Learn Blender 3D: Create A Mini Scooter | Kitai / Polygon Arcade | Skillshare

Playback Speed


1.0x


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

Learn Blender 3D: Create A Mini Scooter

teacher avatar Kitai / Polygon Arcade, Creator, Designer & Animation

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction To Mini Scooter Class

      3:21

    • 2.

      Download Blender

      0:53

    • 3.

      Design Scooter Base Model & Wheel

      19:50

    • 4.

      Design Handle Bar & Breaks

      9:14

    • 5.

      Adding Final Key Details

      10:41

    • 6.

      Add Materials & Colours

      17:25

    • 7.

      Outro

      0:42

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

Community Generated

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

48

Students

3

Projects

About This Class

Hey! My name is Kitai. I'm a designer and creator who has been designing for over 5 years now. I've had the privilege of working with clients from a range of companies. I'm now fully focused on 3d designing so I hope you can learn something from me to also have a great career in 3d design and creativity. 

---------------

This class is aimed at all levels students who are interested in 3D design. This class is a great place to start. It is perfect for those who prefer to learn by doing.

You will learn my process of designing a simple Mini Scooter in the Blender software. What steps I take to get it done and some of my own design tips and tricks to making something look great.

All you need is Blender, the free 3d software to get started. You will also need to download Blender ISO camera add-on, It's completely free to get started.

This class is perfect for developing useful modelling skills in Blender.  These skills are important for any artist to master when pursuing a 3D career. This course covers basic and intermediary skills set used in 3d animation, motion design, and video game design.

We will go in depth on modelling a our Mini Scooter, these techniques are resourceful for modelling workflow in Blender. You’ll learn the tools for modelling basic interior design, Feel free to follow along with the class example or make your own! 

Meet Your Teacher

Teacher Profile Image

Kitai / Polygon Arcade

Creator, Designer & Animation

Teacher

I'm a 3D Designer, Animator, UI UX Web Design. I am the Founder and creative director at Arcade. I enjoy teaching others via Skillshare, and Youtube courses.

See full profile

Level: All Levels

Class Ratings

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

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

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

Transcripts

1. Introduction To Mini Scooter Class: Hi everyone, Welcome back. My name is cacti. The topic of today's class is Blender. Learn blender with me. It's going to be quite exciting. Of course, we've got an amazing class plan ahead. We're going to be designing a really cool cartoon 3D toy today. And it's actually an electric scooter. Electric scooters are so amazing right now. Everyone's, everyone's got one. So I thought it would be really nice to design one using some basic and some intermediary skills. And this is geared towards all different people, all different levels. So as your teacher, I'll be teaching you as a beginner, as an intermediary, as an advanced student of Blender, how to navigate through the application, how to design a simple objects whilst turning them into something a bit more advanced. So what value does this class hold for you, the students, and for myself as well? What will I gain out of this class? And what will you gain? What will you learn along the journey? So this class has really good values, especially for beginners. We're going to be using simple object designs. We're going to be using simple geometry, simple, simplistic and easy to follow explanation on how to get these things done in Blender, how to get started in Blender, how to render, how to design your object material, how to separate different objects and separate things. Biomaterial, that's really important. So if you're a beginner, advanced students intermediary, you can gain a lot of knowledge from this class. And as the teacher, of course, I'm also learning a lot along the way because I'm always trying to learn something new to put into one of my classes. And that's good because I'm learning. While you're learning, we're both learning. So the softwares that you need are quite easy to obtain blender. It's a free software and it's used by a lot of industry-leading companies and individual freelancers. It's a free software and it's built by a wonderful community. I also tend to use a few different cameras, like the ISO camera, that's also free dots are free add-on. But the most important thing to have his blender, That's all you really need to get started. I like I said previously, this class is geared towards every and any one all levels, which is what I usually like to base my classes on. Not just beginners, but also intermediaries and advanced people. There's always something new to learn, especially from a new teacher. So if you're new to this page, then I hope you enjoyed these videos. So like I said previously, you will be making, designing your own electric scooter. And that's quite excited. Like I said, are extremely popular right now. It's like a little toy, a 3D toy. You can really animate this. You can design this using whatever colors you'd like. Using whatever design you can change the design concept to suit your own needs. And that's what's really amazing. This is great to look forward to because I really think people are going to enjoy this class. So I'm really looking forward to seeing your responses, your own design. And I'm really looking forward to seeing what you think about the class overall. I hope you enjoy. Let's get this class started. 2. Download Blender: Everyone, the first thing we would like to do is to download blender. We need the core software is type it up on Google. This is the official site for Blender. They've got plenty of material and they also have their own courses that they provide. Well, you'd like to do is go to the download section, download Blender for your specific machine. If you're on Apple silicon, you can download the latest version of Blender if you're on Windows or Linux, you can also download their version of Blender. But if you've already got Blender installed, you don't really have to worry. The next thing that we'd like to do is to download Blender isometric camera. That's the ISO camera from GitHub. This piece of software code is created by Jason Carter. Very handy, very useful piece of software. Get this installed as an add-on in your blender software. It is quite useful and it does make your life easier in Blender. So it's good to take the time just to download these. And then we're ready to get started. 3. Design Scooter Base Model & Wheel: Hi everyone, Welcome back. Today we're working on our little skateboard. So today we're working with in Blender, of course, we're working with in one screen. This is our new file. So we've just created a general file. And we just want to start super-simple with creating our escape board. First one we need to add is a plane. Now let's zoom in. Of course, we've got our plane right around. There. Should really be in the center to be honest. So we can actually delete that plane. Shift right-click add to the center. And also let's remember to turn on our short keys. So everyone that's watching can see what we're doing. So once again, Shift a and add a plane. So now we have a simple plane a little bit high though. We do need it to be closer to the ground. Of course, that's perfect. So skateboard, something really, really simple to be honest. So let's scale this up along the y-axis, and let's scale it down along the x-axis. We can scale it down a little bit more on the x-axis. That's probably just drawn right. Now what I'd like to do is to bezel this less tab into edit mode and control D to basil and V. And there we go. We can now bezel our object. Before we can be hazardous object, I think we need at least a couple of loop cuts. Let's add a couple of loop cuts and less careless along the y-axis. That's why once it's scaled just around there, wanted to be a little bit even of course, once his scale a little bit around there, then we can click number one in our keypad and select all of these corner vertices that's using Shift to select all of them and then Control V and V once again. And now we can best lit with a lot more control. As you can see. I'd say that's probably looking pretty good. Now if we select all use an a, we can then press E and extrude our object. And now what we can do, of course, is that we can actually insert this. Now that we've got the first layer extruded, we can actually extrude it once more. Now if we view this, now if we click number three on our number pad, we will get the side view. And now if we click Alt Z, we can get X-ray. Now with this, we can actually adjust it a little bit more by selecting the innermost vertices. With the top vertices, we can scale once again, but not by much by the tiniest margin. And with the middle and with the middle vertices selected, we can now scale this along the y-axis, kind of like that. Once again, with the vertices at the top, we can scale those along the y-axis as well, kind of like that. And now if we view this from the top, Let's exit extra mode, that's Alt Z. We view this from the top, that actually looks pretty good. That's, that's nice and simple. So that's our foundation to our skateboard, sorry, to our, our electric scooter. This is an electric scooter after all. So once again, if we click number through an odd number pad, now that we've got that, we can continue to create the rest of our scooter. So let's continue. So at the front of the scooter, we obviously we've got a wheel for a scooter, and we also have the handle. We've got. So the next thing we need to add is r bar. So next let's add a cylinder. We can add a cylinder like that. Let's scale it down just a little bit, possibly around that size. And now we can rotate it along the x-axis. We can rotate it a little bit. Not too much of course, but just enough to show that there, that there is that adjustment before we rotate, Let's scale this along the z-axis. And let's move it up along, along the z-axis. And now we can actually rotate it along the x-axis just a little bit. Let's scale it up a little bit more along the x-axis. And let's move it up a little bit more. And now we can, we can rotate this along the x-axis and we can bring it backwards just a little bit. And now there's propose a unique opportunity. We can duplicate this object. Right-click, and now we can rotate it along the x-axis even more. But we do need to, we do need to scale it down. Of course, Let's scale it down a little bit along the z-axis, of course. Now we can rotate along the x-axis. And now we can drag this down using GZ. We can bring it down into object, move it along, along the y-axis. And there we have it. We've got the basic outlines of our scooter, but perhaps we can rotate it even more. So let's rotate it a little bit more along the y-axis. Let's rotate it a little bit more along the x-axis. Now what the main bar? We can actually duplicate this once again, right-click and we can scale this down along the x-axis as well. And let's carry it down towards the bottom along the x-axis. Now with it, duplicate it, we can now scale it down as well. So let's tapping into edit mode. And now we can actually add a few loop cuts. So let's add two loop cuts just around there. And let's bring those loop cut down towards the bottom. Let's add them there. Now with the loop cuts at the top, Let's go into X-Ray mode with the loop cuts at the top, we would like to delete those, those vertices with the loop cuts at the bottom, delete those vertices as well. Now we only have the vertices within. So let's tap out and Exit x-ray mode. And now with this, we can actually scale this up quite easily. So we can now scale this up like that. But it doesn't make any sense. We need to add, but it doesn't make full sense yet. So we need to set our origin to geometry and then we can scale it up and it sort of look a little bit better. But we've got a simple fixed with this. We can actually use a modifier. So let's add a modifier and we will use solidify modifier. So if solidify modifier, we can add a certain amount of thickness, of course. And we can obviously offset this thickness. So let's set this to four at the moment 0.4. That looks pretty good. We can actually scale this down a little bit more. We don't want it to be too thick, of course, but we want it to be enough to make a difference. And obviously let's add even thickness all around. There we go. So that's the basic form of our little scooter so far. Now, once again, let's click number three on our keypad. And let's duplicate the bar once more. Right-click and we're going to tap in. We're going to use the same technique into X-Ray mode. And let's add some loop cuts to loop cuts. And let's put those loop cuts at the very top. Now with the middle loop cuts, we need to scale this loop cut. Now with the middle loop cuts, we need to move this loop cut along the top. So once again, let's tap in and let's add cut right around there. And let's move this loop cut upwards. We want to give it a nice distance, perhaps just around there. Now with the loop cuts at the bottom, we can actually select those and delete vertices with the loop cuts at the top. We can now scale these loop cuts in whichever direction would like. So from the top view, we can actually scale this loop cut. So let's just make sure that everything is deleted. So delete all the vertices from the bottom with an x-ray mode. And now let's exit x-ray mode once again. So we've got our loop cuts at the top, and now we can obviously scale this along the y-axis. We can scattered along the x-axis. We can basically scale it within whichever direction we'd like. So let's tap in. Now with the vertices or the front that's going to x-ray mode, by the way, with the vertices at the front, we can actually do this from the side view as well. So there's, this can actually make a really simple. Now we can actually move these loop cuts outwards. Look a little bit like that. Now if we, if we Exit x-ray mode, we're in normal view. This is what it looks like, a normal view. And that's not too bad to be honest. But I don't think it needs to be by that much. I think we can do this once again, we can just do it just a little bit. So I tend to think that looks a little bit better. Now if we tap out, that does look pretty good. And now we can actually add a solidify modifier. Once again. Now we can actually add a bevel modifier. With this bevel modifier, we can keep it actually, we can keep it quite low poly as well. So we can keep it probably around three different segments. And if we shade smooth now with our main bar, Let's tab into edit mode and let's add an additional loop cuts. Add a loop cut around, around the middle odd say, random middle of R-bar, not a loop cuts at the, at the top. We can now delete those loop cuts. And there we go. It kinda fixes our issue that we were having. And obviously you can still see it's creating some problem, it's still protruding. You can do is that you can actually just scale this down just a little bit by the tiniest margin. There we go. And that makes a little bit of a difference. That actually looks, looks pretty good. I'd say. Now that we've created a basic form, we can now save this document, so Control S to save. So within your file you can now create a new folder. Let's call this tiny scooter. And obviously remember to name your file tiny scooter. Let's save that blender file. Remember to continue to save your files. We wouldn't we wouldn't want to lose our files, of course. So now a quick way to save as just Control S and it's just save automatically to that folder, to that particular file. That's a nice way to have everything. Now with the bar at the bottom, we can actually reduce this thickness. We don't want it to be too thick, we just want it to be a little bit just to show that slight difference. So we can actually tap in. Now select everything using a and let's move it up just a little bit. Not too much of course, but just a little bit. Now right there we can actually add a. So at the front, we can now add our first, we'll. Let's go ahead and do that. So let's press Shift a and let's add, and let's add a tourist. And this will be our, we'll basically, so let's rotate this along the y-axis, 90 degrees. That will be our first. We'll, I'd say just around that size is pretty good. But we need to move it down a little bit. So press G and move this down just that much. Now if we click number one and our number pad, we can actually scale this as well. We can actually scale it and make it super wide. We can actually make it as wide as we'd like. So that's, that's pretty cool. It looks a little bit like a speaker doesn't need to be that wide, but you can scale it in whichever way you'd like. But yes, let's scale it along the x-axis. Let's not make it too wide, but I'd say that's pretty neat. That is, That's pretty cool. Can probably scale it down a little bit. Not too much, but yeah, that's about right. So Control S and save our document. Now directly where we are, what we can do next is that we can add our, our connector. So this is what connects from the, from the scooter, so the wheel. So let's add a plane. Let's go to our mesh tab. Let's add a plane. And we need to scale this plane down, of course, along the y-axis. And let's move it up, of course. Now from number one on our keypad, we're viewing it from the front. We can now scale this down along the x-axis, and let's move it along the left. We want to get it a little bit even not too much. And I think that's I think that's about right. We can always adjust it later. But let's tabbing and let's scale it a little bit more on the y-axis, of course, and let's move it backwards a little bit. Let's scale it down a little bit more. We just don't want it to be too large. I think that's about right. So now we can actually adjust this some more. So let's click number two, and we can select the edges, of course now we can extrude these edges. We can do whatever we'd like. So from number one and our keypad, we're viewing this from the front. We cannot extrude these edges and extrude it along the z-axis. And let's extrude downwards. Now select everything using a G to move this along and move it along the x-axis. We just want it to look pretty good. One it to look even of course. But before we visit these edges, we need to add a couple of loop cuts along the sides. So let's add a loop cut right around there. Let's add another loop cut on the other side, same place. Let's click the top two edges once again, and let's vessel this. Now we can embezzle it a little bit more evenly and it sort of looks way better. Look at that. That's much more improved. Now if we click number one in our keypad with the vertices at the bottom, I do believe we can also bezel these. Before we bezel the vertices at the bottom. Let's add a loop cut in the middle of everything. Let's select the vertices at the bottom, just the ones on the edge. And let's click Control V and V, two beds ODEs. Let's add an additional loop cut in the middle, right there with the vertices at the bottom. Let's bezel these control v and v to bezel these vertices just around there. And that looks pretty good. Now if you click three and our number pad options Z, we can actually bezel the vertices. We can actually add another loop cut over here along the right as well, with the vertices at the bottom. Sirona number pad, we can desert these and it looks so Control B and V to bezel these one as well. Now we can actually add a solidify modifier. There we go. We can put the thickness around 0.04 and even thickness. Of course, there we go, That tends to look a lot better. Now next we can add some additional work to the wheel, of course. So right now the wheel does look pretty cool. I'll have to admit that. So next up we need to do some additional work on the wheel. So let's set its tapping onto our wheel, and now we can do some additional work. So we need to select the edges, of course. So Alt, select the edges, the edge loop and do the same thing on the other side. But you've got to click Alt and Shift and then select the edge loop. There we go. And now we can actually fill. So at the face selected, we cannot extrude this scale, this scale, this within. Then we can actually bring this out words and scale it up once again. Now we can actually insert this and extrude this outwards that we go. And it's the same thing with the other side, to be honest. So with face selected, we can extrude, we can scale down and we can extrude this outwards. There we go. That tends to look pretty good. Now of course there is a overhangs. So to fix this problem, we can click on the connector. Of course. Let's just call this the connector, just so everyone knows what I'm talking about. If we click one and our number pad, we can now scale this along the z-axis. Not by much, but just by a little bit. And move it down along the z-axis and scale this a little bit along the x-axis. Of course, not by much, but just a little. There we have it. And of course Control S to save. Now with our connector, we can click Control to, to add a subdivision. And we can shade smooth this subdivision, but it gives us a little bit of a problem at the bottom. Obviously, you can see that this doesn't look too nice. If we tap in and click number one. The second vertices as well, the two-second vertices shift, select all of them and dissolve those as well. With the second row. Let's dissolve those as well. And with the second row, so those ones, we can dissolve those. And with the middle row, Let's dissolve those ones as well. And now if we tap out, that looks a lot better. It looks a lot more circle, of course. Now it's the same thing on the opposite side as well. So these were all vertices. Let's merge them one-by-one. Because I think that's creating some problems for us and that looks a lot better. At this side done, we can now click Control S to save our document. Our the opposite side. It's the same thing with these vertices selected one by one at the top. Let's merge these vertices at the center. Same thing with the ones on the right. Let's merge those at the center with these two vertices, the first row of vertices, we would like to dissolve these row of vertices, of course. And from there on it's the same thing we did before. The third row of vertices. We would like to select those use and using Schiff and dissolve vertices, right-click and dissolve vertices, tab out, that tends to look a lot better. Let's save document, of course. Now we can actually scale this down along the Z-axis, just a little bit more and move it along the z-axis downwards a little bit more. With the wheel, we can actually add a subdivision control to, to add a subdivision. And we can then shade smooth. If we tap in, we can add a loop cut to the wheels and we can move this outward so that looks a little bit better and it's the same thing with the right hand side. Add a loop, cut and move this out words that looks much better. That is one of our wheel. Now of course with the connector to connect to that we actually named, we can actually, let's set the origin to geometry for one. And let's rotate this along the x-axis a little bit. And let's bring it forward just that much. We'd like this to be even somehow. And I think that looks pretty good. Now we can do the same thing with the bar, of course, the cylinder, the original cylinder we can actually control to add a subdivision. And let's tab into edit mode. And of course we can add a loop cut and let's bring this downwards. And if we tap out back into object mode, we can now get a proper idea of how this looks with this original bar. We can now add a bezel modifier. We need some segments of course, and we need to, we need to scale this down. So the amount is set at 0.03. And the segments, we can, we can increase the segments if we'd like to, around ten perhaps. And now we can, if we tab into edit mode, selected vertices at the bottom, all the vertices at the bottom, of course. Now we can of course, extrude this downwards and we can scale it inwards. So it looks a bit better. So far, so good. I think overall, that does look pretty good to be honest. Now, what's our connector? If we tap on it and we go into edit mode, we can add a loop cut towards the front to just sharpen it up just that bit. And that tends to look a little bit better. Let's add another loop cut at the back. Can sharpen this up as well. That tends to look pretty good. 4. Design Handle Bar & Breaks: With everything so far, what I've mostly done is just add a solidify modifier. So with the duplicated, with a duplicated cylinders, we can click Control to, to add a subdivision tab into edit mode, add a loop cut and scale this up. Of course we want to run it off, scale this down on our additional loop cuts. And now we can click shade smooth. That's just to add our finishing touch of course. And this is same thing with the other, other cylinders. Control to, to add a subdivision tab and we can add our loop cuts now to run it out at our loop cuts. And this is basically just having that finishing touch to be honest, and scale this up using S if you'd like. Now we can of course, add a cylinder at the top to start working on our handlebar. So Shift a to add a new cylinder as scalars cylinder up along the z axis. And let's rotate this cylinder. And we'll rotate it on the y axis by 90 degrees. And we can now scale it down and move it upwards. Move it upwards, and of course position it into handlebar seven on our keypad. And then we can scale it out even more along the x-axis, of course. So that tends to look pretty good. Actually. We can scale it down a little bit more. We don't need it to be too big because we will, we will customize it a little bit more skeletal, bit more out on the x-axis. Not too much. So that right there is looking pretty good. So let's save our file Control S. And let's duplicate this underbar. And let's scale this down along the, along the x-axis. And let's move it towards the left-hand side on our screen. And now we can add a solidify modifier. There we go. We add a solidify modifier and now we can add thickness. So this is just add in some additional details, of course, an even thickness, of course you've got to remember that. And then what we want next is to add a subdivision control to tab into edit mode. And let's add a loop cut. Let's add this loop cuts towards the right-hand side. And let's add an additional loop cut towards the left hand side. Tap out and let's shade smooth. So without duplication, we can now scale this up using S Control two. So we've got a cylinder. Let's move our cylinder towards the left-hand side, just a little bit towards the edge. And let's scale this up. Use an S. Not too much, of course, there we go, That will do. And now let's click Control to, to add our subdivision tab in. And now we can begin to add in our loop cut at our first loop, cut right around there, and add a secondary loop cut within that loop. There we go and close it off just around there. So it looks kind of low poly. Same thing towards the left hand side. Actually, our first loop cut little bit wide and our secondary loop cut within should be a lot, a lot closer. So now when we tap out, this is what we get and we can now Shade Smooth from there on. We can duplicate this and add it to the right-hand side of our little square. And now with the actual, with the original cylinder, of course we can shade smooth that as well, tends to look a lot better. And of course, with the protrude Dan display right here, we're going to do some really cool things with this. We can add a bezel right there at around 15 segments amounts to 0.5. And let's shade smooth that. And let's set origin to geometry. And let's scale this up just a little bit. Let's save our document. Now if we click number three on our number pad, from there on, we can add our original wheel to the rear of our vehicle. So let's duplicate this and let's right-click G and Y to move this backwards that we go. And I think with the original Foundation, with the original unit, with our original plane, we can actually extend this along the, along the z-axis. Then we can bring this down just to add that extra amount of thickness. So let's try once again, extruded along the z-axis and bring it down just a little bit along the z-axis. That tends to look pretty good. Now with the rarefied vehicle, we do need to have some wheel holders as well. Now what we could do is duplicate our original connector. Just duplicate that. Right-click, take it towards the back. Rotate this along the x-axis. Of course, just run that much and let's take this down just a little bit. We can actually expand this just a little bit more. We have it that tends to look, that looks alright, actually, next thing we'd like to work on is our platform. That's what we started with. Let's edit it a little bit more. First thing we've got to do is to add a subdivision that's control to. Then you'd like to tap into this. And now we can actually add a few more loop cuts. So let's add a new loop cut to the bottom right there. And let's just drop it down. And we need to add a loop cut to the top of course, and let's drag that up just a little bit. Then what we can do is tap out back into object mode and shade smooth. That tends to look a lot better. Next we would like to do is to just add a little bolt. So let's add a circle. Let's rotate the circle on the y-axis, 90 degrees. Let's scale this circle downwards. And let's move our circle across to the right-hand side, just around there. Tab on three, get our edge view. And we can actually scale this down a little bit more. This is our little bolt, just position it just around there. And now we can actually tap in and press F to fill. This right here will be our little button now. We can just extrude it just a little bit backwards. There we go. And select the edges as well. Let's select the edge right there. And let's puzzle this control B. There, we have it, we can bezel this. That tends to look pretty good to be honest. And of course we can scale it down just a little bit more. Doesn't need to be too big. Next week can actually add a mirror modifier. So if we go to our modifies tab, we can add a mirror modifier and tap on the rear end of our scooter. So what's happened is that it's mirrored it to the other side. There we go. And then what we can do, we can simply just duplicate this, right-click g, y to drag that to the rear of the vehicle. And of course it's not, it's not properly aligned, as you can see. So press G and X to move it outwards just a little bit. That's about nice. And there we have it. We've got a couple of bolts. Now next up at the rear, we can actually create our brake system. So right here at the rear, at the tail, Let's add our cursor right there and press Shift a, and let's add a plane. Now let's scale this down along the x-axis. Well, we can actually scale it down a little bit more along the x-axis and scale it down along the y-axis as well. Scale it down a little bit more along the y-axis. And now we can position this just a little bit better. So let's rotate this along the x-axis and move it towards the back, of course. And let's move it down just a little bit. Let's just position it between there. Now what we can do is that we can tab and we can select the edge, of course. Now with the head selected, we can now extrude kind of light that just add that were just extruding. I would say that looks pretty good. So that looks about right, to be honest. That looks about right. And now we can actually bezel it if we'd like. We can just Beslan not by a lot, but embezzler just a little. Now what this done everything. We can add a subdivision like that. Then we can add a solidify modifier. Now if we tap in, then we can adjust this even more. So with R sub D, with the subdivision modifier, we can tab in. We can select all use an a and then we can extrude this. So if we extrude upwards, this is what we'll get it. We'll kinda look like that. And then we can add a few loop cuts. So if we add a loop cut in the middle, we can adjust it a little bit more. We can add a loop cut towards the rare, just like there. We can add a few more loop cuts just to, just to make sure that this suits what we're going for. We can add a loop cut to the middle as well, and add a loop cut to the top. There we go. That looks excellent. So that's looking pretty good. And then we can shade smooth, That looks awesome. Then we can press G and Z, and we can bring this down into our object a little bit more if you'd like. You can actually scale it down to suit your design. And we can rotate it along the x-axis a little bit more so it matches. And we can bring this down a little bit more and bring it forward. Of course, now with all of that, we can press Control S and save, of course. 5. Adding Final Key Details: Now we do need a stance, so let's add a standard. So let's underneath our board. Let's add our cursor, Shift a, let's add a curve and let's add a path. And let's rotate this path along the z-axis by 90 degrees. And let's carry it towards the right-hand side just a little bit. And let's scale this down of course. Now with the scale down, we can then rotate this along the x-axis and we can carry this downwards a little bit, scale it down props, and continue to scale it down a little bit. Now we can actually tap in and we can adjust this a little bit more. So for instance, this vertices at the front, we can shape this vertice, see a little bit differently. We can turn it towards the right, almost like a 90 degrees turn. And then with this, what we can do is that we can go into our, our properties, our object data properties, and we can add, within geometry, we can add a depth. We can increase the scale of this. There we go, and then we can fill caps. Now what we can do is that we can just tuck it. So now we can actually move it towards the back for once and we can just tuck it underneath our board just around there so that can almost flip up and down whenever we'd like. We can always move it in and outwards. And obviously you can move it upwards just a little bit more. Possibly scale it up a little bit more. So now we can edit the front. So at the front of our board, Let's add our cursor right there. And let's add another curve, which will be a path. And let's rotate that path along the y-axis. And we'll rotate it by 90 degrees. And we can now reduce the size as well. Now we can actually tap in and we can start editing this. So our first vertices, we can actually take our vertices and move it inwards into our board. And obviously we want this to look, look a little bit untidy. So we can move it around to give it a distinctive look, something that we would appreciate. And from the front, same thing, we can actually move it around to give it a distinctive look, like the middle cursor. We can move that around to give it a more distinctive look and approach. And now from there on we can continue to extrude this right there. So we can extrude this a little bit more. And we will of course extruded and continued to extrude an IT to handle. And with these two vertices right there, we can move that around with all the vertices that aside, we want to bring this towards the rear, select these three vertices right there and would like to move this towards the rear. Of course, there we go. So that will be where our handlers. So that will look quite distinct, full, pretty good. And now from there we can actually create a handle. But before we do that, let's just add some depth to that wire because that's how braking system. Let's add a fill and let's just duplicate the handle on the right for a moment. Who duplicate that? And let's scale it down along the x-axis, and let's carry it towards the left-hand side. There we go. Now if we tap in, we can actually edit this some more. Let's go to Face Select. Let's select these faces. And now we can actually extrude these faces and add loop cuts to these given faces. There we go. That's looking pretty good. Actually, can add some more loop cuts to sharpen this up. And of course, if this is not making enough sense, you can always slow down the video to continue. Again, some proper understanding. But from here on out, we can continue to add some loop cuts. Let's select face again and we can actually extrude this face just around there and add another loop cut right around there. Once again, select face and extrude towards the rear end. Let's again add some more loop cuts. So that's looking better already. I would say that's already looking better. Now obviously, we want to make it look a little bit better so we can add some more loop cuts. Just to give it that professional look. There we go. Just add some more loop cuts to get our professional look that you're hoping for, that we go and gradually it just tends to look, to look a little bit better. After you've given it some more loop cuts. There we go. So that already is looking pretty **** nice. And we can select all of this and we can actually bring it backwards if we'd like. We can actually adjusted somewhat. We can actually move it around. And now from there on out, we can continue to edit our objects. So that's looking pretty good to be honest. We don't really have to do much from here on out. Now the next thing that we've got to do is to create our handles. So let's tap out into object mode. Let's shift right-click, add a cursor right there, and let's add a, I would say possibly a cube. That's a fairly big cube. So let's scale this cube down because this will be our handle. Let's move it towards the right-hand side just a little bit. There we go. Let's scale this cubed down. Along the y-axis, just a little bit. Let's add a plane right around there. And let's scale this plane down. And let's rotate this plane along the x-axis, 90 degrees. Let's scale it down along the z-axis, and let's move it along, along the right-hand side, along the x-axis. And we can actually move it out from the top view to make sure there's nothing protrude. And this will be our makeup of our handle. This will essentially be our acceleration system, I should say. So from the top view, we can then edit this some more. So if we go to edge select, we select this edge and now we can extrude. I think you already know what I mean by editing this and I think something like that, something like that will probably be, be quite nice. So that's actually where you can rest your arm and you can just accelerate. So from here, we can press Control two. So from object mode, if we go back to object mode, we can press Control to add a subdivision. And if we tap back in with everything selected, we can now extrude this object. There we go. And if we extrude it backwards, I think that tends to look better. Now from here on out, it's just a matter of adding some, some loop cuts. So let's add some loop cuts towards the left-hand side. And let's add some loop cuts to the, the top of course. So there it is. That's, that actually looks pretty good already. So if we tap out, we can actually just move this forward just a little bit. And then from there on out, it's just a matter of rotating this along the z-axis and bringing it backwards and possibly scale it up a little bit. So it's not too, it's not too small. And carry it towards the left-hand side, of course. And now if we tab and we can probably select the faces. If we select those faces loop cut wise, we can probably scale this up just a little bit like that. But before we do that, we should probably add an additional loop cut right there. Then we can possibly, there's scalars move back just a little bit. Let's add another loop cut right around there. Let's Face Select All to select these faces. And now we can probably move this. There we go. We can adjust this a little bit more. So it might look a little bit weird at first, but once we shade smooth this, it looks a little bit better. So that makes a lot more sense. So let's save that. And from the front, I think we need to adjust this a little bit, but that should be quite easy because we would like to add a light unit. So with these two vertices, Let's bring those vertices down. Let's bring the top one across, along the, the right-hand side. Let's carry these ones down a little bit more. Carry these ones done just a little bit more. And from the side view, we can now adjust this some more as well. Let's carry this one, this one backwards. We can carry those ones backwards as well. There we go, nice and lovely. And let's save our documents. So that's looking pretty good so far. But if you'd like, you can always adjust this even more. You can adjust this kind of like like that. We can adjust this some more food like without all adjusted. I think that looks pretty good for me. You've got to adjust it to your own liking as well. Try to make it also, it's also good to make it look that much natural. Now, I'd actually like to add a light units. So from here what we can do is that we can take one of these faces and we can duplicate. And we can separate those face if we would like, because that will be our light units. From the front. We can now adjust this face unit. Let's adjust that along the x-axis. Let's carry this to the middle and let's set origin to geometry as carrier towards the left. And let's adjust that some more. Now from the side view, we can then move this forward just a little bit from the front view. Then what we can do is that we can then tap in, I can select these vertices and then we can of course, Basil these, these vertices to our liking. But before we can do that, Let's just add a couple of cuts. Let's add a couple of luke cuts around, right? One right there, one at the top, one at the bottom of course. And with the edge vertices selected, Control B and V. And then we can adjust this some more so that we can add these, these bezels at the edges right around there. So if we select all, now we can edit this, we can actually bring these backwards with an R object just a little bit, tab out and carry it forward. Just that much. Now with all of this, we can press Control two. We can tab into edit mode and add some additional loop cuts so that ladies and gentlemen, that is our light units. So let's select this face and we can actually insert this face. We can insert it like that. There we go. Then we can tab out and we can actually move this forward a little bit more. There we go. That ladies and gents, as I like units. So that's how a lot of Schooler, now we can start adding some materials. 6. Add Materials & Colours: Hi everyone, Welcome back. So we will be adding our material to our little scooter at the moment. So first thing that we need to do is to open up a side display. This is where we'll view our scooter from, from the left-hand side. This is where we can also set up our camera. So that will be quite, quite exciting. So first thing first, we need to go into our render tab. We would like to render everything and cycle. Everything's being read. And in GPU, max sample of render will be over 6,000. And we will be using de-noise. So right now, let's switch into rendered mode on our left display. Now on the right-hand display, we can start going ahead and start again some lighting setup. So without playing, we can actually scale this plane up just to get a rough idea of what we're working with. And let's start to add some light units. So Shift a. And the first light I'd like to add is an area light. Of course, let's bring this area light upwards, not too high. So without light units, we would like to turn to slight unit, but on our right-hand side we can go to Object Data Properties. Turn this light unit up to around 5,000 just to get a rough idea of what we're working with and possibly move like unit up just a little bit higher. There we go. Now we can probably lower our, our ground as well. And from here on out we can start editing it. So let's go ahead and click on. So let's go ahead and click on our plane. And let's go into edit mode. And let's select number two for edge select. And let's carry these edges upwards. There we go. So let's extrude these edges and we'll extrude them along the z-axis. So let's extrude only one edge and we'll extrude this along the z-axis. So there we go. With the head selected in the center. We can now bezel this area if would like. There we go. That's looking pretty good. Now let's just tap out into object mode and we can now move this forward just a little bit. We can probably scale this down along the x-axis. Along the y-axis. There we go. And if we tab in this wall at the top, we can actually bring that down along the, along the x-axis, along the, along the z-axis. So there we go, That tends to look a little bit better. So from here on out, we can start editing. We can actually duplicate this light units. So we can duplicate this light unit, carry one. I1 will duplicate the light unit once again and carry this one forward. With these light units, we can actually carry these light units upwards just a little bit. Now with this, we can start editing. We can duplicate some more at the back if we'd like. Just to add a TOD, everything looks really nice and save our document. Now it's time to start adding some, some materials. So this is where it gets really fun. So let's start with our base design. And let's select Face, Select, and select these, and select this edge loop right there. This edge loop should be a separate material. So let's go for a new material. Let's click the plus sign. With our new material. We can do whatever we like with our new material and we can apply this material. So with that selected, let's click control. So with everything selected, let's click P to separate, separate by biomaterial. And let's add a new material and assign. Now we can, we can add whichever color would like. So there we go. We've got two different materials at the moment. Saw base material. This one should be, should be dark and perhaps somewhat metallic. So we can make it a little bit more metallic and perhaps the top layer should be a different materials, so we can actually add a different materials. So new material, assign this material. It does need to be dark and this material needs to be metallic, of course, maybe not too much. And we can just call this black metal. And a secondary material, we can really do anything would like with this material to be honest, it could be read. In fact, it could indeed be a black and red kind of color. If we duplicate one of these lights, we can actually then carry the slight downwards. For a moment. We will delete this bottom layer and we will just add a new plane, because I think it definitely perhaps works best. So now we can choose our background color. We can simply click on the plane and we can add a new material to select the background color. As you can see, it's really unlimited To be honest, I really liked this kind of orange right there. So that's looking pretty good to be honest. We're not sure how it would work towards the end, but we will see now let's lower this just for a moment. There we go. That's looking a little bit better. Now, do we want a light unit underneath the board? I think that would be that'd be pretty good to be honest. So let's select the face underneath. And let's duplicate this unit. And let's separate this unit right there. Now if we tap out, we can actually select that specific unit. And if we go into expert mode, that is what it looks like underneath the board. Let's save our document so far. Now if we tap in, now, we can edit this so we can actually add some additional loop cuts. Along the top and bottom, select everything and then we can scale it down along the x-axis. There we go. Then we can protrude this by the smallest margins. That will be our light unit. That unit we can now add a new material and we can add an emissions to that new material. And this could really be anything. So there we go. Once we've deleted, we remove those additional materials. We can now bring those back up just a little bit. Not too much, of course. Just enough so it is visible and that is super bright. So we can actually turn this emissions down, perhaps around 18. And from there, we should be able to edit this a little bit better. So game iso come, don't really like it that much, to be honest. Let's delete game master cam, Let's try to ISO cam. Don't really like that either. So I'm really liking this angle for the camera. So we can try to add a camera right around there. Now that we've added our light unit underneath, we can now save our document. And of course with the with the stand, we can add that to black metal as well. So that's looking pretty good. So additionally, we can now add a camera. Of course we can add a camera right there. And of course our cameras underneath at the moment. So we do need to bring this camera unit upwards and rotate this camera unit. Let's rotate it about 90 degrees. And let's rotate it along the y-axis, another 90 degrees. And let's rotate it a little bit along the z-axis, of course. Then we can carry this down into our viewpoint. Suck, There we go. That's our, that's our camera view point. Thus far, we can we can always bring it backwards and within the camera, within the cameras set and we can then adjust the the focal length. We can then adjust the focal length of our camera. We can obviously rotate the camera as much as we would like. So from here on we can continue editing. So that's our cameras setup, that's our first camera view setup and now we can continue to edit. So let's save that as well. Now with our little light units at the top, there needs to be a lot unit right there. Let's tab in. Let's go into face select, let's select the face and let's separate the slight units by material. And let's go to a new material assign. And I would personally like this to be an emissions of course. But overall the light units should be black metal of course. So there we go. And if we tap in, then we can separate once again and add a new material. And that will be the, the lightened. So let's set that to emissions. And we can actually turn up setup missions. And we can give that whichever like we'd like. Now if you find that the lighter a bit too bright, we can actually turn those down. We can actually reduce the strength of those lights. Sometimes it can be a little bit too bright, so we can just reduce them, set them to around 2000. And this is the difference that it does make. So we can always adjust the, there we go. We can always adjust the background colors to whichever two, whatever we'd really like. And that tends to look really nice to be honest. So we can continue to adjust this until we find something that looks really dope. And to be honest, that doesn't look too bad. So with how handlebar as well, that needs to be black metal, of course. Now with the secondary handlebar, we can perhaps make this a different color, perhaps metal silver. Let's try to create some sort of metallic silver. So it turned the metallic all the way up of course. And as for the roughness, we can probably turn that down just a little bit. But it would look silver. Silver kind of like a silver spray. But I do think I need prompts, more light units. So let's take one of these units and let's, let's duplicate them. And let's carry that down to the ground. And let's carry that forward just a little bit. There we go. That tends to, tends to add a different touch. That was a small minute difference. Yet it's suddenly adds a new, a new look to our, to our object. That's really awesome. And with the camera as well, we can obviously extend a focal length if we'd like. We can always adjust those things, but for now we can perhaps keep it somewhat closer. And of course we can do multiple renders. So let's continue adding out some are far harder material, so the silver at the top and of course the black metal bar. And of course these two handles, they need to be rubber, so black rubber. And the point of this is to turn the roughness down so we want it to look a little bit soft. But of course, perhaps not too soft. So as for the spectacle, we can always adjust the spectacle. And spectacle can really change a lot of, a lot of things. But there we go. So the roughness, we can have a little bit less roughness. I think that perhaps look good because it doesn't really look metallic. So that's what I wanted to go for. So let's add that on the other side as well as for the wire. And I think this should be silver, silver metallic. And we can perhaps make, make this, make some of these red as well. So we can go with the theme of the entire, of the entire board so that we can perhaps make that red just, just like the one we have below, of course. And perhaps this can be black rubber as well. I didn't know that. Perhaps looks, looks good. But these are colors that we can always adjust in the future. Actually add in a little bit of blue, doesn't look too bad. It actually looks quite nice. Now below our third metal bar, that will be the same. So I've adjusted our metal, black metal just a little bit. I'd say we can keep the metallic around 900. The roughness is just around 361. And that tends to look pretty **** good. Now as for us for below such as the connector, this is black metal as well. I'd asked for the tires. It's like slab black rubber as well. So there we go and ask for our wheel nubs. These are silvers, so we've got metallic silver and it proves to be perfect, proves to be perfect for that occasion. And now I'm considering that this read that we've got right there. Perhaps this should be blue. Perhaps it should be blue, or perhaps the whole thing should be blue. Now the light unit underneath, we can perhaps edit that light unit as well. So along with the light unit underneath, we can start adjusting dark color. That blue actually looks pretty nice. So let's save that document. That blue looks pretty **** nice. So we've gone in a different direction. So we're going with blue ladies and gents. This is our blue scooter now with the rear wheels is, it's really the same thing. I need is to be rubor. Of course, I need to bolts to be silver. But of course, feel free to change this around to your own satisfaction, to your own liking. Some things that make sense to me, they perhaps won't make sense to use. So feel free to change this around until you find something that you're happy with. But to be honest, this can perhaps be our first render of r objects. From being completely honest, this could possibly be our first render, first set of colors, gray background. It's actually not a bad idea. It looks kind of, kind of different, which is sometimes a good thing. Now we do have an emissions right there. And what we can do, we can create an alternative light. So let's duplicate our main light units. And let's drag this one downwards. Let's drag this one downwards. And if we view this from the top, we can now edit this light unit just a little bit more. So we can scale this unit down. There we go. And we can move this light unit forward just a little bit. And now we can do is that we can actually move this light unit outwards. There we go. Now we can point to slight unit downwards just a little bit. And of course it's a little bit too bright right now, of course, so we can just change that a little bit. Let's set that to just around 100. And let's just see if it does make any difference. So let's change that to 500 and doesn't really make that big of a difference to be honest. So to be honest, we can perhaps delete that by person X and delete. Now with this smaller light unit that we've got right there, we can start rotating this slight unit to perhaps point our, our, our scooter. There we go. And what we can do is that we can duplicate this and we can start rotating this just a little bit and moving it along and continue to rotate it. Of course. Now with this slight unit, we can carry this one downwards just a little, just to show off the full board, to be honest. And as for our camera unit, we can perhaps zoom out now with our camera unit and view, and from the top we can perhaps rotate this camera units. There we go. That's definitely look in a little bit better, but I think we can turn down the, the strength of the lightens just to around 1,500. Now we can continue to test out different backgrounds to see what works, to get a proper understanding of what we can go with. The purple actually, that purple, lavender doesn't look too bad. Now without light unit clicking number three on our number pad, we can actually adjust it downwards just a little bit. There we go. We can just add downwards just a little bit. And that's looking, that's looking pretty nice to be honest. We've got this baby blue background going on. And that doesn't look too bad to be honest. That could possibly be our first render right now. So let's save this document. And now we can attempt to save this document. So let's save this document Control S, and now we can attempt to render our document. So in the top left-hand corner, you will see your render, render options, render image render animations. We would like to render our image. And this will be our first render of our little electric scooter. But there's something that's not fully right. You can always cancel this and go back and change. What's not fully right? Is the handle holder right there. It's in the ground a little bit too much so we can press G and Z to adjust this and bring it upwards just that little bit, not too much. Save that. And let's try to render our document once again. And now all you have to do is just sit there and wait for your render to be finished. But we will render a few different versions in different colors. Try different colors for your scooter. Try as many things as you can. In fact, add multiple scooters if you'd like, that would be awesome. But that is it for this video. Thank you for watching, subscribe to see more liberal or leave a comment. And of course I'll see you in our next one. 7. Outro: Now thank you for finishing this class. Congratulations, huge congratulations to you. In fact, remember to share your own work within the community. If there's any feedback, constructive criticism, or just normal criticism. Any reviews please share with the community. This is a great way to interact with other people in the community and learn more. And this is a great way to help other people who are struggling with a particular area. So it's always good to share what you found difficult, what you found easy, and how much you enjoy the class and share your work. Create your own different version, your own different design and sharing. Congratulations on finishing the course. I can't wait to see what you've created.