use this default cube right
here to set the dimensions. Now there is one
thing that we need to do before we start
setting those, and that is
positioning this cube. Right now it's in the
middle of the grid floor. This means that
it's halfway down, going in the negative
values of the z axis. If I press n to open
up the properties tab, you're going to see the
dimensions right here, which is two by two by 2 meters. Since the location is at zero, half of the cube is going in the negative
direction of the z. Now, this isn't really
going to affect the look of your modern interior
for the final product. It's going to make things a little bit harder to work with. Instead, we're going to position everything
on the grid floor. What we'll do is we're
going to go into Edit mode with this
cube selected. You can do that by hitting
tab or you can come over to this top menu
and select an Edit mode. If we press G, it's
going to move the cube, but leave the origin point right at the center,
which is what we want. Because right now,
if we scale this up, you're going to see it's
also scaling downwards. But if we go into edit mode
and press G to move it, we're going to press z to
lock it to the Z axis, hold in control or command, we're going to snap it right to the grid floor, just like that. Now what happens is if
we go into object mode by hitting tab once again
and now if we scale it up, it's going to scale outwards
rather than going down, which is exactly what we want. Next, let's come over to
the dimensions over here. We're going to set
the x dimensions, which is that red
line, it's this way. We're going to set that all
the way up to 4.5 meters. Then we're going to
set the y direction, which is the length. We're going to set that all the way up to a value of seven. Now we have a long
rectangle cube. If you think this is too much, if you think you want to
scale it inwards, you can. It's all up to you
and how you want to set the dimensions for
your modern interior. The other thing that we need
to do is change the height because right now a height
of 2 meters is too small. This will make everything
feel cramped in. What we'll do is we'll
set the dimensions, and if you look up average
height of ceilings, it's around 2.74 meters. Type in 2.74 and enter. Now we have a taller ceiling
and it looks a lot better. Another thing that you're
going to notice is the scale options right here. You can see there
is two, 3.5, 1.3. This is not very good. This is going to
affect modifiers, beveling, all that stuff. We need to make sure all of these scale numbers are set
back to a value of one. We can do this by
hitting control or command A and then
selecting scale. Now those values are back
to one and now modifiers, scaling, beveling, all of
that will work properly. Next, before this video ends, let's actually add in the
window over here in the back. To do this, we're going
to enable an add on. We're going to come up
to our user preferences by going up to edit down
to your preferences. Then underneath the add
ons tab right here, we're going to type
in the word arc, and you should see the
ArkMSh add on right there. Go ahead and check that box. Now what happens is
if we press Shift A, go over to Mesh, we have
an option for the RC mesh. What we're going to be
adding is a panel window. Go ahead and select that. If we press Z and go
into your wire frame, we can see that our window is right in the
middle of our scene. We want it to be over here. Now, if you try to select
the window and move it, that's not going to work. That's actually because
all of these are locked. To move the window, we need
to select that empty object, which is this object right here. This controls everything.
If we move it now, it's going to move it around. We're going to press G, then y, and drag it all the
way towards the back. Now, to be a little
bit more precise, let's go into side view by hitting three
on our number pad, or you can come up
to view down to the viewport and then select
the right option right here. Let's make sure our window is right in line with the wall. I'm going to press G, then y, and just drag it
over to the left just slightly, so
it's right in line. Next, I want it to be right
on the floor as well. I'm going to press G and z and drag it up
just a little bit, so it's sitting
right on the floor. Next, if we want to change the height of
this, the size of it, we need to select the window, and going over to
the properties tab. Again, you can
press to open that up and jumping over
to the create tab. Here we have a lot of
different options. The horizontal count controls how many windows there
are going horizontally. The vertical count adds
another one up top. You can play around
with these and set them to exactly
what you want. What I'm going to do is set
the horizontal count down 23. Then down here, these values
down here control the size. For this one, I'm
going to set it 290. That's going to make
them a bit wider. Same thing here, I'm
going to set this 1290, and then last one, I
will also set 290. The bottom value here
controls the height of it. I'm going to set this to 235. The check boxes on the
right allow you to add an inner frame
to the window. You can see here
if I uncheck that, it just adds a slight
inner frame here. If you want to add
that detail, you can, but for my scene, I'm just
going to leave them all off. Next, I want to move it
slightly to the left. I don't want it to be perfectly
centered because I also want to add in something over
here later in this course. I'm going to move it slightly to the left right about
there looks pretty good. Now if we come outside and go back into Clive by hitting z, you're going to
see that we can't see through our interior. That's because we need to
cut a hole in this cube. Now there are two
ways we can do this, either a destructive way, if we go into EDI mode, we can add in some loop cuts and then just delete
this face right here. But this is a destructive way. This allows us to not go back. Instead, what we're going to do, I'm going to control
that a couple of times. We're going to cut a
hole using a modifier. This allows it to be non
destructive and we can play around with the modifier
later in this course. To do this, have your modern
interior cube selected. Jumping over to
the modifier tab, we're going to click Add
Modifier down to generate, and then we're going to
select the Boolean modifier. The Boolean modifier allows
you to add objects or cut objects using other
objects, which is very useful. What we'll do is using the eye dropper tool by
clicking right there. We're going to
select the outside, which is the control
hole object. It's this cube right here. Now, we can see that
there is an actual hole. But if we go inside, you can see all it did
was just push it back. The reason that's happening
is because this cube is being treated as a
completely filled in object. What we need to do
instead is actually make this object appear empty. We can do that by adding
in another modifier. This time, we're going to
add in a solidify modifier. Go over to generate
down to solidify. And we need to make sure this is above the Boolean modifier. Now, if we hide our window by selecting it and
pressing H to hide it. We now have a hole, and what we can do is
actually move this around. If we want to move
it to the left, we can or to the
right up and down, it adapts to wherever
the hole is. I'm going to unhide that by heading to H, and there we go. We've now added a window, and that looks really nice. In the next video,
we're going to create some ceiling detail.
5. Adding Ceiling Detail: With the dimensions done, we are ready to add
in a little bit of detail to the ceiling
of our modern interior. To get started, let's
select our cube and go into edit
mode by hitting tab. We're going to come
up to this menu and select the face select mode, or you can press three on your
keyboard to switch to it. Select that top face, and what I want
to do is actually separate this object from
the rest of the objects. We can do that by hitting the shortcut P and
then going selection. Now we have two different cubes. We have this cube, and then
we have this cube down here. Let's select this top one and
we can go ahead and delete both of these
modifiers since it's not going to interact with
the rest of the room. Then up here, we're going
to name this object. It's important to name
your object just so you stay organized when you're
creating large scenes. To name an object,
just double click, and we're going to
call this ceiling. Then we can also name this cube right here,
which is the room. We can just call this walls. Next, select your
ceiling object, and then let's go into the
front view by hitting one. I'm going to zoom in here. What I want to do is inset
this and extrude it upwards. We're going to add in a
couple of extrusions and insets to create a nice lighting strip
later in this course. To do this, let's
go into edit mode, make sure everything is
selected by hitting A, and then I'm going to
hit I to inset a face. Let's drag it in
just a little bit and then left click to place it. Now we have this
ring just like that. Next, let's go into
front view once again, and then let's
extrude it upwards. I'm going to press E to
extrude and extrude it up. Then we'll inset this once
again, hit I to inset, drag it in a little bit, and we can't really
see what we're doing, so let's look at
a different view. Let's scale it in and you might notice though,
if I scale it, it's going to scale this way a lot more than it's
going to scale this way. Instead, let's control to that and then inset it
from this view. Hit I to inset, and then we'll inset it right about there looks pretty good. Now we'll go back into front
view and extrude it down. I'm going to press e of extrude. We're going to go halfway. Then we want to
extrude outwards. This time we're going to
press e of extrude and then right click to place
it right at that location. We'll go into top view to make sure that we can
see what we're doing. And I did that by hitting
seven on my number pad. And this time, we're going
to scale out right about, there looks good, and then
we have the same problem. This side is way more
scaled out than this side. To fix that, I'm just
going to press S to scale, then hit x to lock
it to the x axis, and just scale it till the line right there lines
up with the other line, and that'll be a
perfect dimension. There looks good. Then finally, we're going to extrude
that one more time going down till we
get right about here. So Later in this course, we're going to add
a lighting strip to the inside right here, and that'll create a really nice aesthetic when we render it. Can also play around
with this if you want. For example, if you want this edge to be a
little bit longer, you can go into the
pace select mode, holding the alt or option key, you can select that corner. Then we can scale this outwards. You want to make sure
though if you do this that you press S and then shift z to lock it
to the x and y axis. This way, it's not scaling
upwards using the z axis, but it's locked to the y and the x axis, which I might do. I'm going to scale it
out just a little bit. And I'm happier with that
result. There we go. We've now added a little bit
of detail to our ceiling, and then in the next video, we're going to add some trim
along all of the corners.
6. Creating the Trim: Now it's time to add it some
trim going along the walls. We're going to do this by
adding in a new object. Let's press shift A, go over to mesh, and
then add in a new cube. This cube is currently
way too big, so let's go into front
view and scale it down. If we open up the properties
tab by hitting n, we can see the
dimensions right here. We want to scale this down until the z height is
around 0.015 meters. I'm going to scale it down really far until it's about 1.5, right about there. Looks good. Next, I'm going to press S, and then x and make
it a lot skinnier. Right about there looks good, and then let's position it
over here along the wall. Then let's zoom in on it. An easy way to zoom in on an object is to hit period
on your number pad, or you can come up to view, down to frame, selected, and that will also do
the exact same thing. We can see that this trim
looks a little bit born. All it is is just a e with some sharp edges.
So let's fix that. First off, if you see
the scale numbers, they are completely messed up. Again, if we were to bevel it, I'll just show an
example real quick. If I select this
edge and just bevel, you're going to see this bevel
does not look very good. You can see it's going down a lot more than it's
going to the side. Again, that's because the
scale numbers are wrong. So let's press control or
command A and apply that scale. Now the numbers are back to one and it should bevel correctly. What we're going to
do is actually be vel this corner right here to
give us some extra detail. I'm going to do this by
going into edit mode. If we come up here, we can
hit two or going over to the edge select mode and then selected that
edge right there. To bevel something, we
can press control or command B to bevel and drag
this down a little bit. You're going to see that that adds a little bit of detail, but we can do a lot
more with this. Before you click anywhere else, let's open up this
panel right here. If for some reason you
don't see this bevel, that's probably because
you clicked out. That's probably because
you clicked out. Instead, just control z
that and then try again and make sure not to click anywhere else until you
open up this menu. Over here in this
menu, we have a lot of different options to
control the bevel. For example, we have the
segments right here, if you want to round it out. You also have the width, which controls the height
and strength of the bevel. But what we're going to use
instead is a custom profile. Down here, we're going
to click custom. If we open up the preset, there's a lot of
different options here, like supportive loops,
as a different preset, the steps, add stairs,
just like that. That could be very useful
for creating larger steps. But the one that we want to use is actually the default one. And then we're going to
customize this ourself. Over in this curve, we can control the exact
look of our bevel. What I want for this is to
add something like this. That looks pretty good. I can also drag this a
little bit this way. Something like this
will look nice. Then if you want to
control the width of it, just drag this up and it'll
create a bigger bevel. If you think your bevel is too sharp and there's not
enough resolution, just change these segments
up here, which I might do. I'm going to go up to a value of 12. That looks pretty good. Again, you can control this how you want if you want
a different shape, just drag it in and play around with it until
you're happy with the results. There we go. I think that adds a little bit more
detail to our trim, and I think that is
looking pretty good. The next step is to align it to all of the
different walls. To do this, go into
edit mode and then press the Z and go into
the wire frame view. Switching over to the
face select mode, you can select that face along the edge right
there and drag it along the y axis until it reaches all
the way to the right. I'm going to press G then y and drag it all
the way over here. To Zoom in on this point,
we're going to again press the period key or
you can come up to view down to frame selected, and it will zoom in
right on that face. Once we've reached the
corner, we have an issue. If we try to extrude and then rotate and then
extrude out this way, it deforms our mesh, which
is not what we want. Instead, we're going to use a tool over here on the toolbar, which is the shear tool. If we select this tool, you're going to see a couple
of different axes open up. The one that we want to use
is this one right here, this blue one going
horizontally. We can do is just click right
here and drag a little bit. Again, before you
click anywhere else, we need to open up
this shear menu and set the exact
number that we want. Right here, we're going to
set this to negative one. What this does is
it moves the face and rotates it without
deforming the mesh. Now what happens is
if we press e to extrude and then lock
it to the x axis, we can extrude out this way, and you can see there is the
exact size that we need. Currently, though, it's
not lined up to the wall. What I'll do is I'll go
back into wire frame, press tab, to go into Etomde, and just select all
of those faces. Then we can press G
and y and drag it back until it reaches
the wall on this side. So right about there looks good. Next up, just drag
this face all the way till it reaches this window. Press G, then x, and drag it out this way. What I want next is
for this to be flat, and we can do that by scaling
it all the way to zero. Suppress S, then x, and hit zero, and now we can
see we have a flat face. Let's drag it this way until
it reaches the window. That looks really good. Next, we'll go back
into EdA mode, and we need to duplicate this and move it
to the other side. You can duplicate objects
by hitting Shift D, then x, and drag it
all the way over here. Let's line it up
with the window, and again, we'll extrude
it out this way. Once we reach the corner, we need to do the
same thing that we did in the other corner. Again, using the sheer tool, we're not going to use
this one this time. We're going to use
the other blue one. Click right here and
drag a little bit. Then in this menu, we're going to set the
offset two negative one, and that should align perfectly. Then what we can do is just drag this all the way till
it reaches the corner, and then press e to
extrude and lock it to the x axis or the y axis, I mean, and there we go. We now have trim
that goes along. Then at this point,
just go into timode, G and y, and drag it all
the way to the other side. You can go into wire frame to see exactly
what you're doing. Then if you want to
just flatten this out, press S, y, and type
zero and enter. That looks really good. Let's double check the
other side and make sure that side is aligned
with this corner. What we'll do is
we'll just select box selecting that
face right there, hitting G and y and dragging it all the way
to the other corner. Now, if you want to, you
can add trim to this side, but since the camera is not going to even see that corner, we don't really need to
add anything over there. What I do want to do though
is add trim to the ceiling. With this object selected, we can press shift D, then z and drag it upwards. But currently, if
I zoom in here, the trim is not the
correct rotation. You can see it's upside down. We need to flip it around. To flip an object in blender, we can press control or command M. Then if you select your axis, which you want to flip it, and in this case,
it's the z axis. It z, you can see it
flips it upside down. All we have to do is line
it up with the ceiling, suppress G and z once again, and drag it up till it's
in line with the ceiling. We have another problem
though and right here, we can see there is no trim. Now there is a very
easy solution for this. If we go into Edmode, we can go back into wire frame, we need to merge
those faces together. What I'll do is I'll
select this face. Hold in shift, we can
select this face, hit S, then type x and hit zero. Now we can see that completely
closed in those two faces. We want to make sure though that these faces are actually merged together because
currently they are still two separate faces. So what I'll do is I'll
hit M and go by distance, and that's going
to remove all of the vertices that are in
the exact same position. You can see down here
a removed 16 vertices. Then with this fase selected, we can press and
delete that face. There we go, that
looks really good. One more thing, if
you want to clean up your geometry just a little bit by removing this loop cut, we can do that by
coming up here to the top menu using the
vertice select mode. Holding alter option, you
can select that ring. I'm going to press x and
delete the edge loops. There we go. We have those
faces are now merged together, and everything is looking clean.
7. Adding the HDR: In the last video, we
set up the trim along the bottom of our interior
and along the top. Now in this video,
we're going to get into some exciting
parts of this course, and that is the lighting. Starting out with the lighting, we're first going to select the default lamp that
comes in the seen. We're not going to
need this, so go ahead and press x and delete it. Next, let's move the camera
inside our modern interior. There's a couple of
ways you can do this, you can select it and
manually move it in. But this is hard
and tricky because we're not going to be able to see exactly what we're doing. Instead of using that method, let's zoom in and then
move our viewport inside our modern interior,
right about here. Then let's snap the camera
to where we are looking. There's a shortcut for
this and that shortcut is control alt Numpad zero. If you don't have a numpad, you can go over to view. Down to aligned view, and then you can see that
same shortcut right there, Control Alt Numpad zero. If we select that, boom, the camera is now looking
exactly where our viewport was. You can press G to move it. You can also press
G, middle mouse Mun and zoom in and out
just like this. Another way that you can
move the camera is if you press the n key to open
up the properties tab, you can go over to
the view option and then turn on camera to view. What this does is it locks
your view to the camera. You can actually
move around using the middle mouse
bun just like you would when navigating
the viewport, and this will also
move the camera. I'm going to move my camera
somewhere around here. Then I highly
recommend unchecking the camera to view because
if you don't do that, you might accidentally
move your camera. Like for example, if I want to get out of
the camera view, I just move my camera.
So that's annoying. I highly recommend once
you're happy with the view, uncheck this so it
doesn't do that. Next up, let's change
the focal length. I want a wider lens, so we can see more of the scene. I'm going to jump over to the properties tab with
the camera selected. The focal length right here, let's go down to 32. Now we have a much wider lens. Let's bring it down
by hitting G and Z, dragging it down just slightly. You can also rotate the
view by hitting r and z, and I'm going to rotate
it somewhere around here and then move it a
little bit just like that. Now let's check out what
rendered view looks like. If we press Z, we can go
into the rendered view, or you can come over to the top right here and
click on this button, and that will also go
into the rendered view. Here is what it looks like.
We can't really see anything. Everything is graded out. We can only see the window. That's because we are in
the render engine EV, and there's also no
outside lighting. Let's go ahead and fix that. Firstly, the majority
of this course, we're going to be
rendering it in cycles, and then later
we're going to have a section dedicated
to rendering an EV. Since we're going for realism, cycles is a lot better for this, especially for interiors. With the render engine selected, let's switch over to the
cycles render engine. Now we're getting a little
bit more dynamic look. You will see though
that the device that we're using to
render is the CPU. This makes everything
much slower. Let's switch it over to
the GPU if you have one. You also might notice that
it just turned grade out. So let's fix that. We need to select our GPU in the
user preferences. If we go over to edit down to your preferences
underneath the system tab, you can select which card that you want to use right here. I'm going to use the Opt
card and then my RTX 2060. Once you've selected your card, come down to the
bottom and then save your user preferences and
then you can exit out. Now you'll see that
it's changed the GPU, and now everything should
render a lot faster. Next, I'm also going
to enable viewport D noising because you might notice if I zoom
in a little bit, everything is very noisy. Let's change that by checking
the box next to D noise. And now everything will
look a lot more smooth. Now that we have our render
engine and settings set up, let's actually add an HDR
to light up our scene. An HDR stands for high
dynamic range imaging. What it is is it's a 360
degree of an environment, which includes the sun, trees, clouds, whatever the environment is when the photo was taken, and that will influence
the look of your scene. Now, there are a lot of websites
that give you free HDRs. Now there are a lot of websites
where you can get HDRs, but the one that I
recommend is Polly Haven. They produce very
high quality HDRs that are absolutely free. If we go to polyhn.com, we can select the brows
HDR button down here, and then we can see a bunch of different ones that
we have to download. If you want to use the same one I'm using, it's this
one right here. It's the clue Fendl 43 D clear. This I found looks really nice. The sun is very bright, which gives us a very harsh shadow, which I think looks
pretty interesting. Go ahead and browse the website, find one that you like, and
then you can download it. Now there are a couple of different resolutions
to choose from. You're not going to
really be able to see the HDR from the camera. It's going to be very blown out. You don't really need anything higher than two k.
But if you want to, you can download the
higher res versions. Select the version, select
the resolution that you want, make sure it's set to HDR, and then download it right
here using this button. Now, jumping back
over to Blender, let's import that
into our scene. We can do this by jumping over to the shading
workspace at the top. Down here is where all of our nodes are going
to be set up. But first, we need
to switch it from object over to the world nodes. Here we can see the background. Let's jump back into camera view by hitting zero on
the number pad. We'll press z and then go
into the rendered view. Here is what our
background looks like. If we turn the strength up, it's going to brighten up our
scene as you can see there. We can also change the color. What we'll do is we'll import
that in and plug it into the base color of
our background node. I'm going to press shift A
and we need to go over to texture and then select environment texture.
We'll place that here. Going to take the
color output and plug it into the color
of the background, and you'll notice
everything turns pink, and that's because
there's no file attached to this
environment texture. Let's click on Open and then
navigate to where it is. Mine is right here, so
I'm going to select the HDR and then
click on Open image. Once we do this, we can
see it in the background, and that is looking pretty nice. If I zoom out here, this is what the environment
texture looks like. It's a 360 degree
image like I had said, and everywhere we can see that the lighting is
affecting our scene. What I want though
is I want the sun, which is right about there. I want this sun to be
positioned at the window, so it's actually shining inside. To do that, we need to change the coordinate of our texture. I'm going to press shift A
and go over to input and then a texture coordinate
node right here. Let's place that
over on the left. Next, we're going
to press shift A, go over to vector, and then add an mapping
node. We'll place that here. We're going to take
the generated, plug it into the vector, and then the vector
is going to go into the vector of the
environment texture. Now all of these value control what the environment
texture will look like. For example, if I
bring the scale up, it's going to scale the
environment on the x axis, which makes it look
crazy, as you can see. Not going to mess
with the scale, but what we will mess
with is the rotation. If we rotate it along the z, it's going to rotate the HTR. Let's go over to right about here and rotate it
until we see the sun. Keep going and then
right about there. So the sun is going to
shine right on the window. Let's check it out
in the camera view by hitting zero
on my number pad. There we go, we have a much
harsh, stronger shadow. We have a much sharper shadow
shining into the room. We can play around
with this. You can rotate it based
on what you want. I might go something like that, I think looks
pretty interesting. Somewhere around there
will look pretty good. Of course, we can change this later once we actually have all of the furniture and we see what the shadows
will look like. And there we go, we've now
added the HDR to our scene, and that's creating
some very dynamic looking lighting and shadows. For our final render, we're going to set the
strength of this much higher. But for now just so we can
see the modern interior, we're going to set this
up to around five. Then once we do a final render, again, we'll change
this up a lot stronger. But there we go,
go ahead and save your project just in
case blender crashes, and then in the next video, we're going to set up the
material for our wood floor.
8. Creating the Wood Floor: In the last video, we set up the lighting for our scene,
and now in this video, we're going to create the first
material for our objects, and that is going to
be the wood floor. The first thing that we'll
do is we'll separate the floor from the
walls and ceiling. We can do this by
selecting our object, going into edit mode. I'm going to deselect
everything by hitting A to A, and then make sure I'm on
Face select mode up here. With the bottom face selected, we're going to separate
this as an object. I'm going to press P on my keyboard and then
click on selection. Now, if we go out of Edit
mode back into object mode, we have two different objects. We have the walls and
ceiling right here, and then we also have
the floor right here. Jump over to the modifier
tab because we're not going to need the solidify
modifier and the Boolean, since they were and one
object at one point, it shared the modifiers. So go ahead and
remove both of those. Next, we're going to
enable two things in the user preferences. I'm going to go over to edit down to your
preferences right here. The first thing that we're
going to do is go over to the Key Map tab and then turn on extra shading Pi menu items. I'll show you what that
does in just a second. Next, we're going to go over to the add ons tab, and
in the search bar, we're going to enable an
add on that will allow us to work with nodes and
materials much easier. That is the node regular add on. Make sure that is enabled, come down here to your
preferences and then save them. First off, what the extra
shading Pi menu items does, if we press the z
key on our keyboard, we have a couple more
options in our Pi menu. That is Togo overlays
and toggle x ray. Toggle x ray allows you to see through your objects
as you can see there, which is pretty
useful for selecting objects behind other objects. The other one is the
Toggle overlays. What this does is it
gets rid of all of the different overlays
that are in your scene. This includes the outline
for your objects, empty objects, camera objects, the grid floor even. You can see this if I
go Toggle overlays, all of that disappears and we
have a very clean viewport. This can be useful for seeing what your object looks like. If you have a ton of
different empty objects, all that stuff can get very
cluttered in the viewport. Doing that, we'll just
make everything disappear, and you can only see
your mesh objects. Now, let's get onto
the materials. With our floor selected, we're going to create
a new material. We can do this by jumping
over to the material tab, deleting the default material, and then creating a new one
by selecting the new button. Let's call this wood floor. Next, I also want to
name this object. Over in the outliner, we're going to double click
on the walls right here, and we're going to
call this floor, so we have everything organized. Now jump over to the shading
workspace right here, and then in the bottom menu, we're going to switch it over
from world over to object. Now we see the notes for our object that
we have selected. Make sure that the wood floor is the object that you selected. Here is our basic material. We have the principle Chatter, which is the default thing
once we create a new material, and we have a lot of
different options down here, such as the metallic ness of it. If we turn this up, we
turn the roughness down, we're basically going to create a mirror, as you can see there. We can also change
the Alpha of this. If we want it to be semi
transparent, you can do that. There's a lot of customization built in just the
principle Chatter. You can also change
the color if you wanted to using
the color option. But what we're going
to do is we're actually going to add a bunch of different textures and plug it into this principle shader. Of course, where
we're going to get it is Paula Haven once again, because they produce very
high quality textures. On the website, we can click on Borrows textures and jump over
to the wood options here. There's a bunch of different ones that you can choose from. If you want to use the
same one I'm using, it's this one right here, the laminate floor 02. Over on the right side, you can choose the resolution
that you want. To K will work perfectly fine, but if you want
even more detail, you can go up to four k, but that's not really necessary. Make sure the file format
is set to blend right here, and then click on download. Now jumping back into blender, let's add those
textures that we just downloaded into this material. We can do this by adding
in an image texture note. I'm going to press Shift
A and go over to texture, and then add in
an image texture. We'll place that right here. We'll take the
color, plug it into the base color of the
principled shader. Then click on pen. From here, you're going
to navigate to where your texture is minus
in this folder, and then it's the
am floor two K, go over to textures, and then here we have all of the textures that
we just downloaded. On that we want is the diffused one right here. This
is for the color. Go ahead and select it
and then open image. There we go, we can see
it in our viewport. Now, there's a couple
issues with how this looks. Currently, the wood grains are going in the
wrong direction. They're going horizontally, but I want them to go
vertically like this. Also they're way too big. Now, a couple of minutes ago, we downloaded the
node regular add on. This add on makes creating
materials very, very simple. If we wanted to
change the rotation and scale of our texture, we would have to
do the same thing that we did for the HDR, which is add in a
texture coordinate node and a mapping node. Now, this can get annoying
because you're constantly doing this for all of your
other materials in your scene. Thankfully, with the
node rengular addon, there's actually a
shortcut to do that. If we select our texture
right here and press control or command T
while hovering over it, it will automatically
add those nodes for us. From here, we can play
around with the rotation just like this by
changing this up to 90. There we go. We now
have the wood grains going in the correct direction. Now, before we continue, I'm also going to show
you another feature for the node regular add on, and that is adding all
the other textures automatically with one click. What I'll do is I'll actually select these three
nodes and delete them. With the principal Shader. We're going to press
control shift T while hovering over it. This is also a feature in
the node regular add on. Next, go to your textures, where the folder is,
mine is right here. Go over to textures. Then what we'll do is
we'll select all of these textures except
for the displacement. G holding Control. I'm going to deselect that one. We're not going to need
that for our scene. And then click on
Principle texture setup. This will automatically add
all of those textures and put them in the correct position in our principled shader. You can see the roughness, which we'll talk about in just a second is plugged
into the roughness. The normal is plugged
into the normal map, which is plugged into
the principle shader. All of that was automatically
created with one click, which is very useful and significantly speeds
up your workflow. Make sure to remember that, the shortcut is control shift, and then T while hovering
over the principle shader. Now let's talk about
these different textures. We talked about
the color already, which is the base color. You can see it over on
the left right here. This is just what the texture
is going to look like. The one beneath that
is the roughness. This is a black and white
texture which controls how glossy and reflective
the wood material is. If we zoom in on the left side, you're going to see
white and black values. The white values
means that it's very rough and it's going
to have no reflection. Then the darker
values, the grays, the blacks, all that, there
is going to be reflection. Then beneath that, we
have the normal map, which controls the bump. Let's take a look at
this by zooming in. With the normal map selected, I'm going to uncheck
this and you're going to see everything looks very flat. But once we take the normal
and we plug it in right here, we get a lot more bump. As you can see here, there's
more shadows in the texture. We also need to select
the UV map so go ahead and select the UV map
that we've just created. Then with the strength value, you can control how strong
this normal map is. If we go very high, you
can see it's extreme. We're not going to go this high. I found that a
value of maybe one, maybe 1.5 to two will
work pretty good. You can play around with this and find the look that you like. I'm going to go with
the value of 1.5. Next up, let's go ahead and fix the rotation
like we did before. Underneath the z rotation, we're going to go up to 90. Then for the scale options, let's go all the way
up to around five. This will scale
down the texture. As you can see there, now we
have smaller wood grains. We may even want to go
a little bit higher. Let's go up to six.
The higher you go, the smaller the
texture will become. I think that is
looking pretty good. You can also press z and go into material preview to
see it a bit better, and that is looking really nice. Now, we could stop there, but I'm actually going
to go even further. I'm going to change
the color of this, and I'm also going to change
how reflective it is. First off for the color, I'm going to press shift A and go over two color and then add
in a hue saturation node. We'll place that here. This node changes the overall color of
whatever's plugged into it. In this case, it's
the base color. So for example, if we
change the hue right here, it's going to change the
look of the texture. Let's go with a
value of about 0.48, which is a little bit
lower and this is going to give it more
of a reddish hue. Then beneath the value options, we're going to go much lower. Let's go with a
value of about 0.2. Then for the saturation, you can go higher or lower
based on what you want. I might go just a
little bit lower 2.9. Now we have a much
darker looking texture, which I think looks pretty nice. Then I also want to change the overall look of
the reflections, and to do that,
let's press shift A, go over to converter, and then
add in a color ramp node. We'll place that right here. Now Another feature with
the node regular add on is actually previewing
different nodes. In this case, I want to see what this color ramp is doing. If I hold control and then
shift and then left click, it's going to automatically
take that and plug it into the
material output, which we can see exactly
what that texture is doing. From here, we can
play around with the different values and
tweak them how we want. Like I said earlier, the black values means
that there's going to be more reflection and white values means that there's going
to be less reflection. The cool thing
about the color app is we can give some
very high contrast. If we drag these close together, something like this,
we're going to get some very high
contrast in the texture. Now if we preview this by holding Control
shift left click, we can see this is
what it looks like. Now, this is a
little bit extreme. We're not going to go this
high for the texture. Instead, let's separate
these a little bit, with the black selected, I'm just going to drag it
up so it's less extreme. It's more of it's
less reflective. Somewhere around there
will look pretty good. Let's take a look at it
in the rendered view. We'll go into the
camera view as well, and we can see exactly
what it looks like. That still might
be a bit too much, so I might separate
them a little bit more, something like this, and
you can play around with it until you get the desired
look. But there we go. We've now created
the wood texture. Let's go ahead and save project, jump back over to the layout, go into the camera view
once again by hitting zero, and then let's go into
the rendered view by hitting Z, rendered view, and then we can tag
overlays by hitting Z once again and
selecting Tag overlays. There we go. That is
looking very, very nice. Of course, this is
all customizable. You can change the
texture how you want, you can change the look of it. However you want to
create the material, I highly recommend customizing
it for your preferences. Now in the next video,
we'll create the materials for the trim and everything
else in the scene.
9. Finishing the Materials: So the next material that we'll create for R sine is the trim. Let's go ahead and
select the trim. I'm going to press Z and togo overlays to make sure that
I do have it selected. Let's create a new material, and we're going to
call this trim. For this material, I'm
going to just darken it just slightly set the
roughness to around 0.2. This is going to give
us some reflections, and that's basically all
we really need to do. If you wanted to, you could set this all the
way down to black. I notice in some houses
that does look pretty nice, as you can see, so play around with it and choose the
color that you want. For mine, I'm just
going to go slightly dark and then the
roughness at 0.2. For the walls, I'm
going to select it and we already have the default
material right here. We'll just call this walls. We're also going to
darken it just a little bit and then bring the
roughness to around 0.2. Then also, I'm going to give it just a slight beige color, just a tiny little bit. Somewhere around
there will look nice. You don't want to go overboard because that's just
going to look weird. Just a tiny little bit, and I think that will look nice. For the trim up here,
make sure you select it, and in the drop down menu, select the trim color here. Now they're sharing
the same material. Now if we change the base color, it's going to change
it for everything that is using this material. Finally, for the ceiling, I'm going to select the ceiling, and since the ceiling and
the walls were one object, they're still sharing
that same material. With the ceiling selected, let's duplicate this material
by hitting the two button. We'll call this ceiling. And then what we'll do
here is just change the base color slightly higher. So it's more of a white. Then also, while we're at it, let's add those lights
that are going to be inside the ceiling right here. We can do this by
going into solid view. Select the ceiling, we'll tag overlay so we can see
exactly what we're doing. In Edit mode, let's
select this ring on top and assign the light
material to this ring. In Face select mode, I'm going to hold
the Alt KR option Keon Mac and then left
click right on that loop. That's going to select
the entire thing. From here, we'll hit the plus sign over on the right side, create a new material. We'll call this material light, Then for the surface, we don't want to use the
principal shader. We want to use any
mission shader. With this selected, switch
it over to emission, and then click Assign. Now what happens
is if we go into the inside of our view,
look up a little bit, hit z and go into rendered view, that material is now
assigned to those faces, and that's producing
light as you can see. The strength of it will go
up to around five or so, and then you can play with
the color if you wanted to, if you want more of
a yellowish color, something like that
will look pretty nice. And there we go. Let's look
at it in the camera view, and now we have some
more interesting looks in our modern interior. For the windows,
if we select it, they already have some basic materials in place right here, but if you wanted to
change them, you can. Jumping over to the
shading workspace, I'll show you how to do
that really quickly. You can select which
ones that you want. The PVC is the overall
outline of the window. That is using this
color right here. If you change it, it'll
change what that looks like. You could switch this over
to the walls to match it, which I might do just to
see what it looks like. If we switch it over to walls, now they're using
the same color. But I think I might leave
it with just the basic PVC, which is the original materials that come with the add on, and I think I'm going
to leave it as it is. But there we go. We've now added all of the
materials for objects, and now in the next
couple of videos, we're going to start creating models and adding
them to our scene.
10. Modeling the Couch: Everyone and welcome
to a new section. In this section, we're
going to be adding models to our interior scene, starting out with
the couch model. We're going to go
step by step on learning how to
create this model, marking it as an asset, and then importing it
into our interior. To get started, go ahead and
open up a new blend file. Right here, we have
the default scene. We can go ahead and
delete the lamp and delete the camera. We're
not going to need them. Let's first model the base of the couch and then we'll
model this seat area, and then the cushions next. With this cube selected, we're going to press
n and we're going to set the dimensions over here. For the x dimension,
I want it to be slightly longer along the x. Let's go with a
value of 2.2 meters. For the y dimension, we're going to go down to around 0.9, and then for the z dimension, let's go down to 0.05. We have this base. Keep in mind since our
interior is real world scale, we want to make sure
that the models that we create are also real world, and they're not too
large or too small. Sticking with these
values here will give us a good baseline for a
real life size couch. Next, we're going to
go into edit mode. We're going to
press Control R and add in a loop cut
down the middle. Then right click, we're
going to press Control R, left click, and
then right click. Now let's delete these corners and add in a mirror modifier. To do this, we'll
go into wire frame. We'll press all
to e to D select, then C for circle select, and just draw circle over
all of these corners. Then we can delete
them by pressing x and delete the vertices. Then to add an A MR modifier, we need to go over
to the modifier tab, select Add modifier, generate, and then click on MR. We're going to
enable the x and the y, and now we have our cube back. The reason we added a MR
modifier is because we're going to quickly model a
little leg right here, and adding the Mr modifier
allows us to only have to do this one time and it will mirror it along all of the
different corners. To do this, we're going
to press Control R, add in another loop cut, drag it over to the
left right here. Then on this side, we're going
to press control r again, add in another loop cut, probably place it
right about there. Then underneath, we're going to go into the phase select mode. Select that bottom pase
and press e to extrude and just extrude it down
to give us a small leg. Then we're going to go
into the edge select mode, select this edge here, press G and x and
drag it to the left, and do the same
thing on this side. Select this edge here, G and y, and drag it back so it's at
an angle just like that. And there we go. That
looks pretty good. Finally, we're going
to press Control A, apply the scale to this object, and then over in
the modifier tab. Let's give it some bevel to make it a little bit more realistic. Go over to generate Bevel and then bring the amount down
until you're happy with it, right about there is good, 0.003, and then bring up the
segments to a round three. For the seating area, we're
going to add in another cube. Scale this cube down. We're going to go into
EDI mode and add in another loop cut down the
middle with Control R, right click, to place
it in the center, and then let's just
delete half of it and add in another
mirror modifier. Over in the modifier tab,
generate, select, mirror. For this seating area,
we basically want to match the same size as
our base right here. We'll just scale this down
somewhere around here. Go into top view, S and y to scale it outwards, and we might make
it just a little bit bigger than this
base right here. Then in demode we'll drag all of these vertices to the left
here until it matches right about there and
maybe a little bit over. That looks pretty good. I think it's a little
bit too thick, so let's drag this down
right about there. Then to add in the arm rest, we're going to press Control R, add in loopcut here,
drag it to the left. Right about there looks good. Let's do the same
thing on the back, so place it right about there, and we want to make
sure that this is about the same size
this way and this way. I think this part needs to
go back a little bit more, right about there is good. Then we'll go into
the face select mode, select this face, this face, and this face, and just
extrude it upwards. Right about there is good. After that, we're going to go
into the edge select mode, select this edge here, and move it over to the
right so we have an angle, and that will look pretty nice. Right about there is good.
Then finally, to bevel this, we're going to select
this edge here, this edge here, holding shift, and then we're
going to bevel it. Press Control B to bevel. You might notice that we get
some weird bevel issues, and that's because these
scale numbers are incorrect. Go out of Edit mode, press Control A,
apply the scale, and now those numbers
should go back to one, and now we can bevel properly. Back in Edit mode,
we're going to press Control B, drag it outwards, and then using the scroll wheel, let's add in a bunch of loopcuts until it's nice and smooth. About there is
good. Not too bad. Then finally, let's add
bevel to all of the edges. In the modifier tab, let's add in that bevel again right here. We'll bring the amount
down right about there. We do want a little
extra bevel because this is going to be a
cushion fabric material, so we're going to have
a little more bevel than what we had down here. Maybe bring the amount up a tiny bit more, and
then the segments, maybe we can go
up to around six, just so it looks a
little bit softer. Now before this video ends, let's quickly model the cushions with a couple of
different cubes. We'll add in a new cube object. For this cube, we're going to set the dimensions over
here on the right. Let's go with an
x value of 0.65, a y value of 0.65 as well, so it's a square, and
then a z value of around 0.1. Here is our cushion. That looks pretty good. Let's drag it over to the right, and you want to make
sure that three of these cushions can
fit on this couch. What I'll do just
quickly is shift D it one time right there,
shift D it again. We can see it doesn't
fit too well. What I might do is I'll
just grab all of them, scale them along the x, place it right about there. Then I might just
move this edge a bit more towards the left to give us a tiny bit more room. Now back in front of view,
we can select all of these, make sure that they do fit. Right about there is good. And I'm happy with that result. Now we can go ahead
and delete those two. For the back cushion, what we can do is just press
shift D on this cushion. We'll drag it up, rotate 90
degrees along the x axis, so it's standing upwards. Then for this dimension, we're going to just change
it just a bit for the y. We're going to go
down to around 0.5, so it's a little bit shorter. Then finally, for the
arm rest cushion. We'll just duplicate
this cube again, place it over here,
rotate it 90 degrees. Then for this one, all we
really need to do is make it a little bit smaller along the
z axis, so press S and z. Roughly about this height is
pretty good. There we go. We now have our basic cushions, and in the next video,
I'll show you how to actually get them to
look like cushions.
11. Simulating the Cushions: Now that we have all of
our objects in our scene, let's learn how to
make these cushions look like actual
real life cushions. To do this, we'll be using
the claw simulation. Inside the claw simulation, there is an option
called pressure. What this does is it basically
inflates your object. Using that pressure option, we can make these
three basic cubes look like actual cushions
with real life wrinkles. This saves us tons of time. Instead of having to sculpt
the individual wrinkles, we can just have blender
calculate it for us. To get started, let's first
select all of our objects and press control A and
apply the scale to them. All of the scale
numbers go back to one. Next, for the claw
simulation to work properly, we need more geometry
on our object. Right now, if we go into edit
mode with the seat cushion, we can see we only have
a couple of vertices along each edge. This
is not going to work. We need a lot more geometry for the claw simulation to
actually function properly. Now we could press A
and then right click and subdivide this
a couple times. But the problem with
that method is we get a lot more geometry along
this edge then rather on top. We want to make sure there is even geometry through
the entire object. Instead of using that method, we're just going to
press Control R and add in a couple of loop
cuts manually. Right about here
about 15 loop cuts, we'll left click and
then right click. We'll come over to this side, and since this is
a square object, we can just add the same
number of loop cuts. We'll just type in 15, left click and then right click. Then down the middle, we will add in two loop cuts this time, left click and then right click. The main thing with these
objects is you want these faces to be square faces. You don't want rectangle faces or the simulation
won't look as good. You want even
geometry and you also want square even faces
throughout the entire thing. It that done, let's do the
same thing for this object. We'll go into edit mode. Let's press Control R,
we'll add 15 loop cuts, left click and then
a right click. Now, since this object
is a little shorter, we'll add in, let's
go with 13 loop cuts. Left click and then right
click. And that looks good. We can see we have square faces. Then on this side, we will
add in two loop cuts, left click and right click. Perfect. Finally,
this object here, we'll go into edit
mode, add in 15, left click, right click. Then we'll do
horizontal loop cuts. I think we'll have
to do this using the scroll wheel
about nine loop cuts. There, and then finally, we'll
add in two along that way. Now all of these objects have even geometry through
the entire thing, and we are ready to add
in the cloth simulation. To get started, let's select
the seat cushion first. We're going to jump over to the physics properties,
enable cloth. If we restart and
play our simulation, you're going to see it
falls straight down. Instead, let's restart
the simulation. If we scroll down here, you're going to see the
option for pressure, and this is what I
mentioned earlier. If we enable this and
set the pressure amount, let's go with a value of
about four, for example. Then if we select our base here, let's add in a
collision modifier, the cushion actually
collides with something. Add in a collision modifier, and now if we play it,
here is the result. You can see it's starting
to look like a cushion. With the base selected, let's make sure that
the thickness outer is as low as it can go. There's not that
big of a gap here. Next, we're going to
select this object. Scroll down a little bit
underneath the collisions, make sure that the quality
is up to around three, and the distance is also down as low as it can
go, which is 0.001. Now if we restart and play
it, here is the result. And that's starting
to look a lot better. One issue though is it
looks very low poly. Let's add in another subdivision surface modifier on top of this to give it more geometry and more detail in
the claw simulation. On the right side, we're
going to click Add modifier, generate, and then add in
a subdivision surface. We're going to bring this above the claw simulation and
set it to a value of two. Now if we restart, we can play it,
and this happens. The reason this is
happening is because the subdivision surface modifier
is adding more geometry. The more geometry that
your claw simulation has, the more it weighs. If we select the
cloth and over in the physics panel,
the vertex mass. Every single vertex on our claws simulation
weighs this much. This weight is too much for
the pressure to handle, so it just collapse. What I found instead of
changing the mass right here, we can actually change the gravity option over
here in the field weights. If we set the gravity down to zero and restart and play it, now the pressure will be even throughout
the entire thing. There's no weight to it, and we're getting a
much better result. Another way to change
the behavior of our claw simulation is to
change the pressure amount. If I set this lower like a
value of 1.5, for example, it's not going to
expand as quickly and it's actually going
to give us more wrinkles. If I restart and play it, it's going to slowly expand and give us a lot more detail. You can see this is
looking a lot better. Other thing I want to
change though is in the subdivision
surface modifier. I want to set it over
to the simple mode. This will make sure
that the edges remain sharp as the
stimulation is playing, which I think gives a
much better result. Now if we play it, you can see this corner right here
is remaining sharp, and that looks more
like a cushion. At this point, we can copy
all of these settings and the subdivision
surface modifier to these other objects
by selecting them, select this one first,
the backseat next, and then this object last. If we press Control L, we can click on Copy modifiers. Now it'll copy that
subdivision surface and it will copy all
of the settings. I want to change though
is with this object. I'm going to set the
pressure amount a little bit higher
because for this object, I want it to be more square, but this object, I want it
to be more of like a hello. For this object, let's bring the pressure amount back up to around a value of about four. Then for the arm rest, let's go up to around a
value of three. Now if we restart, let's actually drag this up a little bit so we can
see what it looks like. We play our simulation
and here is the results. Another cool thing with
adding collision to this backseat is it gives us a really cool look for
this cushion here. It automatically makes it look like it's
colliding with this. Might do though is I might
drag this down a little bit, drag it to the left, and then rotate it along the
x axis, something like that. Now, if we play it,
here is the result, That looks pretty good. Let's select both
of these objects, right click, and shade
them smooth as well. Now the next step is to
find a frame that we like for our cushions and then
apply the claw simulation. But before we do that, let's
make sure to UV unwrap these objects because once we add in that fabric
texture later, it's going to be a lot harder to UV unwrap this once the
claw simulation is applied, so we're going to
do it beforehand. In EDI mode, with these
three objects selected, make sure to select
everything by hitting A, we're going to go U, and then Smart UV project and then hit. From here, what we can do is
we'll also duplicate these, right click, and then let's move them to a
different collection. Because we're going
to be applying these class simulations later, once we apply it, we
can't really go back. Having duplicates will allow us to go back if
we really need to. With those objects selected, I'm going to press M and move
them to a new collection, and we're just going
to call it backups just in case we need to
go back and use them. Then from here, we can hide that collection
by unchecking it, and now let's play
the simulation and find a frame that we like. Starting out with the
base cushion here, I think around frame 20
will look pretty good. Right about there is good. I like that. We're going to jump over to the modifier tab. Press Control A, or you can click on the
drop down menu and apply the subdivision first
and then apply the cloth. Then we will select this object. Let's go back a
couple of frames. I think I like this frame. Around Frame 15, I like, we'll press Control
A and Control A. Then for this object, let's
see what it looks like here. Maybe a little bit less. Right about there. Frame 13, I think will look pretty
good for this object. We'll press control
A and control A. Now we have these three objects. We'll just drag them down. We'll rotate this object around this way and place it
right about there. I'll drag the back rest down a little bit
and then I'll drag the seat cushion forward just a little bit until it
reaches right about there. And that looks pretty good. Next up, we will select
all of these objects, shift D them and move
them to the side, and shift them one more time
and place them over here. Then we'll select this object, the arm rest here, shift D it, place it on this side, rotate
it all the way around, and then place it
something like that. Finally, we're going to select all of them and then add in one more subdivision surface on top of it to smooth
everything out. With all of them selected, we'll press Control
one, and there we go. Now, before this video ends, let's go over each of these and make them
slightly different, so they're not exactly the same. For example, this
one in the middle, we can actually rotate
this, maybe 180 degrees, and so now it has a
different pattern than this one on the left, and then maybe this one,
we can rotate 90 degrees. Now they look a
little bit different. For the cushions in the back, what we can do is
actually just going into sculpt mode by
selecting one of them, going into the
sculpted mode here. With the smooth brush, we can just smooth out some of the wrinkles here like this, making them slightly different. We can go back into object mode, select this one, switch
it back to sculpt mode. Then with the smooth
brush active, we can just smooth
out some of these, making them look a
little bit different, and then same thing over here. You can also add creases
by scrolling down a little bit until you find
the cloth brush here, and you can click and drag
and add more creases. I think the strength
of this is a bit high, so let's drag it down
to around 0.2 or so. Let's add in a couple of different random
creases on this object. Then over on this side,
we'll select this one last, sculpted mode, and just
do the exact same thing. Maybe add in a couple, maybe add in a little
bit in the middle, something like that, just to give some variation between
the different cushions. Once you're happy with it, we
can move on to the pillows.
12. Creating the Pillows & Blanket: Two more objects that we
need to add to our couch. One is going to be a
pillow right here, and then the other
one is going to be a blanket that flops over
the top of this object. Let's start out with the pelo. What I'll do is hold
shift and place my cursor right at that spot. We're going to press shift
A and add an A plane. Scale this plane down to be about the size of a
pillow that you want. Something like that
will be pretty good. And we're basically going to do the same thing that we
did for the cushions. We're going to model a
quick shape of a pillow, and then we're going to
have blender simulate it. So in edit mode, we're going to right click and then
subdivide this. We'll do this one more time to get that much
geometry right there. Then what I'll do is
I'll press e to extrude, we'll extrude it up a bit. And then in face select mode, I'm going to hold Alt, select this face along the
edges like that. S, z, zero, and enter. Then from here, we can press
M and then by distance. That's going to remove all of those duplicate vertices
that are in the same spot. We can see here, it
removed 32 vertices. Now what we've created
is an air pocket between this face and
then underneath here. Now if we use the pressure
in the cloth simulation, it's going to look
like a pillow. What we'll do is we'll rotate this 90 degrees
along the x axis, going into top view,
rotate it like this, and place it somewhere
around here. We'll jump over to the
physics panel, enable cloth. We'll restart the timeline, and then for the
pressure down here, we'll enable it and set it up
to around a value of four. If we play animation, we
can see it's working, but it's going
through the cushion. Let's add collision
to this object. Make sure it's selected,
add collision, and make sure the thickness
is as low as it can go. Same thing for this object,
we'll add collision, low as it can go,
and then finally, this object in the
back collision. Just in case it
touches this one, we can add collision to this
as well. Just like that. So now if we play our animation, we can see it's working, but currently, it
doesn't look that great. What we'll do first is
over in the modifier tab. Let's give it more geometry
to make it look better at in a subdivision surface
and bring it above the cloth simulation and set
the level up to around two. We'll switch it over
to simple as well. Since we add geometry, we need to make sure the mass of each vertex is much lower. Let's go with a value 0.03, and we'll try that out,
see what that looks like. If we play it, here
is the result. We can see it's still
collapsing a little bit. Underneath the pressure, maybe we can go up to around six. We'll try that out,
restart and play. And that's looking better. Maybe we can bring the mass
down even lower, 2.01. Here basically,
you're just tweaking the settings until you get
something that you like. That actually looks really good. I think I'm happy
with those settings. Let's right click
and shade it smooth. Let's also scroll down in the settings here and make
sure the distance for the collision is
as low as it can go and then the quality
is up to around three. Then in top view, let's
duplicate this pillow, maybe scale it down a bit, and then place it
right about here. I want to make sure
that these two objects don't intersect with each other. Over in the physics panel, we'll add a collision
to this object, and we don't really need to
add collision to this one, just this pillow here. Sure that the thickness outer
is as low as it can go, we'll restart the
simulation and play it, and here is the result. Now, again, before we apply the class simulation
to these two objects, let's make sure that
we UV unwrap them. We'll restart the simulation in edit mode with both
of them selected, we'll press A, go U, Smart UV project, and then hit. Once we've done
that, we are ready, and also it looks like we
didn't apply the scale, so let's press control A, apply the scale on both
of those objects. Now let's find a
frame that we like. Right about there I
think is pretty good. Let's also make sure to
select them both, shift D, press M and move that to a backup collection just in
case we want to go back. Now let's apply the modifiers. This one, first, we'll
apply the subdivision, apply the cloth
and the collision. Select this one, apply the
subdivision and cloth. There we go. That
looks pretty good. These are a little bit low poly, with them both selected, let's press control
two to add in another level of
subdivision on top of it, and then we'll drag
them down until they're touching the cushion,
just like that. Finally, on this side, we're going to add in a blanket, Let's just add in a
new plane object. This is going to
be pretty simple. We'll scale it down until we get the size that we want,
something like that. We'll go into Edde. Again, we need to subdivide
this a couple times. We're going to subdivide
down the middle. Then press A, we'll go right
click and subdivide this. We'll do this a couple times until we get enough geometry. Right about there
is probably good. What we can also do is rotate
this along the x axis. This will give us some
nice deformation when it collides with
the objects here. Let's select this cushion here. Over on the modifier tab. We're going to enable collision. We'll set the thickness out
to be as low as it can go. We'll select the base here that already has
collision, which is good. Select this cushion,
collision, set it down 2.1, and then finally,
decushion in the back, we can add collision as
well and set this down 2.1. For the blanket, we're
going to select it, enable cloth, make sure
to restart the timeline. If we play our simulation, the default setting should
actually work pretty good. You might notice though that
it is slipping off and what we can do to help prevent that is with this cushion selected. We can bring the friction
up to around 25, and then we can also move
it towards the left here. The other thing that
we're going to do with this cloth is down here in
the collision settings. We're going to set
the distance lower, and then we're going to
turn on self collision. Make sure the distance
on the self collision is also as low as it can go. Now if we play it, we should get a really
nice simulation. To smooth everything
out, let's add in a subdivision service
modifier on top of this. We'll set the view to two. You can also play around with the rotation of the plane
if you want more wrinkles, just rotate it even more
and then play it and you should get a different
result like that. I think that's a bit too much, so I'm going to rotate it probably roughly
around this angle. Now let's simulate this again. We'll play it here. It does look like we're having
a couple issues in the clipping for the blanket. Way to help prevent
that is to select the blanket over in
the physics panel. We can set the collision quality
up to around five or so. If we then restart and play it, that should help a
little bit. There we go. I think that did
help. We're getting a little less clipping there. If you're still getting some, you can bring the
distance up even higher. Maybe we can go with 0.003. Then the same thing for
the self collision, let's go up 2.03. Restart and play it, and that'll also help prevent
any clipping issues. Before we apply the
class simulation, let's make sure to
U we unwrap this, so we'll restart the animation. Press Control A, apply
the scale to the plane. Then in edit mode,
we'll press U, and then select Unwrap. Now we can go ahead
and play animation, find a frame that we
like, and apply it. I think that looks pretty good. Let's duplicate this
by hitting Shift D, then press M and move it to the backups just in case
we want to go back. Then with this object selected, we'll press Control
A, and then we can leave the
subdivision surface. We don't really
need to apply that. Finally, we're going to add in another modifier to
give it some thickness. We're going to add in
a solidify modifier. Bring the amount down to
roughly about 0.003, 0.003. And there we go. Let's right
click and shade it smooth, and now we can work
on the materials.
13. Adding the Fabric Material: Couch model is looking
pretty good so far, but there's a couple of things
that we need to change. First off, the base
here is sticking out a bit too far from
the cushions here. Let's go into Edde and fix that. I'm going to select
this space, this space, and this space and just drag it backwards just a little bit along the y axis until it's more in
line with the cushion. Then with the base
here selected, and since this is mirrored, if we try to move this, it's going to move the
back ones as well. Let's just move the entire thing back a bit and then press S and y and scale it along
the y, just like that. I think that looks a lot better. Now we are ready to
apply the materials. For the first material that
we'll do is the fabric. Go ahead and select
the base here. In diode, let's UV
unwrap this object, we'll press A to
select everything, go U, Smart UV
project, and then hit. Then let's jump over to
the shading workspace. Let's create a new material, and we'll call
this couch fabric. In For this material,
we're going to be using a texture again
from Polly Haven. This texture right here looks
really good on this couch. It's a fabric texture
that looks really nice. The color is not what I want, but we're going to
change the color, but just the overall
texture itself, I think will look really good. Link to this is
in the resources. You can go ahead and select
the two K version here, and then download it right here. Once you have it downloaded, we can select the
principle Shader. Again, since we enable the node rengular add on
in the previous video, we can hit control shift T. Navigate to where
the texture is, mine is right here,
the book pattern. Underneath textures, we're
going to select the color, normal map, and roughness map. We don't really need
the displacement. Then we'll click on
Principled setup. If we zoom in here,
here is the result, the texture is
currently way too big. What we'll do is over here, we're going to set the scale
of it up to around four, and I think that will
look a lot better, and now for the color. I don't really like
this green color, so let's change it by adding in a color hue saturation
node and placing it here. We're going to set
the saturation all the way down to zero, and then for the value, we're going to drag
this down just a little bit until we get a
darker fabric look. The other thing we
can do is press shift a add in a brightness
contrast node, we can place that here and bring the contrast down
to a negative 0.1. And that'll help just to make it not so harsh
while looking at it. The other thing we can do is
in the principled shader. If we open up the sheen option, we can bring the weight
up to around 0.2. This will give the
look of fabric. It's basically going
to add a little bit of sheen to the edges
of the fabric, and that will look really
nice, as you can see there. Other issue that I'm seeing is the texture is currently
going in the wrong direction. I wanted to go horizontal, but currently it's
going vertical. To fix that. Let's
come over here. We're going to switch this
over to the UV image editor, and then in edit mode, let's just select everything, press r to rotate, and rotate at 90 degrees, and now you can see it's going horizontally, which is good. For the rest of the objects, let's go ahead and select
each one of these. Then we will select
the base last, press Control L, and then
click on Link materials. Now all of them should be
sharing that same material. Again, the cushions on the back here have the
horizontal texture. We'll select all three of
them, go into edit mode, and then we'll press A
to select everything, and then just rotate
it 90 degrees. Now the texture should
be going this way. For the blanket, let's
go ahead and select it. We'll create a new material. We'll call this
material blanket. For this material,
we're basically just going to add in a texture, add in an image texture node. We'll take the color,
plug it into the base, and then click on Open. Over in the resources, you
should see a blanket texture. Go ahead and select that one, and then go open image. Right now, the texture
is way too big, so we'll go into edit mode. We'll press A to select
everything and just scale this up until you get the
textured pattern that you like. Probably around there
will be pretty good. The other thing that
I want to do is give this a little bit of bump. I'll press shift A,
underneath vector, we're going to add
in a bump node, take the color, plug
it into the height, and then the normal
is going to go into the normal of
the principal shader. We'll bring the strength
down to around 0.5, the distance as well, and
that looks pretty good. Again, we're going to
open up the sheen right here and bring the
weight up to around 0.4, and that will give
the look of fabric. I think the bump
is a bit too much. Maybe we can go even
lower with the strength. Like that, that
looks pretty good. Finally, we're going to
selected the base right here. Again, we're going
to use another texture from Pold Haven. This is a plywood
texture right here. This one looks pretty good. The length of this
is in the resources, or you can use any wood
texture that you have. Over in Blender, we're going to select the principled Shader, press Control Shift T, and then navigate to
where that texture is. Once you have found it, we're going to select all three of these and go principled
texture setup. The UV map is currently
not working right now, so let's UV wrap it. We'll go into EDI mode, press A to select
everything and go U, and Smart UV project
and then hit. There we go. Let's rotate
the texture 90 degrees, so the wood grains are
going this way and not up. In Edit mode, we'll
just press A and then just rotate it 90 degrees. As for the color
of this texture, I do want to darken
it a little bit, so we'll add in another
hue saturation node. We'll place it here between the color and the
principal shader. And then underneath the value, we're going to go
down to around 0.4. The saturation, we
can go down as well to maybe 0.7, and there we go. We've now created the couch, and then in the next video, I'll show you how to
market as an asset.
14. Couch Model Asset Setup: Our couch is basically done. Now let's learn how to
market as an asset, so we can import it
into any blend file. Before we do that,
though, let's clean up our objects
just a little bit. Let's select our back
cushion and we can see we still have that
collision modifier applied. Let's go ahead and just
get rid of all of that. With each one, we're going
to click on that little x next two collision
to remove it. We don't really want these
extra modifiers on our object. It's just going to
slow things down and make everything just
a little bit messy. Just go through, delete the collision for each
of these objects. This one right here as well. Then finally, the one in the back here. Yeah,
that looks good. Now that we've cleaned it up, we also want to make sure that the subdivision
surface modifier has only a level of one
for the viewport. This will also speed things up when you're working with it. This one, for
example, we can see the subdivision is
at a level of two. Let's set the viewport to one, but we're going to leave the
render at a value of two. Also notice that the
origin point for our cloth is way up
here, which is annoying. Let's move it back down here. We can do that by
right clicking, set origin and
origin to geometry. Now the origin has moved to
that point, which is good. Now we can go ahead and add in an empty object and parent
everything to that empty. We're going to go
into front view. We'll press Shift A
and underneath empty. Let's add in a plane axis. Let's move the plane down here, scale it up until it
matches the length of the legs and then place
it right about there. Look on the top view and make sure that it's right
in the middle. Then we'll press A to
select everything, make sure the empty
is the active object, we'll press Control P, and then click on object. Now if we select the
empty and move it around, it's going to move everything. We can still individually
move these objects around, but it's really nice having one central object to select to move
everything all at once. At this point, we can go ahead and come over to the collection. We can select the collection. We'll double click on it, and
we'll call it Couch model. This is going to be the name of the asset when we look at
it in other blend files. Make sure to name the collection what you want this
model to be called. Once you've done that, we
can right click on it. Then click on Mark as Asset. Now what we need to do is save this blend
file in the folder that has all of the other assets and models that we
want to import. Before we do that
though, make sure that you come up to file down to external data and then
automatically pack resources. This is going to pack
all of the textures, all of the other external things that we imported
into this model. It's going to pack it
in this blend file. This will allow you
to upload this model to different three D model websites or
send it to a friend, whatever, and it will still retain all of the texture data. You've done that, we're going
to press Control Shift S. We're going to navigate to
where the model folder is. Mine is right here.
It has all of the other models as you can see. We're going to call it
Couch Model Tutorial, and then click on Save As. Now in the next video, I'm going to show you how we can get all those models and how we
can set up the asset browser.
15. Using the Asset Browser: Hello over one. In
the last video, we created the couch model
and marked it as an asset. Now we're back in the
modern interior scene, and let's import that model
that we just created. So first, we need to set
up the asset browser, and I'm going to show you
exactly how to do that. Over here in our scene, we're going to go
up to the edit menu down to our user preferences. You're going to want
to come down to the file paths
option right here, and then here is where our
asset library is located. What we need to do is find
the folder where we saved our couch model and where all of the other models are saved. To do this, we can hit
that plus sign to add in a new location
or a new asset. We're going to go
over to the folder and yours is probably going
to be different from mine. Mine is going to
be in this folder, I'm going to select it, and then underneath
the models folder, we'll select this one and
then click Add Asset library. We can see it right there, and this is the file
path to that folder. We can rename it by
double clicking on here, and we're just going to
call this interior models. Once you've done that, come
down to the bottom and then click on Save
User Preferences. Now, whatever is in that model's folder should
show up in the asset browser. Now to actually get
the asset browser, we're going to open
up a new window by coming up to the top right, clicking and dragging
to split the view. Let's switch it over to the asset browser over
here on the right. Then if you select this
menu on the top left, you should see all of your
asset folders right here. The one that we just created
is the interior models. If we select it, there we
can see all of our models. All we have to do now
is just click and drag into our scene and it
will automatically add it in. What we'll do first is we'll
select the couch model, which is this one right
here, this is the one that we created in the
last couple videos. Actually, before we do that, let's organize our
scene a little bit. Over on the right
side, I'm going to collapse this collection
and rename it, we're going to call this main. Since this is our
main collection with our walls, floors,
and all of that. We'll then create
a new collection and this is going to
hold all of the models. Let's right click and then
select new collection. For this collection, we're
going to call it models. This way that we keep
everything organized and we can render individual
layers if we want to. Make sure that you
have the models folder selected or the
models collection selected. Then with the couch, we're
going to click it and then drag all the way
into our scene over here, and it should paste
it in just like that. Since we added
those textures and we saved to that file
in the last video, all of the textures should
automatically be applied even if you move the textures
around in your folders. Now what we can do is
I'm just going to move this order to the side so we can expand our
view a little bit. We can select it, we can rotate it and place
it how we want. One thing to keep in mind
is you can't really edit this anymore because
we imported it in. If you want to be
able to edit it and change the material
and all that stuff, what you need to do is
press Control or command A, and then click on
Ma Instances real. I'm just going to do this real quick to show you how it works. Now all these are individual
objects that we can edit and move around and then change the
material, how we like. However, doing this will cause the blender file of this
modern anterior to become bigger since it's no longer links and it's in
this blender file. If you want to save on RAM
and the size of the file, you can go ahead
and just link it in without having to
change it. There we go. What I'm going to do is
I'm going to rotate it along the z axis by 90 degrees. And if you hold control, you
can place it right there. Then we can drag it down
until the empty just barely disappears right
about there or so, and now it should be
perfectly in line. Then we can move it along the
x axis by hitting G and x and place it up against the
wall, somewhere around here. Now, at this point,
you want to think about where the position
of the furniture is, where your camera is
going to be looking, and you want to tell a story. For example, we
don't really want the couch to be right in
the middle of the scene. One, because it's just
not very convenient, and also it makes the people sitting on the couch a little bit uncomfortable. Since there's a
walkway behind them, it's like a subconscious
thing that having your back to someone
or someone's behind you while
you're sitting down, it just makes them
feel vulnerable. What we're going
to want to do is put this against the wall so our people that are living in this house
feel comfortable, and it also looks a lot better. Somewhere around
there is pretty good. Again, we can change
this whenever we want once we add in the
rest of the models. Let's go back into
our camera view and see how this looks now. I'm going to press z and
go into the rendered view. Then we can press Z again and tag overlays to see exactly
what this looks like, and that is looking pretty nice. We have the rest
of the models in, it'll look even
better, and we'll go over that in the next video.
16. Adding the Bookshelf & Books: Let's continue adding the rest of the models into our scene, starting with the book shelf. So I'm going to select it, click and drag and
place it in our scene. We can see here that we can
actually place it anywhere in the scene based on
the box right here. Let's place it right
in the middle. Then we can rotate it and
place it how we want. I'm going to press R, then
z, and holding Control. We're going to
rotate it 90 degrees and then place it
next to the couch, but on the right side,
somewhere around here. Once we've done that, we
can add in the books, select the books
model right here, click and drag, and
then we'll just place it right in the
middle of our scene. Now, one thing that
we're going to need to do is make this instance real, so we can actually move and
rotate the books how we want. Before we do that though,
let's just align it in. I'm going to rotate it
90 degrees once again. We'll drag it backwards right about here and drag it
over to the book shelf. Now, to make things a little bit easier so we can see this, what we'll do is we'll hide the main collection by
hitting the e right there. We just have our
models collection. Next, what we can do is go into side view and then place all
of the books how we want. I'm going to press Control A, and I'm going to make
this instance real, so all of the books are
now individual objects, and then we can go ahead and
delete that empty object. We're not going to
need it anymore. If we press z and go into
the material preview, we should be able to see what the books look like
as you can see there. Then at this point, all you really need to do is just move them and place them all along the bookshelf
however you like. Starting out with,
I'll grab this one, I'll place it right about there, maybe rotate it just slightly,
something like that. We'll grab this one,
place it over here. And then just do this for
the rest of the shelves, and you can also duplicate
these books if you want to and then make sure that
these actually are on the bookshelf and
they're not floating. Something like that
will be pretty good. One more right here. Then we can just continue this for
the rest of the scene. All right, that
looks pretty good. So now what we'll do is we'll go into top view by hitting seven, box select all of these, and then just move them along the x axis until they're
inside the bookshelf. Now one thing to keep in mind is that you don't want the
same book to show up twice on this shelf because this is where the camera
is going to be looking. So we have, for example, like this book right here, We don't really want that because they're the
exact same book. We want to make sure that
there's different books that are showing in
front of the camera. You won't really be able to see the other books that
are duplicated, but make sure that the
ones that you can see very clearly are
not the same ones. We're going to do one
more and I want this to actually la flat
on the book shelf. Let's just select this one, for example, R then x,
rotated 90 degrees, and then we'll move it
down a little bit and then place it right
here on the bookshelf. Something like that,
maybe rotated around. I think that will look
pretty nice. There we go. Let's bring back our first main layer by hitting Shift one. We'll go into rendered view now to see what the
books look like, and that is looking pretty nice.
17. Finishing Up the Models: Our interior is
coming along great, so now let's continue on with adding the rest of the
models into our scene. Since we already know
how to add in models, let's quickly go over
the rest of them. I'm going to go into solid view, and then in the
top right corner, let's go ahead and
split this view and switch it over to
the asset browser. Over on the left side, we're going to go over to our folder, which is the interior models, and now we can see the rest
of them are right here. First off, what I'll do is we're going to place the
rug right here, this rug model,
let's place that in the middle of our scene
right in front of the couch. I'm going to click and drag
and then place it right here. Now a quick way to move
objects around your scene and to snap them to
different locations is if you come up to this menu, you can select the
face projection. Now what happens is
five press G to move, and then I hold control, I can snap it to the floor. We will notice though that this is slightly inside the floor. What we'll have to do is just place it right
here holding control, and then drag it up
just slightly so it's above the ground
floor, just like that. Next up, we're going to grab
the modern coffee table, click and drag and place it in our scene. That's
looking pretty good. Let's do the same thing,
press it G, then z, to lock it to the Z axis, holding control, we'll snap
it to right where the rug is. Then we'll rotate it 90 degrees and then place it
right about here. That looks pretty
good. Let's go into the top view just to make sure everything lines up properly. You can press seven
on the number pad. We'll go into the
wire frame view, and we can see that it's
slightly off center, so we'll place that right there, select the coffee table, and then place that right
in the middle of the rug. That looks a lot
better. Then what you'll want to do is just
double check, you can zoom in. We can see it's
slightly floating, so let's drag it down
until it's right about there. That looks great. We're going to place this ro co remote right on top
of the coffee table. We'll just click and drag,
place it right there. Again, we'll press G and Z, and then holding control, we can snap it right on
top of that coffee table. Then we can press G and Z, rotate it a little bit, and Another tip to move an object, but not move the height is if you press the G key
on your keyboard, if you press Shift Z, it can move it like this. It's not moving
along the z axis, but it's moving along the x
and the y at the same time. We can see though,
it's slightly inside, so let's just drag it up
until it's right on top. Moving over to this
side of the room, we're going to click and drag the TV stand and place that
in the middle of our scene. We're going to rotate this
until it's basing this way. Then press G and z,
holding control. We can snap it to
the ground floor. We'll move it backwards and
then place it right here. Let's go into the
top once again and double check that it's
in line with the couch. Right about there is good. I'm going to want the
TV stand to be right here right in front of the
couch, so it's easy to view. Speaking of which, let's
grab the TV model, click and drag and
place it in our scene. Let's rotate this, so it's
facing the couch, G and Z, control and snap
it to right there, and then just move it
backwards along the X axis. Next up. Let's come over to this corner over here
next to the book shelf. We're going to grab
the potted plant, drag it in and place
it in our scene. G and Z, and then
place it down here, and then move it to right
about there looks pretty good. Again, you can customize
this however you like. If you want to
change the layout of your interior and move
the models around, it's completely up to you. Or if you wanted to
add your own models, you can do that as well. We're going to drag
this ottoman right in the middle right here, G and Z, move it backwards,
and then place it something like that
looks pretty good. What I might do
actually is I want everything to be moved a
little bit to the right. I want the bookshelf to be
slightly closer to the plant. What we can do to move
everything is in the top view, Let's press Z, going
into wire frame. I'm going to press B
for box select and just draw box around
all of the models. If you accidentally select something like
this potted plant, you can press the B key again and using the middle
mouse button, you can drag over it and that's going to deselect that object. F here, I'm just going
to move it a little bit closer to the window. Something like that
will look good. Moving on from here, let's
grab this potted fern, and let's actually place
this in our bookshelf. So we're going to select it, and then just place
it in our bookshelf. I'm going to hold Shift
and then right click to place my cursor right
on that bookshelf. And now if we want to
move this to that spot, we can press Shift S and
go selection to cursor. Another way to do that is in the object menu down to Snap, and then go to the
selection to cursor, and that's going to move
it right to that location. Can zoom in on it by
hitting the period key on our number pad and
currently, it's really big. So let's just scale it
down a little bit and then move it a little bit
forward, something like that. Next up, on this bookshelf, I want to drag the modern
sculpture and place it there. We're just going to
click and drag into our scene, shift, right click, to place our cursor there, and then object down to snap
and selection to cursor. Again, this is a
little bit too big, so we're going to scale it down and then rotate it
something like that. That looks pretty good. Finally, over on the
left side of the couch, let's drag this glossy lamp
and place it right here. Click and drag, we'll place it in the middle of our scene, snap it to the floor, and then rotate it until
the lamp is over the couch. Something like that
will look pretty good. Now if we look over
on our models, we have a couple more
that we can add. Let's drag the modern lamp. Let's place that over
here in this corner. Just click and drag, place it
right there, drag it down. I'm going to want the
cord to be hidden, so I'm going to rotate it
around something like that. We'll drag the circle
chair as well. We'll place this in
the corner and we'll drag it down and then
move it into place. Then finally, the
last model that we can add is the modern
ceiling light. Let's go ahead and click
and drag into our scene. We'll go into the top view once again to align it with
the coffee table, so we'll place it
right about here. Then drag it up until it's
touching the ceiling. Right about there is
good right there. Now let's go into
the camera view. Do double check what
this looks like. I'm going to go ahead and
close off this panel. Then in the camera view,
we're going to press Z and go into the
rendered preview. Now, since we just added
all of those models, it might take a second
to properly render. But once it's done
that, we can see our interior is
looking really good. Now, again, feel free
to change this up, add your own models
in if you want to play around with the
position of the models. Go ahead and do that as well. Customize it for
your preference. In the next video, we're
going to come over to the side right here
and then add a canvas.
18. Canvas and Mirror: In the last video, we finished adding the rest of the
models into the scene. Now in this video,
we're going to be adding in a couple
of decorations, starting out with a
canvas above the couch, and then we're also
going to be adding in a mirror over
on the right side. Let's do the Canvas first. Over here on the couch,
we're going to press shift and then right click to place our cursor right there, and if you don't see it,
make sure you t go overlays. There we go. Then let's
add in a cube object. I'm going to go over to mesh, and then add in a cube. Then you can press S and y, scale it to be a
little bit skinnier, something like this, and then
make sure it's pretty flat. About the size of a canvas. Something like that
looks pretty good. Next, we're going to
go into the edit mode. Go into face select
mode by hitting three, and let's delete the back face. Select the back face right here, press x and delete it. Next, what we're going to do is we're going to UV unwrap this. First off, we need to add in
a couple of different seams. Again, we talked about UV
unwrapping in a previous video. But what we need to do
for this object is we need to add in cuts right
along these corners. All of these faces flap upwards. In the edge select mode, let's select this edge, this edge, and then
on the other side, we'll do this as well. Then to add in a seam, we can press Control
E or command on a keyboard and then select
the Mark Sam option. I'll change it to a dark
or red color like that, and that is looking pretty good. I think I want it to be just slightly skinnier along the y, right about there is perfect. Then what we can do
is back in dibode. I'm going to select everything, press Shift D, and then
move it to the left side. We'll do the same thing on
the right, suppress shift D, and then move it
towards the right, along the y axis. Right about there is good. If we press the N key, we can see that the scale numbers are
completely messed up. Let's go ahead and
apply the scale, so all of these go back to one and it will UV unwrap properly. With it selected, we're
going to press Control A or command A on a MAC
and then select scale. Now the numbers are back to one, and now we can UV unwrap this. You can do this by
going into edit mode, selecting everything,
pressing U and go Unwrap. If we go out of edit mode, we can see what this looks
like by jumping in to the UV editing
workspace right here. This is what our current UV map looks like. This is perfect. Now what we'll do is we'll
apply a texture to this. Once we do that,
the texture will actually wrap around
the sides right here, which is way more realistic. Let's jump over to
the shading workspace right here and create
a new material. Make sure you have
your object selected, and we'll call this
material Canvas. Over on the left, we're going
to add in a new texture and feel free to find an
image that you want to add. Or if you want to use
the same one I'm using, it's in the resources. Underneath texture, we're
going to go image texture. Take the color and plug it in. Then click on Open. Navigate to where your textures
are. Mine is right here. It's a image of this bird. We're going to go open image. Now if we press z and go
into the rendered preview, we should be able to see
that texture applied. Now, currently, it's way off. You can see it's not
in the right position. Over here on the left side, we're going to switch it
from the image editor over to the UV editor. And go ahead and get
rid of that image. We're not going
to need it there. If we go into EDA mode, we can see our UV map. Now, an easy way
to align this is if we select that image
and place it here. We can see this image right
here is called desktop, and then it's a
bunch of numbers. In this drop down menu, let's type in desktop and
then select it right here. We can press A to
select everything. We can scale our UV
map along the y axis and drag it upwards.
Something like this. Now, there is another problem. We can see that the UV maps are not in the correct position. Let's go ahead and fix that. This side right here, this
needs to be on the right, and then this one right here
needs to be in the middle. What we can do is hit the L key while hovering over
the middle one. That's going to
select everything. Let's drag it to the right,
somewhere around here. Then we'll press
to A to D select, then L to select the other one and drag this one
towards the middle. Let's line it up right there. Then we will select
this one again and line this one up right there. And there we go, now everything
is lined up properly. Now for the material, we don't really need to
change anything else, but for the roughness,
we're going to drag this up to around 0.9. Then also, let's just add
in a little bit of bump just to make it look like it's actually painted on a canvas. We can do this by adding in a texture and then
a noise texture. We'll press shift A. We
will add in a bump as well. Underneath the vector,
we can add in bump. Let's take the factor,
plug it into the height, and then the normal
is going to go into the normal of the
principled shader. Now currently, this
is way too strong. You can see the bump is crazy. Let's drag the strength
down to around 0.05, and then distance
down 2.5 as well. To see what this looks like, we can control shift left
click with this selected. Remember, since we added in the node regular
add on previously, this will automatically plug
it into the material output. Now, our noise is
still way too big. O on the scale here, let's drag this all
the way up to 200. We can see this is
looking better, but it's still a
little bit too big. Maybe we can go
up to around 400, and that is looking
a lot better. Let's bring the
strength up to 2.1. Now if we take a
look at the texture, that is looking pretty nice. Let's jump back over to
the layout workspace, and the last thing
that we will do with our Canvas is add in a
little bit of bevel. Over on the modifier tab, we're going to select
to add modifier, generate, and then select Bevel. The amount we can set here, let's drag it down
to around 0.008, and then you can bring the
segments up to smooth it out. Next up, we're going to come
over to the right side. We're going to add
in a mirror object. Let's place our
cursor right there by holding shift and
then right click, and then we'll press shift
A and add in a cube object. Let's zoom in on it
with the period key, ski it along the z, and then something like that
will look pretty good. We don't really need to do
too much with this object. All we really need to do is
over in the material tab. Let's create a new material. With the metallic, we'll
drag it all the way up to one and the
roughness down to zero. If we look at the preview, this is going to create
a mirror material. Then again, we'll
press control A, apply the scale to it, and we'll add in a little
bit of Bevel as well. In the modifier tab,
let's slight Bevel, set the amount 2.005, and then bring the
segments up to around three. There we go. That looks pretty good.
Also, a good thing to do with all of your
materials is to name them. So let's name this
material mirror just to make sure
everything is organized. And now let's take a look
at it in the camera view. We'll price zero, then z, and go into the
rendered preview.
19. Creating the Curtain: Hello everyone. Our interior
is coming along really good, but now we're going to
add in some more detail. In this video, we're
going to be using the claw simulation to create some curtains
for our window. To get started,
let's first create a new collection so we can
work with a blank scene. Over on the right side,
we're going to right click and then create
a new collection. Let's call this collection
by double clicking on it. We're going to call it curtains. A fasts way to go to that
collection and hide the other two is if we press
three on our keyboard, and that's going to
hide those other two, but keep the one that
we selected active. Now let's add in a new object. We're going to press shift A
and add in a plane objects. Let's rotate this 90
degrees along the x axis, so it's standing upwards, and then let's make sure
that we apply the rotation. I did that by hitting Control A and then selecting rotation. Now for the dimensions,
let's open up the properties tab and take a look at the dimensions
on the right side. For the z dimension,
I want this to be about the size
of our interior. Let's go with a value of
about 2.74 and enter. As for the x dimension, let's go down to a
value of 1 meter. Now we have this shape. Then make sure we press control A and apply
the scale to this. The scale numbers
go back to one. With the claw simulation, it needs geometry on your mesh to actually
simulate properly. Right now with only
the four vertices on each of these corners, it's not going to
simulate at all. We need to add more
in the middle. We can do this by first going into Edit mode
by hitting tab, and let's press Control, let's add in about 13 loop cuts or so, somewhere around there. Then let's left click
and then right click. Now, before we add loop
cuts down the middle, what I want to do is actually create the curves
in the current. We can do this by selecting, going into the edge select
mode by hitting two. We can select every other loop right here and then just
move them backwards. Select every other loop, then I'm going to
press G and y and drag it backwards until we
get something like that. That looks pretty good. Then from here, we can press Control R and add in
a bunch of loop cuts. You're going to want
to go all the way up until you get square faces on your mess right here.
Let's zoom in here. We'll press Control R again
and using the scroll wheel, let's go up until we see right here that this looks
like a square pase. Right about there
is probably good. Then we can left click
and then right click. We want to make sure that we're working with square faces, because if we work
with rectangle faces, it's not going to really look that great when
it's trying to simulate. Square faces are the best way to go when working
with simulations. Then we're going to select everything and we're
going to subdivide it one more time to give
us even more geometry. You can press A to
select everything, right click, and then subdivide. Next up, let's press shift A. We're going to add
in another plane, and this is going to be the
collision for our curtain. What I want to do
is first go into edit mode and select
this outside edge, and this is going to act
as the wall or the window. Want to make sure that the
curtain doesn't really go out this way when it's colliding
with the ground floor, but instead comes out this way, Let's add in a wall. We can do that by
selecting that edge, pressing e to extrude, and then let's lock it to the z axis, something like that. We don't really need
to go too high, and then we'll move it to where the curtain is going to
be next to the window. Right about there
is probably good. Now let's add in
all of the physics. First off, for the
collision object, let's go over to the
physics properties. It's this panel right here. It looks like a
circle with the dot. We're going to select collision, then we're going to leave
the default settings. Select the curtain next,
we're going to go cloth. Then what we'll
do is we'll first set the steps a
little bit higher. Let's go around probably eight, and that will give us
a better simulation. Everything else should
be pretty good. Maybe the bending, we
can go down to around 0.2 for both of the
dampening and stiffness. This just helps
the cloth deform a little bit better so
it's not as stiff. We're also going to
add in a pin group. The top stays where it's at, but then the bottom can
flow however we want. To do this, we need to add
in a new vertex group. We're going to jump over
to the object data panel. It's this triangle
right here and then create a new vertex group. Then in edit mode, we need to assign
this vertex group to the top row of vertices. Let's select it by holding the Alt key and then left
clicking right on top. On the right side,
we're going to assign it. To see what this looks like. We can go into the
weight paint mode up here on the top left, and that is what the
pin group looks like. Now let's assign
that vertex group to be the pin group in
the cloth simulation. Back over in the
physics properties underneath the shape menu, we're going to select that
pin group right here. Now those vertices
will not move, but everything else will, and that's exactly what we want. Finally, underneath
the collisions, we're going to bring the
quality up to around four, and then we're also going
to turn on self collision. The cloth actually
collides with itself. The distance, let's just go
down a little bit to 0.01. Now, let's go ahead
and simulate it. If we come over here and
hit the play button, we can select our collision
object and drag it upwards, and you're going to
notice it's starting to collide with the cloth,
which is really nice. However, I want it to go out
this way just like that. What we'll do is
we'll just bounce it around until we get the
deformation that we like. Something right there
is probably good. And that looks really nice. To make this look even better, let's add in a subdivision
surface modifier. Select your cloth, jumping
over to the modifier tab, let's create a new modifier, generate, and then select
the subdivision surface. We'll set both the view
and render to two, and that looks a lot better. Now one thing to
keep in mind is that the subdivision surface needs to be below the
cloth simulation. If it was above the
cloth simulation, the cloth will actually
take into account that extra geometry and
try to simulate that, which will really slow
down your computer. Make sure that it's below. Then also we're going to be
adding in another modifier, a solidify modifier, just to give it a little
bit of thickness. Let's set the thickness
down a tiny bit more. Let's go 0.005. Something
like that will look good. Then we can also right
click and shade it smooth. Now, before we apply
this claw simulation, let's duplicate this object just in case we want to go back. What I'll do is
press shifty on it, then right click to
cancel that movement, and then select
the original mesh. Let's come over to the
right side and select this menu here and then
apply the claw simulation. Now we can move it around
and place it how we want, but we still have this just
in case we want to go back. Now I'm going to select this
object, press the M key, and let's move it to
the models collection, and then we can hide
the curtains collection by hitting that little
checkbox right on the side. To bring back our
main collections, we can hold the shift
key and press one, and then press two, and now everything is
back in our scene. What we can do next is
just move this into place. I'm going to place
it right about here, and I'll scale it down just a little bit because it is
a little bit too big, I think, and then make sure that it's sitting
on the ground floor. We'll zoom in and double
check that it's not inside. There is good. If you notice that it's
a little bit too short, what we can do is just scale
it up along the Z axis just a little bit until it
reaches the correct height. Right there is good
and not too bad. Let's move it backwards until it's right next to the window. Might skillet along the
x just a tiny bit more, and then maybe along the y as well until we get
that sort of shape. And I think that is
looking really nice. Then just double check that it's not clipping inside anything. It looks like it is
clipping inside this plant. So I'll just move
that a little bit backwards until
it's not clipping. And then it looks like
it's clipping there. So let's go forward
just a tiny bit. As for the other side,
what we'll do is we can select it and then
just duplicate it over. You can stimulate another
cloth if you want to, but I don't think anyone will really notice if we
just duplicate it. What we can do though
is press Control M, and then we can press the x key, and that's going
to mirror it along the x axis, so we get this look. I think that looks a
little bit better, and then I'll move
it over to the side. Now, before the video ends, let's quickly model
a railing that goes across here to
hold the curtains up. We can do this by adding
in a new cylinder. Let's rotate this 90
degrees along the y axis, so it's horizontal and
then just scale it down. L et's go into diode and
move it to the right side and drag it up until it's
at the height that we need. Then let's also add
in a mirror modifier. We only have to
do this one time. Add an A Mr modifier. Make sure that we press control
A and apply the rotation, and it should snap
to right there and make sure the
access is set to x. Then in top view, let's
just position it. In Edemde, I'm going to
place it right here. We'll select this set of
vertices, drag it this way. Make sure clipping is
enabled, so it stops there. Once we get to the
edge right here, we can press e to extrude, right click, scale outwards, and then eo extrude
one more time. We get this like little
bump right there. That looks pretty good, I'll drag it down, and everything is a
little bit too thick, so I'll go into edit mode, and then I will select that middle railing by going
into the face select mode. We can select that middle
railing, and just press S, shift x to scale it
along the x and y, and make it a
little bit smaller. Something like that
is pretty good. Then to attach it to the wall, what I'll do is I'll move
this over to the right side. Select a couple of faces
on the back right here. Like probably three
faces, maybe four faces, and press e to extrude
and just extruded back until it reaches the
wall right there. And that looks pretty nice. And there we go.
In the next video, we're going to create the
materials for our curtain.
20. Curtain Material: In the last video, we added
in the curtains to our scene. Now let's give it a material. Let's jump over to the shading
workspace on the right here and then select the curtains and let's go
back into the camera view. For the curtains, we're going
to create a new material. We'll call this material curtain just to make
everything organized. With this principle Chatter, what we're going to do
is first set the color. We're going to go
with a slightly blue color somewhere
around here. We don't want to go too high. Something like that
will look pretty good. Next, we're going to
add in a franel node, and this is going to
be for the roughness. This will give it
the look of cloth. We're going to press Shift
A and then type in Fneel, and you should see
it right there. If we take a look at
this, let's press z and go into the
material preview. It might take a second for it to calculate
everything properly, and we can take a look at this by control shift
left clicking on it. What the Franl does
is it adds values to the object based on the edges and where the camera is looking. For example, if I zoom in on this by hitting
the period key, Depending on where I'm
looking at this curtain, the edges of it will
always be a white value. If I look on this side, you can see the edges are white. If I look over here,
the edges are white, but it's never
directly centered. You can see this
side it is white, and that is what the Franl does. Now, if we were to take that and plug it
into the roughness, and then we can
control this a bit more by adding in a math node, converter math node,
Place it here. I'll make sure that's
plugged into the roughness. If we take a look at this now and switch it over to multiply, we can control how much
of an effect it is. You can see right now
it's very glossy. If I drag it up though, it's going to make that
less of an effect. Let's go with a value
of around four. Now you'll notice that
only the edges are a little bit glossy,
which looks pretty good. Maybe we can go a
little bit higher. Let's go with a value of five, and that is looking pretty nice. One more thing that
I want to add is a way for light to pass through this curtain because
curtains are always a little bit
semi transparent, and we can do this very easily
with a translucent shader. Let's press shift A,
go over to Shader, and then add in a translucent
shader right here. We'll add in a mixed shader
to combine these together. Take the output of
the translucent and plug it into the input
of the mixed shader. You can control how much light passes through it
with this value. But I think a value of around 0.5 actually works pretty good. If we press z and go into
the rendered view now, we should be able to
see what it looks like. Notice that if it
goes all the way up, it's pretty translucent, but
if I go all the way down, no light can pass through it. Probably around 0.5, you can play around with this value
until you get what you like. But I think that is
looking really nice. Let's go ahead and
apply it to the other one as well, make
sure you select it. And the drop down menu, we can type in curtain and then select that
curtain material. Feel free to change the color as well if you want to go with more of a orange yellowish
theme, you can do that. But I think the blue gives it some nice contrast with
the rest of the scene. As for the railing, let's
go ahead and select it. Give it a new material. We're going to
call this railing. Then all we really need to
do is bring the metallic up. We're going to go with
a dark glossy look, bring the roughness down, and then just set the base
color to almost black, maybe something like that, and that is looking pretty nice. Let's make sure we save our
project and jump over to the layout and preview
everything as a whole now. There we go. That is
looking really good.
21. Detailing the Interior: Hello, Ryan, and welcome
to a new section. In this section,
we're going to be covering the camera angles, the small details compositing, and then we're going to
create a final image. To get started in this video, we're going to be
adding in a couple of small details around our room to really make it stand out. First off, I'm going
to select the Canvas. I notice that right
now it's a little bit too low and
close to the couch, so I'm just going to move it up just a little bit so
it's a bit higher. Next, we're going to
add in a couple of books over on this
ottoman right here. Make it look like it's
actually lived in, people grab it from the shelf, place it on the Ottoman,
that kind of thing. What I'll do is I'll go into the material preview and just
select a couple of them. I think I will select
the green one. Let's select the
low poly Pro V two, and then maybe this
one right here. Let's shift D them and
place them over here. Then we can hold shift and then right click to place
our cursor right there. Now, I'll press Shift S and go selection to cursor to move all of them over
to that position. Then we can press t r
to reset the rotation, and then we'll rotate it
and place it on the atoman. I'll press R, then y, and press 90, and enter. Let's drag them up so that they're sitting on
the atoman itself. Then we can zoom in
on with a period key. We'll select the one on
top, drag it this way. Now we can place
this how we want. I think I want this
one on the bottom. I'll rotate it around here. This one will place
next, right there, rotate this one around,
something like that. Then finally, this one
will place right on top. And then rotate this
one maybe all the way around until it's like that. We'll take a look at that
from the camera view and that is looking pretty good. If you notice that this
is pink for some reason, I think the reason for that is if we open up the shader editor, even though the texture is still there in the
rendered view, it doesn't show up in
the material view, and I think that's because
it's set two tiles. We need to select single
image. There we go. Now that appears in
the material preview. If that was an issue
for you, you can set it to single image and
you'll be able to see it. Next up, let's add a decoration right
on our coffee table. Let's place our cursor there. We'll press Shift A add
in a circle object. We're going to model
a plate real quick. In the dropdown menu, let's set the number of
vertices up to 128, so it's a little
bit more smooth. Then we can scale this down. We'll zoom in on it
with the period key. We'll go into EDI
mode, press e to ext, and then we'll
scale it outwards, something like this, and drag
it up so we get this shape. Then also make sure
that we select the inside loop by holding
Alt and left clicking, and then press F to fill
in a face right there. Now, this is paper thin, so let's give it a
solidify modifier. Over on the right
side, we're going to click Generate and
then solidify. Make sure we press Control A, apply the scale to it, it applies the
solidify mod properly. Let's go with a value of 0.001, so it's pretty skinny, and I think that
will look pretty nice. Something like that. I'm going to move this cut over there so to
give it some room. Now for the decoration itself, we're going to be
adding in two tauruses. Press shift A, let's
add in a Taurus. Then we'll scale this
whole thing down, and I do want them
to be a bit thicker, so I'll go into edit mode, and then I'll press Alt S to scale it and we can
scale it up like this. Probably right around
there is good. Then I'll press shift
D to duplicate it, move it over to this side. We'll rotate this 90
degrees along the y axis. We have two truss
doing this thing. We'll select both of
them, go into dI mode, and then we'll do the
exact same thing again. Press all to S and scale them up until
they're almost touching, right about there is perfect. Then all we have
to do is rotate it along the y and then place
it right on the plate. Something like that, maybe
scale the whole thing down, and that is looking pretty good. Now, with these two objects, I'm also going to add in a
subdivision surface modifier. We can do that
quickly by hitting Control two or
command two on a MC. We'll set it up to a
value of two for both of these and then right click
and shade it smooth. Now for the material, we'll select one of
them, and then we'll jump over to the
shading workspace. We're going to close
off this panel. We don't really need it. Then in the drop down menu, let's find a wood material. Let's select the wood ottoman. I think that one will
look pretty nice. Then we can hit the period
key to zoom in on it. I'm also going to go into the material preview and
not the render preview, so it runs a bit faster. And that is actually looking
a really good so far. But I want to change it up. So to make sure that we don't change the
ottoman material, let's duplicate it by hitting
that three button here, and we'll just call this Taurus. This hue saturation node, what I want for this material is the wood color to be
very, very light. What I'll do is I'll set
the saturation much lower, probably around 0.3,
and then the value, let's go up to around 1.5. We get this look. Maybe that's a bit too much, and then maybe the saturation
can be a bit higher, and that is looking nice. Then then to apply it to the
other one, let's select it, and then we'll just type in Taurus and select
it right there, and now both of them are
sharing that material. I might bring it
a tiny bit lower. That is looking pretty good. For the plate, we're going
to create a new material. We'll call this material plate. Then all we really
need to do is just bring the roughness
to a round like 0.1, so it has a glossy look. One more decoration that
we're going to add in this video is over on the
right side, right here. We're going to place
our cursor there by holding shift and
then right clicking. Let's press shift A, and
for this decoration, we're going to be
adding in an cosphere. Let's add in a new cosphere, and in the drop down menu, let's set these
subdivisions down to one, so it's a little
bit more low poly. Then just scale it
down and then place it on top of the TV stand. Let's zoom in on it
with the period key, and we want to make
sure that this is not poking
through the ground. I'm going to just rotate it
until it's flat, like this. I'm just eyeballing it. You don't really need to
worry about it too much. I just want this face
to be completely flat. I'll double tap r again, do it, something like that,
and then drag it down. That looks pretty good. We'll place it here,
move it to the side, shift it, place it over
here, scale it down. Now we have two
of them, one is a little bit bigger and
one is a bit smaller. For this material, again, we're going to be
using a wood material. I like the ottoman looks.
Let's select one of them. In the drop down menu, let's just type in ottoman and select that
attoman material. Let's duplicate it by hitting
that button on the side. We'll call this cho. Then for this one, all we really want to do is maybe bring the saturation down and then
the value up like that. Maybe the value actually
down, so it's a bit darker. That looks actually pretty good. Then we'll just select
this one and then drop been menu type in cho,
and then select it here. Now they're sharing
that same material.
22. Render Settings: Hello over one. We
are almost ready to render our first image
of our interior. However, there are
a couple of things that we want to do
before we render it. First off, let's find a focal point for the
camera to focus on. What I think I want
for this scene is it to focus right
on this object. It's right in the
middle of our scene. If we take a look
at this object, over on the top left,
you're going to see the name of it. It's
just the Taurus. Back in camera
view, let's select the camera by clicking
on the side right here, O in the camera settings, we can turn on depth of
field, open up this panel, and then for that focus object, we can find the Taurus, or we can use the
eyedropper tool and just select
that object here. Now the eStop is how much of an effect the depth
of field will have. Let's see what it looks like
with just the basic 2.8. If we go into the rendered view, we should be able to
see what it looks like. You'll notice if I set this way lower like a
value of about 0.2, everything becomes very blurry. It looks very, very small. In this case, I want to
be able to see most of the scene in a
pretty clear view. Let's leave it at around 2.8. I think that looks pretty good. We can change it
later if we want to. Now for the settings,
we're going to jump over to the
render settings. First off, the max samples
right here in the render, you're going to want
to set this low, probably around 200, maybe even a little
bit lower like 150, and that will help
speed up the render. If you're going to
create an animation, the noise threshold, make
sure that is unchecked. If this is turned on, it'll give more samples to different
areas of the image. However, when you're
rendering animations, this will create a
very flickering effect in your final render. Make sure if you're if you're animating the camera
that this is turned off. Since we're only
rendering one image, I think that is good
to leave it on. It'll help speed it
up a little bit. The other things that
we're going to want to do is underneath the
color management tab. We're going to set the look a little bit higher
in the contrast. Let's go back into
the rendered view. For the look right here, you can experiment with what these
different views are. I found that high contrast or medium high contrast
works pretty well. You'll notice right there that everything just has
a bit more contrast. If you think it's
a bit too dark, you can also bring up
the exposure and gamma. If we bring up the
exposure a little bit, you'll notice everything
becomes brighter. Same with the gamma,
if you go higher, I might look a bit better. I think what we'll
do for this scene is just bring the gamma up just a tiny bit to help those shadows become a
little bit brighter. Maybe around 1.2 or so, I think we look pretty nice. That's basically all
we really need to do. From here, let's go
ahead and render out an image and then work
in the compositor. To render an image, we can
press F 12 on our keyboard or we can come up to render
and then select render image, and that'll bring
up a new window. Once this is done rendering, we will work in the compositor.
23. Compositing & Post Processing: All right, the
render has finished. It took about a minute
or so to render. Now in this video,
we're going to composite or render just
a little bit to give it some more umph and make the colors pop
out a little bit more. To do this, we first need to
exit out of this window and then jump over to
the compositing work space up here at the top. Let's select use nodes
on the left side, and then we can press and
to close off that panel, and then we'll bring
this part down a little bit till we have
this full work space. To see what our
render looks like, we can select the render
layers and hit control shift, and then left click on this, and that's going to
add in a viewer node. Let's place this over
on the right side. There are a couple of
shortcuts that you need to know for working
with the compositor. V will zoom your image out, and then Alt V will
zoom it back in. Then if you hold the Ault key
and then middle mouse bun, that's going to move
the image around. I'm going to zoom out until
we get the full frame and then I'll position
it right about there looks pretty good. Now, another thing that I
like to do when working in the compositor is if we
add in another node, for example, like a
color ramp or whatever, if we place it here, that's only going to be applied
to the viewer node. One thing that you
can do though, to counteract that
is if you hold the shift key and
then right click, you can place a connection
between these two points here. Now if we press Shift A and
add in another node, again, like the color
ramp, It's going to automatically be put into the composite and
the viewer node. Just a little quick tip right there to speed up your workflow. With that color m selected, I'm going to hit
control x to delete it, but keep the connection. The first thing that
we will do is add in a little bit of film
grain to our image. Right now, if we were to
zoom in, I'll hit in Alt V, I'll zoom in a little
bit, our image looks basically perfect. There is no issues with it. There's no grain anywhere. Anything like that,
and that's really not what a real camera would do. There's always going
to be a little bit of film grain in every
single camera. So when we add that in, it's
just going to give a very, very subtle effect and make our image look a little
bit more realistic, like it's taken
with a real camera. Now, you can just add
an image over top, or we can use blenders built in texture function over here
in the texture panel. We can create a new one. We
can just call it film grain. And then for the type, let's
go with a noise right here. We can see the noise
pattern appeared. Then to add that
in, all we need to do is add in an input texture, and then in the drop down, many, select the film grain texture
that we just created. To add this into our image, we'll first pre shift A, go over to color mix, and then just add in
a mix color node. We'll place that here. We're
going to take the value, plug it into the bottom input. Then if we switch this
over to the add function, there we can see the texture
is working properly, but the amount of
noise is way too much. Let's bring the factor down
much lower to around 0.015. Just want a very subtle effect of noise being
applied to our image. The other thing I
want to do is add in a little bit of
blur to the noise. Underneath the filter option, we're going to select
Blur and then just add in a normal blur node.
We'll place it right here. Set the amount to two
for both the x and y, and that'll help
smooth out the noise. If we now zoom in, we can see that there's a little bit of noise being applied to
the rest of the scene. If you think it's
a bit too much, you can go even lower. I think probably 0.01
is a good value. Next up, we're going to change the color a little
bit underneath color, select adjust, and then
the color balance note. We'll place that right here. Here we have three
different values. The lift is for the shadows, the gamma is for the mid tones, and then the gain is
for the highlights. For the lift, I want to make
the shadows a bit more blue, so I'm just going to drag
this up just a tiny bit, make it a bit more blue. Then for the mid tones, I want it to be a bit more
orange slash red over here. Then finally, and then
finally for the highlights, we're also going to probably go a little bit more yellowish, something like that
will look pretty nice. Next up, we're going
to press Shift A. I also want to add in a
little bit of glare to the window just because it will make it look
more realistic. We're not going to use streaks. We're going to select fog glow. Then for the mix right here, if we go all the way up to one, it's only going
to show the glow. If we go all the way
to negative one, it's only going to
show the normal image. What we can do instead
of doing a negative one, we can probably go with
negative 0.8 or so, so there's a little
bit of glare. I think that will
look pretty nice. Finally, if you think the image is overall a bit too dark, what we can do is add
in a color adjust, and then gamma node. We can place that here,
and then bring the gamma down just slightly and that'll help brighten
up the image. I think that's a bit too much. Maybe we can go 0.95. That looks pretty good. Finally, the last
thing that we can do with our
compositing is add in a vignette to darken the corner so that the
focus is in the middle. We can do this by adding
in a color mix node. We'll place that right here. Then over on the left side, we'll press shift A, go over to transform and then
select the lens distortion. We will again also use
another blur node right here. At the distort value 21 and take the image and plug
it into the image. If we take a look
at this blur node, we can see this is
what it's doing. It's blurring the
edges just like that. If we then take that image and plug it into the bottom input, we can take a look at this now. Here is the result
that we're getting. Then with the blur
node, we can blur out these corners so
they're not as sharp. We're going to switch it over to the fast gagian right here, set it to relative, and then underneath the y, we can set a percentage of
how much blur that we want. I found that a value of
about 15% looks pretty nice, but you can play around with it until you get the
look that you like. Then all we have to do is to get rid of all of
the white values, switch it from mix over
to multiply. There we go. That is looking pretty good. The strength of this
is a bit too much, so let's go down to around 0.5. Make sure you save your project
as well, and there we go. To save this image. We can press F 11 to bring back our original
render right here. Here is before the compositing. Then if we click this menu, type in viewer, we can
select the viewer node, and here is after compositing. You can see everything just
looks a bit more saturated. There's more of a
yellowish color, and I think that is
looking really nice. If you want to save this image, you can press Shift
S to save it. However, I'm going to
do another render with a higher sample count just to make everything
look a bit more clear. We'll do that in
the next video. The
24. Adding the Camera Angles: Hello everyone. We are
almost ready to do our final render for
our modern interior. In this video, I'm going
to show you how to set up multiple camera angles and
render them all at once. The first thing that we'
will do is come over here to the right side underneath
the render tab. Let's set the max samples a bit higher so we get more
of a clear image. Let's go with a
value of around 350, and that should be
plenty of samples to create a really crisp image. Next up, with the
camera selected, I notice that the blur
is a bit too much, so let's come over here to the F stop and set this just
a tiny bit higher. Let's go with a value of 3.5. This will just make sure that
the blur is not as strong, and the depth of field is
a little bit more clear. Next up, let's add in those
different camera angles. What we need to do is with
this camera selected, I'm just going to press shift D and then move it
over to this side. Rotate it so that the camera
is facing in this direction. Then to see what this
camera angle looks like, we can hold the control
key and then hit Numpad zero to snap
into this camera view. You can also come up to
view down to cameras. Then you can select
the set active object as camera and that'll do
the exact same thing. From this view, we can
press G to move it, and I might just
drag it back just a bit until we get the
full view in the scene. Something like that
will look pretty good. To see what this looks like, we can press z and go
into the rendered view, and since we
duplicated the camera, it should still have
that torus object as the depth of field. One more camera
angle that we will add is over here
on the right side, looking at the couch. With this camera selected,
we'll press shift, move it over to here,
rotate this until it's facing the
couch right here. Then again, we can hit
control numpad zero, or go up to a view, cameras set active
object as camera. We'll drag it down a bit and then move it over
to the left side. Something like this
will look pretty good. We'll go into the
rendered view once again to see what this
angle looks like and just double check
that everything is looking pretty
nice, which it is. The camera angles done, you can add more if you want to, but I think I'm going
to move on to actually rendering out those
three images at once. First, go over to
the output tab. Underneath the
steroscopy option, we're going to select
the steroscopy, and then we're going to
switch it over to multi view. What this does is it'll render each individual camera
that we set up right here. How this works is we
first need to select our main camera and we can
see the name is just camera. Underneath the left, we're
going to delete this and just leave it there because this is the camera suffix. Since this camera does
not have a suffix, we're going to leave it blank. However, this camera
on the left side here does have a
suffix. It has 0.001. With the right camera
angle selected, we're going to type
0.001 and enter. Then we need to do the
exact same thing for this camera as well.
H hit the plus sign. This is going to be 0.002.
Let's add that in here. 0.002 and enter,
and there we go, we should now be
able to render out our three images all at once. If we go into the
camera view though, you'll notice that we get this really weird
distortion effect. The reason this is happening is technically the
stereoscopy is used for rendering three D images with the red and blue as
you can see on screen. However, the other method that I like using is rendering
multiple images at once. To fix this view, we need to
have the camera selected, press to open up
the properties tab, and then underneath
the view option, underneath stereoscopy,
switch it from three d over two views,
and that'll fix it. Then we can do the
same thing here. Make sure it's set to views, and then make sure this one
as well is also set to views. Now we should be
able to look into each camera view without seeing that weird
three D effect. With that done, we are ready
to render out an image. Make sure that everything
is correct like the MAC samples that you
want, the color management. All that is good to
go, save your project, and then we can go
over to render, and then select render image. Now, this will go one by one, rendering out the
first camera angle and then the next
one after that. Then after that is done,
I'll show you how to save your image and how to
view them in your folder.
25. Saving Your Render: All right the render has
finished and here is the result. As you can see,
all of the images are jumbled together,
but don't worry. Once you save it, they'll be separated into different images. If you want to see
what the individual images look like right now, what you need to do is select
this button right here, and then select which one that you want to see
over on the right side. Now this is the main one. If I want to see the
one from this angle, you can see it there,
and then finally, the render view
will show it here. Now, this is looking pretty
good. Now to save it. Let's go back over
to this view here. We'll press Shift Alt
S to save our images. Then once you've found
the folder that you want to save it as, you
can name it here. We'll just call it
modern interior. Then make sure that the
right side is set to individual and it's not
set to Stereo three D, or that will combine
the images together. Make sure it's set to
individual right here. Then just click
on Save As Image. If you open up that folder, you'll be able to see
your three images here and you can select
them and then go through them and view them
individually. But there we go. That is how you create a
modern interior in Blender. Thank you very
much for watching, and if you want
to end the course there, you are welcome to. However, there are a lot of other videos that are
included in this course, such as the rendering it
as a night time scene. You can see the
result right here. You can see the clay
version as well. Then also, I'm going to
be showing you how to render it in the
EV render engine. That is all coming up
in the later sections. This point, I highly
encourage you to look at your modern interior
and see if you want to change anything
else or make it your own. This course is more of a guide
to show you how to do it, but I encourage
you to go through and change it and
add your own models, change the lighting,
do all of that stuff, and make it your own. If you created something
from this course, please send it to me on
Instagram at Blender Made Easy, and if you would like to
see more of my content, you can check out
my YouTube channel, Blender MadeEs as well. Thank you very much for enrolling in this
course once again, and I look forward to seeing
what you guys create.
26. Creating a Clay Render: Hello everyone. In this video, I'm going to show you how
to quickly render out a clay version of
your modern interior. This can be very useful for
showing off to clients. You can see the
before and after with no materials versus
all materials, and it's just something
very nice to have. First off, let's go
ahead and jump over to the output tab right
here or the scene panel, and then uncheck
the stereoscopy. We don't really want to
render all of those images. I only want to
render one of them, and that's going
to be this camera. If for some reason, this
is your active camera, just make sure to
select this camera, hit Control Numpad zero to make it the active camera,
and you'll be good to go. First off, we need to
add in a new object. I'm going to press Shift A and add in just a new cube object, and then just move it over to the left side so it's
out of the view. Then over in the material tap, we're going to create
a new material, and let's call this
material clay. Now, this is the
material that's going to override every single
material in your scene. Make sure that you
set the base color. If you want to change
it to some color, you can, I'm just going
to leave mine as white. The roughness we can leave at 0.5, that looks pretty good. Now let's go back
into the camera view. To override every
single material, we need to jump over to the
view layer panel right here. Scroll down a little bit until you see the override
option here. This will override
every single material. Now if we type in the word clay, you should see that in the menu. Go ahead and select it. Now, one big issue that we have right now is if we go
into the rendered view. You're going to notice
we can't see much. The reason for that
is because it's also overriding the
windows right here, and so no light from the
HDR is entering our scene. One fix for that is just to move the windows out of the way. What I'd like to do is
with the window selected, go into edit mode, and then in face select mode, we can select those
faces for the window. Box select them, hold in shift, we can select that side, and then last, we will
select those windows there. I'm going to press
G, and then just hit five and make sure you remember
how much you moved it up. We moved it up by five, and then we'll
render this image. Now those windows are above,
as you can see there, and they're out of
the way, and now the light will be
able to be seen. From here, you can
save your project and then render out an image. The render has finished
and here was the result, and that looks really nice. Let's go ahead and save this
image by hitting Shift to S, or you can come over
to image down to Save as and then navigate to
where you want to save it. We'll just call this clay
render and save that image. Now, if you want to go back to all of the other materials. All you have to do is
first select the window. We'll go into edit mode. Make sure the windows
are selected. We'll move them back and
remember we moved it up by five, so we need to move
it down by five. We can go G, Z, negative five, and enter. Then over on the right side, we can get rid of
the clay override. Save project, we'll go back
into the rendered view, just to double check that
everything is working properly. There we go, we now have our main materials back in place. In the next video,
I'll show you how to render out a nighttime
version of your scene.
27. Creating a Night Time Render: Hello over one. In this video, I'm going to show
you how you can render out your image from this over to a nighttime
version that looks like this. What we'll be doing is
changing up the HDR, messing around with a couple
of the different models, and then rendering out an image. First off, to make sure
that we don't change the original blend
file of this interior, let's save it as a new
blend file and rename it. I'm going to press
Control Shift S, and we're just going to
call it nighttime tutorial. And then I'll click Save As. Now we can change
this however we want, but it's not going to affect
that original blend file. At this point,
let's change it up. Over in the world settings, let's add in a new HDR, because right now, if we
go into the rendered view, you'll see that it's currently
using a daytime HDR. What we'll do is in this menu. We're going to click
on the Folder icon and then navigate to A HDR. The one that we'll be
using is from Polly Haven. It's this one right
here, the Moonlit Golf. You can select the
two K version here, and then click on Download. The link to this is
in the resources. Once you have it downloaded, we can jump back over to Blender, select it right there,
and then go open Image. If we press z and go into the
rendered view once again, we can see what this
HDR looks like. Currently, it's way too bright, so let's bring the
strength down much lower. Let's go with a
value of around 0.1. Now we can see the nighttime, we can see a couple
of stars as well, and it's looking a lot better. Next up, we need
more lighting in our scene because right
now it's very, very dark. What I'm going to do first is, I don't really want
this lamp to be here. I actually want
this lamp to be on this side and on the other
side of the couch as well. Let's switch the places. In top view, we'll go
into the wire frame. We'll move this lamp
over to this side. Then we'll select this lamp, move it back over here, rotate it around, so
it's underneath this. And then over on this side, let's make sure that the cord is into the wall,
just like that. Then also this bookshelf is a little bit too
close to the lamp. Let's just select everything, make sure to press B, middle mouse but and two D select anything you
don't want to move. There we go. We're only
moving the bookshelf. Let's move it along
the y just to give the lamp a bit more room. That looks pretty good. Next, I'm going to select it. Right now, we can't
really edit this. The reason for that is
because it's linked to the original blend file
where this model comes from. What we need to do is make
this instance of it real. We can do that by
hitting Control A, and then selecting
make instance real. Now if we select it, we'll be able to edit
the individual objects. Let's take a look
at it by hitting Z and going into
the rendered view. We can see there is a
light that's inside, but since it's inside the bulb, it's actually not really
giving enough light. Let's actually just delete
that bulb right there. We're not going to
need it in our scene. Now once we do that, the light we'll be able to pass through, and now it's lighting up
our scene much brighter. Let's go ahead and
select the light. We'll go into the camera view
to see what it looks like. Over on the right
side, the strength that's currently set 230, and that looks pretty good. I'm going to bring the radius up just a little bit until we
get the size that we want. The higher we set this to, the softer the light will be. So probably around 0.14 or
so will be pretty good, and that'll give us
a much bigger light and make everything much softer. That looks really nice. Now let's duplicate that and
place it on the other side. Box select everything. The select the objects that
you don't want to move. We'll press ult D, then y and move it
over to this side, rotate a bit, and then
place it right there. Let's take a look at that by
going into the camera view, going into the rendered view, and that is looking much better. As for this light, I noticed that it's very white
and I actually want it to be more
of a yellowish color to match the rest of the scene. With this model selected, we'll press Control A, and then click on Ma Instances Real. Then select the lamp right here, and for the color, just give it more of a
yellowish color. Let's see what that looks like by going into the rendered view. That looks a lot better, and now that's going to
match the rest of the scene and make sure that it
doesn't stand out as much. That's looking
pretty good so far. The other thing that we
can do is over here. We're going to add
in a couple of different candles on
this coffee table, and that will just help make everything feel a bit more home. What we'll do is again, we're
going to split this view, switch it to the asset browser
over on the right side, in the dropdown menu, select the interior models. You can see right here that our interior models
are not showing up, and the reason for that is because sometimes the
directory just messes up, and we just need to re
import those back in. So over to your edit, down to your preferences, underneath the file paths, we can go ahead and click on this folder here and then
navigate to where it is, mining it right here,
my textures and models, and then models, and
then click Accept. Sure we come down here and
save our user preferences, and now we can see all of those
models on the right side. Let's drag the candle. We'll click and drag, place it in the middle of our scene. Holding Shift, I'll place
my cursor right there, and then I'll press Shift S
and go selection to cursor. Now we can see it's placed
right on our coffee table. I'm going to scale it
down a little bit. I think it's just a
tiny bit too big. Place it somewhere around here. That looks pretty good. We can go ahead and
close this panel off by clicking and
dragging on the right side. Let's see what this looks like by going into the rendered view. And we can see it's
actually working. But I think I want to
add in a lamp right here to make the
candle a bit brighter. So what I'll do is I hold
shift and then right click, to place my cursor right on top. We can press shift A, go over to light, and
then add in a point lamp. Drag it up a bit, set the
strength down to two, and then give the color of flame somewhere around
there will be pretty good. Let's check it out in
the rendered view. And that is looking really good. Maybe the strength
is a bit too much. Maybe we can go
even lower to one. Then finally, let's
duplicate this whole thing. I'll just select this
object here, shift D it, move it towards this way, rotate it around, maybe
place it like that. That looks pretty
good. Let's go into the camera view and check
out the entire thing. And there we go. We
now have candles, we now have lights, and that is looking really, really nice. If you want to add
some cool atmosphere, what you can do is
add in a sunlight and place it so that it's
rotated into the window. This can act like a
moonlight. Let's try it out. Let's add in a sunlight,
move it behind, somewhere around
here, drag it up, and then rotate it so
that it's facing inside. Something like that
will be pretty good. Then for the color,
let's set it over to a nice bluish moon color,
something like that. If you want to, you can add the multiple camera angles with the stereoscopy right here. But for this scene, I think I only want to render this image. What I might do
actually is select it. I might move it back
just a tiny bit, so we get this lamp
in the shot as well. Something like that
will look pretty nice. Then from here, let's
just press F 12. The render has finished
and here is the result. I think it looks pretty good, but there are a couple
of small issues. First off, the light right here. It's right in front
of the bookshelf, which I don't really like. What I'll do is
I'm just going to move it over to the right side. We can do this pretty easily by selecting the lamps
and the couch. Let's zoom out a little bit. We'll box select all
of these objects. Box select all these objects, and then deselect this
object and just move it down just a little bit
until it's out of the way. Then for the bookshelf, I'm going to drag it
up even further. Select everything, drag it up, then we'll select
the lamp and move it backwards until it's
right in that corner. That will look a bit better. Next, for the compositing, I notice that there is
a bit too much noise if we take a look at
the render once again, there's a bit too much
noise right here, and that is because
of the film grain. If we jump over to the
compositing workspace right here, and if we mute this by hitting M, you'll
notice the difference. Without it here, and
then if we press M to unmute it, you
can see with it here. It's just a bit too much. What I might do actually
is just delete that entirely and just use
just the base image. I think that will
look a bit better. The thing that I like to do here is since this is a
nighttime scene, I think the gamma, I want
to be slightly darker. Let's go up 2.98. Just do darken
everything to make it look more like
a nighttime scene. Then for the glare, I'm going to bring up
the glare a bit, let's go down to around 0.6, that will make the
glare pop a bit more. We'll check it out
with it and without it with this is without it, and then if we press
M, that is with it, and that gives us a
really nice look. With those two changes, let's go ahead and re render an image and then
we will save it. I'm going to press
F 12 once again. Once this is done, we'll
take a look at it, and that'll be it
for this video. And there we go. That
is our final result. That looks really nice. And to save this image, you can press shift all to S or go over to Image, Save as. I'm going to save it
here and just call it Nighttime Render. There we go.
28. Rendering in Eevee Next: Every on. In this video, I'm going to show you how to render your interior scene using
the EV next render engine. Now, at the time
of this recording, Blender version 4.1 is
the official release. But right now we are in the
Blender version 4.2 Beta. I showed you how to download
that in the last video. Once you have it
downloaded and up, we can see the
default scene here. What you're going to
want to do is click and drag your blend file
into this scene, the modern interior blend file that you've been working on. You do that, you can click
on Open and don't save that. Once we give it a second, there we can see our scene is now in the blender version 4.2. If you tried to just double click your original blend file, it's going to open it up in
the previous version 4.1. But since we're using
that experimental branch, we need to click and drag
and place it in here. First thing that
we need to do is save this as a new blender file, so we don't mess up the old one. I'm going to press
control shift, and then S. Then I'm going
to call it tutorial EV next. And then I'm going to
click on Save S. Next, we can see that our GPU is
currently not available, so let's go ahead and
fix that by going up to edit down to
your preferences. Underneath the system tab, we're going to select my GPU, which is the VDA RTX 2060. I'll go ahead and
exit out of there, and now that should pop up. Next, we're going to
switch the render engine over to the EV render engine. Make sure you save your project again just in case this crashes, and now let's press Z and go
into the rendered preview. Now, depending on your computer, that might take a minute to first calculate all
of the materials, lighting, and all
that kind of stuff. But once it's done,
you'll be able to move around your
scene in real time. Now, here is the
render engine EV, and it's looking pretty
terrible at the moment, so let's go ahead and work on some settings to make
it look a lot better. Over on the right
side, we're first going to enable the ray tracing. With this enabled, it'll allow light to bounce
around the scene, creating ambient clusion, shadows, all that kind of stuff. Now, this will take a
second to calculate because this is a
pretty intensive scene, but once it's done, we will be able to see it.
And there we go. Now if we turn it off, we can see this is before, without the ray tracing, and with it on, it's starting
to look a lot better. But again, it still
doesn't look that great. So let's open up
this setting here. First off, the resolution, we're going to bring
that down to 1.1. This is the highest
resolution possible. And next, we're also going
to bring up the roughness. I notice that if we
bring up the roughness, it does help a little bit
with the shadows and bounces. Let's bring it up to around 0.8. Next, open up the
screen tracing. We're going to bring up the
precision all the way up to one to give us the highest
precision possible. And then for the thickness here. You're going to notice if I
come over to the left side, There's a lot of blue color
and this is from the HDR. The reason this is
happening is because EV just calculates the HDR and lighting a little
bit weird sometimes and it bleeds into the scam. What we need to
do to fix that is just bring up the
thickness here. If I drag this up,
you're going to notice it starts to disappear, but now it's right there, so let's bring it
up even more until all of that is gone
right about there. Rounded value of about 11, maybe 12 will help
with that bleeding. Now it's starting to
look a lot better, but there's still more
things that we can do. First off, we're going to come down here to the
color management. I think with the
EV render engine, it's actually a bit too bright, so let's bring the
gamma back down to one. And also for the look, let's
go up to high contrast. Next, let's jump over
to the world settings. There is one setting here that is very important that
we need to change. In the settings option
here, enable the shadow. This will dramatically make
your scene look a lot better. You can see with it off,
and then with it on, now the shadows are
calculating correctly according to the HDR
and how the window is, and that is looking
ten times better. So make sure that is enabled. Next, let's work on a
couple of the materials. You'll see here that this cup
does not look very natural. To fix that, we first need
to apply this instance, since it's currently linked
to that original blend file, where this model comes from, we need to apply
it to this scene. We can do that by hitting
Control or command A, and then selecting
make instances real. Now we will be able
to select the cup, jump over to the material tab, make sure you select the glass cup material and
not the water one. We'll scroll down
here to the settings and then enable ray
trace transmission. And now that cup is starting
to look a lot better. Let's do the same
thing for the window. Go ahead and select the window, scroll up and make sure you
select the glass material, come down here and then enable
ray trace transmission, and that'll help with the
glass material as well. The next material is
going to be the curtains. What we'll do here is just
open up this translucent BSDF, and I don't want to use this. I actually want to use
a transparent shader. I found that the
transparent shader looks a bit better than the
translucent in AV. In cycles, the translucent
does look better. But for this one, we're
going to switch it over to the transparent BSTF. Then for the factor, if we go all the way up to one, it's going to basically disappear
and then if we go down, it's going to be a completely
principled shader. Let's go down just a
little bit to around 0.3, so we have a little bit of
transparency in that material. That's looking pretty good. And basically, the only
thing that we have left to finish is this object here. Let's select it and then press the period key to zoom in on it, and you'll see there is
currently a big problem. We're seeing the
HDR in this mirror, and that is not what we want. To fix this, we need to
add in a light probe. Let's press Shift
S and go cursor to selected to place our
cursor right at that object. Then let's press shift A, go over to light probe, and then add in a
plan light probe. Let's rotate this in 90
degrees along the x axis, so it's pointing
in this direction. Now if we move
this forward along the y axis just a little bit until it goes in
front of the mirror, now we will be able to see the other objects
through the mirror. What we can do next is
just scale this down a little bit until it fits
the size, just like that. And then over in the
data panel here. We can bring up that distance until it reaches
something like that. There we go. That
looks pretty good. Now, let's check it out in the rendered view,
let's press zero, and then we'll press Z and Togo overlays to make
everything disappear. And there we go. That is a really nice render in
the EV next render engine. Let's go ahead and
render out an image. I'm going to press F 12. There we go, the render is done. We can see it only took about 14 seconds compared to cycles, which takes about
a minute or so, and that is looking
really, really nice. Now there is something
to keep in mind. With this Beta
version of blender, there are a couple of problems, like in the compositing
workspace here. This lens distortion is
currently not doing anything. You'll notice we
don't have a Vnette, like we did when we
rendered it in cycles, and that's just I think a
bug in this Beta version. Hopefully, that's fixed as
you're watching this video. But that is one thing
to keep in mind. You'll notice if
I drag the factor all the way up, nothing happens. There's no vignette effect. It's not really doing anything. So just keep that in mind, you'll have to add that in
a different way like in photoshop or another
editing program. Lastly, if you're
happy with the result, you could go back over to the
output tab and then enable the stereoscopy option here to render out the
other camera angles. Let's go ahead and do
that. I'm going to save my project just in case
this crashes again, and then press F 12. There we go, the
render has finished. It took only about 36 seconds to render all three
of those images. From here, we can save it
if we press shift all to S, or you can go over to
image down to save as. You can save it to
wherever you want. You can call it right here,
and then double check that the views format is set to individual and not
Stereo three D, and that will save the
individual renders. Lock on Saves, and
you'll be good to go. But there we go. That
is how you create a modern interior and render
it in the EV Render engine. If you made something cool, feel free to post it in the
assignment after this video, tag me on Instagram
at Blender MadeEsy. Again, thank you for
enrolling in this course, and I hope you enjoyed it
and learned something cool, and I'll see you guys
in the next one.
29. Creating the Rug: Hello everyone. In this video, I'm going to show
you how we created that rug that we used
in our interior scene. To get started, we first need
to add in a plane object. We can delete this que by
pressing x and deleting it. Then we'll press shift A, go over to mesh, and then
add in a plane object. For the dimensions
for this plane, let's use the same ones that
we used in our interior. Those are along the x, it's going to be 1.8, and then along the y dimension,
it's going to be 1.4. Now we have this shape. Let's zoom in on it by
hitting the period ke. Next, to give it some thickness, we're going to go
into edit mode, press e to extrude, extrude it up just slightly, and then let's scale it in. I'm going to press S two scale, and you want to make sure
if we go into top view, that this edge and this
edge are exactly the same. Since this is a rectangle and we're scaling
it in like this, this edge right here along the horizontal way is going to be way more
than the vertical. We need to zoom in
here and to fix that. All we need to do is
press S and then y and scale it along the y just a tiny bit till it
matches this edge. That looks pretty
good. Next, let's smooth that out by going
over to the modifier table. Let's add in a subdivision
surface modifier, just like this, and we'll set both the view and the
render to a value of three. We get this shape and to make
it more of a square again. We're going to add in a loop cut down the middle by
hitting control r, we'll add in one loop cut, and then drag it over
to the right side. Let's do the same
thing on the left, add in a loop cut, drag
it over to the left, then we'll do it this way as
well, the horizontal way, drag one to the right, and then drag one to the left. Now we get this shape. From here, we can add
in the particle system. We're going to jump over to
the particle system tab, create a new particle system
by hitting that plus sign, and then we can change it over to the hair particle system, and we can see this goes crazy, and there are particles
shooting out everywhere. What we want is for
the particles to only be on the top
part of our rock. To do that, we need to create a new vertex group and assign the particles
to that group. We can do this by jumping over
to the object data panel. We're going to click
on the plus sign to add in a new group, and then to assign it, we need to go into Edit mode. I'm going to switch over to
the Face select mode and select all of the top
faces just like this. Then finally, the last one. Then on the right side,
we're going to assign that vertex group to these
faces that we have selected. Now, if we jump back over
to the particle system, we can open up the
vertex group panel here, and for the density, let's select that group
that we just created. There we go. We now have the particles and
they're only on top. But right now they
are way too long. Underneath the hair length, let's go down to 0.01 and enter. Now we have a very thin
particle shape like that. L et's press Control A and apply the scale to this
object as well, so the scale numbers
go back to one. For the number of particles, let's go way up higher. Let's go 250,000.
Once we do that, we can see we get
some weird patches in the particle system. The reason this is
happening is because of the subdivision
surface modifier. To fix it, we can open up the source value and then just
check use modifier stack. Once that is checked,
now we can see the particles are evenly distributed over
the entire thing. Now we're going to fix
a couple settings in the particle system to make
it look more like carpet. We're going to turn on
the advanced option here, and then scroll down
to the physics, we're going to open
up the physics panel and then set the
Brownian amount. This will give the hair a random movement and make it look a little
bit more organic. Going to go 0.00 and five. We want to go really
low with this number because you can see with
just that small value, the particles go crazy, and that actually might
be a bit too much. Maybe we can go slightly
lower. Let's go 0.003. Next, we're going to open
up the render panel here, turn on B spline, and this will help smooth
out the particles. We're going to set the number of steps up to a value of four. Then from here, we can go into the rendered view and see
what our particles look like. Let's press z and go
into the rendered view. With the EV render engine, we're not going
to be able to see thickness for the particles. Let's switch over to the
cycles render engine and make sure that the thickness
of the hair is correct. Over in the render panel here, let's switch it to cycles. And then I'm going to
make sure I use my GPU, and we can see the
thickness is way too much. Let's jump back over to
the particle system tab. We're going to scroll
down all the way to the hair shape panel right here. There are a couple different
options that we're going to change,
the hair diameter. This is the thickness at
the bottom of the particle. Let's go lower, let's go 0.08. And then for the top
of the particle, the tip of it, let's also match that. We're
going to go 0.08. If I zoom in, you can still see that they look very spiky, and to help fix that, we're just going to uncheck close tip. And that will remove all of the different spikes
and now we're getting the look of carpet, which looks pretty good. Now, if your viewport
is going really slow and you're having a hard
time moving around, changing the settings,
what you can do is open up the viewport display and
set the amount lower. For example, if I set
this down to 20%, it's going to only show
20% of the particles, but in the rendered view, it will still show that 100%. I'm actually going to
leave it at 20 just so we can move around
the scene a bit faster. T Now for the material, Let's jump over to
the material tab. We're going to create a new one. We're going to
call this base rug because this is going
to be the base rug. We're going to set the
color of this over to a nice tan color.
Something like this. We'll bring the value down. Somewhere around here
will be pretty good. Then we're going to
create a new material, and this is actually going to be the material for the hair. We're going to create
a new material here, we'll just call it hair. For this material,
let's jump over to the shading workspace
up at the top here. We'll zoom in a little bit, then we'll go into
the rendered view to see what our hair
particles look like. At the moment, it's not
assigned to the hair, and we can change that by jumping to the
particle system tab. We'll open up the render
panel, and for the material, just switch it over to the hair material that
we just created. Now the hair material is different from the
actual base rug. For this material, we're
going to press shift A, we're going to go to
input and then add in a curves info node right here. The thing that we want to
use is the intercept value. Let's jump over to
the material tab. We're going to open up the
preview amount and switch it over to the strand
hair option here, so we can see what our particles
are going to look like. If I press shift A, we can go over to converter, and then add in a color ramp. We'll place that right here. If we then take the
intercept value, plug it into the
factor, the color into the base color of
the principal hater. Here is the result
that we're getting. You can see in the preview that the black part is at the bottom, and then it goes up
and it turns to white. That is what the
color ramp is doing. For the color, we're going to leave the black at
the very bottom. We're going to hit
the plus sign to add in a new handle here. Then for the color,
let's just go with a brownish color similar
to the base of the rug, something like this, drag
it a little bit lower. Then for the top part, we're going to hit the
plus sign again, drag the handle
over to the right, and this is going to
be a lighter version. We're just going to
just drag the value up until we get
something like that. Then we'll leave
the white as well. For the principle Shader, we're going to bring the
roughness all the way up to 0.9 right here. That's basically all
we really need to do. From here, we can come
over to the collection, we can delete the light,
delete the camera, we can name this collection Rug. Then for this collection here, we can right click
and then market as an asset right here. Now, once we save this blender file in the folder that has all
of our other models, It'll be marked as an asset, so we'll be able to import
it into other scenes. Now you could add in another
empty object as well. If we press Shift A, we
can go over to empty, add in a plane axes, and then make sure that this
is positioned right there. We can parent the rug to that empty by selecting
the rug first, selecting the empty,
hitting Control P, and then click on object. Now if we select the rug,
we can move it around, and it will also move
the rug as well. But there we go. We've
now created the rug, save your blender file,
and you'll be good to go.
30. Creating the Tree Plant: Hello everyone. In this video, I'm going to show you how
we can create this model of a tree plant that we
can add to our interior. To do this, we'll be
using the Saplin add on. I'm going to show you
how that add on works, how to automatically
create tree branches, leaves, and then we're going
to apply a texture to it. To get started, let's press A to select everything
and delete it. Then to enable the
sapling add on, we need to go over to
our user preferences underneath dit down
to preferences. Then underneath the
add ons right here, we're just going to
type in sapling. If you don't see it
here, what we need to do is come over to
the extensions, and then in the extensions, we're going to type in sapling and you should see it there, the sapling tree gent. Go ahead and install that. Once it's installed,
we can exit out of this window and
to add that in, we need to press shift A. Underneath the curve option, we can see it right there,
the sapling tree gent. If we select it, a tree will automatically be
added into our scene. Now one thing to keep in mind is this panel at
the bottom left. If we open up this panel, here is where all
of our settings are to customize our tree. One very important thing is if you click out of it by accident, like if I just select this tree, for example, that
menu disappears. What you'll need to do is delete the tree and then
add it back in. Make sure before you
click out of out of this menu that you
change everything that you want to before
it disappears. Over on the left side, the
first thing that we will do is open up the
load preset option. There's a lot of different
ones to choose from. The one that we'll be using in this video is the small pine. Go ahead and switch it
over to small pine. From here, you can play around with the
different settings. For example, the branch
distribution allows you to change how far away the
branches are from each other. I think they are a little
bit too spread out, so maybe we can bring this down so we get more
branches in the scene. The number of rings
we can change here as well if you
want more branches. I think I'm going to
drag this up just a little bit until we get
a couple more branches. There's also a
random seed option. If you want to change the
random seed of your branch, and if you can see here there are a couple of
different options. I think this one actually looks pretty good, the
random seed of one. Then for the scale of it, let's go down just a little bit, we'll go to a value
of about three, just so it's a
little bit smaller. Next, from here, let's jump
over to the other options, like the branch radius. The branch radius allows you, just like the name suggests, to change the radius of
the individual branches. You can see here if I
drag this value up, it's going to make it thick or small depending on what I want. I think the default values are actually pretty good
for the most part, but they are there if
you want to change them. The other important
setting that we're going to change is the
branch splitting. We're going to open
up this panel. This menu allows us to change
the individual branches, and there are currently
two different levels of branches as you can
see in this setting. The main one is down the middle and then the branches
that are splitting out, that's the second level. We can bring the
level up to three and now we have three
different levels. The main one, the branches
that are splitting out, and then those branches also have branches
that split out. A big tree, you're probably going to want to use
a level of three, but since this is a small tree that's going to be
used in our interior, I think a level of two
actually works pretty good. Now you can also change
the base splits if you want two different branches
that split down the middle. I think I'm just going to
leave it at a value of one. The trunk height is an important option that we'll
want to change. Since we're going to be using a pot for this
tree to be inside, we want to make sure there's no branches near the bottom of it. Let's drag the trunk
height up just slightly until we get something like that and
that should be pretty good. Next, we're going
to come down here to the number of branches. Since we have two levels, this is the first level,
it's set at zero. If I drag this up, it's not going to
really do anything. But this second option, since this is level two, if we change this, it's
going to add more branches. Let's go up to around a value of about 50 to get more
branches in the same. Now, the third level right here, since there is no third level, this setting is not
going to do anything. The segment splits here. We can see if I zoom
in a little bit. This is a split
angle. You can see one branch goes this way and
one branch goes that way. I drag this value up,
there's going to be more of those that appear on
our different branches. I think the default value
again, is probably fine. The next thing that we will
change is the branch growth. Let's go ahead and
select this menu and select the branch growth option. And here we can set the angle at where our branches are going to grow and the length of that. If we change the length here, you can see it spreads
outwards or spreads inwards. I'm actually going to bring
it in just a little bit, so it's a little bit skinnier. Then we can also change the downward angle if you want the branches to go
down or upwards. I'm actually going to drag
this down so they move up, so it looks more
like a healthy tree. Then as for the rest
of the settings, you can tweak them
if you want to, but I think the default
settings are pretty good. Finally, we're going
to jump over to the leaves option right here, and then we're going
to show leaves. Right now, they're using
the pine needle leaves, and you can see there,
they're very skinny. This doesn't look that great. Let's switch the leave
count right here. Let's go over to
around 50 or so. As for the scale of the leaves, we want square leaves. Let's set the scale
right here up to around 0.6 or so, we'll
take a look at that. That looks pretty good. If you think there
are too many leaves, you can change that
with this value. I might bring it down to
around 35 leaves or so. Maybe a little bit
less than that, let's go with a value of 30. Once you're happy
with the setting, you can go ahead and select it, that menu will disappear, and now we can work
on the material. For the material
for this object, we're going to go up to
the shading workspace. Right now, we have
the leaves selected, so let's create a new material. We'll call it leaves. Then for this object, we're just going to add in a texture. So let's go over to texture, image texture and
place that here. We're going to take
the color, plug it into the base of the
principal Shader. If we click open, we can
navigate to where it's at. This texture should be in that zip folder that you downloaded near the
start of the course. It's this one right here,
the horizontal leaf. Go ahead and select
it and go open image. If we zoom in here, we can see that the UV map is
currently working. The tip of the leaf is
connected to the branch, which is great, but the size
of it is a bit too much. To fix the sizing, we can split this view, switch this over to
the UV image editor. Then if we have
the leaf selected, we can go into edit mode and see what the
UV map looks like. We can see the leaf is actually outside the boundaries
of the UV map. Let's press A to select it. We're going to press S
and then x to scale it outwards until it
matches just like that. Now the leaf should fully appear in the texture,
which is good. As for the other settings
in our material, we're going to bring the
roughness up to around 0.9. And then to get rid of all of those black spots
on our texture, we're going to press shift A, go over to Shader, add
in a mixed shader, and then we will add in a
transparent shader as well. So add in A shader, transparent shader right here. Take the BSDF, plug it
into the bottom input, and then take the Alpha from our leaf texture and plug
that into the factor. Once we do that,
this happens and the reason for
that is because we need to switch these two values. The shader will go
into the top input. The principle will go into
the bottom, and there we go, now the black is disappeared, and now we have the leaves, and that is looking pretty good. The other important thing
that we're going to change in this material is
to give the leaves a little bit of translucency so light can actually
pass through them. This to work. Again, we're going to need
another mix shader. Let's select this mix shader, shift D it and place
it right here. Then we're going
to press shift A, go over to the
translucent shader. Take the output, plug it
into the bottom input, and then the factor controls how much light
will pass through. Let's go down to a round 0.1. If you want to, you can
add a little bit of bump to this texture by
adding in a vector bump. We can take the color
from the texture, plug it into the height, and then the normal can
go into the normal. Then the strength of this is
going to be way too high. Let's bring it down 2.1, and then the distance
we can go to maybe 0.2. And there we go. Now we're
getting a nice looking leaf. As for the bark texture, we're going to select it. If we go into edit mode, you're going to see that
we don't have a mesh here. This is actually a curve object. What we need to do is convert
this object over to a mesh. And to do that, we can right
click with it selected, go over to Convert, and then select mesh. Now, if we go into edit mode, this is a mesh object, which we can then U V
wrap and apply a texture. If we press A to
select everything, our UV map is currently
not going to work. The texture is going
to be very stretched. It's not going to work properly. Let's re unwrap it
by hitting U and then selecting Smart UV
project and then hit RAP. There we go. We're now
getting a much better UV map. Let's create a new material. We're going to call
this material bark. Then for this material, we're going to be
adding in a texture again from Polly Haven. The link to this is
in the text document in the zip folder. Once you've download it,
we can add that in and make sure the node
regular add on is enabled for this part because
we're going to automatically add those textures to the principle Chatter. Let's press control shift NT while hovering over
the principal Chatter. We're going to navigate
to where the texture is. Mine is right here
in this folder, go over two textures, and then select the color map. Let's select the normal map, and then the roughness
map on the right side. Let's click on Open. To see what this looks
like. Let's press z and go into the
material preview. We'll zoom in a little bit. Currently, the texture is a
bit too big on our object. Over on the mapping right here, let's set the scale of
it up to a round three, and that is looking pretty good. If you want to change
the color of this, you can by adding in a new
color hue saturation node. We can place that in between the color map and the base
color of the principal shader. Now, if we wanted to, we
can bring the value down. This is going to make the
bark darker or we can bring it up if you
want it to make it lighter. It's
totally up to you. I might bring it
down to around 0.8. Before this video
ends, let's make sure the scale of our
object is correct. Let's select our tree and press to open up the
properties panel. We can see the size of it along
the z axis is 2.3 meters, which is a little bit
too tall for our scene. Let's select everything
and then just scale it down until
we get about 1 meter. Right about there
is pretty good, and that will look a lot better, and that's going to give us much more of the correct
size that we want. Then from here, make sure
you press Control A, apply the scale again. Now let's model that simple pot for our tree to be inside. Let's press shift
A. We're going to add in a cylinder object. Let's open up this panel
and make sure the number of vertices right here
is set to about 1:28. That will give us a
nice smooth look. Let's scale this down until the size that we want
and in front view, we'll press the
number of pad one. Zoom in a little bit, and
then just place it like this, we'll scale this
in and edit mode, scale this part down,
something like that. Then in the side view, let's rotate the
opening like this. Until we get
something like that. Skill it along the x, so
it's a bit skinnier as well. Let's just double check
the look at that. That's not too bad. Maybe
skill the entire thing up. If for some reason, you have some leaves that are
clipping inside of it, you can just go into edit
mode with those leaves, select one of them by
selecting one of the vertices. You can press L and then
just press x and we can delete that leaf just so
it's not touching the pot. Now with the pot selected, let's go back into Edit mode. We're going to select this
top face in face select mode. We can inset it by hitting I. Then press E to extrude, we'll lock it to the
Z axis like this. Scale this part down, and then just make sure that it is flat, we'll go into side
view, press S, Z, zero, and enter, and then just drag it down and place it right at the
bottom of our pot. From here, we'll
press Control A, apply the scale, so these
scale numbers go back to one. Then finally, if you wanted to, you could bevel the edge. If we go into edit mode
and edge select mode, holding the Ault key, we can select that edge. Then we can select that edge and press Control B to bevel it. Then using the scroll wheel, we can probably go
something like that. Now we have more
of a smooth edge, and that looks pretty good. For this material,
we'll just create a new one. We'll call it pot. Then we'll set the
roughness down 2.1, maybe bring the
metallic up a bit, and that is all we
really need to do. Finally, let's add
an empty object. We'll press shift A,
add in a plane axes. Scale it down a little bit, drag it till it's underneath. Then we'll select everything with the empty as
the active object, we'll press control P, and then click on object,
but keep transform. Now we can move the
empty around and it's going to move all
of the other objects. Let's move the leaves into
the collection right here. We'll move the tree into
the collection as well. We'll double type
the collection, and we'll call it tree plant, and then right click and
then mark it as an asset. There we go. F here, just save the blender file in the
folder that you want, and then we can import
it into other scenes.
31. Creating the Coffee Table: Over one. In this video,
we're going to create the coffee table that we
use for our interior scene. To get started, let's go
ahead and select the camera, delete it, and then select the lamp and delete it as well. For this cube object, let's set the dimensions for our base of the coffee table. We're going to press n and then underneath the
dimensions right here, we're going to set the x
dimension to around 1.2, the y dimension to about 0.7, and then for the z dimension, we're going to go much
lower down to 0.0 and four. Now we have a very skinny
base just like this. Maybe we'll scale it down
along the z a tiny bit more. Let's press control A, apply
the scale to that object. Now for the other objects, let's first add in the
supports on the left side. This is going to be again
another cube object. We're going to add
in another cube. Scale this cube down to be about the same size as our
base, maybe slightly smaller. We'll scale it along the
x to be pretty skinny, and then the z as
well will make it pretty small,
something like that. From here, we're going
to drag it over to the left side and
then in edit mode. Let's select this
face right here. We're going to select
the other face as well. Before we inset it, let's go into object mode. Apply the scale to it. Then we'll go back
into Edit mode, press I to inset, in set it to roughly
about there or so. Then what we can
do to bridge these two together to make a
hole in the middle is if we press control
E or command D on a mac and then select
bridge edge loops. Once we do that, we now have this shape,
which is perfect. With this object selected, let's press shift D and move
it over to the left side, press S and x and make
it slightly skinnier, something like that
will be pretty good, and then we'll leave
it right about there. Then we're going to
shift D it again, move it over to this side. This time we're going to
press S and x and scale it out until it matches the
rest of the coffee table. Something like that
will be pretty good. Then in edit mode, let's make this a little
bit different. With the inside faces selected, we can select them by holding the ult key and then left
clicking on it like that. We're just going to
press S to scale the m in and scale them in
right about there or so, press S y to scale
the inside outwards, and just do that sort of shape. That looks pretty good. You can go a little bit
smaller if you wanted to. Then finally, we're going to
add in another cube object. Let's scale this down to be about the same size as
the copy table again. Press S and z, scale
it to be skinnier, and this object is going to be the top part that
goes across this way. In front view, we'll go
into the wire frame view. We're going to position
this right about there to be about the same height
as all of these objects. Then on this side,
we'll select it, go into edit mode, box select this edge and drag
it over to the left. Now, we're going
to have to select this object and drag
the top part down, so just drag everything
down and edit mode. Right about there is good. We also want to make
sure the top part right here is the same
width as the base, which along the y is 0.7. Let's select this object. We'll type in 0.7 right there, and now that should match
the exact same size. Now, one more detail that
we want to add to all of these objects is a
little bit of Bevel. Select them all, we'll
press Control A, apply the scale to them. Jump over to the modifier tab, click Add modifier, generate, and then select Bevel. Now it only added the
Bevel to this object here, so let's zoom in on it. We're going to set the
amount a little bit lower, right about the RS, so 0.002. Bring the segments
up to around three. Then to apply that modifier
to the rest of the objects, we're going to press Control L, and then select copy modifiers. Now the other objects should be sharing that same modifier. Now for some small details. Right now, this object is
basically floating in mid air. Let's give it a
way to connect to the base here and the
right side right here. In front view, let's just
add in a small cube. We're going to scale this down, and then place it in between these two objects.
So right about there. This is basically
just going to be a connector between these two. We're going to move
it over to that side, press alt D and that's going to duplicate it,
but keep it linked. So when we add the material, it will automatically add
it to this object here. Going to place it on this side. Then with both of them selected. We'll go into wire
frame, select this one, D select the top right there. In front view, we're
going to press alt D, then x and lock
it to the x axis. Then all the way over here, let's place it in the middle
between these objects. We'll press S and x and
scale it outwards until it's intersecting with all of the
objects, and there we go. Now they are connected. As for the cups,
this is very easy. All we need to do is
add in a coaster first. Let's add in a cube, scale it down along the z axis like this. Then for the cup,
we're going to press shift A at an a cylinder object. Open up the panel
at the bottom here. We'll set the number
of vertices up to 128 and scale the
entire thing down. Scale it down to right
about the size of a cup and then we'll scale it
along the z axis, so it's a bit taller. Something like that
will be pretty good. Drag it down until it's
on top of the coaster, and then in edit mode, we're going to select
the top base here, press I to inset, and then press E to
extrude and just drag it down until it reaches
the bottom of the cup. Then finally, we'll select
the bottom part here, scale this part in, and so we get this taper effect. That is basically all
we really need to do. We'll select both of them, press all d and move
them to this side, maybe rotate it like this, so they're not completely
centered, and there we go. We've now added all
of our objects, and now let's work
on the materials. The material for our base
here is going to use the same wood as the wood
floor in our interior. Let's jump over to the
shading workspace. With this object selected, we're going to select
the principle shader, press control, shift and T with the node rengular
add on enabled. We're going to navigate to
where our textures are. Again, all of the textures are linked in that text folder, and if you already went through the main
part of the course, you should already have the
laminate floor texture here. Go ahead and select it. Textures, we'll select the
color, the normal map, and the roughness map on the right side and go
add principled setup. The scale of it
is a bit too big, so let's bring it up
to around three or so. Then as for the color. We're going to press shift A, add in a color hue
saturation node, and place it right here. We're going to bring
the saturation all the way down to zero, and then for the value, we're going to go down to 0.1, so we get a very
dark looking wood. As for the roughness, we're going to add
in a math node, place that right about here, switch it over to multiply, and now this bottom value controls how glossy the
texture is going to be. We're just going to bring
it down to around 0.4, and that's going
to give us a nice glossy look as you can see. We'll call this
material coffee wood, and then we'll give it to
the right object as well, and the drop nome you
just select coffee wood. Now, if you notice that your
texture is not very correct, that's because you probably
need to UV unwrap it again. With this object selected, we'll press A to
select everything, U and Smart UV project
and then hit rap. Now the texture should
be applied correctly. It does look though
that the texture is a bit too small on this object. What I might do is just set
the entire thing to two, that will change
this object texture, but I think that's okay. As for the railings,
select one of them. We're going to create
a new texture here. This is just going to be
called coffee railing. If you can't find
your node setup, you can hit the period
key and that's going to zoom in on your
nodes right here. As for the metallic, we're going to drive all
the way up to one, the roughness, we're
going to go down 2.4, and that's going to give
us a nice metallic look. We'll give it to this object as well and the drop down menu, select the coffee railing. We'll select the top part, give this a new texture,
and for this one, all it really is going to be is a dark color like almost black, and then the roughness
down to 0.2. Maybe even 0.1 if you want
it to be really glossy. For the cups, we're going
to select one of them, create a new texture. We're going to open up
the transmission value. This is how we're going to
make it look like glass. The weight is going to go
all the way up to one. For the roughness, we're
going to go down to zero, and now that should give
us the look of glass. The last material is
going to be the coasters. Go ahead and select one of them, create a new material here. We can call it coaster. Then for this coaster, all
we really need to do is add in a texture noise texture.
We'll place that here. Take the factor, plug
it into the base color, and you can see the texture
being applied there. Going to set the scale of
it down to around 1.5, the detail all the way up to 15, the roughness as well,
maybe to around 0.7. If you want a little
bit more contrast, you can add in a converter
color ramp, place that here, and drag these values
a bit closer together and you should get some
nice textures like that. That looks pretty good. And there we go. We've now
added in our coffee table, and that's basically
all we need to do. From here, we can again add
in another empty object. We'll move this
below everything. We'll place that
right about here. Actually, one small detail
that I forgot about, were the little bits right here that are holding
up the coffee table. Let's go ahead and add those in. We're just going to
add in a cube object. Scale this cube down to be about the size of the
leg that we want. We'll go into side view. Scale it down and
place it right about there. That looks pretty good. Then if we want to mirror
it along the other objects, we can have it selected,
click Add modifier, generate, and then add
in a mirror modifier, and underneath the
mirror object, let's select the
base right here. Now it's applied on that side. If we select the y, it's
going to apply it to the other side as
well. There we go. For this material,
let's just use the black glossy right here. Now for the empty, let's
make sure that this is right below the legs. Scale the entire thing down. We'll press A to
select everything. Press Control P, and click on
object, but keep transform. Now we have this empty, it's going to move all the
objects for our coffee table. We can name this coffee table, and then right click and
market as in assets. There we go. Now you
can import this into any scene once you save
it in the models folder.