Introduction to Blender: Stylized Modeling | Surface Designs | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Introduction to Blender: Stylized Modeling

teacher avatar Surface Designs

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Intro

      0:32

    • 2.

      Navigating Blender

      7:21

    • 3.

      Ocean Modeling

      8:39

    • 4.

      Beach Modeling

      6:12

    • 5.

      Boulder Modeling

      22:00

    • 6.

      Scene Organization

      1:20

    • 7.

      Camera and Background

      3:41

    • 8.

      Lighthouse Modeling Part1

      28:01

    • 9.

      Lighthouse Modeling Part2

      19:27

    • 10.

      Doorway Modeling

      31:15

    • 11.

      Fence Modeling

      14:13

    • 12.

      Palm Tree Modeling

      15:37

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

128

Students

1

Projects

About This Class

Hi, welcome to my blender stylized modeling class.  In this course I will walk you through how to create a simple lighthouse scene using beginner friendly modeling techniques.  Keep in mind that this course will only cover modeling, but I will have a future course on texturing, lighting, and rendering the scene.

What the course will cover:

- Navigating Blender

- Editing Meshes

- Enabling Addons

- Using Modifiers 

- Other Basic Blender Concepts

Meet Your Teacher

Hello, I'm Nate.  I love to teach people the process of making 3D art!

See full profile

Level: All Levels

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Intro: Hey guys, welcome to my beginner modeling class. And this course, I will walk you through how to create this stylized lighthouse scene using beginner modeling techniques. This course will go at a slow pace so that any beginner can follow along. I will cover basic concepts such as using modifiers, editing our meshes and edit mode, and much more as we progress throughout the course, I will also teach basic keyboard shortcuts to help speed up your workflow in Blender without further ado. Let's get into creating this project. 2. Navigating Blender: Okay, so the first thing you wanna do is go into your search engine and go to blend this website and then download the latest version of Blender. I currently have blender 3.2.1, but this course will work in any of the recent versions of Blender. So when you first open Blender, you get this menu and you get your viewport and all this stuff over here, which probably looks pretty confusing if you're a complete beginner. But the first thing you wanna do is just click away from that menu and you have your scene open. Now, the big box right here that has all these grid lines and this red line and the green line. This is called your viewport. And this has everything in your scene. So by default, Blender has a point light, a cube, and a camera. And you're seeing up here is your scene collection. And you can also see all the objects in your scene. Up here. Down here are some menus that we will work with later in the project. These can do tons of cool stuff like physics. Over here, you can do fluid simulations. You can do particle systems, add modifiers will be using this tab a lot. And then other things like your render settings, your output settings, which are important for rendering your final image. So the way you navigate your viewport is by clicking on your middle mouse button and moving the mouse. And this will rotate you around the center of the scene. Then if you press Shift and click on your middle mouse and move them mess around, you will pan around your scene. And these are the two main ways that we move around our scenes and blender. And if you want to just pause the video right now and practice that, That's a really useful skill to have if you can move around quickly in your viewport. So the way you select things in Blender is by left clicking on them. And then if you want to select multiple things, you can either press shift and then left-click again. And that allows you to select multiple things. Or you can box select by left clicking and dragging over the things you went to select. So that's pretty much it right now for our viewport, the next thing I want to cover is actually up here are some important things. This is just painting around, which if you don't have a mouse, I guess you can come up here and pan around like that. The easiest way to pan. It's just by pressing shift and middle mouse button and move it around like that. This is Zoom in, slashed out. But the easiest way to do that in Blender is just to scroll with your mouse wheel, scroll and scroll out is zoom in, zoom out. Then you have this camera icon, which basically shows you what's in your camera view. So if you click on that, it'll put you in the camera. And you can see that we have, the cube is in our camera view. And if I just press my middle mouse button, I'm out of camera view. And up here you have your different axis's. So these are really important for when you're moving things around in Blender or scaling things or rotating things, that's when these different axes are really important. To have your x-axis, which is this red one. You have your green axis, which is the y-axis, and you have your z-axis, which is a vertical axis, but it doesn't show by default in the blender seen over here, you have different tools like move, rotate, scale, transform, which has all of them, and then different annotations and measurements and stuff like this. You don't have to worry about these down here, but we will be using these funds right here. Then up at the top, you have your different tabs and blender. You don't have to worry about most of these, basically, the only two we'll be using is our layout view. Actually three will be using our layout view, our shading view, and our sculpting view. But that's it for this week in our course, you can get more advanced and start doing stuff with compositing and geometry nodes. But this is strictly a beginner course, so we won't be doing any of that. So another important thing to note in your viewport are these viewport shading tab. So by default, Blender keeps you in solid mode, which is what you want to use 90% of the time anyways, but you can click on this wire edges mode, which can be helpful modeling some times. And this makes your object see-through and you can see the edges. Or sometimes material preview mode can be useful. It shows you the materials on your objects, but it doesn't really show you how they interact with light very well. Whereas with the rendered view, this kinda shows you how light interacts with your objects and their materials. In this gives you a really good idea of how your final scene will look is rendered view, but we typically want to stay in solid mode. One other thing here down at the bottom is our timeline. We aren't animating the scene, so we won't really be using this. But if you are animating, this is a pretty important part of your workspace. But you don't really have to worry about this for this course. Okay, so now that you understand the basics of how to get around Blender, There's a few add-ons that we went to enable that will basically allow us to model a little bit easier and work with shading a little bit easier later in the project. So what you wanna do is set up to Edit, left-click and then preferences left-click. And then you went to go to your add-ons tab and type in auto mirror. Now I have all these add-ons automatically enabled. But you wanna make sure that this little check right here shows make sure auto mirror is enabled. Then you went to type in node, Node Wrangler. This is another add-on you want to enable. This will allow us to work faster with our shading nodes. So you want to make sure this has that little check mark. And then the next add-on you went to enable is extra extra mesh objects. This is a pretty useful add-on, which basically gives us a extra mesh called the single vertex, which we will use a lot in this course. Okay, so that's it for our add-ons. 3. Ocean Modeling: Okay, so now we can move on to the fun part which is actually modeling. Now the first thing I want you to do is left-click and drag over everything in the viewport. Select all of this. Then I want you to right-click and come down to delete and delete those objects. We don't need any of that right now. Okay, so now what we want to do is come up to our Add menu. This is where you can add different meshes and curves and stuff. Left-click on this, come down to mesh and add a plane. And this plane is what we will use to create our little ocean. Okay, So now that we have this here, what we want to do is come over to our scale tab. Right now, this plane is super small, but we want to come over to our scale tab right here. Left-click on that, select this white circle, and left-click and drag that out and make it really big like this. When you scale things in object mode, the scale isn't uniform anymore. So what we want to do is come up to that little arrow, left-click on that. So we are back in our selection and we went to come up to Object, Apply and scale. And that will apply our scale so that our modifiers behave correctly when we add them. Okay, so now what I want you to do is come up to this object mode tab. Left-click on that and change it to edit mode. Edit mode is where we make most of our adjustments to our meshes. Now, right-click on our object and come down to sub-divide and left-click on this. And as you can see, it's multiplied the geometry on our plane. So now we have four faces instead of just one phase. Then don't click off of it just yet. You want to come down to this little subdivided menu and change the number of cuts to 25 and click Enter. Now, if you did left-click off of it or something, what you can do is press Control Z, Z, which is the control for undoing. So control Z will undo. If you're fine, you can press Control Shift Z, Z to redo. But if you clicked off earlier, you can just undo that. Right-click sub-divide again. Make sure you don't click off of it again and change the number of cuts to 25. So now we have a lot more geometry on top of our plane. So the next thing we want to do is make our plane thick. Right now it's just 2D, but we want to turn it into a cube. So you want to come over to this Extrude Region button. Left-click on that, grab this little plus, and drag it downwards. And now we get this sort of thick cubed. And then what you wanna do is come back over to your select box tool. Come over to this little z. So what these do is it puts you into like some sort of side view. So if you click on y, negative y, it puts you in the negative y side view. X puts you in the side view. And we want to come up to Z. And then we went to left-click and drag over all of these inside vertices. And select only the inside ones, not these ones around the edge. And then you went to come down to this little green tab called Object Data Properties. Left-click on that. And then under vertex groups, click this little plus sign. This will add a vertex group. And we can name this to something like ocean or whatever you want. It doesn't really matter. Then you went to press Assign. And then to make sure that these vertices are assigned to this group, you can just press the Select and then Select. And that kinda shows you that all of these vertices are selected. Then we went to come up to Edit Mode tab and change it to object mode. Okay, So the next thing we wanna do is come over to our modifiers, this little blue wrench icon and press Add Modifier and choose displace right here under deform, choose displace. And then you went to press New, to add a new texture. And then you went to press this little weird Slidy tab. I don't know what she would call that, but do you want to press this button right here to open your texture tab? And then you want to change the type of this texture. Two clouds. And as you can see, it's taking the vertices and it's kinda adding this weird displacement to them. But as you can see, it's doing it to all the vertices and we only want it to do it to the top vertices. And so what we can do is come back to our Modifier tab and choose vertex group and our ocean vertex group. Now it's only doing it to the top vertices. And then what we can do is increase the strength by left clicking and dragging. That are waves are a little bit more interesting like that. Then we can come back to that texture tab. I click in here and maybe increasing, decreasing the scale. I don't think it's changing much, but if you wanted to, you can change that. I'm just going to leave it at this point to two. And then I'm going to come back to my modifier properties and I'm going to press Add Modifier. Left-click on that and choose subdivision surface modifier here under Generate, and left-click on that. And as you can see, it's making our waves a little bit more round, a little bit more stylized, which is what we want in this scene. Right now you can leave it at one, our render is at two. So as you can see, if we up the levels of the viewport to two, this is what it will look like in our final render, which is pretty smooth. But if we leave it at two in the view-port, sometimes you can get a little bit of lag Just because it is a lot more geometry. So change this back to one. And then you can press, right-click on our object and choose Shade Smooth. And so now the top is shaded as if it's smooth. And then right now our edges are kinda looking weird around here. They're looking really around. And we want these to be more straight. And so what you wanna do is come up to Object Mode tab and change it to edit mode again. And then you went to come over to this loop cut button here at the left and two on a left-click on that and come over to the side of your mesh and left-click there. And then you went to come back to your select box, select that. And what this is doing is it's adding a loop cut around here, which is kinda reinforcing these sides a little bit more. But to increase this effect, what we want to do is turn it into two edge loops. And we want one of them to be close to the top and one of them to be close to the bottom. And to do this, I'm going to use a keyboard shortcut, which is the bevel keyboard shortcut. To do this, you press control V and then drag your mouse down. And as you can see, it's turning our single loop into two loops. And what you can do with this bevel loop is scroll up on the mouse wheel to add extra segments. But for us we only need two segments so you can scroll back down. So it's just two. And then drag this down somewhere around, maybe here. And then if I come back into object mode, you can see our ocean is looking pretty cool. 4. Beach Modeling: Alright, so now that we have our ocean, we need to add some sand. So the first thing I'm gonna do is come up to the Add menu and add in a cube. Now I'm going to move that down a little bit. So it's below our ocean like this. And I'm going to come to the side, side view like this. And I'm going to choose the scale button. And I'm going to scale the cube down like that. Alright, and now I'm going to scale it in the x-axis like this. And then I'm gonna come over to the X side view. And let's move it over first. So I'll choose that Move tool and then move it. And then I'll go back to the Scale tool and scale it up like that. Then I'll move this side actually over again because it's a little off center. I think I will actually scale this site down just a touch. And that is good enough for now. What's actually real quick? Move it up just a little bit. And then right now it has super hard edges. So what we wanna do is add a subdivision surface modifier up here. That is going to totally turn it into this weird shape. But we'll fix that really quick. Had up to object mode and change that to Edit Mode. Then come over to this loop cut button and left-click on this side and change the number of cuts to 25 or something around that number. And then add another loop cut right here on this side and change the cuts to 25 also. And this is basically going to help fill out that geometry and not a bunch of supporting loops. So it doesn't turn into that weird polygon shape. Then let's add one more loop cut on the side, right here. And now if we go back into object mode and we right-click and shade smooth, we have a pretty good sand. For the final render, we need some Sandhills. So to do that, make sure you have your sand selected. Head back into edit mode. Click on this little vertex icon right here. Then make sure you have this little blue proportional editing mode clicked. Then what you wanna do is click this little x-ray button right here, which will allow us to see through the ocean. And then we need to start selecting some top vertices. Oops, press Control Z, Z. To undo that. I forgot I had my loop cut button enabled, so I need to change back to the Select button. And now if I start selecting some top vertices and moving them by pressing G, we have this nice effect where if we scroll up on the mouse, it affects more and more of the vertices, which is basically how proportional editing works. So you just want to use the shortcut G to move and then move this above the ocean. That's a little bit too much. But just select different vertices, press G and then scroll in or out to affect the size of the proportional editing. And then just keep rotating around your object. Now, it is really easy to select the vertices on the other side of the mesh that you don't want to select. So because it is x-ray view. So you just want to make sure you're selecting the vertices you want to move. And not an edge, vertices like this where it'll move the entire side of the sand. We don't want that. We want the middle to be raised up a little bit and we want the sides to remain relatively flat. And then just build it into a shape that you like. Okay, so once you have a decent bit of land above the water, You want to take off this x-ray view and then change to object mode. So our mesh looks pretty good on top. But if we come to the bottom, we can see that what are proportional editing was doing was it was moving the bottom vertices up along with the top vertices of the sand, which creates this weird thing. To fix this, what you need to do is head into edit mode and then select this negative z-axis button so that we are looking at the bottom of the mesh. And then you went to left-click and drag over all of the inner vertices like this. Select everything except this outer ring of vertices. And then you went to disable this proportional editing. And press S, Z, and then 0. Then Enter, which will scale all of the vertices to the same height. Then you went to come to the side view and press G, Z to bring those vertices down and bring them down until they're in line with the bottom vertices on the side. That should fix our problem if we hadn't into object mode. And now we have a flat ground on the bottom. 5. Boulder Modeling: Okay, so now that we have our ocean and the sand done, well we can do now is start creating some rocks, some cliff rocks and stuff. First, what I want to do is press Add mesh, then I ecosphere. And I'll move this up a little bit just so that you guys can see what the ecosphere looks like. And we will be using sculpting tools to turn this into a cliff rock. Okay, so first, what we're going to want to do is hide our ocean so that when we're creating our rocks along the beach, we can see them better what we're doing. So select your ocean. Then come up to the Scene Collection View menu up here and press this little eye. And what that's gonna do is hide the ocean. And so next you went to select here I ecosphere and shift select the beach. And then just shift select the ICA sphere again so that the ecosphere as the active object. You want it to be the light orange object. And then you want to come up to sculpting. And so now what we're gonna be able to do is sculpt our ecosphere. First. Right now we don't have enough geometry to really create a detailed mesh. Because if I come down to this Grab tool right here and start grabbing things, it's only moving the vertices we have. So I'm going to press Control Z to undo that. And then what we want to do is come up to Ramesh and bring that voxel size down to something like 0.03 paid around here. Then press re mesh and we want to increase the radius of our brush so it's a little bit bigger than the crabs side, maybe something like 300 pixels. And then we also, we don't want these. We want this to be smooth. We don't want to see these triangles like this. So we want to bring down the strength to something like 0.015 and private, good. Then I want you to press Shift, hold Shift on your keyboard, and then left-click on the ICA sphere. Then rotate around and left-click again and drag. And what that's doing is it's smoothing out the ecosphere. And then you, and to bring that radius down a little bit by left clicking and dragging on the slider. The way all of these sliders work is left-click and drag. And then you want to bring the strength up a little bit. First, scope back into layout view. Let's select the sphere and let's move it into position. So again, I'm not going to be using these tools anymore. I'm gonna be using keyboard shortcuts for moving it. So I'm going to press G, which is the shortcut and just bring it over to someplace like here. I think that might be a good spot for it. Then G again. And then I'm going to press S to scale it up to something like this. Then you can come up to object and then apply and then scale. Or you can see this keyboard shortcut right here, which is Control a, and then choose scale. So that's the keyboard shortcut for applying scale. But if you forget, you can just come up to Object, Apply. And then you can see the shortcut there or just do scale. Because when you're sculpting, you have to have uniform scale. So whenever you scale something up and you want to sculpt that you have to apply the scale first. So I'll come back in the sculpt thing. And I'm going to use this grab brush, but I'm not going to hold Shift. I'm just going to start clicking and dragging and moving the mesh around like this. Then I'm going to move you, flatten out that top a little bit and kind of start dragging it into the sand. Like it's this big rock that's just sitting there. Checking that out a little bit like that. Then for the large rock that this is where the lighthouse, we'll set this to be pretty wide. And I want it to have a point, like have it points out. So I'm going to drag this in a little bit and drag the top out a little bit like that. And just adjust that a little bit. And then we can bring the strength down again by left clicking and dragging that down. Maybe a little bit lower. And just smooth out this little bit. That's looking pretty good. But I think I went a little bit more detail in it. So I'm going to come up to this drop brush, select that. I'm going to be the strength down a little bit. I'm going to bring the radius done a little bit. And I'm just going to start drying a little bit of detail on it. Yeah, that's looking pretty good. Just so that the shape is a little bit more interesting. And then I went to hold Control and drag with it. And what this will do is it'll carve into the mesh a little bit. You can just start making this model a little bit more. More like a rock, because rocks aren't perfectly smooth. And just drag, drag and some details. You can change the radius, make a big radius. You now make a really small radius and just adjust it like that. Then I might actually smooth it out just a tiny bit by pressing shift. And we have this right-click and shape right here. So this will be the main rock that are Lighthouse will sit on top of. But we went other rocks like Iraq around here maybe. And then some pointy rocks somewhere around here. Just because a lighthouse alerts ships and we want some dangerous looking spike, Iraq's two. So let's come back into layout. And let's add another a sphere. And let's scale it up again. And I'm going to press G to move it. I'm gonna do Control a to apply that scale. I'm going to come back into sculpting. And I'm going to go into that Ramesh tab and lower the voxel account again. Then press re mesh. Then I'm going to increase the radius of my Grab tool. Maybe all smarter than that. That's overkill. And then make sure your strength is low. And I'm going to start smoothing this guy out. And then come over to this side and make sure it's smoothed out. And then I'm going to decrease my radius a little bit, bringing up my strength. And then let's start dragging this into kinda like a bank rock, a flattish rock that's just kind of sitting on the bank of our beach. So kinda want this to go in a little bit. Then just start dragging that rock out a little bit like this, make it flat on top. Bringing it in like this, maybe. Bring that bottom in a little bit. Then I'm going to bring down that radius so I can do some more fine tuning adjustments. We have this interesting looking rock shape asserts here. We actually, we might have to bring this up if I unhide our ocean. But coming back up to the sink collection menu and pressing that, I see it's not above the ocean. And we want to raise it above the ocean. So bring up that radius again, bring down the strength a little bit. We don't need it super-strong to do this. And then just raise it above the ocean a little bit. It doesn't have to be perfect again, but we want it to show a little bit there. If you drag it in a little bit right there, and just start dragging that up a little bit. And again, this is where it comes down to your style and what you want the scene to look like. You don't have to have a rock here. You could put it somewhere else. You could sculpt it differently. You can make it pointy. You can do whatever you want. This is just what I want it to look like. And then I think I went to hide that ocean again and just smooth it out a little bit on top. So I'm going to bring my strength way down, bring my radius up on my crop tool. Not that big again. And then just, just smooth it a little bit. And I like that. Bring my strength up and make some final adjustments. I think that looks pretty good for our second rock. So now we want a 3rd Rock. But instead of adding an ecosphere and doing that whole process again, what I'm gonna do is go into Layout, View, select, Make sure this rock selected, and then right-click on it and choose Duplicate Objects. Now again, if you're getting pretty comfortable with Blender, you can start looking to the sides of these little menu things. And you can see there shortcut. So if I wanted to delete this object, instead of right-clicking on it and choosing delete, I could choose x. Or if you know how I want to duplicate it, instead of right-clicking and choosing Duplicate Objects, I could choose Shift D. But I'm going to duplicate this rock. And then I want to move it over here a little bit and then move it up a little bit. And I'm going to start sculpting it. Let's go into sculpting view. And I want this to look a lot different than it looks right now. I'm going to bring my strength on my grabbed brush a lot and then bring up that radius a decent bit. Start dragging it down like that. So it's looking a little bit weird. As you can see, the Grab is really powerful and it's making this kind of interesting shape. Sometimes which you can do to fix that is just by remeshing the object. I'm just going to keep bringing it down until I like it. Now, when you get that kinda weird effect where it's got these weird depths in it. Sometimes you can come up to the mesh and choose rematch again. And that'll kinda bring your topology a little bit more uniform. And then bring that strength down a little bit and just start trying to bring it back. I'm going to press Shift to try and smooth it out right there. Shift to smooth out the rock. Let's look in better. Try and smooth that out more and make it more round. And then start grabbing it down a little bit. Bring this up a little bit at the sides and bringing it down at the top, then shifts to smooth it out. Now we don't have to worry about making this super precise. This is just really good practice for sculpting. We don't really have to worry about anything under the ocean because the way I shade the ocean, I don't make it translucent. So you actually can't even see the rocks below the ocean. But if you did want to make the ocean translucent and see-through, it's pretty important to make these rocks look good. But this is just really good practice for sculpting. And then I want to change my brush to my snake hook brush. And I want to bring that strength down a little bit. And what this snake hook brush does is it acts similar to the grabbed brush, but it's better for making pointy looking things and interesting shapes. So if you left-click and start dragging it out, you can make this interesting point on the ROC. And I think I'll try and bring out a point right over here. Like this. Maybe use my brush to start bringing it, bring up the strength, start bringing it up a little bit more. Then again, the topology is getting stretched right there. So I'm going to re mesh and I'm going to lower the strength. I'm going to smooth it out. And then again with the snake hook. Kinda bring it up a little bit like that. And I'm going to use my grabbed brush again and try and make it a little bit thicker. Then I'm going to bring my strength down again, bring my radius up again, and just smooth it out a little bit. I think that's looking pretty good for this point, Iraq. And then if we come out to layout, right-click Shade Smooth, right-click Shade Smooth, right-click Shade Smooth. Make sure all of these are shaded. Smith. Let's unhide our ocean. We have a couple little rocks peeking out. Actually kinda want these to be higher up. So I'm going to first S scale it up, and then I'm going to press Z to scale it along the z-axis so that those get a little bit taller. And then you can see it's kinda come through at the bottom. So I'm going to move it up along the z-axis like that. Again, we're going to have to do some fine tuning right there to fix that. So I'm going to come into sculpting. I'm going to bring up the strength. I'm going to unhide my ocean. And let's drag it in a little bit. And that's looking pretty good. Let's make sure that it's not peeking through the ocean. And I think that looks good for our second rock. Alright, so let's hide the ocean again. Go into Layout View. Now, one thing to note is your computer might start slowing down. If I go into edit mode, you can see there are a lot of faces and that may become a problem for you. And one way you can fix that is by coming over to the Modifier Tab and adding a decimate modifier. And if I press object mode, go into edit mode again to view these faces and I start bringing this down. You actually won't be able to see the adjustment right now because the modifier hasn't been applied, you can start seeing weird shading because the geometry gets really low. But if you bring it down just before the shading gets really weird to something like maybe here. And then you apply it. The faces become less. It is very triangulated, which can lead to shading errors. But that's one way. You can bring down your face count. I'm not going to worry about it right now. As you can see, the faces were a decent bit less when I use that modifier. Another way you can bring down the face count is by changing the ramesh to a higher voxel account. So right now it's at 0.03. But if I brought it up to like point to and rematch to, the voxels are going to be bigger, which is kinda hard to notice, but they're much bigger. So there's less topology. So those are a couple of different ways you can try and fix that. For me. I'm just going to leave it at a lower count. Like, I think 0.1 probably works fine for most of these. And then I'll just shade it all Smith right there. Then I'll go into layout. If you're getting some lagging, you can just try and lower the face count, change the mesh so it's lower. There's a couple of things you can do. And then let's see how our oceans looking. I actually went to adjust this rock a little bit more. So I'm going to go into sculpting. Just bring that up so that the ocean is uncovering that little section. Then I'm going to go back into layout view. And right about now would be a good time to save your project. We actually should have saved it earlier. But it's really smart just to press Control S every now and then, just to save your project. But it is especially really important to save your project frequently when you're sculpting or using subdivision surfaces because they add lots of geometry to the sea and lots of faces. And you're at a higher risk of getting crashes. Okay, so now that we have this rock, instead of sculpting a whole new rock, fall I'm gonna do is press Shift D to duplicate and move it over here. Move it down again. And then I'm going to press S for scale, and then X to scale it along the x-axis, just so that there's some more variation. And then I'm going to press R for rotate and then z to rotate it along the z-axis, right to about there. And then I'll just G to move it a little bit. Someplace like this. And we have some more pointy rocks over here. If you really want to make it look way different from these rocks, you can go into sculpting again and start making some adjustments. Bringing up that strength, lowering this down, bringing this up. Stuff like that. Making the shapes different. Stuff like that can add some variation to the scene and make make all the rocks look different. I think that looks different enough. Make sure the rocks aren't pokey and so it's poking through right there. So I'm going to move that n. And we have our second sharp rock right there. And I think that looks fine. Then we can come back into layout view. And then press Shift D to duplicate it, or right-click duplicate objects and move it over here. And then just press G to move it up. So we add a third rock over on this side. Maybe press R for rotate and then z and then rotate it like that. And then cheetah move it again. Actually, I might just go into sculpting. And where is it? I think this is the rock. Lower this down a little bit, just so we have a little bit more variation. And that doesn't look like the same thing over and over again. Maybe you'll ever this guy down a little bit like that. Make sure it's not peeking through the ocean. And I think that is fine for the rocks and RC, I don't think we need to add anything else. If you want to. You can add more rocks and stuff, but I like to keep my super stylized scenes fairly simple. And I think this is plenty of rocks for the scene. 6. Scene Organization: One other thing that smart to do is organize your scene up here. So right now none of our objects are labeled or anything. So what you wanna do is select your ocean object and double-click on the name and rename it to ocean or something. And then left-click on our sand and rename this to sand. Then for our rocks, we don't want to have to rename each one to Iraq. So what we can do is select one, then shift, select another shift and select another shift and select another. Until you've selected all the rocks. Press M on the keyboard to move into a collection, and then press new collection and rename this to rocks and press Enter and okay. And now all of these rocks are in the rocks collection. And you can minimize this. And this is a really easy way to keep your scenes organized, is moving objects into collections. 7. Camera and Background: Okay, so now that we have our scene blocked out, all the rocks, the sand, the water. Before we move on to the next phase of modeling, which is the lighthouse and everything above water. We want to add a camera in the background first. So I'm going to press Add camera. And then what you can do is press this camera icon. And right now we're inside of an object. If we press N on the keyboard, we open up this menu and you want to go into view. And then you went to select this button which is lock camera to view. And then now if we zoom out and move around our scene, our camera snaps to our view. And so let's just move our camera out a little bit to something like here. And let's actually change the dimensions. So come over to the right, to the output properties and change the y to something like 1536 or something. I think that looks nice. Because our lighthouse will be tall and we want to be able to fit the lighthouse and everything else in the scene. So I'm going to zoom in a little bit like that. Also. If you press Control, hold control and click your middle mouse button and drag out, you can zoom in and out a little bit more evenly, in continuously to someplace like here. And then when you like your composition, I think this looks fine. I'm going to unclick this little check. And then now if I move around, my camera will not snap to my, my view. I think this view looks good. And then we can press N to hide that little menu again. And then now we want to add in a little background a plane for the scene. So press Add mesh and plane. Then this will be what pretty much everything sits on top of. So just move this down. Let's go into our side view up here and make it so it's just below our sand. And then we can go to our camera view and press S. And basically scale this plan really big, something like that. Let's actually adjust our camera view a little bit again. So that maybe it's a little bit more pointed down. Then press U to bring up that menu again, uncheck that. And again to hide it, select the plane. And let's scale it up even bigger, just so that it rusts above our camera right there. So the entire background is in the camera view. And then now we can select this, double-click on the name and label it something like back ground, like that. And if it bothers you just having this giant plane sitting here, you could press this little eye again to hide it in the viewport if you prefer the way this looks. It really doesn't matter to me. So I just leave this enabled usually, but now we have our scene setup and we can move on to modeling the lighthouse. 8. Lighthouse Modeling Part1: Okay, so the next thing we wanna do is start working on the lighthouse. And the first part of the lighthouse that I want to create is that base that was like kinda made out of bricks. And to do this, we went to come up to the Add menu and add an a mesh and a cube, and then drag that up. Then I want to come into edit mode. And I want to press S on the keyboard to scale it down like this. Then I want to impress us and then y to make it a little bit skinnier us. And why again? Then SMC, we have this brick shape. And because we're scaling it in edit mode, we don't have to apply the scale. The scale is already being applied. It's completely uniform. And then I want to come over to this loop cut tool and select that and then add in a horizontal loop cut right there. And then we can come back into object mode and press Control S to save our project. It's important to save the project very frequently. Then I'm going to come over to my modifier properties, which is this blue wrench again. And I want to make sure this is selected and I want to add a bevel modifier and regenerate choose Bevel. And right now it's super extreme, so we can probably change this to something like 0.075. That's a little bit better. And then you went to up the segments to something like four, maybe five, and then shade it smooth. And we have this kinda stylized brick. And then let's press G to move our break. Let's move it back up because accidentally move it below the surface. Maybe bring it over close to this rock because this is where we went the lighthouse to be. I'm going to just move it over a little bit. And now what you want to do is press Add curve and choose a circle curve. You want to bring this up. You want to move it close to our cube and then press S to scale it up a little bit. Maybe to something like here. Should be good. Then, because we're not in edit mode, we have to come up to Object, Apply and then scale or use that keyboard shortcut. Then let's bring it down so that the edge of the circle is kind of in line with cube. Like this is probably pretty good. Then what I want you to do is press Shift and S and then hold those two keys. And what this does is it allows us to move that little red circle, which is our 3D cursor. And we went to choose cursor to select it. Bring you, hover your mouse over cursor to select it, and then release the keys. And it snaps the 3D cursor to the circle. Then you want to select your cube, right-click, and then go to set origin and choose origin to 3D cursor. Now, basically what this is doing is it's putting our cube origin at the same location as our circle origin. Then you want to come up to add modifier while your cube is still selected. And add in a array modifier right here at the top of January. And then instead of relative offset, going to uncheck that and choose Object Offset, then you want to open this menu. And under object, you went to choose Bezier circle. Or you can choose this little ticker icon and come over and select the Bezier circle. And then you want to change the count to something like maybe 17. Then you want to select the Bezier circle and press R and C to rotate it along the z-axis and just drag it out like that. Okay, so we have way too many cubes. Let's press Control Z to undo that and change the count to maybe something like 12. Now again, I'm just switching back between my Bezier circle and my cube and adjusting these modifiers. Then select your circle again and press R to rotate it along the z-axis. That's a little bit better. I still think I want a slightly bigger crack in-between these cubes. So I'm going to press Control Z and lower this count. Again, it's maybe something like 12th. We already did 12, maybe 11. Then press RSE. I think that looks good. And that's kinda how you get this circular array along a path. Now what you can do is you can select your cube again and apply this array. So under this little arrow right here, select that and choose, Apply. And then now all these cubes or one object and there are applied. And we can select this circle because we don't need it anymore and press X to delete it. Now let's just move these cubes into a better position by pressing G. Then I'm just moving around with my middle mouse button and getting a position that I like, maybe something like this. And then we can fill this space underneath with a few more cubes. Now, we can select this right here and press Shift D to duplicate, and then press Z on the keyboard to snap it to the z-axis so that it's right above those cubes. Then press shift D again and then select Z to lock it to the z-axis and move those up like that. If you want to, you can kinda have this offset it. If you want it to seem like it's a little bit more interesting. Not perfectly symmetrical. You can offset these a little bit. It doesn't really matter too much though. So it looks something like this. And then now what we can do is press R z on this and rotate it a little bit. And now they're all offsetted from each other a little bit. And we have this interesting looking shape. Now, all of these bricks are very uniform. And if you want them all to be the same shape and size, you can keep it like this. But for those of you that want a little bit more variation, what you can do is let's select this bottom 1 first, and let's go into edit mode. And let's change this to our little select box tool and press a on the keyboard to select everything. Pricing a, select all the faces, and then press P on the keyboard, which is the shortcut for separate, and then come down to buy loose parts. So the shortcut to switch between edit mode and object mode is tab. So press Tab to go into edit mode, back into object mode. And you can see all these cubes are now separate objects. But before you click off of them, what you wanna do is put them into a collection. So press M on the keyboard, select new collection and type in something like stones. And then press, Okay. Now all those cubes are in the Stones collection. And then you can do the same with these two stacks. So I'm going to press Tab to go into edit mode, which is the shortcut. And then I'm going to press a on the keyboard. And I'm going to press P on the keyboard. And she's separated by loose parts. And then I'm going to press Tab to go back into edit mode and press, I'm on the keyboard and select my stones collection. And now all of these cubes are also in the Stones collection. Then, first I'm going to do a Control S to save my project. Then I'm going to select these top stones. Press Tab to go into edit mode. Press a to select everything. Press P to separate and choose by loose parts. It's really good to get the hang of these keyboard shortcuts they make working in Blender so much easier and so much faster. Now I press tab again to go out of edit mode, press M to move it into a collection and choose stones. Now, every single one of these stones is a separate object. All of them have their origin point in the center right here. As you can see, this orange dot is not changing. That's the origin. If I right-click and choose Set Origin, origin to geometry, the origin moves to the cube. This is where we want the object origin, because for instance, if I try to rotate this cube by pressing R, it rotates around the origin like that. So what I did right there I was, I right-clicked to cancel that action. If you press S and before you left-click, you press right-click, it kinda cancels the action. I press R, I right-click cancels the option action. But you can see that it's scaling weird. Whereas with this cube that has the origin and the center, if I rotate it, it rotates around the center, which is what we want. I'm going to press Control Z to undo that. And so the way we can transfer all of these object origins back to their cubes is we can come up to the scene collection, select our stones collection, and then right-click on that collection and choose, Select Objects. And then it selects all of the objects in the collection. Then you went to right-click on these objects and choose set origin, origin to geometry. And now all the cubes have their origins back to them. And now what you can start doing is just making them different from each other. So scaling them a little bit, maybe you can rotate them a little bit and start giving this brick circle some variation to it. Make it look more interesting. Another thing you can do to give the cubes even more variation is press Tab to go into edit mode and move some of these edges around. So you could select an edge and press G to move that. Maybe cheat and move this one. And just make things look a little bit more interesting. Another useful command is selecting if you want to select a loop. So maybe all of these middle edges, you can press Alt and select them. And it selects all those middle edges. And then you can move those middle edges and make them look a little bit more interesting. I'm going to come tab into edit mode. Just keep making small adjustments to these cubes. Make them look a little bit more interesting. I'm tabbing into edit mode to give them some variation. I'm just moving this center. You can also press three on your keyboard or come up to here and select this little face mode button. You can select faces and press S to scale them if you want. Maybe select this face. There's lots of different ways you can add variation to this little brick cylinder. So I'm just going to keep adding variation until I like the way the scenes looking. And I think that looks pretty good. You can keep fine-tuning this and really get this looking the way you want it. This is all up to personal preference. And I think that looks pretty good right there. If you really wanted to, you could just duplicate these down. And then press R, z it or rotate them a little bit and then move them over. Then this is the base of our brick wall. Okay, So now what we wanna do is actually build lighthouse, the body of the lighthouse. I'm going to do, actually, I want this base a little bit wider. So I'm going to select objects and press S and then Shift Z. And when you press Shift Z, It's telling blender you went to scale these on every access except the z-axis. Then just make that a little bit bigger. Maybe just scale it down a little bit in general, and then move it over a little bit like this. Now what we wanna do is add in the lighthouse body. And so to do that, I'm going to come up to add mesh and choose a cylinder this time. And I want to move this cylinder. So it's kind of in the center like this. And then I'm going to press S to scale it up a little bit. And then I'm going to press S C to make it tall. Then GZ to bring it up a little bit. And then now I'm going to choose Object, Apply and scale. And I'm going to press Tab to go into edit mode. And I'm going to enable this wireframe view. So you want to enable X-ray view. And now we can see through the model and you wanna press three on your keyboard, see your face select mode, and then select this bottom face. And then you would just want to press G and then z to move it down along the z-axis so that it goes to the bottom of our stones like that. Then we can turn off this wireframe mode and go into Viewport Shading mode. And now it's Shauna do is you want to come over to your loop cut tool, select that, and then add in a loop cut right around here. And then come back to your selection mode. Analysts press S on the keyboard to scale it up a little bit. And then now what you wanna do on the keyboard is pressed G and then G again, pressing G, G puts you into loop cuts slide mode, and you want to move this down a little bit, then press S on the keyboard to scale it up a little bit again. Actually, I kinda went a little further up, I think so I'm going to press G, G Again. I'm actually made scale it down a little bit again to only go back into Wireframe View, select this bottom face. So I need to come up to face mode and select this, or just press three on my keyboard, select the bottom face there and press S to scale it down a little bit. And then I'll come out of wireframe view back into solid view, select the top face and I'm going to press S to scale it down a little bit. You can press Control S right now to save the project again, I think I'm going to scale this down a little bit more. We want to extrude this face up. And you can either do that by using this Extrusion tool or you can press E on the keyboard, suppress E, it will extrude that up. You can bring it up like this and then left-click to set that extrusion. Then you want to press S to scale it out a little bit. And then E to extrude it up again. And then you went to press I. And what AI does is inset. You can also use this inset faces tool. But if you press I and bring your mouse and it creates a new face from your original phase that's smaller. They can press E on the keyboard again to extrude this up. And you should kinda see how this, this extrusion workflow works. I'm going to press G and C. Let's bring this down a little bit more again. And now I'm going to press E right-click instead of left-click. And that is going to make my extrusion stay in the same place. And then I want to press S on my keyboard to scale it out a little bit. Then I want to press E on the keyboard again, S on my keyboard here, V on the keyboard, again, E on the keyboard again, S to scale it in. And we're getting this kind of interesting lighthouse shape and we can make final adjustments later, ie to extrude it up a little bit, S to scale it out a little bit. E to extrude it up. Again. Us to scale it in a little bit. E2 extruded up. Then one final e to extrude it up, left-click to set it. When we have this nice little point at the top of our lighthouse. And I want to select all these faces and make this platform a little bit wider. And then I think make this a little bit shorter and make some final adjustments. So what you wanna do to select all these faces and scale them out. Make sure you're in face select mode and press Alt on one of these vertical edges. It'll select this entire face loop and then press S to scale it, and then press Shift Z so that it doesn't scale on the z-axis at all. Actually, let's make it a little bit smaller. S Shift C again. And then let's do the same thing with this loop right here. Press Alt on one of the vertical lines and press S and then Shift Z to scale it out a little bit. And then let's press two on the keyboard or come up to edge mode right there. So I'm going to press two, and I'm going to press Alt on one of these edge loops, allright there S and then shifts. See, you bring that out a little bit. Press three on the keyboard to go into face mode and Alt to select this face. And I'm going to press G and then C to bring it down a little bit. And then I'm going to press S and then shipped, see it's scaling on every axis but the z-axis then GZ to bring it down a little bit more. And then I went to go into wireframe view. So I'm going to select this wireframe view there. Select this x-ray view right here, left-click and drag and select all of these faces up here. And then I'm going to change this to solid view. And I'm going to press G and then z and just bring that down along the z-axis a little bit. And then I'm going to press three to select this top face, and I'm going to press G and then C to bring that down a little bit. Another thing you can do is add a loop cut right here, and then come back up to your select tool and press G, G to slide that loop cut and S to scale it out a little bit like that. And then tab out of edit mode. And I think that lighthouse looks pretty good. I'm going to tab into edit mode one more time. I'm going to make sure I'm in edge mode. I'm going to press Alt and left-click to select this edge loop. And then GG and slide that edge loop down a little bit. And I think that looks awesome. Alright, I think we're ready to add the subdivision. So I'm going to press Tab to come out of edit mode. I may want to scale up the stones and the lighthouse a little bit. So I'm going to come over to the sink collection, right-click on my stones collection, choose Select objects. Oh, and actually, we accidentally put our lighthouse in the Stones collection anyways, right here, the cylinder, which is actually useful for what we're doing right now, but we will want to move it out in a little bit less press S to scale these up a little bit and press Control a to apply that scale. I want it to look a little bit fatter. So I'm going to press Tab to go into edit mode. I'm going to go into x-ray view to rotate a little bit down like that and select all of these top faces back into solid view. And I'm going to press G and then C. Let's bring this down a little bit like that. So it's a little bit more cartoony looking, a little bit more stylized Tab to go out of edit mode. First, let's press Control S to save our progress. And then select the lighthouse, Press add modifier, subdivision surface. And right now it looks super weird because we haven't added any supporting loops. And so what you wanna do is press forward slash on your keyboard. And what this is going to do is make it easier to edit our lighthouse, if we press forward slash on the keyboard, come into this view and we can see our model a little bit better and see what the subdivision is doing. Press Tab to go into edit mode. And the first thing we'll do is fix this bottom area. So press three, that makes sure you're on face mode right here. Select this bottom face and press I to insert it. And that will fix some of that weird shading that was going on. You can press I again to really try and fix some of those weird faces. Then the next thing we wanna do is use our loop cut tool. Will add an elliptic here. We'll add in a loop, but here it's come up a little bit. Let's add in another loop cut here right above our previous lip cut. Let's zoom in a little bit and add another loop cut right here and right here. And as you can see, adding in these supporting loop cuts really helps keep your shape. And then let's add in some more loop cuts. So adding one right here. I'll add in one under the roof right here. I'll add in one right here. And then we can add in a loop cut rate here, right here. So again, I'm in the loop cut tool and I'm just left clicking where I want to loop cuts to be. I'll add in blue, right here, right here, right here, and right here. And now, let's go back into Select box mode. And let's press this top face and press I on the keyboard, just so that looks a little bit better. Press two on my keyboard to go back into edge mode, alt on this loop right here to select this loop. And then press GG and slide this loop down a little bit like that. Then I want to press Alt on this loop right here, press GG, slide this lip up a little bit. And that's going to bring out this curvature a little bit more. If you look at the loop cut tool, you can see the shortcut for it is Control R. So a faster way to add loop cuts, instead of just selecting this tool over and over again. It's just press control and then r, and then you can add in a loop cut right there. Let's press Alt on this edge loop and press GG and slide this one up. Let's press Alt on this edge loop and press Control B, and that will bevel this edge loop. We can slide that, refund that shape a little bit more. And then we can press Alt on this edge loop and press Control B again to bevel this edge, I'm getting a little bit of lag, but it's all good. I'm going to press Control S to save my progress. And I'm going to press Control R to add an old fat right here. And the only thing about using this control, our tool is it slides your edge by default. And if you left-click, it won't be perfectly in the center where you want it. But if you right-click, it transfers the edge to the center and then you can press Control B on this edge to bevel it a little bit and add some more supporting edges to the model. And let's do the same with this edge loop under the roof. Press Alt to select it and press Control and then be bevel it, slide it out like that and press Control S to save it. Let's see how this is looking. Let's tap out ahead of that is looking pretty good. We can tab, we can select this edge and press G, G to bring it up a little bit, and press S to scale it out a little bit. Press Alt. Let's go into our wireframe view so we can see this edge and press Alt, not that one. Press Alt till you select the circular edge. And then press S to scale it out a little bit. Let's go back into solid view, back into wire-frame actually in press Alt to select this edge and go back into solid view. And then press S again. That's, that's pretty fat. Bullets press Shift and then Alt. And that allows us to select multiple edges. And we can scale this until we like the way it looks. I'm going to press S to scale it. And I like it right about here I think. But I'm going to press Alt and select just this flip and gt to slide it up a little bit. I'll select this live and gt to slide it down a little bit. Press Tab and we have ourselves a nice round lighthouse. You can right-click and shade this smooth. Press forward slash on the keyboard again, will come out of local view and you can see how your models. Again, I'm going to press Control S just to make sure I've saved this so far. And it looks like actually are Lighthouse is a little bit close to this side of the bricks. So we can select it and move it along the x-axis a little bit, bring it back like that. So thinking might be a little bit closer to this side. So I'm going to move it along the y a little bit. And I think that looks good. There are a few more details we want to add with the lighthouse. So select your lighthouse press Tab to go into edit mode, press Control R to select this edge, bring it down a little bit. Press Control B and scroll up on your mouse wheel, wants to add in one more edge, then press three on your keyboard so that you're in face mode and press Alt E, hold Alt, and then press E. And that brings us this extrude menu. And then you can choose extrude faces along normals. And you can bring that out just really slightly. And then press Control R and add in a loop cut right here, this little ring, right there, and then right-click to set it in place. And then come down to the bottom and press Control R. Left-click right there, and then right-click to set it in place. And now we have this little segment that kinda separates where our windows will be versus the metal part of the lighthouse. If you want to, you can also add some loop cuts right here just to try and make this line right here a little bit more defined in separate these two sections a little bit more. And there is your lighthouse. 9. Lighthouse Modeling Part2: Okay. So there's a few more adjustments I want to make to the lighthouse. First of all, I want to select all of these top faces and make them a little bit wider. So I'm going to come into my side view and I'm going to come into x-ray view. And I want to choose face mode. And then just left-click box, select all of these phases. And then I want to come out of wireframe mode. So I'm going to change this solid view. Let's also press Shift and Alt and select this loop. Because I actually do want to scale that out a little bit too. Let's press S Shift C. Let's scale this out a little bit. What we can do to actually see our loops a little bit better. Let's come over to our subdivision modifier in turn off that this edit mode display layer, then it's a little bit easier to actually see the loops that you're editing. And let's select this one. It's enabled it again so we can see what we're doing and press Gigi. You just slide it up a little bit and just see what that's doing. Let's slide it back down a little bit. Press all its turn off the subdivision there. Press Alt to select this loop. Trends subdivision back on and press G T, GG to slide it down a little bit. Turn it off again, select this loop, turn it back on and press G, G to slide that down a little bit. That's looking pretty good. Let's do it one more time. Gge to slide this down, select this loop also in GGE to cite that. And then let's press S to scale that loop out a little bit like this. Let's turn it back on. Coming to our camera view. That looks great. Let's press Control S to save it. Tab into edit mode one more time because GG. Then we can also check to see how it's going to look in the render. So I'm going to up the subdivision once to see how the render will look and it should look super crisp. I think this edge right here is actually a little bit sharp for our stylized look that we're going for. So I'm going to lower the viewport levels a little bit. I'll select my model and I'll press Tab to go into edit mode. Make sure you're in edge mode, press Alt and select this loop. And then you went to press X for delete and choose dissolve edges. And that will get rid of that edge essentially. And then come down to the bottom one, press Alt to select it, then press X, and then choose dissolve edges. That, yeah, that helps round it out a little bit more. And if it's too round for you, you can press Alt, select this edge, press GG, slide it down like that. Same with this one. I'll GG slide it up a little bit. There you go. There's the basis of your lighthouse. There's only I'm going to press Control S to save it again. There's only one more adjustment I want to make. That is, I want to press Alt to select this loop and press Control B, and scroll down on the mouse wheel till you only have two edge loops like this. And I want to bring this up like that. Press Tab to see how that's looking, That's looking good. And I want to do the same with this edge loop right here, control V, bevel it out like this tab to see how that. So again, that's looking really good. Let's press Control S to save it. Now we want a few bricks and our lighthouse also to make it seem like the lighthouse is made out of bricks as well. So let's select this brick and press Shift D to duplicate it. And just move that up. And let's press Tab to go into edit mode. Select a to select all the faces. Because a, and then press S to just scale it down a little bit. And actually our bevel, you can see that our bevel stays the same as we scale it down. It doesn't change with our cube. I'm going to press Control Z to undo that. And I think I actually want to scale it in object mode. Let's see how that looks. So the Bible says uniform and object mode. We might want to actually up that bevel a little bit and make it a little bit stronger Just because it is smaller and it looks less round from a distance. So let's make this like 0.125 or something. That looks good. And then we can press G to just move it in like this. And then let's press shift D, scale it down a little bit, add some variation. Shift D, scale it up a little bit. Press R to rotate it, cheetah, move it in. And then we can select these two or something and shift the, bring them up, give them along the x-axis. Then our Z to rotate them along with the z-axis G to move them in again, we can just start adding in some bricks around our lighthouse. You can just keep duplicating random groups. So these cubes and scaling them and rotating them so that they fit in the lighthouse until you get something that you like. You can also rotate them from the side here because as the lighthouse goes up, it kinda angle sense. So you may want to rotate your bricks like this so that they match the angle of the lighthouse. Starting to look pretty cool. You can also just select all of these and mass duplicate them. Now, again, one thing to note is we've had our stones collection selected. So all of these cubes and stuff have been duplicated into the stones collection. But I want all of these bricks around the lighthouse to be in a separate collection. So I'm going to press M to create a new collection while I have them all selected. And I'm going to call it bricks. Press Enter and okay. And now they're all on their own collection. And we can select this BRICS collection just so that we know that any more duplicates while we're duplicating these cubes will go into this collection. So let's select, it's actually just right-click select objects on our bricks collection and press Shift D. And then RAC. Then move them somewhere over here until they look good. Let's move them over a little bit more or z. Then we can just kinda play with these a little bit. Just moving them, rotating them, scale on them. I think that mostly looks good. I'm just going to select few of these last ones. Shift D to duplicate them, RZ and fill up the back like this. I think that looks fine. You can select some of these that are inside the The Lighthouse and just bring them out. And I think we are pretty good on bricks. You can add some rotation and more variation and scale and stuff if you want. This is all personal preference. Alright, so the last thing we wanna do with this part of the lighthouse is add in that railing at the top end to do this, first, we went to move our 3D cursor to the same location as our lighthouse. So we're going to press Shift and S and hold those keys. And hover over cursor to select it and release the keys. And it moves the 3D cursor to the lighthouse. Okay, so now what we wanna do is press Shift a and choose mesh and cylinder. And we went to don't disliked or move it or anything yet. We want to come over to the cylinder settings and change this to 16. Press Enter. Then we can move this cylinder press Tab to go into edit mode and press S Z to scale it along the z-axis. Press Tab to go back into object mode. And let's move our cylinder up a little bit. Press tab again to go back into edit mode and press S, and then Shift Z so that it doesn't scale along the z-axis. And we can widen that out a little bit. Then we can press Control R to add in one loop cut right about here. Press Alt and select these edges and press G and C to bring them up just a little bit more. Press Alt to select this edge and press G, G to slide it up a little bit. Okay, so now what you wanna do is come over to modifiers, click Add Modifier, and choose wireframe. And so this takes all the edges, turns them into a mesh. And then you went to up the thickness to something pretty high. I think maybe 0.75, maybe even higher. Score 0.1. We've got some a thick rail and like that. And then right now it's really kinda jagged and sharp looking. So we can add a subdivision surface modifier. But the modifier also does a bunch of weird stuff with kinda making everything look like circles, which we don't really want. So what you wanna do is press Tab to go into edit mode, press one to go into vertex mode. And what we want to do is start subdividing our vertices. To add extra efforts. And one thing we can do to help is press Alt on this edge right here to select all of these vertices. And then we can right-click and sub-divide them. Then we can press Alt on all these vertices and we can right-click and sub-divide them. And then we can do the same with these vertices down here. I'll select these right-click and sub-divide. One thing you need to do is go into wireframe mode. Select all of these top vertices like this, go back into solid view. And then you went to, come up to, I believe it is Select and then Checker Deselect. And it should select all of these vertices in-between. These other ones that are vertical, if that's what you want. You want these in-between vertices selected. If they're not selected. And these ones right here are, you can choose offset by one. And then it should fix that problem. But for me, it's selected the right verts. So I can leave that as is. Now. I can press Control B and then select V on the keyboard, and that will tell blender to bevel the vertices. Then as I drag that out, It's beveling these vertices like this. You can bring a pretty wide like this. And then you can do the same for these lower vertices right here. Come up to wireframe, select, all of these middle vertices. Come back out of that wireframe, go up to Select Checker Deselect and then Control B and then v. And beveled is where it's out roughly to the same position as the last vertices. And then let's finalize select the last bottom verts. Let's go into wireframe view. Let's zoom out a little bit. Select all these bottom vertices. Go back in with Solid View. Go up to Select, checking the select Control B V, bevel, those words like this. Now, if we go back into solid view, you can see that's helped even more. But there's one last thing we can do. We can select these vertices right here. Let's go into edge mode, so it's a little bit easier. Select this edge and right-click and sub-divide it. So I'm going into edge mode by clicking two on my keyboard again. Then I'm just selecting these edges, right-clicking and subdividing. Right-click, sub-divide until I get back to this one. So see how these are two edges. Now you know you've come all the way around. And let's go into solid mode. And Aurelian is looking pretty cool. Now, one thing we can do is up our subdivision. So first let's actually saved the project by pressing Control S. Then let's up the subdivision. Now, it looks a little bit smoother, and then you can select it, right-click and shade Smith. One other adjustment I want to make to the lighthouse is I want to widen this top area a little bit. Because now what you want to do is make sure you're in face mode, press Alt on this edge and select these faces. Then you want to press Shift and Alt rate around here. You see how it's a little bit orange right there. If I turn off the subdivision, you can see I've selected this edge. You want to select that edge faces right there too. Then you want to press Shift Z, scale it on every axis, but the z-axis, nothing too crazy. And then you can press Alt and select these top faces here, and press S Shift C to scale them on every axis, but the z-axis. Bring that out a little bit and press Alt and select this edge loop. Let's make this crease a little bit sharper by pressing G, G to slide this edge loop up a little bit like that. Let's press Alt on this edge loop and press Shift Z to scale it on every axis but the z-axis and just bring that in so it's a little bit tighter like that. And then let's press Alt right here and make sure that this loop is selected by turning off the subdivision for a second, it is selected. And then pressing Gigi to just slide that edge down a little bit. Then press Tab. And that looks pretty good. So now that we've made the final adjustments to our lighthouse, we can add in the window frame. So let's press Shift a to bring up a mesh and choose cylinder. Again, you could do the same thing by heading up to the Add menu, but I think using keyboard shortcuts is a little bit faster. Then you want to make sure the vertices are on 16. And then move this cylinder up like this. Let's press Tab to go into edit mode. And let's. Come up here and change the viewport shading to wireframe. And then press three on your keyboard to go into face mode, or just select this button here. And then select the bottom face and press G and then see maybe a little bit further like that. Then you can S to scale it in a tiny bit. This is a little bit easier to view and solid view. That looks good. Let's go back into wire-frame. Select this top face, and then press G Z to bring it down a little bit. Then press S to scale it so it's just past the window. This top part of the window go back into solid view and see how that's looking. Actually press G Z to bring it up a tiny bit and then us to scale it out a little bit more. Now what we can do is tab back out of edit mode. And then let's press Add Modifier and choose skin modifier. And by default, the skin modifier is set to this massive cube size. So let's time in the edit mode, go into wire-frame, press one on the keyboard, go into vertex mode and press a to select all. Then let's come back into solid view. And I want you to press Control a and bring your mouse end like this. And this will scale down the skin modifier a good bit. This is another way you could make the rail in as well. Instead of using a wireframe, you could use his skin modifier. For example, if I disable this wireframe and you can see the subdivisions just going crazy right now. But if I add an, a skin modifier, whereas skin modifier right here, plunder may crash. And then if I bring it above the subdivision, like this, you can see the skin modifier is huge right now. So I have to tab into edit mode, go into wire-frame, press a to make sure all the vertices are selected. Go back into solid view. Press Control a. I can start bringing this skin modifier down like this. Now you have this really, actually, I personally believe that this looks better than using wireframe. So now you can apply this skin modifier and then press right-click Shade Smooth. And then now let's do the same with this. Let's add in a subdivision surface actually. First let's press Control S to save our project. Now let's add a subdivision surface. Slip the viewport to one like this. That's looking pretty good actually. Now let's apply the skin modifier and right-click Shade Smooth. Now we have the frame, the railing done, and our lighthouse is looking pretty sweet. 10. Doorway Modeling: Alright, so now that we're done with the main lighthouse part, let's add a door to the lighthouse. So first of all, I don't really like where my 3D cursor is because if I add an object, it's inside my lighthouse. I'd rather be back in the center. So I'm going to press Shift S, hold those keys and goto cursor towards the origin. And then hover over that with my mouse, and then release the keys and the 3D cursor goes back to the world origin. Now I'm going to add a cube. So I'm going to press Shift a go to Mesh and then choose cube. I'll move this up and I'm going to press R and Z to rotate it. Then I'll just move it over here like this. And now I want to check out my camera view because I want the door actually two points closer to the direction of the camera. So I may have to move some things. Actually, first of all, to keep the scene organized, Let's select our lighthouse, our railing, and are the frame for Windows and press M to move into a new collection and we'll call it Light House. Select. Okay. Alright, let's move this cube over a little bit. That's a little bit better. Well, let's move to the lighthouse itself. So I'm going to press H to hide that cube, which is the same thing as coming up in here and selecting one of the eyes. Let's move this BRICS collection into the lighthouse collection, will tell us to move the stones collection into the lighthouse collection. Then let's select the objects in the lighthouse collection by right-clicking on the lighthouse collision, choosing Select objects. And now let's press Shift Z to move it on every axis, but the z-axis bring it a little bit further over here like this. Let's see how that looks in camera view. Then we'll be able to put our door somewhere around here. Let's press Alt H to unhide the cube and press RZ to rotate it a little bit more and just move it into position like this. And that looks pretty good in camera view. Now, what you're gonna do is press Tab to go into edit mode, and let's press S than y and then y again because we want to scale it in the local, why not the global y? And so by pressing S y, y, we scale it in the local y. And then we want to add a loop cut err on the side, loop cut on the top. And let's press Tab to get out of that back into object mode. And I'm going to press G to move it more into position like this. I'm gonna go back into edit mode. I select them the cube and pressing Tab. And now I'm going to hold Alt and select this loop right here. And I'm going to press S Y, Y to scale it in the local y. And we're going to actually press Control R and add another loop cut on this side. And while this loop is still selected, I'm going to press S to scale this out a little bit. And we're trying to make this, this cube a little bit more rounded, just to kinda stick with that theme of a really soft looking scene. Just select this top edge and shift, select this edge and press G, z. Well, I'm going to do is I'm going to press, select my sand and press Tab. So I pressed one on my keyboard to go into vertex mode. And I'm going to press O on my keyboard to enable proportional editing. And I'm going to press G and scrolling on my mouse wheel so it affects less of the scene. And just bring this vertex up. And I'm going to G, this vertex down a little bit like this. And then G to move this vertex down a little bit also. So that's our, our door is not sticking out of the ground. We should probably add the subdivision surface modifier. So let's save our project first by pressing Control S. And now let's add modifier, subdivision surface. And of course, they mess it all up at first until we add in our supporting edges and stuff to make this process easier, one thing we can do is enable auto mere. So that's one of the reasons in the beginning of this course, I had you guys enable the auto mere add-on and preferences because it makes certain things easier to model its symmetry. So what we wanna do is select our object, press N on your keyboard to bring up this little menu and go to Edit. And then you want to open this auto mere preference. Press Alt R on the cube just to get rid of our y rotation. I mean our z rotation because the way auto mere works is it works sauce off of our accesses. And so if we are turned on an axis, it'll mirror. So you just want to press Alt R to remove any rotation. And then we went to auto mirror it on the y-axis, I believe. So. Select Y and auto mirror and then you want to bring your auto mere before the subdivision. Now if we press tab, we can see it's automatic like this. And so now if we make adjustments on this side that they will be mirrored on this side. So we don't have to add loops, loop cuts to both sides. Now press Control R while in edit mode and squirrel up on the, on your mouse wheel once to add in another loop. And then left-click and right-click to lock it in the center like that. Now what we wanna do is add in some supporting loops. So press Control R on this side and add in this supporting loop right here. And let's press Control R on this side and add in a supporting loop right here. Let's press Control R down here. Let's press Control R right here and add a loop like this. To reinforce the top a little bit. Let's select this loop down here by pressing Alt and selecting the edge and then press G, G to slide this up just a little bit. Alright, now select three on your keyboard. Select all of these faces and press E, and then slide it in like this a little bit. And then left-click to set that extrusion. Then press E again until it's a decent ways back. And then press E one more time. And now you can press I to insert this last phase. And then once you finish your inset, come down to this Insert menu and tick off boundary. And now we have this interesting little subdivision doorway. Now there are some more loop cuts that we should add. We should add one right here. So press Control R and add a loop right there. That's pretty good. Let's press Control R up here also. And then slide this up a little bit, just reinforcing the edges of the doorway. Now let's up the Viewport subdivision by one, and let's shade at Smith. Okay, so that's the basis of our doorway. And then let's press RZ to rotate it along the z-axis little bit, and let's press G and move it back a little bit like this. Let's go to camera view and see how that looks. And I think that looks pretty good. You can press Control S now to save your project. And now what we wanna do is select this doorway and press Shift S, which will bring this pie menu up where we can choose where we want our 3D cursor and we want to go to cursor to select it. So now our cursor is in here. Let's start adding the logs for the door, right? So press Shift a to bring up a mesh and choose cubed. Now let's press G and move this cube a little bit. So far. See to rotate it a little bit, not just press Tab and then S to scale it down a little bit like this. Let's press Shift X X, and now it will scale the cube and every access. But the local x-axis there is our basic log. Let's press G to move it a little bit. Sexually press tab, and then let's move it like this and scale it up a little bit. It sticks out a little bit from the doorway. I think that's good. Now, we can press tab and add a bevel modifier. And by default it's way too much. So let's change this to 0.075 and then we can up the segments to me, sevenths overkill. Let's go with four, then right-click and shade that smooth. Now another thing you can do is select your log press Tab to go into edit mode. Control R to add a loop cut and maybe add two or three loop cuts. I'll go with three. And then you can press Alt on a loop cut and just start moving these around and add in some imperfections and making these logs look a little bit more interesting. And now what we can do is add another modifier to the slog. So come up to modifiers and add in a mirror modifier. And instead of using axis, we're going to use the mere object. So choose this little ticker and then pick this cube. And we want to change the axis. The y-axis is the one we want, and then untick this x-axis right here. Let's shift D this cube and bring it down low like this, because we want another, another lockdown here. Maybe bring it more over like this. Maybe S to scale it up a little bit and then SXX to scale it a little bit less than that local x-axis. And then G XX, bring it back a little bit like that. Now, we can also shift the, this, maybe it down here and press R, y, y, and rotate it along the local y-axis like this. And now we can scale it in the z-axis a little bit like this and press G to move it, move it along the local y-axis like this. Okay, so another thing we can do to fix this overlapping is press Tab to go into edit mode and hold Alt and select one of these edge loops and G to move it out a little bit. I'll select this edge loop and then G to move it out. Like this one again, move it out, select that edge, edge loop. And then you can press O to turn off proportional editing and press G XX or I mean, why, why? And then just move it out a little bit like that, just so it sticks out a little bit further. Then what we can do is press three on our keyboard. So we're in face select mode, select this bottom face, and then G YY. Bring that in just a little bit like this. Just select this top face. And then Ci Wai, Wai, just bring that in a little bit. Alright, now we can apply these mirror modifiers. So apply these on all three of these logs. Now let's shift select each of these logs, and let's press M and move it into a new collection called blogs or whatever you want. And then we can also press Tab to go into edit mode, press a and then p and separate by loose parts, tap out again. So now each of these logs is its own, its own log. And let's select them all one more time. And right-click and set origin, origin two geometries. So all their origins are in the right place. Let's select this slug Shift D and bring it to the top like that. And let's scale it up a little bit, so it's a little bigger than the other logs. Let's also duplicate this slug Shift D. Let's scale it way down and then press S XX to scale it in the local x-axis like this. And press Control a and scale. So you're applying the scale. Let's rotate it along the z-axis, or pressing RZ. Then rotate it like this by pressing R and then G to move it. Rotate it again, can cheat and move it into position. Let's scale it up a little bit. Let's add a mirror modifier to it. So we don't have to worry about being perfectly symmetrical. Looks pretty good. Let's apply this mirror. Let's tab. I select all P separate by these parts. Let's right-click Set Origin, origin to geometry. And then now we can select this object, press three, select that face. Just kinda move it in a little bit like that, and then rotate it a little bit. Then we can rotate this one. Now let's select one of these bottom logs and press shift D, Then RMSE, and then S y, y, whoops, not that S XX. Then let's see to move it into position t again, right around here. This will be like a little footstep. If you want to, you can make these look a little bit different, make them different from each other. Move around some edge loops. I think this looks pretty good though. So I'm going to press Control S to save the project. I think the next thing we can add in are some shingles. So I'm going to select this top piece of wood. And I'm going to press Shift S and hold those keys to bring up this 3D cursor pie menu. And I'm going to hover over cursor to select it. And then I'll release the keys to snap my 3D cursor to the log. And then I'm just going to press Shift day and gets a cube. Then I'll tab into edit mode and scale this down a lot. And then let's tap back out of edit mode, press G to move it over here, I'm going to press R and Z to rotate it along the c-axis a little bit. I'll press Tab and I'll scale it a little bit more and I'll press Z to scale it along the z-axis like this. I'll press S, Y, Y to scale it. And I'll add in one loop cut by pressing Control R right down the middle. And then let's select this edge and press G just to move it a little bit and make it a little bit more interesting. It's also moved this edge a little bit. Okay, so the next thing we wanna do is add an a bevel modifier. So come up to the modifiers and add a bevel. And let's make this bevel much less extreme. Let's go with 0.05. Try that. Let's just keep learning and AI. There we go. So it's like 0.03. And then let's up the segments to something like four. That's probably fine, right-click, Shade Smooth. And that'll be our first shingle. So we can move over here to this side and move this shingle down like this. And let's rotate it a little bit. And let's move it over. Press Shift D to duplicate it over. And then let's actually just keep pressing Shift D to duplicate few more shingles like that. And then let's edit these a little bit. We can scale this and a little bit shorter. We just want to add some variation to these shingles. I'm also going to press Tab to go into edit mode. Press T on my keyboard and select this edge, and then just move it out a little bit like this. If this edge in a little bit and just add some variation to these shingles right here. Then let's select all four of them and press Shift D to duplicate them underneath, like this from the side. And then we can make these ones different from the top ones. That's more variation to the scene. Another thing we can do is actually move them kinda underneath the cracks. So instead of having each shingle directly below the one on top, Let's try moving them over a little bit. Then they look a little bit more different. You can have these also extend over the word if you want. Whatever you think would look good right here. I think actually lowering these logs and then add in one more set of shingles might look good. Now looks pretty good on that side. And then I'll move this log as well down a little bit. Now looks pretty good. And let's add one more set of shingles. So let's duplicate these. Press Shift D to duplicate them. Let's X to delete this first one. That looks better. I like it better with three sets of shingles. And now what we can do is just select all of these. We should actually create a collection for these. So let's select them. All right, now they're in the lighthouse collection and we went to press M to create a new collection and name it something like shingles. Okay. There we go. And let's move shingles, shingles collection inside the lighthouse by left clicking and dragging it into it. And let's select the shingles collection so that when we duplicate these shingles over, it will be in the shingles collection. So let's press Shift D to duplicate our Z, to rotate them around, move them into position. And let's just tidy this up a little bit. And now we have some shingles on ahrefs or press Control S to save the project right here. Let's see how it's looking in camera view. Looks pretty good. And now let's add a door for the scene. And to make a door, I'm just going to select one of these logs right here, and I'm going to press Shift D to duplicate it. And I'm going to press R to rotate it like this. And I'll press S XX ZZ to make it skinnier like this. Kinda like it's a doorway plank. And then I'll press G to move it. And I'll scale it down a little bit. Let's move it into the doorway, kinda like that. Now let's go into edit mode and let's start making some adjustments. Now press Shift D to duplicate it over. I'll scale this one up a little bit, tab into edit mode. And I want to add some variation. I'm going to press two to go into edge mode. All to select this edge, Let's start moving them around. Select both of these and press shift D. Move them over here and press R Z. Smith a man again, a little bit. Let's move this one in a little bit more. I'm going to press Tab to go back into edit mode. Now let's select one of these pieces of wood and press shift D and move it over here a little bit. Press R bar z. Let's move back a little bit here. Press S, y, y, whoops, x, x, scale it in a little bit like that. And again, press G to move it. And this will kind of be like the back piece that holds the different wood pieces together. Let's press Shift D and Z to duplicate this down. Just press RZ and rotate it all the way around. And let's press G to move it. Okay, so now let's add in a little lamp right here on the White House. So I'm going to press Shift a to bring up the Add menu, go to Mesh. She's single vertex and add a single vertex. Now it puts you into edit mode. So you just want to press Tab to go back into object mode, G to move it over. And the single vertex is this little orange dot. So move it right about here and then move it to the center of blog. And then now you can press Tab to go into edit mode and come to the side of it. And then press one on your keyboard to go into vertex mode. And then press E and extrude this out like that. Then press E again, again, again and make this kind of hook shape. We can move these around a little bit. Press Tab to go into object mode. Right-click on the single vertex and come down to convert to and choose curve. And then you want to come down to this little green object data curved properties, and select that. And then you went to open up this geometry tab right here, and scroll down until you see Bevel and come over to depth. Start left clicking on this arrow. And as you can see, it adds geometry to our hook, right-click and convert to mesh. And then you went to come over to your modifier properties over here, this blue wrench add modifier and choose subdivision surface. And then right-click Shade Smooth. You can press Control S on your keyboard to save the project right now. Now you can press Tab to go into edit mode, to, to go into edge mode and press Alt on this top edge loop to select all of these edges and press F to fill it. Now you can press Control B to bevel this a little bit and increase the segments. Maybe. Then let's rotate it a little bit. Actually. Move it up again. And let's press Tab to go into edit mode, press Control R to add in an edge loop right here and bring it out to about here. Now let's rotate it a little bit. Press three on your keyboard and press Alt on this edge to select this loop of faces. And then you can press Alt E to get the extrude menu and then choose extrude faces along normals. Then you can add another edge loop right here, and another edge loop maybe right here. Now you have a hook on the doorway. Alright, so now let's make the lamp that hangs from the hook. Select the hook and press Shift S, and she's cursor to select it. And then now let's press Shift a to bring in a cylinder. You want to change the vertices so something like 16. And then let's press Tab to go into Edit Mode, S to scale it down, tap to come out of edit mode, CheA to move it into position. Now we just want to make a lamp shape out of this tab to go into edit mode again, three, to go into face mode, select the top face and press cheesy and lower it. And then I'm going to press S to scale it in like this e, and then press T on my keyboard and Alt to select this, actually GZ to lower it a little bit. Then I'm going to press three on my keyboard to go into face mode, select this bottom face, and I'm going to press I to insert it, GZ I to insert it again, and then E, S to scale that extrusion up a little bit. And then E and S to scale it down a little bit like this. Cheesy to lower this down a little bit. Press T on the keyboard, Alt to select this edge loop, GC to bring it down, S to scale it out a little bit. You can even press Control B to bevel it a little bit too. I'll just bevel it to one segment, I think, and then S to scale it out again. And now let's press Add Modifier and shoes subdivision surface. Now let's start adding in our supporting loops. I'm going to tab into edit mode, press Control R to add an old loop right here. Press three on the keyboard, and then I, to insert this face. I'm going to press Control R right here and add an edge loop like that. Then I'm going to press Control R down here and add an edge loop like this. And right-click to set it in the middle. And then let's just keep adding in our edge loops, one right here. And let's go with one down here. Then let's press three on the keyboard. Select this bottom face and press I to insert it. And let's see her lamps like and that's looking pretty cool. I actually, I don't think we need this edge loops. I'm going to press Alt to select it x, and then dissolve edges to make this just a little bit rounder on the bottom. And I'm going to press Alt and select that edge loop, Empress chichi. I don't like how sharp this is right here. So I'm going to press Alt to select this edge loop, and I'm going to press S to scale it up a little bit G and then see, unless round it out like that. I'm going to press Alt to select this loop and press S to scale it out a little bit. And then Gigi. Then I'm going to press Alt to select this loop and press Gigi, slide it up like that a little bit. Now let's right-click and shade it smooth and press Control S to save our project. And we can scale this lamp up a little bit to maybe something like this, maybe a little smaller than that. And then Control a Apply Scale. Let's move it into position under the hook. Now what we wanna do is add in another single vertex. So I'm going to press Shift a, go to Mesh and then single vertex and add a single verb. No press Tab to go into object mode. Press G to move it down here to the lamp. And then G to move it over like this. And now let's press Tab to go back into edit mode, press one on the keyboard to go into vertex mode. And now let's extrude it in a circular pattern around this hook. Doesn't have to be perfect. We can make some adjustments afterwards. Okay, So as you can see, that's super lopsided. So I'm just going to start moving some of these vertices around. And then now we can right-click on it and choose Convert to and choose curve. And then we'll come down to our curves settings. Go to geometry than depth. Let's up the depth. Now let's right-click convert to mesh and come to our Modifiers, add modifier and choose subdivision surface. Now let's right-click and shaded smooth. And now we can start moving some of these vertices around again so that they contact the hook right here. So I'm going to press three on the keyboard, Alt, select this edge. I'm going to press O to enable proportional editing. And then G to move this down until it touches right there. Then I'm going to press two on the keyboard to go into edge mode, press Alt like this edge loop and just G to move it down and out a little bit. And I'll do the same with essentially all to select it. And then move it a little bit like that. Let's press Control S to save the project right here. Okay, so now what I wanna do is create a handle for the store. So I'm going to press Shift a to bring up the Add menu. Go to Mesh, go to single vertex and add single verb Tab to go out of edit mode. Now press G to move it. Most prison G to move it over. Now let's move it into the door. Press the X-ray buttons so we can see where we're moving it. And she's just move it a little bit into the door and then come out of x-ray view, press Tab to go into edit mode. And then let's extrude this out a little bit and extruding a little door like this. And then let's select these vertices and press G to move them a little bit out. Let's scale it in the x axis and press Control a Apply Scale. Now let's right-click and choose Convert to curve. I'm done to your curve settings and up the depth, then we can right-click convert to mesh and add in our subdivision modifier. And then let's press Tab to go into edit mode, control our select the right there. And then let's press Control R up here and control are down here. And then let's right-click and shaded smooth. And we have a little door handle for the lighthouse. And then the final thing we want to do for the lighthouse is just add some of these little bricks onto the walls of the door. So select a break and press shift D, R, z to rotate it along the z-axis, G to move it. And then we can just scale it down a little bit, Shift D to duplicate it. Then we can just select all of these three. Press shift D to move them over here, press RZ to rotate them, and then G to move them. And we have some bricks. 11. Fence Modeling: Alright, the next thing we want to add is the path down to the ocean. And do this. I just duplicated these bottom boards and moved them on top of the sand. So what I'm gonna do is press Shift D to duplicate this and move it down a little bit like this. Press RZ to rotate it a touch. Then you can move it up a little bit and rotate it. And then press shift D again to duplicate that stuff. Rotate it a little bit, and then move it up. And then press shift D again to duplicate it. And we're just duplicating these little steps and moving them down the sand. Pretty easy and straightforward. Then this can be our last step right here. And we have the steps. Let's actually move this a little bit further into the sand. Now, let's just scale these and make some adjustments to them. Using R loops and edit mode by pressing Alt and selecting loops and then moving them and then scaling them. Just add some variation to them. Okay, so the next thing we need are the fence posts. So let's select this piece of word, press Shift us hold those keys, and choose this as our cursor to select it. Let's press Shift a mesh and add in a cylinder. Then we want to press Tab and then S to scale it out of edit mode, and then G to move it. Over here. Tab back and S Shift C to scale it on every axis, but the z-axis, then a C. And then let's add in a couple of loop cuts. So press Control R, Then scroll up once on the, on your mouse wheel. Then left-click and right-click to lock them in the middle. Then press to Alt and select this edge loop. And then you can just move this around a little bit. Let's select this top face and scale it up a little bit. Then press to Alt, select this and scale it up a little bit. And we kind of have a fence post. And then I'm going to press Tab Alt, select this top bit and press Control B. Then scroll up on my num wheel a little bit. Just bevel this like that. And we can right-click Shade Smooth. Ah, we have a little problem if you have some shading errors. So if I press forward slash on my keyboard, it will put this into our local view. And you can see there's a little bit of a shaping error at the bottom. And to fix that, we can come over to this little green object data properties, open up normals and tick Auto Smith. And that will fix our little shading there down at the bottom. Then press forward slash again to come out of that local view. And let's actually just bevel these edges a little bit control B level. But these only need like three segments. Loops Control Z. To undo that, we only, we only want this edge right here and press Control B. Now let's Shift D to duplicate this. Move it over here, rotate it a little bit, and then shift D. Shift D again, duplicate it. Rotate it a little bit more, and then shift the hips, keep pressing Shift, Shift D and duplicate this final one here. Then we want to rotate this final one back a little bit and then scale it, suppress S and then z, z, scale on the local z. Then just move it up a little bit like this. And this fence post, we'll have another lamp on it. Alright, so those are our three fence posts. We can tab into edit mode, press to alt, press O to enable proportional editing, and then press G. And we can move these guys around a little bit. Just add some variation to the fence posts. And the next thing we can do is select this hook and press Shift D to duplicate it. And just for now, left-click to put it in this spot. And then what you wanna do is press Tab to go into edit mode, three to go into face mode. Select this face. Shift Alt, select this face, then move over a little bit and Shift Alt, select this face, and then come back around and press Shift Alt to select this face and Shift to select, well there is no face there, so press Control Z to undo that. And now let's press X and delete faces. We don't need this faces. Now press to Alt, select this loop right here. Whoops, we have proportional editing and enabled undo that pressing O to disable proportional editing, and then G to move this edge up a little bit further. Now, let's press a tabbed out of edit mode and let's move it to our fencepost. Rz. Rotate IT S to scale it down a ton. Control a to apply the scale. And then let's G and move it towards our fence post. Just keep moving it. And we have one hook right there. Then we want to shift D to duplicate this circle and bring it down a little bit. And you can scale this one down a little bit and press cheat and move it. And then let's select both of them. So Shift select both of them and then press Shift D. And we just wanted to duplicate them to each fence post and then cheats move it out a little bit. Key to move it over. And then Shift D again. And then shift the one more final time. Two, this last 1 first. And that looks pretty good. Now let's just rotate these and move them a little bit and maybe scale them. So there's a little bit of variation. I think that looks pretty good. Now, the next thing we want to add is a rope that will connect these fence posts. Actually first, let's press Control S to save our lighthouse project. And then let's select these hooks and press Shift D to duplicate them. And then RZ to rotate them around. And then G to move them into the sky over here. And this will be where the rope start and then they'll end at this fence post over here. And so select this press Shift S, and then cursor to select it. And then you want to press Shift day and go to curve and choose Bezier curve. And by default, it's really big so you just want to press S to scale it down. And then G to move it over a little bit. Press Control a to apply that scale. And then let's just rotate it around a little bit. And then RZ and then press tab. And the way these curves work, Ellis, the Bezier curve works is it has these little like control anchors or something. And when you move these n, they have less of an effect on the curve. And then when you scale them out, they have more of an effect on the curve. And so we went to scale these ends. So select the middle one and then press S to scale in both. And then G to move it over our hook. Just rotate it like this. And then press E to extrude it, R to rotate it. Now again, this is gonna be hidden from the camera so you don't actually have to wrap this curve around the hook. If you want. You can just leave it as is. But if you were to wrap it around, you just want to stick to selecting these middle points and using your rotation and move tool and extrude tool. So e to extrude another curve, R to rotate it a little bit, and then G to move it in like this. And then E to extrude one more, R to rotate it, G to move it down. Then when we add depth to this curve, it will look like it's wrapped around this hook. Then you want to select this guy and G to move it down like this. And then let's actually come to this side and press E to move it to the suck. And then you want to press S so that this anchor has less of an effect on the curve. Then G to move it over from above. And actually, let's move this guy over as well. And we're just going to drape this curve along these hooks. And so e to extrude this one down, press S to scale this guy up a little bit. And then E to extrude it over S to scale this one down. E to extrude it over S to scale it up. Then either extruded over and just keep repeating this process. And we'll do the same thing for the lower hooks also. So as you can see, they're kind of off the hooks so we can just come in and move these manually. Oops, Control Z to undo that and rotate them a little bit. Okay, and then this final curve, we just went to wrap it around the hook a little bit. So press E, then R, and then S to scale it down a little bit, cheated move it in. We can scale this guy down a little bit too. Then E, R, and wrap it around. One time. We don't need to go crazy with the wrapping. And then maybe just one last extrusion. So we have a little bit of one last little light dangle in the rope. And then let's move this curve off of the first one like that. And that is the first row. Now, the second rib is much easier. All we have to do is just basically press Shift D to duplicate this one down and then make some adjustments to it. So go tab into edit mode. Just start, start moving these guys up. Alright, that's looking pretty good. We can also scale some of these guys down a little bit. And we have our two fence ropes. Now the next thing you wanna do is just select one of these fences and add some depth to it. So come down to the depth and then up this tell us something like 0.5 maybe. Actually we could probably even do a little bit more. Maybe 0.70.60.6. This is up to your personal preference on what you think looks good. And then just come in and do some final tweaking so that it looks like a rests on top of the hooks. Not super hard to do. Key making minor adjustments until it looks good. And remember to save your project, press Control S to save it. Then let's come down to this guy. And up It's a 0.06, like the top row. And just move these curves around a little bit till they look like they're sitting on top of this reps pretty far from the camera, so you don't have to worry about being super precise. Then if we go into camera view, we have a little fence rip thing. And I think that looks pretty good. So you can press Control S to save the project. And we're almost done. 12. Palm Tree Modeling: Okay, so the next thing we want to do is select this lamp, shifts like a little handle and then shift select the hook. Then press Shift D to duplicate it and bring it over to this last fence post. And then just G to move it into position. Now, scale it down a good bit. Suppress S on my keyboard and just scale it down to something like this. This move it close to the top of this fence post. I'm going to press Z to rotate these along the z-axis and then G to move them to the center. R to rotate it from the side. And then R to rotate these back, G to move them like this. So now we're pretty much done with almost everything in the scene. The last thing we want to add are the palm trees. And to do this, I'm going to press Shift a to bring up the Add menu and choose mesh cylinder. And I want to lower the vertices count to something like 16. And then I'm going to press G to move it over Tab to go into edit mode and then S to scale it down. Now what I wanna do is select this top face. Actually you have to press 32, go into face mode, and then select the top face us to scale it up. I don't want to press I to insert it a good bit like this. E to extrude it down. And then S to scale it down a little bit more. Actually, because our scene is really big and we're working with this small object, it's kinda hard to zoom in on it. So what you wanna do is press forward slash on your keypad, bring it into local view, then it's much more easy to add. Now let's press Tab DO out of edit mode. Let's choose add modifier, subdivision surface. And again, it's doing this really weird stuff because we haven't added in any supporting topology. So press Control R to add in a loop cut and just bring that down a little bit to like here. Then we'll press three on the keyboard and select this bottom face and press I to insert it. And then two on the keyboard, and then Alt, select this outer edge and press G, G to slide it up a little bit. I'm going to press three on the keyboard, select this and I2 inset this 11 more time. I think that's fine for the bottom. Again, I'm just tapping in and out of edit mode to see what my adjustments are doing. And I'm adding in supporting loops. So I'm going to add in a loop cut up here, Control R, and then left-click and then right-click to set it in that place. Then control, alright here to add an, a supporting loop right around here. Actually, we might not need this edge right here. But first let's add a loop cut right here by pressing Control R. Then let's press three on the keyboard. Select this interface. It won't show, but just left-click there and press i. Now it's looking pretty good. I think. Press T on the keyboard, Alt, select this loop cut that we made and press X and dissolve edges. Then right-click and shaded smooth. And this will be kinda what makes up the trunk of the palm trees. And then you can press forward slash to come out of local view. And let's press G to move it somewhere like down here. Scale it up a little bit, R to rotate it. And now you just want to press Shift D to duplicate it, bring it up a little bit as to scale it down a little bit, and R to rotate it a little bit like this. And then do the same thing with this next one. S to scale it down and touch art or rotate it. And we get this kind of palm tree trunk looking shape. Now we want to make some final adjustments and just kinda center everything up. Alright, and that is our trunk for the palm tree. Next you can select this bottom trunk piece and press Shift S to bring up the 3D cursor prior menu and choose cursor to select it. And now let's press Shift day and let's choose mesh and plane. And we just want to press G and then C. Then we want to tab into edit mode and choose us x, scale it along the x-axis a little bit like this, then S to just scale it in general. Now add in to loop cuts, suppress control. Our scroll up once on your mouse, and then left-click and right-click. And now let's select, select this front edge. This will be the front of the leaf and you can press S to scale that down a little bit. Scale this guy down a little bit. Maybe scale this one, I scale this one down. Actually let's select the whole thing and then Sx and scale it down and just make some final adjustments. I think that's pretty good. Now we can just select these edges and press G. And I think that looks pretty good. Now what you want to do is come over to Add Modifier and choose solidify right under Generate. Then you want to bring up the thickness to maybe like 0.05. We may even want to go a little bit thicker, but we'll leave it at that for now. And then you want to choose Add Modifier and subdivision surface that will subdivide the mesh. And then we can press Tab to go into edit mode, control are and add a loop cut down the middle. That'll be our supporting loop. I think our solidify can be a little bit thicker actually. So changes to something like 0.06.075. I think that's good because we want these to be really cartoony looking. So I think that's a nice thickness for our solidify. And then we can come to this little arrow right by the camera icon on the modifier and left-click on that and choose Apply. And now that apply to our solidify modifier. And we can add in a loop cut horizontally like this. Let's also add in one more loop cut right here. Then we can select these edges and press GG and slide them back a little bit. Select these edges, GG and slide them back a little bit. That is starting to look pretty good. Then you can right-click Shade Smooth. You have to have it selected first. Actually, let's add in a loop cut back here to select these edges and press G, G to slide them in a little bit. And do the same over here. Now we can right-click Shade Smooth, and we have kind of a leaf shape. Then let's press cheat and move it down R to rotate it. And actually I think we went much more of a curve in here. So let's press Tab to go into edit mode, alt to select one of these edge loops. Then press O on your keyboard to enable proportional editing and choose R for rotate. Actually, that's not helping very much. Let's select one of these edge ones. Just select some of these edge edges by pressing Shift and selecting those edges unless press R. I don't think this guy needs to be so extreme. Yeah, that looks pretty good. Then one thing we can do to make editing and rotating these palm tree leaves around a little bit easier is to move this orange origin over here. So to do that, we come up to Options and choose transform origins. And then you just want to select it and choose g y. And then GZ. Kinda bring it to the edge there like that. And that way when we rotate it, it will rotate around that point and not around the middle. And then choose Options and untick this now. And now if we shift D, right-click to lock in that place and choose RZ, it rotates around that point, which makes it just a little bit easier to edit. And then we can select both of these and shift the lock them in place by right-clicking and choosing RZ to rotate them. Okay, I think that's looking pretty good. I'm going to move this into clever, that little hole in the middle. And then let's select all four of these and Shift D to duplicate them and move them up a little bit. And then choose RZ. Then S to scale them down a decent bit like this. Then you can just rotate Tom Thumb, cheetah, move them up a little bit, kinda put them like that. Then you can press Control S to save the project. And now what we wanna do is move these to a collection. So Shift, select all of these little pieces that are part of the palm tree. And then choose. I'm new collection and name this something like palm tree. And now these should be in a palm tree collection. Also, we can kinda start minimizing some of these collections. We don't need all of these to be open. There we go. Now we can press shift the, move this one over here. And then something like RSE, R to rotate. It's more maybe S to scale it up a little bit. We can make some of these leaves bigger and smaller. I think that that's way too big actually. But again, because our object origin is here, we don't have to worry about moving these every time we scale them. Okay, So that palm tree looks good. And then we can choose Right-click, select objects. And now we select both palm trees and we can press Shift D. And then RZ. This kinda put them around the scene, which is select all of these. And then one thing we can do to make it easier so that we don't have to select them all every time. Is shift select this bottom this bottom piece of the trunk. And she's controlled p, select Control P, and then set parent to object. And basically all these other objects are parented to this object. So if I press G to move this object, all of the other objects follow. And so now I can just select this one and rotate it a little bit and S to scale it. Now some of these, you may want to add some variation, so like X to delete one of the trunks, maybe we can select these leaves and move them down. Just so that this palm tree is a little bit different. Then I'm going to parent all these other objects to the bottom object by selecting them all and then choosing Control P. Then we can just select this guy and just rotate them differently from each other so that the scene has some variation. Let's see how it's looking in camera view. Yeah, that looks nice. And then press Control S to save the project so far. And let's duplicate one more palm tree over. So I'm just going to select the original one. Then press shift D. Bring it over here to this side of the beach. Cheesy. If you want to, you can add more palm trees. But if think this is fine for this scene, I like the way this looks. This is pretty much it. If you guys want, you can make some final adjustments to the lighthouse or the door, the fence. Maybe. One thing I noticed with the fence was I think these reps are a little bit too low. So if you wanted to, you could raise them up and raise these top ropes up as well and maybe scale up the fence posts a little bit. But the next adjustments are all up to you. Or if you're happy with the scene like me, you can just leave it as is. But congratulations for modelling the slight house scene and sticking through the course. If you guys want to learn how to texture and light it, I will have a course on that. So make sure that you follow me. But congratulations on modeling the scene.