Creating a Classroom Environment in BLENDER | Aniket Rawat | Skillshare

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Creating a Classroom Environment in BLENDER

teacher avatar Aniket Rawat, 3D Artist

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction to Class

      1:39

    • 2.

      Gathering References

      6:55

    • 3.

      Modelling the Chair

      17:31

    • 4.

      Modelling the Desk

      19:55

    • 5.

      Creating the Classroom

      11:54

    • 6.

      Adding small props and details

      9:13

    • 7.

      Finalizing the Layout

      5:39

    • 8.

      Creating the boards and shelfs

      11:03

    • 9.

      Creating the Clock

      11:00

    • 10.

      Creating the Windows

      13:21

    • 11.

      Creating the Doors and more Windows

      11:02

    • 12.

      Texturing the Chair and Desk

      18:55

    • 13.

      Texturing the Floor and the Walls

      13:35

    • 14.

      Texturing the Blackboard

      22:20

    • 15.

      Creating the Notice Board

      5:44

    • 16.

      Creating the Books

      14:59

    • 17.

      Rendering and Compositing the Final Scene

      18:58

    • 18.

      BONUS – Creating some more books

      14:54

    • 19.

      BONUS – Creating Curtains

      12:48

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About This Class

Hello guys, My name is Aniket Rawat and in this class we will create an entire CLASSROOM scene from start to finish just using BLENDER only. We will create a photorealistic Classroom scene with the help of Blender 

I will take you through each and every step of this course and nothing will be skipped. This is a course for users of all types but a basic understanding of Blender and 3D would be really helpful. 

We will start by modelling the different props in BLENDER, we will make use of multiple techniques and modifiers to create our models. We will go through the entire modelling process of each and every prop and nothing will be skipped. 

After finishing with the modelling process we will move onto texturing, we will create multiple PBR textures using completely free textures, we will be creating shaders like Glass, wood etc. 

At last we will light and render our scene, we will use HDRIs to light our scene and use Cycles as our rendering engine. We will render multiple angles of our scene and finish the course with some compositing to make our renders look even better. 

All the project files related to this course would be provided to you, that would include the blender files, all the images used, textures etc. 

So if you want to learn how to create this photorealistic classroom scene with me, join the CLASS today. Thank you! 

Meet Your Teacher

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Aniket Rawat

3D Artist

Teacher

Hi everyone, My name is Aniket Rawat and I am a 3D artist who likes to create realistic and high quality 3D props and assets. The main 3D programs that I work in are Blender, Substance Painter, Zbrush and Unreal Engine. I am proficient in 3D modelling and texturing.

Thank you for stopping by my profile, I hope my courses are able to help you learn new stuff.

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Transcripts

1. Introduction to Class : Hello everyone, My name is any good route and welcome to this new class in which we will be creating this classroom scene from start to finish. And just using Blender. We will create this photo-realistic classroom scene with the help of Blender. The result right now that you see on your screen is the final product of this course. If you follow along with me throughout the course, you can have something very similar to this one, or even better than this. I will take you through each and every step of this course and nothing will be skipped. This is a course for users of all types, but the basic understanding of Blender and 3D would be really helpful. We will start by modeling the different prompts in Blender. We will make use of multiple techniques and modifiers to create a model. We will go through the entire modelling process of each and every prop and nothing will be skipped. After finishing with the modeling process, we will move onto texturing. We will create multiple PBR textures using completely free textures. We will be creating shaders like glass word, exec PROC. At last, we will light and render our scene. We will use a DRIs light RC and cycles as a rendering engine. We will render multiple angle for vaccine and finish the course with some compositing to make our renders look even better. All the project files related to this course will be provided to you that would include all the blend of files, all the images used, textures, reference images, etc. So if you want to learn how to create this photo-realistic classroom scene with me joining the course today. Thank you. 2. Gathering References : Hello everyone. Welcome to the first chapter of the course. We will be creating a complete classroom. They will Margaret texture render everything in our scene from scratch. So let's start by gathering some reference images. So if you go over in your resources folder and in the images folder, you will find these reference images. So right now as you can see, there are only a few reference images. But as we keep moving on further in the course, I will keep adding them here. So when you actually receive all the course, you will have all the reference images. So if I open this one of them. So these are some of the reference images I gathered, gathered from art station Pinterest and connector loops. So as you can see from this image is the type of look and feel we will be trying to achieve. So what we will do is we will start by modeling like some of the small products like deal chairs, desks, shelves, then moving on to the bigger objects, the blackboard and everything and the complete rule. So what, the first thing that I will do is we will install a free ion, like a free program that will help us in managing all these reference images. So just head over to Google and type here 30, your ref. So this is the name of the program. Yes. Click on this first link. The leg. Good. And as I'm on Windows, I will select window. So it shows right now €10, but it is actually a free program. So you can just go over on customer mountain select needle here and now loaded. And now let's install this program. Because this is a quite a handy program like it is used for managing the older reference images. I will just quickly install list. And let's open it now. You can see we have this screen right here. So let me tell you like how to use this program. So if you hold your right-click on your mouse button, you can move this window down on the screen. The great thing about this window is it always stays on top. For example. Let's go back to my defense images folder. Select all of them, and just drop them here. You can see you can use your scroll to a human to zoom out or move inside of this window and right-click to move this complete window to any part of the screen. So as you probably understand, what is the use of this both, for example, we can arrange all the images by them up. So this will be like our concept board. You will keep on adding images here as we go further in the course. So be quite helpful as we don't have to again and again, go to our images folder. Just to use some of the reference images. We can have all of the matter single place only after the event do is just decrease the size of this. We don't want this to cover like too much space of our screen. Another thing is that, for example, I want to work on this desk and chair. So I will just double-click on this image and this will go fullscreen. And now I can easily work on it while working in Blender. It will always stay on top. You then place it in that corner so that it does not cover any important parts of the theme. Some of the people like might have just a single screen, has been monitors so they can use this or people with Lake to monitor. They can just move it on this on the second monitor. This is quite helpful. You can just zoom out and select this one if you're looking for some drop in this image. So this will be quite handy. We will keep on adding images to this. Next thing that you can do is right-click. You can access all these options. From here. We will just save this tendency for hexane. And I will paint this in my misfolded only. So I will name this class rule one step keyboard. And anytime we work, we want to work on Lake. We wanted to work on our environment. We will just open this pure ref up and we can access all the reference images from here. Only. Another thing that I want to show you it for example, you can just directly get images from Google on to select clause. So if you want like Descemet's, click on this image, you can just drag and drop this here. And after a little bit of loading, this image will be brought into your concept board only. This feature will also be quite handy. Also. Like if you don't want this to keep this on top, you can select this and change the mode to Lake, always on bottom. So this will make it disappear if you currently don't want it on your screen. If you want to bring it back, just go to your desktop. Select this from the taskbar and select mode always to top three. Really don't need much to know about this piece of software. Just remember that right leg is for moving this. You can scale it up using by moving the sides. And the middle scroll wheel is for moving inside this window. Rest of the command, if you need some of them, they are all here only. In the right-click menu only. Do they have some specific future, but I think this will be enough. Let just save this and maybe keep on adding reference images here. And in the next chapter, we will start with modelling. We will start with the modelling of a course. That will be this chair and desk. So I will see you there. Thank you for watching. 3. Modelling the Chair : Hello guys, welcome to the second chapter. So in this video we will start with the modelling process. We will start by modelling or chair. So first let's delete all of these existing objects. I have opened a new blender file, so press a to select everything, then press Delete. I've also turn on my screencast keys. So for example, if I perform any of the shortcuts, you can easily see what I'm doing here. So it will be easy to follow me in the course. So first let's open up your ref program. So I will type in pure left in the search. And let's open up the file. So right-click, I load recent because I just recently opened it. And here are our reference images. So double-click on this chair image and we will start with the modeling part. Suppress shifted to add a new object. And let's add a queue press Tab to go into edit mode, then press S to scale this, and then presented to scale it on the z-axis. Let scalar this much I think. Also again press S, then press Y to scale it on the y-axis. Let's kill you this much for now. We can change it later on if it does not feel right. So I will scale it a bit more on the z-axis. All right, so now wiling I get more. Press two for edge select. So one is for vertex select mode. 2 is 4 edge select mode, and 34 face select mode. So I wanted to select edges, so I'll press two and select this edge. And I will select this edge. Now press Control B for bevel them. And let's do this much. You can use your scroll wheel, mouse scroll wheel to add more segments to make it smooth. And let's get this much for now. Press Tab to come out of the edit mode, and let's right-click and shape smooth this. You can see all these weird cheering. So go into the object data properties and under the normal section, we will enable auto smooth to solve this. Also, I will enable cavities and shadow from here. This does nothing but it makes our edges look a bit more visible. So like enabling the cavity and shadow makes our edges look a bit more visible. So now press Tab again, and let's select these packages. Hold Shift to select them both at the same time. And then again press Control B to bevel them. And I don't want to build them like too much or just the segments by using your mouse scroll wheel. And I think two segments is fine or late. Next I will add a bevel modifier to this. And let's decrease the value of the bevel modifier and also enable harder normals. Alright, so now if you see in the reference image over here we have like a little bent surface. So to create that, what I will do is, But before that I will tell you something. First, let's create a queue. Just for an example. Press Tab to go into edit mode and then press Control R. And you can see that I can add edge loops like this. But if I select this object, press tab and try to add some edge loops, you can see that I cannot add edge loops throughout the whole object. I want the edges to go to all these objects are just coming over here only. So there is easily fixed for this. The thing is these edge loops only what we'd call an accord is a face with like full sides. So this is called, this face is four sides. This phase is acquired. All these phases are quartz. That's why when I'm pressing Control R, the edge loops are working properly over here, but not in the top part of the model. And that is because this part is N1. So N1 is not a chord. N1 is a face which has more than four sides. So that's why this is like a complete N1. So what we will do to create this into a quad is first we'll press one and then select these vertices and press J to join them. And then we will keep on selecting these vertices and keep on joining them to convert this hole and gone into a Cauchy. So after doing this over here on this side, we will move to the left side and again join all of these vertices to create this into a courtship. So now we'll move to the bottom side. Again. I'm just selecting these vertices and then press, pressing J to join them. J is the shortcut for joining vertices. So now we're all done. So now if you press Control R, You can see I can easily add edge loops throughout the whole object. I will add a bunch loop, bunch of edge loops over here. And now we will clear this bent shape. So to do that, there is a pretty easy way. So what we will do is we will press Shift a to add a lattice. I will just tell you what is the use of this, but before that, I will send the lattice. I will set the bounds of the lattice according to the scale of the chair. So just scale it and match it with the size of the chair. Like this. Now select the chair piece. And let's add a modifier to this. I will add a lattice modifier to this, saying this eyedropper tool and just select the lightest you just added. And now I will show you the use of this lattice modifier. So now I don't have to select the chair piece. I will just select this lattice piece, press Tab to go into edit mode. And if I select all these vertices and I move them, you can see the chair pieces also moving with the lattice. This way it is very easy to make edits in our object. So what I will do is select this lattice object. Go over here and let's add a few segments district. So now press one. Pressing one will take us to the front orthographic view. So press Tab now to go into the Edit mode of lattice. And let's select all of these vertices and bring them down this way. Select these also, and let's move them like this. What we can do is we can add a bunch, a bunch of more segments to make it a little bit more smooth. And I will again go into the front orthographic view and keep on moving these vertices little bit just to make the perfect bent shape. Alright, so I think it looks fine now, if you feel like it is not looking good, what you can do is you can go over to modifiers and add a subdivision surface modifier, which will make your model very smooth. But what it will do is it will add a bit of geometry to it. So actually I don't want that. So I will remove this subdivision surface modifier. This will keep our more locally. So I think this is fine. So now what I will do is I will just duplicate this piece, press Shift D to duplicate this, and go over here and remove the lightest modifier because we do not need the lightest modifier for this. Press 32, go into the right orthographic view. Let's rotate this. So let's rotate this on the y-axis. So press our than y and let's rotate it by 90 degrees. Okay, maybe minus 90, I think. Yeah, I think this is fine. So please it accordingly to this piece almost here, I think. Let's move it back now. First let's scale it on the z-axis. And let's move it back now. So right now seeing this, I feel like this is too much scale on the y-axis, so I will just scale it down on the right. So select all of them, press S and then y. I will just adjust the scale on the y-axis are little bit more. All right, I think this looks fine. Next what I will do is we will create these metal pipes like thing. First, let's hide the lightest modifier because we do not need it right now by shifting over to Co. And let's add a part, this part by 90 degrees. And let's place it here somewhere. First we will create this one, the big pipe that is going through the back. Move it on the y-axis over here. And now go ahead into genetic tree and increase the depth. Do something like 0.05. Bring it over here. And now what I will do is I will mirror this over to the left side of the chair because we need it on both of the sides. So select this piece, go to modify and add a mirror modifier. So now what we want to do is we want to merge this piece according to this piece, like MS from the axis of the origin of this piece. So I will select this object, select the eyedropper tool from the mirror object. And I will select this object and set the access to y. Now you can see we have made it perfectly. So it makes a work, so it makes our work a lot easier. So non-passing tree you can see I'm going to the right orthographic view, but holding control and then pressing 3 on your number bag will take us to the left orthographic view. So now press Tab to the object mode and select these top vertices, and then just press E to extrude it. And let's create a shape similar to the reference image. Just keep on pressing E and then extrude them. And let's just join them now. To create something like this. Now, let's take all of these vertices on the right side, then press G and Y and move them like this. Select all of the vertices on the top and move them above on the z-axis. So I think this is fine. Now too. If you want to create a sharp corner, but you can do is you can select this vertices and move them a little bit closer towards each other. But I think the earlier one was fine. Now what I will do is I will select this piece, press Shift D to duplicate this. Scale this down, move it on the y-axis. I'm moving down on the z-axis. Bill here I think is fine. Let's select this piece. Press three. Press one, go into the front orthographic view, press tab and select all these bottom vertices. And let's rotate them by 90 degrees minus 90 degrees. And then place them over here. Like this word seed and deselect this world to see right-click and sub-divide them. You can add an hour to see over here and move this below this. Reagan also like art, another word to see over here between these two. So select them both and right-click and sub-divide. I will move this vertices over here. Another thing that we can do is like if you want to create a sharp corner, you can go here and select vortex and enable snapping. So you don't need a story, just disable it from here. And what I will do is I will move this vertices on the zed axis and then just hold control. And when I hover over the vertex, it will automatically snap it to that particular vertex. All right, Let's select them both. Right-click and sub-divide and move this vertex over here. And now we have created a pretty sharp corner. Alright, so I think this is fine. Now. Next I will select this piece and just move it a little bit backwards and also a little bit down on the z-axis like this. Again, select this piece press tab for the edit mode. And let's just move the vertices head and they're a little bit to align with the shape. Now select the front vertices and just press E to extrude them like this on the z-axis to create the front legs. So looking at so looking at the chair this way, I think the chair looks like pretty high. So what I will do is select all of these pieces and select them from here. And let's just move them a little bit down, like this. Select this piece and move it down. And I think this looks much better. If you want. You can also increasingly view bit of the thickness according to your preference only. Alright? So I take the chair is looking quite fine right now, similar to the reference that we're looking. Next, let's add these bottom pieces. Only these are left. So press Shift and add a cylinder. Press Shift K and the cylinder press 74 top view. And enable this. This is the x-ray view. And I will place this roughly somewhere around here. Now let's move it here at the bottom. Excited just the scale a little bit, and move it correctly right at the center of the leg, next to the edit mode by pressing tab. And let's scale this bottom face. And now let's just right-click and shared smoothness and enable auto smooth. And this is fine for this piece as this is very small, we won't be able to see it. So we don't have to give it like proper details and everything. So we just need to select it, press Shift D and duplicate it on the y-axis. Select this piece, press Shift, and press Y to move it on the y-axis. And let's place it over here. Now select both of them, and let's just join them by pressing Control plus j. Again, I will duplicate this for the backside. So press shift D and press X to move it on the x-axis. And let's place them over here. They are a little bit out of place. So press Tab to go into the Edit mode. Enable X-ray. Select them all, and let's move it over here on the white press 74 top view and just place it roughly somewhere around here. Okay. This kind of overdose, please. Yeah. We need to place it somewhere around here. And now I will select the other piece. Let's just check if everything is looking fine for establishing inhibit X-ray. And select this one. Let's move it over here. Alright, so everything is fine. Now, let's see what files. So hit Control S, and let's create a new folder over here. So right-click and add a new folder. Let's name this folder as models presenter, and let's name our file something as classroom scene maybe and hit save. One more thing that I will do is press a and select all of these pieces and move them to a new collection. So press M, Let's name this new collection as chairs. Hit. Okay, and don't forget to move this lattice piece into the collection only because it is a part of it. So drag and drop it onto the chair collection. We have no properly arranged everything in an organized manner. If you don't want to see this shell, we can just easily disabled this. Alright, so let's dilute this collection now. And thank you for watching. I'll see you in the next one. 4. Modelling the Desk : Hello way. So let's continue from where we left. In this video, we will finish with the modelling of the desk feet. Let's start by shifting. Okay. Let me turn on my screen GKE to press Shift and click new by seven to go to the top view and move it over here. Over here somewhere. The estab to go into the Edit mode and then press S to scale it. I will scale it on the didactic and bring it up here. From that alone. Here it is finite. Think according to the refund, scaling it. And Britain x by the leg length scale it on the y-axis like this. And I think this month is fine. Now again, Br2 to pour the edge select mode, hold Control and Alt, and click on this edge. Now all four of these edges have been selected. The shortcut command that hold control. And click here to select all of these four. And then press Control B to bevel. And I will double-click this mandating and lead. Now let's shift and enable lot of MOOC. And let's add a bevel modifier to this. Uncleanness meant is fine. It looks like a brick is a bit too wide, so I will decrease it a little bit. Although now you see that the origin point is shifted over here. For example, now if I scale, this is scaling from origin point, and also if I rotate it, it is rotating from this origin point or lifo changes, but we need to do is go over to object, hit Oregon, and origin to geometry. Now, if I scale this is the field from its original geometry point only to make sure you remember this command to change the origin point to geometric. Now let's add another tube. Or with one more thing that I want to tell you by location on this corner point. So as you can see this point, but what this does is, for example, if I add a cube right now or maybe a cylinder, it will be added to the location of this cursor point on B. Indicate the position of the cursor point by holding Shift and right-click. And then we can change the position of the cursor point. But I want this point to exactly be at this origin. So what I will do is I will press Shift S and then select cursor do elective. Now if I add a cube, it will be added exactly to the location of this origin point. Only. Bring it a little bit down by seven for the top view. And let's scale it according to the less drilling down on the Delta P and Mauritania. We need to make it a bit smaller than the desk. And actually fine. Now what I will do is I will tell you when multilayer, that whenever we change the scale of any object, like I've increased this scalar decreases till we have to apply the scheme. Now, the reason for the first everyday you how we can apply the scale, select the object, then press Control a, and apply the skill. To ride. This is necessary is that we show you by an example. I will create two cubed. So I have 2 cubed over here. And what I will do is I will scale both of these views on the x-axis. So I will press S, then x, then I will type 3 to scale it by P time on the x-axis. And similarly for this also S, Then, for now both of them have, is not a place to put a one. I will apply the scale and for one I will not apply to her the first one, I will apply the skill and assist Control a, and then apply the skin. Now, press Tab to go into the exec mode, press a to select everything, and then press Control be too bad at this. Now as you can see, all the edges have been beveled. The similarly I will do for this object also, there's a to select everything, then Control B. And you can clearly see the difference between both of them. Discipline had the scale a plate and you did not have the tail a plate. And you can heat that. The defense to the penguin applying the scale is as these scaled it up on the x-axis by P times the bevel is all for naught stretched by three times. And the bevel is not uniform. Over here, it is stretched by three times, but over here it is not. But with this model because we applied the scale, all of the levels have now. Uniform, wildcard, this one, and they're all non-uniform. So late. I just want to explain this is that every time we change the scale of object, you need to apply this scheme. For how we can apply the scale is by selecting the object and the Control a and apply the left side that bevel modifier to this increase or decrease it. And also enabled harder than normal. And enabled out of MOOC. Do not collect this piece, this tab and press 32 will be the face select mode. This I do integrity is this pin head, I'd be fine. And then this e to this backwards. The electric tubercle here. Fine. And yeah, now let's create the leg for the table. So again, this one. Then press Shift and left the Haida Bach. Move this over here. I will scale the desk up a little bit on the y. And I'll apply the heel. Now press one. And legs. Pollution all these vertices will move it on the didactic. Yet. Although we can snap this by selecting vertex, move this on this word. He moved it on the x-axis. Men hold control and snap it over here too, that they are both Nothing line. Then add them both from the right and move this over here. And now I will tell it to divide them. You create a sharp corner, collect all of them in a corner and move it. And let's move it here. According to the reference mic. I will increase the depth to 0. Deal picks, I think for veto flying by faith, maybe 45. Mighty fine. I'll put a comment here. So we needed a little bit. Again, we need to add the middle modifier. So connect this piece, I'm going to modify that. And left eye the middle modifier. Again, select the middle object as different and take it on by accident. But it seven to go to the top view. Next, enabling same order so that we can develop a link and join them together for now. And now add a billion already here. I'm at some division over here. Select the table. Tab. Enable. This one are the words. You collect all these vertices and move it over here. What I did colors and also scaling on the y-axis, like and don't, like, any of these five don't show up from the top. Also, I think buildings are to pick the middle point and place them accordingly. Yeah. So this one is done. Another one. We have another left ventral layer to the funders go straight up here. I'm going to be that the feed forward, I think. Yeah. So let's create a cylinder for this. You don't need a job because they are not encoding different. So there would be fine. If place this year clearly down the hill it under the adapter. Again. Wounded and order food. Item it as a modifier and meet either conda, active. The leg pain by when we've done that, I disliked it selected and this edge to I get all your right leg B and B. And these yet added in line with the cylinder. David on the right. And then, and then this one, I pin knees and legs are a bit inward to collect them and move them on the left is a little bit CALEA. Okay, Now I will tell you about a very handy feature that isn't blended. So what I can do is, for example, right now when I'm pressing seven, I can go into the top view and vote from Adobe, but there are a lot of objects state now, so it becomes difficult to see the object. So what I can do is select this piece and collect water BP, then this slash on my number bag. And I can easily, you can isolate them. If I press like again, I will come out of the isolation mode. For this, select them again, and let's isolate the pieces and go into their top. We'll enable X-ray. And let's add a code this time. A honeypot listed here on the x on this tab. And drag to move B back here. This one, on the way. We shop, the gardener will collect them and some derived this. I moved here at the bottom. Again, give this a little bit of money, fine. And again, come out of the isolation mode and add them the data, modify the leg, this egg, the mid of object and why after. All right, Scott Norton. So now one thing that I want to delete that I've worked with economy has gone very, very well. It is like at 1122, we want to introduce this for Ping Min. These causes neck that actually very high poly, so we don't want them to be very high polygon tool over here. And you can just take the two. You can see as I degrees if I add polygon current is going down. So this is very locally. You wanted to take some red like your pity finding, not even looking back. And our polygon com has on very down. Similarly for every electron that a dilution video. And from 11 thousand people in 5 thousand. But this is much better. The Hebrew technically towards overtime increased fine for now. Another thing is we can make this piece also. So let completing different. For this also, we will add a curve and add up. Ok, Let's move the bottle and he hit, Okay, hit 90 degrees. What I will do is press Tab. Now, I will move this a little bit, select everything and move it a little bit on the x-axis. The way. Because whenever the emitter something it mirrors according to the origin point. For example, right now, origin point is exactly on this path. Only defend that nothing will actually happen. But if I move this a little bit on the accepted over here and enable it on the Y attribute then DFW to get. And now, and it being blue over here would be abrogated on this rhetorical. Let me, in this piece now, I join these two, these two from here. And now they're pretty formulaic sale view. And then it moves up here and rotate them by 90 degree, three degree. But my minus 90. Now let's add a bit of pigments, do it. Then we then look for the movie that had been disconnected with this giant them. Fine, I think I'm part of the funnel. Okay, now scale it up on the y-axis to that. I'll give you but the gap is be a kid. Now. Yeah. Next, down completely and place this here. Will go on who they do apply this field. Don't apply the scale. It can look a bit here by 74 the top view tab and select these and move them back here. We don't want to be too huge. I think now it is looking fine. Again for the kernel 3, the 2 until late pre or two, maybe even three, fine. They are now are carrying basket completely done. But we will continue from here in the next chapter, we will make some other products. So thank you for what you use. An excellent 5. Creating the Classroom : Hello, welcome to Chapter 4. So let's start from where we left. The first thing that I wanted to do was move all these species were different collection. So just select them all, present, new collection and then death. Another thing is, let's remove this lattice piece right now as you're late. If I select the points in the lattice and move them, my year CD tilde moving to what I can do is just select my chair, be lower to modify or there's bring this at the top, the lattice modifier at the top, and just apply this after apply, after applying the modifier, all the changes have been done, so they cannot be changed anymore. So for example, if now I move my points in the lattice b is nothing happened because we have applied the modifier. So for now, let's just delete this lattice b. So in this video, what I want do is you can still see that there are, there are still a lot of fraud that are remaining to model, like the teacher's desk, the blackboard, and the shell to do. Before modeling all of these pieces, what I wanted to do was, let's create a basic layout for what our room would look like. To create a basic layout of the room, first, I need to create all these rows of chairs and desks. Much we can do. One thing would be to just copy them or copy these and just keep on duplicating. But that would create too many pieces for us to manage. So what I will do is let's just undo first. And what I will do is just disable both of them. You can hide them both per shifty and then go to Collection in. And let's add a chair and then add a desk. Now as these, both of these are single objects and they are less intensive on the memory. And there will be, handling both of these objects would be much easier. So now what I will do is just collect them. And let's now copy paste them to create these rules. So I will tell you when. Very handy trick. So what I do is first select them both redshifted be and without touching anything, breast x, and move it a little bit further on the x-axis. Here is fine. And now just press Shift Tab to repeat the command. 1, 2, 3, 4, 5, I think would be enough. Now let's select them all again. Press Shift. And without pressing anything, press Y and move them a little bit here. I think this is fine. Tend to shift up, I think led get six rows, 123456. All right, so now we have created a row. So the next thing that I want to do is right now, these are like very uniform, all in a straight line to this does not happen in real life. Let's be at some random movement to do randomized moment between all these objects, what we can do is build a nice little feature in vendor. So just select them all. Correct, press F3 and then type in randomized transform is press Enter. Right now nothing happened, but without clicking anywhere, just open this window. And now what I will do is I will randomize all of these objects. Like for example, if I show you, for example, you see our knees moving randomly. So this will be quite helpful in creating some random movement to increase it a little bit on X and a little bit on why are too much and you fill it a little bit. Don't increase it on the zed axis because if we increase, this will happen and we don't want this to happen, to keep it at 0. Negative increase a little bit of extra day 30. Not the extradition, but only the deglutition. In rotation wise, we only need the dead to just rotate it a little bit so that it creates, for all of them are not like in straight line, but a little bit random. So I think this looks a little bit better. You can do this according to your preference. It does not really matter, but I think it is looking fine. For now to create the room, let's add a qg for the top view. And let's scale the cube according to the here. Alright, I'm in reading it a little bit on the right. And then on the x, we want to have a lot of space in the front because we need to create Blackboard, this desk or table and the door Holbo to make sure you have a lot of space in the front, not from a kinda back. Backside. We do not need much space in the back. Yes, in the front. So I think this modifying now scale it on the zag. Press one movie. Actually with the legs of the chair and the table, the ground. And let increase the height of this. Next is delayed easily view on the inside, the inside of the room. I will just delete one of the face just for now. And let's just delete this study we need to face so that I can easily view. The side is looking like. I think we need to increase the height of the room to just press Tab oliguric phase and move it on the z-axis. Paying this much would be fine. Let's move this a little bit on the way. To create a little bit of faith here. I will move this over here. And now let's create the basic cutout for these windows will be these big windows. But we won't be creating, creating them like equitably desk, a rough block out phase. This is what I will do, is let's add two edge loops in between the controller and scroll your mouse to get to a loop and add another edge loop. And let's move it here. The top one here. And here. And the leg. Press P for the face, select and hold. Complete loop. And let's move this a little bit to the left on the x-axis. And the windows don't have to relate exactly payments. But for the sake of it, make sure they are almost equal. Sign ultimately can change this at a later date. It does not matter. You just select the bottom defeated this x and delete the phases. Next we can fill this backtrace tool could do that, but you can do is press one for work vertex select mode that if this were TCP and UDP, This F. And let's select all four of them. And then again press F to paste in the pace. There's two for edge selected. Select this H plus F. Then again present to fill all of the physics. And now we can easily see we have like little videos of block out of room. Let's move further. What I can do is disrupt your head, the gardener in the room, who create them. It is very easy. You just go in the top view, press 74, top view in left enable X-ray or stab. And again acts and I'd look, let's add one here. And this one is already added. So now to create this piece, what I will do is first let's disable this, collect all the vertices in this coordinate edge, and press X and delete him. To let this be the D and E plus F, join them. Add another word if in-between, press Control R and add another vertices. Map it according to the 33 so that all of these are in line. And then to four vertices. Oh, 31 poverty he is elected and collect all four of them. And then F. And then again, collect the full and perfect. Again. Add another word if he here and snap it according to the Hund. Select them both and better. And let it just now fill in the pieces. Alright, so if you see from inside, we have created that. Similarly we can do it on the left side also. Let's hear this a little bit shorter to advantage leukemia and add another one. Here. Collect all disco an hour to feet and the head, and delete them again and press F to join them. And rest controller and left back toward the fees, the same one for desktop one. You can hold Control to snap it. And now let's join everything and polymorphism. All right, now I think I'm liking a basic layout for the lumen is done. Well, I think this will be enough for this lecture. In the next chapter, we will then move border, create this feature stable and the blackboard and everything. So I'll see you then. Thank you. S watching. 6. Adding small props and details : Hello, welcome to Chapter 5. So let's continue from the left. Before starting, let's organize their view, the Arabic. First, I will select this room BCE, this M to move it to a new collection. And let's mean this collection classroom. Next I will select all these chairs and desks, all the collection instances evil, and put them in a single collection on the legs. Mimic here and test. This way like we can enable or disable them. Next, what I will do is the space in different here, I think is quite low because we need to either Peter stable also and then we need to create a gate over here also. But I think this is too low, so I will just increase the size of a room from like all tired, lonely, we just select the first plus seven for the top view. Then I enable this x-ray mode and selected all the vertices in the front and move them. Here on the x-axis. We can always change this position, so we don't have to worry about a lot right now. Let's also move the backward is the deal here. Okay? The next thing that I will do is right now our leg room is Vinci. The windows had laid claim. They have no technical side. Now, let's add thickness to them. Collect select your room nodded to give it thickness. This either for redefine, modify it. And if you increase the thickness, the thickness of the leg room will increase. But we want to increase it on the outside direction to just increase it in the negative direction. I think there's much would we find right now, as you can see, it is very weirdly hip to this change from simple to complex. And everything would be fine. Also, don't forget to apply the skill. As soon as we apply scalar value changes to increase it a little bit more. Yeah, I think it's going just fine. We can always increase or decrease it again. And then legs are the bevel modifier to this. Two level at edges. Also enable higher than normal and out of MOOC. Alright, so let's create a little bit of some more pieces like this one. What this, instead of like editing I'll do, I will just go ahead and add a new precedent for the top view. And let's just move it here on the scaling on the way. Like this MOOC on the right direction till here I think is fine. For now, I will make these kind of structure. So first step for the exec mode, for S3, select mode and hold Alt, select this complete face loop with S and X two kale it on the x-direction. Let's scale it this much. And now in the field of Lake extruding this from here, it can cause issues. So I will just add another queue and left lasik. Along here. Galea down the egg and the egg. The Muller-Lyer. Duplicate this and move it over here. All right. Legs. The best Shift S corps elected to bring the cursor here, add another queue, seeing it at the top. And the LED is on the right, like this. And now scale it on the X. All right? Next what we can do is let's see. Okay, like now this much is enough for this room. Let's clear the digits table now. This is a very simple shape. Yes, I did. Okay. By seven or the top view and move it over here next. And then the take and create another new and adaptive. The first tab to go to the edit mode and select this face. And let's move it above this ground level, which move until here. So what I will do is just select both of these and press Slash because to bring them to isolation to the dike and work easily with them. Now, connect this new tab to go into edit mode. That is to select an excellent this edge and press Shift S further be selected. Let's add a cube here, the let down. And this will become like the tables leg. Get on the radar. Now let's just mirror it on the org. All foresight for either Miller to this middle, modify it. And while middle object select this you as the middle object. And now the vector y direction also. And we have the complete table then lakeside bevel modifier to this. I hope I'm not only who never forget to apply this. All right, I pink. Let's add a camera to our team. And this set up the shot that we will be in, something like this, only the best Shift a as a camera. And now to set up the shark, what we can do is for a setup our view according to the lake, uh, what we want in the camera to appear, like hunting like that would be fine. Then press Control Alt N 0 and the camera will appear over your Langdon view only for press N For this tab over to View and select camera to you. What this will do is you can move now your camera according to your normal blender. Mouse movement only. But paying. Something like this is fine for now. Disable this. And now we can just, whenever you want to check how our team is looking just less than 0 on a number back to go to the camera view and we can check it out, check like how everything is looking in a camera. So I think this is enough for this lecture. In the next one, we will create all these problems in the backstage, the blackboard and the shelf and everything. So can you guys talk to you in the next one? And also don't forget to save your project. 7. Finalizing the Layout : Hello, Welcome to Chapter 6. For this would be a really good video. I just want to make some changes which I'm not quite liking. You wanted to make anything new, just making some changes to our existing seen only the first legs, organizer view, Arabic, get all these because they will object, press M to move them to a different collection. And let me just ask. Next. We can select all these objects and move them to the classroom collection only. And for camera, we will move to Canada and lakes. The keyboard I'll Cameron left in this collection only. So to keep everything organized for now and just turn off everything except the tear then the desk, what I will do it 31st liquid on non clean Kathy. I would collect from the third row and duplicate them and create another row. Next copy, maybe distal and the ignorant drew over here also, Nevada Lake thawing the content each of the classrooms. And I was not looking like very big compared to the concept by paying. Now it looks if I turn on everything and press 0 to see the camera view. Okay, now we need to just make a class, divide the next turn off everything except the classroom with a to select everything, and then press S and then lie to feel it on the y-axis. Now press Tab to go into edit mode. Enable X-ray. And let's select all these vertices on the top. And I'll give it a little bit of height. I think this might be fine. Again. Next, enable everything back. Still towards the cod narrow issue again, connectivity in their classroom and desk because everything here is seven per top view. A military press Tab to go into edge mode. Now let's selectivity. And now it finds the veto or camera view. And now let's kinda camera a little bit. What I will do is I want to get a wider shot. So I will decrease the, select the camera first, sum here and decrease the focal length to increase and my field of view. And we 26 something like the gap between them. Too much. Moving this a little bit on the y-axis. Can hear. Yeah, I think this looks much better right now. Next what I will do is select the My plus movies, press two for a selected and then bottom of the renewed and move them down on the redacted will have illegitimate more space up there. And like these are all our lake according to my prevent, if you don't like them, you don't have to do them. So it's all up to you. Next. I will also select these and move them a little bit back. Next move. Okay, now Benito, table here. I'm collecting this data and moving up wonder did here. Now I think it looks much better. Article if you want, you can move the camera a little bit in the front and move all these like backfill 30. Collect all of them and bring them a little bit more closer. Yeah, I think now, in the next one, finally, you will create all the remaining code. So thanks for watching. I'll see you in the next one. 8. Creating the boards and shelfs : Hello and welcome to Chapter 8. So let's start. We will be making the blackboard in the studio to let the seven per top view. And let's place this cube here. On the y-axis. I think this might be fine. For stab wound to exit mode that 340 select. Let's move this here. Although the selected details table. And let's make it a little bit right. There is S then x and y. Yeah, I think this theta will now select the blackboard and the slash on the number back to isolate it. Now let's work with this here. Press Control a and apply the skill press tab. And you can make something like this. Progress 340, select the leg defend phase, and thus I do intake it and then extrude it backward. K legs either bevel modifier, good news, the bevel just a little bit. And enable higher than normal. Okay, let me make this outer edge a bit. Pick three for, select. Over here. Then press S and scale it down. Select this test and closer to select it here. And now if I add a cube, it will be created in the original, I mean, on this curve, the point on link will bring you over here in town. Okay? To apply this bill board for this and let them with elective. I'm in the Modify section, add a middle, modify it, and collect the middle objects detected after. And I think I blend mode is ready now. Now let's do these noted would go to create them. I will just copy, duplicate my specialty lenses. Why you would have done the y-axis laser? Beside the Blackboard tab, we go into the exec mode, enabled F3 and pedagogy on the right side. And then move them right here. Again, I will begin this, um, okay, for us, whatever we do is the stab wound, the exec mode, less for the face select mode. And I will collect old OIT and then click here to select. And then decrease the scale of this outbreak. And something like this. Now, again, duplicate this pressure B and this line to move it on the y-axis, and that place is on the left side under Blackboard. The estab again, enable equity and left-click on the left edges and move them over here. Okay, Let's save our files for now. And next I will create a shell like this one over here. So I wanted to create something like this. So next, I will add a cube. Let's scale this up. I think something of this size is fine. For now what I will do is plus Tab to go into the exec mode for 30, I will press play for the isolation mode. I will apply my scale. And now the estab put a bit more. And let's add a new controller and let the eig 1, 2, 3, 4, 5, and 4. Now. Now what I will do is create the sections to collect all the prefixes. Press I to insert them. Now they're all intending to get it as a thing that is based on least for bread. I again, do insert them individually. Okay, this might define e to extrude them backward. Okay, let's add a bevel modifier to this. I feel like these on maybe no, I think I define this bottom section over here to this tab to get more, collect all these bottom pieces that I now if you're taking individually, but if I again do intake them as one thing, the face. And Beth are you E and this is a long, normal and extruded that world. Although I think it looks ready for S. And then there's like a little bit down the plane. Let's control arms and legs either edu, laid down the middle that if all the prefixes and let the extrude them a little bit outward, like this. Okay, Next what I can do is let's create a handle over here for to create a handler. What I will do is press Control 3 for the left orthographic view. Add a plane, press Tab to go into edit mode, press Control R, and add an edge you right down the middle and delete them. And legs, either mirror modifier to live. Meditating on the y-axis. With that, I move this vertices so this is automatically mirrored. Recreate the handle, press Control 3, and now enabled exiting. And let's select both of these vertices. We can enable this to be the meter box metered part of the object. Now, E with shrewd and I will create a rough shape behind it. I think something S and X is a lid on the accepted lignin. Let's add a modifier to this. Applied a scale. Also shapes must be enabled even thickness, so that can get even thickness all quota model. Lastly, either bevel modifier, this by 90 degrees, and on the y-axis also by 930, by minus 90. Press Control 3 and negative lazy Sunday here it is down. And I'm just placing it exactly on the syllabus on me. Shell. Now in level go to Shading and enable hard and nominal. Other, I put a slash to come out of the isolation mode and let tech. Yeah, I think everything looks fine. Let's save our file. And I think that's enough for this lecture. In the next lesson, we will continue and make some more broad. So thank you for watching. I'll see you next time. 9. Creating the Clock : Hello and welcome to Chapter 8. So let's continue on in this video. Let me make a block, Martin, and you can see we have one in every one of our references. So let's make this. First, I will add a cylinder for 15 and add a cylinder. The cylinder somewhere here and rotate it on the, why. The thought than by the 90 degrees on the y-axis and move it here. Let's scale it up public. I think this might be fine. I'll select the globe Martin press like to go into the isolation mode. The leg, the back, face and leg bring it up on the x-axis. Let's add a bevel modifier and also shaped good this. Now what I will do is press tab. There's two for the edge select mode, hold Alt and select this. And hold Shift and Alt and select the david. Now birth control and B and a, we rounded like edges to give that both like shape. Let's add a vacant normal to produce some of these artifacts. Okay? Now what I will do is tap the three for the Face, Select, select this middle phase, read, I do intake this and then E, wish to this backward. The thing. The key for the face select hold Alt and looks a little bit too. And also we need to select this Luke 24, hold Shift and Alt, and hold Shift and Alt and Shift, and scale it a little bit about O in the outward direction. Yeah, this is fine. For now. What I will do is let's create all the number of creating them, but they do get the shifting and let that a text. And to get the first, I will believe this text and collect our clock model. Redshift S and current circuits electric. Now let's press Shift J and bring in a text rotated by 90 degrees minus 90. And then on the y by 90. Buddy. Thank you. Best Tab to go into edit mode and type 12. Press Control. And three, for the left view and scale this down and place this year. Movies all live in backward till here. And go with head in the object data properties and increase the value. To give it a big picnic. I'll select here. And now we need to keep duplicating to create all the number for your first tab and type in 1. Then again, duplicate this tab. We just need to roughly put in the number. We don't have to react with it because nice, warm or fix, I can just duplicate this, but instead, to keep them exactly in the same line. Then predict p, b and move it on the y-axis. Here. Egn 9. I think you'll find that connect all of them. This M to move them to a different collection. If you are being removed from local diversity are currently in the isolation mode. So just go over here. He took it over here, then press M, and then moved to collection menu will appear, create a new collection and let me know. Maybe I will decrease the size of week. Yes, something like this. Next best step, back on the block model to aggregate the 343, select, select this middle phase and incentive will hear from their downward. And again press I to insert this again. And let's extrude this book. But I think this is too big for our readers. Theater. More than one plane that's lashed to come out of the edit mode. You can right-click on this collection to collect all objects. A left move this a little bit backward in here. Now let's create the hands of the clock for this control. And 3. For these, I will just create a simple plane located on the y-axis by 90 degrees. Here, this one up. This tab to go into edit mode, enable X-ray to work these and let them down on the y-axis. And the knowledge during this very best tab and now extrude it to give it a big mess. Now what we can do is just collect the margin and already the curves editor selected on the audience going to ligate selected and set cursor to select it. And select are kind of the block. And come here. What this will do it now if I rotate my hand up the globe, it will be rotated according to this point only. If I again select individual origin, then it will rotate according to it individually, will now begin. Take it back to 3D cursor. And you can rotate it as you like according to the plot. So first let's duplicate it. Rotate it like this, and V, it has more leverage and opic. We want begin theater. They can handle a little bit and you'll get three. Again, tended to individually in a little, down. A little bit more peanut. Okay, I think now I love Marvel isn't like select them all and press M and move them to clock. Next, what I will do is that flash to come out of the edit mode. And buddy, let Linda view layer a bit because all these Rob that you created in the last lecture are rolling chairs and desks collection to deselect them with one lift, one, that one, that 11, and press M and move them, do board election and elect the front and the front m. And let me move this to shell. Yeah, I think now define. So I think I'll continue from here in the next one. Thank you. 10. Creating the Windows : Alloway. So let's continue from where we left. First. Before making anything, I will select all the, all the parts of the block model and just move them here towards there on the right place and fill them up a bit. And the next thing that we will create, as you can see, display some kind of, I think, public address system. The current that is almost there in every classroom and that I have that in front of. So let's create something like this. So I think it is a very basic objective fish day and let data, the flash to go into the isolation mode. Let's scale it up on the x-axis and a little bit on the Y on the egg. Next, what I will do is I will add a cylinder rotated on the y-axis and by 90 degree. And as you see, we need to create like a cutout of the cylinder onto this cube. So what I will do is I will use something called Boolean. So first let's shake move this. And also, or the smooth. What you need to do is just select your and add a Boolean modifier to this. There are three types of Boolean modifier intersect a union and defense. So as the name suggests, we need to create like a cutout of this. So we will collect a different operation and pick this eyedropper tool and just select the cylinder. And now you've seen nothing happened. And that is because the cylinder is right now visible. We'll go over to the object data properties and overhead display as textured. Take the two via. And now you can see our cutout has been made. If I move this, you can see the cut-out has been made on the U. So now what I will do is cube again and let either bevel modifier to this. You then be willing very vaguely, because we have not applied the same scale. You select the cube that centrally and apply the pin. Enabled harder numbers and auto smooth. And yeah, everything is fine. Now, next what I will do is press Tab to go into edit mode, Add to add you representing controller. Press S, then x of a Rabbet standby and heal them out a bit. If for some reason this does not work for you, it might be because your distinguish the two individual origins right now, you need to change these two bounding box Enter. So now if you press S, Then why you can feel them in 32, go into the face, select mode, hold Alt, and select this loop. Oh, wait, yeah, now it is working fine. So just hold OIT and collect this egg yolk and then hold Shift and Alt and then fill in this area. And the Euler E and exclude basis and excluded the six. Let's add a fair now movie fest and scale it up a bit. And this can happen that DKA for flash to come out of the isolation mode. Okay, it needs some clean like a pair won't work. I think it is fine. We just need to scale this down a bit. It is right now looking very large. Move this outward like this. I am again isolating the subject and adaptable into edit mode, enable X-ray and collect on the backlog to heat and move them here in the front. I think it isn't the thing. I like to do that, hey, select them all again either then down here at the top. I think now it did fine. All right, Now let's move on to creating the ring, those already here on the left. Take the glue that good I will do is yes, let's isolate this bypass the flash. But if Tab to go into edit mode. And enable this. And what you need to do is just hold art and collect this complete loop around this cutout we have created. Then press Shift D to duplicate this, and right-click to keep it on the same position only. And then B, then recipe, and then collect, collection. Now what this has done is created only this like that. We just duplicate it as a separate object. The nominee get invoked with the window in this piece only and not in the room more than the select this lash towards the exit mode, the fab, or a flash for isolation and tap more. And what I will do is I will select all these vertices and just believed them as x and the heat. Now breath a and then F to fill in the face. And now let's create something like this. So to do that, what I will do is they have 240, control our effect to a new town and big and move this over to collect all three of them and let in tech like this. Next, add another edge loop here and scale them down again on the EKG. Okay, now what I will do is select the whole thesis and just delete them by pressing X and deleting the phases of a mixture. What I will do is I will create the entitle, the windowpane to get what I need to do it again, this tab, the leg before were to eat and get fresh shift could be. Then right-click to keep it on the same position as dean and then separate the collection. Piece. Tab. Sorry. Adaptable to edit more than 10 a to select everything. And then the F for the isolation. We can flip this from here. And that is it. For right now it is, the technique is coming outwardly, but we can do is we can move it on the other side. For those who don't want it to be back ticks. So I think the flux would be fine. Let's move it here. And also review the Bevin for this. Now again, the tab advantage, you can put the 3 to select the rest. I like this. I do a loop in between and scale them down like this. And just delete. Buddy, I hear them down too much. Now there's delete both of these fitted. And we have created a windowpane to just duplicate this over here on the right. Let's get to select both of them and duplicate them. Down here. Select them both. The Tab to go into edit mode, enable X-ray, and select only the bottom were two key and then move them. Yes. And now I've done the window and all the cold press M and move them to a new collection, reload. And this move it a little bit back on the y-axis. Okay? Now, select all of them again and duplicate them and move them over here. Now in terms of making this again completely for a window, you can get a little public. And the thinkin according to the phase of the different window. And getting you to scale this up a bit. I do. Is it fine? But as leader for their camera view, and I think it looks nice. Next what I will do is select both of these windows lash to go into the isolation mode. And now I wanted to make some changes in here. But first I need to apply the solidify modifier to just go ahead and apply this modifier, but this will do it. And this applied for one. So a library or default for now, as you can see, now I have the complete geometry to work with. But now I cannot change the thickness of my window again. For example, if I revert everything back right now, I can change the thickness of this as I want, but I cannot work with the geometry properly. We can just work with a single. If I want to make some exit overhead, I have to first apply the modifier and just select them both. And you can also join them. That's Control J to join and then apply the modifier Polaroid and select this outer edge. And then hold Alt again and select the letter I in thickness. And then E to extrude this downward. And then now I will select all the Middle Ages again. But if I and the time that extrude them outward like this, I'm just doing this to create some kind of more detailing. So if you'd like, don't do a good enough, you can just keep it or you can give it some kind of your own kind of design, like pink right now the windows do fine. So I think this is enough for this lecture. In the next one, we will start with this right side of the room, making the door and windows overhead also just less control, less than 30. And I will see you in the next one. 11. Creating the Doors and more Windows : Hello, Welcome to Chapter 10. So in this video we will be creating like tough on this right side of the wall, the doors and the windows, everything. First I will select this piece right here would be to duplicate this. Executives, are you going to do my tree to go over to object and Text origin to give three, rotate this 90 degrees on the leg and move this back. Here. He'll lit upon the y or the x. All right, so first let's create the top window. Select this room model, the Tab to go into edit mode. Let's add a new controller and add one edge leukemia. And the other one. Here. Select this phase, this phase, a big rectangle, one molecule here, and select the faces too. And just the x, and then delete the phases. Let's bring this these a little bit up in here. Now selected press Slash to go into the isolation mode. Press Tab for a good mode. And one for the vertex, select and collect all these vertex, a vertex on the boundary of the Windows, Shift and Alt, and select both of these loop bets here. And then press B to separate the election. Again, next breath, life, and the Tab to go into the Edit mode, we do not need this mega bps to just select it and press X and delete the faces. Let join both of these. Takes, drag them both and F, again, select them both and press F, dissolved it vertically because we want it to be a proper court. We won't need this x and dissolver to here and over here to resolve. Select, press F, select them both by pressing a to select everything and press F to filling the page and press I to insert it like this. And now let's delete the face and the egg protects and delete faces. On, maybe wait. And you can just do a loop in the dream. And now you then give you all the phases of a. I think you'll find the pressure of B and negate it over here too. And now let's create the door. So again, press the room model and press Tab to go into edit mode. Let's add a one here. And one maybe here. Collect the test, and then select the face Presby, and then tabulate the collection. Okay, I think that those look very huge. Well we just select the flu, hold Alt and collaborative group and bring this down, I think till here. And then let's select the face again, press P and separated by selection. And now the t for tab. And let's add a loop in the magnet and now select these two faces. And again, they're bred be to create, like to look at you, look fine. Next what I will do it, Let's create these window like the dose. Again, select them both. Let V to paste it, I to insert them. Them up here. They're dealing in a weird way. Go over here and select individual origin so that the scalar property, again, I will put P and complete the collection and use to create the partition. Next, let's copy this handle, the hip D to duplicate it and move it over here. You'll get this by minus 90 degrees. And let's move it here. Then. Collect the handle and both of the doors and reflash to go into isolation. For that, it is easier to play. To pick and place it over here or so. All right. Next, let's create the frame for the door. So again, it is very simple me that all the protective tough by just isolating the room with tab and collect all these vertices. The Shift D and the P. Selection. Again, press Tab breath. Let's first delete. These, would collect them both and Brett x and dissolve everything and then fill the page. You can also press Shift N and take inside leg move it does fit for that. The vertices are on the front side. Let's intake the face I doing ticket. And now the debate by pressing X and select, select the object and set origin to geometric. In lift up and bring this out here. I think the frame live to VTE, prophylactic and hold Alt and collective fluke. Or 30 minutes, select the four vertices. And in them now, I think that looks funny. Picked up. Next, what I will do is to flip to pick up. The noise does not include. What we can do is we can create some windows over here also. Move this funny here. I'm thinking of increasing the size of the window. Maybe I think it to be too big. So they're just select the room Tab to go into edit mode. Select this edge loop. Move this up here, cannot be replaced. One edge loop here, another one here. This is a 100, 10. And for these two, and let's delete them. Or maybe we can just separate them by, by P and then separate and durability. The Tab to go into edit mode. Select all the faces. And first what I will do is that all these edges are going to collect the leg. Press X and is always, again, select these four edges and he's already collect everything by pressing a and let in Texas again and believed the separating x and faces on every week. That first integrity. I do a loop in and doing the horizontal and vertical vote. If it is not getting properly again, we need to change to bonding work properly over this is a big one. Collect, do I didn't do more bark, deselect all of these edges. And birth control B, to build them like this. And now let's collect all of the faces. And that's x and delete the video. Yeah, I think now our room looks quite nice. Now. I think it wouldn't be enough for the modelling section. Well, we will model a lot of more things lake, all these books and everything, all the small, broad. But for now I think that should be enough. We will start with the texturing. And then after detection is done for all of them, then we will start modelling some more broad and then you picture them men. Finally, we'll render and lighter. So I think we heard it enough for deflector shield the next month. Thank you for watching. 12. Texturing the Chair and Desk : Hello, hey, they come to Chapter 11. So as you can see that at least you'll have some prompt them to models like these. Pledges be aware. And also some of the smaller, like the books and everything. So don't read all of them. But first I wanted to set up a little bit of lighting and texture, the problem that we have already created. So after we have done the thing, move on to modeling and model all of the remaining problem. So before we start with the main objective of this video, first, let's start with organizing new layer over here. So what I will do is this, one by one if everything is correct. Because we know as you get, these windows are in this collection only, like non-Bayesian, to collect them one by one and press M and move them to Windows. Next, I haven't select all the pieces of the door when you fun. And these two as m and left, move it to a new collection named your door. Lexicon default due to the tick every city in the shed. Plenty fine. Fine. Yeah, maybe both of them contain the game and only the fundamental. Fine. Okay. All right. Hind leg bring everything back. Okay, so let's start with adding lighting to RP. To look at the camera view. Go over to the Django view and say DOT do Tikal. I've already take it through, just select Title from here. And next you can do is if you have a GPU, you can take it to give you plenty to do. Adaptive sampling. Distributions are to make sure to enable this. Next is denoting the mode of them enable demonizing per vendor or 24 viewports. But Fernandez came from NLM to pick maybe opening opening a lake better, but floor then picked up by the tick, tick and you put liquid remain on automatic, only two left. Ag them late into this meeting would be using an FDI for lighting to go over to the shading tab. I didn't give you only enter DDO for the camera view. Down here, the leg void. And ADA for shifting to add a node and search for enlightenment. And let's look different. So the environment texture that I will be using it, I've downloaded it from polyhedron that you can go over to Google and type in Bali haven't created yet. This is a very nice effect. It has already shared a DRA and murdered everything in very high quality. And everything is for me. You can use in commercial project closer to move over to a browser and type here tiny, tiny done. Yet I did, I will be using, I will take the product to do portability and hit Download and download it. Sorry, just called peak. And you click over here. And let's open it up from here. Double-click it to open this. And now what I can do is I don't want all this background to appear to go over to the distributed property in the thin section, enable foreign speeding. Other bank. So I don't want the light to be coming from here, that I want it coming from this side. So what I will do is that if this note of your desk Control V for when looking for work, then if you don't want to let go like this, I will just copy this link. And David in a Notepad file and drag you do not. In fact, only so that you can easily copy paste. And you don't have to make her divinity difficult with this link. And paste it in your them builder and you can directly download it. So all of the extra time. Anything that I will be using LED or laser texture. I will provide you with the link. You can easily download them from there. I will be providing Lee in this file only. You can access the file from the distorted, highly popular. And everything that I use will be absolutely be, which can be used in a commercial project photo. Okay, so now let's move further. You select this node and best continuity. And the mapping mode will appear to have this mapping. No dessert. What this mapping or does it. We can change the location, rotation, and scale of her Remy, who don't need to change anything, just putting their property. And that gives us the value of quotation. The people I'm cleaning it. And if we rotate over to the other fade, something like this. So I think something like to be maybe yeah, I think something like this will define who can deal them to Turkey. Yeah, I think this is my next thing that I will do is increase the strength to something like three. It is very late right now, but then you will apply the texture, it will get darker. So don't worry. Next what I will do it over here in my output property and only enabled it ended eaten per day. For that, I don't have the bark from outside of the camera because maybe they embedded the plane only despite it ended because the cameras are rate. So neck first meal, they're not lighting setup. What I will do is I will actually index less than the tier two left picture. Then I will go and go back to this AV and let the turn everything off. Celebrity. And guess enabled here and our rate. So cutting PM in the shading tab of gift. Okay, for some reason in my shading tab and the shortcuts do not appear to have to go back to the layout tab here and my health care could be. And so what I will do is just go ahead and coordinate on a hike and you can be clear to endure. And in this new window, I will open the shaded area. You can, us can look in the shading tab, we'll leave it. I will go in the tab because you can see my shortcut also to deselect this week. And let's create a new material. And let me much good because we usually making many wood material. So maybe we will be using this material to this naming. And now let's download the picture. The goal that the polyhedron and from ethic select action. And let her Would the route that I decided to use Word. And you can find anyone from the side like this on maybe come from other lactate like mega scan for hunting men, many types of different YouTube and find some filling this plywood. And just hit download and just wait for it to download. Copy the link. And yet, we didn't do that. You can easily access it. Or a good reason for, because if I copy this and paste it over here in my plant extract to get put in a folder, I have a picture for you. So in this, this way, click and drag to pull it up. And let's delete this play or rate for 0 of view if I find my not one folder of texture. And when Blankfein, Blankfein is just basically like a preview of the Medina to we really don't need this open up texture and we need leafy texture. So let's just drag and drop this right here. So this is like diffuse. Diffusers work as a base color to let go over to the vendor tab and connect the base color to this. It is a beard here. Next, what I will do it. And then being in the sort of left, the Tesla, the roughness map, or who don't publicly changes from SIV, do non-color. Why we do this? Because as you can see that net map is ugliest hill map. The map, we need to change it from sRGB to non-color because it has non-color data. Next, we will use the normal map. So let's bring in the normal map. For this normal or not, we can directly not loving it, the thing, it will be very rarely are you going to be all nice and black shading. The lake. I hold Control and use right-click to click it. The three, the shifting to add a new node and defendable ADA, normal map in order to collect. And now I will love this normally, do the nominal. So we don't see anything right away because it is very certain. But if you increase the strength, you can easily see that the normal You guys are not the prominent keeper to something like two maybe. Okay. For Nick feel like now I be like the Achilles to live for. Yes. The field is don't connect all three of the picture. And then press Control V. Okay, No, buddy, you select them, press Control D. And if mapping nor will appear, began to change the scale of the texture 2D. But elected and loving to all three of them. Next, what I will do it, I would engage the scale of it on all PF2 to drag your mouse, to select all three of them and type may become collect pipe. Yeah, something like this is fine. Next, what I will do is I wanted to go to my media or head or to reflect this and go ahead and take the median. I'm different. I learned the word muddy each other, I thought wouldn't be dealing them. And wood material is done next. Or B by Blakey, create another material and let's mimic item or late. Are we born download any texture? We can then easily make it in Blender only dissenter metallic value to one. We call it didn't make it. And the videos that are next to something like neutral point. To make me like shiny and detective, next week, decrease the value to make it darker. This is plane, I think. Yeah. So now what I will do is to copy this to all of them. All of these remaining five days NAD, nice shortcut your collective. Then keep on collecting all of these. And now the lackey, make sure the active object is different. It has the muddied is right now the active objective list. Once we have the audio claim or clay, the yellow, yellowish. Okay. Do I want to click different again while holding shift, so that different becomes the active element. So make sure you do to click different Aguilar who make the activity ring and now press Control L. And you can link material. Now, you can see it. All of them have the beam material within modality. This one, this one, and then fill in the fund and the light to make it make different the active element or Control N and link them opinion. All right, for me, this create a thin film material in the black. Nobody even joining these two. The fun then determines the Control J to join them. That everything is fine, I think because the object would really want to be documented evidence that definitely it will bind HIV only. And now if I turn them back on a lot of them and enable everything back on that veto. And you can see all of our kids are already already had the same material that we didn't apply. I think the island were beaten that we just created. It's too late. Docker. You think you're applying for? What I did was just done on that kid. Get collection and collected different because I know the know when is the next byte late to buy the good because you cannot collect the material from here because all of them are intense object. So I need to go to the origin Melbourne and collect it and headache and edit. Okay. So yeah, I think there's a plane next to it. I wouldn't do it because we I didn't monkey can also be used all these renewal. So I will give the IM mosquitoes only collect them all run by running. Okay. Again, neck done everything off except levering those and that we're all living in those one by one and then apply the shear between the item. But he did, that's Control L and then link them at ease. Let's save our file for now. A little bit. Good collection and inevitable comeback on that needle. And go back to the vendor knew other egg you can have the material. Now. Next what I will do is I use this word homogeneous overhead ortho, yet with a little bit of kin and form here, collect the material. For this. I would make it a bit more brighter. The Google Doc, the HIPAA, ADA and bright contract in order while it is active, either directed between the two and get say, the break value because 0 blank, blank. Because if you needed to work, okay, now, I thought glue wonky. And now if I came to value all of them, we don't learn them. We've even drawn to on deck to just click over here that will make data. That would mean this particular meridian or get a unique one. And when I click this, now this is a template Medea and this one is good. And the separate running, we're going to do a little run. The fund, which one I will get deleted his bank compassionate and elected, indifferent and left. Now it means the bright contract node. And if you read it, you do get different thing is, we don't have been business do what? That veto find the running time and is already a lot later than if told them or the handle. I will select the item Medea. Okay. I ping different than enough for the second activity log, continuum and texture the remaining dots. So thank you everybody. I'll see you next time. Make sure to save your file. Thank you. 13. Texturing the Floor and the Walls : Hello, Welcome to chapter 12. So one thing that I've had work to do in the last lecture was I told us that for roughness map, we need to change the color space to non-color. But I forgot that we also need to change the color space for normal map to change it from sRGB, do non-color. You will see that difference right away that lead to 0 and go to the Render View. And I will select this shelf and tech from sRGB, two non-collinear. And for this to the chair and a desk, changed from linear to non-color? Yes, rest, everything is fine. So the next thing that I wanted to do was I found a leg, a better angle for lighting from 230, 20 to 25. And I think this looks better. So now let's start by texturing the room. So the first thing that I will, I will do is select our room and press Slash to go into the isolation mode. And I will separate the top, I mean the top part of the room and the bottom part of the room in two separate objects. We'll do that. First, we need to select everything here in the bottom. Two do not need to select each and every phase one by one. We can just select one piece. Then press Shift E on our keyboard is the shortcut for select similar to like. If you say material, it will select the similar faces, similar material, area, polygon take, there are numerous ways to choose from, so I will select normal. So that means that all the faces that are facing in the same direction will be selected to select any one piece and the shift shifted g, then select Normal. And as you can see, all of these visits have been selected. Now press P and then separate the elect. Now this is a separate object and is completely separate object. Similarly, I will do the same thing for the top part to this tab. Select this one, paste, redshifted D, and collect normal. So then recipe, then separate the selection. All right, so now if you press 0 and let's come out of the isolation mode. You can see like a little weak base yet that because we're disconnected them. So what I will do is they'll just scale them up a bit. But before collect this, go over to object and set origin or the urine to chemically to bring the origin back here. And for the tunnels, don't, we do the similar thing. And now the select both of them. Instead of scaling it this way with the bounding box individually select individual origin. So the scale property like we learned, we just need killed him. Very little material behind. I did it. There are no spaces. Yeah, fine. Now. So now let's download the texture that we will be using for the ground. Let's go over to Google and search for polyhedron. I will be using our tiles materials to just typing titles here. And I think I will use the fund your selected and unload this. Okay, so now the download is finished. So I will copy it from my downloads folder to place it in the shared folder created and extract this. And now let's delete the xy-plane. Open up before under texture. And now let's bring them in one by one. With elective glow. Gain is this from voice to object. Legs just to remove the default now, you can open them up later on. Other they collect new recommender material style. Bringing them on when myelin please the diffuse onto the base color of the displacement to replace the dismissed meant later on. Let's bring on the rest. Normal map and roughness. Go into the roughness channel. To non-color normal map, go to a normal map node. And then it will go into the nominal Canada. Displacement needs to go here. But for this also, we need to add a displacement node. Take this to non-color and plug this in. Color channel to the height and the displacement to this. All right, so now first, collect, connect them all to a mapping north because we need to decrease the size. To collect just the first texture, press Control D. And let's connect all the nodes to this. And now let's increase the dose. Somewhat bigger number, something like 15, or maybe even something big like 20 maybe. Alright. So I will go ahead on placement and decrease the scale because I don't want the displacement to be showing up too much. The fact that scale to something like disappoint. You can always change this later on. And I will do is I want to change the color to something else. So what I will do is they shifted, add a mixed node, mix RGB, and plugged it in here onto their diffuse channel. Now this will mix our colors, bleed solidus will mix. I like the texture with whatever color is over here. So you can change this to anything, right? I will need different write-only and maybe take it to something like 0.4. Yeah, I think this is fine. For the top one. I will use the same material. And this uses tiles material only. But instead what I will do is he'll do something like five, maybe. Take the factor, do something like 0.25, maybe. Let's make it a little bit of different color. Yeah, I think this is fine. Next, I think it's not good enough for this picture. Let's select the log off now. And I will download or different texture for the wall. Type in oil here. And next third for something ready lake mood, like something like this navy. Yeah, I think that R1 is MOOC. The Beach Boys. They, I would download this now. Also I forgot to add the link. Let me just add them now. And okay, so our download is all molten login legs. Here. In architecture folder. Extract this, open up Blender and collect your room and create a new material. Let's name this will open up this folder and let's bring them all in one myelin. First, let's change the color space, everything to non-color. Love, roughness, and do less. Shift a and add a nominal map north. All right, a displacement node and plug this into height. And from here, listening, there is decrease the scale for this to be 2.4 maybe for now. Okay, so now if you go over here, let's isolate this. And let's move on to defend viewport shading for the Lord. And as you can see, right now, very weirdly scaled here everything seems too weak and here everything seems too stretched. So because of the lake, incorrect UV, UV unwrap this, you create Lake proper uniform dictionary. So what I will do is what I need to do is I need to apply all these modifiers. Then only we can make a clear the URI to just go ahead and let's apply the modifier. Go over to the UV Editing Tab. And now I will go over to my shading tab to see the changes. So first, let's Control a and don't forget to apply the scale. Next, vestibuli, press a to select everything. And you can see I made a movie. That's you. And then Beth Marquis reproject it and then hit Okay. And now if you see here, everything is back to find. Everything is uniformly scale. This is what we needed to lead to go back to a layout, tab, the slash, and record everything. Good Lord. And again for this too, I think the scale is right, not too big. We'll push left either mapping node for the base color. Yeah, Now, I know I was thinking where the color was not appearing the night now everything seems uniform, but still I think it is too big to select different press Control D. And let's connect all of them first. And now let's increase the scale. Five maybe. Yeah, I think five is fine. Next, let's go back to the Render tab. I really don't want this color by the desk. Again, add a mixed node and take it to some delay, 0.6 maybe. Yeah, I think this is fine. Next, four different like all these objects at the wall material only. But let's create this separate one and increase the degrees. The factor is something like 0.7 million. And now let's collect the fees. Now Philip, the fun, the fun, the fun. And this until at last select, Run again, and then press Control L and link all the material. All right, I think our team is finally starting to come along. In the next video, we will add them glasses over here, glass window and textured all the remaining drops. And after that, we will create some more prompt to thank you for watching. I'll see you in the next one. 14. Texturing the Blackboard : Hello, welcome to Chapter 13. So I will start with video by addressing a few issues to the 0 or the camera view. And let's head over to this. You put shading tab. And if you knew, moreover, this particular model, you can see there is some weird stretching going on over here. But first let's solve this collected model, estab 0. First we need to apply the modify it. So the stretching is mainly caused because of incorrect UV. Uv unwrap this properly. For, after applying the modifier, press Control a, and apply the scale. For estab to go into edit mode. It will select everything and you pour the UV mapping shortcut and select Marty we projected for this command will do is it will automatically smartly and wrap our UV in a decent manner. So just hit Okay, and now we have got correct UV. So nowadays no stretchy. So if any of your model have this kind of weird stretching going on, you can just do the similar procedure that I just followed. Apply the modifiers, apply the scale, and then just select everything in edit mode. And might be we project it. I can go ahead and do this for every single object, but not all of the objects are having stretching. And also we are just working in Blender. So it is not necessarily to UV unwrap everything. If he were working in like multiple different 3D program like Blender than subtends and Unreal, then we would have to UV unwrap every single object manually. But right now we're just looking in Blender. So I am just UV unwrapping the object with the stretching problem. Next, as you can see in the top and the bottom fluid also, the tiles are perfect squares, but right now they are like very weirdly straight. So again, I will select them both one-by-one and apply the scale. Select them both, press Control a and apply this hill. First we applied the modifier, then I applied the scale press Tab to go into edit mode a to select everything, and then you and then Mark II we produce. Now if I just go over to the isolation, select them both with flash. Mode of them have like perfect squares, like me, they are, UVs are fine now. Alright, so next what I will do is that divide my window up from the top, open the shader editor. And this video. And right now both of these top and the bottom floors have the same material can be seen. I see you over this to the world these two signifies is that this particular material is being used by two different objects. So if I select this iron material, you can see 14 is written over here, which means that being used by 14 different objects. Oh, also I forgot to apply my island material to these four. We'll just select all of them. And now collect any one. Anyone model piece with the iron material that will select this one, press Control L and link to material. And as soon as I get that you can be with updated, updated over here and now it is 80. That means this iron material is being used by 18 different objects. So now what I want to go towards, I wanted to talk to have like tiles and the bottom of low to have legs more details with like a whitish color. So I will click Overhead on these two. We're doing this. We'll create two separate material for both of them. So now this one is a separate material and this one is a break, but will select the top one and take the scale, drag them all like this, and just dragging your mouse on all three of them. And set the scale to three to make the tiles larger. And for the bottom one, collect them all like this again and set the scale to 20. Make the tail smaller. Next for the dopamine, the fact that either 0.25. So what this factor means is there are two inputs currently, one color one is the input, one, which is our texture. And color two is basically discolored, which is an input to what this factor value, that is, if I set the factor to 0, let me it is taking the input only from color one. That means it is no white color is being currently mixed into the texture. And if I said the fact that one, then this is completely white, know Cullen who is being used from this section. This tile lake formation you see is because of the normal map and the displacement map. So setting it at 0.5 mean, we have color info from the texture also and white colors. So I will take it to 0.25. You have like a reddish tint to it. And for the bottom one I will set it to 0.5 so that it is more toward the right side. Alright. So let's go over to the render tab now. And yeah, now I think everything looks like. And now let's start with the texturing of the remaining object. So first, what I will do is I will add the nose over here on the left and the right side. So let's go over to this one and add a plane. This plane over here, scale it up a bit. And let's rotate it on the X by 90 degree selected and move it on the y-axis. Now bring it down. Get it up on the cover completely. Now let's duplicate this. Press Shift D to duplicate and move it on the y-axis over here on the left-hand side. Next, what I will do is press Tab to go into edit mode enabled. First, let's select this edge and move this over here. Next, let's add an edge loop over here, almost an advantage over here. And let's delete this because we won't be needing gloss over. I don't just press X and delete the pieces. Now what we can do is select both of the last model, press Control J to join them. And now if you go over to the shading tab, you can see nothing is completely pitch black because no light is being coming through these planes. So let's add a new material is glass and glass material, it will be pretty simple. We just run the transmission 2, we add one to that light passes through that. The Iowa, though the Iowa is like a scientific value, is 1.3 for glass. Next, take the roughness to something like 0.1. And the next thing that I will lose said the Alpha who 0.5, because I want that light coming in through. Alright. Next what we can do is currently you can see Lake because we have disabled our HDRI. We cannot see outside of this anything. So just go over to the render property tab under film till disabled, transparent. So now we have got a nice background. Okay, so I think this much was it for the blood is a pretty basic shaded. So now let's picture the blackboard. So first I will select all the pieces in the Blackboard, all these feet, the slash to go into isolation mode and apply, apply all of them modifier. So instead of going over to you and all the object and then applying it like a shortcut, collectability, my passing a and this F3 and Type Convert to mesh. The Philip like Ola modifiers. And you can see I only now select them all and press Control J to join them. And let's head over to the Viewport Shading tab. Alright, so let's add a new material. Let's name this one, right? This will be at Lake borders and this one and then part the main Blackboard. Let's create another material and name this blackboard. So I've downloaded a very basic image of a blackboard from Google. We will be using this as a texture. You can find this in your images folder. So I will just drag and drop it onto a material. Okay, So tuple just connected with the base color and all progress Control T or the mapping north. Right now we can see nothing because only the white material is being applied to the Blackboard Material to show up, collect the modal press tab, select this face and devolve you on the Blackboard Material to appear over here. Alright, so now select Blackboard Material and hit Assign. Now disappearing. But again it is very vaguely scale. So now head over to the UV Editing tab. And what I will do is fill this space, collect the faith from hearing UV Editing and just scale it up according to the complete picture. Alright, so now it is coming up fine. So I'm not liking this white texture like bike chocolate thing that is showing up. Again, I will just add a mixed node to reduce this effect. Will mix RGB, mix it with like put this one at the first input and the second input would be like a simple green color. To move this over here and create a little bit darker. Yeah, Something like this. Right now, if I increase the factor to complete one, it will be completely this bottom color. And if I reduce it to 0, then this has completely this particular texture. So I will set to somewhere like 0.7. Yeah, now it does look nice. I think our rate for these to select them both again, press Slash to go into the isolation mode. And let's just join them both to press Control J to join them. Alright, I will add the boundary of this and now create a new material for the notice board. That estab going to select both of these visit the leg, the notice board material and hygienic all relate to I wanted to notice bold color to be something like dark blue. Yeah, I think something like this. Red slash to come out of the edit mode. And let's check now everything in the render tab. Yeah, I think it looks pretty nice. Later on, after Lake texturing everything, what we will do is we will create a bunch of notices over here, like calendar and everything, like filling space here. Alright, so now let's move on to the door, the lake. Okay. These two can give them both the glass materials and collect them both. And now collect any like. We know that the glass material press Control L and link the material. Now if you check now the head of the glass material next for the door. Again that join them both of these doors press Control J to join them. Create new material and let me in the door. Yes. Theta basically yellowish color because the agenda leave that color only. All right. I think something like this is fine. And for the handle, again, I will give this the island. Okay, move them out a little bit on the body, on the way. Elect them both, and it has the iron material. So now again, press Control L and link material. All right, cool. I think the only thing for this, because again, I will give this the texture only. And again, we need to apply the modifier for this because if we don't apply it when we render this right now we cannot see this leg cylinder because we have taken two layers via. But that is only in the viewport display. If we need to, like, if you don't want this to show up in our render, we either need to disable this from here in the intercultural, we can do this from here, or either another thing that we can do is just go select this object, apply both of the modifier, and just simply delete this now because we don't need it anymore. Naughty back, go back to here. And for the centerpiece, we want to create it like a beaker like this and give this a blackish material. All right, Also, if you guys want, you can make the colors for this glocal polite like give this something like a black color and light for the text. But I don't think the cloak is like quitting in our team. Like now, I take the lake when I was looking off-screen creating this theme, the clock was looking like really out of date. But for now I will just disable them, press M and move it to a new collection naming it archive. I just usually do this when I'm unsure if I wanted to use this particular object or not, I will just move this to archive collection so that I can decide later on if I want to use this or not. Well, it for now. And lastly, everything is done just this table. In Welcome back In Action weekly as will lie the wood material. I'm for the centerpiece of Woodmont deal booklet. But let's first create a unique material. Add a bright contrast. And the contrast to 0 to something and make it a bit darker. One. This is too much I think. For yeah, I think something like this, it's fine. Okay. So everything is textured now. So the last thing that I wanted to do, well, I still feel this is like too much you pointed to was fine. I'll like right now you can see our room looks like as if it is Lake playing in air because we have nothing on the right side or the left side. You can understand having nothing like on the left side because these are windows, but we need to have something on the right side because either way, this door is looking very weird because nothing is the hair right now. So I will use just a very simple trick. You call it this copy, this whole thing. Select everything, make sure we select everything and disabled this chair and desk. Make sure this chair and desk. Lake collection. And now select everything. But a shift can be, move it on the y-axis over here. Go to the render view. Move it a little bit closer, like this, or like next, what I will do it, There's duplicate this again and move it on the accepted all hit. Next, create a cube. Now, Gaelic, like this. So that I am doing this. I'll show in just a minute. If now I go over back to my a rendered view, you can see it looks like as if there is a hallway outside. So this is what I want to do. I just duplicated my room to create like multiple classroom. It looks like there is a whole hallway right there and there are multiple costume here and there. So I stopped the top when the top tube I created because for example, if I hi, good light is passing through and you can see these things also that, that makes it, that makes it look a little bit weird. The electric control that bring that back again. Ultra scale it up or brick on the x2. I think now that claim, if he want weekend, Let's select both of these classroom. Press M and let's move them to a completely new collection. Next nym, this extra rule, a little bit more further. Back. All right. If you're seeing it a little bit laggy here also, so just go over here and disable shadow and cavity. Now your team would be again, very responsive. These are good to have then to feel like edges properly, but they can make your scene very laggy. If there, if there are a lot of objects. Now, if I go back to the render view, I think everything looks pretty fine now it does not look like we're playing in the air. It looks like this classroom is a part of a big school, but I will just quickly rendering. If you want, you can add when Q here also. Select this skew, rotate it on via my 92 like this, Stop the light from coming. But I think it will make everything look a little bit darker. Or it's your choice completely up or now I will just delete it. Yeah. I think this is much better and I will just quickly then there are T for hit F2 L to bring that. Okay, we go over to the render property. Then the samples, if you have a leg good, good enough computer, you can increase the number of samples. But for right now, I will stick to something like 150 and enable denoising for rendered. It can make your Render Queue very nice because if we disable this, you will see like very small grainy particle in your renders like noise that can make it look like a bag. But if you enable uptake and have enough sample, there won't be any noise. So just hit F2 and let's wait for it to render. I will cut the wind you a video where it finishes. Alright, so now our render is finished. It took it about 22 seconds. Now as you can see, our key looks pretty nice rate now it looks realistic and we have finished the texturing of most pop. So in the next video, what we will do is we will create some small prompts to fill in RP like big and create some notice is over here on the notice board. We can add some books over here, and we can also add some books lying on the desk and chair, like filename. So we are almost done now. So I'll see you in the next video. We'll continue from there. Thank you for watching. 15. Creating the Notice Board: Hello, Welcome to Chapter 14. So in this video, what we will be doing is making our notice board properly though adjuvant team that efferents immediate need noted board have all kinds of pamphlets over them. There will be repeating them. I have downloaded, downloaded like a bunch of random nor pieces from Internet. So if you want like you can use them or legged Israeli a preference thing. You can also download your own and use them to, I will be using these. So there is a very easy way to do this in Blender. What I will do is first let's isolate both of her notice board, collect them both. Select them both and press Slash. Let's go over to the viewport shading that. And now what I will do is I want these images to be imported at plane. It is one way to do it like V8 a plane and then later give it a material. You go over here and you'll give it a material. And then you drag and drop your image and just connected to the base color. To like this is a very tedious process. Yes, we can do this, but it will take a longer time. I will just undo everything. And let's go back to the layout tab only. Instead of creating a plane where defensive. And we need to enable an add-on which will make this task easier to search for images as planes if you don't have it enabled, just enable this. So after enabling this, what I will do is post flood press Control plus 3 to go to the left orthographic view, redshift and go over to image and collect images as planes. Hello, right. Now go over to the folder where you have your images saved. Open it up and just select all of them at once and import images as clean. And now I didn t. We have all of them here. And we can directly use them without going through all that hassle of leg bringing them one by one lectures and bring them over the top of the notice board right here. Alright, so now let's start placing them one by 1. First. 1 can go here, also make sure to rotate them a little bit. They don't have to be like perfectly. Take though we're at 90 degree angles, that would look very weird. Also gave them a public 030. As I said, this is really a preference thing. You've been just, I will just duplicate this and pressure B and a let down here as everything that was really a preference thing. You can download different types of images from the Internet and use them as your own unique notices to create content. For this one oligo, I will place them here, make it a big deal. Also, this one. This particular shelter all to have a shelf. Sorry, miss particular notice board has a shell can print off quick. So let's not play at the node over there. Let's check colon slash to come out of the edit mode for the camera view and let go over to the render tab. And yeah, I think it looks pretty nice. It kind of looks a little bit empty earlier, so it is now looking a little bit. Also. I will just go back to the layout. First. Let's save our scene, select all of the notices, and let's put them into a single collection, will press M new collection and notice it. Okay, so now I'll right-click on the no deflection and select, select object to select all of them at once. Go to the shading and love, just move them back as much as I can so that there is no space between them. Is looking kinda weird. We'll bring them bring this up just a little bit on the egg. Yeah, I think now define alter. What is this? Rex tech. Okay. These are the window planed to just name them windows and let's move them to the window collection. All right. Yeah. They're looking pretty nice though. I think this much is enough for this one defector. In the next one, we will create books on the shelf. So I'll see you there. Thank you for watching. 16. Creating the Books : Hello, welcome to Chapter 15. So let's start. What we will be doing in this video is we will be creating our book stack for the shell. So the long method of doing this would be created each and every single book, downloading the texture from internet and just placing it manually over that book. And like creating 30 or 40 different book and then placing them all in the shell. And that would take us also so long. So again, we will be doing a little bit of a shortcut to just speed up through the process. So I downloaded a few, like horizontal book stacks images from internet. You can find many of these type on the Internet. So if you want some different ones, you can do the same, but I will be using. So these are in your resources pack only. So if you want you can use the same as mine. So first I will take these books one image. So what I will do is go over to Blender. Let's isolate our shelf. Control 3, 4, the left orthographic view, and press Shift S and cursor to select it so that when we import the image comes here. So again, I will import as a plane to go to image in a desert plains and import first this book for one day BD. So I will open this up, like scale this up. All right, now we cannot see the texture. So what we can do is staying in this current view only go over here. And from material says this to texture. That way you can see the texture in this this view also. Just scale them according to the shelf. Make sure they're not too large or too small according to the shelf. So I think this modifying. So what I will do is as this is like a plane. So if I press tab, I can go into the Edit mode and edit this. So what I will do is press K on my keyboard. So case for the knife tool. Using the knife tool, I will just trace this complete like boundary of the books to trace this image out and remove all the extra part that is not the part of the book. Let's do that. Just click here. And just like that, you can just keep on tracing the complete boundary of the book. Also, you don't have to be like exactly accurate. You can be rough or casual lake and it won't really matter. Our result would still look pretty good. Once we're finished, you will see that although we are putting very low effort him, this would come out to be like really good. Eric will look pretty, they will do. So instead of creating lake. These books one by one by hand. This is like a pretty quick method and we'll give it pretty much the same result. Quickly iterating over all the book. You can just use your scroll to zoom in on this. Good. Yeah, almost done. Now just connect the hard work of the Buddha. I mean knife to do the first one like you. And to finish this loop just best. And the changes would be done. All right, so the next thing to do would be to remove all these actors were dirty. The select them one by one. Yeah. Okay. Wait, enable X-ray alert, delete these two. Yes. Now the, all, the only vertices are of these books. So if you bring this out over here, let's move it to the side a little bit. And what I will do is press Tab, press a to select everything, and then E clips to this backward. And now if you just go over to the camera view, chris slash to come out of the perspective. Oh, I mean by isolation mode. And just go over to the render tab. And you can see how good our result is looking. I don't know if you don't see my video, but pretty sure you can see in your Blender files that the result is looking pretty good. As we see. Very far away, like the books are very far away and no one can even tell that that if he individually model every single book or, or if he just used this kind of shortcut. So in a similar way, Let's create more books tax, or they just isolate them. Let's press Shift day he made in a plane. And now this is like a pretty replicated protests. But I'm keeping this nonetheless. Let's bring this one. This is a pretty big one, but it won't take much longer. Mismatches finite. Again, estab and press K. Now, this one is Lake will be very easy. These Indie, the bottom one is already sorted out. You then just select the edge and press Control-A, maybe 30 rest controller and add EDU and add one edge loop over here. Again, this controller over here delete all these vertices. And we're already halfway through, we just need to be dark. I believe that God is the illegitimate. Later on. Press enter now to finish our loop. And again, let's delete these top vertices. And now is the book will bring them out here in front. And then extrude these two. Alright? On STR shelf is pretty huge. The like there is still in the back, but we'll just select all the back faces and just move them a little bit in the front. Okay, Now maybe enable X-ray and the selected. All right, yeah, listener define, I think it weren't really even visible. So let's check again. And yeah, they are looking pretty legit. All right. So there's one more trick I can tell you well, which can like we can reuse this stack even one more time. So what I will do is go over to the shading tab or just doing this and change this to the shader editor. And what I will do is you can disable this alpha, this alpha, for this one to just hold Control and click. All right, so let's do it for the first one. I will duplicate this. Let's bring this over here at the bottom. Move this, sorry, switchover to viewport shading because cycles is flickering too much. Obviously we're over here now what I will do is to make the lake different from the top 1. First, what I can do is press S, then x for the x and then y. And then type minus1 on number 4, number bag to scale them differently so that they look a little bit different. Maybe I can discrete them the same way only because the text is also getting clipped. So what I will do is in my shading that redshifted search for hue saturation and put it here, plug this into color. And now if you see, if you change the hue, the color of the books whose changing, but both of them are changing to deselect this. So that now it is unique. Like this is pretty handy. What I can do is change the color to something like believable. Something like this. Or maybe this is too similar. Yeah, something like this. You can just play with these value. Create something like a complete different set of book. I know there's a little bit like very wierd in ED, but when you go back to the shading tab, your cycle can look proper, wrong, ready? All right, let's create one more of these. So again, let's select the pink slash being in another lane. The fourth one now. And this one can go over here. Again. This one is again pretty easy. The bottom is already sorted out. We just need to sort the top stab wound to exit mode. For knife to us should be pretty familiar with this by now. If quickly based everything. All right, we're done already. So let me move these top vertices first. Oh, sorry. I accidentally deleted the shader. Select this press tab. First level being this out in front, and then E to extrude this backward. Next, let's duplicate this and use it at the top. While the rate now, the color or the top 1. First create a unique medallion. Okay, I think this is already looking thing that you go back to the render view being everything backwards. Whereas veto or your camera view. And I think I've books stack looks pretty legit texturing that everything press F1. And I'll just cut the video to where the render finishes. Alright guys, so now the render is finished it. And I think the mooks look redefine. I cannot even tell you. They are really not visible to begin with. But still, I think that looking really nice and no one will really know if he individually murdered them or modern than this way. So I think this would be enough for the book. If you want to model more, you can more than them more or modern data in a different way. You can look for images on Google. You will find a lot of them in this module enough for this lecture and just have your files. And I'll see you in the next one. 17. Rendering and Compositing the Final Scene : Hello. So this will be our final lecture in this course. In this video, we will be completing our rendering and will render out the final theme. But before that, I found out that are the legs of the table. The would also lose a bit stretched over here to just quickly let us apply all the modifiers and unwrap the UV for this to correct this issue. So I'll select all three of them best slash to go to the isolation mode, press F3, and then convert this mesh. This is like a shortcut to apply the modifier for all the objects that are currently selected. I'll press Enter and now all my modifier third, applied. Collect them all, press Control a, and apply the scale. Press tab, select everything, and then Marty, we project. All right, so now everything is a much better. Alright, So if you want, you can just go back to here that this two material, if you don't want these textures to show up. Well, one more thing that I will do is square that like you have added, do not have any bevel modifier and the edges look like very sharp. So let's add a bevel modifier to also apply the scale. Enable hard and normal, and for Shade Smooth and enable auto smooth. So now what I want to do it that I want to copy the bevel modifier of this piece over to this piece and this piece and maybe some more. Do you have this one due? And when do so? One way to do this would be to go over every single object and add a bevel modifier to it. But like easy shortcut method, what you, what you guys need to do is go over to Edit Preferences and search for copy attributes menu. So make sure you have enabled this add-on copy attributes menu. After you enable this, just select all of the pieces that you want the bevel modifier to go back. Okay, This is enough. These are the only ones we want. Then select the model piece that has the bevel modifier at last. So now this is the active element, press Control C, and this menu will appear. Now select Copy Selected modifiers, then select Bevel from here and hit Okay. Now as you can see, each and everyone of them has the bevel modifier. Now press Control a, apply the scale. Next you can go over to this object data properties hold oil here and then click on this again. So what they essentially did right now is when we need to change like a property of all the selected objects, for example, byte. Now if I disable or the mood, it will work only on this because this is the selected object. If I enable or disable auto smooth only, it will work on this. But if I hold Alt and then I enable or disable or the mood you can let it works on each and everyone of them. If you just look over here at the edges, you see. If you just hear it moved all of them and also enable hard a normal from here. Yes. Now it is working on each and every one of them as you can see. So this is like a, again later, in later that if you want to exit the property of all the selected object, just hold Alt and then click on that property and it will affect all the selected object. Alright, so next, let's move on to the rendering, but I'll go over to the render properties. And I will be using cycles as my render engine. And they called it is the most photorealistic one. The samples is like the more humbled you have, the better and clearer your render get. So I will take this to 250 or maybe even increase it to something more later on. You can render it at anything but make sure you don't go too low. If you're like BC is low spec. So you can render the head 100 or maybe when 50 sampled, it might take a bit longer, you have to wait. Also enable auto adaptive sampling. And for de-noising, make sure you have optics that anyway. Or if you want better results, you can select open image, but it will take longer as it uses the CPU. So I will select optics only because we have enough samples for optics to work with. So I'll just keep it at maybe 350 sample rest. Everything is fine. You can enable transparent if you don't want a lake. Lake me show you. If I enable transparent in the section, there won't be any lake background, the HDRI background. But if I disable it, you can see that. Also in color management, you can go and colored management. And in the loop option, if you increase, your teen become plague, very high contrast. You can set the contrast from here, but I do not like pain settings from here. I just rendered by CNN. The post-processing Eigen in Greece are things like brightness or contrast. So we'll set this to none only. All right, so I think I'll just go ahead and hit Render. Will give one more thing. They'd wait. If you want to change like the resolution of your debt, you can go in this output property and changed it, a dilution from here. You can take it to any resolution, like for example, you can take it to 1440 or even 40, but make the ad you increase the resolution the more time it will take to caution. I will take it to like 1440 only. You can also do a regular defect like a different type of resolutions, Lego ultra-wide and all. Though you can change the resolution from here. And this render region in Lake, if you enable this, you won't be all the unnecessary things that won't be in your ended. The only thing that will be in your ring, that camera angle that we can see right now. So again, let's just hit Render. And I'll discard the video to where the render finish it. Alright, so now our endolymph finished. It took me around 3.5 minute. So I think that in the EMR pretty nicely, everything looks fine. If you like, like defended, if you are contented with it, you can just go to Image and then save. And now we can just go ahead and create a new folder. It 30 new folder, the name render. Let's save it as the bag and take the quality to a 100 percent. I will just save this as one. I usually do that. I keep on this adding numbers to 1, 2, 3, and then I can choose from all those render. So I will save that image. And now the thing that has been saved. So now what we will do is as you know, that we only have a single camera in our scene right now. So let's create a new camera and capture the render from a different angle. So per shift a to add a camera. Yeah, headed the new camera, press M and move this to a camera and light. This one goes into the classroom only or the window. Yeah. So now what I will do is I will for now just disable the classroom collection so that like it is easier to move my camera around. Okay? So now what I will do it right now you can see our current camera is here and our new camera is here. So the thing is right now our active camera is this one. The active camera means is if I put 0 on my number back, I will go into this camera, the camera that we created the first time. This can relate denoted by, as you can see, the little black triangle. This means that this is the active camera. This also has the triangle, but that is not laying the filter triangle, just the outline to this meaning this is not that deep camera and is black filled triangle means that this is active camera. So to make this one the active camera, just select this and press Control and 0 on it. Nor does the hero just press Control and 0. So not this is back. Now this is the active camera. And if you'd be, this one now has the only the outline of the triangle. Like me, this is not the active camera right now. So if I press 0 now, I will go over to the, this camera's view. All right, so now I will set up my view maybe from here I think like this. Then what I need to do is I need to press control alt and 0 on my camera. And the view that I have pictured in my view port. The camera will automatically adapt to that view if I press the shortcut Control Alt and 0. So now I will go back to the view tab over here, press N to bring this up, open the View tab and enable camera to you. This way I can move my camera with the normal, like navigation tools in Blender. So I'm just using my mouse to move the camera. And I think something like this would be fine. Disabled this now. Okay, so let's enable classroom back on and check. Yep, it looks fine. Now what I will do is go over to the camera and again, decrease the focal length. So it captures more in the scene. It to something like maybe 30. Let's check the render view. And yeah, I think the angle looks fine. Okay, So if again, you want to change your camera, like active camera, deselect this camera from here, press Control 0. And now if you put 030, yeah, Now this one is the active camera. And now if I want to change, I will select the fun. Then press Control 0. Now this one is the active camera. This way you can change between the while selecting the new camera, but 0, the camera view. And let's now render this again. One more thing that we can do is we can go over to the tab and we can increase the brightness even more to something like pipe to get more light. In. Now I'll press F2, and I'll just quickly cut the video to where the render finishes. Alright, so now that enriched finished. And I think I missed to give this the iron material. Let me check. Yep, I forgot to give this an island material. Let me quickly do it. And now I have two reading that 30 guy already guy. So I have really enjoyed everything. So let's just save this into Google image state, and let's save this. And now we have two different angles of arsine. So this way, the hardest to show you that you can write many more angles and just render a bunch of images for your portfolio or something. Alright, so the last thing that I will do is I will head over to the compositing tab, enable use node here. And I will add a little bit of glare your bloomed to this. So the blue museum, even if you are familiar with, if you are not, you just know right away what I'm trying to say. I will add a viewer node. The viewer node is Lake. If I plugged this in here, I can view my render layer. So if you want to zoom in the viewer nor press V or a resume out is for v. And if you press Alt V, then you can zoom in. All right, So now I will add the glare node, red shifting and add the glare nor. Plug this in here. And we put it to punish. And you will see write it all li like streaks, like gloating yet. But actually I don't want this in this form streak to fog glue. And now you can understand that what I was trying to say, I want this kind of glue liking there, like it. I think it looks pretty cool. Next, I will increase the height to nine and too high. Or maybe just decrease the size too much right now. Yeah. Also another thing that you can do, if you decrease the threshold, then more things will start to blue light. Threshold is like the upper limit of what things can glow. But if you keep on decreasing it, now, if I take it to 0, everything in my scene would be like for a little bit for glue or it obviously I don't want that. Maybe something like 0.600, maybe even when it's fine. Yeah. So if you go over now to the rendering tab and this is render is that you can see here. But if you go ahead and search for Viewer Node, you entitle viewer node. This will appear the Electric. And now 30. And now we are viewing our viewer node two again, we can go over to image and save this. Lets you type in three, and this will be a new render. You can also rerender the first angle and add some fog glow to it to make it look even better. Alright, So now, if you want, you can also do some lake color correction in the compositing. Compositing tag will lead by adding like a color balance nor. You plug this in here. And you continue Lake all these things Lift Gamma Gain completely of the theme just by playing with some colors. So if you want, you can like do all these things there, but I won't lie. I will just hold Alt and remove this node. And I will just go over to Photoshop and we can do some late compositing over there. Open and let's open this up. Heard render. Okay, So I will tell you a little trick that I usually do when I complete my renders to make them look even better. I go over to the Filter tab, go to Sharpen and sharpened mode from here. So if you did that now, you would see right away the team at how everything looked like, more sharp and even more Baker at the edges look more defined. And the render, just by doing that, looks much, much better. With this leg a show, a small trick that everyone needs to do. You just need to sharpen your rendered a little bit more, but make sure that you don't do it too much because lighter weight can look very radically increases to increase it too much. It would be like sharpen a lot. Yes, you sharpen edges or even sharpen. But I would go with sharp and more only next week and just go over to Image Adjustment first, select brightness contrast. And just play with this a little bit. As you see in quick. You can enable disable preview to see how you're seeing what earlier. So I usually don't change these things a lot. Again, you can go over to color balance and the local Hersey maybe add some reds and yellows to it. I really don't know much about like colors and color correcting the immediate, I just go with what feels right to me. Maybe something. You can just experiment with this and look for your own field. They are much more settings here. You can also play with goals like caning. Change, like the complete look of your scene. By this moving a few curl. Also, we have Biddle these photo filters you want on your image or give it a cooling Greta. It will give it a blue, blue like data, but neither leg. Many things you can do in Photoshop. I don't play with these a lot at this guy to achieve the look in the lighting only. But sometimes I can be the color balance a bit or maybe the brightness or contrast. So yeah, I do, I don't like composite might English too much. So I think this will be enough for this word. So thank you guys for taking. If you finish the course, congratulations. I hope you're seeing look pretty good. So thanks for watching. I'll see you next time. 18. BONUS – Creating some more books : Hello, welcome to the first bonus lecture of this course. I will be creating a few more of these just to like even detail are seeing even further. So in this chapter, what we will be doing is we will be creating a few more books to take place on all these desks and chairs to make our theme a bit more detail. So this time we will create proper book like without, without any shortcut like views in this one. So let's start. I have downloaded again of hue, texture of this book. If you want, you need to find these kind of texture which have the front-back and this side of the book so that it is easier to create the texture to make sure if you're creating something on your own. You should find textures like the many available on the internet you can find very easily. So let's start. First. I will disable everything. And let's just enable the chair and a desk. Because I will ties the book delighted to the desk to select this piece press Shift S prefers, let me turn on being cost. He select this desk press Shift S and closer to collected. Let's create a new queue. And the size of the book would be like something like this, I suppose. All right, so I think this much size is fine. Weekend gain a bit for every book that they are a bit more random. So now we can just disable both of them and work with the book only. Okay, so first, I will apply the scale Control a and apply the scale press Tab, press Control R and add the edge right down the middle. Select just this single leg and bring it outward this way, like this. Now the lectin evil Caribbean shadow press Control D and beveled edge liked it. I'll shoot mood and enable auto MOOC. Next, select the book press tab. There's three for B select, and just quickly select all these pieces over here. Then rest. I inserted this leg, this, I think this much thickness for the book will be fine. Then that's all 0s to extrude this and extrude faces along normal. We shouldn't display. All right, I think this looks fine. Next what I will do is select faces on this side, first on the site, then press F to make this like a single phase earlier if you see it had like many geometry, but just select all of the faces and press F to make them a single-phase. This way, they will be just easier to handle. Again, select this press F, and then this and breath. Alright, so now I will share my book. Open up the shader editor. Over here. Let's create a new material name this look. And let's bring in the first book cover and just loved this and head over to the shading tab. And everything is messed up, but we will just solve it right now. Now I will change this from the hair changes to UV editor. We don't need to go into the UV Editing Tab, changed it to you VAD that the leg, the model best stab the leg, the stop this. And now let's line it according to the UV where you can see it is like wrongly blade. We need to rotate it 90 degrees. And now you can feel it. Moved is on the y-axis and the funder next to the leg. I'm moving down like this. Yeah, I think lastly for the backbeat, I'm now being both. We need to go dig minus 90. Yeah, now scale this up, this Magic Laundry. All right, so next what I will do is press tab and select all the three cases. Go over to my material tab and create a new material. By clicking this Add button and create a new material. Let's name the baby and hit Assign. And this way now we have created a separate material. Next what I can do is this color to a bit yellowish. Yeah. So our MOOC is done. Next we're going to do is just duplicate this. But let's scale this down a bit. A lid on the EKG. I don't know, maybe scale it on the data and make it cannot. We just create a separate look and feel to the shader. You lift the leg this book material and be the new book Medea. And what I will do is bring in the next image and just loved this money. Now, the most of it is, everything is correct, so we don't need to change my lead tech or run the nuchal ligament, which in my opinion, yeah. Select them all and yet now define the rest of it. I think it's fine to just again duplicate this book again. This time press S, then shifted and scale it on the x and y plane. And let's make it thicker the lower to the material tab. Hey, did I get that? I mean, and then if the book create a new material and quickly begin the third one on the right. So this one is pretty much fine. I don't think we need to change much. This book is, I would select this one, enable X-ray electrons and move them downward. Like good. Yeah. There's duplicate this one. Again, giving it up or big Gaelic down on the egg. You need to just create a little bit variation and decisive. Create a new, new book material, lead. And create a new book material to now. And let's bring Enda or cover. So I will be doing just five only because this leg a very deprecated top. If you want, you can create mode of B. If for some reason you see that the picture is not appearing in your, what do you need to go back to the shader texture again now, if I now go back to the unique been an art here. And you can do is just move ahead and select it from here. Then it will come up again next, the legs, the gardener, and deal with them all down on the EKG. Yeah. Alright. Now for the last one that it should negate this month and just scale it up. Go back to the shared data, you create a new shader. Let's delete this one. For the last one, we'll bring this one in. And loved this fellow. Alright, so all our books are done now. But what I will do now is just go ahead in the corner. This plus icon will appear and just move towards the right. To make this a single ring login. Let's move them to a new collection, lignin that book. And I haven't just enabled my tears and gas collection. This one. Let's select them all and move them over here. I'm just taking to my camera view. So I will start placing them all here. I think I found if you do small compared to the depth data, them are public. You can just duplicate this one. Move here at the bottom and go gated. I'll be honest, I am placing all the books. Nothing you can do according to your own style. Now you want to place the book, then you want to beat them. Actually there too many tears and death. We cannot create a single book for each one of them. You can be at Lake and place them accordingly. I will just select this one here to the left, one. Place on here, and that is odd. Then X Men plus x again, align it with the object, then type in 180. Flip the book. Next, check with the neighbor liquidity. Yeah, I think they look fine and we can add a few modal be over here also. So let us go back to the viewport shading on leave because that is much quicker. If you guys have time, like I said, this tech savvy, I just duplicated the wrong key. And you should create my double book. That baby's leg variation to your p.sit. You can download the similar picture from Google angle, create more books or her own. They are, I think the basic thing that I want to teach you guys, I think I've done that. I'll go just off-camera, add a few more books and place them in my compete see, the red should also do the same. That can be a little bit of like a homework thing told you. So I'll see you in the next one. 19. BONUS – Creating Curtains : Hello, Welcome to the second bonus lecture. So in the earlier lecture, what we did was we created a bunch of books do populated with more detail. So I just went off camera, added a few more books and just place them all over our care. So you guys should also do the same. I also provided you all those books that I used in the extra. So you can use them if you like or you can use some other ones. Alright, so in this one what we will do it, we will add them proteins over here along our window, because right now if I flip, it looks very empty. So we will just add some of you curtain over here along the windows to make ourselves look a bit more decade. Alright, so what I will do is just select this part, this room only and slash two isolated, not this one. This one. Yeah. So now let's add a plane, press Shift a and add a plane. Move this over here. And let's just rotate it on the x axis by 90 degree. And now let's scale it up. Move it. And just together with the wall. And now we will scale it on the deg burst. I think this muddy is fine. Now alien on the x like this. And Let's press Control a and apply the skill. Now let go back. Press Slash to come out of isolation mode and then slash again to just isolate this single piece, we do not do anything else right now. Press tab lets a to select everything. Then right-click and let's subdivide this. First. I will make it a little bit more wild. Apply the scale and now right-click and subdivide this, subdivide this five times. Now select each one of these vertices, less control and hook to a new object. You just understand why I'm doing this. Okay? As you all must know that the curtain like these are connected to some kind of in real life, also connected to these kind of hook close to you all must know that in real life too, that got into connected to books like these. And they move along this way. So they will act in the similar way only the now what I will do is just select all of them and press I and add a keyframe for the location where we will animate them. Just keep it over at the 60th frame from here. And now intellect, these hooks, not the first one. And move it here like this. Now select all of these again. These figures do it for each and every one of them. Collect all of them, then press I and take the interdict need to import location at the 60th dream. And now if you see we have any metric like this for the hook is like basically a separate object which is connected to this particular vertices outside of the egg Edmodo alter the leg, move it this way. Now what I will do is select that layer and press Tab a to select everything and then sub-divide it takes time. Why am I doing this is because as the floats are a type of clothing authority. So it into a type of float only. So they need like a lot of geometry to be smooth. And we will also be performing the simulation for that needs a lot of geometry. So the last thing to do is stab to go into edit mode. Select each one of these vertices that has the hook object. Go over in the object data property, create a new vertex blue. Next, namely the bins. And assign these. These will help us in the blood stimulation. Over here, add a new block stimulation and in shaped section, select the pin group as being. Now we are all done. If you now display your simulation, you will see exactly like a curtain. And we can, what we can do is just move it this way. And find the perfect location that we weren't up cocaine to be. I think this is looking really nice. Issued move this. What we can do is add another subdivision therapist, modify it to make it even smoother. If you wanted, you can just leave it because it is moved either way. Okay, Let's just remove them. So if you feel like this goal, but each and every frame which you feel is the best, it something like this can happen, don't worry, they'll go over that to 0 and play this again. I need something like 77, then maybe something like this. Now, so what I will do is select this object, press F3, and convert to mesh. Make sure you do that to that now, everything is fine and now if I even changed, if nothing happened, you didn't select all the hooks and just deleted them all together. Red slash to come out of the edit mode will be here. And let's align it properly. Like this. Yeah, I think this is fine. Next what I will do, this, duplicate this less than x minus1, lake. Flip it on the other side, and we'll just use this one on the other side to make our workload a bit easier. If you want to create another one for the correlate the right site, you can create another one next to select them both and duplicate them over this window to other. Right now we're all set. Let's add a cylinder now. Rotated by 90 degrees, like this. Place it here along the Gaelic on the x-axis. I get colors the entire room. Like this. Bring it up here. Yeah, and I think this looks pretty fine. What I can do is this shift mode, this one's enable auto smooth by Shift S and go there to selected to bring the Gaza here. Let's create a new connector and rotated by 90 degrees and place it on the corner. Excitability modifier to this. I'm sorry for working 25. These are like all replicated things that we have done quite a lot of times in the course. I'll just duplicate it over all core tight over all four corners. And next is just to lake. First come out of the isolation mode. And let's create a basic shader for our gotten. The legacy. I'll just move them a little bit on the right. You have to live with it. Enable linger reward. Okay, So right now I know they look very, very near modern, ready? Yes, open up the shader editor. Select all four of them first, and let's just join them altogether. There's Control J after selecting all four of them. Now I'll get back to that angle view. Push, create a new shader. And the only thing I think that we need to do is take the current mission to one. And I think these look pretty good. We can also change the color a little bit if you want. Something like this, Let's add also add a subdivision modifier to need to make them smooth. Yeah. Apply this modifier. Next, let's make them the year increase, the roughness. Low Torah will be 2.75, maybe something like. Next began increase the competition roughness and just make them lake. Little blurry or you see, they're not as transparent as before. So I will take this to be the only, let the leg this particular one. And just move it a little trick here. Alright, so let's scale it down a bit less S then shipped plus zag. And again, to elect district scale. And we will give this the island more detail. Only. Join before. Then join you all with the Lord Mathias only will I mean guard? Object to only view. Control J, we joined them, the pink and it has died and Medea now, and I think everything is fine now we can hang that on final key. And this triangle, setting, lighting, this multiplying, lift and bring it, I live hit F1. Good SQL, and let's just wait for it to render. I'll take the video to render finishes. All right guys, so they're embedded finish now and I think everything came out pretty nicely. One thing that I'm thinking is maybe you can increase the amount of lighting coming from our HDRI to like illuminators even better. And the other thing that we can do is instead we can add an area light in RP to Lake. Create a bit more lighting because it can look it is looking a little bit dark here on this site. But otherwise, otherwise I think that looks pretty good. They are. For this lecture. I'll do the next one. Thank you.