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.