Transcripts
1. Intro: Selling Fred models is a great
source of passive income. That can earn you a lot. But many freedi artists quit this idea because
they get tired of dealing with refunds or simply don't know how to
promote their models. However, that's
probably not you. Because you found this course, designed to help you avoid these mistakes
that stop most for the artist and learn step by step how to create freed
models like a professional. Even if you're opening freed software for
the very first time. The best part, you
don't need to pay for anything except your
own decision to start. Blender is here. This
course is also here. The only thing
standing between you and your first sale is you. A
2. Modeling: As always, we will start
our art work with modeling. And in this lesson, we
will learn how to create a freed model from scratch
that you can sell later. And along the way, we will learn why references are so important, how to create clean topology and understand the difference between low and high poly fred models and how
to create them. So let's start. Let's open our Blender
and create a new project. Also, let's follow the tradition and delete the default cube. Also, for convenience,
you can see which buttons I press to
repeat if you get confused. Let's go to the frontal
view by pressing num three. And now let's import
our references. Just press Shift plus
A image reference, and select the references
found into description. And move it here by person G. Let's also
import all of them, and references are very
important in creating models because the more references you have
from different angles, the more detailed and more realistic you can make
your free D model and not waste time and figure out how the product looks
from another angle. Also, if you really want to be a professional and create a
professional free D model, in addition to references, you need size reference. And I know that many
neighbors in the world use a plugins or a separate
program to display references, but as for me
inside the Blender, it is much more
convenient to do. So after we have imported all the references and
put them in place, let's select them
all and move along the X axis by pressing
G and then X, so that they don't
interfere when we model. Alright, let's start
creating actual art. Let's create a cube and look
closely at our reference. As you can see, this side has 80 centimeters and this
one has 40 centimeters. So how to give this cube these dimensions?
It's very easy. If you press N, this
menu will pop up, and in here, you can
see dimensions part. And you can just
type the exact size. For example, 80 centimeters
for greek axis. And 44 x axis. Scale this cupon Z axis, press in S plus Z. And since we don't have
the exact information on height on the specific part, let's import Fred
reference from the front, which will help us further
in creating this free model. Also important part when
you scale the object, remember to apply
scale by pressing Control plus A because
if we don't do that, it might cause us
problems later. Right now, let's go
into Edit mode and press two to be able
to select edges, and we shift select
all these edges. And then press Control
plus B to bevel it and use mouse wheel
to add more geometry. It'll make it more realistic. M Now, let's figure out one more very
important thing topology. As you can see, this
phase on the top has more than four vertices, and this is bad because when we will be using modifiers
or applying textures, we might face problems. And a lot of clients or potential
buyers who are going to see this kind of topology in your free model
would not buy it. Good topology should look like grid when one phase
has four vertices. That's why we need
to delay this phase. First pressing three to
be able to select faces, then selecting it and
pressing X faces. Afterwards, select this
H and then just press F a couple of times until it connects all the faces together. The same thing we need
to do on the other side. Okay. Now when we have created
the top of this table, let's create the bottom and to make it as realistic
as possible, let's again create a cube. And here we need to give it
dimensions of this dresser. Now we need to align this
cube to the top of the table. We could do this manually. Or we could go here
and here select faces. And this will allow
us to magnet to the faces of other objects
if we press Control. I use this method oftentimes
when I need to measure exact distance between
objects. We did the hard part. The easy part is
to select the top, go to the edit mode, press
A to select everything, and just press Shift plus D to duplicate it and move it on the axis and align it with control to the
bottom of the cube. Alright, let's create the doors. Slack the cube and scale
it on different axis to the size of one wooden plank,
like in the reference. Let's scale it on the
Z axis a little bit on X and on grok. Like that. Also, personally, I don't want to just copy
when I create free models. I like to create
something unique, and this time is no exception. I want to create doors on the center like on
this reference. And for that, we need to
make a few adjustments. Let's this object,
go to the edit mode, go to the top by
pressing number seven on your keypad and turn
on the X ray right here. This will allow us to
see through the objects and select the all
vertices on the way. And here I just made
this a little bit wider. Now let's finally
create those doors. As you can see this door consist from multiple
vote planks, right? And we have only one. And to increase the number
of objects or planks, will help the array modifier. We need to go here to the
modifiers, at modifier, and we need to type
array. All right. And here we can increase
the count of objects. And also, we can
select the distance between the objects
in different axes. Let's increase it a little bit because they are not that
far away from each other. Let's also add another modifier. And this will be
a curve modifier. Curve will be our path that our doors will follow and open. To create the curve
with the right shape, we just need to
select this object. Go to the edit mode, press two to select edges, and with IT held down, we need to select those edges. And then we need to press
Shift plus D to duplicate it, and then we need to
press B selection. And by doing that, we will make those edges a
separate object. But this is still mesh and to convert it to CRF
while it's selected, press right mouse button,
convert and Curve. Let's go back to the doors
and in this modifier, select our curve
as a curve object. As you can see, it's facing the wrong direction,
so in modifier, just change the axis, and you can also
increase the count and distance between the
objects if you need. Also, if you try to move
door on the x axis, you will see that it's
following the curve. The only thing that's
left is to move it a little inside to make
it more realistic. And in my case, I need to rotate the whole thing in edit
mode on the nine degrees, pressing R plus Z 19. Here's what we've got so far. Okay, one door is created, we need to create another one. Let's just duplicate this one and move it
along the X axis. So they look like they
would in real life. Also, I think I have too many
wooden planks in one door, so I will make 50 planks in each by decreasing count
in the array modifier. So our doors are created. Now let's figure out what's
the difference between low poly and high poly freed Modeling and
what they are for. Let's start with low poly. If we want to make our
free model low poly, we most often use the bubble modifier to
smooth our sharp corners. In any case, it is
desirable to smooth the corners because then the free model will
not look realistic. And in this modifier, we can change how much to round the edges by
changing the amount. It usually needs to be set
to a fairly small number. And we can also add segments. That is, we will change how
smooth the edges will be. As you can see, it looks
like graphic from 2000, so we need to do something else to smooth everything
out even more. We need to right click
and Shade Smooth. You can also select shades
move by angle, but as for me, the best option would be to
select shades move and then add another modifier
called weighted normals. Let's remove the smooth
by angle because it ruins everything and
instead shade it smooth. And then we'll get this jam. So why create low
poly free models? Low poly models are typically
used for games because they are easier to optimize due
to their low CPU load. So now let's figure out
what high poly models are, what they are built with,
and why they are needed. Let me change
everything as it was, delete all modifiers,
and let me show you. If low poly models use bubbles, then high polymodels use
subdivision surfaces. Let's audit, and I know that
sounds and looks scary, but that's because
subdivision modifier requires support edges,
meaning more geometry. Let's create that.
Go to the edit mode, press Control plus R and drag it to the places where we
want a sharper angle. The closer we move the
support edges to the edge, and the more we add, the sharper the angle will be. Usually, just two support
edges per corner is enough. And it's definitely
worth smoothing out objects with shading
smooer by right clicking. You can also make the angle even smoother by increasing
this value. But I don't recommend getting
to carry it away with this as it can cause
problems with Blender. So if low poly is
used for games, then why do we need high polymodelsF literally
everything except for games. High poly models are most often used where maximum
realism is needed, whether it's interior design, product advertising or creating projects for medical purposes. High poly models are
required everywhere. To decide whether to create a low poly or high poly model, you should first consider
what the model will be used for and where it's
most likely to be used. For example, this
nightstand or dresser we created will most likely be
used for interior design. So we'll do a slightly
mix of low poly and high poly to maintain realism without blowing up
the virus computer. For example, for the doors, I would use a bubble because it simply save us time
and polygon count, and we will get roughly
the same result. And I don't want to
waste your time, so let me show you why combining high poly and low polygeometry in our Fred model is
a better approach. On the left side, you
can see the doors made with a subdivision
modifier and loop cut. While on the right
side, there is a low polymodal using
a bubble modifier. As you can see, the
visual difference between them is very small. However, there is a big butt. The high poly version has around seven K vertices
for a single door. While the low polymodal has
less than one K of vertices. That's a huge difference. If we can create a
Fredy model with a lower polygon count without
losing visual quality, it's definitely the smarter
choice. So let's do it.
3. Modeling Part 2: And let me show you a trick. Let's select one door, and then lastly, selack
the door with a bubble. Then press Control plus
L. Copy modifiers, to avoid adding modifier and messing with the settings
on the other door. We'll simply copy everything. Also, I noticed that I didn't add the support edges
at the bottom part. And since I made such a mistake, I can't help but show
you one more trick. We can just create a loop cat, then press control plus B and carefully distribute
the loop cats evenly. This will be more accurate and precise than doing it manually. And that the sweet spot
we've created so far. Let's make it even
sweeter by adding legs. To do this, simply select simply press Shift plus
A and create a cylinder. Here in the left
part of the screen, we have a menu for
setting up this cylinder. You can simply
increase the number of vertices to 64 towards subdivision or decrease it if you want to make
a low polymodal. An since we already
know how to do things, creating the won't
be a problem for us. Simply scale it by
pressing and move along the reference image
to the real life location. Then expand them along the
Z axis and in edit mode, we can simply select this face at the bottom, and
just scale it. And finally, move the legs
as close to the table as possible using either the
X ray or snapping tool. And finally, in the
icing on the cake, we'll add purple modifier. Don't forget to
apply the size by pressing Control plus A. Let's move on. Let's move
it a little to the right. And to avoid duplicate it, we can make fin smarter by
adding a mirror modifier. Select the bottom
part as object to mirror and select the X and
egrec axis in our case. Let's also save our progress
by pressing Control plus. You can do that very often
because it's very important. If you want save your project, it will be disaster. I We also have a small problem. Our doors look low
poly on the curve, which doesn't look very
good for high poly model. Adding subdivision to
the curve won't solve the problem because curves
don't work as objects. To solve this problem
and smooth the curve, we need to select it. Go to Edit mode,
select everything, right click, and then
sets play time to norbs. And now it looks as
smooth as a baby's butt. Nevertheless, here's
what we've got so far. Okay. Now let's create the
inside of this dresser. Let's set this object, go to Edit mode. We could select this
phase and duplicate it by pressing Shift plus D. So right click P selection
to make it a separate object and then
scale it slightly. Be sure to right
click Set origin to geometry so we can more
easily edit in the future. And then in edit mode, we need to select everything, press E, and extrude
it on the Z axis. I probably took the hard way. You could just simply create a cube and scale it
into the same object. As usual, I don't look for
easy ways, as you can see. Here's what we've got so far. Let's duplicate this
wall and rotate it 90 degrees by pressing, and 90. And using Snap tool, attach it to the object
by pressing Control. Also in edit mode, all that's left is to select this face and move
it on the x axis. Just like that. Okay. Now we're just finishing up. Let's attach this wall to the edge of this
ones in Snap two. For Snap two, let's
select vortices, to be able to attach to
the nearest vortices. As you can see, it did
its job perfectly. All that's left is to
add mirror modifier, sack this wall as
a mirror object and choose the correct axis. You can move this
space a little further to create space for
the doors to open. That probably would
be right step because it will prevent
object from overlapping. In my case, I want to put
shelves along the edges, so I'll move this fall a
little closer to the center. I It would be a shame if we put a
chest of drawers with beautiful shelves inside but
couldn't open the doors. So let's create door handles. As usual, let's create a cube, scale it down, and I think we can make some pretty
simple handles. Just scale it down
on the X axis and egreg axis and scale
it along the Z axis. Let's also attach
it to the door, using snapping tool again, I would simply select these edges and scale
them along the axis. You can also add
a bevel modifier, but you can let your
imagination run wild and make handles and drawer of different shapes. Don't
be shy right now. The main goal is to learn how to create different objects, not just a dresser, unless
you want to be a dresser or pro fred artist,
then no problem. And when you're finished
and a door you handle, you can duplicate
it on another door. And here's a catch.
Normally, I'd simply select this handle, and then the door itself
with shift held down, then press Control
plus P. Keep object transform to make the handle follow the door
whenever it moves. But since our door is bound
to curve and follows it, we need to do things
a little differently. We need to join the handle and the door into a single object. First, we need to apply
the array modifier. Then I will unbind the handle from the door by
pressing plus P, clear and keep transformation. Then select the handle, next select the door
with present shift, and then press Control plus J to join these two
objects into one. Now all that's left is
to select this door, go to the edit mode, and then select the
handle, we just attached. You can use X ray. But the key is not to select any other vertices on
board, just the handle. In my case, I need to
rotate at 90 degrees and now simply move
it to the board using the snapping tool. Let's see what we've got. And I move it to the
end of the door. So let's go to the edit
mode again and fix it by simply move it to
the other end of the door. Let's see what we've
got. As you can see, we got it right this time. Now, let's do the same
for the other handle. Modeling is a process
where you and I will encounter mistakes,
just like in life. So the key is to never give
up and keep a cool head. In the end, you will reap
the rewards of your labor. All right. And when you're
done with the other door, be sure to save the project. I generally recommend
saving it frequently, preferably after each
significant change. To finish the project, all that's left is to
create the shelves and add one secret trick that
everyone probably knows about, but not everyone uses. First, let's make the shelves.
4. Details: All right, let's continue, guys. Let's create shelves and we can create shelves for our
dresser in two ways. Either creating a new
object and trying to repeat the same shape and
angles of the corner, or it could be smart and
select the bottom part, go to the edit
mode, and in here, select these angles the
shift and It held down. This combination will help
us to select all edges. Next, we can duplicate
them and then press B selection and make
them a separate object. Now, we don't need
the entire object, only a part of it. So we need to go
into the edit mode. And use X ray to select
all of these vertices. Press one to select vertices, then press X vertices
and just delete them. Alright, it looks good. Also, we need to slack
this edge at the end and extrude it until
it reaches this wall. And this one as well. That would be the
end of our shelf. It should look
something like this. As you might have guessed, the next step would be
filling this object. You could also select
these vertices and lead them to simply
fix the topology. So just select
those three edges, press F to create a
phase out of them, and next as always, press
F a couple of times. Alright. This is how
it looks so far. I think I need to
make it smaller because it will
overlap with the door. I move this edge to the end. Oops, I mess the bottom. Here we go. Now let's add a thickness to the
shelf and simply select everything in edit mode and
extrude it on the axis. So to avoid having
to worry about making these shelves
a bunch of times, just add an array modifier. You can play around with a Z axis distance and the
number of shelves as desired. I will make two of them, and I think this
distance will look good. However, you can
adjust it as you wish. Also, let's add a bit of smoothness and a
subdivision modifier. And of course,
don't forget about support edges, K loop cuts. As you can see, modeling
is a simple thing. You just need to repeat
the shape of the object using simple meshes
like cube, cylinder, sphere, et cetera, and also understand how
different tool works, which we are doing
in this course. All right. Here we go.
The shelves are created. However, if you look
closer, in my case, the door overlaps
with the shelves, and it's an opportunity
to learn a new tool. First, let's select
this face and turn on the
proportional editing. With the help of
which we can impact other faces and vertices
that are located around the selected one while moving,
rotating, or scaling. In my case, I just need to
move it a little on the side. And also important part, you can adjust the
radius or strength of proportional editing by
rotating the mouse wheel. I encourage you to
try to use this tool, even if you don't
have such a problem with overlapping as me, because in the future, you'll definitely thank yourself that you learned how
to use this tool. Alright, now that the problem is solved, it looks amazing. What is left to do is to
add a mirror modifier. You probably already know why to create the shells for the
other side of the dresser. If you guessed it
right, you're amazing. For the mirror object, it is better to select this one or the bottom part and
pick the right axis. Okay, we also need to
create the middle shelves. It's very basic and easy, like and duplicate this wall, then rotate it using the snapping tool or just
by moving the faces. Give it the right size. I'm speeding this
part up because we already did this
dozens of times, and I don't want to waste
your time on that again. We also need to create a door, and here is exactly the same
process as with shelves. Duplicate the object, move it, and scale it to the right size. And since it has two doors, we need to separate
them in half by pressing Control
plus R in edit mode. Let's focus on the doors by pressing slash and
to separate them, we need to select this
phase and then press the combination of Control
and plus keyboards button. It will allow us to
select paces that are located next to
the selected one. Then as always
press P selection. Now we have two doors instead of one, but there is a problem. There is no phase on the side, so we need to select
these angles, press F to fill them. The same goes for this door. Alright, it looks like fire, but it's missing something
and it's a bubble modifier. So let's add that for the left. And also, don't forget
about shading it smooth and adding weighted normal for
the best moving result, and then for the right doors. And the last object
that is missing in our masterpiece is door handles. To create them, as always, we need to start
with a simple object like a cube, for example. I think you get the
pattern, right? Create a simple
object, scale, rotate, and use different tools to create something
more complicated. I, for example, added loop cuts, then beveled them with
Control plus B and then used these faces
to extend the handles. Also with the help of
the snapping tool, I attached the handle
to the actual door. And for realism, I added
the bevel modifier. I also shaded it
smooth, and here it is. To make the handle
for the other side, you probably already
know what to do. Add the mirror modifier, and in this case, because we added multiple
modifiers before, it's better to move
the mirror modifier up because if we leave it
at the end of the list, it might not work as
well as we want it too. Let's like the mirror object, and we need to apply
the mirror modifier. But now it's one object. So to separate this object,
go to the edit mode, then select any face on this handle and press
L. B selection. By pressing L, you can select all the faces in one object, even in edit mode, if it's not connected
to the other one with the faces or otic. To attach these
handles to the door, we need to select the handle, then the door while
holding Shift, press Control plus P
object Keep transform. Okay, but what about
rotating the door? If you rotate the door, now
it won't look very realistic. So to fix this, need to change the origin
location in this object. To do this, go to the
Edit mode and select vertices on the side where the hinges would
have been in real life. Then press Shift plus S and select the
cursor to select it. Then right click and set
origin freed Cursor. If we rotate it now, we can see that everything
works perfectly. Also, we need to do the
same on the second. Again, select Ws Shift plus S, select the cursor to selected. Then right click and
set origin Fred Cursor. Now let's return
the Fred cursor to the center to do the
express Shift plus a, Cursor to world origin. Our Fred model seems ready, but in reality,
something is missing. It's something very important
that buyers usually pay close attention when
deciding whether to buy this freed model
for my purpose or not. The details. If we're lazy, it's unlikely to pay off. After all, even if you're
creating a model for games, you need to put in the effort. Game creators need
more realistic models, not just dummy fred models. So let's learn how to add details to pretty
models and how to create complex models from
references. Let's get started. For this dressroom model
to be fully realistic, it's missing hinges
that help open the doors and hold
them in place. Usually, if you look at
the finished Fred model, you will notice a couple
of missing details. They are usually very
small like our hinges, but they are
incredibly important. So if you are making
any freed model, take your time and look
at the references again. So to create our hingers, let's first export the
references and focus on it. And in the previous lesson, we learned how to create
fairly simple object, but how do we
create complex one? To begin as always, we need to create
a simple object. In our case, a cube because
the object is square. Let's scale it down
and slightly adjust the reference so it
matches the cube. Let's start a simple and
simply straight the cube along the grec axis. You can also do this in edit
mode by selecting this phase on the one side and move
it along the Egrek axis. For convenience, you
can turn on Xray and move this so they
match the reference. Let's also scale on the x axis a bit so the dimensions
match real life. Now, the fun part to create all the bulges for the
bolts and other details, we need loop cats. We need to create them exactly according to the reference. Now we can simply press three sideC faces and just delete them by
pressing X faces. Here's what it looks
like right now, but there is a lot
of detail to add. There's also a cylinder
inside this loop, so let's create it. Rotate it. Scale it down and also place it inside and stretch
it on egre axis. Just like this. If you notice this hole has an
extension to it. So now let's these
corners with lt, extrude them on
the X axis a bit. And then press E again
and S to extrude inward. Let's do the same
on the other side. Now to create wings
on this hinge, we again need to add a loop
cut this time right here. So we have some geometry to work with to be able to
create these wings. Also, we need to create
another loop cut here and make it
match the reference. Now, the simple part is just like this face and
extrude them up. And the same thing we need
to do on the bottom part. And this way, we created wings. Remember that loop cuts are
an amazing tool when we need to add geometry or create a
complex object like this. However, too many loop
cuts could be bad, especially if we want to
use subdivision surface later because it can add
too much excess geometry. To create the holes in the wing, we still need to add a
loop cut here and bavi it. However, next, we can select
these faces, press I, and in that way, we
will insert them, creating geometry only on the wings and not on
the whole object. To save us time and not
repeat everything again, on the other side, we can use logic and add a mirror modifier. But first, we need to add
loop cut in the middle. Let's do that. And
now we can turn on the X ray to see through
the object and select all the bottom vertices that are below the loop
cuts we've created. Make sure there are no vertices left below because it will cause geometry problems where the vertices will
get stuck together. All right. In mirror, we need to choose a Z axis, and also the important thing is to check the clipping box. Without clipping,
the upper part and the bottom part
will just overlap, and clipping is what
will join them into one. If these two sides
are far apart, just select everything
and move on the Z axis until they
are joined together. Also, if you still have
access geometry like I do, where these two
edges are so close that they are about to
connect, we need to delete it. Okay, let's move on and
extrude those faces. Also on the other side,
we need to insert the faces as well with the Ike. And by using Xray, we will be able to make it the same size as on
the other side of the wing and also delete
them by pressing X faces. Let's delete those faces, and I made a mistake
here Btuing these faces, so I'll delete them and
instead select this edge, then we shift
select the opposite to edge and press
F to join them. And then the classical move
is to select the side edge and press F a couple of
times to create this To create this indentation, we need to do the same
thing as earlier. Just add loop cuts and
extrude this face. Alright, we almost finish this part of the
hinge and all that's left is to create this part that goes down and it
couldn't be easier, just like these faces,
then extrude them. Move them on the x axis, and the last step
is to scale it, and here we go. It's ready. Now let's move
on and create another part, which will be very
interesting to do. For this, we need to create
a circle, rotate it, and scale it to the size of
the reference like that. And in edit mode, if we press F, we'll be able to
fill the circle, which will help us add
more geometry on it. And to actually add it, we need to press I to insert
it because on the circle, we can't add loop cuts
without for inserting it. Let's also smartly
delete all vertices up to the middle and
add a mirror modifier. Don't forget to check the
clipping bags to glue these two parts, and
now the fun part. We just need to repeat the shape of the inside of the object by moving these vertices
along the reference image. To create a win, as you
probably have guessed, we need to select these
edges and extrude them up. And to make them flat,
we need to press Shift plus the axis you want
to make them flat, in our case, Z and
then press zero. But as you can see, it's flat. So let's fix that and extrude
everything on the x axis. To finish this object, we need to create this hole, and this we can do
just by selecting these edges and extruding
them on the x axis. And all that's left
is to fill it. Let's first connect
these two edges. And now the interesting part. If you press F a couple of
times like we did before, this topology will look very
bad because it's not in the form of a grid and a lot
of faces are not connected. Instead, what we need to
do in situations like this and in object like
this is to use math. Don't worry, you don't have
to have a PhD for this, counting to ten or
12 will be enough. It seems like these edges are safe to connect,
so let's do that. Now what we need to do is to count how many vertices
are not connected. In my case, it's 11 vertices. And now we need to
create enough loop cuts to also have 11
vertices on the bottom. So we need to create
nine loop cuts. Why nine instead of
11, you might ask, it's because we already
have two vertices here, and together, there
would be 11 vertices. Alright, let's connect them. At first, we have to select these three edges with
shift and fill it. Oops, I selected the
wrong ones, and, um, And after we connect
the first free edges, we can use our familiar tactic. Alright, the hinges are created. What is missing is a touch
of realism and smoothness. So let's add a
subdivision modifier or the bevel modifier
at your choice. And for subdivision, we as
always need to add loop cuts. At the places we want
sharper corners. I will speed up the process for you where I created
the loop cuts, but the rule is simple. Create loop cats at those places where you want sharper corners. And the more loop cuts you add near the corner and
the closer they are, the sharper this corner will be. Also, let's do the same
process with this part of the hinge. And a. Now, a very interesting
part is ahead of us. We need to play the hinge
into the right place, meaning on the door
and also making it move with the door
like in real life. I'll move it here for now, so it's completely visible
and also save the project. Again and again, I will
repeat to save it because the consequences of not
saving it could be drastic. You also don't want to create
the mess with those hinges. That's why we need to
create a new collection because there will be
more of them later. All right. For convenience, let's open the door by rotating it on 90 degrees on the Z axis, and also we could make the
work easier and select hingers and doorway shift and focus on them
by pressing slash. Great. Now we just
need to select the hinge and rotate it and place it between the
door and the wall in the dresser,
like in real life. Let's turn off the mirror for the wall for a
minute and continue. We can use the snapping tool
or we can do it manually. I would recommend you use
snapping tool to snap them to the door and then manually move it with more accuracy if needed. And also, in my case, this part can be moved
a little bit further, but you can just adapt
to your own situation. I also selected these
faces on the other part of the hinge and moved it
closer to the other part. Now, let's make
these hinges work. Slack this part,
and then the shift, select the door, press Control plus P, Oject keep transform. And this part we need
to snap to this wall. As you can see, it works
great as expected. Now, let me explain
how it works. When you press Control Plus, B, and choose Object
Kip transformer, you make the first
object you selected, follow the second
one, you selected. And the advantage of
this method is that you can move the first
object however you want. Meanwhile, when we join
it with Control Plus, J, it becomes one object, and you can't really change
it fast or move it fast. Alright, let me give
you a second to find something that
is missing here. If you set bolt,
you're dam right. And to add them, we need
to go to edit preferences, make sure you click
on the addon stop, and here we need to find
the bolt factory addon. It will allow you
to create bolts of various shapes or sizes. However, if you don't have
this add on in the list, you can download it from
the official website. Just click Get on addon and it will install
in a few seconds. Now if you press Shift plus, A, a new bolt tab will appear. If we click on it,
we'll see this bolt. But we can touch it
because we won't be able to change it afterwards. That is, we can't move it or focus on it after
we've created it. So let's organize everything a bit so we can see this bolt. Let's set the references and
play them in the collection. To hide the references, we just need to click on the icon next to the
collection with references. And also, let's select all the objects you
don't need right now. Let's hide them by pressing H, leaving only the
doors and hinges, and now you can create a
different type of bolts. You can view them and
customize them however you like in this menu.
You can take your time. And once you've created
the bolt of your dreams, you simply need to scale it and move it to the place
where it belongs. When you're done with this bolt, just duplicate and place
it on the next spot. We need to repeat this process
until all bolts are in their own place and looks
like on the reference. All right, we need
to slack these bolts and join them with Control plus J and connect them to hinders with Control
plus B shortcut. Actually, now, my mistake. We need to separate these
bolts and connect them to this other part because they are located on the other side
and will move differently. And viola. And you might say
I make a lot of mistakes and then
correcting them myself. But that's exactly how
freedi models are created, and that's exactly how you
learn by solving problems. I want you to learn as much
as possible and even make mistakes to gain experience in this video and
in this course, rather than make mistake, don't know how to fix it, and don't know who
to reach out to. Okay, all that's left
is to select hingers and bolts and duplicate them and play them
somewhere here. Now, let's hide all the
objects by pressing ID plus H, open another door,
and this time, we need to turn on the mirror
modifier on this fall. And now we just need to
duplicate those hinges, rotate them 180 degrees and simply place them
on the other door. When we duplicate, we copy all the objects information,
including the binding. So right now the hinge is
bound to another door, and we need to fix that
just to press out BP, keep and clear transformation. And we can bind this
hinge to this door to the right door and the bolls to the hinge without
any hesitation. And when you're done, simply duplicate the hinders
and move them down. And use the Xray again to
line everything perfectly. I And now I want to teach you a very
important thing order. You have no idea how important it is to place
objects in collections. If you have a ton of objects, it can be very difficult
to find any of them, and you simply waste
a lot of time on it. To do this, let's select
the hinges on the door and the door itself and create
a collection for each door. And if you have objects left
that you didn't select, when you played them
into collection, you can simply
select this Object, press M and play them
into desired collection. And let's also create a
collection for these doors, selecting the core too. And all that remains for
us is these objects, and we can simply select them and create a
collection for them. Alright, we learned
how to create high quality freed
models from scratch, and we can even sell
it right now for a couple of bucks or we can
go further and increase the value of this freed model
and sell it for three times more by adding textures and
how to do that properly, you will find out
in the next lesson.
5. Texturing: And Texturing. Let's do magic and at
color store free model. And in this lesson,
you will learn what is UV Unwrapping how
to apply textures. And as a cherry on the top, you will learn how to
change textures to your liking without expensive
software. Let's get started. But first, we need to go
to the edit preferences, and in the Shi bar,
we need to look for node Wrangler. And enable it. This adding will make
our life easier while Texturing and I later
will show you how. Before applying
textures, we need to unwrap each object
and market seams. Some freedi arists
dislike this part or would say that it is
boring and monotonous, but in reality, enwrapin
is simply adding seams or joints to make the
freedimdel look realistic. Let me show you how it's done. Think of a wooden
commode as being built from several
wooden boards. When creating UVs Sam marks the edges where Blender can
separate those surfaces and nwrapin spread them out into flat pieces so that the texture would fit
correctly on each part. Okay, let me show you how we can do that on our Fred model. So for convenience, let's
go to the UV editing. And in here, for the
sake of example, let's like this object. This will be our wooden shelf. In here, by the way, we
will create a UV map, which I will tell you later. So this is a wooden shelf. If you look at the
real life example, we have different,
slightly different texture in here and
at the back as well. So we need to imitate
those seams in the fred. To do that, we
need to select all of these edges right here. So let's do that. Just click two to select edges
and select them with shift and I'll press like
that and also at the back. Okay, let's right
click and Mark Sims. Alright. Once we've done that, we have separated our object
on three parts at the front, at the end, and on the middle. The next step we need
to do is to unwrap it. And to do that is quite
simple. We just need to press. A, and then press drop or to be more precise
drop angle based. And by doing that, we've
created the UV map. But as you can see, we have this strange thing in here.
It shouldn't be like that. It should be straight square. That's all because we haven't added a single seam in here. And my advice would
be add it's right here underneath because if we will add the seams
to all of that edges, we might get the result that not everybody will
be satisfied with. So let's unwrap it, and now
we have beautiful UV map. To check if we did this right, we can create a UV grid. To do that, we need
to click on here, and we need to create
a new texture. And here instead of plank, we need to check the
UV grid. All right. Now we have the
Uva grid texture, and to see that, we need to go to the material preview mode. And here, also, we
need to click on the material and click
on this plus icon to create the slot for material and also create a new material. In the base color,
we have this dot. We need to click on
that and we need to look for image
texture, right here. And here we need to select the
texture with the Uva grid. And here we go. This
is how it looks. As we can see there
is no distortions, which is good sign. Now, let me show
you why I didn't add the seams to
all of these edges. If we will do that and wrap, we will see that here on all of these places
where we added the seams, we have a slightly
different texture. So it's not continuent texture. We have the visible themes. Meanwhile, when we have
marked only on this side, we have the themes
that continues, and we only have one theme. So it looks more natural. And we need to do
the same thing with all remaining objects,
like, for example, this wooden plank, So let's mark it seems on
top and on the bottom. And also, we need to mark a
seam on the side as well. And the same thing we need
to do on other objects. For example, here like that, and because you have
mirror modifier, we don't need to do
that on the other side. On the door, we need
to do the same thing. Only thing I would advise you to do if you addit a
subdivision modifier, you need to go to the
modifiers and apply it. I already applied my
subdivision modifier, but you need to just click
on this triangle and apply. Click Apply because
if we don't do that, we might have the stretches on the textures after breaking. And we need to do that on all the objects that we have
added subdivision modifier. Strategy of adding sms
remain the same even with those objects where we've
applied subdivision. Generally, with this
kind of objects, you can use the references and imitate themes from
the real life objects. In Fred however,
there are objects that don't have visible
themes in real life, like metal, for example, and how to add themes
on those objects, we will learn later on. For now, let's continue
with this part, and in here, everything
is the same. We would have to
separate this object in three parts with seems
like in real life. And also, don't forget
to add themes in here, because as you remember, there would be a problem on the UV map if we don't do that. Also, if this line is too long, I usually add one more
seam at the back. The reason why is simple to
avoid textual stretching. Also, one them would be
enough in this case. I just like to avoid this
problem in the future. All right. When we
finished with this one, remember that we have the same
object on the other side. So let's quickly
add seams to it. All right. Now, let's
do the same with doors. But with the doors,
we could have a trouble because I
applied the ray modifier and adding seems to all of that planks one by one would
take forever to be honest. So I have a solution. We can just enable the X ray. Let's press number
seven to go to the top view and select
all of these planks, except one at the end. And also, we don't need
to delete the handle, so we can leave it alone and dislect it while
holding control. So at the end, it
should look like this. Then press X faces to
delete all of planks. And we can also set the
handle and press B selection because it would
interfere right now. All right, we'll
left one plank and we need to add an
array modifier to it and also move it above
the curve modifier. And here we need to change
the offset to minus one, and also changed the count
to 16 as it was before. Oh, sorry, 60. As you can see, we
have a problem. The handle is not in
the place right now, so we can fix it by
just selecting it in the edit mode and
moving it a little bit. So we have something
going on in here. I would I would
probably avoid this. I didn't want to pay attention
to that, to be honest, but let's just
like the handle in edit mode and move
it a little bit. The other solution is
that we can increase the distance between the planks. So instead of minus one in
offset of the X mode, X axis, we would increase it
into -1.0 something. Just enough to mark
them with the handle. Y All right. Now, let's actually
add seams to the door. And in here, we
just need to select the top the object and
the bottom of the splank. And also one edge on the side. Remember to add it at the
back so it won't be visible. And we need to add seams
to all of the objects. I will speed up the process for you because
we did it already a couple of times and it's basically the same thing
over and over again. The Alright, now the interesting part. Let's add the themes
to our hinges. And as I promised before, I will show you how to add
themes on the materials or the objects that don't have natural themes
visible in real life. So how to understand
where to put them? Well, the strategy
is very simple. First, we need to
look at the object and think what parts
can I separate. And first that comes
to mind are wings. So first, let's add the
seams to separate the wings. Let's do it right here
at the bottom part. Like that, Mark SM and
let's do on the other wing. And here, also, actually, I think this one, this edge would be much better and
easier for us to do. And also, it will be much
cleaner in the UV map. So I will probably dislect those themes and probably do the same thing
on the other wing. All right. The next step is
to think where to add seams on the wings to avoid
problems with stretching. And in our case, we have a couple of options. Either two seams
line on the left on the right side or just
one on the middle. The two will be more
clean but in our case, unnecessary because we
could add just one in the middle of the wing and kill two rabbits with one shot. As it will also mark seams on the other wing and
across whole object. Alright, let's also
don't forget about indentations and the
places we extruded. To properly mark them, we need to select the
inner and outer part of the edges and also
edges between them. And basically the same thing goes with the holes
in the wings. So let's do that for all
indentations in our object. And here we go. This is how it looks so far. The next thing that we
need to ask yourself is where in the remaining object
the shortage of seams, where it could potentially
be a distortion. In our case, it is in
here on this part. I did. And first, I think
we need to add seams here on the back
because there is extrusion in this
part and also because there is hole to 90
degrees angle in there, which potentially could create
problems with textures. So let's select
edges on this side. I'll probably start
from the end with control select edges until
we reach the other side. And here we go. All that's left is to add seams to
another side of the hinge. As you might have guessed, we need to start from the
end and mark this part. And also in here because this
is the end of this part. And as always, we
need to mark seams, the edges in here. I hope you understand how to properly mark seams
and where to put them. You can either reduce the
references from the real life object and imitate
the seams from there, or if there are any seams
visible on the reference, ask yourself what parts can
I separate in this object. Usually they are
easily noticeable because they are bordered
by sharp angles. Like here, for example, then you need to ask where could be potential distortions and where can I add seems to avoid it? Don't rely on experience
yet or even luck. You can use AVGrid to check
if everything is good. My advice is to not limit
yourself and try to unwrap and add seems to different
kind of freedom models. This why you will learn, gain experience, and will unwrap objects in the
future with ease. But if we return, we
might face a problem. There are three more
hinges to add Sims to, and doing it again will be very boring and time consuming. So instead, let me
show you a trick on how to do that in seconds. First, like the hinge without Sims and then we shift
like the same part, but that has marked Sims
plus control plus L, and you might think that we need to click and copy V maps. By clicking on it, it
wouldn't copy SIMs. Instead, we need to click
on link object data, and it will copy
all the data from the second object to the
first, including SIMs. The only problem is that the first object moves a
little inside the door, but hopefully it's easy to fix. Let's also copy the data
from this part of the hinge. And for the other
side, let's copy data from the upper
and lower hinge at the same time by
selecting them and as the last objects in the
part with the seams. Let's quickly fix the
problem with movements. And also copy data for
another part of the hinge. And Pi we did this. We marked every
object in our scene. Now with the help of this, we can create miracles. So let's add some textures. To do this, let's go
to the shading top right here and select an
object. Let's say the top. And if you don't
have this node here, you need to create a new
material for the subject. Just click on this button
and you are ready. Alright, so click on this node. By the way, with this node, you can create different
sorts of materials, which we will do later and also connect
shaders and textures. So to add texture, we need to press
Shift Control plus D and select textures
from the course files. Or you can search for your own textures and
simply select them. And here we go, textures added. But as you can see, things
aren't looking great. I would say they are terrible. That's exactly why we
addit seams to fix that. So we need to go here and
choose the UV editor. Then go to the edit mode and select everything by pressing A. Press U and drop until based. As you can see, our texture
looks a little bit better, but it still has some
problems as the texture is way too small and rotated
in the wrong direction. So to fix this, we need
to go to this window. This is where UV map of
an object is located. And here, select everything
by pressing A and scale and rotate
the whole UV map until it looks realistic. Alright, let's move
on to the next part. Click here and move back
to the shader editor. If you want to add a new
texture for this door, for example, you can create a new material and
my Blender throats. Hopefully, everything
worked out. But if you don't want
to add a new material and use the same material that we created
for the top part, you can just select the door, then the top part was shift and press control plus L and
select link materials. Now the materials is
applied to the doors. All that's really left for us is to just rotate and
scale the UV map. And the same thing we need
to do on the other side. You can also copy
the textures to all wooden objects and
rotate the IV maps. For me, that's everything except legs,
handles, and hinges. H Now, let me show you how to change textures without using
expensive programs. Let's move these textures
a bit right here, and we need to add
another addon. So past plus A and search for a huge saturation value
node and place it between the image texture
and principle with DF nodes. Now, this is the miracle
node right here. By changing the parameters, you can change the texture, color, however you like. You can even make
it gray or black. I encourage you to play around with it to see how it works. Personally, I use
these parameters. I set Hu to 0.505, saturation to 0.93
and value to two. Also to double the effect, I usually duplicate the Hugh saturation node and
place it right here. In this one, I change
the duration to 0.99 and value to 1.85. You can, of course, play around with it and see what
works best for you. And now our dresser
doesn't smell like Grandpa anymore and looks a
little better and modern. In terms of wooden texture. Also an important
message for you. If you want to use the same texture but
in different colors, simply select the objects
on which you want to change texture and
click on this icon. And now this texture will change separately from the one
on the other objects. And you can disconnect
the hue nodes and connect textures directly to the principal's
BSDF node or change the hue saturation parameters to add another
color, for example. You can also click on
the smile triangle here, and you can choose between
the textures you've created. Alright, now let's create materials for the
remaining object, likes like the legs, for example, and
create a new material. Since our legs are metal, we'll increase the
metal perimeter to one. And set roughness to 0.4 or something to mid
the metal roughness. So it looks like
this. Alright, what we can also do here is
to change the color. I prefer to make it black. Let's also add some details, even though the dresser is new and even new things have
some imperfections. So let's press Shift plus
A and create a bump node. And we need to connect
the normal from bump nodes to the normal
in the BSDF node. Okay, then we need to
create a color ramp node. Let's connect it to the
height of the bump node, and we'll also need a
noise texture node. And connect it to
the color ramp. Now, the noise texture is
responsible for the texture, as you may have guessed, and by changing the
parameters in it, you will change the texture. There aren't any specific
or precise parameters. Here, you can experiment and
change them as you liked to achieve the texture of the bumps and scratches of your liking. I will probably leave my
parameters like this for now. Now, what we need to do now, we need to take the slider on
the color ramp and move it. Or to be more precise, this one. The color ramp highlights
a certain part of the texture depending
on what slider we move. And because of that, we
get these small scratches. But they are a bit
deep, and for that, we need to head to the bump node and reduce the strength in it. Basically, the bump node is what adds volume to the texture. All right. Here we go. Now we need to apply this material to all
the remaining objects, AKA door handles, and hinges. As you can see, it
fits there perfectly. Here we go. Only for the hinges, I will probably change
the color to a more realistic one like this. And before changing, do not
forget to click on this icon. Otherwise, this material
that we have applied to the legs and to the door
handle will also change. I think the same material
could be applied to the bolts. The only object left to
texture is the side shelves. So we need to pretty much do everything
like we did before. So let's duplicate the
material for it or we can add another
one if you would like wrap it and play
around with UV map. I leave the Texturing
process to you. The most basic things I taught, but I do not want to take away the artistic
part from you. So create as your heart desires. You can change the
textures at new ones. You don't have to follow
my. It's not a tutorial. It's a chorus. I do not want to follow every step that I do. I want you to create
something new, something unique, because
you are a human being. And you probably
started learning Blender because you have
some artistic talent in you.
6. Baking: This lesson, we
will learn how to make textures in
Blender without buying expensive software
like Substance Painter and find out why the UV
map is so important, what mistakes you can
do while baking and why PBR textures attract
and repel customers. So let's go. Now let me
show you how you can connect the UV maps of all
these objects into one UV Map, which will then bake. To do this, we need to click
on the object and then go to the data by clicking on
the screen triangle. Then simply create a new UV Map by clicking on the plus sign, and you can rename
it for convenience. Then let's create another
U map for this door. And it's very important to name the U maps the same because
if we name them differently, we could have problems
in the future. Okay, now we need to do
this for all the objects. However, since we have
a lot of objects, and this will be very time
consuming and inconvenient, we can combine objects. For example, a door
with a handle. But before combining, it's very important to
check that there are no different modifiers on
the object we're combining. If they contain subdivision or mirror modifiers or another
modifier, just apply it. So press Control plus J. And here we need to also
connect everything. Also before we
bake the textures, it's important to make sure
everything is in order. If we want to change the
object after we baked, the texture will stretch, and we'll have to bake it again. Okay, let's also connect these shelves and
volts into one object. Oh, we probably have a
mirror modifier here. Okay, yeah. So we
need to apply it, and let's connect it again. Yep, now everything is perfect. Let's also connect the
back part into one. And we should get
something like this. Now it will be easier to place the UI map on the textures. Okay, let's now connect
the door hinges, simply select the bolts, then the hinges
and connect them. Okay, now we can create U Maps
for all connected objects. Also, let's connect the injures on one side into
a cymcal object, since we won't be moving them individually and the same on the other side and
creative maps for them. Finally, let's make
sure all objects now have a second map
with the same name. Now that a new UV map has
been created on all objects, let's combine them into one. First, go to the shading
and then to the UV editor. Here we need to make sure
that the second U map we created is selected
on all objects. This is very important. Now here on the top,
we need to delete this texture and
create a new one. Here, we need to
enter the resolution. You can choose between
two, four, eight, or even 16 K. I'll be
creating an eight K texture, but I would not recommend create eight K textures for every free D model
because it's a bit large. Usually go for four K textures. You can find the
resolution size in Google and just
copy and paste it. You can leave everything as is here or you can change
the name for convenience. Now we have two ways to place everything into one texture. First way is to
select all objects. Don't go to the Edit mode, also select everything
by pressing A, don't press U and click
on Smart TV Project. And Blender will automatically place everything
into one texture. But there is a problem
here, and it's a big one. You see, the more
space the objects UV map takes up on the texture, the more detailed it will be. Conversely, the smaller it is, the worse it will look. If we will look at
how Blender did it, the largest object in this
texture are the door hinges, and all the other objects where we need detail are very small, which is exactly
what we don't need. So let me show you how to do
this manually and correctly. First, let's let the objects. For example, the doors, and we need to rob them again. But for now, let's move them to the side without placing
them on the texture. We'll do the same thing
with this object, but this time, move it
to the other direction. We need to do this
with all the objects. The main thing is to
try to avoid placing UV maps from different
objects in the same place. And here I'll probably select all the hingers and rotate them into a
single UV map to make it easier to organize
everything in the future. You can even use a SmartTV
project for the hingers. Also, in reality, you can do
this with all the objects. If we will do it separately, it doesn't really affect
or makes a big difference. And now that all the
objects are unfolded, the fun part begins assembly. Let's select all the objects
and go to the edit mode. We need to make
sure that none of the objects map or
lap or intersects. And now we need to be strategic. First, we take the objects that take up the most space and are given the most attention and place them on the texture. Let's say the top part
and the bottom part. Then we take another
large object that requires detail
and also make it large and place it next to it so that even larger and
more important object fit. If you play Tetris as a kid, you will understand what to do. It's like Tetris for adults. Try to make them
as close to each other as possible
without touching. This is very important because it can cause baking problems. It's also possible that
you place objects, but there is no room
for another one. In this case, you can
simply select part of this. If. The main thing is that
everything is in one piece, not individual pass and simply play them in
the empty spaces. You can even rotate them though, but be careful with this. Also, if there is
not enough place in that of the texture, you can move it somewhere else. But it's better if
all the objects from one map will be in one place. All right, we only have
the legs and hinges left. They can be smaller than
other objects because they don't get as much attention
as let's say doors. So they can be distributed
across various empty spaces. F and our texture is almost ready. All that's left is to bake it. But we need to prepare this. Like the wood material. Let's go to the shader editor, and here we'll create
an image texture. In it, we need to select
the image we just created. In my case, the bake texture. Now we just copy this
node by pressing Control plus C and simply pasted this node into all the existing materials
and texture on our dresser. Let's go to the metal
material, Control plus, and also for materials and for other wood
materials as well. Alright, now let's go
to the Baking settings. Click on the render icon, and here we need to change the render engine to the cycles. This is very important because if it doesn't have
a baking option, if we scroll down, we will
have the baking option, expand it, and here we can choose which texture will bake, whether it's diffuse, normals, roughness, or any other texture. The most important one is
probably the diffuse texture. Here we need to uncheck the
direct and indirect options. We can basically leave
everything as is and just press bake and just wait for
the texture to bake. I want to warn you that
this can take a long time depending on the texture
resolution and your computer. So be patient about it. Now when the texture is baked, it will appear in
the left corner. To save it, simply click
on the icon with strips, image, and save as. You can create a
separate folder for textures so you don't lose
them and save them there. It's also important to make the roughness texture
and the normal textures. Unlike the diffuse,
you don't need to make any changes to the
settings for them. And now let me show
you how to apply these textures to
our freely model. For this, let's delete the
existing material with a wood texture and
materials on the objects. In the material tab, we
just need to click on minus and delete all the
materials. That's pretty simple. All right, all
materials are deleted. Then select any object and
create a new material instead. You need to select this
node and then press Shift Control plusT and select all textures
we have created. If they are not important, try to change the
names of the textures to diffuse, normal
and roughness. If they still are not important, just create an image texture by click on the
principle with DF node, then press Control plus T and then manually select
the diffuse texture. You can again, click
on Principle B DF, press Control plus T and
export the roughness material. Then duplicate this
image texture, and also in this one, select the normal texture and
also connect it to normal. And also, let's connect it
all to the one mapping node. Now, on the color texture, the color space should be SRGB, but on the roughness
and on the normal, we need to change the color
space to the non color. And if you see
this, don't worry. We just need to
create one more node to everything be normal. And this node is UV map node. In it, we need to select our second UV map and connect this node to
mapping node in vector. And here we go. All that remains to do is to select
all objects except the curve. Oh and at the last one, select the one with the texture. Then press Control plus L and ink materials.
And here we go. This is fully baked
eight K textures. We have created and this is
the result we get in the end. Alright, this free
model is almost ready, but there is a hack
that will allow us to make it more
attractive for clients. And if you want to
know what it is, you definitely need to
watch the next lesson.
7. Animation: Animation. This could really level up your free model in the eyes of potential customers with that your client can see what is your free model capable of
and where it can be used. And in this lesson,
you will learn basics that will
allow you to do that, namely how to create keyframes. Why Graph Editor is a cheat code and how to make
animation easily. So let's go. Okay,
before we begin, let me show you a trick
that will help make the animation process a little easier and also make
the model more user friendly for the future
customer or client. As you can see, if
we rotate the doors, they rotate a full 360 degrees. To make them open 90 degrees, we need to add a constraint. Just click on this icon here, and here we need to
limit the rotation. So let's select it. Since we rotating the doors
along the Z axis, we'll select the Z axis here. We'll set the minimum to zero, and it will limit the
maximum to 90 degrees, which is how the
door should open. Let's test it. As you can
see, it works brilliantly. Let's add a constraint
for this door as well. Airfin is the same here
except for one thing. The minimum should be set -90 degrees and the
maximum to zero. This is because we rotating the door in the
opposite direction. So the constraint also needs to be set a
little differently. Now let's limit the
movement of these doors. But to be honest,
I personally don't always use constraints
for the object that moves along a curve because sometimes that can
complicate things. But for educational purposes, let's add a constraint here. And this time, we need
to add a limit location. Since we're moving
along the X axis, we'll also limit the
movement along the X axis. And this is why I don't like using constraints
on objects that move along a curve because
they are not as easy to use. You have to try different
values yourself, which takes a lot of time, but it can be done. As I say, nothing is impossible, and constraints are
often very helpful, so it's important to know about them if you're planning to
animate something for self. I'll remove the constraints for now and show you how to animate. I'll start with this door. Select it when it's
closed, and press key. Yellow icon will appear
on the timeline. This is the key frame. The entire animation happens
because of this little guy. And if we move further
along the timeline, say to frame 80, Then rotate the door
90 degrees to open it, and then press I again. We'll create an animation. Let's also create an animation
for this door as well. Click here to go to the
very first frame, press I, then go to the frame 80, and then open the door
and press I again. If we return to the beginning
and press the space bar, we'll see this miracle. We'll animate these
doors in the same way. Move a little further
along the timeline, create a keyframe, while
selecting the door, then go to the frame 152. Let's say, move it
along the X axis. You can switch to a
top view by pressing seven on the numpad
for convenience. And then create a
keyframe again. Let's do the same for
this door as well. Animation is very easy process. You just need to apply keyframe before the change, then move, rotate or scale the object, and then apply the change
by adding another keyframe. And let's go to the first keyframe and after
playing the animation, you can see the beautiful
creation you've created. However, we can make it better. If we select these keyframes by pressing A in the timeline, then right click and choose E in and out in the e in mode, the animation will become a
little smoother and softer. But if we again, right click and change the
interplating mode to Bezier, the animation will
become even better. And let me show you the
difference between these modes. Constant is simply a before and after animation without
any additional actions. Linear animation makes
everything better, but it's too rigid. Well, best year is different. It moves things out and makes the animation smoother at
the beginning and end. If we open this menu, we will be able to go
to the graph editor. Let's expand this
window like that, and here we will be able
to see our two objects. And each of them
can be edited here. When we created a
keyframe by pressing I, Blender record
changes for location, rotation, and scale at once. Even if we rotated the
doors on the D axis, the graph editor will still show keyframes for all of
these properties. This can make things
messy and harder to read. For example, it becomes
difficult to quickly identify which keyframes are
controlling the Z rotation. To keep things clean
and easy to work with, we should hide afin except
the Z rotation channel. And here you can
see our animation and keyframes, and
you can edit them. But first, we need to
change the pivot points by clicking on the individual
centers right here. And this will allow us to edit multiple
keyframes at once. I usually just select
everything by pressing A and then press S and
scale them up a bit. This makes the animation even smoother at the
beginning and end. However, if you want to make the animation fast at
the beginning and soft, at the end, for example, then simply decrease the first reframe and
increase the other. I recommend you play around with it to understand how it works. Let's do the same
for other doors. Only here since we
moved them along the X axis will leave only
the X location visible. We'll also select
everything and scale up. Alright, let's return
to the timeline and save our artwork by
pressing Control plus as we already learned
a lot and made impossible. We learned how to
create freed models, texture them, bake
those textures. We even animated
our Fredy model, and we're not going to stop on that because in the next lesson, we will do the most beautiful
part, in my opinion, and learn how to create the lighting with
the help of which you and your clients will fall in love with the freedom model.
8. Lighting: Here we go. Our freed
model is ready, but we need to
somehow show it to the world and make it fall
in love with your creation. And without proper
lighting, it's impossible. That's why we will learn what
freed Point lighting is, what is HDRI, and how to use it. And I will also reveal my own secret lighting
techniques that will also help you to make
your freedi model stand out from the
others. So let's go. You may notice that
the dresser now looks different than
in the last lesson. This is because I played
around with textures a bit and added different texture
to the doors and the base. You can do it. The
two simply create a new material slot then
create a new material, go to the shading, open
the shader editor, and there will be
a BSDFPrinciple. Note. Click on it. And simply press
Control plus Shift plus T and select your texture. And I also encourage
you to do the same. I encourage you to
play around with textures to create
your own style. Not just mindlessly
repeat after me, but also create and learn
something for yourself. Alright, now let's move on to the interesting stuff, lighting. Let's go to the render mode. And start preparing
for the render. As you can see,
everything is dark here. To fix this, let's click
on this Globe icon. Here we can change the
environment lighting. If we click on this yellow dot, we can choose different ways to eliminate the environment. But the best one is the
environment texture. Click open and select
the environment texture that you can find in description or in open source in Google. Here you can increase
the lighting power. And the beauty of the
environment texture is that everything
is already prepared. We just need to choose a suitable texture
for our Fredy model, and the lighting will
be the same as in the room in real
life or in a studio. We can also change
the angle and rotate this texture 360 degrees.
Here's how to do this. Go to shading instead of Object
select world, right here. This will allow us to see the
environment texture node, selected and press
Control plus D, which will allow us
to atom up in nodes. Now we can go back
to render mode. And in the mapping note, rotate scale and
move the texture as you will to get the
desired lighting. With environment lighting,
this is the best we can do. Now, let's show you how to add lighting to the
Fred model itself. So it looks attractive
and professionally. But before I show my method, let's show how
other Fred artists actually or usually do it. For a standard three
point lighting, you need to create a plane, scale it and align
it with the object. Et's do it like that. Okay. Then in edit mode, you need to select this edge behind and extrude it upwards. You can also scale it along the egre axis making it longer. Then select the edge
in the middle and bilevelate by adding geometry
using the mouse wheel. Then usually you
add a material and simply change the color and
play with the roughness. I usually set it to one. Alright, let's try to create our own lighting as
professionals, too. So we create an area light, and we need to move it to the far left corner of
the dresser and rotate it 45 degrees by pressing plus Z plus 45 and direct the
lighting to the object. This will be our main light, but it does not
have enough power, so let's increase the
power right here. Let's say to 400 or 600, it depends on how far your
light from the dresser. But as you can
see, in this part, there is a lack of light. So let's fix it by duplicating
the existing area light on the right side and also
directing it toward the object. And this time, moving
it closer and changing the power to ten or even eight, just a little, so it's enough
to highlight this part. Alright, everything looks good, but something is missing. Namely, the light from behind. So we create another area light and rotate it so that
it shines in the back. Let's do that. Okay,
let's move it further. We also can stretch it a
little on the Egrek axis, and that's what I don't like with the setup with
this regular setup. Is that background light is not looking any good no
matter what you do. You can change the
type of lighting, the power, but it
just doesn't click. That's why I'm going to
show you my secret method. Let's like this,
plain and delete it. Or you can hide it for now. And instead of it
just create a plane, rotate it on the grok axis
90 degrees and scale it. Also, we can apply
the same material that we used for
our previous setup. Now we go further and duplicate this plane by present shift plus D and then rotating 90 degrees. And we need to place it under the object,
but not too close. This plane serve us
as a light reflector. By the way, this trick is
also used in photography, and it helps to add a
professional look and light to the object without
adding additional lights. Let's move it away
from the camera, and if you need more reflection, you can change color
to white, for example. You can also play
with roughness. Now, the back light, create area light and rotate
it on -90 degrees. And place it at the back. Also for more accuracy, we can scale it to the size of the object and also change
the power to 100 or 150. And this will add nice
glowing effect to the object, as you can see right here. This specific light is optional. You can choose to audit or not. As for me with it, it looks more attractive. A, let's create
background light. We need to do it in the same
way as in previous setup. We could just duplicate
this Avery light. Rotate it and place it close to the plane
on the background. We could better see our
lighting from the front view. We could press num three
or do it manually. Then let's press Control
plus t plus zero. And by doing this,
we will now look from the same angle
but from the camera. How to set up the camera, I will show you in the
rendering lesson, so don't worry about it for now. Alright, let's increase
power of the light or we could move plane
closer to the light, and if you want, you
can play with it. Also remember that we have the HDRI AKA
environment texture. We can also increase
the power or decrease it to our
liking, and here we go. We created insane lighting
setup for free model, but now there is a question, how do professional
render free model? From what angle should
I shoot and what is important to show in my model to attract the attention
of clients? And the answer to that question, you will find out
in the next lesson.
9. Rendering + Files: What angles to use in renders
so it look professional. How many renders
should I have and what is even
freelance in Blender? And why would it help me to be perceived as a professional? All of that you will find out in this lesson. So let's go. First, let's make our rendering
litteru more convenient. For now, let's hide the
lighting and background and select all dresser
parts except the curve. Then we shift select the
base at the last Objects and press Control plus P,
Object keep transform. And now thanks to this, we can easily rotate the whole dresser on
the select in the base. Also, let's create a camera. Just press Shift plus A, and here press camera. Go to the camera view and you need to press
zero on the numpad. And now to be able to move
the camera, we need to press. And this menu will pop up on the right side of the
screen and in the view, put the checkmark on
the camera to view. Now with the mouse, we
can move the camera. To be more precise
with your mouse wheel. Also in the output, right here, you can
set the resolution. You can set 1080 by 1080 for Instagram or
any other resolution. I will leave it
in ful G for now. Also, at the bottom, if you select the camera, you'll see a camera icon, and if you click on it, we will customize the
camera even more. For example, we can
change the focal length. Now it is set to a
standard, 50 millimeters. However, for more
professional renders, I advise using 80 millimeters
or even 125 millimeters. And here we go. Camera is now set up. Now let's switch to
the render view. Picture look good, but
we could do it better. If you click on this render
icon and scroll down, you will see the
color management. And here in the L, you can apply different filters. I encourage you to look all of them to see which one
you like the most, but I personally like
medium high contrast. Alright, now let's learn
from what angles to shoot to make our object
to look professional. The first and the basic angle is from the front of the object. It will be the main render that shows the general look
of the freedom model. But before render, we need
to make sure that in here, we set our render
engine to cycles. It's GPU compute and also important parameter
is MAC samples, which are responsible for
the quality of the render. But I would not advise
setting it too high, 1,700 will be enough. If you have a weak PC, you can set it to about 400 to 800 because too high value will increase the
rendering time. And to render it,
just click on render and render image or
just press F 12. And after your
images, render it, click on Image and save it
to the file with renders. Next, we need to render it
from the 45 degree angle. You can rotate the object on 45 degree or rotate the camera. But if you rotate the camera, remember to move the
background light. And when you're satisfied
with the result, just render and save it. We also need to render
from the other side. So we need to show how
it looks on the back, so let's rotate the dresser on 180 degrees on the axis
and render it again. Also, we need to
show some details. That's why this is important
to use close up renders. In this case, we can show how good the texture
on the doors, shells, handles, et cetera. Let's render it as well. Let's not forget about the
inside of the dresser. Let's play animation a bit. And as you can see inside,
it's a little dark. That's why I added this slide. Basically, I just duplicated
this one and decrease the power to ten, and that's it. As you can see, it's
much better looking now. So let's render it. So we can render its full open. In general, there is no
strict rules about angles. I just showing you the basic. However, I encourage
you to watch at the professional taking
shots of the product before you render
any free model and learn for yourself
what angles they use, what light they use, et cetera. This way, you will learn
more and keep develop. Also, I forgot to tell
you about Live hug, which makes the renders
more realistic. If you click on the camera and
go to the camera settings, you will have the depth
of field section. You need to turn it on and
it will create a blur. But now we need to
create one more object. And it's empty cube. I need to scale it to
the size of the object. And when it's done, we
need to select the camera and in the setting select
empathy as focus object. Let's go back to the
render view mode. And here you will see
nice blurred background and the focus on the object. The FSA parameter decides how
blurred everything will be. If you can't see how
blurred everything is, you can switch to the
texture preview mode, and here you can see
it more clearly. I personally use deep
field on every render, even though sometimes
it's not very obvious that there is any blur
and render. All right. Now let me show you
how you can show topology or geometry for
your client and render. That's very important
part because if people know that
geometry is good, they can understand that
the overall quality of your freedom model also
very good. So how to do it? First, we need to
hide everything except of the dresser again. And select every part
except of the curve. Then go to the edit mode. Make sure you select
Edges by pressing. Two, select everything
by pressing. A, and then right click
with your mouse and select Mark freestyle edge. That's how we mark every
single edge we need to show. Now let's go to the render
settings, scroll down a bit. And here we need to
enable freestyle. Also, we need to go in
view layer right here. And if we scroll a little bit, we will see the
freestyle settings. Here we need to enable
only and only age mark. Everything else needs
to be deselected. You'll probably have it
like this when you open it. Unselect everything unnecessary. And also here you can change the color of the grid
and its thickness. I recommend to set it too. One, you can change the down
settings however you want. I'll leave it up
to you. Now let's go to the camera
view and we can show our Greton cycles engine because it won't be visible
in most of the cases. So for convenience, we need to choose workbench as
a render engine. And here you can choose
different lighting that will suit to
show the topology. And when you are
satisfied with lighting, you can finally click
that render button. And after rendering, you will
see this wonderful result. Do not forget to make
more renders with topology to increase the chances
of success, and overall, you need to have around
15 to 25 renders, including regular renders
and topology renders. And we have our render that
will create valve effect. One more step before publishing our fred model is
preparing it for sale. And this is very easy step but also very important.
So let's do it. First, before
exporting our files, we need to make sure
everything is perfect, as everything in
its own place and that we have no necessary
hidden objects. We can hide all
these collections to see if all of the
objects are in them. Also, we need to delete empty and unnecessary
collections. Just click on them and
you can just delete them. Also, you don't need
the references. All right, we are ready. So to export the
files of our objects, we need to go to
the file export. And here we will see many
files that can be exported. But we will export
the file starting with OBJ and then going down. So click on Abg and here
also in some files, we have the option
selection only. And if we click on it, then we will be able to export only those objects that
are currently selected. Usually, I click this if I do not want to export
unnecessary object, for example, the background. In this free model and
in any other for sale, I advise to delete
lighting and background because usually it only
disturbs customers. I would just select the folder to which we want to export it. I would advise creating
a new folder to avoid creating a mess and
just export it. And you also need
to do this with all the files that
are below the list. When we export the Abex
file in the object type, make sure here is
selected curves and shine in blue because we have
curve in our scene, and it's a crucial
part of animation. Also exporting GLB file, you can choose whether
export animation or not. All right, let's
export the last file. And after we have exported
all the files from Blender, we need to export one more
file, our native file. For that, let's go to the Blender files and look for the Blender project
with our free model. Don't click on it, copy it and paste it in the file with the exported files from Blender. Here we go. Alright, we have everything we need
to publish our platforms. However, in the
case of textures, they need to be converted to a Zip file so that the platform you will post it on does not
perceive them as renders. And I can congratulate you. All that remains is to post
our model on marketplace. And well, everything seems easy, but it is at this
stage that many freed artists lose their
clients and earnings. So in the next lesson, I will show you how to
present your freed model in such a way to
attract attention of clients and sell
it successfully.
10. How to sell 3d models: If you want to sell
your Fredy model, this is probably the
most important part. A lot of freedi artists take
this not serious enough, and because of that, they
suffer because they don't see any sales and money flow
into their account. And they worked
so hard to create this precious Freddie model
and ended up with nothing. And this is why we will
learn how you can avoid this and how to sell your
freedi model properly. I want you to be very
serious right now and listen and analyze
everything very carefully. So let's get started. First, let's look at
how our colleagues in the industry sell free models and what mistakes they make. For example, let's look
at this free model. And if you read the description, it seems like the person is
selling the item itself, not its Fredy model. However, for me as a buyer, it's important to
know more about the Fredy model itself and its actual real
life version of it. What the model's advantages and disadvantages are and so on. That's why details
are so important. Also, the renders
here are quite good, and the Fredy model
itself is very good, but it's unlikely to
interest the buyer. It simply doesn't provide a reason to buy the Fredy model. Alright, let's look
at another example. And now my advice don't insert links in the description
because they simply don't work. And most likely no one will
copy and follow the link to fill another version of your Fredy model or
another website. In this fred model, you can
see that this guy inserts the characteristic
of this Fred model such as how many meshes, vortices, corners
that has, and so on. But that's also bad. Imagine you came to
a car dealership and you are about
to buy a new car. And the salesperson
approaches you and starts listing all
the cars features. It has four wheels, two mirrors, a single steering wheel, two bumpers, and so on. You will likely lose
interest in buying this car. Also, here, we need to captivate the buyer and give them a reason why this freed model is worthy of being included
in their project. Also the renders here
are very beautiful. I really like the presentation. And if this model was including a good description,
it would be a hit. This free model is the same. There is no call to action. In this example, you
don't even have to read very long to notice that
it was written by an AI. My advice is never to use
an AI to sell anything. At first glance, it may seem
that it's doing a good job, but in reality, it's not. It's easy to see the AI language and presentation in
the description. And overall, it won't
look very professional. Now, let me ask you do you really want your
freedom model to sell? If the answer is yes,
then don't be lazy. I understand that
you might be tired or maybe you want to post
your freedom model for sale as soon as possible for the world to see it.
And I understand that. However, it's important to
dedicate all your energy to the stage because it's
the most important of all as it is responsible
for the result. Generally, about 90% of freed artists make the
mistake we've discussed. Now let's learn how to upload to Fred model and how to
sell it correctly. I personally upload in it, too. Cigitrader you can Google which Fred Model selling platforms
exists and posted. There, I personally
like this marketplace because it has the
highest royalty rate, but this isn't advertising. You can try publishing on
different platforms yourself, but the main thing is
not to get stuck on just one because the chances of
success will be much lower. Alright, so I will click Upload. And by clicking here, we can open and
upload our files. Or we can drag and
drop the files here. First upload files
that we exported recently and the Blender file. And in the Blender file, we need to check the
native box and then enter the Blender version
and render engine. Let's also apload the textures we converted to a
zip file earlier. And here we need to select that this file is with textures. You can search here
or enter it yourself. Alright, let's scroll a bit, and now let's upload
all the renders. First, I recommend
uploading the renders. We made with cycles engine, and then the renders
showing the topology. The worst image should
be the most beautiful, showing the Fred model
in its full glory, since it will be the
icon people will see when they click
on your freedi model. Let's organize everything. And after we've done, let's move to the most
interesting part. The title and the description. The title is pretty simple. We just need to
write that this is a free model of a
chest of drawers. In our case, to
make it stand out, sometimes add words like unique, modern, high quality and others at the beginning to
stand out from the crowd. You can also add at the end
that it was made by you. This adds professionalism
and a bit of authority to
you as the author. Now for the description,
from the very beginning, we need to interest the buyers
by saying something like, if you're looking at high
quality freed model of furniture for interior design
games or your own project, you should consider producing this freed model of
a chest of drawers. Here's why. And then you
need to add the reason why. And below, we need to talk about the advantages
of this free model, but we'll do this
in an unusual way, just like one of the
best salesmen of the 21st century, Steve Jobs. For example, when
selling an iPod, he didn't say it has 5
gigabytes of memory. He said, half thousand songs in your pocket.
I'll do the same. We need to not only talk
about the advantages, but also explain how client
can take advantages of them. For example, this Friday
model is completely editable and I don't have to use expensive programs
like substance, surface to change the texture
or color of the material, which makes the work a lot easier and saves a lot of money. Or if you textures
baked. You can write. It has high quality four K, eight K, whatever
texture you have, fresh baked textures
that you can import in real engine to create game or ultra realistic renders
of this Fredy model. So basically, give them a reason why they
should buy this model, why it would be usable for them. And why is it so cool? We also created fred model in real size using high
quality references. And we also going to write these advantages
on our description. And I advised you to
do this in this way. All objects are real size, which helps you not only to use a model for games
without any problems, but also to create
realistic interior renders, whether for a real estate agency or for your own purposes. You can also mention that
the price is very good. By saying something like this, a huge plus of
model is the price. If you browse the market, you want to find a better
price quality ratio. You can add a small
call to action if you're truly confident
in your freedom model. Also, I add this compared to the other
Fred models on the market that have from 100 k up to
two millions of vertices. This model contains only 49 K, which means you can use this project for a wide
range of purposes, even on low end computer. This why we show
why people should buy from us and not from others. And finally, we need to add a small call to action.
Something like this. This model is an
excellent choice for your interior design
and personal projects. So don't miss out on
this opportunity. Get it now and create
something truly beautiful. And personally, I offer
a 50% discount for the first week to slightly increase sales at the beginning. And with description, that's it. Alright, now the tags. Here you can use logic and enter tags that match
your free model. In CDI trader, you also
have recommended tags. As a last resort, you can use
AI or a hashtag generator. It's important to be bulten at as many relevant
hashtags as possible. All right, once the
hash tags are written, all that's left to do is indicate that we have
textures and materials. That the freedi
model is animated, that its textures are baked. And also, if you created a lo poly model,
also indicate this. In the geometry section, we need to choose
polygonal mesh. Or if you didn't
apply subdivision, you can choose
subdivision ready. Now we need to specify
how many polygons and vertices the freedom
model has to find out, open the Blender with
our project again. And after opening this menu, we need to click on statistics. And here on the left
side of the screen, we will see every
information we need, how many vertices
adds faces it has. And now we just need
to enter the numbers. A Also, we need to add category should be furnitures and
also subcategory. That'll be cabinets. Last but not least, we need to enter the prize. After that, we can confidently
publish the freedi model. And also remember, if you do
not see any result at first, it doesn't mean that
you did a bad job. You need to understand
that if you want to really become good with
selling freed models, you need to create a
freed model regularly so that people would understand that you can create quality, and you will attract your own audience and step by
step achieve success in it. Also, it will tip for you. Try to promote your freed
model on social media, because sometimes
just publishing it on marketplace isn't enough. So keep going, keep
practicing, never give up. And once you will create
ecosystem that will allow you to earn money possbly and
help more and more people, I know you can do it,
and I believe in you.