Transcripts
1. Introduction: Hello everyone. I am harsher than a designer and 3D artist. I have been making classes
in Blender for some time. In this class, I have put my best efforts to introduce blender to
absolute beginners. If you are someone who
wanted to learn 3D design, but don't know where to start, then this course is
absolutely for you. We will start by understanding the idea of Blender
and why it is free. Then we will continue to learn the basics like navigating
the user interface, key tools and techniques
for modeling, understanding and
setting up cameras and how to set up lights
to extract a render. We will be learning
these concepts using interactive worksheets that can be downloaded in the
resources section, we will then create a small and fun 3D scene to apply our learning
in a practical way. This class is for
everyone who wants to know about 3D content
creation process. We will conclude this class
with some ideas, tips, and best practices for creating your own 3D
scenes in Blender. 3d modeling is a
sought after skill. As many industries use 3D images to showcase
what they do. And often, for this reason, the demand for 3D
graphics is projected to grow by many times in
the upcoming years. Following this class does not require any prior
knowledge or experience. You will learn everything here, Join now and let me introduce you to your journey
in 3D design. Giant and new world
full of opportunities.
2. What Is Blender: In this video, let us
understand what is Blender and its purpose
and why it's free. I'll let so to
begin with, first, blender is packed
full of features, which is the most
interesting part of it. And on top of that, it is free and open-source. So let's look at it. Here you can see the main
features of Blender. It offers toolset for modeling, sculpting and visual effects, animation and simulation,
and also video editing. Blender offers all
the tools inside the same proof that makes
it super powerful to use. If blender is super powerful, let us understand
why it is free. So to take a look at that, I have brought you
to the about section in the blender website. In here, you can see the
mission and vision of Blender. First of all, what blender
thinks it's ideology is to get the world's best 3D
and CGI technology in the hands of artists as free
and open source software. Open source software
means the source code of that software or the code by
which the software is built, is free to download from the Internet or
from the blender. If you know coding, you can go ahead and support blender and make the
software better. What does this mean? Is the software is
in the hands of general public to keep
developing the software. Thus, blender has
evolved as a great tool because so many people have contributed to it from
all over the world. Next, let's look
at the vision and hear what blender says
is everyone should be free to create 3D
and CZ content with free technical and
creative production means and free access to markets. So this means that if you are a student or you're
a freelancer, if you have a studio and you wish to do
something with 3D, then you are free to go
ahead and use Blender for your commercial projects or for your educational content
or anything like that. So you can learn
as well as urn and make projects with Blender
that you can sell outside. That's what is the vision of Blender is free then
how does Blender make money and the proper way
how blended funding is by the donations and blender
development funds who donates, common people like you and me can go and donate to Blender, and that's how they
get the funding. To make things clear, blender does not
have advertisements, vendor does not sell your data. Let's go ahead and tank blender for giving us this
amazing software. And let's see how to use it.
3. Splash Screen: Alright, so we have
just opened up Blender, and this is the first
thing that we will see if we open the
blender for first-time. First thing is called
the splash screen, which is this small screen over here, right in the middle. And this here shows you the
current version of Blender. I've got 3.1
installed as of now. You also have the
basic operations, just like the first screen
in any other software. Here you have the new file. You can go ahead and open
any of the files from this, the general 2D animation, sculpting VFX and so on. If you're a beginner and
you're trying to use Blender, then you would mostly go
with the general over here. And then you have
the recent files. And if you are just
started a blender, you won't have any files here because you haven't saved
anything as of now. This is the recent files
and then you also have open from where you can open Blender files from
your hard disk. And then there is
recovered last session. This will recover any
crashes, so such that. And then some release nodes and development and fund if you want to contribute to a blender. Alright, so this is
broadly the splash screen. Let's go ahead and
exit out of this. To get out of this,
you just need to click outside the splash screen once. And yes, the splash
screen has disappeared. Inside of this as the first
scene that you will see. What I mean by scenes. I mean, whatever exists inside of Blender is
called as a scene. This scene right now has a cube and some light and camera. Now let me tell you why
there are three things by default is we use Blender or we use
the 3D software to get out images, right? So the output needs
to be in form of an image or in
form of an animation. To create an image, you always will need a camera, which is why the camera
is thereby default. Then you need some
lights to light up the scene so that you have
the highlights and shadows. That's why there is
a light by default. And last but not the least, you definitely need some object so that you can shoot
that with a camera. So that's why there is a
basic object in the scene. This is the cube, which
is why Blender has included just these
three objects in the scene by default, because you definitely
need these three, whatever the scene
that you're making. Alright, so in this, this is the 3D viewport
that we are looking at. So this is the heart of Blender way we'll be
spending most of the time because this is where we'll
be navigating and will be modelling and
will be sculpting. Or everything happens in here, the visual feedback
that blender Gibbs you will be through the
3D view port on the, and even when you are rendering, the 3D view port serves
as a great purpose. Alright, so the 3D Viewport starts from here all
the way till here. The middle screen that you see, this is called
acid 3D view port. Okay, So this is a 3D
viewport then above this UC, something where you
usually see in the, generally in any software, which is the top bar, where you will have the file, the options to save the
options to open up. And you have the edit
options and, and so on. So this will be
the top bar here. You can quickly go
ahead and file and inside of which you can
save your document. So this saves as a
blend file dot blend. That way you can save up your Blender files
in your hard drives. And then you have an option to open a new file and
open so these are, and finally, the quit option. So these are all the stuff that you generally see
in any software. And then you have the edit, which gives you
options to undo and redo your last actions. And then you have
some preferences. We want to set up some
custom preferences in Blender and so on. And under the Window, you can have the full screen
option if you want this, the blender will become
a full-screen for you, or you can also have it
in full screen mode. And then you have
the render options where you can render an image. And then finally
we have the help. You can go ahead and look
into the blender manual. It serves as a great resource. This is the top bar and then
we have the workspaces here. It says the layout
modeling, sculpting, UV Editing, texture, paint, shading, and so on. These are all the things
that are included here because blender serves
as a great purpose. It's like a Swiss Army
knife where you can do this just is a tool
to do multiple things. Whenever you're modeling,
you can easily get inside the modelling workspace and only the tools that are
required for modelling pops up. Then you have a
sculpting workspace where if you get inside of this, you have the options
to sculpt and you have all the tools at your disposal in
front of your eyes. So these are all just the
configurations of blender. You can easily switch between
the workspaces on right, so this is the
workspace options here, and then the 3D view we
have just discussed now. And then to the right, you can see this is something
called as the outliner. The function of this is
primarily to give you an idea of what exists in the scene in the
form of a list. So this is a list view. And this is currently listing three objects that are
existing in that scene. The three objects are
obviously the camera, the cube, and the light, which is why we have got
these three objects. And it is also getting inside a folder
called collections. Collections are just a tool
to organize whatever inside. They act as like a folder. You can add multiple
objects, insider collection, and you can keep adding multiple collections
inside of a scene. Here you can see that there is a top which is the
same collection. And under oath which you have
the collection and under those collections you
have these objects. So just know that the outliner is a way to organize your
scene in form of a list. And there's more to this, but this is the basic
function of the outliner. And then to the
bottom you can see that there is a
Properties tab here. So this is the Properties panel. The function of
this is to list and to manipulate the properties
of any given objects. Beat a light beta camera, or it can even be your scene. You can change the
scene properties by going inside the
Properties panel. Currently our cube selected, you can select just
by left clicking. You can see the
properties for the cube. And this shows where the cube exists and currently
it's location is set to 0 and what is the rotation and the
scale of the cube. Similarly, when I
select a camera, this will have the cameras
properties over here. So this will display any properties that are
there in the scene. And this is a very
important panel. Through this, you will be using many features inside of
Blender like adding modifiers, adding materials, and changing the world properties and so on. You will know about
this little later. And then towards the bottom, you can see that there
is a timeline over here. This is the timeline itself. And this is particularly useful if you're
making any animation. If you are not making animation, then you can just
ignore it for now. But this is really
a good place to make animation inside of Blender and it serves as a
great purpose over here. Then let's see another bar
which is hidden by default, which will be the sidebar. The way I mean it is here you can see that there
is a small arrow. When I just click this, you can see about
appears over here. This is just the
cold as the sidebar. This will show the properties in a much easier way and
in a much we'd go with. So you can find this here also, but this is just a convenient
way to reach this out. You can hide this
sidebar just by pressing the n
alphabet on keyboard. And you can get this back
by pressing N again. Or you can simply go
ahead and click in here. This shows the sidebar. Alright, so let's keep
it open as of now. This is the broad interface
panels of Blender. Let's go ahead and see how each works in the
coming lessons.
4. Basic Interface Navigation: Okay, So in this video, let's
take a look at how we can navigate the interface and how we can navigate the camera. Instead of Blender, it's
a 3D software rates, so there's no fun if we cannot look around
on what's happening. So let's take a look at that. Before we do that, let's
just explore another menu, which is called as the Add menu. So to do that, let's first get rid of the objects that are
coming by default. Let's select the cube and the selecting by simply
left clicking on the queue. And this right-click
after left clicking. Once we have selected
an object and blender outlines that in the
yellow shade here. And you can also see the cube being selected
in the outliner. I've selected the cube and I've just right-click
and say delete, and we have got rid of the cube. Similarly, let's get rid of
the camera and the light. Also select the camera,
right-click and delete. Select the light,
right-click and delete. So that's how you delete
objects instead of Blender. And there's also one
other way where you can select the light
in the outliner itself and right-click here and you can delete
it here as well. We have got everything deleted and we've
got an empty scene. Now, we need some objects
so that we can navigate the camera and we can rotate
around the object to see. So let's create an object. Now, I'll go to the menu here, select, Add, and under the mesh, you can see that
there are lot of primitive objects that blender
ships with by default. These are, if you recall
that you would have studied in your lower
geometry classes, that these are all the
basic geometric forms. So you can add any of these forms and start
building ships. So for now let's
go ahead and click mesh and let us put up monkey. So there we go. We have got a monkey here. Let's take a look at different. We have got a monkey here is because this monkey
is called as Suzanne. And in blenders history, it has served as a
mascot for blender. That's why we have
got a monkey here. We've got the monkey. Let's now see the front
and how that looks. We need to rotate, right? How do we do that? By looking at the
Viewport here itself, you can see that there is a ground plane
which is the grid. Every object has
to sit on top of this and create this
grid is the float. If you consider this as a flow, there are different
axis for this. So the green line, what you see here
is the y-axis and the red line you see
here is the x-axis. And there is a third axis which
is not shown in the grid, which is the z-axis, which is why we are able to
see three-dimensional here. If you take a look
at the corner, here, you can see that
there are three axis and these axis are
color-coded here as well. This is called the
viewport presets. We can go ahead and look at it, just absorb the way this
is showing up right now. If you see that this line, the green line corresponds
to this y axis here, and this a red line, x corresponds to this one here. The way I want, I mean by corresponds
says that look at the way the SAS oriented
and this is the x and this is the y and the z runs from the ground to the top. This communicates a
lot about this axis. To rotate the camera, I'll simply go here and notice that whenever I
touched the circles, I'm getting a highlight on that, meaning that there is something
interactive to click. I'll just go ahead
and select this minus y. I just hover over
this and click this minus y. And we immediately go
to the front view. If I go to the Z here and I click and
we go to the top view. Similarly, when I press the X, I go to the side view. This is great and this
is really helping us to quickly switch between
the views the way we want. So how do we see
three-quarter views are the views that are
slightly perspective. So to do that, we can
just click anywhere on the viewport preset and
just click and drag. We can immediately like
rotate around an object or a tumble around the object
to see wherever we want. So that's how we do it. We just need to click
and rotate to do that. So this is up perspective
view of our object here. I mean my perspective, then there are
distortions, right? So how do we control
the distortions? Is when you have a
perspective view, makes sure that you have
got the sidebar open. You can just need to click
here or press the N and here, when you see that you have
something called as view. When you click the View tab, you can see there is a
focal length option here. Right now this object is being rendered in viewport
at 50 MM focal lens. When I go ahead and Reduced the focal length. You can see that the
object kind of distorts. Let's put this back to 50. If you have worked with lenses or fewer worked
with photography, then you will be really
familiar with what's going on. And this acts the same as any lens would do
in the real-world. So right now this is 50 MM, which is kind of
equivalent to add an I. So you can just keep it at
50 MM as of now so that you see the objects naturally
without much distortions. If you're not very sure
about the focal and then I would advise you not to
play around with this. Let this be around 50. And let's look at the
report preset again. We can tumble around like this. If we wanted to go to any front or any top or
site-specific views, we just need to click
on the circles here. When I go to the front, you should notice that
the distortions disappear is because this is an
orthographic projection, which is not really
possible in the real world, but this acts like it's an
exact front view of an object. It's a bang on friend view. So you can see that the front orthographic
shows up in here. So when I change, That's industry
user perspective. So perspective projections
are natural and orthogonals are there isometric and they are used for
illustrative purposes. Then I click on the X here. This goes to the side or
the right orthographic. This is also an
orthographic projection so your distortions disappear. This is about the
viewport presets. Now let's take a look
at how we can pan and zoom in and zoom out of
our, in our 3D scene. Below this, you can
see that we have got a zoom-in, zoom-out. So I just need to click
and drag on this. This will allow me to zoom in
and zoom out of my object. And then you have pump view. This will move the
view like this. You can treat this like a pan. You can move the 3D scene alone and you can
zoom in, zoom out. Then you have a camera view. So whenever you have a camera in the scene, you
can click this, but right now we have
just deleted the cameras, so we do not have a camera. This is the switch between orthographic and perspective
use when I click, this becomes an orthographic
or isometric projection. And you can notice that the
distortion to disappear even though I moved my
viewport preset. I no longer have the distortion and it's all orthographic. And I can click this back onto, go to the perspective view. So that's how we
navigate around. And every time it's difficult to go around here to navigate, to make things easy and simple. We can have these
by mouth shortcuts. Let's, I'll show
you how it's done. When you are in the viewport. You just need to go any wet. And if you press the middle most once and drag your mouse, you can see that we get a similar effect of what this
viewport preset is doing. Anywhere in the screen. You just need to press
the middle mouse and drag to tumble around. And then you just need to press the Shift and middle mouse to move the camera like
this or to pan the camera. And when you press
control and hold Control and use the middle mouse button
to zoom in and zoom out. This also works if
you have a scroll, you just need to scroll in and scroll out to zoom
in and zoom out. These are the viewport
controls, I'll repeat. When you hold shift and move the camera pans
and when you hold Control and use the scroll
wheel, you get this. Zoom in and zoom out, or you can simply scroll in and out. You can easily use
the icons over here. So that's how we
navigate around. Or we move the
camera in Blender.
5. Transformation Tools: Okay, So looking around
with the camera was fun. And now let us take
a look at how we can manipulate the objects
inside of Blender. So we need some objects. So first of all, I'll
remove the monkey. I'll select the monkey, it's called as Suzanne here. Select that right-click
and say delete, and we have got an
empty scene again. And of course we need some
object to demonstrate. So I'll go ahead and say
add and get inside Mesh. And let's put the
first object blend. And yes, we have got
a plane in here. And now let's add
another object, let's say Mesh, and
let's add a UV sphere. This sphere in here. You can see that the plane and the sphere are intersecting. And this doesn't happen
in the real world, but it happens in, inside of 3D. So this object just intersects
one on top of each other. Now what we should do is now pull this object away or put this
object away from this. How do we do that is by
using them Move tools here. Let's discuss about the toolbar
here. Towards the left. If you see we have got a stack of tools like this
for somebody isn't if you're not seeing
this and if for some reason your
window is like this, then you need to
click on the arrow here to enable the
toolbar back on. In the toolbar, you can see
there are some options here. Right here. You can see there is
a tool called moon. Now the best part of
Blender is when you just hover over any of these icons and this put
your mouse over there. It shows mu and
this is a tooltip. What blender shows you
what this tool will do. I'll just click
on the Move tool. And immediately there's a
gizmo that appears here. And you can see that this gives most color-coded
according to the axis. And the blue for z and x and y. Let's move the sphere
on the x-axis by just holding this
arrow and moving, and this will just move the sphere out of the
way from the plane. This is how we use the
Move tool and we can just click and drag to move. As soon as I move this. In the bottom left, you need to notice there is another small tab that has
open and this is a pop-up. When I click, it
just opens a pop-up. There is some numerical values
of the last done action. The last one we
did was the move. And you can see that
the move appears here. And you can see on
the Moon X, Y, and Z, and we do not move on the x, we just moved on the Z now. And which is why you are
having the value on the zip. By what value we moved is
1.6 meters on the z value. So you can go ahead and just slide this, move up and down. Or you can go ahead and put any exact values that you want. For example, I wanted to
move this by two meters. I just need to put in
two and press Enter. And this has moved the spear
by two meters on the z-axis. So that's how you
operate the Move tool. And this can move on
any axis like that. We saw that now let's
move the plane as well. So I move that. Let's call an another object. I'll say Add and mesh and
let us add a cube object. Now, we have got the cube and
we know how to move this. Now, let us go ahead and rotate this cube to see how that works, we have the rotate tool here
and select the Rotate tool. And you can see the gizmo
has changed two circles. There are circles in every axis. So we can rotate this on any particular axis just
by dragging on the circle. And you can see whenever I
hover over any of this axis, that axis lights up, highlights in a way that
that access can be rotated. Just rotate on the
right, like that. And we can also rotate on the z. Similarly on the left you
can see this has changed, rotate and it is
showing an angle. So I'll go ahead and undo, edit, undo, edit, undo, edit, undo. And to make undo simple, you just need to press
Control Z to undo that. And right now we
have got cube gone. So I'll edit and press redo.
And we've got two cube. We can always rotate
this on exact degrees. So right now this is
not related anyway, since we have unload everything, I'll go to the top view. Here you can see
the rotation axis. So I'll use the z-axis and
I'll just rotate like this. Here you can see the rotation and none of which you
can see minus 40 is this need to minus 45 to get it exactly
rotated 45 degrees. And this way you can
use this to rotate the exact degree you want in
the particular axis as well. So this is the Rotate tool. Now let us look at
the scale tool. You have this scale. Let's change view by clicking on the scroll
or middle most. And I'm just changing the view. Here you can see the scale tool, which is also a little
different gizmo than move. The arrows have
changed two blocks. And this way you can scale your object in a
particular axis. So when I scale the
object on my Z, you can see this is no longer a cube and it's
becoming a cuboid like that. And undo control Z. You can see that you
can change this on any one axis like that. When I scale it on the X, this will be top view. Kind of distorts. This way you can scale on any
particular axis. And if you want to scale on all access to make
this a uniform scale, you can always make use of the white circle which
is showing, I would say. So when I click on the
white circle and drag, you can see that the cube
does not change ship. How much I wanted scales
the bigger or smaller the cube proportions are kept intact and they
are not changed. This is a uniform
scale operation. And whenever I scale and click, you can see the axis
and on all access, the same number of
scale times is present. So this is really useful
when we gain proportionally. Let's scale tool. And next we have another tool
which is showing transform. This tool has all the
gizmos built-in to this. This is a little confusing. Personally, I wouldn't
recommend you to use this transform tool
because you can do any kind of transforms
using this tool. If you look at the gizmo
closely, the rotate, the scale and the move tools are all built inside
this unified gizmo, which is that transform. Let's not use this. We can always go ahead and make these three
tools in action. So that's it for the
transformational tools. Let's take a look at
the selection tools. So you have on the
top of the toolbar, you have the select box. What this does is we already know that we
can select objects by clicking on it and clicking outside of
it will deselect it. So first I'd click on an object and hold the
Shift and click on another object and hold
the shift to click on another object to keep on
selecting multiple objects. Whenever I select
multiple objects, you can notice the outline
that's happening here. When I select the first object, the outline is on the cube, and then I select this plane. Now, notice that the color of the outline has
changed to orange, and this plane is the yellow. And when I select this sphere, the yellow color outline
jumps to the sphere and did of plane becomes
the orange selected. Alright, so what does this
mean is blended always highlights the last selected
object in yellow outline. The previously selected
objects are all outlined in the orange sheet. So this means that all
these objects are selected. However, the Spirit is the
last selected objects. Why does it does this
is because there are some tools and there are some tricks you can do with
the last selected object. Sweetest way, this is alright, so you can select
multiple objects by just holding Shift and
you can deselect them by holding Control and Shift and clicking them again
to de-select them. This is a way of selection. So we have a selection tool, dedicated selection
tools for this. So on the toolbar you have the select box option
selected as of now. So when you have this
option selected, you can always
draw a marquee and whatever mercury falls into
it gets selected like this. I can just select this on this, this or this both ignoring this. But we always don't
have options where we have a rectangular or
square shaped marquees. We need a lasso to do things. So for that you just need to keep clicking this
click and hold. And you have the selected tweak, the select box, select
circle and select lasso. When I leave my hold on, the select lasso, selection
tool becomes a lasso. You can see the icon here. Now, I can draw a lasso and on my
selection to select this. When I select two objects, I can manipulate them both. Notice that the gizmo appears right in the
middle of the subjects. And using the module, I can
move them both to error. Well, let's, these are some of the selection tools
inside of Blender.
6. Edit And Object Mode: All right, So we saw how
we can manipulate, rotate, scale, Move, and Transform
Objects as a whole. Now, let us see how
we can transform objects itself so that
its shape changes. So to demonstrate
that, let's me, let me go ahead and delete
the existing shapes. Select, right-click,
Delete, delete, and delete. Let's create a new queue. I'll get inside object, I'll get inside,
add mesh and cube. We have got a cubit. Let's get inside
and look closely. If you remember in your
elementary geometry class that this such cubes or any
geometry has three main parts, which is the face, the edge, and the vertex. We need to manipulate
those in order to change the shape
of an object here. To do that, I'll
select the queue and get inside the object mode, which is showing
on the top corner. Let's select this
object mode and you can see that
there is a drop-down. Now these are all the
different modes that blender offers for a 3D object. Let's get inside object mode
and get into edit mode. So as soon as I get
inside edit mode, you can notice that everything
highlights in orange. It is because everything is
just selected by default. I'll just click outside once
to de-select everything. And you can see that the points are appearing on the cube before they
were not there. I'll go to object mode to show, and now they are not shown. And now get inside edit. You can see that the corner
points are appearing. So these are nothing
but vertex or vertices. So why these are
appearing is because you can see the three
modes data showing here. The first mode is the
vertex select and then the Edge Select and
then the Face Select. And you can see the icon also
is showing in such a way. So right now the
vertex are shown. Then when we click on the edge, and this is the edge mode, then the phase model. Let's look at it in depth. So let's first
select the vertex, and right now the vertex
mode is selected. Now I can go ahead and
click on each vertex. You can see that the
vertex is highlighted in orange or the white and
there are orange line. I'll select two vertices. I just need to hold
shift and select this. Right now we've
got to select it. And we can select multiple
points like that, okay, so I'll just
select one again. And you can now
manipulate this by using the Move, rotate our skin. I'll use the move tool to
move this point or vertex up. And this basically changes
the shape or form of r cubed. Now, if we get out of edit mode by getting
inside object mode, that form is retained by this, what you can learn
on the takeaway here is that you cannot
change the shape. Often object in the edit mode, you can just move it, rotate or do transformations on the whole object and not
on the sub-object levels. And you cannot change the shape of an object in object mode. So we need, in order
to change the shapes, you need to get inside the edit mode to
reveal the vertex, faces or edges in a similar way, let's get inside the edge. So when I click on the edge, the edge is highlighted here. And we can click any
edge that we want. Similarly, we can click
on multiple edges by holding Shift to select
everything like that. I'll select one of the edge and using the Move tool,
I'll move this. This also changes my
shape of the cube. Right now it's no longer a cube. You can see that we are having
some kind of shape here. Similarly, let's look
at the face mode, get inside the edit mode. Let's look at the Face. Select, select that
last option there. And if I click right now the phases are
selected as a whole. So I'll select one of the
spheres and just move this. And you can see how that's affecting the shape in this way, the edit mode can really alter the shape of your basic shapes. Using these tools, you can go ahead and make the
shape that you want. So the important thing that
we need to understand here, that whenever we are
inside the face mode, we cannot be able to select
the vertex. Vertices. We can really only able
to select the face, only. To select the vertex you need
to get inside vertex mode. You need to be sure
of what mode you are using here to get the
action that you want to be sure of which mode you have selected
here before you are trying and action
instead of Blender.
7. Viewport Shading Modes In Blender: In this video, let's look at the viewport shading modes in Blender and what
the advantages are. Here, I have just opened the viewport
shading modes worksheet. In here you can see that
there are basically the one cube and one
wedge-shaped cube here. If I just tumbled around, you can see that how that looks. All right. What we have
to do is we have to make this q match
up to the ship. Let's see how we can do that. I'll just go to my right view. Here I can see the shapes. So let's go ahead and get inside our edit mode. And there we go. Now I'll just select
the vertices here. And I'm going to
use my box select, which is the select box. And I'm just going to
drag a market like that to select all
my vertices dead. And now let's just
scale them down. Scale to scale it in this axis. There. Alright, so now let's see how
this looks in other view. And you can see that we have
used the mark we select, but still we have just
selected the front part. And that's why we have got a different shape than
our example over here. This is happening because
we did not select the vertices at the back to
get an even shape on the top. So this is happening because of our Viewport Shading mode
currently isn't shaded mode. So I'll undo this. And let's get out of edit mode. And we can change the Viewport Shading mode by
going to the top right here. If you notice here
there's a small bar over here that shows four modes. The first mode is called
as the wireframe. When I go and click that, you can see how our meshes
are displayed here. And you can see the skeletal
view of our mesh over here. The dome, I mean skeletal is because these are the
elements of construction. We have just got the edges
that makes up this box, that only those edges are being visible and not the box itself. So you can see all
the hidden edges and vertices in this mode. The next mode here is the, this is the solid
mode right here. I will select that and
you can immediately see how you would perceive
things in the real-world. You cannot see the hidden
vertices are hidden edges here. You can only see the sites
that are facing your site. So this is the solid. And then next weekend See the next view, which is the material
preview mode. So just select that. This mode is helpful when
we start giving materials. You will understand that later. And then there is one called
as the rendered mode. So when I select that, this accommodates the lighting and this includes the lighting in the scene to show the lights and shadows that are being
cast by these objects. But since we do not
have any lights here and we haven't talked
about rendering it. We can discuss this
in a later section. We can consider it on
the wireframe mode and the solid mode. I'll select the wireframe mode. And next I'll go to
the right view here. Now I'm going to make the
same thing what I did before. I'll get inside the edit
mode and select all. Let me select the vertices on top by getting inside
the selection box. And I'll just drag
mark, we like that. Now let's get to the scale
tool and scale them down. Let's get out of edit
mode to object mode. And now I'll just tumble around to see how
that looks. Yes. Now you can see
that the shape is been trained like
what we got it here. Let's go to the Solid
View to see that better. And you can see how our material preview fix
our selection methods. What you should understand here is when you are in solid mode, whatever vertices
that are visible, or edges or faces that are
visible are only selected. Whatever phases
that are invisible, which means the
phases that are on the other side and which
you don't see in the solid, we will not be
selected to select the faces that are on the
back or to select whatever. It can be, phases,
edges or vertices, whatever you want to select
with this in the back, you always need to get inside wireframe so that you'll be
able to select them all. These are the four basic
modes of viewport shading.
8. Extrude And Inset: In this video, let's first
look at the extrude tool. So this comes under some of the basic modeling
tools instead of blender on this is not just
restricted to Blender, it's the whole 3D, it's the whole polygonal
3D modeling itself. So whichever software
package that you use, these are our list standard
tools that will be included. Alright, so let's
go ahead and open a worksheet for this to
be explained better. So I want you to open
a file and say Open. And its lender is asking me whether to
save this old file. I do not want I'll
say don't see him. And this pops up a new window. I navigate inside the resources. And sort of this weekend See
worksheet one underscore, basic underscore, Extrude, underscore
operations dot blend. I'll first open this file. Online. We are immediately
opened up the blender file. So this is the basic
exclude operations. In this you can see what are all the basic extrusions
and how we can do them. The first line is
something that is already done and the second line is
what we are going to do now. The first one, if you see it, just ignored the others and just see the first
one. As of now. This is like a five-sided
polygon or it's a pentagon. And you can see the
shape over here. It's just extruded
to get this shape. What we want. This is just a two-dimensional face or two-dimensional
plane being extruded to get that 3D
effect or 3D selfish Sunday. How we can do this is
by first selecting. And if you remember that
we cannot change any ship, the object mode, if we
wanted to change the shape, we need to get inside
the edit mode. I'll select this first
Pentagon and I'll get insane the object mode and select the drop-down and
select the edit mode. And you can see that
everything is selected. Now I'll just click outside
ones to de-select everything and make sure you're in the face mode and
select this phase. Once this phases means selected, we need to extrude this
face to get till they're. How we can do that is if
you notice that there is a new menu that appears here, since we want an
extrusion on our face, we can see that there
is a phase over here which shows all the
options related to phase. And the EKG shows all options related to edge and
a vertex and so on. Let's get inside
the face because we want the face to be extruded. Under the phase,
you can see we have something called
as extrude faces. I'll just click on
that and just drag. You can see that the plane pentagon has now extruded to give us a 3D shape. And you can see the
extrusion over here. It's set to 1.677. I want to extrude
this to a two meter, so I'll just click
here and just spread enter two on my number
pad and press Enter, and that extrudes up
to two meters here. We have quickly got more
phases since we have made this extrusions and we
have got phases on all sides. So this is a 2D shape
being converted to a 3D just by simple
extrude operation. I'll get inside object mode, and that was a simple extrusion. Let's take a look at the
second example here. What's happening is
this is first being extruded and then the top phase is being scaled
inwards so that you'll have that tapering
effect on the top. So let's do that. I'll
select this plane again, get inside the edit mode. You have everything selected, de-select everything by
clicking outside and select the face mode and click once we have gotten selected. And now let's go to
the face and extrude faces and pull this out just
like how we did last time. I'll just put two here and press Enter for that to
me, that extrusion. Now to get this tapering form, I can just go ahead and
use the scale tool. We've got the Scale Gizmo here. Let's go to the top. I'm holding Shift
and my middle most tool drag my 3D window. And let's just use the outside circle here
and click and drag. There'll be matched somewhere
around there roughly. Now let's stumble and
see how that looks. Yeah, perfect. So we saw
how the shape can be achieved by extrusion
and scaling. So let's take a look
at the next example. I'll go to my object mode. Let's go to the top. This one thing, what
you can see here that whenever you are
inside the edit mode of a particular object, you will not be able to select the other objects in the scene. So you no longer need to panic
for this uses need to get inside the object mode to select the other
objects in the scene. Let's select the other objects, which says extrude into two, which is a double extrusion
that's happening here. If you take a look
at the shape yes. Till here, it's the same
extrude what we did. And there's again
one more extrusion that's happening. Let's do that. Select the plane yet
inside an object mode, and put the edit mode and here. So let's get inside of that. And we can click
on the select box. We don't have that gizmo. And make sure you have selected. By entering the Face
Selection and here phase. And let's get to extrude faces
and simply pull this up. And you have to meet
an extrusion here. We have got the two
middle extrude. And then let's make
another extrusion as this example calls for. So to make this work, we need to select this face and extruded outside.
Let's go to the top. Again. Make sure you have
selected this face in the Face Selection over the top. And get inside face,
extrude faces. And you can extrude
it like that. Let's de-select and get out of edit mode and get
inside an object mode. And you can see that how
we can get that shape. All right, so let's take a
look at further examples. The top, this is
extrude along normal. So the way this works is you can take a
look at this example. Dataset ridge on our extrusion. Extrusion is the same
as what we did here. It's the very similar thing. But you can see that there is another set of phases like a
rim that's happening here. How we can do that
is when we select this object and get
inside the edit mode. You can see this
phase is not same as I'll get oxide object mode
and compare this and that. Let's get to the edit mode. If you see that this phase is
not cut by any ridges here, it's just one phase. But if we take a look at this example and get
inside the edit mode, we can see that there are some new lines that appear here, which means that we have got
new phases in the middle. This is what we want
to create this shape. So I'll just select
this phases in-between. So I press my face
select and hold, select one phase and hold
Shift to select another, hold Shift to select another, holding Shift to select another. And finally, this phase, we have got all the phases
selected like this grid. Now, let's go ahead and extrude. And this is a very
similar extrusion, but it's just a little
different options. Let's get inside face. There is something called as
extrude faces along normals. So I'll click that and drag. And you can see
what has happened is that this has been extruded
equally on all sides. I'll demonstrate this
better and undo control Z. I'll get inside face. And when I click
just extrude faces, you can see that I'm not able
to get the face looking. Face extrude faces. So I'm getting this
kind of an extrusion, but our results should be
like that and not this. So I'll undo to get this
effect we have to face and say extrude faces along
normal to have that effect. So this extrudes along
all sides equally. Let's get out of edit
mode to check this out. Yeah, that has come perfectly. Let's look at another example. This is the same
Pentagon over here, but if you notice that
this is kind of cut in half and only half of that
pentagon as Ray stops. So how we can do that is when
I get inside plane here, Let's go to the Edit mode. Immediately after I
come to edit mode, there is a new edge
that is appearing here. And till this time
we did not see this edge and this
example meats that edge. I have put that edge before. Don't worry, I'll
tell you how to do that in the later examples. Let's hold that and we can go ahead and do the
extrusion just like usual. So extrude faces and that just extrudes up and
you can give to meters. So that puts it, and that's
how we achieve this shape. Let's go to object
mode, and let's repeat. Take a look at the
other example. And this brings up a new
tool which is the inset. What does inset
mean is if you see that it is the same extrusion, which the same pentagon, but instead of which
there is a ridge or there is an inset
and after that, you have the extrusion. In order to do this, we need new set of phases
so that we can select only the middle
phases, an extruder. And I get inside the edit mode. You can see that we have
got the middle portion here and you can
just select one of these face right in the middle. You can come here and
say face, extrude faces. This enter to get out
of it my object mode. So this just extrudes
it like that. So how did we create that
inset in the first place? I'll tell you that I select
this plane over here, I get inside the edit mode. You can see this
is just a pentagon without that inset over here. So how we can do that
is make sure you're on the face mode and
select the face. Get inside face. And here you can see an
option called as inset faces. And I click on that. I just need to drag my mouse to create that new set
of phases in-between. And now we have got an inset. I'll just select that
middle portion and get inside the face and
get extrude faces. To do that, it has
got very high, but we can edit it
here. Let's put two. Yes, we arrive at
this same shape here. Let's get profit by getting
inside the object mode. We did those extrusions
and then we have something called as inset plus x true. So till now we saw an
extrude differently and we saw an inset
plus extrude ones, but this is inset
plus extra twice. Well, let's see how
we can do that. Again, we have got
that same pentagon. Let's get inside the edit mode. And as you can see that
this pentagon is already been inset so that we
can just insert this. And then it has already
been divided into two so that we can take up only
this half and put it up. This is like a
combination between this set of example
and this example. So these both are just combined to get this
example over here, let's take a look at
how we can do it. Make sure inside the edit mode and get to the
face selection and select these two faces
and extrude them. Go to the front view. I've just extruded
till there and use the move tool to
move it little up. Alright, so we have
extruded to there, and now let's just extrude
one of the spaces. I'll select only
the one side of it. And let's extrude this again. Face and extrude faces and
move this up the laptop. Go to the front view and
adjust this removal. All right, so we have
made that form also. So I'll get out
of the edit mode, come to the object mode here. All right, so we've got that. And finally we have one
last kind of an extrude, which is the extrude
individual phases. Let's take a look at it. We have got a sphere here. I'll select the sphere and
get inside the edit mode. De-select everything. And this select the
four phases over here, make sure you're on the phase. And this select 1234. I'm selecting these
because our example has those four
selected over there. So I'm just trying to
select the same over here. So we have got the
four selected. Now let's go ahead and save
face and extrude faces. You can see that this is giving
phase which is together. All the four are still stitched
together and they look different than our
example on the top. So to get that, I'll first undo
control Z and make sure you have selected those four phases
again, like that. And now let's get inside face. And there is a new
option here which says extrude individual phases. So I'll just say extrude
individual phases. Now when I just drag, you can see that we are getting
the result, what we need. And this looks exactly
like how example looks. I'll get inside object mode. Here you can see how
that has turned out. All right, these are all some of the basic extrude operations. So if you complete
this worksheet, you will get an understanding
of how this works. So I've included this
in your resources. So go ahead and try to create all the forms
that are here. This is not just limiting. You can go ahead and try your own extrusions to
get your own forms. There.
9. Loopcut And knife Tool: Alright, in this video, let's take a look
at our worksheet to which is the loop cut
and the knife tool. All right, so I want you to navigate to the
Resources section. And under of which you
can see that there is a blend file called as
workspace to look at. So I'll select that
and let's open that. And we have got the loop cut
and knife tool worksheet. This worksheet will get you
practice and we'll tell you what the loop does and how
to use the knife tool. In this file, you
can see that we have got some examples which
demonstrate a look at, let's see What a look at is. Well, let's go to the top view. The first example
says the Lukert, Aye, little bit humbled to
see what's going on. You can see that
the first one is just a plane that's been
extruded only in the half. Now this you can relate
to the example where we extruded the Pentagon just
a half of a right there. We did not cut the Pentagon. The Pentagon was already cut. But here let's see
how we can cut the squared so that we can
get something like this. This is the plane
that I've selected. I'll select it and get
inside the edit mode, and we have got the plane. So after we get inside the
edit mode of the plane, just select that edge
mode selection here. And after we get inside that, we have the edge option here. So I'll get inside the edge and say that loop cut and slide, there is an option here, so I'll just select that
Luke gotten slide. We just need to
click on a plane. So we have some lines appearing. One is this way and
one is the other way. And this is little interactive, so we want to appear, line to appear this way. So I'll just select
and click once. Then quickly my, of course are changes on my
line changes the color. So I'll just click another time. And then we have this
menu appearing here. And you have the factor, the number of cuts,
these smoothness. So we'll make sure that
you keep the factor to 0. If you have any number there. Once it is 0, we can
then click outside. And now you can see that we
have got our line in-between, which means there's an edge
in-between and we have just divided our plane over there. So after we have the line, then it's fairly easy. We need to get inside
the face and select this and go to face, extrude faces and
just put it up. You can put the number
here as usual and get out, I'd say roughly edit mode. In this way, we have
derived data form. Now let's see another example where we have used
to look at twice. So I'll select the spleen again. And then let's go
to the edit mode by clicking on the drop-down. Select the Edit mode. Let's make the look good. So to do that, let us
get inside our edge, edge and get to
look at and slide. Click once. Do we make the interactive tool
appear and click again. And then this becomes red
and click one more time. Make sure that your
factory reset to 0. That's it. Now let's repeat this and again, get inside the edge. Loop, cut and slide, click once. And this appears. Click one more time,
and this becomes red. And click one more time
to put that in place. All right, so we have got
the cuts that we need. We have got exactly
the divisions. Now, it's fairly easy. Select the faces. Select these two faces
as in the example here, hold Shift and hold
the other here. Now we can go to the
face and say extrude faces to make the extrusion
and put this to two meters. And we have got the form. Let's get outside
of the edit mode. That's a look at we used twice. And then we have here something called as loop cut
plus segments. Let's take a look at it. First of all, I'll
select this and get inside the
edit mode of this, the example object, and
then go to Edit mode. And you can see that
there are multiple cuts. Data have appeared here. And we have just had like two cuts this side
and the other way. But here there are a lot
of segments going on. So this is also possible. We need to select the object and get inside the edit mode. Let's make the cuts
are the divisions. I'll get inside the
edge mode and go to edge and say loop, cut and slide, and
make a cut this way. Click once, click again. My menu appears here and you can see the
number of cuts to one. And now we can just move
this 234 and we have got four cuts this way. That's cool. So I'll click outside. I'll make another cut
this way, the other way. And get inside edge. And say loop, cut and slide, and make a cut the other way. Let's click once, click again. And this also can be
increased to four. And now you can see
that we have got the same kind of divisions
that appeared on there. And now it's just a matter of selecting the phases
and extruding. I can select this face, and I will select
these two here. Let's just go to the face
and extrude faces and pull this up to two meters and enter. We have got that shape. Let's go to the object mode. Nice. Let's look at the other example where it's the loop
cut plus slide. Let's see what that does. If you see the
edit mode in here, you can see that the cuts
are not in the center. There just been offset, which is the slide. So once you've cut, you can
slide this edge to make an offset and then you can build that form on top of that. So let's see how
that can be done. Select this plane here. Let's go to the edit mode. And as usual, make sure everything is de-selected
and you're on the edge mode. And get to edge and say, Look, cut and slide and
make a cut in the middle. Click one more time. And now you can see that this
has become red and orange. And now you can basically move your mouse and this
cut moves along there. And I will click somewhere here where I think it looks closer. And once you're there, and now you can see that
menu has a factor of 0.593. Now this can be
adjusted like this, so we can move front and
back after you put the loop. This is basically the slides once you cut and then
you're sliding them. The loop, we have slided this loop to somewhere
around there. Let's click outside. And now they can get
to the face mode, select it and see face, extrude faces this up and
enter the number. We got that. Let's go to the object mode. And all right, Sounds great. So with this loop guard, you can create cuts wherever you want. You can slide it this
way or that way. But the one thing
that you need to remember is the cuts are always vertical or horizontal
and you cannot really cut it diagonal or the
way you really wish to cut. So how do we do that? Is there's a new tool that appears here which is
called stdin knife tool. So both loop cut and the
knife does the same thing. It just puts new edges in place so that you can
model your shape. But the knife gives
you flexibility to make the cut on
your own choice, instead of just making cuts on vertically or horizontally. Let's look at how
the knife works. On this example, you can see
that we have just made a cut somewhere on the plane and we have just extruded
shape out of it. So to, to, to do that, let's select this plane and
get inside in the Edit mode. Let's go to the top view. And let's call the knife. The knife can be
called by two ways. One way is you can just need to press the letter K on your
keyboard key for knife, and that brings up the knife. Or if you're not a shortcut, you can go ahead in the left. You can see the tools
that has come here. And yeah, you can see there is a loop cut option here as well. And below that you have
something called esta knife. The knife, select that. And immediately our cursor
shows the knife option. Now we can just click and
just click and press Enter. Now, knife operation is done. We can get out of it by
using the select box. Yes. Now we have exited out of
knife tool and we have got a newly created topology or we have got newly
created edge like that. So we can go ahead and
select the Face, Select, and select that a newly
created a triangle over here. Now it's just a
matter of creating a simple extrude
face, extrude faces, and pull this up and enter two meter scale and go
to the object mode. You can see we have got
that shape looking right? Alright, so you saw how the loop gut and the
knife tool works. So you just need to remember
what these two does. And let's look at,
while modelling, you will get to understand what these two does
in a better way.
10. Bevel And Merge: Alright, in this video, I've just opened up
another worksheet was just the worksheet three. This is the last worksheet, which is the bevel and
merge vertices worksheet. Let's look at the first example. This shows how we
can bevel something. So you can see that we have created a new set of edge and we have created a bevel like that from
wedge-shaped are there. So how do we do that is by
using a tool called bevel. Let's select our object here. So we'll try to create
the same shape. Let's get inside the edit mode. And for this, if you see that there should have
been an edge here, that edge is paying beveled. So when I say edge, you can select the
Edge tool and select, and select the edge over there. Now we need to get inside the edge and say bevel
edges, which is here. And just drag. We have got the bevel edges
there. Let's go to the top. Here you can see now you
can just increase the width to make the bubble
much more or less. And this is a bevel
that has been created. This is how we
create those shapes. Now let's take a look
at the next example. Let's get out of
the object mode. This is edge bevel plus
segments. Let's see. This example has got
the similar bubble, but the bubble is kind of a rounded and it results
in a rounded form. Instead of that
straight paper form, it's not chamfer, it's
kind of a rounding. So let's see how that is done. Select the plane. And even you can see that this is kind of a cube and
this is just a plain. So let's extrude this
first to make a cube. Then let's make that bevel. Let's get inside the edit. Select the face and say
face, extrude faces. And put this to do. And we have got a cube now. And now we can select the edge. This edge here. Go to the top view and just
say edge, say bevel edges. Got that, bevel like
that and click once. And we can then increase
the segments here. Immediately. When I
increase the segment, you have a rounding little bit. No, I didn't need to increase
the segments till four. And now I can exit
out of my edit mode. And we have got that
nice rounded shape by using the bubble tube. Let's take a look at
our next example, which is some vertex pebble. Till now we beveled edge and
now we can bubble up vertex. So let's look at that. Here. It's just a shame shape, but it is just a plain
instead of an extrusion. Let's select the spleen and
get inside our edit mode. And select the vertex. Select one of the vertex
here and get inside the vertex and say
bevel vertices here. This gives us the result that
we want and just move it. Here. You can set up the
divisions are segments. I'll just keep it at
four and you can set the width according
to the requirement. So what you can understand here, just like edges, vertex
can also be beveled. Next example, which is the
edge bubble plus segments. What has happened here
is the edge bubble has occurred multiple times until now we have just
bubbled one inch. And here this level is acting on all the edges of our queue. To do that, Let's get
inside Q edit mode. Get inside the edge
and select all. Getting to select and
getting on the Select all. Or you can also my query select and hold Shift
and select everything. This gets some of the
edges de-selected. So to do a wide that, I'm just going inside the
select and select all. And we've got
everything selected. Now we can again
get inside edge and beveled edges and just
drag to get our bevel. And this way you can
reduce this to get a nice looking sharp edge. Or you can also increase this to give a nice rounded
kind of a cube. So in this way, it's just
the same edge bubble, but it has appeared
on multiple times. Thus we get a nice rounded form. Let's go to the object mode. Now let's look at
the bevel modifier, which is basically modifiers. Anything instead of Blender
is like smart objects. So when we talk
about smart objects, like it's a
non-destructive workflow. The way when I, what I
mean by destructive is if you select the edge movable
segments, come inside. Edit mode. You can see that we
have created new set of edges and new set of
vertices and new set of phases. Now once this is done, object kind of Biggs
that bevel inside. And now this object
is normal at Q. But with the help of modifiers, we can give the same, similar effect without adding this much off topology to this. And whenever we want, we can just remove
those bubble effect and have that cube back. Let me explain how this works. So I'll go to the object mode. Select the cube over here, which is our example. Now I'll get inside
of it edit mode. And now you can
see that we do not have the vertex or edges
as it was on here, but we still have this
same shape going on. Now how is this happening? Is by modifiers, are by nondestructive methods
of modelling a mesh. To explain this, we need to
enable this wrench icon, which is the modifier if
you're on any other tab here, this makes sure
that you click on the modified properties and
this shows the modifiers. And here you can
see that there is a top panel which
was add modifier. You click on. These
are all the sets of modifiers that Blender
has ships with. And it has got great tools
in it modifiers section. So you can use any of these to modify your mesh in a
non-destructive way. Right now I have already
applied the bevel modifier. The same Beverley can be
applied as a modifier to. Let's give the same here. Let's go to the object mode. Select this. This is just a simple cue. And this has got the same
segments and phases, just like a normal cube. I'll select this and get
inside add modifier. And under the Generate
you can see I'm better. Let us give the bevel. And as soon as I give the Bible, all the edges of the cube
are getting chamfer. We can increase the segments and you can see how it's affecting. And we can also
increase the amount. You can see how that
is affecting it. And since it's a
non-destructive way, when I go to the edit mode, I'm not seeing the
newly created. And just in the edit mode. However, the shape looks like as if it has gotten
those inches. So the main advantage of this, if I do not want this much of Babel and I want
a sharp a bit. I can simply go ahead
and do here the amount, but this is not possible here as I have no controls
over the bevel. Once it's beveled, it's
beveled, that's on. But here we can anytime
increase or decrease the bevel or you can all the way remove this modifier by
clicking the X here. And this completely gets rid of your modifier and keeps
your model intact. This is a grid point of
why we should be using nondestructive methods of
morning wherever possible. Let's do that again, add modifier and say, let's increase
this a little bit. But if you see that we are getting all the edges beveled instead of one edge
getting webinar. How do we restrict
this modifier? Modifiers are great, but
how do I illustrate them? Just to act on one of
the edge of this cube. So let's take a look at it. If you select the cube
which I have given, get inside edit mode. And you can see that the
edges out of all the edges, one edge is highlighted in blue, which means this edge has been marked as an edge bevel weight, which is way this level modifier is using that weight
and giving only that, that particular
edge of the bone. So let's do that near to
object mode and select this object and get
inside edit mode. Now we need to select
only this edge. We need to mark this edge
and tell blender that hey, just use this edge and give this bevel instead of giving
all the other letters. To do that, let's
first see here, and this has got a limit method. So let's limit, this says is the modifier will be
limited to this method. So first of all, under the limit method,
you have few options. This we need to
select the weight. When I select the weight, the bubble disappears
as if they modify. It doesn't exist
because we have not marked any of the
edges for the webinar. Now, let's select this edge back on and get inside the edge. And there is our time called as edge bevel weight.
Click and drag. And here you have a slider 0 to one and make sure
you're set this to one. Now, we can move the among. This modifier is only affecting
the newly marked area. That's cool, right? We
can use modifier and only affect uncertain
part of our objects. So we can increase
this level and we can increase the
segment degrees a segment, or remove the bubble
anytime that we want. The object mode. So this is a nondestructive modifier method as compared to a
normal development. This method has a lot more
topology and geometry, and this bevel is kind of big. However, in here, we do not have any edges in the edit more. This is the major
advantage of this. Now let's take a look at another example where we can use this modifier
in a different way. So you can see here that this object is really
rounded and it is not, it is much different than on
other objects in the scene. To create such smooth
looking and rounded objects, we have to use a modifier
called subdivision surfaces. What this does is
it simply smooths out any sharp edges by adding more geometry to your scene and it just kind of
smooths your object. So let's look at
how does this time I'll select this object
under modifiers. Let's add the
subdivision surface. As soon as I add
the subdivisions, you can see that the cube shape has disappeared and this kind of forms like a sphere. Let's increase the levels R2D2. This smooths out further. Remember that subdivision
surfaces divides your model and it's always a
little resource-intensive. Do not keep the values
in a really random way. Make sure that you
go This levels one by one or not a
random arbitrary number. Do not enter a number
here that is about like four or five
randomly, just like that. So always make sure that
you go step-by-step. So if you want more smoothing, you just need to go 34, like that instead of just
randomly typing in a value, since it's resource-intensive,
that may crash your system and you may
have to do a reason for it. Let's I'm okay with the
divisions being too. Now you'll see that
the cube shape has gone and everything's
been smoothed out, which is the function of
the subdivision modifier. We can go ahead and
turn this off by this icon to see how
its actions were. Still not back on. And yet we have gotten, but it's great that we can create organic shapes out of it. But how do we add, achieve sharp edges by using subdivision modifiers to one of the key advantage on one of the key reasons we're
using the bevel and particularly
the bevel modifier is to give sharp edges
on smooth objects. So to do that, select this
and give it a bevel modifier. And put this bevel modifier
on top of subdivisions. Subdivisions always
come at the last on the stack and you can always use this I can here to drag the modifiers
one top of the other. So as of now, just remember that subdivision appears
at the last of the stack. Alright? First it gets bevel, then it gets subdivided. After I put bevel, you can see that we're
getting that cube-shaped back on and little bit
because it's appear, because it's applying
bevel on all the edges. Let's click on the
limit method to wait. And that has gone again. Now let us select in edit mode, just select the edges that
we want, the sharp lines. In this case, I want
the sharp line here. Here. This edge, this
edge and this edge. I'm on the edX selected. And I've selected all the edges that I want these sharp lines. Now let's go ahead and get inside edge and say
edge bevel weight. Put this value all
the way to one. Let's get out of edit
mode, the object mode. And you can see
that we are getting the shape that is required. Here you can see the shape is smooth and here it's faceted. It is just a shading
technique in blender to make this smooth, Let's click this object and
likely and say shade smooth. That has Shade
smooth, this thing. All right, so here we have
got a little sharp edge. Now we can adjust our bevel. Let's increase the segment. We can increase the amount
or decrease the amount till we want the
shot looking shape. All right, so that's how
we can get sharp lines in subdivision surface objects
by using the bevel modifier. Let's take a look at some
of the other examples here, which is the merge vertices. What this does is it simply
merges two vertices together. Let's take an example here. We have a plane over here, and this we have got a triangle. So how do we get a triangle from a plane or a square shape? Demonstrate this. I'll select the
square and get inside our edit mode and make sure
you select the vertex. I just need to select
the top vertex, this and this, and
make sure you've got both selected and
get inside the mesh. And under the mesh you can
see something called as much. And if you get inside months, you have so many other
options under merge. Let's say. At collapse. If we collapse these together, basically what's happening? The two, the two points are, the two vertices are just coming together and they
snapping at the center. That's what the collapse means. We can get out of the edit mode and you can see we have got a newly formed triangle
from a square. Here. The same thing is done
to achieve this shape. We can get inside edit
mode to see the topology. And this is like that
too, this to happen. We have got one vertex here. This needs to snap in here. And these two are disease
needs to collapse. Let us do that. The object mode and
select this and get back inside edit mode and make
sure nothing is selected. And let's select this point
on this vertex first. And then let's select
the other vertex where this has too much. And you can also see here that the last selected vertex has been color-coded and this
has been as though white. All right, so this is
white and this is red. Now we have got
these both selected. And now let's get inside Mesh. And let us say merge. And see at last, this means what the vertex, whatever vertex are
selected will be merged at the last selected vertices,
which just happened here. Now let's merge these two. Select these two and
get inside Mesh, Merge and say collapse. And this just comes together and we have got the
shape, what we want. Let's get inside object mode. Let's see how much vertices works when we
do it multiple times. If you look at the
topology here, I will get inside the edit mode. You can see how the
merging is happening. Similarly, let's get inside the object mode and
select the bottom. Get inside the edit. You can see which vertex goes on more just wait
for this to work. This vertex needs too much here. I will select this
vertex first and then select the other
I'm holding Shift. Notice that the last
selected becomes a white, get inside Mesh and
say merge and at last, and that just pulls it
down and murders with this and this has
become one vertex here. And similarly, let's merge
this point with that. So I'll select this vertex
first and then this and Mesh and say merge. At last. You can do the same in
select this and the other. Get inside Mesh. Merge. Last. Finally, we can do this. I'll select this one and
select the next one. Oops, sorry, and select this
the top and get inside Mesh. Merge. Last. That is just about
merging vertices. So we saw how merging or
disease can give us shape. Let's get out of an object mode and look at another example where we use merge vertices
plus a mirror modifier. Now if you remember, I talked
about modifiers before. Modifiers are the one that are giving you a non-destructive
effect on your meshes. So it's kind of a non-destructive
workflow for modelling. First of all, if you
see that this is a symmetric shape
to achieve this, so we have got 1.5 over here. So we need to mirror
this on the other side, or we need to reflect
this on the upper side, which is why blender has a
modifier called as a mirror. So I'll select this inside add modifier and let us
just click on mirror, and this just reflects
this on the other side. If I get inside our edit mode, whatever I do here, if I move this vertex, it moves on the
other side as well. I'll undo. Got a meter over there. Let's just merge these in the
middle, my collapsing them. I'll select these by This
dragging a marquees. And both of them are selected. And I'll get inside
Mesh and say much. Collapse. This, just collapse those
two words is together and we have got
collapsed vertex there. Alright, so we have come to
an end of our worksheets. So you can go ahead and use these worksheets
to try your own or you can also make your own ships and to see how
these tools work with it. Because understanding these basic modelling
tools are just a basement and foundation soft creating any model
that you want to make.
11. Creating Materials In Blender: In this video, let's look at how we can create
materials instead of Blender software for which I'm going to open the
materials worksheet. I've just opened it here. You can find this
in the resources. In here. You can see that
there are two collections. So make sure you have got the assigning materials
collection checked. Once you check this, you
will be shown these here. So the first exercise is
the assigning materials. So let's look at
the first example, which is the single material. Here you can see a cone. So I'll just select the cone. What single medical
exercise enables you to do is we need to create a
material for this cone. Let's now go ahead and
see how it's done. So just select the cone here. And on the Properties panel, you can see that there is
a material properties. I'll just select that. And this is where you will be assigning the materials
for your objects. Let us first see what's there
in the materials phantom. Once I'm inside, you
can see whatever the selected that name is shown
here, which is the cone. And then there is a tab here from where you
can create materials. Onto the bottom you can see new, which means we are ready
to create a new material. Let's go ahead and click on New. And immediately
there's something called as material which
is coming in here, which was not there before. And this is the newly
created material. Immediately after you
create a material, you can go ahead
and rename this. So I'm going to click here, and you can name this
material any name you want. So let me just give it green because I want a green
color and green and enter. Once I've renamed
it and press Enter, you can see that that materials
is being given green. Next to it, you can
see a small circle. This circle is going to
give you the preview. And currently our material
is white by default, it is why you're seeing a
white kind of circle here. Let us go ahead and
change that to green. So under that you can see
the tab called as surface. And under that you can see that there are lots of
properties listed here, but don't look at all those. You will learn them in a
little advanced level. And right now, you can navigate to a setting called
as a base color. And if you just select that and you are greeted
with color picker, color wheel over here. Now we can give
whatever color we want. As soon as I change, you can see that this
is being affected or impacted here in the single
material right here. For some reason,
if you are seeing white over here and
everything looks white, then make sure that
you have selected the right chez
report shading mode, which is the material preview. Make sure that you click it
right here to see the colors, whatever you give over here, right now it does become green. And we have created our first material,
which is the green. Now let's go ahead and take
a look at the next example, which is the dual material. Now, before I get inside this, I wish to show the
topology of this. So I just go inside the edit mode to show
you what is this. Here you can see that we have
got two edges that are cut. One on the vertical and
one on the horizontal, giving us four phases. For materials, you
can go ahead and give a material per phase. What this means is if
you have four phases, you can give for different
materials for this object. Let us first go
ahead and give to materials in this because it's
a dual material exercise. First, go to the object mode. First, let's give
this one material. Now we can go ahead and make this a checkup
like a chessboard. So first of all, I'll
create one material here. And this says material. Now let's go ahead and
call this as white. And we have got one material. Now, what we can do here is
you can notice that there is a plus and minus icon to
the right of the material. The material is phantom. Here. I'm just going to click this to add one
new material slot. Here you can create
another material and just click New and
call this as black. So we have got one
black and white. Let's select the black and change the base color to black. All right, immediately
after I changed, you can see the preview is
changing here to black. So great. So we have got two different
materials for this object, but still we have not got
any result in our preview, which is because we need to assign these materials
to our object. Let me show you how. I'll select our object here, get inside the edit mode. And I'll select one phase here and Shift hold Shift
to select another face. So we have got two
phases selected. And then I'm just going to select the black over
here by clicking it. Then over here you can see that one column has assigned
select and deselect. So I'll just click on
the Assignment button. And this immediately assigns the black material
to these two phases. So let's go to the object mode. And great, So we have basically
given two materials to the same object by selecting the faces and applying
the materials. Great, so now let us look at
the multi-material exercise. I'll just select the
multi-material cubed. So this is just a
cube, a regular cube. The same way we need to create, like I wanted to create three different materials
you can create more depending on how many cuts or depending on your
topology of your model. I wish to create three
materials for this. Let us select a cube here and
start creating one-by-one. Let's give this bubble. I've got one and I'll change the base color of
this to some purple. I'll create one more material
and give this a pink. Let's create one more material
and put this as great. Great. So we have got
three different materials, so let's assign the colors. I'll select the
pink and give this a pinkish color,
something like that. And I'll select the gray and put this value down so that
I get a gray shade here. And we have got three colors. So let's go ahead
and assign them. I'll select the
multi-material Cube, get inside the edit mode. And now let us select the phases which we want
the other materials. So I'll select the top
face and give this pink. So I'll just select the pink
here and click on Assign. And that has become
pink grid solar. Now let's stumble around
and click on another face. Let's assign green. I'll select this n. Now let's get out
of object mode. And you can see that we have
assigned the materials. Now we can also assign the materials which
we created before. If you remember, we created the green and then we
created a white, and then we created a
bit like if you want the green to appear on this
box, well, yes, you can. You just need to get inside the edit mode and select whichever phase you want
to give that material. Let's give us this, the green which we
created before. So all you have to do is again, click on the new material slot. So another material comes. And below you notice you
can see a dropdown next, next to this icon. If I just click there,
this drop-down shows a list of all the materials that you have
created in Blender. Once you started this file. So all the materials which
are created is here. I will select the green. We have got the green selected and all you have to do now is just assign that green
is been assigned here. Now this is the case for any
material you want to assign, which is, which already
exists in your scene. So you can call it
here and assign it. Let's get back to object mode, and that's how the
multi-material works. And then let's talk about
deleting materials. So if you have given a face the wrong material
and used to change it. So for example, in this cube, you can see we have
got a blue and red. So these two materials, which is the blue material
and read material. Now for example, I want to make the front phase as blue and
I want to remove the red. So how can we do? I'll just
get inside the edit mode. I'll select the front phase. And here you just need to select the blue material
and assign it first. And that material
has been assigned. Even for the red,
even the red on here, you can do the same and select the blue
material and assign. We have got our whole cube as blue and we do not see
the red right now. Let's get outside our edit
mode into object mode. But still you can see
that here you can see the blue material which
is given to the object, but it is not visible because
we have removed it from it. Now we can go ahead and
completely remove this material from our object by
clicking the minus here. Now I can just select
the red material and minus it to completely
get it out of our object. That's how you can edit and delete or add up materials
inside of Blender.
12. Viewport Materials Vs Rendered Materials: We looked at how we can
assign different materials. Now let us understand the basic difference between a viewport and render material. For this, I'm going
to switch off the collection
assigning materials. Then I'll just click on the viewport versus vendor
to enable this collection. Here you can see that this shows the viewport versus
random materials. So what this does,
I'll just show you. Now on the top, you can see currently we have the viewport shading
which is enabled. That's why you're able to
see the materials here. Now let us go ahead
and put the solid. You can see all the
different objects here. Three cylinders, but three
are shown in the same color. In the same way. Why is this happening? Now this is called as
the viewport materials. You need to understand the difference between
a viewport material and the material that is going
to appear in the render. So I'll tell you how. First of all, you can treat viewport material is
like the raw material, for example, you can let me
give you an example here. If you want to make a metal
table, what would you do? You will first take
up the raw materials, which will be the metal. That metal will not be
in the finished form. It will have some it
will not be painted. It will not be in
the finished form. You'll have to first take it welded and then make your table. Then you will go ahead and
give it the color you want. Suppose you want a
black looking table or yellow looking table
or looking table. First you will finish
doing the object. Then you will come to painting
similar way in Blender. First we'll make the
form and then we'll talk about how that looks
or how that has to look. Here. You can treat this as a temporary material to show
you how this formula works. And that's why this has been all shaded in the same color
are not different. Once you come to the
a material preview, this will show whatever
materials which we have enabled. This material will
come in the render. For example, if you have
given this red material, then this red will come in the render and not
the solid material. Solid materials will
not appear in render. They are just in the
viewport to give you an idea of the form and
shape, how it looks. We saw the viewport materials
for suppose, for example, if you do not like the white, which is the, which is the
default viewport material. You can always go
ahead and choose the viewport material
of your choice. Make sure you're
in the solid mode. And then this click on the drop-down and click
on the mat cap, and click on the circled
here are the spear here. And you can see that there
are lots of materials here. These are all four viewport and they do not
appear on the render, but they will appear
on the viewport and you can use them of your choice. So for example, I'll
go and select this, and this will give me a
material like terracotta. If I'm interested in this, I can go ahead and use this. And I can say this to
some other material and this little bit mimics clay. So whichever you feel
comfortable in your eyes, you can go ahead
and use this and these Matt gaps are
great for marketing. And these are the
differences between a viewport material
and render material.
13. Basics Of Cameras In Blender: In this video, let's
look at what are the cameras and how to
use them in Blender. Open the camera
worksheet dot blend. And in here you can see the
top view of an object here. And then you have three
different shapes here, which are called as the cameras. If you want, you
can take a look at the description or the name
of this in the outliner. And these are called as cameras and they're just
like 3D objects. They are objects
inside of Blender. And I have basically
created three cameras. First, let's understand
what our cameras and why are we using them. The cameras help you
compose the scene. In other words, the
scene in your 3D or whatever you have created in 3D is all your creation, right? And you have created
multiple objects in 3D. But how do you want the
viewer to view your scene? Where do you want
your viewers to look? And which is the
object of importance? All these questions can
be answered by cameras. So let's look at
how to use them. To demonstrate I have
to split my viewport into two and you will
understand what I'm doing here. So let's just spend
a little like that. And then going to drag my
cursor over to the corner. And you can see how the cursor changes
to a crosshair here. Once I'm in the cross here, I just have to right-click. And blender shows me an
option here or a pop-up here. It shows vertical split
or horizontal split. I'm just going to click
on the vertical split. And immediately you can see that there is a
line that appears. And I can just drag using my mouse and just moving my mouse to change the
line where it comes. I'm just going to put the line exactly in the middle
of the 3D view port. So I'll put it somewhere
here and click once. And immediately you
can see that we have got to 3D views the same. Whatever we see on the left is being replicated
on the right. These are just two
independent 3D views. You can see your model in
multiple views like that. But now we are going to use this view to set up
our camera view. You can treat this as if you are taking a camera with you. And you can see through
the viewfinder, and you can also see through
your eyes the left one. Imagine that these are your
ice and the right one, you can treat that
as a viewfinder. So I'll show you exactly
what I'm talking about. First of all, I'll select one of the cameras in the scene. So we have got three cameras. First, I'll select the camera
on the right, like this. And I'll get inside
view over here. And then cameras and say Set
active object as camera. Select that. And immediately we get
inside a camera view. And on the left you can see an object which did
not make sense. Still know it was
just a rectangle. Now you can see that it looks some kind of temporal shape. This is like the Greek temples, what you see, and this is
just a basic version of it. But you will understand
the use of cameras here. When I look through the camera, which is located here, I am getting a view like this. I'll just tumbled around this view to show you
what I'm seeing here. You can see where the
camera is pointing. This way, you can see how the model appears
through the camera. This way, you can
navigate or you can ask your viewers to view certain elements of a
scene by using cameras. This is one camera. Blender allows you to
set up multiple cameras. I said before. This will be like your view
through your eyes. You are very free to look
at wherever you want. And this is the camera view, which is like the
camera will find. This will show whatever
the camera sees. Now, let's look at the same scene through
a different camera. I'll select the camera on the
left here and select here. Let's get inside view
and get inside cameras and say sect active
object as camera, makes sure that the camera you want to be seen as
active or you have selected that and just
click here and you can see that we are viewing the
scene from this camera. That's why you're seeing the
side view of this object. Now let us change our camera
to the front and select the front camera and get
inside view cameras. And get inside, set
active object as camera. And we are seeing this
object from the camera, from front capita. That's cool. Now let's talk about
composition a little bit. We understood cameras. It's a way to look
at your scene. Let's go to the top view and make sure you've got
the move tool enabled. And now I'm just going to
select the front camera. And I'm going to randomly
move the camera. And notice what this
does to the camera view. You can see the camera view changes because the camera
has moved its position. When I just move it, you can see how this
affects our camera view. I can move it left or right. And if I change the view, I can also move it up and down. This allows you to frame your subject just like
a real camera would. You also have the rotate. You can go ahead and
rotate the camera. Rotate this camera along this
axis. Just going to rotate. And you can see the effect that you
commonly see in movies. These are all the different
camera movements you can do. And this is a huge subject. You can go ahead and
study a lot about this. But the special part
is these cameras work just like
real-world cameras. If you have some
experience in photography, you can apply those
experiences in blender to get beautiful
shots of your. Since now we have seen how
we can look inside camera, we can move cameras and
how we can switch cameras. Now let's see how
we can create one. To create one, what you can
do is first you can see the scene from whichever angle you want for the camera to see. Now I wish to a short
like this where it's a little bit dramatized,
something like that. And I'll keep it like that. Now let us go ahead
and add a camera. On the top bar. You can see just
like how we would add a mesh on any 3D object. You can add a camera. Let's go inside of inside. And here you can look at
an option called Scanner. So I'll just select the camera. We have got one
camera in the scene. Where is it? It's exactly in the
center of our world. When there has put a
camera which is not visible because an
object is hiding it. Let's go to the
white frame to show. Here you can see the camera
exists in our scene. Let's go ahead and
position that. Now let's look through
this camera so that we know where it's looking at. We'll get inside view. Camera. Set active object has camera and
we're looking here. Now let us go ahead and
change the position. Change it like that. Yes. Let's just moods height, increase the height
of the camera. We look at something like that. And this is how you can
adjust the camera's position. And there is one
cool way to do this, which is a little more
organic and natural. So to access that, you can go ahead and
click on the arrow here, the small arrow
which is over here. And once I click it, you can see there's a new menu
or new sidebar popping up. And we can get inside the view. And once your
camera is selected, and make sure you are in the
selected view over here, this camera, and click on
the lock camera to view. And what this will do is it will lock your
view to the camera. What this means is
whenever I perform any tumbling or any rotation
operation when I zoom in, zoom out, this is
going to impact the camera's location
rotation in the 3D world. Let's go to the top view and see how this works over here. I'm just going to
zoom in and zoom out here by using my scroll. You can see how our camera
is going in and coming up and we can go ahead and change
the position like that. This is an organic way
to compose your scene. This is more natural and
it's more realistic because it allows you to
go in any angle. And I prefer this method
to compose my scenes. But if you're not a big
fan of this method, you can go ahead and still use your move tool and
rotate tool to get your camera moving
in much mechanical way. Alright, so once you're
satisfied with composition, make sure that you
check this box off. Otherwise you'll not
be able to leave the camera view and your
camera will change positions. So I'm satisfied with
this composition. So I'll just go ahead and click the lock camera to View
and check that off. And now when I drag, when I fumble around, I'm just exiting my
camera view like that. The use of cameras is really
important in Blender. Blender offers many ways
to compose your scenes. So you are free to
choose the number of cameras that you want
according to your story. Go ahead and create some gammas and try some
different compositions. And if you want a
real-world experience, you can just go ahead and with your smartphone or use
your camera and go outside and flick
some compositions and you can see how
cameras generally work. You can try to replicate
them in a blender.
14. Basics Of Lighting In Blender: In this video, let's
talk about lighting. Lighting is a very key
and important step, because lighting is what
brings depth to your scene, even though you create
your models in 3D, you are going to
create images, right? So lighting is going to bring life and depth to your images. Let's see how that's done. To demonstrate lights. I have opened our lights
worksheet dot blend. We've got the worksheet and here let me introduce
you to the scene. And we have got a
monkey in the center, and then we have got one
light and then one camera. Similar to camera worksheet. We have just put the viewport to camera, one of the viewports. So that's why you have
two viewports here. And one is seeing through
the camera and that's why we see this view. All right, so to see
how lights work, so I'll just go scroll here and then click on the viewport
shading rendered method. So as soon as I click that, you can see that most of the
areas of black and there are some highlights that is
being cast by light here. This is like point-like. You see the shape of it. So this is like a circle. It's like a point
light over here. You can see the
collection under lights. I have kept a point light. This is one type of light,
what blender offers. So you can imagine this point light like
a bulb at your home. This is omnidirectional light. The way I mean omni direction is once you have a light here, that light is going to emit
in all the directions, just like a bulb board. If you have a bulb at your home, I recommend you to switch
off all the lights and turn the bulb on to see how that's casting shadows
and highlights. This will really help you understand how lighting
in blender works. So take a look at this point. This is positioned
somewhere over here, and that is giving the highlight over the top of the monkey. And then we have got the
shadow on the bottom. This shadow is being caught by the ramp, which we have here. Now this is a ramp
I have tried to replicate that you can find such a ramps in
photographic studios. I've just put a ramp
shape like that. This ramp is basically
catching our shadows here. So this, you can compare
it like a float. Now I'm going to
move the slides with the help of our move
tool, drag and move. And you can notice
how that's affecting the shadows and add
highlights there. I can move this on
any excess, I want. Something like that. You can see exactly these lights behave just like the
real-world lights. Alright, so this is
about the point light. Now, when I say point-like, two things needs to
come to your mind. One is that this may
cause sharp shadows. And the next one is that
it is omnidirectional. It will create luminance
in all the directions. Let's go ahead and look at
the next type of light. So I'll go ahead and
switch point light off. And then I'll turn
on the area here. And this is the area light. And here you can see that we
have got a light like this. So this is the
shape of a squared. This can be a shape of a rectangle also
need not be squared. You can relate to this light like since you can see the point light was
small and this is big, right from this you can
understand this is like a bigger light when compared
to the point light. And this is not omnidirectional, it just illuminates on
the direction where this line is pointing right now this point line
is pointing downwards. That's why you will
see the light that is hitting from here,
downwards on here. Let's say this is a
big light because of its nature and size. This will give you
soft shadows and not harsh shadows
like the point light. You can relate this late to
large windows at your home. If you have a window
at your home, look at how the lights
come from that, notice the shadows, the
diffuse redness of the shadow. Shadows are not harsh
like the point late. These kinds of lights are
used in photography like the softbox to get an
even evenly lit scene. And this is for the area light. Now let us go ahead and changed the direction of the slide to see
how this affects. So I can go ahead and use the Rotate tool and
change the direction. Now this has become
somewhat like a top light. You can change the direction
to whatever you want. So in this position,
it like this. You can see how this is creating a very diffused light and very even light towards
in, over here. When we compare this to
a point light source. When we talk about area light, you should understand that
they're not omnidirectional and they produce soft
lights and soft shadows. All right, Let's now go ahead and turn off the area light. Let's turn on the sun. And this is called a son. Yeah, it does just like
the real-world sun. This can replicate your
real-world sense effects and there are a lot
of settings to this. But let's just understand
one of the key difference between the sunlight and
the area or point light. First of all, it's sunlight is called as a directional light. So the word I mean direction is because this light is does
not change on position. So right now we have got
this position over here. Now if I click the
Move tool and move it, you can notice that the
light does not change. This is not the case like
the area or the point light where your lighting changes
when you move the lights, but here your light
does not change. Whatever I move in any axis, this light stays
constant or the, right. Alright, so how do we
move or how do we change the properties of this slide
is by using the rotation. When you change the
direction of the slide, this light is going to
change its properties. I'll tell you what it means. You can see that there is a long line which
is coming here. This is showing the light's
direction where it's hitting. Let us go ahead and
click on the rotate, and let's just
rotate it like that. You can now see the
change in shadow, which means the
light is changing. And I'm just going to
rotate this light. So even though my light
is on this position, my shadows are
hitting here because my direction of this
slide is this way. In this way, only the
direction of fixed this light, which is why it's called
asset directional light. So that's the key
difference between the Sun and the area
light and point length. Now let us go ahead
and try to change some properties of
light intensity and color of the lights. Go ahead and switch off the sun and turn on our point back on. And you can see the point light. Now, when I select a point light and scroll down
in my Properties, I can see here that there are some object data properties. You can see the bulb icon. Make sure you've
selected that light otherwise this will
not be present. So make sure you select
your point light and then click on the object
data properties. And in here you can see that there is a
preview and light, and under the light it
has been set as point. And under that point you can see the color and then
the power in watts. So I can go ahead and
change the power. Right now it's a
100 thousandths. Let's put it to 500. Immediately we get
a brighter scene because lighting
has been increased. This is just common. Whenever you have
a powerful light, you get more intensity. And very similar to that Blender also simulates that same thing. The more power you have got, the more stronger the light and deeper blacks it will
create in the shadows. Let's go ahead and
put this to 300. Then we can see
another property here, which is the color and
select the color and now change it to some other
color like a warm white. To simulate the incandescent
bulb or something. You can go ahead and z in
the color of the light. Or you can go and cross your imagination to create
different colors of lights. You want to add some creative depth to
the scene so you can give any color to your light and render will give you
that kind of luminance. And in that color, this is how we can adjust color. So let's go ahead and put this back to white and
setting the color and reduce my saturation. So I'll just drag this to white. And you get that
white color again. This color and intensity
is common for all lights. Switch off the point, and let's switch on the area. The same properties are
listed here as well. You can also increase the power and color of any lights
inside of blender. And just like that, you
can select the Sun. And here also you get the same
properties of any lights. So these three are the three main lights instead of Blender. And we saw how movement rotation affects these
lights and the shadows. Let us now go ahead
and talk about how we can create a light
instead of blender. I'll let, I'll go ahead
and use this viewport. Get to the top view so that I can control the lights and
the direction from the top. And then let's go ahead and
inside our add in here, you can find light and
lights are just like any other common 3D
objects, like cameras. You can get inside
light and you can see the different types
of light here. I'll go ahead and
click a point light. And we have got a
point line over there. And you can notice
the illumination that's happening in here. Let's go ahead and
move it to the top. As I move, you can see how these lighting is
affecting our model. This modal here, and select the point light and
change the power. Now let's put this
to do 50 watts. Yes. Now you can see the
luminance of the slide. To see this clearly, we can go ahead and see
in the color a little bit so that we can differentiate that light from the other light. So I'll keep this slide Astrid, you can see how from
one side we are getting a red light and from one side we are getting a white light. So this way you can go ahead and create as much of
slides that you want. You can play around. This is not necessarily that you have to use point
lights in the scene. You can go ahead and
use combinations. You can use a point light and you can use an area
light together, or you can also add
a sun lamp together. It all depends on how you
want to light your scene. All right, so in this
video we saw how different lights
affect your scene. Now, I would advise you
to go ahead and create some lights and experiment by yourself by using the scene. So you've got a monkey here. You can go ahead and create new lights and see how they are shadows appear and how color affects the
look of your scene.
15. Rendering In Blender: We have talked about lights, we have talked about cameras. In this video, let's
talk about rendering. Rendering is an important step because this is
where you convert your 3D scene into viewable
images or nice movies. Let's see how it's done. So I have opened the
lights worksheet, and this is what I've done
in the previous video. I have created some lights here. Whatever lights that you
have gotten doesn't matter. So we're just going to see inside the rendering properties. To see that, I'm just going to click on the
render properties, which is the second one
on this Properties panel. We can see here that the first one that says is render engine, which is set to IVI. And if you click
on the drop-down, you have got like three
render engines here, which is the cycles
workbench and EV. You can just treat as cycles and EBS and very important
Render Engine. I'll tell you the
difference between them. So if you are a beginner, you can just keep it in EV and you don't need to
cycles to go there. What this does is cycles will provide you absolute
photo, the lesson. Whatever lights and
whatever you use, it's exactly photo realistic. If you want photo realism, you can always get
inside cycles. So the term photojournalism, what I mean is like
whenever you use materials like glass and you want to calculate advanced
refractions, you can always use cycles, otherwise, you're always
good to go with EV. Ev is great to learn
blender for beginners, I would recommend you to
keep this in EV because it produces results that are fast and it is not taxing
on your computer. You can do EV even
in a basic computer. Let's keep this in EV. Now let us talk about an important point which
is the aspect ratio. The aspect ratio is the
relationship between the length and the height of
your image here. So right now we have got
an aspect ratio of 169, which is the common
video format. This really depends on where
you want to post your image, on your animation and what that platform demands from you. For example, if you wanted to
post an image on Instagram, you would want to
use an aspect ratio of one is to one or a square. If you want to create something
for a video on YouTube, that you would want to go for. An aspect ratio
of 16 is tonight. If you want to take
a photograph in Blender or if you want
a mimic of photography, you can go with an aspect
ratio of three to two. So it all depends on where
you want to post your work. The final place where your
works will be shared. To change that, you can go ahead and select the output
properties here. And here you can see the format, the resolution, x and
y, and the percentage. Here you can see the aspect. And let's go ahead and
change the resolution right now it's set
to 1920 by 1080. We can go ahead and create a square image by
clicking here and seeing examples of 2048
because it's resolution, Let's set this to 048. And you can see how
the camera view, the viewfinder of the camera
view changes to a squared. And this is what you
will get in the random. Then you can also set solutions that are increased to do aspect. So based on your needs, I will go ahead and turn
this back to 16 is to nine, which is like 1920 by 1080. You can also set this to focus the solutions if you want
to create content for. This really depends
on your needs. This is about the aspect ratio. Now let us go ahead
and take our render. I'll show you how to make sure
before you get to render, you have got a camera
and lights on. And let's get inside the Render. Render Image. Yes, we have got a random, but you can see
that this render is much different from what we
are seeing on the viewport. So I'll go ahead and
close this window here. I'll take a minute to explain. You can see in the
outline of that we have caught under
the light step. You can see that two
different icons here. One has a camera and
one has the height. You can see that some of the lights we have
gotten the eyes closed, but we have got the camera on. So what that means is whenever you have
this icon enabled, means that particular object, it can be a camera, it can be a 3D object, or it can be a light
or anything in Blender is visible
in the lender. When you have the
eye icon enabled, which means that
it is visible in the viewport for
your eyes to see. This is what it
means so far here, we have got the area
light and the point light has a disabled
in the view, you can see that the
icon is left to a grid, which means they are
not seen in the view, but they are visible
in the render, which is why we are getting the additional lighting
which we saw in the render. Now, let us go ahead and enable that to see
how that looks. Yeah, you can now see that this is what we got in the render. Now let's go ahead and switch them off and switch the area and C point here also, I'll go ahead and switch off the area and point
in the render. Now let's take our
end that again, a render, render an image. Now you can see that
exactly whatever we saw on the viewport has
come in the Render. Make sure that you have got the visibilities
checked properly. If you've got anything that's
hidden in the viewport, make sure that to hide it
in the render as well. Otherwise, that
hidden object will appear in your final render
and you may get confused. So make sure when you
disabled something, you also disabled it
in the render view. So now we have got an
image rendered here, and I liked the image here. And now I'll tell
you how you can save this image so
that you can share it with your friends in Instagram
or on any social media. Let's go ahead and say Save, and get to save S. And this will save your
image in PNG format. So this is the file format
over here which is set to PNG. You can go ahead and save
this to JPEG if you want. I leave it to PNG and
leave the settings as default because they
perform good assets. We can just give
this a name here. Render. Just say save as Image to
save your render debt. With this, we conclude
the basic properties and settings for extracting a
vendor instead of Blender.
16. Understanding The Concept: Hey, so until now we learned all the basics
of Blender like setting applied cameras and
some modelling tools, etc, using worksheets. Now, let us apply all those
skills in a practical way and let us create a small and yet simple scene in Blender. Here, I have given you a concept and you
can find this file under your resources
and concepts, which is the rockets concept. It is a simple
sketch which I have given you to understand. Once we open it, now we can see the basic parts of rockets. So this is the rocket
that we are going to make and we'll make a
very simple scene and a quick scene so that we'll get a hang of whatever
we learned until now. You can see that this
shape is like a bullet. You can see how it is made. It is just a cylinder
with some loops at it. And we had scaling up and down to create
that kind of a shape. And then we have those exhausts from where the flames come from. Exhausts also audit
thrusters for the rocket. And here you can see
the wing over here. That's how it is made. So this is a plane which is simply attach to a
rocket like this. And then we have got a
small window over there. And that window is also
like a cylinder here. And then on the top we
have got a cone like that. Here are some bands of color and this is the
shape we have got. I have given you the
individual parts of this rocket so that you will be able to understand
the shapes better. Once you get the shapes right, then it is really easy
to create in Blender. We just saw the concept. Now let's go ahead
and put this inside Blender and create a
rocket. In the next video.
17. Modelling The Rocket Part 01: In this video, Let's go ahead and start molding or rocket. So here we go. I have just open a
blank scene of Blender. And you can see the
splash screen over here, and this is just a blank screen. I have just got a, let me click outside
and I've just got my cube and my light
and my cameras deleted. If you haven't, you just select all these three objects to
right-click and delete them, then you will get an
empty scene like this. And right off the bat, let's go to the front view
so that we can bring in our reference image and we
can start modeling this. To get inside my front view. Let me go ahead and
click on our front and we are in the front
orthographic view. That's sweet. Now let's go ahead and
call our reference. So to do this, I'm just
going to get inside my folder view and insert of which you
can see the resources. And I have got the concept
which we just saw, or it is, and this
is an image file. It can be a PNG or a JPEG, as long as it's an image file, it will work inside of Blender. What we are going to do is we're just going to click here and drag and drop it inside of
blender right over here. You can see that this has got inside of Blender
as a reference. This is also having a name by default which is
called as an EMT. Now why are we doing
this is because we would like to refer to this
image when we're modelling. There are two ways you
can accomplish this. Either you can go ahead and take a print out
and keep it next to you or else you can have a spare monitor
in case if you do, then you can keep that
reference there as well along with some of the other references that you've created. But to keep the process
simple and easy, I have just brought
the reference image right inside of blender. You can also do that
if you wish. You. All right, So we have
got the reference here. Let us go ahead and call this
as reference first of all, because I do not want
to get lost in this. Let me just go and
double-click the EMT and call this Esref
short-form for reference. All right, so we have got
the reference over here. Let us go ahead and push this
roughly around the center. Somewhere like this. I'm just going to
use this to model my rocket on top of this. Let me show you how it is done. It is put it like that. Move it somewhere
around the center. Alright, so we have got that. Now, let us go ahead and put
the first element in here, which will be a cylinder, of course, because of the
shape of this rocket. Let me go ahead and get
inside our Add Menu and get inside Mesh and let me
call a cylinder grid. So we have got a cylinder and the basic and default
settings would do. So. I'm not going to change
anything in here as of now because this is what I'm
exactly looking for. Alright, so let's go
ahead and shift this out. I'll get inside our edit mode. And we need to first of all, scale this down to
match radius over here, I'll just press my Scale Tool. I'll call my Scale
Tool over here and use the outer circle to just
scale this down like that. Alright, so if you want to see the reference images clearly, then of course you can anytime
get inside wireframe view. Let me just get
inside of wireframe here and that's our
reference in here. Right now let us go ahead
and use our selection tools and grab all these
vertices on top, make sure you're on
the wireframe or else the backside vertices
won't get selected. Make sure you're in wireframe
whenever you use the box, select, if you wanted to select the vertices on
the other side x. Well, we are in the
front view and now let's just go ahead
and use our move tool. And just bring this up to
the tickets point over here. And let's sketch
the bottom vertices and put this up
somewhere over there. You can see that the shape
which we need slightly coming, let me go ahead and select
all by just getting inside my selection box and just dragging a
mercury around everything. And I'm just going to use my scale tool and
bring up the scale just a bit so that it matches
our reference like that. You can see that our reference
is not very centered. If you want, you can go
ahead and just click our reference to make move
it slightly to the center. Or you can just leave it as it is and you can just match
it with your eyeballs. That's okay. I just moved
it a little center. All right. Let's select our cylinder and
continue modeling this. So I'll get inside
edit mode again. And let me just select
the top vertices. And now we'll use the
move tool on this, place it somewhere over there, and select the bottom
ones and move this up top so that it matches our
drawing over here. Now, cool. Now let us go ahead and add
some loops over here so that we get that nice kind
of a shape like that. Let us add a loop
in-between here by getting inside
edge and saying Look, cut and slide and
click somewhere. And then let us get to our scale tool and
use the white ring. The scale that up just a little bit so that
we have that shape. You can get to solid to
check how that looks. Yes, this is what we are
getting somewhere like that. All right, now let us go ahead and continue to model this. Let us select all
these vertices on top. Let's get to the selection
and select these vertices. Now let us go ahead
and extrude this. So to do this, we can simply go ahead and get inside face and
say extrude faces, will get something like
that till the top and then use our scale tool here and just scale that down
to somewhere or there. Now, it's about just adding some loop cuts to
get the shape right. Let's go ahead and
add a loop cut. I get inside edge and say, Look cut on slide and
put one in the middle. Just use our scale and then scale this to
something like that. Let's get inside our
solid to see better. And you can see the
silhouette and that how this needs to look and how our model is looking currently. So let's go ahead and
modify those just by adding some of the leukocytes just
like what I did before. Let's go ahead and see edge. Tell blender to add a loop cut, look at and slide and
place one over there. And use the scale tool to scale this just a
bit, little bit. One over here. Let's get to again Edge
and say look at and slide. Please look up there and use the white circle to just
scale that up above. We need one over here. So let's add another loop, cut, get into Edge, Loop, got on slide. This scale that up a little
bit, something like that. You can see here that this loop cut a
slightly scaled down. Let's go ahead and
scale that up to get inside-out wireframe so that I can select this
altogether like that. Let's get to the solid
and simply scale that up. Now the reason I'm going inside wireframe is because I need to select the vertices which are on the back, so not visible. That's why I'm going to iframe. Why I'm getting back to solid is because when I'm in solid I can see the silhouette better and
how it's matching in solid. I'm just going to check if it's matching our outer
dimensions roughly. I've got this to match, and we have got here, you can scale this up
just a little bit more. Something like that. Let me get inside wireframe
and select these. Then let's get the solid
and scale that up just a bit. Alright, nice. So let's get into
wireframe again and check what needs to
be done on the bottom. If you see that our silhouette
here is almost fine, but when it comes to the bottom, rocket is tapering
down the other way like a shape of a bullet. So let's go ahead
and change this. Let's select all
these over here, the last vertices and then
scale them down like that. You can select these and
then use our scale tool. Just scale them down just a bit. And now you can
see how that shape nicely transitions if
you check in solid, you can see that shape
nicely transitioning from small to large to
really small over there.
18. Modelling The Rocket Part 02: Let's model the top
of this rocket. So to do this, let's again
get inside our white frame, select only the top. Then if you see that, right now, let me get to loops. As you can see that
our reference image is right in the middle, which is blocking the
view of our model. So to avoid that, Let's get back to object mode
and select our reference. And just move that back
to see our model clearly. Here you can see how
a rocket is looking and you can see right now
that it looks faceted. If I do not want this
for setting there, you can see those facets
that are applying here. I wanted to share
this rocket as if that I'm not seeing
those facets or polys. Now to do this,
all you have to do is select the rocket
and right-click and say Shade Smooth,
right over here. So once you do this, you can see those
facets disappear. You're getting a smooth
looking rocket log. How, like how it has to be. Let's get to the
front and check here. And if you see the
top, you can see, Let's get inside select
and get inside our edit. And here you can see
how that is looking. So let us go ahead and select
some of the edges here. I mean the total
topping and give this a bevel so that we get a
nice rounding on the top. So let's see how that's done. Make sure to select
everything on the top. You can do this
by getting inside the front and being inside the wireframe to drag a
mercury around to select that. And once you've got
these selected, all you have to do is get
back to shading and let us get inside edge here. You can see something
called as bevel. Bevel edges to bubble
them like that. Alright, so we have made
a bevel over there. Let's get to the front view
to check how that looks. They've got something like that. Let's go ahead and
increase the segments to something like that to three. Let's get back to
object to see how that's yeah, that's
looking nice. So we have got a nice
rounded edge on the top. Let's go to the front.
Yeah, that looks nice. Let's continue to define the
bottom part where we need that thrusters for the exhaust pipe and
everything like that. And here also you can see some
rounding going on in here. So let's go ahead and do that. Let's get back to our
front view and select our pocket and get inside
our edit mode here. Now I'm just going to
select the bottom vertices, just like how we
did over the top. Let's get back to the
wireframe and select all of these in here,
get to shade it. And now we're going to do the same thing what
we did on the top. Yes, we are going to bevel. Let's get to edge
and say bevel edges. And give this a nice
bubble so that you have those rounding looking
nice and crisp. That's great. So now let's go ahead and
model the thrusters over here, which is this nozzle
and thrusters. Let's go ahead and do that. But before we're doing it, we need some more additional
geometry or they're, the easiest way we can bring this up is by using an inset. So let's get to our face
and select rocket there. And let us go ahead and
get inside face and say inset faces to insert
that little bit like that. Let's go to the front.
Let's see how that looks. Use our iframe to check that. And let's select our vertices so that we know where
we are looking at. Here you can see that I have
inserted this quite a lot, quite a lot, because my vertices should be
here instead of there. Let's go ahead and scale
that up like that. So you can see those orange
dots which exactly match to our drawing or
something like that. Let's get back to
shaded to check it out and that's
how it should look. This just needs to be
extruded and made that form. If you have guessed it
right, then Well done. Let's go ahead and extrude this. Let's get to face and
get to extrude faces. Extrude that till there. And let's make
another extrusion. Again face and extrude faces. And we have got that till there. Let us scale this up. Over here. Don't worry about
the drawing and they might not
match well because they are just drawn out and they may not
be very accurate. That's okay. We can match this side. And now let us get
again to face an extrude faces and
pull that down. So we have got that nice
cone looking fled out shape. And now let us just go
ahead and insert this face. So we'll just get to
face and say inset. Let's get to the front. We need our inset
a little bit more. If you see it on the wireframe, you can see it where that is. So I'll just make
an inset till here because from there
we're going to have the whole for it from
where the flame comes from. So let's get back to our solid. You can see that and let
us go ahead and make some more extrusions
and just going to say interface and extrude faces. And I'm just going to push
that up above like that. And if you want, you can
scale this down again. Something like, all right,
so we have just scale that down inside just to give
it a little bit of a look, although it won't
be really visible, but still it just
makes it look good. Alright, so we have
made a deal here. Now let us get inside our object mode to see how we have done
this much more clearly. And you can see
that we can now add some edges to make things a little bit sharp and to
give it some definition. So let's see how that's done. And I will select
the rocket again. Let's get inside our edit mode, and now we just need to
add some bubbles in here. So let me get
inside our edge and select this edge, it like that. Now to select the loop
of edges like that, there are two ways
you can do this. Either you can get to the
front view and get inside wireframe and select
the East like that. But now you can see
the inside also gets elected and you have
to be really careful that, really careful that you only
selecting things like that. This is one way. There is another way in
which you can do is just getting inside ear and
your solid view itself. How I'll tell you when you want to select
a loop like that, all you have to do is just hold the Alt key and click
on your loop once. And the loop gets
selected all around. Alright, so I'll click again Alt and click
to select that. And let's get inside the
front and let's just add some edges over here
just by beveling it. Now, I will wish to do this
for this edge as well. So I'll just hold
shift and again hold Alt to select
these as well. I'm holding Shift to
hold multiples and just click holding Alt here to select both of
these edges here. So it's Shift plus Alt. You can select these. And now let's go
ahead and give it a bevel by getting inside our edge and same pebble
edges, something like that. So that will give us
a nice rounded Look. Let's get back into our object. And here you can see those highlights
coming up like that. Similarly, you can give
a sharp edge here. So let's get inside on Edit. Select these. I'm holding Alt and
clicking to select that. Let's get this a bubble as well. So let's get to edge
and bevel edges and give this some edge
sharpness like that. Now let's get back into an
object and you can see we have got that sharp looking edge
over there, nice and neat. With this, we have concluded the basic form of our
rocket in the next video, Let's go ahead and add
some more details.
19. Creating The Wings: In this video, Let's go
ahead and model the wing. So in here I've got the blender and if you
are modeled in here, make sure that you
save this file. Let's get to File and Save
As and call this a name. Let's call this rocket
underscore blend, and I'll save it in
my resources itself. So let's get to save
it and Save As, and this will save as file
and we have got it saved. All right, Good.
Now let's go ahead and start modelling
the wing over here. Let's get to the front. And this is the
shape of the wing. What you see, this
is just being, it rotated on our
rocket model tries. So this is into three parts. This will be placed
one over here, one over here, and one on the backside, which you
will not be able to. This is placed by a difference
of 120 degrees from each. So let me show you
how it's done. Let's just go and start
modeling this by using a plane. So first let me go
ahead and get inside, add and mesh and call a plane. And we have got a plane there. Displaces plane is
currently facing the top. That's why we're not
seeing how it looks. Let's go ahead and rotate that. Let's get to rotate and just use this to rotate
it like that and enter a value of 90
so that it just gets rotated perpendicular and
it's facing you directly. So let's get to our move
tool and go to the front. Now let's just move
and keep it like that. And let's get to wireframe so that we can see a
drawing on the back. And there we go. Now let us get inside our edit and let's use
a rare disease there. And make sure you
select the move tool and start shaping this up. Let me just select these
two vertices there and move it off to
something like that. This bring it down. This needs to go up. This weekend, pull it back
and drag this vertex. And this vertex somewhere there. You can see this
is pointing out, Let's go ahead and
merge it back in. Something like that. You can see that
how it is forming, it's basically changing
its direction. It's not straight since the moment what do
we mean has made, are made our plane to change
its topology like that. So let's just go ahead
and make sure that we get our line right in the
middle of this radius. You can see that there is a rounding here and then
surrounding there. I'm just placing my
vertex somewhere where I think would be the
center of that rounding. So it need not be accurate. You can just go ahead and place it wherever you feel right? Because anybody can
adjust this later. So let's just put it there
and let's select the edge. Now, select the edge and
select this edge over here. Let's make an extrusion here. Let's get to edge
and extrude edges. Let's get our extrusion
straight to down. Let's get back to solid
to see how that looks. Yeah, Nice. Now we'll go ahead and
make things straight. I'll select this vertex
and bring it down. And select that vertex. Bring it somewhere there. Alright, now we can push
this inside and push this thing in because it's getting smaller as it gets out. We have got our edge over there. You can check it in our
wireframe. Back to solid. And right now you can see we
have got it looking nice. We have got the base form, but we still have not
got the rounding, which is what makes
this look good. We need to make the rounding. Now we can do this
by using the bevel. And let's select the
edge here and select this edge over here and make sure you're
on the edge selection. And we just need to
bevel this edge so that we get that
rounding looking, right. Let's get to edge and say bevel edges and make
a bubble like that. Now we can go ahead and increase
the segments over here. So three, something like that. And you can also increase
the width if you want more, you can feel free to add them
once you've got it here. And I feel this is
right now we can go ahead and move
this just a bit. Something like that. Alright, so we have got
that done approximately, which looks nice and neat. We can now go ahead and
give it an extrusion. Now since you can see that
this is looking flat, and over here we are
getting some thickness. So let's go ahead and get
that thickness looking right. So all I'm going to do is
select everything like that and get to my top view so that
I can see what's going on. I'm just going to add some thickness by
giving an extrude. Let's get to face and
say extrude faces. Like something like that. This will be our thickness. It's too much. Let's
reduce it just a bit. Yeah. Something like that. If it's based on entirely upon your wish
and just doing it, just eyeballing things so that
it looks right, That's it. We have got it like that. Now. It's time to now
position this right. The first position
which I'm going to place will be on the back, which is here, which
is not visible in the drawing because it's
located on the back. So this needs to be
directly from here. So let's first do that. You'll understand why
I'm doing that first. So we'll just get to
object mode and move it to the back like that. Now it needs to be rotated. Let's get a rotate and
rotate this 90 degrees. Now just position them using our move tool and place it in the middle. Something like that. Let's check how that looks from our side and you can
see how that looks here. You can just go ahead
and push it in slightly because it will just look like it's going
inside like that. And that looks
like it is flushed with that rocket or
something like that. Now, we need to copy this and put duplicates of
this in two places, one over here and
one over there at the selected object and get
inside of our object and say duplicate objects and
click one more time and you will get the duplicate
off this on the outliner. Since you can see that we
have got a plane zeros 01 and a plane both
are in the same place. That's why you're not
seeing two planes. It's now we can just go ahead
and move it so you can see that how that's been duplicated.
Let's go to the top. And now we need
to rotate this by 120 degrees so that we can place one over here
on one Voltaire. How we can do this
is just by using our Rotate tool
and just wrote it. This enter minus 120. Now we've got that.
Now we just have to bring this and place
it in the right place. Somewhere there. Push it in
to place it right over there. And let's check our front
view how that looks. All right, so now
let's do this again. I'll select the spleen and
give the duplicate this first, let's get into
object and duplicate objects and click one more time and you have got a
duplicate over there. I'm just going to rotate this, get to the Rotate
tool and rotate this. Now we just have to give
the input in the minus, which isn't a negative value. So I'll just enter minus on
my keyboard and just say 120. This will rotate it
on the other way. Now we can move it and place it where
you feel it's right. Something like that. Let's check it from
the front and it's not moving and we need
to move it inside. And this time you
can always select the white circle here to move it in any
plane of your choice. I'll just put it here. Like that. We have moved at one more. And let's go to the front view
and check how that looks. I can just move that out a bit. Go to the top. I can still see
some gap over here. Make sure you don't
see that gap. So this move it
quite a bit inside. Yeah, something like that. Do the same here as well. There is some gap in here also. Let's go to the top,
just pull it in. Let's get to the
wireframe to check how much these have
gone inside and you can see how much this
each of the three has gone inside a rocket and you can make adjustments
if you want. Something like that. Let's get back to solid to
see how that's looking. Nice and cool. Alright, so we have just placed the wings in
the right places. Now let's go ahead and give those some names so that
we don't get confused. Let's just call it
the plane as swing. Let's call this one as
being underscore tool. Let's call this one
underscore three, you can see how easy it is to name things in the outliner. Slowly, we'll see how we can organize things
in the outline. And as we add more
parts to our scene, Let's add more parts
in the next lesson.
20. Adding Extra Details To The Rocket: All right, In this video, let's go ahead and add some of the extra
details in our rocket. Like if you see here, we need to add the flame. And then we'll be
adding the window. And then we have a
detail over here which is like border over here. So let's add that
ring detail as well. So let's go ahead and first add that ring because it's
a part of our rockets. So let us get inside
our front again and you survive frame to
peek inside how that looks. If you take a closer look that wherever we are seeing
some material changes, like this cap is in orange
and we have got a loop right across there because that will be a
separate material, just like how we saw
in our worksheets. And similarly, we need to
split a material in here. But if you see that you've
just got one loop over here. Using this loop, we can go
ahead and Bevel that to make it into two and then
we can add materials later. All right, So let's get into
Edit and select these loop in here and get inside our
edge and call an edge bubble, which is here in beveled edges and just give a bubble
and click once. And you can see that there
are a lot of lines are a lot of loops in here which are
completely unnecessary. We just need two lines, right? So let's go ahead and
reduce the segments back to one so that we have got
that looking at, right? So we can just go
ahead and select these loops and give a new
material in the future. When we are giving
our materials, we have got that down. Now let's go ahead and add
this window over here. And then we can see
how that looks. So let's get back
into our object. And if you see that this window is in a shape of a circle, but when in three-dimensional, so you need some thickness. So automatically this
will become a cylinder. In the cylinder, it will
have some extrusions, some bevels, and some insects to get this formula it
on enough of talking. Let's go ahead and
see that in action. Let's create cylinder here, get into AD and mesh
and call a cylinder. And we have got a
cylinder there. Cool. Now let us go ahead
and reduce the scale significantly so that that
fits somewhere in there. Let's get into scale. Get inside our edit
mode by getting insane edit mode and selecting all of our vertices like that. And I'm going to use our scale. This is going to scale them down considerably so that
it matches that form. Right now, we can go ahead and make this flat,
something like that. Yeah, this is the
roughly the thickness which I would like to see. Now we can go ahead and get outside of our edit
mode into an object. And now we can position our object where we want,
something like that. We can move this outside. Alright, now let's go
ahead and rotate things. Let's get inside site and
we need to rotate this. Let's get into our
rotation and rotate it and put 90 degrees here so
that it gets rotated 90. Then you just have to move this so that it just intersects our rocket from the side and from the front you can
see how that's looking. So let's position that right, and you can see that it needs to be scaled down just a bit. Let's get back
inside our edit mode and use our selection box
to select everything. And then get inside our scale and then scale
things down just a bit. Let's get back to object
to see how that looks. Get to solid. Nice. Let's go ahead and pull that in. You don't see that much. Something like that. Alright, let's go ahead
and ship things here. If you notice one thing that
whenever I scaled objects, I always use the edit mode and whenever I moved
or rotate objects, I used the object mode. So why am I shifting between objects and edit mode
when I'm scaling? Because it's a good
practice that you always scale objects in the edit mode instead of the object mode. Now this is just a thumb rule. Keep this in mind and you will really thank yourself
when you're learning Blender further in the future
because scaling things in edit mode salts lot of issues and it prevents lots
of issues from coming. So always scale objects
in edit mode and move, rotate objects in the object. All right, let's go
ahead and shift this. Let's get to the front view. This enter into our
edit mode from here. Let's get into an
edit mode and select the face over here so that you only select the
front face like that. Here you can see how
that's getting an inset. All this is doing is there is an inset and then there
is another instead. Let's go ahead and do
that, schedule the front, and get inside our wireframe. And once you've selected
the front face, Let's get inside our face
and say inset phases. That gives us an inset
to something like that. Now we can extrude this inside. So let's get to solid view. Simply get inside
face and called extrude faces and give an
extrusion to something. Now, I know that if you've
just pushed further inside, it will not be able
to see their face. Which is exactly because
your rocket is in a nice shape and it's just intersecting with
that shape in the back. That's okay. So we'll just extruded
somewhere here so that, that shape doesn't get it. Once we are in here, let's get back to inset and let's insert
it one more time. Just getting inside face
and call inset again. And we can make that inset. This can be pushed out slightly because I want our rounded
looking window there. So I'm just going to
catch my move tool and move it along the way,
it to something like that. And you can see that window getting convex shape or there. So let's give it a nice
convex shape node. Let's again make an inset here. So let's get inside
face and again inserted something like that. And push this again outside so that you get a
nice shape like that. When you see it from the side, you can see convex
looking object. And you can, if you want, you can do this again and again until you are
good with the shape. But I'm just going
to leave it here. Let's get back to
object mode and see how that looks. That looks nice. Now let's just go ahead
and make that facet go away just by right-clicking
and saying shade smooth. And here we go, we've got that. Let's go on now let us sharpen some of the edges
by using the bubble. Just like how we
did on the rocket. Let's get back inside out edit and select some of
the loops here by getting inside the edge and hold
Alt and click once to select that loop and do the same to select multiple loops. I'm just when this
loop is selected, just press hold shift. And now when you hold
Alt again and click, you will select
that loop as well. We have got two loops
selected there, and we'll just get inside our
edge and say bevel edges. And make a bubble. Not too much, just a
little bit. Over here. You can increase the
segments to two. And let's see how
that looks. So nice. We have got a sharp
looking window or that, and that looks nice to me. And slowly we are getting
the form that we need. We have also made, if you check our wireframe, you have also given some
geometrical details or resolution here so that we can put this as a new material. Then we have got an objects
in the rocket made, we have made all this. Now the next step is to go
ahead and make the flame. To make the flame, you
can see that the flame is in just a cylinder, cylindrical shape,
which ends like a cone. And if you remember how
you did the rocket, then it's the same
principle here. Anyone can make this by just following the
same practice here. So we can just call a cylinder. Let's get to mesh
and call a cylinder. And we have got that cylinder. Let's get inside our edit mode by getting here and
calling edit mode. And whoops, get into edit mode and select all the vertices. And use our scale
tool to scale this down considerably so that it
fits our shape over there. I'll just hold till here. And then I can see the others in our edit mode and
select the top and just scale that down and
bring this down so that it gets somewhere. Then scale this up just
a little bit like that. And let's make an
extrusion here. Just get inside face and
extrude faces till there. And this is going
to be scaled down. In the scale tool only I'm
just scaling this down. And let's make
another extrusion. Let's get inside face
and extrude faces. Make an extrusion until there, and scale this down just a bit and make another
extrusion phase Extrude. Pull it all the way till here. And now we're just going
to merge this together. Let's just get
inside our mesh and call Merge and Center to get that pointy looking
object there. Now let's just move
with our Move tool and position it
right over there. Now you can go ahead and adjust
the shape of your flame, but I'm okay with this. Now let's add some loops ear here to make that
look more organic. So we need to add two loops, one over here and
one over there. Let's get inside
our edge and say, look quiet and slide
once a week there. Now we'll just scale this up
by getting towards scale. Don't use the white ring and
scale that up like that. And we'll add one
loop over here. Let's get inside
edge and look at the slide and put a look over there and scale that up as well. This can just go up a bit. I'm selecting these
using my move tool. Moving that up. Again. I just wanted to scale
this up just a little bit. You can see what
I'm doing here is I'm just using the Move tool, the scale tool to give
the shape which I want even after making the base form. So you can either do this
when you're excluding itself, but you can also find tweak
them after you extrude. So we have got the shape. Let's get back to
our object mode and see our solid
how that looks. And as usual, we need
to shade smooth, right-click Shade Smooth to get that flame looking form there. And we have basically
formed our rocket, and we have formed all
the bass parts over here. The next step would be to give it some colors and materials. Let's see how that looks.
21. Assigning Materials: In this video, let's talk about materials that give
some materials to them. And we are going to
follow the exact workflow which we followed
in our worksheets. Let's get started. I'm inside the file. Make sure you save this
file often if you didn't. So I'll just click Save to
save that file over there. And you can see that our
outliner is a little messed up because we as having
names at a cylinder 123, something like that. So let's get this scene to be clean a little bit to do this. And it's going to
select one-by-one, the objects here and
give them names. So let's just call
them as flame here. And this would be our flame. And then let's call this
object as a window, because that's what it is. It's a window over there
from where you can watch the stars and see the night sky. So I'll just put it as window. And then we've got the flame. You've got this cylinder, which is our rocket itself. So let's again double-click. Call this as rocket. We've got that rocket. Yes, immediately you
can see that we have caught or everything that
makes sense in the outliner. This is really important before you get inside giving materials, make sure that you name
some of your parts. Otherwise you will get
stuck in the outliner. You won't know
which part exists, where, and what that means. So it's always a good
practice to give names for your 3D objects so that you can always call them whenever
you want at ease. Right? So let, let's make our
first material here, which is the white color. Here. Let's just select
our rocket and make sure you're in the
material properties. Yes, I'm in the
material properties and I'm going to give
new and you can see that object is being
highlighted and this is why I asked you to give a name
and I select that rocket. This is showing me
rocket over here. That's where we're
going to apply the material, which is sweet. So now let's go
ahead and give new and Blender creates our
first material in here. We have got material zeros 01, and which doesn't sound nice. Let's go ahead and
call this as white. You can rename things here. This is white and we have got a white material and you can go ahead and
change the base color, but I'm going to leave
it as it is as of now. Let's go ahead and give some more materials.
The next thing. What I'm going to do is
the orange material. Let's go ahead and make that. Let's click the plus. And I'm going to create
another material, and let's call this as orange. Now let's change
the base color to the orange that is shown here. Let's increase the saturation. Make sure it's a
nice bright orange. Let's give this, select
this the rocket, and let us give the CAP first. Let's go to the front and
get inside our edit mode. Let's use our
wireframe and click outside to deselect any vertices that are selected by default. I'm just going to
select till here, the vertices that I want,
this orange material. Let's get back to shaded
all the way till there. To see these
materials in actions, we should always use the
material preview because our shaded will not show any
of our Render materials. Let's use our material preview. Here you can see all
our rocket looks white because none of the other materials
exist as of now. And we have selected
this orange here. And we have selected
the vertices or phases that needs this material. And I'm just going to give, assign and blender a science that material in a goal, right? So we have assigned that
material over there. And now the next thing, what we have to make will
be our gray material here. But before that, let's
give this orange to our wings as well. Let's get back to our
object and select a wing. And in our material properties, you can see that we
have got a drop-down. And under the drop-down, I have already got the orange. I'm just going to click it once. We've got that orange, click here, the next wing, and then choose the orange here. So let's give this
the last thing, the same orange material
in the dropdown. So let's click it and we have
got those materials given. Let us go ahead and start
giving the next material, which is the gray over here. So let us give another
material here. Let's add using the plus given you and change
this as gray. Use the base color and choose a nice shade of gray or
something like that. Alright, so now
let's select some of the phases which needs
these materials. Let's get to the front. First, I would like to
make that ring over here. Select our object
and get inside. Edit mode. Select the ring here. So let us use our
face and get inside our wireframe and
select only the phases. I'm using my box tool to
select that like that. Kid back to the solid to see it. Material preview. Select the gray and hit Assign. And we have assigned to that
great deal there has been. And we can copy that same
gray window over here. Let's use the gray. And we have got that green. Nice. Let's use this in here as well, which is the exhaust. Let's get inside our edit. Get to wireframe and make
sure you are in the Face. Select and select all the
faces to their left one. So I will select till here. Yeah, We've got everything
selected and let's go to our material preview
and see how that looks. Assign that, and get
back into our object. And we have got a nice
looking exhausted over here. Let's get to front
view and let's continue adding some materials. And now we just need
a few materials. Which one is the window, which is the blue over here, and then the flame. Now let's make the window, select the window there and
make a new material here. And it's called New. And call this as blue. Changes to the color
here where you want. And let's assign this to
see how that is looking. Let's get to the edit mode and use our face selection
and select these faces. This time you can see that a box select is not
helping us much. So at times like this, you can always change
your selection to lasso, which allows you to use custom shapes to
add your selection. Just hold and click
here and you can see that there's one
called a select lasso. Let's click on select lasso. And this time you
just need to draw the shape which you wants to select like that and
everything gets elected, we have left to I'll
just hold shift and complete that selection and till we get something like that. Alright, now in select
our blue and hit Assign. And let's get back to object
mode to see how that looks. And our palette here
is kind of a violet. So let's go ahead and change
that base color here. Make it look a
little bit of that. Just don't over there
or something like that. You can see that despite
giving some materials, we lack some contrast
in the scene. Which is why, because blender by default has a setup called
a scholar management, which will have a
minimum contrast. If you want a
high-contrast scene, then you have to go inside
and change that setting. I'll exactly show you how it's done to change that setting, we just need to get inside
our render properties. And under which you can see the last setting which
exists at really the last, which is the column management. We need to open this.
And once you open, you can see there is one
property where it shows look. Just click on the look and
you have a drop-down that opens and make sure that you can set this to
very high contrast. And you can see the colors are now popping up than before. You can try the other modes, which is like low contrast, very low contrast,
and medium contrast, high and very high. My Personally, I would often use very high contrast or high contrast and
sometimes medium-high. But mostly I go, I tend to go with
high or very high, which is my style. But if low contrasts suits you, then you only have
to do here is set this color management into
the contrast that you want. Alright, so we can go
ahead and minimize that. And let's get to materials
and look at what else do. We have added quite all the
materials now we need to add the flame over here. Let's make materials for that. First of all, I'll select
our flame and give this a new material and
call this as yellow. We've got an yellow material. And let's give this a color
to something like that. Then we need to add one other material where
there's a little bit different. So let's add another material
here and give this new, this is going to
be flame orange, orange, yellow,
whatever you call it. So I'll just call this S
flame underscore yellow. Let's give this a color
to something like that, which is slightly bit orangeish, a little different from that. Now let's go ahead and assign some polys with this material. Let's get to our wireframe
and get inside our edit mode. And make sure you're
in the face and select these faces like that. Now if you want to go
back to box select, you can always click
here and select the box. And then you can get back to
the box, select if you wish. Once you select that, the selected frame, yellow
material and assign. And let's see how that looks
in our material preview. And get back inside object. Yes, that's how I'll
flame is looking and which is fine. For now. You can go ahead and
see into color to slightly orange,
something like that. Alright, Now we got the materials which
we want in our scene, and they are looking nice and we have got the contrast up. And in the next video, Let's go ahead and
compose the scene.
22. Composing And Adding Camera: So we have model a rocket completely and given
it some materials. Now let's go ahead and compose
the shot without Rocket. Alright, so if you
see the image here, I have put a composition
image which is out of scribble of how I
want my rocket to look. This is just our rocket and
it's flying into some planet. And this is my idea here and there are some stars
and stuff like that. So let's go ahead and put this image there so that we can refer to
this when needed. So I'll go ahead and
close this and make sure you're in the front
view in the blender, just like how we did before. I'm just going to call
this composition, which is the image,
it's NP and D file. I'm just going to drag and
drop it next to short here. And this will be also
called as reference. So I'll rename this
as a rough comp, which means reference
or composition. All right, now let's just
go ahead and turn this off. We no longer needed,
so I'll just go ahead and put the eye next to this off and then you only have the
reference for this. So first of all, let's
go ahead and place a camera so that we'd be
able to compose our scene. To do that, Let's get inside our ad and get
inside our camera. And we have got a camera there. And similarly what we did
in our camera exercise, I'm just going to
rip this window into two so that
we can have one as a viewfinder of the camera and one as the world of the 3D view, just like how we
see with our eyes. So let's go ahead and get
two views in our scene here. So I'm just going to get my cursor here where my cursor
appears like a crosshair. Just going to right-click this and get a vertical split here. And I'm going to split
this somewhere, oh, debt so that I just let my
window into the right view. I'm just going to
get inside view and get inside of cameras and say, Set active as object as camera. Makes sure you have got the
camera objects selected. Here you can see
on the outliner to the camera is been
highlighted in blue. I'm just going to say
Set active object as camera and we are
inside the camera. The first thing what
I'm going to notice here is about the aspect ratio. Even though my camera is inside, I'm not going to
touch the camera or move the camera as
long as I said, the aspect ratio, right? So let's go ahead and look
at the aspect ratio setting. And I will run a squared here. So let's get inside of it. I'm just going to select my output properties
in our outliner. Then under this
output properties, Let's change data solution. I would like this to
be a square comp, so I like to shoot
a 2k resolution. So I'm just going to enter
20482048 on my white as well. We have got a
nice-looking squared. Alright, So in this composition, Let's go ahead and
compose our rockets. So I'll just go ahead
and pull our camera outside like that and
let's move it up. So this needs to be further out so that Let's see
our rocket like that. And you can see that we have got a rocket tilted and it's
not straight like that. So let's get to it. And here you can
witness that there are different objects in
our scene right here. Let's learn something
about organization. Before we compose our scene, we have got one camera. There are different
types here, right? We've got one camera and then we have got
some mesh objects, which is the rocket itself
with the flame and everything. And then we have got
reference images as well. So everything exists inside
one collection by default, which just says collection
whenever you open a file, blender ships and default
collection in it. And whatever objects
you create will reside under that collection
unless until you change it. Right now, all our objects
are inside of our collection. So we need to define
this and give a little more of organization that we
can better see our objects. So let me tell you exactly how let's create
a collection now. I'm just going to
right-click here and say new collection. And we have got one
more collection. So let's just
double-click and call this as reference REF. And I'm going to pull all my reference images into
this collection so that I can have it organized like folders or let's just
call the reference. This one. I'm just clicking and drag and drop into it and that will
get inside the collection. And there's one
reference column. Let's leave that
inside this as well. So we have got both
the references inside the left collection. So we can go ahead and pull
this out or down or up to show our reveal the objects that are
in the collection. This way you can keep your
Outliner free of clutter and you can put all the related objects into
our collection. Next, let's see what else we can put a collection is this camera. And if you have
lights in the scene, you can always create
a new collection for cameras and lights. Let's right-click and
create a new collection. Let's call this ask. Camera. Underscore lights. Whatever light and
camera I'm going to use are going to decide
in this collection. So let's sketch the
camera and drag this down inside the camera and that
will reside in this estimate. One more idea and
one more thing. What you can see, how you can identify which
objects reside under which collection is by the simple graphic representation
that blender foods. So this, if you'll
notice clearly, this is a hierarchical
structure. If you see that we have got a parent collection or the
topmost collection of it. And under of which, if you click on the arrow, you're seeing some
more objects inside of which here you
can see a long line, we'd say is here, all the objects are residing
in this collection. And you can also see how blender smartly
indents the objects. There is a small
indentation here, and all our mesh objects
are inside that collection. Let's double-click this
and call it as rocket, so that it makes much more sense than
just simply collection. Alright, so let's go
ahead and put that off and you can hide or unhide. Now, why did we create
this collection? We could have simply
just used it. And collections are not
just for organization, they also help a lot in
selection. Let me tell you how. Now, once you have got that rocket being collected into one, you can treat this
like a single object. All you have to do
is just right-click and say select objects. And what that would do is select every object that resides
in that collection. That's smart, right?
Otherwise you will have to individually
select each and every object inside of which can become tedious and
difficult at some time. Which is why adding
collections like this and just right-click to select
them as a smart move. If we have got all the objects inside of our
collection selected. Now we can go ahead and use Rotate tool to rotate
this altogether. Like that. We can see that the
rotation we want is a little bit tilted and
this is striped to the front. And we can get to the top
view to make that tilt here. So let's just say the other
view and let's just make our tilt like that so that that last Bing is also visible. Let's go to the front view
and make our rotation again. So we get something like that. And you can see how simple
sketch which we have got. It's a simple scribble, helps us to compose our
image and it gives us an idea like what we want
to get out of our camera. Alright, now let's go ahead
and move our camera so that this kind of has a
good composition, looks something like that. Let's go this view and now I'm going to rotate
my camera just a bit so that I'm seeing a little from the underside instead of
from the straight on. So let's just rotate
our camera just a bit. Let's move this down. Now you can see our dynamism
is slowly coming up. You can see that the 3D of our objects are
slowly coming out. And you can see the underside of this rocket and the
flame that's coming out. Now, I would like to keep that. Let's get to the front and let's just move it a little
bit like that. And we have got everything
looking right, cool. So we have placed a camera and compose the main
subject of our frame. And let's add some details
in our next video.
23. Adding Extra Elements And Extracting An Image: We have composed arsine and
that scene is looking good. The camera angles
is looking good, but we need more elements in our scene to make it
look even better. Let's go ahead and
add some elements. Now when I talk about elements, I'm talking about
the other objects that play a part in the story. Now if you take, we
have got a rocket, then the stories can be
it's flying mid of stars, or it's flying to a planet
or something like that. And here I have just tried
to get a planet here, like an alien planet and we have got some stars over there. Just like that. I'm going to model this and I'll show you a quick ways to do all these things without
getting into much of an issue. Let's get into it
front view here. You can always make
the smaller if you do not want that looking so big. Now, let us just go ahead
and add some objects here. The first object, what I'm
going to use is a planet. So I need something that looks
like an alien planet here. I'm not talking about
realism here and still talking in abstract terms. Just like our rocket. Let's make an abstract planet. Let's get inside our ad
and get inside our mesh. And this time I'm going
to call an ecosphere. Now this is little nicer
looking sphere because it has got triangles basically
and they are nicely, It's related to
give us a sphere. Now why I'm using
this is because this is best if you're
abstracting something. Let's see how that looks. I click on the ecosphere and you have got the
properties of an ad ecosphere. And here you can see
the subdivisions. You can go ahead and increase
that or decrease that. And one doesn't
look like a sphere, it's more like a rock. So let's go ahead
and put this to two. And you can see how those triangles are
oscillating like that. And that gives us a
nice abstract form. So this will act
well as our planet. This is my planet for now. Let's go ahead and move this to the corner of
our composition. Something like that. Let's go ahead and
pull this back. In 3D. It's assets that this rocket
is flying to that planet. I'll put something like that. Feel free to adjust
it scale. Now. That's completely based
on your own preferences. Now we can do adjust
scales in two ways. Here it's just like
the real-world. You can make this
bigger and pull this back to make it look
smaller from the camera. Or you can really scale
things down in 3D, just like how you
do other objects. So we have put the planet
somewhere over there. And that looks nice. Let's, let's just pull it up. Alright, so we have
got that planet here. And let's see where that
exists in our collection. You can see that
in our rocket and this enabling that to
see that ecosphere, which is not a part of. So let's go ahead
and change that. Let's now create
a new collection. I'll just right-click here and a new collection now you don't have to
always right-click. There's also a button
here which lets you create a new
collection on the right. So both just the same
and collection for, let's call this as extra
underscore elements. All the extra elements are going to get inside
this collection. So I'm going to call
this as extra element. And this drag the cycle sphere into this to get it in here. And let's give this a name. Let's double-click this
and call this as planet. Not right, so we have got our planet there and we
have given it a name. Now let's go ahead and
add some small stars, which are really quick to make. So let's go to the front view and we'll just add
a star over here. By means of star, what I'm going to do is
I'm going to add a circle with eight segments
on eight vertices. So let's make a circle
with a parentheses first. Let's get into AD and mesh. And here you can find circle and under the vertices
just type number eight, you have got that
eight vertices circle. And now we need to rotate
this so that it faces us. I'm going to use the Rotate
tool and rotate along the X. And type 90. Got that rotated right. Let's go to the front view. Now, I'm going to use
my move tool and move this circle somewhere over here. Now let's model start now
this is really simple. First of all, let's
reduce the scale and too big for me right now. Let's get inside our edit mode and let's use our selection,
select everything. Get inside our vertex select. And let us now use
our scale tool to use the white circle and scaling down the lips,
something like that. Now, it is really simple. We just need to select vertices that are that are not
next to each other. You just need to
leave one vertex and this select the other. Alright, so now we just
need to scale this down. And you can see that
this is looking like a nice diamond shaped. It starts now you
can again undo. If you want, you can select the other alternating
vertices so you can see how that's affecting the
shape and the selecting these four and do the same. And you can see that
nice star shapes, we are getting
something like that. And you can try
this with any cuts, any number of
vertices on circle. You just need to select the
every other word disease there and you need to scale it down to see different kinds of stars that arrive in here. So I'm happy with
this right now. Let's get to edit mode and let us select everything here
so that everything is fit. And now let us fill this
because right now they're just a cluster of vertices
and there is no face in debt. We need to first
fill it by getting inside face and
simply clicking Fill. And that will give us a
nice fill over there. And let us get to
an object mode. And this is start
and that looks nice. So we'll go ahead and place it. You can see our composition,
how that looks. I'll go ahead and open that
up to get a better look. Let's place one over here. Yes, it's looking a little big, so let's go ahead
and scale it down, get inside our edit mode, and make sure you select everything and usually
white circle to scale it down like that and
get to object mode. And now all you
have to do is just duplicate this and
keep wherever we want. We just need to get
inside our object and find duplicate objects here. And just duplicate
a star over here. And then let's select this again and get inside our
object and duplicate objects one more
time and place this somewhere and you
can see how that's affecting our composition
on the right. Let's make another
duplicate object. Let's get into
Duplicate Objects. Places start over here, and now it's just about giving
some randomness to this. So let's get inside our edit
mode and scale some stars. I want to scale this star over here so that
its little smaller. Let's get inside our
edit mode and make sure everything is selected
and use our scale tool. And use the white ring
to the scaled down. And you can see how
that's looking over here. And let's look at it
from the object mode. You can see that, yeah, that looks nice. Now we have got
everything composed well, and now let's get
to some materials. So let's give this planet
and material first. So I'll just select the planet, get inside the materials
and give this new, and let's give this some color. Like I want a nice orange, reddish matter, just like mass. I wanted to keep it
something like that and call this as red. Although it's a little
bit orange, It's okay. You can call it
the name you want and let it be like that. And we have called that planet. And now let us give some
materials for this. And for this, I'm
planning to use the yellow material
which I used before, to use the same materials
which I have in the scene. I'm just going to click
on one of the star and click on our list of materials
and select the yellow. Select this yellow. And do the same here as well. Jello. Alright, so now you can see that we have got our
grid line there, which is not looking nice. So we can just go ahead and
switch off the grid line. Just by if you open
this panel up, you can find that we have got these two buttons
enabled by default. Now what that means
is this will show you the gizmo when I
select an object. This what shows you the transform controls is
often called asset gizmo. When I just turn that off, this gizmo will disappear. In the camera view. We are not going to
compose anything here, so we can always turn off gizmo when we are in
this kind of view, wherever we are using
this viewfinder. So whenever you're using these, you can always go ahead
and turn off the gizmo. And here it will show overlays, which will also turn off
every other thing the except your mesh
objects in the scene. This means that
whenever I click, I'm not going to get an outline around what I'm selecting. In this way, you can
always see the effect or the result that's very
close to your final image. I prefer to use it like this whenever I am using two
viewports like this. And if I'm inside the camera
view and if I want to use a viewport like
viewfinder of the camera, then I always make sure to turn these things off so that
I can compose things more freely here and I get an effect that's very
close to my final image. And always make sure if
you're using this study or at least in the material
preview or in the render. So we have got these
things now, the next, what we are going to get
is we're going to extract this asset image so that you can go ahead and share this
with your friends. Now you can do
this with 22 ways. One is you can go
ahead and render it just like how we saw in
the lighting worksheet. You need to place
lights and light up your scene to get that render
that you're looking for. But if you come here, this is more of an illustrative
style of an effect here. And I would not like to have
sharp lights are shadows, and I already liked
this by default. Now what I'm talking about is material preview
will basically give its own default lights in
the scene by using HDRI, which you will know when you are learning Blender in the future. But as of now you just
need to understand that the viewport shading also
has default set of lights. It is basically giving some
lights so that you can see your scene when you're
viewing your objects. If I get to render, you
can see everything looks black because we do not
have a light in place. Now since this is aimed
for complete beginners. So you can go ahead and light
up your scene if you wish, and then get into Render. Render how we didn't
before Israels for now, I'm okay with the scene
that I'm looking in here. And I wish to save this
as an image as it is. How we can do that is by simply
getting inside our view, seeing viewport
render image here. Blender will give me a render of whatever I'm seeing
in the viewport. And that looks cool and I'm happy with the
effects over here. And I can go ahead and
write this if I want, but this looks good for me. And we can go ahead and
adjust the composition as much as we need until we
get satisfied output. I hope you enjoyed this lesson and we saw how we can compose and get a quick screenshot by using the viewport render image. This can be adjusted
in our resolution, whatever resolution we kept
in the output properties, it's the same resolution. What we get this screenshot. Now we have got this. Let us go ahead and save this
so that we can share it. I'm just going to get inside
image here and get inside. Save As. And I can always give
this a name here. So I can call this Test, save it as a PNG. Or if you like JPEG, you need to change this
file format and JPEG, but Blender by default
setup into P and G. And I'm okay with PNG. Once it's saved here, you can always go ahead
and save as image, and you can find this image in your file browser
anytime we want.
24. How to Create Your Own 3D Artwork: In this video, let's
learn an approach to 3D modelling or
creating 3D artworks. Now this will be really
useful if you are creating your own
artwork from scratch. All right, so let's just
talk about some basics and some creative process that's involved in creating
a 3D artwork. Let's take a look for this. I have just put a presentation
for you to explain. Here. You can find that how you can start with any 3D artwork. Let's run the process. The first one, you need to
understand the workflow, That's how this works. So let's see here that we have got The first stage
is the concept stage, and then we take it to modeling stage and then we give
it the materials. And then we are adding
cameras to compose, and then we add lights
and then we render. Finally, let's take a look in depth first when
I mean concept. Now let's see what this
means is first of all, concepts consists of all these, their inspiration there,
the idea, reference, color board, mood board, everything comes into
this concept stage. And what this means
is, first of all, we need an inspiration to
come on, create any artwork. So inspiration is like drawing
connections by what you saw or what you experienced
now in your past, then applying those experiences
to create something new. And it's like often
like when you see something you get a
spark of an idea. Like I can grade
something like that. And when you see a cycle
and you quickly wanted to model a cycle in 3D or
whenever you see an airplane, you find it, you suddenly get an idea to create an airplane. Instances like that. When you see
something, you wanted to do something out of that. So that can be said
as an inspiration. It's an instinct
and it's a spark that asks you to create an
artwork that's inspiration. And this can be taken from photographs which you took
or from other photographs. And there are
artworks on often you will have dreams
in which you have some new objects that come into your head and you can
take inspiration from that. And then there's
books and movies. And whenever you travel, you will meet lots of new
people and you see new things. And you might get
inspiration from that. So oftentimes, inspiration comes from
creating new experiences. Whenever you do something
new in your life, you might get
inspiration from that. So that's the first thing. What do you need to
create a 3D artwork? And then comes out
concept ideas. So once you have an inspiration, then comes, what do you want
to do with that inspiration? Is it an artwork, is a 3D work or it's a
painting or a photograph, whatever it can be, any
creative representation. But first thing what you need
to do is the concept idea. What is your concept? It's like basic
sketches, scribbles. They can recall this
doodle sketches, drawings. Or if you're not very good
at drawing, then no issues. You can always write
descriptions in words like What do
you want to create? Oftentimes weren't
descriptions help a lot. And then you can arrive at
a drawing at a later stage, all you can directly
get inside your work. So it does not
necessarily mean that you need to be an
expert in drawing. You can always go ahead and
write down your concepts. Then it can be even your
clay or paper models. So some people are
dead would like to create things in the
real-world like mockups. They can go ahead
with clay mock-up. You have plasticine clay or
any clay that's next to you. You can go ahead and create
mockups out of that clay. Or there is paper models
if you want to try out. So that way you can create a concept idea from
your inspiration. The next thing what you
can do is your references. Reference are like concepts that already exists in
your inspiration. It's like you saw something and you wish to create something
that's very close to that, but you want to add
your own touch then, then there comes the references. Oftentimes when you
start creating a work, there will be or there may be some works that are
related to that, then you can always refer to that and you can treat
them as references. There already created works like concept related
representation that already exists and similar
to concept or idea. And then comes your
color or Moodboard. As soon as you find these three, then you can sit and see
your mood of your artwork. You can write down descriptions. You can start collecting all
these images at one place. This can be said as
color or Moodboard, where you collect these in
one place and you will note down some key details like the materials you wish to
achieve with the lighting you, which we wish to achieve, and the camera
angles sometimes and everything comes
from this board, from where you can identify color material and
the overall look. Once you've got the
concept ideas finalized, and you can go to the next step, which is like a 3D
modelling itself. This is first you need to
identify your key subject. For example, if you take a
look at our rocket concept, we had a lot of elements there, but still the main point that, and the main element of importance or the
emphasis mostly rocket. Without that rocket, that
story wouldn't exist. So it's like you can
take anything without which you cannot create a story that can be the main elements. So first you need to model out the main element and then you can start building
things around it. So you can treat
this as if you're watching a movie without
the protagonist, then you would not have a
story that's in place, right? So you will not have
a complete stories, which is the same
point here as well. You need to first emphasis, give emphasis, and start
making the main elements. This will mostly catch your viewers attention
in the first place. So how do identify
the main subject is, whenever you have a concept, the first thing that you see in that concept and say
that, Hey, that's seen, for example, we made a
rocket and we had stars, and we had a planet. But everyone who looks at
that image will first look at the rock and say it's a
rocket scene similar to that, people should be able to
identify the main elements. So that's the main
element of your concept. And then you can get
inside the next phase, which is the
previsualization phase. What this means is I have
split this into two. This is how I would
like to work. First I do a creative analysis and then I do a
technical analysis. So what that means is that
when I talked about creative, it's like I see the
base forms first. So whenever I want
to model something, this will be my reference
or this will be my blueprint for my
morning process. What I mean is like
whenever I see a shape, take the rocket example, I could first identify
it cylindrical shapes. And then I saw some
of the proportions like what is its proportions
and dimensions, etc. Then we can come to the
technical analysis, which is about how you can
create that in Blender. It's just about the software. How do you want to
represent this in Blender? And this is not
realistic to blend. You can take this as in any art medium and this in
here you can discuss and debate about which medium to use and how and which
process to start first, and how to finish your artwork. So this comes as
a technical one. Then, now we step into
Blender if it's 3D, and this is the
first time we touch blender in this entire process. From there, we
collect all these, all these references and
let's start modeling. This is the modelling
primary objects phase where we model the important
element of our scene. And we create the main
element which is crucial to the story and without
the story doesn't exist. So we will first model
all of the elements which we identify our key and
crucial for a story. And then let's get inside
more Linda secondary objects. Once we are satisfied
with primary ones, then we can go
ahead and model out the small details which
make that story complete, which, which add to
the fine touches and they give stories realism. They often bring
a story to life. This will include the
supporting elements that enhance and add
depth to a story. So this comes to the last of which in the
modelling process, if you take our
example of a rocket, we modeled the rocket first and then we created those tasks, which are all the
secondary objects which added to the story. And then on the bottom
you can see I have summarized the process here, which is identifying the key
subject previsualization, modeling primary objects, then more links
secondary objects. All right, so let's look at materials and this is
pretty straightforward. You just need to have the material board where
you collect and put every materials of your
references, your concept, and any description of
short in one place from which you choose
the materials that I wish to create this
color on that color. Here It's just referring
to the colors are using color palettes and
then assigning materials. After we assign materials
we give the camera. Camera angles are
very crucial because they add an extra
dimension to your story. The camera angles can
provide you a powerful tool, and it is, it can enhance
your mood of your story. This is a huge subject and
you can study about this. And if you're interested
in photography, then you can take your
camera and you can start shooting to experiment
with camera angles. Instead of camera, we can see
that adding cameras first, what to decide is, what is the number of capitals? From which point of view do you want your viewers
to view your scene? This is what is the
number of cameras and how much cameras
do you want to add? And then decide
the point of view. Do you want a low angle
shot or a top angle shot or a French art or which type of a shot do you wish to convey? This will come in the
adding cameras section and then we decide
about the aspect ratio. This completely depends on
where we publish our artwork. If you're doing an artwork for social media which
demands a square format, then we wish to go with
the square aspect ratio. If you are doing content
for YouTube or film, then we'd go with
the 16 by nine. And similarly, there are different aspect ratios
available and we need to choose wisely where we are
going to publish our aspect ratio to get
the best composition. And then we'll get inside the composition where we
compose the scene as the story. In this also involves
the camera angle, which we just talked about. It's just summarized below. It's adding cameras, having, putting the aspect ratio and
then composing. At the last. Once we have got the
composition ready, we can always get inside
the add, adding lights. So here we installed
the three types of lights with this knee
point area and sign. And depending on your story, you can create harsh
lighting shadows and you can create
softer shadows for most software
look and you can use the lights as per
your design of story. Here you can see the
three main process, which is first adding lights, then pushing them that
you want the light, from. Which part you want the lights, the highlights, and where you
want the shadows to appear. This is completely depending on which type of light you use and where your lights
are positioned. Then you can always play
with your color and intensity to get the
mood that you want. Finally, we'll check
everything will add up lights and then let's
take a test render. And then we'll change things
and get to the final render. What is the process between the test render and
final render is huge. So it really depends on the scene that you're
trying to create. Sometimes the first
lender might appear really well and you wish
to settle with that. But oftentimes what
happens is that we, once we get the test render, we then adjust the composition to enhance the artwork a bit. And sometimes we adjust lights, and sometimes we even
adjust the position and the models if
required to add depth, more depth and to meet
the artwork better. All this we do here
is just we make the artwork much better than
it is existing right now. This is completely an
iterative process. Once you get the
test render out, then you need to see
how you can emphasis or how you can increase the
impact of this artwork. You can see in angles, you can change lights
or you can even change models until you get the
final look that you want. So this is what is the
rendering process to Lynn. But if you see that we did rocket during which we first
composts the rocket image, then we added some
extra elements. The reason for that
is because we did not create a huge scene
into a just a rocket. And the small elements which we talked about where this starts. And one planet which
was just an ecosphere. For this reason, we used
to compose it first because I was seen
was very small and we did the rest
of the process later. But whenever you have multiple
objects in your scene, when you're seen as huge and has more characters
in the scene, then you should always
follow this process to achieve desired output. All right, so with
this, I'd like to wrap up that this concludes our process for creating good-looking images for
3D and not just 3D, you can use and apply
this process in any, any kind of art
that you could get.
25. Conclusion: Thank you for taking this class. I hope you have
learned something new. Good glass is about
discussions and engagement. Feel free to write
what you thought about the class in
the reviews section. I can't wait to see
what you have done. Post your work in
the project section, and I'll give my feedback
on it Before you go watch the short video on how we
use Blender at RStudio. I would like to add
that this video was featured by the
official blender video. Blender is during the
launch of Blender. Blender is our go-to
software when it comes to digital design
from start to finish, independent designers
from India, we have a background
of product design. The point what makes blender so interesting is we use
it every single day, but for multiple purposes, we loved making virtual product
photography in Blender. We have created
the mountain bike and the environment here. Blender gives us the
power to produce shorts that are difficult
in the real world. Cycles. And awesome render
engine performs great on CPU and GPU and gives
us realistic results fast. We could achieve any
lighting we wanted and created a day and night
shot of our mountain bike. Ev was also used to create
a quick animation here, we could get frames
rendered in seconds. The introduction
of geometry nodes is a game changer for us. We used it to distribute the water droplets
on this mango and it proves to be a great feature when it comes to food visuals. We have used procedural
textures to the same, the shader for this mango slice, with procedural textures being so powerful inverse attend. We decided to extend
its uses to generate unique patterns which was
used in our design product. People, planters
leave for home deco. We loved teaching what we
learn and experiment and share our knowledge through
online courses that features blender
as a design tool. Blender is not just that. We have been seeing blender and evolve as a great
tool for design. Usage of Blender in non-traditional
ways excites us and we're always looking at more ways to use Blender
in our workflow. We feel it's really the time
to celebrate its diversity. Blender being an open
source software, it has opened and given
us the freedom to create.