Transcripts
1. Introduction to Motorcycle Creation in Blender 3: In this tutorial
series will be created an awesome futuristic electric
motorcycle from scratch. We start off by putting
the reference images of our motorcycle in
which 3D Viewport. Next we'll model the
motorcycle chassis and decide she'll will learn to use the shrink wrap
modifier ship perfectly placed objects on
non uneven surfaces. Next, we'll learn to model all
the motorcycle components. The tires with the
thread on them, the suspension with the spring
and the front suspension. Motorcycles steering,
the break handles, and the brake disc and
so much other stuff. Once we'll finish modelling, our bike will learn to tax rate, will be creating a variety of materials starting
by the paints. Will urge to create an awesome
realistic base material that you can assign
to any vehicle, will also create other
materials like steel, copper, the fiber, and the
rubber for the wheels. To finally, we'll
work on the lighting, will set a good
studio lighting setup for our motorcycles seen, I promise you this, the
process of creating this motorcycle is
really fun to do. You will learn lots of
stuff along the way. So if you are interested, join
me and let's get started.
2. Putting together the Motorcycle References: In this first lecture,
we'll be placing all the reference
images were born motorcycle in between
the viewport. So let's get down to it. Alright, so here
we are in Blender. So I'd like to do first is
to bring the references. So I got this folder
that has five of these references of
this nice motorcycle. So we're gonna be
using them right now. So the first reference
that I like to use is the first one, this one. So simply I'm gonna
go back to Blender, press a X to delete everything. And I want you to jump into the right orthographic
by briefing tree. If you parse tree
can be on the right. If you press one, you're
gonna be on the front. Also, if you press seven,
going to be on the top. So on the tree, I'd like to simply drag and drop
the first reference. You can simply drag it like this and let's zoom on
it a little bit. Press N. And I'd like to set it to, we can select both of those locations and
set them to zero. You have it centered. But actually that's
where they actually do is to take our reference, check it up or lipids Intel, the wheels can sit
on the green axis. So as you can see, what not able to see
beyond this image, which we can do is to
make it transparent. I'm going to just go to
the Object Data Properties and I want you to
check this opacity. So as you can see right
now, we can see the grill. You can see this green line. So if we take our bike
reference a little bit up, you can see it's
gonna be a little bit off on the left side. So what we can do is to spin it. I'd like to spend it on the X. So X like a span of just a
tad, something like this. And after that, we
can move it down. So let's move it down here until both wheels are
selling on the green axis. Perfect. And since we don't have a
front view of our motorcycle, I kept looking for it by unfortunately, I
couldn't find it. So we're going to rely e.g. on the second or the
fourth reference. Or if you hover your mouse to this area here we can
see this plus icon. So this allows us
to add a new bell. From the bottom up. I can click and drag up. And I want you to switch this. We can click here and switch
it to the image editor. So right now we're going to
be able to drag and drop some images here and see them
and use them as references. Alright, so let's go
back to our folder and I would like to simply drag and drop the
second reference. So this one is going to allow us to take a look and
have an idea about the shape of the
side of our bicycle.
3. Set the Real World Scale of Motorcycle: Before we can start the monitoring process
for motorcycle, we need to give it
real world scale. So basically real-world scale is essential if you want to apply some physics or make some
realistic animations. So in our case, I don't have any information about the
measurements of this bike, but there is a trick. There is a trick
then we can apply. So we know for sure
that the tires desires are common across
multiple motorcycles. So based on this side is
on the size of this side. We can have a pretty
much good idea about the entire size of
our motorcycle. So in this example
we can see that the rim diameter is 18 inch. So if you convert 18
inch into centimeters, we're going to get
45 centimeter. So let's go back to our
reference over here. I would like to put the
cursor right at the center of our front-wheel,
something like this. So Shift a and let's go to Mesh. And I'd like to add a cylinder. I've actually spin
this and under edit mode on the y-axis. So our y. And let's type 90-degree exoskeleton way
down until it fits the rim for motorcycle little bit here or something like that. Perfect. So there we
go. We got the rim. So if we press N and if you
jump into the item here, you can see the measurement that regard so far, which is 0.92. So that is almost a double
of the real-world scale. So what you need to do
is to credit by health, we need to make
this diameter 0.45, which is the 18th inch,
represents 18 inch. Alright, so basically
we need to select first our Reference Shift, select our circle or cylinder. And we need to keep scaling
down until these dimensions. So basically these
are the dimensions of the last selected object, which is this cylinder. So we need to keep
scanning down. Intuitive. Intelligence
reaches 0.45, but check this out. If we try to scale it this way, we can lose the wheels. The wheels are loan no
longer on the green line. So what we can do
to fix that is to change the center discourse. So we need to put it at the center of our
world. So Shift S. Let's put the cursor to
the word origin, this one. And instead of scaling
on this medium point, we need to change the medium
point to the 3D cursor. Then we're going to be
scaling on this point. So type S and keeps coming
down until it reaches 0.45. So now reference has
real-world scale. So we can try, let me just do this control space to
maximize this window. You can play with a
little bit on reference. I'd like to use the ruler
to measure points, e.g. we can try to measure between this point and the
center of our wheel. So it's 1.5 meter,
which is reasonable. I think this number is familiar, so we're getting some good
scale of the year or it's, and I'm going to
just move back to the move tool and
electric delete this syndrome which are
present rims to x deleted. And now we're ready to
start the modelling.
4. Modeling The Motorcycle Chassis: In this lecture, we will
learn how to model the Casio. You will learn how to
use the mirror and the bevel modifier for them refine the shape of the chassis. Alright, so let's get started. So first of all, I should do
is to add some kind of mesh. But to do that, we need to put the cursor right
at the center. So let's press Shift and right-click so that we can move the cursor
anywhere we want. So basically if you
want to add mesh, it's gonna be spawn right here. So Shift a go to Mesh and not actually
start with a simple plane. So basically all I care about
is just one single vertex. I don't need to
start with a plane. So on the edit mode, I'm going to select
any vertex you want. So you can start e.g.
with this one and press Control I to
select the rest. So we are invert
the selection and x and dissolve or delete
the other vertices. So this is the
vertex that we got. I'm going to press
32, go to the side. Let me just try to
move it a little bit so that we can
able to see it. You can also check this toggle x-ray to be
able to see it even better. So I'm going to push
this vertex, e.g. as the starting
position which is here. So basically I've actually
do is to create this part. You can see that our bike is
divided into multiple parts. So I'd like to do is
to start with the top. So I'm going to
extrude this one, like this extra down. Excellent Again here. And let's continue making
that churn extrude up. And lastly, what you
need to do is to select these two last vertices and
press F to fail, or it's not. If we exit that right, orthographic, going to be
able to see what we've built. So actually I should do
is to fill these phases. So I'm going to select
full four vertices, press F to fill, and we can select the
bottom press F to fill. So now if we switch legs, you press Z and switch
back to the wireframe. Actually we need to
uncheck this toggle x-ray, gonna be able to
see this object. Okay, So on the edit mode, I'd like to select everything. We need to give it some depth. So let's extrude it backwards,
something like this. And after that, I'd like
to create this shape. So from the side you can see
the shape of this overload. So actually, we need to do is
to bring this edge outside. But as you can see,
you will still having the meeting point assigned
to the 3D cursor. So let me just switch it
back to the medium point. So right now, if you
try to bring this one on the outside, e.g. chick these a little bit to
the right side like this. Just a little bit. Looking pretty much good symptom for this olive springs
outside, right? So now we got only the
health of this unit. So actually what you
need to do is to add the other health
on the other side. So instead of modelling, e.g. can shift D S x and we
can type minus one, can move it sideways like this. I prefer to use the
mirror modifier because the mirror modifier allows us to make changes only to one side. You can see the
same change on the, on the right side. So I'm going to press L to
select these units X deleted. And I'd like to add the
mirror modifier so we can scroll particular this
window up this panel, because scroll a little bit
to the modifier properties and let's add the emitter. So if you add the mirror, so you can see the mirror is projecting the second half or the duplicates on this side. So actually we need to
have it right here. So to do that, we need to
change the center of mass from this position all
the way to here. Let me just select e.g. these two phases we can
type Shift S and cursor. Selected it. You put the cursor right there. And next we need to put
auto change the center of origin from this position
right here to the 3D cursor. So to do that, we
can go to objects at origin and origin to 3D cursor. And as you can see immediately, this second part
collapsed on the middle. So what do we need to do next is to delete these inner edges. Let me just show you. If you press the
switch to wireframe, going to be able to see
these faces on the inside. So actually we don't need
them and delete them. Alright, so the next
step to do is to add the bevel modifier
to this object. So right now, if we try to
zoom in into these corners, you can see that they
are pretty much sharp. All we have is just
one single edge. Doesn't look realistic. Especially if you apply. If you do right-click
Shade Smooth, it's going to look
pretty much ugly. So actually we need to
do is to add the bevel. So let me just
right-click here at the bevel modifier and
we can get a little bit. Let me just switch
back to the shape flat so as you can
see, those bevels. So I'd actually reduce the amount to
something really low, something like 0.01 or
even a lower amount. So let me just go with
the 10th of this amount. So let's add another
zero right there. Exxon's probably, I'm
gonna go with two. We can increase the segments
to about two trees. Fine. Alright, so right-click,
Shade Smooth. Perfect. Alright, so now let's work on the second part of our chassis, which is this unit right here. So to do that, all
we have to do is to simply select these two faces. Shift D to duplicate
them and we can extrude just a little bit so
that you can see this step. And after that we can press 32, go back to the side. And
I want you to do this. I want you to switch, I'm going to press this
switch to wireframe. I want you to select the top vertex and assign it
to this corner right here. For the second
one, I want you to follow this scene
that we got here. Let me just show you this. See here, expand this window. So I would like to put it e.g. here. Lastly, this last vertex, let me just put it over there. Alright, so we can press Z, switch back to the solid. Check what do we got? Looks good. Probably we need to check this one on the inside. Like that. Little bit out. Telework can see this scene. Perfect. I would like to increase
a little bit this amount. Let me just set it
to 0.05 or it's an I like to work a little bit on
the top section that regard, I'd like to start with
these two phases. Let's select them. Shift D to duplicate
these two parts, Let's extrude them up. But as you can see, we are
having this cut right here. We don't actually need it. So I'm going to select
these two units by pressing L and we can press M
and merge by distance. So this way we can remove
any double vertices. Alright, so I'm
going to press Z, switch back to the wireframe, and let's align these
vertices to the right place. So we got that one right there. This is the second one. And I'd like to check
this one downside, e.g. about here, and extrude
this one forward. About this, you can spend it a little bit on the X
to make it align with this reference line and
this x2 again here. So we can e.g.
grab this section, check is a little bit up, Let me just a little bit backward. You can select this face
and exogenous airport. After that switch
we need to do is to insert another OH,
group right here. And we can take, can create some kind of a nice
curvature at the end. So next we have to tweak it
a little bit, this object. So what I'd like
to do is to bring these points on the outside so we can switch to wireframe. And let me try to bring these outside,
something like that. Try to collapse. These are some of
them on the inside. Same thing here, excellence. So now let's add
last part that we got on the bottom
of our chassis. So again, I'm going
to be selecting these two phases on the bottom, Shift D to duplicate
and extrude down. So again, we need to get rid
of the space in between. So let's select both of
these units by pressing L. Wlan can press M and
merge by distance. Excellent. Okay, So let's go
back to the side, or it's sort of swatch
online these three vertices with the bottom side of
our reference image. And as a last move
I'd like to do is move these backwards
a little bit in cell, they fit with that
nice curvature. We can also try to bring
these on the outside. Let me try. That. Sounds like it looks great. So now we've finished
modelling the bottom chassis. So actually we need to
add one last detail, which is this scene. We need to have some kind
of a seam right here. This, so it's not
visible anymore. So we can bring it back by going back to the bevel modifier, scroll down to the angle and
limit we get a little bit. Okay, So we need to
reduce the angle again to just send queries. So this way, we're having this nice light we can see right at the
middle, which is awesome. Alright, so we'll
continue our work in the next lecture.
See you soon.
5. Modeling the Side Shield of the Chassis: In this lecture, we
will add the side shell to cycle places on the shaft, will learn how to use the
shrink wrap modifier perfectly. Options for an even
surface or a gelatin. So let's work on this side shields that we got right here on the side
of our motorcycle. So we're going to press tree in our geometry and press
Z switch to wireframe. And I'd like to start with one
simple vertex like always. So let's beyond the vertex mode. I'm going to select
this vertex, e.g. this one, Shift D to duplicate. Let me check the
position of that. Yeah, we're good. So I'd like to press P
separate selection. So basically the new Schiele
must be separated objects. Alright, so let's select that Z switch back
again to the wireframe. And electric voltage down here. I prefer to have it
snapped to this corner. Something like this doesn't
need to be perfect. So again, extrude all the
way to the left side. Alright, go up,
exude one more time, keep pressing E. And here I
want you to stop right here. I don't want you to continue
all the way to the top. So first we're gonna be
creating this geometry, this shape on the
bottom, and then we're going to continue on the top. Or it's so let me just
press a to C. What we are. Also we can do this,
extrude up like this. And let's select these two
vertices and press F to fill. So now we created this shape. Let me just show you
this shape right here. Or it's so back here,
which we need to do is to simply extrude it down. So I'm going to press a
to select everything, press E and scale
down like this. So right now we're scaling it, created this inner
circle on the inside. Alright, so now let's
try to align it with what do we got.
So I'm going to e.g. try to print this
one backward, e.g. here, this one right here. It's a little bit backward
on the right side. Let me try to line
it even better. Something like this. Alright, so now we need
to add the third layer. So I'm going to press Alt on the inner lines
so that we can be able to select this inner line. And I'm going to press E
again to extrude an S to scale down till we reach
this level right here. Alright, but actually, we need two other additional layers. So we can bring back this
one a little bit backwards. But as you can see,
so you can see this, we have another seem right here. I'm going to simply try
to move it a little bit backward right here. And let's move this forward. Perfect, like that's
probably here. Let's just eyeball the
thin can, just move it. Let lipids backward. Here it's a little
bit challenging. So let's just put it here. Alt, click here, and try to
extrude for the third time. And we can scale it down until
it reaches inner circle. So it doesn't need
to be perfect. But keep in mind to
keep these points, are these edges parallel? So they need to be
on the same side. So the sender sends
that you have here must, you must have here. It's not perfect, but
you know what I mean? Alright, so let me just
exit that edit mode. And basically what
I'd like to do is to delete this top face. We
don't need it for now. So X delete this
phase plus three. Let's go back at lecture
starts with this simple edge. And Alex, you extrude it all
the way to the top here. Alright, after that,
I'm going to grab this one single
vertex and try to touch it up this
space that we got on the top, like that, e.g. this one, we can bring
it a little bit upward. Excellent. Let's do the same thing
on the right side. So I want you to select
this edge and exudates up until it reaches
the top of that shape. Select the bottom vertex
and try to bridge upward something like this. And after that you can select all these four vertices
and press F to fill. Okay, then perfect. So let me just jump here to the solid.
Check what do we got? Also, we can fill this gap, so let me just select
these two edges. Press F to fill them. Alright, so now I'd
like to do is to divide this shape that we
got on the top. I'd like to divide
it into two parts, just like what we got
in a reference or so. To do that, I'd like to select
our mesh on the edit mode. I'd actually use the key
tool, which is the knife. So press K and we can start from here and take
it all the way to the end. We can slide a little bit. So shift and middle
mouse to go to the side and we can end that. Cut right at that. So let's press Enter
to finish that sketch. Alright, so we're having
that Scott on the top. So it's going to make it
easier to select these chop, chop section right here and
separate it and work on it. So we're going to do
that in just a second. But now what I should
do is to blend, we need to blend this
shape that we just created with the chassis
of our motorcycle. So to do that, we're
gonna be using an interests in modifier,
which is the shrink wrap. So let's go here through
this modifier properties. I want to add the new modified, it's gonna be this shrink
wrap for the target of the shrink wrap is going
to be obviously the mash, our chassis, so we can
click on it like this and it's consists perfectly
blend in with the chassis of our motorcycle. So probably you could have a messed-up geometry right here. So it happens sometimes. So what I want you
to do is to switch this rapid method from the nearest surface
points to projects. So e.g. check the bottom right, you it's not perfectly fitting. So if we check it, if you
change it to projects, it's going to perfectly planned the bottom, which is awesome. So another problem that we got, which is this area right here. So basically the new mesh
that will just create it doesn't have enough details, enough geometry to work with
this part of our chassis. So what we can do is to add an extra edge loop
right about here. So I'm going to be doing
that from the side. So let's press tree and you're on the edit
mode. We can do this. I'm going to press K to bring the knife tool and we can
make a cut right about here. You can see I'm following
this seam that we got on the chassis, four bytes. So let's press Enter. As you can see now,
it's perfectly blended. It's not visible, but I can assure you that
from the inside. So we're not having that edge pop up on the
inside, which is awesome. So the next step
is going to apply this shrink wrap modifier
so we can do it from here. So go to this icon
and click on Apply. So right now it's applied. We can take it on the outside
a little bit like this. But as you can
see, we still have the same problem
here at the top. So let me just revert
back a little bit. Chill. We're having that
shrink wrap again. And let's add, I would like to do the same thing
here on the top. So I'm going to press
again right here. And I'd like to bring it
all the way to this side. Press Enter. Perfect. So now our shield is
perfectly blended with the geometry or the
curvature of our chassis, of our motorcycle chassis. Alright, so now
we're good to go. I'm going to just go ahead
and apply the shrink wrap. Let me go to the Edit Mode, make sure that we are on
the inside doing good. Yeah, it's a little bit
hard to tell from that, but if you extrude
this part out, you can see that we have no trouble anymore,
which is nice. Alright, so I'm going
to just go back here. Alright, so now let's
work on this shield. Let's make this pop up. So the first step is to simply branch on the outside
just a little bit. We can extrude it to get
rid of this clipping. So I'm going to extrude it just a little bit on the outside. And after that, I want you
to select this edge loop. So I'm going to press Alt
right here at the center. Shift, select this face and also all these 2D
faces on the top. And what I want you to do
is to kind of bring them on the outside like this. Alright, so let's
take a look at that. It looks pretty much good. We can do this
right-click, Shade Smooth. And now what do we
need to do is to add this cut that we had right here. Let me just check the
position of that Scouts. Alright, we have here. So I'm going to press Alt. Or actually we can just insert another edge loop,
check it to the bottom. This probably,
let's move it down, all the way down like
this and tickets up just so that we can
have those even edges. So after that, I'm going
to select this inner face. So purse all here to
select the entire strip, press X and delete that. We can select the top and let me work on the
top separately. I'm going to press P,
two separate selection. Let me select the
top Control I to select the other components
we can press H to hide them. In here on the bottom. I'd like to fill
those phases are at, so I'm going to simply
select these two, press F and continue filling. Alright, perfect. So we're having trouble
with this line here. Actually, we don't need
to have this line. So we can fix it by simply taking this edge line
little bit backward. So Alt H, Let's bring back the other parts of the geometry. I'd like to turn now
to work on the bottom. So select this shield control. I tried to rest and let's fill those gaps and
now we're good to go. So Alt H to bring
back everything else sick look at our geometry. So on little details that
I'm concerned about, which is this line. So this line doesn't
look good to be honest. So it's going from this
position all the way to here. But I'm not sure if that is case in reality because
as you can see, it's hard to see this edge line. So what we can do is to
work a little bit on it. So I'm going to insert a
double edge loops, e.g. the first one
electromagnets about here. And for the bottom chassis, let's also make it brands
about their excellent. Let's switch to the wireframe. Let's select these two
edge loops and I'd like to bring them down, e.g. here. Alright, so let's switch back to the
solid and let's take a look and it's can see it's perfectly blends with
the geometry format.
6. Add Bolt Holes using Boolean Modifier: In this lecture, we will learn
to add this bolt holes in our side shields using the Boolean modifier.
Alright, so let's get to it. So to do that, we're gonna be
using the Boolean modifier to cut inside this object. So first I'd like to put the cursor at the position
of the first bolt, which is about here. So Shift and right-click. And what I'd like to do
is to bring a cylinder. So basically this
shape is about, it looks like a cylinder. So we can Bernie Sanders, so shift a sculpture mesh
and British cylinder. We can press F9 and we can reduce the number of vertices
true about the health. So we can add slash to
divide that number by two, so we can press Enter. So now we have 16 vertices. I'm going to type our
y and nine degree. And the edit mode,
I'd like to scale everything down like this, even though we can
press buried on the numpad to kinda
zoom on that object. Scale is even down
until it fits. Probably a little bit down. Perfect. All right, so
let me zoom back a little bit in reference to
see the entire shape, right when that's been done, I'd like to duplicate
this object, Shift D to duplicate it, right-click to cancel
that movement. And let me just try to
bring it to the other side. You can also press tree
and a stretch a line it by pressing G can
align it like this. Perfect, little bit down. Perfect. Alright, so let's make sure
that this object is inside. Our geometry, needs
to be like that. So okay, Same thing here. Make sure that it's
in the inside. Perfect, Alright, so I'm going to exit edit mode and I need to select our shield and the
top part of our shield. And let's add a new modifier. So on the modifier properties, I'd like to add the
Boolean modifier. So here inside these settings, I would like to set the
object of the Boolean. It's going to be the
subject of our Boolean. So we can pick this cylinder that we just
created. That's been done. So right now, if we select our standards and if you
press H to hide them, you can see that we're
having these guide holes inside our geometry.
7. Modeling Motorcycle Tank: The next step is to
work on the top, check Let's regarding this. So to do that, so
I like to select, let me select these faces, is Shift D to duplicate
them, can execute them up, select them by pressing L, and we can press B
separate selection. So whatever you
should do is to hide the other elements that
we already modeled. So select them and
press H to hide them. We need only to focus
on the top tank. So let's switch here
to the Edit mode, and let's try to grab that vertex and let's
bring it down here. Same thing for the top. Let's take it all
the way to the top like that, like that. Here we might go slightly
a little bit off because we need to create this
design that we cards here, here on the bottom. Let me just take it down and we can insert
another edge loop, e.g. here in tickets. This way. Alright, so that's
the first step. So next, I'd like to add another edge loop
right about here. And we can extrude this area
outside and scale it down. So we've got to fix the
other side of this junk. But let's first worry
about this side. I'm going to use the
knife tool, press K, can start from here and
right there and go down. Press Enter. And let's
add the second loop. Can start from here, go up
until we reach this point. And then second point, press Enter that we
can select this point, tried to bring it to
the center like that. Or it's sono can select
that single vertex and we can move it on the
x-axis, on the outside. It's carrying that,
pop up that design. So from here, which we
can do is to try to select all these points and let's try to bring
them on the outside. Pretty much good. So you can see that this unit is separated into two parts, so I'm going to try
to move it backward. Let me just select
all those phases. Tried to bring them back. Just something like this. Even backward. Perfect. So that is for the first part. So let me just go back
to the side and we can select the top
face is again, edits continue creating
this top units. E.g. here we can
select this edge, stretch British backward here. Alright, select these two
faces and we can extrude, will actually shift D
First, can extrude them up. And let's try this. This down a little
bit, down like this. And after that we can
select top faces, Shift D to duplicate, and we can extrude up. Let me switch here
to the wireframe. Let's try it this way. Okay. Try something different here. Bring these parts together. For the top, probably we need
to add another edge loop. E.g. run it on the outside. Pretty much good. I liked the current setup. So here at the center we
can flatten these vertices. Let me select all these SX and press Zero to have
them all flats. Right now we can add
the bridge in-between. So I'm going to select e.g. these three phases
Shift D to duplicate, press E, and actually
we need to activate the Philippines so that we
can stop right at the center. X, delete those interfaces. And let me e.g. take this face up in such an
edge loop right about there. Are k can take it up. Just this edge. Not bad. We can take this
phase shift D, move. It's a little bit on the
outside extra this up to create this shape can
bring it forward. Pretty much group. So here I believe we have any screen. I've
seen this before. So you can type, I
create each set, delete this face, and we can take this face to the left side. After that, we can extract this backward to create that screen. So here we're going to
be having that screen. Okay? I might want
to bevel, e.g. don't need to have this
sharp edge right at the top. Can take it a little bit down. Or Bevel it's Control B. You actually take it to the top. Backward is belongs here. Control V can search
some edge loops. Alright, looks fabulous. I really like the shape. E.g. here we can tweak
these corners a little bit, spend them on the y-axis and
try to move them inside, or it's Alt H. Let's
print the rest. And basically that's
it. So we got our tank. We need to operate on
it a little bit here. We need to add that
ventilation system at some other references. Do you have an idea about
that particular object? So this is how it looks
like from the side view. I'm going to bring
the fourth reference to keep an eye on the front. So we can try this. I'm going to select
all of those edges. So I should bring
them on the outside, RX, bring them back like that. Alright, so from
here I want you to select this simple edge and simply take it down symptom
for that outer edge. So when each create enough space for that ventilation should be. After that, we can
select that simple phase and press I to create an insert
and we can scale it down and extruded inside. Then we can shift that face
and let's bring it outside to work on this bridge on the outside press P
separate Selection. Alright, so the way to achieve the same result as we
got internal reference. I want you to use the knife
tool to create those cuts. So you can press K and keep
cutting our mesh like this. So keep in mind that these guts needs to be at the
same distance. So the distance between those
edge needs to be the same. So basically continue until
you failed entire objects. Alright, so after that
I want you to select every other face like
this until you finish. And after that, you
can just extrude those phases on the outside. After that, I want you to
delete every unwanted edges. So select them all
and just delete them. Right after that, all we need
to do is to simply select all those objects and
spread them to their place. So here we are having
some kind of a gap. So what we can do
to fix it is to simply jump on the Edit mode. I tried to bring this
phase to the left just a little bit, basically ad sets. So we finished
working on our tank.
8. Modeling the Motorcycle Tail: In this lecture we'll be
modeling the tail and the seeds for motorcycle.
So let's get down to it. So I'm going to
select this area, these two phases Shift
D to duplicate them. Let me just make sure
that we are selecting the right faces.
Actually we are. So I'm going to simply
ink through them, put them right here. Like to switch to wireframe. And we can bring
this one like this. After that, we can
select these two points and extrude them, check them up like this. So this whole little
bit further here, let's take this
one up, like that. Alright, so let's
switch to the outside. Just take a look at it. I'd like to press L
to select this unit, Press be separate selection and let's call it can press F2, F2 and let's call it cell. So water cycle, dash, tail, or it's on the edit mode, should go to the top by pressing
Seven to the wireframe. And I'd like to select these
middle phases, X deletes. Also, let's make sure
that the clipping is enabled inside the
middle modifier. And let me just bring these
to the center, like this. It's going to have
any gap whatsoever. As the last move, I would
like to try to bring these close a little
bit like this, to have that nice curvature. Same thing here. Let's bring it inside. Or about this one. Okay, Sounds like that we have that nice curvature on the back. And now let's add these
leather seats that we got. We haven't having two
of these leather seats. So I'm going to
select the first one. Shift D, E, shortage. Let me just go back to the tree to the
right orthographic. And it's simply try to assign it to make it look like that. Move it down. I'm going to insert another edge loop
right here at the top. So this one should
be going down. Let me try to put it should
be exactly over there. So let's just fix
it from the top. Movies on the inside. Symptom for this. Also here. Can bring them like that. Perfect. Alright, so as a last move, to select these three phases, Shift D to duplicate them. I'm going to press Control
I to de-select the rest. So basically here, I need to connect these points together. So let's select over it and
press M merged by distance, so vertices are removed. So let's make sure
that all is connected. This, so this one
is not connected. So let's add another
edge loop right here. Just like this vertex shift select the second vertex plus m, merge at the center. Alright? Or electric do. Simply connect these phases. Press F to fill. Something here, press F to fill. It can insert an edge loop
right here at the middle. Let's fill this gap. And tried to play
a little bit with this shape. We can e.g. take this one down.
Which backward? Probably take this one backward here. Now it does not work. Let me just check
it from the side. Actually we're far away
from the reference. Let me just stick it
up. Okay. I'm not sure what to put this on here. It should be for this one. Let's take it up. And let's
take a look at this shape. Not a big fan, to be honest. So we can simplistic it's
backward little bit. Something like that. Probability gets up. Okay? I print these
backward little bit. Alright, perfect. Let me go here to the side. What about insertion? Another
edge loop right here, tried to bring this forward. They match with our seats. Alt H should bring the breast. And basically that's it. Can also try to move
these backward, or actually let's
do the opposite. Okay, it looks pretty much good. So as a last thing to do is
to add this little objects. We're having this nice objects. So let's add this. I'd like to select, again, only one vertex. Shift D like to start from here. Down. About You go up. Okay? Continue this term. You can also select this part, press P, separate selection. Let's carry on. Alright, so let's select
the last press F to fill. So after that we can press, switch to the solid. Let's press L to
select this unit. Lecture Bridge outside. Can scale it, spinach on
the z-axis. Also on the y. Just a little bit.
Fringe back can press F to fill that space and
we can exudates outside. Or it's sorted,
select this part, try to put it here
and we got it. So I'd like to
reduce a little bit the bevel amount
to something like 0.0 to select this object,
right-click Shade, Smooth. Alright, so let's take a
look at it from the side. Think we'll need this porch
going to simply take it up. Alright, so we can
select these two faces, trash extrude them, just trying to create some
interesting shapes. Select these two
SY, bring them up. Excellent. Alright, so the last thing
to do is to add the screw. So for the screws, I'm going to just
put just a cylinder. So Shift a go to Mesh,
bring a cylinder. So let's reduce these
vertices to something like eight to make it look like
a screw RY nine degree. And we can scale it down. And also we can
bevel. This area. Sounds like that. Can delete interface. Go.
9. Modeling the Back Wheel Holder: In this lecture
we're going to be modeling this backup that's going to hold our meal to the
Shasthya for a motorcycle. So let's get down to it to
create this piece over here. So what I'll actually do is to start with a simple vertex. I'm going to select my
chassis, switch to edit mode, select one single vertex n. We can start
anywhere you want, e.g. consult from you.
So I want you to extrude it two times here. After that, we can
extrude all the way to the top corner, right here. And here for the bottom, we can extrude it again
twice the first one, the second, and let's
go for the third. Let's go all the way
to this location. So after that, we must meet right at the
central ray here. So we can extrude the first one, select the first vertex. The second part
is x and press F. So hold Shift so that you
can keep the selection on. So right here, I
want you to do this. I want you to select
only the top part. We don't want to intersect. We need to have some kind of a cut right here at the middle. So let's select, Shift, select the bottom,
press F again to fill. And basically we got the
first part of our engine. So next, what we
need to do is this. We need to go down a little bit. So this one, I'm
going to extrude it down, somewhat like this. Same thing here. Let's extrude this one down. I'm not sure it's hidden. We don't see much right here. You can just be
creative a little bit. Press F to fill that gap. Select these two edges, press F to continue. Here on the top, we can extrude this one all the way to
this area here, e.g. this one. Let's extrude
it back right there. I'll select again
these two edges. Press F to fill and
we can continue. I'm going to extrude
one more time. Select these four vertex,
press F. Awesome. And finally, you
can select this one extruded and extra
one more time. From here we can do this. You can select
these two, press F. Press F can also add
another edge loop. We're going to need
this edge loop later. So let's just add it. I can select these two faces, S, y and zero children flat. So I'm going to show you why we will need this extra edge loop. So right now, let's do this. I want you to select this
unit by personnel Presby, separate selection, or
it's on the edit mode. Grab this parch exhibit outside. After that, I want you to select these edges and let's try
to bring them outside. Brendan, like that. This particular edge
should go down smoothly. Okay, Let's make sure that
the bottom is deleted. This vertex pushes outside. Right-click sheet auto smooth. And Ben, got it. So here on the bottom
I'm going to press all just select the entire row, shift as closer to selected. And what I'd like you to
put the cursor right here. But actually we're
going to lose this. But actually that's fine. I'm going to change the
cursor to the 3D cursor. Remove the zero. Let's try this z. Okay, so this is
our object, e.g. here we can slide this
point a little bit to the right side. Awesome. Here we can grab this edge
and try to push it outside. Outside. Let me select this one. Tried to scale it up. Same thing here for the bottom. Let's scale it up. And Pam, we've got
that nice shape. So right now what do
we need to do is to simply collapses
around this circle. So let me just try this. Can push this one
down right there. Second one, Let's
put it over here. Third. Okay. It looks great. It looks promising. Might want to check this part down to have that cylinder
looking good GZ tickets up. And it looks fabulous. So right now, let's
add that circle, that cylinder right
at the middle. We can put the
cursor right here, shift a mesh cylinder,
can spend it on the Y. So RY nine degree
on the edit mode, you can scale it down
until it fits that shape. After that, we can
select this face. I discreet inserts,
shooting outside. I can exist outside,
create that shape. Right-click Shade, Smooth. I'd like to select this
object first shift, select our back engine control J to join those two
pieces together. So here for the bottom, you must delete, must only
create the bottom parts. So let's select this unit, press H to hide it. And here I want you to
delete the bottom phases. After that, we're going
to press all to select that entire row and then
press F to fill it. I'm going to select everything,
try to bring it back, hold back again. And it looks fabulous. So for this part here, I think we have to scale
it a little bit up. Let me just move it outside. Select these faces, tried
to push them backwards. So actually must not
select this one. So let's push this like
this, select entire porch. Okay, also select this one, tried to put it at the middle. So now let's
duplicate this units. So basically what
I like to do is to snap this face right here. So we can put what actually,
let's just snap it. So I'm going to
select this face, activate the snap tool. It's going to snap
right at the middle. Okay? So Shift S, put the cursor
right at the center. And now let's switch, change the center
lecture set origin, origin to 3D cursor. And let's also include X. E.g. here we can check, gets up. Same thing here. Let's take it up. Push this and under on
the inside a little bit. And there is awesome. So now all we have
to do is just start adding the other components. The next step to do is
to work on this part, this little piece that we
got on the top right here. So to do that, I take to select our objects
on the edit mode. I'd like to start
with a simple vertex. So Shift D to duplicate
this pores and press E, extrude it up like that. Extra one more time. And we can go down like this
to form this first part. Also, I like to settle actually this part by pressing L plus B separate selection so that we
can work on it separately. Let's select these two points. Press F to fill or
two after that, I'd love to extrude again
from this point all the way to this area. Okay. After that, we can extrude to fill this little
gap that regard. And I think we can go again, extrude over there
one more time. And let's fill these two points. So now I'd like to do is this. I'm going to start
filling those phases. Let's start filling
all of these phases. Can press Alt right here, press F. Next, I
want you to do this. I want you to select
only the top patch. Can grab these two edges and try to bring them on the
inside like this. Push them even more. I think let's stop right here at this one more time on the x. So e x like that, perfect. On the top, I would
like to, e.g. let's select the
single vertex and try to push it to the left side, which create that nice
curvature at the end. And as a last point, I want you to select everything
and type II to exude it, give it some depth. And basically that sets we
can right-click Shade Smooth. Also, let me just
tweak a little bit. The bevel angle. Yeah, I think let's try 25. 25 is fine. So as you can see,
this object is not symmetrical on the bottom. So I only have it on the top. So all we need to do is just uncheck the z location
here, the z-axis. And basically we got it Only on the top, which is awesome.
10. Modeling the Electric Wires: Alright, so the
next step is to add these wires as regards, right? So to do that, pick it up,
you're reliant upon path. So let's start with electric. Put the cursor right here. So shift, right-click,
shift a go-to curve path. On the Edit mode. Let's select everything. Press Z and Spanish
by nine degree. And we can scale
it down like this, or is this press three? And let's start getting
a little bit up. So electric check this point
all the way to here and start lining those four
vertices or fifths. Just something like this. Okay, check this one
up, one down like this. So keep in mind, you need to
be focusing on this line. Let me show you this line here. Okay. That looks acceptable. So next what we can do is to
simply duplicate this one. So a, to select
everything Shift D duplicates and let's
take it down just a tad, just a little bit like this. Select, see, LSD is like
the first vertices in here. We need to bring
those back here, and let's duplicate our
curve for the third time. So let's select it by pressing
L Shift D to duplicate, and let's stick it down. Can proceed. And this left shift and
dislike the first vertices. And let's stick these
down like this. You can take this one up. Perfect. So I'm gonna go back to the solid view and let's
take a look at our curves. They look awesome. So what we need to
do right now is to go to the object
data properties, this icon, and we can scroll a little bit down
until we find geometry. And I want you to check or to increase this depth,
some axial 0.01. Actually that's really tiny. So something like 0.01. Let me check if
that's reasonable. It looks a little bit big. Can see that. So let's
go with 0.0. 75. Looks perfect. That is perfect match here. Awesome. So once we can do
is to simply push, going to select all
these three vertices, we can try this RX. So I just spin them a
little bit like this. And type e x. E x again, let's go inside like that. Perfect. Alright, let's go even inside to make sure that
everything is connected. Also, in order to make this object looks
a little bit good. Can try this. So our x, Let's spin it
a little bit like this. Push it down. Okay, It looks fabulous. So here on the back. So what we need to do is
create this object right here. So to do that, we need to first
create the rim of our back wheel or the engine because this
is the engine parts. So let's create it really quick. So I'm going to put the
cursor right here, shifts a. Let's go to Mesh cylinder. I want you to spend
this cylinder on the y axis by 90 degree. And on the edit mode,
we can scale it down until it fits
the inner circle, this circle right here. So we need to push it down, scale it up.
Something like this. I'm going to select
this face deleted, this phase also delete it. You can select everything
and type II to exude as shift X, L is exuded outside, just just like that
selects everything. Let's stretch, push it
in the right place. Okay, Sx, go inside. Alright, so in order to
create this particular part, this piece that's
going to hold our y's. So what do we need
to do is to select our wireless switch
to edit mode. I want you to select
these three vertices. Should teach duplicate them
and type EY, such rhythm. Here. After that, I want you to
select only these duplicates tubes so we can press
L to select them all, Press be separate selection. And after that, I want you to go back to this object
data properties. And we can increase this
depth to something like 0.01. Like this. Even bigger, or about 0.15. Now that's so much 0.0, 12. Something like that, looks good. Next, what I want you
to do is to simply take this simple vertex so you can
take it to the right side, create this nice curvature. Okay? Same thing here. We need to
push these a little bit back. Right? After that, I want you to
make this object a mesh. But before doing the conversion, I want you to do
some optimization. So here for the resolution, we can go with the only tree. And also for This resolution, preview wire, it's just to reduce it
to something like four. So basically this
is the number of edges that's going
to have right here. So with this one selected, we can go to objects and
converge into a mesh. Alright, so this is what
we got, looks perfect. So the next step to do is to simply select, I can select e.g. these two phases,
but actually we don't need these extra edges. So you can press Alt, Shift, Alt, select them all. First x, dissolve edges. After that, I want
you to do this. Select the top or
the bottom faces with a top Control E
and bridge edge loops. So now they are connected. Let's do the same thing
to the bottom here. Select those shifts. The bottom Control E for
each edge loops are, so that looks fabulous. So the next step is to delete these new phases that
we got right there. And what we should do
is create some kind of a churn secrete this term. What we need to do
is to go to the top. We need to place the
cursor at the pivot point. So I believe that this is the pivot point needs
to be right here. So actually to be precise, we can select one
of these vertex, Shift D to duplicate them, and let's push them, e.g. here. Alright, so as you
can see, we haven't just luck bit of error. So Shift S cursor
to select it and we can just delete this
vertex or it's, so let's go back, press All
to select that entire row. Like that. We can go to the top. And I want you to
use this pen tool. This tool can click and you
can simply drag it like this. Okay, we can do which mainly. So I'm going to set the angle
to 90 degree, press Enter. Alice cyclic. Looks fabulous. So we might want to
reduce the number of edges to something like 66. Looks fine. Okay, Let's go ahead and
extrude this on the x or e, x. Let's go backward. So it's a little bit off. So let me just
select all of those. Try to push them
backward right here. Okay, select the middle, try to push it to
the right side. Awesome. After that you can
feel compress. All cheer, press F. Continue. That's filling. Press
Alt again, right here. Press F. Let me try this. We can
select these four phases, tragic suit them
just a bit outside. Alright, it looks awesome. Let me try to add the bevel to see if this shape is going
to look better or not. So let's add the pebble. Shade auto smooth. You can
increase the segments to tree. Looks interesting. So what we can do instead is to add another edge
loop right here, and let's select the rest. Tried to push them inside. We're just trying to be a
little bit creative secretes. Nice outcome. Okay, We
can roll with this. Alright, so the last
part to do is to add this little hook that
we got right here. So this hooks cannot hold
all these wires together. So let's work on it. So here let's
select this object. I would like to start again
with a single vertex Shift D, and it's put it right here. After that, I want
you to extrude it to the right side and go
down until we match. Same thing here,
extrude down like this. After that we can select
this particular objects, press F to fill it. And we can extrude it inside. Extrude like this. Select this phase tried
to bridge Backward. Select this simple edge. And what we need to do is
to simply bevel on the top. So Control B, stretch
bevel this and in search, few edges. Right-click,
Shade Smooth. And there we go. We've got our. So actually what you
need to do is to check the wires a little bit up so we can select
this particular part, check it's up there. Same thing for these pipes. Stick them up.
11. Creating Suspension with Spring: Welcome back over into
this new tutorial. So now we're gonna be creating this expansion of our model. This part right here will
be filling this part. Alright, so to do that,
I'd like to start with the simple plane shifts a. Let's go to Mesh plane. After that, I want you to take this plane to the
right side, e.g. here. And on the Edit mode, I want you to select
only one single vertex, press Control I, and
delete the rest. Alright, so this one vertex, so this is we're gonna be doing, we're gonna be adding
the screw modifier. Alright, so let me
show you that trick so we can go here to this. What if I add properties
and let's add the screw. So right now it's one
circle because it's completely flat distance the
screw this up is to zero. So let's increase it to 1.2. Or actually before the wind that we can increase the iterations, which is the number
of data loops. So let's increase the
iterations to something like we can do simple counting right
here we have 12,345.6. Are, it's always
set it to six here. Perfect. Wants you to jump on
the edit mode and make this vertex simply
closer to that center, just so that we can reduce
the size of our spring. Let's make it something like
this. Alright, perfect. So what I want you to do
right now is to switch, I want you to switch this
objects from a simple mesh to a curve so you can
go to objects and let's convert into
a curve like this. Right now. It's a complex curve. So all we have to do is to go to the object data properties and
we can tweak the geometry. So we can click here on
the geometry reduced, go down until we find the bevel. So under the depth. So we can increase it
to something like 0.01. That's a little bit big. So 0.01 that small
so we can increase it mentally to
something like this. Alright, so right-click,
Shade, Smooth, perfect. So it's a little bit. So let's go here to
Edit mode and try SZ charges carried on the
z-axis, something like that. So I want you to
jump on the front by pressing N on the Edit mode. I want you to select the first vertex and all
the way to this one. So we need to go in line. So press control so that you can select everything
and type S, Z and zero to have it flat. After that, I want
you to drag it down, something like this. Let's set this up. Perfect. Alright, so let's do the
same thing to the bottom. So let's select this one first. Control is like this one. So this is a complete circle. Z is zero. Let's take it up GZ, let's take it up till here. Perfect, So this is the
core of our suspension. So right now I want you to add these pistols that we
got on the inside. So Shift S, Let's put
cursor to Selected Shift a. You can start with
a simple cylinder. So on Edit Mode, I'm going to try to scale it
way down until it's inside. I'm going to press one
to go to the front GZ and tickets up,
something like this. So probably we need to scale
our spring of limits up. So select everything S, z. So it's just scale it
up, Something like that. Take the middle, take it up. And Z, switch to wireframe. Select the bottom, move
it down a little bit. You can do this shift
D, right-click, and let's scale it way down. Get it down with limits
and extroverted downside. There we go. So
we're doing good. So we can add this little
hook on the bottom. So let me just press
one to go to the front. Take it here. Shift D can duplicate this part, extruded up, something like
that, and extrude it down. After that, we can do this. We can press holistic
it up a little bit, press E again, S, scale it down and e, del this, we can get that nice
shape, Right-click, Shade, smooth, looking perfect. So let's do the same
thing for the top. I'd like to select the top face. And let's pull it
down a little bit. Extra. It's up. Press Alt right here, and extrude right-click
and type S, Shift Z so that we can scale
by excluding the z-axis. Something like this. Looks good. Okay, so what happened the
core of our suspension. So let me add that
other circle so you can scale it up a little bit
like that, looking good. Alright, so this
mode, I want you to take this face a
little bit down, make it look like this. So now we're going to need to
make the hooks that's going to connect our
suspension to our bike. So here on the top, Let's
put the cursor right here. So Shift S cartridges
selected, I'd like to start, or actually we can
simply duplicate this same phase shift D,
duplicate this phase. Let's take it up over here. I'd like to spend
it on the x-axis. So our X 90 degree, we can go to the front
by pressing tree. And I want you to
select only the bottom. These phases and type S, Z, and zero you have is flat. You can take it down lipids. E.g. here. And after that, I can select the entire
units by pressing L and extruded through
this a little bit, then I want you to
separate this part. So let's press L to select the entire units Presby,
separate selection. So now I'd like to do is to make a cut, circle cuts inside. So to do that, I'd like to add a cylinder so we can put
the cursor at the center. So I'm gonna select
these two points so that we can put the
cursor right at the center. So Shift S, Corps,
which is likes it. Let's exit edit mode, Shift a, go to Mesh, and it's brilliant new cylinder. So I'm going to spend our x type 90 degree on the edit mode. I'd like to scale it way
down until it fits inside. Something like that. It's
probably a little bit smaller. Alright, right-click,
Shade, Smooth. Let's select this object, go to the modifier properties. Let's add the Boolean modifier, the third one on the second row. So click here and
let's add this object. Alright, so now
we're having a cut. So all we have to do
is to simply apply the Boolean modifier and
simply delete this cylinder. And we're good to go
what having that shape. So after that, I want you to do is to simply select
this entire run it, and it scared it's way down. Sorry to put it here. I think the whole is
a little bit big. So let me just try to scale it. I'm going to press Alt here, just like that and gyro and type S. But we don't want
to scale it like this. We don't want to screw
up with this distance, so we're going to
exclude the y-axis. So as shift, why this, you can go like this. Perfect. Alright, let me try to add e.g. the bevel. What I'd like to do right now is to
duplicate this object. Let me go to the top. So we need to have two of these. So Shift D to duplicate, and let's take it
to the middle, e.g. here. So let's make sure
that everything is centered. Something like that looks fine, or it's what
I'd like to add. The other organ that's gonna
be connected to this first. So I'm going to
select this part, Shift D to duplicate it. Go to the top. And let's put it at the center. And I like to scale it on the Y. So as to why sketch is something like this
was also for these, we can scale them up,
skit on the white, but actually we
need to scale them on the individual origins. So S Y, Let's get
a little bit up. It sounds like that. Chicken them up a little bit. Perfect. So we can spin this one around. So all it's a good
select this part. So basically we should
be at the center. Let's can see it's not centered. So what we can do is this. I'm going to press
Alt right here, put the cursor right there. So Shift S cursor to select it. And once we select
this entire object, we can swatch here to
the 3D cursor instead. And we can do this, try this. I'm going to type RY, going to spin it like this
anywhere we want. Perfect. So let me spin it for now. By 180 degree, we
can type that 180. Perfect. So now it's
facing the top, or it's the last move. We need to add that
screw that's going to hold these two together. So to do that, we can simply
press Alt right here, Shift D, duplicate, and we can try to move
it to the center. You can see we're still using the medium
points as 3D cursor. So let me just go back
to the medium points. Can press 32, go to the side. Let me just put it here
at the center type S Y. Scale it like this. Take it to the right
just a little bit. Alright, maybe scale it
up and we can fill these. Press Alt right here, press F, and the same thing right here. Press F to fill areas can
see it looks acceptable. We can roll with it. So let
me just auto Shade smooth. It looks perfect. So we can duplicate
the same geometry. So Shift D gets sick
it down. Right here. Let me press one, can
type RY and 180 degree. And let's stick it down. Something like this.
Let's take a look. It looks great. Alright, so
now all we have to do is to simply take this suspension and put it at the right place. So I'm going to select
everything, press three. I'm going to try to
scale it way down. And let's put it at
the right place. So I'd like to spend
it on the X or X I would like to spend it by. But actually first, we must
spend it on the z-axis. So our Z Spanish by 90 degree. Let's go back here and
our x can spin it e.g. by -45 degree. Let's put it back here so we
need to scale it way down. Again, it up. I think, yeah, our x again, spend it by minus ten. Okay, something like this. So now let's work a little
bit on these hooks. So we can select this first, this hook right here. Just like we did before. I'm going to put the medium points like
super-rich right here. So Shift S, but cursor to select it can switch the meeting
point to individually origins. Alt a true, make sure that
everything is selected. I'm going to press L right here. Go to the side. By
pressing injury. Show must be on the 3D cursor. So let's type RX and
let's spin this around. Intelligence match the
chassis of our bike. And I don't want you
to do the same thing. So let's put the
cursor, can write here alt a to
deselect everything, select the bottom hook and RX. Let's spin it
around. Alright, so let's take a look
at our suspension. So basically, or obviously
we need to put it here. Okay, Let me just check
it from the center. So I'm going to switch
back to the middle point. And I want you to move
it to the right side, put it right at the center. And basically that sets. So we got our suspension
and it looks awesome. So we're going to continue
in the next tutorial. See you soon.
12. Modeling Motorcycle Tires: In this lecture, we
will be designing our motorcycle tire with
the thread mornings. So let's get started. So let's go ahead and
create our back tire. So Shift a and we'll just
start with a simple plane. Let you take it to the
right side, e.g. here. And I'm going to press
seven to go to the top. So basically the first step
that we need to do is to subdivide our plane to have
enough geometry to work with. So on, Edit Mode, I want you to press Control
E and choose sub-divide. On the bottom here I'm
going to have this menu. So all I want you to do is
to increase this number of cats or something
round 15 to 20. I would like to
set it to 20 cuts. Alright, so we got that. So basically the
reason why we're adding these cuts,
let me just show you. So I'm going to duplicate
or just create a new plane. Shifts S goes. Alright, third
shift, a mesh plane. So let me just take it sideways. So this one doesn't
have enough geometry. So we can add e.g. one edge
loop right at the center. But this one has a lot. So check this out. If we try
to select both, let me e.g. select this edge and
the center right here. You can activate the
proportion editor if we try to take it up. So on the left side,
what happened? Enough detail. So work with, so when
having this nice curvature, on the other hand, here, we don't have that
nice curvature. It's completely sharp
because we don't have enough subdivisions
right here. So basically this
is the reason why I'm subdividing our plane. It's warning me, just
go ahead and delete this one and work on this
new sub-divide plane. So the next step
is going to be to design this thread separately. So on Edit Mode, I want
you to select one vertex, Shift D to duplicate it. Electric tickets up little bits, but also let me just deactivate. The proportion is essential. Let's take this vertex up, press B, separate selection. Let's select that single vertex. Jump to the top. And let me e.g. I'm going to press G. Let's move it here to the top and
let's start to design. If you pay close
attention to this shape, can see that it looks similar
to the Mercedes logo. So let's start by creating
that first so you can press E, extrude it like this. I would actually have enough
details right at the middle. Something like this extrude. Go up here. And for the last time, let's add that third edge loop. Can keep extruding. Good. And as a last point, we can extract this
one back here. We can select these
last two vertices and press F to fill. Let me just put this
one a little bit close. Alright, this one
backward excellence. So that is for the first thread. So let's add the second
one and the third. So we can select these
three points, e.g. Shift D. Let's place
them right here. We're going to spend
them by pressing R, spin them around. You can select
these two vertices and try to extrude them, e.g. here and extrude
again, right there. Can press F to fill that gap, control E and sub-divide
so that you can have additional vertex right at the middle and we
can take it forward. Alright, as a last step, what you need to do is to select this second threat and duplicate it so that we
can form the third one. So Shift T and let's
stick it down here. We can select everything
I tried to scale it down until it fits inside this plane, something like this. We can take it to
the right side. And actually we don't need
these additional phases. I'm going to press
Alt right here, or as you can just select by the left-click x and
dissolve those phases. Alright, so now what
you need to do is to subdivide this object, this design right here, just so that we can avoid having these sharp corners like this. So let's go to the
modifiers and we can add the subdivision
surface modifier. It's can see it now it's
pretty much smoother. You can increase that
level viewport to two. Now it looks much more, better. Alright, so the first step
that we need to do is to extrude this object up or down. So let's select it all by
pressing a and we can type E and Z n over two to go down until you intersect
with our plane. Something like that
looks perfect. Alright, so let's
investigate the normals so we can right-click
Shade Smooth. So we're having some problems
with the normal right here. So let's switch to edit mode, select everything and
type shifts n. So this way we're flipping the
normal so the right location. Alright, we got that. So the next move is gonna be
to add the Boolean modifier. So let's select our plane, go to the Modify,
let's add the Boolean. So I want to use
this eyedropper to pick this through design. Alright, as you can
see what having that thread current itself into
the plane, which is nice. So I'd like to select the plane and apply it as a
Boolean modifier. So we can take it sideways
and let's see what do we got. Alright, so we get the Boolean
applied to our planes. So what we need to
do right now is to optimize the shape or the geometry if you pay close attention to
these borders. So e.g. we were having this dense
concentration of vertices. So this one is going to give us some trouble later on where we are going to be beveling
or extruding this down. So it's, what we need
to do is to select this plane and press
M merge by distance. I want to decrease or
increase this amount. So we can increase this by, but we must keep an
eye on the geometry. E.g. here is too much. So let's just reduce it down
to something like 0.0 20. Okay, looks better here. Can just investigate everything. Looks acceptable. So e.g. here, we can try to make this edge
not that sharp. Can bring it like that. Take this one to the right side. Okay, something like
that looks fine. Alright, so now what
we need to do is to select everything and we can try easy to extrude it
down, go down like this. I think this is the
right height of those or the depth
of that thread. So it should be this deep. So next I want you to
jump to the face mode. We can press Alt right here, X, delete those phases. After that, we can
press one if you go to the side and you can
switch to wireframe. And I want you to
select the bottom, this bottom right here
and press X deleted. All right, looking good. So we might want to take
this up just a little bit. Something like that swatch
of the solid and we can press F to fill those spaces. Excellent. So the next step, we might want to bevel
e.g. these edges. So to do that, we
need to select them first so you can keep
pressing Alt right here. But it's gonna be
really hard to do that. You might also miss some edges. So there is a better way
to do this selection. You can go to select
and select sharp edges. So as you can see what
I'm selecting everything, all we have to do right
now is to bevel it. So let's try Control B. So go slightly like this, can increase that segments to three by scrolling the mouse
and it looks fabulous. So as the last movie can do, right-click in
shade, auto smooth. Alright, so let's move
on to the next step. So basically what we
need to do, okay, I'll just call it this design. So what do we need
to do right now is to duplicate this part. We can duplicate it
on the other side, symmetrical, symmetrical way. So we can try Shift D
to duplicate this part. Let me just take it
right here and type S, x and minus one, which
kind of inverted. On the edit mode, we
can select them both, Control J to merge them. And e.g. let me select this bar is activate
the snap tool. And I'd like to
snap it right here. So as you can see, the snap
tool I'm using the vertex. So we got that, but also you will have in some duplicates. So check this out. So we need to merge all
these lines together. So I'm going to press seven, switch to the wireframe. And let's select these vertices
right here at the center, press M and merge by distance. Alright, so 22
vertices are removed. Excellent. Okay? So the next step
to do is to create this curvature that we got
on the top of our tire. This curvature right here, not the roundedness, but
this curvature, the top. So to do that, Let's, let's do it by selecting
again the middle. So let's make sure
that the middle is selected and we can check
this proportional editing. But it must be on the sphere, the mode must be on the sphere. You can see this shape right
here, this roundedness. So let's select the sphere. I'd like to go express
one, to go to the side. And we can take it a
little bit up like this. So I think it's a little bit
up, something like this. It's gonna be great
for our purpose. Alright, so let's
go ahead and create the sides of our tile, this part right here. So to do that, we
can press Alt, e.g. here, and also shift Alt to make sure that
they are both selected. Let's just enable or they activate the proportion editing. And I can type easy
and go down like this. We can try Sx to go little
bit inside like this. But also what we
need to do is kinda bevel these sharp edges. So let's press Alt, Shift Alt right here,
and try Control B. And I think something like
that's gonna be reasonable. Alright, so we've got one
part of our four thread. So we're trying to
do right now is to duplicate it and spin it round, wrap it around a circle. So let's add that circle first. Let's put the
cursor right there. Shift S cursor to select it. Shifts a, we can go to curve. Let's use this nurbs circle. Alright, so let's spin it on the y-axis,
on the Edit mode, Let's type our white elite
Spanish by 90 degree, can simply type that ostrich go to the site and we can
scale it a little bit up. Something like this
looks reasonable. Alright, so the next step is to select our porch of the tire. We can also reset the center
of geometry to the center. So let's go to
Object Set Origin, origin to the geometry axons. And let's add the
curve modifier, this modifier right here. So basically for the curve, we need to pick this circle. So let's select it. And as you can see, it's
wrapping around it. But this is not on
the right axis. So what I want you to do is to spend this object so can try RZ. Let's spend it on the z-axis, e.g. by -90 degree. And as you can see,
it's perfectly matching the curvature of our curve for our
circle right here. So all we have to do is
to add more of those. So to do that, I would like
to use a rain with a file. So let's go to modifiers. Let's add ray. And you can see it's not, don't want it to be like this, wanted to be continuous. So as we need to do is
to switch the order of these modifiers
because order matters. So let's take it up, e.g. here. And also we need to
change the orientation, so it must be on the y-axis. So let's set the
X factor to zero. But the why of factor 21. There we go. It looks great. So do we have to
do is to increase this counter something around. Go ahead until we
finish that loop. Something like eight,
it's going to be fine. Alright, so let's scale
it a little bit up until we connect with the
other sides of control. S, shifts should go up. Real doubt. I want you to
check this merge feature right here so that we can merge these vertices altogether. Excellent. And basically that says, we got, our tile. Looks excellent. So we're going to
continue our work in the next time tutorial. See you soon.
13. Modeling Front Suspension: It's in this industrial going to be developing front of the bike, this stereo into stars by
creating this suspension. So I got this references. We're going to be using this one off the front suspension. I'm going to simply
take it, drag it, and drop it in our
blender, see right here. Alright, so let's go ahead
and create this object. So Shift. You can
start with a mesh. Mesh. You can reduce the
vertices to only 60. Just take it a
little bit forward. So I need to scale it down, but I don't want to scale it
on the z-axis. So S Shift Z. Let's get it like this. Something like that. Alright? Right-click,
Shade, Smooth. Alright, so if you pay close
attention to this object, you'll find it's symmetrical. So we're going to only work on the health with
that one selected. Let's go to the
modifier properties and let's add the
mirror modifier. Alright? Alright, so on Edit Mode,
I want you to do this. I want you to take this one, move it to the left side or
to the right side like that. Probably a little bit
back. Something like this. Looks fine. Alright, so let's
work on the top, this little piece that
we got on the top. So I'm going to select the top phase shift D to duplicate it. And we can scale it up
just a tad like this. Selects all of those
vertices in charge, move them to the left side. Also, I want you to
check this clipping so that we can stop
right at the middle. Alright, after that,
we can scale on the y-axis SY
scattered like that, ticket a little bit down,
something like that. Alright, on the edit mode, select this entire units. Let's press E x del. As the last move. I don't like to have
a sharp end here. So what we can do is this. I'm going to insert an
edge loop right here, control our tickets
little bit backward. Something like that. Let's do the same thing here. So control our second e.g. over their tickets backward, perfect or incident can
add the bevel modifier. Let's add the bill. Okay, also we need
to check the scale. The scale is a little
bit messed up, so Control a and it's
applied to scale. Perfect. I would like to reduce
the amount of the devil. The devil amount to something
like 0.01 or even down. Something like that's a little bit too much.
Something like this. Right-click, Shade Smooth. Okay, so here on the top. So what we need to do
is to duplicate this, parse, this section here. So let's select this box
Shift D to duplicate. Let's take it to the middle. Something like that looks fine. So now we need to add the
screws that because on the top. So to do that, we can select this face. Actually this one Shift D
duplicates that, suck it up. And all I need to do is to wanting to dislikes
every other one. We can do that from
here. So select, check are these legs. I can press X dissolve vertices. Okay, So we got that shape. I'm going to simply
extrude it down, selected by pressing L
and let's put it on top. Like that. Perfect. We need to scale it down a
little bit. Put it on top. Awesome. Okay. I tried to scale it up. And as last move for me to
add the one on the middle, this bolt that regard right you. So we can duplicate,
shift D, duplicate. And let's stick it right here. Scroll to the top. Simply put it at the center. Might want to scale
it up a little bit. Ticket to the right
side. Looks great. We also need to add a
pipe right at the middle. So what we can do is this. Let me just go to the top
Z switch to wireframe. Let's select those, try to
bring them down little bit. Tried to align these
vertices even better. Something like that. And with that one selected, let's press L to select
that you didn't shift D, duplicate, stick it down. And you can try this as Z. Scale this up. Let's grab the top snippets. We can add the snap tool or activate this natural
to the vertex. Snap, this one to the top, and this phase to the
bottom right here. Awesome. Alright, so now what you
need to do is to take this object and put it
at the right place. So I'm going to press 32, go to the side of electric brain, Alt H to bring back. And let's put this one
at the right place, which is right there. The activate snap
tool or x spinach by, let's say 20 degree. Smooth it a little bit forward. Scale it down, take it up. Let's place it at
the right place. Something like that. Perfect. Looking great. So now we need to work a little bit on the
bottom of the suspension. So basically we have
to stop right here. So on the Edit mode, I want you to select
the bottom vertices. I want you to switch
the mode to the local so that we can go in line
with our suspension. Let's take this one all
the way to dislocation. So what it actually do
next is to add control or let's add an edge
loop. Can put it e.g. here and add another
one at application. And after that, we can grab this porch and tried
to scale it up. Scale it up like that. After that, we can select
the bottom face type I. It's creating
insights and exudates up something like that. It looks awesome.
14. Modeling Motorcycle Steering: Welcome back over into
business journal. So now we're gonna be working on this theory, just
like it is here. This part right here. And I'd like to start by curve. So first I would like to put
the curse of righteous or shift, right-click shift a. Let's go to curve. I can
start with the Path. Alright, So on that edge mode, I want you to scale this
path written down until it fits the dimensions
of dads steering. Let's go back to our fifths. Let's take a look. Yeah, we can rely on this one,
even the front. Actually, the
French doesn't give us much information
about the CRM. This one's good, so we
can take it up a little bit and let's start
operation on it. So we can take this
one down a little bit. You can select
these two vertices, go to segments and sub-divide. So this we can add more details at that location, can
check this one down. Also, I want you to do this. I want to actually
delete the left part X delete vertices. So again, not going to be
using the mirror modifier. This uses right now. The better on the
other side, perfect. Or it's, so here you can take
this one to the right side, select these two
vertices, go to segments, subdivide, texture a little
bit to the right side. So as you can see,
I'm trying to create this nice curvature
that we got in our CRM. So let's add the
same thing here. Let's add a new segments. Try to touch an up. This area. Can take
them to the left side. Something like that
looks acceptable. Intake this or like this. Tweak those vertices a
little bit and excellent. So the next move is to give
this line some depth service. Go to the object
data properties can scroll to the
geometry, the depth. Let's give it 0.02. Okay, I would like to make the bottom little bit straight. So let's select the
bottom type S, Z, and zero to average flat, just like what we got right
here, the straight line. I would like to reduce
it just a little bit. So I'm going to press
Shift and try to reduce the size just a little bit. What about 0.0, 18? Like that, it looks acceptable. All right, So now I'm gonna
just add this object, does handle those we got on the right and left
side of our pike. So to do that, I want to
duplicate this object. So Shift D to
duplicate it can go to Object Data Properties
actually need to go to Objects, converge into a mesh. So we can jump on edit mode, press Alt right here, X delete this part, and let's select the rest
by pressing L X deletes. Okay, so there we go. We've got this parch, so we can zoom right
you to see that shape. We can rely on other
references, e.g. the fourth reference,
pressing political. Let me just drag it. The
force reference also, the second reference
looks really good. I'm going to use the
second reference here. Okay? So this is what we
need to create. Okay, So on the end, Let's scale this
object's little bit up like that on the
end right here, I'm going to press Alt and
let's create that end. So we're tripe each, extrude S, scale it up on the x. So e x, scale it down again. And we can extrude
on the x again. Control R on middle.
Scale it up. All tier. Press F to fill. Okay, we've got that porch. So let's add the second parts. On the other side. I'm going to extrude
S to scale up type E, x and E scale again. Pretty much good.
Press all to select as Bosch Control P to privilege. And you can insert
e.g. two edge loops. Excellence. So let's go to the
modifier properties and let's add a
subdivision surface. It looks great on the edit mode, you can insert another edge
loop to sharpen those edges. Another one, e.g. here. And we might want
to reduce the size. Scale this parcel
little bit down. This one I can check it's
a little bit forward. Try to scale this
one down liquids. Okay? Something like this,
looks just fine. So let's add the
mirror modifier to this object. So the mirror. And as you can see,
we got our theorem. Alright, so the
last thing to do is to add some kind of hooks. It's going to connect our
serine Joe suspension. So to do that, let's add a simple cube so shifts
can start with a cube. So basically this
is the Hooke's. We're going to be creating
this box right here. Alright, I'm going
to take it up and work on it separately. So under this model,
sketch way down. I like to sketch on the
x, something like this. So basically this
hook is connected, so it has two parts.
So let's do that. So I'm going to type SSE. Shift D can take it up, e.g. here, s, z. And so I just scaled it down. Something like this. I want you to add edge
loops. Right here. Same thing on the top. Edge loop sets lecture all
these edge loops by pressing Shift Alt and we can type S Y and take it to
the side like this. So now we need to add
some kind of a whole. So let's select these two edges shift S courses just selected. Let's exit edit mode, shift paying go to Mesh. Let's bring a cylinder. I want to just spend the
cylinder on the y-axis, but also let's increase the
number of vertices to 32. Okay, so RY and a
sideline degree mode, you can scale it way down. Okay. As you can see, it's at
the center, which is nice. Tickets up, something like that. And let's use the bevel. So it's like this object go to multifarious and the
Boolean modifier. Let's pick seventh. Excellent. So let's apply it as Boolean. You can just now delete this similar and it's a
little bit this shape. But actually I would like
to, let me just go back. We'll do a little bit
the size that cylinder. It doesn't need to exceed this
edge that we just created. Okay, so let's
apply that Boolean. We can delete a candidate, Senator Ellis sweet
a little bit. The shape of these hooks, e.g. select all of those
edges and Sx, try to scale them down. Pretty much screwed.
Can grab the top. Let me just try to tell
it which looks good. So let's add the bevel again. Right-click **** auto smooth. Looks acceptable. So let's use these as hooks, but also we can add e.g. the screws are the top. So let's select this phase. Shifts pass, just liked it. Shift a, we can use a cylinder. We need to reduce the number of vertices to something like six. Alright, so let's
keep its way down. Go to the top. Tried
to have it centered. Excellent. So Shift D. So let's put it on the other
side, right there. Okay, We can also do, do
something on the top here. Let's select both of these
tops and we can jump e.g. let me just go back
here to the global e.g. here we can switch
to the origin. So this we can scale each
one phase on its own, can tell by which create
inserts x, shoot them down. It looks awesome.
Let's go ahead and use these hooks to connect the
serine, the suspension. Or it's on the test
mode, select everything, try to scale way down to go back through
the medium points, start to scale them down. Also, we can bring back, let me just reset the rotation. Just zero, okay, we can press through which go
to the side, this one, as you can see
this, the origin is way far from the geometry. So let's go to objects as origin to the geometry and
you can check it, e.g. here at the middle skeleton, skeletal little bit down here, a little bit to the side. Something like that. Let's select the theory. Let's try to bridge
the right place. Okay. Let's scale up our hook. Okay, good. Contiguous one, backward, probably
a little bit down. Okay, so let's
duplicate this hook. We can also make it
part of our handle. So let's select this
one first shift, select the handle Control J. But it's considered
using subdivision. We can simply press B
separate selection. Let's remove
subdivision from here. Also the right-click Shade. Smooth. Okay, looking great.
So let's bring back, can spin everything by
joining degree or x. 20 degree at desperate, at the rich place,
secret to the left side. There we go. So we've got our serine and it's connected
to the suspension. So we're going to continue
our work in the next lecture. I'll see you soon.
15. Modeling Motorcycle Steering Accessories: In this is sory oil
actually create these excess series that
we got in our serine. For example, we have
these two bottles, and we have some kind of
dashboard, something like that. To do that, let's get started
by creating this puzzle. I believe that
this is the oil or the fluid for the brakes puzzle. We're having this
hook right here. I'm going to simply duplicate the same hook that we created here to hold the serine and
use it at this location. Let me just grab this
shift D duplicate, and let's tack it
sideways, tack it up. And we need to spin it on the x. R x, let's spin it like this. Try to make it well
aligned with the sein. Let me take a look as it at it from the side,
something like that. We must leave a room
for this object. I'm going to take this
one to this side, select the handle, move it
sideways, something like that. Next, I want you to extrude this object a
little bit forward. Let's tick it up a little bit. I want you to extrude
it from here. We can, for example, extrude scale down,
scale on the Z axis, type S y p zero to have it flat, or let's spin it just a bit, and we can extrude it
forward, something like this. Also let's make it tiny. There is no need to
something like this, also on the sides, S x, scale it down, and
on the end here, let's add those bottles. We can add, let's work on it. I'm going to put the
cursor right here. Shift A, coach mesh, let's use a cylinder. Right, let's take it sideways. On the edge mode, let's
scale it way down. I'm going to insert
double edge loops. Control R, let's take
it up to this location. Control V to val it,
something like that. I just want to check
it a little bit down. S Z, sce it down. Here on the top
let's select the top exuded and try to scale it down. Exude again. Scale
out like this. Click shade auto
smooth, looking great. On the edge mode, let's
go back to these two iss old shift i press control
B to paveel this area. Let's spe e to
extrude right Click S shift to scale it on the
inside. Something like that. Also you can add
another Xtra edge loop, srt to scale it up to have that well rounded top excellent. We might want to
add the subdivision multifier and work on it, but I don't think it's
worth those extra details. For example, here, we can try this Let's select all of those edges. We
need to sevel them. So Control B. Let's pavl them just a little
bit in search. So x edge loops. There we go. L and good. Let's also select these
inner edges, shift. So Control B can
to pavl that area. Something like that
looks acceptable. Let's put it at the right place. On the edit mode, selects
everything, scale it way down, and go to the top to
make it fit that object. A let's press period. Also, I'd like to
select the bottom, press I, take it down
just a little bit. Again, press to
create that inst, we can take it to the side, scale way down and xd down. We might want to make it
a little bit smaller. Let's press here, S z, scale way down until
it fits that object. For the bottom let's
take it up a bit, something like that
looks acceptable. We might want to spin it. X, let's spin it by ten degrees. Put it over there. Excellent. Let me try to make it
part of this object so that we can benefit from
the mirror multifile, so Control J. There we go. We got it duplicated on
the other side, excellent. I want to add the
other accessories. We're having this device
right here. Let's add it. I'm going to
duplicate this part. Old to select that and gyro, Shift d to duplicate
control to ska it on the z, z. Skate it like this. We can separate it per
P separate selection. Let's select that part E
X extrude it like this. Press I or actually
E, extrude a down. E again scale way
down like that. Re click, shade out a smooth. Let's just samthing on the
other side, press all here. E a, es again. Looking great. We're
having this kind of, I don't know what's
happening here. I think it has to do
with the normals, so's select everything
and type shift N to fix the normals, as you can see it's fixed. What I'd actually do is to make the top a
little bit smooth, not curved like this. We can jump here to
the side, so wi frame. We can, for example, select the top L et's select all of those. S Z, scale them down. Let's take a look, look right, scale them a little bit down. Let's bring this
one to the side, this entire part, stick
to the right side on. Now let's add this
button that we've got. I'd actually put the
cursor right here. Can simply duplicate this
phase duplicate this phase. Try to push it a
little bit inside, skate it down and exude outside. Let me I to hide this part, les press H to hide it the backpase of this
button and delete it. We can insert an edge
loop, tack it down. Make it look like this, and
also here for the front, let's add another edge loop. And do something like that. I think this button
looks a little bit huge. L et me press old age to
bring back the hidden parts. Old Age to select everything
and only select the button. Let's try to ski it down, and try to push it sideways. All right, looking great. We're going to continue
our work in the next hemisphere, you soon.
16. Modeling Brake Handles: In this tutorial,
we need to add the brake handles as
regards to the right. So to do that, I got this reference that
we're gonna be using. The first break handled
reference image. This reference image, I'm
going to simply take it, drag it and drop it
in our 3D view port. Alright, we can take
it to the side, to the right side, press N, and go to Item and lecture reset the rotation so
you can select all of these areas and press Enter. Alright, so let's go to
here to the top and let's starch can sketch
a little bit down. Let's start operating on it. So let's put the
cursor right here. Shift a mesh Blaine on Edit Mode should
keep only one vertex. So control, I. Delete the rest. Let's take this single
vertex and we can start e.g. from here. So we need to go up, just a little bit
up so that it can be visible just like that. Alright, so let's put it e.g. here, extrude and keep
making that churn. So I want you to complete that. Reach the end. Once you're done, I
want you to do this. I want you to select
all these vertices and press F to fail. What's, what we
got on the inside? After that, we need to accelerate
to give it some depth. So it's extra this up,
something like that. And after that, we
need to add e.g. when we try to add the bevel. Yeah, the bevel
looks really good. So we can increase segments to something like to
right-click, Shade, Smooth. An excellent. So for the next
move we need to add these holes that
we got right here. So I would like to
switch to wireframe, put the cursor right here, shift a mesh cylinder
on the Edit mode. Let's scale it way down. So it's just solid. Scale it down like this. A little bit through the
left side. The right side. Switch again to the wireframe. So it needs to be at the center, doesn't need to be
exactly at dislocation. So Shift D, Let's duplicate
for each year, scale it down. Shift D can, let's put
it here and let's get it down to form a third loop. So we need to stay away
from these importers. So let me just take it
a little bit down here. Awesome. Alright, so
with that being done, also, Let's scale them on the z. Sound like that. So let's
use these as the Boolean, but also we forgot to
add the last hole. So I'm going to use
the middle one. Shift D duplicates. Let's put it right there. Try to make it fit
that whole excellence. Alright, so now let's select our handle and let's add
the Boolean modifier. I don't need to pick this
new cylinders, right? So let's check. It looks good. So let's select these objects. Jade others mode,
we can try to e.g. leave the bevel to be last. Yeah, this is the right way, so we need to switch when you just start with the Boolean
first and then the bevel. Alright, so let's
apply the Boolean. And we can just hide or remove these senders x
just to lead them. There we go. We've
got our handle. So as last move, I
would like to add this new layer of detail
as we go on the side. So to do that, I'm going
to press Alt right here. Duplicate these parts. You can duplicate this press P, separate selection,
and let's add the solidify modifier
to this new objects. So let's add this new
modifier solidify. So it needs to be on minus
zero point for the thickness. Let's make it -0.0. Add another zero. Now actually that's too much. Five. Sick look, it looks acceptable or it's
an hour and you add this part as
we got right here. So let's select our units. Select again one single vertex
Shift D to duplicate it. Well, actually we can do this. So we can select
all of those phase. Let me just hide this
one for just a second. Can hide this object. Selected our break handle, and let's select
all of those faces. Let me go to the top. Yeah, must exclude this. So Shift D to duplicate this
part and we can extrude it. So X tilde is on the x-axis. Let's try to fail to fit
these points altogether. Let's put this one, e.g. over there, and Let's continue aligning these
vertices like that. This one a little bit down. This one should be about there. We can add another
edge loop, e.g. here, and try to check
this one little bit. Backward, this one up, just create some
interesting shape. There we go. So Alt H is bring
back this objects, but as you can see, it's a little bit what
having some clipping. So let's select this part, try to move it sideways
just a little bit. Also here, we're having a problem with the
normals right here. So let's select
everything shifts n. So nothing happens. So what about, let me try
something else. We can, e.g. we can just bring
this one outside this movie just a little
bit to fix that problem. Alright, that's been done. Let me try to print this
one a little bit down here. To the left side. Excellence. I also want to scale this
one on the z-axis by two. Alright, so let's
put it in place. I know it's not perfect, but we can go with
it because this is just a minor detail.
So let's go ahead. I'm going to go to the
top by pressing F7. In this part it's
at the right place. We need to scale
it way down again, or Z spinach on the
z-axis by -30 degree. And let's place this correctly. Scale it down again, but actually it needs to
be on the other side. So let's move it here as x
and minus one to flip it. But actually the flip
it does not work as x. So we need to apply
these rotations. So let's apply, select
each one of these and control a,
apply the rotation. Apply the rotation so that we can have it all set to zero. Okay, let's select both
of these as x minus one. So let's press seven to
go to the top ellipse, place it at the correct place. Something about here, but also
we need to add that extra. Ok, it's going to connect
it to this handle. Let me just scale
it up a little bit. But we can offer can
do right here is this, let me just make some room
for this new objects. Drag this one
sideways, e.g. here. Select this object. I want to duplicate it should the duplicates for each year might want to scale
it a little bit. Sketch even on the z-axis. And let's try to place or something like that. Alright, so that's been done. Let's apply all these modifiers. So the bevel, the
solidify something here. Let's apply the bevel and it's merge these two pieces together. Control J. Alright, so let's make our break handled part of this object so that we can have the
similar Modifier applied on the other side. So let's select this
one first shift, select this object Control J. And as you can see,
we're having does handle on the other
side, which is awesome. So we're going to continue our
work in the next tutorial. See you soon.
17. Modeling Front Cover: In this tutorial, I
would like to work on the front cover for cyclists
can hold headlights. So I'd like to switch to
the fourth, a reference. You can simply drag the
temperature right here. So this section, this
orange section as regards. So let's start operating on it. So first I'd like to do is to start with this simple vertex. So let's select this
object on this mode. Select one single vertex, Shift D to duplicate it. And let's move it sideways. I'm going to press three
to jump to the side. And let me just
put it right here. So the starting position
needs to be from dislocation. So I'd like to extrude it up, something like this
and extrude all the way to this corner. So I want you to complete that journey by simply
keep extruding. Check it over here,
and let's double that extrusion so that we can add easily add one
phase right here. And let's continue to the top. So let's select these two
vertices and press F to fill that last gap. Or it's
sweet, that's been done. Let's press L right here. Press B, separate selection. So we got this unit, I'm going to select
it and try to burn. It's a little bit
to the right side. So I will actually do
right now is to add a subdivision surface modifiers so we don't need the devil. So I'm going to just
promote the bevel and let's add a subdivision surface. So on the Edit mode, Let's
start working on this object. So I'd like to select
this edge and we need to create this kind of curvature
that regards right here. So e x, x extruded like this. Alright, we might want to
bring it a little bit back. Ex, again. Pretty much good. Alright, so now let's start
filling these spaces. I'll press F to fill. So it's considered
having that nice Jerne. So right-click, Shade,
Smooth. Looks great. Let's continue
filling those spaces. Can select these two. I'm going to insert another
age groups or Control R here. So I'm going to press G to
move it a little bit up. And let's grab these two edges, press F to fill, and let's continue filling. Alright, so let's
fill that on the top. And let's continue. So e.g. here we can
select these two. Press F. Looks great. For the top. Let me just take a look
at our reference image. So what do we got at the top? So we need to do
first, we can extrude, select this top edge e x
extruded to form this shape. So after that, Let's continue. I'd like to switch to the
vertex so that we can see the number of
vertices that we got. So I'm going to insert loop, try to bring it over there. Let's select this,
press F to fill. Alright, again, control
are here at the middle. Let's fill these two edges. All right, and lastly
as a last step, let's try to fill all of those. Perfect, Alright, so
right-click Shade Smooth. Looks good. So let me go to the front. So by pressing one,
actually control one, and let's try to spin it a
little bit on the y-axis, so we need to spin it like this. Move it to the right side. Looks good. Also, we need to tilt
it on the z-axis. So RZ. Let's spin it by, let's say 25 degree. It looks acceptable.
Let me just go back again to the side. Here. We need to get even more. So let's try. So we can
select these three vertices, try to push them
to the left side. Also, I'd like to do is to make this edge a little bit sharp. So we can do this. I'm going to press K right
here and take it all the way to the scholar
can press Enter. Now it's pretty much Sharp. Also were able to
add the two loops, which is awesome right here. Alright, that's been done. Let's work a little bit on
the front and we need to finish to catch
to fill that gap. So I would like to
activate the snap tool to the vertex and we can extrude this edge down here and extra one more time until
you reach the bottom. After that selects everything
to merge these points. So press M and
merge by distance. So now two vertices are moved. And it's can see we're having this nice curvature similar
to what we got right here. That's awesome. Alright, so as the last
move, we need to make these edges a little
bit sharp, e.g. this one right here. So I'd like to extrude
or add some edge loops. Let me just remove
this snap tool WJ to go up multiple GI. Okay, and another one
here on the bottom. So control our second number, one here to the bottom. Alright? So our next move is gonna be to add the solidify modifier. Also here we can make this
area a little bit sharp. Perfect. Alright, so
the next move is to give this object the
solidify modifier. So let's add it. I'd like to add the
solidify modifier. Alright? So actually we
each must be on the minus. So minus for the thickness. Let's give it a -0.0. Can try this. But as you can see, we need to fix these problems. So let's try first to flip
the normals. So Shift N. There we go. So a fixed jaw was just a
problem with the normals. Now it looks pretty much good. Alright, so next, we can
try to push it here. Try to work on it a
little bit on the France, because the French
must be like this. Or actually let's select
all of these vertices. Try to push them forward. Probably a little bit down. Same thing for the
second edge loop. Circuit. A little bit
down, something like that. Let's take a look at the front. It looks acceptable. Alright, right-click, Shade, Smooth, ER, yeah,
**** others month. Let me try to increase the number of
subdivisions to chew. But also we need to add, let me just hide the
solid five are just now. Let's add another edge
loop right to you to sharpen that and
take this one up. Let's bring back the solidify still nothing's still not sharp. But for the thickness, Let's try to reverse it. So it looks just a little
bit at the top here. So let's hide solid if I can construct to bring
these to the right side. Something like this. Also for those can
push them backwards. Alright, so let's try. Let's see how we're doing
with the solidify on. Okay, it looks a little bit big, but I think that's
the right scale. You can see that from you
can switch to wireframe, can try to scale that
thickness or reduce the thickness lipid by 0.0, 12. Or it's another to do is to
add this object on the top. So let's do that also
as a last trick. So I'd like to tweak this one little bit to
the right side. Alright. Okay, Not bad. Alright, so let's add
this object on the top. We can start, I'm going to
select these two vertices. Shift D to duplicate. Let's move them sideways. Extrude. Also can activate the middle. Clipping like that. Select these two and let's
try to move them forward, stretch of them,
bring them down. Also, we can separate
this part so l breastfeed separate selection. I don't think the solid fine
with a virus cannot do much, so let me just remove it. So also for the subdivision,
we don't need it. So let's operate on this one
without those modifiers. So I'm going to take this
one to the side here. This one, let's
push it backward. This one a little bit back. Alright, something like that. Selects everything type
E, extrude, go up. Also here we can try. We add, let's add the
bevel, right-click Shade. Smooth can increase
the segments to tree, but we need to make
it look in interests. And so you can insert another
edge loop right here. Press Alt at this area. Let's take it up. So we're just experimenting
to see which one's gonna go. Well, also we can, Jake, I think we're having
too much distance over there. So we need to take
it a little bit up. So let me select both of
those phases structure, bring them here, alright, as the last move, we can make it a
little bit smaller. Let's check the front. So I'm going to take
this edge and let's try to move it backward. Something like this. Alright, same thing here. Move it down. There we go. You can keep tweaking. It was also afford this object. Let's try to push it
to the right side. Let me check the bottom. Yeah. Actually, it's pretty
much tied here, so let's just reach back. So RY, Let's Spend it by minus three degrees or
something like that. Alright, so let's
check from business. So that shape looks excellent. Let me just go to the side.
It looks pretty much good. So now what we need to do is
to add the hook that's going to hold this piece together
with the suspension. So one last trick
that we can do to this fonts cover to make
it look even better, is to go to the
solidify modifier. And I want you to decrease or
increase the offset value. You can increase it to
something like 0.25. And as you can see, we're
having dealt sharp corner. Also. Let me just try to
brands a little bit close as you can, like this. Sideways. All right, so that's
the last trick to make it look interesting. Alright, so see you in the
next combinatorial ticker.
18. Modeling Motorcycle Headlights: Or its analytics
work on headlights. Alright, so to get started, I'd like to put the
cursor right at the center, right here. Let me just select, put the cursor writer exit
as small shifts a, Let's start with the cylinder. I'd like to reduce the
number of vertices only to health 16 or x ten degree. And let me go to the front by pressing tree, actually one, control one and shake
it up on this mode, I'd like to scale it way down. We can do this
switch to wireframe. I like to grab e.g. these threats to take them down. Also for these, we
can just remove these extra vertices
x, this all vertices. So now we're having
an even shape. Alright, so let's just go ahead and put it at the right place. Can switch the solid. And let's try to put this objects at the
right place, right here. So S Y. Scale it down, take it up. Move it forward. Excellent. Alright, so that's been done. So it looks a little bit weird. Let me check the scale. Control a, let's
apply the rotation. I think this phase
is not filled, so let me just do some cleaning so we can
select these edges, press F to fill. But it's also write
your press F. Same thing on the back. Press F to fill those gaps. Or it's so let's
add the headlights. So I'm going to press again control one to go to the front, shift a, Let's bring a cylinder. I'd like to spend it on the X
or X punished by 90 degree. On this model can
scale it way down until it fits this area. Something like this. Alright, SY, can
scale it way down, try to push it
inside that shape. Next, we need to
select this phase, press I to region inset, and you can go inside like this. Next, I want you to put
the cursor right here. So Shift S courses
you selected shift a. Let's go to UV sphere. So for this UV sphere, I want you to move it sideways. I would like to spend it on
the RX spends by nine degree. And I want you to delete
the second health. So press Alt right
here, EX, Delete, select the arrests using l, x Delete, and let's
select this last part. Can sketch way down control. One can go to the front. You can scale it down
until it fits inside that cylinder,
something like that. Also we can move
it, push it inside. Amazing. Alright, so right-click,
Shade, Smooth, garbage. We can add the
subdivision surface. Add some details over there. Lies can also add
some edge loops. Looks great. Here on the back. Let
me select this patch. We need to delete
this back face, check the difference here
and having some stretching. So X delete that face
and now it looks great. Alright, so as the last movie, we need to duplicate this part. So control one, duplicate
this unit down, but I think it's a little bit big because we still have to add this middle lights. So something like this
should D to duplicate it. Let's move it down. Right there. At the center. We can do this. We can
select this object. Go to the Edit mode, select only the front phase shift D to duplicate and type RY
Spanish by nine degree. Control one again. And let's scale it way down. Something like that. Let's
move it down a little bit. S, z. And also we can
try this. Let me try. Can select this porch. You can type Sxx by 0.5. Alice is sending to the rest. So as 0.5, Let's select
the entire units. So I just scale it to the
sideways and we can extrude it. I can repeat this same
process with it here. So I'm going to press I to insert tragic go
inside, extrude. Something like this
looks acceptable. So right-click,
****, auto smooth. Also, we can add the
bevel to this object. So let's add the bevel. Increase those segments. Should probably three or four. Right-click, Shade, Smooth. And there we go, we've
got our headlights, but we still need, we need to fix a little
bit this objects. So let me grab only the
bottom parts to actually make some space here to take
it to the left side. So for these can
take them like that. Perfect. So now it's
much more believable. It so as last move, what do we need to do is to add the hooks that's
going to connect this object to this expansion, just like what we
got right here. Alright, so let's work on this little piece that
we got over there. So I'm going to press 32, go to the side, switch
to the wireframe, and let's start
creating this part. So I'm going to use a
vertex from this objects. So Shift D to duplicate, and let's move it sideways,
switch to wireframe. And basically we need
to start from here, extrude again here, and continue extruding
on a round shape. Can go down here to create
some nice curvature. Same thing here on the top. So just be creative
about this bulge. Right? You can select
it by pressing L plus B separate selection. And as a last move, let's connect these
two points together. Can bring this one
that sideways. All right, so let's take
a look at this part. Construct your brains outside, press F to fill it.
Okay, It looks good. We need to remove the
subdivision surface. Alright, let's go to the
three and let me check. What do we got on the inside. So I'm going to
press K, and let's try to make that
cut on the inside. Press Enter, press X. Delete that face right
in the structure. Bring this one sideways. Also, let's reduce this
amount or something like 05, right? So e.g. at this location, let
me just remove or hide, solidify for just a sec. So I'd like to add
these cuts right here. So we can do this. I'm going to press K and it's got all the way to
the bottom like this. Press Enter. And I want to select
these two faces or Z, just spin them around. And we can take them
to the right side. Something like that. Probably we need to check this. Check them down. So let's bring back the
solidify modifier. Alright, it looks
good. Alright, so let me just check what we got. So I think having some
empty space here. So I don't like this
emptiness that we got here. So we're going to
fill it with wires. But I prefer to take
e.g. this phase. We can play little bit with it. I'm going to type, I, create an insert and you can
extrude backward. We might want to spend
it on the x-axis. Take it down. Just play
a little bit with it. That's all our x. Alright, we got
that shape covered. So we're going to continue our
work in the next tutorial. So it's useful.
19. Modeling Motorcycle Rims: In this tutorial, I would
like to work a little bit on the front lines specifically, we need to create this ramp, this regards on the
front or it's why I got a close reference that
looks similar to that room. So I'm going to simply take it, drag it, and drop it
in our blended Racine. Alright, so let's just go to the side and work
on it separately. So first we can put
the cursor right here. So Shift S cursor to select it. And I'd like to start with a
simple, plain Somesh plane. So let me just on Edit Mode, select again one
single vertex control. I dissolve the other vertices. Alright, so that's one selected. Let's create only one unit. So as you can see, these
are just duplicate, so we can create one unit
and duplicate it four times. Alright, so let's start
with the one on the bottom. So we can start from here. Start exuding, so extrude like this all the
way to the bottom. Something like this. Alright, so we get that. So I'm going to simply duplicate this single vertex
Shift D, duplicate it. And you can start
again from this area. And let's continue
extruding down like this. All the way to the bottom again. Extrude. Let's continue that
churn. Excellent. So this is where we got. So let's try to fill the spaces in-between so we can
start from the bottom, press F, and continue
filling those phases. Let me also switch to the vertex so that you can
be able to see everything. Let me just switch here too. I'm going to check
this toggle x-ray to see if it's gonna be better. Let's just go with this. I'm gonna just
remove this vertex. We don't need it. So
x dissolve vertex. Alright, and we can exit
that mode and checked out. So here for the top, Let's select these
four vertices. Press F. Here, I'm
going to insert another edge loop tickets
little bit to the left side. Press F, continue filling. Also here we can insert e.g. on edge loop doubled j double G. So WG two tickets
up, another one. And we can fill, select all
of those vertices, press F. And as a last point, Let's do the same thing. Let's do the same thing
to these two edges. Alright, that's been done. So now we're going
to be easier to insert an edge loop
right at the middle. Similar to this.
So let's do that. So Control R insertion edge loop that you try to bridge
to the outside. Alright, so let me just
bring back or just turn off this toggle x-ray,
right-click, Shade, Smooth. It looks good. So to have a better idea, let's add a remedy
flower as a circle. So to do that, I'd like to put
here, so Shift a, let's add an empty empty access. After that, Let's
select our objects. Let's add a remedy file to it. So basically we need to
spin this object on. This acts like it's
going to go like this. Alright, so let me just
scroll to the settings. So first we need to check
these objects offset and we can pick this empty
right at the center. So right now if we try to spin
this object on the x-axis, so our x, if we try
to spin it, e.g. to the second like this. And if I increase that count, can see that automatically
will automatically. We're going to have
the other components. Alright, so let's continue
filling this objects. So e.g. here, we can
extrude to dislocation. Extrude again x, which
is this location. One more time to
finish that loop. Or it's, again, let's
do the same thing here. Also we can continue. So extrude like this
for the second time. Third, you continue until you complete that germ
disc gap that we got. Alright, so let's
select these two edges. Press F plus F to fill in e.g. we can select these
three phases. Press F, Let's continue. You can select these all. But actually we must
complete that journey. So let's select this
point and try to extrude it by following
that final line. Alright? Press Alt right here. And we can press F
to fill that space. What actually not yet. Let me just go back. So we need to
extrude this one up. And let's go up again. I'm going to press J of this one a little
bit to the side. Swatch. You combine
those by pressing f. Actually we don't need,
actually just leave it. Okay, so I'm going to fill these spaces that
we got right here. Alright, so let's select
all these remaining edges. Can press F to fill that space. Alright, so basically we need to do the same thing
to the other side. Can see here it's a
little bit messed up. So we need to set the x
factors to just zero, to have it all flat like that. Alright, so let's
work, or let's do the same thing to the
other area right here. Let me try first to duplicate, can try to duplicate this part. So Shift D to duplicate this. Move it here and we can
type S z minus one, flip it, RX, spin it around. And let's put it here. But actually we need to
make sure it's connected. So RX spinach again. Alright, so let's
go ahead and try to please those correctly. Okay, something like this. Let's make sure that everything
is merging the right way. Let's try this. I
won't edit mode. I'm going to select everything and press M merge by distance. But here for the
merging distance, I'd like to increase it. So that's these can collapse. So I'm going to increase, keep increasing that
distance. There we go. Five are moved. So it looks better right now. Can try to get rid
of these residue. So X delete that vertex. Perfects also for this
edge, we don't need it. So x delete or
delete edge instead. Perfect. So right-click, Shade, Smooth. And I think we are, we have to flatten this surface. Let's try to do that. So sx plus zero, to have it flat, strive
to push it outside. So as a next step,
what do we need to do? It's going to extrude
everything outside. So I'm going to type E x, x2 and type S x minus one. Which kind of flip that. Design. Something like this. It looks awesome. Right-click, Shade, Smooth. Scroll back to take a
look. So yeah, we're good. So as a last step, what we
need to do is to add this rim. So to do that. So what I recommend doing is this shift eight,
Let's add curve. I'm going to be using a circle. Alright, I'm going
to get the circle, so I'm going to spend it on
the y or y by non-degree. Let's go back here
and scale it until it fits that size,
something like that. So let's take it
to the left side. Press three excellence or so before we can
apply the array, I want you to do final
tweaks to make it easier to merge with
the other circle. I want you to select, press Alt all to select
that entire edge line. And type S x approaches zero. Press Enter, and we need to do the same thing
to the other side. Press Alt, select
everything as x and zero. On after that, Let's
select everything, all those lines, and try
to scale them on the x. So as x, Let's try
to scale them. Something like that. Right-click, Shade, Smooth. You're gonna be much more
easier to fill that gap. Alright, so I'm going to
turn that ray, apply it. Let's select this circle. When you just snap it,
I'm going to activate the snap onto snap
it to this edge. On the edit mode, you can
select everything type EX, extruded to the other side. Alright, we got that done. Okay, after that, what
I want you to do is to select the entire
circle and try to scale it down until it fits
the inside of that RAM. Right-click, Shade, Smooth. Alright. You can scale it again on the x,
give it some depth. And is can see our
room is ready. Alright, so we got a ramp. So let's take it
back to our wheel. So I'm going to try to make everything porch
feature another. Alright, so let's say a rim else places at the right place. I'm going to press Delete. You go to the side. It's
right at the center. Sketch way down, right
about this size. And after that,
Let's bring back, we'll shift D, duplicate this barge and
let's move it to the front. And on the inside, I would like to delete the
ramp in place, the new one. Let's place it at
the right place. Can see we just
duplicate it, this one. So this is the right size
and the right measurements. So we need to adapt. So I'm going to select
this object Shift S, put the cursor right
at the center, selects a rim, go to objects, or actually Shift S and
selection to cursor. So now as you can see,
it's totally centered. So we might want to scale
it up a little bit. So let's do that
on the edit mode, select everything cytoskeleton
a little bit up like that, and let's continue
working on it. So as you know,
the front wheel is not as big as the back wheel. So we can start first
by scaling it on the X. So sx, Let's make it
a little bit tiny. Probably that's a little bit
too much. Also on the side. Let me grab this bar, pressing Alt, and
we need to scale it up by activating the
proportion Editor. So let's enable the
proportion editor smooth and we can scale it up. I'm going to reduce that circle. Charge, increases
a little bit up like this until our wheel, no, actually that's a
little bit too much. Let's go down. So I just get it
outside like this. Let's switch up. Alright, we've got
the front wheel, so let's just place
them correctly. Just scale it up again. Okay, down a little bit, because we still need
to add that edge loop. So let's do it. So I'm going to select
this line and type. Also, let's select everything as x without the
proportion editor. So as x gets up. And let me grab only the edge. Can, actually we can
divide it into two parts. So control are right
at the middle. We can delete the right side and let's work on the,
on the left side. Alright, so from here,
what we can do is this. So we can extrude as, scale it up,
something like that. But also let's add another layer so we can
control our right here. Press Alt, I can extrude, shift X, create that nice rim. So as last move, let's add
the mirror modifier to this, applied to this object. We can press B separate
selection. Let's go here. Let's add the middle with
the file must be on the X. So let's apply this origin. So control a, apply
the rotation to have the mirror fixed them. Sick. It's a little bit
to the left. Excellence. Also we can add
e.g. the bevel and Mitch right? While this area. Alright, and we need to reduce that bevel amount of
something like 0.01. Increase those segments. Right-click Shade Smooth. Also here at the middle. Press Alt, right here, and back to the metal. Can check the Colombian. You can stop right at the center. Alright, so we got our
front wheel with the rims. So we need e.g. let me try to scale
up the rooms. Let's push it. You move them a little
bit to the left side. Probably we need to
scale them a little bit on the x. Alright, so in the next coming to Israel, we're going to continue adding more details to our bike.
Or it's too. See you soon.
20. Modeling Brake Disk: So in this new
tutorial, I'd like to show you the process of grading this breaking desk that
we got right here. So I got to references. We're going to be following
this reference right here. So all we have to do
is to simply drag it and drop it in
our blender scene. Alright, after this, we
can take it sideways and let me reset the rotation
so you can press N, go to the item, can select
all of these rotations, and let's set it to zero. I can press Enter. You can see now
it's laid down on the floor with plus
seven to go to the top, can take it sideways and let's start operation
on its separately. So if you pay close attention, you got to find that this center here is a little bit off. So I'm going to right-click and tragic per each year
just for chess. So Shift a, go to Mesh and I want you to
start with the circle. After that, I want you to scale
this circle on Edit mode. Let's scale it up
like this also, we can switch the vertex mode. I want you to scale the
circle until this vertex here sits on the edge
of our reference image. Let me just get this little
bit down or it's so for now, all I need is just
a single vertex. I'm going to press
Control I, x until H. So we're having
this vertex and the Central which is set here. Alright, so the next
move, it's going to be to spend this vertex round. So before we can
start modelling. So if we pay close attention
to our reference image, you're going to find
it's symmetrical, so this disk is symmetrical. So pay attention to
this part right here. So if we do cut right
here and multiply it nine times based on the number of these edges
that we got right here. So we're going to form our desk. So we can do simple math here. So we can divide
360 degree by nine. So it's going to
give us 40 degrees. So let's do that. So on the Edit
mode, I want you to select this simple vertex. Can scroll here for
these settings, we can scroll up
to the spin tool. Let's click on it and
we can tell that just a little bit so that we can see
this movement right here. And I want you to set
the angle to 40 degree, just like what we
did for the steps. So I would like to increase
the steps to something around 20 to have enough details
to work with here. Alright, so for the next step, we need to duplicate this
circle is part of our circle. We have in one edge right here. Second, the third,
fourth, and the fifth. So we need to
multiply five times. So let's do that. I'm going to
duplicate this part. So Shift D duplicates. And action which we
need to do is to switch the pivot point
to the 3D cursor. So right now, if we
try to scale it down, it's going to perfectly
match that second edge here. So Shift D can, and let's
continue doing that right here. Shift D scale down, perfect. And after that, it's scale
all the way to this location. And the final one is going
to be at right here. So Shift D and
let's get it down. Perfect. So for the next step, I want
you to connect these edges. You can select them, press F, continue with this way. So actually we missed one. So let's select this one first, like this and continue
filling those vertices. And I want you to do
sentence on the other side. Alright, so now let's
work on this edge design. So we need to align
these vertices with this reference image. We can simply take
these up like this and try aligning those vertices. So one thing to keep in mind, I don't want you to change
the position of these two because later where are we going to be
adding a remedy file? So this object is going
to be continuous. So you don't want to
mess up with these two. If you want to change
them, you can select them both and press G. Double G can move
them down or up. Alright, so let's go ahead and continue this selection,
something like this. So we need to align
those vertices. So take your time,
do the alignments. Alright, so we got the
first edge aligned. So let's proceed to the
second edge, this one. So what I'd like
to do is to simply select these vertices
X, delete them. And we can continue
from here by extruding. So actually, what's
happening here? We need to check this
reference a little bit down. So that's John's clip
with our objects are at. So with this one selected,
we can keep extruding, make that churn, extrude site, and continue like this. So e.g. he doesn't
need to be perfect. It's going to be hidden
later on by this bolt. Just create something like that. Alright, let's continue. Selection. Can select these last
two vertices and press F to fail. Perfect. Alright, so let's proceed
to the third edge line. So what I want you to
do is to delete these three or just to
delete them like this. And you can extrude that churn. Select these two,
press F to fill. Excellent. So now for this part, so I'd like to delete
these vertices, shifts, print that one back, x, dissolve those vertices. So here it's a little
bit difficult to see. We can keep selecting all, have an idea about location
of those vertices. So let's keep extruding. Like this same thing here. Can move this one up,
extrude like that. And let's select
these two vertices, press F to fill and
we can extrude e.g. let me just extrude two dislocation can
try to scale it up. But as you can see, the
pivot point is right here. We can switch back
to the mid points. And let's scale it up like this. Extrude one more time. Scale even up. What I'd like to do
right now is to delete all these vertices x and
delete them and let's connect. The rest can select these, connect them, can
select all these four. Press F to fill. Perfect. So let's continue
filling these spaces. So I'm going to press C to
select all of those vertices. Press F, perfect.
And let's continue. So we can select all of those. Alright, sounds like this, and we can press F
to fill that space. And lastly, let's select the
last phase or edge line. This one over here. You can continue
select everything and press F to fill. Perfect. Alright, so now let's work on this inner design that
we got right here. So we need to cut these
two holes that we got it. So I'm going to select one
single vertex Shift D here. And we can extrude
this shape like this. So keep exterior. Alright, so let's fill that. And after that I want you to
select this botch Shift D to duplicate can take it to the second area and
we need to invert it. So I'm going to type S x minus
one to have it inverted. So our z, and let's spin it
around, something like this. Let's put it at the
right place. Perfect. So next what we
need to do is true. Let's select these two parts. We can extrude them up. So easy. Go up. Alright, you can switch,
I'm going to press Z to switch to the solid. And I want you to select this entire two
objects by pressing L. Let's select them both. Press P to separate selection can take this object
little bit down here, so it must intersect
with our plane display. Alright, so let's
select this object. Let's add the Boolean modifier. We can pick this object. So as you can see, it's
cutting only in one place. So the reason why
it's not coming here is because of the normals. So once you invert this objects
cannot flip the normals. So what we can do is
to select everything. So let me just show you the
problem with the normal so we can do right-click
Shade Smooth, can see this darkness
that we got right here. This darkness. So it has
to do with the normals. On the edit mode,
you can type Shift N. And now if we
select this object, you can see that we are
having two holes right here. But also I would like to
do is to add some details. So let's select this object. We can add a subdivision
surface modifier. This one, just so
that you can have more details at this loop cuts. Or it's sort, it's
applied that. Good. Also, let's apply the
Boolean modifier. I'm going to just delete
these two objects. And bingo regards our shape. So these two halls, our
cut down, which is nice. So the next step
is gonna be to add this bolt that we
got right here. So let me e.g. put the cursor or you
can select all of those. Put cursor shifts as
coarser tool selected. And shifts a. Actually we must be
on the edit mode. So Shift a, go to cylinder. Alright, I want you to scale this cylinder or wheel
down until it fits. That's a bolt or something
like that Also on the solid. Let me try this.
You got to type S, Z charges skeletal little
bit down like that. After that, I want you to
select these two faces. And we can create an inset. So I'm going to press I
to insert them inside like that and Control E
and bridge edge loops. This one. The third one, as you can see, we are
having that Scott perfect. Once you can do right-click,
Shade, Smooth, perfect. And last thing to do is
to extrude this shape. So let's extrude it up. Monotype II, extremely
rich, something like this. After that we can select
the entire part and type GZ, have it centered. So let's move it a little
bit down like that. Perfect. Also here at the edge, I would like to
delete this phases. Don't need them. Same thing for these edges. Delete those edges. Alright, so the next time
it's gonna be two bevel, these sharp edges that we got. So let me try to add
the bevel modifier. All right, we got it. So it looks really nice. So here we're having a problem. So let me just do some investigation on
what's going on here. Let me try first to
Philip the normal. So Shift N doesn't have
to do with the normals. So let me just lady's face
and redo that connection. So also the bottom. Let's delete them. You can e.g. select this edge shifts
like the other edge. Press F. Also here, Let's press Alt, just like that anti Ro, press F to fill it. So we're still having
that same problem. Let me try to see right
here where we got. So all we have to do
is just move it or tilted a little bit
too on the x-axis. And as you can see,
that's problem is fixed. I'm gonna do the same
thing on the bottom. So press Alt right here
and press F to fail. That's cap. And as you can see, we got that part. So also we don t
need these faces because this object is
going to be continuous. So I'm going to just delete those faces are
now also the year. Let's delete these
extra faces are. So now all we have
to do is to spend this object nine times. So to do that, I'm
going to just, let me just hide our reference. So let's select this part. We can add the array modifier. So I don't want it to be
on the relative offset. I'm going to just
uncheck that box. And what I need to do is to
check this object offsets. So basically me to spin around
this particular objects. So let's put the
cursor right here. So Shift S, cursor
tool selected. You can go shift a,
let's go to curves are empty and I'd like to bring
this plane, access it. So let's select our objects. So here in the array. So if you check this
object, offsets, offsets. Let me just click
here and simply use the eyedropper to
pick that plane accesses. Alright, so check this out. If we select our plane
access and try to spin it. So our Z, we're going
to be spinning it. There's two form
that second loop. So let's set it to 40 degree. Perfect, and we can increase that account
or you know what, let me just switch back. Let me just first increased
discount to nine. Let me select this and type or Z to spin it
around like this. And as you can
see, it's gonna be spinning in a beautiful way. So we can set the
angle to 40 degree. Can see now it's perfectly
matching our geometry. So all we have to
do right now is to apply this remedy for
sequential space. To go back, let me just apply the array and we need
to take this object actually let me just apply the bevel first and then array. Alright, so let's
take this object and places at the right place. Alright, let me
just scroll back, so we need to spend it on Y. So RY spinach by 90 degree
can press three if you go to the side and let me just scale
it down and put it here. We can also do this. Let me select my wheel Shift S, put the cursor to
selection, selected. Let's select our desk and
Shift S selection tool cursor. So now it's perfectly
snap to the center. Can simply take it a little
bit to the left side. There we go. Alright, so we got our
breakfast so we can continue our work in
the next tutorial. See you soon.
21. Modeling the Brake Caliper: In this tutorial,
we will be creating the final parcel
for braking system, which is the caliper. So
let's get down to it. Alright, so let's go
ahead and do that. So first I want you
to select the desk and we need to switch to the
vertex mode at our two e.g. to select all these
vertices, we can start e.g. from here all the way
to this location, e.g. can press Control right here. Alright, so by pressing control, we're going to be selecting
every other vertex that is between the first and the last one that
you just selected. So Shift D to duplicate this edge line and let's
take it to the right side. I'm going to press P,
two separate selection, and let's operate
on it separately. So first of all, I'd like
to do is to extrude it. So I'm going to type II acts
and it's extruded outside. Also, we need to delete
these faces on the top sky and optimize our
geometry or can e.g. spin it a little bit. So eax, Spanish around, alright,
something like that. It's also, let me
just delete them because we need to extrude them. Forward. Can delete
all of those. Alright, so after that, select this face and try to extrude it. Also here on the bottom, Let's do some cleaning. Cannot delete these
on the bottom. Center for this one. Okay? These two. Alright, so let's
select everything and try to extrude it on the y-axis. So type II and go on
the y-axis forward. I want you to
extract that just a little bit, something like that. So the bevel is not now actually it's working.
The bevel is working. So what we can do right now, as you can try, let me just try to be a
little bit creative with this shape construction extruded
or two scales on the x. So as x, let's scale it up. Something like that. Can check it's a
little bit backward. And after that we can execute
this again on the y-axis. Alright, the next step
or the last step, it's gonna be to
add two edge loops. So control are right
at the middle. Scroll the mouse just
twice and press Enter. And I want you to
select these faces. Should not be missing
this one on the bottom. We can extract this forward. We're actually right-click
to cancel that's moving. And let's go forward like this. Alright, let's do same
thing on the other side. Let's select the first phase all the way to the bottom
by pressing control. Can extrude it again. Right-click and let's
take it forward. Let me just go to the top
to see that alignment. I think we're almost there, just a little bit off,
a little bit backward. It's going to do,
which is excellent. So this is our caliper. So as you can see, it's
really quick to do it. There is no need to spend some
time to create that shape. So let's take these objects and let's push it inside. Our desk. Should be at the
center like that. Alright, so let's go to
the side by pressing tree. And I want to check the
location of this brake disc, the scalper based
on the reference. So actually we should
scale it a little bit down, Something like that. So let me check. Check it's a little bit to the left side. And basically that's it. So we got our caliper
and it looks nice, or as a last step or
electric do is to add this axis that we
got on the middle. Let me talk a
little bit on this. Let me just show you. We can add this object that's going to hold the hour we'll with the caliper and the
suspension and everything. So let's try to create
that real quick. So make sure that the center, make sure that this course
is put at the center. You can select e.g. the rim of the wheel or any other objects, shifts as selection to coarser. And we can start
with a cylinder. So Shift a go to
Mesh a cylinder. So for this cylinder, Let's go buy only 16
vertices on the Edit mode. Let's spinach on the y-axis. So RY, Spanish by 90 degree
can type that Nanodegree. After that, we can scale it down until it fits that center. I'm going to press period on
the name Patrick and zoom on that object and let's
kill it real down. Something like this also lets keep an eye on
it from the outside. So as x, Let's
extrude that objects. That's fine. You can scale everything down. Alright, right-click,
Shade, Smooth. Looks perfect. I'm just press three.
Switch to wireframe. And let's see what we got. Let's create this
bomb suspension, the second part of
our suspension. But also I would like to
switch our reference to the first one just
so that we can have an idea on what's
going on right here. Alright, so I'm going to
select my suspension. As you can see, it's flipped. We have to work on
the other side. So I don't want
that arrangement. So we can try Sx and minus
one, which can invert it. So now we're going to be
able to work right here. So on the Edit
mode, I want you to select this edge
line by pressing Alt Shift D. We can duplicate this edge line and we
need to switch e.g. to the local images. Yeah, look, it's gonna be fine. So when it should go this way, you go aligning with
the suspension. So I'm going to
type E Z extrude. Let's take it e.g. right there. Consortia, the wireframe is can see it's a little bit off, so we have to move our
wheel little bit forward. But we're gonna do
that in just a second. So that's been done. I'd like to insert
another edge loop control are e.g. here. We can press Alt right
here and try to E, extrude, such as
skeletal little bit up. Probably can take it
a little bit down, something like that.
Right-click, Shade, Smooth. Alright, so let's select
all the wheel components. Let me check them down to see. No, actually we forgot rims and we can take it a
little bit forward. Right here should be about the
center of that suspension. So for this part, let's try to scale
it a little bit up until it fits that
poem suspension. It's a little bit big
so we can scale it up or write skeleton on the x. So as x gets backward and I've actually
create this nice shape. So I'm going to
select this phase. Try to add an inset,
can take it e.g. your extra inside type. You can create another insets and you can extrude
it out outside. Inwards and outwards. Alright, so now let's match we collected with this shape should not be having
That's clipping. So let me again select
all of those components. Need to check the backward. Just a bit. Struck the
front, front looks fine. So as the last move I want
you to add the bevel. Right-click Shade, Smooth. Looks great. Also, we can add another edge
loop right at the center. Here. Let's switch to the global. Okay, something like that. And you can delete the rest. Select this porch Shift
D as x minus one. We can check it here. The other side, perfect
centered for this disc caliper. So you must duplicate them. So Shift D, Let's duplicate and take them
to the right side. Just like that. Perfect. So we can continue our
work in the next tutorial. See you soon.
22. Modeling Front Fender: Welcome back everyone
to this niche. I also not gonna be working on our last piece of cheese,
this vendor, right? You should do that. I'd like to press
three if you go to the side and start
working on it. So probably I need to check
the reference little bit up, a little bit up. Put it like this. Skill down just a little bit. Alright, so we,
that's been done. Let's try to start e.g. with once per vertex. Let me select it
from the suspension. Shift D duplicates. Here. Let's go back to the
global ticket sideways. Press three, Let's press
B to separate selection. And let's start working on it. So I'd like to start from
dislocation extruded and keep the extrusion all
the way to the top here. Alright, so let's
continue that churn until we reach the end. Excellent. Let's take a look at
what we just created. It looks good. So let's continue
all the way to the top. Something like that.
Also here we can add another edge loop. Keep extruding until
these lines can match up. Press F, it is some of this
last vertex are right. For this one, e.g. can try, continue extruding. Can press F to fill that gap. Alright, got the front. So what we need to do
is to start filling that space. So let's do it. I can select the bottom here. Actually, let's
switch to wireframe. Little bit difficult to
see that what, it's fine. Alright, so we can't dance part. Same thing here for the top. Select those press F. Same thing here.
Alright, Excellent. Let's select everything.
Try to move it outside. And I'll actually
delete this vertex. Try to fill these spaces,
something like that. Okay? So let's try to
select everything. Stretch, bring them back. Right there. We can select
only the top edge spine. Can take it to the right side. Here. Press Alt again or
select the first one, controls the last one. And a sub e, x and extrude. Can add another edge loop. Press Alt right here and G, C, and go up. And basically that's it. We got our vendor. So let's
just tweak it a little bit. E.g. we can add an
extra edge loop. Just try to have
that nice curvature. So GZ, sick this one up. Right-click, Shade Smooth. Alright, and as a last step, let's add the solidify
modifier, right? Also, I'd like to take change the order of
these modifiers. So I want you to have the
solid five-fourths and bevel. This shape they're
writing the sheets mouth. Alright, so let me check the
orientation from the side. It looks acceptable. So basically that's it.
This is our vendor.
23. Adding Final Pipes: This is our ethics
to add a couple of wires is going to connect
the brake system, jaw or motorcycle. Right. So to do that,
let's get started. So I'd like to start by
putting the cursor right here. So shift right-click
shift eight. Let's go to curve and
let's use a bath. On the edit mode. I'd like to scale it down and let's spin it on the y-axis. So RY, it's finished my degree. And let's stick it
down like that. Alright, so I'm going to
scale it down, move it up. So basically this
area right here, it's gonna be connected
to the shaft. So let's take this up a
little bit like that. And what we can do is to let's just expand
it a little bit down. Should be able to see it. Also, we can add amigo to
double-check those properties. Scroll down again to bevel. Let's increase the depth
to some of those zeros, 0.1, 0.3, something like that. Alright, so that
is the first pipe. We can e.g. connected to this objects from the bottom side. So let's check it from your extruded on the x
and exit on the z-axis. Can see it's connected
from the bottom. Which is good. Alright, so that
is for the first, let's take this one downside. So this is the first pipe. So let's add the second one. That's going to hold. It's going to take
from this device, from this break handle all the way to inside
our motorcycle. Alright, so let's
place the cursor, e.g. right here, shift, right-click. Let's select our
pipe on Edit Mode. Select everything
Shift D to duplicate. Can take it down, press
B, separate selection. So that's the first point,
shifts S selection. Cursor can also try this. Let's make it a
little bit closer. Alright, select all
of those points, try to bring them down. Okay, push these insights. Can try to bridge a little bit outside to make
it more visible. In here. Let's go ahead and push
it inside our chassis. Okay, so let's fix
this clipping problem. Can take it to the side, bring it outside like
this. There we go. It looks great. So this pipe, you can try to push it
a little bit down here. Easy. Can keep it connected
to dislocation. Easy can, BY UI
it can go inside. Excellence. So that is for the first pipe, we can make it a little
bit stretch straight here. Alright? Alright, so I
want to actually do is to duplicate this wire
on the other side. So to do that, we can put the
cursor right at the center. So you can select every part. So Shift S, PUT call
social selection, right? So this one selected
Shift D to duplicate it. And we can switch this
pivot point to make sure that your precursor
and type x minus one, as you can see, because it's
inverted to the other side, I'll say let's just go
back to the medium point. Alright, so here on the
bottom I want you to align these two pipes
in a better way. So just work on them
a little bit of drag this one to the left side and the other one
to the right side. Make them go liner
line, hand-in-hand. Alright, so for this one, let's make it a little bit. This is only to make it
skip it symmetrical. To make some variations here. Okay, stretch pushed outside
ticket to the right side. X. Looks great. Excellent. Alright, so
let's select this barge. Duplicate it. Constructive chicken down, type S z minus one to take it up. And let's start working on it. So we can put e.g. the
wire on the top like that. But I prefer to have
it on the bottom. On the bottom is going
to give its kinda show. It's gonna be in better shape. Something like that.
But we have to invert this porch to the left
side like this, right? And right at this location. So we can do this. I'm going
to put the cursor, e.g. here, Shift S courses selection. Select this single versus shifts S selection to go reserve. And we can do the
same thing, e.g. here, Shift S selection, cursor. Select the top Shift S
selection goes, alright, so just take your time and
try to be a little bit creative with The
Wire positioning. You can just keep
tweaking those lines so random it's going to make
it look more realistic. As you know, these pipes
are not all symmetrical. Alright, so now let's
duplicate that pipe objects. So let's select this top. And we can put the cursor
right at the center. And let's select our objects. We can Shift D to duplicate it, but also we need to
change the pivot point to the 3D cursor. And you can type S
x and a minus one. And as you can see, it's going to be inverted
on the other side. Perfect. Alright,
so there we go. So we finished
modeling our bike in. It looks pretty much good. So if you have any questions
you can feel free to ask me. So the next step, it's going to be just started
texturing. Let's see.
24. Texturing Motorcycle 1 Creating the Paint Material: Welcome everyone to
this new details. So now we're going to
be texturing our bike. So the first material
that we need to create is the paint. The
paint material. So we need to assign it to
both the chassis and the tail. For motorcycle. This means misery
all is what we're gonna be creating will work great for both motorcycles
and cars together, or it's the sketch work. So the first thing
that I'd like to do is to change or to switch this panel from the timeline
to the shader editor. You can take it up a little bit, collect here and switch
it to the shader editor. After that, I want you
to add a new material, but we need to select
which objects. So let's select this
shall see right here, let's add the new
material and we can call it number one, dash one. Alright, so the next
step I want you to switch to the
material preview. So I'm going to press Z,
switch it immediately. Previous to that, we can be
able to see that material. Alright, so we got it. So the first step
between each grid, I'm going to just
check this one up. Just go back a little bit
and maximize this window. So the first step is
to add those small, noisy details that
you can see right here on any paint surface. So to do that, we're gonna be reliant on the voronoi texture. So shift a right here and
let's add the Voronoi texture. This one, you can go
ahead and connect the color to the base
color to see what we got. So you can see we
have the cells. So we can increase
the scale e.g. to something like dirty. But also I'd like to do is to
increase the scale even up. So I don't want to
increase it here. So instead I would like to press Control T. If you want
to have access to this control T
shortcuts orange to do is to have the Node
Wrangler add-on activated. So it can go to Edit Preferences
and jump on Add-ons. And here you can
search for wrangler and make sure that this
Node Wrangler is activated. You can check it from here. So this way you can have
access to all these shortcuts. Select the Control T to add the mapping and the
texture coordinates. So here on the scale, I wanted to increase the scale
to something around 100. So right now, you
can see that we'll have in those small
noisy video that's going to be a really good once we finish working
on our material. Alright, so for the next step, we need to work a little
bit on the principal PACF. So I want you to jump
into this clear coach, and I want you to
increase this value to two for the clear
coat roughness, I'm going to just
leave it at 0.03. The default value
works just fine. And lastly, for the roughness, I want you to take it to zero. So you want to have pretty
much a glossy surface. We can give it e.g. 0.1,
0.1, it's gonna be fine. Alright, so now what
you have control over the color of our page. We can add here the color ramp. So shift a lit search
for color ramp. You can drop it on top
of this line like that. And we can work a little
bit on this curb ramp, can take the black all the
way to the right side. And you can see that
those nice sparkles, those nice noisy details. So we can take
them a little bit. Something like this
looks just fine. We can make this a
little bit darker again, please click on that
angle, drop it down. Alright, so that is
for the first step. So next what we need to do is to work a little bit
on the normal map. So let me just show you. So I'm going to simply
take all these nodes, tried to drag them down. So I want you to
add the normal map, so shift a normal map. So we need to use
this normal map to have some kind of bumps
on top of our surface. But actually if we don't want to use this, check this out. If we try to connect this
one to the base color. So the shortcut is to
press Control Shift and left-click twice so that
you can preview this node. So this is what we got. So it doesn't look
like a normal map. So what we need to do is to
convert it into a normal map. Usually normal maps looks
like this, this purple color. So to do that, let's add
the separate I'm going to just can take or actually let's just preview the principal
PSF. So Control Shift. Let's click on the
principal USEF shift a. Let's start with separate,
separate color lecture. Put it here. And I'd love to connect it from the
blue to the base color. So as you can see,
nothing is happening. Sellers say, but if
we add the combined, so shifts a, let's
add combined color. Could put it on this line again. And if we connect the blue
to the blue or the red, we can have our normal map. So it's noisy a little bit
with having that noise. If you zoom really close, you can see that noise,
which is excellent. So let's go ahead and use this
channel as our normal map. So I'm going to just maximize this window by pressing
Control Space. Can take it from here,
from the base color and connected to the color. Let's make some room here,
something like that. Also here, the material output, let's put it on the right side. So for the normal map and
it's connected, the normal, the normal, or it's a control
space is called back. And let's see the difference. Alright, so you can
see that we're having some change on that couch. So what we need to
do is to reduce this strength to
something like 0.01. So still nothing is happening. So let's check. So what we need to do is connect
the base color. Alright? Can try to increase this value. The difference, I
think something like 0.25 is gonna be fine. Alright? So also here
for the metallic, I want you to increase
this metallic to something like 0.75. So for the last step, we need
to add some kind of a bump, which add some noise. Let me just show the surface
right now it looks perfect. It looks 100% perfect. So we need to make it, or bit, little, bit, add
some more effect. So to do that, let
me just show you I'm gonna be adding a noise. So shift a noise XOR, and let's connect it to a bump. So shift a search
for a bump node. And we can connect the factor to the height and the normal too. This clear coach, normal. You can see that warp effect
that we got on our clinical. She's looking good.
So what do we need to do is to reduce the scale down. So let's set it e.g.
to something like two. And let me try to connect the
vector to the vector here. Alright, you've got the
noise, but that is too much. So you can play little bit
with this scale is set to 0.25, even down 0.1. For the details, we
don't need any detail, so let's just set it to zero. And let's reduce the
strength, something like 0.1. Okay, We've got that warp, but we need to work
on it a little bit. So for also, for the distance, let's give it something
like 0.2 or 0.1. Okay, we got that warp, but let's increase the scale. Can increase it by 0.25. Just see something like this. But also let's also, let's reduce the distance
to something like 0.01. Something like this
starts to look good. So if we pay close attention, you're going to
see that wobbling. That's warp effect. It's not perfect. And there is the key for having that realistic paint material. So here it looks a
little bit weird. So what do we have to do is
to go back here and switch. This mode, can pick e.g. the objects sick,
I'll look at it. That looks even better. Got the Warp effect. And it's awesome. So forth. The last step we
need to duplicate this material and apply
to the other elements. Let's, let's just go
to the paint here. I can click on this
duplicate or add a new material and click on it and let's call it
paints number two. So this way we'll
duplicate this material. So we can go to the top and play little bit
with the color. It's also one that
should do is to select, Let's select the first. Actually this one
should be the black, so we can call it paint black. Right? So let's select the site shield. Let's add first one. Can rename it from here, we can call it red or any
other card that you want. So here on the Color Ramp, Let's pick this black handle. Can click here and change to get a little bit.
Can make it red. Not that dark red.
Six up a little bit. Something like that
looks just fine. So let's select the top
two and expect it to red. Or is I'm going to just minimize the shader editor because we're done working
on our material. So e.g. here on the top, Let's add the black paints. Also, we can add
thread, but e.g. the red, we can apply
it only to this area. We can select these four phases right here and we can
apply to read pinch. Nice, it looks excellent. So e.g. here for the tail, Let's pick the black page. Alright, even though I don't
like this problem here, we got a problem here. So let me just go back
to the shader editor so we can get rid, let me try to get rid of this mapping and the
texture coordinates. You can just increase
this scale to 250 or even up
something like 500. Guy think we must
increase it even up 750. And also go here, try to
make it a little bit dark. There we go. Okay, So
on the other side, so let me just select e.g. this objects and
we can give it the black for the frontier
for our suspension. Let's start with the black. And we can add also
the whites or the red, red, and we can apply
it on the edit mode. We can select a, let's select these
suspension hooks and you can apply the red
material for the front. Let's give it the black
paint for this side covers. Let's give them to read. So let's just be a little bit
creative with this parch. Okay, here Let's go with black. We need to add that
sign on the back. We're going to do that
in the next tutorial. Same thing here for the fender. Let's give it the
red or the black. I think the plan is
going to be better. As a last step, I want to
just select the chassis and I want you to add some edge
loops so can press Control R, like this insertion as you, I already got this one selected. So let's select
these three phases. Can add a new
material from here, let's pick the red, can simply assign
it to that line. I really like this
strip line that we got. E.g. these objects
make them red. Same thing here on the top. It looks fabulous. So we can continue working on our motorcycle in the next
tutorial, it's useful.
25. Texturing Motorcycle 2 Creating the Tires Material: Alright, so in this
lecture I'd like to continue texture
in our motorcycle and specifically I'd like to
add or to work on the tires. So let me select the back tire and I want to add
a new material. Let's call it so we can expand the bottom
window a little bit up. Okay, So we got the
principal BST F, and we got the material outputs. So what I'd like to
do right now is to bring this type of structure. So we can simply drag it and drop it in our shader editor. And after that, we
can connect it to the base color or it's regarded, as you can see, it's
not well unwrapped, so we need to work
on it a little bit. So this is a trick. I'm
going to press three. If you go to the side,
which should edit mode, select everything by pressing a, then I want you to
press U and click on projects for a view
bounds are at zero. Now, if we go back
to the UV editor, let me just control
space to go back, we can divide this
bottom window two parts. The left part, let's set
it to the UV editor. Okay, So this is
our time movies. So we can print our
reference image, the tire. So control space can e.g. press G, which kinda move it. So it's underneath that texture. So I'd like to press
Alt right here, and I need to scale
it a little bit up. So you can do that
so one by one, but it's going to
take a lot of time. But what I want you
to do is to press 0. To activate this
proportional editing. I'm going to keep it as smooth and I want you to scale it up, scale the circle up. So as you can see, scaling up. But it's affecting too
much of those vertices. So what I'd like to
do is to reduce, can scroll down the mouse.
Something like this. M can keep scaling up
until we reach that level. Alright, so let's
press control space to go back to our scene. So control space right here
to minimize this window. And let's take a look at our UV mapping is you can
see it looks excellent. So we are having this text inside this border,
but it's an x. What do we need to do
is to work a little bit on this tile material. So I'd like to do
is to add some kind of pumps to fill this emptiness. This small area here should
not be having this smooth, smoothness or so to do that, I'd like to start
with noise sector. So Shift a, you can
search for noise texture. And what I'd like to do is to
connect it to a bump node. So shifts, edits at the bump. Eric can connect the factor to the height and the
normal to the normal. Also in order to control
the height or the scale of our noise texture type Control T to add the mapping and
the texture coordinates. Also for the texture
coordinates, I prefer to use the objects
so that we can spread this moist secretory and
even way across our wheel. Alright, so for
this scale ethics, you reduce it to
something like two. For the details, let's
increase it to four. For the roughness, we can
take it down a little bit. Like 0.3 is going to be fine. Okay? You can play a little
bit with the distortion. Check this out. Looks really fun. For
the bump strength. I'd like to reduce it down
to something like 0.2, which just need to have
those small bump details, something like this looks fine. So the last detail that I'd
like to add is the roughness. I actually will make it a little bit of
reflective our tire. So we can select all of those nodes sticking
down, Shift a, let's add curb ramp
complexity right here. And let's connect noise
texture from the factor, which is the factor
of Oracle ramp. And it's connected to
color, the roughness. Right? So we're having some differentiation
for the roughness. We can tweak it even better. So I prefer to switch these, make it black to the
right side and the white here. Can e.g. put this one here, we
can make it less dark. Even something like this looks
reasonable, it looks fine. We got our backtype finished, so I'd like to do right
now is to duplicate it. You can repeat the same
process for the front, but I prefer to just
duplicate this wheel. So Shift D to duplicate it. Move it forward right here, select the front wheel, Shift S, selection tool cursor, and I'm going to just
delete the front. We'll select this one, Shift S and type or click on selection tool cursor.
Alright, so we got it. I'm going to press three.
Here on the middle. I want you to select
both of these edges. Shifts, olds, so that you can be able to
select everything. Just like this. Brush too
weak and we can scale it up. So just get it up until
it fits that rim. Excellent. Next, let's
select everything. What actually we messed
up here a little bit. So let me just go back. Should remove this selection. Sort of structure,
skeletal little bit up. Something like that,
selects everything. Try to sketch on the x so as
x, scale it down like that. So let's switch to
the material preview. You can see it looks excellent. So we're having this
part's right here. I don't know what's
causing it to happen. So let me check. Yeah, it
has to do with the UV's. Uv's should not exceed
the edge of this borders. So I'm going to press Alt, e.g. here. Press bowl and you
can scale them down. Alright, so let's take a look. Perfect. So now it's fixed.
26. Texturing Motorcycle 3 Finishing Rest Materials: Alright, so let's go
ahead and continue. Texts are in our motorcycle. I'd like to start from here
from the rim, the backroom. So what I'd like to do is to add the steel material and apply it to everything
on the back. So let's add a new material
here with this one selected. Of course, let's call it steel. Here under the settings, we can reduce the color, can make it a little bit
dark, Something like that. Let me just zoom in for
the metallic value. I want to take it
all the way to one. For the roughness, I'd like to make it a little bit glossy. So let's set it to 0.25. Alright, so let's take a look. It looks good. So let's select the rest. And we can choose from
the library, the seal. Pretty nice. I want you to select
this suspension and we can apply the
same seal to it. But I'd actually have
some variations in it. So I'm going to add
a new material. I'm going to choose
the same steel, but we need to duplicate it. So I'm going to
click on this icon, click and let's choose, we can rename it to
true seal numbers to this new material is going to have the
same characteristics, the same settings
as the first one. But this one, we can change it, we can play with it a little
bit on the edit mode. Let me e.g. applied. I'm going to apply to the bottom and the top of our suspension. So let's apply the second steel so whether we can make it dark, let me just see which one goes well or it
can make it white. I think I'm going to just make
it a little bit brighter. For the other SEO, let's make it more dark. Something like that. It looks acceptable. Alright, so for these
screws that regard, I would like to go
with this second seal mice Center for these. Let's go to the second
seal excellence or it's enough for these hooks. I would like to pick the second
paint or the first page, which is the red switch, must be duplicated
on both sides, which is nice, right? So now for these pipes, let's add a mission. I let you add some glow effect. So let's add a new material, let's call it emission, or it's. So I'd like to go to the settings here, to
the shader editor. I've actually delete
this principle, PACF Shift a, and let's
search for emission node. After that electric
connect this emission to the surface and we can change the color for
admission to some, I like this bluish,
I really like it. This one. And after that we can increase the strength to something like 75 or that's too much, just 25. There we go. So we got that. We can also try to make
it a little bit dark. Something like this
looks just fine for this objects right
here at the center. Let's pick the second seal off, the S1, the dark seal. That looks interesting. We check the back. Also here we can select
the other pipes and let's choose again this
emission. Nice. Let me check this for
these hooks can give them the second seal.
Same thing here. Just give them the second seal. So just be a little
bit creative. Does not need to be the same as the reference images
for these pipes. So let's select all these
pipes and let's give them first or the second
seal like that. Let me select the suspension. I'd like to add the black seal. It's also let's
add the red paint. The red paint applied to these parts of our
front suspension. So let's assign
that for the front. Let me select these sites
and you can make them red. Which much good. For the top here. Let's go ahead with
such great Some fiber. Also we can do this. Let
me just fix this clipping. You can whether shake it up, up like this, Let's do the
same thing on the other side. This point you can check it's the right and
tickets outlet, which pretty much good. Alright, so for our serine, it's add a new material,
let's call it a fiber. So for the fiber, we need
to give it some kind of a dark color,
something like this. But also we need to make
it a little bit rough. On the roughness gives us
0.65. Pretty much good. This screen won't
have it right now. We're going to work on
it in later updates. I'm going to just hide it. And e.g. for these accessories, let's add the same fiber, but let's duplicate it. Duplicate this fiber, Let's
call it a fiber number two. And we can make it
darker from here. It's pretty much torque. Also, we can add a new material, let's add the steel material and we can apply
it to this bottle. Pretty much good. For our break candles. Let's work on it a little bit. I'd like to add the red
paint and we can add also the black beans. Seal. On the edit mode,
I'd like to apply the black steel to the
sides of our handles. E.g. these it's a sign
that seal. Amazing. Also here on the top. We're having this
object duplicated. It's assigned to which the
black seal looks good. Alright, so next for
these headlights, let's, let's select
the headlights. Can give them the
steel material. And for these on the front, Let's add a new material, let's call it headlights. So I'm going to just get rid
of this principle, the SDF. So now we can add image
and so it shifts a, let's search for the
image and lights. And let's repeat the
same steps with it, with those pipes, those
electric lines as we got here. So we can increase
the strength to 25. Let's check that out. It looks really nice. You can
increase it even more true? 50. Perfect. You can try to work a little
bit on the light color. So let me just make
it a little bit. Give it some interesting color. I like this bluish.
Bluish looks fine. So let's set it here
to 75 or even 150. Alright, so also for
the color of our paint, we can tweak it a little bit. E.g. make it white. And we can make it
white liquid like there's probably a
little bit dark. It looks enter a scene up. Something like that
looks acceptable. Alright, so what do we
got next? For the fender? We already selected the gods, the paint material
applied to it. So here let's add
again the seal. And also let's add the
second type of steel, the black one or the dark one. We can assign it to this
bottom section for expansion. Just like that looks perfect. For the rims, can give them the same steel also for the seats. Let me
select this stage. We can add a new material, let's call it seats, and let you make the base
color a little bit darker. Also for the roughness, Let's
increase this up to 0.75. Alright, so let's
select the Shasthya for motorcycle and let's
add that same seats in material and can apply it to the second part of our seats. Awesome. Same thing here. Let's add
can add the seats to amazing. Alright, so here on
the back we need to work on it a
little bit first, I'd like to add this plates. So let's add it right away. I'm going to add
the new material. Let's call it plates. So we need to bring
this reference image can bring any blade
that you want. I'm not going to just
go with this example. Let's go ahead and connect it to the base color on the Edit mode. Let's select these four phases on the face mode
by pressing shift, can focus on them, can pursue and unwrap. Alright, so let's check
the remapping here. We could also press
Control Space to maximize this window. And let's switch to the plate. So basically this UV mapping
must fit our image texture. I'm going to just enable or
deactivate the proportion, the proportion Edison can try to stretch them over
to the center here. And S x scale it up, scale up until it
fits those borders. So as Y scale it down, perfect. Can also select
everything and try to scale it down a little bit. Control space, scope
back. And let's do this. I'm going to select
this material and I need to press a sign. Alright, so we got it signed, but as you can
see, it's flipped. So what we can do is this. I'm going to type
as x n minus one. So I'm doing it here
in the UV editor. Excellent, So now our
blades looks amazing. So the last thing to do is
to add the tail lights. So let me just add I'm going
to add the headlights. I would like to
duplicate this and we can call it tail lights. I need to add another
L right here. So lights daylight, right? So let's press Enter
and we can assign it to this section. Select our material, assign that it also we need
to change its color. Let's make it red. Something like this
looks perfect. All right, so there we go. We got our motorcycle textured. So in the next coming tutorial, we're going to start
the lightened process. So you see.
27. Lighting 1 - Adding HDRI Map: In this tutorial, we will
be working on the lighting. We need to build a good
studio lighting setup to present the final
results of our motorcycle. Alright, so let's
get down to it. Alright, so the first step is
gonna be to add an HDR map. So right now if you
press Z and so should render mode can see that the license is
going to be boring. So we need to add an HDR map. So this is going to
reflect itself on the body of our bike. So to do that, I'd like to split the barn scene from here can
collect intake up like this. And let's switch this new
menu to the shader editor, also for the type of switch to the world so that you can
affect the word lysine. Alright, so here we are
going to have two nodes, can have the background
and the world outputs. We don't need neither of those. So I'm going to add
the third node, which is the
environmental hygiene. So shift a search for
environment, texture. Let's put it right here. Can connect the
color to the color. And I want you to
click on Open and we need to pick this
parking garage HDR map. You're going to find
that in the resources. So simply double-click on it and you can see we can
have it in our scene. So right now, the
lighting of this HMM is reflecting itself on
the body of our bike, which is really cool. If you want to play
around with HDR map. So we can select our
environment, texture, and type Control T, so that you can add the mapping and the texture coordinates. So right now we can add or
can tweak a little bit. The rotation of the HDRI map can pick the best angle would
be e.g. chooses to Amir. I think something
like this looks fine.
28. Lighting 2 - Build a Studio for the Motorcycle: Alright, so we have
our HDRI maps. So the next move is
to build our studio. So I'd like to start
first by adding a plane for the grounds or shifts a mesh link
on the Edit mode. I want you to scale it up to fit that bike,
something like this. What I'm going to just disable this proportional editing tool and press seven
to go to the top. And let's center our
plane right here. So next what I want
you to do is to add the ground texture. So
let's just work on it. But before doing
that, let me press three here and we need to check our plane and move it up
until it touches the wheels. Something like this, looks so g, Z and go up just
a bit. Excellent. Now let's add concrete texture, taller floor to our plane. So I need to switch
in the shader. I need to switch from the
word packs to the objects, can add a new object here, Let's call it for. Next, we need to bring a
reference I'd like to show you the references are
going to be using, which is this concrete. So I'm going to
simply drag and drop this structure right
in the shader editor. And we can go ahead and connect the color
to the base color. So as you can see, we have
the concrete assign Joplin, but we need to work
on it right now. It looks like a paper. So what we can do, we can add curb ramp shifts, a search for curb ramp node. It's pretty great. You control space to maximize this window. Let's connect to the
factor and the color of our ramp to the roughness
channel control space is go back and
let's take a look, is conceding nothing
is happening. But if we try to take
this black handle and move it to the right side, you're going to see
this will start to have these nice puddles. Get press Z, switch back
to the material preview. I don't want it to be like this. So let's take a
little bit backward. We can take the white
handle, charge, you have it at the
center. There we go. So we're having some
excellent variations. So probably we need to add, I'm going to press Control
and click right here. So basically we need to get
rid of this glossiness you. So let's select this
handle and we can make it white or something like that. Looks excellent. Alright, so the next move is
to add some kind of bumps. As you can see, our surface
is completely flat. So you need to add that pumps. So we're gonna be
using the bump notes. So Shift a and its
search for a bump node, gonna put it right
here, console space to maximize this window, this node. So I'd like to connect again the color to the height,
the height slots. And on the other side,
Let's connect the normal to the normal control space. Let's go back to
having our bumps, but we need to reduce the strength. So
something like 0.15. There we go. So having those slides pumps, we can even reduce
them down to 0.1. Alright, so now what we
need to do is to match the same color that we got in our concrete with our HDR map. So I'm going to press Z
switch to the render mode. So I would like to fit
the same concrete color. So to do that, I
want you to do this. I want you to increase
this metallic value. Let's say get up to something like 0.8.
Let's take a look. Let's take it all
the way to one. Let's go back to our color ramp. I think from this
side looks fine. So let's take this white handle. You can try to make
it a little bit dark. Sent in here. Something like this. Alright, very much
want to reduce that metallic value to
something like 0.85. I know that this is
not the right way because our brand
is not metallic. But as you can see, it
did the trick. It makes. Our plane looks similar
to the HDR map ground. So it's almost blends here. Alright, so the next move is
gonna be to add some faults. Let's do that. So on the edit mode, I'm going to select
these two edge lines. Shift D can duplicate
them and type easy and extrude them
up, Something like that. After that, we can select
these two faces by pressing L, can press B separate selection. Because for this objects
I would actually add a subdivision
surface modifier. So let's go to the
modifier properties and we can add the
subdivision surface. Alright, it looks really bad. So what you need to
do is to affect it. And we're gonna go
to the Advanced and under the
boundary is smooth. I want to just switch it
from all to keep corners. So this way we're
always going to be affecting the corners
of our plane. Next move, I want to increase this level of viewport to e.g. something like four,
right-click, Shade Smooth. And there we go. It looks perfect. Sorted like to do is
to speak a little bit the material for walls
that we got here. So let's go to the
material properties. I like to just delete
this floor material, can just get rid of
it by this minus. And we can add a new material, let's call it walls or its, I'd like to make it
a little bit dark. So let's go to the base color, tried to make it a little bit
dark, something like this. And also we can
increase the metallic 2.75 for the roughness. It's, it gets a little bit
down 0.25. There we go. Now it looks much more
better also for the ground, I want to take this
metallic value. Let's select the
ground. I want you to increase this
metallic to one. We need to have it
a little bit dark like this. Excellence.
29. Lighting 3 - Adding Lights Sources: Alright, so now let's add
some light sources jaw or seem to make it
look more interesting. So I'd like to start first
by adding strip line. So let me just show you shift a. We can go to Mesh play. It's thick, it's
a little bit up. I like to spinach on the Y so RY can spin it by 90 degree. On this mode, I want you to
scale is on the z, so S, z written down
something like this. Let's get it on
the Y. So S, why? Something like this looks good. Take it up, a little bit down. And after that I want you
to add some edge loops. Control all. Let's insert e.g. 25
edge loops, excellence. We can press to reach
you, go to the side, Let's select everything,
charge for tickets up. And I want you to do this. We can select e.g. this parch, try to check it up, but I want to affect the
surrounding vertices. So let's activate this
proportion editor. Can take it up, it can
increase the mouse a little bit up. Something like that. Here we can select this one, try to take it a
little bit down, just create some
interesting shapes, or even we can take it up. Let me take this
one up little bits. So next what I want you to do, you can select this corner. Switch on the x, so e x, actually not that one, but edge. So it acts like this. We can insert some edge loops. Press Enter. Nice. Next let's add a
subdivision surface. We need to add two modifiers. First, we need to add a subdivision surface
so that we can have more details
at this curvature. And after that, I
want you to add a remedy file for the array. I need to switch this
factor two minus one. And we can increase the count
to something like four. Also, we can reduce that value
to something like -0.85. Next, let's add the glow effect. So here in the shader this, I would like to add the new
material. Let's call it. Alright, so I need to just get rid of this principle, PACF, so we can select
this and press X, Shift a, and let's
add an emission node. And you can go ahead and
connect the emission to the surface in here
for the strength, can give it e.g. 75, right? Also we can change the color. Let's make it a little bit blue, bluish, something like
that looks awesome. So we're gonna make it
glow in the next lecture. For now, let's just
continue adding the other light sources. So I'd like to add
some kinds of lamps. So shift a search for lamps. We can add e.g. the spotlights. So just feel free to be
creative with the lighting. You can add a spotlight here. Constructors spinach on the x. Could take it up a
little bit of it's back here in the object
data properties. We can increase this power
to something like 150. I think, even up,
what about 500? Alright, spin it a little bit like this
to cover more of that. Bike. Can try to move it a
little bit outside or Z. Let's spin it sideways. Also here for the back wheel
effects to add a new lamp. Let me just show you,
I'm going to select this rim shifts as selection cursor just selected
this one on the bottom. Shift a, you can go to
lights and let's add a spotlight or just
like Yeah, this one. So basically I want disliked, you have the same color
as this straight line. We can click on this color and we can use this eyedropper. And let's pick the same
color that we got here. Can tweak it a little bit, try to make it more blue. Let's increase that value
to 150, perching much good.
30. Top 4 Tips to Make EEVEE More Realistic: Let's continue
lights in our scene. So in this scenario,
I'd like to show it to each EPS that's going to make your EV lighting standout can achieve some realistic
lysine in EV render mode. So first let's go to
the render properties. I want you to check
this ambient occlusion. So check out that
difference right here. So if you check the
ambient occlusion, can have some kind of
a shadow right here. Check this out. With without. Also we can increase this
amount to something like 1.5 meter so that you
can have more dark here. Excellent. The second tip, it's going to be this bloom. So for this trip lines, as you can see, they
are not glowing. If you check this bloom. So you can see the
change that we got here now are still
looks much more better. It looks more realistic. For the last tip, I
want you to check this screen space reflections. So as you can see, we don't have too much reflections here. So if we check
this screen space, reflections can have that
nice reflection going on, on the ground, which is really a nice check
the difference. Awesome. You can also do this. Let me just go back to the
word in the shader editor. We can increase the strength. You have some kind of
this parking garage isn't a map when
you should have is reflected in our ground. So let's set our strength to 1.5 and we can try to spin it around a little bit to
pick some better angle. So something like 1.80,
it's can be fine. Excellence.
31. Rendering & Compositing Final Motorcycle Scene: In this lecture, I'd
like to show you how can we render our scene? So the first thing we need
to do is to add a camera. Chelsea, I'm going
to press Shift a and let's go show camera. If you press zero, we're going to be switching
to the camera view. What the camera will see. So actually I want you to do is to put the camera
at this position. So how can we do it? Let me just press control
space to maximize this window. If you want to put the camera at the same view that you
can see right here. You need to press
control alt and zero. So as you can see, the camera
is looking at our bike. We can pick, you
can start to move. It's a little bit
to the left side, so Gx can slide it here. Geoeye can move it a little bit forward, something like this. Also here for this trip lines, I'd like to show
you a cool thing. You can duplicate them,
Shift D to duplicate, and you can try to
track them down, leave only one on the top. We can just get
rid of that array. Let's go back to the
modifier properties and we can just remove this array. Just need to leave one line. Also on the Edit mode
I want you to select. Let's make it straight. Just deactivate proportion
antigen can press Alt right here as z zero. Sitting here press Alt S, z is zero. You have them flat. So let's select this trip
and we can take it down e.g. here. So as you
can see right now, it's going to be reflecting on our ground, which
is really nice. We got that. So next
what we need to do is to render our scene. So I'm gonna go to
the render properties to make sure that you
are on the EV mode. So next, let's go to
the Render Output. Output purposes. We can check this format, the resolution that set
it to 100 per cent. We can have a two k
quality render it. So let's go ahead to the render tab and we
can render an image. Alright, so there we go. We got our bundle and it
looks really awesome. Alright, so now we need to
do some composite drugs to improve our final render. So let's go right here. So we need to switch to the compositing so you can
collect on the compulsion you, I want you to click
on this, use nodes. So we have in the render
layers and the composites, we need to add a new node.
It's gonna be the viewer. So shift a search for viewer. So basically this view
is going to allow us to see our render in
the background. So let's connect the
image to the image. So now we have our random
in the background. You can press V to zoom back, or Alt V to some n. Let's keep it like
that. I've got to press N to hide that panel. What I want you to do right
now is to add two nodes. So first let's add
color balance. So Shift K. Let's search for
color balance node, this node right here,
let's put it at this line. Can connect this both
to the image like this. And what I want you to do
is to pick this color, this purple color,
check the difference. It's going to be really good. I really like this
color right here. So try to make it
a little bit dark, so just feel free to adjust it. You can also go
back to the layout and we can try to tweak a little bit this bloom
for the intensity. Let's set it to just 0.0, 25, or even down there, 0.0, 15. Also, I want you to check this paint color so we can pick, you can pick any
color that you want. In my case, I'm going to
just go with the whites. So let me just pick
the white color here. So the whites cannot really
blends with our render. You can go e.g. with
the blue or the red. Any other color that you want, Let's just go with the whites. So let's go ahead and give
our scene a new render. And let's see the
difference. Here we go. So we got it. It
looks really nice. So let me just go back to
the compositing settings. So I want to show you
a new node that we can add, which is the glare. So shifts a search
for glare node. Wants to put it right here. You can see that's a fact,
would have industry weeks. So we're having lots of fact. We can add e.g. ghosts. I'm going to just go
with this tweaks, but we need to reduce the
intensity of this glare. So let's increase that
threshold to something like 25. Let me just take this node down so that you can see our render. Let's decrease that
threshold to just e.g. 15, 18, 17. Let's pick the right
angle for districts. We can increase them to eight. So basically districts is the number of rays
that we got here. So let me just set
it to 0.17, 0.5. We can also change the
quality from medium to high. There we go, we achieved our
final bust cycle results. So thank you so much for sticking with me
during this class. So if you have any
questions, feel free to ask them down below. So thank you so much and I hope to see you in
future projects. Ticker.