Transcripts
1. Introduction: Being able to build a
scene is very important because it allows you to
create a whole image. That you can bring different
materials into the picture. Different textures, different
shapes, different forms. You can really bring
something to life that didn't exist ever before Everyone. I'm **** Elliot and I'm a
designer turned animator. You might have seen my work
in Youtube making tutorials, or you might have seen it on
Instagram where I'm creating some things that just pop into
my mind from time to time. In this class, we're
going to learn a lot more modeling techniques. In particular, modeling with modifiers like the
skin modifier. We'll also spend a
lot of time using some subdivision surface
modeling techniques to create more rounded forms, like the cushions on the
chair will be creating. And using pre made
assets that help you save a lot of time and still have a really
high quality look. I'll also walk you through a couple other little
tricks like doing some basic cloth simulation. And how to use text
in your scene to create three D objects that
you can place on walls. Now even though by the
end of this class, we're going to an
architectural room scene with some pieces of furniture in it and some art on the wall. You don't have to be
particularly interested in that exactly if you want
to take this class. Because even if you're
doing character animation, you need somewhere to
put the character. If you're doing product design, product animation, you need a scene to put those
products into. You should take this
class if you feel a little bit comfortable with where you're
at with blender. And maybe you know how
to move things around, do some very basic commands. But maybe you're struggling a little bit with where
to take your model. Besides that, come
hungry to learn. Come with some
ideas. Think about what you might want
to create in blender. I'm so excited you're
here with me today on this class.
Let's get started.
2. Model a Lamp: Hey everyone, welcome to today's class where
we're going to be taking a look at methods
for modeling in Blender. We're going to take
some basic objects that you might be
familiar with from more beginner level
lessons and bring them into the scene to create a little bit more
advanced objects, bringing some more
modifiers into play. And in general, taking
multiple steps to eventually build out a full room scale
scene complete with lighting, a few different objects, and room for a lot
of flexibility to add your own creative flare. So we're back in blender
here with the default cube, our camera and a lamp over here. And I want to start with
pretty much clear scenes. So I'm going to select all these by holding Shift
and left clicking on them, and then pressing
X to delete them. And then if you forgot
to rotate your viewport, you can just hold down on your middle mouse
wheel and that will allow to rotate
around your viewport. If you're working on a laptop where you don't have a mouse, then you can click in
this top right area here and just drag that around
to rotate your viewport. But again, I highly
recommend you get a mouse. So to get started with
this floral lamp, we're going to add in
a circle to our scene. So I'm going to press Shift
and add a mesh circle. Usually when you're
creating objects, you want to start
with something that's the closest resembling
what you want to create. And I think for the
base of this lamp, I'd like it to be just
a cylindrical object. So I'm going to press tab
to go into edit mode, where we can see all 32 vertices that are making up that circle. And then I'm going to
press to make it a face. And then what I can
do is press E and Z. By default, when you press it
will move along the normal. So in that case,
it was the Z axis. But if I want to go straight up, I can press Z and just go till it's about the
shape that I want. And then we've got
a cylinder there. So we could have started
with a cylinder, but I tend to like starting with circles because now I know my origin point is right
down here in the bottom. So this is working
good for our base. But what I want to do next is add an arm that we can
attach the lamp shade to. I want that arm to start
in the middle up here. Rather than creating
the object at the three D cursor in the
middle of our scene here, I want to create it right here. What I can do is press Tab
to go back into edit mode and then just make sure that these top vertices are selected. If they're not, you
could just go into your face select mode
up here and select that top face and then shift S. And then this will
bring up the Snap menu, where you can move
your cursor to different areas or your
selections to different areas. So I'm going to snap
my cursor to Selected, which will place it
right in the middle of all that geometry
that's currently selected. What I'll do now
is tab back out of edit mode because I want
to make a new object, you want to make new objects in object mode and edit
objects in edit mode. I'm going to press Shift A, and I just really want
a singular point here. I'm going to start with a plane, then what I'll do is
just press Tab and then scale that plane all
the way down to zero. And I'll actually just type in zero on my number pad here. What I have now is just a
single point that's resting right there and you
can't really see it because it is just
a single point. But we do actually still have
four different points here. So if I select one
of those points, you'll see that we
have all of them. And I only really want
the one at the bottom. I moved those other
ones out of the way, so I could just delete those. Or after we scale this
all down to zero, we can press A to make sure everything is selected even though there's not much to see. And then right click and do
merge vertices by distance. What that's going to
do is basically find vertex's vertices that are on top of each other and
merge them together. And you'll see down
here in the bottom it says it removed
three vertices, now we just have
this single one. What we're creating
now is the arm of our lamp that's going
to come up and over. So I'll press E. And then with that still
selected, I'll press Z. So it goes straight up just until we have it kind of
coming up to a nice height. And then I'll press E again. But I'm going to do this
in front of you because I want to make sure it goes
directly out to the side. So I'm going to press
one on my number pad. And remember if you don't
have the number pad, you could just click this
Y button right here. Then I'll press to extrude
this straight out, you can press in X or another
trick for extruding along axis is to press E and then click your middle
mouse pele once. And that will start to go along whatever axis it's near one. To undo those, to give this arm of the lamp a
little bit of depth, we want to skin
it with geometry. And there's a modifier
just for that, and it's called
the skin modifier. So what I can do is go into my modifiers properties
here and add a modifier, and that's going to
be a skin modifier. Now these are arranged
alphabetically, so if you start to lose
track of where they are, that's a good way to remember
exactly where they are. The skin modifier is
right up here next to our trusty solidify modifier. And you can see what the
skin modifier does now, rather than having to mess with all the vertices that we see
here in our wireframe mode, we just have one that
we can mess with. Now when we move this around, it's going to
update dynamically. And that's one of
the powerful things about working with modifiers. We've got that looking
right. I'm going to switch back into my
solid view here. And the way I can switch between these views quickly
is by pressing Z. And then if you drag
over and click, you can go into wire frame or material preview or
even rendered view. And once you get
familiar with those, you can press Z and just
slide over really quickly. And that'll allow you to
quickly switch between them. This is looking a
little bit thicker than I'd like in the skin modifier. If we go into edit mode, you'll see that each vertex
has a radius x and y. Now I'm going to go into
my x ray mode here. Again, the option
for that is up here, or the shortcut is Alt Z, so that I can actually
see all my vertices. If I select them all,
I can press Control A, and that is going to control
how thick this arm is. I can move that in and out until it feels just about right. And you'll also see that
updating over here you could update these individually if you are interested
in doing that. But I typically, when I'm
using the skin modifier, wanted to be even
that's looking good. Now let's do another very
simple object over here where we're going to create
a shade for our lamp. I want to move cursor
to that location, so I'm going to press Tab
to go into edit mode. Select that one vertex on
the end shift cursor to selected tab out of
edit mode and I can add in another circle.
I'll add a circle there. Press Tab to go into edit mode. To extrude it down Z to make sure it's
going straight down. And then to bring it out a little bit until we
have a nice shape there. Now I might just want to
move this down a little bit. Then maybe in this
object I could actually also create a
little bit of a cord. Now rather than
going straight down, I want this to be a separate
object within the edit mode. I'm going to press Shift D
to duplicate this vertex, and then just move it down till it's where the cord would land. And then I'll press
E and Z to go up. And then with this
whole piece selected, I can press control
A and just drag my mouse wheel in so that that's a little bit thinner and
we have a cord here. Now I want to add a
little bit more detail to this floor lamp so
it's looking okay. Now, if you're feeling
comfortable with where it's at, feel free to stop right there. But I want to smooth
out this weight object. And I'd also like to
control the way that this lamp curves right here in edit mode here I
could press control B. And that's not going
to do much because by default the bevel command, which is control B, is
trying to bevel edges. But if I press V, if
you actually look along the bottom of the screen here pointing, if
you can see that. But there's a lot of actual
options there of what can do. And that's the case for
many things in lender. If I press V, I will
start to devel vertices. And this is what the
bevel command does, similar to what the
bevel modifier does, but you could also just
scroll upwards and then you would get about
the shape you want. That's going to add in
some more dimension to it. You could leave it at
something like that if you'd like. And
that looks great.
3. Alternative Beveling Techniques : Now another way to
add Bevel, of course, is with the Bevel modifier, and that's a little
bit more dynamic. So I'm going to
add in a modifier and we'll make that
a Bevel modifier, which you can see by default
is working properly. But maybe I don't want to
bevel the bottom here. There's actually another
really cool tool within the bevel modifier and that's to control where the
bevel is happening. By default, it's just
looking for angles that are greater
than 30 degrees, which would include
these 90 degree angles at the bottom and sides. But I wanted to just have
it be on the top here. What I can do in edit mode is to select those top vertices. And then I could change
the bevel weight, which is right here, mean bevel weight to one. It still looks like
everything's getting beveled. And that's because
we need to change this limit method type
from angle to weight. Now we can see that it's just the area that has the weight applied that's
getting the bevel. Now I can adjust this
to a value I like by bringing that up and maybe
adding some more segments, and then shading it smooth. Now if you remember from
our previous lessons, when we shade things smooth, sometimes the smooth shading
doesn't work very well. And that's because
it's trying to smooth this really big edge. But if I instead do
shade auto smooth, then that's going to detect kind of blunder will sort of do a good job of assuming what you want to be sharp and what
you want to be smooth. Now let's just say we want to, maybe we decided we
wanted our lamp to go sort of up at a
different angle, so we wanted to
select this bottom and then bring this down. But now it kind of
messed up our curve. So this is a reason why you wouldn't necessarily
want to usually use the bevel command if
you can avoid it for quick things like if I just wanted to add a bevel
at the bottom here, The bevel command
works great for that. And, you know,
maybe we don't need quite so much definition,
it's good for that. But for something like this where you're
maybe not totally sure what you want
your final shape to be and you want
some flexibility, then using the
bevel modifier is a lot better in my
vertex select mode. Let's actually just remove these ones and
repeat that process, but in a more procedural way. Let's bring this up and
then bring this over then. Now what I can do
is add back in, I already have the skin
modifier on this object, but you realize that it
disappeared from this edge. Sometimes in the skin modifier, you need to mark roots. That's just so blend
your nose where to start that skin modifier then
rather than adding the bevel like I did before
with the control command. I'm going to do
that a better way procedurally with
the bevel command. Now, in the bevel
command, it's going to, by default, be looking
for edges to level. So if we go back
into our solid view, we can see that it is
leveling the edges, but we don't want to
level those edges. We want to level the vertex
at this edge right here. I'm going to changes
from edges to vertices, and now it's trying to level every single vertex that's being created by
the skin modifier. This is a really
important time to note that modifiers work in order. We have the skin modifier
at the top here, and then the bevel
is being applied. We actually want this
the other way around. We want that single
vertex to be beveled. And then we want to add some dimension to this
with the skin modifier. In the modifiers tab, what
I can do is just click and drag up until that
is at the top. And now we have control over this bevel value and
it's much more dynamic. So if we add some
more segments here, then we'd be able to make that change we did just earlier. And the bevel is going
to update dynamically. So that's a much better
way to work with modeling and blender
if you can sort of think ahead to what
you're going to be doing and work a little
bit more dynamically. And it just also
gives you a lot of flexibility in terms
of creativity, where you can sort of make changes as you go if you see something's not
working the way you like. So just to finish this off, I want to add in maybe a subdivision surface modifier
at the end of this. Because by default, the skin
modifier is really just creating a box
around your object, but using the
subdivision modifier will smooth that
out a little bit. You might notice that if
you try to right click and shade that smooth,
it doesn't work. And that's because
there's a quirky thing with the skin modifier where you have to check smooth shading
in the modifier right there. Let's just maybe move
this down so it's going into our base
a little bit better. Then let's maybe also add in a solidify modifier to this object so that we just have a little bit of thickness. Then we could also even add in a subdivision surface here
and maybe a few edge loops, just that we have a
little bit more of a nice organic lamp shape. This is a great opportunity
to play around with exactly what you want
your lamp shape to be. The subdivision surface
modifier obviously allows us a lot of flexibility with changing those shapes, but I think a good shape
like that is working for me. So that's about all
with this lamp. Now one thing I do want
to make note of is since we're going to be putting
this into a larger scene, it's important to be working in a little bit of a
real world scale. So the way that we can
control what the scale of our scene is is in
scene units tab. So this little cone with the
dots in it is the scene tab. And then under
units, you can see right now we're working
with the metric system. Which for many of you is probably exactly
what you want to do. But for someone such as myself, we use the imperial system. I know don't shame
me, but we want to, I'm going to add in basically I'm going to imagine
that, you know, a person may be standing beside this would be about
six feet tall. So our cube has been added right at the top
of our scene there. I'm just going to bring
it down to the floor. And then I can see
the dimensions of that right here
in this sidebar. And again, if you've
lost that bar, you can press end
to bring it up. So I'm just going to
bring this up until it's about six feet tall. So that we can imagine
that that's a person. So something about like that. And then I'll just
in my front view, make sure that's sitting
right and we can see that our lamp
is way too big. So I'm just going
to select all these objects and scale them down. But I don't really want
it to scale right there. I wanted to scale
about this point. Now would be a
good time to press shift C to snap our cursor back to the
middle of the scene, select these objects, and then to scale them
about that cursor, I can press Period, and that will change
the pivot point. Basically, I want to scale about the three cursor to scale these down just until our lamp is about the size
of that person, someone standing next to it. It would be right about
at their eye level, which is about how big a floor
lamp like this might be. Then what I want
to do, remember, is you don't want your
scales to be off here. And that's really important when you're working with modifiers. So I'm going to press control
A and apply my scale, which you can see now throws off our modifiers a little bit, but it's really
easy to get back. So I'm just going to rescale all of this down and
then in the bevel, I'll pull this back
in quite a bit until it's right
where I want it. So it was like six feet that
it was trying to bevel, we can bring that way back down. Maybe you just want to type
in a value here like 6 ". Maybe we just bring that up a little bit, that's
looking better. And then the bevel here, we could also make
the same adjustment. Maybe that's a 1 " bevel, or maybe it's a little bit
bigger that's looking good. And then this is looking
way too fat at the top, so let's bring that in too. And now we've got a
properly scaled lamp next to our box
person over here. But we'll delete that
person. Okay, so the last thing you might
want to do once you've got all these parts here is
just consider naming them just so that it's a little bit easier to
organize your scene, especially once
you start putting this in with other objects. So I'm going to press F two to rename this object the base. And then I'll press F
two to name the Arm. And then I'll press F two, or you could also
double click up here in the Outliner to rename
this the Shade, just so that we
have those objects. And then another thing I
might do is just maybe select all of them and
then select the base last. So anytime you're selecting
multiple objects, the one with the lighter
colored orange outline, that's the active object. So that's sort of the
last one we selected. I'm going to press
control and parent them. So I'll parent that
to the object. Now if I ever move
this base around, everything else
will come with it. And we don't have
separate objects, so that's a really convenient
way to make sure things are just a little bit
more organized now. Feel free to have
plenty of flexibility here with what this design
actually looks like. Like I mentioned, I sort of knew the direction I
wanted to go with this. But feel free to play around
with the shape of the shade, the shape of the arm, the base. There's really a lot
of flexibility here, and I'm excited to
see what you create. So join me in the next
lesson where we're going to do some
subdivision modeling. Just a little bit of a
different modeling technique. Slightly more
advanced, but great for creating curved objects. And what we're actually
going to be making is a chair object with sort of a wood frame and a
nice soft cushion. So I think it'll
be a lot of fun. Join me there and we'll
get started soon.
4. Subdivision Modeling a Chair: Welcome back. In this lesson
we're going to be creating a chair model using subdivision surface
modeling techniques, which is a little bit different than what we've
been doing so far, is a great way to create
more organic shapes like the cushions in the
chair we're creating. Subdivision surface modeling is basically a method
by which we create a cage object and then
that is automatically smoothed in blunder
so that rather than having to control
hundreds of faces, we're controlling
very basic shapes and the subdivision surface
modifier will smooth them out. So we're in our scene
with our lamp here. I'll make sure that
I've saved that. And then I'm going to
add in a new object, which will be our chair object. So before I get
started, I'm going to press file and save As. And I'll save that as lamp
and chair and save the file. I want to move this
out of the way, so I'm going to select
all these objects and press M and move them
to a new collection, which I'll call the lamp, so that those objects are
now in their own collection. And I can uncheck that
here so that it's hidden. But while I'm getting
sorry with my chair, I'll leave it on just
so I can make sure they're working at
about the right scale. So I'm going to put shift
A and add in a cube. And then I'll leave
that in the middle. But maybe we slide our lamp
a little bit out of the way. And then I'll move this up
sitting right on our floor. And I want the seat
height of our chair to be about 18 ", which
is pretty common. So I can look over here
and see that this is now two feet tall,
which is about 24 ". But in edit mode, I
could also actually add in some edge length options. So you can see right there that those are our edge lengths. So I'm just going to move
this top plane down a little bit until we're at about 18 ", which is 1.5 feet. And you can actually control the units over here
from feet to inches. And my math was
correct, that's 18 ". So we've got our basic
cushion shape there. I'll just move this
up off the floor. And then I will also turn
off my edge length option. Now I'm going to
duplicate this object in my side view and sort of create a bit of a
back for the chair. You can see that we're
still rotating about the cursor though, from
the previous lessons. I'm going to press
period and change our rotation to median point, which is typically what
you'd want it on by default. So I'm just going to
move this up into place. And then grabbing this edge, I'll pull this out a tad. And I'm just creating a general
shape for our chair here. Maybe moving this cushion down. But really the
bulk of what we're doing is subdivision surface. So these cushions
obviously right now are not very smooth at all. So we're going to add in our trusty subdivision
surface modifier, which you can see
completely wrecks the mesh. But it does smooth
it out quite a bit. Now if you remember, the Viewport levels
is what you see in the viewport and
the render levels are how many levels
get rendered. Sometimes you want the
Viewport levels to be a little bit lower than the
render levels, just so that your Viewport
operates a little bit faster. But I'd typically like
to leave them the same. So I want to bump this up
to maybe something like a three and then I can really
start shaping this out. Now I'm going to
be doing changes on both sides of my object, but this is a symmetrical object in the case of the chair
that I have planned. So I'm actually going
to just press control R to add an edge loop
right here and right here. And then I'm actually
going to delete this side. Because what we can do, and I'm actually going to
delete those vertices, what we can do is add
in a mirror modifier. So the things we do
on one side will happen also on the other side. That modifier is right there. Remember, those are in
alphabetical order. If you lose track
of where they are, Now what I can do is
just start moving things around with the mirror modifier on and it'll happen
on both sides. Remember our hockey
control R to add edge loops and then maybe
another edge loop right here. And then the power
of subdivision surface modifying is now that even though we're working
with a pretty basic shape, I could shape this out a
little bit more right here. So maybe we move this down, maybe we move this over and
we'll notice that that's actually not a nice smooth
transition between. And that's because
there's an option in the subdivision surface modifier that we need to enable which is clipping as well as merge that'll make sure that
they merge those together, but also that you can't go through your sort
of mirror plane. Now there's another thing that, if you remember from
the lamp lesson, modifiers work in order. So we're actually getting
the model subdivided. And then it's being mirrored. So we need to instead be mirroring the base mesh
and then subdividing it. And now we have a little bit
more of our expected result. I might just pull this whole
thing in because we have that clipping option on it's
going to not go through it. And then we can just make some general adjustments
to the shape here. Maybe this part comes
out a little bit. Maybe look on our top view, I think this is a little
bit more curved until we just have a nice shaped object. Maybe we want the bottom of our chair to be a
little bit flatter. And maybe we add in another edge loop here
towards the front, just so that the
front of our chair maybe has a little bit
more cushion to it. I think that something like
that is looking pretty good. Let's right click and
shade that smooth. So what I'm going
to do next is add in a simple frame to our chair. And I'll do that using
similar techniques I did on the lamp over here using
the skin modifier. What I'll do is first, let's just hide that
lamp now that we know it's looking about the size
we want for our scene. Let's uncheck it over here. And we now just have our
object alone in the scene. Software is F two.
While I'm working, just to keep things a little bit more organized and rename that to Cush for a chair cushion. I want to now add in, like I mentioned, a
frame. This object. This is going to be
a familiar process. We're just going
to add in a cube. And then I'll bring this up. Until it's right sitting
on the ground there. And then I'll move this over. Then I want to mirror
that to the other side. If we add in our
mirror modifier, you'll see nothing
really happens. And that's because
it's trying to mirror currently about
the object origin, but our origin is right here and we want it
to be right here. Instead, when we
added that cube, let's move it in
edit mode so that our origin stays right
there in the middle. Now that's looking a
little bit better. We've got our origin right here. That's what things
are rotating around. And when we add in
our mirror modifier, now it'll come to
the other side. That's exactly what we want. I'm going to also add in a skin modifier and then we can see that it's very
large salt pressed a, with everything selected and control A to bring that down. And I really just want one piece to work with at this point. I'm going to select this edge
right here, for example. And then if you remember
from previously, we press control to
invert that selection, I'm going to press X and
delete all those edges. So we just have this one edge. Now we've lost our
skin modifier again. So remember you can mark
route to get that back. Let's just move this over. Let's just rotate things, move them around until we have a nice shape for our chair. So we have a little bit more of a mid century style shape
there. So that's looking good. Now, I'd also like
to create some arms and maybe some crossbars
in the front here. But we'll do that with
subdivision surface modeling, similar to what we
did with the cushion. But we'll also utilize
a solidify modifier. One thing I like to
do, a Latin blender, is steel geometry. I already know that this has a subdivision and a
mirror modifier on it. So rather than creating a
new object and adding those, what I can do is rest tab
to go into edit mode. And then I'm just
going to find a face that I think is going
to work for my arm. So I'm just going to select
that face that looks good. Press Shift D to duplicate it. And then we have duplicate it. But let's just right click so it snaps back to where it is. And then before I select it, I'm going to press P and
separate it by selection. So now we have a
new object which is named chair cush one, which is the name that's
automatically generated. Let's just change that to Chair arms and now we have
the arms for our chair. Remember we want to do
our modifications in edit mode so that origin
stays right in the middle. So I'm going to press Tab
to go into edit mode. Bring this up, bring this over, select this edge, bring
that to a nice place. Then just in my front view, let's make sure
we're looking right. And it can be a little hard to see here
because of course, this is just a singular plane. So let's add in our solidify modifier just
to give it some thickness. In this case, I think
I actually want the solidify to
happen right now. We have it being mirrored first, which usually you want the
mirror modifier first. And then we have it
being subdivided, and then it's being solidified, which that order works
for me pretty well. But I might want to smooth
it out again once after. I might drop this down
to two and then add in another subdivision surface so that it gets smoothed
out at the very end. So something like that
looks pretty good, but that's looking
good. Let's steal a little bit more geometry
from this arm rest here. I'm going to show you how
to do some level out. So I'm going to press Shift
to duplicate this piece. And then I want to
move this down. Now I want to rotate it so
that it's straightforward. So I'm going to press R and X because that was already at
a little bit of weird angle. I don't know exactly what
straight up would be. You could press and Y and then, and that will scale
everything along the Y axis so that it
straight up and down. And we can see that now that is going exactly how I want it. So I'm just going
to move that into place right there and then bring this piece over and it's going to
connect right there. Because again we have
the merge option on. And then I'll just add an
edge loop right there. Bring this over and we've got a nice shape,
which of course, you could add a little
bit more detail if you wanted to by just maybe bringing that up and that's looking pretty good. Maybe we want the same
piece in the back. Let's select this whole thing. And a quick way to select all that would just
be to press A. But of course we don't want
the arm selected also. So I'm just going to
hover over this and press L. And that will allow me to select linked islands where you can think of
L as the L in island. Now in my side view, I'll just duplicate this over and just rotate a little bit until we sort of have a nice shape there. And that's about it
for our chair model. One other little detail we could add potentially would be going into this and adding like some cording around the outside. The way I could do
that is I'm just going to duplicate this
and move it over. And I'm going to move
this to a new collection, which I typically like to
call the trash collection. And that's basically just, I want to save that
model because what I'm about to do is a
destructive process. So I'm going to apply
the mirror modifier and the subdivision surface
modifier because I want access to all the geometry so you can see what the subdivision
is actually creating. It's creating all these faces. And you can see why it's important to work
with subdivision because you wouldn't
want to have to control all those at once. But I just want to add a
little bit more detail. So I'm going to use Alts and left click to select
an edge ring. And I'll do that
just in a couple of places where we might naturally have some cording
appearing on our model. Maybe right there and right there to select
those edge rings. Now with those selected,
I'll press Shift D to duplicate them and then
to separate by selection. Then with that selected, I can add in a skin modifier
cabinet, edit mode, selected all and then
control A again, is our hot key to
control the radius, and let's make sure we
mark root on all those. And then maybe we add one more subdivision
on top of that, just smooth it all out and we can check our smooth
shading option. So now we have our model that's fully ready to be textured
and add materials to. We've got some porting
around the outside and we've got our nice other objects
that are ready to work with. What we have now is a
nice chair model that we created with a few different
modeling techniques. Some we've used before like skin modifier and the
solidify modifier. And also we played a lot with the subdivision Surface
Modifier, Mimi. And the next lesson
where we'll actually pull this all
together into a room, add some more details, and create sort of
a full environment that we can place
our furniture into.
5. Build a Room: So we're back in our
scene here and we have our chair and our lamp
off to the side here, which we want to start
placing those into a little bit more of a
contextual room scene. I'm going to start by building
out the room with a plane, So just shift a mesh plane
and then just scale this out. And I kind of want this to be a long hallway I'm
looking down into. Now, again, similar
to the chair, you might be interested in gathering some
inspiration of your own about exactly what you
want this to look like. But for me, I think something like this is
going to work well. I just want to create a subtle
like reading corner where might be hanging
out on an afternoon reading a book next to their beautiful lamp that
they designed. So before you go too far
with any room design, it's a good idea to
think about where your camera is actually
going to be looking. So I'm going to
add in a camera to my scene with shift
A and then camera. And then that will appear right there at the three cursor. But what I'm going
to do is go into my camera view with
zero on the numpad. Or again, there is an option
right here to go into our camera view and
then shift Tilda to use the WASN D
keys to sort of fly back until I think I'm looking at about the
distance that I want to be. So I'll leave my camera
right about there and then I'll change my rotation to 90, so it's looking straight ahead. And then just
holding control with these values to make sure that they're snapped to
even increments. So with our camera
about where we want it, I was also thinking that
it might be cool to do this as a vertical scene. So I'm going to switch this
1920-1080 by 1080 to 1920. We have just a little bit more
of a current feel to this, creating a vertical render. It will allow some unique
opportunities with the composition and the
story we're telling. This is looking good. Now one thing we
haven't played with too much yet is the focal
length on the camera. Our focal length by default
is usually set to 50, But we might consider bringing that up to something longer. Like maybe you're looking
longer down this hallway. Because I'm a simple person, I usually like to leave it
at very simple increments. So I'll just set that to
100. That looks pretty good. We'll set that. We'll just
get our camera back to where it was right there.
That's looking good. Then let's pull our
lamp into the scene. Our lamp, I think we want to
be more against the wall. I'll just rotate that
over a little bit. Then let's pull that
back to now our chair. We have not done all
the parenting with yet. I could either parent them
all to this cushion object or another way to parent
objects is with an empty. I'm going to snap my cursor
to the middle of our cushion, right there where the origin is. Add a empty, and
that'll be a cube. Then I can right click and
change the size of the empty. Empty is basically
just a null object that you can't see
it when you render. But it's good for just
controlling things. That's how I use it. So I'm going to select
all our chair objects here until they're
all selective. And then lastly,
select the empty. Remember the lighter orange
one is the active object. Press control to pair
that to the object. Now, instead of having to select all those objects each
time I want to move it, I can just select
the empty object. So now I can place that
in an area I want. Now one thing we
haven't covered yet, I want to just move
this along the floor. So rather than having to go
in top view and move it, because when you're in top view, it's not going to be moving in the Z axis because that's
the axis we're looking down. It's only going to do X and y. But you can press G
and then shift z, which will exclude the Z axis. Shift z and something like that I think is going
to look pretty good. I want to be mostly in
the center of the scene. Now in my camera view, I want to see this right side
wall a little bit. So I'm just going
to move this over a little bit and I'll use
my giz mode to make sure, Moving the right
direction, maybe that can come to
something like that. Just so that we see that wall. And then maybe our lamp, we don't want to see
quite as much of it, let's move that over then. Similarly, this lamp base
is feeling a little tall, so we can press A and
then and shift Z. Just repeating that similar
action to make that just a tad smaller. So
that's looking good. Maybe we need to pull out
just a little bit more. So let's come out like that till we have
a nice frame shot. And then let's extend this
scene out a little bit more. So I'm going to press
to extrude this out. And then I actually want
this to be a corner. Let's just that face, and then we can select these
two and extrude them over. Then let's just go ahead
and pull this out further. We're actually
going to see that, but that'll just help
us get a little bit of context right away. I think what I want to
do is start lighting this scene and maybe not adding
some materials quite yet. But I want to play a
little bit with where these walls are landing and what the shadows are
going to look like. I'm going to split my view, which you can click up here
on the top right and drag over or anywhere we
see those two arrows, you can right click and
you can do a split. So I'm going to do
a vertical split. Move that over just until we
have something like that. Decide which side you want
your rendered view to be on. I typically like to have
it on the right side here, but let's have this
be our rendered view. And we'll render in
cycles. Real quick. I'll go into the rendered view, make sure I'm
rendering in cycles, and then I want to be
rendering on my GPU, which is not enabled currently. So let's go into our System preferences
and change that to optics or Kuta, there's
different options. Then now we can see we have
our rendered view here. Now if you remember from
the previous lesson, we might want to set a
rendered border with control B just so we're not rendering what's outside the frame there. We have our default
very boring world, but I instead want to use the sky texture like we did
before. Let's add that in. Let's bring the sun maybe
up a tad and rotate around just until we've got a nice light
coming into our scene. I want to be casting just
right into our chair. Way too bright right now though, let's bring the strength
down quite a bit. And we need to start adding a lot more object wall objects in here so that it's
not quite so bright. One thing I'll also
do in my render view is always turn off the overlays, so I just have a
nice unobstructed view of what we're working on. Let's start shaping this
out for the ceiling. Well, let's actually start, let's start with some
walls over here, just so we don't have so much light coming
in from the right. I'm going to create
a new object and that will just be
a plain object. And then let's press tab RX 90. I'm doing that rotation
in edit mode so that our orientation over
here stays 000. Always good. Remember to have this B one and these B zero. If you can, I'm going to
add in a solidify modifier. And this will be just our walls object,
you can already see. We're starting to get
some nice shadows there. I'm going to bring
that up till it's sitting just right on my plane. Then I might move
this edge over. Then maybe this is like a
multiple window corridor. Let's select this whole
object. Duplicate this over. We're getting a lot of light coming in from behind our scene, even if it's behind the camera. Sometimes it's a good
idea to actually extend your scene so that
whatever light might be coming in from
your world texture is not visible to the light coming in. Now it's a little bit darker in the foreground like
you might expect. Maybe you're walking down
the hallway and you've got the light shining through
these windows on the end. Now similarly, I'd like
to add in a ceiling here. Let's just select
our floor object. Maybe we'll just take this
plane and then I'm going to duplicate it with shift
D and move that up. I'm actually going to want
this to be its own object. I'm going to press P
again to separate and separate that by selection.
Let's move our origin. Right now, the origin is in the same place that it
was on the floor object. Let's right click and set
our origin to geometry. And I'll just place
it where the ceiling, where the center of the
geometry for that object is. Okay, cool. That's looking
like a nicely framed shot. Now, one other fun
thing I wanted to do in this scene was to add
a picture on the wall. There's a really easy way
that we could do that, and that's by just importing an image of the picture
you want to use. And then we can build
a frame around it. I want to find where about I
want to put that picture and I think it's going to be just in the middle of this wall here. I'm going to select that
wall shift cursor selected. And then what I can
do, add in an image. Now we actually need
an add on for this. So if you press shift A, you will see that there's
an image option. We have reference and
background image, which is very useful
to use sometimes. But I want to add
an image and have it automatically be in the
scene with a texture on it. So there's an add
on that actually comes with Blender called the import images
as planes add on. And if you search for that,
it's installed at fault, you don't have to
download it or anything. Then you'll have a new option
where you can do just that. Pre shift a, add an image and that'll be the
images as planes. And then I'll just select an art piece that
I've selected here. This is one that I totally
painted on my own. Didn't create with AI at all, but you might have some
art you made on your own. But this is one that
I generated using a popular AI image
generation service. Really cool, especially for three D scenes to start getting
some art on your walls, so that's looking good,
something like that. Once your scenes starts
to get complicated, you kind of want to be moving around things really quickly. There's a really good hockey
for that in its period on your number pad will
frame selected. Okay, so in this lesson we added quite a few more
details to our scene. We, of course,
built out the wall. We added a little bit
of lighting so that we could see what kind of
shadows we were working with. And also just using, again, some of the very same
modifiers and techniques that I said I use all the
time, wasn't kidding. We added a table, we added some shelves and some other
little floorboard details. And we even added a picture onto our wall using the
import images as a planes add on to
just start bringing a little bit more personality
and life into our scene. Maybe the next lesson
where we're going to talk about using pre made assets to help you save a lot of time and still have a really
high quality look.
6. Use Pre-Made Assets: Okay, so we're going
to take a little bit of a pause from our
current scene because I wanted to tell you
a little bit about using pre made assets
in your scene. Now it might feel
like you're cheating a little bit when you download a model
from somebody else, especially because it might look super high quality and maybe you're not at that
skill level yet. But even someone like me, I
download assets all the time, especially for things
like plants or vehicles where maybe I
could model them myself. But it takes so long to do so, and there's already so
many models available online that I like to just
bring those into my scene. There's not really
a lot of creativity maybe in what my
plant looks like. Because really at
the end of the day, I just want to look realistic. So using a pre made
asset for something like a plant, maybe
like a statue. Those are both really
good examples. So what we're going to look
at on the screen right now is a model that
I've downloaded from a website called
Chokafer that has a lot of really good models that are optimized for blender. Now you don't always
have to use models that are optimized for blender, but there's so many websites
out there that have blend models readily available that already have great
materials on them. So this asset here is kind
of an SUV model that's got a ton of detail on
it and this actually already has materials
set up on it as well. If we go into our material preview view which
runs through EV, we're going to see
that it already has a ton of materials
already on it. It's got a nice texture there. And in this case, the model
is also already animated. So if we were to move
it on the y axis, for example, you can see that the wheels roll and
everything like that. Now although you could make something like
this on your own, it's just so involved and maybe you're doing an
architectural scene. You need a car parked
outside the house. It wouldn't make sense to take
hundreds of hours modeling a vehicle like this
when you could just find one online for
a decent price. And there's a lot of
models like this that are actually available
for free as well. So one of the websites
I like to use a lot is called Poly Haven, and they actually have
textures, models, and a lot of things
on their website that are freely available. They are great members of the blender community
and I would definitely encourage checking
them out if you're interested in getting
some models of your own. So on their site here,
you can see that they do have HDRIs, which
we'll cover later. We've got some textures
and there's a lot of models that are available and these are fully free to use. They're creative
common zero license, which means you can use them
even in commercial projects. So definitely check
out some of what the community is doing and
there's a lot to work with. I want to download
one of these models and actually bring
it into my scene. I'm going to go into the
models section here. And then you can see they
have a lot to work with here, so you might be
interested in putting a tree outside your house. Or maybe you want to put a
little statue on your shelf. Maybe we do, actually
we take that statue. Let's download that.
There's a few options here for how high resolution
you want to download it. So you can go all
the way up to eight K. But I think something
for this example, like one K is going
to be just fine. We'll just click
download on that. And then you can place
that wherever you want. Then that will
download a zip folder, which then you can
right click and unzip it, extract all, okay. And then you'll
have a blend file there that actually
has the bust in it. So if we go back into
our room scene here, it's really easy to bring
that model into blender. So we'll just click
File and Depend, and then we'll find where
we have that file located. And that's going to
be right here in my Models folder where
I have the marble bust. And then if I double
click into that, you'll see these are all
the collections materials, et cetera, that are
in that blend file. But I'll just go into the object folder here and you can see we just have one object and that should also come
with the materials. So now we have very quickly just download
it from the Internet. We've got this nice model that
we can put into our scene. And maybe this is something
we want to just put on our little table top light there to give us a
little bit more detail. So if we go into our rendered view and take a look at that, you can see that
it's already got a really nice
material on it that's already set up to work in
blender, some texture on there. And it's just a really
quick way to bring high quality detail into our scene with little
to no work at all. Now there's another
model that I also downloaded from that
same Po Haven website, and that's just
going to be a plant. Sometimes adding plants
into your scene is a really good way to just
breathe a little bit more. Life brings some nature into an otherwise
still environment. So I'm going to pen
that one in as well. I'll navigate to where
I have that saved, That's this potted
plant right here. If we double click into that, then we can see in the objects, we actually have
three objects here. There's the dirt object, there's leaves, and
there's the pot. Let's go in and press
A to select all those, just like we would in
the three D Viewport, press A to select
all those right here in the file browser.
Let's pen those. And you can see
that very quickly, we now have a plant
into our scam. Now we might feel like the terra cotta pot isn't quite
working for us, but we want to maintain
that these leaves, obviously, and maybe the dirt. What we could do is
actually we could just delete that pot and then we
could just make our own pot. Another thing that's
fun with some of these three D assets is you don't have to use
the whole thing. Maybe you find a model
that's almost what you want, but not completely
what you want. You can take just the
plant portion of it, for example, right there, I've just made a pot that's going to work with
the rest of my scene. And then I can select all
these objects and parent them to that pot object,
just like we did before. So that now we have a plant
in our scene to work with. And we could duplicate
that as much as we want. Maybe we just move that off
to the side a little bit. So that's coming in
from that sunny edge. And we could even
duplicate it with Shift D and create
another plant over here. Anytime you're working with
pre made assets like this, you might want to
kind of rotate them around so that you have a little bit of a
different appearance. And you're not seeing
exactly the same plants. But just like that with
the marble statue and with these plants that
we download free online, we can bring more energy into our scene that we might
not have had previously. So what we've done
is just downloaded some free assets online, put them into our scene, and it's feeling a
little bit better. Join me in the next
lesson where we're going to add just
some more details. Maybe add an actual lamp
to our lamp object, add some simple
materials to our chair, walls and floor, and just in general get this to a place
where it's ready to render.
7. Add Color and Texture: Welcome back to the scene. We're back in our
room scene here. And just wanted to go through
and add a few more details. Maybe add a little bit of a curtain using some
cloth simulation. Add some basic materials into the scene so that
it's not looking so white. And just in general,
kind of wrap things up, get our camera set up and create a render so we're back
in our scene here. I've done just a couple
more organizational things. Kind of got rid of
one of those plants, decided we didn't need to move this table around a little bit. Rotated in my chair, Tad added the shape of these
shelves just a little bit and added some simple pots, just like we did in
the first class, if you remember following
along with that. So what I want to
do now is start adding in some materials to just make this feel not quite so white and bland of a scene. Now to add a material,
we'll go into our Material Properties tab
here. And then press New. And that will add
a new material, which by default is
just going to be this white principal chatter. But I'll name that. We'll call
it something like leather. And then we can make that
whatever color we want, but I'll make it maybe
a really dark deep brown or something like that by picking sort of
a red color there. And then bringing the value way, way down till it's almost black. So something like that
looks pretty good. And then if I zoom in here, I can have a little control over the roughness value of this. Maybe I want it to be shiny, so I'll pull that roughness
value down a little bit, something like that,
until it's looking good. Now I want that material
on this cording as well. I could either
select it right here or I could just
select that object. Second, remember the lighter
orange is the active object. And then control L. Then I can link materials and then
I'll get the same material. Let's also add a
simple wood material. So let's just call this wood. We're not actually
going to do any image texturing quite yet. We'll save that for
the next class. But I want to just maybe pick a lighter wood tone here,
maybe something like that. Bring the saturation
down a tad and maybe make this a little
bit more of a yellow tone. Something like that, I
think looks pretty good. And maybe we darken it up just a little bit until
it's feeling right. Similarly, let's select
the other objects we want to be wood. And let's collect this one last and then control L
and link materials. Now those will also get
that same wood material. Now for this lamp, we could sort of do whatever
color we want here. Maybe we do want this
to be a black lamp. Maybe just to help it stand out from our scene a little bit. Now another thing I
wanted to do here was actually add in a lamp
to this lamp object. If we were to set our sun by bringing the
elevation all the way down, let's just bring that down
into our basically dark. If I was going to make like
a night scene or something, I would actually need some
light coming out of that lamp. If you remember how to set your cursor to the
right location, we can press Shift S and snap our cursor to selected so
that it's right there. And then I'm actually
going to just add in an object that'll
be our light. I typically like to use an area light for a lot of things. We'll use that here as well. I'll just bring
that down a little bit and then I can change the settings for that light
in this tab right here. So I can bring the power up. I can choose the sides of it, which will control how sharp the shadow is
coming off of it. And we have a few
other options here. You could do a spotlight. A point light sometimes works, but because I have this
wide opening on the top, I don't really want it
casting on the ceiling, even though that
might be realistic. I'm using a little bit of
artistic freedom here. The area light is
just going to cast straight down for the color. We'll get into later how you can make this a super
realistic color. But I'm just going to warm
that up a little bit so that it's not quite so
bright white of a light. We want this to feel a little
bit like a reading room. We're just bringing the saturation down on
this a little bit. With lamps usually want
this value just to be all the way up.
That's looking good. Whether or not we
actually use that light, maybe we don't even see it in the sunlit version, it's
good to have it in there. Let's also make
sure that this is parented to our base object, that if we do end up
rotating our lamp, the light will move with it and you can see what
that's doing there. Let's bring our sun
back up and just have a little bit more of a daylight
look returning to us. Still looking for some
interesting shadows here. Just rotating the sun around. I really like the
shadow coming down through this sky area here. So you can keep playing
with this until you have it about where it was before or just where you
think you like it. And something like that
I think is looking good. Adding a few more
materials here, we might want to make
this floor shiny to give it a more elegant,
maybe upscale feel. I'm going to select
this object here. Now. I actually have walls
and the floor in this object. That is okay. We can add two
materials to one object. And I guess for the sake of
demonstration, let's do that. I'm going to press a new,
to add a new material, and we'll name that floor. And I want the floor to be
a reflective, dark color. So I'm going to set the color
down to something darker. And then I'll set the roughness
value to something low. So now we start to get a really
nice reflection where you can see we're seeing
our chair right there. And I'm also noticing that our chair looks like
it could probably come down to Earth a little
bit. That's looking good. But we did want to
change the walls to be their own color so that we can have two
materials on one object. I'll hit this plus
sign right here, and I'll add a material slot. Then I'll click New, and
I'll name that Walls. Obviously, this didn't
get applied to the walls. So what I need to
do now is go into Edit mode and then
select the faces. I want to actually have
the other material, and then select it over
here and hit a sign. Now even though
this is one object, we have the floor as one material and the walls
as another material. We have our scene
coming together here, maybe for the shelves. We also give them
the wood material, so let's select that
from our list here. Wood, we have that. Then these pots that I added, we can just give those maybe a black material
like the base head. Now another thing I wanted to do is a little bit advanced,
but it's a lot of fun. And I think it's
something that we can do relatively quickly to bring some more excitement into
the scene in a way that you might not have considered with more traditional
modeling techniques.
8. Add Fabric Curtains and Text: I'm going to add some curtains
into this area right here. I will select where I
want that curtain to be, which is basically
going to be just taking up this whole
area right here. And then I'm using Alt Z to do my x ray view and make sure
those are all selected. I'm going to shift D to
separate these by selection. And then once I've got
that, I'll select it all. And then I'll press
to make that a face. When you're doing simulations, you want most faces
to be pretty much square so that there's not anything getting
too stretched. When you actually
do the simulation, to press control R,
to add edge loop, just because this
was a little bit of a long rectangle and now these are a little bit
closer to a square shape. We've got that now. This has
a solidified modifier on it, which I'm going to
get rid of for now. Let's remove that then. We need to add a lot more detail to this mesh to allow the
simulation to work. If I add in a cloth simulation now and then I press
Space Bar to play, it's just going to start
falling down because now this is behaving
with gravity. Let's actually add that
additional geometry. So I'm going to
tab to edit mode. And then right click
and subdivide this. And then I'll press Shift
R to repeat that action a couple times just until we have a little bit more
of a dense mesh. And we could maybe even
do it one more time. Let's get in a little dense. It's going to depend
on your computer. But if we press Space Bar again, we'll see that that falls straight down, which
is not what we want. We want to sort of have it kind of be attached at the top like it was to a
pole or something like that. So let's go ahead and
add in a vertex group, which this is a new thing, but can be helpful when
you're modeling to kind of organized parts
within the model. So I go into edit mode here. I can select this top edge
with Lt and left clicking, and then I can add a new
vertex group and click a sign. And then now if we were
to like deselect that, for example, if I select
this vertex group, that's now that group. So I'm just going
to name that pin until that is named properly. Then back in the
physics settings here for the cloth
under the Shape tab, I can select a pin group. Now when I press Space bar, it won't actually
fall down because those vertexes are
holding in place. Those vertices are
holding in place. Now if we tried to
move our object, you'll see it's not moving
because it's trying to use whatever the
simulation was. Usually when you're moving
objects in simulations, you want to move them on
a frame zero and then when we press Spacebar to
play. Really happening. And that's just because
we need a little bit of physics into our scene to make
this curtain have a little bit more
of a dynamic shape. Let's press Shift A and
add in a force field. Getting way crazy here. Let's add in a wind force field. And then we'll just move this to the direction the
breeze might be going. Don't mind which
way the walls are. By the way, you might have
seen me do this before, but a lot of times I just
want to free rotate things rather than pressing R and
then X or Z or whatever. You can just press R twice and that will allow
you to enter, I think what's called
a track ball rotation. Now if we press Play, not
much is going to happen. And that's because
these force fields usually need pretty high values. If we bring the strength
up on this a little bit, now we'll start to
see that we have that curtain blowing a
little bit in the wind. Now, the more detailed
your mesh is, the more kind of
blowing will happen, the more folds
increases you'll get. But I'm just going to let that
play a little bit until I have an interesting shape there where it's just
blowing in a tad. And then I could
leave it at that. And then if I right click
and shade that smooth, then I could add in a solidify modifier to
give it some thickness. And then if I want to save the state that the
cloth is in right now, I could right click. All right. I could click right here
and apply the modifier. Now we'll no longer have
the simulation on it, but we have this
nice cloth object. We can add a new material to that cloth. We'll
just call it cloth. And then just so that it's
a little bit see through, we'll bring in some
alpha value here. Now this isn't a particularly realistic technique
just bringing the alpha that's
like transparency in an image editing software, but that's a quick way to give this a little bit of shear. Now maybe we just want
to bring these walls up a little bit so that there's
not such a big gap there. And we could even use some of our same modeling techniques as before to create a little
curtain rod right there. So let's select these edges
and then just add in, I'll just add something
really simple like a cube. Scale that down, scale that out, and then just scale that down
more scale on the y axis. And then just pull that up. Maybe that gets our
lamp based material and it is a little
bit out of frame, but liking the way
that that's looking. If we do end up pulling
back a little bit, yeah, now we can see
our curtain rod there. Just for a little bit more
detail, a little more emotion. We've got some
breeze in our scam. Then maybe it's
the last thing we might want to do is add
just a little bit of accent lighting maybe in
this area above the ceiling. I'm just pulling
in some edge loops here so that I can create,
want this to be like a Sunken ceiling type book. So I'm just going to select that newly created face region. I have impress to inset it. Then I'm going to extrude it up a little bit just so that we have a nice
ceiling detail here. And then maybe oppress shift
D to duplicate it, actually, instead of duplicating it
with that face selected, let's press I to inset it again, just creating a very
small gap here. And then we going to press
E and Z to bring that down, just so we've got a little bit more detail on the ceiling. While we're in there, we
could snap our cursor to selected and then add in even maybe another
area light which we could set to be a rectangle. And then we can just
change the size of that so it fills that area. And then if we move
that down a little bit, then we could bring
the power on it up. We want it to just be
in that gap there. Okay, that's looking great.
So I just wanted to create a modern hotel feel where we've got some light shining
through right there. Now if we were going
to go back and do like a night time
render or something, we've got sort of these nice light details in there that's helping it feel like a
sort of modern ambience. But you can see with just a few little modifications,
adding some materials, doing a little bit
of cloth simulation that we can really start adding more detail
to our scene and getting this to a place
where it's ready to render. One other thing I wanted
to show you really quickly is just how you can add a three D text object into your scene. And
that's pretty simple. Let's say this was maybe
a hotel or something. We want to show people which
direction the pool was. We could decide where we
want to put that text. Let's maybe select
our plane here. And then make sure
your cursor is snapped right to that so that our text appears right on the surface. And then you can
press in object mode. You can press shift A and
add in a text object. Then with that text object, let's first just rotate it
by 90 degrees on the x axis. Maybe scale it down a tad. I'm doing this scaling
in object mode, which is okay in
the case of text. Now you can basically
just in edit mode, it's a little bit
different where you basically have your
normal cursor. We could do just like an
arrow and we could type pool to indicate that
the pool was that way. Now to add a little bit
of geometry to that, just down here in the text tab. This is the same place
you'd see like lighting settings for light when
you click on text. It has its own unique tab
where you can change some of the alignment things and also add in some actual
geometry to it. Let's extrude this
out a little bit so that it has some thickness. And we could scale it down a tad just until it's
feeling right in our scene. And then maybe we give
the same material that our lamp base has, something like that
is starting to give our render just a little
bit more context. Now with text objects,
you can change the font, but for simple use
cases like this, the blunder default
fonts just fine. Okay, so once you've
got your model and your scene set up
exactly how you like, you got that furniture tweaked just the way
it feels, right? Looks nice and comfortable. It's time to render your scene. And that's a pretty
simple process because we've already
got a camera set up, so just go into your
camera settings, make sure things are looking about the way you like
if you wanted to. You can even add some
depth of field into your seen by checking
this box here. And then you can select
the focus object. So maybe we want to select this chair as our focus object. You can bring down the F stop if you really want it
to be nice and focused. Create sort of a moody render, or you could kind
of bring that up to something maybe a little
bit more realistic. I just want to make a
brief note about samples. So samples is basically how
much light is being blasted into your scene and how many
rays are being shot out. And this is in cycles
in particular. Vi doesn't work
quite the same way, but in Blender by the fall, it's going to have
your render samples at 40 96 and your
Viewport samples at 10:24 Now you usually do want these values to be a
little bit different, so in the Viewport you
don't want your computer cranking away while you're
kind of live in there working, but in the render, you do want a little bit higher
quality of a render. Now for me, in a still image
like this where there's not any too complex materials
or metal objects, or wild reflections happening, I'll usually set this as
something quite a bit lower, maybe something as low as 600. And then while we're there,
if we did continue working, maybe jump back into
the scene later. Let's set our viewpoint levels to something lower like 300. And the reason we
can get away with such low samples is because Blender has this AI denoising
system built into it. So you can see in our
Viewpoort render here, we have all this kind of grain happening and that's as
a result of low samples. But we know that those
won't actually appear in our render because we're
using a higher sample count, 600 in this case. And then we have the
denoising option enabled. So once you've got your shot framed up just how you like it, then you can just
go ahead and press 12 right here on your keyboard, and that will start
the render process. And after just a
couple of minutes, depending on the power
of your computer, you should have a pretty
decent looking render right there ready to go. And you could then press Image, and then hasn't
quite finished yet, you'll see the
sample count appear. Once that finishes again, this could take a
very long time. Don't be afraid if it
is taking a long time. But once an image is ready, you can press Image
and then save As. And then we could save that as, room render or
something like that. Save the image. And I'll also note that in
those settings here, you can change the
compression level on the PNG or you could change
it to something like a J peg. If you were just sharing a
quick image with someone. A J Pec would be a much
smaller file size, but a PNG usually does
a pretty good job of retaining the quality and
the file size isn't too big. So once you've got your image shaved, it's ready to share. You could do another version with a different aspect ratio. Maybe if it's like the header of a website, you
want a widescreen. Or you could leave
it like this for a social media story or something where it's more
of a vertical render. In this lesson, we wrap
things up a little bit. We added some more materials. We added some text objects
with this pool sign here. We also added in a curtain and
a simple material to that. And just in general,
got things ready to go. We also rendered our scene. We talked a little
bit about sampling some things to
consider when you're rendering your own images. And basically we've got
something that's ready to share.
9. Final Thoughts: Congratulations for making
it to the end of this class. I know we covered a
ton of stuff here, lots of different
modeling techniques. We even did a little
materials and lighting. But the techniques we
used here today are going to be used throughout
your blender career. I've been using these same
techniques on a daily basis, almost for the past
over ten years, and I still use them today. All these things, even
though they might seem small and minuscule
at this point, are fundamentals to getting better at modeling and blender, and being able to bring some of your own ideas into the world. So we looked at two
main things today. One was to create objects yourself in blender using
the techniques we covered. And another method we covered
was importing objects that you might find online with
some model libraries. Now, those aren't the only ways to get models into your scene. There's other cool ways
like using photogrammetry, using your phone to actually
three D scan objects. You can import
those into blender. You could also even
look into using virtual reality to sketch objects in a virtual
reality headset and import those into blender. So at this point we've done
so many different things. I'm sure you've all created
a lot of different objects. I encourage you to
keep playing around. I'm really excited to see what you share in the
project gallery. Maybe your scene looks
a lot like mine. Maybe you've got something else. I'd love to see what
you came up with. Thanks for taking this class. There's so much more
in the learning path. I hope to see you there.