Transcripts
1. Introduction to Class: Hello everyone and welcome
to this new course. In this course, we will go over the entire process of creating this Japanese shrine environment using Unreal Engine five, blender and Substance Painter. We will go over
monitoring and vendor, actually using Substance
Painter and setting up the scene lighting and materials
in Unreal Engine five. This course includes over
eight hours of content, and we will go over
each and every step in this course together and
nothing will be skipped. The course does not
have any kind of time lapses so that you can
follow every step easily. You will also be provided with all the source files required
to complete the course. This includes all the defense
images, the textures, blend files, and also the
Unreal Engine projects. The course is perfect for students that have a
basic knowledge of modelling extreme and want to learn how to
create environments. Everything on this course
will be explained in detail, but some prior knowledge of the software would
be really helpful. You will learn everything
you need to know to create the final results that you see in the images and trailers. The same techniques can be applied to many
other environments. We will start by gathering
some reference images to gain some initial ideas and
the mood for our scene. We will arrange these
reference images in a free program
called pure ref. After this, we will move onto blender and start
modeling our string. We will go over the entire
process of modeling this from start to
finish in Blender only, we will be using reference
images too closely. Create all the details and
the ornamental style designs. After we are modeled
all our assets, we will export them
to Substance Painter. To start with the
texturing process, we will learn to create high-quality and
realistic materials and the key features
of Substance Painter, like smart mosques, generators,
smart materials, etc. After this, we will import
all our models into Unreal Engine and explored the textures from printer
to Unreal Engine. To enhance our
scene even further, we will make use of the newly introduced
mega scan trees that are provided to us for
completely free as Unreal Engine
users by quicksort, we will learn to use
landscape tools, the foliage in tools to place all these
trees in our scene. We will also learn to customize their different settings
of these trees like boom, seasons, leaf
color, health, etc. The next step would be
to set up a lighting and create a mood and
atmosphere for our city. We will make use of
the new features of Unreal Engine such as Newman to get realistic
lighting for our scene. Next, we will set up a
post-processing volume to further enhance the visuals. We will end this course by setting up different
camera angles, taking high-resolution
screenshots for our portfolio, and setting up a daytime
lighting setup for our scene. We're going to learn
a lot of things, so I hope to see you there
in the course. Thank you.
2. Going Over Our References: Hello everyone and welcome to this new course in
which we will be creating a Japanese
shrine environment from start to finish. In this very first lecture, what we will do is we will go
over our reference images. I learned how to
organize them properly with the help of a free
software called your Riff. I'm pretty sure most of you
guys already know about it. So for those who don't know, Let's quickly install it. I type in pure ref
in the search bar. Click on the first link, head over to download and
select your operating system. So I am currently on
a Windows ten PC. I'll select this one. And although it is
a free software, you can pay for it if you want to support the development. But right now, I'll go over to customer amount and set it to 0. You can just pick download. As I've already downloaded and installed this software before, I won't do it again. So you can just click
on this file and install pure RREF if you
haven't already done it. I'll just open it up from here. Alright, so let's bring in
our reference images now. So to do that, just go
over to your course files, heading to the reference
images folder. And just select all of
these reference images and noun drag and drop them
onto the board referendums. Now we'll just wait a
bit for them to load. Now, all of them are here. Alright, so these are all the reference images
that we have right now. I have grabbed them from
different sources like Google interest and some from different artists
on our session. Also, a lot of these
reference images are from this reference back
of traditional Japan. I have asked the creator
of this back and he allowed me to share these
images with you guys. So it is really great pack with all these detailed
images that we can use to create
our own project. So all the defense images,
textures, project files, everything would be
available to you in the course files only included
with the video files. These are all the
reference images that we have right now. We keep adding more to these as we keep on moving
further with the course. And you can also add some
images of your own if you want. Actually, we won't be using pure ref that much
throughout the course. We will be using it
during some parts, but for most of the part, we will be using single
reference images like maybe this one or something like this may be
directly in Blender only. But still let's go over some
of the basics of pure ref. The very first thing is you can hold your right-click and move the pure ref window
like this by holding your right-click and place
it anywhere on the screen. Next is you can
resize the size of the pure ref window just
by dragging its edges. And you can also select
the images and scale them, rotate them, engine, organize them like in
whichever way you like. Next thing is if you
just hit right-click, you can access all of the
commands and the settings. First, let's save our scene. So go over to save, save. Let's save this as
reference images. I will save it in my
tutorial folder only. And let's hit Save. Next is if you just
hit right-click, go to Mode and enabled
always on top from here. This will do is this will keep our pure reference to always
on top of the other windows. If you just open a blender, you can see pure ref
stays on top of this. It does not minimize.
So now you can just maybe select
this image like this. For example, if I'm
trying to make this, I can just place my pure ref window over here while working
in Blender only. So it makes it a lot easier
to work and create things while I can view the
images simultaneously. The next thing is if
you want to minimize your period referendum while you are in this always on top mode, you can just use your
task bar from here and minimize and
maximize it like this. You can just hit right-click, go to Window and hit minimize. The next thing is if you want
to focus on a single limit, you can just double-click
over it and you can see your referenda will
automatic zoom over it. You can select maybe any image and just double-click
and it will zoom. If you just hit right-click,
there are a lot of other functions that
you can go through, but as I said, we won't be
using pure enough that much. I think this much is
enough for this video. In the next video,
we will start with the modeling part of our course, and maybe we will start
by creating the roof. I think. If I can show you an image, whereas it, yeah, I think we'll start by creating this
roof structure like this. I'll see in the next video.
Thank you for watching.
3. Creating the Roof: Hello and welcome to the
second lecture of this course. In this video, we will start with the modelling section and we'll start by creating
our roof of the shrine. The way we're going to do that is we will use the
reference image. So if you go into the
reference image folder, you will find this
particular reference image. Let's bring this into
Blender and we will be using this image to
create our roof section. To bring this reference
image into Blender, what we need to do
is first let's press a and delete all of
these existing objects. So press a to select
everything, then press Delete. Also, if you can see over here I've turned on my
screencast keys. This way you can see all of the shortcuts that I'm
performing through my keyboard and mouse so that it is easy to follow me around the
course. Alright? I will press one to go into
the front orthographic view. So orthographic views like a 2D view of all
different sides. If you press one, it will
take you to the front view. Three will take you to the
right view, seventies for top. And nine is four bottom. Also one more shortcut
that I want you guys to remember is if you press one, it will take you
to the front view as you can see over here. But if you press
Control plus one, then it will take you to
the back orthographic view. If you press three, it will
take you to the right and control plus three will
take you to the left. In a similar way,
seven is stopped and control plus seven is bottom. So I want to bring
this reference image into my front orthographic view, suppresses one for the
front orthographic view. Press Shift plus a new object. Go over to image and let's
add a new reference image. I will just quickly head
over to my tutorial folder. Let's bring in the image now. Just double-click here to
bring it into Blender. The reference images
here now and let's start by creating
a roof section. First I will press Shift a
and let us start the plane. So go over to mesh
another plane. The plane is added like this, so I will just rotate
it on the x-axis. First, press R to rotate it. Ten plus x could lock
it on the x-axis. Then you can just type
90 in your number back to rotate it by 90 degrees. Now let's press one again for the front view and press Tab
to go into the edit mode. Currently we are in the
vertex select mode. As you can see.
If you press one, it is for vertex select. If you press too, then you can
see it is for Edge Select. And three, you can select
the complete phases. Alright, so I press one and let's come back to the
vertex select mode. Now currently we have four
vertices to work with. And I just want to merge them, all of them into a single one so that it is easier
for me to work. So to do that, just
select all of them. Make sure you're
selected all of them. Press M to merge. This is the shortcut
for merging. And then merge them
all at the center. Now, everything is disappeared, but if you just press G to move, you will see you are moving. The single word, suggests select the single vertices
as G to move it. And let's place it over
here, right over here. All right, so to create
this roof section first, what we will do
is we will create this small part that you can see over here that
goes starting from here, like this and this. Then we will create all
these separate parts one-by-one, then this one, then this one, then
the inner parts are, so let's first start
with the outermost one. To do that, we just need to
trace this complete outline. So press E, extrude
this single word. See, make sure this is
selected and then press E. You will see it is
extruded like this. And now we just need to match with the reference
image and keep on pressing E again and again to just trace this
complete reference image out. That's why having a reference
images so necessary, because it helps you a lot. So I am just pressing
E again and again, as you can see in the screencast
key is also over here. I'm just pressing E multiple
times and extruding this and then placing it over
this reference image line. Also one more thing that
I wanted to mention is if you press E, you can see this word
c is moving like this. If you hold Shift right now, you will see this vertices
moving a lot more slower. So it is easier to place and make a little more
besides movements. And if you just release shift, you see it, It's moving
a lot more faster. So just hold shift for
precise movements. And let's place it over here. Now what I will do is as
there is no line over here, just press E and extrude
it roughly like this, just straight from this point to over here on this
line, like this. You don't have to be
very precise about it. I think something
like this is fine. Yeah. Now just press E again and let's keep on extruding here. Now I will just quickly
completed this. You can also pause the video and try to complete
this on your own. I'm just pressing
E again and again. And extruding this or I mean, extraordinary single vertices, the complete reference image. I should just warn
you that we will be doing this quite a
lot in this course. And it kind of makes a
lot of things very easy. Place it somewhere over here. Let's continue to
the right side. Let's leave this
vertices over here only. And I will continue
again from this word c. One thing that you can do is by pressing E. If
you press like x, you see I've logged
this vertices moving only on the x-axis. So if you're extruding
something in a straight line, the shortcut is pretty helpful. So just press E, then
press X to lock it on the straight line and let's place it over here like this. All right, Now I will
do the same thing. Let's just extrude this
inner straight line somewhere around here. Now I will just join
these two words, disease. To join them. Select this word, see like this, then hold shift and
select this word c, then press F to join them. All right, now I'd complete first part
of the loop is done. What I will do is I will
select this reference image, press G to move this. Then press Y to lock
it on the y-axis. And let's move it a little
bit far back because it does not really
matter when we go into the front
orthographic view, it will look the same. So we can move it a
little bit five back. Alright, so the first
part of a roof is done. Let's just select
this one again. And let me just adjust these vertices a little
bit more properly. Alright, so press Tab again, press a to select everything, and then press F to
fill in the face. What we can also do
is just press tab, this tab, go into the Edit mode, press a to select everything. Then we can extrude
this backwards like this to create the
roof like structure. But I'm thinking I
will do this for all the pieces together when we're done with all
the roofs pieces. So we'll just quickly press Tab again and just press X and delete all the vertices that we are just left with
this single phase again. All right, so I'll press is one. Now, Let's create
these inner pieces also to create a roof. What I will do is I
will select this piece. Let's name this roof one. I will just hide this for now. So press H. You can just use
this shortcut from here, just enabling or disabling
this, disabling this icon. To bring back anything
that is hidden, you can either use this icon or to bring back all of the things that are
hidden at once, you can use the shortcut
alt plus H, like this. Like for example, if both
of these items were hidden, I can just press Alt H and
all of them are back now. All right, so I will
just hide this for now. Again. It's the same process, press Shift plus a,
let us say the plane. Here it is rotated
on the x-axis by 90. Press tab and I will
again merge this, merge all of these vertices
into a single vertex. So press a to select everything. Press M to merge, and let's merge at the center. Press G to move this
vertex and let's place it. Whereas it, Let's
place it over here. And this time we need to
create this inner peace. Press E. And again, we need
to just extrude this completely and this
whole reference image. One is pretty easy because we just need to follow the lines. Again for this part, I can press E and then plus x to lock it on the x-axis
and place it over here. Then just continue extruding. Alright, so again, we are done. We just need to join these two. Now I want both of these vertices to be
at the same level. So to do that, let's just select this one. Go over here and this
is the snapping. So change this from
incremented to vertex. All right, so now
while I move this, I will press the Z
axis to lock it on the z-axis, then hold Control. And I will move my mouse
over here and then you see it snaps to this
particular vertices like this. Make sure you are
holding control. And now both of them
are in a straight line. Select them both and
press F. And all right. I think we are done
with this piece now. Press Tab again, press
a to select everything, and then press F to
fill in the face. And now we're done
with two of them. Just quickly press one, we can just move this a little bit inverted
like this so that there is no, there is not too much space
between these two pieces. I think this is fine. It really won't be noticeable
when we just press tab, select all of them and extrude
them backwards like this. Right now, I'm not
going to extrude them. I will extrude all of these
pieces together only. Okay, so by now, we
have done quite a lot. So let us save our files first. So press Control plus S. I will save it in
my folder only. Let's name this as
shine and hit Save. Let's rename this piece also selected double-click over here. Named these two roof BCE to press one again
for the front view. And let's compute this piece. Again. I will hide both of
these as H to hide them. Press Shift a and add a plane. Rotate it on the X by 90. Let's match all of them
in both single word. Press a to select everything and then merge them at the center. Please just see over here. Now we can just
quickly extrude this. Again. This is like a
protective parcel. I'm not really speaking anything because there
isn't much to say. We will be doing
this quite a lot. So we just needed to extrude this magic with the
reference image. So it is pretty easy
under predicted. Let's complete this quickly. Now, select both of
them and join them. Press a to select
everything that press F to fill in the face. Now let's press alt plus H to bring back
all of the pieces. Alright, so now
we'll just extrude them to select all of them. First, let's rename
this to roof P3. Dollar of them press Tab, press a to select everything. Deletes, extrude them like this. Press N to bring
up this side view. I bought and then go over
to the items section. And we can also check the
dimensions from here. I will extrude them or
give them a length of about three meters, maybe. A little bit more. Yeah, I think this is fine. Length of around
3.63.063 meters. I think this is fine. Let's select all of them, right-click and
shade smooth them. Now you can see the
shading is all messed up. If we select this piece, any of the pieces go over to this object data properties into the normal section and
enable auto smooth. You can see the
shading is fixed. But we don't have to do this
for each and every object. What we can do is let me
just undo everything, select all of these objects. And if you just
enable auto smooth, you can see only one of
them is being affected by. But if you hold Alt and
then enable auto smooth, you see all three of
them are being effected. So hold Alt and enabled auto smooth to correct
the shading issues. One more thing that
I will do is go over here and enable
shadow and cavity. This setting rail
does nothing but it actually makes our edges
look a bit more visible. Nothing too special. But if I just enabled
and disabled this, you can see the edges a bit more visible
and easier to see. I'll enable this. Next, what I will do
is select all of them, press Control a, and
apply the scale. And also let's add a bevel
modifier to each one of these. Go over to the
modify properties. Let's add a bevel modifier to this enabled hardened normals. This one also. Let us reduce the bevel modifier
for this one a little bit. Something around here. And let's start to this also
enabled harder normals. And let's reduce the bubble
just by a little bit. I think something around here. Yeah, I think the
starting of a roof. Roof looks pretty fine. Next thing that I will do
is select both of them, press S to scale them. And then I will press S, then y, and scale them a little
bit inverts on the y-axis. You see it is not
scaling properly. You see you this
scaling very weirdly. The reason of this
is the origins of these objects are not in
the correct position. Just select all of them. Go over to object and set origin and set the
origin to geometric. Now you'll see all
of the geometric, sorry, all the origins
are in the correct place. So again, I will
select both of them. Now I will press
S to scale them, and then press Y to scale
them on the y-axis. And I will scale
them a little bit. Inverts like this.
This one also, just a little bit. Yeah, I think something
like this is fine. I think this much is enough
for this first video. Let's press Control plus
S and save a video, or I mean save our files. Also, I will move
this reference image into a separate collection, select this image, press M, and select the new collection. And let's name
this collection of images that we can place all the reference images into a
single collection only and we can just easily
enable and disable them. Yeah, I think we will continue from here
in the next video. Thank you for watching. I'll
see you in the next one.
4. Finishing the Roof: Hello, welcome to Chapter three. So let's continue from
where we left off. I'll press, let me just turn
on Screencast keys first. I'll press one for
the front view. And in this video let's make the top part first of our roof. If you see in this
reference image, not all of the top
part is very clear. We cannot make out
what this stuff is. So we won't be creating
the complete top part. We will be just taking
some parts from it from this reference
image. Let's start. I'll press Shift a
and add a plane. I will just press Tab, press a to select everything. And now let's just press M
and merge them at the center. Let's create this piece first. I will place the vertex
over here somewhere. And again, we just need
to extrude this result, the reference image like this portion, I'm trying to create this
one if you can make it out. Allergists follow this line. Here. We don't need to go like this, like this. I'll just press E and then
move it on the y-axis. On the x like this. Just keep moving further. Alright, let us join these two vertices.
So select them both. Press F. Yeah, I think
this looks fine. Press Tab, press a, press F to fill in the face. Just move it like this to
see if it fits perfectly. I think it looks fine. Just press Control Z to go
back to its original place so that it is matched
to the reference as we will create
some more stuff also. Next, let's create this piece. So I will add another plane. Let's merge this. Instead of adding
plane again and again and then merging
it into a single vertex, there's one more thing
that we can do that is go to Edit, go to Preferences. And in the add-on section, search for extra objects. You can maybe
enabled both of them measure also and curve. But we actually need just mesh. But yeah, you can
enable both of them. Now if you press Shift a, you will see you get a lot
more of options over here. If you go, instead
of selecting plane, you go over here single word
and just add a single word. You will see first we
need to press Tab. I think we have got
ourselves a single vertices. We don't have to go through
that process again and again, adding a plane and merging
it into a single vertex. Let's just place
this over here now. Again, we need to keep on extruding from here. Just move it like this. Start from here, only. Press E Again.
Keep on extruding. Just try to match it
with this part of your bees or object. Let's select both of them
and press F to join them. I will select this piece, press Tab to select everything, and press F to fill in the face. It is a little bit
unsymmetrical over here. Let's try to solve this. I will just select
this vertices, press X and dissolve this, that it gets removed. Now I think they look fine. Alright, let's save
our Blender files. Alright guys, so let
us move further. I'll press one again. Let's create this top piece. Again, I will go to Mesh
and add a single word. Press tab and make sure you
are in the word select mode. So press one and then press
a to select everything. And then you can
put G to move this. Let's place it over here. And this is a
pretty basic shapes suggest plus e to extrude. And let us just
quickly Press it out. It is pretty much
straight lines only. Alright guys, so now select
both of these vertices. Press F to select them both are, I mean, join them both. Then also select
these two vertices, then press F to join them both to create two
separate phases. Now you can select
all four of them. I mean all of the vertices and then press F to
fill in the face. Alright, next, Let's just
move this over here. Now to create these
cutouts, as you can see, what do we need to
do is press Control R. And you see we are
unable to add an edge loop. Control auditors
shortcut for edge loop. So what I will do is first
let us remove this vertices. So press X and
dissolve vertices. Then press Control R and
add a vertex over here. Press G to move this and let's place it
somewhere over here. And now we just need to join
both of these vertices. So select them both and make
sure you press J this time. And now if you press Control R, you can see we are easily
able to add an edge loop like this to a loops to go
through this complete loop. And you can see we
can now address. We get now press
Control R again and add six edge loops
may be like this. Let us just place them
according to these lines. So hold Alt, select
this complete loop, place it over here.
One over here. Make sure I'm pressing G twice. I'm pressing G12 times like this to move them along
the same edge only. Hold Alt, select
this complete loop, press G2 times and
move it like this. I think we need to
add one more loop. So press Control R
and add one here. Let's do the same thing
over on this side also, press Control R. Let us
start a single vertex, but as G twice and
move it over here. The difference between
pressing G one says that if you press G1 so
you can move it anywhere, around, anywhere you want. You can move this vertex
anybody you want. But if you press do two times, you see it is locked on the single edge and I can
move it on this single edge. Only. Place it over here. And let's just join
both of them and press G. Make sure you are
pressing G N naught f, Because if we press F, it will, it can cause
some weird issues. So make sure you're
joining them both. All right, Let's add
edge loops like this. Six like this, 123456. Just hold Alt and select all of these edge loops and move them according to
the reference image. Now press three for Face, Select, and select
all of these phases. Like this and press X
and delete the phases. Now we have gotten the shape. Next, let us just extrude all of them to
give them proper shape. So I will select
all three of these. Move them down over here
along with my roof like this. Let's move them a
little bit backwards. Also, let's place their
origins correctly. Go over to Object Set Origin, region to genetic tree. I will deselect this piece, select just these two, these bottom two estab, press a to select everything and E to extrude them like this. Let's extrude them till
the back over here. I think this is fine. Select them both and
right-click and Shade Smooth. Make sure to enable
auto smooth, hold Alt. Select auto smooth. Alright. Next I will add a bevel modifier
to both of them. Also apply the scale. So to apply the scale, make
sure you set both of them, all three of them
actually then press Control a and apply the scale. Also enabled the
hardened normals. This piece, we actually
don't have to extrude this all the way to the back is press Tab to select everything. Then extrude this a little bit. I think this much. Then also add the Boolean
modifier to this. Enabled hardened
normals to smoothen out the edges and also
enabled auto smooth. You can see some kind of weird issues or
going over in here, just decrease the bevel amount
where everything is fine. I think the next, select this piece
again and let's move the origin to geometric again because we
have extruded this. And now I will matter this piece over here so that it
mirrors perfectly. Select this piece either
mirror modifier, head. It is. Right now, it is not
working perfectly, but we want this object to meter according
to this object. So what I will do is select
this object, this one. Go over here in the
middle object command. Take this eyedropper tool
and select this object. And make sure you've selected the y-axis and disable the x. And now it matters perfectly. Let's move this a little
bit back over here. Alright, so our roof is
looking pretty good. Let's create some more
pieces if you want. You can do this
also, but I will, I will not be adding this because it is really
a preference thing. If you like the shape
you can add it, it is pretty easy to make. You have to just extrude some vertices and then
give it a thickness. Another piece that
I will create this, maybe this one, and this
is a pretty easy shape, so we can quickly create
this single vertex. Where does it? Make sure you
are in the vertex select? Currently we are
in the face mode, suppress one to go into
the vertex Select, and now you can move it. Please sit here. And let's just
quickly extrude this. I'll just select both of these
and press F to join them. Also, if you want to smoothen
out a gardener or a vertex, you need to press
Control Shift and B. And you can smoothen out like this and use your scroll wheel to add more vertices to
smoothen out this week. Let's try this one also, let's press Control Shift and B. And you can see, I'm
smoothing this out. So it is a pretty
handy shortcut. Alright, next what I will
do is select this piece, press Tab, press a to
select everything. Then press Shift plus
D to duplicate this. Press X to lock
it on the x-axis, and let's place it over here. Now to flip it, you need to
just press S to scale it, and then press X to
scale it on the x-axis. Then type minus
one on the number by the flip it like this. Now I'll just place
it over here. Alright, we are good to go. It does press Tab, press
a to select everything, and then press F. Let's
move them a little bit back and also change their
origin to geometric. Now again, I press
Tab and then this, and then just extrude
this backwards. Like this. Click and shapes move this
enable auto smooth. And also let's add
a Boolean modifier. If you're not liking
these edges showing up, you can just press tab, select them, select
all three of them, then press Control plus
b. Two, bevel them. Make sure you're just pressing Control plus b and not
control shift and V, because Control Shift and B is for single vertices like this. But if you're doing
it for edges, press two for edge mode, select all three of
them, then debt, then just press
Control plus b two, bevel them like this. I think this one is fine. Similarly for this side
also, let's do it. Alright, so I think our roof is looking
pretty good so far. If you want to add
some more shift like this one we left out or maybe
some other one of these, if you can make these out, feel free to add them because it is really
a preference thing, but I think I will keep
it till here only. We might add a few things
later on in the course. But for now I think
this much is fine. I think this much is
enough for this video we will continue from here
in the next lecture. We will be creating
these stuffs over here. We'll continue in the next
one. Thank you for watching.
5. Creating the Details: Hello guys. Welcome
to Chapter four. So let's continue
from where we left. Press one for the front view. And let's create this piece now. Again, I'll press Shift a
and either single word, best one for the vertex
select mode and select this vertex and let's
place it over here. Now I will just quickly
extrude the boundary of this object from
a reference image. By now, I think
this is pretty easy for you because we have
been doing this a lot. Just quickly extrude and trace out the complete object
from the reference image. What we can do is we
can hide all three of these so that it is
easier for us to work. Select the word
again and press Tab, and let us quickly extrude it. Now let's join
these two vertices to select them both and press F. Now press tab, select everything to suppress a inverse f to fill in the face. Let's press Alt H to
bring everything back. And now I will just press E to extrude this
backwards like this. Go to object and set
origin to geometry. Let's right-click
and shade smooth and also add a bevel
modifier to this. Enable auto smooth from here, and also enabled
hardened normals. Reduce the Babele amount.
I think this is fine. Next, I will mirror this object. Let's add a mirror modifier. Again, we need to select
the mirror object as distinct meters
according to this, now press Y, Z, I think. Yeah, remove y and x. And now emitter is
perfectly alright. Next, if you press one and
see these things over here, they are not really visible
in this reference image. So we will create later, we will create them later on using a different
reference image. For now let's hide this image. We will be creating this piece, but not using this
reference image. Because again, if you zoom in, you can see it is not
very clear in this image. I will just hide it for now. And press Shift a again. Go to image reference. Let's search for the
proper reference image. Yes, this one. This is the 2481. Just select and open it up. Press seven. I think it is not
aligned properly. Press N, go to Item and select or hold your leftmost click and select all
of them like this. Then type in 0, that
the rotation is reset. Now I will press
on then x type 90, rotate it by 90 degrees. What we can do is let's
move it over here. Now press Slash to go
into the isolation mode. By isolation mode, you, what you can do is any object
that you have selected. For example, if I
select this object and then present the interest
slash on my number by, I will move to a
separate isolation mode where you can work easily with a single object
only that there are no disturbances
from other objects. If you press Slash again, you will go back to
your normal mode. Select this image, press
Slash to go into isolation. Press one for front view. And this time I
will add a plane. So press Shift a, go
to Mesh and the plane. Let's rotate this plane by
90 degrees on the x-axis. This time I will not be
merging it or do I will do is place this word. See just over here
at the center. Now press Tab Risk Control R and add an edge loop
right down the middle. You don't have to
move this edge loop. Just hit right-click to set
it at exactly the center. Alright, now select
both of these vertices, press X and delete them. Now I will add a
mirror modifier. Why I did this was because now I need to just create this
left side of this piece. You can see if I
move this vertex, this one is also
moving on its own. So we have to just
squeeze this left side, the right side, the right side, the mirror modifier
will take care of. Let's select this word, CAN place this over here. If the mirror modifier
does not line up properly with the right
side of the image. That is because the image is not perfectly in
orthographic mode, the image is a
little bit skewed, so you don't have to
worry about that. Just cleared the left side properly and don't worry
about the right side. Now what I will do is now
I will just select this, press X and dilute this. And you're now I will
select this word c, control, and let's line it
up with this one over here. Now we just need
to again extrude these vertices and match
with the reference image. So press E. Let us just quickly trace
this complete object out. As you can see, the
mirror modifier is working actually correctly, but it is not lining
up with the image perfectly because the
images are symmetrical. So you don't really have
to worry about that. Just keep on extruding. Everything will be just
we need to make the, we just need to make
the left side properly. Alright, now what I will do is first make sure you
enable clipping. Let me show you what
actually clipping does if you move your
vertices now like this, you can see the boat
cross each other. We actually don't want this
just enabled clipping. And now they both
will join like this and not move further
past the centerline. So let's press E one last
time and join them like this. Now you see the left
side is done and the right side is automatically taken care of by the
mirror modifier. Now I'll press Tab, press a to select everything and then press F to
fill in the face. Now our shape is done. Next. Let's create
these cutouts, as you can see in the reference. To create them,
what I will do is press K for the knife tool. The next tool which will
help us with this task, select this word to
see how it over here. And now I just need to, sorry, risky however, this
word click over here. And now I just need
to again trace this out by just using my
left mouse button. We don't really need
to press anything. One more thing, if you want to. Move your viewer around,
just hit right-click. You can move your viewer on the points that
you have marked using the knife tool will
stay over there only you can
reposition your view. Then click over here again, and then you can continue. You see you can just
hit right-click and then reposition your view. And then again
click over here at the last point you just created. Then you can continue
from there only. I think this feature was
added in Blender three only. So make sure you are using
the blended three version. Let's continue click over here. Now we'll just keep
adding the point. Now let us join it, but this word is C over here, so just click over here. Now hit right-click. Now everything is done. Just press Enter and you see the vertices
have been added. Let's move this a
little bit over here. And now if you just come
out of this x-ray mode, press Tab again, press
three for free select. You can see these are
now two separate phases. The advantage of this is
actually when you press Tab, press a to select everything. Now you can just extrude
this leg this way. First, let's
right-click and shade smooth enabled or two smooth. Press tab. Let's
select this face. And instead of just extruding
it backwards like this, you can see we can do that, but it will create these. If you can see. First I
will just reset the origin. So select this set origin,
origin to geometry. Okay, Sorry, actually forgot we are still using
the mirror modifier so we cannot really reset
the origin right now. We can reset it after we have applied
the mirror modifier. Let us do it later on. Whatever is actually telling us. If you use the extrude
modifier just like this, you will see all these phases. Let me show you
like these phases. We don't really want them. Let's press Control Z. For this to work properly, we will use a separate tool. If you press D,
this bar will come, come out toolbar or press T and hover over this
extrude function. If you just hold
your right-click, left-click over here, you will find this extrude
manifold command. So just select this
extrude manifold. And now, if you just use this yellow icon and
push it like this, I think this is fine. You can see we do not see any of those annoying phases and
this extrude is perfect. Let's add a bevel
modifier to this. The bevel modifier is
not working right now. What do you need to
do is just go over here and enable Clamp overlap. Everything is really messed up, so just decrease
the bevel amount to where everything is fine. I think Teilhard is fine. Just right-click
and choose mode. Enabled hard and normals. Alright, next one again. Enable X-ray. And let's
create these cutouts now. Press Tab express K, again to select this word, see, and start to trace out from the reference
image like this. Hit right-click and press Enter. Now select this
phase and let us use the extrude manifold
to push it like this. I think it is looking fine. Press one again, enabled x-ray. Estab again, press
one, select this word. See. Again press K. Let's
create this, this cutout now. Scale again, and let's create
this also in one goal only. Let's join it over
here and press Enter. Now select both of these phases and extrude them
backwards like this. Sorry, we don't have
to extrude them. We have to use this yellow icon that we use the extrude
manifold command. Just push them like this. Now select this last phase and extrude this
backwards like this. Now we have created a shape. Let's save a blended files now. Alright guys, so let
us move further now. Rest one again. And now let's create
this stuff over here. Let's add a new word, rest and one, and let's
place it over here. You can move back to
the Selection tool now that this yellow icon does not appear again and again, place it over here
and start extruding. What we will do is now we
will move along this line and make this single object. This way we can
separate objects. First, we will create this, then we will create
this object at the bottom to give it
like a layering effect. We don't want to
put them all into a single object. X-ray. Join these two vertices, select them both and press
a to select everything. Then again press F. All right, Next press tab again and select
any one single vertices. Press Shift plus D
to duplicate this, and let's place it over here. Again. Start extruding. Again, like to save some time, you don't have to be
very precise with it. You can just move roughly along the lines because no one knows how actually
it looks like. So you can just roughly
place your vertices. You don't have to be
very precise with them. Also, these objects will
be like really small and appear very
small inner cameras, so we don't really have to worry about the appearance that much. So I kind of moved off the
wrong direction from here. And you go like this over here. Now let's move to
simply like this because this part when
we really visible, so I will just place my vertices
roughly along like this. Let us join both of them to
select everything then plus f. Next what I will do is these two are
kind of overlapping. So press three for free, select, select this face Presby, and separate these by selection. So now they both are
separate objects. Again. First let's reset the origin to set origin and origin
could geometric. Let's place it like
this a little bit back. Select this piece press tab. There's a to set everything
and extrude this like this. This one also like this. Let's share smooth them both. And enabled auto smooth, hold Alt and then enabled or to smooth do enabled for
the both of them. Give it a little
bit more thickness. Already pressed one again. Let's quickly create this piece. I'm not sure if this thing is the shadow of these designs. It is actually the
part of the design because this thing definitely
looks like a shadow. I'm not sure. Let's just create it. If it does not look right, we can just remove
it at any point. Let's add a single word again. Quickly create this shape over here like this. And then just quickly please a long word
season joined them both. Press F, press a to
select everything. Then again press F.
Let's reset the origin. All right. Now what we can
do is select this piece, estab again, enable X-ray. Let's press K for
the knife tool. Let's create this
circle like thing. Again, just, I'm just
roughly placing vertices. Just do it something like this. Maybe select this face, press I to insert this lecture. Let's extrude this outwards. Scale it down. Press I again. One more time. Let's move this behind. This. A little bit of detail, and let's just join
all three of them now. Select all three of them, press Control plus j. Let's add a bevel modifier now. Apply the scale. So press
Control, apply the scale. My screencast keys
were not on two now, I'm sorry, I forgot. Enabled hardened normals. And instead of
moving it like this, let us just move it
in the front only. Let us try and enabling or
disabling clamp overlap. Manually control our bevel. I think lamp overlap enabled
was fine. Next lesson. Let's move on to these pieces. Save our files. Let's create this
remaining pieces. Now. Again, I will add a single work, one and let's place
it over here. I'm pretty sure is the shadow. So we won't be adding
this to our creation. So let's just start from
here and start extruding. Let's move from
inside like this. Next, let's follow
these lines and move this way to create that button that the
difference image is showing like this. Again, we don't have to be
really precise with it. Just move along the line
somewhere like this. And keep on following
this ridge over here. Now let's just join
these two words. See select them both. Press F. Press a to
select everything. And then again press F. Alright, select this word,
see, duplicate this. Let's place it over here. Let's see, Let's start extruding this word c. You can also do this whole Control Shift and bevel this to
smoothen out some of the edges or the vertices
that are looking to shop from here. And let's just move
over here like this. It just makes sure to stay away from this line
just a little bit. They look like separate objects. All right, Now from here, let's just join both of these. Select this vertex and this one. Press F to join them with
a to select everything. Then press. Let's just separate
both of these objects. Press Tab going to
face select mode. Select this face, press B, and then separate by selection. Select this, press a to select
everything and press F. All right. Move them. Let's move both of
them allergic back. First, let's set the
origin to geometry. Stab on both of them and plus a, then extrude them backwards. Right? Let's bring this one
a little bit up like this. Now let's just shade
smooth both of them. And also to smooth. Now what I will do is just
joined both of these and this also that they get the modified, make sure this one is
the active object. Active object is the one
with the yellow outline. First select this, this, then this one at the last. The reason I am making this
the active objectives because I want both of these to
have the bevel modifier. So because this object
has the Boolean modifier, so we want to make this
one as active object. Now press Control G. Now, both of these objects also
have the bevel modifier. All right, let's move on to this last piece and
quickly create this. Let's start a new vertex. Let's place it over here. Start extruding. And again, we just need to match
with the reference image. Let's see how we can, maybe you can go
from here like this and then over here like this. Yeah, I think that
could be fine. Let's go like this now. I'm trying to go a
little bit faster now because reduce really long now. But you guys can take your
time creating the shape. All right, Let's move like this. Also one more thing that
Eigen suggest you guys is you can just excluding and doing
very replicative stuff. You can increase the
tutorial speed to like maybe 1.25 or 1.5. I'm pretty sure it
would be manageable. Because when I also
used to watch $2, I used to watch it like
1.51, sometimes two also. Just to go over this stuff very quickly because most of
the stuff we already know, but when it is your first
time doing something, then you can take your time and watch it at the original speed. But if you already know
about most of the stuff, you can just watch it at
1.5 to save your time. All right, Let's just don't
join both of these vertices. Suppress F. Press a to select everything. Then press F, fill in the face. Estab again, select this word, see the Shift plus d. Let's
place it over here, I think. Start extruding. This is, I'm pretty sure the shadow. So I'm not going
to include this. Let's just move on like this. I'm just making it a
bit closer to this one. I think this is fine. Just keep on extruding. Alright, so select them both. Press F. This time hold Alt, and click over here
anywhere over this line. To select this complete loop, press F to fill in the face. And select them both. Now press Tab, press a and let's extrude them
backwards like this. Set the origin to geometry. Let's place them over here. Let's shade smooth them, and also enabled auto smooth. Alright, select this piece, then select this piece, then press Control
J, and join them. Next, I will just
duplicate this. So select this piece, press shift D,
place it over here. Press S, then x, and type in minus one
to flip it like this. And let's place it over here. I think it came out pretty good as it is pretty similar
to the reference image. I think it is looking good. I will just hide this
reference image, press M, and let's move it to the
reference image collection. But first let's come out of the isolation mode
suppress slash m, and let's move it to the
reference image collection. And let's hide it for now. Obviously we need to
scale them down a little bit like this. Let's just delete
this one for now. First, let me place
this one properly. Rotate it like this. I'm just trying to place it properly the way it
would look good. I think. Yeah, something
like this would look fine. Just select this
again, press Shift D, then press S, then x, and type in minus one. As you can see, it is
not flipping correctly. The reason is because I rotated this up by
a little amount. So first we need to apply the
rotation, press Control a, and apply the rotation
and might as well apply the scale also.
For this one also. Alright, now if you select it, press S then x, then type in minus one. It will flip perfectly. And let's place it
over here like this. Right? I think it is
looking pretty fine. The next lecture we will
add some light volts over here and give a building a little bit
of more structure. Before that, let's just
join both of them. And what we can do is let's move them over to
the right side. Also. Select this side of the mirror modifier.
The middle object. Again, select this, select the z-axis and
disabled the x and the y. This one also, obviously we
cannot do mirror modifier. So again, we will add the
numerator, modify it, select the middle
object as this one, the z axis, and
de-select the x-axis. Let's hit Save. All right, so I think this much is
enough for this video. Thank you for watching.
Continue in the next one.
6. Adding more Details: Hello guys. Welcome to chapter five. So let's continue
from where we left. If you'll just enable the
reference images collection, let's just hide this one. So press H to hide it. Let me enable to
swing cost keys. I press one enabled x-ray. You see we needed to
create these things, but we're really not visible
in this reference image. So let's use a separate
image for creating these. So I will just hide all
of the reference images. Breast one for the front view. We're shifting and let's
start a new reference image. Google to the reference
images folder. You will find this one. Yeah, this one. So just double-click
and open it up. This has a very clear view
of what we need to create. So let's just hide. We can just select
this press Slash to go into the isolation mode, press one for the front view. And let's add a single word. So press Shift a and
add a single board. Make sure you are in the
vertex selection mode. So breast one and
place it over here. For this, I'm going to
use the mirror modifier. To use the mirror modifier
predatory first I need to move this origin
point exactly over here, only go over to Object set
origin and origin to geometry. So now you can see the
origin is right over here. Let's start the
mirror modifier now. Now if you press Tab, press a to select everything
and then just extrude this. You can see the right side. The right side. Now you'll see that
for the right side of the mirror modifier
will take care of. So we just need to
create the left side. Let's select this and
press E to extrude it. Let's just move like this. And please this vertex
over here, this out. Alright, now we just need to
join. Both of these worlds. Sees, again, the mirror
modifier is not perfect with the image because the
image is again, unsymmetrical. We don't really have
to worry about that. Let's just join both
of these vertices. So press E and you can see
they're crossing each of them. Suggest to enable clipping from here and join them
like this over here. Joining these two are also now we can just hide
this reference image. So select the reference image, press, select this press Tab, press a to select everything. Then press F to
fill in the face. Right? Now again, press Slash to come out of
the isolation mode. Let us select this piece
and then select this piece, then slash to go into
the isolation mode. So we can work with
these two only. What I will do is I
will select this piece and just disable the
mirror modifier for now. So you can just click over
here to disable it from the viewport, like this one. Let's just place it over
here and scale it down. Now you'll see it is
not lining properly. So to line it up properly
with this object, what we will do is
we'll select this press Tab and go over here and
enabled proportional editing. This will do is maybe
select one word c, then press G to move it. You can see all of the vertices are moving together with it. Like control this movement. Select this word C plus G.
Then increase or decrease your mouth scroll wheel like this to control the area that
you want to be effected. For example, if this
mode only the vertices that are in this circle
are being affected. And if you just increase it, you can see all the vertices
are now being effective. So it is a really great function to move a lot of vertices
proportional to each other. But what I will do is instead of click over here and
instead of using smooth, I will instruct use sharp. Now press Tab again, select, select this coordinate at C
and just move it like this. Over here first. Let's now select this
one and let's move it. Click this. Next, select these vertices and Linnaeus place
them like this. All right, So I think
it is looking fine. It is matching up
with our object. Now. Press Tab to go
into the Edit mode, press a to select everything, and then plus e to extrude
it backwards like this. Now let's just place it. Disabled professional
editing first. The shortcut to enable or disable proportional
editing is all. Just press Disable it. Seven for the top view. And let's just
place it like this. I'm just scaling it
up a little bit on the different axes to
line it up properly. It is kind of weird from here. So press Tab again, rest two for the edge select, and let's select
this edge this time, seven sodium plus one. Let's move it. Increase the proportional
editing size. Let's right-click
and sheets mode. This enabled auto
smooth from here. Let us start a bevel modifier. Also guys, it is not
perfect right now. But you can take your time to make this loop
even much better. I'm just moving
just a little bit to make them better
aligned with everything. This is much better.
Let's select this edge and let's move
it a little bit down. Enabled harder than
normal from here. Next, what you can
do is if you are happy with all of
the adjustments you can enable the mirror modifier. Do some individual
adjustments over here, I think Let's move
it up like this. I think it is looking fine
now for establishing, let's select this face
and this face also. Press I to insert that. Make sure you're not
inserting too much. I think this is fine. Now let's press E to
extrude it backwards. Also, you can go over
here and enabled disabled clamp overlap and adjust the development
on your own. We are seeing some
issues over here, but we can solve them. Just hold Alt to
first for select hold Alt and select this
loop and do two times. Move it out of the
veil like this. Because they were overlapping
with each of the dark sky. It was causing issues. Let's solve it over here also. Hold Alt and select this
complete loop plus G2 times. Move it like this. Here also we have some issues this course because we
use the insert like electric bit too
much and it caused the edges to merge
with each other. You can see the
issues are resolving. Alright, so I think
this looks fine. Now, let's come out
of the isolation mode and check if everything
is looking fine. Next, I will create for
these bottom sides also, select this piece only. Shift D, and let's
move it over here. What I will do is
enabled extra Mode tab. And let's just completely
delete the one side. X and dilute the world sees slash to go into the isolation mode and
let's fill in this face. Hold Alt. Select
this complete loop and press F to fill in the face. Slash again and select
both of these objects is paying. For the front view. Select this and rotate
it by 90 degrees. Then press S to scale it, then press X to scale it on the x-axis and type in minus
one to flip it like this. Let's place it over here. Scale it up a little bit. I'm just decreasing the scale according to the size
of my other object. I think this is fine. Now let's just select
this press shift D. Move it over here. First, let's apply the
rotation, press Control a, and apply the rotation
and the scale degrees, the bevel because we
just applying the scale, it messed with
that bevel amount. Alright, so I think
this is enough. This again as S then x and type in minus one and
flip it like this. Let's move it over here. Alright, so press Slash again to come out
of the edit mode. And let's just check everything. Yeah, I think it
looks pretty good. So let's save our files. Also. Let us apply
the scale for these to press Control a,
apply the scale. Now we need to adjust the
development. For this. We use point triple 034, this also point triple 034, this one also point triple 03. Press Alt H to bring back the hidden objects
and let's move it into the reference
images folder. Press M and move into reference images. Thank
you for watching. I'll see you in the next one.
7. Creating the Walls: Hello, welcome to Chapter
six. Let's continue. The first thing
that I will do is as you can see these
pieces over here, we need to mirror them
over to this side also. So what I will do is let's
just join all of them. So select all three of them. Let me down on
Screencast keys yes, to all three of
them and then press Control plus J to join them. Then let's add a
mirror modifier. Now we need to select the
mirror object as this one. Then select the z-axis, I think. Yes, disabled the x-axis. And yes, everything is fine. It is mirrored correctly. Alright, let's move further now. So first thing that I will
do is I will add a queue, suppress the one
for the front view. And I will tell you one thing. If you press Shift
a and add a queue, you see the cube is
added over here. The thing is, the cube
is added according to this 3D cursor that
we can see over here. If we just delete this cube, select this object,
press Shift plus S. Then select this option because
there are two selected. This will bring this closer to the origin point of
this particular object. Now if I press one
and add a cube, now, you will see the cube. A cube is added over here. This is a pretty handy shortcut. If you want to add
a particular object at a certain location, you can change the
position of the cursor by holding your shift and
right-click like this. By holding down your
right-click and holding shift, you can just move
the cursors location and also you can change it by the shortcut Shift plus
S. Just select the object, press Shift plus
S. And there are multiple options that you can send the cursor
to world origin. You can send the
cursor to select it. If I select cursor to select it, it will bring the
cursor over here. Let's start now. What I will
do is I will scale the cube. Maybe I can directly use the mirror modifier,
super estab, press Control R. And let's add edge loop
right down the middle. Do not move this, you just
need to hit right-click and it will be exactly at
the center, like this. Now enable X-ray and just select all of these
right side vertices. Then plus x and delete them. Let's start a numeral modifier. Disabled x-axis. And now we can work only on one side and mirror modifier
will take care of the rest. So just disabled X-ray
34 fifth select. And let's select
this face and move it over here, I think. Restaurant one for
the front view. Let's select these
bottom vertices and move it about here, I think. Then select all of them
and then press S and then X to scale it on
the x-axis like this. Now what I will do is just
scale them in words like this. Next, let's add
another edge loop. So press Control plus r, and let's add an edge loop
right down the middle. Scale it inwards like this. Just scale it on the x-axis. So press S then x at
scale it like this. Let's start another one
and scale it in words. Make sure that cube is not
visible from the sides. Alright, Next I will
do is press Tab, add another edge loop right
down the middle like this. Press to select this edge, press one and let's
move it down like this. Right about here, I think. Then press Tab and first
let's apply the scale estab again and just select this edge and then
press Control plus b. Like this, you can use your scroll wheel to increase
the bubble segments. I think something
like this is fine. Now you see, we cannot
see are details that we created earlier
like these ones. So for this, what I will do is first let's enable
our reference image. If you press first, let's just disable this one. So plus h and this one
also press H to hide it. I just needed this image. Enable X-ray. And you can see this triangle
kind of thing here. So let's add another cube. Scale it down. Place it somewhere here. If
you can see it. Scale it on the x-axis. Let me press stop so
you can see it easily. Now press S then x and scale it like this over here, and scale it down on the x-axis again to create
this triangle shape. Now I need to
create this cutout. This, now I need to create this triangle cutout
onto this cube. So to do that, I
will use booleans. So to use booleans, what I
will do is to make it easier, go over to Edit Preferences and an add-on section
search for bull tool. Make sure you enable
this bool2int add-on. Now what I will do is
first select this piece, then select this piece. Then if you hold down Control and hit Minus
on your numpad, you will see we have
created this cutout like thing using this object. If we now select this cube
and you try to move this, you can see we have created this triangle like
cutout into this object. So these are the
Boolean functions or the Boolean modifier. There are two different
kinds of Boolean modifier. So if you just click
over this object, you can see over here, one of them is difference, another one is union, and the third one
is intersection. We just saw. What
difference does the defense market creates
a cutout like this one. The Union adds them both. And for intersect,
let me show you by another example what
intersect more does. So we just create two
different cubes like this. Let us select this 1 first,
then select this one. Now if you hold Control and press Slash on your number back. Now you can see what
Intersect mode does. You see this has created
like a cutout lighting. Now you can see where
they intersect more does it has created
two different objects, this one and this one. And if I add a bevel
modifier to both of them, the difference would be
even more than or disabled, just enabled hardened normals
and enable auto smooth. With this one also, I will
add a bevel modifier. You can see it has created
like a panel like fit. The intersect mode is
like really helpful when creating sci-fi type designs
are hard surface models. We might use it
later on the course. So I'm just telling you about all the different modes
of the Boolean modifiers, the union one is really
self-explanatory. If you change this to union, it will add both of the objects. You can see both of the cubes
have joined like over here. If you just enabled hard
and normal from here, you can see they both have
been added to each other. Now if I change
this to difference, this cutout has been created. And for intersect,
this is the result. So that is pretty
self-explanatory. Let us just delete
both of these cubes. Now. Focus on this again. I will select this
triangle shape and move it a
little bit further. Next, let's select this
and add a bevel modifier. Apply the scale. Select hardened normals
and enabled auto smooth. There's one press tab
and enable X-ray, select all of these vertices. And let's move it a
little bit more down like this. Scale it on the x. I guess I will move it
over here somewhere. Select these pieces
also, move them back. I think this is fine. Next
what I will do is I will merge this Boolean modifier over
to the right side also. So to do that, let's
just select this piece. Go to the Modify section. Move the mirror modifier
below the Boolean modifier. And you see we just needed to move the Boolean modifier
at the top of the stack. So it happens at very first. First, the Boolean, the cut-out is made of
this triangle like ship. Then the mirror modifier is used to mirror them at
the both sides. And then at last the
bevel modifier is used. It is really necessary to take note of your
modifier stack. Next, let's just
select them both and move them a
little bit upwards. Stab enable X-ray. And let's just select
this right side. I'm moving down. I think this is much better. Let us save our files to see
if everything looks fine. Let's move further now. Alright, so let's continue
now. Suppress one. Let's enable X-ray and let's
create these cubes now, I will add another
cube, scale it down. One thing that I
think we need to do is we need to increase
the size of this. So select this Boolean,
estab, naval X-ray. Let's select all
of this and let's move it over here, I think. Scaling it on the x-axis. Select that cube again, and let's place it
over here somewhere. Like this. I will do is I will just
select all three of them. And let's just scale
them down a little bit because I think
they're too big right now. Place them over here somewhere. Okay, I think this
is much better. I will move this piece
over here somewhere. Let's just duplicate this
and create another cube. And place it like this. This Boolean object again. And let's just move it up a little bit
over here, I think. Next I will just join
both of these cubes. Press Control G. Let's add
a bevel modifier to them. Also apply the scale. All right, I think
this is much better. Next, let's move on further. I will add another cube. Scale it down. Let's see, scale it on the
x-axis like this. Place it somewhere around here, decrease the scale
on the x-axis. I think this module is fine. Next, what I will do is I will just select this press Slash to go into isolation for
seven for the top view. Let's just duplicate this, rotated by 90 degrees, please. This cube like this. Again, I will duplicate this one also and place it over here. The last thing, select this one. Duplicate this represent
Shift plus d y, and place this one over here. Let's put slash to come out of the isolation mode and check
if everything looks fine. I think it looks fine. What we can do is be able to reduce the scale of
this a little bit. Scale it on the x-axis again. Let's just delete them
with and place it. Again. I think this
is much better. So quickly I will just duplicate them rotating by 90 degrees. All right, Now it's
done. So let's put a slash to come out of
the isolation mode. And let's check if
everything looks fine. Yeah, I think it looks good. Let's just select all four
of them and join them to press Control J and
add a bevel to this. Apply the scale. I think something
like this is fine, shares mode this and enable hardened normals
and auto smooth. Alright guys, so
now let's create some wooden planks to do
Dale are building even more. So I'll press one
for the front view. Let's add a single word. Let's see, I will
place it selected, press one for the vertex select. Let's place it somewhere here. Now what I will
do is press E and Z and extrude it
till here I think. Maybe something like two
units to these two big boxes. Select this again. And it lets me move it
somewhere around here, I think. Let's just move it a
little bit over here. Now I'll select this, press E, extrude it
towards the bottom. And I'm just trying to create a little bit of
interesting shape. Just select both of
them and join them. Also, what we can do
is select this piece, I mean this vertex, rigid and hold Control
and snap it to this. I think something like
this will be fine. Select this one, this edge, move it a little bit over here. Select everything and press
F to fill in the face. Next, what we can do is, let's use a mirror
modifier to create it on this right side also. But for that, we first need
to change the location of the origin because right now
if we add a mirror modifier, you will see there is a huge
gap between both of these. To solve this issue, we just need to move the
mirror modifier over here. So to do that, let's
just select this edge, press Shift plus S, and then closer to select it, bring the cursor over here. Now I just need to set the origin to the
cursor's location. So go over here to
Object Set Origin, origin to 3D cursor. Now you'll see it has
solved that issue. Let's rotate it by 90
degrees like this, and also extrude it. Something like this. Let ships move this and
also enable auto smooth. Let's press Control plus
seven for the bottom view. Let's place it over here. Estab, select all of these vertices and move
them a little bit further. And let's move this like this. Next, let's use a
numerator modifier one more time to meditate
on the right side. So I will select this as the
mirror object to the y-axis. And you see it is
working perfectly. Alright, let's add a
bevel modifier now. Scale. Just the bevel modifier. Enabled hard and normals. Alright, we're good to go now. Let's just press three ones and move it a little
bit over here. This is fine. Let's see what
files now and we'll continue from here
in the next one. Thank you for watching.
8. Finishing the Walls: Hello, Welcome to chapter seven. So let's continue
from where we left. Or do I will do is I
will select this piece. And I will just give it a
little bit more detail. So let's press Slash to go
into the isolation mode. Next, what I will do
is I will just disable the mirror modifier
just for now. Three, for the side view stab. Let's add an edge loop. I will add an edge loop here. So press Control
R loop over here. Like this. Sorry, another
edge loop over here. Now, let us just
snap them together. Let's move it over here. I think somewhere around here. Select this edge plus two for H, Select, select this edge, G. Then by now hold control and snap them
together like this. Next, press one for the vertex, select and select this vertex, then select this one. Then press J to join them. Now select these two and
plus J to join them. Now we have successfully
created a face like this so that we can
easily select it now, suggest select all of this. These phases also
hold shift to select multiple phases like this. Now what I will do is Shift
D to duplicate it like this. Then hold, then click, right-click to keep it at
the original position. Only like this, we do not
need to move it anywhere. Now press P and
separate the selection. What we did just now is we
just selected those faces, duplicated them, and now we have made it a separate object. You see, this is a separate object and this
is a separate object. Next what I will
do is press Tab. There's a to select everything. Then press Alt plus a0 and then extrude faces
along the normals. Extruded like this. I think something
like this is fine. To give it. Something
like this kind of look. Next, let's enabled back the mirror modifier and select this piece and add the
mirror modifier to this one. It is automatically added. We just need to enable them. Next what I'll do
is press Tab again, Let's select both
of these phases. I again to insert
them like this. Then press Alt plus E again, and then let's extrude
them inwards like this. Alright, let's hit Save. Now. Next let's create a pillar
to add to our building. If you just press one, Let's say it goes back
to its original list. So press Shift plus S then
closer to the origin. Now if you press Shift a, go to Image at a
new reference image in the defense in
which folder you will find a very basic dealership, this one that I created
on my own only. Let us just create this slash to go into the isolation mode. Let's add a cylinder, scale it down, enable X-ray. Let's place it over here. Step four, the edit mode,
select these edges, are these vertices,
move them over here, select them and let's
move them up the top. Now again, we need to just
extrude this like this, and scale it outwards. Extrude, press S to
scale it outwards. All right, we're done. That was pretty quick. So let's just delete
this reference image. Right-click and
shade smooth this. Let us enable auto smooth
and add a bevel modifier. Also don't forget
to apply the scale. Just the bill amount
enabled hardened normals. And in order to
smooth is enabled slash to come out
of the edit mode. Let's place the
pillar over here. Now, let's first change
the scale of it. Select this. First. Let me change the origin back
to its original place. So set the origin to geometry. Let's scale this down to
somewhere around 0.3. I think somewhere
around here is fine. Control plus three and let's place it somewhere over here. This. Next Let's try adding
a mirror modifier. Mirror modifier to this. Let's select the mirror
object as this piece. All right, I think everything looks fine now let's hit Save. And now let's add
volts to a shrine. Short I will do is select this brush Shift plus S goes into selected to bring
the cursor over here. Let us start a plane
displayed by 90 degrees. One for the front view. Let's scale it up on the x-axis. Then on the zag. Let's scale it
down a little bit. Here, I think is fine
because we will be creating some stuff to fill up this empty space
that you can't see. So don't worry about that. Let's just duplicate it
to the all four sides. Press Tab to go
into the Edit mode, press a to select everything. Before that, what I'll
do is just select this displaying and the pillars, then press Slash to go
into the Edit mode, B7 for top view. Now press Tab to go into
the edit mode of the plane. Select this face. Now press shift D, then press Y. And let's place
this one over here. Just select both of
them, suppress a, duplicate them both, and
rotate them by 90 degrees. And let's please look like this, this phase, and let's
move it over here. Alright, let's come
out of the edit mode. Suppress, sorry, let's come
out of the isolation mode. Slash. Alerts, see how
everything looks. Select these vaults. Let's solidify modifier to them. So solidify modifier will give
them thickness right now. If I remove the
solidify modifier, they don't really
have any thickness because they are
just basic planes. So let's give them
thickness first, let's apply the scale. You can control this
thickness by this value. I think the default values find, let's increase it a little bit. Alright, the slash alerts
save our files now. Guys, let's keep on moving further and add
some more details. I will add another cube, and I will place this
one around here. So select this piece,
these pillars, this piece and this Q slash
seven for the top view. Let's scale this down and
please this one around here. Let's scale it up on the x-axis. I'm just changing
the scale of it to find what looks right? So let's just scale it down
on the third axis, like this. And now let's scale
it down on the why. I think something
like this will be fine if we wanted to get
my exact dimensions. You can see from here, just rounded off to 0.09. Yeah, I think something
like this would be fine. Next, what I will do is let's add an edge
loop in the middle. First controller, then
hit right-click to set it at the middle
only enabled x-ray. And let's delete all these
vertices on the right side. Now let us start a
mirror modifier. Next, let's just duplicate
it over here. Old school. Maybe we can use a mirror
modifier for this, to just select this
numerator modifier. Come out of the isolation mode. Select the mirror
object as this. Yeah, I think it works,
works perfectly. Next, let's add a bevel
modifier to this. Apply the scale enabled hardened normals and
also enable auto smooth. Let's select this face, press I to insert it. Let's extrude this
outwards like this. Use the bevel amount. Next part I will do
is I will select this piece that we
created earlier. Duplicate this.
Let's remove them. Very modifier for
now. Both of them. No, just the second one. Plus rotate it by 90 degrees
minus 9030 on the z-axis. Place it over here. Press Control plus three, and let's place it right
about here, I think. Press Tab to go
into edit mode and let's give it a little
bit more thickness. Super slash for isolation mode, select these two
phases, move them back. I think around this
much will be fine. Let's increase the scale
a little bit more. I think this much will be fine. So let's start the mirror
modifier now, a new one. Select this as the
mirror object. And also select the y-axis. I will do is I will just
select this cube once again. Press three for
Face, Select hold Alt and select this
complete loop. And scale it outwards. Just scale it. Press S, then press Shift plus x
and scale it like this. And now select this face
and scale, move it inverts. I think this is much better.
Let us save our files. Now. I will select this piece, press Shift plus S and closer to select it to
move the cursor over here so that I can add a new object and it will be
added right at the center. So we'll add a new cube. Let's scale it up. Scale it down on
the z like this. Now what I will
do is I will just select each and every face of the cube and move it just
very close to the pillars. So press tab, select this face and place it right about
over here, I think. Next, select this face and
place it close to the pillars. Press S then Zach to scale
it down on the z axis. And largest scale
it to 0.2 meters. I think we'll be fine. Next, let's apply the scale. So press control a,
apply the scale. Press Tab to go into
edit mode. Press two. Now hold Control and Alt, and just click on this edge. What this will do is it will select all four of these edges. These four. So it
is the shortcut. So just hold Control and Alt
and click, click over here. Now press Control
B to bevel them. Again, you can
control the segments by moving your scroll wheel. I think something like
this would be fine. Let's shade smooth this
and enabled order smooth. Also started a bevel
modifier to this. All right, Next product
we'll do is select this one. Shift D and move it to
the bottom over here. Press S, then shift
to scale it just a little bit on the x
and y plane only. I'm hope you are aware
with the shortcut whenever like for example, if I'm trying to
scale this planes, if I press S, that
it scales in all, all of the directions. If I press S, then x, it scales only in
the x-direction. But if I press S, then
press Shift plus x, it will scale in two planes. Like if I press Shift plus x, it will scale in
y and z depends, as you can see by the color. Also, if I press S,
then Shift plus z, it will scale in both x and y plane, excluding the xy-plane. This was the shortcut
that I was using. Next, what I will do is let's move these vaults a
little bit in the front. So press tab, select these
volts and move them. I think right about here. But all of them,
just move them a little bit in the
forward direction. This one also. I think this
looks much better now, we have given a lot more details
in this video to shrine. Us save our files now
and we will continue from here in the next video.
Thank you for watching.
9. Creating the Shrine Gate: Hello, Welcome to chapter eight. So let's start some
more details now. I will select this piece. This wouldn't blank press
Slash for the isolation mode. Again, I will press tab and
select all these phases. One more thing that
you can do is to select things is
you can proceed. You can just select like this. Then hit right-click
again and select. This is a quick way
of selecting things. You can increase or decrease the size of the
selection circle by your scroll wheel and then hit right-click
when you are finished. Alright, so let's again press
Shift D to duplicate this. Now, right-click to keep it
at the same position only. Then press B to separate the selection and create
a separate object. Alright, slash one more time. Bring these into isolation mode. And now I will fill
this back face. Just press one for the
vertex select hold Alt, select this complete
loop and press F. I will do is I will just remove both of them middle modifiers for now, and I will add them
withdrawn. The slash again. I will place this first. Let me change the origin, the origin to geometric. Please see it over here. Like this. Next what I will do is just
duplicate this. Rotate it by 90
degrees, I think. Then place it like this. Next what I will do
is I will just select them both, join them. And now I will add
a mirror modifier. Let's see, I will select
this as the mirror object. Cannot this because it is
not middling correctly. Let's try this. Maybe. They're just select this piece and first
let's reset its origin. So set origin,
origin to geometric. Now let's try this one
as the mirror object. Okay, So it's still not
mirroring correctly. Let's try something else. Maybe this piece. Now it
is working correctly. Let's now enable the y-axis. I will disable it on the z-axis because it does not
look really good. Next, what I will do is
just select all of these, press Shift D to duplicate them. And now placed him like this. Instead. Let's just
locate them first. This press S and Z and type in minus one to
flip them like this. Next what I will do
is first let's hit Save and select all these pieces and put them into
the collection. Enable the ref
images collection. And let's just hide both of them because I just
needed this one. What I will do is I
will also turn off this collection so that I can only see the reference image. Now pursue one for
the front view. This time we will create this stylish looking blank
to add in our building. So for shifting, and
let's add a single word. Let's place it over here. Again. We now just need to extrude and match
the reference image. Let's move on from here now. Let us see head over here, nothing is really visible. Let's just approximate how
things would have looked. I think like something
like this is not necessarily need to follow the reference images exactly. Move them down over here. And let's place
this one over here. Okay, so over here again, it is really not visible
how things are looking. So we'll just create
something on my own only. Let's just select
this vertex, press E, place it somewhere over here, then press E and then x, and take it straight like this. Select this vertex plus a0 and then move it a
little bit further. Over here. I think. Just select this vertex and I'm creating a very basic design. Select this vertex,
hold control. I mean, first presented, lock it on the z-axis, then hold Control and
snap them together, then select them both and press F. And I think this
would look good. So now we can just press Tab, press a to select everything and press F to fill in the face. Next press Tab again,
enabled X-ray. Let create these designs. Now. They're not that
difficult to create, which we will just use
the knife to login. Now press K. And let's
start from over here. And just start tracing out the
reference image like this. I will go over head like this and just join this
one over here. Click it and press Enter, press key again and
start from here. Let us just keep on
continuing on this spot. If you want to change
it a little bit of your view as gay or sorry, press right-click and you
can just change your view. And then click over
here again and start again placing the points. I will just go over here like this and join this vertex
over here. And press Enter. Alright, let's create
the design over here. Now. Let's press key again. Start from here. Let's just create this
in small batches. Now join this vertex
again over here. Then you can press enter. This time let's start
from over here. You can also hit right-click and then press Control
Z to undo some of the steps a little bit wrong. Now let's join this one here. Let's continue. Press key again. Let's start from over here. Santa, and I'm just going to change the shape
of these vertices. Next, let's create
this last one. Press K and start from here. Also, I will create this
little circle over here. And I think we are done
with all the designs. If you want, you can create
some over here also. Like for example, we can
distress and go here and create a var relating like this. And see if it looks
good if it does not really just remove it. Similarly, you can create
something over here also. I think this will
be enough for me. Let's come out of the X-ray mode and see if everything
looks fine. Alright, so now it's
time to extrude, select everything,
and then just press E and extrude it like this. What we can do is we can build
it over to the right side. So to do that first we
need to press three, and let's press X and
delete all the feces. Select only faces. Select faces from here. Now press one, hold Alt and
select this complete loop, Shift plus S and
goes up to selected. Now we need to move
at origin over here. So we will do origins set
origin and origin to 3D cursor. Now if you use a mirror
modifier, that is it. You see it mirrors perfectly. If we select maybe this phase, an extruded like this, you'll see it extrudes
on the both sides. It is perfect for us. Enable auto smooth, and also
add a pivotal modifier. Let's see. Now
select this piece, you to extrude it. Let's extrude them
at different values to give them kind
of learning effect. But also our bevel is gone. Now, what I will do is just disabled clamp overlap from here and adjust the
bill amount on my own. Let's see what it looks good. See distinct overhead is
causing attribute of issues. Displays to select
this edge and let's move it a little bit far
away from each other. The vertices are too close to
each other than the devil. Modify it can cause some issues. So to solve them, you just need to move
them allergic book faraway and I think
everything works perfectly. Now, let us see enabled
hard numbers from here. Let us say this face and
also extrude this one. Right? I think it
looks pretty good. Let's save a blended
files and press Slash to come out of the isolation mode enabled the collection back. I will place it
somewhere around here like this. Oh sorry. Need to rotate it
first by 90 degrees. Now I will place it into degrees and I
will place it over here. Bring it out in the
front like this. Stop doing to edit mode, enabled x-ray and select all these backwards Cs and
move them over here. I think. Next what I will do
is I will select all these volts to select
the top edge of all of them. You can enable X-ray and
just select it like this. Let's disable the
reference images. I think that we can move it over here in
this empty space. Alright, let us now emitter it. So select this numerator
modifier. Let's see. Let's try adding this
to the mirror object. If you need to check the mirror modifier is working perfectly. You need to check its distance
from different objects. The pillar and this piece are evenly spaced
are both areas. The mirror modifier
is working correctly. All right, so our
shrine building is coming along little bit more. Let's save a blended files and we'll continue from here in the next one. Thank
you for watching.
10. Finishing the Shrine Gate: Hello guys, welcome
to Chapter nine. In this video, we will create a small shrine gate over here just in front
of our building. So let's start. What I will do is first let's place this one in
the collection only. And I will hide everything. Press one for the front view. And let's move our cursor
to the world origin. To do that, you just
need to press Shift plus S and then select
closer to world origin. Then press Shift a. And let's start a new reference image. If you go into the
reference image folder, you will find this shrine
gate reference image. Just double-click on
it and open it up. Pretty basic structure. Let's create Dart. The shift day and left
side up. Vertex may be. Let's place it over here. Next thing that I will do is I will add a mirror
modifier to this. Let's see if it's working. I don't know if you can see
on the blackboard background, but it's working correctly. Let us place the just a second. I will extrude this, press X and lock it on the x-axis and let's
place it over here. Next, what I will do is I will also enable clipping from here. And now you're
skip on extruding. Now if you have been able
to flipping the two of the vertices will
join over here. Now press a and press
F to fill in the face. Let's enable X-ray and create
these designs again as we did in the earlier
wooden plank suppress k. First we need to press Tab, and now let's press K
for the knife tool. Let's create this
small circles first. Make sure to include the shadows data
visible in this render. You can hit right-click
to finish with it. You can start placing a
new one also like this. Right-click and hit
Enter. Press one again. Start over here now, again, who tanked up? Let's do this last piece. Rescue again. Let's
start from here. Right-click to pause
it for the moment and let's reposition our
view and start again. Again, I will just prescribe, change my view and
under three start. Alright, so we are done now. Hit right-click and press enter. And we are done with this piece. Press Tab, press a to
select everything. Firstly, select this
reference image and move it. Or here. Select this first tab and
extrude it backwards like this. Now let's select all of these things and
extrude them forward. We still need to create
these small design. So let's just undo quickly. One again, enable X-ray, and let's quickly finish this. All right, so now we are done. Now I will extrude all of them. Go into edit mode, press
a to select everything, and let's extrude
this backwards. Enable X-ray 34 Face Select, and let's select all
of these phases. Make sure to select
these small faces also. Now let's extrude them. This right-click
and church mode, this enable auto smooth. And also let's add
a bevel modifier. What we can do is first let
us apply the scale and also it's disabled clamp overlap
and adjust it on our own. I will give you the bevel
value of maybe 0.015. There are some issues over here. Let's quickly solve them. Press two for H, Select, select this edge, move it. Try moving it a little bit
far away from other reduces. I think this solve the issue. Next, what I will do is I will enable hardened
normals from here. Best everything seems
pretty fine to me. I don't see any of
the shooting issues. Alright, so let's move further
now. This piece is done. Press one again. Let's move
on to creating these pillars. So I will add a cube this time. Let's scale it down, place it over here. Press Tab to go into edit mode, press one for vertex, select these vertices over
here and these ones over here. This piece. Just scale
it down a little bit. Alright, now select them. Press E to extrude. Scale it up a little bit. Extrude again. Like this. Click and shift mode
enabled or the smooth. Let us use the
mirror modifier on this item mirror
modifier to this. And let us choose the
mirror object has this one. Next, select this piece, shift plus S and
closer to select it, this time I will add a new cube. And let's place
this one over here. I press S and then
Shift plus z to scale it on the x and
y plane like this. Let's apply the scale and add a bevel modifier to this. Also. Along with the mirror modifier to the mirror object
has this piece. Alright, let's add another cube step to go into edit mode, enable X-ray and select
all of these vertices. Let's, let's place
them over here, extrude them, and then scale
them outwards like this. Then again, I will extrude them and this timescale them
a little bit inwards. Again, the same steps. Let's add a bevel modifier. We need to add a
minimum modifier. Next, let's create this. Scale it up a little bit more. Next, let's press Control plus r and two edge loops like this, these vertices and move
them on x-axis this way. Now I will say
these three phases. Then press X to delete them. Now select this
edge and this edge. Then press F to
fill in the face. Select this edge and press F
and this one and F. Alright, so press Slash to come out of the isolation mode and let's
enable this collection. I will move this further a
bit on the y-axis like this. Select them also and
move them over here. Now select this piece, press Shift plus D to duplicate this and remove the
mirror modifier. And actually we just need
only 11 of the objects. The shortcut is
you can hover over the object and then
press L to select it, and press X and
delete the word sees. Now let's just select this one. And I will paste this
piece over here. Seven for the top view. Let's place it
something like this. Again, let's start a
new mirror modifier. Let's scale it up a little bit. Let's see in our reference
image what we can do is just press M and move this
to the scene collection. I will just disable all of these objects so that
I can see properly. All right, so I think
we're good to go again. And now let's create
the stuff over here. So these are pretty simple. Just press shift D and
let's add a single word. Paste this over here and
quickly extrude this. Now the shape is
done. So let's just select this vertex
per shift plus D. Explanation it over here and feared them vote
in the same object. Press E. Again,
extrude the stuff. Now let's just join
these two vertices. So press select them both first, then press F plus a
to select everything. And then again plus F
to fill in the feces. Let's move it over here. Dab to go into edit
mode, select everything, and extrude them outwards
on the y-axis like this. Modifier, apply the scale. Enabled hardened normals and
also enable auto smooth. Let's remove clamp overlap
under just dishonor own. Somewhat Caesar causing issues. Let's just quickly solve them. Estab, select this edge residue two times to move them
farther away from each other, like this. Here also. This piece also. Just
shift smoothness first. I think we are good to go first, let me reset the origin. So let's reset the
origin to geometric. Scale it up just a little bit. Move it on the y-axis, x-axis like this. This piece. Again, Let's first set the
origin to geometric, or sorry, we cannot really set
the original geometry right now because this object has a
lot of like mirror of mirror modifier
is dependent on it. Right now we cannot
change the origin. Let's select all these phases. First. Note I will do is I will reduce
the thickness of this. Press G and then y unless
reducer to this much I think. Let's move it over here. Good cause some issues
over here. Let me see. Carefully select all
these back faces only and not some of these
pieces accidentally. Now let me reduce the thickness and let's place it over here. Alright, so to
express slash now, let's just enable
the collection. Select all of them, rest one, and let's place them. What is going on?
Let me just see. I forgot to select
these two objects. Now move them together. They will move fine. Let's
increase the scale of it. Let's see. Select
both of these and move them in the
center, like this. Select this piece and move
it a little bit down. Just select all of them. Press G and y, D and x 30, and move them a little
bit inverts like this. Over here. I think what
we find next one again, Let's select this one. Press Tab enable X-ray. Now select all these phases and move them inwards like this. I think this one should be fine. This is really a
preference thing. You can adjust these things
however you may like. But I think this is
looking pretty good. Let's just save our files. More than that I will
do is press Control plus three for the
left side view. Select this object press Tab. Again, enable X-ray. Let's select all of these. Press G and Y, and let's
move it at least till here. I think that would give
it a much better look. Alright. So I think a shrine
is looking pretty good now, I didn't this much is
enough for this video. We'll continue from
here in the next one. Thank you for watching.
11. Creating the Shrine Box: Hello, Welcome to chapter ten. So let's continue
from where we left. The first thing that I
will do is as you can see, there is some empty
space over here. Let's just select these walls, select this piece and this one. Press Slash, go into the
isolation mode, rest one. And I will just put a
simple cube over here. So let's add a cube,
scale it down. Let's just place it like this to fill in
this empty space. We will see to it if you
will add something later on, but for now, let's just
fill it like this. Go into the top view and let's just scale it on the y-axis. Bevel modifier to this
and also apply the scale. Make sure to always
apply your skill. Because it can,
because if you don't, it can cause to mess up your modifiers and different
commands that you use. Let us apply normals and also to smooth slash to come
out of the edit mode. And I think it looks fine. I will just scale it down
a little bit like this. Now in this video, what
we will create it, we will create a
box-like thing that is usually placed in
front of shrines. Just open up your rough now cause I don't have a direct
reference image for it. Let's right-click and go
over to load, load recent. And I will open these
reference images. Just wait for the scene to load. Alright, so I have
a reference image over here of dark box.
Yeah, here it is. There's just double-click on
it to make it full screen. And let's create
something like this. Alright, so the first thing
to do is obviously Add Cube, press Shift T, and
let's start cube. Place it over here. Let's scale it down. Also press N, this
right side toolbar, and let's check the scale. I will decrease its
height on the z-axis. I think somewhere around here. Next, let's press S then y, and scaled on the SEC to 0.65. Okay, so let's select it again. I will increase the scale a
little bit on the z axis. I think this is fine. Place it somewhere over here. Next, let's create its legs. So let's select this Q first. Let's set the
origin to geometry. Also apply the scale and press Shift S and then closer
to select it and bring the cursor over here and press shift D. And
let's add a new cube. Scale this down. Place it over here at the
corner to create its legs. Let's scale it up on
the z-axis like this. Press S then Shift plus z to scale it on the
xy-plane like this. I think this much would be fine. Next, what I will do
is I will duplicate it on all four sides,
so we'll do that. First. Let's just isolate it, select them both the slash. Next, select this piece. Let's add a mirror modifier. Select the mirror
object as this one, and then just simply
select the y-axis. Next, let's create a
little bit more detail in the legs press tab. But first let's just
apply the skills. First controlling and apply
the scale, stab, the stew. And let's select this
edge, G and then y. And let's move it
over here, I think. Next what I will
do is establishing control are four edge loop. Let's please edge
loop over here. This edge, then move
it inwards like this. Next what I will
do is I will hold Alt and select this
complete loop, then press Control plus
b. Ambivalent like this. Then give it a little
bit more segments. Let's right-click and shade
smooth. Enable auto smooth. And also large stock
dividend modifiers to this. I think it is looking fine. Just increase or decrease
the size of these legs. Select this edge. Let's select the
proportional editing and move it a little
bit like this. Instead of sharp,
Let's select Smooth. Never mind, I think
this was better. Let's add another cube. Scale this down. Place it over here. Press S then chief plus z and
scale it like this. I will just actually
scale these legs down directly like this
pest s. Then why? I think these look much better. Next, what I will do is let's first apply the scale to this
and add a bevel modifier. Knowledge squared,
this whole lighting. So I will add another
cube, scale this down. Over here somewhere. Again, we need to use
the Boolean modifier. Select this piece,
then select this one, then hold Control N minus. Then again select this and then select this week cube and press Control plus minus to
create something like this. Next, let's artists Lynda. Without clicking any bit, open this menu up and decrease the vertices
of the cylinder. Something like these lines
as you can see over here. I think six would we find down, rotate it on the x-axis by 90. Scale it up on the y-axis, somewhere over here. And next I will
use a modified to duplicate them. Add a modifier. And the way you can use
the other modifiers, you can increase or decrease
the distance from here on all three axis, like this. But we just needed on the X. Then you can increase
the count from here. Let's decrease the
distance between them. Then increase the count. Let's set it to make these Z fighting goal with. This is happening because the two phases are
colliding with each other. So just simply solve this. I'll press tab, select this huge space over here
and move it down like this. Just do it here. I think
this looks much better now. Next what we can do is
select this piece press Tab. Let's move this face
down over here. It's Control R. Let us start
the edge loop like this. And hold Alt and select
this complete loop. Press D and extrude
faces along normal. Estab again, let's
select this face, press I to insert this. Let's insert a tilde here. Hold Alt again, and select this complete loop and
extrude this outwards. Let's do something similar to
this cube and establishing, let's select this face. Plus i to indicate. Let's insert this one
more time. One more time. Hold three. Press
three for Face. Select hold Alt and select
this complete loop. Let's extrude this
inwards like this. Press Control R. Add another
edge loop over here. Again, hold Alt. Again, hold Alt and select this
complete loop. Unless extrude this outwards. Next, let's do something similar over here on these phases. So what we can do
actually is I forgot to use the mirror
modifier versus user. Now, press Control R and let's add an edge
loop in the middle only. This enabled x-ray. And let's select all
of these vertices on the right side plus
x and delete them. Next, what I will do is
add a mirror modifier. Alright, so now it is working
perfectly for establishing, let's select this face. I insert this again. Let's scale it up a
little bit on the z. Again, I will insert
one more time. Then again, like this. Let's select this complete loop. So hold Alt and
extrude this outwards. Let's extrude this
inwards like this. I think it is
looking pretty good. Let's hit Save on a file. Next, what we can do is select
these legs, enable X-ray. And let's select all
of these phases. Shift D to duplicate this, then hit right-click
to keep them at their original position
only like this. Then press B and then
separate the selection. Now let's select them plus a. Then Alt plus e, then
extrude them along normal. Select this right out
of the isolation mode. I think it's looking
pretty good. So now we're done with
the base look of the box. Let's now create some
of these designs that in the reference
image that you can see. Okay, so let's minimize
your risk for now. I'll just click over
here and minimize this. Let's bring in a new
reference image, press one for the front view, press shift D. Let's start
a new reference image. You will find this
corner design. You can find videos of these
on internet, on Google. If you want to try out some different design,
you can go for it, your search up Gardner
designs and you will find various different designs. I will be going with this one. So let's add a single
word listed over here. Join them, so select them both. Press F, just select all of it, the Shift plus D. Let's
go here, Let's rotate it. Also. I think we need
to flip this by nine. Suppress S, then x, and then type in minus one. To flip this. Alright, let's select a single vertex, press shift D and
place it over here. Now we are done. Let's just join both of these vertices
as a to select everything and press F. Let's just hide this
reference image for now. We'll do object and set
origin to geometric. Scale this down please, it over here, rotated
by 90 degrees. Just place it like
this scale, this down. Press Tab to go
into edit mode and let us just extrude
this like this. We don't really need to add a bevel modifier because
this is too small. Like a very small object, it won't be even
visible from faraway. Let's just add it to
give it more details. Now I will use the
mirror modifier. Outside the mirror modifier, select the middle
object as this cube, and select the z-axis. This kind of not
mirroring properly. So what I will do
is I will add them. We didn't modify it and select
the object as this one. Now let's just duplicate
this and scale it by minus one on the third axis like this. Place it over here. Next to the same
thing overhead also, select this object,
duplicate this. Rotated by 90 degrees. Place it over here. Let's see if the mirror modifier works. We need to just duplicate this and scale it by minus one on the z-axis
to flip it like this. All right, let's hit save. Now, if we will open
back the pure ref file, you will see there is a crest like thing in
the middle of this. So let's create that now. Minimize the referenda again. Now if you press Shift a and
add a new reference image, you will find a particular
reference image. You can see different crests of different Japanese
families, I think. So, yeah, you can go
for any one. You like. I think I will create this one because it has basically
a repetitive pattern. And we can just
clear this one piece and then duplicate
it over three times. So let's just add a
single vertex. Start. Just select them
both and press F, select a single vertex again, duplicate it by
pressing Shift plus D, and let's place it over here. Again, I will say this vertex to mitigate it as it over here. Just create this GIF site and we can reuse it on the
right side also. Now let's join them both
selected both of the vertices, press F, hold Alt, and select this complete loop. Press Shift plus D. Again, press S The next, let's flip it by minus one. Like this. Over here. Let's create this final shape. Duplicate the vertex
listed over here. I accidentally
extrude it two times. Select this vertex,
x and delete it. Select both of these vertices, press F to join them. Press a to select everything. Then press F to fill
in all the phases. While everything is selected, Let's press Shift plus D.
Duplicate this over here. Let's rotate it and
place it like this. Let's duplicate one more
time and place it over here. Alright, so we are done, I think press Tab to come out
of the edit mode. Again, as I said, you can go for any one of these squares, whichever one you like. You can also search for
them on Google also, if you find something better, There's just hide this
reference image. Select this. First. Let's reset the
origin to geometric. Place it over here like this. Now press Tab again. Let's press a to
select everything, and let's press E to
extrude this like this. Like click and shift mode. This enabled auto smooth. And let's move it
back over here. Alright, so I think our box
is looking pretty good. What we can do is we can
select this piece again. Shift D. I move it over here. Let's place it over here also. You can also move, you press
shift D one more time, and let's place it over here. One thing that I will
show you to bring, to bring an object exactly at the center of different objects. But you need to do is, let's, for example, maybe this one. Let's select this object. First, press Shift plus S, then closer to select it. Bring the cursor over here, then select this piece, then press Shift plus S, and then select
selection to causal. This will bring this
piece exactly over here. And let's just bring this
down a little bit forward. Right? So I think this was
enough for this chapter. Let's hit Save. I will continue
from here, the next one. Thank you for watching.
12. Creating the Door: Hello, welcome to Chapter 11. In this video, we
will be creating maybe a door like thing over here in the
front of our shrine. So let's do that. Press one for the front view and let's add a new reference image. First let me download spring
cost is now press Shift a, go to Image and either
reference image, the reference image folder, you will find this match. This one. Just
double-click on it. Place it over here. Alright,
so let's start posting. Let's create this
wooden door frame. So that is pretty easy. Let's start a plane. First. I will select this image
and move it back over here. Again. Select this plane, rotate it
by 90 degrees. Enable X-ray. Let's place it over here, then press S, then x, scale it like this. Just roughly match it
with the boundaries. You don't have to be
very precise about it. Now let's scale it on
the z axis like this. Alright, so I think
something like this is fine. Now press Control a
and apply the scale. Press Tab to go into edit mode
and test 34 fifth select, select this complete phase
and press I to insert this. Let's place the
insect over here. Then press S, then x, and scale it down on
the x-axis like this. Next what I will do is to
press two for the edge, select and select this edge. Because g then move it like this and hold Control
to snap it over here. Now, in both of these edges
are merging with each other. So we really don't want that. So plus three and let's select this complete phase and
press X and delete the face. Alright, so now
everything is fine. Just to check if we don't
have any merging vertices, I will just select and
move my vertices so that we don't have two
vertices in a single place. Also, to solve this issue, to see if you have two
vertices in a single place, what you can do is press
a and then plus M, The M to merge the vertices
and select by distance. You can see it shows 0 vertices. That means we don't have any
kind of double vertices. For example, if I just duplicate this thing over here
and hit right-click. Now if I try to move
a single vertices, you can see clearly that
we have doubled vertices. Now I will show you how we
can just easily remove this, press a to select everything, and press M and
select by distance. This will remove
all the w vertices. You can see it shows it
removed eight vertices. So now we don't have any
overlapping vertices. What I will do now is select this piece again and
just duplicate this. Scale it down like
this. Here I think. Then press Tab for
the edit mode. Select this edge,
move this over here. This edge over here, and both of these H plus S
then x scale them like this. Next, select both of these
edges and move them over here. You can also hold
control and snap them over here like this. Alright, so I think
this is fine. Now I'll select both of them. The staff for the edit mode, press a to select everything, then plus e to extrude
them like this. Also now press Control a, I'm not applying the scale. Next I will select
this object press tab, and select these three
edges like this. Then press control
plus V, bevel them. And just give them a
lot of segments so that it is smooth like this. And now apply this study. Now let's shade
smooth both of them. And also enabled auto smooth. Alright, next I will add a bevel modifier
to both of them. Reduce the bevel amount
to a low number. We don't really want it too much just to let
you will be fine. Enabled hardened normals. Alright, so I think
this is fine. Let's move further. One again. Now let's create these designs. Press Shift a and let's
add a single word. Please see it over here. Let's enable X-ray,
please this over here. And let's start extruding. Now let's press E then X, and let's move it
over here somewhere. Select this vertex
plus e then z, and move straight up
like this. G then z. And let's snap it to exactly
to this vertex location. Let's just press F
to join them both. What you can do is
we can actually delete this vertex suppress x. And instead of
deleting the vertices, just select dissolve vertices that it does not actually
delete the edge also. Alright, so now it is done. So press Tab to select everything and press F
to fill in the face. Next, as you can see in
the reference image, it is like a curved
surface over here. So let's create that
now. Bring it back. Press Tab to go into edit mode, press seven for the top tube. What I will do is I will press Slash for the isolation mode. Press Tab again, let's
select this edge only. Do four, select and just select this edge for seven
for top view. And then plus e to extrude this. Just roughly extrude again and again and create a
curved surface like this. Then it lasts. You
can press E Then x and move it
straight like this. I think something like
this would be fine. Let's right-click
and choose Move. This enabled auto smooth. Next, let's solidify modifier to this to give it
a bit of thickness. You can set the mode to complex, maybe simple only because it does not really make a change. Let's enable even thickness and also add a bevel modifier. Let's reduce the thickness. Do something like this. I think. Also if you
closely see over here, there are some shading
issues going on. Suppose let's enable
harder normals. And I think that
solves all of them. But if, but if it
does not for you, you can also enable
vertex normals from here. If you have any leg further shading issues that will solve all of them. As you can see. Alright, Next again, let's
press one press Slash to come out of the isolation
mode, enable X-ray. And let's create these
small heart like ships. Suppose tab for the knife tool, this vertices, and let's join it over here, then press Enter. Let's create one overhead
also risky again. It right-click and
then press enter. Now, let's select these faces. Then press X and
delete the phases. This has somehow cause the bevel modifier to
not work correctly. So what I will do is
let's just disable clamp overlap from here
and reduce the amount. Let's see, I think this is
causing issues. Suppress one. Let's press X and
dissolve the vertices. And yeah, I think that
solves the issues. I didn't just want a
variable amount is fine. Now let's save our
files and this one, and let's add these cubes. Huge doors. So press shift D, and let's start the cube. Let's press G and
place it over here. Scale this down according to the reference image is. So I think something
like this would be fine. Move it up over here, scale it down on the y-axis. I take this much is fine. Next, again, let's
mirror this piece. Started the mirror
modifier to this, the mirror object as this one. And also select the set axis. Now I will select all
of these objects, then press Shift D
to duplicate them, and let's move them
over here also. Let's move back. Next. I will just select this reference image
press Slash to go into the isolation
mode plus one. Now we will be creating
this remaining piece. So press shift D and let's start a plane rotated by 90 degrees. And the first thing
that I will do is I will add a mirror
modifier to this, because as you can see, there are various designs.
This particular bar. So we will be creating
just the top part and we will let the mirror modifier
take care of the rest. So let's add an edge
loop just in the middle. Hit right-click to keep
it in the middle, only. Select both of these vertices, press X and delete them. Now let's add the
mirror modifier. The z-axis, maybe
on why the y-axis. Now, we can easily scale
this just according to the starting to the
reference image. So let's scale it up. I think something
like this is fine. Let's scale it on the x-axis. Now. Place it over here. Now we start to go into the Edit mode. But first let's apply the scale. So press Control,
apply the scale. Now press tab and press K. And we will be using the
knife tool to create these designs. And let's start. Alright, I'll press Enter. I will be smoothening out
a few of the vertices. So let's select these vertices, press Control Shift and B
to bevel this like this. Let's do a couple of them
that look pretty sharp. Alright, so I think
this is fine. Next, let's create
this design over here. Best Kyrgyz. Start
creating this. All right, so now
hit right-click and press Enter to finish with this. Next, if we want, we can create
this small heart designs. So let's do that
quickly. Sketch again. Zoom in a bit, hit right-click and
create this one also. Let's create these over here. Alright, so now
press Enter again. Now what I will do
is first let us move this reference image
eligible F5 back. Select this, press a
to select everything. Let us just extrude this
backwards this way. That's come out of
the X-ray mode. Now select all of these phases. Make sure to not select these
hardship fishes Regards. We want to exclude them. Alright, Now press Shift D
to duplicate this like this, then hit right-click to keep it at its original
position only. Then press B and then
separate the selection. Create something like this. Now what we can do is
we can just select this and add the solidify
modifier to this. Maybe. I think that would work fine. Let's press Control the
first and apply the scale. You can see it is causing
some issues over here. I think we can easily solve them just by decreasing the
thickness a little bit. I think this seems to work fine. Also lead to complex. Also are the dividend
modifier sheets mode. This ad enabled auto
smooth from here, and also enabled normals. Let's add a bevel
modifier to this too. I think we are good to
go now search for slash. Select all of these pieces, move them over here. Let's bring it right over here. Place it in the middle
of both of the doors. Like this would be fine. Alright, now let's place
it in our main building. So I will just select
this reference image, press M. You can see there are few more designs
that we can create. This thing we will add later on. I will get this small
design later on and add it over here also into some
more parts of the building. If you want, you can
create this design. I'm not really liking this. Maybe I will add it later on, but for now I think
this is fine. Let's just press M and move it to the reference
image section. What I will do is now select all of these pieces
that we created. Just now. Select these walls, select this piece and
select this piece. Then press Slash to go
into the isolation mode. Now just select all of these pieces that we
created just now. Now let's press S
to scale this down. Let's place this over here. G then y and move them outlet. But I think this much is fine. Select this piece and
I will just scale it up a little bit, it back. I think this looks fine. To come out to the
isolation mode and check if everything works perfectly. I will just move these
pieces a little bit inward. Increase the scale of these
ones to fit in perfectly. I think this looks much better. So let's press Control S
to save a blended files. And I think this much is
enough for this video. We'll continue from
here in the next 1. First, let me just bring
this out a little bit. This phase two. Alright, so I think this is fine. Let's hit Save and thank you for watching. I'll see
you in the next one.
13. Creating Some More Details: Hello, welcome to Chapter 12. So let's continue. In this chapter, we
will be creating a few more things to further
make our scene look good. Let's press Shift and add
a new reference image. Let's just enable this from here so that we can
preview the images. Open up this image. This is another corner design that I found in the
reference images. Let's create this. Press Shift a and
let's say the vertex. Press one for the word select. Let's place it over
here. Like this. Now what I will do is I will just select this
vertex present G, then z, hold control and snap it with this vertex over
here on the same height. So now select both of them, press F to join
them. We are done. Now. I will just select this
reference image and just deleted directly because we
really don't need it anymore. Especially let's
select this press Tab to select everything and then press F to
fill in the face. First, let's reset its origin. So go over to set origin
and origin Geometric. Next what I will do is press Tab while
everything is selected, Let's just extrude it
backwards like this. Right-click and change the mood. This enable auto smooth sided bevel modifier,
enabled hard normals. And next tab, select
this complete phase. And let's try to insert. This is kind of going haywire
because the vertices are too close to each other. Let's see. One of them is this. Let me just select
this word, edge, press X and dissolve the edge. Just find a couple of more edges that are too close
to each other. Causing these issues.
Like this one. Just quickly dissolve them so that we can insert
this face properly. Or just select the vertices, select the edge and press G2 times to move them farther away from
each other like this. Let's try inserting. Now. We still need to. Let's just dissolve this one. Let's try now. It kind of works. Now. Let's try going for
a little bit more. Here was one more edge
that was too close. So let us resolve this one. Usually edges are
really close to each other around
all the corners. Just check all the
corners over here also. Let us try now. Right? I think we
are good to go now. So let's check one more time. Alright, so I think
the smartest, fine. Just insert this
inverts like this. Now to make the bevel
modifier work correctly, let us just enable Clamp
overlap from here, I'm disabled clamp overlap
degrees the bevel amount. Let's see which of the edges are causing issues for establishing. Let's see over here. Select this edge plus
G2 times over here. Alright, so now I
think it is fine. Let's save a blender
file for now. Let's select this now and
where I will be placing this is over here
with this thing. Let us select them both slash
to go into the isolation. Let's move this piece over here. Rotate this by 90 degrees
or minus 90 maybe. Then press three, or Control
plus three, like this. Let's rotate it like
this by 90 degrees. Scale this down over here. Let's scale it up around this
much I think would be fine. Again, some of the things that really up to
your preference, how you would like
things you can take over from there and do
whichever way you like. I think something like
this would look good. So now let's just use the mirror modifier slash to come out of the
isolation mode. Now let's select this
and add a meter object. So select this eyedropper, and let's try selecting this. And it does not work properly. Let's try selecting
something else. Maybe this. Alright, I think this works fine. Let's select on the x-axis also. Alright, let us save a Blender
files and move forward. I will add a new reference
image of this thing over here. This one. Let's add this and let's try creating
something like this. Press shift D. Let's start
a single word again. Let us just place
this over here. Quickly extrude this. Normally I know the images kind of skewed and asymmetrical, but we will solve that issue
later on pretty easily. Just quickly create this
whole thing like this. The knowledge to select
both of these vertices, press F to join them. Now press a to select everything and press F to fill in the face. Go over to object
and set origin to geometry, establishing
enable X-ray. First, let's press
I to insert this. And let's insert it. Delay here. I think it is
kind of difficult to see. So you can move from, you can move from this
mode over here to this wireframe mode like this, so that it would
be easier to see. Now. Now let's create
the detail over here. We need to just created
once the knife tool. And let's start from here. There's joined this over here. Right-click. Now press Enter. You can move back to
the viewport shading and let's check if
the phases work fine. Let's go back here into
the wireframe mode. And next I will create
this cutout plus k again. Start center again. Let's come back here. And now what I will do is
press three for free. Select Disable the X-ray. Let's select this face, press X and delete the face. Let's hide the defense
image for now. Select everything.
So press a and now extrude this
backwards like this. Next, select this
complete phase, press I to insert this. Then extrude it
backwards like this. Alright, now to create
this on all four sides, we just need to, instead of
using the mirror modifier, I will just do this pre-step, press a to select
everything and go over to mesh and use the symmetries
function like this. Now you see we have
successfully made it over to the right side and now press
a to select everything. And then we will
use the symmetric function one more time. But this time change the
direction from maybe we need to just try out a
different dimensions. Sorry. Not this one. I think the zed one
would work fine. Yeah. This one. You see now you
have successfully mirrored it on all four sides. Let's add the bevel modifier. Disabled clamp overlap. We need we might need to
fix some of the issues. Not I think it
works pretty fine. Let's just shade smooth. This enabled hardened animals
and also auto smooth. Next, press one again and
just simply press Shift S and goes up is selected to
bring the cursor over here. So that when we add a new
object like a cylinder, it gets added right
at the center. Now we'll basically just
start a simple cylinder. Scale it down, right-click and shade smooth. This enabled order smooth. And also apply the scale. Stab 34 Face Select, select this top face, press I to insert this. Let's insert it here and
then extrude it backwards. Let's insert this one more time and extrude this outwards. Create something like this. Go to Shading and let's
enable hard normals. Yeah, I think this looks fine. Let's just select
all of these phases. Hold all, select
this complete loop. Now select all of these phases. Let's give it a bit
more thickness. All right, so now
let's select this. Press one for the front view. Scale this down. Really small. Please this over here. We can also move it right at
the center of this object. We actually, let's move it right at the center
of this object. So select this press Shift
tests and goes up to selected. Next what we can do is let's just join both of them,
select them both. Press Control G, next, brush Shift S and then
selection to causal, and it is right at the center. Now, let's scale it
up a little bit. Yeah, I think it looks good. Let's hit Save on a files. What you can do is you can
maybe select this piece and duplicate it to a
few more pieces of, you can maybe place it at
a few more places like over these bars or maybe
any way you like and also place them like this right at the door and add a modifier. Give it a little
bit space modifier. This time. The z-axis. Duplicate it a few times like this. And I think this
looks pretty good. Let's just duplicate it over
to the right side also. It looks like a nice addition, but for now I will just
delete both of them. Maybe you can add
them if you like it, but I'm not really going
to add it right now. So let's delete, save our
files. And let's see. Alright, let's create
some more stuff now. But before that I will just
select all of these objects except the reference
image over here and just drag and drop
them into the collection, enabled back the
reference image. And let's see. Actually we really don't need this anymore so you can directly
just delete it. Alright, suppress one again. Let's select this Kazaa and
place it over here somewhere. So just told your right-click, I mean hold Shift
and then click, right-click to place
it anywhere you like. So let's place or
some variable here. And now we can add a
new reference image, suppress shifting reference. You will see this
one reference image. This one. Let's open it up. You can create any
design you want. I will be going for the top one. Press shift D.
Let's add a plane. It's rotated by 90 degrees. Enable X-ray and let's place
it over here somewhere. Next, estab, press Control
plus r to add edge loop. It right-click to segregate
exactly the center. Press one, and let's
delete these vertices. Now let's start the
mirror modifier. Also, let's apply the scale. So press control a,
apply the scale, estab now, and let's delete
both of these vertices also. Now, replace all
of them over here. Select this vertex and
place it over here. Now again, we just
need to extrude this. I understand guys. Creating this piece
is going to be easy, but it can be time-consuming. If you don't want to, you can just skip this because it is like because it is like
an additional piece only, like not very necessary
to create this. And I'm pretty sure you grasp the concept of
extruding things now. So you won't be
missing anything, but I'm just adding it to give it to give a shrine
a bit more detail. I will just keep on extruding. Now press E then X
and let's join them. But first let's enable clipping
and join them like this. Next, I will just select
this vertex, duplicate it, Let's place it over here. Start extruding. We will be creating all
these designs also. This will be kind of the
time-consuming part. Just join them both now. So select them, press F, hold Alt and select this loop, press F to fill in the face. And let's press B and separate the selection to make it
like a separate object. Select this press tab. There's a to select everything
and press Shift plus D. And let's just rotate
it by 90 degrees. I will just use this
as all my petals so that I don't really have to create all of them
over and over again. I don't know. It
kind of looks trash. Just delete all of them. Quickly. Just select this
vertex, duplicate it. Just start extruding. Don't, you don't have to be
really precise about this. Let's just quickly
this completely out. It won't take that long. All to select these loops and then press F to
fill in the face. Let's create this
last petal over here. Now press Tab to come
out to the edit mode. Press Shift a and
let's start a circle. Make sure to reduce the word cease to something
like n. Maybe, let me call it a really small. Let's just place it over here. Rotated by 90 degrees. Scale this down. I think it got added behind
the reference image. That's why we cannot see it. Select circle again,
scale it down, place it like this. Press tab and press F
to fill in the face. And now instead of adding a mirror modifier to
place it over here, what I will do is first make
sure you select the circle, then select these petals object, then press Control plus
J to join them together. And you see the circle is
added over here also. Alright. Now let us move further.
Press Tab again. Select this vertex. Let's place it over here. Press Shift D to duplicate, and then place it over here. And let's start extruding. Make sure you are
in the same object only so that we don't have to add mirror
modifier again and again. Let's keep on extruding now. Hold Alt, and then click over here to select
the complete loop. Press F, and then just keep
on selecting the vertices, duplicating them and
then extruding them. Now I won't really be
communicating over this video because I will be doing the same thing
over and over again. Just quickly finish this up. Maybe what you can do is you
can fast forward from here because these are the things
that we have already done. But I don't really want to add like half-life time lapses
or something like that. That's why you can
just fast forward it and cleared all the
stuff on your own only. Now, I will just keep quiet. I'd read all of this stuff. Alright guys, so now
we're finally done. So let's press Tab to come
out of the edit mode. Alright, so I think our design
is looking pretty good. So let's just select
the reference image. Hide it for now. Okay, so now let's select this outer loop that we
created in the beginning. Press one for the front
view. First pre-step. Press F to fill in the face. Let's just move this a little
bit backwards like this. Estab again, let's press E
to extrude this backwards. Now let's select these pieces. Press Tab, press a to
select everything. And now I will extrude them
on the y-axis like this. Right-click and shade smooth
and enabled auto smooth. This piece also. Next what I
will do is if you press one, enable X-ray and just enabled
it offends image also, you can see there
is kind of a bubble or I will clear that now, let's just select
this press Tab one, estab, There's three, and
let's select this face. Now if you press
I to insert this, you can see there are some of the vertices that
are causing issues. So let's just solve this first, press Control plus z. So I think these
are the vertices that are too close
to each other. So we'll select this edge
and this edge suppress, suppress do to go into
the edge select mode, select this edge and this edge. Let's select these two also. Press X, dissolve the edges. Let's select this edge
and move this over here. I think the insects
should work fine. Now let's press three. Select this press I to insert. This yard is working fine. Press one for the front
view enable X-ray. I make sure you press B
to remove this boundary. And let's insert this deal here. Now what I will do
is disabled X-ray. One for the vertices, select, select this vertex and let's move them farther
away from each other. That they don't cause
issues when we build them. Alright, let's select
this complete face and extrude this
backwards this way. Let's add a bevel
modifier now to this. Lighthearted normals and alerts decrease the
bioavailability. Adding something
around this is fine. Alright, so let's
select this piece, this one as one for
the front view. Let's place this over here. Scale this down. Select this, this one slash for the
isolation mode plus one. There's de-select this, move
this in the front over here. I will select this and this one, press Shift plus D.
Rotate it by 90. I think. Let's place
this over here. Again. I will duplicate
this and let's move this over here and rotate
it by 180 degrees. I'm just trying to match it with the origins so that
it is exactly in the center slash to come
out of the isolation mode. Let's see. I think it looks pretty good. Let's see what Blender files. I think this much is
enough for this video. It is a pretty long
video already. I will see you in the next one.
14. Creating A Platform: Hello guys, welcome
to Chapter 13. This video, I think
is the last video in the modelling
section of our shrine. Before we start, I just want
to make a small change. If you see this piece
over here, this one, it is like too much in the outward direction compared
to all the other pieces. I just want to push it
a little bit inwards. But right now if you just
press Tab and go into the Edit mode and try
to select this face. And tried to select these faces. We cannot really select them right now because
if you remember, we use the mirror modifier to duplicate them
on all four sides. If you want to edit
them individually, we need to apply the
middle modifier. So go over here, click on this arrow
and hit Apply. Now that we have applied
the middle modify, we can just press Tab. And now you can easily select these faces and
push them inverts. But before that, let's just press Tab to come
out of edit mode. Select this bottom piece because we need to push
these phases inverts also, let us just apply
this mirror modifier. Now select both of the
objects press Tab. And now I will save all
four of these phases. Just push them
inverts like this, press G and then why? I think till here would be fine. All right, Let's hit
Save and move further. I will just quickly
show you what we will be creating in this video. I've already created this
when I was off camera. So as you can see, this wooden structure
to hold a shrine down. So we will be creating
this in our video. But I think it will
add a lot more detail to our trained model. So let's continue. I will just close this
blender file. Let's start. First thing I will do is let's
just select these walls, press Shift test
and then closer to select it to bring
the cursor over here. Let's press seven for top view. Press shift D, and
let's start the cube. Let's move this cube over here. And what I will be doing is actually I've already noted down the measurements from
my own blender file, and I will just put in
those measurements in these dimensions so that
easy and quick to work. For the x. Let's put
in 0.3956.1 for the y, 0.11 for the Z. You see, we have created
this wooden bar like thing. Let's place it
somewhere over here. Let's move this down. Press one for the front view, and let's place it just
to hear like this. Next, what I will
do is I will add a, add a modifier to
duplicate this. Let's increase the factor
just a little bit, maybe 1.11.05, I think. Now I will just
increase the count. So let's increase it
to maybe 15, I think. Seven for the top
two. And let us see. Move it like this. And just make sure that it
is exactly at the center. So three bars over here, 1233 bars over here to
the right and the left. I think it is right
in the middle. Now I will just
select this piece, press Control a, and let's
first apply the scale. Next, I will add
a bevel modifier. Let's decrease the amount enabled hardened normals
and auto smooth. I think we need to decrease
the distance on the x. So let's set it to maybe 1.01. I think something like
this would be fine. Let's just check if it is
exactly in the center. And 234 bars, 123. Let's move it a little
bit to the right. I think this is much better. Let's press seven
for a better view. There are 123123. I think it is roughly
in the middle. Let's select this again, press G and Y, and
let's move it forward. Let's increase the scale a
little bit on the y-axis. All right, I think this
is fine. Let's hit Save. Now I will add another queue. Let's select this
press Shift test, because there to select
it, press Shift plus a. And let's start a new cube. For the scale of this
q in the x dimension. Let's put in 0.1125.9 in the y and 0.07 as the x. I will increase it
a little bit on the y-axis. Move it over here. Next, what I will do
is select this piece and I will just apply the
area modifier. For now. I can just select, I can just select this object, go to object and set origin, then origin to geometric to place the origin
right at the center. The reason I did this was this. The reason I did
this was because now I can use this object as the middle object for
many other pieces that I will be creating. So let's just select
this middle modifier. Selected the middle
object as this one, so that it is that it
is emitted perfectly. Next, what I will do is I
will just select this piece. The step to go into edit mode. Select everything
and press Shift plus d. Let's move it over here. Rotate it by 90
degrees on the y-axis. I will duplicate and
just one more time. Let's see. I will
select this top piece. So you can just press
L to select this, then press S, then x. Let's scale it a little
bit on the x like this. Select both of the bottom pieces by pressing L Then again, and scale them down on the
x-axis just a little bit. Let's select them, press
Control a and apply the scale and add
a bevel modifier. Again, we need to decrease
the Bible amount by a lot. I think this much will be fine. Let's enable hard and normals and also enabled auto smooth. Let us see at the back, I will select this object, press Shift plus S and closer to select it to move the
cursor right at the middle. Redshift Shift a, and
let's start the Q. And I will move
this Q over here, scale this down, and
scale it on the X. Skewed right now is just
like a placeholder thing. This is not the final object. I'm just adding it to see how everything will
look together. We will later on give it
more detail and stuff. Now I think just to see
how everything is looking, let's just press control. Now. Let's just save a file. So hit Control plus S. Next what I will do
is select this piece, press Shift plus S and
closer to select it, Let's add a cylinder. Scale this down and move
over to the corner. Over here. Let's scale it up. Mode this and
enable auto smooth. Let's select this again and add a mirror modifier to this. It select the middle
object as this one. Alright, let's scale it
on the x and y plane. So to do that, press
S then Shift plus z and scale it like this. Now I think this is fine. Let's select this, apply the scale and add
a bevel modifier. Now select this piece, press seven for top view. Let's duplicate this,
aggregated by 90 degrees. Scale this down. Let's see. Scale them up a little bit. Here. I think it would be fine. Next, let's just
select the cylinder, press Shift plus D and move
it over here like this. Let's hit save for now. Next what I will do
is if you press one, press shift D, and let's
start a new reference image. In the reference image folder. You will find this, but press shift D and let's
add a new reference image, the difference image folder, and you will find this one. Just open it up.
Let's clear this now. Shifting and let's
add a cylinder. The cylinder over here. Scale it up. Non-varying.
The bottom line is not matching up,
does not matter. Just press Tab one
for the vertices, select all these vertices, place them over here. Just extrude this. According to the
reference image, again, I'm just extruding and scaling them inwards
and outwards. Alright, let's just delete this reference image
selected and press delete. Disable the X-ray
alerts sheets mode. This enabled auto smooth. I will do is select
these pillars and then select this slash
for the isolation. They're scaled this down
and place it over here. 74 top view. I think something like this. Glute, good, Let's
just duplicate it. Overhead also. What we can do is instead of
duplicating it manually, first, let's go over
to Edit preferences. The add-on section
search for copy. You will see a copy attributes
menu just enabled this. What we can do now is
select this object, then select this object, then press Control plus
C. Then copy location. I need to select
this object first, then this object, then press
Control C and copy location. Just move it over here like this because it is
exactly in the center. Now, I will just duplicate this. Let's place it over here
for select this object, then select this one, and then press Control
C and copy location. Now we need to just
move it upwards. Alright, let's press Slash to
come out of the edit mode. I will just select
all four of them. And I want to reduce
the scale of them just still a bit on the
x and y plane. So press S then Shift plus z. Also, if you're wondering how I'm scaling them on
individual origins, you first need to go over here and select
individual origins. If you have like
bounding box selected, you will see they will
scale in a very weird way. But if you enable
individual origin, they will scale
exactly how we want. I think this is fine. Let's just select this. Move it a little bit over here. Writing the earlier scaled by. Writing the earliest
scale was fine. Let's just control
Z and everything. But we need to move this piece a little bit in the
upwards direction. Let's just scale this down. Next, I will use the
mirror modifier on them. Do copy them over here. Also. Select this piece. Add a modifier. Select the middle
object as this one. This also at the
mirror modifier. This as the middle object. Next, what I will do is
I will add another cube. Let's scale this
down. Scale it up. Let's hear it over
here. Like this. Let's add a modifier, x to 0. Let's increase the y.
Let's increase the count. Now. Think six will be fine. There's three,
control plus three. And let's just
place it like this. Roughly in the center. Select this again, add a
bevel, apply the scale. Degrees it. Mirror modifier, and use the middle
object as this one. It's enabled hard
normals and also auto smooth seven for top view, let's duplicate this piece
rotated by 90 degrees. Let's rotate it by
minus 90 degrees. The count to maybe something
like to do would be fine. All right, I think
it looks fine now. Next I will add another cube. Open the transform, and
let's set the dimensions to 0.147 for the x, the y. Let us check it to 5.9. For the x, 0.18. Let's place this
bottle over here. Just scale it up a little
bit on the y-axis. Let's add a modifier
to this next. All right guys, Now let's
just duplicate this piece. So selected press shift D, rotated by 90 degrees. Move it on the y-axis like this, and change the axis from X to
Y for the mirror modifier. Let's press Control plus
seven for the bottom view. Move this piece on the y-axis, on the x-axis like this. And we need to scale it down, scale it down on the x-axis. This way. I think this is fine. Let's just increase the
scale of both of them are little bit increase
the scale of this one, the y, and move this piece
over here like this. All right, next let's create
some stairs over here. First let's select this piece, redshift plus S, then
goes there to select it. Let's start a new cube. List this cube over here. For the dimensions. Save them to the x, 32.162. The y, set it to 0.3 for the 2.177th 20 for the top view. And let's place the stairs here. Next, I will add array modifier. Set the x factored 0, and check the Y factor, negative of 0.65 and decreases to
something like this. I think this is fine. So
next I will just increase the count and let's set the count to something
like seven maybe. First let's press Control
a and apply the scale. Next I will add a
bevel modifier, decrease the amount of Bible. I think this model is fine. Enabled hardened normals.
Also auto smooth. Alright, select
this piece again, press Tab, Control R
to add edge loops, and I will add two edge loops. So you'll do a scroll wheel to increase the
number of edge loops. Place them like this, and then press S, then x. Now you can see they're
not scaling apart, so we just need to change
the scaling method from individual origins
two bounding box center. Now if you press S then x, you can easily scale
them like this. Let's place them over here. Press three for Face, Select and select all of these phases. This one and this one also. Presby to separate it, then select selection
to separate by selection so that all of these
are the separate object. Now, select this and then press Slash to go
into the isolation mode, estab Alt and select
this complete loop. Firstly, express dU
for the H. Select. Now hold Alt and select
this complete loop and press F to fill in the face. Do the same thing over
here, also, express slash. And let's fill this face. So hold Alt and select this
complete loop and press F. Do the same to the right
side also. The whole three. Hold Alt and select this
complete phase loop, then select this face. Then press B and set big
selection. Slash again. And let's fill this face. And similarly decided also. Hold art, select
the complete loop, then press F. Let's increase
the bevel amount of cubit. Also. Next, let's
select this piece. What I will do is
I will just select this piece and I
will just delete it. Select this piece are the
mirror modifier to this. It already meters perfectly because the origin
point is over here. But you can also select this as the middle object and it
will still work fine. Let's select this
object now press Tab, press 34 fifth, select
and select this face. Press I to insert this E to extrude this
outwards like this. Alright, Next, let's
select this piece, press Shift plus S. Then
it goes up to select it. Let's start another cube. Scale this down to three
for the right side view. Let's place it like this. For support. Side
a minute modifier to this and select these
tiers as the middle object. I will just select this piece, duplicate it, rotated on
the x-axis by 90 degrees. There's three for
the right side view, and let's place it
like this. Now. X increase the scale on the x, so press S, then x will modify to both of them
and also apply their skills. For this piece also, let's
press Control a and then apply the scale and
add a bevel modifier now, enabled auto smooth. Now let's just
select this piece. I will just move it
a little bit inverts and select this piece, increase its scale on the
y-axis. Just a little bit. Now, we'll select this piece, press Shift plus D
to duplicate it, because G to move it and then place it somewhere
over here also. Next, select this
piece for stab. It's enabled X-ray. And just select all four of these vertices and move
these vertices over here. Alright, I think I
still look fine now. Next, let's create some
sidebars over here that will support
the whole structure. I press one for the front view. Let's press Shift a and
add the new defense image. Won't be the reference
image folder and you will find this particular image. This one. Let's open this up. Press Shift plus S then closer to select it to move
the cursor over here so that we can easily now press Shift
a and add a cube. Let's scale this cube down according to the
reference image. Let's scale it up on the x-axis. Let's scale it up on the
z-axis. Enable X-ray. It does not matter if it is not matching up with
the reference image. We just need the reference
image to roughly follow it. We don't have to precisely match of the things
that the defense image. Next I will just press Tab
to go into the Edit mode. Press one for the front view. And let's create this shape
now. So I'll press Escape. Let's trace this out. Santa. Disabled x-ray, select them both and press Slash to go into the Edit mode, select this reference image
and move it back over here. Now what I will do
is press three, and let's just select this face, press X, and delete
all the vertices. Press a to select everything. Then let's just extrude
this backwards. Here, I think would be fine. Next, let's press three hold Alt and select this complete loop. Holding all it is not working. So let's just select
the phases manually. These Presby and then
separate the selection. Next, I will just either
solidify modifier. Also one more thing
that I'm noticing, it is not quite symmetrical, so let's just summarize it. For stab, press a to select everything and go over to
mesh, then symmetries. I think this is much better. Do the same for the
top piece press Tab to select everything, then mesh and trace. All right, I think
this is much better. Let's select both of
these pieces now. Press tab for edit mode, enabled x-ray. Press one. And let's just
move this word S0. Select this first. Alerts, move it like this. Alright. We have added a solidify modifier to give
it a little bit of thickness. Next, enabled even thickness. Now let's let sit into complex. I think simple was fine. Let's just right-click
and choose smooth. This enabled auto smooth. Alright, Next let's
select this piece press Tab to go into edit
mode, enable X-ray. Let's select both
of these phases. Then to create a smooth, smooth surface like you see
in the reference image, let us just press Control
plus b to bevel this. You can increase or decrease
the number of segments. I think something like
this will be fine. Let's disable the X-ray mode
inside the bevel modifier to this enabled harder normals. We can also add a
weighted normal modifier to solve some of
the shading issues. Let's start to solidify
modifier to this one also. I think this is fine. Let's be at the bottom
part now suppress one. Are the cube. Enable X-ray. Let's scale this down. To go into the Edit mode. Press one for the vertices, select, select all
of these vertices. Let's move them over here. Scale them out a little
bit risky to extrude. And then again, we need
to just press E and then press S to scale these
vertices outwards like this. Now let's just
scale this inverts. It does not matter if it is not really matching with
the reference image. You can kind of eyeball it. Right-click and choose mode. This enable auto smooth. Now I want to just
move this piece exactly at the center
of this piece. So I will just select this one. Then I will select this one. Then if you remember, we
press Control plus C for the copy attributes menu
and select Copy location. Now it is exactly at the center. So just select this piece and move it downwards like this. I will do now is I will select this piece
per shift plus S, then cause it to select it. Press one for the front view. And let's start a cube. Scale this cube down like this, then press S and Shift plus
z and scale it like this. I think something like
this will be fine. Let's just delete
the reference image selected. Press Delete. Let's press Slash to come
out of the edit mode. One for the front view. Let's scale this down first. Select this piece, press S, then Shift plus z. I will
scale it down a little bit. Let's select all
four of them then press S, then Shift plus z. Scale them like this. I think this looks much better. Now I will just select
this piece plus one for the front view press
tab enabled x-ray. And let's just move over here. Select all four of them
and place it like this. I'm just adjusting the scale and trying to see
what looks good. I think something
like this looks fine. I will just increase the
scale of this attribute. Next, select this
piece and let's just press S then Shift plus z, the scale it down like this. Press S to scale it up. I will also scale this
piece a little bit. Press S, scale it up,
move it downwards. You can just add a plane as a ground so that we can see
if everything is on level. Just match it like this. I think we need to move it just a little bit more upwards. I think this one is fine. Now what I want to do
is I want to mirror this piece onto all four sides. First, let's just delete this. Also, one thing that I'm
seeing is you can see a very little shading
issue over here. Just select this piece
enabled x-ray press Tab. And I feel like it is being
caused by these two vertices. There's just select both of
them as they're very close to each other respects and
dissolve the vertices. Now I think that
shading issue is gone. There's just right-click
Shade Smooth at the bevel modifier. Apply the scale. Apply
the scale to all of them. Next, let's add a bevel
modifier to both of these will apply the scale
enabled hard normals. You can disable clamp overlap. I think this one is fine. Let's start the build
to this one and also enabled or to Smoot
harder normals. Now if you want to like middle these pieces onto
all four sides, it will be much better if you join all of these pieces
into a single piece. Let us do that. But to do that, I have to apply all
the modifiers to these pieces because if I
joined them just like that, only all the modifiers can merge into one another
and cause some issues. For example, if I just select both of these pieces
and join them, you can see the thickness of
this piece changed a lot. I just press Control
Z, you can see. So actually this piece acquired
the solidify modifier of this one only that had the
0.01 thickness. That's why. The board got the
same thickness. If I selected this object
first, then this one, then press Control plus j, then this piece will get
the 0.014 thickness. So what we can do is we can
just select all of them, press F3 and select
Convert to mesh. This is the shortcut to
apply all the modifiers. Now as you can see,
all the modifiers have disappeared from here. That means you cannot
change them any further. Now, you can just
select all of them. Then press Control
plus g. You can see everything
remains the same now. It is a single object only. Next what I will do is I will add immediate modified to this. Select the middle object as
this piece at the y-axis. Next, what I wanted to do is I want to add, add a modifier. So as you can see
that adding modifiers working kind of in a weird way. It is considering
these four to be a single piece and then
duplicating them like this. So if I increase the count, you can see how it
is duplicating. But what I want to do is I want to duplicate this
over here and here. So to do that,
what we need to do is we need to move
the add a modifier. First. What we need to
do is set the X factor to 0 and change the Lie Factor. Next, what we need to
do is we need to move the area modifier above
the mirror modifier. And now we can adjust the distance and you can see it is working
the way we wanted to. Actually, I don't
want this much. I will just set
the count to two. Now we can adjust the fact. I think something like
this will be fine. Next, let's just
select this piece, press Shift plus D, Then G
and X and move it like this. But obviously we don't want
these pillars in the middle. So I will just remove
the area modifier. I think something
like this is fine. All right, Let's hit Save. And next, let's create
this piece over here. Okay, so for this,
we need to open up your refs threat search
for pure ref over here. Right-click and load our scene are recent and reference images. The reference image that we're
looking for is this one. So let us just double-click
on it and focus over it. I will increase the
scale of my referendum. Double-click again. Alright, so I'm trying to create
something like this or this back wall. So let's start. First. What I will do is press Tab Control R and add an edge
loop right down the middle. It right-click to keep
it at the center only. Enable X-ray. And let's
just delete all of the right side would see
suppress x and glued them. Let's start the
middle modifier now. Alright, next, press
three for Face. Select. Select this
face. Press one. Maybe not, I will just
move it like this. Press Shift plus S, then cause it to select
it and add a new cube. Let's move this cube over
here, scale this down. Select this piece, this
piece, and this one. Then press Slash to go into the isolation mode. Express one. This q. Let's scale it up
according to the wall. Next, let's press Tab again, select this face, move
it inverts the x-axis. I think something till
here will be fine. Let's scale it down on the Y. Also. Select this,
Let's press Control a, apply the scale for this one, also apply the scale. And let's reset both of
their origins to the study. For this one only
just select this. Go to Object set origin and
origin of the geometry. Now let's add a bevel
modifier. This one also. Now next let's add a
mirror modifier to this. Select the middle
object has this piece. Next, establishing
risk control art and add edge loops.
Over here somewhere. I will select this face and
also select this back face. Now press I to insert the
face and make sure you press B to close the boundary so
that we can insert like this. You can see the
clear difference. Alright, let's
insert it somewhere. Did here I think. Press X and delete the phases. Now what I will do is press one, hold Alt and select
this complete loop. Then hold Shift and Alt. And select this complete loop, then press Control plus e bridge edge loops to
bridge them like this. Next for establishing
precise control are, let's say two loops over here. Move them a little bit in the
front direction on the y, like this, and let's
scale them down also. Press 34 fifth select, press Alt plus e, then
extrude faces along normal. These are selected to
extrude them like this. Alright, next I will
add another cube. One. Let's scale this down. Over here, scale it up. Next, let's add a, add a
modifier could duplicate this. Let's maybe 90. Increase the factor. Maybe let's say a 100 only decrease the factor to just fit all of
them in like this. I think something
like this looks fine. Next press Tab again, let's select this bottom face and make sure boundaries
off like this. Let's insert this
tool here. Again. I inserted delay
here. One more time. Press Control R and Lazada
edge loop over here. Now what we can do
is we can hold Alt, select this complete loop e
to extrude this outwards. Stab again, let's
select this loop. So hold Alt, let's
extrude this in words. This is like
completely preference. This, you can do it
however way you want. I think something
like this looks fine. Next, what I will do is I will create this piece over here. Let's press one, the Shift a, and let's say the cube. Scale this down. Let's kill it up on the x-axis. I will also scale
these pieces down. So press S then x. I think this much would
be fine for them. And let's scale this piece up. Enable X-ray. Let's
select all of these vertices and
move them like this. This is much better. Let's select this
piece, press Control a, apply the scale press
tab for the Edit Mode. Control R. And let's add an
edge loop in the middle. So hit right-click,
enable X-ray. Select all of these
vertices plus x, delete them. The
mirror modifier. Move it over here. Let's see. First let's select this
top face mood like this. Establishing enable X-ray. Let's select all of
these vertices plates, move them till here. Next what I will
do is press Tab. Do for the Edge Select, let's select this top edge. Let's move it till
here. Like this. Next I will press Control R. Let's are the
edge loop over here. Then let's select this edge
moving downwards like this. To create something like this. Then hold Alt, select
this complete loop. First, let's press Control
a and apply the scale. Now pre-step hold Alt, select this complete loop, press Control plus b. Like this, are a
bunch of segments. I think it is kind
of the same shape. You can scale it
down on the z axis. This Let's press Slash to
come out of the edit mode. Let's see. I think it
looks pretty good. Let's just move it a
little bit forward. I'll scale it down a little
bit more on the z axis. I think this is much better. Let's add a bevel
modifier to this. Next one more thing
that I would like to do is I will
select this piece, press Shift plus d. Let's
place it over here also. Let's remove both of the
middle modifiers for now, select these two pieces
and this one slash. Let's set the
origin to geometry. Just for this piece
to select this one, go to Object Set Origin, origin to geometric regulated by minus 90 degrees
on the z-axis. One. Place it over here. Yeah, I think something like
this looks pretty good. Let's first slash I,
the mirror modifier. Once again. This time
select the middle object as this piece and check if it mirrors properly. Working fine. Let's hit Save. I think we are almost done with
the modeling part. Let's minimize pure ref for now, I won't be creating all of
these pieces if you want, you can create them, but I
think till here is fine. Click over here to
minimize pure ref. The last thing that I will do in this video is as it
is pretty long now, I will select this
piece and also select this piece for slash.
Go into the Edit mode. Let's press Control plus
three to view it like this press Shift plus D and
duplicate it then present. Alright, now what I will do is select this piece and
remove the mirror modifier. Select this piece. Also. Remove them with a modifier. Let's select this piece
and I will press 34 fifth, select this face, select this face with x and
delete the vertices. To create something like this. Press one again, hold Alt, select this complete loop, this x, and delete the vertices. Alright? Press a to
select everything, then press F to
fill in the face. Control plus three for the
side view enabled X-ray. Let's move it until
here I think. Stab press Control,
apply the scale, establishing a to select everything and then
press I to insect this, to press B to turn off the boundary to
insert them properly. Let's insert this deal here. Yeah, I think till here is fine. A to select everything. Then plus e to extrude
this backwards. This big phase then plus e
again to extrude it like this, which disabled clamp overlap
and adjusted accordingly. Alright, so we have created
like a version of it. So let's press Slash to
come out of the edit mode. And I will place this piece
over here. This piece. And these two that we just
created, press Slash. Let's rotate it on the X by 90. Let's recreate it
by minus 90 and on the z and also by 90 degrees. Press one for the front view. Let's place it over
here. Scale this down. Let's place it like this. Next, let's add a middle
modify to both of them. And select this as
the middle object. Yeah, I think it adds
a nice bit of detail. So let's press Control
plus S to save our files. I think this much is it for this video we'll continue
from here in the next one. Thank you guys for watching. I'll see you in the next one.
15. Creating the Ground: Hello guys, welcome
to Chapter 14. So before I apply
all the modifiers and begin with the UV
unwrapping process. I do want to make a
couple of changes and do a few more
additions to our scene. In this video, we
will be doing that. But first let's just
select everything. I move it into our collection
over here like this. All right, so next I
will select this piece, press Shift plus S, then select closer to selected. Let me enable screencast keys. I just selected this object, press Shift plus S, then cursor to select it to
bring the cursor over here. Next I will add a cube. So press Shift a and add a cube. Place this cube over here. Press N to bring this window, this toolbar go to Item. And let's set the
dimensions for the x 24. Select this will be acting as a ground or something
for our building. Set both X and Y 24. Let's set the Z to
something like 0.1. Let's move it over
here like this. Next, I'm going to create
some boundaries over here. Press one for the front view. Let's press Shift plus a again. And are the cube. I will place the cube
somewhere over here. Again. Let's set the dimensions
for the x. I'm going to go with 0.35 divides 0.10.65 to create something like this, Let's press seven
for the top view. Move this on the
y-axis and place this just over here to
act as the boundary. Alright, next what I will
do is select this piece, press Shift plus S, then goes into selected to
bring the cursor over here. So that now when I press
Shift plus a and add cube, it will be harder to do here. Let's scale this down. For these cubes dimensions. Set this to 0.3820.103 to 0.09. Please this over here
like this at the top. Next press Shift plus D, and just move it
somewhere around here. Alright, so we are
done with a boundary. We just now need to
select all three of them, Risk Control plus
J to join them. Let's press Control a
and apply the scale. Move it somewhere over here. And now I will add
a bevel modifier. Just the bevel modifier to a low amount,
something like this. Enabled harder normals
and also enabled auto smooth. Next I will. Next time we'll be
adding array modifier. Let's adjust the distance. I think something like
this will be fine. Now just increase
the number of count. Let's see how much
we want to add. I think something like
this will be fine. Next, let's just duplicate this and move this
piece over here. The back. This time increase
the count even more. Again, let's just
duplicate this plus, plus our zed rotated
by 90 degrees. Or you can rotate it by
minus 90 degrees like this. Seven for the top view. Let's move it over
here like this. Let's see if everything
is working fine. Now I will select this piece, then select this piece. Just a second. Let's
move it inwards. Now let us say both of them
press F3 and convert to mesh. Now they are a single piece. We have no modifiers now. So now what I can do is select this piece, the mirror modifier. Select the middle object as this piece number
than perfectly. Next, select this one. Again, either mirror modifier and select this as
the middle object. All right, Next what
we can do is we can select these balls. Press Shift plus D,
select them both, press Shift plus D and
place them over here. Obviously we need to
scale them up correctly. I think something
like this is fine. Seven for the top view. And let's just move
them a little bit. Inverts, scale them up. I think this looks fine. Select them both again, the shift plus D. And let's
place this over here also. Again, select these two and
let's move them at the back. So press Shift plus d, then list them over here. Move them a little bit
more inwards. Press seven. I'm scaling this down on
the y-axis like this. I think this looks fine. Let's press Control plus
S to save our scene. Let's check these
pillars once again, if they are looking
fine from over here. I think this is let
us just move further. I will select this piece,
press Shift plus S, and closer to select it, Let's add a new cube. Now for the dimension, set the x value to 0.05794, the y circuit to 0.09634. The only I will press Control plus three
for the right side view. Let's place this somewhere
over here, I think. Move this inwards like this. Let's add a modifier to this. Select the mirror
object as this piece. Answered the third axis. Let's just remove
the x-axis for now. Next, I will add
a bevel modifier. And first let's apply the scale. Adjust the amount. I think this is fine. We'll just move it a little
bit inwards like this. On the y-axis. Just select this, duplicate this, and
move it over here. Also, don't forget to
enable harder than normal and auto smooth
on both of them. Alright, so let's hit
Save on a blend of files. And I think this much modelling
is enough for our scene. In the next video, we will
apply all the modifiers. First, we will give them
all separate materials. And then we will start with
the UV unwrapping process. So thanks for watching, I'll see you in the next video.
16. UV Unwrapping: Hello, welcome to Chapter 15. So in this video,
we will start by assigning all the objects,
different materials. After that, we will
apply all the modifiers and then we will proceed
with the UV unwrapping. We need to assign all the
materials carefully because that will help us in splitting apart texturing process greatly. We will be creating four or
five different material sets. One of them can be with
all these ground pieces. Another one Can we would all
the roof objects together. And this way we will be creating four or five different
sets. So let's start. First. I will just select this
big ground plane selected, go over to the Material tab and add a new material to this. And let's name this
material ground lonely. Now what I want to do is I
wanted to copy this material from this ground plane
onto all of these objects. That they all have
the same material. Because that is how
we will create a single texture set
or a material sec. Let's just select
this ground plane. Then hold Shift, select all
of these objects one-by-one. Now at last, what do
you need to do is you need to hold Shift again and just click on this ground plane again so that it is
the active object now, so that we can see this
material over here. Make sure this ground plane
is your active object. Now press Control plus l
to link the materials. If you press control plus L, this pop-up will come and you just need to
select link materials. Now as soon as you click it, you will see this drawn material has a ten written over here that meets that this material is being used by ten
different objects. So now if we select this piece, you select this piece,
all of them have the same brown material. Select that we have
created a ground texture set that we will be using a
substance winter protection. All of these pieces together. Before I add the next material, Let's just select
this big plane again. This time I will
press Shift plus L to open the Select Link menu. Then I will select material. But this will do is
this will select all the objects that
have the same material. As you can see. It has selected all of the objects with the
ground material. You can do this with any
of the objects selected. So for example, if I
select this object, then press Shift plus
L and select material. It will select all
of these objects. Now what I will do
is I will press H to hide all of these objects. The reason I'm hiding them is so that I do not select them accidentally while I'm adding
the different materials. Now in the next set, I will be adding all these small design pieces that you can see. These ones, this one, this one into a single
material set because I will be giving them
the same material that would be a gold
metal material. Let us just select this piece. Are the new. Let us name
this material gold. Next, while this is selected,
select this object. Let's just keep on
selecting all of the objects that we plan to
give on the golden material. Select these pieces, this one, this one, this one also. Let's also select
this and this two. I will say this piece, this one, this one. Also select these two. These species also I will
give the goal material only. Alright, so now to copy the goal material onto
all of these objects. Let's just select
this again to make this the active object so that we can see the golden
material over here. Because we need to copy this golden material
onto all of them. So we need to make this
as the active object. Now press control plus
L to open the link. Now press Control plus a
two link the materials. Now just select link materials. Now you can see 22, whereas
popped up over here. That means this material is being used by
creating two objects. Now what we can do is we
can just hide all of them because we know we
have given them the golden material
so that we don't accidentally select them again, let us just select
this one, this one. These poles also. Now let's just go over here. Select this, select
the gold material. Again, press control
plus L while this is the active object and
select link materials. Now you can see it has
updated from 20 to 36. All right, Let's press
H to hide these also. Okay, so now I want to add
the gold material over here also only to these
designs that you can see. So the thing is, as you can see with this particular pieces
in this object, I want this part that
you can see over here. I want this part to have a wooden material and this
design part that you can see. To have the gold material. What do we need to do
is we need to separate this design part from
this bigger wooden part. So let us just do that now. So press Tab to go
into edit mode, press three for Face Select. Let's select this face, this face, this face, this one, and this one. Then hold Alt, hold Shift, hold Shift and Alt
and click over here to select this
complete loop. Again, just keep on
selecting all of these loops like this. All right, I think I've
selected all of it. Now. Just press B plus B and separate the
selection like this. Just press Tab to come over to the edit mode, select this. And then plus g.
You can see we have created this as a
separate object. Let's just select this object and give this the gold material. Similarly, I will do the
same thing over here also. Plus three. Let's select this
face, this face. Make sure to select
the small faces also. Now hold Shift and Alt and
select all of these loops. All right, I think
we're good to go. So just press B again, 30 P and then separate
the selection. Select this object, and let's add the gold material
to this one also. Now what you can do
is you can press alt plus H to bring back everything. Again, select this ground plane, press Shift plus L.
Select material, then press H to hide it. Let's select any of
these objects then press Shift plus L and select material to select all of the objects with the gold
material, then plus h. Let's see if we want to add
it to anymore object also. I will select these pieces also, and maybe I will
select these two. Again, I will just add the
gold material to this, then press control plus
L, link the material. Then you can just
press H to hide this. All right, next let's
create a roof set. Say this, this,
this one, this one. I think this much will be fine. Let's just create
a new material. Click on New. Let's rename this to roof. Press control plus L,
the link materials. Then you can just
press H to hide it. I think only these objects would go in the
roof material set. Next, what I will
do is I will select this piece. New material. Let's name this material as
building underscore bottom. Now let's select all of
these pieces one by one. You can just drag your mouse
and select them like this. Make sure to not select
any of the building part. You can press G to move them altogether to see if
everything is selected, then hit right-click to keep them at the
same position only. Now let's just hold shift
and select the stairs again. Then press control plus L
and then link the materials. There's just straight
up hide everything now. So plus H to hide this. And I think the only material that is remaining is this one. So let us just select
any of the object. Hit New. Rename this to building
underscore main. Now we can do is we
can just directly press a to select everything, then press Control L,
link the materials. Because now I think all of our objects have a
particular material. Now you can press Alt H
to bring everything back. Alright guys, so now that we have added all the materials, the next step is to apply all the modifiers before we
actually apply the modifiers. But I will do is I will create
a duplicate of this file because we need to apply all the modifiers to UAE
and wrap the objects. So the reason we are creating
a duplicate of this file is because after we
apply all the modifiers, we really won't be able
to make any changes like adjusting the
bevel modifier or increasing or decreasing
the thickness of the solidify modifier
and things like that. So we need to keep one file with all the modifiers
intact so that we can come back to
that particular file if we want to make
a change later on. To create a duplicate file, I will just press Control
Shift and S to save as. Let's just save this
file as shrine and I will type in
brackets as applied. This means that this file
has the modifier supply. So let's just hit Save As now to actually apply
all the modifiers, one thing that we can do is we can select each
and every object, then go into the
Modifier Tab and you can click on this arrow over
here, then hit Apply. And one-by-one do this to
each and every single object, but that would be pretty
long and tedious. First, let me just select
all of these objects, put them in the collection, then just press a to
select everything. Then hit F3 and search for Convert to mesh
command and hit Enter. This will automatically apply all your modifiers.
You can just check. Select any of the
objects and you won't see any
modifiers over here. Now all the modifiers applied, Let's just select this piece. And this piece. These are the leftover pieces
from the Boolean modifier, so we really don't
need them anymore. So let's just hit Delete. Alright, so we have a
plural noun modifiers. Let's just hit Control
plus S to save our files, I move over to the
UV Editing Tab. Now the way that we will be UV unwrapping all these objectives, we will be doing them according
to their material sets. Only like all the
pieces that are together in this ground
material will be, will be UV unwrapped
together. So let's do that. First, press a to
select everything, then press Control plus
a to apply the scale. And let's just apply the scale. It is really important to apply your skills before
UV unwrapping, because if you don't, it
can mess up our UV unwrap. Alright, so now I will
select this big plane, hit Shift plus L. Then select material to select
all the linked materials. You can see here. Then press Tab to go
into the Edit mode. But you can do is you can
enable this command over here. This will do is any of the phases that we
select over here. The same phases will be
selected over here also. As you see, if you select
something from here, it will be selected
over here also. So let us just press a to select everything so that
everything is selected. Also go over here and
enabled display stretch. This will display the stretching
in your UV unwrapped. If there is a lot
of stretching going on or in your UV unwrap, you will not see
this blue color. You will see like colors
like yellow, green, or red. The color that we are aiming for is this dark blue color only. So make sure your UV unwrap has this dark blue color
only and not like red, green, or yellow maybe that just means you have
done something wrong while UV unwrapping. Let's just move further. I will press U for the shortcut
and hit Smart TV project. Then just hit Okay. Uv unwrap something like this. So you can open this up and
increase the island margin. Do something like 0.03, I think. Let's just type in 0.00335. I think. Something like this I
think would be good. Let's press Tab to come
out to the edit mode. And now that we have a UV, unwrap this ground texture set, let's just press H to hide it while
everything is selected. Mixed, I will say this piece
then press Shift plus L, then silicic material to select all of the linked
materials like this. Then just press Tab to
go into the Edit mode. Press a to select everything. Again, hit you smart TV project. And hit Okay. Let's see. Let's try to adjust the
island margin. For this. 1.0010 will be fine. Yeah, I think this will be fine. So let us just press Tab to
come out to the edit mode, best H to hide them. Next, let's select this
press Shift plus l, Then link material, then press Tab to go
into the Edit mode. Press a to select
everything. Hit you. And smart UV project is
taking a little bit longer. Now it is done. I think for this one also
0.001 will be fine. So let's press tab and
press H to hide these. Next, let's select this
roof redshift plus L. Select the linked
materials press Tab. Then pursue and
smart UV project. This one I think zero-point
on nothing would be fine. Establishing, let's press and let's select this last piece, press Shift plus L. Then
select the link material, estab a to select everything. And you and smart
you will project. I think for this
101002 would be fine. Alright, let's press Tab and I think everything
is UV unwrap now, suppress old plus h.
Alright, so let's hit Save. And I think this much is
enough for this video. In the next video, we will be exporting everything
into substance painter. And we will create a new
project and bake the mesh maps. So thank you for watching.
I'll see you in the next one.
17. Exporting and Baking Mesh Maps: Welcome to Chapter
16. So in this video, we will be exporting our complete moderate into Substance Painter to start
with the texturing process. So let us just first open
up Substance Painter. Alright, so now back in Blender, Let's start with the
exporting process. So there are a few issues that you might face while exporting. I will be covering all of those. But first let's just first directly export it and
see how everything goes. So to export your model, you just press a to
select everything. Go over to the File Export. And then FBX I will be
exporting it as an FBX file. You don't have to do anything
just to make sure you enable this from here selected objects
and active collection. Then in your case, everything would be
selected over here. Just select mesh because
you only want to export the mesh object
types and not any other. Just click on Mesh and make sure both of these are enabled. Let's keep the name to this only and let's just hit Export. Export. And now I
think it's done. Open up substance painter again. Go over to File,
create a new project. In the file section, select and select your file, you just export it over here. Make sure this normal
map format is OpenGL. Anyways, we can always
change it later on, but make sure it is OpenGL and the resolution that we
can change it later on. So let's just keep it here only. Or I will increase it to 2040. Now let's just hit Okay. And as soon as you export it, Let's just zoom in it. So hold Alt and use
your left mouse button to move and user right
to zoom in or zoom out. You can use the middle
mouse button to pan. Right away when you zoom in, there are a few
issues that I see. One of them is I cannot really properly see some of the
objects like this one. That this object is
like, perfectly opaque. But this, as you can see, I can see through these objects. Many of these pieces have the
same problem like this one. You see, we can see through
it and it is looking like very weird some of the
objects over here also. Let's fix this issue first, and this is pretty easy to fix. Let's go back to Blender now. If you go over here and just
enabled face orientation, after you have enabled this, you can visualize
the face orientation and you can see all the
objects with the red color. If you move back to
Substance Painter, these are the same objects that cannot be viewed properly. Like this one. You can see
this has red color over here. These pieces. All
of these pieces we cannot see properly
because they have the drum face orientation
or wrong normals. We just need to flip
their normal so that we can see them properly
in substance painter. To do that, it is pretty easy. Let's just select this object. Press Tab to go
into the Edit mode. Press a to select everything. Then press Shift plus n, and you can see it
turned to blue. Now we have flip the normals. But as you can see, if you just disabled phase are
you in addition from here, this has now created
another problem. And you can see the edges over here are looking very weird and they have kind of
weird shading going on. So if you face this issue, again, there is a very
easy fix for this. Go to the Modify tab
and add a normal. Any of the shading issues, most of them can be solved by the weighted normal modifier. If I just disabled this
weighted normal modifier, you can see the edges have the shading issue as soon as the enabled it disappears and
everything looks normal. Just go over here, click on
this arrow and hit Apply. Now we have fixed this object. Let's enable back
face orientation and quickly do it
for all the objects. So let's just select them
estab to go into edit mode, press a and press
Shift plus n. Again, we have to add the
weekend normal modifier. Both of them. Select this press tab
was a shift plus n. For these two. What we can do is we can just quickly press Shift N to
recalculate the normals. And later on we can add
the weighted normals to all the objects
simultaneously. Just select these objects. Estab, press a to select
everything and then press Shift N. This press a to select everything
and shift plus n. Alright, now all of the objects have characteristic orientation. We can just disable
this mode from here. Now we need to copy the
BUT normal modifier to all the objects. So what I will do is let's
just select this piece. You can see this has
some issues going on. Let's add the break-it
nominal modifier, press a to select everything. Then press Control plus C
for copy attributes menu, go over here and select
Copy Selected modifiers, select wicked normals
and hit Okay. Now immediately all of the objects have the
will to normal modifier. Adding were two normals
to some of them can cause a little bit issues
like this one just needed to enable to
keep sharp from here. This two, we just need to do a little bit
of troubleshooting, I guess to solve these issues is quickly check for
all of the objects if all of them are
looking fine and none of them have like we're
shooting issues. Also, if you zoom in over the small designs
that we created, they also have this issue. So let's just
enabled keep sharp. This one also. This piece also has some issues. So quickly enabled keep sharp. You just need to pay
attention to all your pieces. If any of these are
having if any of them are having any issues and just enabled to keep sharp
to avoid all of them. I think most of it is fine now. This piece also keep sharp. Alright, so I think we
are good to go now. So let's just hit Control
plus S to save our files. Then press a to
select everything. And now we need to apply all
the way to normal modifiers. Let's just press F3,
search for Convert to mesh, and hit Enter. Now all the weekend nominal
modifiers have been applied. One more time. If you just enabled
face orientation, you will see this
piece over here. The reason we can
see this red color over here is because
this piece is hollow. So we can quickly
fix this issue. So let's just select this box, the slash for the
isolation mode, then press Tab to go
into the Edit mode. Let's just disabled
face orientation because if this kind
of hard to work with, press and hold Alt, select this complete loops. So hold Shift again, Shift and Alt, and keep on
selecting this complete loop. Then press E and extrude this Invert I'm
in downwards like this. Then just press F to
fill in the face. If you enabled back
face orientation, you can see we have fixed this. Again because the extruded this and we created extra geometric. We need to go back to
the UV Editing tab and UV unwrap this mud, this particular material
set only once again, let us just select
this box only, press Shift plus L. Then select material to select
all the materials. Start to go into the Edit mode, press a to select everything, and press U and
smart UV project. Let's set this to 0.002. I think that was better. Now I think we're good to go. So let's just press Slash to come out of the
isolation mode, press a to select everything. Then go over to File
Export and FBX. Let's just replace this
file only selected. Make sure these three options
are selected from here. And then hit Export. Export, open UP
Substance Painter again, go to new, create a new project. Let's select this
file again and hit OK. Now if you will
zoom in over here, you can see everything
is perfectly fine. Just quickly go over everything
if you see any issues. But I doubt we will see any. I think we are good to go now. Alright, so the first
thing I generally do is go over here to
the Display Settings, scroll down and enabled
temporal anti-aliasing. This will remove all
the jagged edges that you can see over here. Like this. You see what I mean? It is like a lot smoother now. And then first thing
that we must do when we create a new substance
project is that we need to bake the mesh
maps because we will be using the features of
Substance Painter like smart masks and smart materials that you will understand later on if you don't know about them. For them to work properly, we need to bake the mesh maps. So go over to your
texture set settings. If you don't see this
window over here, you can go to Window toolbars. I think you will see
it unknowing views over here, texture
sets, settings. You can just enable
this if it is disabled. Alright, so if you just scroll down in the texture
set settings, you will see HashMaps. You can just hit big mesh maps. Just change the
output size from 52. And I will be going with 2048. If you have a weaker
computer with low specs, you can go with 10 to four. But if you have a mid median
computer or a high-end, you can go for 20 for it. Let's just disabled ID maps because we
won't be using them. Enabled, apply diffusion and also enable use low poly
mesh has hyperlink mesh. Also you can enable
anti-aliasing. I will say two to four X4 oldie. And I think they stopped
the default commands. A pretty good. We don't need
to change anything much. Now you can just hit
bake selected textures. It is going to take
quite a while to bake all of their textures. So I will just cut the video and resume when
everything is done. Alright, so now
the biggest done, you can just hit, Okay? So as soon as you finish
with the baking process, just quickly check
your complete model. But any of the potential issues. But I think I came out pretty particularly and
everything looks fine. Here. There is a
little bit of issue, but I don't think
that would cause any problem because it won't be even visible when
we add the materials. I think rest everything is fine. Also, if you see over here
in the texture set list, these are all the materials
that we created in Blender. This will help us
in texturing now because you can just
easily disable all of them and easily work with the roof material set
only or roof texture set. You can disable this
and enable the ground. But the goal you see, it makes it very
easier to work with. First, let's just
save our project. So hit Control Plus. I will save it in
my tutorial folder. Only. Save it as
Japanese shrine. It save. Wait for it to save. It can take quite awhile or
yeah, it is done. Now. We will continue from here in the next chapter
with the texturing process. So I'll see you there.
Thank you for watching.
18. Texturing in Substance Painter: Hello, welcome to Chapter 17. So let's start with the
texturing process now. The first material that
we will be creating is we will be creating
the wood material for admin building
and for most of the parts we will be using
that wood material only. So first we need to download the textures for that
particular material. So go over to Google
and search for ambient. Cgi is a free website
and it is pretty good, great website for different textures, assets and everything. From here you can go over to materials and search
for word over here. If you scroll down, you will find this particular material. Its name is words 063. So anyways, you can use any of the material
that you like, but I will be going
for this one. And if you want to have
a desert like mine, you should also go for
this material only. Let us just select it. And I will download it in for K. So we'll click over here. Wait for the download to finish. I will just cut the video and resume when the
download is finished. Alright guys, so now
the download is done. I will hand over to
my Downloads folder. I will just copy
it as a file and pasted over in my
tutorial directory. Create a new folder, and let's name our textures. I will paste it
over here and just right-click and extract it. Alright, so you can now open it up and you will find
all these textures. So the texture maps
that we will be using are this color map, the normal GLP-1, and
the roughness map. These three would
be enough for us. So let's just select
them and drag them and drop them over here in our shelf on
Substance Painter. Again, drag it like this to
select all three of them. Or you can just press
control a click over here, import them as texture. Next, we need to select where we want to import our resources. If you just select
current session, that means if you close your substance painter
and open it up again, you won't find these
textures in your shelf. If you select this
particular project, you will find only
these textures in this particular
project totally, and you won't find them in future projects
that you are using. And if you import
them to your library, they will always stay in
your shell fully and you can use them for any
project you like. I will just select this
particular project only and hit Import. Now all three of them are here. What do we need to do
now is we need to select the texture with
this building mean. So there are two
ways to do this. One, you can just
click over here. And now we're working in the building underscore
main texture set. Another thing that you can
do is you can hold Control plus Alt and then use
your right-click. Change extra sets like this. You can see over
here as soon as I'm clicking on any of the object, the texture set is changing. So let's just click
over here on this wall. And now the building underscore main texture set is selected. That I will do is I will delete this layer first that
is already added, select it and delete it. Next I will add a
new fill layer. So this is the
icon for a filter. You can add it. What we will be doing is
we will drag and drop this color map onto the
base color like this. You can see it is a
building over here. Next, drag and drop
this nominal map here, and a class drag and drop
this roughness over here. Currently it looks
very, very horrible. But don't worry, we will
connect everything up, so change the projection
from UV planar. Next, I will increase
the scale of the texture map because it
is currently too large. So just to increase it, to make it smaller and
already it will look better. So let's set it to ten. Next, what I will
do is right now the normal information
is looking too much. You can go over here
from base color, select Normal, and reduce this normal
intensity like this. You can see over here. So we'll just set it to 54. Now, let's come
back to base color. This is the Opacity channel. If you reduce the base color, you see we're losing
all the color. If you reduce the normal map, we will lose all the
normal information. Let us take 250 and rest
everything at a 100 only. Next thing what we
are going to do is we will add a filter to this particular failure to
adjust the colors even more. So while this layer is selected, go over here and
select Add freedom. Click over here and search for
HSL perceptive. And added. What you can do with
this filter is you can adjust the colors of
your fill layer like this. You see I'm changing
the hue of my Phillip. Actually, I don't want
to do all of this. I just want to decrease the
lightness a little bit. So I will take it to 0.47. Just retype it. Next, what I will do is I will
create a new folder. Let's create a new
folder and name. It would just drag
and drop this fillet into this folder that everything is a little
bit more organized. Open up the root folder, double-click over here
on fill layer one, and let's change the
name to base material. This will be our base material
and we will be adding more layers over it to
make it more realistic. So the next layer that
we're going to add is a dust layer to add a bit more realism to
our base material. So to do that, we will be
making use of black masks. If you have already used
substance painter or Photoshop, you already know what masks are. But if not, I will explain
it to you by demonstrating. Let's just add a new fill layer. I will give this fillet
or darker color for our dust circuit to
something like 0.2. To close this up and you can see our complete
texture state is now black. So obviously we don't want that. We wanted to spread
it like dust. I will go over here
and add a black mask. Now it has completely
disappeared. So next we will add a fill layer and click over here and
search for grungy map 11. I've already searched further. Search again, I will be
using Grunge map number 11. A gradient map is basically
a texture like this. You can see how
our dust layer is completely spread
over the whole model according to this grungy map, only if you change it setting
you can see we can increase or decrease the balance in contrast according to our needs. But if you want to
know about mass, this icon that you
see over here, this is a black mask. A mask is essentially a black and white image
which decides where to show your failure and
we're not too sure you're familiar on the object. So black means in
those particular area, the familiar won't be visible, and white means that
it will be visible. So let me just explain it to you by increasing the
contrast too full. And let's just decrease
the balance like this. If you go over here,
click over here, you can visualize your
mask by selecting mask. And you'll see all the
portions that are white. If you just go back to material, all the portions that
are white in the mask, your dust is visible over there. And all the portions
that are black, the dust is not visible. If you like, change the balance, you can see the white
portions and increasing. That means the dust is
increasing like this. I hope it was clear. This is like basically the
simple definition of mask. We will be using a lot in texturing and it
is quite useful. Make sure you understand
that properly. Now let's just give it a little bit good settings
so that it looks good. I will set the balance to
something like 0.35, I think. For the contrast, I will
decrease the contrast to one. Next state, the projection from UV to try playing a prediction. And let's increase the scale. Something like either maybe, maybe we can try six. You'll see. Now we have added dust, but I wanted to be
like very subtle. It is too harsh right now. So I will go over here
in the Opacity section, and I will set the
opacity of this to 40. That it is barely visible, but it is still there. You can just check by
enabling and disabling. It adds a certain
bit of realism. So that's what we need. Let's rename this to dust. Also one more thing that I
wanted to show you guys. You can also get your mask. For example, let's just
increase the opacity to 100. Just for now, click over here and let's add a
paint layer to this. If you remember, I told
you that white means the filler would be visible and black means that
it will be invisible. If you just click over here on your brush and you can
check the color over here. The color right now
is completely right. Now if I try to
paint over my model, you can see I'm painting dust because I'm painting
with white color. White means, as I told you, the full length will be visible. So as I'm painting with
white over my moderate, the dust lead is
appearing from beneath. If I switch back to black, you can just change the
color from here to black. And now if I try to paint, you can see I'm
erasing the dust. So as I told you, black means invisible
and white means visible. Also, you can switch
between these colors by pressing X like this. This is useful like if you have added some dust using
your grungy maps. But you are feeling like that. You don't want a particular
dust like in this area, you are not liking it
so you can directly use your paint and just
remove it like this. But obviously it looks very weird just right in the center. What you can do is
you can use brushes. If you go over here, just remove this and search
in the brushes section. You can find these dots
brushes, select them. And you can easily, it is the dust in a very
organic way like this. You see I'm erasing this, but it is not looking
like very weird. Also, if you just press
X to switch the colors, as I told you, press X to
switch the color like this. Now you will be printing dust. This dust brush only. I mean dot brush. These are some tips that you can use to make your model
even more realistic. You can change. You can change and try
different types of brushes to add a lot more realism
to your model. This is what I was trying
to explain for now. I will just remove the
paint layer because I don't want to add any extra details,
will remove anything. Just I will delete this. I will set back
the opacity to 40. Right? Next, I will just
duplicate this layer. So press control C and control V. And I will be creating
another type of dust. But this time let's just remove the mask and add
a new black mask. So go over here and a
black mask for now. And let's set the
opacity to full. And this time, instead of using like grunge map or a texture, we will use a smart mask that is a feature of
substance painter. You can go over here. Over here, you will find these multiple smart marks.
These are pretty good. You can just try drag-and-drop them like this from
over here onto here. This is not a pretty good one. Let's just try this one. And you see it has added like a different type of
dust to your margin. You can try from
these multiple ones and find which one
you like better. Let's try this one. So you see this
one is four edges. If you want to mask edges, we will be using this
later on, but not now. The one I'm trying to use
this this one dust occlusion. You can just search
for it by typing OCC. And this one I'm trying to use just drag and
drop it over here. You see it acts like a dust to all the
gardeners and crevices. So you'd adds a lot of
realism to your model. You can see that ugly. But again, this
dust is very hard, so let's reduce the opacity
to maybe something like 75. Click over here to
adjust the properties. And I will set the
dirt level to 0.45. Setting the contrast
2.5 degrees, the granular mode, this will increase or decrease
their dirtiness. So I want to decrease it. Sodium. Angelo, I will set it to 0.3. And lastly, you can increase
the edge masking so that your edges appear a little bit cleaner. I will set it to 0.5. Yeah, I think this is
looking really good. So first, let's save
our scene for now. Now that we have added
these two layers of dust. You can see for yourself
by disabling them, just enabling them back again to see how much of a
defense only adding these two layers has created in our world right now it
looks like ready flag, but as soon as we add
these two layers, it gives a lot more realism to our wood and it looks
much, much better. Also, one more thing
that I wanted to mention it by clicking over
here on this mask. This mass is late for this
particular failure only, and this is a separate
mask for this layer. If you want to get the mask
of a particular field here, you can just click
over here and then click over here and then
adjust the settings. If you want to change
the properties or values of the filter itself, then you need to
click over here. And then you can
change things like the color of the
dust as you can see, if you can give it
some observed colors like red or white. Obviously we won't
be doing that. Let's just undo this. You can also change
the roughness sort of message like how reflective or how
non-reflective your dusted if I just set it to 0. You can see over here on these corners how it
is reflecting light. But as soon as I increase it, it no more reflexive, say are these really subtle? But obviously we don't
want us to be reflective. So I think 0.3 or maybe increasing it a little
bit would be fine. Something like 0.45. You can also give it hide
information like this. If you want, you can add it in a very small amount because
as soon as you increase it, it will look like very overkill. Your model will look very weird. So I will just
keep it at 0 only. But if you want, you can add a little bit of height
information in very, very low amounts of value. Alright, so the next thing that we are going to do is we're going to add a little bit
more details on our edges. So I will add a new fill layer. Let's rename this two edges. I will change the color to
something like yellowish. 0.079. Obviously, you can
go for any color you want, but I have actually tried
in districts some colors. I will be going for that only. For the last value, just set it to 0.731. Something like this. Next what I will do is again, I will be adding a black mask. But this time instead of using a fill layer or
using a smart mask, I will be using a generator. It is basically
the same thing as a masculine, but to add it, you need to go over here and
then select Add generator. Then you can select
the word yet and choose from the
different generators. The one we will be going for, this Metal Edge VM. This immediately you
can see it adds are familiar that we just
created all over our edges. You can click over here and even change the color like this. But the earlier color was fine. Next, what I will be
doing is I will take over here and then click over here
to adjust the properties. And I will just
change one property, I will decrease the weird level. This is the main property
to control the metallic VA. I will say 2.48, like this. Also, what I will be doing is I will move
this Metal Edge. We're below the dust
so that the dust shows on top of it like this. I think this looks much better. You can see. You can see for yourself just by enabling and disabling it, that it adds a lot
mode of realism. Next thing what I
will do is right now the normal information is
still too much for me. Instead of decreasing
it from here, I will just close the folder
from basically go to normal. From here I will set it to 30. Yeah, this looks
much, much better. Also, you can go over here
in the texture set settings. Right now the texture
is kind of low quality, but it is easier to work
to check how things would look in for K. You can click
over here and go to fork. And you can see everything
is now pretty sharp. It is looking good. While working in Unreal, we will be using full
high-quality architecture. Certainly that violence
substitute sprinter. It is a good practice to work at lower resolution so
that your work as fast, so you can set it
to maybe 1024 also. Now everything is really blurry. Material will be
fast and responsive, but I will stay
with two Kimberly. Next, what we can do
is I think for now this is enough for our
wouldn't material, so I will just
copy it from here. You can just press
control C to copy it. Let's change our texture
set to building bottom. Let's delete this layer and we're just going
to copy and paste it. So press control plus V. You're going to see already
we are halfway there with the texturing process and
it is looking pretty good. Next, let's copy this again. I move over to this texture,
set the ground one, so hold Control and Alt and use a right-click to come over here. Now you can paste it again. Now I will show you
one more thing. Obviously, we don't want
the material to show over here on the ground
or even on these bolts. What I will be doing is
there are two ways to remove this axial or material from over here on the
ground and these faults. One of the way would
be to add again a black mask like this. But now what we need
to do is we need to select this tool one-by-one, select each and every object and fill it with white color. So as I told you why
it means visible. So it will be
visible over there. We are currently paid painting
with white color only. Need 21 by one, like
select and select each and every object on which we want the wood
material to appear. Make sure you don't
select any object that you don't want the
wood material to appear on. You can maybe select this one
or this one accidentally. This is one way to do it. Obviously this is much
longer than very tedious. So what I will be doing is I
will just remove this mask. If I click and remove mask, and instead of
using a black mask, I will be using a
geometric mask. Let me just quickly
show you what it is. You can click over here. Just right-click and
hit exclude all. This is basically
same as a black mask, but it works only on geometric,
easier to work with. Now, it is currently
on 0 objects. That means the wood
material is not used by any of the objects. If you click over here, now you can select
the objects that you want the wood material
to appear on. So I will just
select this piece, this piece, this piece, this one, back
one. And this one. You'll see how easy it was. Just click over
here again to come back to the axial mode. And it was pretty quick. We don't have to select each
and every single object. That was the case
with this tool. So instead of using black mass, we directly use the
geometric mask. Make sure you make use of this feature because
it is pretty handy. All right, Next what
we're going to do is we're going to work
with a golden material. So let's head over
to the gold texture. For this one, I will directly
use a smart material. You can go over here
and search for gold. This gold damaged smart
material would come up. You can just drag and
drop it over here. Let us remove this layer one. You see the gold material
is automatically added. But obviously,
right away it does not look very good because
it is like really dark. So what I will be doing is
I will just open this up. Select the dirt
because the dirt is the one that is
causing this darkness. You can see if I
just disabled it, the gold instantly
becomes a lot brighter. Instead of completely
disabling it, what I will do is
I will click over here and click over here
to adjust the black mask. Let's reduce the global
balance to something like, yeah, I think this
looks much better. Another thing that I want to do is just zoom in over here, there is a weird green. Your height
information over here, you can just disable
some layers and check which of the
layers are causing it. I think one of them is this one. So you can just disable it. And yeah, I think
now it looks better. Next, I also want to apply
this gold material over here. So let's just go close
this folder, select this, copy this up, and move over
to the ground texture sec. Again, paste it. Again. It is all over
architecture set, but obviously we
don't want that. Let's click over here
again and hit Exclude all. Then select this one, this one, and this
one at the back. Alright. Next thing that I want to do is if
you will zoom in over here on this piece, I want this piece to
have a black background. So let's do that now. I will add a new field here. I did not in this texture sec, hold Control and Alt and
right-click over here. To come into the
gold texture set, I will add a new fill layer. On top of this, you
can see the whole of gold texture sec
becomes white because we have added the fill
layer on top of this. If we will move downwards, the goal damaged
material starts to show, but I will just move it
at the top because we are going to use a
black mask anyways. So first, let's change
the color to black. Make sure you're
selected this layer. Click over here under the base color and change
the color to black. I think something like
this would be fine. Now what I want to do is I
want to have this black color. Just add the background of this design that we
created over here. You might think
one way to do this would be using geometric mask. You can just right-click, exclude everything, and then
you can just select this. But now the problem
that arises with this is I just wanted to have this
black color overhead only. That means I want to have the gold material over
here on the boundaries. And I just wanted to
have this black fill it just at the background phase. Obviously this cemetery
mask won't work, so you can just right-click
and include all. The only way to do this would
be by adding a black mask. So go over here and
a black mask and automatically you will switch to this tool from over
here to over here. So again, this tool
is pretty handy. There are multiple
modes to this, so let me show you one by 11 of the first mode
is triangle filled? Triangle fill is basically
it will divide your face into two halves and
fill it accordingly. Let me just show you. You can see it frozen
lake triangles, spaces like this one-by-one. It is not really helpful and I don't really use this mode, so I can just undo everything. Next is the polygon field. This field is one phase
at a time like this. And this is the one that we
will be using like this. But let me show you
all four of them. The third one is basically
similar to a geometric mask only it feels one complete
mesh at a time like this. The last one is a
little different. It is based on light UV islands. You read chunk field.
If you just select this and press F2 or F1, you can see all these
light UV chunks. You can select one chunk
at a time like this. You can click over here and you see it feels like when you
reach them credit time. So it can be pretty
handy sometimes, but most of the times
I use these two, only. One of them is this phase
field or the polygon field, and the other one
is the mesh field. You can press F1 and F2 to switch between
these two modes. I will stay in the 3D mode only. Alright, so now that
everything is out of the way, select this mode, the second one,
the polygon field, and select this
face and this face. You'll see this is
exactly what I needed. I just want this
black fill layer to appear over here and
not anywhere else. So I can just zoom out and select this face
also then this phase. Similarly over here also I will select this
face and this face. Lastly, on these
two pieces also, let's select this
face. And this one. You can see this black color
adds a lot more detail. If I just disabled. The whole object is now a single material with
the gold material only. And it looks kind of weird and does not look
that interesting. But just adding a little bit
of black color variation, it looks like much, much better. These are like little
things that you can add to our model uniquely to make
even better than mine. Let's just first save a
substance painter file. It might take a little longer. Alright, so now we're done
with this material also. Next, what I will do is I will start with the
texturing of this ground. So you can move over to
the ground texture set. And let's start
with the texturing of this big ground plane. Now for this ground plane, I will be giving it
a concrete action. So switch over from
smart materials to your base materials and
search for concrete. We will be using
this concrete clean. Let's just close
this folder first and drag and drop this
concrete clean over here. Next to what you can do is
you can create a folder. Let's rename this
folder to ground. And drag and drop
this over here. Click over here to use
the geometric mask, right-click and
exclude everything. Then just select
this ground plane. Next, select this concrete
clean fill layer. First, let's change the
projection from UV to Dr. Lina. And I will increase
the scale to see something like 13 maybe. Let's increase the
texture size two for k so that we can view
everything properly. Alright, so let's start to
add some details to it now. Go over to layer. Let's add a new fill layer. This layer dark color, because we will be
using it as dust. Add a black mask. Let's go over to the
smart masks section. Close this up and again I will use the desktop
occlusion smart mask, drag and drop it over here. Click over here to
edit the settings. Let's increase the dirt level. I think around here we find also let's
reduce the opacity. I will set the opacity to 50. Yeah, I think this would
be like very subtle. Not too much in our faces. I will rename this to dust. Let's copy this layer
and paste it again. Remove this smart mask. So let's just press
this cross and I will add a default smart
mask this time using the dust soft and drag
and drop this over here. Set the capacity
to full like this. Also, one more thing that we
can do is right now both of these dust layers are inside
this ground folder only. They are only affecting
this ground plane. What we can do is
we can select them both and just drag and drop them out of this ground folder so that they affect
all of the models. So you can see now the
dust is over here also. And I think it looks better. Now I think this much is enough. One more thing that I
want to do is go over to concrete and I will decrease
the scratches to 0. This is much better. Next, let's move on
to a roof material. Just select the
roof texture sec. Let's delete this layer first, add a new fill layer. And let us give
this layer a color. Click over here. Give
this color as 0.068. The saturation to one. For the value to 0.105. Something like this. There's rename this
failure to base material. Let's create another failure. And we will be using
it as a dust layer. But this time instead of
changing the color to black, Let's keep it at right, only add a black mask. And this time I will use
a different smart mass. So instead, I will
use dust surface, drag and drop it
over here like this. What do we need to
do is we need to just set the opacity to very, very low, like n maybe, so that it is very subtle. You see, I will
copy this up again. This time I will
use it on my edges. First, let's rename
this to dust. And this 12 edges
removed this smart mask. I will be using this
dust soft edges. Let's drag and
drop it over here. And you see how
it has masked out our edges with this white
color with a failure. I think that looks much, much better than this. Next step. I'm going to add some roughness
variation to my roof. So this time, let's
create another failure. But this time what I'm
going to do is I'm going to disable all of the channels, the color, the metal,
normal and height. And I'm just going to use this roughness channel
as you can see. But what I'm going
to do is I will add a black mask to this. Next I will add a fill layer. Again, we will be
using a grungy map. Just type in grunge maps. And I will be using
grungy map number seven. Sorry, number seven, this one. So let's just open it up. Right away. You won't
see you change. Let's enable mask from here
and set the prediction to try planar and increase the
scale to five, maybe. Now, if you press M, you can view the material. The reason we're not
seeing any changes because the deafness is
currently set at 0.3, which is the same roughness as the failure or
the base layer. That's why we're not
seeing any changes. So as soon as you will
change the roughness, you can see how we have created
this roughness variation. You can decide what kind of roughness you
want to go for it. I will reduce it from
0.3, something like 0.15. Maybe. If you just
rotate your screen and see how much effect it can create just by adding
roughness radiation. You see, increase
it a little bit. Let's set it to 0.19. Yeah, I think this
is much better. Alright, for now, let's
save our substance files. One thing that I
wanted to mention again is make sure that
in your roughness layer, you have only enabled
the roughness channel. Because if you enable any
other channel like the color, it will give you very weird
results like this one, because now it also has the
color information like this. What do we actually don't
want the color information, we just want the
roughness information. That's why just keep that
roughness channel only. What I wanted to do
now is let's add this roughness radiation
layer to our ground also. So I will hold
Control and Alt hit right-click over here to
select the ground texture. Let's add this
roughness variation in the ground folder Only
50k over here and add a new familiar hold Alt and just click over roughness to only enable the
roughness channel. Now what we can do is we can add a mask, add a fill layer. This time let's use the
grunge map number one. There are various different
grunge maps that you can go for according
to your legs. So let's just select this one. Adjust the balance,
Let's set it to 0.4. You can go over here
in the mask and enable planar and increase
or decrease the scale. To see how everything looks, you can press M to
come out of this mode. Next, click over here and let us increase or
decrease the roughness. If you place your
camera like this, then you can actually
see the change. This roughness we recently
it is adding to your ground. Let's just reduce
it to point to, I think what you can do with this is you can also enable the color
channel like this. It is not really visible, but it does add a little
bit of information. If you see over here, if I
disabled the color channel, you see it adds a little bit of variation and I think it
looks nice over here. This would welcome only
in some cases only. So right now I think
it looks fine. So I will also enable
the color channel. Add a little bit of
more information. I think for now, this is enough for our
texturing process. We will do some more things, but for now I think
this much is enough. One thing that I forgot this, I also want to give the gold
material over here also. Let's hold Control and Alt
it right-click over here. First, let's go with gold and copy this goal
damage folder. So press control C.
Let's move back to building bottom texture
sect, base to go over here. Right-click and
exclude everything. In this case, the geometric mask won't work because they
are a single object. Only. What we need to do is
right-click again, include everything. Instead of geometry
mask at the Black Mask. Click over here and select
this tool, this polygon fill. Then move over to the mesh fill and keep on selecting
all of these meshes. All right, Next, one more thing that I wanted to
do is let's change the material of these blanks from work to this
concrete material only. Move over here in
the ground section. Let's copy this ground
folder and also copy this dust
prescribing volt plus c. Move over to the
building bottom. Paste this over
here. Not over here. I need to paste it outside of the goal damage
folder. Like this. Both of these dust
layers into both of these dust layers into the
ground folder only. Like this. Now, click over
here, right-click. Exclude everything first. Click and include everything. Click over here. And let's add a
black mask to this. And quickly select all
of these wooden planks. Alright, I think this
looks much better. One thing that I forgot to
mention is, for example, if you are selecting stuff that you want to add the
material using this tool. So for example, you
selected something that you don't want to
select by mistake like this. If you want to remove
this material from here, one thing that you can
obviously do is just hit Control Z to undo this. But if not, you can
also do this by changing this color from
white to black by pressing X. You can see we can
flip the color, select black and
just click over here again to fill this
object with black color. And as you remember,
black means invisible. So that means that this material won't
be visible anymore. And if you want to add it again, just press X one more
time and then you can use the white color to
make this layer visible. Alright, so I think for
now this is enough for our texturing process
will continue from here in the next one.
Thank you guys for watching. Make sure you save your files.
19. Creating the Unreal Engine Project: Hello and welcome to Chapter 18. So let's continue
from where we left. So now that we have completed
with the texturing process, what we will be doing in
this lecture is we will create a new Unreal
Project and we will import our model over
there and we will apply all the textures and just
check everything in unreal, how everything is looking. So to start, let's
open up unreal. Wait for it to open up, might take a little while. Click on this game's icon and we will create a
new blank project. Name, this projectile Japanese. Underscores trying. Everything remains the same mixture quality
preset is maximum. We do not need ray tracing because we will be using lumen. You can set your path
whichever one you like. And let's just hit Create. Now when unreal is open up, you will see
something like this. Just right-click over here
and let's create a new level. Let's name this
level one presenter, and let's open it up. Save selected. And you will see
everything is black because we have no light
sources or anything. So what we can do is first
let's go over here in the Windows section and enable place actors so that
it is over here, the place actors window. And we can place after
easily search over here for directional light and drag
and drop it like this. The next thing to add is MOSFET and drag and drop
this guy atmosphere. Now what you need to do is
select this directional light. If you just search over
here for sunlight, you will see this atmosphere sunlight option
just enable this. Now this directional light
will act as your son. So you can see that next thing that we will add is skylight. Just drag and drop it. And make sure you enable real-time capture for
the skylight from here. So that whenever we change
our directional light, the skylight updates
with it in real-time. And the last thing to add is the exponential
height fog like this. You'll see these are
some basic things that we need to add before
starting a project. Now what you can do is
you can use your Control L. Move the directional light and you can see as you
are moving the light, the sun is moving with it and environment is
reacting properly. Also, one more thing that I
want to do is I will select the exponential height fork and I will reduce
the form density, maybe something like 0.001. I think that is much better. You see how everything
is reacting to it when I'm pressing
Control plus L, you can write now place
it anywhere you want. One more thing that
we can add is you can search over here for volumetric, volumetric Cloud and
just drag and drop them. You see already our environment
is looking pretty nice. The next thing to do is
first let's press Control S. You can close this place after window
because now we don't need it. One more thing you can
press Control plus sprays. Like you can close
the content browser. And now you can
press Control plus space to bring it up
anytime you want. You can use it and
as soon as you will click outside, it will go down. So it is a pretty
handy shortcut. You can press Control
plus space, bring it up, do your work, and
then it can go down. But if you want to keep
it in the window only, but it's controlled airspace. Select docking layout like this. Alright, Next I will just right-click over here,
add a new folder. Let's name this
folder as models. We will import our
model over here. Go to Add import. Let's go to our
tutorial directory. Import this shrine applied as bx dot that we exported
for Substance Painter. So let's just double-click
and open it up. The only thing
that we need to do is actually there
is nothing ligon Just hit Import All and wait
for it to import this up. And the next thing to
do is first let us wait for this to complete
this building cards. Alright, so now it is done. So the next thing that
you want to do is while everything is
selected over here, you can just select it
and drag and drop it into your scene for it to pop up. And you can see complete
model is over here. Now. Next thing that you guys
can do is you can press Control plus g, the join them. Now what this has done is when you will click on
any of the object, it will select the
complete model so it is easier to move. You can also just
right-click and go over here in
the group section and ungroup them due to select
a single object like this. But for now, let's just
select all of them from here. After selecting just press
Control plus g. Join them. Next thing that we can do
is we can press control plus L and move the light
over here like this. You can also just
press G to like turn everything off so that you can view
your scene properly. Then you will put G Again, all these icons and
everything will come back. But if we wanted to see
everything properly, you can just press card. You can just press G
to remove everything, and now you can view
everything properly. So I think everything
input pretty well. The next thing we need to
import, these are textures. What I will do is I will go back here in the
content section, create a new folder. Let's name this textures. Next, what you want to do is right-click and
showing exploded. Open it up over here. Now you can come back
to Substance Painter. And now we need to export these textures over
here in this directory. So to do that, just
press Control Shift and E. You'll see this
window will pop up. This is the export
textures window. The first thing is
output directory, but you can do is you can go
over here in this folder. Click over here and
Control plus C, which is copy this
complete Directory. Come back here and just paste
it like this over here. And presenter. Select the folder and bring this directory part over here. The next thing to select
is the output template. Make sure the output
template is if you scroll down Unreal
Engine four bagged, select this, the file type we will be going for this target. Here, select 8-bits plus D3. Last thing to select is
the size of the texture. We are for now going for
complete high-quality. I will be going for, for
k. And the last thing to do is just hit Export and wait for the
export to finish. Right? Now you can come back
to the Unreal Engine. As soon as the export is done. You will see this
window over here. So make sure you hit Import and wait for
the input to finish. Alright, so now as soon as the importing of the
textures is finished, what we need to do now is if you open up the models folder, you will find all these
materials over here. We need to add all the
textures to these materials. So let's do that one by 1. First I will open up the
building bottom, Double-click. And this window will open up. Just select this
node and delete it. Press Delete to delete
this pest control plus space to bring this
up, select textures. First. Select the first three
textures like this. You can read over here it is the building bottom ones only. The first three. Just drag and drop them
over here like this. The first texture is basically
the color channels to select the RGB and
put it in base color. The next one is the normal one. So select the RGB and
put it in nominal. The third texture that
is a bag texture. This texture basically
has the information of three different
channels that is of roughness or italic
and ambient occlusion. What you need to remember
is the R channel, it goes in ambient occlusion. The G, That means the
green channel goes into roughness and the blue
channel goes into metallic. Also, one more thing
that we need to do is right now if we
will just save this. Now you will come
back to your scene. If you try to view
the wound properly, the wood looks very,
very reflective. If you can see that properly, all the areas of the world
of this material look very reflective and they
look kind of weird. So there is a very
easy fix for this. You need to remember this, this is kind of a
different texture. So first you need
to select this. There is one thing that we
need to disable and change. Click over here and
make sure you're disabled sRGB over
here. Just do that. And you will see
this edit over here. We read this error so that so the NRC is sampler type is colored and it
should be linear. So it is pretty simple. The sampler type over
here, this color, we just need to change it
to linear color like this. And now you can hit Save. Wait for it to finish. And you can see over here it
is not reflective anymore. Let's close this up and you see it reacts properly now
and it is not reflective. Alright, so let's move further. Double-click over here and
open the building material. Let's delete this. Risk control plus space. Drag and drop the
next three textures. Plug this in base color, this one in normal. The R channel goes
into delusion. The green channel
goes into roughness, and the blue channel
goes into metallic. Make sure you
remember all of this. Let's hit Save again. If you will view the model now, again, it looks very reflective. Make sure you make the change. There's maximize this.
Click over here, double-click over
here on this section. Disabled as RGB and change the sampler type
two linear color. Let's hit Save. Close both of them and
everything looks fine. Let's keep on moving further. Open up the gold. Believe this, press
Control plus space. Drag and drop this over here. This goes in base color,
this one in normal, goes in ambient occlusion, green and roughness
and blue in metallic. Double-click over here. Disabled this sRGB. Sorry, I think I did it
for the round texture. Enabled back as RGB. Save this versus dilute this and bring it
back once again. Drag and drop the base color. And now you can connect it. Now select this node. Double-click over
here, disabled SRGB, and choose the sampler
type as linear color. Hit Save. Let's just check once if
everything is looking fine. I think it is fine. Alright, let's move further.
The ground texture. Next, hit Save on this and quickly check if
everything looks fine. The last one remaining
is the roof one. So let's quickly add that to drag and drop the
last three textures. Connect this in base color. This one in normal, goes in ambient occlusion, green in roughness,
and blue in metallic. Double-click over here. You see about SRGB and change the sampler
type two linear color. Let's hit Save. Just check how everything
is looking in your model. You have imported all the
materials and everything now. You can just press
control plus L and change the lighting to see how your
model is reacting to it. I think everything is
looking pretty nice. So we can see what unveiled
Project right now, press Control plus S. Save, and we'll continue from
here in the next one, make sure you just close the Unreal Project once
and hit Save Selected. You just save everything
in your Unreal Project. Thank you guys for watching. We will continue from
here in the next one.
20. Adding Megascans Trees: Hello guys, welcome
to Chapter 19. So now that we have added all the textures and
everything In this video, we will be adding some
trees in a bedroom or here to further enhance
the look of our scene. The back that I'm going
to use is this one. This is omega scans three back, which was just
released recently. This is a completely
free pack which we can use in our project
to further enhance. This is a pretty great set
of trees that are realistic and we can also do a lot
of customizations on them, like changing the wind speed, changing the seasons, etc. You can also watch this
complete video over them. A quick sell to get a better understanding on
what they can offer you. In this video, I'm
just going to show you how we can add them
in our projects. First, let us just close this Unreal Engine for now
and go to your desktop and open up this
epic Games launcher through which you downloaded
your Unreal Engine five. From here you need to move to
the Unreal Engine section. You will be opened
up with store, but click over here to the Unreal Engine section and head over to
the marketplace. Wait for it to load
just a little bit. Now from here you can go under
free and an omega scans. The first product you will find is this mega
scan striven only. You can click over here. Before you can start with downloading and clicking
on Add to Project, let me just tell you something. These methods countries are
only supported for 4.254.27, but we are working with
Unreal Engine five. You don't need to
worry. I will show you a way to which we can export these trees in Unreal Engine five that
is in our project. So for that, one thing that we need to do first is
go over to library. And you need to download both of the Unreal Engine versions, the Unreal Engine five, then Unreal Engine 4.27 also, sorry you guys that
much you need to do. You need to download
the 4.27 version. You need to just
click over here, then select the
version from here. From here, you should
select 4.27.2. As I've already downloaded it, I will not download again. You can just first
download for 0.27.2. Then you can come
back over here. After you have downloaded it, just launch it from here. Weight for the launch. Now, click on games and
create a new project. This project is like just
a place holder project in which we will be exporting
all activity textures. And afterwards, we will move all three models and texture to the Unreal
Engine five project. Don't worry, just need to
create a blank project. Let's name this
project as 3s export. And hit Create Project. After you've done this, it will open up in Unreal Engine four. Now you can close this again and open up Epic Games launcher. Wait for it to open up, and then you need to move
over to marketplace again. Move over to free mega scans. Click on this mega scan trees. Now you need to click over act
to project and just select this project RES
export that we just created and hit Add to Project. Now if we will go over here
in the download section, you will see that it has
started to download. Now we just need to wait
for the download to finish, and I will cut the video and resume when the
download finishes. Now the download is finished. You can click over here
again, active project, select your trees export
project and hit act to project. It has already been added. So just check, Cancel, close this and open up
Epic Games launcher. Open up Unreal Engine from
here, Unreal Engine full. After you open this up over
here and open this project. Now what we need to
do is you will see this black editor
folder over here. This is the trees that
we just downloaded. You can hit right-click
and select migrate. All of them would be
selected then hit Okay. Now you'll need to head over to the original project of yours that is in Unreal Engine five. Let's search for it. I will hand over to it in my computer you can do in yours. I think it was over here. This Japanese shrine one. You need to select
the content folder, double-click over here, and then just select select folder. And it will start to copy files. You need to just wait a little
bit and it will be done. Alright, so as soon
as it is finished, you will see over here that content migration has
completed successfully. Now you can close
this project again. Now I will open up my
Unreal Engine five. Next, I will open up this Japanese shrine project that we were working on earlier. Now you can see over
here this black folder. If you would open your level. Double-click over here,
head over the geometric. In the simple wind section. You can see all these
trees over here. You can just drag and
drop one of them. And you can see everything is working properly and
we have added trees. I think this much is
enough for this video. In the next video we will add all the trees
in the background. I'll see you there.
Thank you for watching.
21. Placing the Trees: Hello, welcome to Chapter 20. So in the last lecture
we added our tree. So in this video we will place all at region a
background and everything. So let's start. So
the first thing that we need to do is we need to create a ground that will be our base for adding the trees. So we need to
create a landscape. You can click over
here on this tool. You will see this green
box like thing and that is your visualization of the landscape that
will be created. So I think the default
settings are pretty nice. We don't need to
change them much, just hit Create and this
landscape is created. Now, let's move back to the selection mode so that
we can select the landscape, the selected like this. And I just wanted to move
it a little bit downwards. Also, I will select
our main model and I will increase the
scale of it a little bit. Over here you can see one, just change this to 1.5
for all of the axis. Next, I think it is
placed quite well. All right, now I want to
create a little bit of variation in the lab because right now obviously
it's very flat. So because for the background, I'm trying to create
a forest like thing. I want the ground to have a
little bit of variations. Not much, but just a little bit. So if you click over here in
the landscape editing mode, you will find all these
different tools that you can use to create variations
in your landscape. The wafers tool is the sculpt
tool that can basically help you to raise or lower
the height of a landscape. You can use your left
mouse button to raise the height of a
landscape like this. You can hold Shift to lower
it. That's pretty basic. There are also different
settings for a particular tool, like the tools strength, which decides the overall
intensity of the tool. Like if I increase it to one, you will see the height is increasing at a
much faster rate. And there is also
brush size and brush falloff that are pretty
self-explanatory. So if you increase
the brush size, you can see the size of this brush over here
increases or decreases. The falloff is the falloff
from the edge of the brush. If I say two to one, you can see now the
brush is very smooth. If I just set it to
0, then the brush would be pretty harsh like this. There are also various different
tools like for example, if I create a little bit
of terrain like this, the next tool is
the smooth tool. It will try to smooth out the different variations in height like this and try to
create a smooth surface. Next one is the flattened tool, which you can see
over here directly. It will just flat out
surface. Like this. There are various tools to
create your own daring. There are also erosion. Erosion is basically it tries to duplicate the illusion
caused by soil. Like if we'll just
move it like this, let me just increase
the falloff. Decrease the falloff. And you will see it is trying to replicate the soil erosion. That is also hydro, which replicates the
illusion caused by the info. There are various tools. You can spend a lot
of time on it to create your very little
stick and everything. But we won't be spending
that much time on it because at the end of the day it will be staying
at the background. And our main focus would be on mean model that we created. I'm just quickly going to create some variations so that
when we place our trees, they are not like flat
on the single surface only and there are some
variations over the landscape. I will just basically select
the erosion tool and I will set the brush size
to somewhere around 1600. Brush fall off to 0, set the two strength
to half of it. So 0.5. Now I will just like this, try to create some
erosion around this main model that
we have created. Just run over my brush, over my landscape quickly to create some variations
over the line. That is pretty
simple. You can spend as much time you want to
create various shapes. You can also even
create mountains and stuff like that
for your background. But for now I'm just going
to add variations like this. You can also use
this Noise feature, which kind of acts
in the same day. I will be just
going with erosion. Only. What you can do is you can also
use the Smooth tool, decrease the brush size, and try to smooth the areas
around this main model. Like this. Yeah, I think so something
like this will be fine. Let's just place our
trees once and then we can edit our
landscape later on also. But first I wanted to place my trees and see how
everything looks. So next, let's just come
back to the selection mode. Open up our folder of
trees headword geometry, and make sure you don't
go into pivot painter. And make sure you select Simple window only
because it's simpler. Models are optimized. The pivot paint them are models
are really not optimized for cinematic stuff when you want to go for
absolute high-quality, but it will make your
scene very laggy. Nfp is very low. So I'm going to go
for simple vein, open up this tool,
the foliage editing. And now in this mode
we need to drop the foliage that we
need to use over here. Then we can easily paint over a landscape using the tools. I'm going to drop the
trees one-by-one. I will drop this tree, the tree number one,
the tree number 2. Third, I will skip, I will drop the fourth or fifth, I will drop, I will
drop this one. This one then the sixth one. Again, this is purely a
preprint space thing. You can choose whichever
the trees you'd like. But I'm going to
go for these only. Also the third one and
then the eighth one. Now there are various
settings in this tool also, right now I have selected
single instance mode, but I will just disable
this right now. And you can see again
the same settings, the brush size, the paint
density is different. The paint density is basically how much trees you
want to paint. The density of the
tree is actually, if we will increase
it usually and see how much dense this has got, but actually we won't be
using this amount of trees. This is basically observed. I will just reduce
the pain density to somewhere around 0.002. I think. Let's see. Yeah, I think something like
this much will be fine. What we can do is let us
just try to paint it. I will set the size to
somewhere around two thousand. Thirty two thousand. And try to paint the
surrounding areas of your main model
with trees like this. Also one more thing that
you can do is if you are like PCs getting
kind of laggy, you can go over here and save
the screen percentage 250%. This is like the
resolution lighting. If you decrease it to 50, it will give you more FPS, but your things will
be kind of blurry. But we don't mind
that right now. When we will be taking high-resolution screenshots
and everything, then we will set this
200 or even more. We can also set it to 200. But now you can see how
everything is slow and choppy. So let's set this to 50. Also, I will increase
my camera speed to six so that I can
move around easily. You can see as I'm going
far with my camera, the trees are kind of showing
up in cards like things, so they are optimized and
as soon as I come close, they look like properly
holistic trees. Let's just paint
some more density. When we take our screenshots. They are not like
see-through and people can see at the back over
here, well, there is nothing. So actually I don't want that. That's why I'm adding
all these trees. I think for now this is fine. Let's just zoom in
from over here. Next, what you can do is you can decrease the brush
size to very little. Just please some
trees like this. At the front. This tree is kind of looking weird. There's just place
it once again. Also one more thing that I
wanted to show you guys. If you're not liking a
certain tree, like over here, for example, you can just
increase first the brush size, then you can hold Shift. And it is the trees. From that certain part. Also some more customizations that I wanted to
tell you guys is, let's just remove this
1 first. For example. Now you can see all
these trees over here. For example, let us say you
are not liking district, wanted to reduce it
from your forest. So what you can do is select this and set the density
over here to 50. Or maybe even less than
this tree would be like. The chances of responding
would be like, I guess 50%. That is the half
of all the trees. Whichever trees
that you don't lie, you can reduce their density so that they will appear
less than your forest. But for me, I think
a 100 was fine. Also one more thing that I
want to show you guys this, instead of this leg
painting style of trees, you can select the
single instance mode. If you select it. What this will do is you can see it has created
a very small brush. So what this will do is
wherever you will click, it will produce a
tree over there. And it will cycle
through selected. The mode we have selected right now is cycled through selected, which means first it will
paste the first three, then it will paste the
secondary, then the third, and the fourth and so on
and so forth that we keep on painting different ways
according to their order. So that's why it is
cycle through selected. Let's just undo everything. Different mode is all selected. So I think this one is the same three over and over again. I will just remove all of them. Let's just remove
this tree also. So I will disable a single standard mode hold Shift and just
remove it from here. Because I really
don't want any of the trees in the front
because they will be blocking the sunlight we can use to create some different types
of moods and everything. I don't want any trees in the front rest like
it is up to you. You can also play
some trees in front. Now what we will,
what you guys can do is we will be placing
a camera like this, somewhere around here like this. So what you can do is you can customize the trees in
the front over here. You can decrease the brush size. You can delete whichever trees
you don't like and you can please more trees
over there using the single instance mode
or the painting mode only. But for me, I think I've given you all the
basics to do that. For me. I think
this much is fine. Let's move further from here. Now what I will
do is let us just use a basic material
for a landscape because right now this
checkered pattern is throwing me off. The texture that we will be
using is from pixel only, so it is included in Unreal
Engine four or five. You can go over here on content, select
Quickstart bridge. Wait for it to open up. So it is now like well-integrated
into unreal only. You need to login into
your unreal account. Let's search for soil. There are various soil
textures that you can go for. The one that I am looking for is I have already downloaded it. You can also go for that one. So this one, forest mulch, you can search for it and you can also download this one only. After downloading, you can just hit this
blue atom over here. It will export it
to Unreal Engine. You can see immediately it
has exported it over here. The next thing to do is
select your landscape. Scroll down, you will find this landscape material option. Just drag and drop this
forest module here. For now, this man is fine
because we won't be able to see the material that we're
using on the ground. So this much is fine. Also, let's play some
trees over here. This corner. Select the foliage editing tool. Let's remove some
trees from over here. Reduce the brush
size even more and please them like this. These two results are looking
kind of weird together. I think this looks much better. Next, what we can do is let's play some small trees over here, like small saplings
and everything. You can always edit this stuff. Take as much as time you want because actually we won't be
able to like nearly perfect. Because this is completely
a preference based thing. I'm trying to find the
right 34 displaced. Let's just go over to
the single instance mode select cycle
through selected. Place, some trees over here. Yeah, I think something
like this would be fine. Next, let's go over to
the black editor folder. In the simple wound section, you can find, or you can find
all these sapling trees. So let us just select from one, This 123456 and these two
different variations, also 12. And just drag and
drop them over here. So now what I will
do is I will select all these huge trees
that we added earlier. Select the first one, hold Shift and
select it till here, then disable them from here. Now if I paint like
using my brush. Now if I've been using my brush, you will see we
are only painting the small sapling trees and not the large ones because
we have disabled them. And these ones are
still enabled. Let's just remove them. I will increase the density for these, so let's set it to 0.05. Let's see. We can go
a little bit higher. 0.007. Yeah, I think
this would be fine too. Let me just quickly randomly spray over all these small
saplings or lower our forest. Not really much at the back, just at the front, that people are not able to see
any like empty spaces. Again, this is totally
up to your preference, personal preference, how
you want to do things. This part of the course is
like kind of Additionally, if you wanted, you can
do all of these things. But if not, you can also displace this single
building also. And I think that
would also look good. Thank you of increasing
the intensity 0.01. Alright, so yeah, I think
for now this is fine. Let's just disable
all of the saplings. Enabled that the trees select
the single instance mode. And let's place some
trees over here, not the large ones
for the small ones. I think this one is fine. First, let's save our projects. Control plus s. Move back to the selection editing mode and see if everything
is looking fine. To see if everything
is looking fine, Let's just add a camera. To create a viewpoint. Go over to create cinematic
and scenic camera actor. I will do is you
need to just place your camera where you
want to place it. Actually, let's just reduce the camera speed so you
can place your view. I think I will
place it like that. Something like this. The next step do is
select your camera, right-click on it and
Snap object to view. And then right-click
then pilot camera actor. And it is squared zooms. So just go over here, scroll up from universal
Zoom, select 12 MN. Let's just zoom in a little bit. And yeah, I think something
like this will be fine. You can also change the
camera from over here. Definitely not this one for now. There's a second
digital film only. Now what you can do is while you are viewing
through this, you can increase your
resolution from here, the screen percentage, and you see immediately
everything looks very sharp. For now I think something
like this would be fine. Let's just hit Save. The next thing that I wanted
to show you guys this, if you just come back
to your content, head over to the
MS presets folder. In this folder you will find this MS underscore foliage
underscore material folder. Open this up. And in this global
foliage chapter. And just select
this actor and drag and drop it over here like this. Now what this actor will do is, it is a pretty great thing. You can just, you can edit all the trees just by
using this actor only. For example, if you just select this actor over here you will
see some of the settings, some of the global
settings like the wind, the light, the
season and health, and the color variation. Let's do the first thing is first for the directional light, I will just select
my single light. Arsine only has one light that
is this directional light. So we'll just select it. This does not do much, but it is basically like for some calculations to calculate the shadows and everything. So we need to select our
directional light over here. The next thing you see
overhead is the winning. So as you can see,
our trees are moving. They are being
affected by the wind. So we can stuff like
the wind noise. But I don't know how it affects
our trees in particular, but you can see some
changes over here. But I think the only thing we will be adjusting is
the wind strength. Because if we increase this, you can see how our
trees are swaying. The difference between
wind speed and strength is that strength will increase
the strength of the wind. So like if you weren't a
hurricane type environment, you can increase
the wind strength. But for wind speed, it will just increase
the speed of the animation of your arteries. So if I set this to do again, you can see the trees
are swinging very slowly because the
wind strength is two. But if I increase
the wind speed, you will see the animation
is happening fast twice, but it is looking
very unnatural. For this also, let us just
keep at wind default only. We will only be changing
the wind strength. You can see this
looks very natural. The wind strength
has increased and they are swaying like
it is a very windy day. For now. Let's just keep it
at two only we will look over these things
that are later on stage. The next is season,
season and health. I will right-click over here
in my camera actor and just stopped by letting so that
I can move around easily. The cameras beauty
is currently or do. Let's just increase
it a little bit. And I will show you the leaves
from a closer perspective. Decrease the speed so that
you can just like this. Alright, let's select the
global for huge factor again. Now for the season, if you just increase the
season strength, you will see how the leaves
are changing its color, like it's autumn.
Season brightnesses. For example, if the color is something like
this at yellow, if you increase the
season Brightness, the brightness of the color of the Caesar will just
increase like this. You can see, it can give
you very observed results. Also, if you are going for something like a
fantasy environment, you can definitely do
something like this. You can also increase
the season saturation, which will increase
the saturation of the leaves like this. Again, this can also give
you very creative wizards. First, let's just set
them at default at the green color and the season health is a
pretty cool setting. If you see over here, I'm just decreasing it. Let us just first
set the strength to 0 so that the
three stop moving. Next, if you see over here, the difference between seasons strength and seasoned health is if you just increase
the season strength, you will see that color changes from green to yellow gradually. There is nothing like a
scientific involved in it. But if you decrease the health, you will see how
the leaves first turn around like blackish, yellowish color from the edges and then still greenish
in the middle. And if I keep
decreasing the health, how they gradually decay. I think that is pretty cool about these set of
trees that we can, how we can customize them. Firstly, let us
just say dentally. Again, this is a very
preference based thing. You can again, bilabial camera actor so that you can see
everything in one go. Let's just move
this fully ejector over here so that we do
not see it in our camera. You can change the season strength accordingly and you can see all of the hood threes are
changing at one goal only. So this is a pretty cool
feature about these trees. Let's set the wind
strength back to two. For now, I will send
the season strength, everything to default only, but we will change some of these parameters at a
later stage when we are changing stuff like lighting and mood and adding
the post-processing, then we will change all
of these parameters. But for now I think the
default ones are fine. Also, I would suggest you one more thing that you should spend some more
time on your trees. What I mean by that is like you should try to remove
some grease from here and add some according to
your preferences only. Because these things that only the part that we can
see over here in our camera, over here in background. You can just try to customize
this as much as you can so that it is
to your liking. You can just go
back to this tool, this foliage editing tool, remove some of the trees
and add some of them. You can also use the
trees that we left out. If you go into the black added a folder in the
simple when there are some trees that we left out because personally they
are not to my liking, but for you you can add them and play with
them as you weren't. I think this much is
enough for this lecture. We will continue from
here in the next one. Thank you guys for watching.
22. Setting Up Lighting and Post-Processing: Hello guys, we're going
to be Chapter 21. So in this video, we will set up the lighting
and post-processing a bit. So let's start with the first
thing that I wanted to do is I want to set up the
camera a bit more better. Let's just right-click
on a camera. Select pilot. And I will change the film back over here to
16 by nine DSLR. And I will increase the focal length of the lens
from over here, statute 30. Then I will just zoom it
out a little bit like this. Now what you can do again is to decrease the camera speed. Then just by locate
from over here using a normal
controls like this. I'm just trying
to set up a view. Again. It's up to you. You can even go forward
or higher focal length, 50 or even bigger than that. But I think for me
30 will be fine. Something like this. The
next thing to do is to set up the focus around
our main object. From over here in
the focus settings. You can set this to manual enabled draw the
book focus plane. So this will show up late where your camera's current focus is. If you decrease the distance, you will see a plane
like this pink one. So just save this
plane around somewhere here around our main
object like this. Disabled debug focus plane. And now we have said
this as a main object. Alright, so now you can
press G to just remove the everything grids and the icons to see
everything properly. And now what I want you
guys to do is now that we will be setting the lighting
and the post-processing. So we will be
changing the look of our scene very drastically. What we will be doing
is first I will take a screenshot of this
particular chart so that we can compare
it later on that how well we have done our
lighting and post-processing. I will just be
taking a screenshot now at the start of the video, and then at the
end of the video, we will take a screenshot of our scene and then
compare both of them. So what I will do is select this global foliage actor said the wind strength to 0 for now, that the three stays stationary. Let's increase the
screen percentage, or I think a 100 is fine. Setting it to May 200 cause your PC or Unreal
Engine to crash. So let's check out a 100
and then from over here, select high dissolution
screenshot. Again, I will be increasing the screenshot size
multiplier to, to do that, add your own caution
because if you increase it and you
don't have like a appropriate graphic card for your Unreal
Engine might crash. So first serial files and
then go for this first, you can try taking a
screenshot at one. But let me just
tell you it would be like quite bloody
and low-resolution. I suggest you to go
for at least 1.5. If you have the correct specs, then go for two also. So I will be setting to two and then just hit
take a screenshot. This window will
pop up over here, just click over here. And this screenshot has saved to our project folder only in saved screenshots and
then Windows Editor. And you can open this up and you can see this
screenshot over here. Also one more thing
that I suggest you guys is Let's just close this. You can close the
content browser and just increase your screen size like this so that the
screenshot is even better. Now if I take a screenshot, it will be even more
resolution and a bit more clearer and shop. So just take a screenshot
again. And again. Let's click over here. I think this one is better. Let's just delete the
older one for now. Alright, so now let us start with the lighting
and everything. Alright, so the
first thing to do is select your
directional light. Us increase the intensity to 15. Now I want to go for a scene for evening types
on seq type scene. I will press control
plus L and then just try to move my son
accordingly like this. You need to wait for
all the lights to update. Something like this. But what I suggest you guys is that you should experiment with this for five
to ten minutes, entire different lighting
scenarios and everything. And just try to come up with the best lighting that
you feel is good. Now I myself just quickly
without speaking, I'm trying to set up
my lighting over here. As I said, I will be going
for the evening types and 16. Guys, I was just
thinking a little bit off camera and I did
nothing special. I just press control
plus L and try to set the writing in
the way I lied. I'm sure you do the same thing because it is really up to
your preference only you just need to press
Control L and then try to move your mouse and try to find the best lighting
for your scene. But for me, I have just
rounded off the numbers. So you can see these rotation, 74 on the x minus two on the y, n minus a 117 for the z. These are the
rotation values for the directional light that
works the best for me. But I don't know
what works for you. So you just need to spend a
little bit of time on it, like 15 to 20 minutes, 1015 minutes to find out
the perfect lighting, then you should go with it. I think I will be going with something like this. Right now. I will agree that it looks plain horrible and it
does not look very nice, but we will add the
post-processing value to fix everything up in RC. So you can go over here
in the create section. The volumes
individually effects, select post-process volume. What do you need to do is let's
press G to view the icon. You can see this box over here. The post-process
volume only affects what is contained
inside this box. So we changed the setting search over here in the Details panel. Search for in finite. I logged this section, just remove this lock and then select the
post-process volume. And now I will
search for infinite, finite extinct,
just enabled this. What this will do is this. Now this post-process volume
will affect the whole world. Can close this open up lens. So now there are lots of settings that we
need to go through. Obviously, I won't be
changing all of them. I will be changing some of them. The first one that I'm going
to change is the blue. That is pretty
self-explanatory of setting. If you just press G again, select post-process enable
intensity from over here. If you just take it
to 0, you can see how I used to have like low, but if I set it at 0, there is no glow from the
areas that are lit up. Bloom is basically
if you increase it, it will add more glow to
your likelihood of areas. Obviously adding it
in large amounts won't really do us any good. So I will set it to around two. Nobody is still too high, but we will do
some more settings that will compensate for it. So the next setting that I
want to work with is exposure. First, let's enable
minimum and maximum. And right now they're set
a default value, 0.038. This is causing the exposure to change again and
again in our scene. And I really don't want that, so I will say both of
them to find for now. You can see this has drastically
changed our lighting. The scene is kind of
a little bit dark. Now, what I want you guys to do is enable exposure
compensation. And now you're going to
set the brightness and darkness in your scene
by moving this exposure. By moving this
exposure compensation, I will say it was
earlier at one. So let's try and decrease it. Decreasing it makes
our scene even darker. I will increase it a little
bit at 1.5, I think. Yeah, I think 1.5
would be fine for now. Let's move further. Another setting is
chromatic aberration, but I won't be using it. You can just enable this and see for yourself
how it affects it. You see, it causes the three colors to separate
over here, the RGB. And it really does not look very nice in this type of scene. I will keep it disabled only. Dot mass camera we
won't be working with. You can also enable lens flare. If you enable this, you can see this lens flare
appearing over here. If you just move your light, press control plus L, You can see how it is
reacting with light. But again, this is like
in too much about, you can keep it but we
did reduce like 0.1, maybe even disabled it. It is totally up to you. Let's move further. I will enable vignette. Vignette is like it will
darken your corners to add more focused at
the center of your scene. If you just increase it, you can see over here, I
will take it to around 0.7. The next is color grading. In collaborating, I will
just enable temperature. And if you increase this, it will give you a scene, a yellowish tint as you can see, but if you degrees it, it
will give a blue state. I want to set it at
around 5500. I think. I think that would be perfect. You can just enable
and disable settings to see how they
affect your world. Yeah, I think this
is fine for now. We can always change
the stuff later on. This is the lumen that is the lighting solution for
the global accumulation. If I set this to none, you can see how we're not getting any secondary
light now over here, over here, and some parts over here also everything
is like very dark. But if I set it to human, you can see how we're getting that secondary
bounce light. Let's just set the
final gather quality to two when n two really does
not make much difference, but let's just save it to
the rest of the settings. Like totally up to
your preference. You can also change stuff like if you just enable
this back again, there is green detailed
and green intensity. If you will increase this, you will find this
green lighting moving. That can light. It is used to add a
little bit of noise to make your legs
seems a little bit imperfect to add that
camera imperfections, but I will not be adding them. Next, you can also do a
little bit of color grading. You can enable saturation, increases saturation
or decrease it. But most of the stuff this much we can do
in Photoshop also, so I will not be
touching all of this. There is like for global, for shadows, mid
tones and highlights. These are pretty
self-explanatory stuff. You can just open them up, increase or decrease, then give them a tint of different colors. I will not be playing
too much with this. The next thing that
I want to do is I want to work with the
exponential height fall. Just disable this. You can see how much of
an effect it creates over here in the US
if you see closely. So right now I think we have
decreased density too much. It is 0.001. Let's
set it to 0.01. Now if you enabled or disabled, you can see how much
of a MOSFET it adds. I think this is again, very personal preference thing. I want to add this stuff
because I like it. The next thing that I
will do is right now. Right now the full
cutoff distance is at 0. You will see just as I increase it and set it
to around 20 thousand, then again decrease
it to 10 thousand. You can see how much it
has changed our Skype. Now if you just click
over this arrow again, it will set the
value to default. And you will see
how our sky look very unnatural according
to the environment. But setting it at
around 10 thousand, I think, gives us a very natural look
according to the lighting. And I think that looks much, much better right now. I think these are
the changes that I want to do next
time we'll select this global full huge
factor and change a little bit settings
with my trees. I will set the seasons trend to 6 thousand to give them
an autumn like field. And not this yellowish
color because I want them to like go with the
mood of the scene. This yellowish lighting
and yellowish trees, you can see executives
65,017 season brightness to certain season
brightness or 0.5 only and seasons saturation
to 1 to the health. I will keep it at ten only. And let's set the wind
strength back to again. Alright. I think these were the changes
that I wanted to do. One thing that I
forgot to mention in my earlier video was
color variation. But it is really of no use to us because it is used
when they are like large forests are
created and you want to add variation
second macro level. I won't be using.
Now what we will do is let's take
another screenshot. Close this window. If you want, you can increase the
screen percentage to 200 to see how everything
looks like. Very sharp. Let's disable the wind for
now because I want to take a screenshot and I don't
want the trees to be moving. I will set the screen
percentage back 200 because it is getting kind
of choppy laggy. Now let us take a screenshot
and compare both of them. Tight dissolution
screenshot set this to two. Let's take a screenshot. First, let us save a file. I forgot to mention this, but you should see your files before taking a
screenshot because it might cause some issues or even cause to crash
and religion. Let's open up the Windows
Editor and compare screenshots. Even in thumbnail,
you can see how much of a huge
difference it has. Few open it up and just
compare both of them. You can see how much of like how much of a MOSFET
and mood we have created with the lighting and post-processing
and everything. And it takes a project
to a next level and I think it looks
pretty good right now. I suggest you guys
tinker a little bit mode with all the settings that
I mentioned in this video, like the post-processing one, the lighting changing the
lighting setup and everything also play a little bit with the exponential
height firewall. So tinkering with
all the settings that are present in here. If you want, you
can set the four cutoff distance back to 0 only and you will get a
completely different sky. And I think even that
looks well with our scene. But for me, I think I will go with a value of
10 thousand only. Right? Let's hit Save. And I think this
much is enough for this video we'll continue
from here and the next one. Thank goodness for watching.
23. Making Some Adjustments and Different Lighting: Hello, welcome to Chapter 22. Now that we are almost nearing
the end of our course, in this video, I will
be making some changes. I'm doing some additions. The first thing that
I'm not quite liking is this picture of the ground. First, let's change
that a little bit so I will open up my
Substance Painter. Wait for it to open
up and let's open up the substance
painter project. Go over here and file
then in recent files, the Japanese shrine project. Alright, so earlier we went
for a concrete type texture, but this time I want to go
for something like tiles. Go over to Google Chrome
and we will download another texture from another free site
that is pretty great. Search for polyhedron. Bol by attribute
Cen and hit Enter. The site will pop up. Just click on the first link. This website offers
everything like HDRI is textures
and even models. We need textures for now. So click on row structures
in the search bar. Let's search for tiles. Now we have some options. The one that I liked the most was this one, floor tiles 08. So just click on it. You can select the
quality from here. So I think for k
would be fine for us. And let's just hit download. Wait for the download to finish, and I will just resume the
video when everything is done. Alright guys, so now the
download is finished. Just open up your
downloads folder. You will see this
file over here. This is the file just press
Control plus X to cut it. I will go over to my
tutorial directory in the textures folder. Let's just paste it and
right-click then extracted. Open this folder up. In the textures folder, you will find all
these for textures. Let's just drag them, drag and select all of them. And then just drop them onto the substance painter
shelf like this. Drag your click like this
to select all of them. Left mouse button and just
select all of them like this. Or you can also
press Control plus a click over here and let's
export them as textures. I've already mentioned about distinct that way we need
to import our resources. I will import them into
this project only. Let's hit Import. Now I will move over
to the ground texture set because we want to
make changes over here. Let's open up the ground older. I will just disable this
concrete clean for now. Let's create a new fill layer. First, let's select
the base color and drag and drop
in the base color. Now we are seeing all these
white, weird patches. This is caused by this layer. What we can do is we can just disable the color channel from over here right now and come
back to this layer again. It's double-click over here and let's rename this to tiles. Alright, Next, let's
just hover it over here. So this is the displacement map. The displacement map goes
into the height channel. Like this. You can see it adds all
the height information. Next, the normal map goes
into the normal channel and the roughness map goes
into the roughness channel. The next thing to
do is pretty basic. Let's just select the projection
from here as tripling. For now, obviously the
tiles are very, very huge. I will reduce their size
by increasing the scale. For now, let's set
the scale at four. We have this weird
portion over here. So let's just decrease
the scale by little. Just a little bit down from four so that it fits perfectly. I think it is around
3.8, maybe 3.85. Yeah, I think this is perfect. Right now. I think the height
information is too much. So what I will do is again, I will go over here in
the base color section. Go ahead and click height. Then you can just select this
opacity challenge and UC, I'm reducing the height to 0, so there is no
height information. And at a 100 there is complete
complete hide information. Let's come to a middle
ground and set it to 50. Now I will export this to Unreal Engine and see
how everything works. But let's change
this texture also. So I will just copy
the styles layer. Just hit Control plus C, hold Control and Alt, and right-click here so that we can move to
this texture set. I will paste this. Let's select geometry
mask, hit Exclude all. We can really do that. Let's right-click again and
hit include all black mask. If you remember,
we need to select this tool, select this mode, the mesh fill, and just keep on selecting all of them
one-by-one weekly. Let's just see if they match. What we can do is we
can reduce the scale so that we don't
see any boundaries. I think this is fine. Let's move this down. Over here. At the top was fine. The final thing to do
is let's just export everything and check how
this looks in Unreal Engine. So press control shift and
E to export your textures. All the settings are
the previous one only we do not need
to change anything. Just hit Export and wait for the export to finish.
It won't take much. I think the export is done. Now, you can come back to Unreal Engine and you will
see this palpable here. So just take import and wait for now the import to
finish in under Lincoln. Yeah, It has done. I think this looks
a lot lot better than our white, plain
concrete texture. You can check the camera. I think we are in the
camera view only. I think this looks much better. The next thing that I want to do is let's come back to
Substance Painter. And if you remember, in this particular texture saved in the building
mean texture set. If we come to the normal, normal channel, you will
see we have set this to 30. If I save this 200, you will see all this
normal information. If you can see it now properly, I will just reduce it to 0 and you can see
the difference. So we earlier said this to 30, but now I think we should
add it a little bit. So I will set this back to 60, that we have some
normal information. And for this texture set
also the bottom one, the building bottom select this. Let's take the normal
channel capacity level to 64, this one also. Now let us again
export everything. The export is done in
Unreal back again, we need to hit Import again. So there is a lot of back
and forth and waiting times, so it kind of happens.
Alright, so it is done. There is not much
change that I can see. But I think it is a
good thing to have began you and increase
it a little bit more, but let's do it later on. The next thing that I
want to show you guys is, let's create a painted
wood like texture. Right now we have
the plain wood. That is the traditional
watercolor, but let's give it a little
bit of a painted look field. So what I will do is let's
come back to the base color. Let's go back to building Maine. And I will add, now I will add another layer on top of the base
material like this. And you see even
this looks fine. Let's change its color
to something like red. So click over here.
The base color. The h value stays at 0. I want to give it a red color. So 0.789 for the saturation, for the value, set
this to 0.689. It looks very perfect right now. And you can see these
lines over here also. We will solve all of
it just a minute. The next thing to do is
let's add a black mass to this so that it
completely disappears. And the next thing
to do is click over here and add a fill layer. If you click over
here and search for directional noise and select
directional noise one, you don't see a huge change. But if you increase the contrast
to something like 0.65, I think, increase
the balance also. But first we need to set the UV prediction to
try planar, again. Scale to something like three. Now we can just
adjust the settings. You see how we are
giving this a would like chipping off Python. Let's say the contrast to 0.85 decrease,
increase the balance. Then also play with the
scaling a little bit. Let's set this to 0.7. You'll see this has given it
a completely different look. And even this looks good. If you want, you can increase the balance to give it more of red color and just
have a little bit of bookkeeping,
something like this. Let's copy of this layer. And let's rename this to paint. Copy this and move over
to the building bottom. Open up this would click on this base material and just hit Control plus V to paste it. Now this will appear
over here also. I don't think it goes well
with the scene, but yeah, I'm just telling you for the sake of telling it if
someone wants to do it, you can also give this printed
look field to your model. If you want to
remove these lines, Let's come back to building Maine and see what's
causing them. So it is this particular
layer that is causing them. Click on this mask. Add a new paint
layer to this mask. Select the brush. If you remember, white
color is for visibility, and if you press X to
switch back to black color, you can easily erase this. Materializing it like this
would be pretty obvious. Remove this imported
resources for you to come over
here in brushes. Let's select the two brush. You can scale it down by
holding Control and using your right mouse button to scale the brush
down like this. You can also move it up
and down to increase or decrease the hardness
left and right for scale. Remove this harsh line
that is in-between. It is looking kind of weird. Over here also. You see how easily we
can customize things. I don't think there is
anything at the back. I think this is fine. So let's just export
it back again. So hit Control Shift and E, I'm hit Export again. Okay, So the export is done back in Unreal Engine.
Click over here. You see the red color
has appeared overhead, but I don't think it is
quite visible because our lighting type is kind
of solution oranges. If you just click over here, press control plus L to
change your lighting. And immediately you will
see the red color building. Now, I think even
this looks very good. So if someone wants to go
with this type of color, they can also go for this. But for me, I will be sticking
to my original color only. Instead of just
deleting this layer, I will turn it off like this. In the building
bottom section also, I will turn it off quickly,
export everything again. I didn't unreal also. See how easily we can make
some changes like this. The next thing that I'm
going to do is let's create a different variation
for our lighting. Click over here again and
wait for the lighting. Yeah, now it is loaded. This is back to our
old project only, so let's just hit
Control S to save our files in our
Substance Painter also. And I will just close
substance painter for now after saving. Alright, so now
the save is done. Let's just close
this up for now. Now we are back in
unreal and I want to create a separate lighting
setup for our scene. Some different mood and
some different colors. What I will do is
instead of making changes in this
particular level only, let's just right-click
over this level one. We can just duplicate this, rename this two level to save selected and open
up our level two so that our level one
remains the same because I don't want to make
any changes to my life. One final scene because we have everything perfect in this, and I think the lighting
looks very good and the camera setting and
everything is fine. I will create a separate
level two for me to work with a different
type of lighting. So let's start. All right, guys. So the first thing
to do is let's change the position of
our directional light. I will right-click over
my camera and pilot. Then let's press control plus L. And this time let's go
for a daytime scene. Again, you need to
experiment with this a little bit and try to find the best
position for the sun. I think I would go with
something like this. I think something like
this would be fine. Let's adjust the post-processing a little bit to match
with our scene. Select the post-process
volume, open up the blue. I think the value of
two over here is fine. Or the exposure, I will reduce the compensation
a little bit. 1.21.3, just to make a
scene a little bit darker. Next, all of these stuff that we edited earlier remains the same. The vineyard and ability. Not only thing that I will be changing as the white valid, let's increase it to 6500 so that it is a bit more yellowish and enable tint for paint. If you decrease
this, it will give a greenish color
tint to your scene. And if you increase it, it
will give a reddish color. So let's set this to 0.15. All right, next thing is I will select the
exponential height fall. Let us increase the fog
density to 0.020.02. The directional light
intensity to 15 only. Select this thing, the
global foliage actor. Let us increase the
season brightness. Do something like to let
the trees are more bright. You can reduce it a little
bit if it is looking weird, Let's set this to 1.5. Yeah, I think this looks better. One more thing that we can do is select the volumetric loud. If you see these
clouds over here, right now, they're not
really visible properly. So let's change some
of the settings. We can increase this
layer bottom or altitude. See, let's set this to eight. You can change all of these
settings to find the perfect. Alright, so I think
this is much better. And you see, we have created a completely different scene
with a different lighting. So let's save our project. I think this will be
it for our course. In the next video, the next
video will be the last one. We will do a little
bit of compositing. We will take some
screenshots for a portfolio and then we will
finish with this course. So thank you guys for watching. I'll see you in the next one.
24. Final Thoughts: Hello guys, welcome to the
last chapter of this course. So now that we have completed everything in this tutorial, I really don't have much to
share with you guys anymore. In this video, let's just add a few more angles and
take some screenshots. I will just duplicate my camera, press Control C and V. You can right-click and
pilot this camera. And let's try to
create a new angle. What we can do now is let's
increase the focal length. Something like 50. You see we are getting this
nice depth of field. Also, what you can do is
you can again enabled draw the book focus plane and let's just adjust the focus point. Our main building. We can
create one angle over here. Let's just copy this up again. I click and violate this tie
to create different angle. Let's try to take close-up shot. 12 MM. Now this gives a completely different
look to our scene. And then the earlier shorts. Something like this. I think. You can reduce the
camera speed from over here to place your
camera correctly. Again, enabled to draw
the book focus plane. And let's just adjust
the focus point. What you can do is you can
copy both of these cameras, both of the angles
that you created, this control C. Let's
move to our other scene. Then paste them over here. You'll see we have got
these nice angles. Next, what we can
do is let us just take some screenshots
one-by-one. I will close my content browser. Let's go to this camera. Click over here,
high-resolution screenshot. The screenshot multiply
two to take a screenshot. Again, I want to
mention that only give it a two multiplier
if you have a decent PC. Otherwise it can cause
unreal to crash. You take care of that thing. Right-click and pilot this view. Let's take another screenshot. Next. Let's open up
our other scene. It is delivered to actually wait for the lighting to load. Yeah, I think everything
is calculated. Now. Let's just some
more screenshots. But now what I suggest you guys that you should create
some more angles. You can play with the
type of the camera. You can also play with different lens settings
and tried to create some videos angles and
take some screenshots. Then you can use all
those images for your portfolio for to
showcase this project. Just click over here to
access all your screenshots. Over here. You see we started from somewhere
over here and you can clearly see how much we have created just by adding some lighting and
changing a few things. Next, what we can do is
let's open up Photoshop. I don't I really don't know
much about compositing, but I will tell you one
trick that I usually use. I will just drag and drop. Let's try. These two images. Now both of them are opened up. The first thing that
I generally do, and sometimes the only thing
that I do is go to Filter, Sharpen, and select
sharpen more. And as soon as you do this, you will see all your edges and everything is now pretty sharp and the
details pop out even more. So it adds a lot of
effect to your day. So I suggest you should go over here to select sharpen
and select sharpen more. If you just press Control Z to undo and then press
Control Shift Z, you will easily JCB change. And the difference that just
doing this simple command, it can create a
lot of difference. Other things are you can go
over to image adjustments. You're going to adjust
the brightness contrast. If you want to do some
changes later on. You can check the
preview from here. You can also change
stuff like vibrance, hue, saturation, color balance. One more thing that I use
sometimes is selective color. For example, you
are, for example, you're not liking the
color of all these leaves. Most of the leaves
have the yellow colors to select yellow from here. And you see, you will see like, you can change the
particular color, like only the yellow
color from your image. But I rarely use these
types of features. I just use the
sharpened feature. You can try the sharpened
feature over here also. You see the sharpened
feature just makes everything pop a
little bit more. I think that isn't
necessarily to do rest of the things that
are really optional. You can also change the sky
over here if you want to, you can go over to Edit and
select Sky Replacement. And you will immediately
see this guy will change. Not perfect, but you can
use these settings to shift agent failed to properly
match both of the images. You can click over here and
choose a different sky. This is also pretty
handy tool. Over here. You can see it can
cause some issues. It all, it's almost perfect, but over here I find it
is looking kind of weird. Now you see it can also cause some lighting issues
because right now the light is coming
from over here and this guy is looking like
completely different. You should pay attention
to those things also. Guide with this one only. I think this is for this course. Thank you for watching
all the videos and I'm glad you made
it till the end. I hope you learned a
lot from this course. From here on out, you can try to enhance this
environment even more. What you can do is you can add
some more props over here. If you go over to
content and Quicksilver, just search for Japan
in this section. You will find a ton of props in the 3D assets you can use
in this particular project. But I'm not saying to use
the assets directly from over here because then you
won't learn all of the things. I suggest you should
create some of the assets on your own and then
add to this scene. I'm sure that all
the things that you have learned in this course will translate to all of those assets and it will help you in
creating those assets. You can also drive, like
create different lighting and try to create different mood and atmosphere for your scene. You can also play
with like the trees, the global folio ejector. You can select it. You can increase the
saturation and you can see it gives it a completely
different directories. I suggest you play with all these settings and
things that I've taught. You. Add some more props and
lighting and everything. So thank you for watching this. Is it from my site? Thanks, buh-bye.