Transcripts
1. Introduction: Hi friend, My name is Hunter. I'm a graphic and motion
designer based in Australia. And in this course, you'll learn how to use
Blender for 3D illustration. And you'll get to create this really cool isometric
room and blend it is a free 3D software that we can use as a part of that
graphic and motion design. Or if you just wanna use it
for solely 3D illustration, you can do that also
throughout this course, you'll go through the basics, learning how to move, scale and rotate shapes. You'll learn a little bit
about blenders interface, and we'll get you
up and running with all the basics you need to
start building this project. And we'll jump into
the modeling phase. So you'll learn a little bit
about object and edit mode. And we'll go through
modelling multiple objects from the room to windows, to the desk, to plants, to the keyboard and mouse. You'll also learn how
to model a couch in. Once a modelling is done, we can move on to actually
texturing and shading. You'll learn how to UV
unwrap a shape so that the texture is don't
walk stretched. And you'll learn how to set
up a PBR texturing workflow. Now to help you learn blender
as smooth as possible, we have a couple of resources
which will help you out, like what the working
project files. And so what you can
do is open up any of the project files
for the lessons and see what you've maybe
done wrong or go back and start from the project
file that I've created. You can also access the finished project file to
see how I've set up things. I've also included a keyboard
shortcut cheat sheet because blender uses
quite a few shortcuts. It's really handy to have
beside you to look at and see what the shortcut is for the tool that
you're using the most. Well, so I'll be
in the discussion answering your questions
when you have them, and I will update the course if any questions come up a lot, all right, without further ado, can't wait to see
you in the course.
2. Getting started: My friend and a
welcome to the course. So to get started, you will
need a version of Blender. The version I use throughout
the course is 3.2. And I think it got updated to 3.2.1 or two,
something like that. Throughout the course, however, you'll be okay if you follow along with
the latest version. At the moment it's
at lender 3.3. And you can get just
come to blended.org. It download and you've got
the download button here. It will automatically
configured depending on Mac or Apple. If you want to use the same
version that I'm using, it's a little bit
complicated to work out, but you can use the
previous versions here. Click that here. Now sends you through to this page and it says here you will always be able to download every
version of Blender. So you can click this link here. Send you to a page of
all the versions of Blender that there
are few scroll down. I'm using 3.2. Then I would suggest grabbing
the lightest. So 3.2.2, because that'll be the most stable
out of that version. And then you have to
select what you're on, either Mac or Windows here, maybe your Linux user. And you choose one of those
downloads there to install. That's if you want
to use the same version that I'm using. But if you follow along with the latest version
at blender.org, you'll be pretty much fine
throughout the course. Also, we have the project and exercise files to help you
out throughout the course. And there's also a shortcut PDF, so blenders quiet heavy on the shortcut and
it's quite hard to learn all of them without
a PDF to help you out. So you can check the PDF
for any shortcuts like the moving or scaling, all sorts of shortcuts for the different views in Blender. And they're all outlined in this PDF here, which
you can download. The exercise files are
here to help you out. So I've saved to
throughout the course, I've saved my working files. If you get stuck at any point, you can go and check
my exercise files. There's not exercise files for every single lesson,
but a lot of them. And you can go back and
check what I've done. Or you can use
that exercise file to reset and go back and
continue on from there. And there's also a
finished working file in exercise part five here. So you can check out
the finished project. Will say it'd be really
good to see your projects. I'd love to see you create a class project under the
projects and resources here. Just hit Create a
project and you can give it a project title and upload an image in here
if you just took three screenshots and also the final render
that you create, you uploaded it in here. I'll go through and comment on it and take
a look at your work. And it will allow other students to take
a look at your work. Also. Also, if you
have any questions, put them in the discussion, I'll be here answering any questions you
have about Blender. There's a lot to learn
with this course. So if you find
anything that hasn't been explained well enough or you don't quite understand it properly in as a question. And if I get a few questions, I will update the lesson. Dan, replace it, or maybe add new lessons to help
explain blender. A little bit better
for you to understand. The last thing I
want to point out is that the easiest way to learn blender is
to make mistakes. So click on menus, do things, and that will be the easiest
way to learn blender. But I just want to point out
if you ever get stuck or you flip it as setting that you're not quite
sure what happened, you can actually revert back
to the factory settings. And so I did this when
I was learning Blender, I clicked all these buttons. I made mistakes. Just come back to edit. You can drop down to
Preferences here. And down in this
little menu here. If you click that, you can load the factory preferences
and hit Okay. That will reload all
the factory references that are set up
inside a blender. It'll likely fix any issues. If you still have any issues, make sure to go to the discussion
and put them in there. And I'll see if I can find a solution to any of the issues. Alright, that's it for
the getting started. In the next lesson, we'll take a look at how to
start using Blender.
3. Three Main Objects in Blender: In this lesson, we'll take
a look at what blender looks like when you
first open it up. Now my blender will have
some slight changes. But overall, at the moment, it should look exactly the same as what yours will look like, except for the
recent files here. When we open up Blender, this is called the
splash screen. And all we do is just come
in and open a new file. You can also open a recent file that you've been working on or open the browser to
look for your file. We'll just click on General. And this is our layer when
we first opened Blender. Now one thing you'll notice, if you're completely
new to Blender, There's lots of buttons
and things everywhere. And this can be a little
bit overwhelming. I know I was overwhelmed
when I first started. What we'll focus on
is just the tools that you need to in this lesson, we'll talk about these
three objects here. The first one here
is the default cube. And we can use this to model our shapes and will most
likely use this cube a lot. Throughout this course. We also have some other
shapes that we can use as ways to build up objects. Next one is the camera. This is what we use to
actually display and render out either image or animation. And of course we've got a light and we can have multiple
forms over light. And this one is just a
simple default light. And we use this to
light our scene. Now lighting is a lot
more important and can be overlooked easily when
you're starting out. But lighting can
sometimes make or break the image or
saying you're creating.
4. Moving, Rotating, and Scaling in Blender: There are three important
tools that we need to know before we start creating
anything in Blender. These tools help us
to create objects. And that is the move, the rotation and the scale tool. Now there's two
ways to use this. There is an easier way which uses the tools on the
tool panel over here. There is a harder way which
uses keyboard shortcuts. They both take a little bit
of getting used to have the keyboard shortcut way
is a lot more efficient. In this lesson, we'll
take a look at using these tools to get an
understanding of how they work. In the next lesson, we'll take a look at using
the keyboard shortcuts. It's first we have
the Move Tool, and this one's a little
arrows in every direction. If we click that and select an object just
by left clicking, you can see it brings
up these arrows. If we take these arrows
and we can move it in any of these
directions, like so. This will move it left, right, and up and down. We can also use
these little squares here and then we'll move
it in every direction. But the color that
it is colored, so it will move it
in left and right, or the X and Z
except for the SSID. And that works for all of these. And of course, the little circle in the center will allow us to freely move and move
anywhere we would like. The next one is rotation. This works the same. We use two different
colored circles to rotate in that direction. You can see the axes that you're rotating in by looking up here and also looking at
these two lines here, the red line and the
green line here. And so if it's a green line, we're rotating around the
y-axis and the red is the x. And of course, we can
rotate around the z axis. And we can also free
rotate by clicking in-between all these circles
and clicking and dragging. The last one is the scale tool, and this works the same. We can scale in the x and all the directions
that we'd like to scale in. So we can use these
to edit our shapes. In the next lesson, we'll
take a look at using keyboard shortcuts to do this.
5. Moving, Rotating, and Scaling with shortcuts in Blender: In this lesson,
we'll take a look at using keyboard shortcuts to move objects
around in blender. That this could be a little
bit heavy and it's probably a good idea to
practice this after, after we've completed
this lesson. The first thing I
wanna do is actually reset this default
cube in the center. And we'll go back to our
selection tool up here. So let's click this. And with the default
cube in the center, selected will go up to
Object and down to Clear. We can clear all
the transformations and the moving and the
rotating that we've just done. So what I can do is
reset the location. We can go Object
clear, rotation, and then object clear and scale. Now let's look at how to move this object with
keyboard shortcuts. So G stands for grab. And if we press G,
you can see that now we can move this object around. The first thing I want to
point out is if you want to cancel any of this movement, you can right-click and
it will snap back to the position where you
started. But let's press G. Let's say we want to snap it
to the red or the x-axis. And we can use X on our keyboard to snap
it in that direction. And we can use Y to step
in the y-direction. We can use z to snap
in the z direction. They can see that
these transformations aren't affecting anything yet. So if we go, why? You can see it's just
going to jump to the y-axis where it started. So we have to apply this. We want to move
it across and up. We have to apply it by
left clicking again. Then we can go G and Z
to move it up in space. Let's reset and clear the
location back to the center. We can also rotate and
scale the exact same way. We can R for rotate and
x around the x-axis, y around the Y axis, and Z on the keyboard, or around the z axis here. If we apply that, the next thing we can do
is scale in the same way. So we can scale in the x, y, and z just by using the keyboard
shortcuts x, y, and zed. Now these
transformations work for all of our objects here space. So we can use gy, Gy
to move it and g, gx. So what I'll do
after this lesson is complete is have a
go with scaling. With moving this object around. You can just reset the
cube by going to Object clear and clearing the scale, clearing the location and
clearing the rotation. Just to play around with this. Alright, let's move on
to the next lesson.
6. Navigation the viewport in Blender: The last important
thing that we need to know before we start building something in Blender is how to navigate the viewport. And so this can be
also something that's a little bit confusing,
like lossless. And we had all the
shortcuts that you can use to move objects around. In this lesson, we'll
look at rotating and panning and zooming around the objects that we
have in our scene. So the first one we
need is a mouse. Now I will show you later on in the lesson how to use
it without a mouse. And we have to
emulate the mouse. And it's just an option in the preferences which
we can turn on. But for now, we use
a mouse and we can use the middle mouse button. If you just push down
the scroll wheel, you can click that and drag it. So you just push
down the middle of the scroll wheel, hold it down, and you can pan or rotate
around the objects. Now, to rotate around
a particular object, we can select it. We can go to View. And then down here we've
got frame selected. Then we'll zoom in to
the object that we have. And we can use that
middle mouse button to rotate around that object. Then we can also use the
scroll wheel to zoom out. So if we pull it
back towards us, that we'll zoom out of the
scene and we push it forward. It was zoomed in. Then lastly, we can use that
middle mouse button and the shift key here to the scene. So push down that
middle mouse button and we can pan the
scene with shift. Next thing I want to
do is show you how to emulate a mouse. This is handy for
anyone who's using a computer with a trackpad
and you don't have a mouse. So we'll go to Edit,
down to Preferences. Down under navigation, there's a few options we want
to turn on here. And the first one is
orbit around selection. So this helps us orbit around
the selection that we have. And then also we want
to turn on depth. Let's go back up to input. And under mouse we have here the emulate three button mouse. This will work for
it, the trackpad, or anyone who doesn't
have a mouse. Let's click that. For this to work, we can use the left mouse button
and the alt key. If we just hold down
the Alt key and left mouse button,
we will rotate. We can click and drag. Then the control and alt
and left mouse button. We can zoom in and out, like so. And the Alt and Shift key
will allow us to pan around. Now for now, I'm going to
turn off the emulator. I think it's easier
to use a mouse. Now what we can do is
just practice doing this. So it can be a
little bit hard to understand how all this works. So just have a go of rotating
around your objects, moving around the scene. Like so. I don't see you over
in the next lesson.
7. Modelling the walls in Blender: This video will finally start to develop something
inside of Blender. The first thing I'm
going to start off by doing is resetting our default scene to
the just general. So we'll just create a
new scene by going to File New and then you
can click General. And if you've been using this and navigating
around this to learn how to navigate
and move objects, then you don't want to save it. So we're going down Save. And that way we've just
created a new blank scene. First thing that I
would like to do is actually save this straightaway. So we'll go File down to
Save As will go there. And it brings up these Viewer. And so we can search for
wherever we want to save here. So the easiest way
for me is just to copy the URL from the top. And this is on Windows. So if I bring in my File
Explorer over here, I can just click
in here like so, and go Control C. And then I can click
black into Blender. Click on this top bar here and press control V.
I just hit enter. That'll send us to the
file we just copied. And I think that's
the easiest way to navigate around blender. Then we want to
give this a name. And I'm just calling
this modern room. And then we'll just put a
number at the end, so dot 01. And that way we can scale up the number as we save and we
want to create new versions. And this is handy at the end when we want to create
different styles, different lighting,
and different renders. So we can save multiple
versions and go back to a fire we've saved if we
like a previous version, Let's go Save As. And now we can start
actually working in Blender. And so there's a few things
you'll notice over here. We've got the layer stack. This is called the outliner, this little part here. This is where all
our objects inside the viewport end up Camera Cube, any objects we create
and the light. So the first thing we're
going to do is go and click, left-click and drag a big
marquee across all our objects. And to do this, you
actually need to be on the marquee selection tool. And now we can go to object
down the bottom to delete, delete everything that we have. Now what I can do is see
this little box here. We've got it selected. That means we've got
this scene selected. If I click on this box, means we have this
same selected, these collection and these collections inside
the same collection. And we just want to
select that box there. Now what I can do is
go add, add bash. We want to add this top one. So you can see we've
got the cube here, that's the default cube. We want to add this top one. And personally I use
this top one here, the plane more than the default cube because it gives us more
control over the size. We'll click plane. And you can see that that's popped it straight
into the center. And it's going to pop up
on the 3D cursor here. So this little circle here. So wherever that is, it will give us our
shape or object. The first thing that I can do is start moving this around. So we could use G and a y and start moving this
around if we wanted to. We could also say k, s
and start scaling this. And I'm just going to scale
this and we'll scale it up a bit and just left-click
to apply the scale. And I just wanted to show you something that could
cause a problem later. If we go up here to
the little arrow, we can also open this
panel by going in. You can see here that
we've got a scale here. And this will cause us problems later on inside of Blender. So we want this all
to be set at one. But if we click on this and putting one for
each one of these, you can see it returns
to its original shape. So what happens if we
want to scale this up to a certain dimension and
then keep it at that size, but also keep it
at a scale of one. So what I can do
is either use edit mode or do it inside
object mode and apply it. So if we go to S, scale
it up, Let's apply that. Maybe we want it to be scaled
to four times its size. We can also see a
little panel popped up, and this will only pop up just after you've made
the transformation. Let's open that up.
You can see we've got the same options
here, the scale. And so we can click and drag down across all these values. Let go. Putting four, hit Enter, then it will apply
a scale of four across all the dimensions, the x, y, and z. In this case, because
there's a plane, it's not really going
to scale up and down because it's
only got two sides. So what we can do to apply
this is go up to object, down to Apply, and we
can apply the scale. So last lesson we were
clearing all this, but we can also apply the scale. So let's go and do that. Apply. And you can see that we've applied the scale and now
it's all sitting at one. And later on we'll
talk about why this is important with modifiers. The next thing I would like to do is actually start
building out the room. So what we'll call This is we'll call this either wall or roof. This case, I'll call this room. And up here, you can
rename the object just by double-clicking
on the name. It's a double left-click
and just type it in. And then you can just click
on it to apply that name. Now what I wanna do
is enter edit mode, and this is a new mode that we can use to edit the shapes. So if we go to object mode, up here and down to Edit Mode, you'll be able to see
two things happen. The first thing is all
these tools have changed. We've got a whole
heap of extra tools. And this is what we can
use to modify this shape. You can also say
that this panel over the side has also changed. Now we don't need
this panel right now. So if we go in on our keyboard, on a keyboard that'll pop
up back in to the side. So we've got more real estate. Now, let's point out
a few things up here. We've got three
modes for editing. In edit mode, we've got
the vertex selection mode, which you can see
these circles on the sides here, a vertex. We can select these just by
clicking and dragging over them and pressing G and
moving these around. Let's left, Let's right-click to set it back to
where we started. So we don't apply
any of that action. And we can edit any of
these which we want. We can also select multiple ones to edit them at the same time. The next selection mode
is edge selection. This allows us to select any of the edges between the vertices. So anything between a
vertices is an edge. And so we can select
any of those edges. We've got to face select mode, which selects the full face. That's everything between
the vertices, the edges. And so we can see that
this is a full phase. Now we want to use Edge Select, and we want to select
these two edges here. So if we go across those two, now what we can do is
start modifying this. We want to use a
special tool over here. And this one over here
is called extrude. So if we just click that, you'll see we've
got this new tool. We can just grab the
plus and go straight up. And then it'll automatically
go in the z direction. You can see that
we've scaled up. And now what we wanna do is
alter this number down here. What I'm going to do
here is click on this. I'm going to put
in negative five. And let's hit Enter. There we go. Let's get back
to our selection tool. We can zoom out a bit, click off to
de-select any object. You can see here, we're
getting the start of our room. That's something
that we want to do, is start building this out so we want to
thicken this ****. So let's go back to
object mode and will introduce you to some modifiers. Now this can be a
little bit confusing, but if you follow step-by-step, you should be able to
understand what's going on. Over here. We have a Properties panel,
and as you can see, we've got all these
settings that we also had in this panel up here. And so what we can
do is actually start using some of these
other tools down here. Now ignore most of it. We won't need it to lighter. And we want even need
all of the panels. This little wrench down here, if we click that, this
is the modifiers tab. And so we can see here
we've got this option to add a modifier if I click that. And so we have all these options which will help confuse you. But we're going to stick to the generate for
most of our lessons. Down in the generate tab here, the column we can see here we've got this option
called solidify. If we click that, you'll say that pretty
much nothing happens because the value is so small. So we're going to
keep it on simple. We're going to go down
to the thickness. Click on that and we put in something like 0.3, hit Enter. You can see straightaway, it's thickened up our room. So now we've got some
edges on our room. Now the first thing you'll
notice is that it's not even so this length here is longer than what this would be. So we have this
little option here called an even thickness. Let's check that. You can say there
that we have applied an even thickness to our room. Now what we can do
with this is with a modifier, this is
non-destructive. So if we cancelled out
of this or took it away, the original shape
would be there. So let's go here. This little screen here means the object mode will turn off the view
for the object mode. So you can see there that you
can toggle that on and off. And you can see that
it's non-destructive, so we still have our
original shape back there. Let's turn that
back on and let's apply this so that it becomes destructive and it will
create a full shape. Will no longer have
this original shape, will have this full area
that we can edit with. Because if we go into edit
mode now, object edit mode. You can see that
with Face Select, we can only select the
three original shapes. But we want the
capability of selecting all these other shapes that
they solidify has created. Now to apply the modifier, what you can do is
dropped down here, and you can see that we've
got this apply option. Now currently it's grayed out. That's because we're
currently in edit mode. If we go to object mode, we can now drop-down and apply. Now if we go back
into edit mode, you can see that the
modifier has gone. And we can also
select More Shapes. There is more shapes around
here that we can work with. So that's it for this lesson. In the next lesson, we'll start building out some
of the windows. If you're still struggling to follow along in these lessons, I'd encourage you to
build this again, following along
with this lesson. And then try and
build up on your own using the modifiers
using those planes. And of course, the
Extrusion tool.
8. Creating Booleans in Blender: In this lesson, we'll look
at putting in the windows. Now we have to use a modifier
called a Boolean modifier, and that helps us cut
out of another shape. And this can be a little bit confusing when you
first start out. So we'll go really simple and we'll work through
it really slowly. So in edit mode, what we're going to do
is click Face Select. And we're going to
select this face here. And we have to duplicate this. So if we go to Mesh, we can go duplicate like so. If we can say this, we're moving a mouse and we haven't clicked anything else. If we just right-click, that'll paste it in place over exactly where we
duplicated it from. Now we don't want it to
move in any direction whatsoever because we want
the windows to be centered. So the next thing I
want to do is actually separate this face before
we select anything else. If we select anything else, it could be hard to
select this face again because it's overlapping
another face behind it. So what I can do is go to Mesh. And down here we
have some way here, separate here, and we're going
to go separate selection. And you'll see what happens
when we do this, two things. The room will duplicate. So we'll have a room dot 001. And also have this line that goes around the object
that we had selected, which is like this
darker orange line. And that means that
it's no longer with the original shape. So the room. So if we go out of edit
mode to object mode, now there's a super
quick way to switch the two modes because we use it edit mode
and object mode. The most. We can just use tab
on our keyboard. Like so. So another thing I want
to point out is that now that we've got
the two shapes, if I click this wall here, you can see it's
selecting Roman dot 001. That's the duplicated
face that we had. And tab into edit mode. You can see it only
will affect edit mode will only apply to
the selected shape. So we can edit any of that other room because
it's not in edit mode. So if we tap out and select
the room and tabbing, you can see that now we've
got the room selected, so it's in edit mode. So each shape has its
aren't edit mode. Let's click on this wall. Once again makes sure it's just this wall selected
tab into edit mode. Now we can start doing
some things here to create our windows shape. To the first thing
that I would do is come down here and
we have this little two down here called a loop cut. Let's select that. If we hover over our wall, you can see it
gives us two lines. So if we hover at the top, it'll give us a vertical line. If we hover over this side, it will give us a
horizontal line. This will allow us
to add an edge and some vertices straight
through dividing the faces. We want three
windows along here. So what I'm going to do is click and that will apply a loop cut straight
down the center. Now we still have a
loop cut tool selected so we could go ahead and
do another loop cut. But before we do that, we want to have
this little panel. Before we click anywhere else, we need this little
panel to pop up. So most likely
will be minimized. Let's open it up. And we just want to pop these
number of cuts up to two. And then we'll divide it
into two loop cuts like so. Now what I wanna do is actually
get rid of some faces. So we only want to work
on one window at a time. So if we get our
face select up here, and we want to get out
of our loop cut tool. So we'll go up to the selection
tool up the top here. We can click this face here. We can Shift, hold down shift. And we can also click
the next phase, and that will allow us to
select more than one phases. Now, we can go to
Mesh down to delete. And then what we wanna do from here is delete these two faces. And so you can see now that
we have just two phases here, or just the one-phase left. Now what I can do in
the face select mode. So I want to select this here. And I want to insert
this a little bit. So what I'll do is
come down here. We've got another new tool. We've got the inset to here. And I will point
out that there is faster ways to do this. So there's shortcuts
for all these. We won't go over it in. This lesson as we're
still starting out, and it can be a
little bit hard to remember all those shortcuts. So what I wanted to do
with the intake tool, I'm just going to click
this circle and drag it in a little bit like so. You can see there, we've got
a little bit of an inset, but I'm going to put in a value. So we'll play around with this. We'll see what 0.03 looks like. Click off. And we'll have a look
to bit small, I think. So maybe we'll go 0.1. Have a look, and I
think that'll be okay. We've now inset the face
by 0.1 meters and I'm going to get rid of the outside with their
face still selected. Let's come up to
our selection tool. And let's go down to
select an invert. So they don't invert
my selection to the opposite faces that
aren't already selected. And now of course
we can delete this. But this time we're
going to use a shortcut and that's just X
on the keyboard. So X means delete. This works in all modes here, so X, and we want to
delete these faces here. Like so. So now we've got this face here that's standing on its own. What we wanna do is
actually duplicate this. But I'm going to do
this in object mode so that they are shipped
separate shapes. So in object mode, with this face selected, we can go to Object and
down to Duplicate Objects. And you can see we
can move this around. Then we just right-click
to paste in place. Now what I'm going
to do is look on my front view because
I want to move this around and start creating a shape to punch out the window. So let's go to the x. If we have a look, the x is currently looking
straight down on the room. So you can see there the
room is facing down the x. So let's have a
look at negative y. And you can see there
we've got half face here. So if I tab into edit mode
with room to selected tabbing, I'm going to go to my
vertex select mode so I can see what's
happening here. And we want to also change
the view port mode. So Albion here we have four little dots
here are more ignore these two ones to the
right of what's selected. And we'll go to this other way. And this is called
wireframe mode. That turns everything
into a wireframe. So we can see what's going on. In wireframe mode, it
allows us to select through objects or any objects that lay it on top
of each other, any vertices it will
select through. So for example, if I come
here into solid mode, Let's select these two
vertices and we rotate. You can see that
it's only selected the two vertices on the front. Because those two vertices
where the ones visible. Let's go back into
wireframe mode and click that negative y. Zoom in, Let's de-select
everything and select it again. And now let's have a
look at what happens. Now in wireframe mode, you can select all the objects. So now we want to move
this a little bit forward. And so we'll go to our
negative y up here again. And we'll use g. And we'll have a look at the axis
down the bottom there. And we want to move
in the x axis. So let's hit X and
move it a little bit forward and just click to apply. Now we want to extrude so we
can use a faster shortcut. We want to be in
face select mode. Let's rotate it around
a little bit and have a look at the face
which selected. Let's go back to negative y. Let's see, extrude this
face so we can either click the tool and use the
gizmo to extrude it. Or we can just press a on
a keyword E for Extrude. And so then we want
to extrude it. And it's going to extrude
on the blue line. And this is by default, this is the z axes, but it's the z axis
for the actual object. So the object also has some trends for my patients
and it has its own axis. So now let's apply this. Now, if we go back to Solid mode and rotate
around a little bit, you can see that we've created this nice shape in our wall. So let's go back to object mode, and let's start using a Boolean. So let's click this the wall. And let's go ahead
and add a modifier. Because we're
adding the Boolean, boolean to our wall, we need the room one or the
original room shape selected. To punch this out of it. Let's go add modifier Boolean. Now there's a few options here, and this can be a
little bit confusing. So let's make it easier to see. By selecting the room too. We want to go into
the object properties here, this one here. And let's scroll down
here to viewport display. Keep scrolling down
on display as we want to change this
from textured to y. And you'll see what happens
if we de-select that. It will display the object
just as a wireframe, like so. Now with that object selected, the next thing I want to
do is turn it off for rendered view because
it will render. If we go up here and
hit Render Image, we don't have a camera at
the moment, so we can, but if we render the image, it will show a big block in
the place of this wireframe. Let's turn off this
little camera here, and that will no longer
allowed to render. Let's go back to our room. Let's get back to
the modifies tab. Let's grab this little
eyedropper here in the Boolean. Go up and I drop the object
room to click on that. Now I'm going to hide
room one, just the eye. Let's have a look at
what's going on here. So the first thing I want
to change is we want to change the solver
from exact too fast. And so you can see there, we have just punched
a hole in the wall. Now we want to
duplicate this along. So let's go to a room and we can use a modifier
to do this one. Let's go add modifier generate. This isn't an array modifier, so this one will duplicate
the window along. So right now, if we
have a look at it, we can see that relative offset. And then we have a count of two. So if we have a look at this, we've got two shapes. And it has an offset of one, which in the X factor. So what it means is
it's moving once. As you can see here, in the x direction. We don't want it to
be the x-direction. We actually want it to be the y. So let's go 0 out the x. Let's go and put
in one for the y. You'll see will have some errors going on in the Boolean here. So we need to do
some modification. So let's go 1.1, hit Enter, have a look at it. And then we'll go and add to. And you can see here that we're
going into the wall here. So we can actually
adjust this number here. So we could go 1.05 it into I just play around
with some of these numbers. And now what I'm going to do is move this up just a little bit along the wall so its center. So I'm going to
look at my ex view, going to turn on my room here. We want to also select room one. Let's hold shift. So we've got room to selected
Shift-click room one, and we'll go G and it's
going in the y direction. So we'll just move it
along a little bit. Now to see what's
going on this wall, what we can do is go
into wireframe mode, and now we can see
that wall there. So let's move it a little
bit long so it's centered. We'll have a look at it. That's just j and Y to
grab it and move it along. Click, and we'll have a
look at what's going on. Let's go back to Solid mode. And there we have it. Last thing I wanna
do for this lesson is duplicate this one here. But what I'm going
to do first is actually model the window.
9. Modelling the window frame in Blender: In this video, we'll
start creating the window itself and
the window frame. What we can use is this that all mesh here that
we've created. So what I'm going
to start doing is renaming some of these objects. So if I double-click
on this one, I'm going to call this window. And I'll call this one window
dash Boolean, like so. So with this window one, we actually want to duplicate
this before we continue on. But another thing
we also wanna do is actually apply the modifiers. So we want to look at this array modifier for the boolean. We'll
take a look at it. It's three, and we're
moving it on the y by 1.05. So let's grab this window here. We'll add an array
and we're up at 23. We will drop the
fact that down to 0 on the x and put
in 1.05 for the y. Never duplicated so that
it will fit in the window. Now we can duplicate
this window. So let's go to Object then
to duplicate objects. And we'll right-click to
paste it in place once again. And we'll call this one
something like a window glass. And we'll call this one up
here, window that frame. Now what we can start
doing is I'm going to hide the glass. That is good as it is. And we'll grab the window
frame tab into edit mode, and we'll start making
some adjustments here. So the first thing
I'm going to do is maybe inset this window. So let's go ahead
and insert this. We're going to use
a shortcut this time so we can use
the insert tool. But let's use the I on a
keyboard I for insert. We can insert a little
bit by moving a mouse. If we just click and apply it, we can see the
transformation here. So what I think
I'm going to do is insert a little bit and then we'll insert a
little bit more next. So let's go. Let's go 0.05. Hit Enter, then it's
going to insert a 0.05. The next thing I wanna do is actually add some loop cutscene. We're going to go down here to a loop cut tool will
add a very cool Luca. Just click and we'll add
a horizontal loop cut. Now, if you don't
have a scroll wheel, then you'll have to click and
change the number of cuts, cuts here when it pops up. And so what we can do
is actually change the number of cuts
up here so I can go, I want to cut, I'm just going to have
a look at my reference. And so what we can
do is go to cuts, number of cuts, and let's click. And it will add two cuts
horizontally, like so. Let's have a look at this. Next thing I want to do
is grab all the faces. So let's shift click
all the faces here, and we're just looking
for the inside faces, not the outside ones here. So we want to insert
this once again. So if I just hit i, we're
going to start inserting. And now you're insert will
do one of two themes, insect-like mind, or to
insert H phase individually. But we can switch
between the two modes by just toggling the high key. So if I just have I again, you can see now I'm inserting
each individual phase. So if I just insert a
little bit, click it. You can see here that I've inset it will insert at the same
width as we did before. So 0.05 hit Enter. And you can see now that
wave inset some windows. First thing that I'll
do here is just hit X and delete the faces. So an agency, we've got
a window frame here. Now we're still in edit
mode for the window frame. So what I can do now is
press a to select all. You can also go up
here, select all here. And I'm just going to toggle
into wireframe mode here. And we'll look at the
negative y view here. Because I want to move the frame in the window a little bit. Let's go G with
everything selected and X to move on the x-axis. Move it in a little
bit like this. And then I'm going to
press E to Extrude. Extrude that back like so. There we have it. Let's go back to a solid view. And you can see there we've created the window frame.
Inside the window. Let's tab out of edit
mode, come and turn. Gloss on for both views we want it on the
rendered as well. And now we'll tab
into edit mode. And the thing with this
is we can tab into edit mode so that we're
not moving the origin. Anything that's done
in object mode, if I go G and X, you can see the origin
will move with it. If I right-click to
drop it back where I started by tab into edit mode, press a to select
everything and go G and X. You can see that I'm moving without moving that
little orange dot there, which is called the origin. So let's go and
right-click that, put it back in place tab. Let's select the window
glass tab into edit mode. Let's go into wire-frame. Look on the negative y. We can see a window here. So I'm going to
press a select all, and we'll go G and
X and move this just in to the window here. Like so. Let's tap out. Let's rotate a little
bit around the scene, go back into solid mode. And you can see that we
have created window. Alright, that's it
for this lesson. Now we can start moving on
to some of the fun stuff. We'll start modelling
some tables, some chairs, all sorts of things will
eventually get to the couch. And we'll do some cloth
simulations for that. Alright, I'll see you
in the next chapter.
10. Modelling a desk inside Blender: Alright, so in this lesson, we'll start actually modelling some of the furniture that we can put into our blenders scene. Now there's few things that
could happen when doing this, when extruding and modelling
some of the options objects. And so we'll point out
some of the mistakes that you could make if you're
modelling in Blender. Let's start by modelling. M will move and organize some of these
objects up in here. So we can double-click
and rename this. I'll call this one scene. And we can use this
little box up in the corner to add
new collections. And so that's going to
add it into our scene. We'll call one of them. We'll we'll move our room into there and we'll call
the next one window. We can actually start
organising some of these to select multiple objects. You can either click the top one and shift click the bottom one, and then I'll select
everything in-between. Click and drag it up
into your collection. Let's go back. Let's select the same collection and add a new collection to it. And we'll call this one desk. Now with that selected, as you can see there, we can start modeling our desk. And so I'm going to use this 3D cursor to
actually place my desk. So I'll click on that tool, will come over and we
can actually click, we can rotate around and we'll click in a spot that we think we should put a desk
somewhere around there. Let's go back to selection. And now let's add a shape. So we've been using
the Add menu up here, but you can also access
the Add menu elsewhere. So we can go Shift
a on the keyboard. That'll pop up our Add menu. And we can come in
here and click plane. Now you'll notice that I do have some extras that you won't have. That some of the differences
between my blender in yours, It's just an add-on
that's been added. And so we'll use
some of these a bit later and I'll show you
how to turn them on. Let's go up and click the plane. I want to point out
something here. There's a few things
that can happen. When we're modelling
with a modifier. We'll be using what's
called a bevel modifier, which will add a nice bevel
around all the edges. And what we want
to make sure that all our scale is set to one. And the reason for that is if it stretched or above
one or below one, that bevel modifier will also
scale in that direction. So if this value, the x values super high, the bevel here on the x value
will be really stretched. Want to make sure that
this stays as one. We can do that by staying in edit mode while we do
our transformations. Another thing we wanna
do is make sure that their origin stays on the floor. And this means it's easier
for us to snap the desk to the floor later when we're moving and adjusting
things in our scene. Let's tab into edit mode. I'm going to press N to close
this panel over the side. And now we can, with
this face selected, we can just click and drag to
select all over their face. We can go G and Z, and let's move it
up to a height. Would be alright, let's go
down maybe a little bit. And we'll use S and X to
scale on the x-axis here. I'm just going to press
S and scale this down. Just a tad. Everything that we
do in edit mode, we'll keep that scale
in object mode to one. The next thing I would like
to do is show you a problem that could occur when you're
extruding this shape. So if I press E and extrude up, it will automatically snap. Now if I accidentally
press the right-click, you'll see that it snaps
back to where it was. Except a problem has happened. We have actually, unlike
what we do when we move it, where it goes back
to how we had it at. This doesn't go back
to how we had it. It actually creates a new face. So if we press G Now, you can see that there's
a new face sitting there. It can be quite hard. If you go and extrude it, accidentally cancel
out of it with a right-click and then
go Extrude again. You can see that we have
this extra phase inside. So if I go 33 is
our Face Select, you can choose one for vertices, two for edge and three for face. Select that bottom face. I impressed G. You can see that
there's an extra face in here that we've
got to worry about and that they bevel
modifier won't like. So let's undo that control Z. And let's go maybe one
forward, edit Redo. Now when we extrude, we're going to make sure that
we don't cancel out of it. And if we do, we've got to make sure that we delete
that face or undo. Let's extrude a little bit. And now we just got
the two faces there. So I'm going to
select all of this. I might move it down
and we can edit this in the future to make it a little
bit better for our scene. Let's go down more. Something like that. Maybe. Looks good. Let's tap out. Now let's
look at creating the legs. So we can actually use
a new shape for this. And we want it to position
in the exact same spot. So everything generates
from that 3D cursor. Let's go shift to a,
and we've got mesh, and we want to add a circle. Now before we do anything, let's change our
circles settings. And so we just want to
change the vertices here. So we'll change this down
to something like 12, I think will be alright. And we can click off, and that will create 12
edges around our circle. Now we don't want to use a
high number because if we use high numbers throughout
our whole scene, then it can start to
slow down the scene. So you can see down here we've
already got 300 vertices and all these faces here
that you can count and see. So the more that we have these, if we start getting
into massive numbers, it will start to
slow down and take longer for our blend
is seen to render some of this tab into edit
mode here with this circle. And now we can scale this
right down, like so. Another thing that
happens when we generate a circle is it just generates
the vertices and the edges. It doesn't generate
the face inside. So to do that, the
easiest way is just F. And F stands for field. And so they'll just fill in all the selected vertices
to create a face. Let's zoom out. Let's scale this down
just a tad more. With all these
vertices selected. Let's go to a
negative y up here. I might go to wireframe and I'm going to press E
and extrude straight out. Now I'm going to make
a few modifications using my vertex select. If I select the bottom, I can go S and scale
this down a more. I can scale this one
up a little bit. Now what we can do is
select everything. We're going to move this
over to the edge here. So g and x move it over. Move it over a
little bit further. And we're going to select
the top ones here and go G and X and move it
back a little bit. So we've got this angle. Now we can move on
and our x value here. Select everything. We're going to go G and why this time moving
on the y-axis. And you can tell which
x is, it is here. And looking at the
gizmo up here. And now I'll select
that top then G and Y, move it back in a little bit. Now what we can do is actually
tab out of edit mode. Let's go tab. We've got this shape now, I'm going to go back
into solid mode up here. And you can see
we've got this shape and key thing here is that the origin is still
going in the same spot. So now what I can do is
actually add a modifier. Let's go add modifier. Come down. Let's add a mirror modifier. This is going to duplicate it around that little orange dot. I'm going to duplicate
it on the x-axis and also the y axis, like so. There's our legs all
generated nicely for us. Let's click the table
at the top and we want to add a bevel modifier to this. Let's go add modifier. Come down to degenerate. Column M will go bevel. You can see straight
away that we've added a bevel to the edge of this. And we're just going to drop
this number really low. So let's try. So here are three. Hit Enter. Let's go
even lower, 0.003. So we just got this
really small bevel all the way around the edge. And so what's happening here? So the bevel is
doing a 0.003 bevel. And it has one segment, which means it's going
to be a flat edge. And it's going to bevel
everything that's above a 30 degree angle. So the edge of the table
here is a 90 degree angle. It will bevel anything
that's above the 30 degrees. We can alter that
if we would like. For now, we'll keep
it at 30 degrees. I'll show you these segments. If we bumped these
segments up to, to zoom into this edge here, you can see that now there's
two edges to this bevel, so it's creating two new
faces along the edge. We can bump this up even
higher and it creates more. Now where this becomes
good is if we right-click this and we shade this
as a smooth object. If we do that, you can see here, let's create a nice
curve around the edge. And the whole object is now this really nice smooth
object with a little edge. And this can actually catch
light if we would want it to. Now let's do the same
thing to how legs. And so the first thing I'm
going to do is select it, right-click it and
shade it smooth. You can see here
that we're getting some darker bits as it
goes to lighter up here. So we might want to add a
bevel modifier to this. Let's go add Bevel modifier. It won't really matter which
side of the stack it's on. I'm going to drag
it above my mirror. And now we can put probably the same bevel onto the 0.003. Hit Enter, and 12 will be fine. And we're just going to have
a look around the edge. You can see here that
some of these edge is actually being beveled. And it's because it's a slightly above this
30 degree angle. So if I drop this down to 20, hit Enter, let's have a look. You can say that it's
including even more. So we actually have to
go the opposite way. So let's try 40. Let's hit Enter. And you can see
there we've added a nice smooth edge and it's not beveling anything inside of it. Lastly, let's select
this window frame here. I also would like to
add a bevel to this. So let's add a bevel. Let's drag it above the array. Won't make much difference. And we'll go 0.003 and
add a segment of to, right-click it and
shaded smooth. Like so. Let's de-select everything. And now we can move
on to modelling some things on top of the desk.
11. Modelling a monitor inside Blender: In this lesson, we'll
start looking at modelling some of
the easiest shapes. So we're going to start
off with the screen and we're going to
model a mac studio. We're just going to
model the mac studio or in a simple way, rather than putting in all the USB ports and
things like that. Because we will be looking at this scene from acquired
a distance and some of those details unnecessary
in the modelling. So what we'll do is we'll put our cursor 3D cursor
on top of the desk. Now, if we grab that tool
and we'll just click towards the back in the middle
three of the desk here. What I can do now is start
modelling from here. So what I'm gonna do is
let's go and add a objects. So I'm going to just go back to my
selection tool up there. I'll go shift a mesh
and we'll add a plane. And this is going to be
the base of our object. We can tap in here
and scale this down. We just want this to
be the base here. Like so. The first thing I will
do is E for Extrude, and we'll just extrude this
up a little bit like that. Now what I can do is adding some loop cuts and I'm going
to show you how to bevel. When we do this, let's
use some shortcuts so we can learn how to
speed up our workflow bit. Loop cut is Control
R on the keyboard. And we can use the
scroll wheel up and down to add more and less loop cut. For now we're going to
add one loop cut here. And you'll notice that
if we click and add it, we've still got this mode
here that allows us to move the loop cut around
with the loop cut tool. It just added it straight
into the sender. And if you clicked and held it, you could move it around. But this is one click and we still can move this
around and position this. I'm going to move
it somewhere here. So back a little bit,
maybe somewhere here. And we can click
begin to apply it. And that's a left-click. If you right-click
or he'd escape, it, will center it and add a loop
cut straight in the center. Now we've got this
edge around here, and I want a bevel, this so-called a
Bevel tool over here. And this works like, just try it like this. And we've got the
bevel, so bevel, that loop cut and we've got the segments and all
sorts of things there. But if I go control Z, of course say is a
faster way to bevel. So we can go Control
B on the keyboard. And then when we move our mouse, we can add a bevel. Once again, the
scroll wheel will add more segments to that bevel. So what I can do now is
I'm just going to go one segment and I'm going to
hold Shift to dial it in. And I'll just get it to
about as thick as the base, the same thickness
as the base there. We can have the same here. So let's go back to
our selection tool. Let's plus three for
our Face Select, let's select that face there. And I want to zoom
out a little bit, have a look of what's
going on here. But basically what
we're gonna do is press E and go straight up and extrude straight up
into the air like this. Will go up so far
and then apply. Then what we're going to do is zoom in and we'll add
another loop cut. So Control R to add a loop cut, we can hover over
this area here. Click once. Let's go up with a loop cut. And we will click. And we'll go Control B and
Bevel that a little bit. I'm going to hold
shift once again. And we can use as
face select three. And we'll just extrude
this out just a little bit with the E and
then we'll apply it. So what I wanna do now is actually extrude
this even further. So e for extrusion. And we wanted to about
the width of the monitor. So extrude to be out there. Now I can press three. And we want to do
another trick here. So we want to select all the faces around
here and you can either hold shift and go around
and select those manually. But of course there
is a quicker way. If we hold down the Alt key
and click this edge here. With face select mode. You'll say that OK, select the loop which has
all the way around. Select all the
faces in that loop. Now when we want to
do is extrude this. But if we hit E and
go to extrude this, you'll see some funny
things start to happen. Nia, we're not extruding how
we would like to extrude. So I'm just going to right-click that and go Control
Z to undo that. Now we need to bring up a
menu so it's Alt for extrude. And we want this one here. Extrude faces along normals. A normal is the
direction of a face. So we just extrude
this up like so. We can keep going up to
the height of the monitor. Now, with these edges selected, we can start scaling this. So I can go S and X and
start scaling it out. Like so. We can start creating
this monitor, make it nice and big. And we can also scale
the width here. But I'll think I'll
leave it for now. What we wanna do is insert
this font face here. So what I can do is press three, select all the faces in here. And I want to clean
this up a little bit so we don't have all
these lines through here, so we just have one phase. So what I'm going to do is just slowly come through here
and we can press X. Instead of deleting the edges or faces are the vertices
we wouldn't dissolve. These will dissolve. And maybe an easier
way to do this instead of dissolving at
all is just press three, select all the faces in the
center and go X delete faces. Then you can see we've
got this open space here. Press to hold down the Alt
key and select that edge. And I will select the whole loop around the edge
using Edge Select. And then we can just do
what we did with the legs, which is just F to fill
with that selected. I'm just going to
press I and insert a little bit like that. Now I'm going to duplicate. This will go mesh, duplicate, we'll move it out and then right-click Separate
that duplication. So we'll go pee separate, which is also under the Mesh, and they're separate here. We use this earlier. So the P is the
shortcut for that. And so we're
starting to get used to more shortcuts and it
may be a little bit hard. So we do have that
shortcut cheat sheet, which you can use to remember
some of those shortcuts. So now with that separated, I can tap out and
I'm going to select that monitoring the
back tab back in. Three, select that face. I'm just going to
press a and insert that face just lightly. Like so if we go
into wireframe mode, you can say that that faces
inset from the monitor here. Let's tab out, go
back to Solid View. And you can see that we've
got the monitor all modeled. Now there's a few adjustments
you might want to do here with the edges
down the bottom. So if I tab in, I called a bevel some of
these edges which we've done. But what I'm going to
do for this is add a modifier and we'll add
a bevel modifier like so. And then we'll
adjust this down to a really learned number, 0.003. Add up the segments and we'll just right-click
and shade this mood. Like so. We'll leave this one here empty. So let's start renaming some of these we've got this
plane is a desk. We've got a desk. We'll call it legs. And then we've got this, which is the monitor. And this one here is
the monitor screen. Now let's move our 3D cursor
over to the side here. We'll just drop it
somewhere here. And we want to go
Shift a to add a mesh. Let's go add a plane
tab into edit mode. Let's go one and go S for scale. Scale this down. Let's zoom in a
little bit bigger. And what I'm going to do
here is bevel, the vertices. With Vertex Selection Mode on. We can press Control
B for bevel, and you'll see nothing
happens to start with. This is when we
beveling vertices, we need to press an
extra shortcut key, which is v. And so
now when we press V, We can bevel these edges. Now I'm going to use
the scroll wheel, push it up for some
more segments. I might go for to add
some rounded edges. Let's hold Shift to just control this a
little bit better. Click to apply that. Let's go up to F Face. Select, select that face, press E for Extrude, and just extrude it straight up to a height that
you think will work. Let's tab out. We've got this here. Let's right-click this and
we'll shade this smooth. Now this looks all funny
because we need to add a modifier to lead to
add a bevel modifier. We'll give it a go and
we'll go 0.003, hit Enter. Now we've got that issue
again with the angle. So let's drop this
or put it up to 40. Say what we're looking at, see if there's any sharp edges. Like so. And now what I can do is
I'm also going to add another modifier which will help smooth out these
edges just a tad. And we'll add this one. It's called a subdivision. So add modifier and we'll add a subdivision
surface, the bevel. Now I want to add
these segments up. Let's push that up twice. So we've got this
really sharp edges. And let's go to the subdivision
is dividing everything. So everything gets divided. That it creates smoother edges. And so they're more
up these 22 levels in the viewport and it
creates this nice shape here. Let's zoom out tab. Sorry, just, just, let's just select what I've accidentally move my
cursor over to the side. And so what you can do
to re-adjust that is Shift S and you can go
to World origin here. And let go of Shift S and then drop it
right back in the center. Right? In the next lesson, we'll model the keyboard and the mouse.
12. Modelling a mouse in Blender: In this lesson, we'll be
modeling the keyboard and the mouse will start
off with the mouse. And I've just put
my 3D cursor just here on top of the table where we'd
like to sit the mouse. So now I'm going to go Shift
a and go and add a plane. Now what we can do is tab into edit mode and
scale this down. We'll scale it down. Let's go this in
the y-direction. Okay? So they're just
tweaking this shape. We're getting sort
of a mass shape. Now this can be a
little bit tricky to understand when we
start modeling this. So the first thing
that we wanna do is actually extrude this
up a little bit. So I'll just press E and it will snap to the z
axes and we'll just go up a little bit like that. Now what we can do
is add a modifier. And so we'll add in the
subdivision surface, and we'll put these
two to three. And that will
subdivide everything and create this
shape in the center. And so what we can do now
is start to tweak our mesh here to start
creating our mouse. So what I'm going
to do is go Control R. We'll use a scroll wheel to put in to loop cuts in the center here.
Let's just click. And then we can left-click
to apply them to the center. Now with two selected, which is Edge Select, I'm going to Shift
click the first one, and the second one will go to S, and X will just scale this
out in the x-direction. Now what we wanna do is raise these two center
ones, Shift-click, those will go up a bit. And then I want to
scale this S and X, and we'll scale this
out a little bit. Like Excedrin want to do is
grab these two loops here. So Alt, click the
first one here, and Alt Shift click
the second one. Let's go S and Y. And push this up. Just a tad so we can get this mouse expanded
out a little bit. Next thing I'm gonna do is
add some more loop cuts. So let's add a loop, cut down the center
here, and we'll add two. So you just click that
and left-click to apply. We want to do a few things
with this one here. I'm going to scale
this along the x. Now what I can do is
press two and just select these two here, and k, s, and we'll scale this
one in, so it's inverted. The opposite way. We Shift-click or click this one and then shift
click the second one. And we'll go G and Z. Move this up. And then we can scale
this along the x axis. So now we've got
this shape here. We tap out, we can
right-click, Shade, Smooth. We've got this
nice-looking mass shape and this is sort of like the Magic Mouse that
we see from Apple. And we could adjust
this if we wanted to. Making slight
adjustments to the top, we could add more loop
cuts, things like that. We could scale this, scale this along the y to just round the front a
little bit more. And you could adjust
this as you would like. But that's it for the mouse.
13. Modelling a keyboard in Blender: Alright, so in this
lesson we'll take a look at modelling
the keyboard. First thing I'm going to do
is rename this to the mouse. And then what I can do is
actually lets the computer, Let's rename that
to the correct one. And this is the Mouse. Mouse. Alright, so we want our
3D cursor placed here. You can move the 3D cursor by holding Shift and
right-clicking. And that will place
the 3D cursor rather than using
this tool up here, whichever is easier for you. And so the way I'm going to do this is actually
modeled the keys before I model the keyboard. And that way you can get a
nice look around the keys. We're just going to go for
sort of a general look. So we'll go shift a
will add a plane. We will tab into edit mode
and scale this right down. Let's have a look at the scale, will go down a
little bit further. Something like that. And we'll look at
modelling this. So we'll just e to extrude on
the z axis up a little bit. And we'll just add
in some edges. So if I come around here, select all those
edges on the side, and we can go Control B. And just go up a little bit. We'll scroll that wheel
up to maybe three and just add some bevel
onto the edge. And this will be our K
shape, something like that. And so now what I can do is
start duplicating this and working with this
to create our keys. So the first thing I want do is we'll add an array
modifier in object mode. And we'll just sort
of get the spicing that we would like for the keys. And we're going to try and just create the K. So
we'll go 12 plus, say, let's say 14 along,
something like that. We'll go G and X to
bring it across. And maybe we can drop
this down to something like 13 or something like that. And then we'll give this a go. So now what I'm going to do is go and apply the array modifier. Apply. And we're going to work
with two of the shapes. So what I do is go
into wireframe mode. Let's go and select a
vertex select mode. And what I wanna do is move
or scale these two end keys. So we'll go to S and X. Let's go and just drag them. So we'll go G, drag them
separately from each other, make those two keys bigger. There are function keys. Now what I can do is
actually just look top on. So we'll click the SSID and we'll start just
creating some of these keys just manually without the array modifier so that
they're all in the same shape. So what I'm going to
do here is we can select all these keys by just hovering
over them like this. Or you can press L, and
every time you press the L, it'll select a new set of keys. And then we can start
duplicating them. So we'll go Shift D. We will using the mesh duplicates so we can
go Shift D instead. You can hold Control
to snap this. So we'll just move it down here. Hold Shift to move at slower. Let's grab these three
and duplicate them. This width, roughly the
same spacing like that. And so what I'm going to do
with the top here is I'll just select,
deselect everything. Select this one will go one, and we'll just select those
vertices and just move it on the g x is two and lines
up with that edge there. Now, maybe what I'll do
with these is good G and Y and shrink them down so that they're more like function keys. Alright, let's
de-select everything and we'll continue on. So let's undo that and grab. This line of keys
will go Shift D Y, and we'll just duplicate
them for here. Hold Shift to move
it a lot slower. Now we'll go, Jay, MY achieve those
function keys down. Just a tad. So I
can do this again. Select that row, Shift D, Let's duplicate
it and go down y. This time I'm going
to delete this one. Let's select u, x, and we'll delete the vertices. Select these vertices here, will go G and X, and just move it into
position like so. And we'll do that on both sides. Now, what I'm doing as I'm not doing an accurate
keyboard because I'm not actually going to map the
keys onto these keyboard. What I'm doing is just making
it look like a keyboard. And so we can go over here. Let's de-select
everything, press L, X, delete the vertices,
come in here, select these ones and
shift them along, like so. Now we should be able to grab
that lower section here. We'll duplicate it down. We'll go why? Put it into place? And here we're going to need
to edit some function keys, so we'll select those, will go G and X, move him down. I'm going to select this log
x and delete those vertices. Select this looks
with lot with L X. Delete those vertices. And I might delete L x vertices. We can also delete all these. So it will go president L to select all those x and
delete all those vertices. I'm going to press L to select the linked Shift
D will move this along. I'll press L and Shift
D and the x axis. And we'll move it
along to there. Now, what we'll do here, so what I might do is duplicate
another one on one side. Let's have a look. Maybe we sit this one here. Duplicate again,
shift it into place. Then I'll just
grab this here. G. So now if I tap out and round, Let's go back out of
x-ray married up here. Let's click that. We've got two keys. So that's a good start. Now what I wanna do here is change the point
of the origin. Origin is currently
off centered. So we'll go object and set
the origin to the here. It'll go into the center here. Then I can press
that shift to S. We use this keyboard shortcut
a little bit earlier. And we'll go down to
cursor is selected. And I'm still holding
shift this to do this. And then I can just let go. And I'll place my cursor
on this selected origin. If I go Shift a and
add a plane turbine, Let's scale this down. We'll go to top view so we
can see what's going on. Scale it down a little bit more. We'll scale on the Z. And I want a bevel
this control B, we want V, So we want
the edges to be beveled, will go up a little bit
more, something like that. Ply that I should be able
to select everything. And we'll extrude it down. Just a tad. And now we can select
everything GZ, move it up. They want to add a modifier
to this shape here. Because if we go Shade Smooth, what I can do here is actually go down into this
little option here. And this is how our shape here. And we can come
down to the normals here and go auto smooth, 30 degrees, maybe we'll go
40, something like that. And that'll auto smooth
the edges there for us. Alright, there you have
it. That's how to model the keyboard inside of Blender.
14. Modelling a cup in Blender: In this lesson,
we'll be creating this little cup of coffee or whatever you'd
like to put in here. So we can place a
3D cursor just by shift and right-clicking
anywhere we'd like. Now, what we wanna
do is actually use a add-on that's already
in Blender today. You've just got to check it. And so I'll just show
you what it looks like. It's under add, the Add
menu, which is Shift I. And then down here it's
under the single vert. We want to add a single bit. So what I can do here is
go to Edit Preferences. And this is the add-on here. So the way to add an
add-on up in here, we usually end up in
interface, get into add-ons. And you can just search
in here extra objects. And we want the Add mesh, extra objects, not the AD curve. And you just check
the checkbox there. Then that's good to go and
you can hit the cross. And now what we can do
is go shift a mesh, single, add a single bird. We're going to utilize
modifiers like the subdivision surface to calculate and smooth
out this shape. So what I can do now is I'm just going to press one
on our keyboard, which does our view
of negative y. So we've been clicking
this up here. We can use our, It's actually the number pad. So that little extra bit of numbers on the side
of your keyboard. So if you don't have one, you will have to
continue to use this. But it's definitely
worth getting a keyboard with a number of pad because you can do some
other things with this. And it's much, much
quicker and easier. So let's look straight on. And what we'll do here is
we're already in edit mode. So when you add a
vertex in the Add menu, it just puts you into
edit mode straightaway. So we can actually extrude this and start creating
the shape we would like. So I'm just going to start in. Let's go to wireframe
mode over here. We can get E and start
extruding this site. E. Extrude this out.
I'm going to go straight up a little
bit and then just start extruding with a until we get a cup
shape like this. Now what I can do is use
a new tool called spin. And so we'll zoom in
a little bit more, twirl around, and we'll
go back to Solid View. Press a to select all. Down here we have
a tool than here. Like that. This is the spin tool. So if we hit the Plus and
click and drag around, and then all the way back
to the start and let go. It'll spin it around. But we'll have an
issue here that you can already see that happening. And even if we put in
360 degrees of angle, what will happen is
we'll end up with these two vertices
and edges all the way down into the center here. So what I can actually do to fix this before we do the spin. So I'd go back to my
selection tool Control Z. We can turn on this
option up here, which is merge vertices. And it's basically merging
overlapping vertices. So if we click that, now what I can do is
use my spin tool. Click on that, spinning
around full till it gets to the start and putting 360
degrees exactly hit Enter. It should now apply
that like this. If we grab that vertices, you can see that now it's
merged the vertices. So now what I'm going to do is actually tap out into object. Let's shade this smooth so you get this nice
little shape here. What I can do is start
adding some modifiers. So I'm going to put a
solidify modifier arm. And that will thicken this up. We'll go even thickness. And then we will adjust the thickness here
so we do want it negative, but I'm maybe not so much. So we'll go into something like point zeros or to
have a look at it. Maybe we go in further. Now, something that's
happening here is we got these funny
shading happening. So what I can do is go down to the vet and down
here under normals, we've got the auto
smoothing option, which will help it
smooth this out for us. Don't worry about
this bottom bit yet. We'll fix it up. Now
we can get back to a modifiers and just say the thickness a
little bit better. So maybe something like 0.01 will have a look
at that bit too much. So 0.050.005, sorry, we have a look at that
and I think that's alright. What I'll do now is
actually apply that. So drop that down. You have to be an
object mode for this. And we'll go Apply. Now we can add a subdivision
surface that on. And you can see here that's
done some cool little things here to apply our subdivision. And so what's happened is
it's calculated everything in-between and smooth
all the edges. It's doing it a count of one. So if I tab, right-click and shade
this flat again, tab back in and have
a look at the faces. So we've got vertices here, and then it's divided
this in half. So each direction,
so it's divided it vertically and horizontally, and it's calculated the curve also so that it will
continue the round. And so what we can do is
actually jump this up. So levels of viewport up to two. Now it's the same as what will happen when it actually
renders it out. And so now it's
dividing it by two. So it's dividing
it first by half. Then it's dividing it again. Each, let's say, Let's grab
our face, select here. What's happening
is it's actually dividing this both ways by half. And then that gives
us four phases. And then it divides
those four phases each by half again
in both directions. So we end up with
something like 16 faces here in each of the squares. Now what happens when we tab, right-click and shade at smooth? It creates this really
smooth geometry. Let's tab in and let's start
adding some loop cuts. And so we can actually
use loop cuts to hold some edges here. So let's go back to our
selection tool up the top here. Control R gives us a
loop cut and we can add luke cuts all the way along
here, all the way around. Let's go to this section here. Click and drag it up to the top. Let's undo that. It's currently set on merge. So let's undo that. Let's try that again. Click, pull it up to the top. And we'll rotate around. Have a look at this. And we'll put one on the top. And right-click to apply
to the center and put one around this edge and just
drag it up a little bit. So there's another
line in there. Now if we tap out, it's given us this really nice edge here. Let's tap back in and we'll
put one down the bottom here, which will just help us to
curve the bottom there. So if I tap out now, you can see there we've
got this nice curve. All right, Let's
tab into edit mode. And we want to select these
vertices in the center. And currently, because
of the subdivision, we've got all this
weird stuff happening. So I want I can do is just click and drag across the
whole of the center there. Press M and merge at senders, say m is just a
shortcut for merging, will merge at the center, where we will have to
do this a couple times. We'll have a look at some
of the geometry in here. And sometimes you
have to go into wireframe mode so you can actually select all
the vertices in there. So let's select all of them. Now. We will go M, merge and center. And I'm going to select the bottom vertices
as well because they're currently doing
some funny stuff as well. So let's get em at center. And now we should
have this shape here. We go, little line
going up there. So let's delete the edge. And now we'll go back
into solid view. We assured we are to
select that center there. So you can see
that now I can use my number pad to go Control. And plus with that
center vertex selected, we'll just keep
hitting plus two. We get to the top here. And that'll just
expand the selection. If you don't have the
number pad there, you can go Select. And down here, we've got
select more or less. And you can hit that a couple of times when we select more. Now what we can do is duplicate this Shift D to
duplicate right-click. And now we want
to separate this. So P selection and
we'll tab out, grabbed the new object
here, double-click tapping. And we want to just start
deleting some of these loops. So I'll click that top loop
x and delete those vertices. Let's go into wire-frame, which is super complicated
at the moment. Because we're looking at this subdivisions
inside wireframe mode. So if I tap out, Let's select the other cup here,
the other shape. And just seeing
our Modifiers tab, you can turn off this
little option here, which means display subdivision, display the modifier
inside edit mode. So we can turn that off and it just cleans it up just a tad. So we're going to see what's going on a little bit better. So what I'm going to do
now is go back into solid. And we'll have a look
at what's going on. You can also turn on
the X-ray mode up here. And that'll just give
us the wireframe just for this shape and the
rest will be transparent. So I'll click these
two loops here. And you have that would
shift for the second one, x and delete those
vertices are all. Click this one, press F2 fill. I'll insert a little bit. Then. What I'll do is
I'm going to grab that second loop and go Jay Z, move that up a little bit. Then we'll insert this
again once more with I M marriage it at
the center, tab out. So we've got two shapes. We got, we go into
a cup shape here. Let's rename that. We've got liquid for a cup. So I'll just write
it in that cup and it will automatically put zeros are four because I've got the other collection
there with copying it. Lastly, I want to create
the handle for the cup. This is super easy once again, in object mode,
we'll go Control a. We will add a. Let's add a year. A single word would just go
G to move it up to here. And just start
extruding this with a around and just make sort
of like a hand shape. And we'll go three on a cable. That's also the X view
up in a gizmo here. Press a to select all, and we'll move it
in the y direction. Just to the left a little bit
and press a to extrude it back across in the y-direction. Let's select all of them. And we want to
extrude this again, but with Alt E, which brings up a Extrude menu. And we can extrude faces
along the normals. So we can go up like this. Another thing that we can do
is press, I think it's s, There we go, which makes
it an even extrude. Let's click that. And I'm going to go back in, out of x-ray mode,
which is just here. And we'll add a
solidify modifier. Add solidify, and we'll jump the viewport up to, to tap out. Let's right-click this
shade, this mood. Tap back in a to select all. I'm just going to scale this on the y-axis to make it
a little bit wider. And we just want to add
a few loop cuts in here. So we want to add
one at the top, Control R. Click here and drag this one forward and
another controller, and drag this one up into
the cup there, Tibet. We go to a cup handle. Just one last thing
is select all. I'm just going to
scale this down and reposition this a
little bit better. And you can play around with
this shape if you would like to make it nicer,
nicer, cup-shaped. Lastly, I want to just
rename this one last time. And what we'll do now is shift click them all and
then Shift-click. They lie outside of
the biggest object. And then we'll use Control
P, which is a new one. And I think it's up an
object down on the parent. We want to parent the object here and keep transform here. And that's also controlled P on the keyboard cape transform. Now what we can do with the lighter orange
shapes selected. Last, we can use that shape
to move the other shapes. But if we hadn't done it to
the liquid or the handle, we would have had to
use that to move it. So only these shape here can move all of
the other shapes. And that goes for scaling
and everything like that. That's it for the
modeling of the cup. Will move on to the next one.
15. Generating books in Blender: Alright, in this video, we'll take a look at it using some extra add-ons that
blender already has for us to create some other
objects to fill in the same. So what I also wanted to
add is a couple of books. And so what we'll do is
move my mouse over here. And we're going to utilize another plugin like
the last lesson, Shift a, and it's
called archae mesh. This is a really
cool plugin that blender already
has or an add-on. And we want to use the decorate, decoration props and
we've used this, or I've used this before in
one of my YouTube videos, doing a Venetian blind
with the windows. So what I can do here is go to Edit Preferences
down to Add-ons. And we'll just look for
just to type in there, OK. And you want to add here, add mesh, archi mesh. This plugin will allow you to
add all these other shapes. So what we'll do is
we'll add a mesh, AGI mesh, yours may be
down the bottom here. If you add it after
these extra objects, have minds up here, because
I had it on just before. I added the extra objects, which we added in
the last lesson. Let's go to argue mesh down to decoration props and
we want to do books. And you can say, you can
see here straightaway. What we've got here
is a set of books, which we could just
say, this is good. Let's move on. But I just want to show you
some of the options here. So we've got the first
one is the width of the books and we
can change this. I'm going to hold Shift
to help at night, shoot everywhere flat out. To move slower. We can change
the depth of the books. We can also change the
height of the books so we can put it in a specific
number for this TV with. We've also got here
the number of books. So we get, multiply this up and have a 102 books
if we wanted to. Keep this and adjust these as sane scale isn't correct
to the real-world. So what I'll do is
just go something like 0 to eight maybe for thickness. And so I'm going to
adjust this down to five. We'll put in five books. We can scale this a
little bit lighter, but here I just want to adjust
some of the randomness. And I'm going to adjust some of the randomness in the height. So keep the books at the same. Maybe adjust the
width a little bit. And you could also
adjust the depth. And that'll just
give us a little bit of randomness to the books. Danny, we've got create a
default cycles material. And you can either
say yes or no. It's, I'll show you later how
they actually set this up as a random this so you
can learn how to do this. I'm going to not check it. We've got a book here.
And as you can see here, our origins down in
the corner here. We can go G and move this. And each book has its own
origin in its own position. So if you want to do all these books
parents had together, you can shift click them all and parent it to
whatever book you'd like. So I'm going to parent
it to the first book, Control P K transformation. And we can go Jay and all sorts and rotate this
and we can scale this, make it nice and big. Books like this. What I might do is actually
rotate this on the Y. So rotate y, y and we'll go 90 and then
just put in negative. So we'll come up here
to our Face, Select, turn on the snapping GI, and just position this. Somewhere there. We can rotate on
the z and we can actually start rotating
some of these around. So what rotate some of
these scale some of these. And we can use that bottom
book to position it around. Like so. We've got a stack of books that we can put on a desk. I'm just going to scale this up, just ever so slightly moved across and turn off my snapping. So that's how you can create
the books in Blender.
16. Modelling a chair in Blender: All right, it's time to model the chair now I'm going to
pull this out of the desk. Let's go and add
a new collection and call this one chair. And will still put it
in the scene here. And we'll start modelling
some of the chair. The first thing I wanted
to just point out, we'll be using some new
techniques for modeling. But we'll start with
the chair base. So we'll go down here, put it our cursor down, Shift, right-click Control a, and we'll put it in a plane. As per usual. I'm just going to
scale this down. Seven is a top view, so we can start lining this up. So we'll scale this down. Tap out, move this to the
center a little bit more. Tab in scale it down a bit more. We can just start
working with this GZ. We want to move it up in the edit mode so our origin
stays on the ground. Now we'll press two for
Edge Select and we'll just start extruding some of this. I'm just going to
scale it up a tad. Grab that edge again, ie. So I'm do that. Look on three, will
go to a gonna do, extrude it in and then
back out like that. And I also want to add a loop
cut into this edge here. So we'll go Control, drag it forward and
just leave this up. Just a tad. We'll do now. Let's actually control Z. Before we do that, let's go to select that front edge
and scale it like that. Then adding a loop cut here. And GZ, move it up. We're going to be using a couple of modifiers to fix this up. So let's go add modifier. We're at a solidify. We've used this before as a little bit of
thickness to model. Let's go 0.04, maybe,
something like that. Let's go even thickness. Have looked at it. Let's add another one and
a subdivision surface. Now this is where
we'll start to get our shape from the chair will go adding 22 subdivisions. And so we can start to model some of this chair controller. Let's add in two, Three, Three loop gets in there using a scroll wheel and
right-click to apply those. Now we're going to
use a new tool here, which is up here. I can't remember exactly
what it's called, will have to click on
it and turn it on. But basically what happens
with these two is if, when it's turned on, we've got it set to smooth. So what will happen is
if I go to G and Z, we want to move
this up and down. It will affect the areas around
depending on this circle. And you can alter this circle by using your
scroll up and down. So I'm on the axes. I can move this
down and scroll up. And so you can see
what's happening. It's pulling multiple
objects in its direction. So let's scale this up a little bit and
bend it down like, so, something like that. And so we can
actually bend some of this chair into place. And so I just grabbed
this loop here. We'll go seven and
we'll go G and Y. And we'll either
pull it back a bit. So scale this up, pull it back. So now you can see
that we're getting the mis shape that is curved. And so this is super easy
way to make our chair. Now going to add a little
bit more thickness to this chair. So 0.07. Let's try that.
Right-click Shade. Smooth. Let's put up out
how subdivision the three, just smooth it out anymore. And so the last thing
I can do is add some loop cuts to finish this off right now the chairs actually
looking quite good. So I might actually
leave it as it is. Now, want to show you two ways to you can either add
the legs with this way. So the way we did the
desk and add four legs, what I'm going to
show you another way. So let's select the chair. And we want that point here, right where the origin
is so we can go Object. And sorry, the easiest
way to do is shift this and go down
here to select it, and it will place
it on the origin. Now I can go Shift a and
we'll add in a mesh, will rotate this mesh on. The y. So putting R and Y 90 degrees, I'm going to tab into edit mode. I'm going to go and
start editing this. So I'm going to go three. We'll scale this down. Let's turn off
that editing mode. Let's go ahead and
just make this up one, look straight on G and
X to move it aside. I'm going to just
rotate it a little bit, scale it into the chair three. Now I'm going to go into
X-ray or wireframe mode. So that's my floor there. I'm just going to start
adjusting this with Edge Select. You can see it. We can just start scaling
some of these up and down and just placing that
into our chair there. And then we're gonna go one and select all the
edges control B, and we'll hold down V to
bevel the edges there. So now what I can do here, Let's turn caps lock off. Is we can go to Face
Select, select that face. They're going to go
back into edit mode and go x and delete are only faces. So now we've got this little
mesh that goes around here. And so what I'm going
to do here is actually convert these to a curve. Now we haven't actually
worked with curves yet. They don't watch different
and we want to have to do anything with this curve. So we have to be out
of edit mode, tap out, and we'll go to object and
down to Convert to curve. And so now it's converted it to a curve for us to work with. We need to do some
editing on this chair. So maybe this app tabbing, just grab all those. Move that up into there. Let's grab all those Gy. We can grab the slot
here and go, gee, why moved back a bit and
adjust the shape, right? So now when we've got a curve, we can actually
go down here into our curve tab and come
down to geometry. And down on the bevel. We've got these steps option. So we can put in 0 to
something like that. And you can see
here, it'll give us a nice shape around it and we
can adjust the resolution. Let's right-click this
and shade this smooth. And I'll go something like
0.015, something like that. And of course now we
can add a modifier, Modifier Tab and go Mirror, mirror on y, z. Let's undo those other two. I just wanted to
point out that it would usually be
mirroring on the X. But if we let n go to item, you can see here that we've got a rotation of 90 and
that's because we rotated in the object mode without doing it
in the edit mode. So we can actually go Object Apply and we'll
apply the rotation. Now it works on the x axis. I'm just going to continue
editing this just a tad, fix it up a little bit. And we can also parented
to the top of the chair Control P.
Keep transformation. Alright, let's move on
to the next lesson.
17. Modelling a couch in Blender: In this lesson, we're going
to start building the couch. So I'll just move my
cursor over here. Shift I will just build, say the frame of the couch. So I'm going to scale this in to scale or something like that. And we'll just continue to position this in the right spot. What we'll do is we'll
build the couch. And in the next lesson, what we'll do is actually do
some pillows for the couch. So let's tap in and
we'll leave this up just slightly off the floor. What I'm gonna do is extrude
this up a little bit. And this could be the
base of our couch. I'm going to grab
this edge here, Shift D to duplicate, right-click to paste in place P and separate the selection. Let's tap out. And we want
that little side plane there. So we'll tap in to
this edge a Select All and extrude it
in the y-direction. So we've got this face here. Now we could start by adding the modifier and
we want to mirror modifier that
mirroring on the y. So we're going both sides
on either the couch. So it's important
to have that origin in the center of the main couch. Let's go three, and
we'll extrude this out with a, something like this. I think what we can
do now is start adding some subdivision two. This will add a sub
division surface. I'll put this before
the mirror modifier, then we'll updates to two. Now what we can do is start
applying some of this. So we'll go and we'll add in
two subdivisions vertically. Click that and right-click
to apply that. And we can go S and scale
in the x direction using x. So what you can do
is scale those. Luke cuts, the two loop cuts, you had that direction and
we'll do it horizontally. We'll add another two, like so. Apply that S and Z to scale up. Like say control. And we'll put two vertical
scale is in the y. So we've got this catch
shade smooth like this. We'll have a look at it. And I think that looks pretty good. This base here we want to add a bevel modifier to just
bevel the edges 0.3. Let's do it something like that. We'll just a tad. So it's got rounded
corners, shaded, smooth. We've got this nice
little round a corner. Now we can do the back here. So a tab, we'll go
to select that back edge Shift D to
duplicate. Like so. What we can do here
is first of all, I want to move my 3D
cursor to the center of this will go p is
separate the selection. So we have this little
line at the back there, and then we'll
move our cursor so Shift S and cursor to select it. But the problem is
the cursor will go to the origin of the shapes. So what I can, what I can do here is
tapping with Edge, Select, click that edge and
we can move Shift S. And we should be our two. Put the cursor in the selected, so that will put it
in between. Like so. Now what we can do
is we can tab in a extruder in the x to build
little bit of a face here. We'll go to 32, extrude out. I'm not going to go all
the way with this one. And then we'll rotate
around the axis here. So we'll go here. 3d cursor, rotate on the y
and we'll just shift that, rock that back a little bit. Right-click and shade smooth. Alright, now we can do
the cushions on Nate. We're going to tap in and
tap into this bottom layer here by select Shift D
to duplicate that face, P. To select it will
select that face turbine. And I'll just start by
cutting some of this up. We want to grab that back
edge to grab the package. You could do that
in wireframe mode. And we'll just G and
move it into view. So we can actually see it here. We'll go Control R and put one, strike down the center three, and delete this face here. Now we've got this face
here, which we can use. So we can get a and
we can extrude. These are going to
make it fairly nice and big like that. Now we're going to get
rid of the bevel for this and we'll shade
it flat again. And this one we will
want a mirror modifier, but we will do that in a second. Let's add some loop cuts. So I'm going to just add
a Hyperloop cutscene. So this is six loop cuts here. Seven, we'll see
what happens here. And basically all I'm trying
to do with these loop cuts is make some squares. So we want this mesh to
start turning into squares. So I'll just add one
to the center and I think that's alright. We'll select all and more. We could add maybe
a multi resolution. We'll have a look at what
sub division surface looks like right now. But we could leave it like this. The cushions would be
alright, like that. But we could make
some modifications. So let's go three and
select that top there. Let's maybe select something
like this up here. This tool we used in the last lesson is called
proportional editing. I think we're going
to try a sphere. Here. We'll have a go. We'll use smooth, and then we'll say what the
sphere will do. So I'll try the sphere first. And we're just trying to
bring this up is measure. Just trying to round the top. So just having a, let's get rid of that
proportional editing shifts it down, sit up there. We can share it smooth. For the sake of this video,
we'll keep it quite simple. So we'll go then add a mirror modifier and
will go on the y. And there's your couch cushions. Now what I can do is go
Shift D Z to move it up. And we could try
rotating this shape. I don't want to rotate it
around a pointing here. So just shift right-click in
there just to have a look. What it's like. We'll rotate this by 90 and
then we'll put in negative. So it goes, well, maybe not. Let's go rotate on the Y by 90. Look straight on G, move it out. Rotate this back. Now this is obviously massive. So I could scale it to scale. And we could press X
twice, which will scale. Now, on the axes that it was at, this only works if you're
in object mode doing that. And so there you go. We
have got a fairly simple, this would be more
like a leather couch where we could try
both materials. Will try putting on
a regular material. But I think this
will look better as like a black leather or something like that
because it's smooth. So the next thing I'm
going to do is just add in the legs with this
bottom Selected Shift S and cursor to selected. Now we can de-select
that adding a mesh, we'll add in a plane, go into edit mode.
We'll scale this down. I'm just going to
go and wireframe. Have a look at the size. Right here. We can, I add a modifier, so we'll add a mirror
modifier and go x and y. You can't see the effects of it. It's basically duplicating
on top of itself right now. I'm just going to
extrude this up, have a look at how high it is. So I just want that
up into the catch. Now what I could do is
actually move this. Along that way. We can look straight on
with one and go G and X. This way, maybe. If we go solid mode,
turn off X-ray. Now we can shift,
click everything. Then lastly, hold down Shift, Shift click that
middle bit of a couch, and we'll go ahead and go Control P and object
keep transform. Rename the first lead to chair couch that
we'd better name.
18. Simulating a cushion in Blender: In this video, we'll
actually simulate a pillow. And we get to use some
blenders tools to do this. And this can be a
little bit complicated and a little bit hard for
a beginning to understand. However, if you follow along, you should be able
to get it just fine. And so what we can
do is I've just placed my 3D cursor on
top of these cushion. And we're just gonna do one. And then we will create, bake it and then duplicate it. Will go Shift a and
we'll add in a plane. Let's tab into edit mode. Let's scale this down to
roughly a cushion size. I'm going to tab out, just bring this up here
so I can work with it. We'll right-click
this and we can use the sub-divide here. And it sort of works like
subdivision works where it divides each these playing up into across the x and the y-axis and all
the different axes. Except it doesn't it doesn't calculate like any curves or anything like
that in-between. And it won't create
a curve in here. And we can also come in here. And it's basically
just a loop cut. And it's just loop
cutting both ways. So let's put in ten. Hit Enter, and
we've got ten here. Now if we zoom in closer, what we can do here is actually just press E and just hold shift and extrude up just a tad. Like so because we need some
volume to push this out. So now what I can do is
I'm just going to double press a little
de-select everything. Then we can select,
select sharp edges. And that'll select the whole
ring all the way around. With this selected up here, we want to merge the edges together so we can just go s and z. I'm putting 0 that will merge all
those edges together. We can merge all that like so. Now what we wanna do here is actually come into our tab out. Let's go to modify our stack. Let's add a modifier
and we'll put in a subdivision surface. Now for our cloth to work, it uses the viewport levels. So let's up this. You'll see in a
minute why we need to have this before we start. Next. What we wanna do here is add in what's called a collision. So we can do this by going
down to our Physics tab here, which is this one here. And you just click collision, mine's got it already applied. So just click it and add it
to all these objects here. So I'm just going to
reapply them all. I haven't changed any
settings in here. And what you'll notice
is it adds it to the modifier stack as well. Now let's go and select our, what we live, what
will be a cushion? And let's go down to Physics
tab and click cloth. Or there's a massive amount of settings in here that
we need to go over. The quality of steps. This will change the quality of the simulation and
you might want to double this if you want a more
realistic looking cushion. However, these
will actually slow down the simulating time. Next one is the vertex mass. Now, the way that they
calculate a pillow or the mass of an object is through the
amount of vertices that has. So currently, we've got all
these vertices and it's actually creating more vertices
with this subdivision. So this can be quite
a heavy objects. So if we have a look at this, the vertex mass, every one
of these is 0.3 kilograms. So we want to drop
this down and we can adjust this a little
bit lighter or 0.001. So it's really light. Let's scroll down.
Keep going down. We want to go into pressure. Let's check on the pressure. I used a pressure of ten. Let's put in ten. We
want to continue on. And under collisions, we've
got object collisions here. This is the distance
between the objects. So what I wanna
do here is 0.001. And the next one is
self collisions. This is so it doesn't
clip on itself. And we'll put the
distance down to point zeros or one also. Let's go all the way back up. And now what we can do
is I'm going to tap out and I'm going to
start positioning this pillow where I'd like. So I'm going to rotate
it into position. Let's go seven. Look on top view. And we'll just put it
on this side here. And we want it to be off the, off the actual couch. Now we have to use our timeline down here to actually
simulate this. So this is ready to
simulate as it is now. All we have to do is
either hit the spacebar to start simulating or
just press play. And so this will go through and simulate it at the
slow the computer, the harder this will be. So let's just press play. It, puffed it up. Like so. And as you can see right now, the pillow is dropping
incredibly slow. And this has to do
with our vertex mass. So let's go back to 0, and let's put in
something like just 0.1. Let's try that. Hit Play. You can see there that have vertex
mass is still quite heavy. So let's try 0.01 and hit
Play again that or drop it. We can wait for this to land. And then we go we call
Blake, continued to play it. However, we can
actually come back. And I'm just looking
for something that's a bit like this, a
little bit squashed. And we can guy, I've got a brain 43. So this is our frames
down here for a video. And I like the shape
of this pillow here. So what I can do is
come up to my modifier. If I like this shape, what I'm going to do
is call this pillow. Then we want to
duplicate this shape. I'm going to go Shift D. This will take a little while dragging it out to the side. Click. It'll be a
big bunch of mess, but you can just leave it there. I'm just going to
double-click this and put an underscore
backup on it, and then we can just
hide it for both. So just poof gone away. Now I'm going to
select this pillar here and we'll go apply
the subdivision, apply. We will apply the cloth. Now you can see that
the blue line is gone. And now we can go
anywhere in our timeline, but clicking and dragging this point here, and
we can get back to 0. And we've got the shape
that we can work with. Now if I right-click
this shade, this smooth, you can say that we've
got a fairly nice pillow and for the distance
it will be working at. It's going to work. If you wanted to add a little
bit more detail in here, you could come in here, tab alt. Click this loop here. I think it's Alt S, and this will allow you to
scale along the normals. Now we haven't really used this. We just want to
scale down a bit. But basically a normal
is the direction of an edge or
vertices or a face. And we can see this
by going up to here. This is our overlays. Hit the drop-down,
come down here. And you can see
here that we've got the show normals
for the vertices. And so you can see the blue line coming out is the
direction that it's going. And so it makes more sense if we hide that and show the faces. All their faces are
facing outwards. They're not facing
into the pillow, which is a good thing. And so we can actually
scale on those normals. So if I go and turn
the edge one here, where you just use that by
selecting all the edges, we could go Alt S, scale along normals and scale
it in along this line here. So let's turn that off. We don't really need it. Tab out. And you can see here,
we've got our pillow. If you want an extra
detail on this, which I don't think I need, you could add a
subdivision surface on it, which is cleaned it up
just a little bit extra. So I might leave that. Now what we can do
is duplicate this. So I'm just going to duplicate
this around a little bit. And we can rotate this. Let's go rotate, I believe
it's on the X or the Z axes. So we'll try x double x plus
x twice, and we'll go 90. That's not working. Because what is
rotated around Jay-Z, let's move this down into there. And we can just
scale some of these. I'm going to reset the origin
so it's in the center. So let's go set origin to. That is just a right-click. Set origin to the origin
to center of mass. We can do that for
all these oxide. So it's a little bit
easier to work with. We'll just start moving
some of these cushions around in top view. So there you go. We have our cushions. Alright, in the next lesson, we're going to start
adding some plants.
19. Parenting your objects in Blender: Alright, in this lesson, we're just going to parent
everything together just before we start creating
some of the plants. So we want to parent these
cushions back to the couch. I can actually shift click
all those cushions and Shift-click the actual couch that we parented everything to. And we'll go Control P and keep transformation with you. Object. And so now what happens is I can just move everything like so. And we'll just be making sure that everything is
parented properly. So what I'm going to
do is probably parents basically everything to this. So let's have a look at this
apparent those two together. Troll PKA transformation. That's presented to
the bottom book, which is quite hard to select. That's all right. That's
parented. That's alright. Let's have a look. This. We want to parent it to the base. So go Control P,
keep transformation. That's fine. So now what I can do is
basically select everything. Select everything that we
want to parent to the bottom. We'll give this a go. And we want to parent it to the table. So Control P, cape transformation, that
will move everything. Alright? So you can see that
what the parents are by this, these lines here, that'll allow us
to shift clicked things and move them
anywhere we'd like, like that and we can adjust
that furniture like so. In the next lesson,
we'll finally get to modeling a tree
using another atom. I'll see you over there.
20. Creating plants in Blender: Modelling a plant and we'll
put into plants maybe three. We'll see what it looks
like when we do that. So this lesson will be probably a little bit
of a longer lesson. We're a little bit more
free form rather than me telling you all the
steps you need to do, I'll explain them as we go. But some of the settings
that we need to use, we have to do a bit
of experimenting to get the right settings. So what I'm going to do first is put my 3D
cursor here shift. And the right-click. I'll just turn on our
keyboard shortcut for us. Alright, so now I'm going to
go and add a mesh Shift a, and we'll put in a cylinder. I'm going to change these
settings until like 1212, I think will be or
ought to have out. Let's scale this
down in edit mode. And I'll just look straight
on and just bring this up to the table height are
going to x-ray mode. And we'll start adjusting
this shape here. So we're looking
for a pot plant. So let's insert this top here
and E to extrude it down. Just scale it in a little bit. Look on the front. Alright, let's get
back into solid view. And we'll add a
subdivision surface and will up the viewport count. Tap out. Have a look at how
much shade this smooth get back into edit mode. Controller will start making
some of this shape here. So we'll start pulling
some of these edges here. And I'll put another one on the inside to make
it a little round. So I think this
will look alright. Now what I wanna do
is go into edit mode. And we're going to wireframe. We'll have a look
at the bottom here, going to turn off the view from my subdivision so I can
see what's going on. Grab that bottom loop inside. I will just insert this twice and then the
second time hit em and merge at the
center. Like so. So now what I can do in edit
mode is go to vertex select. And we should be able
to use Control and plus to expand that selection. And that's under Select, select more or less here. So what I can do now is
shift D to duplicate this, and we'll right-click to put
it back in the same spot, P, and we'll go selection. So that's separating
the selection out. And now what we can do
is go back into solid and make sure we grabbed
the inside tabbing. And we want to go
back into wire-frame. And I'm just using a z. So we've been clicking
these two the whole time. If you hold down the Alt
key on the keyboard, you can move your mouse around and select any of these views. So I'm just holding hands, it going to work, moving my mouse to the
left to wireframe. Then you let go of the Z
key and it'll switch you. Let's go and click
this loop with Alt. Click, press F2 fill. And I'll just set twice, hit em and murdered
at the center. Let's tab. And we might want
some loop cuts on this. So I'll go Control R. And we'll see if
we can add any way. Doesn't look like it. Let's go here, add one up here, and I just want to see
the subdivision in is another thing I wanna
do is actually move these loop cut along the line. So I can just press G to grab. Then if you press G gain, it will move it along the edges. So just move that loop cut up. Let's type out, go to Solid
mode and turn off x-ray. So now we've got a
little pot plant here. And we can actually start
making some of our plant. So what I'm going to do is put a moved my 3D cursor
to the center there. And we'll go to
preferences and turn on a plug-in or an add-on. So let's go to Edit down to Preferences and we can search for this one here, sapling tree. Jen, let's turn off
this sapling and just type in sampling
and add this one so it's a curve and it's
called sapling Trajan. And it's an add-on that's
already in Blender. We can go Shift a
and it's a curve, so it's under here and we can
go down to sapling Trajan. And it'll apply it
straight to the center of our scene, right
in the center. And we can move it
a little bit later. Can be super complicated and I don't even
understand all this, and I just play around
with it and it gives you some good results if
you just play around. So we can play around with
some of these settings here, we can play around
with the shape. You'll see that the shape of
the actual trade changes. And so what we're going
to do is actually scale this down really tiny. So Danny and we've
got tray scale. We can scale this
all the way down. So it's really small. And currently it's super tiny. But what I'm going to just leave it at something like the size and then we'll scale down after we've
actually generated it. So what I can do here is
we'll move from geometry. There's few other options here. I'd play with these
to see what they do. Some of them aren't
doing anything. Branch distribution. We can push this up and just play around with
some of these options. And you can always just
delete this and start again. This will randomize
the seed value. Obviously we're getting an error here to give us a different
tree up here again. And that's just because it's
flying through the numbers. So if we just change the
numbers manually there, have a look. It's
completely gone. Let's get back to Jerry
and leave it like that. Will go to something like that. Have a look at it. And now we can go to
this geometry here. We've got all these
other options for the way that the branch works. So we can change some of
these options in here. It's got a bevel on it. We can change this is the
radius of the branch, so we can change the thickness. We've got a root flare, which is the wheat cells, the bottom of the
root auto taper, which is the tapering
of branches. So you can see that some
of those branches get thinner by the end of it. So we can change that. Here. Let's get into branch splitting. There's a whole bunch
of options in here. So we've got the branches. We can alter these around. And there's all sorts
of things here. So angle of the split, rotation angle, lots
of options in here. And I do encourage you if
you're really interested in making trees or plants, play around with these
options, have some fun. Try and work out how
this actually works. So I'm going to then go
down to branch growth, even more settings
for us to adjust. Rbis jumped down to the leaves. And we want to show leaves. And what I'm going to do is
probably leave it like this. I'm going to put in less leaves, so something like
100 or even lower. I'll just adjust these because it's going to
be tiny little plant, so I don't need as many
leaves as is there. So I've got 14. We can change all
sorts of settings for the leaves like
leaves scale down here, how it works, what
the leaves look like. So we've got all sorts
of scales so we can thicken these leaves out. We can change all the
scaling from them. Let's go down to pruning. And pruning is just, it prunes the leaves back here. So you can see this
little line here. This helps bring the legs
back into a more neat shape. So we can change the ratio of this and do all sorts of things. For this. One of
the scenes I built the same id to have
the pruning on. So these could be ready to go. So if we click the
trunk and move it, it will move everything with it. And so what I can do is
I would just go look on the side and just move this up here where that 3D cursor is. So I've placed the 3D cursor in our In-App pot so I
can move this around. I will just scale it down
and you can scale it down. Nice and tiny. We'll move it down into
the dead, keep scaling it. So you can see there.
We've got a little plant, nice little plant that
we can work with. And when we can
shade this really simply and easily once
we get to shading. The next thing I'm going
to do is make another one, will make a bigger
one over here. So we'll add in a
mesh and a cylinder. Once again, tab
I'm going to go G, N1 to move this up
once and hit enter. Then we'll change our
scaling to the 3D cursor. Now when I process,
it scales around the 3D cursor so I can
get my slides here. Three, Let's scale this top with scaling on the 3D cursor. So let's get back to
the median point. Scale this up a little bit. And I want to solo
this object are not want to look at all
the stuff around it. I want to be able
to work with this without having all
this in the way. Because even if I hold
the N Z and go over to wireframe view and I
go to look front on. It's really hard to
see what I'm doing. So what we can do is
use a key for this. So if I tap out with
that object selected, the pot plant that I
want to work with. What I can do is the backslash
key or the slash key. On my number pad. We'll solo the object so that I can just
look at these objects. Now, in whatever view I look at, I can see this object. So go into edit mode. And we can look straight on. And I can start editing is so I'm going to add a modifier. Let's go down to subdivision surface will
up the viewport to two. And of course, we can
start adjusting this. So what I'm going
to do for this one is will make us a bit
of a different pots. So what I'll do here
is go three alt. Click this line here. That'll select the loop. If you go all t, We've
done this before, extrude faces along the normals, and we'll just go up a
little bit. Like so. What I can do here is add an edge loop straight
in the center here. So across horizontally. We can press escape to
apply it in the center. And you can use the Bevel tool. So we can go Control B. This will bevel it up and it's just like adding two loop cuts. Make sure you've only got just one bevel with escrow will. And you can let it go like so. And now we can add a loop cut under there to
tighten that edge. And we could play
around with this. I might put one in
the center here. And then we'll see what happens. So I'll go to wireframe mode and I'll select this and I'll scale this in. And I think I might add in, loop down the bottom there. And now if we tap out, look at it in solid view, Right-click and shaded smooth. You can see there
we've got a pot. Let's look at it straight on. Grab our face. In edit mode. The top here, I'll
just inserted a tad. Now look at it straight on. Go to wireframe. And we'll just go ie,
an extruded down. We can go down to E, scale it in a bit, an E and extrude again. And I actually want to
bring this up a little bit. And we want to
insert that suggest instead a little bit more. Be more precise. I am merge it at the center. Let's tap out. Have you looked at this
and go into solid view? Now we've got this big
giant pot going to add an edge loop up here
to sharpen that edge. Now once again, we can
grab that center there, one for vertex select. What does it shift? Control
plus to expand the selection. Shift D and P two separate. So we'll go and make
this some dirt. Now the shortcut
key you could use, we've been using the x-ray mode, and that's Alt Z on the
keyboard. You can use that. Let's add a loop cut somewhere
where we want to add it to be and grab these two loops, x delete the vert. I'll click this, press F2 fill and just insert
it ever so slightly. And then insert it
again at center. Let's go in and out
of x-ray mode, alt Z. We've got a pot. Then to get out of
the local view here, we can just hit that slash
key on a number pad. Once again, that'll get
out of the local view. It looks like it's
not working properly. It's hidden. Many layers. Maybe that happened by accident. So now what I'm going to do is generate a bigger plant here, will once again use shift a
curve and our sapling here. So what I'm going to do is
get back to the geometry. And I'm just going to try and
pick a shape that I like. And I just want to bump
the random seed up twice, maybe have a look at it. I want it to be tall. I want this bit here
to be a lot longer. So we'll go to geometry
and go branch radius. We'll have a look at
some of these settings. And we'll play around
with some thickness. So we'll go down to
branch splitting. Look trunk height. So here I can push
up the trunk height. I'm holding Shift to go with
slower to the top here. So I pushed it all the way up. I'm going to thin out
the radius of this. So I'm going to just hold Shift N. Make it a little
bit skinnier. Let's go to branch growth. And somewhere in here, Let's go back to
branch splitting, maybe segment splits, maybe we just login to adjust the amount of
splitting that's happening. So I'm just hoping this a little bit so that we've
got more branches. Now we'll go down
to leaves here, turn them on. Yeah. I might up this a little
bit more or maybe down. It's probably fine how it is, Let's go down to a 100. And now what we can do is, of course, scale this down. I'm just going to
look on top view and move it into place. Then I can just go
GZ to move it up. So it's not just big
plant in the corner here. So you could add small plants around
place if you wanted to. I'm going to leave it at
these two and we'll go on to adding a couple of
picture frames on the wall, which is super easy. All right, I'll see
you over there.
21. Pictures and Rugs in Blender: In this lesson, we're
finishing up modelling by adding a couple of picture
frames on the wall. This is a relatively
simple room. We don't have a lot
of stuff going in. We could add a rug in. I might do that just to
show you how that works. But we're just add a picture
frame on the wall or Shift-click up on
the wall at a plane. We're going to rotate
this on the x-axis. So our x and 90 degrees, I'm just going to tab
into edit mode and the size that it's
at fairly good. So there we go. We've got our plane
and I'll just extrude this out
ever so slightly. Now the last thing that I
might want to do to these two, just to clean up the
detail a little bit, is add a bevel. So we'll just go into a
Modifiers tab and add a bevel. And we'll put in
something like 0.002. Really slight bevel
can even see that. Maybe a little bit higher. 0.005. Yeah, that looks alright. Up a tad. Right-click, Shade Smooth. And now I'll add an array. And I just wanted this to
duplicate in the x-direction. Shift, click and
change the X vector. And I'll up this T3 and G and X. The next thing I'll do is
just place my cursor on the ground here at
a mesh applying. And you could do
whatever's really. So you could add a
circle rug here. So you could go
add a mesh and add a circle and fill it in. So you've got to
go into edit mode, select everything
and press F to fill, will use a rag lock this and
we'll go into edit mode, scale it on the X and
scale it on the y. Something like that. I might go a little
bit more on the x. And we just want
to zoom in a bit a and extrude this
up just a little bit like that. Tab out. Now we can start renaming
some of these stuff. So if we hover our mouse over in-between our
properties and our outliner, you can see these
two arrows pop up. We can click that left-click
and drag it down. Now going to have a look
at some of this stuff that's just named
cylinder or a plane. We can select it,
have a look at it, and we'll call it pot. So we'll have a look
around and I'll call anything that's
sort of the same item. So we've got two pots here. We want to actually parent this. So what we'll do is select the tree that's already
parented with the leaves. And this bit here
that's pruning it was Shift-click the dirt and then Shift-click the pot
and go Control P, cape transformation,
the same over here. So the lighter orange object
is what everything else will be parented to keep
transformation. So now we've got just
a few objects here. So if I double-click, we'll go to part. I want to select these trays and I'll move it into my scene. And it should. We also want to move air leaves into a scene and it should then stack under the ones
not me, that into a chair. We wanted to stack on the
actual luck in the parent. Then we've got an envelope, which the envelope is
we'll select this. We've got 18 window. We'll call this rug pictures. I'm going to shift these out. I don't need them here, just pull them out of my scene. And I just want to point out, if you're moving
some of this stuff, like the pot, it's got a
whole heap of parents. You can actually hold Shift
and the right bracket key to select more, and it will select
that children. Now what I can do is
with that selected, drag it up in the
scene and it'll take everything with just
select a few other things. We've got the cash we got the pillows are
obviously in the catch. Some of this stuff named
we'll have a look. It's all parented into the desk. So that's keyboard, mouse, cup, books. So everything is pretty
good at the moment. So now we get to move on
some of the fun stuff and we get to shade these saints. I will start off with a
simple shaders materials that you can create
without any textures. And then we'll move on to actually shading the scene
with textures over here. And we'll have to do
a few unwrapping. We'll add some
textures to a pillows and a chair and a table,
and things like that. Alright, I'll see you
in the next lesson.
22. Shading Objects in Blender: In this video, we're
going to start shading some of our
objects in our scene. So we'll shade all the
objects that we're not going to add textures to do is I'll just move
this back up a little bit. These objects in here, because of where our
camera will be positioned, we won't need to actually shade all these objects with
the immense amount of data. So I'm going to start
on the desk here. And to shade objects, what we can do is we need to come down to
this little tab here, and this is called
our materials tab. And so whatever object
we've got selected, we have a materials tab and we can create
materials in here. So what I'm going
to start off doing is just start off
with a simple one. Let's start off with the
keys on the keyboard. And what we can
do is add a slot, so we'll just hit New. And we've got this
new material slot. We'll call this a color. So I'm going to
call this a black. We could put it as matte black. That might make a
little bit more sense. And we can just hit Enter and you'll see that
the name has been updated. Now to actually see us
working in the materials, what we need to do is
actually go up to here. And this is in here,
material preview mode. So currently if I
twirl this down, we've got a HDRI, which is just a
setting for light. And so we can use
this high shear or I, which is by default
to lighthouse scene and take a look at
how it's all working. And I'm not going to go
into too much detail there. So what we can do
now is we've got these materials tab here. Now, we've got a
principled way STF, And this is a
standard shader here. And so we've got a
few options in here, which will be confusing
when you first start out. The easiest one to understand
is of course, base color. This is the color
of our materials. So I'm going to go down to
a darker color down here, and we'll have a look at that. And the next thing I wanna do is adjust how this
reacts with light. So currently it's quiet. It's like a mat. And this is maybe how
you want to keep it, keep it as a matte texture. Right now it's basically how we would like so we
could adjust the roughness, which is, if you play
around with these, it's the easiest
to understand it. Play around with some of these. So the roughness is how
rough and objectives. So the more rough it is, the more or less
reflections there will be. So let's go put
that back to 0.5. And I'm quite happy with that. I might duck and the colors
Dan, a little bit more. Now I'm going to select
the keyboard, bass. We'll click New, and I'll
just call this metal. Hit Enter. And we want this one to
be a lighter metals, so we just pull it
to silver here. And now we can use
a metallic here. So we've got metallic,
just drag it out. And as you can see, it's sort of doing much because we've got a
roughness set to half. So if I start pulling this back, you'll say that it starts to
shine as we rotate around. So I'm quite happy
with that there. Maybe lighten the
color up a little bit, maybe pull the roughness
down a little bit. And then we can utilize this color here to
move around the scene. So now what we can do is
select the next object. And here we can
add a new object, like we did last
time here with H2. Or we can actually select existing one if we hit this
little materials here, we can see we've got
these metal here, which we can select. Now, this is quite shiny, so we want to make some
adjustments to this one. So I don't want to affect if we selected metal for
both of these and I start making adjustments
in the color here. So let's make it dark. You'll see that it
starts to affect the, all the other materials, all the other objects
that have that material. So if I undo that, what we wanna do is
actually duplicate this. So I'll hit this button here, which is duplicate material. It'll add a number
to the end of it. And so now we can adjust
some of these settings. I'm going to pull
the metallic down or maybe you just
push the roughness up to see what happened. We wanted this silver look, so let's go somewhere there. And that should be good. Now we'll come up here. I'm going to get our matte
black and I'll duplicate this, rename this to just
maybe gloss black. Gloss. Now we can go down and start
doing some editing here. So I want to check this down. I want to pull the roughness
down and just have a look at how this is going
to interact with light. Let's do on pretty good there. And now I'm going to apply some of these materials,
so some other shapes. So this little mac studio, Let's add a metal to and we'll add the middle
two down on the chair. There are metal one here. It's got the shiny legs. I want to add the mat
down to the legs. The matte black there. I might add the matte
black onto the pots here. Like so. Now we could
go on to the plants. We want to come in
here, create a new one. We'll call this dirt. And we'll grab a brown
which is in the yellow, would just go in
a little bit and then just darken it down. So you got to brown. I'm going to get a dark brown. And now we can select this. I'm going to apply the dirt, duplicate it, rename
this to say branch. And we can adjust
the colors here. So I'll lighten this up. Then adjust the color, maybe desaturated a little bit. And we'll apply
that to these two. So we'll grab the base
airport on the dirt and grab the branch would
own the branch color. We can also grab
the leaves here. Let's add new leaves coming in and we'll get a green
somewhere in here. Well, it's dark and I
want some darker leaves. Just have really dark. Lot darker. Play around with that. Now we can play around with
some of the settings here. We can adjust the
specular a little bit. Maybe pull that roughness. I just went down a little bit. And that should be good. Now let's apply
that to the other. We can adjust these
colors later. Now we want the cup and I
want to white for this. So let's go gloss white. Keep it at the color that it is. Come down to roughness
and we'll pull this down. Overlook reflecting. Maybe pull the metallic
up a little bit, give it a bit of a ceramic. Let's apply that
to the cup handle, gloss y, and also the mouse. Give it a little bit of shine
now and put the coffee. And I'm just probably
going to pick the dirt color and
then we'll darken it. So let's call this coffee, make a new material and
we'll shoot this down. Nice and dark. And this needs roughness sub-zero and well, it's not quite that shiny, but this pull the
roughness up just a tad. That should be good. Now the books we need to create a bit more of
a complex shader. So we'll move on to that. In the next lesson. We'll have a look around. We've got the mouse.
So everything that I want textures on. So let's come up here.
We'll add the black, the gloss black maybe. And we'll see what that
looks like for now. And also this here we
want to add a material to the room and we'll just
call this white for now. And the white material by
default will be good for that. In the next lesson, we'll actually randomize
the book colors. And we have to start using
some geometry nodes for this. So I'll see you over there.
23. Random color shading in Blender: Alright, so let's start
randomizing the book colors here. So what I'm going
to do is utilize this panel down the
bottom that we have. Let's hover between it, click it and drag it up. And I'm doing this instead of moving into the shading view, you can move over there
and shade for me. But there's a lot of stuff that I have never really needed. So let's stay in layout. I'll just shift this up and you can click
on this little icon here and change it to
the shader editor. So this is something new
that we're working with. So if you select any of the objects that you
have already shaded, you'll notice that the materials
settings over here and the materials panel
also a showing up in this view as a node fuse. So we've got the
principled be SDF here. If we use a scroll to zoom in and we can use our
middle mouse button. So push that down and click
and hold and move that around to move around the scene. Like I've just done. I've just absorbed somewhere, which I can't see. What we can do is
hit the Home key on our keyboard to come
back to the start. Now compares to n to hide this side panel,
we won't need it. So you can see if I select
these objects, it will change. It's the same as here. So the material tab is the
exact same as what's in here with the material. The materials in nodes. So it's just in a node view. So we want to access this. So what we can do is
go to the book's, add a new material
and call it bulk. Hit Enter. And now we can pick a
color and you'll notice that the whole book for
one is getting colored. So we can go down and
pick a dark red color. So we actually want to
separate some of this. So what I'm going
to do is I'm just going to solo the books. So I'm going to shift
click them all and go on. My number pad. Hit the shift key up the top. So I'm only looking
at the books. Let's select the top book. Hit Tab. Have a look. Now. This looks like this
top book looks like I haven't actually
duplicated it properly. Like there's no edge around it. Or I just can't say it. So let's go to Face. Select
three. Click this face. I'll zoom in, have a look. So you can see
better example here. There's a tiny face
that goes around here. So we're going to shift click the center all the way around, just around one side
where the paper would be. Now we talked about
materials slots. And so over here in
our materials tab, we have one slot. Currently. We have a book, but we can
click this plus over here, and that will add a slot. In edit mode, what
we can do is select the shapes that we want
to add, the slot two. So I've just selected where the paper would
be around this book. And now what we
can do is assign, and then we'll assign just my selection to
that second slot. Makes sure that that's
selected though. Now when I go to New
and we'll create a new material just like we've
done in the last lesson. Greater paper material,
something like this. So it's white. And we'll tab out of edit mode. You can see here that if we select this,
we've got two slots. We're going to book
slot, paper slot, but we've divided the two so that the paper only
shows where the paper would be and the book shows the book cover.
So we'll do it again. Go in here. And I'm going to go, let's say here we're going
to edit mode for S3. Select this face. I'm want to show you a trick. So what we can do is go
around here and Control. Click this other side. And it will select
here that says here, pick the shortest path. So to select everything the shortest path to
the other selection. So now we've got that selected. Now we've got no materials
on all these books. So if I just have
out of edit mode, Shift-click the old days and we'll add the book
material to them. And you'll see that
it doesn't actually apply to all of them. So what you can actually do
here is you can either just de-select them and apply them separately or you
can shift click them all. Then Shift-click the one
that has the material you want a copy and
you can use Control L. And this is a link. So you can come down and go
down here, link Materials. Link all the books together. Now let's select that
book we're working on tab into edit mode. Still got these faces selected. And we'll add a
new slot and the, the paper at the bottom
there and assign it. And so we have to do
this for all of them. Select all the paper and a new slot and come down and
go to the paper and assign. It. Can also just
press P to search bar, assign, add it to all of them. Now what I wanna do is start working with this book material. And so we have to use
some other nodes in here, which we can find all the
other nodes in Shift a. And the easiest way to access those nodes is
just a search them. So the first one we want is
an object info node Shift a. And we'll come down to input. It's an object info. And so we can take
the information of the object like location, color, the Alpha,
all this stuff. We want to use random. So we want the
randomized object info. So we'll go and add
a new node and we want to shift a will search
for this one color ramp. And so this is like a gradient. If you've worked in Photoshop, you'll know that this
works like a gradient. So we want to adjust
some of these settings. I'm going to plug this
into the random factor. So plug random just
by clicking and dragging The into the factor of the ramp and plug the color into the base color on the
principal, they SDF. So you can see already that
is taking that gradient and randomly coloring the books. So we could do it like this, so we can start playing
around adding colors in here. But what we wanna do
is we want to make this actually a constant. So what we can do is
come down to linear and we want to make this
one constant, like so. Now when I drag the stops, it will make either this
color or this color. And we can drag the
position to change the amount that it would
generate off that color. I can change this blue color. Let's go maybe a deep blue. Let's add a new stop. Plus, let's drag this head here. We'll go into the whites. Like so. We'll add a new stop and we'll
make it black like that. So we can just adjust
these a little bit. So we get a black book. If we stretch this out, make the blue takeout
most of the space here, you'll see that most of
the books will be blue. So we can change the amount
that is generated here. So they go, That's how
to shade the books. Let's hit our slash key
to go out of local view. And now we'll start working
on some of these textures. You round the room.
24. UV Unwrapping and Textures in Blender: Alright, so now what we
wanna do is actually start making some textures or putting some proper
textures onto our scene in Blender here. So we actually
want it to be like a fabric for the
chair and the couch. And we want the picture frame, sex should be pitches. So we'll start off
with the fabric and the floor might start
off with the floor. And then we'll move
on to the couch. So we'll start off here and I'll show you a site that we can use. And so this is a free site. It's called ambient CG. And so what we can do is
just search fabric in here and find a fabric
that we would lie. But we're going to,
this is by default. Let's search would have looked for some
wooden floors here. So we can pick any of these
that we'd like to add. I'm going to pick this one, really liked this one. What you can come in
here and do is actually download the zip for. So you can either
do PNG or JPEG. Depends. Now I want to point at
the bigger the file, the more detail that it has. But also, as you can see here, it takes longer to render because it's
got a higher-quality. So we'll just be going
with the two k versions. And we probably
don't even need to K. We don't really
need the one k, but we'll be going with
the two k versions. Just click the Download here. Click on it. And it'll pop up
with the download and you can place it
where you would like. I suggest having
an asset folder. I've got an asset folder
full of, full of textures. And so I've got a heap
of woods that I can use. So download that. And once you've downloaded it, it looks a bit like this. Once you extract it, this is what the
file will look like. So this is our base color. We've got some other things
in here, displacement, which we're not actually
going to probably use this. And then we've got a
normal map which sort of works like a displacement
in displacing the texture, but it's not actually doing it. So displacement will physically create geometry to
displace the texture. The normal map, we'll sort
of fake it through lighting. And then we've got
a roughness here, which is what we've been using. We've been using a roughness. And we can apply
that to tell blender where we would like the
reflections and where we wouldn't like
the reflections. And that's what a roughness map does with the different values. So what we can do is come
back to the base color. Let's go to into Blender. I'm going to open that
up again over the side, on the side screen. And now we want to tap into
this big material here, the room three, select
that base there. So the floor of the room
with their face select. And I'm going to add
a new material slot, add a new material call this would hit Enter and assign it. So now we've got a
wood material here, but as you can see, it's not actually
displaying would, Let's tab and start
working with this. So what we can do is you can
just grab your file here, click it, and drag in the color. So we just want the
2k a color here, click and drag it in the plop it right into Blender for us. Let's drag this back over. We can just plug
this as the color, so we can plug this color
straight into the base color. So simple, straightforward. Next thing I wanna do is
actually start controlling this easiest way
to actually do it is to add a plug add-on. So if we go to Edit
down to Preferences, Add-ons will search
Node Wrangler. And if you've watched
any tutorials, most people will add this
Node Wrangler allows you to do a few things which make it easy for you to work in Blender. So let's check that. Turned on. And now what happens if I click this here and go Control T? This will add two things for us. It'll add a texture
coordinate which will tell us where to where
the texture goes. So what it's using
to generate it. And we'll talk about UVs
when we do the couch. And then it's plugging
into a mapping. So now what we can do is
actually rotate this texture. So if I go to the
y and rotate it, it should be rotating
the texture. Let's try a different
one. Maybe. There we go. Use the SSID to rotate it. And so we can rotate this 90 degrees to face it
in a different direction. Now I can click. And drag down across all those values and put
in a different scale. So let's say two times
scale or something like that to shrink down the texture. And so we can continue to
use this for our others. Let's add a roughness. So that's just your
underscore roughness. Let's drop that in. The first thing we wanna
do is we don't want any color to be
affecting the roughness. So we want to change
our color space from sRGB down to non-color, will plug the color straight
into the roughness here. We'll let that load and we should be getting a little bit
of roughness in there. Then what we'll
do is we will get our normal map and it
just on the score normal. And we want the G L1. Click and drag that down. And what we need to plug this through first is a normal map. So we can either use a
bump map or a normal map. We're going to use a normal map. Let's go shift a
search for normal map. Put this down, plugged the color into the color and the
normal into the normal. Now, last thing we
wanna do for this is actually change it to down from sRGB to non-color. So we only want basically
up here, the color plugin, like sRGB, to be
on the base color, we want to all
non-color elsewhere. Now, I'm going to play around with some of these textures, so I'm going to shade
the windows here. So we've got extra she
got the windows inside. I'm going to add a new material
called this e mission. And we'll go principle be STF. So we're going to
change our shader now. So let's click this
and we want to go to an emission shader and you'll see all these values change. So now what we've done is we've changed it to a
shader that can emit light. So now we're going
to change this to something like a 150. That'll blast has seen. And in our material
preview mode, what I can do is I want
to go up to the top here. This is our render settings. We're using AV, which
is real-time renderer. Let's go turn on the
ambient occlusion. Let's go up in here and turn on scene lights and sane world. This should help us out
a little bit and we might need a boost
this way more. Let's go and now go down
to bloom if you'd like it. I don't think we need
bloom for this one. We'll go screen space,
three fractions. Turn that on, that
it'll start to blast light into the room. And now you can see
the detail popping up in the room here. Like say, maybe I want to blast the slight little bit
more of the emission. Let's get into our materials
and go to something like 1 thousand
or maybe 505,500. They'll put some light
into the room so we can start to see someone
they shaders down here. Now another issue
that we're having with this food shader here is we've put a mapping onto this. So we rotated a non-EU grace and we also scale it so
it's half the size. But we can just see here, we can just plug in
the vector two from the mapping straight into
the other two values. So we'll plug it in there and plug that one in there
that are rotated, change all the normals and
make it correct for us. So in the next lesson we'll
look at unwrapping this and giving it a fabric texture. Now what I'm going
to do is actually download that before the
next lesson so you can go off to the side I just
showed you to find the textures and find a nice fabric texture that
you would like to use.
25. Shading the couch in Blender: So in this lesson
we'll look at actually shading some of
these objects here. We just want to point out
one thing that we have to UV unwrap this. And I'll show you
in a second after we add our materials to this. So if I go New, we'll call this catch. Now we'll start
adding our material. So I've already picked one which you can find
on the ambient CGI. I've got the color here. We'll plug in the color. Like so. Plug that in. And not much has
really happening here yet. I want to see the texture
a little bit better. So I'm going to go
up here and turn off my sane world and sane lights. Have a look at this color. And we also may see, you can see there's not really displaying
it properly yet. So what we'll do is continue
on and we'll add roughness. That in. We'll go to non-color, plug it straight into roughness. We've also got a in here, the normal map, which will do. So that's like we did
in the last lesson. Non-color shift, a
search for normal, normal map like so. We'll plug the color into the color and the
normal into the normal. Have looked at it. Nothing's really
happening at the moment. So what I wanna do is now go Control T on
that color there. And we'll map all these
to the exact same. So I'll just make
some adjustments to see how this is working. So we'll just go one. And something that's
happening is we haven't UV unwrapped this. So before we do
some UV unwrapping, I'm going to Shift click
all these materials here, and then Shift-click
the material or the object, it's
already shaded. Go Control P, and sorry, this one's control L to link. So link the materials
altogether. As I can see their stride way, we've got some things happening. If we have a look at this, we've got two materials
sort of showing up. We've got this one here, this gray material or the actual material which we
were wanting, this one here. So what I'm going to do
is start UV editing this. We can go to a UV Editing Tab. Click on that. Let's zoom out and
it's divided into. Now if I tap out of
edit mode in this side, we can see our texture
over this side. And all I'm trying to do, I'm not trying to map
it to this side yet. I'll show you that when we
do the picture in the rug. But all I'm trying to do is
just correctly texture this. So we'll scroll over, will go in a solid,
we dropped down. We can show textures just by hitting the texture
so I can see what's going on. And I've got a feeling
that this one here, which show overlay drop-down
and we tab into edit mode. Let's go show the overlay, show the normal, they're
facing the right way. So what I wanna do here is
just press a and we can go to UV up to the top and just
hit smart UV protract go. Okay. And that's done a
fairly good job. It's done a little bit of
pinching on the edges. So I might try a
different projection, UV cube picture reject, and we'll just
have a look at it. So what it's doing is unwrapping this object till it's flat. So that it can just wrap the whole texture
all the way around. And we can actually
control this unwrapping. And so if we get an edge
select and I'll click, say, a loop like this. I'll click old days. We can actually go UV and then we can go down
to here, mark a seam. And so this tells Blender, where do I cut the
texture and create a new face of the UV? So let's go here. Uv oxime. Let's grab that
one EV mark same. We'll grab that one. Uv mark same. Now I'm just doing
it the shape, why? Because We're only viewing
from one angle. We could do this as well, but I'm not going to say that. So let's select all and go You. Now we don't need to UV
smart project this one because this is blend up predicting how the
object would unwrap. We just want to go
unwrap like so. We've got to Gorilla
glue shapes here. And then this one, of course we didn't
unwrap the whole objects. So we've got this
funny shape here. And we'll just leave
that were just looking for some square shapes here. Let's tab out. And now that's
looking a lot better. It's still got a little
bit of stretching. But our texture will
be scaled down. So that'll be doing
it on both sides. Let's click this tab in
Versailles deselect or UV. Uv smart. And we'll just
leave it at default settings. Do that. And that's done a
pretty good job. So we'll leave that
tap into this one. I select all and we can use you. And then I'll access the
exact same menu up here. You EV smart project. Okay, so that's
another good job. And we'll just continue through
tapping into edit mode, selecting all use smart project. And we'll grab this
last one tab in a to select all you smart project. Okay? So that's done a
fairly good job of doing all the shape here and our textures
are working quite good. Let's go back to
our layout. Now. I want to scale this texture
way down so that we've got like putting five in
our scaling here. We still want some issues in here with some of the texture. So if I select this, we can get back to
the UV Editing tab and have a little look at this. So maybe if we can
play the full UV. So we'll tap into or use a
slash key on a number pad to, to select some edges. What you, and we
can mark the same. We'll just do the full shape. You Mark Same a to select
all you to unwrap. Have a look at this, we'll
have a look at the edges. And so the issue
now is geometry. So we haven't gotten
enough geometry for blender to know what to do. The easiest way to fix
this is to control our update loop cuts and adding a whole Hyperloop cuts vertically and
horizontally like this. Now, you can say that
pretty much fixed it. Let's go back to Layout. And we still got a little
bit of issues here. But I'm thinking that if we're back at this angle, we're
not going to say it. Lastly, I want to change
the color of the couch. We can control that by
using a color ramp. So shift a search
for color ramp. We can drop this right
when the line turns white, click on it and it'll apply it. So now our shape is going
through the colorRamp. The darkest area of our texture is actually turning
into a black and white. The black represents the
darkest area this side, and the white will
represent the widest area. So if we hold down
control and shift and click on fabric color, it will bypass all these
principled way STF and go straight into our
surface so we can just view it. This is what our
color looks like. Currently. If we shift, hold
down control and shift and click the Color Ramp. This is what I colors change too because
of the color ramp. I'm going to select this
white and pull it down. Like so. I might not want
to go all the way. We'll select the black and
bring this up a little bit. So you can say now we've
changed the color of our couch. Now this is not correct yet. So if we shift Control and Shift click the
principle be STF, it will actually fix
that out for us. And now we've got our
shape back. Possibly. Let's click the
bottom here at the, the matte black for the legs. And so we can actually do the
same thing for the pillows. I'm not sure if I have
material for that. We'll use will find one where
you can go over to here. We can go back to
assets, search. Fabric. You didn't have a look
around, look for a pillow. We can pick a pattern
if we wanted to. That looks like a
pillow texture to me. And we'll go maybe
this one here. Sure, it's up to you. You can pick your own textures, will download this one, and you can do the same
thing for the pillows here. One thing with the pillows is the easiest way
to unwrap this. If we go to a UV tab, we go to a UV tab, go slash key on our keyboard. To get out of the local view. We'll have a look
at our pillow tab in this line here that
goes all the way round. Let's go back to our modifiers. Turn off the modifier
view for edit mode. We've already got
this center selected. So what I can do here is just go go ahead and go,
you, mark same. I deselect DO YOU and unwrap. And so that'll give us
two phases of the pillar. Like that. I can tab out. And now we can go to layer. I'm just going to
grab my fabric. So we go down to the couch, select that, would
duplicate this and call this one pillow. Now, with my new fabric texture, I can bring in
each one of those. So we've got the
color, color here. We'll delete the other one. Like that. Now we can. The easiest way would just
print it delayed days other pillows and
duplicate that along. We'll continue on with
delay their roughness. Who add the new roughness in. Roughness. Plug that into roughness
will change that from sRGB to non-color. And of course, our normal map. Plug that into the
color, non-color. The vector from the mapping
into the normal map. That again. And I'm just going to change
the scale to something like two textures a
little bit better. Select all these. Shift-click. The
first one I can go Control L link materials. There you go. You've got all your pillows
that will assign color. You could add patents to
that if you would like. Now I just want to add
a texture to the table. We'll type in, select all. We'll go to you and
we'll cube project this because the tables are simple
shapes, a cubed project. And then we'll add
the wood material. Search would hit Enter. We go to l, would want to do a few things here
to fix the wood. We're rotating it to start
with, let's duplicate this. So we got wood number to change
this rotation back to 90. We could change just change
the color with a color ramp. Here. I'm going to pick I'm just changing into a dock, like a black table. You could add a new material
to this if you would like. Let's bring this and
bringing the brown back in a little bit. Something like that. Looks all right. Lastly, I'm going to link these two materials,
control l Materials. And we want to tap
in a select all. We just want to grab that ad. So age really grab all
these outside edges. We can get you mark the
sames a to select all. And we just go unwrap.
It should work. Chair. Little bit of funny
stuff happening. We do need to really,
actually expand this. So we've got to
solidify modifier on. We need to apply this
Control a. In here. We're in edit mode
tab out of edit mode, go on and apply the
solidify modifier tab in. And we'll try this again. So i u, smart project. We'll try that tab
still not working. They may be not enough
geometry up the top. There we go. You mark those two essays. What happens if I add
a loop at the top? Change the shape
slightly, but alright, let's move on to the next
lesson where we'll actually start adding some of
these picture frames. We'll add a rug.
26. Shading the pictures and rug in Blender: Alright, so we're
getting pretty close to the end and we'll be able to
render this out very soon. A few things left is just the finishing touches
to the lighting and also will create some pitch frames and we'll put down a carpet. So we'll do that in this
lesson, the little rug. Then here. What we can do first is up here, we've got our picture
frames and we want to apply the array modifier. So do that in object mode, toggle it down, apply. What we can do now is
these are all separate. So we actually want
to separate the, so I'll just click off, press L and just select linked P and
separate that selection. We can do that for both of them. So that now their
HR separate objects that we can work with. Something here we'll tap in, we've got to actually
set up the UV maps. So we'll tap in to it. And you can see here, this one will be easy, it's just you and it should
be a cubed prediction. So you'll see there, it's
working exactly like that. And so we'll do that for all of these Hue Cube projection. Alright. So now we can go back to
our layer and we want to create a new material. We'll call this pictures. And we'll put in, I've gone to pixels.com
to find some images. So these are vertical
images and I'll just drop it in like so and plug it straight
into the base color. Now if you want to remap
some of these images, what you can do is actually
go to the UV Editing tab. And we're really, we're just
looking at the front face here because it's a storm
fairly well actually, but if we select this front
face, you can see it there. And it looks a
little bit stretch. So if I look straight on, we want to create
this shape here. So we'll come over
here, press a select, and we'll go in
the y-direction to stretch this out and make
it the shape that we want. And we can scale this up to
fill the scene a bit better. We can actually, in this mode, I want to show you how
to add a new panel. We can come down the bottom
right-click and we want to split it in either direction. We want to go horizontal, drag up, and click. And now I can change this here. If I use my scroll wheel on
the top here, I can move. I can change this down
to the shader editor. And so you can see here, I've got access to my pitchers.
So we'll go over here. We'll apply the pictures
to both of these. What I wanna do now is
actually create new pitches. So duplicate this. We'll grab a new image, drag it in, Delete, and we will stick it
into the base color there and then duplicate it first so that we've got
three different images. And then dropping
our image here, plug that in and we
want to rain maps, this one, I believe so in the UV Editing tab in
three to select that face. And we'll select all over here, scale it in the y-direction. Then we can scale it back up. Feel the same bit better. All right, and lastly
the carpet here. So we'll type in select
all u cube project. We'll play around with this. And all I did for the
carpet is I went to just a local furniture store and got a carpet that I liked. We actually need to
make a new material. So we've got a rug. It's fun, an image that's a
fairly decent resolution. Drop it in and you can
plug it into the color. And so as you see there, we've got this rug down
the bottom here. And we come into the UV
Editing tab. Go into here. We'll have a look at it. So we'll grab the top face. That's the only face
we really care about. Come over here, press I
and scale it all down. Like that. We can look straight on. And if we want to make sure that these
are proper circles, we can just suggest this scale, this bit skinnier, like so. How about we want to add
some materials to this? So what I'm going to do is add. We've got in here, we've got the ambient occlusion, which we can plug
that into specular. We want a non-color. And I'll go back to
layer so I can say it. Then we can plug
in the roughness. Roughness to roughness
will go non-color. Once again, we're going to roughness you can 12 days
with the little arrow. So they're not taking
as much space. Will go the normal. And I'll add bump
or a normal map. Plug that into the
eye and go to normal. Watch it, do its thing. I want to scale this down. So we'll go Control T, scale it down to like four. Select all this into the fabric. And there's another
one he is Shane, which is to do with fabrics. So you couldn't put it
down on the pillow. The pillows up here
could have been ashamed. I wish I just select one and add a little
bit ashamed to it. Just something that
happens on the pillows. Have a look at this,
we'll fix this. So put the distance
and like 0.01. Let's pull the specular
out. Delete that one. Now I want to up the scour
something like six sets, extra small, maybe even more. I'm going to replace
this with a normal map. Play around with this stuff to see what you can
actually do it at all. Normal. Yeah. I think that we
arrive in the next lesson. We'll move on to
doing some of these. So I'm just going to lastly
do an adjustment to these. So add a bump here
to the, to the wood. We're going to actually
say some detail. So get rid of these,
go into normal. And I think this gets
plugged into height. There we go. So this will add some detail
over some roughness to it. So put this down. 0.11 adds a little
bit of detail. Why we look, Becky went
Jerry, Five maybe. Alright, let's move
on to the next lesson where we will like this.
27. Lighting and Rendering in Blender: Alright, so in this lesson, we'll start lighting this. We don't, I don't think
we really need materials. Tab it anymore so we can
right-click in that center. We'll go join areas. And you can move your mouse to the area that you
don't want anymore. So we'll move it
down and join that. So we've only got
this area here. So now what I wanna do is start adding some
lighting in it. Let's move the 3D cursor
back to the center, Shift S. Hold that down and
go to cursor to world origin. Here. Let go shift. Let's add a big plane, its tab into edit mode and
scale it up by quite a bit. Let's go GZ and hold
Shift to go down. On the z-axis. We want to
add a material for this one. And we'll just call
this BG for background. And we can pick our color. So I think I had a
really dark red. We'll see we can
adjust that as we go. We're going to go shift to a. We are going to add a
light, an area light, GZ, and we'll put in ten
to move it up ten meters. I'll scale this by four. I'm going to increase
the power up, way up to bed thousand. We'll see what happens. Now. I want to go into rendered
view and we're going to be working in cycles. So we're going to come
here to the render engine, switch it to cycles. Currently it's on GPU. So we'll switch that to CPU. We want it on GPU. We can also use experimental. This is cycled x, which is slightly faster. Now what we can do is
go to edit preferences. And under system, you
want to check optics. If you've got an
NVIDIA graphics card and check the graphics card
that you would like to use. This will be different if
you're on a Mac and on an AMD, I think you have to
cheat check heap. But we're using optics. It's faster than cuda. So let's do that. Now we can go into
the last mode, which if you hold SSID, we haven't used this one here. It's called rendered view. And so this is where everything
starts to get rendered, as you can see here. So what I wanna do
here is first of all, you can see that there
are Window booleans are being rendered. So let's click the
wireframe of that. We'll find it in here. We want to turn that off
completely like that. Now we blasted the same
with all able light. And this is the missions on the window. So
let's click that. Go to the here, and we'll change this
down to something like a 150, even lower fifties. Re enough. We'll see how it goes. We can adjust this as we go. 40. Still very bright, but we've got this light still shooting down. So what we'll do now is
go up to the 3D cursor. Select there, area lot up here, rotate on the x by
something like 65, and we'll put in negative, rotate it on the y by 45. And now when we move
these freaking go G. And he said twice, to move on the local
axes of the shape. I can move this up like so. Lastly, we want to
add a camera so we can actually see what our
renders looking like. So shift I will add a camera. Now if we go in, you say it's got all these
funny rotation on that. So we can 0 that out. What we can do now
is we'll put in 54.736 for the x rotation
and 45 for the z. And for now, we'll
move these 30, negative 30 in the y and tidy
in the SSID cameras up top. Now, we can press 0
on a number peg K2. Actually look
through our camera. There we go. And the last step in our camera, you put, click the
camera down here. We're going to turn it to from perspective
to orthographic. That'll give us our
orthographic view. Sort of isometric. Let's click on here and go 16. Type it in there. We can adjust this scale. As we go, we might
want to be more 18. Now let's come back up to our
rendered settings up here. We've got two settings here, so we've got the
viewport rendering and also the actual final render. And you can see the samples
are completely different, but for both of these. So the higher the assembles, the more quality you
would get in a render. However, it takes a
lot longer to render. So what I'm going
to do is just set this down to
something like a 128. For the viewport checkoff,
this noise threshold. You can either choose to
check on denoise or not. And this one's going
to be 512 for now. And we'll check off
the noise threshold will keep denoise on. We're going to scroll
down to color management, come down here to the film week. And then under that
it's got a look. We want to have
something like medium, high contrast and a bit of
contrast into the scene. Let's grab our camera back here. Are our light, area, light G. It's easy to move back more. And we can rotate on the x
twice, something like that. And let's change the power of
this to suddenly not 1500. I think I changed
the color of these. Press 0 to go looking
through our camera, you can click on a
camera view here. We'll go GZ to move the view up. And now we'll go to our
Render Settings here. And we can change this to
something like 1600 by 1200. So you can see now the
rooms fitting in the area. And everything else
is pretty good to go. So we'll adjust
some of these here. Have a look at some of these. I'm going to drop the
lighting for this here. So we'll go into the shader, drop it down to sunlight 2520. Keep adjusting that
as z would like. Now I'm going to boost
that backlight here. Grabbed that the area
a lot in the back, I want a darker red. And we'll put a bit more
power into this 2000s. It's good Depot or
something like that. They could add some more
lights into the scene. However, we don't actually
we haven't made any lamps or anything like that to add
light into the scene. Let's grab this part. We'll move it a bit. And what I'm going to do now is we
can actually do a render. So we can go up to the top. Good thing to save
first, draw less, Save. And then we'll go render, Render Image that'll pop
up in a window here. And it'll start
rendering your scene. So what you could
do from here is may continue to make some
adjustments to this. So we could make
some adjustments to these carpets are going
to be washed out. And he could move
some objects around, create your own room,
make it your own. So we can then save
this out by going to image and then Save As. And it will save it out. And you can call this modern
room office an office, whatever you'd like, save.