Creation of a realistic Robot on your first day in Blender. Step by step tutorial. | Auripher ∞ | Skillshare
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Erstelle einen realistischen Roboter an deinem ersten Tag in Blender. Schritt für Schritt-Anleitung.

teacher avatar Auripher ∞, Creator

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Einführung!

      1:30

    • 2.

      Modellieren: Räder

      26:11

    • 3.

      Modellierung: Übertragung

      33:41

    • 4.

      Modellierung: Hauptteil

      25:20

    • 5.

      Modellierung: Augen/Sensoren

      32:03

    • 6.

      Modellieren: Schrauben und Details

      43:52

    • 7.

      Modellierung: Auspuff und letzte Handgriffe

      49:50

    • 8.

      Materialien: Knoten erstellen

      70:52

    • 9.

      Materialien: Den Roboter fertigstellen

      28:35

    • 10.

      Rendering: Lichter, Kameras und Action!

      31:08

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About This Class

Wir werden einen realistischen Erkundungs-Rover in Blender erstellen. Jeder kann diesen Kurs besuchen, da er die Grundlagen des Blenders und alles abdeckt, was du zum Folgen der verschiedenen Videos brauchst.  Ich möchte es für dich so angenehm wie möglich machen, da ich weiß, dass Blender anfangs sehr verwirrend sein könnte. Daher habe ich alle Tastenkombinationen auf dem Bildschirm gezeigt und alle Verfahren erklärt, damit du alle meine Aktionen klar verstehen kannst.

Wir lernen über:

· Viele wichtige Tools und Tipps

· Modellierung

· Kamera und Beleuchtung

· Materialien

· Rendering

Meine Absicht ist, dass du nach dem Ende dieses Kurses in der Lage sein wirst, selbst anständige Modelle zu erstellen und dich bei der Verwendung von Blender viel wohler zu fühlen.

Es war mir eine Ehre, dir zu helfen. Fühle dich frei, alle Zweifel zu stellen oder sogar deine endgültigen Ergebnisse zu posten, das würde mich sehr freuen!

~ Auripher

Triff deine:n Kursleiter:in

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Auripher ∞

Creator

Kursleiter:in

I'm Auripher, a 23 year old seasoned video editor and digital content creator from Spain. I started my creative almost a decade ago, it was my passion and enjoyed learning new techniques every day. Now, with thousands of hours of experience, several courses taught, lessons, made videos, social media posts and tons of content created, I have achieved my dream level of skill and want to share my journey. The time is now and I'm here to help all of you. Let's collaborate and stay in touch, we will reach far together!

LIVE - CREATE - INSPIRE ?

Contact me: auripher@gmail.com

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Transcripts

1. Introduction!: Welcome everyone to this class. Today we're going to learn how to create this robot that you're seeing now on screen. This is supposed to be a heavy duty robot that is used to explore outer planets and lost lands. You will be able to follow this tutorial even if it's your first day in Blender. Because I will guide you step by step without skipping any information or taking things for granted. This way you will learn what every tool and setting does and how to go from an empty world to a fully rendered scene. You will always have on screen at all times the keys that I'm using, the mouse clicks, and all the shortcuts, so you don't get lost. At any point, we will start from scratch. And using all the tools that Blender offers, we will work our way up to having a very realistic model of a robot and creating amazing renders of it. After this tutorial, you will be very comfortable using this software and you will be able to recreate models on your own and obtain remarkable results. We will go over modeling applying modifiers, a wide range of tips and tricks that will make your modeling life much easier. Creation of very realistic materials with nodes, lighting and rendering. As well as covering some essential strategies that will make your models stand out from the rest. To fix some common issues that may happen while you are modeling. All of this and more will be covered in detail and is the result of hundreds of hours of learning and using Blender. All very carefully prepared here in this class to offer you the most efficient way of modeling and to prepare you for future modeling projects without wasting any more time. Let's dive into. 2. Modeling: Wheels: Here we are with the initial set up from Blender is what shows up when we first create a general file before modeling. I will just tell you that here below, down on the left side, you have the keys that I'm pressing, even from the mouse or the keystrokes that I press. So if I press a letter A, you will see that it shows up here. This will be very convenient for you, so you can keep an eye here on the bottom and see if you don't understand something that I say or you want to follow along better. You can just check what keys I'm using here. We can already start modeling. We don't know much to begin with because I will be explaining step by step everything that I do it. And I feel like to learn it much better that you also model with me so we can do it together and we will get to the model that we have seen in the intro. Definitely, just be free to take your time and experiment while we are doing it. You can post the videos. That's very convenient. Also, in order to begin our scene, it's very simple. We will start with the wheel, the wheels of the roper. And basically what we have here is not going to be useful as of now. We're going to delete. In order to delete, we can select everything by just clicking and then pressing the key, Delete. If we press control that we go back. Also you can press the letter A to select everything and press Delete. Or you can go up here to the Collection and just click the first one, Shift, click the last one. Everything will be selected. You can press Delete again and it will be deleted. What I'm going to do as well is to hide this panel here on the bottom. This is the play line. We are not going to animate anything. So we can just hide this because it's always here. When we open blender, it's not really necessary and it takes up space. So in order to collapse this panel, it's very simple. We can just go down in the corner, in any of the corners, we will go here, down on the right corner. And you will see that the cursor changes to this cross. When this happens, you can just click hold and drag down, and this happens and this panel disappears. Which is nice because we have more room now to work with. Now we need to start modeling the wheels as you may expect. We need to add a mesh or an object here that will be the base of our wheel. The wheels don't come created, so we have to basically do everything on our own, but we can try to find the best starting point. As you remember, we had a default cube here with the cube is not really resemblance to a wheel at all. We have to find something that's more suitable. When we are here in the basic layout, make sure that you are in object mode. Here you can see that we are in object mode. You can press the keys shift A or you can go here to add, and it will show the same thing, but we will press shift A, it's quicker. In here you will see that we have a menu to add a mesh. I will tell you already that the one that we're looking for is the cylinder. And the cylinder is found in the first tab in the mesh. And we can add a cylinder. There are other meshes that are available. But for now, we're just going to add a cylinder which really resembles the wheel. Once we add the cylinder, we have the add cylinder options here on the bottom that if you click, you can tune a little bit the settings of it, like decreasing the vertices. The more vertices there are, the closer it will look to an actual circle. If we look it from the top, however, we don't want to increase it a lot, otherwise it will be too hard to manipulate. We're going to leave it at the 32, which is the default. We're going to type 32 or just leave it as default and press Enter. Now when we click away from the cylinder, we will lose these options. Now, they are not accessible anymore. We cannot modify the vertices of the cylinder. If you want to add another cylinder with a different set of vertices, you just have to delete this one shift a cylinder and you have to make sure that you are happy with these options at the very beginning. But the most important one are the vertices, the position and all of these other radius can be tweaked up afterwards. That's no problem. We're going to leave the vertices at 32, and now we have this cylinder here. This is nice. We will rotate it and place it, let's say on this horizontal plane, the X, Y plane. If we were to imagine this cylinder rotating, it would be nice that it was rotating along the X and Y axis, like the wheels. We will rotate this cylinder. And basically we could actually create the wheels like this, but for convenience, we are going to think about the X and Y axis as the ground plane. To do this, we just have to rotate it along the Y axis, 90 degrees. This is very simple. We just click the cylinder. We press the letter R, then the latter Y, and then the number is 9.0 for 90. And you can see that we have rotated the cylinder along the y axis for 90 degrees. Now this looks a little bit more like Wheel. Now what we're going to do is to scale it a little bit along the X axis. This red axis here, it will be thinner then x and drag down a little bit. We're going to start by something like this. We can modify this later so it's no problem. But I want this robot to be quite robust and like heavy duty in this case, I want to add thicker wheels. But something like this, I feel like it's okay. We're going to go quite detailed here for the wheels because they will be quite big in comparison to the rest of the model. And right now we can just go to edit them. And to do this we're just going to go to Added mode. So we can click the wheel, make sure that it's selected, go here and click Added Mode. Or you can just press the Ap key, which is much quicker. We will be using this a lot, so be comfortable with this key. Now we can edit here everything in particular every single vertices that we had and every single phase, we can switch from vert to edge to face here, with this panel to represent number one. Or click this tab here, we will select vertices. If we click the number two or the edge select here, we will select vertices. We click three or the face select here, we will select the entire pass. This will be also very convenient. We are going to stay in the face select and we're going to click this face. This face here will be the outer part of the wheel. Let's say where the rims go. And this one will be the interior part, so the axis of the wheel will be here connecting to the other wheel. Let's say actually we're going to start with this one, the interior part of the wheel. So to do this, we're going to press the number three in our keyboard. But this one will put us on the exterior part of the wheel. It doesn't really matter, but you could build the rim here and then we could rotate the wheel. It's fine, but it's much easier to press control three on the numpad, we will go to the opposite peel. This is the inside part of the wheel. With this face selected, we're going to press letter I and this will inside the faces. This is very convenient in cylinders. So if we press, we can scale it down. If we hold down shift, we will be able to move slowly. So this is fairly nice as well. I will hold down sheep and go down a little bit. Something like this. And now I can click left click. And we have made this face here, very nice. This ring that we've created will be actually, let's say the steel, the tire itself. The rubber part of the tire. Now I'm going to click again to insert maybe something like this if we rotate. Now if I press the letter E and go inwards, we can create an extrusion, but we'll make like a hole in this part of the wheel. We press the letter E, I will hold down shift, you can see what we are making. I will go something like this for now. If you're wondering why I created this ring outside with the smaller inset, this will be basically like transition from the rubber part of the wheel to the metal part of the wheel. In order to do something with it, we are going to go to edge mode. So we're going to press the number two. And I'm going to hold down old and click on one of these edges of this inset, and it will, this entire edge. What I'm going to do is I'm going to move it towards the x axis. Then x, you can see it creates this shape. I think it looks better. Now, I'm going to press number three again and go to this phase. I'm going to press for Inst. Something bigger like this. Nice. But before also if you have created an inset and you don't like the size of it. If you don't like the size of an inset that you have created, but you have already selected something else and you cannot basically get rid of it. You can press letter and it will scale it down or up in the same axis. It will be very easy to change. If you want to completely get rid of it, you can click this face, press letter X, and you have to dissolve the edges. We start again, this is very nice to know something like this. I'm going to extrude again. Maybe I went too much in with the extrusion, so I will press G, then X with this selected and pull it out, something like this. Now I'm going to show you a trick. We're going to do one small inset. Now another big inset. This will be for some radial metal parts that pick out from the wheels are very common in wheels. I don't know the exact word for it, but you will see we can do this, insert like this, something like that. We will go to control three. To see this belt, I'm going to press again, something like this. What I'm going to do before doing this trick that I've said, I will extrude this inwards, holding down shift here because this will be the final part. Will then x a little bit out, something like this. You can see that starts to look a little bit, much more like a wheel. I'm going to do the last one. Where the axis of the wheel will be placed. I'm going to do something like this and now I'm going to extrude it on the X axis. As you can see, we have this sort of wheel actually. Before extruding this, I will press control for you to see better. What I'm going to do here. If you have created this and you want to remove it, you can just do it the same way. X and the all faces. And you will be in the same place as before. You can go x these all faces again, and you can go backwards if you don't have the control history. Anyways, what I will show you here is a nice trick which consists in selecting all of these ring of faces here. Like this. I want to select every other phase. I would like to have it like this. We can select one face and hold down shift and click other faces. That this will take a long time to select all the faces. Well, actually it doesn't take that long. But I think it's better to know this trick that I will show you. Select all of them, and we're going to place Spacebar to open the search menu. But see that now, when I pressed Spacebar, the animation starts to play. If you remember that tab that we had before about the play line here, the button Spacebar makes it start and stop. We don't want this, actually. We can change that by going to the icon of Blender here. And we click the splash screen. You will see that the Spacebar is set to play. We will click and select Search, And we can save the settings. We click outside here, we will go back to the model. And now when we press Spacebar, this search menu comes up. This is extremely nice to have it here on the Spacebar because there are a lot of menu that are hard to find by just pressing Spacebar and writing the name here. You can find the tools quickly. You can simply select all these rings and go here to select and click Check the Select. You will see where it gets or controls that. And we can press Space Bar and just type Checker Select. I usually do it like this. Now with this selected, you can see that we have every other phase selected. This works everywhere else. We will press Alt and click on one of the edges here. We'll select all of this space. And the last option that we clicked will be the first one here. So it's easier to find, we don't even have to type. You click here and we can select all of these faces. But anyways, we will go here selecting these faces. And I'm going to extrude them inward a little bit, not too much, but something like this. I feel that it looks very nice. I'm going to extrude this, as I said before, something like this. For now, I feel like this is already a good starting point for the wheel. What I'm going to do is to start by the other side right now. In this case I'm going to start by another inset. To create the inset again we can just pres eye to create this inset here. We will do something clever which is going first to the side El by pressing the number three on our numpad if we want to match the size of this first Bl that we have created here. Because as I said, this should be like the rubber part of the wheel. So it makes sense that in both sides it's the same. We can go to side heel and press shift or press this icon here to activate the wireframe mode. In the wire frame wheel, we can see through the faces of the object. And this is very nice, it's like the x ray vision. We can press now the letter and create this sort of inset to match the first one that we have created on the other side. If we press shift that again, you can see that we have created successfully this inset. We will go again to the side view shift that I will do, the same one for the second inset that we have created. Nice. Since it doesn't really have to be that precise here, it's okay to do it this way. If we wanted to be extremely precise, we could add a mirror to this specific part of the wheel. And then it would be exactly perfectly symmetrical in sight from one side to the other side. But this is perfectly nice and it will be completely unnoticeable. We will use mirror modifiers after in this tutorial, so you will learn how to use them as well. But here I'm going to do the same. I will press something like this. I will press I, and now you can feel free to experiment as much as you want. I will press to modify a little bit shape something like this. I will extrude this outward a little bit, something like this. Then I will do it again. Maybe something like that. I could strew it, but I will do it another one. In this one liger, what I will actually do is I will move all of these insted faces that I've created before. I will press both, Select all of this ring and now just holding shift, I will click this one and then X. Yeah, something like this. With this maybe I will pull it as well. So in X, for this one I will press three. I will go to the side. Again, Maybe one last detail here. I again, something like this. And I will extrude one last time. I will scale it down with the letter. That's it for the moment. As you can see, we have created this shape, is a very nice wheel. Now that I remember, we have to do this here in this edge of selecting this ring. Then then X, moving a little bit inside it adds a nice detail. Now to finish the wheel, I want to do something to add some texture to it, basically so that it's not super flat like it's now. But before also I want to show you this tree because as you can see it now, when we turn around the wheel, we cannot really see the shade if we even go here on the front, there is really not shading here going on, and it's hard to see where we have made this insects. To fix this, we can go here to this shading options by pressing this arrow here. We will turn on the cavity and the depths field also here on the cavity type, we're going to show it on both sides. We're going to show it on both directions. And you can see that now we get a much cleaner look of how the wheel looks. And even if we go to this side whel, or if we press control that sideb, we can totally see where we have made the cuts. This is very nice. We're going to do what I've said. We're going to select this ring, we're going to use checker de select. Now actually before doing this, I will select this entire ring and I will scale it a little bit on the X axis. This will make the external part of this wheel a little bit thinner than this part here. This is nice. I like how it looks at some of curvature in a little bit. Now, with this selected, we're going to check this. Select, I'm going to extrude it outward. But as you can see when we press, look what we get. This extrusion only on the z axis. We don't want this, we want to extrude it so that every single phase is extruding outwards from its normal. In order to do this, basically, so that every phase is getting extruded perpendicular to where it's standing. This, we can extrude using a special kind of extrusion, which we can do it by pressing old old E. And we will select the extrude, pass along normals, and you can see what we're getting. Now this is basically extruding along the normals of this phase. The normal is the perpendicular vector that's coming out of the phase. And we will do something like this. As you can see, we have created this nice texture on the wheel. If for any reason you want to modify this extrusion that we have created, you want to make it taller or shorter. We can try to select it also face by face, but it will take a long time. And the checker de select, you will see it doesn't work the same way because you select this ring. And we go to select, check, er, dis select. We will not select the faces that selected before. And that's because we have created extra faces and it's actually doing what it has to do. It selects one phase, it selects the one that's next to it and then select the other. But here in this case, it's dielecting the extruded faces on the sides of this extrusion that we have created. And that's not what we want. If we do checker disselect again, you will see that it doesn't do anything because these faces are not connected anymore. As you can see, we get this error. However, when we check er de select here actually depends on what phase you select first. But when you do checker di select, you will see that we have these options here actually on the bottom. What we want actually, is to select one of these phases and then select this phase, this phase. To do this, if you take a look, we are selecting this phase, we want to skip this one, this one, this one, and then select this one. We're selecting one, skipping three, and selecting the other one. Considering that we are going, let's say clockwise direction, if we select this entire ring, we go to check, select. We can now tweak this pattern. We want to select one phase. Yes, we want to dielect three phases. As you can see, we get this result. We can play a little bit with the offset if it's not working, but sometimes I have the feeling that it doesn't work too properly. Because for instance, here, it selects perfectly the edge faces. But when we add the offset, it starts selecting, nice, what we want. However, here, it somehow Mrs. this face, basically, if you select the whole ring, but making sure that the active phase is this. The active face is the one that appears wide here. When you select the ring like this, make sure that this white face is here on the top. You can change this by clicking Shift, Reselecting a face here, by making sure that we have this active face here on the top, select. It works for me with these parameters. Three phases di selected one selected and one offset of negative one. But it depends on what phase you select. But with this selected finally, we can basically scale it down or up. But as we did with the extrusion, if we press, it will not work properly because, yeah, right now it's extruding every phase, but it's also extruding on the X axis. Will press control and press old. This is more convenient to do it like this, even though you could use the scale and constrain the X axis by pressing shift X. But still we don't get the same result as you can see. Because the faces are getting larger as we go further away from the axis. If you press old, you will see that they stay the same shape. That's why we want to do old. You can do it if you want old, but make sure to not extrude it again, even if you do old and extrude along the normals. Because you're creating an extra look here of geometry that we don't need this one here. By pressing old, we are not creating this extra look for the moment. I will leave it something like this. I feel like this looks like a very robust and heavy duty wheel if you wanted to make it thicker. Let's say we can select the wheel in object mode by pressing Tab, going back to object mode and pressing then X. You will see that it makes it thicker, but it also makes this part thicker actually. In this case it's quite proportional, so it doesn't really matter. But more convenient way to extrude this would be do not affect this part of the rim that we have created. Because as I said, if you press an X, if you do it very exaggerated, you will see that this part gets also very extruded. Actually, that's a very nice shape that you can add later to the robot. To do this properly and modify the width of the wheel, you can just go to edit mode. And we will basically move only the vertices from one side. Basically press the number one to go to vertex mode. And we will shift that to go to wire frame. Now we will go to the top El with number seven on our Numpet. We will box select this side of the wheel, let's say the rim, all of these vertices. If you don't have box select, you can press the letter or click here, hold and click and choose Select Box. If you press W, it will switch between the different selection of options. With all of this selected, we can press the letter X. You can press that even with this selected, it will remain the selection as you can see. If we press G, then X, we can just move it without losing the proportions here on the rim at least. But for me, I think that this is okay. And I will leave it like this for now. Later we will add a mirror and copy to the other side. So we will have two identical wheels, one on each side. This will be very convenient also and very nice for the car. It will save so much effort, we don't have to create two wheels. We will add a mirror modifier for this. And we will start creating the connection between these two axes. Because in order to, let's say, properly move the robot, if it was existing in real life, both of the wheels shouldn't be connected. Otherwise, they would always turn in the same direction. But in order to turn a robot or something that only has two wheels, the wheels have to be able to turn in different directions or in different speeds. So in order to do this, we will add a separation or a box between this axis here and the other axis from the wheel that we're going to copy with the mirror modifier. And this will make it look more realistic. So make sure to save your progress by pressing File and save us. And save it wherever you want, and we will continue. 3. Modeling: Transmission: Okay, then we can continue with the modeling here. In this case, what we're going to start doing is by placing a mirror modifiers, we can establish what's the distance between the two wheels, because the main body will be in between the two wheels, something like here in the middle. This makes the robot look much more compact and in my way of seeing it, it looks sophisticated. And like it's a more solid body of a robot. It's not so vulnerable if we put the body of the robot where the main components are protected, the strong wheels. Let's start by doing this. In order to create the mirror modifier, we're going to first mirror it along the x axis. But before, let's separate the wheel a little bit because it will mirror it with respect to this center point here. What the mirror modifier will do is that it will copy this wheel that we have created. All of it on the other side of the x axis. Right now we are in the exact center of the x axis. Let's say a zero. If we hide the wheel by clicking it in object mode and present letter H, we can see that this point here is zero in the X axis. Basically, the mirror modifier will copy from the positive axis to the negative axis, or the other way around. First we want to put the wheel in one side of the X axis. Let's say that the entire wheel is on the right of this green line, or to the left of this green line. To do this is pretty simple. We can press old H or go up here in the cylinder view and we can enable the view again. Or if I press old H, it will unhide all the items or objects that are hidden. But first let's actually rename this wheel. We're going to double click here on the cylinder and we're going to type wheel wheels, actually, because it will be both wheels, the same object once we place the mirror modifier. So as I said, what we will do is we're going to move it on the x axis and place it here on the right side for instance. But see what happens to this orange point here, which is the origin point of the object. And the mirroring will be with respect to this origin point. If we move the object, this wheel, in the object mode, then X see that this origin point will be also moving with the wheel itself, because this origin point stays in the origin of the geometry. In the origin of this wheel, we go to the side view by pressing number three and our Nampt, we can see that this orange point is exactly in the center point of the wheel. However, if we place the mirror modifier, now it would make sense because it would actually mirror with respect to this point. So it would basically create an overlapping copy of the wheel. We want to keep the origin point here in the center because it will make things so much easier. We usually will always mirror with respect to the origin of the world, let's say 00. But as I said, this point has been direct also with the wheel itself. And that's because we have moved it in object mode if we press control that. But now I will show you a way to do it if you actually want to move specifically the origin point without moving the wheel. But first I will show you this way by moving the object in added mode. So if we press control that, now we go in edit mode and the selection from before remains. But we are going to select everything by clicking the letter a or we can shift that and select the entire wheel with box select. What wireframe allows us is to select through vertices. Because if we select the wheel like this without wireframe mode, we have selected everything that's on our view. But if we turn around, we can see that none of this is selected or the inside. However, if we turn wireframe and we select now we can disable wire frame shifts that you can see that absolutely everything, every vertex is selected by selecting everything. And now we move it along the x axis. It will be the same movement as we did before. But take a look at the origin point here, then x. As you can see, it remains here. This is very convenient because otherwise we have to move the origin point, which is actually simple, but it's quicker like this. But I will show it basically moving it in object mode then x. We have moved the origin point here, but we want it to be here. While making sure that we are in object mode, we're going to adhere to object with the wheel selected of course. And we're going to click and go Set Origin And put the origin to the three decursor, y to the three decursor, because the three decursor is here in the middle. By clicking here, you will see that it will move the point to the three decursor. Which is the middle, therefore, that's what we want. But let's say that your origin point is somewhere different. Because you can move it accidentally by just pressing shift and right click. You can see that we can move the three dicursor by pressing shift and right click. This is something that you want to take into account before moving the origin point of this object to the three decursor. As we want to move the origin point to the three decursor, we want first the three decursor to be in the origin and the 000 coordinate. This is very simple to do. We can press shift S. We will get these options, and you can see this one here, cursor to the world origin. If we click, we will move this cursor here. Now that the Thredcursor is in the world origin, we're going to go to object with the wheel selected, set origin and origin to Thredcursor. You can see that we're in the same place that we were when we moved it with a mode. But the problem here is that if you move the wheel again on the x axis or any other axis, the x, the origin point is moved. Again, we'd have to do the same set origin origin to predecursor. But it's much easier to do it on edit mode because you can just move it while keeping always the origin point at the same place. Right now that we have it here, we're going to apply a mirror modifier with the wheel selected. We're going to go here to the right side of the screen and go down and look for this modifier staff range With the object selected, we're going to click it at Modifier. And you can type here or you can go to Generate and click Mirror. So if you go and click here, you will see that it has done something. I'm not sure if you can see it. Do you remember that we have actually made the dents here in the wheel right now? All of them look extruded, and that's because it has mirrored along the wrong axis. However, what it is doing is wrong, even though we are mirroring along the X axis, which is what we want. You can see the axis is selected. Why is it actually not mirroring across the X axis? Well, this is actually because the axis are flipped. If we disable this, you can see where it's happening. If we do it with the Y axis, it will not work either. But if we do the z axis, check what happens. Oh, we have the wheel mirrored, which is very nice, but why is it mirroring across the z axis and not X axis? This is because we have rotated at the beginning. If you remember, we have rotated this wheel because it was in principle, it was a cylinder and we have rotated it. Right now, the object still keeps this rotation. And for this object, this red axis here that we consider the x axis for this object is actually the z axis. I'm going to actually disable this for a second. And we're going to do something which is more convenient in order to apply modifiers. We're going to actually apply the rotation of this object, meaning that we will reset all the rotation that we have applied it, but it will still keep the same shape. Nothing will happen. We will just reset the values. If we actually pick the object and go here or plus the letter n, we will open this menu. We can go to Iten, and you can go to the Rotation, and check that we have actually rotated 90 degrees along the Y axis. This is what we have done at the beginning of the tutorial with this. If we set this back to zero, we will see what happens. This is not what we want, but right now, the object is not rotated in any direction. It will behave as we expected. For instance, if I go the next now, mirror along the X axis, it does as expected. It mirrors along the X axis. But the problem now is that the rotation is wrong. We have to apply the rotation. If we press control and to apply the rotation, we can just go to object mode. With the object selected, you can press Control A and apply and click rotation. Or you can go to object up here, click Apply and apply the rotation. And check these values here. What happens when we apply the rotation control a rotation? They all go back to zero, but the object stays the same. So we have basically reset the values for the object. Right now, it is like if it has appeared in the world like this in the blender scene with this rotation, so it understands that the x axis is this one. Right now, we can enable the mirror again in the x axis and everything works perfectly. Right now we have the very nice wheels. They are perfectly in line. They are exactly mirrored where we want them to be. What I'm going to do first is I'm going to connect this axis. The good thing about the mirror is that they can interact with each other. So we can just actually extrude this and make them one, basically convert them into one piece in a way, even though the mirror will be always available for us to be enabled or disabled. What we're going to do is I'm going to add first a little bit of shape here. I will select this phase, Going to select clicking this phase, The next, I'm going to move it and see what happens to the other side. Whatever we do, it's copied. So this is very comfortable for us. I'm going to move this bit and I'm going to make an inset. But see what happens here. I'm doing the inset and look what we are getting. The scale of this inset is wrong. Instead of getting a perfect circle with the inset, we got this oval shape as you can expect. This is because the scaling of the inset is acting different depending on what axis. You can see that this horizontal part is the Y axis, the green line. It's scaling more on the Y axis than in the Z axis. Therefore, it's an oval shape. Basically, it's longer vertically than horizontally. We will press control and this has a very easy fix. We will go back to object mode right now. If you look at the object mode again on the properties here, you will see that the zet has a different scale. That's why it was scaling less efficiently in the Zet scale than in the Y scale. When we were doing the Inst, if you press control A, we can do the same that we did with the rotation. But for the scale, if you click, all the values will be reset. And now we can go again, insetter I and check what happens. It does everything symmetrically and natally evenly for all the axis. I'm going to insert like this, I'm going to pull it a little bit out, so she is an X, something like this. Maybe I will scale it up a little bit. I'm going to extrude it, but before connecting the axis, you can see that you draw. You can see what happens, see that these are overlapping. As you can see, this axis is getting on the other side of the mirror. Because the mirror, you can imagine it as an invisible line here on the z axis and Y axis. It's like a wall here. We don't want the faces of one side of the mirror crossing the other part. We just want them that they merge here in the middle, and that's it. In order to do this, we have to turn on the clipping. You can see that if you hover over this property, it says that it prevents the vertices from going through the other side of the mirror. Now with the clipping on, you can press it to extrude. When you get to the middle, you will see that it doesn't let this phase here that we are extruding to continue to the other side. Check that it stops and we cannot go like there's a wall. But this is perfect because it will basically connect these two phases. But before this, I'm going to delete this phase because we don't need a phase here in the middle. Because when we press the next right here, we don't need to press extrude again. We don't need to create more geometry when these two will be connected. This phase that is selected makes no center it in the middle. It's just an extra phase, it's not necessary. So we're going to do some best practice and delete these extra faces. We don't need that. We're going to press X and simply delete faces. Right now we will select this loop by going to Edge, select Holt, and clicking on this ring. And we're going to press X connected. Now you can see that we have this beautiful wheel axis connected together. Now that I look at it, I think I will pull this thicker axis a little bit more towards the center. There's a little bit more variation to do. This is very simple. We have to pull these two rings towards the X axis, towards the center of the x axis. Clicking one of them with A and now shift and Alt and selecting the other one. Now then X. You can see that we're getting this. I'm not going to do it too much because here will be the body of the robot. But actually I think that I will like to scale this axis a little bit down. I will select all of this ring, and I'm going to scale it down. But I'm not going to scale it down along the X axis, because I want to keep this inclination here the same. I'm going to scale it along the Y and Z axis, but not on the X axis. To do this, I'm going to press, and to exclude the X axis, I can just press shift and X. And you can see that we are only scaling along these two axis here, but not to something like this. Yes, now I will maybe move this a little bit backwards a little bit. X, just something that you feel like looks good. Maybe I scale it down too much as shift x. I will maybe scale this down a little bit. As well as shift x one little bit more. Yeah, something like this. Looks pretty nice to me. I'm going to save control right now. You can see that we have this very nice wheel base. If you like the separation, it's good. If you want them to be closer together, maybe I will bring it slide. It's very easy. We just have to move all of these spaces towards the x axis to do this. We have done it before ship that we're going to select all of these. Shift that again to see what we are doing. And then X and we are moving both ways. Something like this. For the moment it will be like this. We can always move this later. Right now, we can add the next piece which will be this connection transmission line, or I'm not sure the exact words in English, but will be like a box that will basically, in a way, join both axis. But let's say that it will theoretically allow both axis to turn in different directions if it was necessary. Because as I said, if we try to rotate this wheel in one direction, this one will follow because they are connected. But if we create a sort of separation, let's say that we can enable both wheels to turn in different directions. You can go as technical as you want, but I feel like it's very nice to do it. And also more importantly than this, it will serve as the base to build the main body of the robot. Because we will otherwise not be able to actually put a square piece here. Would make no sense to connect a moving piece, like the wheels to a static piece like the body of the robot. To do this, we're going to have to add another object. Make sure that you owe to object mode and press shift A. And let's add the cube. But I will actually show you a thing that happens if you add the object in edit mode. So we are now in the added mode of the wheels shift take. We can actually add the cube, but you can probably notice that we don't have as many options as we have in object mode like this. There are many more. That's a great indicator that you are adding the object in the added mode, which is usually not what you want to do. But if you mistakenly add a cube in edit mode, you will see that when you go back to object mode, this is an entire object. We don't want this because this cube is like stuck between the wheels and you cannot select the cube alone, it belongs to the object. Now if you go to edit mode, let's say that you click away from the cube. It's very hard to actually select the cube and delete it because it's life in the model and it interacts. So if you press shifts that you will see that it's here in the middle, in this case the cube. It's quite simple to remove. You could just select the faces like this one by one and delete. But there's a much quicker way to prevent this and to delete this much quicker, just select one phase of the cube and press the letter L, and it will select all the linked faces. If you shifts that, you will see that there's only the cube selected. You can press X and delete the vertices and we are back with the object deleted. And that's perfect. Shift A, we'll go to object mode and ate, we'll go to the front view by pressing one. And let's scale it so it fits in the middle. Something like that. Maybe a little bit less. Well, this will be actually the box. Maybe it can be a little bit smaller, but we can scale it a little bit more afterwards, so it's fine. Okay, we're going to scale it now in the axis something like this. If we go to the top view with seven, I think that this is a decent shape. Maybe I will scale it a little bit on the y axis, S, Y, maybe a little bit more in the X, something like that. I'm going to just make sure that it covers nicely the axis. So basically selecting this, I'm going to make an interesting shape. I guess put a bit less on their axis. Okay, what I'm going to do is actually, let's apply a mirror modifier here, because it will be symmetrical for short. And probably we will just mirror half of it and the rest will be mirrored. If we want to mirror this cube, we can actually do as before, the X in added mode. And then clip with clipping on X, this part to the other side with the mirror. But there's a better way because right now we have the origin where we want and the cube is placed actually where we want. We can actually do something clever which is cutting the cube in half, and we will basically mirror the other half in the same place. The result will be exactly the same cube, but we will just modify half of it and the other half will follow to do this. How can we cut the qube in half? We can just go to edit mode as we are. We can select this top face for instance, or any face. We will press control R, and you can see that there's this yellow loop that goes around. So you can see here, if you press Escape, it will go away. We want to place this, which right now is exactly perfectly in the center of the cube. This is a perfect division of the cube. We can place it by clicking left click. But when we click left click, you will see that now we have the option to move it, but we want to leave it in the center. To leave it on the center, just press right click and it's perfectly centered right. Now if you go to the top view, for instance, you press control that you go to the vertex select. We will select these two vertices, not two but four vertices. But if you select just these two from the top, we will select the entire face here. You can see or you can just press ship that with the cube. This go to select and select this face here. You're going to press X and delete this vertices. You can see that we have just half cube here. It's empty. Okay, but we're going to mirror it right now. You know how it works. Click the cube in object mode. Add. And we're going to type here mirror click. And we're going to turn on clipping and Perfect, that's the cube, the same as before. But what happens right now that we cannot click this house because we can only work with this one. Whatever we do here, we press here, then X or something, it will basically react the same way on the other side. That's much more comfortable for us, We just have to model here. I'm going to press to hide this menu here. If you're wondering where is the positive x, you can see it here in this menu. See that where the x is inside the circle, it means it is positive, and the one here is the negative x. Right now we have the editing objects here. You can see where we can edit because the wheel is the same, The wheel that we can edit. This one here, this one you can say, we cannot select it. We're editing the objects in the positive x and we're copying them to the negative x. But we can go back to the cube here. We're going to do certain things actually. Now that we have learned how to use the loops, we can add some of them to make interesting shapes. What I want to do is going to the top and I want to add triangle shape here in a way, like a trapezoid here in front. And also in the back. It will look like pointing in a way, but not too much. We could actually pull this edge here by selecting the edge G then Y. You could do something like this. It doesn't look bad, but I think it looks very simple. So we're going to pass control that and we're going to add a few control loops. Control R, and I'm going to place one over here, also one over here. I'm going to go to the top wheel. I'm going to place one here. Actually, before placing one here, I want to place one on each side of the axis, but they should be equally spaced. In order to do this, I can press control R. I can rotate the wheel of the mouse, and you can see if I scroll the wheel, we are adding more and more loops. I just want to like this, but as you can see, they are not really separated enough to actually fit the axis through the middle of them. But it's not a problem we can move them so they are separated the exact same way with respect to the center of the axis. If you click here, you will see that we have this loop perfect. And to separate them right now, with both of them selected, we can just press S Y, and you can see that we are moving them, both of them exactly the same. We go to the top view Y, we can adjust them nicely. They are exactly the same separation, one to the other. We can see that the axis is perfectly in the middle of these two. You could do it by just adding one loop and moving it, and then adding another one and moving it almost the same, but they are not exactly the same distance from this edge. I think it's better to do it as we did. Let me redo this. I will, first I will add this look here that we have added. And these two click S, Y. I'm going to top something like this. Looks fairly nice to me. I think that this will be useful to create some interesting shapes. What I'm going to do is I'm going to select this face here, and I'm going to press G, then Y. As you can see, we're pulling it a little bit to the front like before, but I like this more now. It looks more solid to me. Maybe if you want a little bit more of a spike, I'm going to add another control, another loop, maybe place it here. Going to select this edge right now. The Y. Yeah, I like it. I think that it looks way too flat right now. So we're going to add something else, but we're going to do this below. Because here it doesn't matter because the body of the robot will be on top of here. We'll try to make a shape here that it will accommodate nightly. The body, it will be just flat here on top. We're going to go to the bottom. What I'm going to use and add another loop here. As you can see, if we go to the top, when we press the control R for the loop, you see that it follows the shape actually of the edges that are next to it, which is quite nice. In this case, what I'm going to do is that I'm going to place this something like this, and I'm going to go to the bottom of this. I'm going to select these faces, let's say these four faces for now. I'm going to move them along the axis. Then as you can see, a little bit more as you can see. If we go to the front view, we are adding this part that comes out which looks nice. I think it's quite common also in cars and engines. They have this coming out part which protects it a little bit from the bottom. Maybe you can even drop this one a little bit more, Et. Yeah, we have created a nice shape here on the bottom. I like how it looks. Now for the back, we could do something similar. But here I want to actually make a little bit longer in the back. And I will want to also extrude it. If we go to the top bill a little bit more, Maybe I'm going to press control to add a look here. Maybe I can move it. To move it, you can double tap the letter G with the loop selected again. And it will follow in the same line as it is right. Now. What I'm going to do is I'm going to select these three faces. But before maybe excluding them, I will move this one back a little bit. Then this edge, which will create spike, I like how it looks. You know what we can do also. We can pull the three edges by shift, clicking them, we can pull them a little bit inwards, then Y, something like this. We are this inclined line. I like it now with the repass selected. I'm going to exclude them along the z axis then. Or actually, no need to press that. Something like this. Yeah, I think it looks good. Maybe a little bit more. See that? I'm not pressing again to Stroud, which in fact is the same. But we are creating this extra loop here which we don't need. Then we can just move it without creating an extra geometry part here. If we go to the front view, you can see how it looks. Maybe it's a little bit too. Think actually I think that the axis is still a little bit too thick. I'm going to go and hide this object. If I click this objects H, I'm just going to see the wheels. I will select these faces here, all select this loop shift, this one, scale them, except from the Act by pressing shift X. Yeah, something like this is probably even a little bit better, maybe this one a little bit more. Okay, I like it better. Now we can hold H to reveal this one. Again, front view, I'm going to select and actually scale all of it in object mode. Doesn't matter along the act, then x, something like that. For now, maybe a little bit tiny bit less as the next actually, before finishing, I like how it looks. I'm going to tell you something that we can do which is adding a able to it. Because for instance, let's say that. You can say that this edge here is sharp. You could select it by clicking the number two edge, both of these edges. And now you press control. You can add this edge here, which makes it look nice. And I think that I will do it. The bevel actually works the same way as the insert. In a way, if the scale is not well applied, it will not behave correctly as we just have scaled the x axis a little bit. We have to apply the scale because if we go to the larger and you will see that the scale is a little bit off. And that's because actually we have modified it a lot in the beginning when we were reshaping it to fit it in between the wheels. Control A in object mode control A, apply the scale. Right now, the Beb will work fine. Then we could do something like this. You could go to top bill. Yes, I like it also if you pass control that you can add the babble and before applying it, you can rotate the wheeler will in your mouth and it will create a shape like this. But I like when it's just one makes it look more aggressive in a way and more simple. But actually a robot like this wouldn't be so complex in shape like this. Before completing this, what we would like to do is fit in this area, the main body of the robot that we will do it next. But I'm going to show you a trick which is adding a general Beble to all the piece. A Beble is another modifier. You can find it here by going into the Beble with the object selected. You can click Beble and you can add this Bebble modifier and see what it does. It makes everything more smooth, but right now the Bble is too high, it makes it look weird. In a way to reduce this, we can go to the amount and by holding down shift with your mouse left click. You can drag holding shift and drag it down. Don't go high at all, just slight, very slight touch. Something like this. It's 0.04 in my case. You can actually see the difference of it by clicking this screen here. If you look at it and I'm going to click it off and on, you can see the difference that it makes. It doesn't have to be so high, but it really makes a difference to Y. It makes the edges more smooth and the light is reflected better like this. What I'm going to do is go here also to the bl properties. And I'm going to go down to geometry here where the meter outer. I'm going to press it to R. Even though the difference here is hard to see, Maybe we cannot really see because we are not really bubbling that much. But it will make smoother transitions in the bubble. Good thing to do. I really like how we look. Now what I've seen is that here, I'm not sure if you can see it through your screen, maybe not, but in this face here, there's a little bit of a line going through. This is because the shading is a little bit off here. It doesn't matter that much. There are several ways to fix it. And that's because of the geometry of this space is acting a little bit. We, we can try to either move this vertex up the now it has disappeared. Basically it was because as you can see, this face is in a very weird position. You can see that if I click it, all of its four vertices are in very different positions, in different heights. By moving this vertex here up, I'm in stabilizing the pace a little bit and relieving the stress of this phase. Because if you imagine it as a real piece of metal, it will be very stressed the way it was right now, like this, it's less stretch, it basically disappears. We'll do it a tiny bit more. There's a smoother transition and that's perfectly fine right now. Maybe we'll actually pull this one up a little bit. Keep gone. This is very nice for the moment. We are going to press control to save, and we will continue with the next part, the main body of the robot. 4. Modeling: Main Body: All right, so we can continue with the model here. Right now we are going to do the main body part first. Let's rename this part that we have created before. Right now it's named cube, but we can just double click and maybe something more convenient like transmission, maybe. Good. Now we will add a cube. Make sure to be in object mode. Shift a mesh cube. We're going to go to the front view by pressing number one on the dumped. We're going to move this V and make sure that it fits between the wheels. Then X, I will make it a little bit less thicker than this transmission thing, so that I can fit inside something like this. Then let's, that's too long. So Y, I want that it sticks out a little bit from the front. But here I want it to be behind this transmission that we built, the Y, something like that. For now, I want it to be around the same highest wheel, probably I will scale it down along the axis a little bit. I'm going to move it to maybe like this. Actually, right now I feel like the wheels maybe a little bit too thick. I'm going to modify this very quick, clicking the wheel, shift that top view, selecting these edges here. These vertices going to go to front view and X. Yeah, something like this. Now that I've scaled them down a little bit, I will increase a little bit more the size of the axis in order to just see the wheels. We could hide these two objects, but what we can do is by selecting the wheels, press the slash on our keyboard, so we will isolate these wheels and we will only see them like this, the slag in the Numpad. Right now, if we press Slade again, we can just focus on the wheels. I want to scale this down a little bit because I want to also reduce a little bit the height of the transmission. I felt like it looked too thick when looking the model from the front like this, seeing that this is a little bit too long. So I want to change it. We can just select this shift and all by selecting this and scale shift X, something like that. And I will move this also a little bit. This one x and something like this. Also, Maybe this one. Okay? Something like that. I'm going to go to front, I'm going to press the Sl again. As you can see now I'm going to scale this little bit down maybe more. I will go back into edit mode and I will slide these three phases. I'm going to move them up again, so, and if you press number one in our Numpad, you will go to the front. If you press control one, you will go to the back. I will press, and to make it a little bit higher, I don't want it to cover it something like this for now. We can always come back later to change. Anything else if we want to. Now, if we go to the front, I will also scale it a little bit more on the X axis so there's not so much room in between the wheels and this transmission. The X also, this one X skirt up on the axis, something like this. Looks fine to me. It's just making sure that the proportions look nice and it's just something that makes sense to the eyes. And now we can start modeling a little bit. This part, what I would like to add for a short is like a hood here. Like something that sticks out here from the top, just on the face here. So it's like a cover like you would see in a cat or in a hat. You have this sort of cover to protect the sun from getting into your eyes. And I would like to add something similar here to protect the sensors or the cameras that will be in the front. And I think that right now it looks very square. So I want to add some devel here. I'm going to isolate this part. I'm going to select it and press Slash. And what we want to do first is something like an inclined roof a little bit, but not all the roof because we could do something like that on this edge and we will make something like this. But first actually let's mirror it. We're going to go to edit mode. Shift that vertex, select. With number one, we're going to select the four vertices of this phase in the negative axis, negative x axis, delete vertices. But before of course, we need to add a control loop here. Control R, click right click to leave it in the middle and we will delete these four vertices. Now we're going to click it, we're going to go back to solid view. Achieve that. Add modifier mirror and it's already on the x axis. Good. We're going to turn and slipping. We have it, you can see nothing has changed but we have the mirrored object. I'm going to add first a loop around here, maybe. We can just have this part of the roof of this phase going a little bit down then. Not too much, but as you can see we have this part which is straight and this goes a little bit down. Think it at a little bit of variation, maybe a little bit more so like this edge that maybe we will add some lines here to make it have some texture. Also, I think it could look good is to add a babble here, something like this, with two segments. Looks good actually. Or maybe just one. We're going to add two for now. Make sure that the scale is applied, the babbles work fine. Let's go in object mode control A. Apply the scale just in case we're going to do this again. Yes, I think this shape looks good. As I said, I wanted to add this wood thing in the front. This will be very simple to add. We can just select this phase control R. We're going to bring this loop up, something like this. As you can see, this loop doesn't go around the object now because we have modified this phase. Now this phase doesn't have just four vertices like the others. And we have created one of the enleons, which is like a polygon with more than four faces. Then the loops don't go across these faces. We're going to extrude this, then Y, or just alone, it will work as well, maybe not that much then Y. If we go to the front, maybe it's a little bit too thin actually, I'm just going to move this edge here, down then that as you can see, we create this interesting shape Also, I will probably move this one towards the front a little bit, or this one a little bit backwards is the same. But I want this to, this edge here, to be more forward than this one. We create like a pointy shape by clicking this one. Moving it along the y axis, you can see that we are getting this shape, and I think it looks good. Maybe I will make this a little bit secret, and also this one. Maybe I will pull the pace a little bit along the y axis, a little bit more than Y, something like this. For now, what I think it could look good now that I look it from the site, is to add basically an inset. If I select these three phases and press I, we're going to add a small inset and then extrude it. But be very careful when you insert here. Because this phase is very small, we cannot really inst, we focus here on this face. And press, we will see that we have this room. But then when you go too much these edges that are generating with the inset, they will start overlapping. It will create a very random think. Check how many issues we are dealing with because all of these edges and new faces are being overlapped together. You never want this to happen. So make sure that when you insert these three faces together, you don't over inst by generating these overlapping edges here. So we're going to do small inst, something like this. And we're going to extrude it inward, so we're going to pull inside something like this. I think it adds a good interesting detail to it. Yes. What we're going to add as well is what I said, the lines here on the top. To do this we're going to go to top with number seven. We can select this phase, or any phase on the top, and press control R. And let's acquire a few cuts. Maybe you can see the number on the bottom right, on the corner there on the left corner. But either way, when you click, you will be able to change maybe like this. There are 13. If I click and let's say press left click to leave it on the center, you can see. And now we have this number and we can still increase and check the numbers. So maybe let's check 12 looks quite loud, so I will just click away. And we have the 12 loops. With all of these loops created, I'm going to show you a trick and we're going to select every other edge. And we could do something like this and do checker disselect, but it wouldn't work because all of these edges are different and we cannot really specify that we want the checker dis, select to just work, let's say on the x axis, by selecting only some of the edges. So I'm going to just select maybe this edge. Let's avoid the ones for now. I think it can look better without them. I'm going to select the. I'm going to show you a trick. If you do G, then that you can see what we're getting. And as you can see, I think it looks very nice. Maybe that's a little bit too much. I don't want it to be that noticeable for and pull it up a little bit. I think this looks very nice. You can see we have this texture that it's quite common for roofs. If you wanted to avoid this to appear in the front here, we can just select this edge here. Not all the loop. You can see this will select all the loop. We can just select the starting point and the last point, clicking this control and clicking this one. And just will select this line is connecting edges and zero and it will flatten this. Maybe this looks good, but I think this transition is to grow. I will just press control exactly if this, I think this adds a very nice texture, is a quite interesting trick. We're going to do something similar here on the front because it will go to front. It looks good to me, but maybe it looks a little bit too simple. What I'm going to want to do is add in this phase here. Now that we have all these loops created, we can benefit from them and I'm going to add like a grill. In order to do this, we're going to select, let's say this phase, this phase, this phase, this phase. And we can exclude them inside E. This will extrude them nicely along its normals. If it doesn't work properly for you, you can just press Alt and extrude faces along normal. You make sure that they are exuding along its normal. And not just like this in the axis or something weird like this. Maybe you can find something that looks good as well. But all normals, we're going to go inside a little bit. Holding down shift, you can modify a little bit, how much do you want it, but what I think it doesn't look good here is the fact that they are actually that close to the edges. I think that we can leave some room here so that it's not creating these extrusions so close to the edge. So we can actually change this very simply. And also we have a problem here, which is the fact that one of them is larger than one in the middle. Because even though we're living just a face between each insertion here towards the inside. But here we have this issue that this face is mirrored. We have this problem that this is double the size and these other grills. But it's fine. We're going to press control that we will change this very simply. We're going to go back here to create this margin here on the top and bottom. We're going to add two control loop. Control R the wheel. Let's put two. We're going to select one of them all. And click this one, so you can see close here behind as well. And G, double tap and you can move it, holding down shift slowly, something like this. You can do the same with this one.gg. Something like this. Now we can do the same as you can see. We still have to fix this thing in the middle but the side. And now it looks much better because we have this margin things very convenient. But to fix this in the middle, we just can do something which is basically moving these faces a little bit towards the inside before actually making the ex. We can do something very simple like X. It should be no problem here. If we go to front, we'll extrude it and there will be a little bit more room here. Something like this will select these faces again, and as you can see, this looks very nice. Honestly, to me, we have left the perfect room here in the middle, so that it looks the same. Actually, you should leave half of the width of the rectangule here in here. So when it's mirrored, it's the same size as this one. This is very nice. Finally, let's add another detail here. Because what I want to add in here, around this part here, let's say here where I'm selecting, I want to add and with a mirror to the other side. I want to add like two cameras, which will represent the eyes of the robot. But then also so that this part in the bottom is not that empty. We could add also more details like some other sensors or the things, but for the moment I'm going to add like a dent that goes all across something like this that we have done on the top to this is very simple. Let's add control. We're going to move it something like this. We're going to go to the front. I'm going to add another one. Control R. Yes. And now I'm going to place one in between control without moving it so it's perfectly centered. And left click? Right click. If you have moved it so that it stays on the center, as you can see, it creates a little bit of an inclined shape here. It doesn't really matter, but if you want it to be completely straight, you can select one of them as zero. And you can do the same for the others as 00. Now with this one selected just here control and this edge, we can pull it inside Y, something like that. As you can see, if we look it from the front now it looks very nice. This looks very robust here. What we can do finally to add just the final touch, is at the pebble modifier, like we have done before with the transmission at here, the modifier type pebble. Of course, here we will not be able to increase the bubble too much because we have then edges here and the geometry faces are very thin as well as these faces here inside. If you try to increase too much the size of the level, it will not work. There's like a limit because it prevents geometry from overlapping. As you can see, if I hide this lebble by clicking this screen here, I try to, for instance, create a bebble here on this edge control B. You can see that if we go too much, the bebble stops making sense and it just goes in one direction. When we add the bevel modifier, it prevents this from happening. As you can see, there's like no room until here. It works fine. But once it hits this edge here, this one, it stops because it doesn't have any phase, any geometry to move. We will just turn it on, but we will be very slight with it. Maybe that's even too much. We don't really want to notice the bevel, we just want it to be very subtle. Something like this. As we have done before. We will go here to the geometry. And you can see the meter outer is sharp. And if you pay attention here, check what happens when we turn it to arch. You can see this part here. I think it looks better, but for you it looks better. And sharp we can leave it here. But arch makes the transition a little bit smoother. That's it. Maybe actually now that I see when we have moved this edge towards the inside, this edge here, you can see that now it's harder to click this edge because we have doubled. You can always turn it off if you need to change something, but once we move this line here towards the inside, we have also made this space a little bit smaller. I'm going to maybe move this one also a little bit towards the outside. The Y. Yeah, I have seen this looks good. Feel free to add it. Or not interesting shape or maybe it looks good if it's just flat like this for the moment, I will add it because it's just an extra details not that noticeable. If you go to the three side view, let's make sure that it's similar size as this edge here. I like it and that's good. Going to turn the able on again, Control to save. And let's press slash to hide this object. Everything looks fine. I like how it looks. Maybe I will scale it a little bit on the axis, will move it down a little bit more. Or maybe what I can do is I can move this bottom face down. Because here I don't want this to be so close to this edge with having this object selected. I'm going to click this clicking control here. I'm going to pull it a little bit out. So then Y. Yes, even a little bit more than y. As I said, I want to make this phase go lower. I'm going to isolate it again. I'm going to go to the bottom view. To go to the bottom view, you can remember that you have to go to top view which is seven, but then you want the opposite control seven. We will select all these faces from the bottom except this is not the bottom already. Control seven. So we're going to drag and select these faces here. This one shift and old. Let's remove this role. I'm going to perceive that I'm going to bring it back by pressing slash so we can see what we're doing. Control one and I'm going to move this really down to. And. Yeah, front. I think I like how it looks. I'm going to just do one last scaling with these two selected in object mode. I'm going to select this one shift click this one. We're scaling both of them on the x axis as the X, something like this. I will once again, but I will make the wheels a little bit thinner to deal with shift that activated wire frame front to shift that again. X, yeah. Okay. I think that's good. And the proportions right now are good because otherwise but it depends on your liking. But the wheels like this look very thick and way too heavy. Something like this looks more manoeuvrable if you want to change something, if you want to make the rims to stick out a little bit more, you can always do this by selecting, maybe this pulling it out x. But it really depends right now, that's on you for the moment. I think this looks good to me. We're going to add some more details. Of course, we are not done. The details is what really makes the difference. But right now, we really have a nice object here. Now actually that I see it, when we have moved these faces down, we have forgotten to actually move the inset that we have created. If we isolate this object and we go to side view, we have made this inset even it's very easy to change. We're going to just select this edge here. With select this one here is one as well, these two edges and this one as well. We're going to hide the babble just to see better side view. And only this one, we will have to move it towards the left and Y perfect. So you can see now we have fixed it Controls to save slash to see what we are doing with everything together. You like how it looks. Maybe one last small change. I will pull this pace a little bit more backwards. All of these faces on the back. I'm going to isolate this one again. Right now. I will select all of these faces with face select activator also. I will select this inner face here to move this inset as well, the Y. Without this face selected, we will make this inset thicker then y. You can see we got this weird effect. So make sure that you are also moving this inset face. I'm going to, again, Y going to top view a little bit more, something like this. I think it looks good. Control and perfect. Now we can bring this bebo back on and we're going to add the details. It's one of the most important parts and one of my favorite ones is to basically spend some time creating small details. Now that we have all the base that's created, this can take some time, but it really depends to you how many details do you want to add? What I want to add for sure is in the front view, I'm going to add here like a line of screws here. Also here on the wheels. I will add, as I said, the cameras that represent the eyes and we will see what else we can do. But for now, you can feel free to add anything else that you want. If you want, you can add like a connection here and add like small trunk here or something like a carriage or like a wagon that can carry some of the stuff. For the moment, we're just going to leave it like this and we will start with the modeling of the details. 5. Modeling: Eyes/Sensors: Let's start by adding the details of the robot. We're going to start by adding the ice here, let's say the camera. That will be the sensor to keep an eye on what's in front of the robot. To do this, we want to make some ice. Let's say we're going to call them that. They look serious and focused on what's in front like this very round ice. We will try to go with something more pointy, more linear, more square like we have these shapes which are very straight in the robot, I think it will look good. Also, I will maybe scale this up a little bit more in the axis as that. I'm going to move it a little bit that now. Okay, Yes. Object mode. Of course, this time we're not going to add a cube or a cylinder, we're going to add a circle. This is done by shift A. And we're going to go down to circle here, which will be basically a flat circle like this. There's nothing else, just a line of points. You can see of vertices connected in a circle way. This is nice and I'm going to show you why we do this. But first, let's rotate it along the x axis 90 degrees, and we will put it perfally, let's say then y. We're going to place it here on front. Even though I said that I wanted to create some ice that are not circular like this. I will start by this because I want to make at least some curvy shape in some part of the, if I will show you right now, very soon. So we're going to go to front view and we're going to scale it down so it has a similar shape of what a camera would look like. And right now we are in added mode, we are still leaving the point of origin of the object right there in the world origin. We'll probably have to change it right now because we will definitely apply a mirror here, but it doesn't matter for now. I'm going to place the camera more or less here where it should be, I suppose more close to the robot. What I'm going to do is I will show you this trick which is, let's zoom in here. I want to first isolate this so you can actually see it better by pressing slash. I want to keep this curve here. And the rest, I want to make it square. In order to do this, we want to just keep this. And we want to flatten the edges and make them straight line parallel to the axis. And the same we want this part on the top to be horizontal and this also to be vertical. To do this, we will select these vertices here by pressing X and believe the vertices we are left with the highest point in the circle and also the left point that's more towards the left. With these two, we can just connect them. We want to connect them by making a 90 degree angle here. This is very simple. We will first extrude this point along the x axis. Then we want to extrude this down and connect it to that one. But first, we want to make sure that this point here is exactly on top of this one. To do this, we will use this tool here of snapping. We turn this on by clicking on top. And we drop down the menu here. And make sure that we are snapping into a vertex. Right now, when we press letter G, you will see that it snaps into vertices. But we want to keep it where it is, so we will snap, but making sure that we remain on the X axis. I have pressed then X right now. I will hover on top of this and you will see that it has been moved along the X axis, just enough to be placed exactly on top of the press control. You will see it was here before and after the snapping. It is here. You can see really how it moves. You can pass control shift and to redo the control, you basically undo the action with control and you can redo it with control shifts that anyways, we want to right now, connect these two. To do this, it's very simple. You just select them and then we press the letter to fill. We fill this gap here with an edge. This edge has been created, there's another way of doing it. If I delete this edge here, we go to vertex, we can extrude it downwards on the axis. We can try to basically merge these two vertices. And the snapping here is very convenient, because we can just move it along the axis and put it on top of this vertex, and this will look perfect. However, we have done a mistake here, which basically means that here there are two existing vertices, exactly one on top of another, and we don't want this. In order to fix this, we have to turn on automerge, which will merge the vertices. And if we place one on top of another, it will just convert to just one vertex. In order to activate this automerge option, we have to be sure to be added mode. We go to this tool panel, here we go to Options, and we turn on automerge. Now we've press G, then Z. Bring it on top of this vertex. You can see that if I press, we can move it and there's just one vertex on the other way. If I turn off otomerge, I press then that I connect it here. You will see that if I click theoretically, I'm clicking a vertex. But it already looks weird because here it doesn't look like any vertex is selected. If I press now, you can see that I'm moving just one of the vertices. It can be either this one or this one. This is not what we want. There's another way of activating this Automage option. In edit mode, you can go here and you can see that we have this option here which is the same. You can see that when we activate it, it turns automage on. We can click it if you are in object mode, it doesn't appear in added mode to merge. You should really always keep this option on them and connect them like this, or as I said, you can just remove these two vertices and it's even quicker to choose like both of them and press to fill. This way you don't even have to merge any of the vertices. We are going to do the same. Actually, here, very simple. We delete this vertices X vertices. We have to delete this one as well. Now we have two vertices here. We cannot press here because it will just connect them like this. We have to extrude this one, then X, We can actually use snapping already. We put our mat on top of this one. It's exactly under. When we press, we have this perfectly vertical line. We could keep the ice like this, but I think that still looks better the other way around. Then x connected here, we have this shape. We will add some levels here on the edges, so it doesn't look like that point. Now we can get rid of this vertex here and this one you can click the vertex control X and it will dissolve the selection of this vertex. Or you can just click the vertex X and dissolve vertices. We are getting rid of it very simply. Right now we have this shape here. However, this shape is completely empty. It's just a two D shape with vertex only on edges. So it has no, let's say surface on it. We can just press A to select everything of the vertices or you can just drag. Now if you remember what we used to connect these two vertices, for instance, you can press the letter, but for everything, and it will fill a phase. And as you can see, by press F, we have this phase right now, which is very nice. What we're going to do now is we're going to select this phase, with this phase selected. We're going to press the letter to extrude. We're going to move it art outwards something like this. As you can see right now, it looks transparent because I have this mode x ray on. I somehow clicked all at some point. So I'm going to turn this off. This is a mode similar to the shift that we have, but it allows you to see through, but also while keeping a little bit of an idea of how the object looks. But we're going to turn it off. As you can see, we have created this, we can now add some levels here. But I'm going to actually first mirror it to the other side. Let's press the slash key. And you can see this is a little bit how it will look in order to mirror this object. The origin point is already placed nicely in the world origin. We don't need really to change it, but if you need to change it and your origin point is not here, let's say that it's in the geometry like this. It's fine. There's nothing to worry. You can just remember to place first the three de cursor while in object mode on the word origin. Shift as cursor to word origin. And then you select this object, set origin and origin to three decursor. It goes back there, nice. We can go now to the mirror. Click Mirror Modifier. Perfect. We can go to frontie and see how it looks. Remember that if you want to move the ice right now, you cannot just press G. Let's make sure to turn off the snapping. Right now, you cannot just press because you can see that it moved them both. But they don't keep the center here. So you have to go to edit mode. Select everything with lighter a and now then X, and it moves them while still keeping the mirror working with respect to the X axis. What I'm going to do first is make sure that I like the spacing between them and the five. I think I will put them a little bit closer. Something like this. I think it looks nice. We will be able to move it later. Let's actually add some level here on this edge for sure. Something like this. I'm going to press control. The scaling is nice, but we will just apply the scale just in case control a in object mode. Apply scale control, not too much. Something like this. Yes, I will actually make another one here, maybe a little bit just to add some variation. Just a bubble like this. Maybe here on top, I will not even able it because we will even add the bubble modifier, which will add a very slight able here. This way we keep some variation here. In this eyes, I will right now make an inset. I will go here. You can see that right now when we are rotating, it's hard to actually see how the object is. Because we are rotating and it goes very far away. We would like to rotate maybe just with respect around this object, this ice. But that's because whenever we rotate in lender and we move, we are doing it with respect to the three decursor. This point here of three decursor, it looks like this. In order to basically move around better, you can just press the slash. It will be much more comfortable to work around with. What I want to do is add an inset here. In this phase, I will select this phase, I will add something like this. Let's extrude it inward. If we go back to the general view, we can see that we have this object. I will bring them a little bit more insight. If you go to the side view, I will press G, then Y, and maybe something like this. Now what I want to add is actually like some lids here. Like the humanized, we have some lids that close and open. I want to also have them for the robot because if we have like the sensor of the camera, usually the cameras have this protection because let's say that this robot was exploding somewhere and it was in very rough conditions like a sandstorm or something like this. It would want to protect this critical part and very important part of the cameras to basically be able to perform and move around. It would have protection that would close and basically act like the leads of the human eyes. And I will add this and this will be a new procedure that we haven't done. So pay attention to this because it's a little bit more tricky. But we're going to use a new technique, which is very nice that you'll learn. So we're going to select this, we're going to go to edit mode, and we're going to select this space that we have created with the inset. And what we're going to do with this space is that we're going to duplicate are we're going to create an object based on this space. Because we want to basically create the lids which will be a part of this. They will have this shape in a way they will be like open in a rectangular way. Let's say we have a rectangular opening a little bit, we can personalize it, but the outer shape will be like this. We could try to add up and try to modify the exact same model, but this will be much quicker. So pay attention. We just have this phase selected, only this phase. We're going to duplicate it by pressing Shift D. When I press Shift D, we have it like this. If we press right click, it will go back and be placed exactly where it was before. We will have two faces, one on top of the other, Shift D and right click. Be careful. And now we have two phases, one on top of each other. And as I said before, we don't really want this with the vertices. We never want geometry overlapping one on top of each other. So we have to separate it, we want to convert it into another object. And remember that we have this phase selected. If for any reason you dis select this phase, it's okay, you can still select it back, but make sure that you keep into account. And if you don't want to do this, just press X and delete this phase. Now we just have one phase, because otherwise you will forget the phase, in a way, you will forget it here. Then you lose track whether you have this face here or not, and you have two faces, and then there's problems with the shading and the materials. Right now, if I don't even know if I have one or two faces, I can just press X. Delete the faces. And yeah, indeed there was just one phase. If I want, I can just fill it back with selecting this ring with old and click and press it's the same again. Let's start shift D and right click. Now we have two phases. And we're going to press P to separate and we're going to separate by selection. We will separate the selection that we have right now. Click Selection. As you can see, now we have another circle here. If you remember, the object that we have created was a circle. Now we have a copy of that circle. Right now you can select it's final because these are two different objects we have separated that phase that we have duplicated and we have converted into another object. This is very nice because if you hide this main ice with the H key, you will see that we have this phase that we have duplicated here, old H. Even if you isolate and only see this ice here. You will see that if I go here and I press X and delete this phase, while we actually see the one from before. Because we have gone into the isolation mode with two objects selected. Right now we have two objects. If we just select the main Ice, and now we go here and you read this phase just to see you don't have to do it, but we only have one phase. Even though we have duplicated, we have made sure that this extra phase is another object I can isolate just for this phase if I want. If I click this phase, only isolate. We have only this back to where we were. This is two phases. We can press G one and why. And see that indeed we have these two phases, like some glasses. Why did we do this? Well, this will basically be the lids of our drawbot. But we will first have to make like an opening here so that it can see. Because this would be the lids fully closed. When we add like an opening, it will look much better like some lids to this. We're going to first extrude this new phase that we have created because and we right now just have a two phase. And in real life, nothing like this exists. Everything has some sort of volume. And it works again better to actually put the materials in making sure that we have this new phase selected like this. Usually sometimes a little bit hard because they are one on top of each other, so it might be hard to select. If you press Add It, now you are selecting the wrong phase. You want to make sure that you have the new one selected. And with that selected, we're going to go to Edit mode. If you are not comfortable enough, you just make sure that you are in Slash and that you see this newly created phase. We're going to exclude them a little bit, something like this. We can go back to this view. What we will do now is we're going to move it a little bit along the y axis. Because right now, this interface of this object, let's say it's hard to see right now, but if I just isolate these two objects, the inside phase, let's go to the x ray view here. The space from the inside is exactly on top, is the one that we have duplicated. So it's exactly on top of this space of the main object here. You can see it better. We want to basically move this a little bit outwards, so there's a little bit of a separation between the lids and the actual glass of the camera, which would be then y. You can see we want to place it inside, but not that's touching right now. If we go to side view, we perceive that, you can see that we have some separation between this line here, which is the pace that we have duplicated at the very beginning where the glass of the camera would be, for instance, the Lit. Let's say the closest part is not touching as it was before, which was something like this. We have the lit, let's say in the middle of this inset we have created right now. We can go to this view and to create this sort of hole here, we could basically go with some edge loop. We could select this lead, select this phase control R. We could add some loops here. But as you can see, the loop don't really work because we have so much extra vertices here. We have actually a much better way, which is non destructive, which means that we don't really need to add geometry and we will still make this hole here. To do this, it's very simple. We will add a cube, which will serve as a cutter, let's say mesh a cube. Wherever this cube is, we will use it to remove material and to remove basically another object. Whatever falls inside of this cube from another object will be removed. Let's say right now you can see a deletes. If we just isolate these two objects, see that we have the lids here. We will use this cube that we have selected to remove the intersection. What's inside of this cube will be removed from the lids in a way. If we were to remove the parts that are overlapping with this cube from the lids, we would be only left remaining with the parts that are sticking out. This part from the bottom here, and this part from the top. If we just make it a bit smaller, we don't really need that, then X. And then Y. We will place it here. We will make it, it thinner. Something like this. Then X, make sure that it's bigger though than the Lit, doesn't have to be huge, but a little bit bigger. Otherwise, we will have some problems, something like this. Right now, this doesn't make any sense, but you will see pay attention to what we are doing now because we are using another new modifier. So make sure that you are in object mode and you can go here to the modifiers and you will select the Lets, make sure you have the lit, selected add modifier. And we're going to add a bullion modifier bullion here, B O L. And you can just go to Generate otherwise and click Heal Bullion we want to use. The difference is already selected by default. I think with the selected we can go to the pipe select here, the eye dropper. We will select the cube that we have just created. You will see that right now the selection has changed. As you can see, look at the selected orange frame. When we enable this, check that it changes what I said before, the upper and lower part, the thing here is that we have this object still visible. If we hide it with the letter H, look what we have remaining. This is very nice. This is exactly what we want. Check that if we move this object, then said, we'll cut different things. If I hide it, check what's going on. I will show you a trick that if you have this object, maybe you don't see, you just see the bounds of the object. It could be if you want to change it, you go here to the object date of the cube and we're going to go down to the Viewport display. You can see that it is being displayed right now as a texture, so basically the entire cube in a solid way. But we can select this to bounds. I happen to remember that usually by default disappears whenever you add to bullion. But I think it's because I was used to doing it with an addon which makes it simpler, which you can just select two objects and press a shortcut in the keyboard, which will basically create the cut, apply the bullion, and make this object being displayed as bound. This addon can be activated here in the preferences go addons. And you can look for Bull Tool and you can see that this add, you can enable it by clicking here. Right now it's enabled. We don't really have to close Blender or anything, but if, let's say I go back to Texture view and you don't have to do it, but if I remove this bullion, we will be left as we were before. Now I set this object right now I have this object selected. The one that I want to use to cut and then the one that I want to, actually, I click it afterwards with the shift. Now I can press control minus and see that we have applied the bullion, the difference bullion with respect to this cube. And it has applied this viewpoint bounds option which basically makes it much more maneuverable. So you can see that now this is the frame of the cube, the cube being in wireframe mode but not the rest. If we go to Iro frame, this cube remains in Iro frame but not the rest. This is very convenient because check what happens if I press the letter G and that, for instance, we're basically having this eraser in a way like see through wherever we leave this cube. If we isolate this again, everything, check what we have. We have lids that actually work and you can actually scale that axis and you can open them and close them like this. This is very nice and this has been done thanks to the bullion, you can hide this cutter because its purpose is basically that, to act as a tool to remove from another object. And you don't really want to always see this box here, so you can just spread the letter H. But before we're going to modify it a little bit, because I will show you something that will make this look a little bit more interesting. But before we're going to actually rename this, because I've been saying the circles, which is probably not very convenient. So this is the ice, I will call it ice. Then I will choose the lids. I will name the lids, of course. Then I will name this as the cutter underscore lids. This will be the cutter that basically is used to open the lids. Nice, Then I will basically hide it like this. We don't really need to see it. You can see that it has been automatically removed from the render. This camera is not turned on. Usually, this is done also with this adom that I've mentioned, the but if you don't have a and you have done it first way that I've mentioned, it's completely fine, it's the same. But make sure that the camera is turned off like this if you don't want to see it because otherwise it will show in the renders as the whole object like texture like this. We really have to remove it from the renders. I like to leave it in bounds because it really it's comfortable to see. But also wire is convenient. Not in this case because a cube has the same wire and bounds. But usually wire is quite beneficial for objects that are not exactly cube. What I said that I was going to do is I'm going to add something to this cube that we have used as a cutter very quickly. We're going to go back to the texture view of cube. We're going to add a look at here in the middle control R, something like this. Now I'm going to grab these two faces, actually just this edge here. These upper edges shift and click. And I'm going to go to front here. And I want to move them a little bit along the z axis above Lanzett. You can see that like this right now. If I put it back to the bounds, you will say we have created this hungry little bit lit. If I move the cube little bit down, I hide it. Again, you can see we have created this. I think it looks good like this. Maybe it's a little bit too much. I will increase it. I don't want it to make it look so angry, but I think it looks not bad. It looks like it has more expression, but I will not do it that much. I will also do it a little bit like this, it's not so flat. Then maybe move it up a little bit, very, very slightly. Now, if I hide it again, he see that we have this nice object here, this nice ice. Maybe what I will do is I will actually open it a little bit more. I can click this and I will just scale it along the axis entirely that something like this. Hide it for the moment. We'll keep it like this. Maybe I will pull the little, little bit closer then y, make sure that they are not overlapping but something like this. Maybe I will make this inset here, this outer face, then y a little bit closer, doesn't have to be that deep. And also the let doesn't have to be that thick, as you can see. Now when we try to edit, delete, of course it's an entire phase, the entire object of the let because the object itself in added mode is not being modified. It's the same, but when we go to object mode, the bullion is making its effect. Otherwise, in added mode, you can always tweak this without actually seeing what's here. If you would only want to see this, you would have to apply the modifier so you can see. And you don't have to do this, but if I press control A on top of this bullion, it will apply the modifier. We have to go in object mode first, control A, this modifier is applied. Right now we have this separation, but we don't really want this now because usually applying these bullion is destructive way and you lose this shape and it's very hard to go back to it unless you are very sure you don't really apply them. I'm going to move this then Y, make it a little bit thinner and tap object mode to C. That's very good. I like how it looks. Maybe what I will do is one last change here. I will spell it a little bit less and I will move it down. Hide this. And I will go to the Lit, both the Lit and the selected. I'm going to go to tap Edit mode. I will select everything well with the letter A and then X, because right now the Lit is a different object than the itself. We have to move them both along the x axis if we want to separate them or make them closer together. Right now, I think it looks very good. We're going to add the ble here in the ice. Let's go add modifier and Able, we're going to add just a very slight ble. Very little here. 0.02 is even too much. I will just type 0.001 something like this. I think it looks good. Let's change the geometry here to that. We don't really need to add babble in the lids. I like how it looks. The eyes maybe put them a little bit more inside, but it really depends on you and Y. See that? I forgot to select the lids Y. It doesn't matter if I move them along the Y axis. I don't have to do it in the added mode, because if I move them along the Y axis, the origin point will be still placed in X equal zero. It doesn't really have any effect. As long as the origin point is at x equal zero, it doesn't matter at what point in the y axis the green axis is located. We just want to keep it at x equals to zero. The mirror is done with respect to the x equals zero which is here on the origin control x for the ice. We're going to leave them like this for now. We can then proceed with the next decoration, for the next detail that we want to add to this robot. 6. Modeling: Bolts & Details: What we're going to add now is some details on the wheels and also the bolts here. We're actually going to start by adding the bolts here, but also I have thought that it would be nice to add one of these lines like this, but in the wheels it will make this flat surface of the rims a little bit more interesting. I think this will be done the same way as we have done this dent here. We select the wheels. We're going to select, for instance, this face, and we're going to add one of these. Edge looks something like this. We're going to press double tap, slide it a little bit across, something like this one. Something like this. Here depends on you how thick you want this to be. I will move them, this a little bit closer together, two times, two times. Now, with this one selected, then x inside or outside, maybe it still looks good as well, right? But for the moment I will do it inside. Not too much, but it adds this extra detail. I think it looks pretty nice. We're going to add now the bolts here. I'm going to actually make sure that you say constantly, we're going to add hexagonal bolts because I think they look quite interesting as details. I will also want to add volts here on the wheels. I think that it makes sense to add them in the wheels to hold the rims, but we're going to start here this way. You will also learn a new trick which is very nice and very convenient to use in these models. To create an hexagon, you would think that we have the shape here, maybe an exxagon, but there's no way to add an hexagon anywhere. This is because it would make no sense to have a mesh for each kind of geometry that we can create. Like there should have to be an hexagon and then all the eptigon and octagon. So it would be a very long list. In order to do this, we're going to add a cylinder. You will see that, in fact, a cylinder at some point is also a hexagon. If I add a cylinder, you can see we have these properties here. These properties can only be accessed when we add it, at the moment that we add it, if you click away or if you move it with the G, you have lost the properties and now it's impossible to modify it. You have to delete and add a new one cylinder. And we're going to go to the top wheel number seven. We're going to basically reduce the vertices to six, basically when we put it to three it's a triangle. It's like a prism. But the three faces with four, this is essentially a cube, but it's a cylinder. In fact, we have to increase it until six. I think this is a very general shape for a bolt or a screw. So we can now click away and we will move it real bit on the axis so we can see what we are doing. So we will just isolate it and we will make it shorter like this and much smaller on the axis x and y scale. Except the axis, because if we scale it down, we will make it very thin as well scale and shift that to only affect the X and Y axis, something like this. We can now bring it back. It's still huge. We will first rotate it R, then X 90. Good. We will go to the side, El Y, place it somewhere around here, front view. And we will make it smaller so that it fits in this space. I'm going to move it along the syaxis, even smaller, something like this, maybe now I'm going to place it in one of the sides, then x, maybe here. Now what we will do is we will add some new modifier which will copy towards this area. But before let's add some detail to this hexagon, it will be very simple, but I want to basically select this face on the top at an inset, something like this. Always, before doing this sort of operations, I recommend that you fly the scale and you do it inside, and then you can extrude it inwards. Something like this. Then why a little bit more. Make sure that when you extrude a phase like this, you don't go too deep. Because then it will overlap here. And there's the faces here, you can see that are overlapping. They are outside and inside here, which makes no sense. If you go here to this top and you move to face orientation, you will see that the faces are wrongly oriented. You always want to see only blue faces. The red faces, theoretically are inside faces. When we render, they will be rendered different if they are inside. So make sure that if you press this key, even that's interesting to see that we have this, we'll have to actually change. This is very important as you can see. I will show you this brief. I press control set here on the hexagon. Okay, let's actually do this extrusion very quickly. Okay, nice. Let's go back to show you this. If we turn this off, so you select this drop down menu, remove the phase orientation. When we go to the front deal, you can see that it looks completely fine. It doesn't really look like there's anything wrong and it's fine. But usually sometimes you can see that there's some shading mistakes. And you may not be able to really see the shade being cast it in this object because it's an inside phase. If we go back here, you will see that everything is nice. Usually by default, everything will be nice unless you made some weird overlapping geometry or mistakes. But this is very easy to fix. We can just select this object, go to Edit mode, and we're going to select all the faces and press Shift, and it will recalculate the normals. Now everything is blue, now everything is nice. We can just deactivate this, and that's perfect. It's always a nice Abby to at some point in your project, especially towards the end where you want to render, make sure that you check this because it will basically prevent some errors. And when you're rendering, it's something that it's quite hard to notice at the beginning. Why is the reason of it? But here is the clear reason is that as you can see now that I click the ice, we don't have the clipping on here. We don't really need to have it on. But you can turn it on just in case if you wanted to connect something like a bridge here, like some glasses or something, you would need to turn the clipping on. Either way, we can go back to what we were doing. We have this boat here, we will place it so it makes sense. So we're going to go to the bottom view, actually. So cultural seven, we will press and Y and place it something like this. We're going to make it longer so it's easier to place the Y this space and we have made it really longer and we're just going to place it inside. It doesn't really have to stick out a lot, but something like this, make sure again that the inside phase of the extrusion is outside. And it's not this phase that's further away. You can see that now this phase is still below behind, let's say, of this both. But if we pull it inside a Y, we will see that this phase is the one showing we are actually not seeing the extrusion, we have made the Y something like this. It's up to you to choose how much we want to extrude them and how much we want the shape to be. I will actually make this a little bit smaller, Scale them down like this, puases something like this. To copy this bolt along this face here, we're going to add another modifier which is called array. So we're going to click the object, make sure that we are in object mode. Let's actually rename it first. We're going to type bolt like this. We're going to actually, which is named Cube. We're going to rename it as well, which is the body easier to understand like this. Okay, with the boat selected, we're going to add an array or we're going to go to generate. And the first one is the ray. And as you can see directly, what it happens is that it copies it to the side. We're going to go to front view and as you can see it has copied it one unit to the positive x. But this is the positive x here that goes towards this direction. As you can see with this arrow here, we want to actually make the rate towards the other direction, because we want to move it towards the negative x. This is very simple. You can just drag the factoral x down. You can basically increase the number of copies like this. By increasing the count, you will see that they will create more copies. And by modifying the offsite, you can decide how many you put. I'm not going to add too many, maybe just six. I'm just going to make sure that they go all the way. Something like this I think looks fine, making sure that more or less they are spaced evenly from the sides. I think that something like this is very nice centered and it's good. Maybe I will put them a little bit more outside. And Y, this in a way is like a mirror modifier. Whatever you do to this instance, you can see this. You cannot click this other volts, but if you exclude this, for instance, all the other volts will react. This is nice and that's perfect. Very simple modifier, very nice. In this way we can just have very nice detl in the front face of the body. Now we're going to do the same. We're going to apply and create these volts, but now around the circle. And you will see this a little bit more complicated procedure, but it will add a very nice detail here on the wheels and make sure that you pay attention to it because it's not the same kind of array. And we have to add another extra object. So we have already created the boat. We don't really need to create a new one. What we want to do is we want to reuse this bolt. Not this array but this boat chief to duplicate. I'm going to move it just axis for a second. So you can see we can basically remove the array of this newly created object by pressing the x. Here, the array is gone. This volt is another object with this volt selected. We're going to try to place it somewhere that makes more sense. Not here in floating but here on the wheel, then x, but we don't really have to place it perfectly. I will show you a way to actually snap it in the wheel, X, z. What we're going to do first is basically rotate it so that it makes sense how it's placed. Because right now it's facing the other direction. We want to rotate it along the z axis 90 degrees in this case. But maybe in your case, it will actually be maybe 270 degrees, or it depends on how you actually created the model. If you started from the other side, maybe you have to rotate it. Yeah, 270 degrees or -90 degrees. But you basically want it to be basically pointing like the rims. Let's say the part that you screw should be facing outside. Now what we could do actually if we could actually just move it along the X axis and place it something like this. As you can see, this could be already a good place for the vault, but I don't want to put it like this. I wanted to make it so that it's perpendicular to this face here. You could do this by simply rotating it along the y axis, something like this, which looks much better. But I will show you a trick on how to actually do it. So what you can do is you can go here to the snapping that we have used before and we will basically snap it on the face. And make sure that we are aligning the rotation to the target right now. When we actually move it with the G and we place it on top of the face, it will align this object that we have to the face that we are putting it on. When I place and I move it, you can see what happens. It's aligning it perfectly and it follows the shape of the wheel. It depends sometimes on where you actually put your mouse, because sometimes we will snap it on the other side, on the other side of the face, so you want it to be outside. But you can see that it snaps perfectly in every face here. However, you can see that the object doesn't rotate in a way, so the volt is always in the same rotation, let's say, let's say that here. You can see that if I go to the side view, it looks good. But you can see that it's kind of rotated wrong. Like it's a little bit tough. You would probably want it to be like this, right? It's like parallel. Something like this looks better than this, doesn't it? Because this space on the bottom is parallel to this, and it makes sense in this position. But if we have it like this, you don't really have to rotate it. We have another way to actually align this rotation to this phase. Let's actually move it maybe in this phase here. Let's place it here, because it's the closest to the vertical line. I think it's always better to work like this. You could actually put it in between these lines, but I will place it here and I will show you the story. We're going to select this phase where we want to align the rotation. And I'm going to go here where it says global. And we're going to drop this menu. And we're going to create a new orientation. If I press the plus sign here, we're going to create a new orientation which will be called phase because it's copying the rotation of this phase. We have now here it says phase. Basically, we have the information of this phase in this orientation. We can use our benefit because we can select this object here, We can align this object to the phase orientation, even if I actually place it somewhere different like this for you to see with the object selected. If I go to object and we can use transform here and align to transform orientation, or you can use spaceware and type Align to transform orientation. You will see that it's placed exactly how was intended to be placed in this phase and the rotation is also perfect. In this case, you can see that it makes sense the object to be placed like this, in this case right now. Due to the orientation and how it was said, this pace is not parallel to this one. But these faces on the side of the volt are parallel to these two faces on the side. So it makes sense how we go right now. See that if we are in object mode, we have still this phase orientation selected. And we have to always remember to change, because right now the axes are actually meant to be the ones representing this phase. When I select, for instance, any other object, or I can add another one, shift a cube, if you press. And now check what happens, like what is wrong. Like the axis is not here, We press then x, see that it's going in the wrong direction, or in. And why look at this? Why is this happening? Well, this is because we have this orientation selected. Therefore, we have the wrong axis selected. We are not used to working with these axis, but sometimes it's convenient if you actually want to keep the orientation on, but move it along the typical axis, you can just press and another time. Whereas if you just press one time, the X, we will move it along the one that we have selected in the orientation here. Now since the snapping is still on, you can see that it still snaps it to the faces. We will turn off snapping and then we will place the default orientation to global. We can delete this cube, it was just for the example, but make sure that you change it because otherwise it makes no sense. Sometimes however, this will be convenient again here to actually place this both relevate inside. Because if we press without the snapping, if we press and we will see that we bring it down, it's hard to actually move it inside, because we could do it with the X is right now very convenient, but theoretically the right way to do this. And this works right now because it's aligned this phase with the x axis. But you want to go to phase and actually move it along the z axis, which is the normal of this phase that we used for the transformation here, the orientation present. Now then you can see that this axis, the first one that we do with the first tab of the z, is the normal of this phase. We can actually move it comfortably and put it inside of this phase by just typing the. Now we can just go back to transforming to the global transformation. The last thing that we're going to do is that we're going to place it perfectly in the center of this phase. So make sure to save, because for the last time, this is the second time that I'm doing this part of the bolt here. Because the last time I did this, it crashed somehow when I activated one of these options. Hopefully right now it will not crash, but I will save it just in case. Okay, it actually has crashed again for me. And I have noticed why maybe just my problem or maybe it's a problem of this version. But make sure that whenever we start aligning this object to the center of this phase, we will use vertex snapping. So dropping down this menu and choosing vertex select, make sure that you turn off align rotation to target we were using before. I'm not sure, again, if this is a problem with my computer, maybe. But if you try to align this object like this to a vertex and now use the letter A that it's the one that we're going to use to line in four vertices. I think it crashes. At least it has crashed for me two consecutive times. Make sure that you have this off and it has to be off. Don't do it with this on, because otherwise we will lose the rotation that we have done now with the global and phase orientations. If we press, make sure that this is off. With vertex select on and the snapping is on. We will be able to press and we're going to select these four vertices. And we're going to put it here nice when we have this here. In order to leave this vertex, let's say reminded in the memory of where to align it, we have to presla, as you can see this, as you can see now this vertex is selected with a circle around it. Now when we put it in the other vertex here, we can also precla A. As you can see, somehow it's a little bit confusing if you move the mouse, but if you keep it here on top, you can see it has placed this object right in the middle of these two vertices. If we do the same here, we take this one and we press A. It will be placed in the middle of the three vertices in this triangle shape. Now if we press A on the last one, it places like this. But as you can see, if we now click here. It's not really centered, even though we have placed it in the center of these four vertices. It's not properly centered because when we are actually aligning it with the four vertices, snapping it into the center of four vertices, it's actually doing it to the closest one that we have selected, but we want to actually place it in the center. Do this again. G are A here on this vertex A again and again here. As you can see when you are finished clicking the vertices don't click again here on top of this vertex, but somewhere else. Otherwise it will put preference in this vertex and it will move it and shift it to that vertex. But if I click here, you can see that now the object is perfectly placed in the center of this phase. And the rotation is perfectly fine because we have aligned it with this phase orientation. If you want right now, you can pull it outside more or less. If you want to pull it outside, select this phase transformation orientation and G and Set. You can do this if you want. You can actually modify this space as well, so G and it keeps the orientation, so g, z will make it a little bit deeper here. And we're going to go back to global, that's perfect. We have, if we go to the side view, a bolt placed perfectly in the center of this phase. And that's very nice because right now we'll do a circular array. To do this circular array, pay attention because it's also a little bit of a hard process. It's not the most intuitive things, sometimes the same as this face orientation thing, that it's a little bit tricky and it's not the most simple thing. It's a very nice thing that you can understand and know. And make sure that if you need to rewatch it more than once, then just feel free to go back in the video for this. I will also ask you to pay some attention because there will be also some math involved to it. If you want to actually it perfectly, I will show you something. You can just look at it right now. If I had an modifier, you can see that we will do the same as before. However, it is basically placing it in the wrong place. This is because the object has a certain rotation applied to it. But there's no really a way to actually put the object where we want it to be, even if we managed to put it somewhere that makes sense, like this. If we increase the count, it just always is in one direction, like straight line, definitely we cannot use the relative offset. We're going to drop this back to one. We can just remove the this for now. Right now you can just follow along again because we have to use another kind of array. It's the same array modifier, but we have to use it in a different way. Basically, when we add the array, we want to use the object offset. Which basically means that we have to turn off the relative offset, which comes by default. We will need to use this object offset. We'll need a target object with this eye dropper, or we can select it here like this. But this object will be the one which determines how the array behaves. What we're going to do actually, is turn off snapping, because we will need to add another object and we want to keep it in the origin, making sure that we are in object mode. We can press Shift A And we're going to add something that's completely new and that you will not use regularly, but it's an empty object. We're going to add the one with arrows here, empty arrows. And check that what we have added if we isolated it, just some axis here, the axis. And it's pointing where? It has to pointing yes. But this is actually an object that shows up here as empty. And we will use this object to categorize how our array is behaving. Essentially, what we want to do is an array that copies this object and rotates it at the same time, while always keeping the same distance from the center of the wheel. Essentially, what we want to rotate is the object along this point here, let's say the center point. And basically always rotating a certain amount of angle, like not just rotating it, let's say 11 degrees or ten or five. You want to actually make sure that it's placed in the center of every phase. I will show you how to do this. Basically, we need this object, empty object, the empty arrows to be the reference for the array. If we now basically select this volt here, and we target this drop to the empty arrows, we can see that you can select the eye dropper and click the object empty like this. Or you can just click here and it easier lovely to click the empty. Right Now, if we rotate this or we move it with the G, you will see that something happens. Right now, nothing happens because the count is set to one or two. Actually, we should see something. But look what's happening. Look down there. The array is being placed. Completely weird. So you can see when we move this object, it's actually controlling how array is working. If you rotate it, it does all kinds of weird things. We need to actually fix this. But this is good to see that array is working properly and that this array, this empty object is controlling the array. We're going to press control that. We're going to leave it back on default. If we go back to the bolt here and making sure that this is finally we will press the letter N. I will turn on the keys, sorry for having them off for the last section, but if we go with the letter N here, we want to go to the item and making sure that this is all to zero and the scale is set to one because this otherwise will affect the rotation or the effect, final result of the array. In order to do an array properly, we want to actually put this origin of the object in the same origin of the world where the arrows are located. This is very simple. We have done it a few times. As you can see there's even inside here, there's a part of the modifier. You can see if I isolated, there's a random copy of this object. As you can see, it's behaving wrong. That's because the origin is not placed here in the center of where the three dicursor and the empty arrows are. You can set the object origin to the three decursor. We can actually just hide this for now. And with the objects selected this, go to objects set origin origin to three. The cursor right now, if I enable it again, you can see that something different has changed. And maybe it looks a little bit more decent but still wrong. Of course, this is actually weird because it shouldn't happen because there must be a problem with the empty. And as you can see, the empty will be modified. So if I go back to the empty, and basically what we need to do right now is the last step which is to apply the changes that we have done, the modifications to this object. If I press control A and apply all transforms, right now you don't see anymore the five counts here of the five copies of the array because they are all one on top of the other. Right now it's where the empty takes place. And if we rotate the empty along the x axis, see what happens. R and x. Look, now, this makes sense, right? This is what we want. However, let's do one last thing so that it makes more sense. We're going to go to the three bills. The side view, by the way. I will repeat this process after doing this already. So that you can actually see it more quickly and in a more direct way without so many explanations. If you prefer right now we can press to hide this, we will do some mats to actually know how much rotation do we have to apply in order to place the next bolt here exactly in this phase, because for instance, you can decide how many you put. But I will put a bolt in every other phase. Not here the next one will be, but here. And not here, but here. To know this, it's quite simple. First of all, you can either go here and select this loop, this ring of faces where the volt will be selected and we want to know how many faces there are. We already know because we have added a default cylinder to create this, which comes with 32 pass by default. Therefore, if we want to place a volt in every other phase, we just need 16 faces. Another more clever way to do it to make sure if you don't know with how many faces you have created your cylinder, you can select this ring and you can go up here. Here is where we use the phase orientation thing. But you can turn on the statistics, you can see that we have 32 phases selected, which is indeed what I said at the default cylinder. If you want to know actually how many of phases do you want to put the bolt on, You can use the typical checkers select, and you can see that 16 phases is the one that are selected is the number of bolts that we will want to have and basically the number here in the count that we will need to put. What I'm going to do is I'm going to drop it to two. Just to add 1 volt extra just to see something. And it's very important this step because it will basically create the entire array angle that we need to choose. So we will turn off the statistics right now with this volt selected and count set to two. With the object of set set to this empty, we will rotate the empty along the axis that we want to rotate the bolt. The volt will be copied in the array rotating with respect to this point, the origin point along the x axis. You can see if I select this and rotate it along the x axis, check what happens. Look, it's perfect right now. If I, for instance, increase the count, you can see what's happening, which is exactly what we want. However, we wanted 16 because we wanted one in every phase. But you can see what happens. It's placing 16, but we need to separate them a little bit more. We could rotate it so that it fits, but as you can see, even though it feels like it's centered, it's very hard to actually pull it nicely. As you can see, this rotation error that's basically not placing it perfectly here on the center is accumulating even here. In the last copy, it looks like it's off in the center. We want to know the exact angle that we have to rotate this bolt so that it ends here in the center, perfectly of this space. That's why I said that you can set the count to two. As you can see, you can either do it with mass, it's very simple. We have this circle here that say we are basically doing an entire rotation. An entire rotation is 360 degrees. We want to have 16 instances of this evenly spaced. We just have to use a calculator and do 360/16 which yields 22.5 degrees. You can use this with the calculator of Windows or any sort of calculator, even in your phone, divide 360 by the number of balls that you want to have. In this case, it's 22.5 degrees. But I will show you maybe another way. Not as good, but it will probably serve for this demonstration, which is basically going here. If you press the letter and to see the rotation of the empty. If I rotate it along the x axis R, then x, I will try to place it as close as possible to the center of this phase. As you can see it probably something like this. And check that the angle that we have rotated the empty, it's almost 22.5 which is what it should be. If I actually type 22.5 or -22.5 It's the same, honestly. It will be in the other direction. You can see that now it's placed perfectly in the middle. We will leave this value here, and right now we just have to increase this count. 216. Boom, We have exactly 16 copies. Perfectly rotated, exactly evenly separated, each of them being centered in its face, while keeping the rotation and orientation of each face. Right now, this empty, it remains like this. You cannot delete it. If you modify this empty, let's say that you press, you will completely ruin this array. But at the same time, you can see that something happen and it looks cool. Sometimes if you scale it or if you rotate it all things can happen. Let's press control and basically leave it like this. This empty is like one of these cutters. You can hide it by pressing letter H, and we don't really need to see it anymore. It's just like this. It helps for the array, but that's it. We will press control S to save for sure. I will actually repeat a little bit quick, the process of doing this. I actually encourage you to to repeat this process because I know that it can be hard. Let's delete this empty. We're going to delete this array. We are left with this. If you remember, we had the object origin here on the geometry. Okay, what we have to do let's say first is control a and apply Al transforms. This will actually by default bring the object origin towards the center, say the origin, but just in case origin to three decursor, which in fact the three decursor has to be in the world origin. Shift cursor to world origin. And then with the objects selected, we apply all the transforms. And if you have applied them and for any reason the origin is not in the world origin, you just move it to the world origin by using origin to three dicursor here. Okay, that's perfect. Now we just add mt arrows. We can rename this to circular array. We go to this object, we add an array modifier. We remove the relative upset. We just go to the object offset eye dropper. We can select this circular array. We already know that it's working. It's very easy an x, but to know the exact rotation, we want to place the same amount of pass like this. Checker select here, we go to statistics here, we can go here and see that it's 16 phases, so we want 16 volts. But for this example, for instance, let's say that I want it to be just eight phases, I want 8 volts. In this case, we know that we want just eight phases, and therefore we have to basically divide 360 by eight. I have a calculator here on my phone. 360/8 is 45, which makes sense. Is twice the same amount as 22.5 which makes sense twice the amount of 22.5 Because we wanted 16, then it was 22.5 But if we eight, which is half of the 16, we have to separate, double the amount, 45 degrees. In this case you go here, rotate it along the x axis, the empty by 45 degrees and you increase the count to eight. You can just scroll up eight perfectly. We have eight bolts. However, if you increase it even more, you will not notice any difference because it's actually placing them one on top of the other already. You can see if you go to eight, this is nice. The ninth copy will be placed here, inside of this one. It's not necessary to have it and it's a lot of extra geometries. Just type the number of copies. That is the exact one. If I type 16, now it will look the same because right now we have 16 copies on every copy of this, there are two. If I split this by separated by rotating this 22.5 degrees, we will see that places the bolts as they were before, perfectly in the center of each face, and there are 16. The last thing that we want to do here is to copy this bolt on the other side. This is very simple. We can just apply a mirror modifier, our friend, the mirror modifier mirror. We don't have to really change anything because the origin point is already set to the world origin copied along the x axis mirror. Good. And you have the very nicely detailed bolts in the wheels. I hope that you learned this is a very nice trick. It's a little bit complex. As I said, it can be a little bit tricky to understand. Just remember to hide this array, you really need to see it. And also that the angle doesn't really matter. If it's positive or negative, it could be -22.5 It just indicates that the orientation or what direction the array starts. But it would work if you only wanted to put maybe three. If you want to put only three, let's say by pressing three here, if you want them to be. Not here, but towards the other direction. You just go to the circular array here, empty, make sure that you have the selected and just type minus and it will do it on the other direction. But in this case, it doesn't really matter because we want to make a full rotation selecting the ray, bringing this back to 16 and perfect. If you want, you can add also a bevel modifier here for instance, but it has to be very low. Let's drop it a lot. Actually will be very hard to do it and we have to type it manually. As you can see, it looks a little bit weird. So we will put the geometry to art here. I think it looks good like this. Actually, we didn't even bubble the wheels. We can do it, this is already babbled. Yes, we will put the bubble here also. Even though it seems like it looks better like this, I recommend to not go crazy with the bubble. It's a typical mistake to just go with a very strong bubble. But honestly, it doesn't have to be as strong to be good. Maybe that's even already too much, 0.003 Yes, that helps ease out a little bit, the sharp edges. This looks good. Maybe this one as well needs the array. We can copy this array here. We can select this object, and this one, if we press control L, we'll have this option of copying modifiers. But now that I think of it, it will not work because we have different modifiers. Here we have an extra ray and an extra mirror, and some babbles. That the babble is the only one that we want. Actually, we cannot really copy one able like this. We don't have the option to copy modifier. We'll just quickly remember this 0.01 value or press control C to copy. There are some addons here in preferences that you can use to actually copy just one modifier. And it makes it very simple, but in this case we're just going to type above here control or 0.001 geometry arch, and we have the exact same level here. Very simple, very quick control S to save necessary here. After this heart part of the tutorial, we will continue actually by adding something extra, some sort of protection here for the wheels. I think it can look good because if you look it from the front, for me it looks like it's missing something. We will add some shoulders in a way to protect the wheels from any impact or something. And this is something common in machinery like this because the wheels of this robot are very important, it cannot get them damaged. So we will add these protections and I think that we will definitely add like escape, like a tube here that will come out a little bit curved way. I think it can look very nice and we will see if we get any other idea. And this will be our next detail that we add to our model. 7. Modeling: Exhaust & Final touches: Okay, so we can continue with the modeling of the details. What I want to do is to add this scape tube here, but also before this I want to actually go to frontal. I want to scale the ice a little bit more. I think they look quite small with respect to the rest. Actually, making them a little bit bigger will feel this face here a little bit more. It will not look so empty. It's very easy. We can just select the ice and scale in them up, but we have to also select the leads because they are a part of the ice. In order to actually do this in a more simple way, we can parent the leads to the ice itself. Basically, parenting means that whatever we scale in the ice will actually be also scaled in the leads. I will show you a very quick example here. You don't have to do it, but I will preceift at a cube and place it, let's say here I will preceift a cylinder and I will move it along the x axis, a little bit like this. Let's say we have these two objects. There are two different objects like the ice and the lit. But what we can do is we can get this smaller object like the cylinder and clicking it shift and then clicking the bigger object. I can press control and I will set the parent two object while keeping the transformations right. Now, check what happens if I move the cube and also see that there's this line, this tal line that has appeared between the two objects. Now I have the cube selected and I will move it along the exact sis and see that the other object, the one who's parented to the cube, is following. This is very nice. We can actually just modify whatever we want individually in the cylinder, but whenever we move the cube, it will follow and if we scale it will also follow. This is very convenient for operations like the bullion that we did before. I will delete these objects if you want to remove the parenting, we slightly cylinder and press all P and clear the parent. Now it's as before, if we move the cube, the cylinder will not be affected. We will essentially do this with what we have done here. Actually, we cannot forget about the cutter because the cutter is actually an object here who is making an impact here. If we scale everything up, we also want to keep this proportion. The parenting has to be also applied in this object for the cutter of the opening of the lids. What we will do first is we're going to get this cutter object, we're going to press shift and click the lids. We're going to parent these two, control, parent and object, keep transform. We will do now the lids and we will parent them to the frame of the ice. Control P object keep transformed this way we have the ice as you can see here in this panel, we have lost in a way where the objects are, the lids and the cutter because they are right now inside of the ice. You can see we have the lids here and the cutter and the frame of the ice, let's say the parent of these two objects, whatever you do to the ice, the other two will follow. This is very convenient. As you can see by just pressing, we are also moving the leads. If you want to move the leads, you can move them and the child of the leads will follow. Okay. So basically you have the youngest child which is the cutter, the middle child, let's say, which are the leads and the parent which is the main object, the last one that we have parented everything, Everything will follow the parent and it's this key that's going on and it's like a chain. Right now, we can just scale very comfortably the ice without having to worry about the other two objects. With that being said, we can hide again, this object here, the hatcher, and we can scale it up. As we said that we would be careful right now because when we scale it up, it will scale it up with respect to the origin point here. So it will also make it move far away from the object. As you can see, that's not much of a problem. We will just scale it up as we want something like this. And now I will put them back inside, so G, then Y, something like this looks good. If you want to move them closer together, the parenting will not work the same way. Because if you go to added mode, for instance, and select all the faces of this object in added mode, the parenting will not affect the same way. As you can see, we are not actually moving the lids. To do this, we have to select the lids, shift clip, and select this object as well. We can also the cutter if you want, but in this case, it doesn't really matter. We will select everything with the letter A, with these two objects, selected the lids, and I. In added mode, we will not see the effect of the opening of the bullion, then X, that's it. What I will also do quickly is I will make it a little bit thinner. I will scale these two objects a little bit less around the x axis, but not the volts. Because if we scale this volts along the X axis, we will lose a little bit its proportions. As you can see, they don't look symmetrical anymore. I will have to readjust a little bit quickly the array distance as the x here. I will bring the wheels closer as well. And I will also fix this a little quickly. Actually, we can just move this along the x axis a little bit. Here, I will go to the properties of the array, and I will decrease the factor a little bit to something like this. Let's go to the wheels quickly. I will insulate them. I will shift that to View in edit mode. I will select all of this, I can go back to this mode and then x from. Okay, that looks good. I forgot to select actually, in this case we cannot move them with and x because and X will basically affect where the origin point is placed. That we can just go to edit mode. Select everything with a G and X and put them back in. Maybe I will put it a little bit more inside and X, okay, I think that the proportions, now the robot look a little bit better. Looks more compact. We're going to start by adding this new scape tube. I will put it down here. Yes, it will be a new object that we haven't used before, but we're going to use a simple cylinder. So be sure that you're in object mode. Scale it down. You can put it whatever you want. Maybe I will put it in the center. Depends on how it looks. Scale it down a little bit more top view and place it somewhere like this. Just remember that when you are in top view, for instance, when you place like this, you will never move it along the z axis. This is convenient this way if you go to side view, you will never move it along the X axis, despite of how much you move the mouse, the object will not get closer to the camera. Let's say to where we are looking at for the moment. I will put it here that I will make something like an interesting shape to feed up inside. Basically, maybe I will select this control, we will apply the scale as always, before doing the babbles control B. Maybe not too much, something like that. Then I will select this, I will make an insert. I will extrude it down, something like this, and I will make another insert. This one I will pull it out with just to make something different. I will make another one. I will press and here is where the main top of the escapes will be. I like it now we have to add like the tube. This is a new object. As I said, this new object is a curve. We can do it as we have been adding the other objects. Shift a and we can not a mesh because we cannot find it here. But we have to go down here to curve and let's add a bezier curve. You will see that it looks very curious shape because actually we cannot see it because it's inside it has appeared in the three decursorf. You actually click the Besier curve here and isolate it. Also, making sure that you have your mouse on top of this frame here of the screen, not here on this tab, you will see that this is the Bezier curve. If you actually place G nze, you can take it outside from the world origin and you can see that it's here. If you actually want to delete it and place it directly here, you can click this object shift and move the cursor to this selected object, which will place the three decursor where the origin of this object is. Now you can press shift A at the Baser curve, and it will be placed right here in the three decursor. For now, we're going to do this way. Also remember that when we rotate the camera, we are rotating with respect to the three decursor. Which is quite comfortable here because we will work in this area. You can see that this is the curve. It is indeed a curve. If you go to edit mode, it will look quite different than what we are used to because what we see, we have the two points we have in each 0.2 handles. What we want to basically do is make the shape of, let's say like the shape of the letter L in a way, but with the curve in it, like maybe more like letter J. We want to do is by the use of the handles and these two points, we will probably actually need to add another point. But you can see that to this curve will actually just isolate it. We'll go to top view. Let's say we have this curve right now. This is flat, it's to the curve right now. If you try to create, as I said, something which looks like a letter L in a way or something like this. You have to move the points but also the handles. These handles control the curvature of the curve that is being formed by connecting the two points. Check that if I grab this handle, we can move it like we move other things with letter G. You can see depending on how we move it, we will shape the curve. If you are familiar with maybe some video editing software or some other software, the curves are quite typical because they really let you control the shape and the slope of a property. For instance, you can control the speed of a video with this curve, and this would represent to speed up the video. If we stand here, you can speed up. And this is used also in some more advanced animating techniques here in blender with the key frames. But we're not going to do this now. What you need to basically understand is that these handles are able to modify the curvature. So if we want to make this curve here less soft, we can just move this point, for instance, closer to the other one, then X, then x. We will see that this curve is now steeper, but we can also modify it with the handles. And then x, for instance. You can see that now we have a more compact shape here. We are going to move this one as well, so ten x, but also see that the handles are very long here, which means that we are putting a lot of stress in the curve. If we put the handles closer to the point, it will ease out a little bit. Check what happens to this curve here. If I press in the handle and move it closer, can see it makes it smoother. So you want the handles a little bit proportional to the size of the curve. You don't want a handle super long because then you will get shapes look a little bit too stretched, but it really depends on what you want. And see that when we click this handle, we have this line, which are the two handles which is not really perpendicular to let's say the x axis. If we wanted to connect the curve like this into a flat surface, we would want to have the normal, let's say, of the x axis being parallel to the line form by the two handles. And to basically make it parallel to the normal of the X axis, or parallel to the Y axis, it's the same. We can just select both axis and we can press X and zero. Good. Now when we actually add some shape, a tube circular around this curve, this end part of the curve will be completely flat on the ground, which is nice. So we can connect it directly to the surface. Here we have the same, this is nice. We can just move this a little bit. It will make no impact to move this point though, but just to be comfortable, we can move it a little bit closer. We will make the same here as here, Y zero. This is already flat, that's good. I'm going to move this one a little bit lower because as you can see, this curve is not really exactly horizontal here, it sticks out a little bit because this handle is too long. As you can see, if I pull it on the y axis a little bit more, you can see how we're getting this shape. I wanted to go lower a little bit. The y, something like this. Looks fine. I will bring this a little bit closer, probably even more. Right now what I want to do is that I will basically rotate the entire objects. So going to object mode and rotating it along the x axis are x 90. Maybe I will rotate it along the z axis as well are 90 degrees. I will put it here in the center of the tube going into the top, then Y and we can basically put it here from the center, we will go to the side view will be easier, then Y, something like this. We will adjust later if we need. As you can see, this would be the tube, but right now we cannot see anything. It's just like a very thin line. We'll go to side b again. I will make some small corrections here. We'll make this shorter. I will first make this handle shorter as well. Now I will pull this back, y, a little bit too high. I will leave it like this. I think it looks nice. Like this one can pull it a little bit down. Maybe something like this looks nice. I will show you now how to actually be able to see something here. Let's go to object mode. Let's the curve, we're going to go down here to the data of the curve. And you can see that we have the properties here of the Bezier curve that we have added. We're going to go down where there's geometry, as you can see, we have certain options. We're going to add bl to it. B is not exactly the Ble that we were used to it. By applying the modifier of the bl in this object like this, this ble will actually seek this line that we have created and check what happens when we increase it. We have this empty cube, let's say, which looks very nice. Honestly, going from the distance, you can see that it's like the exhaust tube right now. I think it looks quite tall. I will just either bring it down, it doesn't matter. Or you can still access the properties of the curve by going to, let's say side view and controlling these two points. And this curve will react. I can still move this however I want and do something that makes sense. You can also select one vertex and rotate it, so it will move both handles for the moment. I will leave it like this. I like how it looks. This is a very good way to add like a curve to your object. If you want, you can even make it thicker. And then you can just scale this object a little bit more if you want for the moment. I think this looks good. Maybe I will make it a little bit less tall. Again, I will bring it down a little bit. I will go to sib and just correct the fact that it's overlapping. So I will move this point up and I will make sure that the handles are not that long as well. Here we have this curve here. Maybe there's also a little bit too much here. Yes. And something like this. I think it looks good. We will add something else, of course, to it. Right now when you go around it, you can see it's empty. I think it's good that it looks empty because heat, it should be empty so that the smoke generated in the engine can come out. However, right now it's way too thin. As I said, it has no volume. It's just the surface. We will add some volume to it. To do, we have to go to the modifiers. We will add a new modifier which will basically make things thicker in a way. We click Add Modifier, we can go to Generate Here, and we can go to Solidify. And as you can see, we're getting this thickening of the edges. So it's like we are adding volume and you can change the thickness. Of course, going to match will make very weird results, but as you can see, we are getting a nice thickness to the walls. However, it looks a little bit weird right now because the shedding is not working properly here on the end. So we're going to actually remove the solidified for a moment. We will add it again. Remember that this is just curved, so if you go back to edit mode, you cannot click any of these walls. You are just dealing with two points. And this can be a little bit confusing because you cannot really extrude anything from this. Even if you solidified, you have no control of what these faces are. It's not like when we click the walls that if you go to edit mode, you can basically change things of all of these faces. What we want to do basically, is that if you remember when we added this object, we added this object from the top of the curves and we would like to convert it to a mesh. Because meshes are these objects where we can access and click every phase. To do this, we're going to delete this one for a second and just select this and convert it to a mesh. This is very simple. With the object selected in object mode, right click and convert to mesh. And check that there's nothing different initially but when you want to addit mode that we have actually generated all of these phases and right now we have lost let's say the two pivot point, the two control points that we had to move the curve. If we now want to move the curve, it will be much harder because you would have to do it with the letter G. And cycling these pass individually. Only do this when you are happy with how it looks. Of course you can actually wait until the very end to actually apply the mesh because right now when we apply the solidified modifier, It will still look the same. But what we will do now is that we're going to press right click in object mode and click Shade Smooth. We'll turn on auto smooth here. As you can see, what we're getting is a much better vote. The shading here depends a little bit on the angle that's applied here. You can see that if you tweak it a little bit, some of the lines will disappear and some of them will appear. Because it depends on the angle being formed between the two faces that it will actually cast like a smooth surface or not. Check that when you increase it, all these faces are included in the auto smooth. It ends up looking like a very smooth surface. But here, it doesn't really apply it on this edge here because it's actually a 90 degree angle with respect to this face here. If you actually go to the Autosooth properties, if you want to change them. If you can go to the date of the curve, this measure right now, and you can go to the normals, and you have this angle here to tweak. If you increase it a lot, you will see that basically we get the same as we were getting before. If you turn it low, I think that it can actually look good Sometimes here it's just like flat, rendering it shade flat here. But if you increase it a little bit above 30, we start to get some lines here which may look good at 30 or 2099. You can see that you start getting some interesting results. However, it's very sensible. But I like how it looks. Right now it's exactly 30 degrees, but maybe it's 30.1 in around it. I don't know. You can experiment and it depends on the curbatorya you have applied to it. But I like how it looks. I like this better than being it completely smooth somehow. I think these lines here add like a nice touch to it. And we're going to add something else here with the bullion. Actually, just to add some extra detail to the tube, what I want to add is basically add two holes here, or even 41 on each side to help the exhaust air escape better. And we're going to do this very quickly with the bullion. I'm going to add a cylinder in object mode. Rotate it along the y axis, 90 degrees, scale it smaller. I'm going to actually scale it on the X axis a little bit more than the, scale it along the X axis so that it for sure covers the entire length of the tube. I'm going to scale it down. It's way too thick and something like this looks nice. I will go to sideview. I will put it around here. Let's say something like this looks nice. And if you remember how to do the bullion, we're going to go to this object. You can use the Bull tool that we have enabled before in the references to apply the bullion. We can use the Bull tool that we have added before. Remember that we have gone to Edit Preferences type Bull tool and here in the atoms stab somehow. It's off for me right now, I will turn it on again. Right now I can select this object shift, click the object. After that we want to remove from control minus you can see that we have applied the bullion. No problem works perfectly. We would hide the cater now. And you can see that by using the Bulto, the object is displayed with the bounds already. But I will show you the other way, just in case you cannot install the Bulto Adm. We will select the main object that we want to remove something from. We will add a bullion modifier. Modifiers. All we'll select Difference. We'll use the eye dropper to select the cylinder that we have added. Right now the bullion is created, however, the cylinder is still visible. We can basically press H to hide it, or we can press control of that. And with this object selected as I like, you can go to the object properties viewport display and you can display it as the bounds. But all of this is done automatically by the Bull tool. So as you can see, it looks good. Maybe we'll have some shading issues. As you can see, because we have added this new geometry, it shouldn't really matter because we will never actually see what's inside of this tube. You can see that. I'm not sure if it's visible in the video. There's this line which is due to this new geometry being added. What we can do actually, is make sure that we select the frame, let's say the bounds of this object that we have added. And we will right click and actually shade it's moot. The inner walls will look better. Shake that by shading it's moot. We are getting rid of it in order to fix this issue here with the shading. And to remove this shading issue, maybe you will not have it. It depends really on the size of your object that you have added and other factors. See that right now we have something different, but that's usually because of the bullion that we have applied. And we can change it very quickly by going to the main object where the bullion is applied and we can go to the properties of it. So if we go down to the bullion, we can see that there's the solver. We can choose the fast one, and as you can see, it completely disappears. Check the difference. It looks much better like this. Now we will hide this cutter, and actually we will parent it just in case we need to move this object later. Because as I said, if you move this object now we will see that the bullion is staying here in the same spot, this bullion cutter. And we don't want this, we want to move them together. Clicking this one shift control object transform and now moving this object, the tube will also carry with itself the bullion cutter. So this is very convenient. As you can see, the point appears up here. But we can just basically object set origin and origin to geometry. And it will place the origin point here in the center of the geometry. Let's hide this bullion by pressing H, and we have now this tube. You can add more holes if you want by adding more cylinders. Right now that I check, I can even still see some shading issues here on the other side. We can actually try to fix it if you want in another quick way, which is by adding a little bit more geometry in these edges. To do this, we will basically add the Bevel modifier here. We're going to type bevel and make sure that the beble is placed after the pullion. We will go to the properties here, let's go to arch here in the meter outer. And let's go to the shading and we will harden the normals. And as you can see, this makes quite an improvement if we turn it on and off. And some of these shading issues are quite unavoidable unless you actually start applying these modifiers and modifying the geometry by yourself one by one. Like correcting the position of the vertices and making sure that there are no overlapping faces or any geometry which is very close to each other, which makes the shading issues appear. But as you can see, seeing it from the distance, we will not be taking a render inside this tube. So it should be okay like this. And this looks pretty solid right now. And I will move the three dicursor to the world origin again. Right now the model looks pretty good. There's something that you can do now that you have learned how to use the curves, is that they are very useful to simulate and represent cables. So if you want to kind of connect some parts and just to add some cables, maybe going here below or connecting the components here, maybe adding it in the side of the eye and bringing it down here. It could be very simple to just basically add one of these curves as your curve. And you can basically put it around here. If you want to do this. You can do it by just pressing Shift in object mode. And I will show you quickly how to add more points to the curve. We have this curve as before. If you go to the top view, we will try to actually make this very quickly, the 90, to start in a more favorable position. We're going to go here, let's scale it down. I will try to make a curve that will go from the side of the ice towards the back. Then what I want to do is I want to move this point so that it reaches this part of the eye. But see if I do this first, I will move the curve along the exact slow, that most of it is already here. Because I wanted to go between the wheel and this face here. I cannot really just move this point, because it will actually bring all of this part of the curve towards the inside. If I press G, then X. If I just select this point and click then X. So you can see it's unavoidable to do this. We can actually play with the handles and we can still fix it. However, I think we will benefit from having more points here to play around with. So to do this, we will simply select this point and this other point. With these two points selected, we will add an extra point in the middle by going to here segments and clicking subdivide and check that now we have another point which will basically act like an anchor point. So when we move this one with the letter G, ten X, this one will remain there. It prevents some movement that we don't want to happen. I will go to the top bill. I will right now, turn on the x ray mode. Here we can see a little bit what we are doing. The side of the Y is here. I will move a little bit, these handles. We'll do this quickly because I'm not sure if I will actually leave this cable here. But I just want to show you a little bit how it works. I will make it go around and just. Something around here. And I will add maybe another point between this one and this one. Tweaking both of them segments subdivide because I want to make a rotation here, maybe to connect it to the face. It goes inside something like this. As you can see it like a cable. What I'm going to do now is I will turn off the x ray and I will add some ble to the curve. To the curve properties. B will increase it not too much as you can see. Very simple like that, we have added like a cable. You can also mirror the cables. If you wanted, you could for instance, select this object, go to the mirror and press mirror. You can move the origin to the three dicursor of this object set origin origin, the three coursor which is right now in the world origin. And you can see that very quickly if you do the same here and you add this origin in the three dicursor as well. Right now we apply the rotation of this object. You can see that we can add two scape tubes. If you want to do this, that actually doesn't look bad, but for the moment I will delete it by just deleting these mirrors. Okay? You could do the same here with the cable. Just set the origin point to the wall origin. And you can do something like this. Right now, it doesn't look that much like a cable because I think it looks way too stiff. You should add some gravity effect. Let's say you could select these two vertices subdivided, maybe going to the front El. We'll put this one inside the X. With this one we can drop it a little bit down. It adds this weight to the cable and now we have to just make sure to play a little bit with the handles, the X that it makes a little bit of sense. This should be a little bit down, maybe as well on this one too. As you can see, you have an interesting table here. It depends on you. If you want it or not, you can play a little bit more around with it. It just matter whether you like it or not, for me, I don't think I will leave it. But you can place it somewhere else. Maybe just maybe connecting here. And rotating it, you can connect things like this, for instance, this one doesn't look bad here. An interesting addition, It's up to you whether you use it or not and whether you add more details. You can duplicate this by just pressing shift D. Maybe you can add this one here, just next to it, then X and add some variation by modifying this a little bit. As you can see, you have two cables here which looks very nice. I will not leave them here just for the idea and the concept of the robot, which represents that it's very robust and it has to actually be exploring somewhere for a very long time having these cables exposed like this, considering that they maybe would be quite important for the functioning of the robot. It's quite dangerous because they are very exposed to any sort of danger. And if they get damaged, then the robot may be put, stop working properly. But maybe you could add them here on the top and connect them to an antenna, for instance. So for the moment I will not delete them, but I will hide them selecting both of them. Hide them with the letter H. And I will actually remove them from the renders, making sure that I remove it from the renders by totaling off these cameras. I will rename them to cable one, cable two. I will also rename these two parts because we're starting to have quite a bit of objects. We will type this as scape tube, Scape tube here, and let's say scape base for instance. Now we have all the objects named correctly, which is very helpful when you're editing. I also see that the circle array, like the arrows that we have added for these boats, is not disabled from the rendering to disable it just in case even though it's an empty object. And the last thing that we're going to add is a protection for the wheels. As I said, it will be very simple and very quick. Let's do it by basically adding a cylinder which will cover this part here, not too much side el shift A in object mode, mesh and cylinder, rotating it along the Yx is 90 degrees, you consider it has the exact same shape as the wheels. We're going to scale it up a little bit. What we're going to do first is basically remove most of it. We're going to go to the top el, we're going to isolate it now vertex mode we're going to go to edit mode and vertex mode. Shift that, We're going to remove half of it because we will for sure mirror it, X delete the vertices. We can go to again, shift that to see the phase. Now we have just this phase here. We don't need that much. We will go to sideview and we're going to go again to edit mode. And we're going to isolate it again mode, I'm going to delete, let's say all the bottom of it. Delete is vertices which will in fact delete the phase. And I'm going to delete all of this as well. We only have 90 degrees, so we can go back, isolate this again. I think that this will be actually too much. I went to remove these two vertices of the edges, so X vertices maybe. Actually that's even too much. I will read these two because what I will do now, I will select these four edges. I'm going to extrude them along the axis X. As you can see, you get the idea of what I'm trying to do, this protection for the wheel. What I want to do is I want to move it a little bit closer to the wheels. To do this, I can just select it and move it along the axis, or y axis in this case. For instance, see what happens when we do this, is that it's closer to this part of the wheel than to this part of the wheel. This is because this is not a proper way of actually moving this object. In order to get it closer, we should actually scale it down. See that when we are scaling it down, we're actually getting it closer. And also at the same distance to the wheel. So this is very convenient if this doesn't work for you, as you can see, it moves it a little bit as well. But if this doesn't work for you, make sure that you can put the pivot point to the three dicursor, which is in the world origin. And do it the same way, but we're going to leave it in individual origins. And I'm going to move it a little bit on the Acts. You can see that this is very flat. We can do what we have done here with this tube. We're going to apply the solidify. Modifier. Solidify, not apply it, just leave it here. We can increase a little bit the thickness and you can play a little bit with the offset if you want it to be below or above. You can see the offset, We are actually moving where the thickness is being added. In this case, I will just leave it here on the top. Something like this Looks good, but what I'm going to do is add something to add more detail to it. Basically, when we go back to add mode, we will not see the solidified modifier, which is quite nice as well. What I will do now is add a little bit of a curve here to protect this part. This side, what we can do is, thanks that we have added the solidified modifier, it's very easy to add geometry. I'm going to hide it for a second. I'm going to go to Add mode, and I'm going to select also this edge here, and I will actually extrude it, then X. I'm going to go to side view and I'm going to press old. Not just because we will scale it down, you consider it's not scaling with respect to the normals. Old will actually create this nice shape here. We'll put it something like this. What I want to do is that with this selected I will add a level. And we will add que level with not just one segment, but we will add maybe four or five like this. As you can see, we have added this curve here which looks good right now. We can turn the solidify back on. And we have added this nice protection here to the wheels. If you want to change something, you can turn this off a little bit. I will make this a little bit less long, G, X, maybe something like this, in order to connect it to the main body. What I will do will be very simple, since we have the solidify. When I will extrude one of the edges here, it will actually be thicker, then it will basically act like a breaching part To connect this shoulders to this, you're going to go again to the added mode of this object. And you could extrude this H here, then X, bring it solar inside of the robot. When you turn this back on, you already have it connected like this, which looks quite nice already. Maybe it's a little bit too much to think, but since the origin point of this object is already in the center, we will actually make sure that it's moved. In the world origin object. Set origin origin to three decursor check that. What we can do is we can go to side view and we can rotate it along the x axis. And we have this nice possibility to actually rotate it while still being around the wheel at all times. You can choose where you place it than X, maybe something more like this. But I think that this edge here, maybe it's too thick. This one that we have extruded, I will actually reduce the size of it. I will disable the solidify and I will isolate it for a second. I will delete this Y, X, deleting the vertices. Maybe I'll just want to reduce the size to half of it. I will add just loop here, leave like this, and then x. We can turn this back on. And you can see that right now we have this connection here which looks a little bit more thinner, which I think it looks better right now I will show you also another trick that we will mirror this. You know how mirrors work. We have the origin poin 8. Materials: Creating Nodes: Okay, people. So let's continue by adding the material. But actually I will show you one last thing, especially because I've been looking here at the wheels and they look good. But I think that we could benefit a little bit from smoothing out some of the faces here. Because even though I feel like it's good that we have some sharp edges here, we would want also, maybe this ring here, this ring here, to be actually, maybe smooth so we don't see as many little lines here, but it depends on what you prefer. I will show you a trick on how to actually smooth the shading on specific areas. In order to do this, we can actually do what we were doing before. Like you can write click and shade to smooth, for instance. And you will see that what we get is not necessarily bad. I like how it looks like this. It's quite an improvement. However, here in that same or the end that we have created, it looks very weird. We can actually play a little bit with the angle, and by decreasing it, you can see that we can actually get, again, some of these edges which like this pretty much stops the issue. Like we could just leave the wheel like this and it looks very nice. You can see if we shade flat, we pretty much get a very big difference. Check the difference here by just switching from one to another. However, I will show you one trick, because in some cases, it's just impossible to specify one angle that will actually fulfill our requirements in what we want to be a sharp edge and whatnot. I will show you this trick of actually specifying which edges we want to keep sharp and which edges not to keep sharp. This is very simple to actually. We can go to a mode like this. We will go to select, we will click Select Sharp Edges. In this case, we were in phase select. We will actually do it again by having the edge select on select and select sharp edges. You will see that we have right now selected automatically the edges which are sharp. If we right now go to here edge and click mark sharp, we will see that we paint them blue right now. Apply the auto smooth shade of smooth. Even if we increase the angle, these edges that are blue, they will remain always sharp. However, the problem is here, because I would like to keep maybe this ring here to be sharp. And also especially these that we have created here. And this one as well. This is very simple, just as we have done before. You can do this, select this ring and you can click either edge mark sharp, or you can just select one of them and press control and Mark Sharp. And we're going to do this again here and here, and maybe here, Mark Sharp. And as you can see, if you click one of these sharp edges, you can press control. Click Sharp and it will basically remove it. But in this case, I want this one. Well, Mark Sharp right now, see the difference that's on the wheel before it was much more pointy. And right now we have smoothed out some of these lines, which I think it looks pretty good. And you can try other, maybe this one. You wouldn't want it to be sharp. Let's see how it looks without it clear, sharp and it looks a little bit smoother. Maybe I will leave it like this for now. Maybe here on the other side, I don't think that we really need to change anything. All the sharp edges have been marked quite nicely. What we can do, maybe you can say there's some also small shading issue here. We can add another ring here to support a little bit. You can see that we get rid of all of these shading issues. That's because there's maybe not enough geometry here. And this is such a big case in comparison to maybe some of the others which are quite small. And the way that it is positioned here in an area which there will be a lot of geometry added because of the babble. And supporting these conflict areas by adding some extra geometry close to it. It will help a little bit and tweeze how the shading propagating along the surface of the wheel. We can actually do the same here. Shade auto, smooth. Maybe here, it looks already quite nice. But maybe we can mark sharp. Let's see one of these edges. Let's go to edit mode. We will disable the solidify modifier here, maybe. Let's try what happens if we mark this sharp and we mark it sharp. Make sure that you press mark sharp and not mark. If we turn on the this again, you can see what we get. It's one. Whether you prefer it or not, maybe I will not. Put it here because I think it looks quite nice. Like this. Maybe going here in the properties, we can modify something. We can try playing a little bit with the angle and see what you get. You can see that if we leave it here like a 12, we get only these three edges. Sharp four edges. I mean, sorry, it looks good for the moment. I will leave it like this. We will see how it looks in the render and we can change it later for the rest. I don't think that we really need to change anything else, only these spaces, because it's a wheel. Then we expect it to be more round and less pointy with some sharp edges, but it depends again on how do you like it. And it's so easy to change because right now you can just right click and shade flat and we're back to where we were before. But like this, it looks a little bit more refined, more polished. So now that we have this done, you can do it also if you have added some extra details. But we will continue with the materials. And to do this we have to go to one of these other tabs. We have been all the time in the layout tap, but now we will switch to the shading tab. We can just click here. This will be the layout that you will most likely see. We don't need this side panel here, Most likely we can just go here in the corner of this view here. Click and drag towards the left, and we can just get rid of it. Also, this panel on the lower left is not necessary either. For now. We will add it if we need it later, but we can collapse it as well. So what we definitely need is this one here on the bottom, and we can help rebate ourselves with the view. However, you will notice that the robot has changed. It doesn't look gray as it did before, and we're seeing some interesting things like these spheres here, but you don't really have to worry about it. This is the part where we kind of paint our model Here when we were in the modeling tab, you can see that here, the colors are good for modeling because we can see the shadows being reflected quite nicely. But here we are just seeing the object flat white. There's some lightning as you can see coming from there. Which is cast from, usually it comes by default here because we have switched to the viewport shading, not the solid mode. We can click this drop down menu and you can see that here, it's the scenario that's casting light in our scene. If you don't have it selected by default, we have a few to choose from, so you can change a little bit your lightning, but we will change it afterwards. And we will leave it open. Because if you don't have any sort of lightning, it will look very dark. If you hide, it just looks like the silhouette. You cannot really see anything. There's no light. So we'll leave this one on and you can play a little bit with the strength, but it's probably not necessary. It will be quite good by default. So we're going to leave this back to one here in this panel below, we have the ability to create the material and to actually start changing a little bit of color and the surface of our objects. But if for any reason you don't see this panel and it's like this, it doesn't matter. We can bring it up by putting our mouse here in the corner. Instead of collapsing, we can just bring this up, which will open a new window. But we have to change the tab because we are seeing the basic D viewport as you can see. You can go here and choose the shader editor and we're back to where we were before. What we want to do here is to start creating a material which will paint, as I said, the surface of the object. We're going to select the body for now because it's the main part and the biggest one. We will create the main material of this robot here. Of course, we will then actually be able to focus on more specific parts. Because when we apply a material, it will apply to the entire object if you wanted to. And let me go here. If you wanted to apply here, maybe in this part of the grill, let's say you wanted to actually change another color. Or maybe these faces that we have created with the inset, or let's say something else. You wanted to keep it a different color. We can change this later, but for the moment we will keep it everything the same. Then after we'll add some more, let's say refined details inside these smaller areas or smaller details that you want to add. Back to shading, you will see that right now with this object selected, there's no material in it. If you go here to the material, you will see that it has no material. You can click new here or new here. It's the same thing we'll click right now here, New In the shader editor, you will see that the new material is added. As you can see, the principal BSDF is added is usually the default material that comes when we add a new material to an object. This is the material in its most simple form. You can change the base color as you expect and it will basically change the color of our model of our object, let's say. In older versions, it used to look a little bit different, but essentially we have all these main properties like the metallic, which specifies a little bit as the name says, how metallic it is. If we keep it very metallic, you will see that the reflection of the light is quite different than non metallic. And the roughness will tell how reflective it is. Bringing the roughness to zero is quite something commonly used in metals because it really creates a very nice reflection. And even just like this, maybe the color is not the most suitable, but it already looks very decent. However, this looks super new and super perfect. And let's say that in this case I will press the control to leave it as default like this. We just a new material maybe. But in this case I want to add something much more worn out. Let's say this right now really depends on your style and what you want to go with your material. You can be free to, let's say, experiment. If it's your first time in London and you have never experimented with nodes. These are the nodes. As you can see, it's basically different properties that can be connected with these nodes between each other. And these are just two that represent the output in the surface, as you can see here of the object. But this can get very big and there are plenty of nodes, so we will experiment with quite a bit of them. But I will tell that it's really up to you whether you want to keep your robot something more new, let's say out of the factory. Which is maybe more easy because as you have seen, just decreasing roughness and increasing the metallic already looks quite good on this. But I want to go with something much more complex in a way which will make it look like the robot has been outside exploring for decades. And my approach is something very worn out, like the colors fading out, some scratches and some dirtiness in the surface. Like if the robot had been through everything in the planet, let's say, and had been outside in the elements dealing with everything a little bit rusty as well. I think it fits very nicely with the idea of this very robust robot, which is intended to be left somewhere and be exploring for ages. So that will be my approach, and here it's basically your creativity. What stops you? You can just decide what's your idea, but, but I think that this will be nice if you follow along because we will use a lot of notes and it's useful for you to get used to it. However, the creation of materials and the nodes is something completely new and it has to sort of be studied. If you want to actually learn how to create nodes, if you have no experience with it, it's quite hard to actually get to learn this on your own. Maybe if you come from another software that has three, the modeling and nodes, you can maybe be familiar with a lot of these nodes. They will be probably named differently, but they will share a lot of the properties. But if you have never done notes in your life, then it's a completely new thing. It's like this tap here could be like another software, not just blender. It could actually be a software on its own because it basically extends to a very large scale of different and new things that some of them are quite complex to understand and you shouldn't be scared of this. This is actually a thing that should be encouraging for you to actually discover how much is hidden there and how many possibilities you have to create materials. This is very good because Blender offers this as a very customizable opportunity to create any high quality materials that look super realistic. And that's kind of what we're going to do. But as I said, this is not something that you can just say, I want to create this material which will be let's say with dirt in it and just with some scratches without even knowing how to start. Because you will see that it's quite confusing a little bit in the beginning and just learning this. Need a long tutorial of hours and hours to actually go through everything and understand how these nodes interact with each other and how do they behave. What I will also tell you is that if your goal and your idea approach for this robot is something very specific that you really want to do, you could look online for materials on how to actually achieve this look. So imagine that you have created something in the robot, like a window maybe, and it's made out of glass. Then you could look for something like a glass material online and how to actually constructed with the nodes. It's probably something that it requires a few nodes and you will see that later. When we add different kind of materials, you can basically create materials for everything. And you could add this material here, then a glass somewhere else, then the rubber for the wheel somewhere else. And these sort of things. You are free to basically choose what materials, what colors, everything that you do. But in this case, what I'm going to do and follow you along with it, is a material that I found. A few years ago and it's like a collaboration of a few different people. I think it is quite common material actually. Like most commonly used worn out materials used always the same style and the same procedural effects here to actually achieve the same thing. Because for a worn out material, you want to start with basically a color, then maybe fade it out to another color to merge the fact that it's a little bit dirty. Then you can add some noise and some ruggedness to it. So you can basically use some of the nodes that we will see to create some scratches and to create some scars and basically to make more worn out than just a perfect solid surface here. And we will also create some sort of texture so it's not as flat as it is right now. We will add some small bumps which will make the surface look more carved in in some areas and out in some other areas, which I think it's very good. You have seen already in the beginning how the end result looks. So you will basically know what I'm talking about right now. But as I said, this is not something that I credit to myself, is the material that I have found out a few years ago. And I'm used to creating it because I usually apply it to most of the models that I do that have to have this worn outlook. And in this case, we are just going to create it with you. So I will go slowly so that you can follow along and you can customize it as you want. It's just that I will use certain colors, maybe you can use different ones. And if you want to skip certain things, you can also do it. But the good thing about these materials is that once you have created them once, then you can copy them and apply it to different projects that you will have. So basically, it's good to spend some time creating a decent material and making everything a little bit organized so that later you can just take it and apply it to any project that you want. So with that being said, we can start with the creation of our material. Here, the main material. The first thing that I'm going to tell you is to go to Edit here. Very good to go up here and go to Preference. We will install another Adm, which is called Node Angular. I have it on as you see here. Make sure to click it, just stick in this box. And it will help us quite a bit in this creation of the nodes. In order to start with the material, we'll basically use a little bit like we are adding the objects, the shortcut shift A, to a different nodes. We will start by adding a mixed node, a mixed color shift A. And you can type here mixed color, and you can see that we have this node. What we will do is first add a few nodes, and then we will connect them. And then we will see a little bit how the output looks. And with this mixed node, we will be able to add more than one color to actually create a little bit of variation. And to control this variation, we will add a color ramp like this. This variation will be actually created with the noise texture we are basically generating noise with the color ramp, we will choose how much of this noise we want to let through in the mix. We will choose the color of these two generated textures from the noise, because just from the color ramp, we will see it looks black and white. And here we can choose what these black and white colors represent. So we can basically here take two colors. I will show you here a trick with the node Angular add on, which is clicking the noise texture. And we're going to press Control, which will add two extra nodes to it, which are the texture, coordinate and mapping. Which we will probably add to every chain of nodes that we do. Because it's very useful to control the scale rotation, location and choose the randomness of the texture that we are adding. If sometimes you add a random texture like the noise texture, you may find that there's some noise in an area that you specifically on light, so you can move a little bit the location of it. So this can be very helpful. And also here in the texture coordinate, I will show you something in the end because sometimes this material is applied when we are adding some textures, they have some similar issue like we had when we were not applying the scale with the bevels, that it sometimes affects one direction more than the other. So we will be able to change a little bit with this object eye dropper here. But for the moment we will go back to the mixed stator that we have added. And let's go here just focusing on the vein body to see what we are doing. What we will do is first we will connect these nodes together. This is simple because we have to connect the factor here, Let's say this point here, the factor to where it belongs to the other factor of the color ramp. These nodes are linear, so they go from left to right, and we're connecting them one to the other. We can connect the color here to the factor. And to see what we are doing, we will click the mixed node. And we will press the letter which will basically connect this node to the output of the material in the surface. So it will replace basically this green connection here, so that we can see what we are doing only with these nodes. Because if we connect this one to the output, all of these four will also be connected because they are affecting the mixed node. And if we press the letter, oh, this is from the node, rangular shortcuts that it will connect this one to here. If you don't have the node angular in this case, you would have to disconnect one of them and actually connect this one. To disconnect, you can just click this and just leave it like this outside. But we want to connect it like this. Right now, it looks like nothing because we have not changed anything. The first thing that we're going to do is that we're going to choose two colors, which will be fairly similar. But let's say I would like to go something like yellow for my robot. You can play a little bit with the colors here. And this bar on the side, which will make it brighter or darker. Something like this. And maybe this, something like this, looks good to me. You can be free to choose whatever color you want. But you can see that right now with just this, we're adding this already texture of colors. You can make it more crazy to see the effect of it if you want, but for the moment, we will stay like this. You can see that here on the top. As I was saying before, this texture here looks stretched. At least it does to me, it will probably be the same for you if you scale the model. Why? Let's say you can see that the texture looks very stretched. We can change, we will change this soon. But already like this, we can perfectly see what we are doing. So now we have the color ramp here, which by dragging these values, you can see that we are basically increasing one of the colors or the other. If we basically make all the ramp black, we'll basically prioritize the color A and leave out all the B. The more black that there is here in this line, the less of the color will be or the more of color A that there will show up. You regulate a little bit here by moving this. If you want it to be more orange and yellow, just some stains of yellow. You can basically play a little bit with this. I will keep it even, but it really doesn't matter the values that you choose, because you can change this whenever you want. In your case, you can also do the same. But you can see that something like this looks quite good. You can see that if you bring these two very close to each other, you will create a very sharp jump from one color to another. But for the moment, I will keep it maybe like this, something more smooth. Now we can go to the next texture. You don't really have to change much of it because it's essentially noise. You can play a little bit with the scale and you will see what we are getting. It depends if you want it very big or not. There are several parameters. I like to increase the detail a little bit, so it looks a little bit more refined. The noise and the roughness is, as you can see, what it's doing which is creating this more noisy, let's say grainy texture. Maybe it's hard to see for you in the screen of the video, but you are probably seeing better in your screen. The lack narity is quite good. Also sometimes for the noise, but increasing it too much makes it look very artificial. You can see that. If you increase it a lot, well, we start losing the actual shape of the noise. So I will leave it just like this at default or just three. And the same for distortion. Actually here it looks very weird. Kind of looks like wood here. I'm not sure, maybe this is something that you want, but I don't really signal it's necessary, so I will just leave it out for the moment we have this texture. Don't worry if you want this to be more metallic or not. Let's say more reflective to the light, because we will change this later. But for the moment, we are just seeing the effect of this mix of colors. Which is nice again here for the mapping. As I said, you can play a little bit and randomize it a little bit more. Maybe we'll have to use it in some other areas. I think that here as noise is something super random, it doesn't really make that much difference. But as it comes very simple by pressing control to add these two combination nodes in the node, Angular addon, we can just use it, but what we will definitely add is what I said to fix this stretch texture. To fix this is very simple. We have to change this connection here. We'll not plague degenerated, which comes by default to the vector. But rather we will connect the object to the vector by just plugging this. It already makes it look much. Even as you can see right now, the pattern and the texture is looking much better. So we don't really even need to add any object here, but in the case that it still looks quite stretched to you, we have this option to add an object which will serve as a reference for these nodes to know how it's the size of our object. Basically, this is done by usually adding in object mode. You go to empty and you are like a cube. And you make the cube the same size as the main body. We will scale it down in the axis that you could feed, basically the body inside this cube. We will scale it down in the X axis. Just leave some room. It doesn't have to be perfect at all. Just something like this will do as the next as Y. As you can see, I've created this box around the model right now. If I go back to the material by clicking this main body and I select with this eye dropper, I select this empty object, you will see that the texture is also quite homogeneous. It's burning nice because we have actually specified in a way, how has to be the texture of the noise, the scaling and the stretching of the noise is based on the size of this object. As I see, we don't really need it in this case, but sometimes you will probably need it. You can try to see what looks better with or without. For the moment, we will just leave it here because we will add more node chains to add more stuff in our material for the moment. I will leave it here. If we end up not using it, we can just hide it or delete it, But it doesn't hurt to have it here. And I can make spoiler for you that this material will be quite long. We prefer to add some sort of organization, which will be basically by adding frames. And a frame is basically a box around a certain amount of nodes that we can name it. So we have everything separated like in folders. So let's press shift A and type frame. And as you can see, we have this box here. If we place it here and then select all the nodes that we want to put inside, press letter and click inside the frame. We'll put all of them inside of this newly created frame. We will place it somewhere around here. For the moment, we can move a little bit, this principle BSDF. We will go back to it later, but this is our, let's say coloring and random Noise coloring node. We can here in the node properties rename it. If you don't see this panel, you have to press letter when selecting the frame. And you can add a label here. And I will name it color, Let's say capital letters so that you can see it better like this. And I will also change the color to, let's say orange. So we can actually tell that this note is what is making this a little bit orange. Let's say we can increase the label size a little bit here so that you can see it thing, it looks good right now. This block here is basically what paints a little bit the most general look of our surface, of the object. And what we can add now is a layer of maybe like dirtiness because as it is so close to the wheels, we would expect that maybe the bottom part would be quite dirty from any splashes of mud that could have appeared in the rolling of the wheels on top of a wet surface or any sort of dirt that could get stuck. We want to kind add an extra layer on top of this material that will create a little bit of a effect here on the bottom, like a gradient that makes the bottom of the robot a little bit dirty. We're going to add this. You will see that the procedure of creating materials is quite similar. Usually at the start like colorram and Mix are quite common. And also these two ones, because they are quite general and very useful. We're going to start with our new, let's say block of nodes. We're going to make this a little bit bigger. And as I said, we want to add it just in the bottom, but not just in a flat line. We will add a gradient that says that, okay, we just want it here more, and it starts disappearing as soon as we go up. So we're going to start by adding, let's say a gradient. Just shift a ingradient texture, we're going to place it here. And this gradient, similar as before, we want the same effect of being able to control a little bit what is being affected and whatnot. Color Ram directly like this. And we can connect the color here to the factor. What we will do now is we want to see the effect of this chain of note that we are building. Now we can disconnect this one here, or just selecting this color arm and pressing the letter O. And right now you can see the effect of a basic color ramp. This is what it's doing. In a way, you can already tell that this is creating a separation between two colors. This is thanks to this gradient. But we want to actually rotate it because right now we would be able to apply one color here and one color on the other side. And we want to rotate it so we have the one color more on the bottom and one on the top, which in fact, we can translate to painting just the bottom and not the top with this layer of dirt. In order to actually is out this very sharp line, we will also need to add some noise to it and make it fade out as we did before. We will add noise, texture and color ramp on the side like exactly as before. Like this. You can see you can even copy the nodes if you want, but clicking here, control and we have the same set up of four nodes. This is very common set up for adding noise somewhere factored here. We're going to connect the object here to the vector and we have the four nodes. Will move them a little bit. Actually it's the same as before. Now that I noticed. Yeah, because we will add a mixed color here and we'll switch it to add and we can connect the color here in the first color, in the color below, We will actually create something to rotate the gradient because it's wrongly placed, basically, as I said before, in order to rotate and move things around, we can place this and press control, which will add actually three nodes here. But we will actually delete the image texture, we don't need it now. And just keep these two and connect the vector here to the B color as you can see. Now if we rearrange a little bit, this, we will start tweaking a little bit of properties. But check what happens when I play around with the x value. For instance, right now if we modify these values, we will see that it, right now if we modify these values, they should change a little bit the color or the way that it's distributed the black and white. However, we have to still connect this one to the gradient. Because we are visualizing this one as you can see, we have lost the gradient. We are not seeing it. This is because the gradient is probably acting a little bit far away from where the object is. Maybe we can try to find it by just rotating it a little bit, or just by scaling it in the x axis. You can see that we have found, let's say this threshold here, this range of values is where it starts to happen. What it will happen here is that the black color here on the top will remain the same color as it came out of here, like yellow and orange. But what's white will be replaced with, let's say, more brown color. In this case, this is too much. I will basically play a little bit with the noise scale and texture, make it much smaller. The stains or spots of white color, I want them to make them much less big. They are more like particles. We can increase the scale, maybe something like this. For now now it's good that we have the color ramp here because we can actually modify a little bit how it affects. As you can see right now, it starts to look very good because we have this, let's say, texture of dirt that only is represented here below and not that much on the bottom. But this has been very easy for me just by moving a little bit. The scale here on the x axis, usually the scale is very noticeable, its effect. But you may have to also play a little bit around with the rotation and try to find the best alignment, or even the location. But here I think it looks quite good. But that if I change the position of the x here, I'm actually reducing it. So maybe I can find a good trade off it in what looks better. So back to the noise texture. Maybe I will increase a little bit the detail and the roughness. And as you can see, I don't want this to be very noticeable though. But like small detail, maybe something like this starts to look good to me. Just studying maybe some distortion and playing a little bit around with these values, this is essentially creating the most random texture that you can find. And this looks good. Maybe I will increase a little bit more the value of the x here that we have it a little bit higher. The rotation also may help. In some cases we can move it up or down here with maybe rotation. Sometimes it's not the most intuitive depending. While your object is oriented. But to make sure that the scale is quite good will connect the object to the vector. Actually, here you can see that we lost the rotation and that is because the object is rotated. We could do control a and apply all the transforms, but in this case we will definitely have to rotate the gradient because it's being generated in the wrong direction as you can see, rotating it along the way axis, you can see that we are getting its rotation. We want to keep the white part down, so it should be basically -90 degrees. Let's just change a little bit the position again. Actually check that we are just putting it here, actually it's not goodly rotated because we have also rotated in the axis as you can see. Just affecting the front but also it's a lot on the top. That is because of the rotation here. It's not necessary. I'm going to leave it at zero and move it down more. Something like this. Should work. Yes. Good. Now let's say we're back to where we were just changing a little bit the values to see what you like more or not. I maybe don't want it to be so noticeable, so I will decrease the scale of the axis and also pull it a little bit down. Something like this maybe lead for the moment something like that I think looks quite good. We can go here, back to the color Ram and tweak a little bit more if you want it to make it less or more evident. Let's say something like this. What we will do with this is that we will combine it right now with this color that we have created before we have this effect of the dirt and effect of the color. I'm going to add another frame, shift a frame. Let's place it here. I will select all of them. Place it inside. We'll move it down here. And let's rename it so we have some clue about what it is. Let's say, we could say dust or dirt. I mean, something like this. Let's change the color. The dirt, I think I will put it something like brown. I will maybe put it like this. Let's increase the label. We can see better, something like this. Now what we want is to combine these two because right now we are just seeing this which is actually white, black and white. We don't really actually see the end resolved with this. We want to combine these two outputs, let's say, and see what is the combination of these two outputs. What we will do is like we did here, we can use to mix the output of two other nodes mixed color. We can leave it here to mix. And what we will do is that we will connect this result to the first color. For this note, maybe your temptation is to connect to the color, but in this case it would make no sense because this is providing no, really color information to the surface of the robot. It's just deciding that the white areas should be one color and the black should be another color. But we don't really care about the color black and white. We don't want these two colors. We want another color which will be based on the black and white values. We will plug this color actually, to the factor, which the factor by itself is what controls the amount of a and B. But just for an example, I will connect it to the B, basically, right now, 9. Materials: Completing the Robot: So right now that we have this material, what we will do is I'm going to hide this object. We didn't really use it, so I can just click it and press H to hide it. Okay, that's completely fine. And what we can do now is basically start applying it somewhere else if we need it. In this case, I will put it here for a short, the same material. I will just click the shoulders, let's say. And I'm going to go here and click the material, basically, this is the only material that we have. But we will rename it. I'm going to rename it to damaged paint, so we can remember the materials by the name. This way we have a reference of the material that we are using by the name of it is very nice in this case. I like how it looks right now. The only thing that happens when we apply the same material is that if we modify any properties here, it will be also affecting the main body. If you want to avoid actually modifying this main body, even though you want to still keep the same material, you can actually create like a copy of the material. And you will modify just some of the properties here, but not in the main body. Because check that if I go here, for instance, and I modify the damage here, you will see what happens even though I have the shoulders here selected. If I change the scale, it also affects the main body soil press control. That what I will do is I will create the copy of this material here. Right now, even though they are the same material, we can press the number two here which will create a copy. As you can see, it will basically add 001 here after the name. If you select this drop menu, you can see that now we have two materials, the damage paint, which is the one applied here to the main body, and the damage paint 001, which is the one that we have just duplicated. In this case, I will just change the name something like this so we know that it's for the shoulder thing right now. If I change some of the parameters, it only affects this part. This can be quite useful if we want to target specific property. Maybe I don't like that there's such a big amount of damage here. What I will do is I will move a little bit, the x position here. Maybe I will decrease to the scale. I will leave it something like this. And maybe I will increase a little bit. The scratches, I will leave it something like this. And there's also something that if you look properly, you can see that this space here on the bottom and this space on the top, they are not continuously getting this texture of some of these, let's say grain or dirtiness here added to the surface. And this is because the babble applied to these two faces, it's probably not getting caught by this level information here because of the angle of these two faces is probably to, we can try to maybe change a little bit this value. Maybe what you can do is smooth this a little bit out. You can decrease, maybe this fracture as you can see, we have reduced it already. It looks a little bit cleaner now, but we will compensate maybe by increasing more of this damage here. Something like that. It looks good to me and maybe just move it around, something like this. I like how it looks. Also remember that we have a gradient applied here on the bottom, which is here on the dirt. Maybe you want to rotate. It depends on where you want these particles to be. Maybe I will rotate it so it's diagonal here. It's affecting also this edge, outer edge, but also a little bit on the bottom. Also just a reminder that the materials are not mirrored. As you can see, this part here is not the same as this one on the other side. This makes total sense because otherwise it would look very bad if the material was mirrored. Just take into account that if you may be here on this side tide to rotate the gradient, let's say. You can see that it shows up here the dirt but not on the other side because it's not mirrored in that case, if you wanted to add particular radient on one side and another in the other side, you would basically need to have these two as independent objects. You could have one material here, damage paint shoulders one or the shoulder. And damage paint shoulders two or left and right. You could actually have a different gradient orientation for this one and that one. Or you can just try to find something which works for both, which is basically keeping it horizontal and then you maybe can increase the position on the set axis. In this case something like that. Because it's remembering the one that we have used here. But this part is lower so we have to maybe rise a little bit this part of the gradient so that it reaches higher here, let's say. And we can just play a little bit taken with the values for the moment, I will leave it like this. What I will do is that if you pay attention here, I don't really like how this is being connected here, because it looks like a very sharp line. We can fix this very quickly by actually adding some edge here. This way it will detect this edge in the edge degrading here. And therefore, it will add some direct material, let's say it will expose the metal, this part of our model. And then the transition will be much better. If I isolate this object, then I can still go in edit mode here. I will select this edge here. I will go back to the main view and I will move it along the x axis like this. It's probably very hard for you to see. I will go actually to modeling. Okay, As you can see we're moving this edge, then X. What I'm going to do is I will go to the front wheel, then X around here. Maybe what I will do is that I will extrude it along the x axis again. And I'm going to scale it something like this. And I'm going to try to place it very close to the edge here. Shift that, I will move it to the next that it is inside, but very close to the edge so that we can better see the effect of the babble here degrading. If we go back to shading now you can see that it looks like it's attached a little bit better. We have some extra dust here added, which is very good as you can see here as well. It looks nice. Very similarly, we're going to do the same here. I'm going to actually maybe change the color, Select this bottom piece, the transmission. And I will just, let's say the damage print from the body. I will press the number two to create a copy. And actually looks pretty nice to me already, but maybe I will just try to change, let's say the dirt again a little bit like this. I will increase the damage, something like that for the damage. And you could change the color of the paint if you wanted or the color of the metal, let's say you go here to the base color and you can see that you can actually choose something else, maybe for the paint or the dirt. You can make the dirt a little bit darker if you want like this. And we can change the colors you want is to make it green, for instance. You can do it all red. What I will do is that I will make these colors a little bit darker, Both of them, okay, like this, because it's the bottom part of the vehicle. Maybe it's usually even dirtier due to it being closer to the ground. I will rename this to Damage pain transmission. Good for the wheels. We have an issue right now, which is that whether if we apply a material or not, we actually cannot just apply a single material. Because if we just do this, for instance, you can see that it makes no sense that all of the wheels are the same color because they are different materials. In reality, what I will do is I will press control that I'm going to go to modeling for a second so it will be easier to maneuver and to see what we are doing. What I want to do now is I want to actually select the parts. Select the faces of the wheel that I want from a specific material, and just apply a material only to those selected faces. To this, I'm going to isolate the wheels like this. Let's see, which parts do we want to be from one of the materials for sure. What I want to have as a different color are the rims. And the rims theoretically start here, let's say here, and then it's all those spaces to select these ribs. We will do something clever, which is selecting maybe this space, and we will start pressing control plus, which will extend the selection until we get here to the beginning of the tire itself. Control plus. And it will start selecting the faces. Like this. We have these faces selected. What we want to do is apply a material to these faces. We can go to the material tab here on the side. With this selected, what we're going to do is select this one material. Go to the brows, and let's add, for instance, the damage paint for a second, even though it will be applied to every part of the wheels. If we go to the shading view, all the wheels will have the same material. Don't worry. Because if right now we go, for instance on this side, let's say we will actually first make a duplicate of this because this is the one re using it from the paint of the main body. We cannot click the number two here because we are added mode. If we go back to object mode, click here. We have created a new, basically copy of this material. We will go quickly to shading. And we are going to modify this just as a different color to see it better, let's say like this for now, but we will change it later. This will be the color of the rims, but not from the tires. We want to create another material for the tires. To do this, we go back to modeling and we will select the tires. Let's out click this loop of job, and let's press control plants one more time. You can see here we have selected an extra one, Old and Shift. And let's select this place here like this. We will click the plus to add another material and we will do the same. Let's copy this red material that we have just created before, object mode. Click the number here to duplicate it. And we're going to see in shading that right now, if we select this newly created material and change the color, we have to first press assign to assign it to these faces. And you can see that we have two different materials on the wheels right now. We are just doing this to understand a little bit what we are doing, but we will have, of course, to change it a little bit the colors, but right now you can see that we isolate the wheels. We have two different materials on the wheels. What we're going to do now is that we're going to basically change most of these. Let's actually rename this one to tire. You can check the other one here and rename it to rim like this. If you drop down the list, you can see that we have already created a few copies of this material already. If we go to the rims, maybe I will just start with the dirt. By rotating the gradient, we can see that we are applying it, let's say in a vertical way like this. And not just on the bottom. Because this is circular, the wheel is constantly rotating. The dirt will be, let's say, evenly on all the surface, not just on the bottom. In some other parts like the same here applies on the tires, It makes no sense that only the bottom part of the tire is dirty. What we can do as well is maybe change the color to something a little bit different. Maybe for now I will keep them like this. The rims, at least the color, let's say maybe I can change also the one from the metal. You can see that we can get cool effects like this. Right now, it seems very rusty, but it's way too shiny. So we can increase the roughness a little bit, but I think that's a little bit too much. Maybe I will just drop it a little bit. I will play a little bit with the noise here of the damage for the moment. Maybe I will leave it like this. Let's quickly change the tires because they are looking very bad. Like this, we can just select the tire up here, or if you don't want to click up here, you can just change it here on the slot. But see that if we are playing with the rims, with the color and you drop down the material here and choose the tire, it doesn't mean that we are changing towards the rims or towards the tire. If we click the tire here, it actually changes the material in the slot. One which is the slot which has the faces of the rims. So we actually need to change it in the slot to go to the tire. So let's actually change this to something which makes more sense. We will add this dark color for the color of the dirt. We can do the same, We can try to rotate the gradient. We could actually bother doing it on both sides by separating the wheel, which would basically be done by applying the mirror modifier and simply selecting half of it in added mode, and clicking and separating by selection. I will show you quickly how to do it if you want to, you can basically have the wheel selected like this. We go to the modifiers, we will just apply the mirror right now. If we go to edit mode, we can see that we have the wheels, all of them are modifiable. We have applied mirrors, so whatever we edit on one side will not copy on the other side. To do simple, what we can do to separate them is select this edge here. And let's do control B, something like this to create a small gap. And we will delete these pass as you can see right now, if we click anything here and press letter L, we will select all the linked faces, or you can just do it with Shift that and copy all of the site. But this is much easier because there's a gap between the geometry. When you press L, these two are not connected. You can basically have the wheel separated from the other. You can press letter and separate by selection. Right now, we have two objects which are different to one another. Like this, we have the wheels and the wheel, one to which you can apply also different materials like the tire material, you could share it, but one from the rims. If you want to specify a different gradient here, because you need to have it rotated on the other side here. You can basically do this by copying the gradient material here on this side and making a duplicate for it, and simply rotating the orientation of the gradient. But for this case, for the sake of this tutorial, I'll show you how to do it and you can do it if you want better results. But it's also important to note that for the render, we will probably take a picture in this angle. We will not ever see in a picture both dreams unless you go here on the front. In this case, it's probably a good idea to do it if you want to take a picture from the front. But if you make a picture like this or render like this, you don't really need to see both gradient. It really depends on what effort, on how much effort you want to put. Now that I see, I will go to slot one for a second. I will make this a little bit darker, something like that. And let's go back to slot two. I will do what I said for the gradient. If I rotate it and I can move it a little bit, the position here, the X position, you can see that I can basically place the gradient just wherever I want. If you want to put it first here, slightly on the, let's say edge of the wheels, it doesn't look back. But in this case, I actually like how it looks without the gradient. Maybe I will just simply not put anything here on the gradient to remove it. It's very simple. You could use the factor here. You can unplug it and reduce the factor to zero. Or you can keep it plugged just in case you want to add it again later. You basically have to use this as a factor. You can see that the factor is connected to this color ramp which controls the factor itself. If you bring it everything to black, we will make it disappear. First, we need to delete this white playhead so you can click it and click the minus sign. Right now everything is black. We basically have no gradient like this. I think it looks quite nice. I don't think that we really need to change much from it. I like this texture which looks like one of these very heavy duty tires. And this material itself from the tires, I think that it could be applied in the bolts. Let's try how it looks. Maybe it's a little bit too dark, so I will click it, make a copy, and write bolts. I will make it lighter in color. Something like this. Looks good. We can apply the same material here, the one from the volts. I'm not sure if I'm convinced yet with the rings, but let me go here again to the rings. I think it's because of this brown, rusty texture that I wanted to add. Maybe if I make it more gray. Yeah, I think this looks better. Something like that. We're going to reduce some of this. For the scape, maybe. Let's on the same one from the volts. Here. I will apply the same one as the main body. Maybe this looks good for the lets. Maybe we can use the one from the bolt as well. Looks good for the lens here of the ice. What we can do is we can actually merge these two objects, the ice with the, the main body. This way we will create also a nice union between the material and it will also automatically link the materials. But it will look better than if we just apply the damage paint like this, which doesn't look bad. But check that if I press control that and by having the Bull tool add, we can click this one Shift click and press control. You can see that now it looks much better what we can do as well if we have done this. If you don't have the Bull tool, you remember you can just select this object. We are not adding a different one. We're using union to merge these two objects. If we put the babble underneath, it will even look better, even though it might not be as noticeable. If we go to modeling right now and go to object mode, you can see that we have added this able that goes around this union which makes it look much better. And right now we really have a very solid loop. You could actually, if you wanted to apply different material here on the inside of the lenses, you can do it. But if you really want to create something unique here in the eyes, I will show you a tree. Let's go back to modeling. What we're going to do is an object mode. We're going to add just let's say, a glass panel, a glass lens between the lids and the space of the eyes. What I'm going to do is I'm going to move this a little bit the Y axis so there's a little bit of room and I'm going to make a very seen copy of this phase. Going here to edit mode, you can see that right now we don't see any more the eyes. We cannot click them because we have united them here with the union, which in fact makes it invisible in edit mode unless we apply the modifier here. If you press control right now, we can access these phases. But what I'll do, just in case that we want to change it later, I will delete it for a second. And as you can see, we don't see them because they are hidden in the view board display is set to bounce, but we want it to be textured. What I'll do is I will click this phase shift, if you remember, right click to leave it at the same place separate by selection. And right now we can go back to object mode. Click this one control and place the babble below this union. Good. So right now we have this extra panel here and I'm going to move it just a tiny bit along the y axis so it's not overlapping. And I'm going to extrude it in added mode, just also very tiny bit on the y axis, something like this. And we're going to add a glass material to this one. This is very simple material to add. We can go to Shading, We will click here, New Material. We're going to go here on the site with the material tab selected. And we're going to click here on the surface and click glass BSBF. However, we cannot really see it because it's disabled from the render. As you can see, it's not showing because the camera is turned off. If we turn it on again, we cannot see it still. Even if you choose another material and apply it to this thing that we have created, it's still not visible. This is because there's another option that we may have to change. Maybe you see it, but if you don't see it here, we can just change it by going in the data here of the object and we go down to visibility. We have to turn on the camera. Right now, we can see it. Even if I choose another one, like the tire, you can see that it has this effect. We are seeing it, not like before. You can play a little bit here with the roughness. Looks very beautiful. What I will add here is modeling. And I will apply a different material on these faces of the grill. Because I remember saying this very simple, selecting them, adding a new material. This material will be the one, let's say from the tires. I think it will look like it quite nicely. Click a sign back to shading. We have added this very nicely, or maybe you can change it to something else like the volts or even the one from the rims. Yeah, I feel like this one looks a little bit better. This is looking very nice right now. We still have to make a render and set up the camera and maybe set up some lights, but for the moment, this is how it looks. You can feel free to experiment with other materials and to actually add more parts to it, but this is very solid basically. There's also here on the roof, I like how it looks now that I noticed some weird issues here with the shading. In order to fix this, it's quite simple. We could just go here to shade or too smooth. Basically it gets rid of them, but it also loses the lines that I think that they look quite good here on the top. In order to fix this shade smooth thing, as you can see, it's way too smooth. We will do the same procedure as we did before. Shade flat, we will go to object, we will go here and select sharp edges. But making sure that we are here in edge select select sharp edges like this. We will press control and mark sharp. We will also add for sure these two nice. This will make it much better. We will select that. Let's see how we look. If we press control sharp, let to render built here you can see we basically have fixed the issue which looks very nice right now. Right now what you have to do is to make sure to save control as important. And basically what we will do right now is the last step of this tutorial, which is basically creating the cameras and making the final render. I will show you some tips and pigs, which will be very useful to get a very solid look and very nice export that you can share with anyone. Let's dive right into it. 10. Rendering: Lights, Cameras & Action!: Okay, people. So now we can start the rendering. What we will do first is the most important part probably is to add a camera. By creating a camera, we will basically choose the frame of the image that we want to see and the angle, let's say that we want to create a camera that's looking like this, in this direction that we're looking. Now we can go as we are usually doing here in object mode, and we can press shift A and add a camera here. As you can see, we have added a camera if you look here, but we cannot really see it right now because it has been created in the three cursor. If you insulate the camera by clicking it here on the slide, you will see that it's being placed here. However, we really don't want it here. We want it to be looking somewhere more interesting. Because if we press the number zero in our num pet, we will see what the camera is. Right now, I press zero and I cannot see anything because the camera is actually inside of the model. This is not what we want. With the camera selected, you can press the letter N and go to bill and lock camera to bill this option here. This way when you press the number zero on your amphet, you will see that this frame, this box here, is what we will see if it has this dashed line surrounding it. In color red. It means that the camera is locked to the view. You can see that if you disable it, this line is not red. Basically, when we lock the camera to view, it means that when we start moving the camera right now, the view, it was a mount. You can see like this. Right now, we have moved the camera to this view, the current view that we are seeing right now. If I unlock it, it remains in the same place. You will see that the camera has been moved here, which is very convenient. Another way of changing the position of the camera is going to any view that you want, for instance, here. Or you can rotate it, whatever you want. Let's say that I want to place it here. Then what I can do is click the camera that we have just created and go to view, a line view and an active camera to view. And you will see that it gets placed right where we were. This can be quite useful as well. If you lock the camera to view again, you can just make some small adjustments by zooming out a little bit. You can choose what angle and what zoom, let's say what is the composition of your model of your render that we will do? If you have the camera selected like this, you can also go to this panel here of the data of the camera and you can change a little bit the focal length. If you know a little bit how photography works, this is quite useful sometimes. I wouldn't really change anything else. Maybe the depth of sell is sometimes useful if you have a very big object, but we will probably not need it. But we can play a little bit with the focal length, which will add some compression. Sometimes it's quite useful and you can be farther away and increase a little bit the focal length and it gets a nice effect. It's not the same effect that you had by just zooming or getting closer. We got this effect of being far away. And maybe something like this looks like a good rendered to begin with. So I will leave it here, the camera, and as you can see, it's quite far away. Whenever you want to actually see how the render looks, just go back to the number zero in your Numpet and you will see it like this. What I'm going to do is that in this case this background doesn't look bad because it's very neutral. We have the clouds here, but everything looks very smooth and white, which is quite good. But I will actually remove this as we did before. You can go to render, you can go to film and clear, transparent. So right now it definitely looks much worse. But what we will do is to add a plane below our model because first it will reflect some light and will cast some shadows, which is very essential. We will mostly always want to add like a surface below your model which makes everything look much better together. So we will start by basically pressing shift A and going to mesh. And we will add just a plane, we will go to the front view and we will place it under the wheels, let it will basically be the floor. Place it just very close to the wheels but make sure that it's not overlapping something like this and you can scale it. We have enough room that we shouldn't see how it ends. Basically, here when I go to the camera, I don't want to see the end. I don't want to see that there's this more gap. I can either scale a lot or you can also extrude this edge of the end, like regulator stud along the axis. You will get a similar result. However, make sure that if you extrude it like this, you can add a Ble because otherwise you will have a sharp shadow here, control at the beble and add a lot of segments. By scrawling the wheel, something like that. I just added to it with 30 segments should be okay. And we will shade it smooth so that the light is going smooth and even the vertices and edges are less noticeable. As you can see we have some shadow under this object which is play nice. And also the lining will be reflected better in our model. That's why we always want to have some surface. If we look at it like this, it looks nice. You may want to change the color of the plane, and it's very simple. You can go to shading and you can select the plane itself. You could add any of these materials. It's up to you what you want to add. This one doesn't look bad. It can look like a surface, interesting surface. You may want to actually add one of these materials that we have created and play a little bit with the settings to create like a dystopian looking surface. It may actually not look bad. If you even change the color, maybe you can get something which will look quite decent, or you can simply delete and click at a new material. And maybe you can just change the color to something more simple like this if you want to basically keep it more simple. And it will focus the eyes more on the model rather than on the background and it's less distracting like this. We will start by this, but maybe we can experiment with some other backgrounds. But for the moment like this, you can see that it starts to look so realistic. Maybe color like this is quite dark. But I like it and you can play a little bit with the value here of the metallic and the roughness mainly see that when we drop the roughness we get this very reflective material. I don't think it looks good when it's too reflective because again, it distracts a lot of the attention from the main model. But of course it's up to you, but I don't really like is this curvature here of the light. I will scale this plane more or I will simply move it along the Y axis. Scale it along the X axis, will go back to the camera. We'll scale it even more on the Y axis, something like this. But I will actually bring it a little bit back to have some slight shallow in the end. Actually, I can rotate it along the axis, it matches a bit the angle that we have with the robot. You can experiment with different colors, but usually keeping it white or dark gray. It's quite nice for something like this. I like it, in this case it's good because it makes quite some contrast to our model. What we can do now as well is to change the rotation of our HDR. If you go to the world, you can see we have this mapping added to it. And by rotating it along the zeraxis, we can get some difference in the light, which will also generate different shadows. You can just try to see what looks better by dragging the rotation, you can see that shadows are being cast in a different way. As you can see now the lighting is coming more here towards the back of the robot and the top. Now it looks quite good as well like this. This is also quite good because it adds some light here on the bottom of the wheels, which reveals this part of the inside of the wheels, which is quite good and also keeps this wheel very well lit, which has a lot of texture and casts some very nice detail here on the damage of the wheels. While it also keeps this lining good here on this area. And this lower part is quite dark, which makes sense because it's below the main body which is blocking some of the light. So for the moment, I will keep this rotation. You can play also a little bit with the strength. If you feel like the light is not coming strong enough, you can always increase a little bit the strength here, maybe something like that. What we can do now is to add some lights as well. Right now, it looks already quite decent, honestly. But I will show you how to add light so we can add like an extra dimension to our composition shift A. And we have the option to add lights here. We can choose between point, sun, spot, and area. These names are quite representative of how this light source is. The sun will be a very big light. I will add one just to show you it has appeared inside of the model. Again, we cannot really fit. We will move it just as any other object, the z. Right now you can see we have this light on top of our object, but we don't see any difference. We may have to increase the strength if you don't see still any differences. Because you may have to go here to this shading, drop the menu, and make sure that the scene lights are on. And as you can see now, we can see the effect of the lights. Check that the sun, if you go here, you can check the effect by showing it or not showing it Here you can see that it's adding a very big light which affects the entire scene mainly. And you can see that when you drag the strength at. It stops at ten. But that doesn't mean that ten is the maximum. You then have to type by yourself, Let's say 50 if you want, but you can always drop the value down. Of course, this is too much. But maybe you can create a sunlight to make the whole composition a little bit brighter. And you can play also with the rotation by clicking the light. If I rotate it, let's say along the X axis, you can see that I can focus on some areas of the robot. If I want light coming from the front, I can rotate it so that this arrow is facing the model like this. The sunlight as it's coming, let's say from a very general source, moving the position doesn't really matter. A press the X, it will not make any difference then Y, not any difference. It only basically affects the rotation. Again, you can play a little bit with the buttons here to see if you actually like it or not. Of course, you can change the color as well. If you want to set a little bit like a mood. You can use the color as maybe going blue will make it look a little bit colder, going red will make it look warmer as you want. But always be careful when you add these lights, especially the sunlight, because if you increase it too much, even though it makes it look quite good, we also lose a lot of the shadows that are being cast like this. So it's kind of a trade off. But if you click the light here, you can actually change the type or you can add also another light. But if you go to area, it's kind of similar to the sun, but in this case it's just coming more from a smaller area that you can set. The size of this rectangle here and the power as well. It's more controlled, which is quite better in this case. This one. I will leave it on because it helps illuminate the left shoulder here or its right shoulder of the robot. If you can see on is now of it looks much flat. I will add it, It creates some variation. But the name remains a sun because it's the first light that we have added. And we have just changed the type, but the first name stays. I will just change it to light. I like how it looks right now. I may try to add something cool, maybe. Let's see if it works. And needs to add another light, which will be a point light. Since we have created the ice of the robot out of glass, this panel here is made out of glass. Maybe we can try to illuminate this area only. This is why the point light is a very precise light just focusing in a very small region. I will try to place it right in front here and maybe just even inside of this glass panel. And you can see that maybe we get a cool effect to place it. Just make sure that it's selected and you can move it with and Z like this. And going to the side view, we will try to place it right here. Let's say something right in front. We're going to go to front view. You can see that we will have probably to create two for now. I will focus here on this right I. As you can see, we have basically illuminated this area. If you move it a little bit too far on the y axis, you will see that you start to illuminate the entire phase. Maybe that's not what we want. I will just bring it as close as possible to the lids. Once we start seeing that it disappears. Now the light is off. I will bring it a little bit out, just when I can see like this. As you can see, I have basically illuminated the eyes of the robot. If I go back to the camera, think that we get a very interesting effect. You can now play a little bit with this point light and you can change the strength. You might want to play a little bit with the radius. Actually it looks quite cold like this, but it's too strong. But I like the effect that it casts here on the shoulder, like light that it's used to scan. Things that I will really crisp a lot. At the end, I will leave it something like this, not too strong radius zero. I will go to Front view and I will press Shift D, and I will move it only across the x axis. And do the same for the other. You can try changing the color, which may look a little bit good, but for now I will leave it like this. As you can see, I think that it adds quite an interesting touch right now after we have added this slide. Maybe you could even add. A spot light. And we will go to side view and we'll place it here in front of the eyes and rotate it along the x axis, something like this. As you can see by the shape of it, it looks like a flashlight. If we go back to the camera view and we'll move it a little bit, maybe just here of the eye. And you can see that if I increase the power, you can see that these eyes right now seem that they are basically illuminating the floor. This looks very cool, honestly. You can rotate it a little bit or you can use one of these spot lights and you can rotate it and put it on top of the robot like this. By increasing a lot of student as the name says, you can make the robot in the spot light. But for the moment I will remove it. It's up to you to be creative with the lines. When you are happy with your lining set up and your composition, you can go here to render and let's see, a little bit of the property. Most of them are already good. By default, we can turn on the denoising, which may help a little bit here in the render to reduce a little bit the noise, but sometimes it doesn't look too good. I recommend you to try with both the noising and also without the noising. Also here on the render, you can see that the max sample is set to 4,096 This is probably quite high, we don't need that much and it will take forever like this. For now, I will just drop it to 1024. From here, we don't really need to change much more. We can go maybe here to the performance and change the tiling a little bit, because that might be so big as well, so 512. But it really depends on your computer. My computer is not that powerful in this case. It helps to reduce these parameters and the end result will be the same. But it just takes maybe a little bit longer and does it in a more optimal way. Also, what you can do is go to the output here and you can change also the resolution. The resolution is this frame here that you are seeing at all times. You can basically change a little bit how you want it, but for now I will leave it on this default resolution, which is the typical horizontal resolution. But you can scale it to four k if you want to have it in a wallpaper or something like this, but it will also take much longer. When you're happy with these parameters, make sure that you are cycles and GPU compute, you can now press F 12 to start the render. Okay. A quick side note here, it's me from the future and during the next minute of the screen recording. My screen didn't capture the render tab, the one that shows up when you press F 12. Therefore I have recreated now what I was saying live when I was recording the class. And basically what you are seeing now on screen for the next minute contains the same gestures that I was doing when I was recording it live. It's just that I have done this after the class, so some of the things that I have modified, maybe a little bit different suggests a little color difference or some lining differences. If it looks a little bit different for you, it's just that. But after I go back to the modeling view after this 1 minute of the render talk here, just consider that if something looks a little bit different for this picture that's being shown in the screen, it's just what you will be able to achieve. But maybe there have been some extra modifications that will happen in the following minutes of the class. You can now press F 12 to start the render. You can see that this square here is one tile that is being rendered, the one that we have set to 512 relitut. You can see that here is our frame and it's rendering tile by tile. If you set a tile which is too big, it will render the entire image at once. But in cases like this, it's good to have some smaller tiles. Because here in areas like this, which is just background, it really renders very quickly. It can go through this tile quick and then spend more time in these tiles where there's more data to process and more lining. If you set the light bounces very high, it takes much longer to basically work with all of these light bounces. If you go too crazy, then it may take even hours to make a render. For now, you can see that we have been up here 1 minute already, but it's going well. The result is looking very nice. Honestly, much better than I expected. Check what happens here on the scape tube, there's the cylinder crossing here. We have forgotten to disable it from the renders. I'm going to do this right now because it's looking a little bit weird like this. But what I really like are the tires. I think that this texture looks very awesome. Even though you may want to invert the material bump so that it's actually carving inside the wheel. Because I think that right now it's actually being added the damage. Or maybe actually I think that it's a very nice addition to add this background check that by having these shadows here on the bottom, it's just looking very clean. What may be a good idea is probably to remove most of the damage from the delete, because otherwise as we have added this light, it makes it look a little bit weird. Because it's reflecting here, this damage, casting shadows there. It looks a little bit weird. Maybe I think that I will change the color of the scape tube. It looks way too gray and here it's very simple color. And also for sure, remove the cylinder. First of all, if you go, for instance, to modeling and in the solid view, it will be quicker to basically move around. As you can see here, we don't see the cylinder that was used to make the hole. And the cylinder that we have used to carve this hole here is we can check it on the bullion cylinder 001. You can see the name here on the value. It's not here. Check it. You will not see a cylinder 001 because as it's part of this bullion, it has been placed here inside the cube. And you can see that it's here. And the camera here is turned on, and it means that it appears on the renders. Let's click it. Turn it off, so it will not show in the renders. This empty will disable even though by default it shouldn't be shown as an empty. Right now we have solved this issue. I will go back to the shading. I will create a new material from this, and I will rename it damaged pain escape. And I will make it darker here. I'm just playing a little bit here with some of the values to find something that looks good. Let's do the same here quickly. For the let, what I will do is I will remove this bigger damage. To do this, I can just make this white header disappear and it will be all black. There's no color ramp, basically. If you want to add it again, you can just press the plus sign here and you can see that it has added one header which is also black. It doesn't really matter, we cannot see any difference here in color. But you have to go here color and bring it up to white. Right now, you can start playing with the values again, but I will delete it. We have it like this. There's just a scar like this, which I think it looks quite epic right now. Just an interesting look that it has scar right here. Going through the eye. We can press F 12 again. Render finished again. I think that now it looks perfect. I will definitely save this image. Save another angle that could look good is the one from the front. You press number one and you go view. But before you have to select the camera and align active camera to view, as you can see, since we have some poking length adjusted, it will be a little bit different, but we can select the camera rest letter and align the camera to the bill. And we will place it a little bit toward the center. And I'm going to them out a little bit. Something like that. I think it looks pretty solid. Maybe I will move this plane a little bit away, the Y, maybe something like this. Maybe I will move this light here that it's on the top, rotated to the little bit. We'll unlock this list in case, as you can see from this angle we can see repeat a very small gap here below the wheels. So I will move this bit right now, it looks good. Maybe just a tiny bit more. Okay, now it's perfect. You can start playing a lot with these angles. You can even add spotlight. I will try to see how it looks. Something like that. Maybe what I will try is to go to the world here. Down here, I will try to decrease, maybe the strength to something like that. And I will increase the power of the spot light here. You have to be creative. That's the fun part of it. Maybe I will place it here, will pro tate it on the x axis. Maybe I will change the color of this one sport, fun like this. Then I will go to sideview. I will put it a bit more towards the front, something like that. Maybe you can change the material here as well if you want. Let's try to see how this one looks. Since we have been creating quite a few lights, this is starting to become a mess. What we're going to do is we're going to select all the lights, the two. We also have the point light here, control and click. We have these lights also the camera why we're going to strike these things that are used for the render. While we are here, we're going to press M and click New Collection to move these objects to a new collection which will be rendering repress. Okay? And you can see that now we have this new collection here which contains the rendering things. If you want to disable one of the lights for the render because you don't want it for this particular picture, let's say what you can do is, apart from hiding it here so that you don't see it, you need to also disable it from the renders with the camera. Otherwise, even if it's off, you will see it in the render. So it has to be disabled in the render here. I will reduce the cone. Maybe I would rest a bit more of the power here. 12 again. There we go. There's this new amazing render here. I really like this one. Definitely. I'm going to save it, image, save us, I will name it here, render two. With these two renders right now, you know how to actually set up the camera, set up the light, and set up a different composition that makes the extremely nice results out of the model that we have created. This is a very important part of the modeling process. And having a nice output and a nice render of your model is what basically set the difference. Otherwise, having the model here, if we go back to the modeling, this is what we had before, which already looked pretty nice when we were looking at it. But right now there's no way that we can go back to just this view after having seen how it looks in the shading. It's just a completely new different level. And yes, it takes quite a bit to set up the materials, to set up the cameras, to set up the lights. But why would you keep just a picture like this when you could have a nice render? It's basically incomplete if you don't add the materials. And it really makes yourself proud to see the nice renders of your model and see that it looks something so professional that you have done in just a few hours in blender, which is very powerful tool. And even though it may look a little bit harder at the beginning to learn, you can create something like this and much more right now. Because you have learned a lot. And it's impressive how much you can learn very quickly. So I really encourage you to find more angles and try some different lightning techniques, some different compositions. And maybe you can experiment a little bit more with the materials if you want. You can create now new models. And it would really mean a lot to me if you could share them here or you could share them with me as well as you want. But it's very nice to see that someone is actually learning from this because it takes some time to create these courses and actually it just makes me so happy to see other people taking them. So feel free to share your robots and post them wherever you want. It has been a pleasure for me to teach this class. Hopefully, it has been very useful for you and I hope that this is one of your steps towards being a very good treaty modular. Thanks again, and I will see you in the next one.