Transcripts
1. About that Class: If you ever dreamed of being a part of a game development, but didn't know where and
how to start, welcome. After finishing this class and creating your first
stylized three D render, you'll gain skill
that will help you confidently break into
the world of games. Structured lessons from start to finish are what
I wait to you here. I choose this site
to illustration that will turn into stylized
three D render, which could possibly be
your first portfolio piece. If you still have
a desire to know what exactly we'll
learn, here it is. Firstly, of course, we'll go through the
basics of blender. Accompany the modifiers,
we will model our gun. Your work need to
be highlighted. That's why I block two will
establish our lighting, I share industry standard
technique that will turn your lighting from this to this. In Block three will delve
into the texturing process. The best part that after
you learn how to convert that boring flat color
into such a cool material, you'll have unlimited space
to apply your creativity. I can strongly
guarantee you that after attending all the lessons, a strong desire to keep modeling your things
and blender will arise. If ever thought that learning is a boring tedious
process, forget it. Having fun is a more
relatable state. The important question is, how advanced do you need to be? I'll be honest, a little bit
of experience would be nice. But if you never touch
it any three D software, just bring your
stubborn attitude and a little bit more time, and you'll get it
there for sure. What are the other ways to
grow in your skills if not solving more advanced tasks that are out of your comfort zone? With all of that being said, I encourage you to take
your first step and learn how to turn your
ideas into three D reality. Having fun, finishing project, and acquiring new skills. Doesn't that sound cool? If your answer is yes, then I'm waiting for you in our first lesson. See you there.
2. 1.1 Gun's Base: Hello, everyone, and
welcome in our class. Before we start, I want to say that everything
that I press, you can see in the left corner. The second one, this class
is divided on three blocks, modeling, lighting,
and texturing. If you are beginner, the
most important thing is just to have fun. Bring your tea, coffee,
and let's start. But before we start, we have to activate
one important add on, so we go to the edit
references, add ons, here search for loop, and check in on the
mesh loop tools. A little bit later, you'll
found it what it is. The second one,
under this class, you can found a zip file with a few references, download it, and let's turn, first of all, let's delete our cube, and also our lighting. Then we go the shift
A image reference, and in our folder, folder reference, bring the
reference image. Great. Then we go the out
er to make it flat, X 90, 90, then you go the G x, and move it a little
bit on the left. In case if you're complete
complete beginners you never open it even blender, use your press on
the mouse wheel in order to move yourself
around the world. Then if you want to keep the same angle and
to move yourself, hold shift and the mouse wheel. I hope it does make
sense right now. Then slowly, let's go forward. In order to we're going
to create this part, this part, and this
part in that lesson. Let's start with the
orange one. Very simple. We go the shift A mesh. Circle. Then we go the r x 90. Good, three on an pt, which means to take a
look from the side. G, greek, and move this
one a little bit in front. Remember that we use
this reference just as an inspiration and we'll not do this one completely
completely the same, but we're going to
keep it, very close. Then you go on the edit
mode, which is tap, or you can go here and choose the edit mode, the shortcut tap. A, to choose all
of these vertices. Again, if you're a
complete beginner, every object contain vertices, which is one on the
keyboard, edges, which is two on the
keyboard, and faces, which we can see right now, but a few more seconds
and you'll see that. One for one, The vertices A, you choose everything
three on the pd, and we go the E for
the extrude greg and move this one right here, create, something like that. Then we go the S
for a scale nice. Then these are phases. Good. Then phase mood, A, to choose everything, and
let's extrude inside, how simple E for the extrude and S and bring your mouse
wheel inside like that. Some somewhere here. Great. Let me check right here. I want to make how we can see that part in flat. I
want to make it flat. We got the three on the empt, one for the vertices, Alst for the transparent mood, choose all of them which are behind and press S greg zero. And now we need it flat Alst to get out of
the transparent mood. Nice, then we go the control in order to add
a subdivision modifier. For the people who
don't know what did it, this modifier
increase the amount of polygons that you
have in your object, which allow you to
make it more detailed. And before we go forward, let's quickly save
our file. Quantrl S. Choose a folder. Let's call this one stylized underline gun, and save blender file. Good, because blender sometimes
love to crush unexpected. So that's why we
have to be prepared. Then we press right
click, Shade Smooth. However, this one is
better than this one. No problem. What we have to do? There is one very
important thing, like very useful thing
in order to make them smooth is to
add more loops. There is a bevel modifier,
Yes, like this one, which how we can see
can sharp these edges, and it's important to
move this one above. Now it's a little
bit more better. We can inc, increase
the segments. But at the moment, this
could be a great solution. But there is another
one, Let me hide it. We can go in the edit mode
and press Control err, which allow you to add the loop. Left click once, move
this one on the right. Left click two, and the same
thing here, Control err. Let's move this one right here. Now I hope it does make sense. When you use this and when
you use that I think firstly, we'll be better to add
loops and to create your own because it also can
increase or not increase, improve the topology
of your object. But as the second plan, you can use Bevel, which we will use throughout our class. Right now, leg just add loops. Then we go the control er
right here and bring it down. Then we go here and
move this one here. Let's go here, control
err on the right. Keep it close here. Down here. Let's take a look and V, from what we got before, now we have good shape. Good. Let's give it a name. How we can give a name. You
can double click right here. Oops double click or
you can press F two. Let's call this one
point orange part. Good. Let's go forward
and choose this one. Or actually, let me
show you that we can now bring the bevel modifier and make it even more better. So let's go toward
the two or even one. I think two, and
keep it like that. It's more than enough. So how it was before and
how it is right now. Now I hope it does make sense. With additional loops, you
can create the common shape, and bevel modifier is something
that helped to polish it. O. Let's go toward that black part. If you're a beginner, if I'm
talking too fast, I'm sorry. But I don't want
to waste our time, control S, and let's go forward. For this one, we're going
to use the same thing, Shift A mesh circle. A X 90. Make it a little
bit more smaller. G greek and move this one here. What we're going to do,
you can check it one time and then we're going
to do this one together. I press edit mode, A, choose everything and
extrude right here. Yes, then extrude
up, which means es, and move this one up and Greek, to move this one a
little bit on the right. They have to be a little
bit more smaller. Press having this
one emphasized, press control E in
order to reverse, and now the emphasized
are the other one, and bring a for a scale to
make it a little bit smaller. It have to be as this one. Let's go like that. Good. Control E to these vertices. Then we go the extrude grik, on the right, from here
we go one more time, E S, go down G rick on the right, a little bit smaller G E.
Extrude gre on the right. How you can see this
and this are different. But if you take a
look, remember that we create a stylzed What? What is the name? Stylized gun. Yes. That's why it
isn't very important to keep it completely
perfect because otherwise, it wouldn't be stylized, yes. But however, we can go with if you want to
emphasize this one, two, you can press
control plus on the NPD. Now you emphasized a
little bit more polygons. As for a scale, great. Let's go forward,
Control minus on the PD, to go a back, and then we
go the E S, move it up. Let's make this one a little
bit smaller than this. G greek on the right and make it a little
bit more bigger. Then we go for example, with E, extrude on the right, make it a little
bit more thicker, and then we go for
example with the E S, smaller G greek on the right. Then we go one more
time, E, greek ops. Then we go with the E. Again, On the right, a little bit
bigger than the previous one. One more time, E S, make it smaller than
the previous one, E and move this one G, and move this one G
Erik on the right. E, like that a
little bit bigger, and then Es smaller G E greek
on the right one more time extrude and make with the previous one control plus amendment a little
bit more bigger. Nice. Then we go to the right click shade,
Smooth control two. However, Coss, I'd
like to make it a little bit different and
I'm still not very satisfied. Probably I want to
make the orange part a little bit more bigger. As for a scale, G
gre on the left. Good. Then let's
choose this one. Let's make this one
a little bit as gre. More. How we can
see when you press, for example, S, it will be logical to stretch
from the center. But usually, all of these changes came
from this pivot point. In our case, we have to emphasize our
object, right click, set origin, origin to geometry, and now the pivot point is
straight in the center. Now if we're going to press S, the stretching work properly. G re on the right, nice, let's play with our shape. Transparent mood, for the edges. Let's emphasize
this entire loop. Actually, this entire phase, you press Alt left click and
it's emphasized G greek, and move this one a
little bit on the right. At that. Now I like
it a little bit more. Great. Then we go let's add a few loops in the same
way how we did right here. Control err, one
loop right here. As for a scale, and move this one a
little bit on the left. Great control air right here, control air right here. Here on the right, on the left, and go down and one
more here down. Then here we go down one. Two, three, n, four
here, one, two. Here we need to add one, one, and n, two. Let me check. Beautiful.
Control S two save F two, let's call this 12
point black circles. I'm not very creative
with the names. I call them properly. They're blocks, the
circles, s, problems. Let's go forward. They're nice. If you want to play
around, play around, I'm completely good with them. But still, I want to make
this one even more bigger, three ep, right click, set a regional
region to geometry, Eric, a little bit here. What I think we will be important to do is
go in the edit mode. Where this. It is inside. Yes, that part. Choose Pardon. Choose this loop, the last one, Control plus f to emphasize
the additional one, and go with the S
and make it the same as as the size of that
loop. Let's check it. Now I'm satisfied, and I
hope you're satisfied also. The last part that we have
to do is this yellow part. We go the shift A,
mesh, and UV sphere. Then if you go in the edit mode, we can see that we
have two pivot points, one here and one here. I want you to turn
this 119 degree. We go the air X 90, and now they are on the
right and the left. Then we go the right click Shade Smooth and control two to make for the subdivision
surface modifier in order to make it more smooth. Then we go the G E
gre on the side, and let's make this one big. G greek, a little bit
smaller, G greek. I think this size, so this is the biggest one, the second one, the third one. This is bigger than this. This is bigger than this, or probably just a
little bit more, G greek and like that. Yes, let me check from
different angles, and a little bit smaller or no. Okay, this is good
three on an PET. Let's go in the edit mode. Let's go in the solo mode. In case you don't
know solo mode is when you can work
with an object apart. So we press slash on an pet, and now you can work only with this one ab with the slash. Solo mode, and choose
this one, these vertices, press control plus on
an MPT one and two, and press x and delete phases. Come back, come back
from the solo mode. Now, we have that gap. Great. Now I'd like to make this
one more thicker, how. We go in the edit mode, H to choose everything and
press E S like always, and move this one inside
like that. Great. Now we add added
thickness to our object. There is one more
thing in the reference like this he part, and I want to bring
it right here too. We go in the edit mode, choose these vertices and press E S. And move this one up like
that or probably even ops, even more juice like that. Good. And what we have to do, we got the same result
as with that object. We need to add a few
more additional loops. Let's do that one. We go in the edit mode. Control ir, right here. Control ir, right here. Control er, here, let's go in the solo mode, one here, one. Here, one, lower, one, up, and probably
will be also good to add control air one
inside and to bring it here. Now the shape of our yellow
circle, Control S save. Oops as for scale, just a little bit and
G egrek on a back. I'd like also to
make that black part a little bit more longer
on the green one. I go with the Sri, good, move the orange
part in front. This one, a back just a little bit as
for a scale, G E gre. Quant S two save. Let's call this one F two, three point Yellow circle, good. We finished with the
lesson number one. My friends, I hope you are satisfied with the
quality of the teaching. I hope everything
is entertaining, and if it was a
little bit too fast, well, it is what it is. But let's go forward, where
we're going to create, I think two more lessons in order to make it more
easy and comprehensive. We're going to do that and that, and then we'll finish
with the details. See you in our next lesson.
3. 1.2 Loop Tool add-on: So, welcome back to
the lesson uber two, we're going to create
a few more things. Panel, the circles, and probably
this tube. Let's start. Emphasize our sphere, go in
the edit mode, phase mode, and let's choose
this 55 on four. We have a small distance right
here as in the reference, and it's more than enough. Then we press S D to
duplicate, left click, P, selection, and
that help us to divide our duplicate from
the original object. Back to the object mode, and choose this panel. How we can see there
is the duplicate. F two, and let's call this
14 point panel. Great. From here, going
in the edit mode. A to choose everything,
seven to take a look above, and let's go with the
E for the extrude, and move this a little
bit on the right. Us a little bit like that. Then guess what? Control, one
additional loop here, and one additional loop here, then one more here, and one more on the
right like that. Let me take a look.
Nice, Control S to save. Okay, so let's go with
this one and this one. What we have to do, go
to our yellow sphere. I'll recommend to
watch one time and then and then it will be
much easier to comprehend. We duplicate shifting. Great. Then we go
in the edit mode, and another thing actually
in the object mode, let's apply our subdivision
surface modifier, and now edit mode phases
and choose this phase. How we can see this one
is a both of our panel, choose a phase like that. Good. Keep it closer to this
one, far from this one. Then we go the control
pass on the MPT one, two, and three. Now, three is two much, or actually no three
is more than enough, and then we go the x
and delete phases. Then we choose this entire loop and here where the
magic will happen, right click loop tools, circle, and that how easily we turn
our sphere into spheres, our square into the circle. Then we go the shift d and then p for the selection to divide this one from
our yellow sphere. Then come back to duplicate of our yellow sphere
and delete it. Now we have our circle. Someone will ask me,
why we can't to d create shift A Merge circle?
I'm going to show you. Because we'll literally
waste a lot of time trying to fit this
one on our sphere. And even more, we'll
have this type of caps because this
circle is flat. Meanwhile, our circle provide
straight from our sphere, and it's aligned perfectly, which will save us from
ugly shadows and not only. So I hope it does't
make sense why we did in that way and not
in the otherwise way. Then we go to our sphere. Let's recall this one F two, five point circle for blue tube, which means this
one for blue one. Then we go in the edit
mode, A, chose everything, and let's extrude E
and move this one up. Great. Let's align this
one. Let me check. Nice, and then we go the
S for a scale inside, then we go with the E S. Then we go with the
G. Let me check. Eight, and then we
go with the E S, es, at sinter then right click shade smooth and control two for the subdivision
surface modifier. Nice, I'd like to say
that this is nice, but of course, you
know that this isn't. We have to add a few more
loops for the bevel, let's go. We go in the edit mode. We go with one loop right here. On loop right here, one here, one here, one here,
let me check. And big before and after. Great. What do I like? Take this one, the vertices, Control plus plus plus, and just move this one a
little bit more inside. One more thing that I want
to do is control right here and just as f scale a
little bit like that. To make that shape a little
bit more interesting. Control Beautiful. And then I'll like to duplicate
this one for that one. What we have to do right here. If we will we'll go
with a duplicate, again, we'll waste some
time trying to align that. Let me show you, we choose
this yellow sphere, then we go with the Shift
S cursor to select it, which means that red and blue, red and white circle pivot point is in the center
of our yellow sphere. Then we go right here, transform Pivot point and choose
three d cursor. Then we choose this one, we go with the
Shift D. And now we can align it perfectly because it's moved straight
around this pivot point, which means around our sphere. I hope again, you
show how it works. It is aligned perfectly. Sometimes I can not like I can. Sometimes, I don't explain things with a
perfect terminology, but my main purpose is to make
you understand what I do, to keep it simple
and comprehensive. Air and somewhere here, re a little bit lower. Yes, they're close
to each other. Let me make this one
just loser, Eric. Let me make this one
a little bit bigger. In order to make it bigger, now we can see if a
press S, it getting far. What we have to do is right
click set regional origin to geometry back to the
individual origins. Now as for a scale, for a scale. Good. We have two of them. Let's recall this one F two
circle for big tube. Great. What we can do more
in that lesson? Let's Let's go with this
part blue one very quick, and then we'll finish again
to make it simple and easier. Go here. Shift A, sorry shift A in the edit mode, and choose this loop. What are we going
to do? Shift D, left click, P selection nice. Founded. Let's call
this 16 point blue, sorry, blue, underline tube. Then we go with edit mode. Choose A, choose everything, and let's extrude
grad from here, line this one g x x g greek. G. A little bit of tedious work, but it is what it is. I think we can make
the initial part a little bit more thicker. We go with control, Let's go in the solo mode. Let's choose this one
back from the solo mode. Let's make it a little bit
more bicker like that. Great. Then go here
and we go the ES, move this one inside
and move this one a bit higher and move it
a bit on the right because how we can see it
go up and on the right. Then we go in the ES. Inside, just a little bit hoops, a little bit higher, and then we go with the E S E. S, and one more time. E and S. And from here, probably I'll go control
plus a little bit lower, then choose this
loop where you are. Es Es at center. Now let's add a few more loops, one here, one here,
and probably u. Then right click,
shade smooth, Control. No, it's sharp, so
let's dissolve. Remember, dissolve,
not dissolve one H. Let me try dissolve this one. Or probably this one
I'll keep like that. Great, and control
plus plus plus, no. I'd like to make it a
little bit smaller, right click at the
regional region to geometry and make it
smaller like that, move it inside, then let's
make the base again bigger, choose it out as for a scale. Probably that part.
I want to make it bigger and that
part more bigger. And it's still too sharp for me. I'll that for the
transparent mood, dissolve. Sometimes you have to
play around a little bit. Let me choose instead this loop, and let me make it like that. What if I'm going to
dissolve this one? That one that was above. Let me make this one a
little bit bigger. Good. Now I am better. Probably, I want to keep this
one a little bit bigger. And here we are, here we are. There's one more
thing, vector normals and autosmooth, which
we don't need it. All good. A good, my friends. Thank you so much. I hope you understood
everything. I hope you have
no questions, and
4. 1.3 Gun's Pipe : Hello. Let's number three, where we're going to create
this tube. Let's start. How like always go
here edit mode. Let's choose You know what
we can do, Control err, move this one above, and then B, selection nice, and then choose this
circle, where you are. Here you are. F two, and let's call this 17.2. Or pipe here. This is
the more proper word. Then here we'll have
to play a little bit, but we will get it. If we'll render from this angle, we have to get this tube like that and there to
move this one there. Great. Let's choose it. Let's go in the edit mode. Edit mode, A, choses everything. Let's start. We can create another window. When we have the two arrows, right click, vertical
split like that. Seven to take a look above. Good. Here we go the E. Move this one up. Then g and go like that. A for rotation Good. This is going to
be the first one. We will not make it completely
like one, two, three, four, five, we'll
make similar shape, air for rotation, and
then we go one more time, E extrude, and move this
one up air for rotation. Great, we have to move this
tube like somewhere here ab. Then we go with the E rotation
as for a small scale. Let's choose this one. Air for rotation. Nice, choose this one and how we can see start to go in
the wrong direction. Control plus, and
let's go air and right here, nice, Air greg. Good control minus pd. Let's go forward. We go with the E extrude, one here, air for rotation, one more time E, and here, again, control plus. G r. We have to move this one a back. Then we go the control
minus minus good. What is the shape? Come back. It's a little bit
more on the right. Don't keep it too far. Good. We have the reference. I want to create this letter
and to move this one here. Control minus, Duck
we go with the E S, not big S, and then
a little bit lower, then choose that loop ops, r for the rotation. Nice. Move this one a little
bit higher as for a scale. Then once again, this
one G on the left. Get it. I want to choose. Let's choose this loop. Let's make it a little
bit more thicker. The same thing for this loop, a little bit more thicker. Again, go here. Let me check what we have. Good. Then we go lower
ones as for a scale, and we go with the extrude
air for the rotation, as for a scale, and then one more time, extrude on the right. Probably good rotation
because we have to extrude once again air and once again, air just move this
one in the yellow sphere. All set for the transparent mod, seven to take a look above, control plus on the NPT, G air a Let me check. Va. Right click, Shade Smooth. Now, let's align the thing. Again, if this will
be our render, it's pretty similar
to what we got. Not really but kind. Let's make it more
appropriate to our reference. Let's choose this one. We have to move
this one more here. Yeah. Now there is a gap, there is a gap. Let me go. Probably, we have to
dissolve that one x dissolve edges
and take this one. Sorry where this one moves slower and more
close to the ab. Now it's more proper
toward our reference. I think this one, we
can also get a little bit higher as for a
scale, I say higher. As for a scale, great. Let me take this one where that one that
is in the center. Let me move this
one a little bit more on the right like that. Take a look control two for the subdivision surface
modifiers already edited. Let me. Me. Let me check. Great. It's great except I want you to move more closer and probably I would like
to add one more here, Air for the rotation as. Like that, to make that form
a little bit more proper. What if I'm going to if we
all will dissolve this edge? No, we need this edge, rotate it and move
this one more closer. Consoles to save. Now, let's go here, join Aria, on the right. How we can see in our reference, we have these things in between. How we can do them, at
least how I did them. We have to add one more
loop right here and choose Alt Shift
left click here. Here, here, here, here, this one, so just emphasize
all of them. Hello. You I think this one have to be a little
bit more thicker. O k, let me align this one
because I want quality. Before we go forward, I just notize that this one is a
little bit more higher, meanwhile this one
is pretty lower. Again, I want to keep it better. Let me move this one
more higher like that. God. Let me rotate this
one once again. This one. Hi. Let me pay attention
to the shape right now. Okay. This one, do
stay a little bit smaller and this one to Good. So now let's create
these things. How I'm going to show you. Take a look one, and then we're going to do this one together. So emphasize all of them. Shift O left click, shift Out left click, here, here, here, here. And two. Now, having them emphasized back
to the object mode, press on apply the subdivision and come back to the edit mode. Which means we save ourselves
a little bit of time, having them already emphasized and improving our topology. Having them emphasized,
you go with the control B, which is another
form of bb modifier, and drag holding shift
for the slow effect, drag this one, drag
the mouse, L that. From here we go with the E S, and move this one inside. What is very
important is to have your pivot point in
the individual regions because let me show
you don't repeat. If we have, for example, pivot point and three di coursor, ES, it go in the wrong
direction, which we don't need. We go here individual regions, ES, and move the mouse
inside like that, take a look and V control to for the
northern subdivision, and we did it probably not very appropriate to
our reference as here, for example, or that
one could be removed. But we already did it so so
why not? But you know what? Actually, sometimes I love to play the perfectionist side. I'm not a perfectionist, but I'm going to come back. I'm going to remove this one. Great, and now one more time, control B E S t two, hey. Now I'm good. H. What if I'm going to finish
this lesson right here, again, to not
overwhelm your head? And that was for our lesson number four,
suppose or three. Thank you so much
for your attention, and let's go toward
our next one. Hope you enjoy your time.
5. 1.4 Screw-Bolts: More lessons and we'll finish. That one, I think
to create this, this and that, and this
two to be at the end. Let's start with that part. Go with a shift A, mesh
and circle and solo mode, which is slash and MBD. As for a scale, create, and we go in the Edit mode. There is one thing,
too many vertices, let's delete it
and one more time, shift A, mesh circle, and here we have a setting. Let's go in the vertices and
bring 16. Now it's good. Now edit mode, Great. From here, we go the
E S E S M at sinter. Choose everything faces,
and move it up like that. From here, seven, to
take a look above transparent mood vertices
and delete this health. Great. Then we go in the object
mode, search for mirror. Everything is great.
Everything is great. Then we go here and take a
look what we're going to do. We're going to choose these
vertices and delete them. Nice. Then we have to connect. We have to clean the topology
because with this one, the shape going to become CCSA, and I don't want it
because otherwise, even the subdivision service
modifier will work properly. So choose the vertices and this one and go in the pivot point and choose the median point.
It's very important. Then we go the E S, move them toward each other, and then at center, which mean we connected
two vertices into one. The same thing right here, es ops, es, at Ciner. Then with this
one, es, at Ciner. Take a look nice. From here, go to the edges, choose this one
out left click and shift out left click
this one and press F. Then we go the shift
Out left click here, shift Outlet click here F, here and here F, and choose this and this F. Nice, one for the vertices. What we have to do is to connect these vertices with each other. Choose this two press J, then this one J J
and invalid, y. Ops, J. All good. Just connect this one,
this one, and we have J. Now we have proper topology, which is great, I'd
like to say grate, but actually not
because firstly, we have to delete this
one and this one, dissolve vertices, and from
here, what I'd like to do. From here, choose these
phases and press E not for the extrude but for the insert
and move them like that. From here, I'll actually
align these two lines. We go, choose this
one, this one, and press S x zero, and that how we
did them properly, the same thing for these
two loops as x zero, choose this six, and then we go the z and move
them up like that. Great. From here, go the
object mode, choose it, and go for the search and
subdivision surface nice. From here, let's add
a few more levels in a few more loops in order
to make it more sharper. Control air one here, control air, one here. Control air one here, control air, one here. Here, One more additional. Here. From here, what I want to do is firstly we go
apply the mirror, then apply the subdivision and
one more time, control to. Now we have proper form and then come back
from the object mode. How we can put this
one over our gun? Very simple G move this one
on the right as for scale. Is it enough scale? I think yes, move this one here, make a small rotation, come back to the
individual regions. As some small rotation. From here, take a look, there
is a function like Snap. Turn it on, choose vertices, take our bolt, and let's
search for good alignment. It have to be somewhere
here, which means ye. Let me choose, for
example, this one. Great, from here, turn it off. Let's make small rotation. Let's go with the G hoops, G. To move this one
a little bit above. Let me take a look
from the side. And one more time, there is a small gap, G that z. Now it is in Perfect. Ctrl S to save. Let
me take a look. Nice. Now your next question
is how to move this one, how to multiply them all
over the gun. Very easy. First thing first, the
pivot point have to be this three d cursor have to be in the center of our yellow gun, which we did before, if not, choose your yellow shape. Shift S cursor to selected. Then we go toward the pivot point and choose
the three d cursor. Then we go toward our bolt, and it's very important
to firstly right click, set origin, origin to geometry. Another one is to apply scale rotation and
what is location. We press control A,
apply all transforms. One more time, right click, set origin origin to geometry,
and now take a look. Shift D A rik and Valla. That how easily we
can move it all over. It is on the surface. Yes, yes. Now choose
both of them. Shift D greek. Go lower. All of them for Shift D greg. Very easy with some
simple tricks, tips and tricks, we can
duplicate all over the gun. Shift D greg Perfect. Let me take a look. Is it? Yes, it is from the
site, control S. Nice. In order to save
our time in future, will be great to choose
all of them inclusively U, and let's connect it with C. Now they all are
only one object. F, let's call this 18 point
bots eight point bolt. Great. Probably, sometimes
too much things, click here, click there. In case if you
have any question, just turn back this video, but I hope there is no
question and I hope you solve this one very
simple. There is nothing hard. Once again, pivot 0.3 d cursor
set region to geometry, apply all transforms, and
just duplicate and rotate it. Pretty close to our reference. Let's go forward and
let's create this thing. Very easy. Go toward our sphere. Si D, Great. Then we go in the edit mode. Let's choose the faces, choose this one, this one, this and probably this.
Let me take a look. Too much here. I
don't want it. Nice. Probably I'll take
even that one, this three, and then we go with the P for the selection
and divide it. Nice, then the duplication
of our yellow sphere, deleted, then choose this one. We go with the edit mode, A, you choose everything
and actually no. Let's take this
vertices and just drag this one G down like that.
As in the reference. Then take this one, g a little bit lower
and this one also. Now choose everything
for the extrude. And move it a little
bit lower like that. Few more loops,
control air one here, control ir, one here. What if, what if
control ir, one here? Now it's going to be too
thick, which I don't want it. Right click, shade smooth. Then we can S. I would like to make it a
little bit more thinner. Let's go with individual
regions, right click, set the region to
geometry, S, G Nice. Apply the subdivision
one more time. Subdivision surface Mdifi. Great. Let's call this
1f29 point patch. D to D. I do want in that lesson
to make that and that, but I think it's too
much for one lesson. I don't want again to keep
too much information, so let's finish here. Finish the task when you finish, jump to another
one. See you there.
6. 1.5 Red Button and Arrow: Hey one. So two more lessons, and we'll finish it. I think this could be more
bigger and this one too, but I'm not sure that this is the perfect time to align it, so probably I'm going
to keep it like that. Well, sometimes,
what if S for scale, A little bit later,
we're going to align it. But for now, let's do this and this and then this
and or actually, let's start from these two
because they are more harder, and then we're going to keep the easiest part for
the next lesson. So let's go. Choose our panel, Shift D left click. Then let's go on the
solo mode and apply the subdivision surface
modifier to make it bigger. Then out, Let's
choose this phases because it's somewhere a little bit lower than the center line. Control plus like that, three times x and delete phases. Then choose this loop, right click loop tos, circle, and then B
for the selection. Yes, and then choose the duplicate of our
panel and delete it. Then take our circle, and let's call this
one F two, ten, I suppose, red, button. Good. Now, let's make it a
little bit smaller Slode. Great. F here we go the tap A, teases everything,
and then we go with the E and drag this
one on the red one. Then let's align it and then
a little bit more in front. As for a scale like
that even more. Out of the solo mode,
let's take a look. And my question where you are, why you are so far. Mmm. Interesting.
Very interesting. Control one to take a look from behind and then go
in front like that. Let's go in. Click at a regional region to geometry and pivot point
individual regions. Let's keep it like that, and then a bit here, a bit inside, small
rotation. Nice. Good. Then we go in the edit mode, choose this loop, and
then we go the ES, then one more time ES
and go inside like that. From here, let's align that. Let's make it a little
bit more bigger, and then we go the
E E S at center. Nice two, what are these lines? Probably I know L et me check. Yes, I was right.
If you're beginner, this information is
going to be very useful, if not, however you
going to be very useful. Our polygons, our faces. They have orientation
like outside and inside. If we go here to the overlays and turn on the
face orientation, you can see that the
colors are different. Actually, well, let me tell you, the blue one are the
one who look outside, the red one are one who
have to look inside. And for example, this
one is a proper one. The proper one is blue. Red have to be inside. Here we have a mix
of the colors. That's why our shape
is so dirty and ugly. What we have to do,
Go in the edit mode, use everything, At N,
and recalculate outside. Now, come back, take a look. Everything is beautiful. The same thing right here. It's also very important to set the face orientation
because otherwise, even the texture can look
very bad or the hair, for example, for the
particle systems. That why always check it. Let's go quickly right now. A ue everything out and
recalculate outside. Let's go here, A to chose everything out and
recalculate outside here. Outside here outside
and here outside. Now everything is great. Come back and how you can see the result is
completely different. Back to the edit mode. One lop here, one loop here, one here and one
here, nice, control. Let's take, for example, this phase or actually
even this one and extrude Good from here, because like always one
loop here, one loop here. Let me take this one and
move more on the side. Great, and one loop
here and one loop here. Nice, right click, shade smooth. I'd like to take this
one control plus one time and let me drag it
inside air for rotation, and let me keep it like that. Great. I'd like to say
that this is great, but for some reason, it isn't because of that. Okay. Don't expect that your
workflow will be perfect. It's always Control. Let me come back to check where
I've commit this mistake. I understood. I've commit when I didn't align it properly. Let's go one more time. It is what it is. I don't
want to cut this part. I want to show that we
all commit mistakes and it's completely in life,
in blender, wherever. It's okay. One here, one here. Now it's good. Thank you.
Let's go one more time. Control plus, Move this one. Inside air fed rotation,
bring it like that. And Z. Is it? Yes, right quick. Shade smooth. In order to create
these buttons, it will be again one to
two additional minutes. But let me show you. Firstly, I'd like
to align this one. Control plus Z, good Great. Let's go in the solo mode, Let's choose it and take a look. We have to choose shift
left quick, like that. This three, how I say,
we'll waste some time, but qu quickly,
let's go together, and let's go this,
this and that. Now, make sure that you have the median point in the
transform pivot point. Oops, I was very close to
make it be, sorry, quickly. Now we go with guess
what? Of course, E S. Like that good v. From here, we go in
the Ed modifier, sears for bell modifier. Move this one above
of subdivision. It's too sharp, you
like it. I think no. Increase toward two,
here in also toward 0.2, and angle increase
or even more drag the mouse until we it, that. Great in my case is 97. Without width, without width. I a little bit more sharp? What if you going to increase
the amount of segments? No. We'll keep it this one on three. And this one on 0.2. Also we can go to the
profile, increase the shape. This is how it was before. This is how it is right now. Voila, Let's check it. Great. I would like to
make it a little bit more smaller as for scale,
small rotation. Is it inside? Yes? The name
is red button. Let me check. As for a scale,
probably a little bit higher as for a scale. Greek. Nice. I thought this one going to be the most hardest
part, but it wasn't. I hope you did it great two. Now let's go to work that part. Let's choose our panel
like always shift D, then solo mode, then
apply the subdivision, then CI the control plus or actually
minus, delete phases, choose the sloop circle
B for the selection, and delete that one. Choose our panel. Let's call this one F
two, 11 point arrow. Then we go from here
with edit mode, you use everything
es Es at Ciner. Now, let's check the
phase orientation. E. Let's go with the,
use everything out n, recalculate outside. Come back, check off from
the phase orientation. We can work forward. Then we go with
the E to extrude. And Let's come back
from the solo mode to check how it is right here. Great S for a small scale
and X to delete faces. Then choose this sloop, we go with the E S, nice, then ES and G x actually
inside like that. Align, and then we go
the es es Es at center. Control T, right
click shade smooth. One loop, here, one loop, here one, here one. Here, Let me check. Is it? E. Probably I would like
to move this one now. We can go in the Slomde, choose this one out and move it a little
bit inside like that. Great, as for R click, set a region,
region to geometry, individual regions, a
bit more smaller and ale bit ther G. Nice. That button have to be smaller. And that's what we have
at the moment right now. Thank you so much
for your attention. I'll see you in our next and final lesson
from that block. That was probably
the hardest part. The next block is
going to be the most enjoyable because lighting, texturing, it's very enjoyable. So let's go forward.
7. 1.6 Gun's Holder: And our next sorry, last lesson. One thing that I
really want to do is to set a region
into geometry, set a region into geometry, choose both of them as to make it a little
bit more bigger. This one, let me bring
it higher because Y. It could be perfect if it will. My perf gin side want
to jump once again. Three dcursor, U and U. Let me choose them
r gre, great r, g. Somewhere here. Let
me take a look. Now it's aligned more properly. Except this one, it will
be perfect if er ric. Let me rick, like that. Great. Because it really was
very annoying for me, but now I like it, and I hope. Yes, how I say there is no perfect world flow
we're here to play. I want to show you that
I commit mistakes too, and it's not the problem
to commit a mistake. You have to know
how to solve them. That's why we are here. Okay, my friends, that
part and that part. Let's go. Okay, let's
create this thing. So we go to the mesh. Plain rick 90 go
lower like that. And then we go the z z, then let's make it a little
bit larger on the green one, and then choose this one. The edge below, extrude create, then As for a scale, move this one a
little bit higher. Move this one a little
bit on the left. Then one more time
is as for a scale, nice, and then control two good. It will be also good to add one additional loop right here, drag this one on the right, right here, drag this
one on the left. Then we go with the A, choose everything and
extrude on the right side. Ma one loop right here and
one loop in the center. Then Transparent moot,
choose this ops, transparent moot,
choose these vertices, x and delete them. From here, g x, move this one more
toward the center. Then Serge four, mirror
modifier, move this one above. Then in order to get
the proper result, we have to apply all
transforms, control A, all transforms, clipping and merge Valla Control S to save. Right click, shade smooth. Then then what we have to do, I'd like to apply
or actually no. Let me work a little
bit with that. Control er, one more
loop right here. Let's make it a little
bit more bigger, a little bit lower. Let's take this one,
a little bit higher. Let's take this one below. To this phase, turn the
proportional editing, and G, move the mouse wheel inside in order this circle show
area the influence, the more smaller, less
influence you have, the bigger, the more
influence you have. Let me go somewhere here
and just let me like that. Nice proportional it off. I also don't like that part. One more loop, and move it lower like that.
Let me take a look. Nice. Actually,
let me go higher. Let me make it. Let me choose
this entire loop and G, move this one a little bit
more higher than it was. Great. What I'd like to do? Let's apply our mirror and
then subdivision second. Let me make this
one right click, set region to geometry
as a bit more thinner. From here, we go one on an pt. Choose again this middle part, X and delete vertices. Then once again, search
for mirror modifier. A little bit later,
you understand why because we have
to do some changes, and it's very important. If we'll keep the mirror
that we got before, but apply the
subdivision surface, the result going to be bed. That's why we should apply, then add another one. Do it. Let's go right here. We have here a small circle, so let's choose these faces, x and delete them. Then this loop, loop two, circle, then three and an mp. Let's make a small rotation. Let's decrete this
one S, like that. Great. Then we go to the
median point transparent mood, and we go the E x right here. We have the mirror,
press the clipping on and then we go the
Gx and finish it. Nice. Now, if you don't
have the clipping on, they can go more farther. But when you have the clipping, it's like a wall for them. That's why be sure, make sure that you have
a check in right here. Our form is pretty bad. Let's go with one
loop right here. From here, control for the
subdivision surface modifier, now everything is properly. Great. The holder,
let's call this one F two, 12 point holder. The last one going
to be the button. We press shift A mesh, and then we go with the cube. Then you go in the solo mode, and then S greg like that. Then you go in the edit mode, Control a mouse wheel
one time forward. Left click, left click. Choose this phase and
extrude on the Agric one. Then we go the Control two, and then let's go with one
loop here, one loop here. Here and here, one
more on the left, one more on the right, and probably probably
one here and one here. There's one more thing
that I want to do. Firstly, let's come back
as for a scale, go here. You can see the shape here
straight is some small arc. Firstly let's align it as good. Add one loop in the middle. Then transparent mood,
choose these vertices and go with the G ric like that. From here, choose this
one, move them ab, choose all of them three S grec zero and make them
perfectly flat. Because it's stylized, I don't want to make
it completely perfect. I just want like that. Create. Let me check. Now from the side, G greek, S gre, G. Let's call this one F
two, 13 and button. Let me take a look once. There is something probably
what I understood g X as X. And let's have a small rotation like that with this
and with that. A little bit on the
side. Let me check. Great. My friends. We did it. It was a lot of time. It was a lot of hard work, but the block number one, which was the hardest one is finished. I hope you'll
really learn a lot, especially as a beginner,
how we can see. Sometimes you just have to
know some tips and tricks, and that's how you can easily
build things like that. However, I did a great
job, and in the next one, let's say you can call it a vacation because
in the next block, we're going to bring the
lighting, the texturing, and it's going to be the
very pleasant workflow. But for now, I tell you
goodbye and thank you so much. Don't forget to save.
8. 2. Lighting : Hello, everyone.
Block number two, we're going to
establish the lighting, and without wasting
our time, let's start. Shift A, mesh, and plane. This is going to be
the general light, which means S for scale, make it bigger, then we call it the G t and
move this one up. Firstly, let's move this
one in a collection apart, which is going to
be new collection. Let's call this one
Studio Oops Studio. Okay. Then let's
hide our reference, click and hush to hide it. One more thing
that I want to do, let's select our gun and a Z. The reason why in the rotation, we got this type of result
because we have to switch the pivot point toward
the median point. Having everything emphasized,
and move this one. I want to keep this
one on a diagonal one. Something like that. Then one and MPT, g, g, somewhere here. Great, Control S save. Then let's go toward
our lighting. Let's go in the random
mode. From here. We go toward
material properties, having our light
emphasized, press U, let's call this one
general underline light, instead of principle SDF, let me make this one
a little bit bigger. Choose emission. You think that nothing
is changed, not really. We go here in the render and
instead of EV press cycles. Now without our light
and with our light. Great. Then back
to the materials. Let's increase one toward 1.8, and also one very
important thing that we're going to do
a little bit later. Control St save. Let's decrease the
color of our world. Go here in the world properties, color and make it a little
bit more darker like that. Three an NP, G that
move this up, Air, G ri like that have
a diagonal lighting. Great, create. Then we go with the
shift A, light and area. Let's create another window. Right click, Vertical Split, move this one right here. Here, let's hide this overlay, which mean do you see this grid? Let's hide it like that. Now we can see only our gun. Then having our area emphasized, which should be in
the studio, create. We go with the G grid. B. A, move this one toward our gun. Let's go in the
lighting properties, which is data right here. Firstly instead of shape,
square, choose rectangle. Then size x going to be six
meanwhile rig, nine good. Let's hide the plane in
order to see the result. What I want with that
area behind is to create an outline
around our gun. Let's go with color. It's going to be A eb9f8, create and power going
to be 345 V. One MP, I'd like to move
this one more here. Now we have an outline
behind our gun, which will make it better. Probably, I would like to
turn my gun a little bit more like without a. How to di select you. Okay. One more time, only you shift Control E
great great like that. Nice. Pardon, Let's go forward. G, what if I'm going to move this one a little
bit more closer, too much, a little bit
more farther, like that. Great. I think it's great. Then let's switch our
pivot point where this pivot point going to
be around three d cursor. Then let's move our three
d cursor in the center, which is going to be shift
cursor to roll the region. Then having our area emphasized, you press Shift D in order
to duplicate Shift D, er, now move this
one on the left. Let's keep this one right here. I want that line to
move through our gun. Then take a look. It's
beautiful, yes, yes. Left. The color going to be
EDF B E, more greenish one. The power 333, the size
x is going to be four, meanwhile gre going to be seven, and then we go with shift D, Air, move this one on the right. We have three
sources of lighting. Create actually f
with the general one. Here, the color is F two BF, the power going to be 300 and size x five,
meanwhile greg seven. Let me move this
one a little bit. Too much. Okay, I want
to keep this one here. And then come back with
the general lighting. Great. Now we have
three sources of light, which is very good. And let me show the overlay. So where this one
behind, you here. One is on the left. Probably, I would like to move this one from the left a little bit
more closer like that. One. Also this one behind, I want to increase the size x toward seven and
here toward ten. The same thing here,
I want to increase toward seven and toward nine. Good and general lighting. Great. There is one
more thing that we can do is to work with exposure, which means we go here
in s in the render, go lower in the
color management, and here choose
medium high contrast. Great, contra S save. Alla, that all. Thank you so much for
your attention with that block we done,
and in the next one, the most interesting
one, pleasant one, we're going to bring the
texture over our gun. Thank you so much, and I'm
going to see you there.
9. 3.1 Stylized Texture Explanation: Lock number three,
lesson number one. In that lesson, I want more
to explain how you can create what are the steps in order to create a
stylized texture, which will make which will help you in future easier to
apply this knowledge, to acquired knowledge on
your personal project. So in that lesson,
more listen, let's do, but in the next lesson, we will more do than listen. So this is my first gun
that I've created before, and let's go toward our gun that we have at
the moment right now. Also, under this course, you can found the Zip file
with texture images that we're going to use throughout
the lessons. Let's start. Firstly, let me get
this yellow part. The biggest one, let's go with a second window shader editor, drag this one on the right, go in the materials, and let's go with U, and we call this 11 point
yellow underlying part. Then how I say before, more look than do. Don't repeat. Just take a look.
Let's go to the empty, which mean our reference. Let me bring this one here, one, I need the colors. Let's go in the random moot. Let's choose in the
principal BS DF, to the color picker
and take this yellow. Nice. Now go back. Reference, I don't need you
in the moment right now. So let's keep that yellow. Firstly, from the
principle BSDF, we have already a
few useful things. Our gun have to be we
have metallic roughness. The two is usually
what we can work. With the roughness, the
more the less is the value, the more shiny, going to be, the more better it will
reflect the lighting. And if you're going
to go toward the one, it's going to be
the plastic one, which means no lighting
going to be reflected. In our case, I want
to keep this 1.8. Metallic also, now it's zero, which means it's not metallic. If you want to make
it very metallic, you bring this one toward one. In our case, I'm going to
keep this one on 0.13, just a little bit. But at the moment right now
it's still very boring. Let's go forward. Firstly. Firstly. We go
with bump, modifier. If you don't know what
it is, don't worry. I'm going to explain. Then
we go the normal map. And then you go with
the image textur then on the image text, press Control T for the mapping
and texture coordinate. If you press Control
T and nothing was wait a second word screens. Now we can see
everything that I press. If you press control T
and nothing appeared, go in the edit preferences, ds, dons, not wrangler, and check in right here. Before we will go forward, there is one very
important thing to do like a golden rule. If you want your texture to be displayed in a better
quality over your object, the more bigger amount of
polygons you have, Uh, where the overlay, yes, the more bigger the
amount of polygons, the more detailed
it's going to be. In our case, it's not bad, but let's apply our
subdivision surface modifier, which we have apply, and now we have more of them, which will help us to
make it look better. Great. This is the
point number one. Then Let's go into Google and
read about bump modifier. The bump node generates a pubit normal from a high
texture from bump mapping. The height value will be sampled and the shading point and two near the points
on the surface to determinate the local
direction of the normal. My simple question,
did you understood, if your answer is
no, we me, neither. I am not that good in all
of this hid terminology. My simple explanation for you, bump and normal map
are two nodes that help you to make
your object better. Do you need something more? This explanation is very simple. Now let me prove you that I
know what I've talking about. Let's connect normal
toward the normal. How we can see the point colors are similar
and for some reasons. We go firstly before them. Let's bring our textures. We go toward the open, search for the folder
with references, s with textures, and bring the texture. Let's
go number one. Great. Let's try to connect
a bump normal with normal? Allow right here and
color with height, which is very
important with height. Something interesting
already appeared. Nice. But what if I'll try to bring the normal map
in between of these two? The result is different.
You can see the scratches, but it's not so deep in
comparison to how it was. My explanation for this one. When you connect
the texture image with bump without normal map, you're telling to your object
to the blender that you want your object to be covered completely
with the texture, displaying this one in
the three D format, which mean we have the gaps, we have the bumps, and
already as the real object. But when you bring
the normal map, it work with the colors
of your texture, which means we have
black and white. In our case, he don't
read the black color. The black color is
read it as a surface. Meanwhile, he use
only the white one, which he apply over our object. That's why we can see
only the scratches. Meanwhile, when we connected
without the normal map, it was completely
covered with a textur. So I hope this explanation
was more than enough. If you didn't understood, display without and with and you already can see
that big difference. Then, what is also
important to do? To color space, to
choose the non color, in that case, it is
displayed much better. Also, there is the
thing like invert. So let me diconnect. How I cut is I hold
control and right click, that's how you can
cut the connection. And bring the color
toward the height. If I'm going to invert, that means that
everything is above, the surface is going
to go in and every what is going to go above, which means the vice
versa? Take a look. Bam and bam. Great. I'm going to keep
this one on invert, and strength is
something that you can decrease the influence or you
can increase the influence. I hope it does make sense. Very important thing
like disclaimer to say, my memory ain't perfect. That by time to time,
I'm going to look at my previous project to
see the data settings. Use texture number one, Let's work with the scale. But before we work with
the scale of our thing, I want to reconnect first. We have to UV unwrap our object. Because how we can
see the texture coordinate UV is connected. What is UV unwrapping? Let me go here. Let's
go to the UV editor. You turn your three into two D. You turn your three D
object into two D image, and you bring the data, the information from the
three D to the two D. First, let me bring the
overlay, our object. Let's go to the
edit mode, press U, and I select Smart
TV projection and you probably will have
30 or 33, bring the 66. Now, that what we have. We have a map of our object where we can display the information
from our texture. Now, come back to the shader
editor, and let's start. The scale 4.2, Meanwhile
here is 3.5 and 3.5. Another thing that
is very important. You have always to apply the scale rotation
and everything from when you make our object bigger or lower, you stretch it. We have to apply the scale
location and rotation, you press Control A and
choose all transforms. The result again going
to be displayed, especially if you work
with a particle system to create hair or few. This is very important. Always remember
that golden rule. Let me go forward and let's
check what I got also. It was connected
toward the normal map. Here, the strength is 0.6. And that's all great, let's go here and how
the strength 0.6. Now because we have the
normal map, connected. I just want to have
a few scratches over our object as
in the real life. Does it make sense? I hope yes. Here you have also the
texture a few settings. You can make it the projection
like flat box, sphere. I think the sphere
going to be the better one considering the
shape of our gun. But for some reason,
I don't like the final rest.
What I've got here. I keep it on flat. In that case, I don't want to
waste too much of our time. You can, of course,
to play around. No one is telling you
no, especially me. Let's go forward.
There is the thing. With that, I explained, I hope everything here is clear. I hope you're satisfied with the way how I'm telling
you about all of that. Again, remember, bump is something that help your
object to turn into something more
realistic to display the texture more detailed. I'd like to decrease
personally toward 45. What if I'd like to switch the rotation on the
z axis on a 45? Create and on the
ric one toward 25. It's just the rotation of the
texture around the object. Now it's good and now I'm
going to increase this one, what if I'm going to invert. Now, all of these bumps
are going inside, which is cool, but
I want scratches, I'm going to keep this
one a back toward 0.6. Great. How I say, I hope everything is clear. Now let's go forward, we go toward the subsurface, and Here, there's
the thing like wait. Let's go toward the
Google and let's ask him, what is subsurface scattering,
which is this one. Simulates semi
translucent objects in which light rays enter
bounce around blah, blah, blah. Very hard. If you like all of these
hard words, no problem. For me, when you
increase the weight, it interact better
with lighting, which make your object even more realistic than
it was before. Does it is it simple? Yes. I'm going to keep
this one on 0.45. Now, the result probably, but actually, you can
see the difference, small but difference. H. Let's go forward. That was one side. Great. But there
is two more things that I'm going to tell you show you and let's do them together. Firstly, the base color, I want to make it
more interesting one flat color and for us. We have to make it stylized, so I want to create a gradient. How we can do this one? Shift
A, gradient texture one. Then we need color ramp in
order to set the colors, and then here you press control T for the Mapian
texture coordinate. Connect the color with a factor. For this what is this
color? White? I forgot. White. Color picker,
choose this yellow. I say our yellow,
and for the black, we the reference, here the reference black and
choose this orange one. Let's say this one. Great, come back toward our
gun. Here you are. Let's connect color
toward the base color. Nice, is it? Honestly, I'll already like it, but of course,
let's play around. What was my settings
here spherical, Firstly, let's switch them. Let's go like that. Then let's
choose instead of linear. There is a few ways
how we can display it. We're going to choose
spherical one, and we have to play around. Probably I'm going to keep
the different settings. I want the why you want to be more here and the
yellow more here. Let's play around
with the rotation. I played around a little bit in order to not
waste our time. There is nothing car you
don't need to be advanced. You just have to found the right location, right rotation. My advice for a future, when you work, for example,
with a color ramp, let me shift the
duplicate and here, for example, choose black. And let's say white, two, very contrastical colors. In that case, you're
going to be much easier, for example, to see
the difference, how the light is applied, and many and the
other things too. It's easier when you have
two very different colors. That way, let me come
back, let me delete you. Let me go toward with the orange one more closer, yellow one. There are my settings. You can put this
tutorial on pose, copy them, or of course, you can bring your own
creativity and bring your own. Because my purpose right here and to give you
the step this step. I want to give you a comprehensive explanation of how you alone can create
a stylized texture, and we have one more control S. One more thing to do is
to work with the roughness. Roughness, if you remember, it's all about how the
object reflect the lighting, but we can make it even
more interesting. How? Let's copy the color Rump Shave D. Let's go with
the texture imaging, Shave D, and control
T. Then we go Here, actually delete
that color rump and let's create another one, just color rump with a
shift A cord. Take a look. From here, connect color toward the roughness and texture
one toward the factor. Instead of texture one, let's choose the texture three. Color space, choose non color, and what Let's go
with colors here. Let's bring it more
closer to each other. So once again, it
use the information from your texture
having the colors of you see of this white, gray, black, and
it start randomly to display all over
your object how. So how you can see,
we have this type of spots let me show you without
to make it much better. So we just have a simple color of yellow and orange.
Yes, what we got before. And I'll pay attention. Let me hide the overlay. Pay attention to our
color now roughness, and we have our spots
from our texture, you see, there is more
lighter, there is more darker. This is the number one. Th number two, you can
see is very reflective. We have to decrease the
black one in sorry, not to decrease to increase more toward gray in order to not make that so shiny because I personally don't want to
keep it so shiny like that. Even more more more
experiment. Like that. Also, let's increase the
scale of our texture. It's going to be 2.9, 2.9, 2.9, and 2.9. Remember the texture
coordinate here, you have to get UV
connected with a vector. Now let's take a look
more closer, what we got. Ctrl S. Let me check. M, we have a lot of spots
which randomize our color, considering also our scratch, considering also the color, the gradient texture, and take a look of what we got before. Let me go with wait a
second. Let me show you. So let me cut Before we just have one
simple yellow color, which is okay for a Q three illustration nice
and take a look what we have right now when we have
here, here, and here. The difference is day night, and I hope you are very
satisfied what you I'm not My main focus is not
like being very satisfied. I want you to acquire
new knowledge to feel the difference in your skills before that class and
after that class. So take a look. This
is the reflection, so these points they all
steam from that no chain. Great. I think I explained
everything that I wanted. We'll have some
different things, but that is our result. That was my
explanation of how to create stylized texture
for our object. Thank you so much
that lesson was big. I don't I don't try
to sound smart. I try to sound simple with
all of my explanations. Thank you, and I'm going to
see you in our next lesson.
10. 3.2 Metal and Scratches: Part two. Actually,
the information that I gave you before was more than enough in order to leave you alone and
create everything rest. But I've decided,
let's go together with this one because I
have a few more tips and tricks that you can use. So let's start with that gray
part with this tube pipe. Go here, material new. Let's go two point tube. Then where our
reference show overlay, let's color picker, the
gray one. And let's start. Let's start. First of
all, let's increase the metallic toward 0.7, roughness, I'm going
to keep like that. Subsurface will touch
a little bit later. There is one more interesting
thing that we didn't apply on this one because we didn't have the
necessity for, but it's going to be
useful with that one. It's going to be the
ambient occlusion. We go with the shift
A, ambient occlusion. We go with the color rump. We go with the mouth.
Bring it here. Yes, va la va, and we need a mixed
shader. Right here. B the mix shade right there, and then we go the color
toward value above. Then value with factor,
color with factor. Now we have to change the so. What is the ambient eclion? Actually I should just
start with that one. In my opinion, in my
interpretation, ambient clusion, work with shadows of the object and help it to
make it more realistic. I found a good explanation
when you Google it. In graphics, ambient clion is a shadowing technique
used to make three D objects look
more realistic. Actually what I said. Be simulating the soft
shadows that should naturally occur when indirect or ambient lighting in cast. Out onto your scene. There's the thing of how
the ambient clusion work. You can take this website. For example, without, you can see the shadows
are more pronounced, and that helped, for example, to make the colors
more emphasized, once again, with no
ambient with ambient. We're going to do
the same right here. Let's pitch the colors. And let's go more closer,
take a closer look. You can see here it's
more emphasized. When you take a
look right there, if I'm going to bring the darker more
closer to the white, take a look here and take a
look now, it's more darker. Samples let's increase to
two in order to make it more emphasized. Let's play around. Let's bring this one here, this one more a
little bit closer. Not really, because
in that case, the shadow here is
very pronounced. Go toward the subsurface, weight increase toward 0.4. How I say once again, ember inclusion is just
an opportunity to make your object more realistic
for more deeper explanation. You can go on that website, take a look and read
it great, great. Then I'd like to add the bump. Modifier without normal map. Then we go the image texture, and then we go with
the control team. I want to be sincere, I four t one very
important thing. We have to unwrap. We go the A, U smart. Now the result going to
be different when you're going to connect the
bump toward the radius, the color toward the height. Let's go with open, choose the texture number one. And let's take a look
of what we have. Let's also make sure
that steam from the UV. Let's increase five,
five, and five. I couldn't understand why I
don't see the results and I didn't notize that the connected normal
toward the radius. Sorry, connected normal
toward the normal. Now we can see the
results. It's 555. The strength decrease toward
0.24 and invert contra. Let me take a look. Now, our object, our tube is covered with
these small things, which make it more interesting. You can add the normal map to see the other result that
you can also achieve, but I personally just don't
want it I like in the way how it is displayed only
with a bump modifier. Then we can go toward the color. I'd like to make it a
little bit more brighter. Like that. Great the
roughness toward 0.47. And that's what we
got for our tip. If I will make a lesson
apart for each object, it will be we will
spend a lot of time. So let's create also the
texture for the black one. How? Emphasize the black
part from that one, go with the shift left
click on the tube, press Control L,
and link materials. Now they share the
same materials. Then go toward that black part, go toward the materials and
duplicate it right here. Then press three point black
black underlying object. I don't know how
to call this one. Now we have all of
these nodes which save our time in order
to bring them always. What we can do is firstly to switch the color to make
it more darker like that. Let me hide the overlay. Let me take a look on
the surface grade. Here we can increase the strength just a
little bit toward 0.3, and decrease the scale
toward 2.32 0.3, 2.3. Nice. Let me take a look. Hh Also, of course, of course, my memory. We can go we have to apply our subdivision surface modifier apply, then one more time, A U Smart TV Project C. Now
the result is different, and there's one more thing. I'd like here the time
to add the normal map. So I'm going with the
normal map, bring it here. Now only the white party displayed from the
texture over our black. Great. Is it? Yes. What we can do also, and let's go with this what is the name of the thing If Bolts? Let's call
them like that. Also emphasize them. Shift left click over the tube
Control L link materials. But of course, what did I forgot is to go
in the edit mode. The subdivision is enough. We don't need to apply U, Smart. Let me show you,
don't do this one. Let me show you why
it's so important. Take a look of how texture is displayed at
the moment right now. Let me decrease this one to, for example, two, two, and two. Okay. That one thing. Now
let me go to the edit mode. U, smart TV projection, k, You see, that's why
it's so important to keep to have the AV projection. Now you can increase the scale. You think that the result before was better, but actually no, that result is
better because now it's more deeper the way how the texture influence
over the object. Meanwhile, with the
previous one, it wasn't. So now let's increase
15.55 0.55 0.5. And also I want normal map. Let me bring it here. I want instead of this texture number one that
we used more than enough, to use, for example, texture number three, why not? Let me increase the
strength toward 0.4. Let's take a look
of what we have. We can see a small scratches. Remember that from when
you're going to zoom out, we will not see all
of these details. Don't overwhelm your head. Probably I'm going to keep
this one toward 5.2 s 4.2, 4.2, 4.2, a little bit more. Also, when I start to work, I love the process. Let's actually create a sm
gradient for For our bolts. Let me go here, connect the color ramp toward the base color and let me check, make one very black, and another one, make it white. Cration toward zero.
Now let's play around. I definitely don't like it. But that one is k. Here, instead of generated, we have to connect U V
toward the vector, alla. Now let me keep this one
on zero, zero, zero. But greek going to
be on minus 05. What about? No, you're
going to be on zero, one. What about nothing, and x. X also keep on zero. Then we can go toward what if I'm going to keep the
quadratic sphere. Now keep it on spherical. Also, we can make it bs plant, which means the gradient in between of them going
to be more soft. I'm going to keep this
one more here and here. Now let's switch the colors. Let's make this one
more toward gray, and the black one more, for example, ops, I didn't
choose the right one. I told about you. I want you to make it a little
bit more brighter, and you, for example, to make it a little bit
more brighter also. Let me switch them. P. Let me bring the colors a
little bit more closer to each other. Let me take a look. Okay. Small difference, small things. But when insmmation, in total, they always bring a
much better result. Probably probably
the metallic one. I want to increase to 08. Now I'm good. Let's take a
look of what we have. Great. One more lesson is done
Control as to say. Thank you so much
for your attention. We actually can
see the gradient. This part is more lighter, this one is more darker. The tube is very cute, this one is very good. Let's go forward toward
our next lesson. See you there.
11. 3.3 Ambient Occlusion: Lesson number three, I suppose, and take a look at the
results. I really like it. Sometimes I like that work even more than the previous one
that I do before the class. However, I hope the most
important U are satisfied, be your own result, and of course, be how I teach. Let's go toward the
orange part. Yes. Let's in that case, choose this one overlay on. Shift left click on
the yellow part, and then we go the Control
L and link materials. Then go toward this one, go toward the materials
and duplicate. Let's call this 14
point, orange grate. From here, of course, let's go toward the edit mode. I think we can apply
apply the Bevel first, and then apply the
subdivision second, and then we go to edit mode, U, Smart TV project. Now come back. From here, cut with Controller right click, then we go toward the color picker and
choose the orange one. Nice, the metallic, I'm
going to keep it on 0.1. Meanwhile, the
roughness, let me. Let me see what we have. Firstly, firstly, let's go
to the texture, right here. Let's choose into texture
number one, texture. Let's try texture
number five. Why not? Instead of SRGB, go to the
non color and let's check. We have some
scratches right here, but I think which aren't bad, but what if I'm going to cut the normal map color to
the height of the bump? Let's take a look. Okay. Firstly rotation, zero, zero. Here, let me go to
six, six and six. Let me make it more smaller. In case if you don't
understand how for example, the scale work, when you
have the lower value, you extend your texture over your object and when you
have the smaller one, like you increase the value. In that case, you
decrease the scale of your texture and it displayed more often
and more detailed. I think this one is too much. I'm going to keep this 1.2. Probably, I'm going to keep
the normal map in between. What if I'm going to not invert, check off? Let me take a look. It Let me try another texture. Let me try the third
one which I like. Let me increase toward
0.3. Let me check. Let me decrease the
scale to 4.4 0.8, 4.8, 4.8 Is it good? I've decided to keep
this one on 2.2, and here I have the
normal map 0.3, and no big difference, but however it is. Then we connect color
toward the roughness. Let's check what we
have right here. Instead of texture number three. I'm going to keep the
texture number one. Let's take a look more closer. L et me bring the white a
little bit more farther. This one more closer, and a little bit
more darker juice a little bit more in order to
make it more reflective. Here I'm going to keep
this one on 1.7, 1.7, 1.7. Great. Not a big before and
after, but however, we have some small things, for example, that
cover that part. We can see already
the small details. You can see the small scratches. Right here, right there,
this is this stem from the reflection and this
stem from the bump. Great. Now I can see
the re. Now I'm good. Well, what we have more,
we have that part. Let me bring the
overlay on control S. From here, copy, go toward
the orange one, control L, link material, then we
go toward the materials, duplicate, let's
call this 15 point. Bach. Then let's copy the
color of that Bag one. Nice. I'm not sure if I want here, probably I'm going to decrease because the patch
is very simple, I'm going to keep
this one on 02. Then let me bring it more
closer. Let's see what we have. I'm going to increase
the scale to 3.5, 3.5 and 3.5 grade more
than enough for me. Actually, we have to
Smart TV projection. Now, everything is on point. And except actually no, decrease the metallic one toward zero because the patch metallic. This is very important to
keep and also decrease the weight toward actually
zero, zero, five. We don't need to keep it heavy. Then let's go toward this one, choose this shift left click, and the last one
shift left click, the tube control
L link materials. Then we go here and
let's go duplicate. I suppose it's six point I'm
going to call them circles. With all my respect, I don't know what
type of other name. Here also shift left click
Choose circles. Nice. Here then we go toward
subdivision apply here. Make sure that it
is applied on both, one time control two here, one time control two for
an additional subdivision. Then we go toward the edit mode, Smart TV projection, and the same for this one,
Smart TV projection. Nice. Now let's go toward
the ambient delusion. I want to keep this one
more darker a little bit. Too much. I suppose we have
to change them with our colors or not probably. Let's play around.
Let's play around. Firstly, the colors, I want to keep them a little
bit more brighter. I'm going to keep this
one where you are. I'm going to keep
this one more blue, No blue, but white. This one more toward
the darker one, or, bring them more on the left. You have the gradient
texture here. I think This one. I remember when we did the
color gradient for bolts. For some reason, probably, I didn't date, yes,
I didn't duplicate. Now they share the
same material, and that's why our tube
also have the gradient. But you know what?
I actually like it. That's sometimes you can make
that type of random stuff. Or what if I will control, right click and let me
keep it with one color. Meanwhile, here the
bolts duplicate. Let's call this 17 point bolts. Let's go to the color for the base color.
Now it's all good. Back to our circles. Probably, I'm going
to keep it instead of spherical diagonal one. Yeah. Let me check. Very nice. Let me make this one a
little bit more brighter. And this one is a little
bit more darker, like that. Great. Then let's go
toward the texture. Here I want to keep the
texture number one. Scale. We're going
to keep it on 555. Let's go toward the bum
strength toward 0.5, and let's take a
look what we have. I can see the
scratches, here, nice. We can bring the
reflection part also, not the reflection
but the roughness. Here is all good. Yes. Probably I'm going to decrease the scale toward 3.5, 3.5, 3.5. Then from here, go
toward the orange part. This one that we no
chain that we used for Roughness, go here, V. Copy that one. Once again, copy this control C, control, V now is good and connect the color
toward the roughness. Great, great, but I'd like
to extend 1.2, 1.2, and 1.2. Let me take a look. One more thing, Let's increase this one to not
make it so emphasized. Let me keep this
one a little bit more farther from each other. Control C. Let's
make one more thing. Let's make this panel. Once again, I remember that you don't have to
copy me completely. I bring you the knowledge, I bring you the material. You can work even without me. But let's go forward
toward that part. Let me copy shift left click, the circle Control
L link materials. Then we go toward the materials. Having this one
emphasized, duplicate. I suppose it's
eight point panel, and then let's go
toward the colors. Here, I don't need a
gradient. I don't want it. Just one flat color, go here, color picker and
choose this gray one. Then don't forget to
apply the subdivision. Apply one more time
Control two edit mode, U, Smart TV projection. Great normal map is. What I'd like to do is to
decrease this one toward 0.25. Then I also would like here
to keep it on one, one, one for the roughness and to keep that white
more closer to this one. Meanwhile, that to make
it even a little bit more brighter. Let's take a look. What if I'm going to keep
this one more further. Now it's not so emphasized. That what we have
for, I suppose, lesson number three,
antral S to save. Thank you so much
for your attention. We are very close to finish it. I hope you're satisfied
and let's go forward.
12. 3.4 Gradient Texture: We are very close.
Take this one. Let's do in this less and, that, that and that, and in
the last one, this one. Great. Let's go here. Shift left quick
on the black part, Control L link materials. Then choose this
one, the holder. Yes, C in the
materials, duplicate. I say duplicate, please, and then we go to nine
point holder. Oops. My PC starts legging. Probably he is tired
and it's too heavy, but it is what it is.
Let's finish the work. Go to the color picker
and choose the color. Nice. I think one of the reason that one
of the reason that can make your PC tart
is also the subsurface, so the weight is
going to be here on zero because this is the plastic one and also decrease the metallic
toward probably 0.03, we don't need it anymore, and the roughness
increase toward 55. Then in the rest. Of course, we have to let's
check the topology is nice. Let's apply the mirror first and don't touch
the subdivision, then go in the edit mode. I say edit mode, A, to choose everything and Smart
TV projection, then press. Now everything is displayed
better than it was. Then we can go
toward the mapping. I'm going to increase
this one to three, and three, and three. Instead, the texture number one, I'm going to choose the texture. I'd like to choose the
texture number three. Yeah. Create The same goes
for our button, Let's take the button. Let's check subdivision apply. Then we go toward the edit mode, H everything Smart projection. Then emphasize the holder, you press Control
L link materials. Then we go toward the button, which check the material, duplicate this one, and
let's call this 110 point. Button great. Of course, the color have to be red. Then let's cut the
ambient inclusion because we don't
need it right here. Let's actually delete it. We don't need it.
My PC is lagging. Well, it is what it is. We have to be patient, then connect the BSDF
with the surface nice. I'd like to increase a little bit the color of the tread
because it's too dark. We don't need it to
keep it very dark, so just make it brighter
like that nice. Take a look. Great job. Then here on that button, we will use the
ambient inclusion. Take that button, go
toward the circle, or actually go toward the tip. No the circle but the tube. Then we go toward control
L link materials. Then go toward the red button,
duplicate the material. Then let's call this 111
red button underline above. Great. Then of course, let's check the topology. Let's apply the bevel. Let's apply the subdivision, and then we go toward the edit mode A, smart TV projection. Then we go toward
the principal BS dF. Of course, let che the color picker and lets choose this red. Now we have to work a little bit with the ambient clusion. Let's go here, the metallic
part is too strong. I don't like it. Let's decrease
the metallic toward 0.02. It is too much. The
roughness is enough. The color ump, what
if I'm going to move the black a
little bit more in? Let's here also decrease
the value toward 0.1. To. Now, the shadows are a
little bit more emphasized. Let's bring the black
a little bit ab. You can see the difference even through that poor quality. Let's move white
a little bit more farther in order to make
it a little bit more soft. Let me take a look right now. Okay. Now the shadows
are more pronounced. Then we go toward here. Let's check the strength. I'm going to decrease
todo 0.25 texture, I'm going to switch on
the texture number one. Yeah. In order to add some scratches, and that's what we have. Probably in the mapping, I'm going to keep it on
four, four, and four. And we finish with this one, how we can see my
PC for some reason, and very happy with what we do, but let's finish
with that lesson. What can be a solution in
case if your PC is dying to is just to hide something
with what we don't work. This one and this one great. Now we have on that
one now is better. Let me. Take the
circle and hide it. With this one, we have to play
around a little bit here, so take a look, or what if I'm going
to keep this one for the next lesson in order to make it a little
bit more easier? Probably that's going to
be a better solution. I'm going to see you
in the next lesson, where we're going
to create this one, and probably this
one, see there.
13. 3.5 Two Materials in one: Hello. So we are very, very close to finish this one. In case if we have some
noise on the background, I'm sorry but the rain started. This is the weather
that I got today. But it will not hinder
us to finish our class. Choose the panel. Go here, control
L link materials. Then here we have things to do. First, we have to duplicate, let's call this 112 panel, and then firstly, we don't need an ambient
inclusion rate here, so choose it and
delete it. Great. Then connect the principal
SDF with the surface. Also, I would like
to cut these two. We don't need them at
the moment right now, Let's go like always and apply our subdivision surface
modifier then added mode, added mode, I say, As
everything, Smart TV projection. Great. Then, in case you've never created two
materials on one object, take a look base color. Let me make it a little
bit more brighter. The scratches are kind a nice, but I want the
texture number three, and I want to decrease
the strength toward 0.2. Great. Now it's good. Very easy. We go toward the
simple viewport. We go in the edit mode, choose these vertices inside. Then we go with the control
plus on the NPAT still here. Great, and then you press plus. Make sure that you are still in the edit mode, you press U, then let's give it
a name 13 arrow, and a sin now come
back in the render. Take a look. You have two
materials over one object. Simple, Yes. Go with
the shift A image. Search for image Textor, bring it here, connect color
toward the base color, and in the folder under
this class, in the texture, you can found an image, which name is ero scale. Great. Then open the third
window horizontal split, move this one above. Here search for UV editor Valla. Then make sure that
go in the edit mode. Keep it, keep that one. Ow important thing to do, having this one emphasized, you press U and unwrap. Then we have to align our
image over our topology. How we can see the
image is repeated, and what we have to do
is to go in the repeat, bring the extent nice. Then having our topology
emphasized press Z 45. Or r -90. Grate r -45. Very close, s minus ten. R three, just align
it s minus one. Then we go the Sp scale, make it a little
bit more smaller. Not good enough. We
have to go with a G, G greg lower, like that, then one more air rotated, nice and a little bit
to scale more inside. Create. Did you move this
one G x on the right? Great. Let me take a look. Mm. Okay. Let me let me
work a little bit more. Spend your own time trying
to align the image. Let me check right now. A little bit more on the left. Great. Now it's good that how, you can easily bring the image or two materials
over one object. And let's finish our lesson from that block with that part
only in the next one. Thank you so much
for your attention. We're going to bring
some new things, and I'm going to see you
14. 3.6 Glass Material: Hello, e one and welcome
in our last lesson, where we're going to
texture this bluetooth. So turn on the yellow
sphere. It looks very cool. So emphasize it, edit mode. Then from here, we have to do
one thing before we unwrap. We have to create a seam. So you go to the H mood. You choose a random
Sam in the sinter. Let's say this one
out left click. No. Yes, so make sure that one is here and one
going to be here. Let me choose another one. Go above seven to
take a look above. We have that plane.
Let's hide the studio, and let me check. Okay. Okay. In that case, I'll shift left
click on this one, and then let's connect it. B shift left click,
here, here, here, here. Here and here. We need one line that is moving throughout
the entire tip. Then we press right click. Mark Sm, create. That line have to turn red. A to just everything and unwrap. Nice. Then come back
to the render mood, then turn the studio on
one, and let's start. Good. Go in the materials
and create an EU one. Let's call this 113 blue tube. Great. From here,
principal BS DF, move a little bit more far. We need shift A, glass BS DF. And also mix shader,
which have to be green. Bring it here and glass
connect to the shader below. Nice. Where is our
reference? Yep, it's here. Those the principal BS DF, color picker, and
choose this blue. Good. Let me check. Nice. In case if you don't know,
how does it work? When you drag the
factor on the left, you tell to the blender
that you want the node above to influence or say
only to be emphasized, and the vice versa, if you
drag the factor on the right, you mean that the shade below have to be emphasized and only. In our case, it's going
to be 0.80 like that. Let's go forward and let's
increase the metallic part toward 0.1 roughness
toward 0.45. Then I always bump
modifier normal map. Image, texture and control T for the mapping and
texture coordinate. Connect bump toward the normal here toward the height and
color toward the color. Let's go to open, and let's search for
always texture number one. Great, from here, I'm
going to the scale. I'm going to increase
on the x13 0.2, and gris going to
be 1.6 and 1.6. Let me check. Let me
turn the overlays off. Nice, the result is nice. Let's go with invert the first, and then the strength
going to be 0.45. Also, go, here the
color, perfect. This is how it look with
normal map without, let's take a look quickly. I always. It's interesting. It's remind me the window in winter when it's
covered with the snow, when it's very cold, so it's similar to that effect. But I don't want it, so keep the normal map in
between of the two. We also can direct the shade a little bit more
toward 0.7 like that. Let me just see. It's not bad, but probably I will
still keep it on 0.78. Great. Then we have one
more thing is color Rump. And copy the image with
texture coordinate, Shift D move this one above. Then we go with the
color toward the factor, and from here we go color toward guess what,
roughness, nice. Let's play around
with our texture. Here, I also like to increase
the scale toward four, four and four of. Then let's Let's firstly drag the factor straight
toward the right, just to see the effect
of the roughness. Also, we can cut for a moment, control, right, click the pump, just to see the effect of
the roughness. Too much. What if I'm going to
switch the colors? Mm hmm. So if I'm going to make
the black more lighter, I'm going to turn it
more into the plastic like that you see,
and vice versa. I'm going to keep it on
the gray on the dark gray. The effect is small,
but the effect is, so you can see some spots here, a spot here, some small
things here and there. Nice. Then let's come back the
bump toward the normal. Let's drag the factor to 0.77. And this is what we have at the moment right
now. We finished. I suppose that was the shortest lesson
from the entire class. Let's check everything.
Bring the collection. Boom. Tube bolt patch
button holder create. If you didn't know,
you can press control space bar and bring
it to the entire window. Let's take a look.
Look very interesting. I really like the final result, except the red button because the ambient declusion
is too hard, so I'll decrease it. But in rest, take a
look at the scratches, take a look here,
take a look here. I hope you're very satisfied
with your final result. If not, take your time
and do your best. But my main goal was to
show you how we can easily create and blender from
nothing, something like that. See in the next lesson, where are we going to render it. Thank you so much
for your attention.
15. Final Render : Could you say that we
are at our final lesson, like the real one,
like the final final, where we're going to render it. This is our final result. I enjoyed how I say before, control space bar and come back. Let's establish the
camera show overlays. We have the camera here in case if we delete
it at the start, just bring shift A and
series for camera, and then a very easy way
how we can establish it. We don't need you
anymore like that. The very easy way is control. I don't have the
screen cast great. Control Alt plus on the pd. That's how you can establish it. Then we go n for the site menu view and check in
on the camera view. The border is red, that
means that you can move being in the camera. I would like to
choose that angle. Check. Great. Search for your
own angle that you like. Then when you finished, just check off from here. Good. From there, we
go in the render mode, and let's check two things. We have color management, and this is how we
look with the AG X, and that how it will
look with the film. The difference is
in the exposure, so choose which
one you like more. Less time I render
it with AGX, or no, less time I render it with film, this time I'd like
to render with HG X. Then the exposure I
will increase to 0.03. From here, go up, and the very mortan part
is the amount of samples. The more samples you have, the more better will be
the final result. So if your PC is weak, you can keep it for
for a few hundreds. In our case, I would
like to keep it on 2000. It will be more
than enough for me. Then let's check if we don't
have Anything to hide. Make sure that the
eye and camera they both are or on or off. In case with the reference, hide it completely, and
rest, everything is good. Let's make a test
render quickly. For that one, decrease the amount of samples
toward three. Quickly go here, render image.
Let's see what we have. All good. There is nothing Probably the one thing that I would like to zoom
in a little bit more. Great, that what we
do the test renders. N camera to view one zoom in. Probably one zoom out. Increase toward the amount
of a sample that you want, and that actually all of my
settings for the render. Then you go here,
render render image. See you after my render, going to be done. My render is done, and
this is my final result. After yours done, you go
to the image, S S, folder. Let's call this one
styzed ops, stylzed. Gun render one. Save as image. You can also try from
different angles to render this gun and to
ring a result here. Thank you so much
for your attention. In the next lesson, like s, I'm going to tell
you what going to be your homework S there.
16. Congratulation and Homework: Hello. So how I say for the
homework that we have to do. Firstly, I hope you acquire
it more than you expected. I hope you feel that you jump on a new level because we
for real learn a lot of useful skills that could
be applicable not only for your project that we did
throughout our class right here, but for your personal ideas too. So the homework is two options. The first one to create this type of gun,
using the reference, and using all of the lessons
that we got in that class, or you can go in the pinterest, search for stylized
illustrations of guns. Wherever you like, and using the Tips and trick that we
learn throughout our class, create your own three d version of that class and upload it. So how I say before.
Thank you so much. Happy that you did
it till the end. We'll be happy if
you really enjoy it, and see ya. Goodbye.