Learn Blender 3D: Get started with 3D Illustration | Interactiv | Skillshare

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Learn Blender 3D: Get started with 3D Illustration

teacher avatar Interactiv, Graphic and Motion Designer

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      2:01

    • 2.

      Getting started

      4:50

    • 3.

      Three Main Objects in Blender

      1:50

    • 4.

      Moving, Rotating, and Scaling in Blender

      2:29

    • 5.

      Moving, Rotating, and Scaling with shortcuts in Blender

      3:27

    • 6.

      Navigation the viewport in Blender

      3:39

    • 7.

      Modelling the walls in Blender

      13:31

    • 8.

      Creating Booleans in Blender

      15:35

    • 9.

      Modelling the window frame in Blender

      7:01

    • 10.

      Modelling a desk inside Blender

      13:09

    • 11.

      Modelling a monitor inside Blender

      12:31

    • 12.

      Modelling a mouse in Blender

      4:12

    • 13.

      Modelling a keyboard in Blender

      11:02

    • 14.

      Modelling a cup in Blender

      14:54

    • 15.

      Generating books in Blender

      4:48

    • 16.

      Modelling a chair in Blender

      9:41

    • 17.

      Modelling a couch in Blender

      11:07

    • 18.

      Simulating a cushion in Blender

      10:53

    • 19.

      Parenting your objects in Blender

      2:15

    • 20.

      Creating plants in Blender

      18:00

    • 21.

      Pictures and Rugs in Blender

      5:30

    • 22.

      Shading Objects in Blender

      10:14

    • 23.

      Random color shading in Blender

      9:00

    • 24.

      UV Unwrapping and Textures in Blender

      9:43

    • 25.

      Shading the couch in Blender

      17:05

    • 26.

      Shading the pictures and rug in Blender

      8:37

    • 27.

      Lighting and Rendering in Blender

      9:30

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About This Class

If you have tried to learn blender, then you know how hard it can be. There are so many menus and buttons, panels and modes you can use that it becomes confusing and feels overwhelming. That’s why I have created this course. My name is Hunter and I am a graphic and motion designer based in Australia. I added Blender to my tool belt about three years ago because of its popularity in for 3D Illustration. But soon found Blender had some other uses like detailed product mockups.

In this course, we will focus on 3D illustration and getting up set up in Blender for success. By the end of this course, you will have the foundations like modelling, texturing and shading ready to tackle some more difficult projects.

1. Introduction

This course kicks off with an introduction. I will get you settled into the course and run over some basic requirements for learning Blender. You will also get access to workings files to help when you get stuck.

2. Getting Started

Chapter two will focus on the basics of Blender. We will take a look at the interface and how to navigate inside the software using shortcuts. We will also learn how to move, rotate and scale objects.

3. Modelling Basics

Chapter three will take a look at edit mode for modelling, and we will start to model out some basic shapes like walls and windows. This chapter will also start introducing modifiers, a no destructive way of editing your models.

4. Modelling

Chapter Four will help solidify your modelling knowledge by showing you different techniques. We will start to model different objects like a table, chair, couch, desk accessories and more. We will also take a quick look into simulation to create objects like a cushion.

5. UVs, Textures and Shading

Chapter Five will look at adding colours and textures to your objects. We will take a look at the shader editor and make some basic materials. We will also learn how to add textures to our objects using shader nodes and different images. You will also learn how to UV unwrap objects, so you don’t get stretching in your textures.

6. Lights, Camera, Render

The last chapter, Chapter 6, will complete the process with lighting, setting up the camera and rendering.

By the end of the course, you will have created your own 3D render. Now Blender has a steep learning curve, and it is mainly due to how much the software has to offer. Blender is also a very keyboard shortcut-heavy software, so I have included a Keyboard shortcut cheat sheet to help you in your journey.

I will also answer any questions throughout the course and update and add new lessons to help you understand the software.

If you think this course is for you, then enrol today, and join me to learn 3D Illustration in Blender.

What you’ll learn

  • Get started with the basics of 3D Illustration in Blender 3D.
  • Learn how to move, scale, rotate and navigate the viewport inside Blender.
  • Learn the basics of modelling like vertices, edges, faces, modifiers and more by putting them to practice in each lesson.
  • Learn the basics of UV maps, texturing, shading and lighting to create a final render.

Are there any course requirements or prerequisites?

  • No experience in Blender is required however some knowledge of the basics will go a long way.

Who this course is for:

  • Beginner Blender users learning 3D Illustration

Meet Your Teacher

Teacher Profile Image

Interactiv

Graphic and Motion Designer

Teacher

Hello, this is Interactiv. The owner Hunter Wearne is dedicated to teaching you tips & tricks to level up your skills. We focus on the design industry using programs like Adobe Photoshop, Illustrator, Indesign, Premiere Pro, After Effects.

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Level: All Levels

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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.