Futuristic Cycle Modeling and Rendering in Blender | Syed Khuram | Skillshare

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Futuristic Cycle Modeling and Rendering in Blender

teacher avatar Syed Khuram, 3d Artist

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      0:44

    • 2.

      Modeling the Tyre

      7:38

    • 3.

      Modeling the Pattern of the Tyre

      7:10

    • 4.

      Modeling the support of the Tyre

      5:23

    • 5.

      Connecting the support with the Tyre

      2:03

    • 6.

      Modeling the Head Tube

      3:29

    • 7.

      Continuing Modeling the Front Set

      3:16

    • 8.

      Modeling Handle Bar

      2:02

    • 9.

      Modeling Handle Grip

      7:49

    • 10.

      Mirroring the Handle Grip

      3:00

    • 11.

      Adding Screw detail for Brake Lever

      4:55

    • 12.

      Modeling Cable for Brake Lever

      6:45

    • 13.

      Modeling the Headlight

      4:31

    • 14.

      Modeling Central Cage

      5:30

    • 15.

      Setting up the Back Tyre

      2:58

    • 16.

      Modeling the Seat

      4:48

    • 17.

      Modeling the Setup for the Pedal

      4:53

    • 18.

      Modeling the Pedal

      4:26

    • 19.

      Mirroring the Pedal Setup

      3:26

    • 20.

      Modeling the Tail Light

      3:07

    • 21.

      Refining & Completing the Cycle

      2:10

    • 22.

      Modeling the Platform

      3:25

    • 23.

      Adding Lights & Camera for Rendering

      6:36

    • 24.

      Conclusion

      0:39

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About This Class

Welcome to an exciting journey of 3D modeling with Blender.

In this comprehensive course, I will dive deep into the art of modeling a sleek and futuristic cycle from scratch.

Whether you're a beginner or an experienced artist, you'll learn invaluable techniques, tips, and tricks to bring your concept into a 3d form.

I will be adding details and refinement to the cycle as we progress in this journey.

I will also show how to camera and lights to create a nice composition for a final render.

By the end of this course, you'll have the skills and confidence to tackle various modeling project with ease.

Let's start building the Cycle in Blender.

Meet Your Teacher

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Syed Khuram

3d Artist

Teacher

With over 12 years of experience in the 3D visualization field, I am a professional in 3D modeling and rendering. My skills and knowledge in the field make me a valuable teacher. I have worked on a diverse range of projects, honing my skills and staying up-to-date with the latest industry trends. I am excited to share my expertise with you and guide you on your journey to improving 3D modeling and bringing your projects to life.

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Level: Beginner

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Transcripts

1. Introduction: Welcome to an exciting journey of three D modeling with Blanda. In this comprehensive course, I will dive deep into the art of modeling a slick and futuristic cycle from scratch, whether you are a beginner or an experienced artist. You will learn invaluable techniques, tips, and tricks to bring your concept into a three D form. I will be adding details and refinement to the cycle as we progress in this journey. By the end of this course, you will have the skill. And confidence to tackle various modeling project with ease. So let's start building the cycle in blender. 2. Modeling the Tyre: Right, so I will begin by importing the reference image. Before I do it, keep an eye on the lower right hand side for any shortcuts that I will be using. So first, I will switch to the front view. All right. So now I will press Shift A, and I will go to Image, and I will click on Reference. And I will browse to the location, and I will click on this image and then I will click on Load Reference Image. And now I will move this up in Z axis. And this line, which represents the ground plane, I will align it with the ground plane of our scene. So I'll press G and press to move it up and just roughly align it with the red line over here. Okay, so now I will take a look in the perspective view, and I will push this back a bit, so I will press G, and then press y so that I can move it in the y axis just a little bit. Somewhere here, and now I will lock the selection for this reference image. So I will come over here and look at the filter. So this is the filter that will display the icons that what I will be using. Let me enable the selectable icon. And now, when I click this, it will disable the selection of this object. So now you can see I cannot select it, and I will quickly rename this to reference. And now I will begin by creating the front wheel. I will add a Toros shift A, mesh, and then I'll click on Toros. And then over here, I can click to expand for the settings, and for the minor segments, I will reduce this to seven. Let me check. Yeah, seven is good. And now I will rotate this. So come over here to the rotation section, and I will rotate this in the x. Yes, I will enter the value 90. So this is good. So I will switch to the front view again, press g to move just following roughly the reference image. Okay. And I'll scale it, press S, and I will scale it down and just roughly matching it with the reference, and then scale it out just a little bit. This is good, and now I will extract the top surface. So I'll press tab to go into the edit mode, and everything is already selected. So I'll select it, just click and ag anywhere, and I will switch to the face selection. And I will select this entire face loop. I will bring the mouse to the edge and all click. It will select the entire face loop. And I will add this side to the selection. So I will hold shift and then old click on the edge. So this way, I've made the selection, and now I will extract this. The way to extract is I will press the shortcut P on the keyboard, and then I will click on selection. So it separates the selection. I will click on it. And now I can press tab to come back to the object mode. Now, these two are separate objects. So I will select this part, and now I will go into the edit mode, press tab, and I will switch to the edge selection, and I will select the central edge loop. So I will click on it, and I will press Control B to bevel it. I'll move the mouse somewhere over here, and I will use the mouse wheel to add two more loop cuts and click on it, so it gives me the settings over here. Let me make this value 17. With three segments. Yeah, this is looking good. Now if I switch back to the front view, I can scale this selection out just a little bit somewhere over here. And actually, I will go to the object mode and select these both objects, and I'll scale it out a bit more just to follow the reference. As to scale, and I'll just bring it over here roughly. This is good. Now I can add subdivision to this tire rubber. So I'll go to the modifiers. Click on Ad modifier, and then I'll click on subdivision surface. This is for the viewport. I will expand this a bit. L eves is for the viewport, and this is for the Randa. I will increase this to two. T is good. And for this side support over here, I will add thickness to it. I will add a modifier. Click on Add modifier, and I'll add solit five. The thickness is going on the inside, so I'll bring this outside in the negative, as you can see. Minus two. Is a bit too much. I'll reduce this to minus one. Okay, so minus one is good. Now I will add a Bevel modifier. Click on Add modifier, and then click on Bevel. I'll scroll down. So the amount is ten centimeter at the moment. So I'll change this to 0.25. Let's take a look. Zoom in. Yeah, this is good. And now I will add a subdivision modifier. I'll scroll up and click on Ad modifier, and I will click on subdivision surface. Scroll down. So this is the subdivision modifier, so I'll increase the viewport level to two. Okay. Let's take a look. And now because of the subdivision modifier, we can see a gap over here. So what I will do is, I will select the top rubber, and I'll scale this out in the green line. This is the y as you can see y is in the green color. So I'll just zoom in a little bit, so I can see better. Now I'll press S for scale, and I will press y for the y xis. Just move the mouse slightly, maybe just about here, and then left click to accept it. Okay. This is good. And now I will apply Smooth Shading to it, right click, and then I'll click on Shade Auto Smooth. Yeah, this is good. Okay, so this is complete. And in the next video, I will create the pattern for the tire. 3. Modeling the Pattern of the Tyre: I will start to create the pattern for the tire. First, I will hide the reference image. I will come over here and click on this button to hide it. I will go to the top view, and I will press Shift A, and I will add a circle. I will reduce the vertices to seven, and I will reduce the radius to 1.7. I can make it 1.8, just a little bit bigger, and I will switch to the wire frame mode. I will select this and just bring it in the center of this tire. I'll place it roughly over here, and I will bring this to the top of the tire. I will switch to the front view, press G and move it straight up over here. I'll just roughly place it over here in the center. Now back to the top view, and I will switch to the solid view, and I will press tab to go into the edit mode. Everything is already selected. I will press F to create a phase, and I will press E to extrude it. I'll just bring it up over here. So it is quite thick. Okay, so this is good. I will press tab, and I will press G to move it down so it can penetrate. So we have some portion of it coming out. So this is good. Okay so I will go to the top view again. Now I will duplicate this, press Shift T to duplicate. And I will bring this up here roughly. And now I will position this. I will switch to the orthographic view. I will simply click on this x, so it will change to the orthographic view. And now I will move this down. Rotate this and bring it down further, almost half a penetrating. And then from this side. Again, I can press this y to switch to the orthographic view from here, and I'll just press r to rotate, just making it equal from both sides. This is good, and now I can duplicate this. I'll go to the top view. I will press shift to duplicate and middle mouse button, so I can bring it straight down. Somewhere here, and now I can mirror it, press Control M, and then I can press y to mirror in the y axis. Okay, so this is fine. I think it looks a little bit smaller. I can scale this up, so I'll select all of these, and I will press tab. And I will press A to select everything. And now I will scale. But before I scale, come over here, I will change the settings. Change this from median point to individual origins. And now I will press S to scale. It will scale in place without changing the location. Maybe just down a little bit. This is good. I will press tab, and I will change this back to the default median point. Okay, now while these three are selected, I will press Control J, merge them into a single object. Okay. And now I will bring the Pivot point into the center of this ring support. First, I will bring the three D cursor in the center over here. Press and hold Shift S, and then click on cursor to select it. And now I will select this pattern, right click and set origin origin 23d cursor. Now, the pivot point is in the center of this ring, and now I will press n on my keyboard. And I will collapse the scale and rotation value. Press Control A, and then I can click on rotation and scale, press N to close it. And now I will add a modifier called array. So go to the Modifiers, click on Add Modifier, and I will click on array. And I will increase the account. As you can see, this is going in a straight line. Okay, I want to change this, so I will disable this relative offset, check it, and then I will click on Object offset. I will bring in my own object. So I will press Shift A. Come down to the empty and then click on plane axis. So this empty, I will link with the pattern. Okay, I will click the pattern, and then come over here, click somewhere here. It will display the list, and then I can click on this empty. Now these are linked. Now, now I will click the empty and rotate it, press r to rotate it, and I can press y to rotate along the y axis. Now you can see the pattern is traveling on the tire surface. So this is working. I'll right click to cancel it. I will move in a better position to see it. I will switch to the top view, and now I will press r to rotate and press y to move along the y axis. Now I can adjust the distance. Now I can adjust the distance visually. This much is good enough with equal gaps, all right, and now I can select the pattern, come over here, and I can increase the account to complete the circle. Okay. And now I can click on the empty one more time, just to equal the distance from here. So I will press rotate one more time and press y, and I can hold shift while moving to get a smoother transition, and I can just roughly make it equal equal distance for all. This is looking good, so the tire pattern is successfully created. I will click on the pattern and add the Bevel modifier. Come over here, click Add Modifier and click on Pebble. Okay. And now I will collapse everything. So I'll press Control A and click on visual geometry to mesh. So all the modifiers are collapsed. And now I can delete this empty. It is no longer linked and affecting the pattern. So adding pattern to the tire is complete. In the next video, I will create the support for the tire. 4. Modeling the support of the Tyre: And now I will create the support for the tire. This is the one that I will be creating. I will press Shift A mesh, and I will click on Que. Press tab to go into the edit mode, and I will switch to the face selection, reselect everything, and I will select the part that I want to delete. Hold shift to add to the selection. These three faces, I will press X and then click on faces to delete these faces. I will switch to the front view. Switch to the wire frame, and I'll just scale this down. And then I'll scale this in the red line. This is the x axis, press S to scale, and then press x to scale in the x axis. And then I will press tab to go into the edit mode and then select all of the top vertices. And press G to move this up somewhere over here, and now I will select the bottom, switch to the wire frame and select all of the bottom vortices, and then press G, move it down, somewhere here. Okay. And now I will select all of the otices. In order to go to the orthographic view from here, I will click on the x, and I'll just scale this in the y axis, somewhere here. And now I will apply the scale, press n. You can see the scale is off. So I will press Control A, and then click on scale. Press tab to go into the edit mode. Switch to the edge selection. I will select this edge. Shift click on this edge, and I will press Control B to Bevel it, and then use the mouse wheel to add more loop cuts and just drag the mouse. Somewhere over here, I will increase the segments. Yeah, this is looking good, and I will left click to accept it and switch to the phase selection. Click on this phase, and I will scale this in the y axis. In order to expand this as a platform for further use. I will use this to connect further up later on. And now I will add thickness to this. Go to the Ad modifier and click on solidify. The thickness is coming on the inside. I will reverse this and I will enter negative one. Okay. So this is good, and I will click on this and then click on apply in order to collapse the modifier. Okay? And now I will add subdivision to this. But before adding subdivision, I will add loop cuts. Press tab. I will deselect everything and press Control R, click, and then I'll just bring it over here. Press Control R again, bring it over here. Just roughly. And then same thing I will do for the bottom. I will press Control R, click and drag to the bottom. Yeah, I can press G G to move it again and adjust it further. Somewhere over here. I will do the same thing for this side. Press Control, click and then just move the mouse down somewhere over here. And press tab. I will go back to the object mode and then click on Ad modifier and then click on subdivision surface, and then I will increase the levels. Now for this one, I will press tab, I will add more loop cuts to keep this surface flat. Control R, click and drag, and control r one more time. As you can see, I can tighten up this space. Okay, so this is good. And as you can see, the sides are getting a bit round it. In order to make it flat, I can add loop cuts over here. So press Control R and click and I can move the mouse up somewhere over here, and then I can press Control R one more time and bring the mouse closer to the bottom edge. And now you can see, I'm getting the sides of bit flatter. This is what I want. Now I will align this as per the reference image. I will switch to the front view. While this is selected, I will press r to rotate and then just move the mouse, so I can just align it as per the reference image, and then just click to accept it. This is done. So in the next video, I will create the connection between the two. 5. Connecting the support with the Tyre: So in order to make the connection, I will add a cylinder, press shift A, mesh and click on cylinder. I will scale it down and then scale it in the z, and then scale it down further. And now I will switch to the side view. Click on this x and switch to the wireframe. I will just move it in place, and as you can see, I need to scale it down further. And I will rotate this in 90 degrees. And I will switch to the solid view just to see it better, and I need to adjust it from the front view. Just bring it over here, just about here roughly in the center. Okay. Now I can switch to the side view. Just click on this x press tab, switch to the vertex mode. Let me bring this in first, and then take this one all the way out. As you can see, the connection is made successfully. I'll take the same connection, and in my front view, I will duplicate this shift D and bring it down over here. Roughly over here, and it's looking good, just to make sure there is no gap, and there is a little bit gap. I need to fix it. Switch to the side view, press tab, switch to the wire frame, select the vertices and move it in the center. Same thing over here. Bring it out further. Okay? Now, this is done, and in the next video, I will continue making the connection further up. 6. Modeling the Head Tube: All right. Now I will start with the head tube. I will start with the cylinder. I will press Shift A mesh, and I will click on cylinder. And I will reduce the vertices to sick and I will reduce the radius. And I will go to the front view. And I will position it somewhere over here. I will press Alt Z so I can see through. I will press r to rotate it, just aligning it with the reference image, press Alt Z one more time, to bring it back to normal, to scale in the local xs, press S to scale and press Z twice. Okay, I will press old Z one more time and press G to move it and just bring it over here. And then I will press tab, select the top vertices, and then press G and Z twice so that I can move it in the z in the local axis, and now I will stop somewhere over here. I will press old Z to bring it back to normal. So this is looking fine. I can press tab, go into the edit mode, and I will select everything, and to bavel it, I will press Control B. Just to add a little bit of a detail to it. I will switch to the front view, and I will press shift the to duplicate it and just move it down, and I will scale it in, scale it in further somewhere over here. This is looking fine, and now I will add support to this. I will duplicate this one more time, go to the front view, shift the and move it down over here. Scale it outward just a little bit and go into the edit mode, and I will select all of the vertices and bring it down in local Xs. Press G and C. Yeah, this is good. Now select the bottom vertices and press G and Z Z, so I can bring it up just a little bit. And I think I can rotate it slightly just to make it look e, and I can scale it in just a little bit. Okay. And now I can copy this to the top. Press shift day, and I'll just move it up over here. Okay, so the connection is made. All right. This one, I will add some babble detail to it. But before that, I will apply the scale. So press Control A, and then click on rotation and scale. And now I will add Pebble detail to it. Press tab, everything is already selected, press Control B, and just move the mouse to add the Bevel effect to it. Press tab. Okay, so this is good. I will apply Pebble detail to this as well. Okay, I will first apply the scale and then add Pebble effect to it. So in the next video, I will continue working my way up. 7. Continuing Modeling the Front Set: Okay, now, I will continue building further up. I will add a new mesh cylinder. Shift A mesh cylinder, and I will switch to the front view and just move it here in place, scale it down, and I can rotate it. And this time I'm matching it more with the mesh. Okay, and scale it down just a little bit. I will press tab, switch to the wire frame mode, And this one, I will move it up. So I will press z twice, so I can move it in the local axis. And this one, I can just bring it up, press g and, z and bring it just about here. Okay? So this is good, and I will press shift T to dublicate, and bring it down and then scale it out and bring it down, scale it out again and press tab, so I can bring the vertices all the way up somewhere here, and I think I can scale it out. For the Pivot point, I can right click Set origin to geometry. Now I can scale it Beta and I can bring it down further. Press G and Z twice, somewhere over here. I need to have babbling detail, but I will do it later. So I will duplicate this one more time. Shift T and press Z twice, so I can move it in the local axis, somewhere here, press tab and select all of the top vertices and move it up following the reference, press G and z, somewhere about here. Okay. And I will push this forward, go back to the front view, press G and press x twice. I can move it forward in the local x, and I can take these two vertices, press G and x twice and bring it forward following the reference. And I will switch to the solid view. Increase the width of it, I will press S to scale and press y and just move the mouse. Yeah. And I can bring this out further, press G and x x just to balance it out. Okay, this is good, and I think I will add a support. But first, I will duplicate. Shift the. I will press C twice, so I can move it up over here in local Xs, scale it down. And I think I can bring all of these. Press G and X twice. Press G, and I can move it in just a little bit, and then to add babble detail. I can press tab, select everything, press Control P, and move the mouse to add babbling detail to it. So in the next video, I will continue and add the handle bar. 8. Modeling Handle Bar: I have already added paveling detail to these objects, and now to create the handle bar. I will take this duplicate it, and I will switch to the front view, shift D, and just place it over here, and I will center the pivot point, right click, set or origin two geometry. Now, if I look in the perspective view, I need to rotate this press r, rotate, I will press x for the x xs, and I will press x one more time. Rotate this in the local x axis, and I can just enter the value 90, press enter back to the front view, and I'll just position it. Roughly over here, scale it out. I will rotate it so that the flat part is in the correct orientation, and then scale it further. Now I can scale this in press S to scale and press y. This will act as a support. Maybe I can move this down just a little bit over here, and now I can duplicate this, shift t to duplicate and right click, and I can scale this in, and I can scale this out. S to scale and press y, and bring this out. Now you can see, maybe I can scale this further in just to give a little bit more visual difference to it. Now I can just continue and scale this out, S to scale and press y, bring it out up to here, and I think this is way too thick, so I'll reduce it, scale it down further. And now I can bring this out just a little bit. And in the next video, I will create the handle grip. 9. Modeling Handle Grip: Okay. Now I will continue and I will create the handle grid. First, I will hide the reference. Here's the reference, and I will click the eye button, and I will hide it. Okay. Before I continue, this handle bar needs to have a slight band. So I'll press tab to go into the edit mode, and I will add two loop cuts in the center. Control R, use the mouse wheel and then left click to accept it, and then right click to leave it in the center. This is very good. Now I need to bring these two inside inside this holder. So I'll scale this in. The way to scale it, I will scale this only in the green line. And this is the y axis. Press S to scale, and then press y. And then I can just easily bring this in. Maybe about here. Left click to accept it. I can select the ns from both sides. Okay. I can switch to the solid view and then switch to the top view. And I will press G, and I will move it in the red line. This is the x axis, press G to move, and then press x and just move the mouse, just to have a slide band. This much is fine. Press tab to come out, and now I will make for the handle grape, I will make a support over here. I will take this and duplicate this. I will switch to the top few, press shift d to duplicate, and I'll just bring this out. Somewhere over here, I'll press tab, go into the edit mode, switch to the wire frame, select all of these, and I'll reduce the thickness. Somewhere over here. Okay. And then the pivot point, I can right click, set origin origin to geometry. The pivot point is in the center. Okay. Let me align this better. Okay, and let's take a look. It needs to be rotated following the angle. Come over here, press r to rotate, and then just align it. Yeah. So this is fine. Now I will create the handle grip, so I'll press shift A mesh, and I'll create a mesh circle. I'll scale it down, and then press tab. All of these vertices are selected already, and I will press F to create a phase and then press E to extrude. Somewhere over here. Now I will position this. Go to the front view. Just move this here in position, and I will right click. Set the origin to the geometry. So the pivot point is in the center, scale it down, and I'll switch to the top view so I can position it better. Bring this out over here. And I will rotate this along the x axis. Press r to rotate and press x. I can rotate it in the x axis. I'll just type in 90. Rotate this in 90 degrees. I'll just scale this in slightly and press tab and just extend it just a bit somewhere over here, and then I will position this. Take this in just a little bit and rotate this following the angle, and then I can scale it just a little bit. Push this out. L et me take a look in the perspective. It needs to be centered in the z axis, press G and z, and just move it out. Just roughly taking the look. This is fine. Now I can add detailing to this handle grip. First, I will center the pivot point, right click, origin to geometry. This is good, and now I will press tab to go into the edit mode. And then I will inet. I will select the phase, press I to inset. To add more detail to it. I will press I one more time to create another inset, and then I'll just push this out. The way to bring this out in local axes is I will press g to move. I will press z twice. Z. Now I can bring this out in the local axis. Ale bit, and then I'll inset one more time. And I will inset one more time, and I'll push this in, press G and z twice, z, z, and then just push this in slightly. I will insert one last time. This is good. And now for the inner part over here, I will add multiple loop cuts. I'll press control r, and then use my mouse wheel to add loop cuts. Click and then right click. I can increase this to thy. This is fine. And now I will switch to the face selection. I will select alternate pace ring. So I will hold Alt and click on the edge. This will give me pace ring selection. And now to add to the selection, I will hold shift, and then Alt click. While holding the shift, I will keep on pressing Old click, Old click in order to add to the selection. So I will quickly go ahead and select all of these alternatively and A click. These all are selected. And now I will press press e to extrude. Okay. So just right click so that it stays in its original location. And in order to bring this out equally, I will use the shortcut Alt S. I will press Alt S, and then just move the mouse, so it will come out. I'll bring it out this, and then left click to accept. This is it. Now I will add a subdivision modifier to it. Come over here to modifiers, click and then click on subdivision surface. This is good, I will add levels to it, I will increase the level to two. And this is it. O handle grip is ready. So in the next video, I will take the handle grip and mirror it on the other side. 10. Mirroring the Handle Grip: I will demonstrate how the mirroring function works in this video. This three D cursor over here is very important, and the pivot point of the object that gives the location in the three D world. The easiest and the efficient way to mirror is first, I will make use of this three D cursor. I will select this object because this object is in the center of this cycle. Suppress shift S, and then click on cursor to select it. So this will move the three D cursor to the selected objects origin, which is the pivot point. Okay, I will click it. Now the three D cursor is following the pivot point of this object. And now I will take this, and now I will move the pivot point of this one to the location of this three D cursor. So the way to do it is select this, right click, set origin origin to three D cursor. Click on it. And now you can see this dart is right here in the center of this three D cursor. In order to mirror this, first, I will duplicate it. So press Shift D to dublicate, and I'll just right click, so it goes back to its original location. And now I will press the shortcut Control M. M is for mirror, and now it is waiting for me to input the axis. So this is the green line, which is the y axis. So I'll just type in y. And as you can see, it has mirrored in the y axis, following the pivot point, which is in the center. So now just left click to accept it. Okay. So this is how it is mirrored successfully. Now, I will repeat the same thing with the support over here. All right. So let's first bring the pivot point to the center, right click, set origin origin to three D cas. So now the pivot point is in the center of this three D case. And now I am ready to dublicate this n mirror it. So shift d to tubgate, and then right click so that it goes back into its original location, press control to mirror, and input the axes, Y. And left click to accept it. As you can see, I have successfully mirrored the handle grip on the other side. In the next video, I will start to model the break handle lever. 11. Adding Screw detail for Brake Lever: Now I will add a small screw detail over here. So I will press Shift A, and and I will click on circle a Mash Circle. Scale it down. Go to top view, press G and bring it in place, and I will scale it down, switch to the wire frame, and scale it down. Then just move it here in center. Somewhat roughly here in Center. Let me take a look in the perspective view. I will move this up over here somewhere and press tab. All the vertices are selected. I will press F to create a phase, and then press E to extrude down. This is fine. I can bring it down further. All right. Now I will add some detail to it. I will switch to the phase selection and click on this phase and press I to inset. I to inset again and press I to inset again one more time. And now I will all click on this edge to select a phase ring, and I will press E to extrude, bring this down. Okay, then select this phase, and I will inset one more time, and press g and move it down slightly. Just to have some detail over here. And now I can add a pebble modifier to it, click Add Modifier. Click on Pavel and I can reduce this to zero and then hold shift and click and drag to add slight Bevel detail to it. This much is fine. And then I will right click and click on Shade Auto smooth. Okay, so this is fine. And I would like to add one more in set. Okay. I will show you how to mirror the detail on the other side. So first, I will press tab, switch to the wireframe mode. I will select all of the bottom vertices, and I will bring it down to the center. Okay. And now the most important thing is this pivot point. So let me isolate it. I will show you more clearly. So I will press the forward slash, go into the isolation, and in order to mirror it, I will take this pivot point and bring it to the bottom of this surface. So the easy way to do it is press tab to go into the edit mode, and this phase, I will switch to the phase selection and click to select this phase. Now watch carefully. This is important. I can bring the three d cursor and move it to the selection. So hold Shift S, and then click on cursor to select it. Click on it. All right, and now I can right click in the object mode, tell the pivot point, go to the three D casa. Perfect. And now I can add the mirror modifier. Go to the At modifier and click on mirror. So let's take a look. This is the axis. Over here, instead of x, I will click on Z. As you can see. It has perfectly mirrored it upside down, starting from this pivot point. In order to reduce this gap. We can play with the merge value. So click and drag to increase the merge value. And now you can see it has merged successfully. All right. So let's come out of the isolation. So we can further adjust it, press forward slash again to exit the isolation. All right. Okay, so now I can collapse all of these modifiers, press Control A, and then click on visual geometry to mesh. So it will collapse everything. And now I can press tab and select all of these vertices and push them down slightly. And same thing, I will check from here. This is looking fine, all right. So this is complete. In the next video, I will start to work on the cable of this brake handle. 12. Modeling Cable for Brake Lever: Now I will start to work on the cable for the break. I will add a mesh cylinder, Shift A mesh. I will click on cylinder, scale it down, and I will switch to the top view. Move it in place, and I will rotate it along the x axis in 90 degrees, and I will just scale it down. Move it in place somewhere over here, and I can push this in further in y axis. And as you can see, I can rotate this just to follow the angle. Yeah, this much is fine. And now I will add some detail to it, press tab, D select everything. I will click on this face, press I to inset, and press G, and y, I will just bring this out. I will inset this one more time, press I to inset, and inset one more time. And I can extrude this in. And inset one more time just to keep the shape. Now I can apply the Bevel modifier to it. And I will add a very small value. Maybe one. Yeah, one is good, but I will enter two, and I can add a subdivision modifier to it. Click on subdivision modifier. And I will increase the levels. This is the one. This is looking good. Now I will add the cable. To add the cable, I will switch to the front view of this cycle. I can click on this. It will switch to the orthographic view. Now I will start with the point. Shift A curve, and then click on point. The point is created wherever the three D cursor is, this is the point and first, I will change some settings over here. I will click on three D. And I like to work with Poly type. So click on Poly, and then I can just close it. So this point will be the starting point. Let me just move it over here, just here, and now I can press E to extrude. Bring it out, and I will continue extruding it. I will bring this cable down. It will be connecting somewhere here, and it goes down. Okay. Let's take a look in the perspective and I will go into the object mode and I will try to center this, press G and press x, so I can move it in the center, and now I will add thickness to this curve. Come over here. Click on this, Object data properties, scroll down, and expand the geometry, and under the Bevel, I can give the depth value. Click and drag. This is way too much. All right. I can reduce it maybe 0.5. Let's try 0.4. 0.4 seems to be a good value. And now let's adjust the position of this cable. I will press tab, and now I can adjust these points. I will push it down further, it goes in, and these ones, I will just slightly push it forward, and this one as well. Yeah. It takes a curve and goes down. Same thing with this one, just to keep this in a nice flow, all right, and now I can add subdivision modifier to it so that we have the smooth shape of the cable. So come to the modifiers. Click on Add modifier, click on subdivision modifier. And I can increase the viewport level. Okay? So this is looking fine. And now for this part, I can duplicate this one, shift D, and bring this forward and bring this down. In the z, and I can move to the top view and bring this in this position, and I can rotate this in 90 degrees along the x axis. I will enter 90. Let's take a look, it's upside down. I will rotate it along the x axis and expand this, so I can enter 180. Okay. Now I can position it, move it down, and bring this closer just to match with the cable. And now I can adjust the rotation of it. I will click on this. I can switch to the orthographic view, and I will rotate this just to follow the angle. Bring this down. Okay now it's time to adjust the cable. Press tab, and I'll just move it here. Take this one, bring this forward. So just to make it straight as it goes inside the holder. Okay. Now, let's adjust the remaining part. I will select this one, and just move it in. Let's take a look. Yeah. Let's bring this further in the y axis. Maybe I can scale this out slightly. I can press shift Z, so I can only scale in x and y, and now it's looking much better. The brake handle and the cable is done. In the next video, I will start to work on the headlight of our cycle. 13. Modeling the Headlight: So now I will model the headlight. I will select this. But first, I will adjust the shape of this press tab, and I will switch to the wire frame, switch to the vertex mode. Select all of these vertices, back to the solid view, and I'll just scale these in. Okay. And now to select the phase, click on this phase, and I will inset it. Let me adjust the position, press I to inset. And then press I to inset one more time. Somewhere over here, and then back to the vertex mode. I will select front vertices, go to the wireframe mode, and I will select these front vertices. And I'll just bring these forward straightforward in x axis, press G, and press x, so I can move this forward in x axis, somewhere like this. And now I will add a loop cut, press control r, and then click and bring this down just slightly. All right. And now I will switch to the face selection. Click on this and press I to insect. This much is enough, and I will switch to the vertex mode, and I will be making a triangle shape light. From the bottom, I will select these two vertices. And I will merge them together. Press, and the first one, click on at center. These two vertices are merged, and now I have this triangle shape. I will switch to the phase selection mode, click to select this phase, and then I will extrude it out. Press e to extrude and extrude this out. And then I will switch to the edge selection. Old click. So it will select the entire edge loop. And then I'll just scale this out slightly. Okay. And now I will switch to the front of this. Just to have a petal look. Yeah, this is looking fine. And now I will go back to the phase selection mold, select this front phase, and then I will inset this, press I to inset. I will inset this little bit over here, and then I will extrude this in slightly, just a little bit. Okay. This is good. And now I can add some Pavel detail to it. Go to the edge selection, and click, select the edge loop, and then press Control B to pavel it and just move the mouse. Okay. Same thing I will do with this one. Old click and then control B. I can pebble this hold shift to move it more precisely. And then I can click this one as well and then add a little pebble detail to it. Move the mouse. Okay. Press tab back to the object mode. Let's take a look. I can delete this edge loop in the center. Okay. So I can click to select the entire go. And then this one I can just select manually, hold shift and click to add to the selection, and now it's time to remove this go along with the ordics. The way to remove it is press x and then click on dissolve edges. And this way will remove the edge, and we have a smooth straight line coming down. Press tap, All right. So this is looking fine. So the head light is complete. All right. So in the next video, I will let me first unhide the reference image. So in the next video, I'll start to work on the main central cage of the cycle. 14. Modeling Central Cage: I will model the central cage. I will switch to the front view, and I will start with a circle shift A mesh circle. And this is the circle. I will rotate this along the x axis. I will enter the value 90, and for the vertices, I need one, two, three, four, 56. I will enter six, Okay, this is fine. I will just move it in place, and I will rotate this so that I will match this top part to be flat, matching with the reference. Okay. Now I can go into the edit mode, and I will adjust the shape by matching vertices with the reference image. First, I will take these and move these up. Take this one, bring it all the way out. Take this one, position it over here. And then this one, I can bring it over here. And this one, I can bring it over here. Okay. And this one I can move it over here, and matching with the reference, and this one I can move it straight in here. Okay. Okay, so let's take a look. Yeah, this is fine. I will go back to the front view and press tab to select everything, I will press A to select all the vertices and press F to create the face. I will switch to the pace selection, select the pace, and I will switch to the front view, and I will inset this. So I will press. First, I will go to the wireframe mode and then press I to inset just this much is enough, and I will start to adjust the vertices. So I will select these two and match with the reference. Bring this forward, bring this forward, match it over here. And then this one bring it over here. This can come over here. And this one can bring it over here. Let's take a look, and then this central phase, I will select this, and I will press delete, and then click on phase. Okay. First, I will bring this in the center. So let's bring the three D cursor in the center. So the short cut is press shift C. It will bring the three D cursor back to the origin, zero, zero, zero, and now this one. I will just take this and the y value, I will just enter zero. Okay. This is good. This is now in the center. Now I will add thickness to this. I will add the Modifier, click on Add Modifier and click on Solid fy. And the T thickness, I will start with the value seven. Seven is fine. So now I will bring the pivot point in the center. Right click, set origin, origin to geometry. So the thickness is in the center. Let's take a look in the top view. First, I will collapse the modifier. Apply it, and now I will right click set origin, origin to geometry. You can see the pivot point is in the center. Now I can take this entire object, press n, and the y value. I will enter zero. Now this is in the center, very good. And now I will go into the edit mode, and I will start to extrude further, select this phase, go to the front view, and then I will extrude it, press e to extrude, and now I will switch back to the vertex mode. And now I will adjust the vertices, bring this up and bring this forward. Straight, and then take these two, push it back. Okay, and then I can bring this down a little bit more, and now the remaining part I will extrude, press e to extrude up till here, and then press e to extrude further. And then this bottom part, I can take this up, matching the reference. Okay. This overall needs a bit more thickness. What I can do is press S to scale and press y. So I've added a little bit thickness to it, and now I will add a pebble modifier to it, and I will reduce it to I will start with one. One is big 0.5. Yeah, 0.5 is fine. Okay. All right, in the next video, I will take this front tire and duplicate this so that I can complete the tire setup at the back in the next video. 15. Setting up the Back Tyre: All right. So now I will take this front tire and I will duplicate this to create the pa tire. So first, I will hide the reference. So this is the reference. I will click to hide it, so we can see it beta. I will switch to the front view, and I will select all of these and let me zoom in and shift click this to add to the selection. Let me try to move and check whether this is all I need. Yes, this is the correct selection. Okay. Now I will duplicate this. I will press Shift D to duplicate. And then middle mouse click so that I can restrict this to the X axis, and I will just bring this back. Okay. Let me unhide the reference, just to make sure I'm following the reference. Yeah. And yeah, I think this is fine. Yeah, it is aligned perfectly. Yeah. And now I will rotate this. Now just notice as I try to rotate this, all of these objects are rotating on their own pivot point. I need to change the setting for this. Change this back to the default median point. So now when I try to rotate, I can rotate everything together. Okay, this is fine. I can still adjust the position. First, I will rotate this, and then I can position it, just make this straight, and now I can press the g to move, so I can move it in place somewhere over here. Okay. And now, I will come over here, take this piece and push this out. Okay. And I can take this and I can scale it down further. Press S to scale and press shift x, so that I'm only scaling down the thickness of it and not the length of it. And this one, I will scale it down as well. Press S to scale and press shift. So that I'm only scaling in the y and z axis, and the x axis is ignored. All right, this is fine. Okay, now let me fix this in the front view. Zoom in, push this back. Now let me align this and match it with the reference. Okay, this is fine. There is no gap in between. Okay. And this one I can make it straight. I will select all of the vertices in the wire frame mode and just move it up straight. And this one just push it up straight. And all of these I can select and bring them up just to make it look straight. Okay. This is good. All right, so the cycle is taking shape. And in the next video, I will start to work on the seat of the cycle. 16. Modeling the Seat: Now I will start to model the seat of the cycle, so I will start with the up Shift A mesh, and I will click on Qb. Scale it down. And move it up and move it up in z, and I will switch to the front view and just position it roughly here and scale it down further. Bring this over here. I will go into the wire frame mode, and I will start to adjust the vertices and follow the reference image. Bring this down. Bring this down. Let's take a look, and now here, I will select these four vertices and scale it out in the i axes. Okay. And select these ones, scale this in. Sorry. Select all of these four vertices and scale them in in the y axis. Let's take a look. Let me select these four vertices again. Bring this out just a little bit more. And this looks overall bigger, so I can scale this down. Okay. And then just select these vertices. Bring these down. And I will add a loop cut in the center. So I'll press control click to accept. And then I will adjust this in the front view, in the wireframe mode just to follow the reference. Okay. Bring this forward. Let's take a look in the perspective view. Switch to the edge selection. Click on this and shift click on this. And now I will bring this out in the y, so I will press S to scale and press y to bring this out. Okay, this is good, and now I will add one more loop cut in the center and select all of these vertices at the pack and push it back. Okay. Same thing. I will select these front vertices, and then push these forward slightly. Okay. This is looking much better. Now I will add further detail to it. Old click to select the op, and I will press Control P to Pavel it. Click. Okay, this much is enough, and I will press e to extrude and then right click to leave it in the original place. The newly created phase is just sitting over here, and then I will press t S, and then just push them in equally from all sides. Okay, this is looking good. I'm preparing this to add subdivision modifier later on. I will add another edge loop. I will press control r and bring this over here. And press Control R and bring this forward over here. Okay. And same thing, press Control R, and bring this over here. And same thing, I will repeat press Control R and bring this over here. And now I can add the subdivision modifier, so I can fine tune it further. I will increase the level to two. Okay. So as you can see, as you can see the bottom part, I need to add more loop cut to make this flat, control r, and then move the mouse down. Now this is looking better. Same thing over here. Just a little bit. Okay, I will press I will click to select the edge loop, and then I can bring this forward just a little bit. I will press G G so that I can slide this back just a little bit so that I can get a little bit of rounded effect over here instead of a sharp corner. Okay, so I can right click and click on Shade Auto Smooth. Okay, so the seat is complete. In the next video, I will model the setup of the padle as you can see over here in the reference image. 17. Modeling the Setup for the Pedal: And now I will start to model the pedal setup. I'll start with this piece over here. I will duplicate this shift t and move this out, and I will press n on my keyboard and this rotation, I will reset the rotation. I will click and rag and enter the value zero. This is all straight. All right. And now I will rotate this in 90 degrees and let me position this. In my front view, I will bring this down and I'll go to the wireframe mode so I can see the reference, and I'll just align it over here somewhere over here, and I will rotate this I will enter the value 330, just to keep this top part flat straight. Okay. Now let me adjust this in my perspective view G and move this out in the y. This is good. And now I need to bring additional piece. I need to bring a cylinder. I'll take the cylinder from here, duplicate this shift D. I will bring this out and right click and set the origin to geometry. Okay, and I will position this again in my front view. I will roughly center it and scale this out. About here, and now press tab, press g, so I can move this in. And in my wireframe mode, I will select all of these back to solid view, press G, and move this back in the y. This is good. And now I will collapse the scale, press Control A, click on scale, and now I will add the modifier. Bevel, and I will reduce the value. I will enter value two, s 0.2. This is good, and now I will duplicate this one more time. Shift the right click and scale this in. Bring this out, press tab, and press G, so I can bring this out. And now I can scale this down further. Push this in just a little bit. Okay, I will take this piece, sorry this piece and duplicate this, shift the, bring this out, and bring this out just a little bit more. Now I can take this one and duplicate this and bring this out somewhere here. And I can reduce the thickness of it. Press tab. I will go to the wire frame mode and select all of these and just push it in. So the thickness is just about this much. Now here's the important part. I think I can select these two and push it out just a little bit more. Yeah. And let me extend this further. I will take this and I will go to my front view and switch to the wireframe mode. Press tab, I will select all of these vertices and bring this out all the way up to here. And then the top and bottom vertices, I will scale these in, press S and Z so that I can scale this only in the z like this. Let's take a look. Okay, this is good. And now I will copy this similar setup over here. I'll take these three objects. In my top view, I will duplicate these shift t and just move it over here. Scale this down. Push this in. Scale this down just a little bit more, and I will push this in further. This is all of the support for the paddle. In the next video, I will model the paddle. 18. Modeling the Pedal: Now I will model the paddle. I will start with the cube. Go to my top view. Shift A, mesh Que, scale it down, press G and move it in place somewhere over here. And I will bring this up. I'll go to my wireframe view and scale it down. Yeah. Press tab, I will go into the pace selection, select the top phase and the bottom phase, and I will delete these phases, press X, and click on pace. Okay. And this one, I'll just reduce it. Press G and bring it over here. Okay. Now this one, I can collapse the scale. Press Control A, click on scale, press tab, and I will switch to the edge selection, lt Control click, and it will select the entire ring of edges. And now I can bevel it, press Control B, and I can add loop cuts with the help of mouse wheel. So this is fine. In my top view, I can extend this further ia frame mode, press tab, and I will select all of these and push them out just a little bit. Let's note down this value, make it 2.3, and same thing I will do over here, move it in left, and enter the value -2.3. Okay. This is good, and now I will add thickness to it. I will go to the modifiers, click on Add Modifiers, and then click on solidify. Okay. Now let me adjust the thickness, and I will click and drag to adjust the thickness. Okay, let's take a look. And I think I can scale it down further. Yeah. And I can apply the thickness. Okay. Press tab and go into the edit mode, and I will press Control R, add a loop cut. Use the mouse wheel to increase the loop cuts. Left click to accept it, Samthing on the other side, press Control R, and use the mouse wheel to add another loop cut and left click to accept it. So now I will switch to the face selection mode, and I will click on this one and then rotate Shift select this one. And now I can bridge it. I'll go to go to edge, and then click on Bridge edge loops. Oh Now I can scale this down further, looking way too big and push this in further. This one, also, I can reduce the scale here. Make sure there is no gap, and now I can add Pebl modifier to it. First, I will apply the scale, press Control A, and click on scale. Now I will come over here to Mifi, click on Ad modifier, and then click on Pebl reduce this, enter the value two. S. Two is too much. I will enter 0.25. Yeah, this is good, and I will right click and click on Shade auto smooth. Yeah. Let's take a look. Okay. This is looking fine. I will take this piece and duplicate it shift, move it over here, it down. Bring this out, and take this one, I will scale it down further. Just to add more detail over here. This is good. All right, so this is done. In the next video. I will take all of these, the entire paddle setup, and mirror this on the other side. 19. Mirroring the Pedal Setup: All right, so now take a look, how we can take all of these and mirror it on the other side efficiently. So let's begin. I will first select the pedal setup. Click and drag, and then I will add to the selection, shift click and shift click. Okay, I will press G and move to make sure this is all what I need. Yes. And now the efficient way to mirror this on the other side is I will make use of three D gasa. All right, while all of these are selected, let's change the pivot point. Right click and set origin origin to three D Casa. So the pivot point of all of these objects are following the three D Casa over here. Okay. And now I can press shift t to Dublgate, and right click to leave it in the original place. And now I can mirror this. So I will use the short cut control to mirror, and the screen line is the y axis, so I will enter y and left click to accept it. Okay. As you can see, I have mirrored this on the other side successfully. Now the next step. The next step is this should be flipped on the back side. So if I try to rotate, you can see, it's not going to work. If I try to rotate this along the y axis, it is not going to work, so I need to change the pivot point once again. I will deselect everything and select this one. This will be the center where this paddle revolves around. So while this is selected, I will ask the three Dcursor to follow it. First, I will right click and set origin to geometry. So the pivot point is here in the center, and I will press Shift S and ask the three D cursor to go to the selected. Click it. And now I can select all of these objects again. Shift click Shift click to add to selection, and I will change the pivot point and ask the Pivot point to follow the three D casa. So right click set origin origin to three D casa. Okay. And now if I try to rotate it, press r to rotate, and I will press y to rotate it along the y axis. And now you can see, as you can see, I can rotate this successfully and adjust the direction of the paddle. Okay. So let's enter the value 15150. This is good. Yeah, this is perfectly fine. This was the efficient way to mirror this on the other side. This is done, and in the next video, I will work on the tail light of this cycle. 20. Modeling the Tail Light: And now I will work on the tail light. I will select this one and disable the bevel modifier for now. Press tab to go into the edit mode, and I will switch to the phase selection and click on this phase, and I will scale this out as to scale and press y. Okay. And now I will go to my front view. I will take this and I will move this up. I will select the seat and bring it forward. Okay, so the sage needs a little bit adjustment. I will switch to the wire frame and select the top part, and I will scale the top part out a bit more and take the bottom one and scale it in a bit more, just to have a little bit more angle going on. Okay. Adjusting the frame, and now I can switch to the phase selection. Select this phase, press I to inset, and now I can extrude this out. Press E to extrude, and then just right click, leave it in the original location, and I'll just this out, press G, and press. Bring this out in the x xis. I will switch to the front view, and I will take I will switch to the vertex mode, select these verts, and bring this forward. And now I can push this in. Let's take a look. Yeah. And now I will go back to the phase selection. Select this phase, press I to inset. I to int one more time. And then this edge over here. I will click to select the entire edge loop, and I will bevel it. Press Control B to Bevel. And now I can extrude this selected phase on the inside. Press e to extrude, and then just push it in. Just to have a slight detail going on. Let me t on the Bevel and see the result. Okay. So this is good. So the tail light is complete, and I would like to adjust the cage. I will select all of these vertices and just scale this in the y axis, just to have a little bit of a shape going on. Okay, so this is done in the next video, I will show you how to adjust the handle thickness because it is looking a little bit burky over here. So in the next video, I will show you how to adjust the thickness and make it look a little bit better. 21. Refining & Completing the Cycle: First, I will adjust the central frame, as you can see a visible same over here. So the way to adjust is right click and click on Shade auto smooth. So it will fix all of the unnecessary shading. And now let's adjust the thickness of the handle bar. I'll select this, and I would like to scale this. But I don't want to scale it uniformly. As you can see, I would like to avoid scaling in the y axis. Okay, let me show you, press S to scale, and then press shift y to avoid scaling in the y axis. And now I'm only scaling in the x and z axis and reducing the thickness of this bar. Okay. Same thing I will do with this one, the handle grip, I will select this and shift click this. I'll try to scale now. Press S to scale and shift y, and just reduce it. This is fine. And now do the same thing with the grip support, select this, and shift, click this on the other side, as to scale and shift y, and just bring it down. Looking fine. Now, Finally, this last piece, I will press S to scale and shift y and just push it down. Let's take a look. I can push this forward. Yeah. Okay. And now the cycle is looking much better. Okay. And now we have successfully completed the modeling of this futuristic cycle. And I hope in this process, you were able to learn a lot of techniques and shortcuts to model this futuristic cycle. 22. Modeling the Platform: Now I will prepare the scene for rendering, and before rendering it, I will create a platform, add lights, and camera before rendering it out. I will first begin by adding the platform. I will press Shift A and mesh, and I will click on a circle. And I will increase the vertices. I will enter the value 100, and I will increase the radius. I will switch to the top view. Just to make sure the radius of it is big enough so that the cycle is inside of it, so that it covers the cycle. This is fine, and I will press tab. Switch to the vertex mode, and all of these vertices are selected. In order to create a phase, I will press F and the phase is created, and I will extrude this do so that we have some thickness. I will press e to extrude and move it down. Let's make this -15. Okay. And while these bottom vertices are selected, I will scale it out, press S to scale, and just drag the mouse out somewhere here. Okay. And now I will add a loop cut in the center. Suppress Control R, and then just click to accept it, and then right click to leave it in the center. And I will bevel this. Control B, and just drag the mouse. Yeah, a little bit of it. Whole shift and increase the mouse slightly and left click to accept it. This much is fine, and I will extrude this part inwards. Press e to extrude. And just right click so that the new face is just sitting right here. And then I will press the short cut old S to move this inside uniformly from all sides. T just move the mouse and left click to accept it. Press tab, come out of it, and I can add a Bevel modifier to it. So come over here, modifier tab and then click on At Modifier and click on Bevel. Okay. This is the maximum. So the default, this is fine. And I can right click and click on Shade auto Smooth. So we have a smooth shading on this one. Okay. So the platform is done. Now let's take a look at this tire over here. It needs to have smooth shading as well. So click and right click, click on Shade Auto Smooth. Yeah, this is looking much better. Same thing I will do with the back tire. Click on it. Right click Shade Auto Smooth. This is fine. 23. Adding Lights & Camera for Rendering: And now I will start to add lights. I will press shift A and then go to light and click on area. So the area light is being added, and I will switch to the front of the cycle. Click on this, and I will move this light up, press G, and I will move this up straight in the C and just bring it over here. And rotate this press r. I can rotate this, something like this. I will switch to the top view and position this and just move it over here. Okay? I will go to the properties I will change the color. Click on it, and I will give it a warm color. Something like this. Okay, let's take a look, switch to the right view, going back to the front of the cycle. Now I will add the secondary light. I will go back to the top view, and I will press shift A. Go to light and then click on Aa light. And press g to move it back. And I will go to the side view here, the front of the cycle, click on this x and move this up somewhere over here. And then I will rotate this, rotate this inwards, and go back to the top view, and I will reduce the size of it. I will make it almost half, let's say 55, and I will give it a color. I will give it a bluish tone, Okay. And I will rotate this from here. Push this back a little bit. Now this is fine. I will check it in the front view. Now I will add the camera to the scene. I will press shift A, go to camera and click on it. Camera is added, and I will switch to the camera, press the til the key, and then click on view camera. So this is the camera view. So I will press n on my keyboard. And then click on view. I can expand this further. Lock the camera to the view. Just click on this. And now I can adjust a camera just like I am moving in my perspective view. Zoom out. Yeah, and I will close this press n. And now I will adjust the camera. I'm just positioning the camera. Okay. And then I can turn on the viewport shading. Okay. So now I will adjust the lighting, so I'll click on this light, and I will increase the intensity to hundred. Okay. And I will select the secondary light, and I will increase the intensity to 30. Now I will change the render engine. So come over here to render properties, click on it, and change this EV to cycles. Okay, so this is looking much better, and I will enable the D noser for the viewport. So click on it. So we have a smooth preview, quick preview, and now I will come over here in the world properties, and I will reduce the strength value. Make it zero point A, just to have overall darkness. 0.8 is fine. And now I will come back to the light properties. And for this light, I would like to reduce the impact of this light so that we can have a bit more impact of the secondary light. So the way to achieve it, I will reduce the spread value. So I'll start with the hundred. I will reduce it to 100 to see the result first. 95. And now I will select the secondary light, and I will increase the intensity to 60. Let me adjust the position of the light in real time. So I will move this light press G, and I will move it in the X. I will push it back slightly. Okay. And I will go to the front of the cycle. I will rotate this further in. I will go back to the camera view. I will go back to the world properties and reduce the strength a bit more 0.7. I will select the secondary light and go back to the front, and I'll push this out just a little bit and rotate this in and bring this down slightly more. Let's take a look. I'll try to bring it down further. Select this light, and I can reduce the intensity. I can reduce the platform size just a little bit. So I can scale and press shift z to keep things a little bit compact. And I can reduce the overall intensity a bit more. Let's go for the 0.5. 0.55. All right, so now I am ready to render this out. Come over here to render settings, and this is all fine. Make sure the T noser is on for the render. And the resolution is fine. And now I can hit the render button to render it out. Go to Render, and I can click on Render Image. Okay, so the rendering has begun. So this was the process of setting it up and rendering it out. 24. Conclusion: And this is the final result of modeling the futuristic cycle. So I hope this was beneficial to you. I showed you various modeling techniques, tips, and tricks and how to achieve certain tasks, using the modifiers provided within Blanda. You can follow along and build the same cycle as I have done over here or you can come up with your own ideas, and I'm looking forward to seeing your modeling skills, using the techniques that I have shown over here. So thank you very much, and do gp me your feedback. Take care and see you in the future for more to come. Bye bye.