Transcripts
1. Introduction: Have you ever wanted to become a 3D designer but didn't
know how to start? If so, you are in
the right place. Hi, I'm Orash and
I'm a designer. I also teach 3D design at the University of Economics
and Human Sciences in Warsaw. 3D design is all about
telling a story. In this course I'm going
to show you how to become a 3D illustrator using Blender
to tell your own story. Blender is one of the most powerful 3D software in the market that many
design agencies use. In fact, Netflix used Blender
for one of its movies. Yes, you heard it right. This course has been
designed for people who are completely new to 3D design or let's say design in general. First, we're going to go through the 3D design fundamentals and everything you need to know about Blender and its features. Then we will jump
into the fun part, which is designing
real world projects. During this course
you and I are going to work on two separate
projects from scratch, a 3D low poly beach
and a modern 3D room. Throughout these
projects you will learn about realistic and
stylized modeling, materials, textures, 3D lighting, rendering,
and so much more. I'll also show you
some cool techniques to bring your design to life. Whether you are a
graphic designer, a UI UX designer, or interested in NFTs, knowing how to design 3D illustrations is a
must-have skill nowadays. If you are ready to
become a 3D illustrator, I'll see you in class.
2. Course Structure: Hey everyone. Welcome to the
first lesson of this course. In this video, we're
going to talk about the course structure and how
you can proceed with it. Well, in the first
section of the course, you will learn about Blender, which is the software
we are going to use throughout this course. You will learn about
its interface tools, features, etc. If you're not familiar
with Blender at all, I highly recommend going through the Blender
academy section of this course to be prepared
for the following sections. On the other hand,
if you have already used Blender and
know how it works, you can jump into the
project section and start working on a
real-world project. After the Blender
academy section, we will work on two separate
projects from scratch. For each project, I will share some tips and
tricks with you and also the most practical
techniques for modeling, shading, lighting,
and rendering. You can download the
project files for each project in the
resources section. Last but not least, I would appreciate it if you could leave an honest review of the course so that I could make it better and better for you. See you in the following video.
3. What's Blender?: What's Blender? You may or may not know the
answer to this question. But for those who don't, Blender is a piece of 3D
software with countless tools and features that allows you to use it for various purposes. You can use it for video
games, visual effects, animation, 3D illustrations,
and many more. It's open source,
which means you can use it for any reason for free and also you can contribute to it to
make it a better tool. But just because it's free, it doesn't mean that
it's not useful for complex and real-world projects. Many famous companies
are supporting Blender financially to
make it better and better, like Amazon, Adobe,
Microsoft, Google, etc. We can easily say
that blender is the best free 3D software in the market and many
design agencies use Blender for their projects. As I mentioned before, there are many things
we can use Blender for, but in this course, we're going to focus
on 3D illustrations, which is an exciting topic. So I'll see you in
the next video.
4. Introduction to Blender: Hey everyone, welcome to the first video of the
blender academy section. In this video, I'm going
to show you how to download Blender and which
version you should get. To download Blender, you
need to go to Blender.org. If you open up this website, this is the official
website of blender. You will find this download
Blender button right here. If you just hit this button, you will be taken to
the download page. Here you will see this large
blue button which says download Blender version 3.0.1. This is the latest available
version of Blender. Basically, this website
automatically detects your operating system
so you don't need to go ahead and change
this setting here. But if for any reason you want to download another installer, you can simply head over to this drop menu and choose
your desired installer. For instance, if you're
using an M1 Mac, you can head over to
this drop menu and choose MacOS, Apple, silicon. Right now you just need to hit this download Blender button to download the latest
version of Blender, I highly recommend downloading the latest Blender version, since this is going to be the most stable version
for production work. Right now the latest
version is 3.0.1. In your case, it
could be different, but as long as it's 3.something, you are going to be
fine. Download it. Great. As you can see, the installer has been
downloaded and you can simply open it up and
follow the steps. Installation process
is so smooth, so I don't need to
go through that. But once it's installed, you need to open it up and
you will see this page. Well, this is the splash screen. When you open up Blender
for the first time, you might see some
settings here. For example, the language
of the interface, you can simply modify that. But since this is not the
first time I open up Blender, I'm not going to see that once you choose
your preferences, you will be taken to this page. Here you can basically create a new file and you will
see all your recent files. To close this splash screen, you just need to
click somewhere else. For example, here
and there it is. Whenever you create a
new project in blender, you will see
something like this. It's strange, but this is a very famous cube
because as I said, once you create a project, this is what you see always. You will see a cube right here. You will see a camera, this is the camera, and a light. Don't worry about these elements if you don't know what they are, because we're going to talk
about them one by one. For now the only
thing that matters is that you go to Blender.org, download the proper installer, and install it on your
system, and that's all. In the next video we're
going to talk about the blender interface.
See you then.
5. Blender Interface: Hey, welcome back. In this video we're
going to talk about the interface of Blender. Basically, we can divide the whole interface
into four main parts. The 3D view, which is this
large part, the outliner, which is this part, the property panels,
which is right here. Finally, the timeline
right at the bottom. When you open up Blender for
the first time, you may say, "Wow, it's a complex
app" and indeed it is. But don't worry
because I'm going to walk you through
everything you need in order to become
a great 3D illustrator. Let's talk about the 3D view. This is where we
spend 90 percent of our time as a 3D designer, we can create a model here, we can rotate around our model. This is where we
create our 3D model. We add materials to it, we add lights to it, and finally, we will prepare
it for the final render. There are many tools
around this section that we will talk about
in our future videos. But for now you need to
understand that this is where we create our 3D models and
where we can add our objects. Now let's talk
about the outliner. Well, if you are a 2D designer, you might be familiar
with the layers list. The outliner works just like the layers list
in other software. Here we can organize all our
elements such as shapes, lights, camera, and also we can create
different collections. A collection is
basically a group. Here right at the bottom we have different
property panels. These are so important and
we're going to go through the most important panels
during this course, so don't worry about
them right now. The last section
is the timeline, which is placed right here, and it's used for
animating our objects. It's not what we're
focusing on in this course. We're not going to
talk about animating. We're going to learn how to
create a 3D illustration. Don't worry about the
timeline for now. That's all for this video. In the next video
we're going to talk about navigation in Blender, which is so important.
See you then.
6. Navigation: [MUSIC] Hey, welcome back. In this video,
we're going to talk about navigation in Blender, which is very important because when we
work on a 3D scene, we navigate to different
parts of our scene a lot. It's very important for you to know how you can
navigate in Blender. There are many ways you can choose to navigate in Blender, and I'm going to show you
all those ways and then you can decide which way
suits your needs. First of all, let me
mention something. I use an add-on to show
you the hotkeys that I use so you don't have it installed right now
and you don't need it. Whenever I press a key on
my keyboard or on my mouse, you will see that hotkey right here on the bottom left corner. If I hold down the Shift key, you will see it says shift. If I left-click, you will
see this mouse appears here. Most of the time when
I hit something, I will say that. But in case I forget
to say something, you can always take a look at this section to understand
what I'm pressing. Let's get into it. If you head over to the
top right corner here, you will see a bunch of options. We have this large gizmo, and we have these options. Let's start with this zoom icon. If you just left-click
on it and then move your mouse down or up, you can zoom in or zoom
out, just like this. Right underneath you will
find this hand icon. If I just left-click
on it and drag, I can pan around just like that. Then we have this camera icon. If I just click on it, I can see the camera view, and if I just click
on it once again, I can see the user perspective. We are not going to
need that for now. Then this grid icon
allows us to toggle between the perspective view and orthographic
view, just like this. The orthographic view just disables the
perspective distortion, which we will talk about later. What you need is this zoom
icon, this hand icon. Here right at the top
we have this gizmo. If you just hover over here, you will see this
white area appears. If I just click and drag on this white area,
just like that, I can orbit around by object, which is quite fun, if it's your first time
working in a 3D environment. Just like that, I can easily
orbit around my element. Here you will find
three different axis. If you click on this x-axis, you will be taken to the
right orthographic view. You can see the
name of this view here right on the
top left corner. If I click on z, I will be taken to the
top orthographic view, and if I click on y, I will be taken to the
back orthographic view. You can also click on minus
y to go to the front view, minus x as well to
go to the left view, and minus z to go
to the bottom view. This is how you can
orbit around in Blender, but this is not the best way to do that because when you want to create a 3D model
and a 3D scene, you don't want to always go to these buttons and try to
pan around or orbit around. It's going to be a
tedious process. There is a better way to do that, and I'm going to show you. Basically I'm going to
divide this part of video into two different parts. The first part is dedicated to those people who use a three button mouse
with a left-click, right-click, and
middle mouse button, the scroll wheel, and also
another part which is dedicated to those people who don't use a three-button mouse, like those who have a trackpad, using a laptop, etc. Let's talk about the
first part and for those people who have
a three-button mouse. First of all let me
mention something. If you really want to
become a 3D designer, I highly recommend getting a three-button
mouse because it's going to make your life
much, much easier. But if you can't,
that's all right. You can still work in
Blender perfectly. If you have a
three-button mouse, you can click and hold your
middle mouse button to orbit around your
object, like this. You can use your
middle mouse button to zoom in and zoom out as well. Then if you hold the Shift key and use your middle
mouse button, you can shift around your
scene, just like this. To the left, to the right, to the top, to the
bottom, and that's all. Once again, if you want to
orbit around your scene, you just need to hold your
middle mouse button and then move your mouse,
just like that. If you want to shift around, you can hold down the
Shift key and then use your middle mouse button and
move your mouse like this. If you want to zoom
in and zoom out, you can use your middle
mouse button just like this. But now let's talk
about those who don't have a three button mouse. In that case, you just need
to go to the Edit right here, then head over to
the Preferences, and from here go to Input, not Navigation, go to Input. Right here we have
this mouse section. You can enable this emulate
three-button mouse. When you enable this option, you can use the Alt
key on your keyboard, hold down the Alt key, and left-click on your trackpad and then you can orbit
around your scene. If you want to shift around, you can hold down the Alt
key and Shift key and then left-click and
drag, just like that. If you want to zoom
in or zoom out, hold down Alt and Ctrl, and then left-click,
just like this. That's how you can
navigate in Blender. Right now I'm going to talk
about a few hotkeys in Blender because if you want to work in Blender professionally, you need to learn them. It's going to accelerate
your design process and it's going to make your
life much, much easier. As you remember, I told you
that you can hit over to this gizmo and you can
click on one of these axis, for example, x to go to the
right orthographic view, click on z to go to the top
orthographic view, etc. But if you hover over
each axis, for example, x, you will see its
shortcut appears. It says Numpad 3. If you have a numpad, you can use these shortcuts to switch to a different view. For example, if you want
to go to the top view, you can use number 7. It's the same as hitting z here. If you want to go
to the front view, you can use number 1. It's the same as
hitting minus y. If you want to go
to the right view, you can hit number 3. It's the same as hitting x. But what if you don't have a
numpad? Well, don't worry. You can still go to
Edit Preferences, and here in the input, you will see this
keyboard section right above the mouse section. You can enable this
emulate numpad. If I hover over it, it says main 1-0 keys act as the numpad ones
useful for laptops. That's exactly what you need. So you can enable it, and then your main numbers on your keyboard will
act as a numpad. All right, guys. That's
all for this video. I hope you enjoyed it. I'll see you in the next one.
7. Transformation: [MUSIC] Hey, welcome back. In this video,
we're going to talk about transformation in Blender. There are many things
we need to discuss, so let's get into it. First of all, before
you could move an element or let's say
transform it in any way, you need to understand how to select an element,
because first, you need to select something, then you can perform
an operation. To select an object, you can simply left-click on it. For example, if you want
to select this cube, you can just hover over
it and left-click on it. As soon as I left-click on it, you can see that it's
being highlighted both on the 3D view and
also in the outliner. As you can see, our cube is selected and
it's highlighted. If I click on this light, you can see that now this
object is highlighted. The same thing applies
to the outliner. If I click on camera, you will see that now our
camera is highlighted. When you select
different objects, you can see that
these properties on the property panels changed. That's because each object has different properties that
you can modify in Blender. Don't worry about all
these properties, we will talk about them later. But now I'm going
to show you how you can select multiple objects. To select multiple
objects simultaneously, you can simply hold down the Shift key on
your keyboard and then left-click on your
objects. Just like that. I'm not sure if you
have noticed or not, but right now when I
selected multiple elements, one of them is highlighted in a different way with
a different color. This camera is highlighted
with a bright orange color, but these two elements
are highlighted with this dull orange color. What's the difference
between these elements? Well, when you click on
an element in Blender, it will be selected
as an active element. Right now this cube is
our active element. What do I mean by active? Well, when an element is
selected as an active element, it gives us different
abilities to modify it. For example, when
this cube is active, we can modify these
cube's properties rather than this
camera properties. Let's suppose I select
all of these elements. I'm going to start
with this cube. I'm going to select it,
hold down the Shift key, select the camera,
then hold down the Shift key and
select the light. The last element you select will always be your
active element. Therefore, if you want to
modify these properties, you can see it says Light, you can adjust the property of your light elements,
not these two. That's one thing to consider when you
select your elements. there are many different
things we can do with an active element that I
will talk about later. Now if you want to
make this cube active, you can simply hold down the Shift key and
left-click on this, and now our cube is active. If you want to modify
the properties of this, let's say camera here, you can hold down
the Shift key again, left-click on it, and now
our camera is active. As you can see,
it's indicated with this bright yellow color
in the outliner as well. If you head over to the toolbar
right on the left side, you can see right at the top
we have this selection tool. We have a few
selection tools if you just left-click and
hold on this first, let's say icon,
this cursor icon, you can see we have
different options. We don't need to talk
about them right now, but by default, this select
box tool is selected. When the select box
tool is selected, you can simply
left-click somewhere and drag to select
multiple elements. We have, for example,
this tweak option. If you click on it, you can select an element, and then you can move it around. We will talk about moving elements around
in a few minutes. But this is one thing
to keep in mind. Most of the time we
use this select box, and that's why by default, this tool is selected. Now that's our cube
is selected and you learned how you can
select an element, let's talk about transformation. How we can move this object, how we can rotate it, and how we can scale
it up and down. I'm going to make sure that
this cube is selected. As you can see, it's active, and if you head over to
this property panel, this orange icon, as
you can see here, you can see this
transform panel. We have a bunch of properties. We have location X, Y, and Z-axis. We have rotation X, Y, and Z-axis. We have scale X, Y, and Z-axis. By default, the location
is set to 0, 0, 0. If you want to move
it along the X-axis, you can simply
modify this X value. You can just left-click on
it and drag just like this, and I can move it
along the X-axis. If I want to move it
along the Y-axis, I can just left-click
and drag here, and the same thing applies to the Z-axis, just like that. If I want to rotate
it along one axis, I can simply left-click
and drag this way. To undo an operation, you can simply hit
Command Z or Control Z on your keyboard multiple
times, just like this. Now if you want to scale it up, you can simply head over
to the scale section and left-click and drag to scale
it along at the X-axis, the Y-axis, and the Z-axis. Let me undo these operations. This is one way to
transform your object. I showed you how you
can move your object, how you can rotate it, and how you can scale it, but definitely, there is a
much better way to do that. That is using these tools, the transformation
tools on the left side, right in the toolbar. Right under the selection tools, here we have the move tool. If I just select it, you will see this
gizmo appears with three different arrows
indicating our axis. For example, if I want to
move it along the Y-axis, I can click on this green arrow and drag, just like that. If I want to move it
along the X-axis, I can click on this red arrow
and drag it just like this. If I want to move it
along the Z-axis, I can just click
on this blue arrow and move it up and down. We have these little
squares as well. If you want to move your object along two different axes, you can use these squares. For example, this red allows you to move
your elements along both Z and Y-axis according
to your viewport. This one, this blue one, allows you to move your object
along the X and Y-axis, and this one allows you
to move your objects along the Z and X-axis,
just like that. But here we have
this little circle as well, this white circle. If you just hover over it
and left-click and drag, you can move your object
freely according to your view. I am going to hit Control Z or Command Z to undo
the operations. If you want to reset
all these properties, you can simply
select your object, head over to the
Object menu here, go to Clear and click on
Rotation for instance. Now let's talk about
the next tool, which is the rotation tool. If I click on it, you will
see this new gizmo appears. It's quite funny. If I left-click in
this red circle, I can rotate it
along the X-axis. If I left-click on
this green circle, I can rotate it
along the Y-axis, and if I left-click on
this blue circle and drag, I can rotate it along the
Z-axis just like this. If I want to rotate it
along multiple axes, I can hover over
this white circle, left-click on it, and drag. If you want to rotate
it incrementally, you can simply hold
down the Control key on your keyboard and then
left-click and drag, then you will see these lines and they help you to
rotate incrementally. If you take a look at the
top-left corner of my screen, you will see the rotation
degree 75, 80, 85, 90. It's quite helpful sometimes. Great. That's all
about rotation. Now let's talk about the
next tool which is scale. If you want to scale
your object up and down, you can use this gizmo. If I use this little
box, this green box, it allows me to scale my object, along the Y-axis, like that. This one allows me to scale
my object along the Z-axis, and this one along the X-axis. If you want to scale your
object along all axis, you can just left-click
on this large circle, just like this, and scale your object down and
up just like that. The next tool is the all-in-one
transformation tool. If I just click on it, you will see all our
gizmo appear here. You can simply
rotate your object, you can move it around, and you can also
scale it if you want. It's quite helpful. This is how you can transform
your object in Blender. But this is not the
best way because professional
designers always tend to accelerate their
design process. You need to learn a few
hotkeys to make your life much easier even if you want to learn something from
a tutorial nowadays, most designers, almost all
of them use Blender hotkeys. It's a good practice to learn them and they
are quite simple, so let me show you. I'm going to undo the operation. Let me select the
selection tool, and let's suppose you
want to move this object. The hotkey for
moving an object in Blender is a G for grabs. If I hit G on my keyboard, I can easily move my object around just like that, freely. But you may ask how you can lock this move tool along one axis. That's a good question. While I'm in the move mode, I can hit Y to lock
it along the Y-axis. I can hit X to lock
it along the X-axis, and I can hit Z to lock
it along the Z-axis. Just like this. Once again, hit G, then Y to move it
along the Y-axis. To confirm, you just need
to left-click then G, X to move it along the X-axis,
left-click to confirm. You need to always
confirm it before you go to the next
action then G, Z, and move it up and down
and left-click to confirm. That's how you can
move an object in Blender using a
hotkey, G for grab. Keep that in mind. I'm going to hit Control Z or Command Z a few times,
just like this. Now let's rotate this object. To rotate it, you
just need to hit R to select the rotation tool, and then you can
freely rotate it. But if you want to rotate
it along a specific axis, you can hit, for example, Y to rotate it along the Y-axis, X to rotate it along the X-axis, and Z to rotate it
along the Z-axis. The next hotkey is S for scale. Hit S. You can freely
scale it up and down, and if you want to lock it along one axis, you know what to do. You just need to hit S, Y to lock it along the Y-axis,
left-click to confirm. S and X to lock it
along the X-axis, left-click to confirm, and S and Z to lock
it along the Z-axis. Just like that, you learned how the transformation
works in Blender. Now I want you to go ahead
and practice all these tools, especially make sure to
practice those hotkeys because they are so important when we start working on our projects, I'm going to use those hotkeys. Use G, R, and S to
transform your shape. All right guys, I
hope you enjoyed this video and I'll see
you in the next video.
8. Workspaces: [MUSIC] Blender has different
predefined window layouts that you can use
depending on your needs. These predefined layouts
are called workspaces. Here right at the top you can see we have different
workspaces. We have layout, modeling, sculpting, UV editing,
texture paint, shading, animation, rendering, compositing, geometry
nodes, and scripting. We have also this plus button, which allows us to add our own workspace and
customize it however we want. Whenever you open up Blender, you are in the layout
workspace by default. This workspace by default
has four different editors. We have the 3D viewport, which is this large area. We already talked about it. We have the outliner, then we have the
property panels, and right at the bottom
we have the timeline. These are all called editors. Each workspace could give you a different window
layout in order to help you achieve
something specific. For example, if you want
to create a 3D model, you can head over to the
modeling workspace right here. As you can see, since we don't need the
timeline for modeling, the timeline is gone. You need to keep in
mind that you can add your own workspace and
customize it however you want. But for now, don't worry
about it, it's not needed. The modeling workspace allows you to modify your geometry. We've been talking
about the geometry in our upcoming videos. This sculpting
workspace allows you to modify the mesh by
sculpting tools. The UV editing is
actually for mapping a 2D image texture
coordinates to a 3D surface. We are not going to talk
about UV editing right now, but you need to know
that whenever we want to add a texture to an object, we need to use the UV editing, which is quite helpful. We have the texture paint, it gives us some
tools for coloring image textures in
the 3D viewport. We can use shading, which is another
important workspace, and it gives us some tools to add materials to our objects. The animation workspace allows
us to animate our objects. The rendering workspace is
dedicated to render results. If you want to analyze
your render results, that's where you can
find your renders. What about compositing? Well, the compositing
workspace is used for post-processing
of images. For example, if you want to add an effect to your final
render like a glow, you can do it right here. We have the geometry nodes. It's used for procedural
modeling using geometry nodes. It's way more advanced, so we're not going to
talk about it right now. Finally, we have scripting. Here, we can write some code to add more functionalities
to Blender, which is not our
purpose in this course. Most of the time we are
going to use this layout workspace because we want
to see our 3D viewport, our outliner, the property
panels and a timeline. All right. That's all about
workspaces in Blender. I hope you enjoyed it and
I'll see you in the next one.
9. Object Mode Vs. Edit Mode: [MUSIC] In Blender, we have
different modes to work with. For example, we
have object mode, we have edit mode, etc. To see the mode you're in, you need to head over
to this top-left part, and here as you can see, it says Object Mode. If I open up this drop menu, you will see we have
a few other modes, for example, Edit Mode, which is the most important one, we have Sculpt Mode, we have Vertex Paint, Weight Paint, and Texture Paint. You need to understand that not all objects
have these modes, but what's the
difference between them? Well, for now we're
not going to focus on these four modes because we are not going to use
them a lot for now. But let's talk about
object mode and edit mode. Well, whenever you want to
modify your object as a whole, you need to be in
the object mode. For example, if you want to move your object around as a whole, you need to make sure to be in the object mode and then
you can use the hotkeys, for example, G to
move it around, or you can scale it
up just like this. But whenever you want
to edit your object, you need to enter the edit mode. To enter the edit mode, you have two ways. You can either go to
the modeling workspace. As you can see, as soon as I go to the Modeling workspace, the mode has been changed
to the Edit Mode. But there is an alternative, you can simply stay in
the Layout workspace and then change the mode from
Object to Edit here. Lastly, you can use the hotkey, which is way more
convenient than going ahead and manually
modifying your mode. The hotkey for switching
between object mode and edit mode is the Tab
key on your keyboard. If you press Tab once, you will enter the edit mode, and if you want to get
back to the object mode, you need to hit it once
again, just like that. When you are in the edit mode, you will get access to all
these modification tools, or let's say modeling tools
to create a new shape, to modify it however you want. Basically, when you create a 3D model and you
want to modify it, you need to modify
its mesh data. To modify the mesh data, you need to enter the edit mode. I'm going to show you
an example right now, but it may not make sense because we didn't talk
about the anatomy of mesh. But don't worry in
the upcoming videos, we're going to go through
all these topics. Right now, when we
are in the edit mode, we can get access to
vertices, edges, and faces. Well, vertices are these
little dots as you can see, edges are these lines, and faces are these
squares, just like this. As I said, we will talk about the mesh anatomy in
our upcoming videos. But for now, I just
want to show you how I can modify this mesh
in the edit mode. I'm going to select
my vertex tool here, and I'm going to click on one of these vertices and
if I hit G for grab, I can move it around just like
this to modify this shape. I can select another vertex, hit G, and move it around. That's only possible when
you are in the edit mode, because in the edit mode, we are able to modify
the mesh data. If I go back to the object mode, I cannot modify the
mesh data anymore. I can scale it down if I want or I can move it around
as a whole object, but I cannot modify
the mesh data. Here I can simply scale it down, I can move it around. But if I want to, for example, move this corner round, I need to enter the edit mode, select this vertex, hit G, and move it just like that. That's all for this video. I hope you now have a better understanding of
different modes in Blender. I hope you understand
the difference between the object mode
and the edit mode. See you in the next one.
10. How to Add an Object to Your Scene: Hey, welcome back.
In this video, I'm going to show
you how you can add objects to your scene. As usual, we have these
default shapes here. But first, let's go ahead
and delete them for now. I'm going to select all
of them just like this, hit the "Delete" key on my
keyboard or "Backspace." Now we have an empty scene, and I'm going to show
you how you can add an object to this empty scene. First of all,
whenever you want to add an object to your scene, you need to make sure that
you are in the Object mode. It's very important. Right now I'm in
the Object mode, and the first way to add
an object to your scene is to head over to the Add panel here,
you can click on it. From here we will get access
to a bunch of options. Here we have Mesh, Curve, Surface, etc. Right now let's focus on Mesh. Here we have different options. For sure you don't have some of these options because I
installed some add-ons. I will talk about add-ons later, but for sure you have
all these top options. We have Plane, we have Cube, we have Circle, UV Sphere, etc. To add an object, we just need to go to Add, Mesh, and choose one
of these objects. I'm going to choose UV
Sphere just like this, a new object has been
added to your scene. You can simply now
scale it up, rotate it, move it around, just like
this using the hotkeys. This is the first way to add
an object to your scene. The second way, which is
the most convenient way, is to use the hotkey. The hotkey for adding an
object is Shift plus A. If you hit "Shift" and "A," this Add menu pops up here and you can go to Mesh and from here you can choose your shape. But you may ask, why can't we add a shape in the edit mode? Well, we can, but
look what happens. Let me scale it down a little bit and I'm going
to move it around. Hit "G", move it
to the right side. Now, I'm going to enter
the Edit mode and here we can still
see this Add menu. If I click on it, I can add, for example, another
shape just like this. As you can see, a UV sphere
has been added to my scene. But basically these
two shapes are joined. So if I get back to the object mode by pressing
the Tab on my keyboard, you can see that in the outliner we have only one shape here. These two are both highlighted, so if I want to scale them
down, look what happens. If I hit "S," both of
them will be affected. Because right now
Blender detects these two objects as a
one joined elements. If it's your intention to join different objects and edit
them in the Edit mode, you can go ahead and add an
object in the edit mode. But if it's not, you can simply go back to the Object mode and
then from here, you can choose another shape. Here, as you can see
in the outliner, we have two different objects. That's the most important
difference between adding a shape in the Object mode
and in the Edit mode. Make sure to keep that in mind. Well, one other way
to add an object to your scene is to just go to
the toolbar on the left side. Here, as you can see
right at the bottom, we have this little cube icon. If I just left-click and hold, you will see we can add a cube, we can add a cone, we can add a cylinder. Let me show you how it works. You can just simply select "Add Cube," and then here
in your 3D viewport, you can just left-click
and drag just like this. Then you can move your
mouse up to define the volume of your
cube, and that's all. As you can see,
our cube is ready. Well, we are never going
to use this option to add an object to our
scene, but it exists. I just wanted you to know that there is this
little option. I'm not sure whether you
have noticed or not, whenever we try to create
a new object here, for example, a mesh, that object will be added
right here to the center. This point right at the center is called
the world origin. Let me remove a few of
these objects quickly. By the way, you can remove your shapes by
right-clicking as well. You can just click on "Delete." The other way to remove an
object is to just select it and hit "X" and
then hit "Delete." The main way which I always use is to press the "Delete"
key on my keyboard. Just keep that in mind. I was talking about the world origin. By default, our objects
will be placed right here. The reason is this little
red and white circle, which is called the 3D cursor. The 3D cursor allows us to define where we want our
object to be placed, and by default, the 3D cursor is placed right at the center. If you want to put your objects somewhere else, for example, here, you need to move
your 3D cursor first. To do that, you can head
over to the toolbar on the left side and from here right under
the selection tool, you can select the cursor, this is the 3D cursor, and then if you left-click
somewhere else, you can see that your 3D
cursor has been moved. Now, if I hit "Shift"
and "A," I can simply place a new object right
there, just like that. Well, we may need to
move our 3D cursor around a few times
when we are modeling, therefore it would be
much easier if you learn the hotkey
key moving that. The hotkey for moving the 3D cursor is Shift
and right-click. If you hold down "Shift"
and right-click somewhere, your 3D cursor will be moved
to that particular location. I'm going to hold down the
"Shift" and right-click. But you may accidentally place your 3D cursor somewhere
here, for example. It's going to be far away from your center
and you might need to place it right back
at the world origin. To do that, it would
be very hard to just zoom in here and try to find
the exact center point. Therefore, you can head over
to object and then snap, and here you can choose "Cursor to World Origin,"
just like this. The other way is to just reset the position
of your 3D cursor. Let me show that to
you using the hotkey. I'm going to place it
somewhere around here. To reset the position
of your 3D cursor, you can simply hit
"Shift" and "C", just like this, it will
be placed right here. Right now you might
not understand the importance of the 3D cursor, but when you start
modeling and when we start working on
our own project, you will clearly understand
how important it is. Let me show you a good example. I am going to remove
this UV sphere, and I am going to
add a cube here. So hit "Shift" and "A," go
to Mesh and add a cube. Now, suppose you want to place another object right
on top of this cube. To do that, you can simply add a shape and then move it up, but it's not going
to be precise. Therefore, what we
can do is this. We can go to the top
view using this Gizmo. Or if you remember the hotkey, you can press seven on your num pad to go to the
top orthographic view. Then here we can place the 3D
cursor on top of this cube. Right now. It's
placed here inside, right at the center. But I can hold down the "Shift" key and
right-click here, and now as you can see, it snaps to the
top of this cube. If I add another shape here, for example, a plane, you will see that
it has been added here right at the
top of this cube. If I scale it up, you will clearly see that. That's all about adding
objects to your scene and how you can position them
using the 3D cursor. I hope you enjoyed this video and I'll see you
in the next one.
11. Mesh Anatomy: [MUSIC] In this video, we're going to talk
about the mesh anatomy. But before we do that, you need to actually
understand what a mesh is. Well, in simple words, a mesh is a combination
of vertices, edges, and faces that define
the shape of a 3D object. You may not know what they are, but if you remember, we already talked
about them when we were talking
about the edit mode. In this video, we're going to dive
into the details. You need to know
that each object in Blender has some object data. If you, for example, select this cube and head
over to the outliner, you can expand it by clicking
on this little arrow. Right under it, you will
see this green icon. This green icon indicates the data of this
particular object. This is our object. This is our object data. Each object has some different
data that we can modify. For example, if I
select Camera here, you can see this green
icon right there, and I can modify the
data of this camera. For example, I can
modify the focal length, all these properties
for the light as well. If I select the Light here, I can modify the
data of this light. The same thing applies
to our mesh because our cube here has some
mesh data as well. But we can't modify the mesh data here just
like other objects, for instance, light and camera, because it would be too
hard for us to do that. We can modify the mesh
data in the edit mode. By now for sure, you know how to
enter the edit mode. You just need to
select your object, hit the tap key, and you will enter
the edit mode. As I said, a mesh is nothing but a combination of vertices,
edges, and faces. I already introduced these
elements to you before, but let's go through
them once again. Each mesh is created
by different vertices, different edges, and
different faces. A vertex is basically
this little point, as you can see, right
on the corners. These are called vertices. This one is a vertex. Then two vertices, for example, these two, create
one edge in between. This is an edge. Here right at the top, we have different
selection tools. The first one is called
the Vertex Select tool, the second one is called
the Edge Select tool, and the last one is called
the Face Select tool. If you want to select an edge, you need to select
the Edge Select tool, and then you can simply
click on one of these edges, just like this, to select
that particular edge. Different edges create a face. Here we have four
different edges creating this area in between. This area in between
is called a face. If I select the
Face Select tool, I can click on this top face
or this one or this one. This is how we can
modify our mesh data. Let's use some of the
things you learned so far. Let's suppose we want to
move this edge around. First, we need to select the Edge Select tool right here. Then let's select it. As you can see, it's
been highlighted. Then I'm going to move
it along the x-axis. To do that, I just need
to hit G For grab, and then I can freely move it. If I want to lock it
along the x-axis, I need to hit X on my keyboard and then move it
around just like that. As you can see, this edge has been repositioned. Since all these edges and
these vertices are connected. Once you move this edge around, you can see that all other parts will be affected as well. That's how it works. I can rotate it as well. Let's hit R, and you can simply rotate it. As I said here, these four edges
create this face. If I select this face
and I try to move it up, if I hit G, then Z to lock it along
the z-axis and move it up, it's going to do the
same thing as I had selected four edges here. Instead, I can just hold
down the Shift key on my keyboard and select these
four edges one by one, and then hit G, Z, and move them up because
four edges create one face. As soon as I select
these four edges, as you can see, this face
is highlighted as well. The same thing
applies to vertices. As I said, two vertices
create one edge. Let's suppose I want
to move this edge, I can select it, hit G, then X, and move it. This is going to do the
exact same thing as I had selected two vertices using
the Vertex Select tool. Just like this, hit G, X, and move it. When we say modeling, we actually mean modifying
all these elements, vertices, edges, and faces, to
create a new shape. That's how it works
in 3D software. In fact, there are
many things we can do with each shape using all these modeling tools that we will cover in the
upcoming videos. But for now, you just need
to understand what a vertex, an edge, and a face are. What I want you to do is this; please create different
shapes in the object mode. For example, here I can get
back to the object mode. Let me move this shape around. Then I'm going to add
a new object here. For example, a UV
sphere this time. Enter the edit mode and try to modify this shape using
the hotkeys you learned. G for grab, S for scale, R for rotation. You can simply select
these vertices, one of them or many of them, and move them
around, rotate them. For example, I can select this
top vertex and then hit G, Z, and move it up. You can select one of these
edges or multiple edges. In fact, let's select these
two edges and move them. Hit G. Just like this. You can move them around. Or you can select
different faces. You can hold down the
Shift key to select multiple faces and
try to move them. Hit G. Move them just like this. You can rotate them as well
to create some crazy shapes. This is going to
be your exercise, and it's very important
because you need to get used to these elements, vertices, edges, and faces. All right, guys. That's
all for this video. I hope you enjoyed it, and I'll see you
in the next one.
12. Modeling Tools: In this video, we're going to talk about
modeling tools in Blender. There are many modeling
tools in Blender that we can use for
different purposes. But we are going to focus
on the most important ones. First of all, I'm going to
select this little cube here, and I'm going to
enter the edit mode, and for sure you
know how to do that. But before I do it, I'm going to enable my
screencast keys add-on so that we could see what I'm pressing on, on my keyboard. Then I'm going to
hit the Tab key on my keyboard to
enter the edit mode. Now that we are
in the edit mode, you can see that these tools
appeared on the left side. These are our modern tools. As I said, you can find
many of them here, but we're not going to
talk about all of them because some of them
are more advanced and I don't want you to be overwhelmed with all
these complex tools. We're just going to focus
on the most important ones. The ones that we use
again and again and again when we try
to model an object. Later, when you get used
to these basic tools, you can go ahead and explore
the other tools by yourself. Without further ado, let's get started.. We
already talked about the transformation
tools here, the move, rotate, scale, and transform, and also we talked about the Selection tool
and a 3D cursor. Here we have all
the modeling tools. Right here we have
the annotate tool. It's quite helpful
sometimes when you want to just draw something
here for your reference. But I personally never use it. Let me go ahead and erase
it quickly, just like this. The next tool is
the measure tool. It allows you to measure
something, just like this. Most of the time you're
not going to use it, except you really need a specific dimension
for your object. I'm going to hit X on my
keyboard to remove that. The next tool is just
for adding a new object, just like what we had
in the object mode, to add a cube, add a cone, add a cylinder, etc. We're not going to use it here because you know the
shortcut for that, you know the hotkey for
adding an object is Shift NA, so you can use that hotkey. But one of the most important
modeling tools in blender is called extrude,
which is this one. But right now you can't see
the name of these tools. I'm going to show
you a very good trick so that you could see the name of these tools until
you finally memorize them. If you just hover
over this section, you will see that your
cursor changes to something else and then you can
left-click and drag it out, just like this, and you can
see all the names here. Here it's called extrude region. This is, as I said, one of the most important
tools in blender, and it allows you to
extrude something. It could be a face, it could be a vertex, and it could be an edge. Let's give it a try
and see how it works. First of all, I'm
going to select my vertex tool, just like this, and I'm going to select
one of these vertices, just like that, and then, I'm going to click on
this extrude region. As you can see, this plus icon appears here, and I can left-click and drag
to extrude this vertex out. What this tool
actually does is this, it duplicates your vertex, in this case it's a vertex. Then you can move that
duplicated vertex, and it will create a
connection between the duplicated vertex
and the initial vertex. The same thing applies
to faces and edges. If you select a face and
you try to extrude it out, it will duplicate that face. You will move it up or
down, left or right, and then it will connect
those two faces together. That's how the extrude tool
works, in simple words. I hope you get it now. As you can see now we have these two vertices
with disconnection. Here we have an edge. If I select the Edge tool, I can select this edge because an edge is composed
of two vertices. But let's see how we
can extrude an edge. I'm going to select
the Edge tool here, and I'm going to select, for example, this edge. Then I'm going to make sure that my Extrude tool is selected, and using this plus button, I can drag it out. Just like this, I could extrude my edge. Using the Extrude tool, we duplicated this
edge, we moved it, and then this Extrude tool connected these two
edges together. Therefore, since we
have four edges now, it created a face
as well for us. That's how it works.
It's very simple. Let me undo this operation. I'm going to hit
Control Z or Command Z, and then I'm going to select
the Face Select Tool here, and I'm going to
select this face, and I'm going to extrude
it out this way. You can extrude it multiple
times just like this. All right, cool. Now I
can select another face, I can extrude it out. I can select this
face, extrude it out, and create a fancy
shape, just like that. If you left-click on this
Extrude tool and hold, you will see that we
have four more options. We have extrude manifold, we have extrude along normals, we have extrude individual, and extrude to cursor. We will talk about
these tools later when we work on our own project. But for now, I don't want to confuse you with
all these options, but we will go through
a few of them when we create our own 3D model. Let's talk about
its hotkey as well. Because anything in Blender
can be done using a hotkey. The hotkey for extrusion is E, and you need to
get used to that. I'm going to select
this, select box tool. Let's suppose you want to
extrude this face out. You select it, you hit
E on your keyboard, immediately the extrude tool is selected and you can extrude
it out, just like this. You can extrude an edge
like this as well. I'm going to select
the Edge tool, hit E, and extrude it out. You can lock it allowing your specific
access if you want, for example, x. I'm
going to select, for example, this face, hit E, and I'm going to extrude
it a lying on the y-axis. I'm going to hit Y to lock it along that particular axis, and I'm going to extrude
it out, just like that. But I'm going to mention
a very important point here when it comes to extrusion. Let's suppose you want to
extrude this top face. You first select it
and then you hit E and you move it
out and you say, Well," no, I don't want
it to be extruded." The way you can do that is this, you press Escape
on your keyboard and it will be canceled. However, what you cancel right now is not the extrusion itself, you cancel the movement. I know it's a little
bit complicated, but bear with me, I'm going
to explain it to you. As I said, we just
canceled the movement. Whenever you select
something and you hit E, you immediately
create a duplication of that particular element. It could be a face,
it could be a vertex, it could be an edge. Then you move it. When you
hit Escape to cancel it, you are duplicated
element is still there sitting on top of
the initial element, could be a face, an edge, or vertex, always. Right now, we just
canceled the movement, but our duplicated faces still, they're sitting on top
of our previous face. I'm going to prove that to you. How? I am just going to hit S and I'm going
to scale it down. As you can see, we just scaled the duplicated face right now and it's sitting on
top of our initial face. If you want to
cancel an extrusion, you need to make sure to hit Command Z to remove
that duplicated layer. It's very important otherwise
later you will face so many different
problems and issues. Once again, I'm going
to select this face, and let's say you want
to extrude it out. You hit E, you extrude it out. Then you suddenly change your mind and you want to
remove this extrusion. What I prefer to do is this. You confirm it with
left-click and then you hit Control
Z or Command Z. This way, we don't have
a duplicated layer here. What I want you to do
right now is this pause the video and try to use the extrude tool
however you want. Just select it, select different components
like faces, edges, and vertices, and try to extrude them out,
however you want. You just need to
select one face, then hit E and extruded out, then confirm with left-click. Please go ahead
and give it a try. Now, I'm going to talk
about another point. Whenever you add an
object to your scene or you use one of these tools, something appears
here, as you can see, it says Extrude Region and Move. In this case, because we used the extrude region tool and this is called the redo panel. If I expand it, you will see a bunch of
options appear here, like move, x, y, z. You can adjust all these
things here and for each tool, you will see different
options appearing here. What you need to keep in mind is that once you do something else, this redo panel will be gone
forever and you need to undo the operation use that
tool again to sit right here. Let me show that to you. Let's suppose I am going
to create a new object. I'm going to enter
the object mode. I'm going to move it
to the right side, just like this and hit Shift and A and then create a cube. As soon as I create this cube, I will see the redo
panel appears here. I'm going to open it up. It will show me the size. I can adjust its size, I can adjust its location. I can adjust its
rotation degrees as well, just like this. But look what happens when I
left-click here, it's gone. I'm going to remove this shape. Just select it, hit
Delete on your keyboard, and create a new cube
are redo panel is there. But look what happens
when they move it. If I hit G and move it, you see now we can't
modify the dimensions of this cube anymore because we did something else with
the Move Tool. Now we can see all the
properties of the move tool. We can adjust it and
if I left-click, it will be gone.
Keep that in mind. The same thing applies
to modeling tools. If I just remove this cube
and if I select this object, enter the edit mode. Let's suppose you use
the extrude tool. I'm going to zoom in
a little bit, hit E, extruded it up, confirm and you will see this extrude region
panel pops up. Here you can modify
these properties. The same thing applies to other tools but with
different properties. Just keep that in
mind it's going to be so useful sometimes. Now, let's talk about the next important tool
which is called Inset Faces. If I select this face and I select this Insert Faces tool, you will see this
circle appears. I can hover over this circle, left-click and drag
to inset this face. What happens is this, It's like you duplicated that face and then
you scaled it down, like what we did
with the extrusion. When we cancel the extrusion, I said that the duplicated
layer is still there. I proved that point to
you by scaling it down. The Insert Faces tool does the exact same thing without
using the Extrusion tool. Whenever you need
to insert a face, you have two ways to do that. You can either select
one face, hit E, hit escape without any movement, and then scale it down. This is one way or you can simply use the
Insert Faces tool. You can select a face, then select the
Insert Faces tool and try to insert it inside. The hotkey for Insert Faces
is I on your keyboard. If I select this
select box tool, and let's suppose I want
to inset this face. I'm going to select
that face, hit I, and then I'm going to
move my mouse to insert this particular face and then
you can use another tool. You can, for example,
extrude this new face up, hit E, and extrude it up. Then let's suppose you
want to insert it inside, hit I, insert it inside, then E extrude it up. That's how we create a 3D model. We just use all these tools
together to get what we want. The thing with the Insert
Faces tool is that you can insert multiple
faces as well. I'm going to enter the
object mode and let's remove this shape and try to
create another shape. I'm going to hit shift and A, and let's add a cube here, and let's enter the edit mode. I'm going to select
this top face, hold down the shift
key and select this side face as well. I'm going to insert
them together. What I do is this, I hit I and try to insert
them just like this. But what you see right now is that they are
somehow connected. You see, if I just confirm
here we have this connection. But if it's not your intention, if you want to get
an even thickness around this middle face, you need to use a shortcut. Let me undo it. I'm going to hit, I inset it. If you take a look at
the top part here, you will see a few
hotkeys appeared. We have the depth and we
have also one option called individual and it's turned
off as you can see. If I hit I once again
on my keyboard, I will enable the individual
insert faces option. Just like this I can insert
these phases individually. Now, I want you to
go ahead and use the Insert Faces tool and try to combine it with
the Extrusion tool. You just need to insert
a face just like this. Then you can hit E to
extrude that face out. Once again, inset it like
that E to extrude it out. Please go ahead
and give it a try. Now, let's talk about
the Bevel tool. It's another important tool in 3D modeling because it allows us to add a bevel to our edges
and also our vertices. I'm going to explain that
to you in a few minutes. Let me show you how it
works when you want to smooth out your edges. We can use this Bevel
tool for example, here we have a sharp edge. If I select the Edge tool
and I select this edge, I'm going to choose
the Bevel tool. Using this handle,
I can bevel it, what it does is it creates a flat face to make this connection smoother,
just like this. But you may say that
it's not that smooth it just looks like a
ramp and your right. To make it smoother,
we need to add more segments to
it because right now we have only one segment. To add segments, you can open up the redo panel here
and as you can see, the number of segments
is set to one. If I just increase it, you will see it became
smoother just like this. It's a very helpful
tool in 3D modeling. You can adjust all these
properties with segments, but most of the time we only change the segments and width. But what if you select a face? If you select a face, it will try to bevel all the edges around
that particular phase. Let me show that to you. I'm going to select this face. Let me select the
face tool and then I'm going to bevel it
and look what happens. As you can see it beveled the edges around this face and I can add more segments
to it to make it smoother, just like that. But they also mentioned that you can bevel vertices as well. How can you do that? As you can see here
in the redo panel, we have this effect option. By default, it's
always set to edges. It will affect only edges. If you select a vertex
and try to bevel it, nothing happens
unless you change it to vertices. Let
me show that to you. I'm going to select
the vertex tool, and then I'm going to
select this vertex. If I try to bevel it,
look what happens. Nothing. That's because
this effect option is set to edges. If I change it to vertices,
look what happens. Now, we can create a bevel perfectly and we
can adjust the segments. Just keep that in mind.
It's quite helpful. I'm going to show you some
other use cases as well when you can use the
vertex Bevel tool. But as always, you need to learn the hotkeys of Bevel as well. The hotkey for the Bevel
tool is Control B. Let me select this H2 and I'm going to
Bevel this edge here. Let me select this selection
tool and if I hit Control B, I can select the Bevel tool
and I can simply Bevel it. But you may ask, how can
you make it smoother? Well, the answer is you need to increase the number of segments. The good thing about using the
hotkey is that you can use your scroll wheel to increase the number of segments
just like this. Now let me talk about the other hotkey because right now we talked about the hotkey for
the edge, particularly. If I want to Bevel a vertex, I need to switch it
to the Vertex tool. Let's select one vertex. I'm going to select
the vertex tool here. I'm going to select this
vertex right there. Let's suppose you
want a Bevel it. You hit Control B but
nothing happens because we need to change
the effect property to vertices and then V to
select the vertex mode and now you can simply Bevel
it just like that. Cool. Now I'm going to show you another good use case of Bevel. Let me just enter
the object mode, remove this shape, and this time I'm going to add
a plane to my scene. Hit Shift and A and add a
plane here just like that. I'm going to enter
the Edit mode now and imagine you want to make
this square rounded. I'm going to go to the
top orthographic view, hit number 7 on your numpad. Alternatively, you can
use this gizmo always. While the Vertex
tool is selected, make sure that all your
four vertices are selected. Then hit Control B, then V to select the Vertex
tool and try to Bevel them. Just like this, you can make those corners
rounded and you can increase or decrease the number of segments depending
on your needs. I'm going to point out something
which is very important. If you remember, we talked about the objects data in
our previous lessons, and I told you that
each object has some data and our mesh
has some mesh data. Here if I enter the Object mode and I make some
modifications here, I'm changing the object, not the mesh data. Let me show you an example. Once again, I'm going
to select this plane, hit G, X, and move it to the right side. Hit Shift and A, add
another plane here. This time before I
enter the Edit mode, I'm going to scale it
down a little bit. Hit S to scale it down, then hit S, X, and scale it along the
x-axis just like this. Here on the right side on
this object property panel, you can see that our scale
is no longer set to 1,1,1. If I select this
previous object, you can see the scale
is set to 1,1,1. That's because we
didn't scale it., but we scaled this object. You may ask what's
wrong with it? Well, nothing's wrong with it, but let me show you what
happens when you try to Bevel these corners now. I'm going to enter
the edit mode, and I'm going to make sure that these vertices are selected. If I hit Command B or Control B, then V, and try to Bevel,
look what happens. You see now I can't
Bevel them perfectly and that's because we scaled our object as a whole
in the Object mode. We didn't scale our
vertices, edges, and faces. What's the solution to that? Well, whenever you
scale something here in the Object mode and
you see the scale is not set to 1,1,1, you need to make sure to apply
that scale to your object. How to do that?
It's very simple. The first way is to
just go to Object and here you will find this
Apply menu and under this, you can find the Scale option. If I click on it, you will see that now our
scale is set to 1,1,1. If I enter the Edit mode and then try to Bevel these vertices hit Control B or Command B
then V, look what happens. Now I can Bevel them perfectly. It's a very important thing to remember when you try to create your models and it's also a common issue for
many beginners. Just keep that in mind. But as always, I
need to let you know the hotkey for
applying your scale. Well, the hotkey for
that is Control A. When you select your object in the object mode and
you hit control A, this Apply window pops up and here you can
apply everything like all transforms or just
scale, rotation or location. Just keep that in mind. Now let's talk about
the next tool. I'm going to remove these two. Hit Delete on your keyboard and now let's add a cube here, just like this, and
enter the Edit mode. The next tool we're
going to talk about is called Loop Cut, and it's very useful. Let me show you how it works. If I select a Loop Cut tool
and I hover over my object, you will see these yellow
edges appear around my object, both vertically
and horizontally. This is called a Loop Cut. If I hover over it right now, I can left-click to confirm it. Now as you can see, it added a few more
edges to our shape. It allows us to
modify our shape in a more flexible way and we
use it almost all the time. Like the Extrusion tool
and Interface tool, the Loop Cut is
also very useful. But here we just
created one Loop Cut. What if you want to
create more cuts. While you can open up
the Loop Cut redo panel. And here you can increase
the number of cuts to two, seven, whatever you want. You can make them
smaller as well, just like this, but we almost never use it. You can go ahead and explore all these options by yourself. But for now, we just need to
adjust the number of cuts. This is one way to
create a Loop Cut. The other way is to use
the hotkey for that. The hotkey for Loop
Cut is Control R or Command R. If I just hit
Control R or Command R, you can see this Loop
Cut appears here, but using the hotkey
you can control the number of cuts
using your mouse wheel. I can move my mouse
wheel just like this to increase or decrease the
number of cuts however I want. The good thing about
hotkey is that when I decide on
the number of cuts, I can left-click to confirm, but then I can reposition
these Loop Cuts as well. I can move my mouse up and down, and once I'm satisfied
with their location, I can left-click to confer. Now, our Loop Cuts are created. Whenever you want to add more
details to your geometry, you can use the Loop Cut. You can add more
vertices, more edges, and more phases
to your geometry, just like that, then
you can select, for example, this edge. You can move it out. Hit G, X and move it out to
create something like that. Perfect. Now we can go ahead and practice the Loop Cut tool. There is one more tool
here that we will not talk about right now
because it's not important. You just need to learn
the Loop Cut tool and how it works. The last tool we are
going to talk about in this video is the Knife tool. Whenever you want to create
some cuts in your geometry, you can select the Knife tool. Then you can head over,
for example, here. You can just
left-click somewhere. Move around, left-click
here, move here, left-click, left-click,
and to create your cuts, you can hit Enter to confirm. As you can see, these new edges
have been created. These are the cuts and
now you can simply select these edges
just like this. Let me select the
Select Box tool. Select this edge, hold down the Shift key,
select this edge. You can just hit G, Y to move them out
Just like that. Depending on your needs, it could be quite helpful. There are a few other
tools here that we're not going to talk about right
now because as I said, we are not going to use
them a lot in our projects. Probably we will use
this Edge Slide tool, but I will show you
how you can use it later when we start working
on our projects, not now. Your assignment
now is to go ahead and practice all these tools. The Extrusion tool,
the Insert tool, the Bevel tool,
that Loop Cut tool, and finally the knife tool. Try to combine all these tools
together because you are not limited to use only
one of these tools. Just create different shapes. For example, you
can move it around. You can hit Shift and A, create a UV sphere, scale it up, hit S, scale it up, hit G, Z, move it up, then enter the Edit
mode and try to create a new shape out
of this UV sphere. That's how you can become
a good 3D designer. For example, you can select
a few faces just like this. Then you can extrude them out. You can hit E and extrude
them out just like this. Then I'm going to do
the same thing here. Hit E and extrude them out. You can also insert other faces. Hit I, inset them, then extrude them to
create something new. Finally, you can Bevel them. Hit Control B and
try to Bevel them. Try to modify the number of segments depending on the
model you are building. All right guys, that's
all for this video. I hope you enjoyed it and
I'll see you in the next one.
13. Object Origins: Any object in Blender has an origin point and
that origin point determines where that
object should be placed. Basically, the location
of each object in Blender is determined
by that origin point. As you can see, when I select this cube
right at the center, we can see this little dot, this orange dot, that's called the origin point of this cube. If I select this camera instead, you can see the origin point of this camera is right here. For the light as well, it's placed right at the center. It's hard to see
it, but it's there. You may ask, why does it matter? Well, it matters
because when you try to transform your
object in Blender, all those transformations will happen in relation
to the origin point. You need to know how it affects your object when
you transform it. I'm going to show
you some examples to understand it better. Here we have our cube. First of all, let me
select these two objects, our camera, and the light, and remove them because we
don't need it right now. I'm going to select this cube. Let's suppose we
want to rotate it. If I hit "R" on my
keyboard and I try to rotate it along the
z-axis look what happens. I'm going to hit "Z"
to lock it along the z-axis and then
try to rotate it. As you can see, it rotates
around that origin point. That's how the transformation
works in Blender. It will rotate and it will scale around that origin point. Now, imagine we want
to create a door. The way the door works is that it should pivot
around one side. I'm going to create a door
simply by modifying this cube. Let me scale it
along the x-axis. I'm going to hit "S", then "X", scale it down
to something like this. Remember our origin point is
still here in the center. Then "S", "Z" to
scale it up this way. Here is our door. I'm going to hit "G" and
"Z" and move this door up. Our origin point
is right here at the center of this object. Now, imagine that we
want to open this door. You may say, well we can hit "R" then "Z" and try to open it. But look what happens. It's rotating around
that origin point. That's not what we want. It should rotate around
this side of the door. It should pivot
around this side. This is how a door works. So what we need to do is this. We need to move this
origin point to here. How can we do it? While there are many
ways to do that, and I'm going to show
a few of them to you so you could compare
them easily. But the first thing I'm
going to mention is this. When you are in the
object mode and you move your object around, you will move your object
with its origin point, like what we have here. If I hit "G" and move
this door around, you will see that
its origin point will move with it as well. However, if I enter
the edit mode, if I hit "Tab" on my
keyboard and I hit "A" to select all these
faces and vertices, and I try to move them
to the right side. Look what happens, G, our origin point
stays where it is. This is the main difference
between transforming your object in the edit mode
and in the object mode. It's very important you need to understand the difference
because otherwise, when you start modeling, you may be confused
and you may ask why nothing works as expected. Keep that in mind
whenever you want to transform your object, whether it's the move action or the rotation or scale
with the origin point, you need to go to
the object mode. Right now I mean
the object mode, if I hit "G" and move it, you can see that it will
move with its origin point. But when you want to just move the mesh without
its origin point, you need to enter the edit mode and then move it.
Keep that in mind. This is the first
important point. There are many other points that we're going to talk about, but this is the foundation
that you should keep in mind. I'm going to undo the operation. Now, let's suppose we want to put this origin point here. Well, based on the things
that I just mentioned, you can say that, all right, we can go to the edit mode. We can hit "A" to select all
these phases and vertices. Then we can go to the
right orthographic view, just hit "3" on your numpad, or you can use this
gizmo and easily we can move this door,
along the y-axis. Hit "G", "Y" and move it to the right side and we can put it right here. Just like that. If I get back to the object mode and I
now try to rotate it, look what happens R, Z and try to rotate it. Now, it behaves
just like a door. That's exactly what we need. However, it's not an
ideal way of moving your origin point because
we have a more precise way. Well, let me undo it. I'm going to hit
"Control Z" a few times. While the other way we can move this object origin is to
move it to our 3D cursor. The way we can do it is this. We need to be in
the object mode. Then we need to go to the
Object menu right at the top. From here, we can
go to Set origin. Here we have a few options. We have geometry to origin, origin to geometry, origin to 3D cursor, origin to center of mass, and origin to center
of mass volume. Well, most of the
time we use origin to geometry or origin
to center of mass. If you hover over each option, you will see its definition. But right now we want to put this origin point right here where our 3D
cursor is placed. I'm going to click on origin to a 3D cursor and just like this. It's precisely located
where our 3D cursor is. Now, if I try to
rotate it, hit "R". This time I'm going
to rotate it, allowing the y-axis
to see the effect. Just like this, it rotates perfectly around
that origin point. For example, if you want to move this origin point right
here to the side, what you can do is this. You can snap this 3D cursor
to this phase and then you can go to the Object menu and set the origin to 3D cursor. Let me show you how it's done. First, enter the edit
mode, select this phase. Then I'm going to
hit "Shift" and "S" to open up this pie menu. This is the first time
you see this menu. It's so cool. Here we have
a few selection options. We have selection to cursors, selection to active, selection to grid, cursor to select it, etc. We are not going to
work with all of them. But right now we want to place
the 3D cursor right here. We need to snap
it to this phase. To do that, we say
cursor to select it, we selected the phase, and now we click on cursor to
select it and it will snap the 3D cursor to the middle of the selected item,
just like this. Then I can enter
the object mode, hit "Tab", and now set the
origin to a 3D cursor. This way we can make sure
that our origin point is placed right at the
center of this phase. That's how the origin point
and transformation works. You need to remember that
when you scale an object, it will be scaled in relation to the
origin point as well. If I tried to scale this door
down, look what happens. You see it, scales down in relation to
this origin point. But if I put this origin point
here, look what happens. I'm going to select
this edge now. I'm going to enter
the edit mode, select this edge, hit "Shift" and "S" cursor to select it, enter the object node and change the origin point's location to the 3D cursor,
just like this. Now if I try to scale it
down, look what happens. You see it scales
down in relation to the new origin
point's location. It's quite helpful and you need to understand this concept. Make sure to practice it. Make sure to modify the origin
points location a lot to understand how it really works because you need it when
it comes to 3D modeling. Now that you understand
what the origin point is, I'm going to show you
a few other examples and we're going to talk
about the pivot points. I am going to remove this door. I'm going to reset that
3D cursor's position, just hit "Shift" and "C". Then I'm going to
add a cube here. Now, I'm going to
duplicate it a few times. You don't know how to
duplicate an object. It's so simple, you just
need to hit "Shift" and "D". There are two different types
of duplication in Blender. We have a link duplication and we have a
simple duplication. The difference
between them is that when you have a
link duplication, if you modify one
of those objects, all of them will be modified. But if you have a
simple duplication, those objects will be separated, they are not going to be linked. We will talk about these two
types because we are going to use them a lot
in our projects. But for now, I'm going to create a simple duplication by
pressing "Shift" and "D". Alternatively, you can
just right-click on your shape and choose
duplicate object. As you can see here, we
have duplicate linked, but we need this one. You can just click on it. It will be duplicated. You can hit "X" to lock
it along the x-axis. Left-click to confer. I'm going to repeat
this process a few times, but not here. I'm going to go to the top view. It's seven on your numpad, hit "Shift" and "D", duplicate it, I'm going
to do it a few times. Just like this. Perfect. Now we
have a few cubes. As I said, we are going to
talk about the pivot points. If you head over
to this top menu, you will see a few options. We will talk about them
in our future videos. But for now, we're going to talk about the pivot point,
which is this one. If you open it up, you
will find a few options. Well, by default,
the pivot point of each object is set
to median point. It means that it
will pivot around the median point of itself. The median point is right at the center of that
particular object. To show you how they work, I'm going to select them all and then I'm going to
try to rotate them. So if I hit R and I
tried to rotate them, what happens is this; it will be rotated along the average median point
of all these cubes. Blender first calculates
the average median point of all these cubes, and then it will rotate all of these objects around that
particular average point. That's how the
median point works. But now let's talk about
the other options. Let's start with a
bounding box center. If I select it, what
happens is this, blender will create an
imaginary rectangle, let's say a boundary, around all these cubes and
then it will rotate all of these cubes around the center of that imaginary rectangle. That's how this option works. If I hit R and rotate them, you see it's rotating
around this point. This is the center of
that imaginary rectangle. That's how this option works. But what about a 3D cursor? When you set it to a 3D cursor, your objects will be rotated in relation to the position
of your 3D cursor. Let me show that to you. If I select this one,
look what happens. I'm going to hit R. You see, it's rotating around this point. For instance, if you
want your objects to rotate around this point, what you can do is this; you can hold down
the Shift key and right-click here to
put your 3D cursor here and then make sure that your pivot point is
set to 3D cursor. Now look what happens if I
hit R and try to rotate them. You see, it will
be rotated around this 3D cursor, just like this. It's quite helpful sometimes. The next option is
individual origins. When you set it to
individual origins, what happens is this; all these objects will rotate along their individual origins. So each cube here has an
origin point, as you can see. If I rotate them now,
look what happens. You see the difference now. This option is also
quite helpful. Depending on your needs, you can decide which one
of them suits your needs. You can easily modify
them again and again and again based on what
you're trying to achieve. You should also keep in
mind that these transform pivot points don't just
work for rotation. The rotation is just an example. They will work for scaling
and moving as well. If you try to scale them while the pivot point is set to individual origins,
look what happens. You see, now they scale
around their origin point. I'm going to go to the next one. The median point is the
default pivot point, so we're not going
to talk about it. Then we have the active element. Well, when you set it
to active elements, all these objects will transform in relation to the origin
point of the active elements. I already talked about
the active element. The last element you select is going to be
highlighted differently, just like what we have here. Now if I try to rotate
them or scale them, they will rotate in relation to the origin point of
this active cube. You can see this active element
in the outliner as well. I'm going to rotate them. It's R, just like that. That's all about pivot points. Before we wrap up this video, I'm going to talk about
a few other things. Right next to the
pivot point option, we have this option,
transformation orientation. By default, it's
always set to global. If you open it up, you
will see that we have a few transform
orientation options. We have Global, Local, Normal, Gimbal, View, and Cursor. I'm not going to
talk about these for right now because they
are more advanced. Maybe we will talk
about them later, but for now, let's
focus on these two. Let me remove these
additional cubes. We don't need them anymore. I'm going to select this cube. Let me hit Shift and C to bring the 3D cursor back to
its original position. I'm going to select
this cube, hit G, X, and move it right here. As I said, the transform
orientation of all objects by default
is set to Global because each object has a Global transform
orientation and also a Local transform
orientation. What do I mean by that? Well, let me remove this cube. I'm going to create a new one. So here we have this Q. If I select the Move tool
here on the left side, you will see these axes
appear, these arrows appear. The blue one is
always the z-axis. You can move it
up, move it down. The red one is
always the x-axis. You can move it to the
right side, to the left. The green one is the y-axis. You can move it this way. Now imagine you rotate it. I'm going to hit R. You rotate
this cube a little bit. Let me go to the right
orthographic view first and then rotate it. Hit R, rotate it this way, and we still have these axes and these
arrows, just like this. We can move them
around this way. These are called global axis, and the reason they are
called global is because they work in relation
to the world origin. But as I said, each object has a Local
transform orientation. Let's suppose you want to go to the right orthographic view, and you want it to
be moved diagonally. The way you can do it is this; you can just move it up, you can move it to the
left a little bit, move it up, move it to the left. But this is not how it's done
because it's not going to be precise and it's going
to be so frustrating. Instead, we can set the transformation
orientation to Local, and as you can see, these
axes have been relocated. These arrows have
been moved as well. Now this blue arrow points to the z-axis of that
particular object, to the Local transform
orientation. You can simply move it this way, this way, or this way. But if I set it back to
Global, look what happens. I'm going to show
you another example to really understand it. I'm going to remove this cube, hit Shift and A, and from here, I'm going to add this famous monkey to my scene. So by default, this
orientation is set to Global. Now I'm going to go to the
top orthographic view. Let me move it, hit G, move it here. I'm going to rotate it a
little bit, just like this. Then I'm going to duplicate it, shift and D, move it here, rotate it, hit Shift and D, move it here, rotate it. Once again, move it
here, rotate it. Once again, Shift and D, move it here, rotate it. If I select all of them and
I select this Move tool, and you try to move them along the x-axis,
look what happens. Keep in mind that our
orientation is set to Global. You see, they will
move in relation to the world origin,
just like this. But if I set the
orientation to Local, now look what happens. You see, each one moves
independently because each object has its
own local axes. I can move them this way. I hope now you have a better understanding
of pivot points, origin point, and
transformation orientations. Now it's time to go ahead and practice everything
we discussed in this video so that you could get used to all these options. I hope you enjoyed this video, and I'll see you
in the next one.
14. Proportional Editing: [MUSIC] In this video, we're going to talk about a very cool feature in Blender called
proportional editing. Well first, let me go ahead and remove all of these objects. I'm going to remove them, and then let's add a
plane to our scene. Hit "Shift and A" go to mesh and from here add a
plane to your scene. Then you can scale it up, hit "S" and scale it
up just like this. Now we can enter the edit mode. If you hit "Tab"
on your keyboard, you will enter the edit mode. So far so good. Well, we already talked about
transformation in Blender. However, in this video
I'm going to introduce another cool feature
of Blender to you. As I said, it's called
the proportional editing. First of all, I'm
going to sub-divide this face into multiple faces. What we can do is this. We can either use the loop cut here that we already
talked about or we can simply select this face tool and
then select this face. Right-click on it, and you will find this sub-divide option. If you click on it,
you will see we will have four different
subdivisions. Now we can open up this redo panel and we can
increase the number of cuts. Here, I'm going to enter 15, just like this, and now we have multiple faces as you can see. Perfect. Now, I'm going to
select this vertex tool. Here we have all these vertices. The reason I wanted to
sub-divide this face is because we want to talk
about proportional editing. Let me select one
of these vertices. For example, this one. If I hit "G and Z"
look what happens. We can move this
vertex up just like this without affecting
the vertices around it. Because we are just
moving this vertex up. However, imagine
you want to move this vertex and you want all the vertices around it
to be affected as well. To do that, we can enable the
proportional editing tool, which is placed right
here at the top. If you click on this option, you can enable this
proportional editing tool. The hot key for that
is O on your keyboard. If you hit "O" you can
disable it or enable it, and then you can hit "G"
and as soon as you hit "G" you will see
a circle appears. This circle defines the fall off of the proportional
editing tool. Let me show you what
I mean by that. If I hit "Z" now to lug it align the Z-axis and
move my mouse up. Look what happens. You see I'm moving
this vertex up. However, now all the vertices around it are being affected. Basically this circle defines the radius of the
vertices or let's say faces and edges
that are being affected by these
proportional editing tool. If I want to make this
radius much larger, I can use my mouse wheel and as soon as I increase
the fall off, you can see that more
and more vertices are being affected by this tool. Look what we have here. We can create such a
smooth transformation as you can see, it's so cool. I'm going to confirm here right next to this proportional
editing tool, we can change the
type of fall off. If I open it up, we will have these options. If you enable this
connected only, it will affect only those
vertices that are connected. I'm not going to talk
about it right now. But what we are interested
in is these types, by default, it's set to smooth, so it gives us a
smooth fall off, as you can see, it gives
us this smooth transition. If I change it to,
for example, sphere, let me hit "Command Z" to undo the operation we performed. Now if I hit "G and
Z" look what we get. I'm going to change
this fall off type to something
else like root. Look what happens now. Hit "G, Z," you see
how it behaves now, let me change it to something
else may be sharp, G, Z. We can get a sharp point. You can go ahead and check
all of these options, but I'm not going to do that. Instead, I'm going to
select this random fall off type and look what
happens if I hit "G, Z" all the vertices around our selected vertex
have been affected, however, in a random way, they have been moved randomly. This fall off type is really
suitable, for example, creating mountains for your
projects if you need that. Now that you understand how this proportional
editing tool works, I'm going to show you
a few other examples. Let me remove this plane. I'm going to get back to the object mode and let
me create a UV sphere. Then I'm going to
enter the edit mode. I'm going to show you
how you can create an egg using the
proportional editing tool. First of all, make
sure to set it back to smooth and you need to
keep something in mind, when you use the
proportional editing tool, make sure to turn it off
because sometimes you forget that and then you
try to move things around, but you see that something
strange happens. That's because your
proportional editing tool is still enabled. Keep that in mind
whenever you use that. In order to create an egg, you just need a UV sphere. Then I'm going to enter the
front autographic view. Hit "Number 1" on your
numpad, just like this. What I'm going to do is this. I'm going to select
this top vertex. Once again, hit "1". Let me zoom out a little
bit and I'm going to move it up along the z-axis. I want all the vertices around that particular
vertex to be affected. That's why I need this proportional editing
tool to be turned on. I'm going to hit "G, Z" and I am going to decrease the fall off
because it's too much. Now look what happens
if I move my mouse up. Just like that, I
can create an egg. Perfect. Here is our egg. Can you see how simple it is to create a 3D model in Blender? Using this proportional
editing tool, you can create many cool things. If I enter the object mode now, you can see that
our model is ready, but we will see all these faces. When you have a
limited number of faces or vertices or edges, your shape won't
look smooth at all. Because you can see all these phases because
they are so large. However, if we just go to the object mode and we
right-click on our object, here we will have this
shade smooth option. If I click on it,
it will smooth out our shape just like that. This is our egg. If you want to see
your faces and all those segments again, you can just right-click on
it and click on shade flat. That's all about
proportional editing. When we start working
on our projects, we will use the proportional
editing tool a lot. If you didn't understand
it quite well, don't worry about it, we will practice it a lot. Right now it's your
turn to go ahead and create this simple
egg on your own. I hope you enjoyed this video and I'll see you
in the next one.
15. Modifiers - Part 1 : In this video, we're going to talk about
modifiers in Blender. What are modifiers? Well, according to Blender, modifiers are automatic
operations that affect an object's geometry in
a non-destructive way. Well, let me
simplify it for you. Basically, modifiers allow
you to add some effects to your objects without affecting
the geometry itself. When we say in a
non-destructive way, it means you are not going to change the mesh data directly. Let me show you what
I mean by that. Well, imagine you want
to bevel these edges, the edges of this
particular cube. First, you select it, then you enter the edit mode so hit "Tab" on your keyboard. As you know, you need to
select this edge select tool. Select these two edges, hold down the "Shift key and
click on them one by one and finally hit "Control
B" and try to bevel them. I can increase the number of segments as well and
left-click to confirm. If I head over to
the object mode, you can see that now we have a nice bevel here we can
enter the edit mode again. However, we just
modified our geometry in a destructive way
because we cannot turn it back to
what it was before. We can not get those
sharp edges anymore. It would be so hard
we can actually, but it would be very tedious. Instead, we can use a
modifier to perform the exact same action in
a non-destructive way. Later we could adjust our bevel, we can adjust the
number of segments, or even remove the
bevel entirely. I hope you get how
powerful modifiers are. There are many
different modifiers in blender that you can use. However, we're going to focus on the most important
ones at this stage. Without further ado,
let's get into it. First, I'm going to
undo the operation. I'm going to remove this
pebble just like this, hit "Control Z" a few times. The way you can add a modifier
to your shape is this. You select your object, you head over to the
right panel here. If you just click on
this wrench icon, you will be taken to the
modifiers panel, and from here, you can open up this drop
menu and as you can see, we have four different
categories of modifiers. We have modify, generate, deform, and physics. Well, the modify, deform, and physics are quite
advanced modifiers and we don't need them
most of the time, but we may use a few of them in our projects in the
next few chapters. But for now, we're going to talk about the generate category. This category is the most important
category of modifiers. Well, as you can see,
we have many of them. We have array, bevel,
Boolean, build. We're not going to talk
about all of them. We're going to talk about
the most important ones and those modifiers that we may
use almost all the time. Let's start with
the array modifier. If I just click on
"Array", as you can see, this modifier has been added to this particular
object and you can immediately head over
to the outliner and if I expand this
object from here, you will see right
under this object data, this modifier has been added. I'm going to collapse it. This array modifier
allows us to create different instances
of our base object and we can offset them
using these factors. We have factor X, Y, and Z. Let me show you how it works. Here we have our base cube. Imagine you want to have 10 identical cubes sitting
next to each other. The way we do that is like this. Instead of duplicating
this cube, we can add this array
modifier to it to create different instances of
this particular object. By default, the
count is set to two. I'm going to increase
it to maybe six. Now we have six
identical instances of our base cubed sitting
next to each other. However, we can't really
see them because they are attached to each other since
factor X is set to one, if I increase this value, you will see our cubes now, 1, 2, 3, 4, 5, 6 cubes. The number of count is here. You can increase it or
decrease it depending on your needs and here we
increased factor X. That's why these
instances have been created and have been
placed along the x-axis. If you want them to be
placed along the y-axis, you need to set the
X factor to zero. and then you need to increase
the Y factor to maybe 2, 3,4 anything or Z. You are not limited to just
modify one of these factors. You can set a specific
value for each of them. For example, here,
I can increase the Z as well to
create such an effect. Then I can decrease Y to create some steps
just like this. The good thing about
modifiers is that you add modifiers to one object and then whatever you do to
the base object will be applied to the instances
of that object as well. Here, we have one main object. This is our base object. If I try to scale it, look what happens if I hit "Tab" and I enter the edit mode, I cannot select all
of these four cubes. I can only select
my base object. So if I hit "A" on my
keyboard to select all these edges and
all these faces, you will see that only my
base object is selected now. Let's suppose we want
to scale it along the x-axis to create some
steps so I can hit "S", then "X" and just scale
it along the x-axis. Just like that, you will
see that whatever I do, whatever changes I
make here will be applied to the other instances
as well and that's great. There are many other things
here we can talk about, but it's not really
necessary for now because it's going to be
so complicated for you. However, you need to keep
in mind that we have this constant offset
option as well. Write now, we use this
relative offset by default, this one is enabled, but if I disable it and if I enable this constant
offset instead, you can change the
distance using these values using
meter, just like that. That's one thing
to keep in mind. I'm going to disable it and
enable relative offset. There is one more
cool thing here, and it's called Object Offset. Let me show you how it works. Let's suppose you want
to control the behavior of these instances
using another object. Well, let's create
another object. In fact I'm going to
hit "Shift" and "A". Let me create a UV sphere. It's placed right here, but it's so small. I'm going to hit "G", "X" and move it to
the right side. Then I'm going to select
my cube here, my stairs. I'm going to enable
this object offset. If I expand this here, you can find this
eyedropper icon. If you click on it
and you hover over your UV sphere, left-click. Now, the position of our
instances and our stairs, let's say depends on the
position of this UV sphere. If I select this UV
sphere now and I hit G to move it around,
look what happens. It can control the way these
cubes behave just like this. That's so cool. I can even rotate it. It's R to rotate and I can
create some cool shapes. Just like that. It's quite fun, isn't it? That's our first modifier
and it's so useful whenever you need to create different instances
of an object, let's say a few identical
instances of your object. You can use this array modifier. The reason we call
it non-disruptive is because we can modify all
these properties all the time. Let's suppose you
want to decrease the count just like this. You can increase it as well. What if I don't need
these instances anymore? You can simply click
on this little icon right next to this camera
and you can disable it. One more thing about
modifiers is that you can apply modifiers to
your object as well. If you click on this little arrow and
you click on "Apply", now we don't have
any modifier here. If I enter the edit mode, you will see that
all these instances are part of one object. Therefore, I can no longer
modifying the properties of these stairs because they
are basically one mesh. I can go ahead and modify the
whole geometry if I want. But I cannot modify
the properties of these instances in a
non-destructive way so that's something
to keep in mind. Let's talk about the
next modifier now. I'm going to remove this stair, this UV sphere as well and let me add one cube just like this. We don't need this
camera and this light. Let me remove them as well. The next modifier we're going
to talk about is Bevel. Well, we talked
about the Bevel tool before when we talked about all the modeling tools
and you know how it works. This modifier does
the exact same thing. It allows us to
add some bevels to our edges or our vertices. If I add this modifier to
my cube, look what happens. I'm going to zoom in. As you can see now, our edges are beveled and here we have the
vertices option as well. If I switch to vertices now
our vertices are beveled. I'm going to go back to edges. Here I can increase or decrease the amount as much as I want. I can increase or decrease
the number of segments. Here we have a few other options like Limit Method,
angle as well. We're not going to talk
about them right now. But you may ask, what's
the difference between this modifier and the bevel modeling
tool in the edit mode? Well, the difference is simple. We are adding this effect to this cube in a
non-destructive way. If I enter the edit mode, look what happens
our cube is intact, our mesh is intact. I can still select this edge. I can move it to the
right side, for example, hits g, x and move
it along the x-axis. I can modify this Bevel
amount whenever I want. Just like this. However, if I had selected
this Bevel tool and if I had added this
Bevel in the edit mode, it was not possible for
me to adjust it later on. That's something
to keep in mind. I'm going to undo
the operation and now I'm going to remove
this bevel modifier. You need to understand that
you are not limited to add only one modifier
to your object. You can have a stack of
modifiers for one object. We will talk about it later. Let me remove this
modifier just like this and let's talk
about the next modifier. The next modifier
that we are going to talk about is called Boolean. Well, this is a very
important modifier as well because it allows us to combine two
different shapes or subtract one shape
from another shape. Let me show you how it works. Well, I'm going to add
another shape here because whenever you want to
use the Boolean modifier, you need to have at
least two shapes. I'm going to add this UV
sphere, It's right here. Let me move it around. I'm going to place
it right there. Let's suppose I want
to create a card here. I'm going to subtract this overlapping
section from this cube. To do that, I need to add the Boolean modifier to my
first object, this cube. I'm going to add the
Boolean modifier to it. Then here you will find
this object option. Using this eyedropper,
you need to select your second object, which is this sphere. But you may think that
nothing happened, but your wrong, I'm going
to prove that to you. But first, let me show
you these options. Here right at the top, we have three different options
to choose from. We have intersect
union and difference. If you hover over
any one of them, you can read the definition. The difference says combine
meshes in a subtractive way. This one says combine
meshes in an additive way. The last one intersect
says keep the part of the mesh that is common
between all operands. Here let me show
you what happened. The overlapping section
here, as you can see, this part that is
inside this cube has been subtracted
from this cube, but we can't see it. To see that I need to select this sphere and I
need to hide it. If you want to hide an object, you can hit H on your
keyboard or you can head over to the outliner and
click on this little i icon. Just like that, you can see this cut appeared in our cube, and that's because we use
that Boolean modifier. However, since I hit my sphere, I cannot move my sphere around. How can we fix that? Well, I'm going to unhide it
and then I'm going to head over to the object property
panel and from here, if you go to the viewport
display section, you can expand it. Here we have one
option called display as by default it's
set to texture it. That's why we can see this
cube the way it looks. If I change it to bounds or
wire, look what happens. I'm going to set it to bounce. Now we can't see our sphere anymore and we can see this
boundary here instead. But using this boundary, we can still select our object
and we can move it around. I'm going to hit G, and I
can simply move it around. Just like this. That's why we say
modifiers help us to achieve something in a
non-destructive way. It's quite helpful sometimes. Now let's select this cube. I'm going to go to
the modifier panel and from here I'm
going to change the type of this
Boolean modifier from difference to union. Now these two shapes
are combined. If I set it to intersect,
look what happens. It keeps the
intersecting section, the overlapping
section, and it removes the rest of these two objects. Imagine you want to
create a window. You create the wall, then you create a large cube, and then you use this
Boolean modifier to subtract that
cube from your wall. That's how we do it. In fact, we are going to do
it in our future projects. Let me remove this sphere, and I'm going to remove
this modifier as well. Now let's talk about
the next modifier. Well, the next modifier
is called Mirror. The Mirror modifier allows us to mirror our object along the x, y, and z-axis over
the object origin. Let me show you how it works. Whenever you want to
mirror your object, first, you need to have the mirror and the mirror is always
your origin point. These little dots that
we talked about before. If I add this Mirror modifier to this cube right
now nothing happens. The reason is our mirror is right at the center
of this cube. There is no way for this
cube to be mirrored. To fix that, we can modify the place of
this origin point. You know how to do it. There are many ways to move this origin point
to somewhere else. However, the simplest
one is this. You enter the edit mode, you hit A to select
all your faces. You hit GX to move
it along the x-axis, and then you move it
around just like this. Now as you can see, we have this mirrored object
and here is our mirror now. I'm going to get back
to the object mode and explain a few things here. Well, right now
our mirror is here and our access is set to X. It means that it mirrors
along the x-axis. If I set it to Y you see
that nothing happens. The reason for that is
because there is nothing here, along the y-axis. If I try to move this
object along the y-axis, then you will see it will be mirrored along the
y-axis as well. Let me prove that to you. I'm going to enter
the edit mode and then while our main
object is selected, hit G, Y, and move it. There we go. Now
it's being mirrored along both x and y-axis. What about Z? If I enable the z-axis as well,
nothing happened. You know why? Because
we need to move it along the z-axis as well. While it's selected, hit GZ, move it up and now it's being mirrored along all three axes. Just like that. As I said, it's a very powerful modifier. Here I can simply adjust
this base object. For example, I can
select this face. I can insert it and
look what happens. Then I'm going to
extrude it out. Perfect. Now I'm going to
extrude it once again. Then let's rotate
this a little bit. As you can see, we created this complex shape. It's quite cool to use
this Mirror modifier and most of the time I use it
for something like tables. If you want to
create, for example, four legs of your table, you can use this
mirror modifier. I'm going to show you
some cool use cases in our future sections. But for now you just need
to practice how it works. We have this mirror
object option as well. It allows us to have
an external mirror. Right now, as I said, the mirror is the origin
point of our base object. But what if we want to
have an external mirror? We can do that as well. Let me undo these
operations a few times. Just like this,
to have one cube. We have this origin point here, and as you can see, we
don't have it mirrored. I'm going to create
another shape and let me create a UV sphere. I'm going to hit GX and move it along the x-axis just like that. Then I'm going to select this cube and from
here mirror object, I'm going to choose
this eyedropper hover over this sphere
and click on it. Now this sphere acts as a
mirror for this modifier. Look what happens if
I move it around, hit G, you see. All right guys that's
all for this video. This is the first part
of the modifiers video. In the next video,
we will continue talking about other modifiers. For now, please go ahead and practice what
you just learned. Try to add these modifiers to your shapes and try to
understand how they work. See you in the next one.
16. Modifiers - Part 2: [MUSIC] In this video, we're going to continue talking about the generate modifiers. Well, in our last video, we talked about the
Mirror Modifier, the Boolean bevel and array. In this video, we're
going talk about this Screw Modifier first. Well, as its name suggests, it allows you to create a screw effect
using your objects. If I add this
modifier to my cube, you will see
something like this, which is very strange. But wait a second, I'm going to show you how to
make it look much better. What this modifier does
is that it actually creates some instances and then you can modify the angle of these instances sitting
next to each other, or you could just increase the screw value just like this, to move these incenses
along the z-axis. The z-axis is
selected by default, you can set it to
x and y as well. But right now, as you can see, our z-axis is selected and we will get something like this. We have the number
of steps here, we have set it to 16. This is the default value, but if you want to
get a smoother shape, you can increase it just
like this to add more steps, but it's not needed, I'm going to set it to 16. Well, this modifier also works in relation to your
objects origin. If I try to remove it for now, and I go to the Edit
mode, just like this. Hit A to select all these faces, then G, then X, to move this cube
along the x-axis while I keep this origin
point right at the center. If I add that Screw
Modifier to it, now look what happens. I am going to increase the screw and we will get
something like this. It just looks like star. Here, the number of
iterations is set to one, you can increase it to
whatever amount you want. I'm going to set it to four
to get something like that. You can increase or decrease
the angle just like this. By default it's set to 360, you can set it to 100. You can decrease
the screw as well, and it works for any
object, just like this. Here we have this
axis object as well, just like what we had
in the mirror modifier, you can control the
behavior of this modifier, let's say, of these instances
using an external object. Let's create another
shape like a UV sphere. I'm going to hit G, X, move it here, then I'm going to
select this cube. From here let's select this eyedropper and
click on this sphere. Just like that,
now I can control the behavior of this modifier
using this UV sphere. If I select it, hit "G", I can move it around just like this to adjust the screw amount. That's so fine. That's all for this modifier. Let me remove it from my cube. Let's talk about
our next modifier. First, let me go to
the Object menu, go to set origin and set the origin to center of
mass, just like this. Then I'm going to go and talk
about the next modifier. Well, the next modifier
we're going to talk about is called Skin. It actually lets you add some skin to some
vertices or edges. I'm going to select this cube, I'm going to enter the
Edit Mode and just select this vertex
tool, just like that. What I'm going to do is this. I'm going to select
one of these vertices, then hit Shift and D to
duplicate this vertex. As you can see now we duplicated this vertex, it's right here. Then I'm going to
select my cube. Entirely, make sure that you
select all of these faces. I can select this face
tool, select everything, including this
phase, and this one, hit "X" and hit "Delete"
faces, this one as well. If I select this
vertex tool now, you will find this
vertex right here. What I'm going to
do now is this, I'm going to go to the right or to graphic view
and I'm going to hit "E" to extrude this
vertex out just like this, then hit "Y" to, lock it along the y-axis, then again E, Z, move it down, E, Y, move it to the right side. That's all. We just created,
three different edges. Now that we have a few edges, we can add this Skin modifier
to it, just like that. As you can see, we can simply
add Skin to our edges. You can modify these properties. For now we're not going
to talk about them, but if you want to modify the thickness of
this skin modifier, you can enter the edit mode, hit "Control A", and then move your mouse. Just like this, you can modify the thickness of your Skin. That's how the Skin
modifier works. Let me remove it. I'm going to remove
this cube as well. Let me create a plane and let's go to the
modifier panel, and from here, I'm going
to select Solidify. Well, the solidify
modifier allows you to add some thickness to
your object. That's all. Right now we have
this flat plane. If I go to the Edit Mode, you can see that there
is no thickness here. I can simply select one of
these edges extruded out, hit E, Z to extrude it out. As you can see, there is no thickness here. If I select this object
in the Object Mode and add the solidify modifier
to it, look what happens. Now we have some
thickness and we can adjust it right here. Right now we don't have an
even thickness here and here. To fix that, we
just need to enable this Even thickness
option, and it's fixed. It's quite helpful sometimes
when you want to create a shape using a plane and then
add some thickness to it. What about the next modifier? The next modifier is
subdivision surface, and undoubtedly it's one of the most important modifiers in blender. Let me show you why. Well, when you add a mesh
to your scene, for example, this UV sphere, you can
see all these faces. The reason we can see
all these faces is because we don't
have many faces. If we just try to split these
faces into smaller faces, our shape would be
much, much smoother. If you remember, I showed you that you can just right-click on it and hit the shade smooth
option to make it smoother, but there is one
other way to do that. If we just add more and more and more faces
and vertices to our shape, it would become smoother. However, the problem
with that approach is that later when we want
to render our scene, our file is going to be so
heavy and it's going to be too time-consuming to render
one single scene. For instance, if I just delete this UV sphere and I try
to add it once again, you can open up this redo panel. From here you can
adjust the number of segments and rings and radius. I'm not going to
change the radius, but I can simply increase the number of segments
just like this, and also the number of rings. Immediately you can notice
that it's much smoother now. However, this is
not a good approach because of the reason
that I just explained. It's going to be so hard for Blender to render this object. It's going to consume so much
resources of your system. How can we fix this issue? Well, we can use the
subdivision surface modifier to add more details to our mesh
in a non-destructive way. Let me show you how it works. I'm going to remove
this UV sphere, hit Shift and A, and add this monkey to our
scene, just like this. As you can see, this monkey
doesn't have so much detail. If I enter the Edit Mode, you can see we don't have so
many different phases here. That's why it's not smooth. Imagine you want to
make it smoother, hit "Tab" on your keyboard, then go to Modifier and add this subdivision
surface modifier to it. As you can see, it's much
smoother now because this modifier splits these
faces into smaller faces. Here we have two
different properties, levels of viewport render. This value defines
how much detail you want to add to your mesh. But keep in mind that when
you increase this value, although your shape
will be much smoother, it would be much harder for
Blender to render your scene. Nothing define our render
but in the viewport. If I increase it to maybe four, it's so smooth, but
it's going to make your file so heavy.
What about render? Well, this level, this value defines how smooth this object would be
in the final render, not here in the Viewport. My suggestion is you always set the levels viewport to two
and the render to three. This way it would be much
easier for blender to display all your objects
here in the Viewport, and later when you try
to render your scene, it would be one more level smoother than what you see here. Then we can just right-click
on it and shade smooth. Let me show you one
more thing here. I'm going to remove this monkey, I'm going to add a plane. This plane has by
default four vertices. If I try to add the subdivision
surface modifier to it, it will look like this. I can increase this
levels Viewport to two and the render to three. If I enter the Edit
Mode now you will see our base shape is still intact. The reason our shape has
been changed is because this modifier tries to
smooth everything out. Look what happens when I apply
this subdivision modifier. When I apply it, if I
enter the Edit Mode, now we can see all the
vertices and faces that have been created because
of that modifier. If you remember, we didn't
have these faces initially. Now that we applied
this modifier, we can simply adjust
our mesh as usual. We can simply move
these vertices, rotate them, scale
them however we want. Now let's talk about
the next modifier. I'm going to remove this. Let me add this monkey here. If I enter the Edit Mode, you can see that our
faces are rectangular. But there is this modifier
called triangulate, and it allows us
to make our faces triangulated and it
converts all polygons, these are called polygons, these faces to triangles. If I add this
triangulate modifier to it, look what happens. Now we have triangulated faces, I can simply apply it here
and if I enter the Edit Mode, you can see that now we
have triangulated faces. Now let's talk about
the next modifier. I am going to add
a UV sphere here, and let me decrease the
number of segments to 32 and the number
of rings to 16. The next modifier
we're going to talk about is called a Wireframe. If you add this modifier
to your object, it will create a
wireframe shape for you. It's so cool because
we can modify the thickness just like this, and we can create some
fun and fancy shapes. Let me move it up, it looks pretty good. I'm going to add another
shape here, maybe a torus. Let me add this
wireframe modifier to it and you will see what
we can achieve with it. Guys, that's all for this video, I hope you enjoyed it. Now it's your turn
to go ahead and practice what you just learned. Please let me know if you
have any questions in the discussion section and
I'll see you in the next one.
17. Light Types: [MUSIC] Hey, in this video we're
going to talk about lights in Blender. Well, lights are an essential part of
your 3D scene because, without them, everything
would be so dark. You need to know
that whenever you want to render your scene, you need to make sure that
you have good lighting, otherwise, your scene
wouldn't look good no matter how great
your models are. Let's see how lights
work in Blender. Right now here, when
you open up Blender, you will see this cube, this camera, and this light. But we can't see
any shadow here. That's because we are
in the solid mode. If you take a look at
this upper right corner, right here, you can navigate
through different modes. Right now we are in
the solid mode that's why we can't see any shadows. Here we have the wireframe mode, we have the dev look mode, and finally, we have
the render mode. We will talk about
these modes later and we will use them
depending on our needs. But for now, you need to know that whenever you want to see your shadows and how your
lights actually look, you need to go to
the render mode. If I enter the render mode and I tried to select this
point light and I move it around you
will see that actually this cube is being lit
up by this point light. Can you see that? As soon
as I move it around, my shadows change as well. To understand it better, I'm going to go ahead and
add a plane right here. Let's hit Shift and A, go to mesh, and
add a plane here. It's right there. I'm going to scale it up, hit S to scale it up dramatically so this is
going to be our floor. Then I'm going to
select my cube, hit G, Z, and move it up and let's place
it right above this plane. Now, you can see
this shadow here. If I go to the solid mode, you will see that our
shadows are gone. Keep in mind that
whenever you want to see your shadows and how your
lights actually look, you need to enter
the rendered mode. It's very important. Well, in Blender, we have different
types of lights. We have in fact four
different types of light. If I select this one, this is our point light. You can head over to this object property on
the right panel here. If you click on this
little green icon, you can see all the
properties of this object. Here we have point, we have sun, we have
spots and area. The point light is
actually a point radiating the same amount
of light in all directions. That's why it's called
omnidirectional point light. Basically we cannot
rotate it if I hit R, as you can see, nothing changes. We can just move it
around just like this and depending on its
distance from our cube here, you can see that we get a
different kind of shadow. Here we have
different properties. Each light has a
color property that you can change and also power. By default, it's
set to 1,000 watt. W stands for watt. Here we have a few
other properties like diffuse volume and radius. Radius allows you to change
the radius of this light. The higher this value the
softer shadows you will get. When you have a large
source of light, like a large window, your shadows will
be much softer. We will talk about
lighting a lot and all these techniques in our future sections when
we work on our projects. But for now you
just need to know how these properties work. Don't worry about
these three options, you can just leave them as is. We're not going to talk
about them right now. You can change the color of your light here using
this color picker. Just like this. It's so simple. You can enter a hex color
code right here if you have a specific color code
or you can adjust the RGB values or HSV values. Using this slider, you can define the brightness
of your color, how light it should
be, just like this. I'm going to undo it to get our white color and as I said, this is the power
of our light and it determines the intensity
of our lights. If I decrease this value to 100, you can see our scene
is much darker now. If I increase it to 5,000
watts, look what happens. We will get a very bright scene. Now let's change this
point, light to sunlight. Well, as you can
see, it's so bright, that's because of the
power of this light. I'm going to decrease it to one so this works just the sunlight so you can define its direction as you can
see using this line. You can rotate it
however you want. But its position doesn't matter. If I try to move it,
look what happens. I'm going to hit G
and move it down. You will see that
nothing changes here. Because no matter
where you position it, you will get the
exact same result. The only thing you
can change here is the direction
of your sunlight. That's how the sunlight works and most of the
time we don't use it. Again, you can change
its color if you want. What about spotlight? Well, a spotlight emits
a cone-shaped beam of light from the tip of the
cone in a specific direction. Right now the radius of this
spotlight is set to 3.27. Let me decrease it dramatically and also you
can see the direction here. The power is set to one. Let me increase it
to 200 and you will see our light appears perfectly. You can adjust the
size of this light just like this and
depending on the radius, you will get softer
or sharper shadows. If I increase the radius, you will see our shadows
will get softer. If I decrease it,
look what happens. As you can see our
shadows get sharper now. You can simply move this
light around just like this. You can rotate it as well. It's R, Z, and rotate it along
the z-axis and then G, X to move it this
way if you want to put your source
of light right here. Now as you can see, our
shadow appears right here. What about the area light? The area light simulates
light originating from a surface emitter like a
window or a TV screen, etc. It allows us to get
very soft shadows and if you want to set
up a studio lights, you need to use
area lights because that's what we use in studio. We use area lights. Here we can specify the power, the color, and also the size. If you want to get some
soft shadows here, you can increase the size here, the x and y dramatically, and you will see
that your shadows get softer and
softer and softer. I can move it a little bit. Let me enter the front
orthographic view and just move this light far
away and as you can see now, our shadows are softer. I can increase the
power and we will get such a nice soft shadow. As I said, I will show
you how you can utilize all these types
of lights when we start working on our projects. But for now, I want
you to go ahead and create a plane just
like what I did here. Put your cube on top of
it and try to modify the type of your light and
adjust all these values. For example, you can adjust the color to see what you get. You can modify the
power to something like 700 and adjust
the size of your light dramatically to see
how your shadows get affected and understand
the difference between each light source. All right guys, that's
all for this video. I hope you enjoyed it and I
will see you in the next one.
18. Materials: [MUSIC] In this video we are going to talk about
materials in Blender. What is a material? Well a material actually determines how your
object should look. In simple words, a material tells
the render engine how to bounce light
off of an object. It determines how shiny or diffused your
object should be, or what kind of color
it should have, and whether the light should
pass through it or not. I know it may sound
weird and complex, but don't worry, we are
going to go through all of these in a few seconds. First of all, I'm going to go ahead and create a floor here. I'm going to hit Shift and A, and add a plane. Then I'm going to scale
it up, just like this. Then let's select our cube. Hit G then Z, to lock it along the z-axis. By now you should all know
how these hotkeys work. I'm going to move it
up, just like this. To add a material
to your object, you need to select your object. Then you need to head
over to the Material tab. On the right panel
you can click on this icon right below
this green icon. Here is where you can add
a material to your object. This cube by default has a material because
it's the default cube. But if I remove it
and add a new cube, you can see that there
is nothing here. But for now, since we
have this material, we can go ahead and
rename it here. If you just left-click here, you can rename it to Cube, "Enter", to change the
name of your material. Here you will see many
different properties. You can modify all of them
depending on your needs. However, you don't need to know what each property does at this stage because
it's going to be so confusing and
overwhelming for you. I'm going to focus on the most important properties right now, and later when we work on our
projects I'll show you how to adjust different properties to get some specific results. Let's begin. first of all, you can specify a
color for your object, right here you have
the base color. This is the first important
property of your material. You can modify it simply
to whatever you want. I'm going to change it
to maybe red or orange. But as you can see, nothing
changes in our viewport. That's because we are
in the solid mode. If you remember in
our previous lesson, we talked about lights, and I told you you need to go to the render mode to see
what's going on here. However, to preview
your materials, we have a dedicated mode here, which is the material mode. You can just click on it and you will see your material here. Or if you want to see the shadows and the effect
of your lights as well, you can enter the render
mode just like this. I prefer this mode since
we can see our shadows. Great. Let's see what
else we have here. Well we are not
going to talk about these properties right now. The second most important
property here is the roughness. This property determines how shiny or how diffused
your object should be. So whether it should bounce light off of this object or not. If you want to make it so shiny, you need to decrease this value. Let me show you an example
of this roughness. I'm going to add
a new shape here. Maybe this monkey, let
me put it right here. I'm going to rotate
it along the z-axis. Hit R, Z, and rotate it, just like this. I can move it here. Then I'm going to add
a material to it. If I select it and I head
over to the Material tab, you can see that
there is no material, so I need to create
one and assign it to this particular object. I can hit this new button
to create a material, and I can call it
Gold, for instance. Then I'm going to
change the base color to something like this. If I zoom in, you can see
that it's not that shiny. What I can do is this, I can decrease the roughness. As soon as I do that, you can see that it will
be more reflective. As you can see, it's hard to see, that's because of the
render engine we're using. In our next lesson we will
talk about render engines. Don't worry about it if you
don't know what they are, but it's more reflective now. If I increase this
value all the way to 1, it's going to be diffused. It's not going to
reflect any light. Let's see what
happens if I select our ground or our floor, add a material to it. Let's call it Floor. Then decrease this
roughness to 0. I'm going to move around. As you can see, it's reflective. I can see the reflection
of my light here. If I try to move
my light, you see, I can see the reflection of my light source
right on the ground. If I select my ground or my floor and I increase
this roughness to 1, as you can see,
now it's diffused and we can't see any reflection. The next important
property I'm going to talk about here
is the metallic. If something is made of metal, we need to increase
this property for that. For example, if we want to
make this monkey metallic, we can select it, we can increase the
metallic value to 1, and it will be metallic,
just like this. If I modify my source
light a little bit, if I move it around, just like that, and I try to decrease the roughness as well. Now you can clearly see that
it's made out of metal. Let me change the type
of my light to area, it would be much
easier to adjust it and increase the size of
this light dramatically. Now I'm going to
select my monkey. From here you can see that
it's totally reflective. I can increase this roughness a little bit because
it was too much. As you can see, it looks
much more realistic. If I change my render engine, because right now we are
using the EV render engine. If we switch to the
cycles render engine, it would be much more realistic. As I said, we didn't talk
about render engines, so don't worry about it, but we will talk about them. These were the most
important properties of the material I
wanted to talk about. But as I said in our projects, we will talk about
the other properties of this section as well. Guys, now it's your
turn to go ahead and create different shapes and
try to add materials to them, as I showed you here, it's going to be so simple. Try to modify the base color, try to adjust the roughness, and also this metallic value. You can simply make something
metallic and make it shiny, just like what we did
here with this monkey. Go ahead and give it a try. I will see you in
the next video.
19. Rendering: Hey, welcome back.
In this video, we're going to talk
about rendering. What is rendering? Well, rendering is the
process of converting your 3D scene to a 2D image. Once you are done modeling and adding materials
and textures to your model and setting
up your lighting systems, you need to render
your 3D scene. Otherwise, you cannot see the results and you cannot
share it with others. In order to render
your 3D scene, you need a render engine. A render engine
is something that converts your 3D
scene to a 2D image. There are many different
rendering engines we can use. However, blender has
two render engines that are so powerful, they are called
Eevee and cycles. Let me show you how they work and what's the main
difference between them. Right now we are in
this rendered mode. This is the project that we
created in our last video. If you go to the render
panel, it's right here. If you click on
this little icon, this is our render panel. You will see the
render engine by default is set to Eevee. This Eevee rendering engine is so powerful and it's so fast. It's basically a
real-time render engine. Whatever you see here happening is done by this
Eevee render engine. These shadows and
these reflections are being done by
this render engine. They look fine, but they
don't look so realistic, and that's because Eevee is
a real-time render engine. It's not supposed to give you
the most realistic lights. However, it does a
very good job for previewing your scene
because it's so fast, you can simply move
around your scene. Your shadows will be rendered
perfectly and quickly. But if you want to get an
ultra-realistic render, you need to change your
render engine to cycles. Just like this, you can
immediately see that this render looks much better the reflection of this monkey appears here. That's because we modify the roughness of this
material for this cube. If you remember,
we decrease it to zero to make it so
shiny and reflective, but it's more time-consuming, so it's not as fast as Eevee, but in our final render we
should always use cycles, so that's one thing
to keep in mind. The other thing is that in
order to render a scene, we need to use a camera. We will talk about
setting up your camera. But as you can see by default, this camera is here whenever
you create a project, so when we render our scene when we render our
project blender will render whatever we can
see through this camera lens. If you press "Zero"
on your numpad or if you just click on
this little icon here, this camera icon, this is what we see in our final render. You need to always select your camera, adjust
its position. I will show you
how to do that in our future lessons and then go to the render menu right at the top and hit this
"Render Image" button. Then you will see that blender will start rendering your scene. This is the other point to keep in mind the
balance rendering. Now I'm going to talk about
the number of samples. Well, if I head over
to the render panel, here you can see we have
the sampling section. We have two subsections,
viewport and render. Well, as I said, our scene is being rendered
in real-time in the viewport, what we see here, and also it can be
rendered using this render Image option here to save it on your system as a 2D image. The number of samples determines the quality of our
viewport render here. I mean, under this
viewport section, so if I decrease this
max samples to 24, you will see these noises
appear more frequently. I'm going to decrease this maximum sample
number to maybe 32. I'm going to change
this cycles to Eevee, change it back to cycles. As you can see, it
starts rendering here, you will see the number
of samples, 7,8,9,10. It's not going to
look that good, but it's going to be faster. However, in our final render, we need to always have
a higher number like 512,256 maybe or even more. But you need to keep
in mind that when you increase the number of samples, you're going to get a more
time-consuming render as well. But if you have a very
powerful computer that can handle like 4,000
samples, that's fine. If not, you can keep it at 512 samples to make
it much quicker, and still you can get a high-quality render
with this sample. I personally prefer
32 for viewport and 512 for the final render. Now if I hit this "Render
Image" button or "F12", the hotkey for that is F12, you will see the number of
sample here changed to 512, but in my viewport, I will get only 32 samples. The other important
thing is that the rendering process
is done by your CPU. Here as you can see, the device is set to CPU, which is not that fast. If you're using Windows, you may use your
GPU for rendering, which is going to be so
much faster than your CPU. However, you need to
keep in mind that not all graphic
cards are supported. What you can do is this. You can choose GPU. You can head over
to the preferences. Under System, you will
find a section right above this memory and limit section showing you the name
of your graphic card. You can select your graphic card there if it's supported, right now I can't see my graphic card because I'm
using macOS and right now, GPU is not supported by
blender for macOS users. I hope they're supported pretty
soon, but at the moment, macOS users can only
use CPU rendering, but still it's going to be fine. That's all about rendering in our future lessons when we
start working on our projects, I will show you some techniques, how to set up your camera, how to optimize
your render engine to get the most
realistic results. Guys, that's all for this video. I hope you enjoyed it and
I'll see you in the next one.
20. Introduction to the Project: Hey, welcome to the first
video on this section. In this section, we are going to work on our very first project, which is a low poly beach. But you may ask
what low poly is. Low poly is a popular 3D
design style that could be used for illustrations,
game assets, etc. Many designers
nowadays use this side to create interesting
3D artwork. A 3D model is made of
polygons, and basically, high poly models are
made of many polygons while low poly models
contain fewer of them. If you're ready,
let's get into it.
21. Modeling Terrain: [MUSIC] Hey, welcome back. In this video, we're
going to start working on our 3D models. We are going to
create our 3D models, and then finally in
our future lessons, we will put all these models together to create
a good composition. We will talk about
layout and composition, and then we will move on to
lighting materials and so on. But for now, you need
to go ahead and create a new project and make sure to save your project
on your computer. Just hit "Control S" or
"Command S" create a folder, and save your project. From time to time, make sure to hit that Control
S or Command S hotkey, because sometimes
you may forget to do that and you may
lose your project. Just keep that in mind. I personally tend to hit "Control S" or "Command
S" after a few minutes, after five or 10 minutes, but it's totally up to you. Just make sure to get
used to this process. Here is my new project, I already saved it. Now what I'm going
to do is this, I'm going to remove
all of these objects. Let's remove them, and
I'm going to add a plane here because in this lesson we're going to
create our terrain. For the terrain,
we need a plane. You can use a cube as well
but I prefer this plane. It's going to be much simpler so make sure to add a plane here, and then I'm going to scale
it up because it's too small. I'm going to hit "S" and instead
of scaling it like this, I am going to hit
"Number 4" on my Numpad. This way I can make sure
that my plane is 8 by 8. I'm going to hit "Enter." The reason it's going
to be eight by 8 is because when I
press number 4, I will get four squares on each side of these
axes, just like this. As you can see, I
can count it 1, 2, 3, 4, 5, 6, 7, 8. Cool. Now we need to actually give some
depth to our terrain. What we need to do is this. I can first rename it in the outliner to keep
everything organized. Just double-click
and its name here, and let's call it terrain. As you know, since we
are going to modify it, we need to use our
modeling tools. We need to enter the edit
mode, and to do that, we need to hit "Tab" and here I'm going to
select this plane. It's selected by default,
but if it's not, you need to select your face
tool and select this face. Since we are going to
add some depth to it, we need to extrude it out. Hit "E" to choose
the extrusion tool, and I'm going to move my
mouse up just like this, I think something like
this looks pretty good. You shouldn't necessarily
look for a precise value, you can just eyeball it. I think it looks predefined now. Maybe I can move it
up a little bit, while this phase is selected, I'm going to go to the
front orthographic view by hitting number
1 on my Numpad, then hit "G, Z" to lock it along the z-axis and move
it up a little bit. Maybe something like this. It looks quite good. What's the next step? Well, here on the right side, I'm going to place
some water later. It's going to be our
C. On the left side, we are going to have some rocks, maybe some palm trees. What I'm going to do is this, first I'm going to add some
details to my top face. Because right now we
have just four vertices, as we can see, there is
not much I can do here. We need more details. The way I can do that is this. I already showed it to you but I'm going to explain
it once again. I can just select this top face, right-click on it,
and sub-divide it. As soon as I do that this redo panel appears
right here at the bottom, I can open it up and I
can increase this number. You can see that I
can't go more than 10. However, I can just
type a value here, maybe 20 looks good, and now as we can see, we have more faces and more
vertices to work with. That's exactly what I needed. Let me collapse this redo panel. What else should we do? Well, as I said, I'm going
to place the C right here. I'm going to go to the top view, hit "Number 7" on your Numpad, and I'm going to select
a few of these faces. I'm going to make sure that my face select tool is selected, and maybe I can select
these faces just like this. Then what I'm gonna do is this, I am going to go to the
front orthographic view, so hit "Number 1"
on your Numpad. You need to get used
to these numbers by the way because
as you can see, it accelerates your
design process dramatically and we need
to move these faces down. For sure by now, you all know how to do it. You just need to hit "G" then
lock it along the z-axis. Hit "Z" and move
your mouse down and something like this
looks very good to me. Here we can place
our water later. One thing I'm going to
mention here is that if you can't remember
the shortcut of axes, that's fine, you just need
to memorize three colors. It's very simple, red
represents the x-axis, green represents the y-axis, and blue represents the z-axis. Whenever you are on the right
orthographic view or front orthographic view and
you see this blue line, you can clearly understand
that this is the z-axis. This red line
represents the x-axis, so if you want to move
it to the right or left, you need to lock it
along the x-axis. Just keep that in mind. So far so good. What else? Well, our terrain looks fine, but I think this
part is quite flat, which doesn't look
natural to me. Let's go ahead and move
some of these faces or vertices up a little bit to
make it look more realistic. To do that, I'm going to
select the vertex tool, and now what I'm
going to do is this, since I don't want
this bottom part of this terrain to be changed, I'm going to hide
it temporarily. To do that, you just need
to select this bottom part. Right now I mean the solid mode. If I try to select these
vertices, look what happens. Right now I selected these two. If I orbit around my
terrain, look what happens. As you can see, these two vertices
are not selected. That's because when you
are in the solid mode, you can select
whatever you can see, not something behind it. However, if you want to select something behind something else, you need to enter
your wireframe mode. To do that, you can simply
click on this little icon, you can go to the
wireframe mode or you can hold down the Z key on
your keyboard to open up this pie menu and just move your mouse to the left
side and select wireframe. Now if I try to select
these two vertices, the vertices behind it
are selected as well. This is a very useful trick
you can use in your projects. Cool. As I said, I'm going to hide it. First, I'm going to go
to the solid mode and I'm going to hit
"H" on my keyboard. As you can see, it's gone. To unhide it, you can hit "Alt and H". Just keep that in mind.
H for hiding something, Alt and H for
unhiding something. I'm going to hide it
once again and now, I can try to select one of
these vertices randomly. For example, maybe this one,
and I'm going to move it up. But if I hit "G" and try to move it up,
look what happens. It doesn't affect the
vertices around it. That's not what we want. The tool we need to use now
is the proportional editing. We already talked
about it and you know how useful and how
powerful it is. I'm going to enable
it, by the way, the hotkey for that is O, and make sure that the smooth fall of type
has been selected. Then I'm going to hit "G, Z" to lock it along the z-axis and try to
adjust the fall-off amount, something like that,
maybe a little bit more, and move your mouse up. Not dramatically but something
very smooth and subtle. Just like this,
maybe I can select one more vertex
over there, hit "G, Z" and move this place
up a little bit, and probably here as well, this one, G, Z, and move it up. Not too much by the way. All right, perfect,
it looks quite good, maybe I can select one where
it takes over there as well, G, Z, and move it up. It looks quite good to me, we don't need to edit
this part for now. Right now, we just
need to focus on our terrain and I'm really
satisfied with its appearance. If you want, you can go ahead and modify it however you want. This is the way I like
it to be but this is your project and you can adjust it with your
own creativity. Don't be afraid to make changes, go ahead and try to convert
your ideas to real objects. Now we can simply hit "Alt and H" to unhide this bottom part, and we can say that
our terrain is ready. However, for this low
police style project, I really prefer to have
triangulated faces. What I'm going to do is this. I'm going to select these top
faces and triangulate them. To do that, I'm
going to hit "7" on my keyboard to go to the
top orthographic view, select the face tool, and try to select all these
faces just like this. To triangulate them,
I can hit "Control T" or "Command T" on my
keyboard, just like this. Now I have triangulated faces, which looks much
better in my opinion. But again, this is just
a matter of preference, if you don't like this style, you can go ahead
and leave it as is. I guess that's all
for our terrain, it looks quite good
in my opinion. That's all for this video. I hope you liked it. If you have any questions, any issues, please let
me know, and by the way, you can find the
project files in the resources section
in case you want to compare your project with mine. See you in the next video.
22. Modeling Rocks: [MUSIC] In this video, we're going to create
some rocks for our pitch. If you're ready,
let's get into it. First of all, I'm going to
hide this terrain temporarily. Just click on this
little icon here. Alternatively, you can
hit H on your keyboard, and now, I'm going
to add a cube here. Hit Shift and A, go to Mesh, and add a cube here. For our rock, I'm going
to use this cube, and I'm going to show
you how you can create a rock simply by just
modifying this cube. First, as usual, let's rename it to Rock, and then enter the
edit mode, hit Tab. What we need here is this. First, I'm going to
scale it a little bit. Hit S. Make sure that your Proportional Editing
tool is turned off. Scale it along the
x-axis a little bit. Hit S, X to lock it
along the x-axis, and scale it just like this. I think it looks very good now, maybe a little bit aligned
to y-axis as well. Hit S, Y, and scale it. It looks good. Then we need more details to work with because right now, we don't have so many
different edges here. What we can do is this. We can either add a
loop cut here and here, or we can just select
all these faces. Just hit A on your keyboard and right-click and
sub-divide them. I prefer this way because
it's much quicker. I'm going to show you
the other way as well. Let me hit Command Z or
Control V. I can hit Control R to enable
the Loop Cut tool, and I can simply create
a loop cut this way, confirm it, and this way. I will get the exact same thing, but I prefer the previous way because as I said,
it's much quicker. Now that we have more edges and more vertices to work with, we can start
modifying this cube. I'm going to select
the vertex tool and let me select this
top vertex right here. Then I'm going to enable my
Proportional Editing tool. I'm going to change the
falloff type from smooth to random. Look what happens. If I hit G and Z, and I'm going to make
my falloff much larger, just like this, you can
see that my vertices are being moved randomly and
that's exactly what we need. Alternatively, you
can go ahead and manually move them one by one. But for the initial step, I prefer this way. Later, we can adjust
them if we need to, but for now, it looks good, I'm going to select this
side vertex as well, hit G, this time
X and move them. For this one as well, hit G, X, move them. For these two sides as well, G, this time Y, because I'm going
to lock it along the y-axis and finally this one, G, Y, and move them. As you can see, we got this random shape and that's
exactly what we needed. Now we can go ahead and adjust
it according to our needs. Let's see what we need. Well, first, I'm going to select this corner vertex and
I'm going to bevel it. You know what the shortcut
is for the bevel, hit Control B or Command B, but nothing happens because we need to select the
Vertex tool as well, then hit V. Now as you can see, we can simply bevel it. Something like this
would be fine. I'm going to do it for
this corner as well. Hit Control B or Command B and V and bevel it,
something like that. Maybe here as well, Control B or Command B, V and bevel, it, it looks good. Now I'm going to
bevel a few edges. For example, this one, let me select the Edge tool. Let's select this
edge, hit Control B. This time, you don't
need to press V because this is an
edge, not a vertex. I can bevel it just like this. It looks very good. Maybe here as well, Control B or Command
B, bevel it. Now I'm going to select
the vertex tool, and I'm going to select this
middle vertex and bevel it. Hit Control B or Command B, then V, and bevel
it, just like this. But here we face this problem. If I try to orbit
around this object, you can see that we get
this artifact here. The problem with this
is that it seems that these vertices are not
connected properly. This face looks very strange. To fix this issue, we need to have one
additional edge right here in the middle. The easiest way to fix it
is to select this phase. It's selected by default,
but if it's not, just select the Face tool, select it and triangulate it. The hotkey for that, it's Control T or Command
T. As soon as I do that, you see that these
two vertices are connected now and it doesn't
look strange anymore. Cool. Now I'm going to select the Vertex tool and maybe
select this vertex, move it along the x-axis, hit G, X, but I'm going to make sure that my proportional editing
tool is turned off. Hit G, X and move it. Maybe this one as well. Hit G, Y and move it inside. Here, I'm going to select
this bottom vertex, and I'm going to hit G and Z
because I'm going to move it down to create such a shape. It looks quite good
in my opinion. Maybe I can adjust
this vertex as well. Hit G, Z, move it down a little bit. Yeah, it looks very
good. That's all. Our first rock is ready. Now what we can do is this, we can try to create
another rock. I'm going to rename
it to Rock 1. For the second rock, I can simply duplicate it. Just right-click on it and
click on "Duplicate Objects", not Duplicate Linked,
Duplicate Objects. The hotkey for that
is Shift and D, move it to the right side. You can lock it
along the x-axis. Now I'm going to adjust
this second rock here. I can rename it to Rock 2. Let's enter the edit mode, select all these
vertices and I'm going to scale them
along the z-axis. Hit S, Z, and scale them all, and then, I'm going to
select this bottom vertex. Hit G, Z, move it down, this one as well. Hit G, Y, move it to the right side to
make it a little bit wider. Maybe this one, hit G and move it this way. What else? Maybe this one as well, hit G, Y, move it to the right side. You can just move them
freely to get a new shape. Now I can select
one of these edges, maybe this one, bevel it, hit Control B or Command B. Also, I can select
this vertex, bevel it. Finally I need to
triangulate it, hit Control T or Command
T. It looks very good. Maybe I can select this face here and I triangulate
it as well. It looks much better. Now we have two different rocks and we can simply adjust
them later if you want, but I think they look very good. In the next video, we will start working on our palm trees. See you in the next one.
23. Modeling Palm Trees: In this video we're going to start
working on our palm trees. Let's get into it. First of all, I am going
to hide these two rocks. I'm going to click on this
little icon in the outliner. For our palm tree, first we are going
to create the trunk. For the trunk, I'm going
to use a cylinder. Just hit ''Shift and
A'' and from the mesh, add a cylinder to your scene. By default, this cylinder
has many segments, as you can see, but it's
too much for our use case. I'm going to open
up this redo panel. As you can see, the number
of vertices is set to 32. I'm going to set it to 12 to get less phases, just like this. I am going to collapse
this redo panel. Now what I'm going
to do is this, I'm going to hit
one on my numpad to go to the front
orthographic view. Also, let's enter the edit mode, hit ''Tab'' and a scale
this cylinder down, hit ''S'' and scale it down just like this to
make it smaller. Now I can zoom in and let's
see what we have here. As you can see, the origin point
of this cylinder is placed right
here at the center. I want it to be
placed right here. Therefore, while the
cylinder is selected. I'm going to hit ''G,
Z'' and move it up. I'm going to make sure that this origin point is
placed right here. Now what I'm going
to do is this, I'm going to select
this top face. I'm going to move it up, so hit ''G, Z'' and
move it up like this. Also, I am going to
scale it because this top part should be wider. I'm going to hit ''S''
and scale it this way. Maybe a little bit more. I can move it up as well, hit ''G, Z'' and move it up. Quite good. This is going to
be our base for our trunk. Now I'm going to enter the object mode and let's
rename it to trunk. What do we need now is a few identical instances
of this base trunk. To do that, we can duplicate it or you can use a modifier. If you go to the
modifiers panel, from here, you can add this
array modifier to this trunk. By default, this new instance will be
placed right next to it. That's because factor
x is set to one. However, since I
want the instances to sit on top of each
other vertically, I'm going to set the
factor x to zero and set the factor z to
one, just like that. Now I'm going to increase
the count here from two, to maybe nine like this. This is going to be our trunk. It looks very good, doesn't it? Now that's our trunk
is ready we can go ahead and add
some curvature to it because usually a palm tree is not straight, just like this. To create such a curvature, we need to use a curve. This is a new object that
we didn't talk about. If you hit ''Shift''
and a on your keyboard, you can go to care of right
under the Mesh option. From here, you will
find these two options. But if you can't see these
options, don't worry, that's because I use some add-ons to get these
additional options. We will talk about them
later, but for now, you need to add this Bezier
curve to your scene. As soon as I clicked on that, this Bezier curve has
been placed right here. Let me go ahead and hide
my trunk temporarily. If I select this curve, I can enter the edit
mode and you will see these handles appear. These handles allow us to add some curvature to our trunk. It's going to be quite fun. Well, keep in mind that
the starting point of your curved line is here. The endpoint is here. What I'm going to do is this, I'm going to enter
the object mode and I'm going to rotate it. I'm going to hit R,Y minus 90 to rotate it by
minus 90 degrees. Let me go to the right view now. Hit ''Number 3'' on the numpad, not number 1, number 3, and I'm going
to enter the edit mode. Now what we need to do is this, we need to move this
bottom point here. But first, what I'm
going to do is this, I'm going to make this curve straight later we will adjusted. I'm going to select this
point of this handle. Hit ''G'' for move, just like moving an object. Then I'm going to hold down the Control key on my
keyboard to make sure that it snaps to this
z-axis, just like this. Because if I don't hold
it, look what happens. I can move it freely
and it's going to be so hard to make it straight. Therefore, I'm
going to hold down the Control key so that it
could snap to this line, then left-click to confer. The first step is done. Now, as I said, I'm going to place this
point, not this one. This is the handle point, this is the bottom point. I'm going to select
this one and put it right here, hit ''G, Z'' and move it up and
make sure that it's placed perfectly so our
curve is almost ready. Now what we need to do is this. We need to go ahead and
connect this Bezier curve to this trunk by using
a special modifier. First, I'm going to
select this trunk, I'm going to unhide it and then I'm going to go to the
modifiers section. From here, add this
curve modifier under this deform section. This modifier allows us to
connect our Bezier curve to our trunk and then
we can control the curvature of this
trunk with our curve. It's going to be very fun. If I click on this
curve object property, I can select my Bezier curve. Now these two objects
are connected. You see nothing happened that's because we didn't
adjust our curve. Bear with me for a few seconds. Now, I'm going to
select my Bezier curve, enter the edit mode. I'm going to go to the right
orthographic view from here. I'm going to place
the top point of this curve line right here. Let me zoom in a little bit. Make sure to select
the correct point. This is the top
point, not this one. This is the top handle. This is the top point. Select the top point and
then you can hit ''G, Z'' and move it up
just like this. Make sure that it's placed
right above your top trunk. It looks very good now. Now we can go ahead and
add some curvature to it. While our Bezier
curve is selected, enter the edit mode and use these handles to
add some curvature. I'm going to go to the
right orthographic view, select this top handle point, hit ''G'', and move it. As you can see, we can simply add
some curvature to it. I can select this point as well, hit ''G'' and move it. This one it ''G'' to add
more curvature to it. Let's select this one, hit G and try to
move it this way. I think it's too much. Maybe I can select
this top point, hit ''G'', and make it a
little bit less curved. Let's select this one. Hit ''G'' and move
it right here. It looks very good to me. As you can see, our
trunk is ready. The next step is to create some leaves for this palm tree. Let me go ahead and hide this trunk and this
Bezier curve temporarily. Then I'm going to
add a plane here. It's shifting a go to
Mesh and add a plane. Then I'm going to make
it a little bit larger. Let's enter the edit mode, hit ''S, Y'', and scale it this way, and also scale it
along the x-axis. It ''S,X'' and scale it. Great. To create a leaf, we need some details. We need to have some
loop cuts here. What I'm going to do is this. I'm going to hit ''Control R or Command R'' on my keyboard. Then, while I'm hovering
over this phase, I'm going to scroll my
mouse swill to increase the number of loop cuts
to something like this. I guess it looks good. Left-click, and then escape
to confirm their position. Then I'm going to add one
more loop cut this way, so hit ''Control
R or Command R'', and left-click and hit ''Escape'' to confirm
its position. Now what I can do is this, I'm going to go to the top view, hit ''Number 7'', then I can select these edges. Make sure that your
edge tool is selected. Select this one, hold down the Shift key and
select this one. Then I'm going to
scale them down, hit ''S and X'', and scale them down this way. All the way to here. Now let's select
these two edges. Hit ''S, X'', and a scale them to
something like this. Now I'm going to
select these two; this one and this one. Hold down the Shift
key and select them, hit ''S'' and scale
them this way. Now I can select
these to hit ''S, X'' and scale them. Now I can select these two, hit ''S,X'' and scale them. As you can see, it
looks pretty good. This is going to be
the top of our leaf, and this is going to be
the bottom of our leaf. Now what I'm going
to do is this, I'm going to select
the vertex tool, and I'm going to select
this middle vertex. Let me go to the front
orthographic view, hit ''Number 1'' on your numpad. Then try to enable your proportional editing
tool and make sure that the smooth fall
of type is selected. Hit ''G, Z'', make your follow-up smaller, and try to move this
vertex up; just like this. This way you can add
some curvature to your leaf to make
it more realistic. Yeah, I really like it. Maybe a little bit more G, Z. It looks quite nice. Now I'm going to show
you a very cool trick. Here, I'm going to try to
disconnect these two edges. The way I can do
it is like this. I select this vertex and I hit ''V'' to disconnect
it, just like this. I can go to the right
orthographic view, turn off my proportional
editing tool, hit ''G'', ''Z'' and move it down a little bit to get
something like that. What else do we need? Well, I think that's all. But now we need to
reposition our origin point because our origin point
should be placed right here, right at the bottom of our leaf. The reason is when we want to
put it on our trunk later, we need to duplicate it and rotate it along
our origin point. Let me go to the right
orthographic view, hit ''A'' to select
all these vertices, then hit ''G'' and move it
right there, and left-click. Just like this, our origin
point is placed right there. From now on, you
need to make sure that whenever you want
to move this leaf, you need to be in the object mode to move
the origin point as well. Otherwise, you may
move it accidentally and your origin point would
be placed somewhere else. That's not what we want. Before we move on, I'm going to make sure that these two edges are
connected somehow. Let me go to the top
orthographic view and select these two edges right here. Let me zoom in and
scale them down. Hit ''S'' and scale them
down, just like this. Yeah, it looks much nicer now. You may think that
our leaf is ready, but it's not because this leaf doesn't
have any thickness. This is just a simple plane. Let's go ahead and add
some thickness to it. The way we do that is
by adding a modifier. Do you know which modifier? If your answer is solidify, then you are 100 percent right. We just need to add
the solidify modifier to it to add some thickness. I guess maybe 0.02
looks very good. Now our leaf is ready. Let's go ahead and
rename it to leaf. It's time to unhide our
trunk and our Bezier curve. Let's unhide them. I'm going to place
this leaf right here. The way I do that is like this; I put my 3D cursor right here, hold down the Shift
key and right-click. Our 3D cursor is attached
to the top of our trunk. Then I select my leaf, hit Shift and S,
and I'm going to choose selection to cursor. Look what happens. Our leaf is placed perfectly. We just need to adjust
it a little bit so that it doesn't
go inside our trunk. I'm going to hit number
3 on my keyboard, hit ''G'', ''Z'' and
move it up a little bit. Then I can rotate it as well, hit ''R'' and
rotate it this way, ''G'' and move it
down, just like that. Now I can go to the
top orthographic view, number 7, and I'm going
to duplicate this leaf. I'm going to have some
linked duplication because later when we want to add
materials to these leaves, I don't want to repeat
myself again and again. Therefore, instead of
hitting "Shift" and ''D'', I am going to hit "Alt'' and ''D" to create a
linked duplication. Create it, then escape to
put it right where it is. Then I'm going to rotate it, hit ''R'' and try to
rotate it just like this. I'm going to duplicate
it once again, Alt, D, Escape to confirm, hit
''R'' and rotate it. Now as you can see, since we adjusted the
position of our origin point, we can simply rotate
it around it. Once again, Alt and D, Escape to confirm, R and rotate it. The first part is done.
Let me look at it. It looks very good. Now I'm going to
duplicate this one, Alt and D, Escape to confirm. Let's rotate it, hit ''R'' this way. But this time, I'm going
to go to this view, to the perspective
view and I'm going to rotate it up a little bit, hit R and rotate it this way. Go to the top orthographic view. Let's scale it as well. Hit S and scale it. Maybe I can move it up here. Let me go to the
perspective view. Hit ''G'' and move it up a
little bit and rotate it. I can scale it down as well. Let's go to the top
orthographic view. Duplicate it, Alt and D, Escape to confirm, R to rotate. I'm going to repeat
this process. Alt and D, Escape, R to rotate. Alt and D, Escape R to rotate. Just like that, our
palm tree is ready. I just need to
adjust the position of these leaves a little bit. Let me select them
all in the outliner, hold down the Shift key
and select them all. Go to the right
orthographic view, hit number 3 on your numpad and just
rotate them a little bit. Hit R and rotate them this way. Now it looks much better. Great. Now that our
palm tree is ready, we need to link these parts because if I select this trunk, and if I move it,
look what happens. Hit ''G'' and move it around, nothing else will move
in it, and that's wrong. We need to somehow group them. The way we group objects in Blender is by the
parents option. We need to parent them. To parent it, it's
very important to know how to select
these elements. First, you need to decide which object is the main parent, and which objects
are the children. I want to make sure
that this trunk is the parent of these leaves. Therefore, I need
to select it last. First, I'm going to select all these leaves
in the outliner. Then I'm going to hold down the Control key and
select the Bezier curve. Finally, hold down the Control
key and select the trunk. It should be highlighted with
this bright yellow color. Now to parent them, you just need to hit Control
P or Command P. Here, you can see this
parent window pops up. We have a few options,
we have object, we have object keep transform, and a few others. We need to use this one. When we use this one, it will make sure that the transformation of these
objects stay the same. Hit "Object Keep
Transform", and that's all. Now as you can see, the
trunk is the parent. If I select it here in the outliner and I hit
''G'' and move it, you can see that everything
else moves with it. All right guys, that's
all for this lesson. I hope you enjoyed it. Make sure to save your project, and I'll see you
in the next video.
24. Modeling Surfing Boards: [MUSIC] Hey, in this video we're going to
work on our surfing boards. We are going to model a
surfing board together. Without further ado,
let's get started. First of all, let me go
ahead and hide this trunk. Let me show you something. When you parent a few elements and you want to, for example, hide these elements, you can't just simply
hide the parent. If you do that, you can only hide your parent. Instead you just need
to select your parent. As you can see, we have
many children here. If I just right-click
on this trunk, I can click on
Select Hierarchy to select all these
elements as well. Then I can hit H on my
keyboard to hide them all. Just keep that in mind. Now I'm going to reset the
position of the 3D cursor. Let me hit Shift and C. To
create our surfing board, I'm going to need a plane, hit Shift and A, go to Mesh, and add a plane just like this. Now I'm going to go to the
top orthographic view. Hit number 7 on your numpad
and let me scale it. Hit S and scale it along
the y-axis, just like this. I'm going to make it
very tall like that. Also I am going to scale
it along the x-axis. Hit S, X, and scale it to get
something like this. Now what I'm going
to do is this. I'm going to go to the
Edit mode, hit Tab, and extrude it out, to give it some depth. Hit E and extrude it to
something like this. Now I'm going to use a technique called hard surface modeling. It looks like this. I'm going to go to the
object mode and I'm going to add the subdivision
surface modifier to it. If you remember, I told you that when you use this modifier, it will break your phases
into smaller phases. Therefore, you will get
more details to work with. That's exactly what
we need to do. I'm going to add this subdivision
surface modifier to it. As soon as I added to it, you will see that my plane has been modified dramatically. That's because now this
modifier is trying to move all the vertices and try to place them
next to each other. But don't worry, we
are going to fix that. First, I'm going to increase the levels viewport here
to add more details. I'm going to set it to three and also the render to three. I'm going to zoom
in as you can see, it looks much better, but still it's not smooth. Let me right-click on it
and click on Shade Smooth. We will get something like this. It looks quite good. Let me go to the top
orthographic view and now I'm going to
enter the edit mode. I'm going to hit
Tab on my keyboard. We need to adjust
this surfing board. Right now it looks very good. We could leave it as is, but we can make it look better. I'm going to make
this top part a little bit sharper
and also here. Therefore, what I'm
going to do is this, I'm going to orbit
around this object, and I'm going to select
these two edges. Hold down the Shift key
and select them both. Go to the top orthographic view, hit S, and scale them
to make it very sharp. Then I want to do the same
thing for these two edges. For the bottom part, hit S and scale them. Now we need to scale this part, but we don't have an edge here. You know what to do, you just need to add a loop cut here. I'm going to hit
Control R or Command R. I'm going to add one loop
cut right at the center. Left-click. Escape to confirm, then hit S and X to scale it. I'm going to make
it look like this. Now I think it looks
very nice, don't you? Maybe we could make it
a little bit thicker. I'm going to enter
the edit mode. From here I'm going to
select this bottom phase, these phases, these two. From the side maybe I can hit number 3 to go to the
right orthographic view. I can move these phases down. Hit G, lock it along the z-axis, hit Z and then move
it down a little bit. Now it's a little bit thicker. The last thing we need to
do is to just rotate it. Let me go to the right
orthographic view, hit R while I'm in the object
mode X and 90 then Enter. I'm going to go to the
front view number 1. The next thing I'm
going to do is this. I am going to place this
origin point right here. Enter the edit mode, hit A to select all the
vertices and phases, hit G, Z, and move this surfing board up. Just like that.
Let's place it right there and our surfing
board is ready. You may ask why I repositioned
this origin point here. That's because when
we want to put all these objects
in our final scene, I can simply rotate this
surfing board on the beach. I think it looks very good. Let me go ahead and rename
it in the outliner. I'm going to name it
surfing board. That's all. All right guys, I hope
you enjoyed this video. I'll see you in the next one.
25. Modeling - Sea: [MUSIC] In this video, I'm going to show you how
you can create the sea, actually some low poly water. Let's get into it. First of all, I'm going
to go ahead and select this surfing board
and let's hide it. In order to model our sea, we need to unhide our terrain because we need to perfectly
place it right here. I'm going to unhide it
in the outliner and then I'm going to
go to the top view. Hit number 7 on your numpad. For the sea, we just
need a cube or a plane. I prefer a plane. First, I'm going to put
my 3D cursor right here, hold down the Shift
key and right-click. Now as you can see,
this 3D cursor is snapped to the top
surface of this part. Then I'm going to hit
Shift and A and from mesh, I'm going to add a plane to it. So here is my plane. I'm going to go to the
top view once again, let's enter the edit mode, and now I'm going to scale it. Make sure that it's selected. If it's not, just hit
A on your keyboard to select all vertices
and faces, then S, Y and just scale it, but not all the way to the edges because I want to have some
empty space over there. It's going to make our design look much more interesting, like this, and then S, X and scale it this way as well. Something like this should work. Now let me go to the
front photographic view, this way, hit number 1 on your numpad and extrude it out. Hit E and extrude it this
way, something like this. I think it looks very good. Let me go to the top
photographic graphic view. Maybe I can move
it a little bit. However, not in the edit
mode because I want to move this origin point with
this surface as well. Enter the object mode, select this plane or let's
say now it's a cube, hit G, and just move it along
the y-axis a little bit so that you get an even
spacing on both sides, maybe a little bit more. Something like this looks great. Now let's go ahead and rename it in the outliner right here. I'm going to name it sea. Now I'm going to enter the
edit mode and I'm going to add more details to this
top surface because this top face is going
to be divided into smaller faces so that
we could transform all those faces and get
an interesting sea. If I select this top face and right-click
and subdivide it, what happens is this,
as you can see, each face now is rectangular
and that's not what I want. If I subdivide it once again, you can see they are still rectangular and it doesn't look good because I want to have some squares here
instead of rectangles. Therefore, I'm going to
undo this operation. What I'm going to do is this. I'm going to create
some loop cuts first, so hit Control+R or Command+R, then use your mouse
wheel to increase the number of cuts
maybe to three, yeah, it looks good. Then I'm going to add
one more loop cut this way to create
a square here. Hit Control+R or
Command+R and just create one loop cut
right in the middle, left-click to confirm, and hit Escape to
confirm its position. As you can see, now
we have some squares. Now if I go ahead and
select these top faces, hold down the Shift key
and select them all, I can subdivide them easily. I can open up this redo
panel and increase the number of cuts
to get more details. Let me increase it to maybe
six, six should work. I'm going to collapse it and now our top surface is ready. However, if I enter
the object mode, you can see that it
didn't do anything, we just added some details. But we added these details to our top face in order to
be able to modify them. The way I am going to
modify them is like this. I'm going to select some of these faces and then I'm
going to group them. I'm going to show
you how to do that, it's something new, we
didn't discuss it before. Finally, we will add a
specific modifier to those specific faces that we group to adjust the
position of these faces. Let me show you how it works. First of all, I'm not going
to select all of these faces. I'm going to deselect
a few of them. If you hold down Control on your keyboard and
then press minus, you can contract
from the selection or you can expand
it by Control+Plus. I'm going to hold down
Control or Command and then press minus. Just like this, I
can contract from the selection and I'm going to group all these selected faces. To do that while
they're selected, I'm going to head
over to this section, this object data properties. If I click on it,
right at the top, you can find this
vertex group section. If I hit this plus button, I can create a group. I can double-click
on it to rename it, let me name it surface, Enter. Then you need to make sure
to hit this "Assign" button. If you don't, these faces won't be assigned to
this particular group. It's so important, hit "Assign," and now if
I click somewhere else to deselect them and
I hit the "Select" button, you can see that these
faces will be selected. The first step is done, we created our vertex group. Now, it's time to add our
modifier to this object. I'm going to hit
Tab on my keyboard to go to the object
mode and let me go to the modifier and this
time we are going to use a new modifier, displace. We haven't talked
about it before, but I'm going to show
you how it works. Well, this modifier
allows you to get the information of a texture and project
it to your object. In this case, we are going to
project the information of a texture to our vertex
group that we just created. First of all, from here, we can choose our vertex
group that we just created, surface, then I am going
to add a texture here. Right now we don't have any texture therefore
we need to click on this "New" button and you will see
something like this, don't worry, we are
going to fix that. Now we need to head over
to the texture settings here or you can just
click on this button, you will be taken to this panel, it doesn't matter. I'm
going to click on it. Here we have a few options. First, we can rename
this texture, we can rename it to surface
as well or whatever you want. Just make sure to keep
your names organized. The type as you can see by default is set to
image or movie. Here, basically,
what you can do is upload a texture or a movie and then you can project
the information of that texture to
your vertex group. But right now, we
are going to use a predefined type of texture. If I open up this
drop-down menu, you can find many
predefined textures. For the surface of our water, I'm going to use clouds and you will find
something like this. The top surface of
our water is going to be distorted by this texture. So far so good. Now here under these
clouds section, we can adjust these properties
such as size and depth. But for now, I'm not going
to change the depth, I'm just going to
change the size to something like maybe 0.8. Yeah, something like this. It's a little bit too much, but don't worry because
we can always adjust the strength of our modifier
in the modifier section. I'm going to head
over to the modifier. From here, as you can see, the strength is set to one. I'm going to
decrease it a little bit until I get something very good, maybe something less. I guess it looks good. Keep in mind that you
can always adjust these values since this
is a procedural effect, unless you apply to your water, you can always tweak these
settings whenever you want. Now I think it
looks pretty good. Later when we add a
material to our water, you will see how
beautiful it will become. The last step here is to
triangulate these faces. What I'm going to do is this, I'm going to enter
the edit mode. First, I'm going to select
all these top faces. I'm going to hit Control+Plus to expand my selection or
Command+Plus if you're using Mac, then I'm going to right-click here and click on
Triangulate Faces. Alternatively, you
can use the hotkey, which is Command+T or Control+T. Now if I enter the object mode, you will see that it
looks much better. Guys, that's all for this video. I hope you enjoyed it and
I'll see you in the next one.
26. Scene Composition: [MUSIC] In this video, we're going to start working
on our scene composition. We need to compose our scene by putting all the models
we created together. Let's get started. First of all, I'm going
to go ahead and select this C and let me
hide it for now. We already created a
few models like rock 1, rock 2, surfing board,
and also trunk. I'm going to start
by unhiding my rock here using this eye
icon and it's too big, it's placed right there. I'm going to select it, hit "G", then "Z", move it up, and then I'm going to
scale it down, hit "S", and scale it down dramatically to get
something like this. It's cool. Now I'm going
to place this rock here and I'm going to
duplicate it a few times. However, I'm going to show you another feature of blender, which is the snap tool. If you take a look
at this top bar, you can find this snap option. If you enable it
on the right side, you will find this drop menu
and I'm going to open it up. Here it says snap tool. We could set it to
snap to vertex, edge, face, volume, edge center, edge perpendicular, but for now we're not going
to talk about these options. We just need to use face. The reason is, I
want this rock to be snapped to the faces
of our terrain. However, we need to enable
these two options as well. Align rotation to target and also project
individual elements. Great. Now if I hit "G", look what happens and I
try to move it around. As you can see, it snaps to
our faces just like this. It would be much easier for us to place it however we want. I'm going to place
one right here. Maybe I can rotate it. Hit "R", and rotate
it a little bit. If you hit "R" twice, then you can rotate it
freely, just like this. So hit "R" and "R". I'm going to rotate
it this way, cool. Then I'm going to duplicate it, but I'm going to need
a link duplication. I'm going to hit "Alt"
and "D" just like this. I'm going to place
one over there. Let me rotate it R, R just like that. Maybe a little bit more, something like this
would be fine. Maybe I can move it
a little bit down, but I need to make sure that
my snap tool is turned off. I am going to turn it off, then hit "G", "Z" and move it down. Let me duplicate it once again, "Alt" and "D" and maybe
I can place it here, hit "G", "Z", move it up. Let me go to the top
orthographic view, hit "G" and bring it right here. Now I can simply
move it down G, Z, and let's rotate it each are twice to get something
like maybe this, I can scale it
down a little bit. I'm going to hit "R" twice. It really depends
on your preference, how you want to
create your layout, but for this scene, I think we need
more rocks that's why I created two
types of rock here. We're going to use
the second type of rock that we created. Let me unhide it. It's right there. Now I'm going to hit "G", move it be here, hit
"S", scale it down. Turn on the snap tool again, hit "G" and let's
put it right here. I can rotate it, hit "R" twice to
place it this way, hit "Alt" and "D" to duplicate and maybe I can place
one here as well. I can scale it down. Let's place it here. I need more rocks over
here and over here. "Alt" and "D", then
scale it down. I can rotate it. I just need some
random positions for my rocks to fill this beach, let's say, and also "Alt"
and "D" for this one, let's place it right here, scale it up a little bit. I think here it looks good. Maybe this one, I'm going
to select it "Alt" and "D", bringing it here, scale it
down again, "Alt" and "D". Maybe I can put one here. I can rotate it this way also, this one, let me duplicate it. Place it here, scale it down. I'm going to move it a little
bit. It looks very good. Maybe I can move
this one as well. I think it looks pretty good. I need one large right
over there as well and I'm going to use this second type of rock hits "Alt" and "D", and bring it here and scale
it up just like this. Then I'm going to go to the
front orthographic view, hit "1" on your numpad
and move it down, move it inside the ground, disable the snap tool, hit "G" "Z" and bring
it down just like this. Maybe I can move it to the
left side a little bit. Hit "G", "X" and move
it to the left side. Just like this, our rocks
are ready, I think. We don't need more rocks here, but what I'm going
to do now is this, I'm going to
duplicate these rocks and place a few of
them right here, right under the water, because when we
render our scene, we are going to be able to see these rocks under the water, which is going to be so nice. Let's select this
one for instance, hit "Alt" and "D", enable the snap tool, hit "G" and bring it here. I can place one right there. I'm going to scale
it up and then let me rotate it freely. So hit "R" twice, I'm going to place it this way. Then I'm going to duplicate
it once again, "Alt" and "D". Let's place one here as well. Scale it down, hit
"G" move it down. I'm going to rotate it, hit "R" twice hit
"G", bring it here. I'm going to scale it down. Once again G,
something like this. Now I'm going to select
this small rock, "Alt" and "D" bringing it down. I'm going to place
it right over there. Once again, "Alt" and "D."
Let's place it right here. We're going to scale
it down and rotate it, hit "R" twice. Finally, right here I'm going to place a few rocks as well. Let me select this one. Hit "Alt" and "D", place it here, scale
it up, rotate it. You can hit "R" twice
to rotate it freely. I think now it looks good. Then let's select
this small rock. Hit "Alt" and "D"
put it right here, again, "Alt" and "D", put one right there, scale it up and move
it a little bit. It looks quite good. Maybe a few small
rocks here as well. Let's fill this area. "Alt" and "D", scale it up
and rotate it just like this. That's all for the rocks. I think we have enough of them. We don't need more rocks. If you feel that we need
more or we need less, you can go ahead and involve your own creativity
here and try to compose a scene based on your own preferences and
based on your own ideas. For now I think it
looks pretty good. The next step is to unhide
the C. And as you can see, a few of these
rocks are visible. Later you will see those small rocks
will be also visible, and it's going to be quite nice. Now we can place
our palm tree here. We can unhide our trunk. But as you can see, when I unhide it only the trunk is visible because
we already parented all the children and
we need to unhide them one-by-one Let me unhide
them just like this. Then I'm going to
select this trunk, the parent disable
the snap tool, hit "S", scale it down. I'm going to scale it
down a little bit more, and now I'm going to
enable the snap tool and make sure that this
face option is selected. Look what happens if I hit "G"
and move this tree around. Just like this, we can place this tree perfectly
on our faces, and that's exactly what we want. I'm going to place
one right here, then I'm going to duplicate it. But when you want to duplicate something with its children, you need to first select
all of its children. Just select this trunk, right-click on it, and click
on "Select Hierarchy". Then "Alt" and "D" to create a link duplication and
bring it right here, as you can see, a new trunk
layer has been created. We can simply call it tree. Let me go ahead and call it a
tree and this one tree two. Let me reposition it. I'm going to go to the top view and I'm going to rotate it. I'm going to hit "R", then "Z", and rotate it along the
Z-axis just like this. Let me see how it looks. Yeah, it looks pretty good. Maybe I can hit "R" and
rotate it this way. Maybe I can make it smaller, just scale it down
a little bit and also I'm going to
reposition it here. It doesn't look very good. Hit "G" and place it maybe here. It looks much better. Now I'm going to
duplicate it once again. Make sure to select
all of its children, hit "Alt" and "D" to duplicate it and let's place
one here as well. I'm going to go to the
top orthographic view, hit number 7 on the numpad, select the parent, hit "R", "Z" and rotate it. Maybe a little bit
more this way. Yeah, very good. I think that's enough
for our trees. We don't need more trees. Maybe I can scale
this one down a little bit to have
some variations. Now, it's time to bring
up our surfing board. I'm going to select
it unhide it. As you can see it's too big. So first let me disable
this snap tool, select the surfing board, scale it down, and
I'm going to place it here right inside the sand. Hit "G", "Z", bring it up, but it should
be inside the sand. Then I'm going to go to the
top orthographically view hit "R" and rotate it this way. Maybe not straight, something
like this but it's too big. When you create a 3D model, you need to think of
proportions as well. Right now this surfing board has the same size
as this palm tree. It doesn't make any sense. Therefore, I need
to scale it down dramatically to something
like this maybe. I'm going to bring it up
a little bit heat "G", "Z" and move it up. Now I'm going to duplicate it, but not a link duplication. Hit "Shift" and "D", bring it to the left side. Let me go to the top orthographic
view and zoom in and I'm going to place it right behind it, something like this. Then let me go to the
perspective view here and let me rotate it a little
bit just like that. I think it looks pretty good. Maybe I can bring it down, hit "G" and "Z" to get
something like this. I really like this composition. But what I'm going
to do is this. I'm going to select these two. I'm going to go to the
top orthographic view, hit "G" and move them here. Here it looks very
good and that's all. I think our scene
looks pretty good. It's interesting and in
the upcoming videos, we will add materials
to all these objects. See you in the next
video. [MUSIC]
27. Applying Materials to Your Objects: [MUSIC] In this video, we're going to start applying
materials to our objects. Let's get started. I'm going to start
with the terrain. I'm going to select
my terrain here. To add a material
to it, as you know, we need to head over to
the material section here, to the material property tab. From here, I'm going
to click on this plus button and then
click on this new. Here, we can name our material, let's call it Sand
just like this, and then we can change
the base color. But right now, if I change
it, nothing changes. That's because we are
in the solid mode. I already explained
the reason of that, so we need to head over to the LookDev mode or
the material mode. You can click on this
icon or you can hold down Z on your keyboard and just
go to material preview. However, it's very
hard for us to recognize our objects and distinguish between our objects. Therefore, we can modify
the light of our scene so we could distinguish
between our objects easily. If you head over to this icon, if you just click on
this little icon, this window pops
up, and from here, you can rotate your light
source, just like this. Now, as you can see,
it's much easier to see all our objects just like this. Now, we can modify
our base color here. For the sand or for the terrain, I am going to use a very
light yellow color, very light, something like this. If you want to get the
exact same result as I get, you can simply use this hex color code to get
the exact same color here. It's E7DFBA. But you can go ahead
and use your own color. I'm going to modify it
maybe to something else. The hex color code is E7D8B6, and it looks very good. We don't need to do anything
else for the terrain. Now let's work on our rocks. What I'm going to do is this. I'm going to click on
this rock, this one, and I'm going to create a
new material just like this. Let's call it Rock, and I'm going to
change the base color. Using this eyedropper icon, I'm going to choose
the color of our sand. Then I can simply adjust the brightness of this
color to something darker, and also I can adjust its color. Yeah, something like this, I think it looks very good. As you can see, these
rocks are connected together because we made
some link duplications. These rocks are also
connected together, so I'm going to select this one. But this time, instead of
creating a new material, I am going to reuse the
materials that we just created. If I click on this little icon, I can browse all my materials and I'm going to choose Rock. Just like that, all our
rocks have materials now. If you decide, for any reason, to adjust the color of your material or any
other properties, all your rocks will be affected
since they are linked, so keep that in mind. Now, let's move on to our trees. I'm going to select
the trunk first. For this trunk, let me
give you the material. I'm going to choose the color of our rock using this
eyedropper, maybe this one. I am going to give it
something like brown. Something like this,
but very dark brown. I think it looks very good. For the leaves, I'm going
to give it a dark green. Let's select one of them, add a material, and I'm going to call it Leaf. By the way, I forgot to
rename this material. I can simply select
it for a second and change its name to Trunk, and change the material
to this Leaf once again. For the leaves, I'm going to change the base color to green, something like this,
and make it darker. I'm going to adjust the
brightness, something like that. It looks very good to me. Yeah, it looks pretty good. What about these surfing boards? Well, for these boards, I'm going to select one of them. Let's create a material, new, and let's call it
Surfing Board 1. For the base color, let's see what we can use. I'm going to choose
orange maybe, or red, it would
be very beautiful. Yes, something like this. For the next one,
let's select it. I'm going to show you a
very useful technique. Sometimes you might
need to duplicate your previous material
and adjust it like this. You select this surfing
board material, then you click on this
little icon to duplicate it, and this is a new material. I can rename it to Surfing
board 2, hit "Enter", and I can change the base
color to something else, maybe yellow or I could use
purple as well if I want. But I prefer yellow. Yeah, this one looks very nice. Something like this. Now, if you browse
your materials, you can see that there are
two separate materials here. Great. So far so good. Now let's move on to our water because it's
going to be so interesting. For our water, first, just select the C layer
here in the outliner, the C object, and add a
material and call it Water. First, let's change its
base color to light blue. I'm going to use this blue, something like this, and then I'm going to decrease the roughness because the
water should be reflective. But not too much. I'm going to decrease
it to maybe 0.3, something like this, but not all the way down to zero because it's going to
be too reflective then. 0.3 would be fine. But there is one more
thing to adjust here, and that is this IOR property. If you don't know what IOR is, let me explain it
to you quickly. IOR stands for index of
refraction in physics. Basically, IOR defines how much the ray
changes direction once it passes through
this particular object. In this case, it's water. The light ray goes through this object and then
it changes direction. The IOR of water is 1.333. If you just Google it, you can find it easily. You can't see anything
happening here. However, when we
render our scene and when we add lights to our scene, you will clearly see the
difference. All right guys. That's all for this video. We successfully applied all the necessary
materials to our objects, now we can move on
to the next lesson. I hope you enjoyed it and I'll
see you in the next video.
28. Add Realistic Lighting to Your Scene: Hey, welcome back.
In this video, I'm going to show
you how you can add realistic lighting to your scene to make it look beautiful. Because if you can't get
the lighting done properly, no matter how beautiful
your models are, your final render wouldn't
look good, believe me. In this video we are going to
go through a lot of things, a lot of interesting things. What do we need here? Well, for this scene, I'm going to make the
whole environment dark because I want it to look
like that it's midnight. We can have the moonlight as well and everything
is dark and then we can make our scene beautiful by just adding a few
types of lights. Let's see what we can do. First, I'm going to add a light here to my scene
so hit "Shift" and A, go to light and I'm going
to add an area light. It's placed right here
so we need to move it. But first, I'm going to change the pivot point
here to 3D cursor. Because later I'm
going to rotate it around the 3D cursor. Then I'm going to hit G, Z and move it up just like this. Now, I'm going to hit R, X to rotate it along the x-axis and then
write 45 and then minus, and as you can see,
it's placed right here. Then I'm going to hit R again, this times Z and 45 so
our light is placed here. Then in our final render, we will place our camera this
way, something like this. It would look beautiful. All right, what else do we need? As I said, it's going
to be a night scene. I'm going to change this
color to maybe blue, something like this, but I can't see anything
happening here. That's because I'm in
the material preview. If I want to see
what's going on here, I can either go to
the rendered mode or I can click on
this little arrow and enable scene world
and scene lights , still nothing changes. That's because the
power of my light is set to 10 watt. It's nothing. Now I can increase
this power to maybe 2,000 watts and then you can
see what's going on here. We will see all these shadows, but these shadows are not soft. The reason is the size of this light source is
set to one meter. It's not what we want. To get soft shadows, we need to have a
large light source. Therefore, I'm going to
increase the size to maybe five meters and
now as you can see, our shadows are
much, much softer. So far so good. You can clearly see the
reflections on the water. Then what I'm going
to do is this. Well, we can clearly
see that it's night, but we still need
to do something because I really don't
like this lighting. I'm going to show you
a very cool technique. You can go to this
world property panel if you just click on
this pinkish icon and from here you can
adjust the color of your whole scene and
whole environment. So I'm going to open up
this color picker and I'm going to use blue for
that and look what happens. Now it looks like
that it's midnight. Maybe I can increase
the brightness a little bit,
something like that. Yeah, it looks very good, the strength looks
fine. Let me see. It looks pretty good. Now what I'm going
to do is this. I'm going to go to the render
property panel and from here we have one section
called color management. If we open it up, we will get access
to these properties. These are so helpful
and it's going to make your scene look much better
when you tweak them. First, I'm going to
change this exposure, by default it's set to zero. I'm going to increase it to make my whole scene a
little bit brighter. Let's set it to one. It looks much nicer now. Maybe it's too much, maybe I can set it
to 0.5 instead. Yeah, I like it better. Also we have this look
option by default, it's set to none. We have medium contrast, low
contrast, high-contrast. I prefer this medium, high contrast, and as soon as I click on it,
look what happens. Now we have darker shadows and actually we have a
higher contrast ratio, but our scene is too dark still. What I can do is this, I can select my light source, I'm going to go to this light property and I'm
going to increase the power to maybe 2,500. Okay, now it looks
much better and also I can move this light
away a little bit. To do that, we need
to move it using its local transform orientation. Right now it's set to global. If I set it to local and
then hit G and then Z, I can enable this local
transform orientation and I can move it
away just like this. I'm going to go back to global. By the way, the
shortcut for switching between global and
local is this. If you want to locate
along the Z-axis, you can hit Z twice
and then you will switch to the local
transformation orientation. It works just like this, G then Z and Z. If you press Z once, you can transform it
using this global axes. If you hit it twice, you can transform it using the local transform orientation. Now it looks much
better in my opinion, what else do we need? Well, here in the beach, I'm going to place some
point lights so let me hit Shift and A and
add a point light. It's placed right here, hit G, Z and bring it up and let's
see where we can place it. I'm going to go to the top or
to graphic for you and then let me change this pivot
point to median point, hit G and place one right
here behind this rock. Let me see if it looks good. Okay, I'm going to go to the front orthographic
view and bring it down, hit G, Z and move it down
somewhere around here. Yeah, go to the top
orthographic view and let's change its color. I'm going to give it an
orange color because we use blue for our world color, orange would create a great
harmonious combination here, something like this. Then let's turn this
power up to maybe 25 or maybe 30 and I
think it looks very good. Maybe I can bring it
down a little bit. Hit G, Z and we'll be down and now it's time to
duplicate this light. I'm going to hit Alt and D
and place one right here, or maybe right here
behind this rock. I can place one
right here as well, so Alt and D place it
may be here or here. It looks very good. Yeah, I really like it. I can bring it up, hit G, Z and bring it up. I need a few more so Alt and D, I can place one behind
our surfing boards. Let's see how it looks. I really like this and
I guess that's all we don't need more
point lights here, maybe one behind
this tree as well. Let me add one more. Alt and D, bring it here, make sure that it's placed
right behind this tree so hit G and move it just like this and I think it
looks very good. We don't need anything else, but what about our water? Well, I think we can put a few point lights below
the water as well. It's going to make it
look so interesting. Let's create another point, like hit Shift and A
it's placed right here, it G, Z, bring it up. Then I'm going to go to
the top orthographic view, hit G and move it here. Then let's change
its color to maybe light-blue and bring
the power up to 25. Go to the side or front view, hit G and move it down, down the water, Z and bring it down
just like this. It's right under the water. Maybe I can move it down a
little bit more, G and Z. Now it looks very good. Then I can duplicate it a
few times so maybe I can place this one right near
the rocks that we created. I'm going to hit Alt and D, bring this one maybe here, Alt and D, and bring this
one near these rocks. We can't see the real
result right now. That's because we are not using a photo realistic render engine. In the upcoming videos, we will set up our scene
for the final render, we will add the
camera to our scene. We will adjust the
camera view and finally, I will show you how you can
get a realistic render. So see you in the next one.
29. Prepare Your Scene For Rendering: In this video, we're going to prepare our scene for rendering. I'm going to go ahead
and quickly add a plane here as our floor, because later when
we render our scene, we need to have a floor
right behind this terrain. First of all, I'm going to
make sure that my 3D cursor is placed right at the center
of my world origin. If you are not sure whether
it's centered or not, you can simply hit "Shift" and C to reset the position
of your 3D cursor, and then hit "Shift" and
A and add a plane to it. It's placed right
below your terrain. I'm going to scale
it up dramatically. Hit "S" and scale it
up just like this. Nice. Then I'm going
to give it a material. Go to the material property
tab and from here, click on this plus button, hit the new button and
let's call it floor. Then for the floor, I'm going to use another color, something like this,
maybe something darker, so I can decrease
the brightness. Something like this. Then before we could
render our scene, we need to add a
camera to our scene, because as I said, when you want to hit
this render button here, Render Image button, you
need to have a camera. To add a camera, you can
simply hit "Shift and A", and from here you can go
to camera and click on it. Now a camera has been added to our scene and it's
placed right here. Make sure that it's selected in the outliner and move it up. Hit "G", "Z", and move it up just like this, and then we can
adjust its position. I'm going to place it
right around here. It's going to be so hard for us to just move it around this way. Therefore, I'm going to
show you a very good trick so that you could adjust
its position easily. First of all, to see our scene
through our camera lens, you need to click on
this little camera icon or number zero on your numpad. [NOISE] I'm going
to click on it, and this is what we will
see in our final render. However, this is
not what we need. We need to see the whole scene. Therefore, we need to adjust
the position of our camera. To do that, I'm
going to click on this little icon right
next to this gizmo. Alternatively, you can hit "N" on your keyboard
to open it up, and you can go to View. In here you can find this
option, Camera to View. By default, it's not checked, but if you check it, if you hover over it, you will see the definition. It says, "Enable view navigation within
the camera view." Once we enable it, we can simply move around our scene and our camera
follows our movement. It's going to be so easy for us to place our camera perfectly. Keep that in mind. It's very useful and
it's very handy. Let me hit "N" to
close this window. The next thing we
need to do here is to adjust our lens type. By default, it's
set to perspective. I'm going to set it
to orthographic, because when it's
set to perspective, we will get a realistic
distortion of our scene, but that's not what we want. I'm going to set it to
orthographic to get this view. When we set the type
to orthographic, we don't have that distortion we get in the perspective mode. Then we need to change
this orthographic scale. But before I do that, I'm going to adjust the
dimensions of this lens. Right now it's set
to 1920 by 1080. However, if you want to render this scene for Instagram, or for Dribble, or Behance, you can simply adjust
this dimension by going to this panel right
under the render panel, and from here, under
the Format section, you can change the resolution. I'm going to set the X to
1600 and the Y to 1200, and then I am going to go back to the camera property panel, and let's change this
orthographic scale to something like this. I'm going to zoom in a
little bit. Very good. Maybe I can hold down the Shift key and move
the whole scene up, and also I can orbit around
it to find a good spot. I really like this view. Cool. Now I'm going to
select my plane and let me change its base color a little bit to make
it somehow darker, and also I'm going to change
its color to maybe white. Something like this would work. Now our scene is
ready to be rendered. In the next video, I will
show you how to set up your render settings and
render your project. See you in the next one.
30. Render Your Scene: [MUSIC] Hey, welcome to the
last video of this section. In this video, you're going
to learn how to set up your render settings and actually how to
render your scene. Without further ado,
let's get into it. First of all, when you want
to render your project, you need to make sure that
your camera is enabled. If you see something like this, it means that you are not seeing your scene through
your camera lens. Hit zero on your numpad to see your scene through
your camera lens, and then head over
to the render mode, just like this and now
I'm going to go to the render properties panel and as you can see by default, the render engine
is set to Eevee. I know that it doesn't look
so realistic and it's fine, but we can make it look a
little bit better by enabling this ambient occlusion
option and also this bloom and also this screen space reflections
to see all the reflections. We already modified this
color management section, these properties, you can go ahead and adjust
these values if you want, but what I want to
do here is this, right now I think this tree
doesn't get enough light. Therefore, I am going to select the parents of this tree, which is the trunk here and then I'm going to rotate
it a little bit, hit "R" and then "Z", and then rotate it a
little bit so that it could get a little bit
brighter, this way. Alternatively, I could add another light source
from this direction, but that's not what
I want because my light source now
acts as the moon. Cool. I think our
scene looks very good. Now, I'm going to change my render engine from
Eevee to Cycles, and I'm going to change
the max samples here, the number to 32, because 1024 is a lot for the viewport and
you can see that our result looks much better, but when you render
your project, you may find it noisy. To eliminate all those
noise you can head over to this render
section and from here, you can enable this denoise and under this denoise option, you can set the denoiser
to open image denoise. You may see some other options depending on your OS here, but open image denoise
works perfectly. This is an AID
noisier running on the CPU and it just eliminates all the
noises in our scene. Great. Now, let me change the maximum samples
of render as well, 4,096 is too much because it's going to
be so time consuming. I am going to set it to 512, it's going to be
enough for this case. When you increase
this sample number, the quality of your final
render will be much higher. However, the trade-off
is the render time. There is one more
thing we need to do before we hit the Render button. When we are applying
materials to our objects, I forgot to modify one of the most important
properties for this particular object, our sea. So let me quickly modify that because it's
very important. Otherwise we are not
going to be able to see through the water because it's not going to
be transparent. I am going to select
our water, the sea, head over to the
materials panel and right under this IOR
that we set before, we have this property
called transmission. Whenever you want to make
something transparent so that you could see through it you
need to increase this value. By default, it's
always set to zero. If I set it to one to make the water
completely transparent, now you can see
the appearance of our water changed a little bit, but if I hit the
Render button here, now you can see that our
water is transparent. I'm going to wait until
the render is done. Our render is done and
as you can see now, we can see it through our water. Whenever you want to make
something transparent, you can always increase the transmission property
in the material panel. Here is our final render, but it's not saved yet. You need to keep in mind that whenever your render is done, you need to save it manually. To do that, you need
to head over to the Image menu right at the top, just click on it and
from here you can hit Save or Save As
it doesn't matter, specify a location on your
computer and then hit Save. I'm going to specify
a name here. Let's call it low poly beach
and then save as image. That's all. All right guys, I hope you all enjoyed this section and I'll see
you in the next section.
31. Introduction to the Project: Hi, welcome to the second
project of this course. In this section,
we're going to design a 3D model room with many different objects
such as couch, desk, computer, and so on. By the end of this section, you will be able to
model all these objects, apply materials and
textures to them, and finally render two different
versions of the scene, the day and night versions. See see you in the next video.
32. Modeling - Room & Windows: [MUSIC] Hey, welcome back. In this video, we're
going to start working on our second project. First of all, create
a new project in Blender and save it
on your computer. Once you're done, go ahead
and remove these objects, we don't need them so
select them all and hit "Delete" on your keyboard
until you get an empty scene. That's our starting
point as always. Let's see what we need. For the room, we need
the floor and the walls. There are different ways we can create the floor and the walls, one of them is that you can
use three different cubes and put them together
but there is a much better way to do that. Let me show you how
it should be done. To create the room, first, I'm going
to create a floor. We need a plane
instead of a cube. I'm going to hit Shift and A, and under the mesh, I'm going to choose plane. Then I'm going to
scale it up but not in the object mode
in the edit mode. Hit "Tab" to scale it, hit "S" and hit number 4
on your Numpad so that we could get an 8 by 8
plane, enter to confirm. Then, this side and this side
we need to have our walls. The way we create walls is this. We select these two edges
and we extrude them up. Let me show you how it's done. I'm going to select
the edge tool, I'm going to select this edge, hold down the Shift key
and select this one. As you can see, these
are highlighted. It means that they are selected. Then I'm going to hit "E"
then "Z" to lock it along the z-axis and then let's try five to make it five meters. Just like this. As you can see, the floor and the
walls are created. However, we don't have any
depth here and that's wrong, because we need to have
some thickness for our floor and for our walls. How can we create that? Well, what we can do is this. We can select all these phases and then we can extrude them. But if I hit E,
look what happens. I will get something like this, and that's not what we want. We need to use another
extrusion tool, which is called
extrude along normals. But we didn't talk
about normals. That's fine because
I am going to explain that to you in a second. But first, let me show you
where you can find this tool. If you just click and hold
on this extrude option, you can see we have
extrude along normals. Let's talk about
normals quickly. Well, what's a normal? A normal is basically a vector
line or let's say a line. Just imagine that there is a line perpendicular
to something. It could be your faces, your edges, and your vertices. Normals by default are hidden, but I can unhide them to
make it more understandable. While you are in the edit mode, you can head over
to this option, just click on this
overlays option and here you will find many
different checkboxes. Right at the bottom, we have this normals section and we have these three options. If I click on this one, you will see that a
few lines appear here. I'm not sure if you can
see them perfectly. There is one small blue line here perpendicular
to each phase. As you can see, I can adjust their size so that
you could see them easily. These lines are called normals. As you can see, they are
perpendicular to these phases. I can also enable this option. These are the normals
of our vertices. You need to keep in
mind that our faces and our vertices have normals. When we use this extrude
along normals option, it means that we extrude
all our faces or all our vertices
along these lines, along these normals, that we can't see normally. Just keep that in mind. To use this new
extrusion option, you need to hit "Alt and
E" on your keyboard, and this window pops up. Here you can choose extrude
faces along normals, just like this, and then
just move your mouse. Now we are extruding our faces
along normals perfectly. But we have one problem. The problem is that we don't get an even thickness on all sides. If you take a look
at the top bar, you can see that the
even thickness option is turned off by default. To enable that, I can hit "S" on my keyboard and I can
simply enable it. I'm going to set a specific
value for this thickness. Let's write 0.3 and
then make it negative. Just hit "Minus" to
change its direction, and then hit "Enter" to confirm. As you can see,
our room is ready. Let me go ahead and hide these normals. We
don't need them. We will use this extrude along normals option a lot
throughout our course, so you need to thoroughly
understand how it works. Now that our room is ready, let me enter the object mode. I'm going to rename it here
in the outliner to room. Now it's time to
create our windows. I'm going to create two
windows here on this wall. I'm going to show you
a new technique here. First, let me enter the
edit mode and I'm going to select this face, this one. Then I'm going to duplicate it. Hit "Shift and D" to
duplicate it just like this, then press "Escape" to
disable its movement. Right now this
duplicated layer is placed on top of
our previous face. While it's selected, you
need to hit P to open up this separate window
and click on "Selection." What we did is like this. We duplicated a face, then we separated
that duplicated face from our room object. If you take a look
at the outliner now we have two objects, the duplicated one that
we just separated from this previous object
is called room.001. Blender automatically
changes its name. You can go ahead and
rename it and we will do that but this is a
very useful technique. Sometimes we don't
need to create a new object using
this mesh option. We can simply select
an edge, a vertex, or a face, duplicate it, then separate it because we
want to keep it where it is. Alternatively, you
can go ahead and create a new plane rotate it, try to align it with your wall, but it's going to be so hard. Make sure to use this technique when you want to
keep the position of something the same and you
want to have a new object. Let's enter the object
mode and I'm going to rename it to windows. As I said, we're going to
have two windows here. Therefore, we need to make this duplicated
object a lot smaller. I'm going to go to
the front view, so hit one on your Numpad, and then go to the wireframe mode so that you could see
everything clearly. I'm going to hold
down the Z key on my keyboard to open
up this pie menu, and I'm going to
choose wireframe. Alternatively, you can just
click on this little icon right at the top right corner to switch to the wireframe mode. Now that our windows
object is selected, I'm going to enter
the edit mode, hit "Tab" hit "A" to
select this face, hit "S" and scale it down. Something like this would
be fine in my opinion. Then hit "S, X" and scale it down
along the x-axis. It looks very nice. It's going to be
one of our windows. Then hit "G, X" and move it along the x-axis. I'm going to place
it right here. We can adjust its
position later. Let me show you what happened. I'm going to go to
the object mode. If I orbit around my room, you can see that this face is
placed on top of our wall. Now we need one
more window and we can use the array
modifier as you know, I can add this array modifier to this object and
adjust this X factor. Let me adjust it this way. I'm going to set it to 1.5. It looks very good. Maybe I can hit "G, X" and move it to the
left side a little bit. It looks much better. I want them to be
inside our wall and I will explain it later
why I need that. But for now, I'm going to go to the right
orthographic view. Hit "Number 3" on your Numpad. Let me zoom in, then hit "G, Y" to move them along the y-axis and move them here and place
them right at the center. They are inside our wall. This is the first step. Now, what I'm going
to do is this, I'm going to duplicate
this object, hit "Shift and D"
to duplicate it, then hit "Escape" to
cancel its movement. Here I'm going to rename
it in the outliner to windows shapes just like this. Now I'm going to extrude it. Let me go to the right
orthographic view, enter the edit mode, hit "E" and extrude it this way. Something like this
would be fine. Then hit "A" to select
all faces, hit "G, Y" and move it to the left side until it
goes through the wall. Something like
that. Let me recap. We created our windows here and replace it
right inside our wall, then we duplicated that object. We extrude it out this way, then we moved these
windows shapes to the left side until we see
that it goes through the wall. It looks very good. Since we use the modifier, you can see that both
our windows are ready. Now I'm going to get back to
the object mode and also I'm going to go to the solid
mode just like this. As you can see now we have two large boxes here that
went through our wall. Now we can simply use
another modifier, the Boolean modifier, to subtract these boxes
from our walls. The way we do that is like this. We select our room, we add the Boolean
modifier to our room, then using this object, we select this eyedropper and we hover over our windows
shapes that we just created, left-click to select
them and make sure that this difference
option is selected. So far, so good, but we are not done yet. Now I'm going to select
these windows shapes. I'm going to head over to
the object properties panel. From here, let me go to viewport display and
if I scroll down, I'm going to change this
display as option to wire. Now as you can see,
we just subtracted our boxes from our wall, and that's exactly what we need. If I just hide my windows,
look what happens. You see, there is
nothing here that's because we use the
Boolean modifier. I'm going to unhide
these windows. Now what we need is a
frame for our windows. To create a frame, we can simply select our
windows, this object, duplicate it, hit "Shift and D" "Escape" to
cancel its movement. Let's call it windows
frame or let's say frames. Then I'm going to go to the
front orthographic view so hit "Number 1"
on your Numpad. Let's zoom in, go to the wireframe mode and
enter the edit mode. Now I'm going to
hit "A" to select this face and then I'm
going to insert it. Hit "I" to insert it this way. You can write the value 0.1, hit "Enter" and
then I'm going to create a few loop cuts here. I'm going to hit
"Control R" or "Command R." Let's create one loop cut vertically here and one loop cut horizontally this
way, just like this. Then I'm going to bevel these two edges that
we just created. I'm going to select this edge, hold down the Shift key, and select these two edges, then hit "Command D" or
"Control B" to bevel them. Just like this, not too
much, a little bit. Something like this
would work perfectly. Then I'm going to select these four faces
and remove them. You can hit "Delete" on
your keyboard and choose delete faces so that we
get only this frame. Now hit "A" on your keyboard
to select your frame. Now I'm going to go to the
right orthographic view. Hit "Number 3" on your Numpad, then hit "E" and extrude it out. Something like this. Our windows are ready, if I just enter the solid
mode and the object mode, you can see that we have
our frames and also we have the windows object
here right in the middle. Later when we want to apply materials to all these objects, we can simply decide which objects should
have which material. I guess that's all. I think they look pretty good. All right, guys. That's
all for this video. I know we went through
a lot of things, but if you do everything
step-by-step as I explained, you should be able
to get this result. See you in the next one.
33. Modeling - Couch: [MUSIC] In this video, we're going to create
a couch together. Let's get into it. First of all, let's
decide on the position. Well, I think if
we put the couch right here next to the windows, it would look great. First I'm going to place
the 3D cursor right there. Let me go to the top
Orthographic view by hitting "Number
7" on my keyboard and then hold down
the "Shift" key and right-click
somewhere around here, just like this, and now our 3D cursor
is placed right here. Then I'm going to add a plane, so hit "Shift and A", go to Mesh, add a plane. Again, let's go to the
top Orthographic view and I'm going to scale
this plane a little bit. Let's hit "S", then scale it along the x-axis, so hit "X" to lock it
along the x-axis and scale it just like this
to make it larger, and then I'm going to scale
it along the y-axis as well. Again "S", "Y", and try to scale it down, something like this looks great. Our plane is ready. However, you need to keep in
mind that you should always apply your scale when you scale something in
the object mode. I already explained the reason. So if you scroll up here, you can see that our scale
is not set to 1, 1, 1. Later if you want to add
some modifiers to it, or maybe we could
bevel something, it would be problematic. I'm going to hit "Control A"
on my keyboard to open up this apply window
and I'm going to click on "Scale" to apply scale. Now as you can see, we have 1, 1, 1, perfect. Then I'm going to go
to the Edit mode, and I'm going to move this
plane up a little bit. Let me go to the front
Orthographic view. From this side, I'm
going to hit "G", "Z" and move it up. Just like this. Something like this may
be a little bit more. "G", "Z" and move it up. Great. Here we're going
to place our legs, but for now let's
work on the plane. Now I'm going to extrude it out, so hit "E" and extrude
it up like this, maybe a little bit more. Something like this should work perfectly and then
let's see what we need. We need two handles
on the sides. We need to create
some loop cuts here. Let me go to the top
Orthographic view. I'm going to hit
"Control R" or "Command R" to enable the Loop Cut tool. I'm going to increase
the number of loop cuts to two just like this. Left-click to confirm and hit "Escape" to confirm
their position. Now while these two edges
are selected, hit "S", "X" and scale them all the way to the sides just like this. These two faces are going to
be our handles and we need one more loop cut right here
for the back of our sofa. I'm going to hit "Control
R" or "Command R", left-click and move it up
to somewhere around here. Left-click to confirm
and that's all. Now what we need to do is this. We need to select these faces. Let me select my
face select tool, select this left face. Hold down the "Shift" key and click on these faces one by one. Then I'm going to
extrude them up a little bit so let me go to
the front Orthographic view, hit "E" and extrude
them up a little bit. Something like this should work. Then I'm going to select
these faces on the back, hit "E" and extrude
them up again. I think it looks very good, but we're not done
yet obviously. Now let's work on the cushions. Well, I think we can
create three cushions here and two cushions
for the handles. Let's get us started. We're going to use the
same technique that we used for creating these windows. We select this face, we duplicate it, hit "Shift
and D" just like this, then hit "Escape" to
cancel the movement, then separate it, hit "P"
and click on "Selection". As you can see, this
duplicated face has been placed in the
outliner as a new object. Now I'm going to go
to the Object mode, select this new object, get back to the Edit mode and now what I'm
going to do is this. I'm going to create
two loop cuts here. Hit "Control R" or "Command R", create two loop cuts, confirm their position
and I'm going to select these two faces and remove them. You can hit "Delete" on your keyboard and
hit "Delete Faces". So far so good. Now let me zoom in a little bit. What I'm going to do is this. I'm going to select this front edge and I'm going to move it
out a little bit, so hit "G", then "Y" to move it along the y-axis and move it out a little bit,
something like this. Now what I can do is this, I can simply select this face, hit "A" on your keyboard, extrude it out just like this. It looks very good
and then we can use the Array Modifier to
duplicate these cushion. Let me add the Array
Modifier to it. Just like this,
increase the count to three but here
we have a problem. The problem is, there is no
space between these cushions. How can we fix that? Well, it's very simple. What we can do is this, let me disable this
modifier for a second. I'm going to select
this side face. I'm going to hit
"G" and "X" to move this face along the x-axis a
little bit to the left side. Then I'm going to enable this Array Modifier once
again and as you can see, we have some empty
space right here on the right side and
we can simply increase this factor x value to
get some empty space between these
cushions, maybe 1.05. Let's see if it works. It's too much. What about 1.04? I think it's still too much. Let's set it to 1.3 and then while this
phase is selected, hit "G", "X" and move it to
the right side a little bit. I think now it looks very good. Now let's create some
cushions for our handles. We are going to use the
same technique here. I'm going to select our couch, enter the Edit mode, select this face, duplicate it, hit "Shift" and
"D", hit "Escape", and then separate it, hit "P" and click
on "Selection". Enter the Object mode, in the outliner you can select
this duplicated object, again enter the Edit
mode, select this face. You can hit "A" on your keyboard and what
I'm going to do is this. I'm going to go to the
top Orthographic view and let's scale it up
along the x-axis. Lock it along the x-axis this
way and then I'm going to select this edge like this
and move it along the y-axis, hit "G", "Y" and move it
out, something like that. Finally hit "A" to
select this face, "E" to extrude it
out just like this. Now it looks very good. I'm going to mirror this
cushion on the right side. The way I can do that is this. I am going to add
the Mirror Modifier to this object here. Just like this, we have a cushion for the other
side of our couch. So far so good. But our couch doesn't look good at all because right now we have just a few boxes
sitting on top of each other or next to each other
and that's not what we want. We need to use the hard
surface modeling technique that I showed you before when we created
our surfing board to make this couch
look more realistic. Let me rename my objects first. I'm going to select this couch, and let's rename it to
couch and then let's select these cushions and
rename them to cushions. Also these two
cushions and let's rename them to maybe
handles. Perfect. Let's select the couch
object and I'm going to add the subdivision
surface modifier to it. Let's set the levels viewport to two and the render to three. Then we can hide these two objects temporarily until you're done
with the couch. What do we need to do here? Well, we need to add more
details to this couch to make different edges
sharper and it's so simple. We just need to add a few
loop cuts to this couch. While it's selected, I'm
going to enter the edit mode, and then let's see what we need. I'm going to hit Control R or Command R to select
the loop cut 2. Then I'm going to
create two loop cuts here to make these
edges sharper. Let's increase the number of loop cuts using my mouse wheel, left-click to confirm, and escape to confirm their position and while
they are selected, I'm going to scale them. Hit S, X and scale them all the way to here and
as you can see now, these edges are sharper. That's exactly what we needed. Well, maybe I can make this edge a little
bit sharper as well. Let me hit Command R or Control R and create
a loop cut this way, move it to the right side
just like this. What else? I think we need one
loop cut here as well. Let's create one
here just like that. Maybe we need a few
loop cuts here for the handles but
before I create them, let me just go to the object
mode and just right-click on it and click on "Shade
Smooth" to make it smoother. This way we can clearly
realize what we need. I'm going to enter the
edit mode once again. Let me go to the top
orthographic view, then I'm going to
hit Control R or Command R to create
two loop cuts here, left-click to confirm and hit Escape to cancel the movement. While they are selected, hit S to scale them, and X to scale them along
the x-axis just like this. It looks very good now. I'm going to do the same
thing here on the right side, so Control R or Command R, create two loop cuts, left-click, hit Escape, and then S, X and scale them to get
something like this. So far so good. Maybe I can make this
edge sharper as well. I can hit Control R
once again and create one more loop cut here
and move it up like this. I guess it looks very good and we don't need
to work on it anymore. Now let's work on the cushions. I'm going to unhide the
cushions and let's select it. Let's select this object,
right-click on it, Shade Smooth, and add the subdivision surface
modifier to it now. I'm going to increase
the levels viewport to two and the render to three. Now let's enter the
edit mode and we are going to add a few loop
cuts here as well. I'm going to go to the
top orthographic view so that you could
see it clearly. Let's hit Control R or Command R and I'm going to
add two loop cuts here, left-click and
Escape to confirm, and then S and X to scale along the x-axis to
somewhere around here. Now let's create two
loop cuts this way. Hit Control R or Command R, left-click, Escape, S, Y to scale them
along the y-axis, and let's make it this way. Pretty good. I think we can create two loop
cuts here as well. So let me hit Control R, make it two, left-click, Escape and that's all. We don't need to do
anything else, I guess. Our cushions look pretty good and enter the
object mode now. Great. Now let's
unhide the handles, these two cushions, and do the same thing. Just right-click on
it, Shade Smooth, add the subdivision
surface modifier to them, increase the levels viewport to two and the render to three, enter the edit mode and let's
add a few loop cuts here. We need two loop cuts this way. I'm going to add
them right there, left-click to confirm, hit
Escape to cancel the movement, and then scale them
along the x-axis just like this and maybe
one loop cut here. Let's see what we will get
if I add one loop cut here, maybe two would be much better. So I'm going to hit Control Z or Command Z and add two
loop cuts instead, left-click to confirm, hit Escape, and scale
them along the z-axis, design just like this. Our handles look fine but maybe we can modify our
couch a little bit. I'm going to select the couch, enter the edit mode, and I'm going to add a loop cut here to make this edge sharper. Hit Control R or
Command R this way, left-click and move
it up just like this. Now our couch looks great, but we're not done yet because we need to create
the legs as well. For the legs, we
can use a circle. You can use a cylinder as well, that's totally up to you, but I prefer this circle. Hit Shift and A, go to Mesh, and add a circle. It's too large and also if
you open up the redo panel, you can see that the number
of vertices is set to 32. I can decrease it to 12, we don't need many
vertices here. I can hit S and scale it down. Maybe I can go to the wireframe mode so that
you could see it perfectly. Hit S, scale it down, something like this
would be great, then apply the scale, hit Control A, apply the scale and then hit G and move it to the corners. Somewhere around here
would look great. It's placed right on the floor. However, if I go
to the solid mode, you can see that this
circle is not filled. Therefore, whenever
you create a circle, you need to fill it
before you extrude it. So I'm going to
enter the edit mode, then I'm going to hit A to
select all these edges, and to feel something, you need to hit F
on your keyboard. Hit F, now as you can see, a face has been created and you can simply extrude it out. Let me go to the front
orthographic view, hit E and extrude it out. Just like this,
our leg is ready. I can right-click on it, Shade Smooth, add the subdivision surface
modifier to it, levels viewport is
going to be two, render three and then enter the edit mode and add
two loop cuts this way. Left-click to
confirm, hit Escape, and scale them along
the z-axis to make these top and bottom
edges sharper. If I zoom in, you can
see them clearly. Our first leg is ready. Now what we can do is this. We can use the mirror modifier
to create the other legs. Let me add the
mirror modifier to this leg but since
we move this object, in the object mode,
you can see that the origin point is placed right here which is not what we want. But fortunately,
the origin point of our couch is placed
right at the center. So we can simply head over to
the mirror object section, we can use this eyedropper, hover over our couch, and left-click to use its
origin point as our mirror. Immediately you can see
that a new leg is created. I just need to enable the
y-axis as well, just like this. Our couch is ready, now what we can do is this. We can parent all of these objects to keep
everything organized. So I'm going to select all
the objects one by one. However, the last object I'm going to click
on is going to be our couch because the couch is going to
be the parent element. Hold down the Shift key, select these cushions
and these handles, and finally the couch. As you all remember
to parent them, you need to hit Control P or Command P and click on
"Object Keep Transform". If you want to scale
it up or down to make it look better
proportionately, you can simply select
the parent and then hit S and scale everything
up and down. You may ask, why did I choose this couch as the last
element to be our parent? That's because when we
created the first plane, I tried to keep the origin point of that
plane on the ground. This way when we use this
couch as our parent, when we scale it up or down, the scale happens in relation to this origin point,
just like this. Keep that in mind,
that's the reason. I think everything looks good. We don't need to
do anything else and we can wrap up this lesson. I hope you enjoyed it and I'll
see you in the next video.
34. Modeling - Desk & Chair: In this video, we're going to create
a desk and a chair, and we're going to
place them right here. Without further ado, let's get into it. First of all, I'm going to go to the top orthographic view by hitting number 7 on my keyboard. Then I'm going to place
my 3D cursor here. Hold down the Shift key and
right-click right there. Then let's hit "Shift" and "A"
to add a plane right here. I'm going to go to the top
orthographic view once again. Let's scale this
plane a little bit. Let's hit "S" then
"Y" to scale it along the y-axis and
scale it this way. Something like this looks great. Then I'm going to scale
it along the x-axis, so S, then X, and scale it like this. Nice. Now, I'm going to
enter the edit mode. I'm going to hit "A"
to select this face and then "G" to move it up, "Z" to lock it along
the z-axis and move it up this way,
somewhere around here. Let me go to the front
orthographic view to check it out. I think maybe a
little bit lower. So G, Z, and move it down. Somewhere around here
looks pretty good. Then let's extrude it out. Hit "E" and extrude
it out like this. It looks very good
in my opinion. What else do we
need for this desk? We need a few drawers. I think we can create three
different drawers here. Let's select this face. I'm going to choose
the Face Select tool, select this face, duplicate it, hit "Shift" and "D" then scape, and finally separate it. Hit "P" and click on selection. I'm going to go to
the object mode. Here we have two objects, so let me rename it. I'm going to select
the first object and rename it to Desk. The next one, I'm going
to rename it to Drawer. One this drawer
object is selected, I'm going to enter
the edit mode, hit "A" to select this face. Maybe I can go to the right orthographic view by hitting number 3 on my notepad. This way I can simply
scale it down. Hit "S" and scale it down
this way, just like this. Again, S, Y to scale
it along the y-axis, and then G Y to move
it to the left side. I think it looks very good, maybe a little bit more. Hit "S", "Z" and scale
it along the z-axis, G, Y, and move it to the
left side, and that's all. Our first drawer is ready. Now what I can do is this. I can use the array modifier, and instead of factor X, we're going to need factor Y. I'm going to set factor X to zero and set factor Y to one. Increase the count to three because we need three
different drawers. Then I can adjust the y-value here to get my desired position. I think everything looks
good now. Let me see them. Yeah, that's perfect. Now I can extrude it out. Hit "E" and extrude it out just like this,
and that's all. Now this drawer requires
a handle obviously. Let's enter the object mode. I'm going to hit
"Shift" and "A", and add a UV sphere
here to our scene. Scale it down. Hit "S" to scale it
down, just like this. Right-click on it, click on Shade Smooth to
make it smoother. Then I'm going to go to the
front orthographic view, hit "G" and bring
it up right here. I'm going to scale it down, hit "G", and put it right there. Let's go to the right
orthographic view, then hit "G", "Y," move it to the left side and place
it right at the center. Then add the array modifier, increase the count to three, set the X factor to zero, and the Y to one. Then you can increase
the Y factor dramatically so that you could
get the desired position. I think it looks very good now. Great. Our drawers are ready, but maybe I can
select this handle. I'm going to go to the
front orthographic view. Let's move them inside a little bit so that
they look attached. Hit "G", "X", and move them inside. Now they look great. So far so good. Let me rename it in the
outliner to a Handle. What else do we need? We
need four legs for our desk. For our leg, we just need
maybe a plane or a cube. I prefer the plane. Let me go to the top
orthographic view. I'm going to scale it down. Hit "S", scale it down to make it so small,
something like this. Then hit "G", move it right here. Then let's go to the front
orthographic view by hitting number 1
enter the edit mode, and extrude it out. Hit "E" and extrude it this way. But while this top
phase is selected, I'm going to scale it a little
bit. Look what happens. Because I want this top part
to be a little bit wider, I'm going to hit "S" and
scale it up like this. Nice. Let me check it out. It looks great. Now I need three more legs, and you know what to do. You just need to use
the mirror modifier. I'm going to go to the
top orthographic view. Let me go to the
wireframe mode and I'm going to add the mirror
modifier to our leg, and I'm going to set the
mirror object to our desk. I am going to select
our desk and then set the axis to X and Y. Just like this,
our desk is ready. It looks great. Let me
rename this object to Legs, and now I'm going
to parent them. First, I'm going to
select the legs, hold down the Shift Key, selected drawers, hold
down the Shift key, select the handles, and
finally select your desk, and then hit "Control" key and choose object,
Keep Transform. Just like this,
they are parented. We can simply scale
it down or up. Our desk is ready. Maybe I can scale it
down a little bit. I'm going to hit "S"
and scale it down this way so that we could
have better proportions. Now, what we need is a chair. But before we create the chair, let me reposition this desk. I'm going to go to the
wireframe mode and hit "G", "X", and move it
to the left side, all the way to the
wall just like this. How can we create a chair? Well, I'm going to show
you a very cool technique. It's going to be so simple, but you need to do
it step-by-step. For the chair, we
just need a plane. Therefore, I am going
to hit shift and A, add a plane here, go to the top
orthographic view by hitting number 7
on your keyboard. Scale it down. Hit"S. I'm going to scale it
down to something like this. Then I'm going to
hit G and bring it here, somewhere around here. Let me zoom in. I'm
going to scale it a little bit along the x-axis. So hit S, X and scale it this way. Perfect. Now what
we need is this; first we need to
apply the scale. I'm going to hit Control
A to apply the scale. Then let's enter the edit mode and let's bring it
up a little bit. Hit G, Z and move it up. I want the origin point to be
placed right at the bottom. It's very important. Let's move it a little bit more. Hit G, Z and move it up. Maybe somewhere around here. Looks good. Then what
we need is this. We just need to select this
edge and extruded out. I'm going to select it, hit E extrude it. Lucky to align the z-axis. Just like this, it
looks very simple, but we're going to make
it look much better. Now what I'm going
to do is this, I'm going to select this
top edge and this edge. These two. Hold down the Shift Key to select
them simultaneously. Then I'm going to go to
the top orthographic view by hitting number
7 on the numpad. Then I'm going to scale
them along the y-axis, so hit "S, Y, and scale them this way so that we
could get such a shape, but we're not done yet. The next step is to
bevel this part. I'm going to select this edge, hit Control B or Command
B and try to bevel it. But you need to
increase the number of segments using your mouse swill. Let me increase it to
get a smooth curve here, something like this
would be enough. We don't need more segments. Now what I'm going
to do is this, I'm going to select
the Vertex tool. Let me select this vertex, this one, this
one, and this one. These four vertices, these top ones and
these bottom ones. I'm going to bevel them. As you know, to bevel vertices, you need to hit Control B or Command B and then V to
select the vertex tool, and now you can
simply bevel them. Maybe you can increase
the number of segments to make it rounded,
something like this. Now we need to add
thickness to this chair. We have two ways to do that. We can either select
all these phases and extrude them
along their normals, just like what we
did with the walls, or we could use a modifier,
the solidify modifier. What's the difference
between them? Well, I already explained
the difference between using a modifier or changing your
mesh in the edit mode. But let me repeat that. If I select all these
phases and I hit Alt and E, and extrude them along
normals, like this. Once I confirm it, it's done, my
geometry is changed. This is a destructive way of
modeling and it's fine if you are 100 percent sure about the thickness
of your chair. However, if you're not
sure about the thickness. What you can do is this. You can add the solidify
modifier here to your shape and you will
get the exact same result, but with one difference. This is a nondestructive
procedure. You can always adjust the
thickness however you want. Just keep that in mind,
it's very important. I'm going to set the
thickness to 0.01. It's fine, and I'm going
to enable even thickness. It's also very important. Great. I'm going to enter
the object mode now, and let's call
this object chair. You may think that we're
done but we aren't. Well, as you can see here, we can still see
all these phases. It's not good. Let's fix that. First I'm going
to right-click on it and I'm going to
click on Shade Smooth. But as soon as I
do that you will see something strange happens. You see our object
doesn't look very good. You see all these
highlights and shadows. To fix this issue, we can use another
modifier right now, what do we need to do is this. We need to smooth this part, but we need to keep these edges around this object very sharp. The modifier we
didn't talk about yet is called edge split. If you add it to your shape, you will see that it
will keep the edges sharp and it will smooth
out all other parts. Here we can adjust
the edge angle, by default it's
set to 30 degrees. Just like this our
first part is done, now we need a few
legs for our chair. Because right now it's floating. For the legs, I'm going to use a circle, hit Shift and A, add a circle to our
scene just like this, and I'm going to open
up this redo panel. The number of vertices
is set to 32, it's fine. I'm not going to decrease it. Then I'm going to scale it down, hit S and scale it down, make it so small. Let's go to the top
orthographic view, and then I'm going to go
to the wireframe mode. Let's move it, hit G and
bring it right here. I'm going to go to the front
orthographic view now. Our circle is placed right here. Now we need to fill it. If you remember, our
circle is empty, I'm going to hit A to
select all these edges, then F to fill it the phase. Now let's go to the
front orthographic view once again and extrude it out, hit E and extrude it this way. But it's too tall, I guess. Maybe I can make it shorter, something like this
would be fine. While this top face is selected. I'm going to hit S and
scale it just like that. Maybe a little bit
more S and scale it. Great. Let's go to the
solid mode and I'm going to enter the object mode
to see what we've done. So far so good, our first leg is ready. What we can do now is this, we can select this chair. I'm going to go to the
front orthographic view. Let's enter the edit mode. It's very important. I'm going to move
it down without changing the position
of our origin point. We need to do it
in the edit mode. Enter the edit mode, hit A to select everything. Hit G, Z and move it down. Great. Now you can get
back to the object mode, and I'm going to select this
leg that we just created. If I zoom in, you can see all these edges. I'm going to right-click
on it and click on Shade Smooth to
make it smoother, it looks very good now. Then I'm going to go to the
right orthographic view and let's rotate
it a little bit. Hit R and rotate it this way. Then hit G, Y and move it to the left side, then go to the front
orthographic view and rotate it this way. Then hit G X and move it to the right side,
somewhere around here. I think I can make this
surface a little bit thicker. Let's increase the thickness
to something like 0.02. I think now it
looks much better. For the other legs, we can simply add the mirror modifier to
this leg right here. We can select the mirror object. It's going to be our chair
and enable the x and y-axis. Just like this, our chair is ready and
it looks beautiful. However, if I zoom in, you can see that we get
these highlights here. That's because of the shade
smooth option we used. To fix that, we just
need to add the edge split modifier to these legs. Let's rename it in
the outliner to legs. Finally we need to parent them. I'm going to select these legs, hold down the Shift Key, and select this chair, this top part hit Control P, and Object Keep Transform. Now, if I select this parent and I want
to scale it up or down, I can simply do it. I'm going to go to the top orthographic view
and maybe I can rotate it a little bit to make
it look more interesting, and I can put it here, but I think our desk is too big. Maybe I can select our
desk and scale it down, hit S, and scale it down
to something like this. We can adjust the scale
of our models later, but I think now it
looks very good. All right guys, that's
all for this video. I hope you enjoyed it, and I'll see you
in the next one.
35. Modeling - Computer: Hey, in this video, we're going to create
a computer together. What I have in mind is
something like an iMac and we're going to place it right on our desk so let's get started. First, I'm going to go to the top orthographic view by hitting number seven
on my notepad, and I'm going to
place my 3D cursor here right on our desk. Let me hold down the shift
key and right-click here. Then I'm going to add a
plane shift on a go-to Mesh and a plane here
and let's scale it down. It S, scale it down to
something like this. It shouldn't be too big. Confirm, and then I'm going to scale it along the y-axis, S and Y, and scale it this way. Something like this should work. Now, what do we need to
do is rotate this plane. I'm going to hit R, and I'm going to rotate it by 90 degrees along the y-axis. I'm going to hit Y and then 90, then I'm going to move it up, hit G, Z, and bring it up. Keep in mind that I'm
in the object mode. I think it looks good. Let me go to the writer
too graphic view. Maybe I can scale it
along the y-axis, a little bit more, S, Y, and scale it this way. Now, as usual, we need to apply the
scale, hit Control-A, and apply the scale and if I go to the object
property panel, you can see that our
scale is set to 1, 1,1, and that's
exactly what we need. Right now we are
working on the body of the computer and
the body of the iMac. Let's go to the front
orthographic view and I'm going to extrude
it out so hit Tab, enter the edit mode, hit A to select this face E, and extrude it out this
way to the right side. Something like this should work perfectly. Let me zoom in. I'm going to tap out
and then we need to use that hard surface modeling
technique we used for this couch and for
our surfing board. We need to add the
subdivision surface modifier to this plane. I'm going to increase
the levels viewport to two and the render to three and also I'm going to
right-click on it, shade smooth to
make it smoother. Now we can enter the
edit mode and we can add a few loop cuts to
get our desired shape. Let me zoom in a little bit
and let's see what we need. But I think we need to
loop cuts here and here. I'm going to go to the
right or too graphic view hit Control R or Command R and let's
create two loop cuts. Left-click to confirm scape, to confirm their position. Then while this
phase is selected, or let's say while these
two edges are selected, I'm going to scale
them along the y-axis, it's S, Y, and scale them this way. Good. I'm going to add two
loop cuts here as well so Control R or Command R and increase the
number of loop cuts. Left-click to
confirm, hit escape, and then scale them
along the z-axis this time to get such a shape, something like
this, looks great. However, I want these
edges to be very sharp. Just like an iMac. I'm going to go to the top orthographic view
and let me zoom in and I'm going to add
two loop cuts here. Let's add one loop cut
first, just like this, and move it all the way to the edge and one more, this way. As you can see,
our edges are very sharp now and that's
exactly what we need. The body is almost ready. However, I'm going to work
on the back of this body. What I'm going to do is this, I'm going to select this face. Let me select my face tool, and let's select this
face right here. Then I am going to
scale it down, hit S, and scale it down
all the way to here and now I'm going to
move this face down, hit G, Z, and move it down to here. Finally, I am going
to bring it out so hit G X to move it along the
x-axis and bring it out. Something like this should work. By the way, this
is the old iMac. If you want to
model the new iMac, you don't need to do this step. But I wanted to show
you this technique. You can always select
a face, scale it down, move it down, and bring it
out to create such a shape. Our body is ready. Now we need to move
on to the screen part because an iMac is
divided to two parts, the steel parts right at the bottom and the
glassy part right here. How can we create this part? It's very simple. We are going to use the
duplication technique that I showed you before. First, we're going to
select these faces, these front phases, all of them, and then we are going
to duplicate them. Hit Shift and D then hit Escape, and finally, you
need to separate it. Hit P, and click on selection. If I type out, I can click on plane 001. This is our duplicated object and then I'm going to
enter the edit mode, hit A To select
all these phases. I can simply extrude
it out, Hit E, and extrude it this way, not too much, by the way, something like this. However, we don't
have sharp edges, therefore, we need to
add to loop cuts here. Let me go to the top
orthographic view and zoom in. I'm going to hit Control R or Command R to select
a loop cut tool, create two loop cuts. Left-click to confirm scape, then S, X and scale them. Let me see if our edges
are sharp enough. Yes, it looks very good. The first part is
done as you can see, what we need to divide this
object into two parts, the bottom part, and the top part. I'm going to go to the
right orthographic view. I'm going to enter
the edit mode. Then I'm going to
add a loop cut here. Hit Control R or Command R, create a loop cut, bringing it down to
somewhere around here. Left-click to confirm. Then I'm going to select
this bottom part, but not these front
faces because we have the side faces and
also the back faces. What we need to do is this, we need to go to
the wireframe mode, select all these phases. Then let me select the
Face, Select tool, and select these bottom faces. Now we don't need to
duplicate these phases, we just need to separate these
phases from this object. So I'm going to hit
P and selection. If I go to the solid mode
and to the object mode, you can see that now we
have two separate sections, and it looks very good. Later when we apply
materials for our objects, we can apply a
separate material to this bottom part and another material to
this glassy part. The only thing left for
this computer is the leg, so let's see how we
can create the leg. For the leg, we can
use a plane as well so let me put the 3D
cursor right here, hold down the Shift key, and right-click here, then
add a plane. There it is. Make sure that you add this
object in the object mode, hit S to scale it down
to something like this. It should work perfectly and then I'm going to
enter the edit mode, and I'm going to
select this edge here. Let me select the Edge, select Tool, select this edge, go to the front view and
I'm going to extrude it out so hit E, Z, and extruded this way, not too much because
later we're going to bring the body part down. Somewhere around
here should work. While this top edge is selected, I'm going to extrude
it once again, but this time
aligning the x-axis. So hit E X and extrude it out
to get something like this. Now let's tap out and then I'm going to
select this plane, plane one and plane
two is body parts, and I'm going to
bring them down. Let's go to the
wireframe mode so that I could see
my plane, hit G, Z and bring it down to somewhere around
here, it looks good. Maybe we can move this edge up a little bit so I can go to the object mode and to the solid mode and let's
select this object, select this face, hit G, Z, and move it up. Let me see if it looks good. Maybe a little bit more G, Z, and bring it here. Now it looks very good. The other thing I
need to do is this. I need to select this edge
here right at the bottom, and I need to move it, align the x-axis, hit G, X, and move it here a little bit more to
somewhere around here. Not too much by the way and
y and this edge is selected. I'm going to scale
it to make it wider. Hit S and scale it this way. I did it a bit more. It looks very good. The last thing I need to do here is to just
select these edges, this top edge here and
this bottom edge hold down the Shift key to select them simultaneously and I'm
going to bevel them, Control B and bevel them
and increase the number of segments using your mouse
wheel to make it around it. Something like this should work and left-click to confirm. I'm going to go to the object
node and now we need to add thickness to this leg because
it doesn't look good. It's just a simple
plain and to do that, I'm going to go to
the modifiers panel. Let's use the solidify modifier here to add some
thickness to it. I'm going to increase the
thickness here to maybe 0.1. It looks good and
then I'm going to right click on it, shade smooth, and we will get
the same issue as we got for our other objects, and you know how to fix it. You just need to add the edge split modifier to make
these edges sharp, and the rest of
this object smooth. That's exactly what we needed. Maybe I can decrease
the thickness a little bit to 0.08 and finally, I'm going to select
all these elements one by one and parent them. Let's start with the body part. I'm going to select the screen, hold down the shift key, this bottom part, the
main body object. and finally the leg. Hit control P, object keep transform, and I'm going to rename it
in the outliner to computer. You can call it
whatever you want. However, I need to move
it up a little bit because it's somehow
inside our desk, so hit G, Z and bring it up. If you want, you can
go ahead and scale it. But I think maybe we could
make this leg look even better by making these two
corners rounded as well. Let's give it a try. I'm going to select this leg, enter the edit mode, and I'm going to select
the vertex select tool. Select these two vertices, hit Control B, then
V to bevel them. I think it would
look much better. Our computer is ready. Now, I'm going to
move it a little bit, go to the top orthographic view, hit G, and bring it may be here. Let me see. Here, it looks good. What else do we need? Well, for the computer, we need
a mouse and a keyboard. I'm going to show you
how to create the mouse, but not the keyboard, because I already prepared
the keyboard for you. You are going to do it by
yourself as a challenge, because if I show
you everything, later if you want to model
something without a tutorial, it would be very hard for you. This is going to
be your exercise. But for the sake of this course, I already prepared the keyboard. Then I'm going to show you
how you can use objects from other blender finds and
other blender projects. Let's suppose I want to
bring the keyboard here. I can go to file and here we have an
option called append. It allows you to add another
object to this project. I'm going to click on it, and here is the keyboard find that I already created for you. You can select it, just double-click on it, and you will see these folders. Just ignore everything
except this object folder. Open it up. Here, you
will see all objects. I'm going to hit
A to select them all and then click on append. As soon as I do that, this keyboard object is
added to my project, and it's placed right here, right at the center. Since my 3D cursor is
placed on the desk, I can hit Shift and S to
open up this pie menu, and I can click on
selection to cursor. There it is. Here
is the keyboard. I'm going to go to the
top orthographic view, hit G, and move it to the
right side a little bit. But it's too big
compared to our screen, but I think my
computer is too small. I can select the
computer, hit S, and scale it up just like this. Something like this,
maybe a little bit more. Here it looks much
more realistic in my opinion and I can
select the keyboard, hit GX and bring it here, and I think it looks very good. Well, let me show you
how this keyboard is created and how you
can do it by yourself. I'm going to go to the
top orthographic view. This keyboard is nothing, but a plane with thickness. If I go to the front
orthographic view, you can see it right here. I'm going to bring it up, hit G, Z and bring it up. Here is our plane
with thickness. It's very simple, and these keys are
also planes with thickness and I made them brown that using the Bevel tool. You can create one key
like this and then use the array modifier
to duplicate it. Once you are done with
all these objects, you need to select them
all and parent them. However, you might ask, how would you know how many keys you may need and where
you should place them? Well, that's a very
good question. In this case, you need to
use a reference image. You can just google,
for example, Apple keyboard and find an
image as your reference, download it on your computer, and then you can add it to your scene as a reference image. Let me show you how it's done. Let's suppose we want to place
that reference image here. Make sure to go to the top
orthographic view first, then hit Shift and
A and go to image. From here, we have an
option called reference. If I click on it, you can find the image that
you downloaded, select it, and click on
load reference image. This reference image is so big as you can see it's
been added to my scene. While it's selected, I'm going to scale it down just like any other object here. I can rotate it, hit R, Z, 90 just like this, hit enter. It's placed right here. I'm going to go to the
front orthographic view and bring it up a little bit, hit G and Z so that we
could see it perfectly. If I zoom in, you see this
is my reference image. I can bring it here and I can
create a plane according to this reference image
and I can make all these keys just like
what I see in the picture. Once you are done with
modeling this keyboard, we can simply remove it
from here and that's all. Make sure to model this
keyboard by yourself. However, you can
also get access to this keyboard in the
resources section, so you can download it and
add it to your project. All right. But what
about the mouse? I'm going to show you how you
can create a simple mouse. Well, for the mouse, we just need a plane. It's going to be so simple. I'm going to place the
3D cursor right here, hold down the Shift
key and right click. I'm going to add a plane here, hit Shift and A at the plane, scale it down to
something like this. Then I'm going to scale it along the x-axis just like this. Maybe a little bit more. Don't forget to apply the
scale because we're going to make these vertices rounded. I'm going to hit
Control A and click on scale to apply the scale and now let's enter the edit mode and I'm going to add
a few loop cuts here. Let's hit Control R and try to add two loop cuts this way. Left click to confirm
and escape and I'm going to add two
loop cuts here as well. Left click to confirm and hit Escape to cancel the movement. Now, I'm going to select
the vertex select tool. Select these vertices
right at the corners, and I'm going to bevel them, hit Control B, then V, and try to level them
to something like this, and now it looks very good. Then let me go to
the object mode, select this plane that
we've just created. I'm going to bring it up a
little bit along the z-axis, hit G, Z and bring it up. Enter the edit mode
and I'm going to add some curvature to it using the
proportional editing tool. Let's select this
face select tool, select this face
right in the middle, and enable the
proportional editing tool. Make sure that the fall
of type is set to smooth. Then hit G. Z. I'm going to use my mouse wheel to adjust the
size of fall off like this, and move it up just like that. I guess it looks very good. We don't need to
do anything else. Now, we can enter
the object mode, right click on it, click on shade smooth
to make it smooth. Then let's add the
subdivision surface modifier. The levels view
port is going to be two and the render is
going to be three. Finally, we're going to
add thickness to it. Let's use the solidify
modifier like this, but it's too much. Maybe I can set the
thickness to 0.006. However, we have these issues. We just need to add
another modifier here, the H split modifier, to make these edges sharper. Our mouse is ready. We just need to bring it down. Let me go to the front
orthographic view, enter the edit mode, hit A, disable the proportional
editing tool, hit G, Z and bring it down until it sits on our
desk just like this. Maybe a little bit more. Now, I can call it mouse and I can rotate it in the
top orthographic view, hit R and rotate it, hit G and bring it
somewhere around here. All right guys. Our computer set is ready. I hope you enjoyed this lesson and I'll see you
in the next one.
36. Modeling - Carpet: Hey everyone. In this video, we're going to go ahead
and create a carpet, or let's say a rug together. Let's get into it. First of all, I'm
going to reposition my 3D cursor because
I'm going to place my carpet right here. Let me zoom in a little bit. I'm going to hold
down the Shift key, and right click here. Now that my 3D cursor is
placed in the right position, I'm going to hit Shift a, and add a circle to my scene. It's too small, so let me
scale it up a little bit. Maybe something like this would be fine for
this large area. Then I'm going to
enter the edit mode, and I'm going to extrude
these edges out. First I'm going to select
this edge select tool, hit A to select all these edges. Then E, Z, and extrude them out. Just like this, something
like this should be fine. Then I'm going to
fill this area. Hit F to create a
large phase here. For the next step, what
I'm going to do is this. I'm going to insert this
face again and again and again until I get
many phases here. While this top face is selected, I'm going to hit I on my keyboard to select
the insert tool, and let's move my mouse
to create a phase, left click to confirm, and repeat this
process many times. I'm going to hit I to insert it. Again I, I'm going to do
it quickly just like this, and I will let you
know why I'm creating so many different
phases in a second. Now as you can see,
we have many faces. For the next step, I'm going
to enter the object mode, and I'm going to add the
subdivision surface modifier to this object to
make it smoother. Let's increase the Levels
Viewport equal to two, and the Render to
three, and finally, I'm going to right click on it, and click on Shade Smooth. This is going to be
our base object. But right now it
doesn't look like a rock because we don't
have those hairs. In order to create hairs, we can use a powerful feature of bender called the
particle system. First make sure
that your circle, this object is selected, I can go ahead, and rename it in the
outliner to carpet. Then we need to head over
to the particle system. You can find it right here, right under the modifiers panel, and as you can see
there is nothing here, because we need to
add a particle system to this object by hitting
this plus button, so I'm going to hit it, and you will see many
properties here. We're not going to go through all of them because there are many things you can achieve
using the particle system. But let me explain to
you in simple words, what a particle system is. Well, a particle
system allows you to scatter objects across
another object. For example, you can create
a simple and small leaf. Then you can try to use
the particle system to scatter it across
another shape, for example, a branch of a tree. This is one use case. There are many different
things that you can use the particle system for, but in this case, we are going to use
it to create hairs. Here, as you can see, we have two different tabs. We have the Emitter, and Hair. In this case, we're
going to use the hair because obviously we are
going to create some hairs, but the emitter allows
you to just take one object and scatter it
across another object, as I explained before. But for now, let's head
over to the Hair tab here, and you will see this
strange looking shape. Don't worry, we're
going to fix that. Here under the emission, we have the number of hairs, we have seed, we have hair
length, and segments. Well, we don't need
to adjust the seed, we need to adjust the number
here and hair length. Let me adjust this value
because it's too much, our hairs are too long. So I'm going to set it to
maybe 0.1 just like this, and then I'm going to increase
the number dramatically. Right now we have 1,000. I'm going to set it to 15,000, just like this, but
we're not done yet. If I zoom in, you will see that
we have many hairs, but the problem is they are just sitting vertically on
top of our carpet. That's not realistic. We need to somehow
randomize their position. Well, to do that, first, I'm going to enable
this advanced option. So just check this checkbox. As soon as I do that, this velocity option appears, I'm going to open it up. We're not going to
change the normal, you can if you want, but for now I think
this value looks fine. What I'm going to adjust
is this randomized. If I increase this value, you will see their location, and their position
will be randomized. That's exactly what we need. I'm going to set
it to maybe 0.01, something like this, and also here under the source, I can increase this
jittering amount like this. That's all. Our
carpet is ready now, maybe we can decrease
the hair length a little bit because I
think it's too long. I'm going to set it to 0.05. Something like this
would be much better. Well, obviously, we cannot
see the final result yet, but when we render our scene, you will see that
it will look great. I highly recommend keep
experimenting with all these properties here to
see what each property does. But for this tutorial, I don't want you to
feel overwhelmed with all these complex
options because most of them are not needed
for the projects we work on. All right guys, that's
all for this video. I hope you enjoyed it and
I'll see you in the next one.
37. Modeling - Pot & Plant: [MUSIC] Hey, in this video, I'm going to show you
how you can create a flower pot and a plant
to be placed right here, right next to our couch. Without further ado,
let's get into it. First of all, we need to put
our 3D cursor right here. I'm going to go to the
top orthographic view by hitting number
7 on my Notepad. By now you all know how
these hotkeys work. I'm going to hold down the
Shift key and right-click, and then I'm going to start
creating the flower pot. Let's hit "Shift and A". For the flower pots, I'm going to need a cylinder. You need to keep
in mind that when it comes to a 3D modeling, there are many ways to
achieve the same thing. We can create a flower
pot using different ways. But for this tutorial, I'm going to keep it
as simple as possible. I'm going to hit
"S" and scale it down to something like this. Let me see that. It looks good. Let me go to the right
orthographic view and I'm going to move
it up, but not here. I'm going to move it
up in the edit mode. Let's hit "Tab", hit "A" to select everything. Hit "G, Z" and bring
it up just like this. So far so good. Now what I'm going
to do is this. I'm going to select
this top face. Let me select the
face, select tool, select this top
face and scale it. Hit "S" and scale
it just like this. Let me zoom in. Then I'm going to adjust the
shape of it a little bit. Maybe I can create
some loop cuts. Let's hit "Ctrl R"
or "Command R", and I'm going to increase the
number of loop cuts using my mouse wheel to
something like this. Left-click to confirm
and hit "Escape." Then I'm going to select
one of these loop cuts. Hold down the Alt key on your keyboard and
click on this edge. As you can see,
the whole loop cut is selected now. Let me zoom in. Now I'm going to enable the proportional
editing tool here, and I'm going to scale it. Now I'm going to hit "S" and let's adjust the
fall off and try to scale it just like this
to get such a shape. I really like this shape. Left-click to
confirm. That's all. Our base model is ready. Now we need to adjust it somehow to make it look
much, much better. First of all, let me
go to the Edit mode, hits "A" and bring
it up because a few of these phases
are inside the ground. Disable the proportional
editing tool. Hit "G, Z" and move
it up like this. Then I'm going to select this top face and I'm
going to inset it. If I hit