Modeling and Texturing Decoration in Blender | šime Bugarija | Skillshare
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Modeling and Texturing Decoration in Blender

teacher avatar šime Bugarija

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      4:52

    • 2.

      Practice 1 - part 1

      18:13

    • 3.

      Practice 1 - part 2

      18:33

    • 4.

      Practice 2

      36:24

    • 5.

      Practice 3 - part 1

      20:55

    • 6.

      Practice 3 - part 2

      13:07

    • 7.

      Practice 4

      16:27

    • 8.

      Practice 5

      20:59

    • 9.

      Practice 6

      10:45

    • 10.

      Practice 7 - part 1

      9:30

    • 11.

      Practice 7 - part 2

      17:19

    • 12.

      Practice 7 - part 3

      10:56

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Projects

About This Class

I recently created an asset pack consisting of 127 decorative assets. It is mainly about industrial things such as lighting facilities, pipes, cables, electrical boxes, metal structures, fences, mechanical parts, large structures and more.

Fortunately, I didn't just stick to the asset package, I also recorded a part of the process of creating the asset package. More specifically, I recorded (for now) the process of creating 6 assets from start to finish.

Each lesson lasts on average about 30 minutes and shows the entire process of creating individual assets, from modeling, texturing, unwrapping... so the tutorial is suitable for beginners as well.

So, in this tutorial I will show you how to create an asset package that you can later save in asst browser or for example sell online.

All objects are modeled and textured from real photos to look as realistic as possible, and in the tutorial I will show you how to create multiple shaders from a single photo to get as much detail as possible.


In addition to texturing, of course, we will talk a lot about modeling.

I will show you how to quickly model using shortcut keys and modifiers in Blender and much more.

Meet Your Teacher

Level: Beginner

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Transcripts

1. Introduction: Hello, and welcome to new tutorial. This tutorial, we will model gribbles. And what I think when I said, gribbles I think on stuff like this one here, these pipes or wires, this part here is also gribble this fence here. And we can also see a lot of gribbles on ceiling and also the structure here. You can see pipes here and actually half of this render here is gribbles. Actually start with recording tutorial about this scene or I actually start recreating this scene and record whole process. But very fast, I realized that I made this base shape, and very fast, I realized that, most of this half of this scene is actually gribbles. And then I decide to stop with recording this tutorial, and I actually want to make small tutorial inside big tutorial. What I mean about that. So first, I stop recording this tutorial and I will record tutorial how to make gribbles. I actually make small preparation for this. So I made this image. This image will be our reference image, and also we will use this for texture. How I get this, this is just a collage of things. I think it will be useful in this tutorial. You can see just quickly resolution is about five K, but you can see that size is only 17 megabytes, which is very small. When we know that we will use one texture for a lot of objects. This is very small size image. I just want to explain how I get this image. I mostly go to splash or pixabay.com and you can find these links here, if for some reason need. Some of these images you can find high resolution images here. But because I will share this collars with you, I think you actually don't need this. So you can just search for I don't know metal, industrial gribble or structures or something similar like this. And another thing I also do I actually go to Google Maps and here where I live is one industrial area. And what I do, I just make screenshot like this. I just copy this and paste in Photoshop. So then I turn around and I found here some nice things. So this is also a method you can use to find nice textures. Let's see this one. Okay, so I also take a screenshot of this and paste this here because I think this can also be nice gribble. These images are not high resolution, so this is maybe 500 pixels here. But because we will use these gribblesFar from camera and this part are very small and tiny, we actually don't need high resolution images, mostly when we use these gribbles. So if you, for example, use these dribbles in front of camera, we will not put this in focus. We will maybe use depth and field, and this is reason I don't care too much about resolution. B 2. Practice 1 - part 1: Let's now actually start with this tutorial, I will open this blender 4.3. We have new blender file and let's now save this. I made this folder, so I will save here this blender file. File, save. Let's call this Gibbs tutorial. In Blender, I will first go with A to select, delete. I will also enable screencast key. Let's see if I press SN, I have here, the Sedon. So when I type something, you can see here what I'm typing to remove this tab, and first, I will go with Numpad one to front orthographic Q, Shift A, and we have image mesh plane. Okay, and I will load this texture here. Now, I want to rotate this on xx x -90. Okay. And let's see how this look. I will check. Okay, this is opposite I want. So RZ, 108. So this is face orientation. We want blue color in front of us. Let's maybe scale this control A apply scale, and now we can switch to material preview. Okay, Y, Y hundred 80. So this is inverted, and now we can cut one part of this. So let's start with this gribble here. Let's see what we can do from this part here. So this is from this part I take from Google Maps. Let's see how we can model this. I will go with tab to Edit mode, or you can go to Edit mode, and let's go with Control R. Let's just cut this part from this image. Control R down and we can move this to about here. What I will do now, I will go I have this move tool so we can see what is selected and I will go with Shield X. Now I will go with P and selection. So we actually separate this part from this image. So we have one object and second object and right click Set origin to geometry. Okay. And we can go with Hage to hide this, or you can go with nape key to isolate only this object or make this object solo. And my recommendation is to use this numpad slash key because when you back to this scene, you will forget that you hide this and you can unhide this if you click here or old Hage. So let's go with Numpad slash key, or you can go with Local View and Toga Local view. So this is this option. So what we can do with this, I will start with isolating this red part here, so tab, Control R, and I will try follow these lines. It is not perfect because this image is not perfect, but we can fix this later in UV Editor. Control R here. Same on another side. And now, what I will do here, I will cut make another look cut to about this part, and let's now select this line down, delete vertices this part here. Oh so we don't need these extra parts, so we can now start with K. So K is for Knife. And before, I will add one rope cut in middle of this part here and another one here. Okay, now we can go with K, Enter. And let's go again with K to about here. I just want to make this parallel. So I don't care about this part in middle, and let's do same here. Okay, and same with this part here. Next, we can make this part here before we delete these extra parts. But I think easiest way is to go with new objects with shift, and rightly, you can place origin where you want, and I will now go with plain x 90. Okay. And let's scale to about here. And now I will go with S Z to scale this on Z axis. Or we can actually just grab this part here. To this line and let's bring this one down. I will press L to select only this part. Let's move this here. Okay, what we want now we fix this UV map. So I will open make more space here and I will move this all right to open here, shade the editor, and on left, we can have UV editor. Now I will go with U project from you to unwrap this and let's now reproject this. With A, you can select all. We have here and with G, you can move this. Let's zoom this here, scale this down. Okay, now we can reproject this. Scale this a little and let's reproject this to about here. We have this part. We don't want this red part. But I think I will fix this just in your Editor. Maybe it's easier with AI tools to remove this in Photoshop, but I will just fix this here. And I said before that this is not so important. This will not be close to camera and all these tiny imperfections will not be visible. Okay, let's now select this part here. G and move this down. This one up and let's see this one, last one. And nobody will note that we made these adjustments here. You can see that this is hollow, so we have small holes here, and I don't want to use bullion for this or model this. It will be too hard. And one thing we can do here, we can just use Alpha mask for this. So I will go to Edit mode, L P separate by selection. Okay, let's set origin here. And now you can see that both of these objects use same material. We actually create this material when we import this image here, so you can see that the bladder create shader with name of this image. Okay, I will control and right click disconnect this here because we don't have Alpha map. So JPEG don't have Alpha. I won't create Alpha map, but only for this object. So we actually want separate object materials here. So I will re here two plus, and I will just rename these two metal industrial texture with Alpha. Okay, so now this object use one material and this another one. And what we can do, we can create Alpha map with color. If I plug this here, black parts will be transparent. So I want to make this completely white, and I just want to keep these black parts here. Something like this. And if I now plug this to color to Alpha, this should be transparent. But we actually can see that this is transparent, but let's now switch to cycles to see this better. So I will go with cycles and GPU. Let's say this maybe 250 just for preview. Okay. And if I now switch to render preview, you can actually see that this is transparent. But let's just make this lighting better. So I will go with environment texture, and I will load some HDRI. Maybe this one. Okay. So we actually see that we get this hole, so this is transparent. And now I will go to Edit mode. We tab and let's now extrude this on Y axis. Y. We now get this stretch texture here. Let's go with maybe Q projection. So this is not so important, but if you want fix this, you can say to select Z 90 and just reproject to this part here. I think we don't waste time too much about this. I will now just make some Bels here. I will press to select tool, and I actually don't want beverls here, so with control and just left mouse drug, we can remove this selection. This is not so important, but I don't want make beels where I don't need. Okay, let's just go with Control B, and I think we are done with first gribble. So this part can be useful later, and let's now continue with this part. I will make these pipes here, so shift try click, mesh cylinder, and I will reduce this number maybe to 16. I don't need too much resolution here. Let's now scale this down and edit mode, and let's go with Wireframe. I will move this all to this line. I will press L CDX. Let's make another one here because I know that there is two pipes, and what we can do quickly here, we can go with Control R and scroll mouse up to add another loop cut Control B to bevel this Old T extrude og ormars and move mouse. With holding shift, you can be more precise and move mouse up. And what I can do now, I can go with Old. So with lt, we select this loop cut, and with shift, we add selection. So actually, I want hold Shift and lt at the same time. So you can see here, click Shift told, click, click here. Now I can go with Control B to smooth this. You can go with two loop cuts or one. I will go with two. So we won't make this low poly, but not completely. Okay. And let's make same here. So maybe you can go with three of this. This is four. Control B, scroll mouse down. Let's make this smaller O T extrude along normals. So shift hold. Click here. This loop and this one here. Control B and make small bubble. Okay. Let's now reproject this UV ditor. These pipes here are not good texture, so we have a lot of reflection here. We have this part I want to avoid. So that's the reason in this collage, I also put these textures down. I made this part from start to end of this image, so we can reproject this easier in UVEditor. Let's now open Veditor and L Let's see. We don't see this image here because this object don't have any material. So we can just place this material here. Okay, L and U, we can use Q projection. Smart TV project. It will be similar, and I will go with Z night. So we can just reproject this to some of this metal texture here. Maybe this one down. And this one. So again, you unwrap your projection ER night. Let's maybe for this one, use this part here. Okay. We have this part black part here. I think if we said this to repeat repeat here, we fix this problem. We now have these pipes. Let's move this back. And we have also this part which go here. Let's now delete this part we don't need from this texture here. Delete faces. With shift, we can add selection and we can delete all these phases. Now we need to fix this U V. So first, I will select with shift. So we use X ray mode here. That's the reason why this is hard to select. So with control, we can select everything between first and last one. So when I click here and withholding control, we can select all this line. And let's now reproject this better. I will select this with left mouse and as to scale. Move this right part. Scale this g to move this here. Scale scale this and move this down. Okay. Let's with control, select this part here and do same. And also this part. M Okay. Now we fix this UV and we can now select all the E Y, extrude this on Y axis. Something like this. We also get this stretch part here, so we can fix this if we want Q projection. A to select, scale this down and just project this on red color. RZ 90, project this here, scale. And next, I will press L to select this loose part here and Control B to bevel this one bevel. 3. Practice 1 - part 2: Okay. I think we can also add a lot of details if we create cables render like this one, you can always see a lot of these cables. So we can do this if we go with Shift A curve busier. A Y n. Okay, scale this down. I think I press first time Y nine. And let's see if we go to Edit mode, we have these points. Here, I I select these two, we can go with subdivide. Let's go to IFR mode. No, this is not point, sorry. So this is just controller. This is not point. So we can with this control this curve, we have two points here, so subdivide and subdivide more. So we can now maybe place this is this part here and actually move behind this. And maybe let's see, I want to select these two and maybe subdivide this here and maybe place this in front here. Okay. And let's now we can play with this a lot. So if you press to scale, let's maybe delete this. This here to smooth this. We can now play with RX RY. And now I will go with the curve settings under Geometry. Under Bevel, we can withholding shift, just add depth to this. And I want to bring resolution down. I don't need too much details here, maybe here to eight. Let's go to edit mode. Bring this up. This can be one shift the X to create another one. And with tab, we can again go to edit mode. We can bring this part in front, maybe maybe this one in Okay, I think I want to go with num pet three to write orthographic view to smooth this a little. Okay, again, now numPet one. Let's now play with this. Just make some imperfections here. So Y or X and you can rotate this a little. Okay. I think this should look good and I will change depth of this. I think this is 6 centimeters. So this is too much, maybe just three. And I will also create new material for this. I will call this new material and call this black and add some black color here. We can also assign this black material to this one. Okay. And one thing I also want to do when I go to solid Preview, we cannot make difference between these materials because all have the same viewport display color, I will make this black. So we know that these are cables. Okay, and next thing I will do here, I will join all these objects. But because this is curve object, we cannot go with Control J to join this we need. First go with click, convert this to mesh, convert this to mesh. Now if we go to tab, we can actually see that this is mesh. And because all this is mesh, we can now go with Control J, and now this is just one object. And one thing which always help to add some realism is seams or some cats. So all these red part look flat. We can go with tape to edit mode and we can add some seem here. So if you just press S to scale, we can note some difference here, especially this depends on lighting. For example, if we have sunlight here, we will see some shadows between this part. Let's try just quickly change lighting here. So Control D to get this texture coordinate and mapping node. And if we now rotate this, if you don't want to see this world, we can always go under film and enable this transparent. Okay, so this is very flat. Lighting, we can always go with light sun lamp here. So you will note small shadows here in these parts. I always like to add some seams when I can. So as to scale, scale this. And we can maybe add here three loop cuts. So second one. So we have two support and second one. One in middle, we will actually use to add C, or you can always go just to S Y. Okay, so we can see this nice cut here. Let's do one here, so control R, scale this. And we now have one nice piece of wibble, but I think we can also improve texture here. I want this rotate in this direction so Y, 90. And for example, if we add here array modifier. Something with origin is problem here, set origin to geometry. I'm not sure why this happened, but let's try, move origin. Let's see what we can do here. So I start with one. Okay, this is X axis. This let's remove this. This is not what we want. Let's move this on the axis source. And I will go with top view. So this is not a problem you should get, but I miss something with this origin. This origin is not right place. So I will just fix this like this and this will not be problem. And we have some intersections here. Again, this is not problem. You should get this should line perfectly, but I will not care too much about this. So I will add RA modifier here, and if I need increase this, I can always play with this count here. We are almost finished with the first gribble, but one thing I also want to do here, I also want to import another texture. And usually for this, I use concrete. I will copy this image so I can share this with you. Past this under texture so we can import this here. Okay, so this is black material, and I don't want this here, but if I now delete this I import this embedded. So if I go with image texture, I should find this here. Okay, here is this image. If I now go with control sheet and click here. I want to use this for roughness and maybe some imperfections and also bump. So we will see. And we have one problem. If I now go to edit mode, change this UV. If I select this here and for example, scale this. When I back this material, you can see that I destroy this UV use for this texture here. So I will go with Control Z to back this UV, and we need another UV map because we use completely different texture. Under object data properties, we have UV maps. So this will be like main UV map. And let's now create another one concrete. So if I go with UV map here, Actually, we don't need to plug anything here because by default, blender use always first one. But we can if you want, you can just to know that we use this UV map, and if I go with Shift D duplicate this, I will now set this concrete UV map. And because this one is selected now, we can select all these objects. And projection. Now we can load this texture here if you want. And if I now go with Control Shift and click here, we can see how this texture is projected here. Maybe I united to rotate to another direction. I actually want to go this direction, so we can get this leaking here. This look like leaking from top to down. You can always maybe select just one part of this and maybe reproject to part you like. What I will do, now I will use this for roughness. So we can make more space and I will go with colorRamp to make this black and white. So when you use all these inputs, you actually make this known color. But if we use this through color ramp, we actually make this black and white. I will plug this to roughness. This actually control how this object is reflective. So if I add more black colors here, let's see how this We should now see difference in reflection. And let's back slam because this is not visible now. This depends on lighting, so we can see that this black part is pretty is reflective and this white part is rough. So I don't want this very strong contrast here, but we can make some variation, something like this. And one thing we can also do we can always make one of this pipe more rough. For example, if I select this texture, I can lead here to plus, and I will load same texture here, and I will make duplication of this and I will call this shining. And now we can just increase this black parts here to get more reflection. Okay. And what I will do now, I will press L and I will assign this material. So L assign this. And if we select this part, you can see that this use this texture here. So we basically made variation in roughness with two textures. So I will go let's go with smooth. So let's see how this looking. If you go with shade out or smooth, we actually get modified here and we can play with this angle here. By default, it's 30 so we can keep like this. I will also add this concrete in color input. And how we can do this, we can go with another color ramp. I need more contrast this time, so I will go with color ramp. Plug this here. Let's see with shift right click how this look. We can add some leakings with this and now I will go with Control Shift try click to mix these two shaders. So we now actually mix first one and second one. If we go to left, we get this main texture, and if we go to right, we get this color ramp. But if we said this to multiply, we actually take only dark colors from this image. So this is before, this is after. And now you can choose how much you want this effect. And I want copy this with likely copy, and this is with Alpha. So we can also paste this here, plug this to roughness. And this part look more shiny. So this material should be more shiny, so we can always make another variation here. Okay. And the next thing we can do here is bump. But this part intersect with this one. So, let's move this out. So let's go with this main texture and can also use this for bump. So I will go with bump If I plug this, let's plug this one to height and this to normal, we should get some bump with this texture. But I also want to use this main texture. I think we can use this. So this is actually mix between this one and this one. So let's use this for bom. So you can see if we go to left, we get bump from this image, if we go to right, we get this leaking included here. So I think this is better option. And we need to bring this a lot. So let's bring this or down. Maybe just p one. And let's do same. Here. I think this is enough for this first gribble. So we have a lot of things to do here. I think we spend too much time just creating this gribble, but we now have functional gribble. So I will apply this Shamod. And we now have functional gribble we can use later in our projects. This can fit maybe on ceiling in scene like this one. We can just delete this part here, delete pass now I will rename this object to I will call this one gribble. I think I will rename later, all these gribbles but for now, I will back with Nampa key to our object, and I will hide this in view port and render. And what I will do, I will back this for second and I will set this object, new collection, maybe gribble actually, we can now just hide whole collection. Oh 4. Practice 2: Let's see what we can do next. This tutorial will take too long if we model everything from here. So I will record only some gribbles and later I will continue modeling without recording. So let's see what is what can be interesting for modeling. I think we can now do this part here. So I will go again with Control R. Controller down and here, now we can just grab this part. Shift the XP separate by selection set origin to geometry. And let's go with Napky. Now we can focus only on this object. I will not model over this image, so we can just use this for reference and later for texture. Let's see what we can do here. I think I will start with cube. So I will go with shift right click and let's start with cube now I will go with X. This will be this part here. Later we have this cylinder so Shift mesh cylinder 32 is maybe maybe 24 for this. And now I will go with Irvine. Ax to scale this on X x is and now shift the X, so this will be second one. Okay, let's see how we can get this shape here. I think for this, I will use subdivision surface modifier. And because I don't want to subdivide this part here, I will just go to edit mode and I will delete pass I X ray mode, we can select these delete faces, and let's now disable X ray mode. I see this shape here. So what we can do, I will go maybe Control R to look cuts. Maybe we can just bring this down. And if you increase this subdivision, we can see that we smooth this mesh. Let's keep this to two. And now, if I bevel these corners here, I will get sharper edge as I have here. Control B, you can see what I get This is good for now, but because we don't have too much edges here, we can always back to this later and shape this even more. For example, I can select this one and withholding all that shift. Also this one and I can scale this or I can go with Control B to bevel this. Okay, let's keep like this. Now I will make this part up. So again, we can start with cube. You can go with Shift A and create a new cube here, but you can also just copy this Shift DZ. And because I don't want this subdivision here, I will just press P separate by selection and remove this. Okay, this is not good, so let's see what I do here. If I separate this selection and remove this modifier, this should be plain. This is good. Before I have selected this object, not this one. So this now works. Let's go with this object, and I will go with E Z because I want Bevel. I want check this scale, which is not one, so I need to apply scale, and now I can use Bevel correct. Let's set origin to geometry. Before I do this, I will add look cat Y scale this on Y axis, and we can now smooth this with Control B, maybe even more. Now we can smooth this and we can now add betels here. Okay. Control B to bevel this. Now I also want to add one bevel up. Now RT don't work here. I will go with lt and then with Control, select whole loop. Bevel this part here. I will add only one segment here. So Alt again, control. And let's add one bubble here. Okay, now I will make smaller bubble here. Just like this. Now I will go with Shift D Z, a Z minus one to flip this. Okay, and let's make this little bigger. Maybe scale this on Y axis, apply scale. Let's see what is next this part up. So for this, I think I will use loop tool. Okay, I will add one loop cut here or few loop cuts here. And now we can select this mesh here. Now we need one add on which is called Loop tool. So you need to go to edit preferences, get extension and first install Loop tool and click here Install and after that, you need to go here under add ons and activate this. Now when you go with R click, Loop tools, you have this circle option. And this basically convert this to circle. And if you want smoother circle, you can add one subdivision more and now circle. Now we can go with E Z, extrude this on the axis. Control B. Let's now go with delete limited diol clear this mesh and Control B. Now let's first bring this up. Control B, and just smooth this. Now I will select this part here and I will press to scale this. We can now go with E Z to extrude this on the axis a little and easy again. As to scale. Es again. And now I will go with E Z. Again, bring this little up. I will scale this even more, and now we can control B smooth this mesh. We can go with Control amped plus to expand selection, bring this here. Now we can shift hold to add selection, bevel this. Okay. And let's make this up part. E Control B to bevel. And now let's go with S to scale and E again. And last bevel here. Okay, now we have this top part. Let's now try make these small parts here. So I will not care too much. I will go with number seven, maybe I will select few of these. So shift control. What we can do now, we can just u T Z extra distance Z axis. And if I now scale all the scale to center. But if I change this to individual origin, we can scale each of these part individually like this and Control B to smooth this. This now look okay. But if you want, you can add one subdivision surface to smooth this, but I will not do this. We already have too much mesh for this. And let's now make this part here. I will select these two E, Y. And let's now if I bevel, let's now first move this inside to make this shape and maybe Control B now. But I will go with ControlZ to undo all this, and I will just add one loop cut here because this was too big. E, Y, AX we can rotate this on Xxs Control B to smooth this. Let's see what we have here. Maybe we can move this part to create this gap here. Let's just move this inside. Maybe x again. Maybe we can smooth also this part. Okay. Let's try with Shade Smooth. This now look better or we can go with shade out smooth so we can play with this angle. And let's now create these screws here. So I will bring this here. So this is just a cylinder with six edges. So I will apply origin here, mesh cylinder and I will type here, six, scale this down. S Z to scale this on Z axis. And we can make this small part. I will not complicate it, so we can get this type of shape, but this will not be quick, so I will just scale this on Zaxis, scale this down. I will just duplicate another one, shift the Z, and scale this down and scale this on Z axis. Okay. And what we can do now, we can add one bebl here to smooth this a little. I will not even add Berbl here. I will just go with Control J to join this to one object. And I will go now with Shiv the X. Now, select both of these, Shift D Y. And let's see where we need place this. So we have four here. Shift the X. Any night, Enter. And I think I will make this bigger. So we can place one here, Shiv this one down. Let's go with number three to see where I need place this. Okay. There are two big so scale. Let's place one here. Let's go with number three and shift the Y place two here. And now I will just duplicate this to another side. Shave the X. I will place two here in middle. So we can see they are connected with this one, so I will place these two in middle and I will go with X X X minus one. X minus one to film this. And I will not copy this in another side because at first I want to make texture for this. Now I will select both of this object Control J to make this one object. I think I can add one bul to all this, but you can see that this bevel is not even. So that means that we have scale is not correct. Control A, apply scale. Control B, add one level. We can add this detail, but later when we apply texture to this. So I will now I will join all this. So I will go select all this, Control J. Now this is only one object. Okay, Control Z. We need first apply modifier. So if we join all that's If we join this, this will apply this modifier also to these objects here, which I don't want, so I apply this modifier. Now I can control J join this. Let's now add new material here, so I will use same material as before. And one thing you need be careful here, you need to create another concrete UV map because if you go here, you can see that this is red. So that means that this object don't have this UV map. So I will call this concrete. And we have selected this mask. Let's see how this is projected on this model. I will go with you. Q projection. We have some imperfections here. Now, I will select this texture or we can just back this material. Now, I will select this up and now I will go with project from you. Now, I will load this texture here and let's now reproject this base color. Now we can just try, match this with this texture here. It will not be good, but I will fix one by one part. So first, I will select with this part. And let's now try project this. You can see that this is straight and we have this angle. So it will be very hard to project to this. So what I can do here, I can try get similar angle from this camera, which is something like this. And now, if I go with you, project from you. We can see that now it is much easier to project this. We basically have a similar shape here. And I will just do the same with this one, similar angle, project from. G, move this here, scale down. Okay. Now, this look good from this angle, we need fix this part here, which is stretch. But I will do this later. And let's now tell select this part here. Let's now just try and match with this image here. Let's select this part project from you. What I will do here, you can see that we have basically on this part projected this part here. So I will try fix this. I will select this in middle and I will enable proportional editing. And now if I go with G, I move all. That means that this brush is too big, so I will go with G and scroll mouse down. Scroll mouse down until I get this brush smaller and now I can only affect this area here. Let's now select this part. Okay, this is not good idea, so I will try, select all these. We can go with G Y. So we stick or I don't want stretch this on X axis, so I will go with GY to perfectly move this down. Okay, you can see that now we avoid this part. We can go even a little more. But now, avoid this part. Projection of this part on this area here. Okay. Let's see what we can do next. Let's select phase selection and maybe select hold this loop. This should be here. It is not perfect, but let's keep now like this. What we can do. Next, we can try model this to get more geometry here. I will go with Numpad one. Let's go with K fork knife. We can try, cut this. And now enter, and let's do same with this part here. This will not be perfect, but now we can select all this area with holding control. And now I will go with maybe E Y, move this on Y axis and X to rotate this. Okay, we have proportional editing here, so I don't want this. I will go with ControlZ. Let's move this inside the X and maybe just move this edge here, this one and this one, this is not good. Control B. Let's check scale. This bubble is weird, so Control A, apply scale. Now, Control B. Let's see what we can do with this part. This will not be perfect, but let's try fix this. Let's go with you project from you. And maybe reproject this here. Or we can just go with C. C is for brush, so we can just maybe select this project from you. Okay. No perfect, but this will be good for assets which are not close to camera. And what I will do I see also the screws down. I will go select all the Let's try reproject this. So I will go with projection. Let's see what we can do with this. What if I project this on these white colors here? No, I think I don't like this. Let's now try project this maybe here. I think this look now better. Shift Z a Z minus one. No. SX minus one. I think we need back these to bounding box, SZ minus one to flip this. Let's see where we have parts to reproject this. I will just holding control, select all this part, control ump plus. No, this don't work. This work, but we also have selected this part up. So I will go with xray mode with holding control. I will select this and now you projection. Scale this so down. Project this here, and now it's better than before. And we can also do with this part here. Okay, this looks better now, and only this part is problematic, so you can go with NMPADPlusEpans selection, Smart TV project or Q projection. In this case, I think it is same. Okay, better than before. And now I will just when I'm happy with this, let's also this part, fix this part. Smart, project, and scale is also on this part. You can also use maybe this white part to see how this look. But I will keep this green part here. Okay. This is for background and all these things you can see here are not better. So I do this last time and I spend even less time. But in final render, they always look good. And this will also look nice. I will maybe go with C to select this brush tool, and I will just select this part down. Smart UV project, scale this down. Okay. We have nice model and this part down will not be visible, but maybe this one will be smart, you will project. Just project everything on this green part. And we can also try fix this one. Okay. Now, if you go to Solid Preview, you can also see how the look shade smooth. Let's see. We can go with shade out of smooth. And we can now change this angle. Let's see why I have this shading here. So we have inverted the vertices. This one should go down and this one should go here and this one here. Okay. Now, I think I make mess here. What we can do, we can merge at last or first one. So now we merge these two. We can move this here and let's do same with this one. H three merge at last. And we now should fix this bad shading. But this is not problem. I just want to show you how we can fix this Okay. Now, we are all done, and I will back to material preview. I just want to select all this from left side with X ray mode. You always need the X ray mode. In these cases Control umptPlus now I have let's see, Control umpt plus one more time. Help to select these loose parts. Shield the x minus one. Okay. Now we have nice part. Let's this one object. So if I press G, yes, this is one object, and I will call the two Giable Later, I will rename this, but let's now go with NumpeK back to our scene and let's enable also this. So if I go with Shift D Z, let's see if this can fit to this pipe, for example. So I duplicate these two times. This is too big, so let's scale this down. Now, what I will do here. I will place this object here and I will just go with L. I will duplicate select this pipe here. Shift the XP separate by selection. I will now reuse this pipe. Let's set origin to geometry. Now at seven, let's place this to position. Okay. Now we can make more detailed pipe with this piece or we can use this piece separately. I think only color of this pipe is not what I want. So let's just be careful. We always this. If we want change, color, we need this UV map because if we select this and for example, change, move this, you can see that we only affect this roughness standard map. Now, I select this UV map and let's see what if I try. Reproject this on this part here. I will not scale this too much because then I stretch this part. But what if I select only this loop here. And now I can just place this part here. Okay, problem is that we don't have enough texture to make this look good, but we can just try. Yes, I think this blend a little better than before. So we can also select this loop and we can project this on green part to merge even better this part here. Okay. I like this green color because it looks like it is the same part. Like this, you can also maybe add here loop cut. So shift and Q projection. And let's project this only on green part. So, and to select all this Okay. With this green colour, I just merged this little better. Let's also select this part and project this on green colour. Maybe we can go with Control B or T extrude along normals. Again, bevel this. And now maybe we can select who this part. Control Lumber plus Q projection. And let's again project this on green. Okay. We can now let's go with shield the X. I will keep this as Gribble two, and I will join this Control J. Let's see. Maybe we, we have RA modifier because this object have RA modifier apply. Now I will go with Control J. Now this is like gribble two, and this will be gribble three. And I will place this in gribble collection. Now we can just hide whole collection to make this clean, and we can continue with another gribble. 5. Practice 3 - part 1: Now make this type of structure here. And I think for this, I will use mirror modifier because this is symmetrical on both sides. So let's see how we can do this. I will again cut this part. We have enabled this X ray mode, and I will go with Shi X be separated by selection, set origin to geometry, and I will move this down. Napk let's see how we can do this. For this object here, I don't want to cut this image, and I also want to use mirror modifier. So to do this, I think I will set origin in middle and I will go with plain x night. Now what I will do, I will go with tab and make look cut in middle and now I will delete this right part. So delete vertices, and we have origin here. So if we now use RA modifier, not RA mirror modifier. We should get mirror this right side. So now if I go to edit mode, you can see that when I move this, I also do same on right side. Now I can move this left side and it will also affect this right side. So we can now start modeling according this image. And I will go here with lobe cut Now I can grab this edge and I can move this here. No, I want true this EX. But for this, I want enable this clipping and you can see without clipping this intersect. But when we enable this clipping this should now merge in center here. Okay, and we also want EX extrude this part. Let's add another connection here. EX and another one here. So EX and EX on another side. Let's see what about this cross section. I think I again, want mirror modifier. So I think if I duplicate this Shift X, we also get this mirror modifier. A Z, and let's place this here. And what I will do now, I, I think for this, I don't need mirror modifier, so I will just delete this and I will go with Control Z. And I want rotate this on 45 degrees, so I 45. Okay. Let's now just said this in middle. And now, if I grab this edge and move, you can see that this follow global Zaxis. So I want said this to normal. And now I can move this on 45 degrees. And I see one problem. So when we remove this modifier, we also affect this object. So I think for this, I will just press LP separate by selection and I will use mirror modifier just for this object here. I will now go to Edit Mode and let's try follow this reference here. Okay, we cannot follow this because this image is not aligned properly. So we can just watch this reference image and try get similar shape. I will add the loop cuts here and maybe two more in middle and I will just move this on x here and also to about here. We get this type of shape. Let's see how reference Okay. But I want extrude this. So this part, I want extrude. So I think I will go with K, and I will again collect this part in middle. And now we can select only this part and E Z. Extrude this on Z axis, and we can also extrude this part. But just a little. So easy. And this is how we get this part here. And I think I want to move this. One thing I forget to tell you when you move this with EZ, be sure to hold Z to stick on the Z axis. So I need to do this again. So E Z. Easy. One thing I also forget to tell you when you go with front orthographic, you don't see these edges, but we can see this if we enable cavity here. So I will say this from screen to both. So we will now be able to see these edges. Now I will create this part here. So for this, I will just again go with Shift A, mesh plane x 90. Scale this all down and RZ 45. Okay, now, go to edit mode with normal selection. We can just move this out. And move this all to here. I want these intersections here because when we said this, if, for example, cut this part here, as in our reference, we will not be able to use array modifier. We will, but it will not intersect correctly. So I want to cut on 45 degrees here, and I will go to edit mode. Let's just extrude this. Okay. And I also want to move this little out both of these. I'm not sure why I cannot use X ray mode in material preview. Okay, what I will do here, I will now cut this part here. So I will go select this image, I will go with K. Let's first go with Control R. I want straight lines here. Okay, cut also to about here and to about here. Now we can go with K. I just want cut this part with K. And we can now just duplicate this. I will now back to Global. So shift dY, B separate by selection, and I will go to edit mode, E Y. And I will go with Control B here. Let's first check scale. Scale is okay. Tap to go to edit mode and Control B. L or A to select Tl and now Control B. Okay, now I will just stick this part here. Set origin to geometry. Let's stick this here. And I will go Shift the ax milus one to flip this, and we have another part here. Et's now make this seam here or insert. I will first extrude this part or we already do this. Okay. So I will go with Control R. Control R here, T cuts. Now I will select this with phase selection in middle and I will go with E Z. And let's now add tp cuts more, and I will now just do opposite. So I will with control select this and E, again, sell this inside. Okay. Now I will press L to select these loose parts, and I will go with Control B to bevel all this. Just one segment is okay. And I think we need to do same with this part here. So select this control R to add two loop cuts with phase selection, select this middle, go with E Z to stick on Z axis. Control R two loop cuts here. E Z, again, move this inside, L to select everything and Control B to add one. Okay, I didn't extrude this part here, so I will do this now EZ. Move this out, L to select, Control B to add, small B. Okay, I see that scale of this object is not one. Control A applies scale. And let's now go with Control B to add Bb. Let's move this reference image out so we can clearly see our shape here. And now, we need also do with these objects here. I will go to edit mode. I will go with E Z, I will move this out. Let's see what we have here. On our reference, I want to extrude also this part out. But let's first make these scenes. So control R here, top cuts. E Z, move this out. This is too much. And again, select this and E Z. And I always like to hold shift to move this slightly. Okay? And let's now go with Control B to bevel this. And this part is a little different, so I will skip this part and I will just add the seam here in meter. Now I will go with Sx to scale this on X axis. I just want to extrude this inside. So s shift to move this slightly L I will not go with L here because I already bevel this. I will just make small bevel here. Let's select this edge here. Maybe this one here, small bubble here to see this C better. Let's now extrude this part here. So temp to go to edit mode, Control R, Control R here and let's now. Okay, I think if I extrude this or we can do this. If I now select all this and go with EZ I can go with SX zero, Y zero to line. I can go with S Z zero to line all this on the axis. But because we use local here. But this is not good because we have a lot of these edges we don't need, so I will go with Control Z. I will just select one phase, Shift D X mode about here, extrude this out, and now we can just place this here. Okay. And now we can select this E Y. Okay. And you can know that everything we do on left also follow this part on right, which is good. Now I can go with Control B, make one bevel here. I think we are done with modeling, and let's now just reproject this in UV Editor. I will open UV editor here, select this go to edit mode. Let's apply mirror Modify now. Apply mirror, and I will go with we need, again, concrete Ump and we need apply first material here. So you can see that we don't have red color here now, and now I will go tab to edit mode. Okay. This should be part of this object. So I will go with Control J here and Control J here. And now we can go with project from you. Let's now see how we can project this here. We can try match this here, but I think we will need to manually fix this. But we have selected this concrete. So for this concrete, I will just go with Q projection. And let's see how we project this dirt. Okay, this is okay. I will not care too much about this now. Select this we map you. Let's back texture project from you. Okay. This is now roughly projection, but I think I will reproject this one by one. So with holding shift, we can select this part. And this will not be so easy, so I will grab all these parts. I will scale this down. Scale this part. Move on right. Okay. And as to scale this part. I just want to be sure that this is on this gray metal part. If I go to render preview, is this still problem? Yes, because we select this part behind, but we have this part here. We create this part later after this, so we need to also reproject this. And you can see that we have here this screw, so I will reproject this on this part. Okay, now this look okay. And let's now reproject this part. I think it is better to go to material preview here. So I will select these two, and now we can reproject this here. Let's now fix these four faces here. You can always stretch this, so ax to stretch this because we don't have enough texture here. AX here, and also this. Let's see how to select this. I think if we just drag this, we can select this part. And let's now reproject this. And now, this part here. I will press L, and we can now try line up this. Let's just scale this, and also this part. We have now projected this, but in back side, is very bad projection. So if you want, you can reproject this. But I think I will just use this site visible in camera. So if you want, you can do this. I will do this now quickly without recording. 6. Practice 3 - part 2: Now join all these Control J. So now, this is all one object. And one thing I want to do here, I want to make another variation. I will call this more bump with more bump. And I will just increase this bump here. So to make this molded and you can always add these imperfections here if you want to make this molded. So we use this concrete texture for this. And we won't keep this rough, but you can also let's see how this look. If you want to get parts with more reflection, you can always play with this colorim here which go to roughness input. This is maybe 210.25. The last thing we want to do here is these screws. We have a lot of them here, but we don't need to create each of these screw, we can just make a few. Let's just quickly do this. I will again go with cylinder with six vertices switches and Rx 90. Let's go with S Y, scale this on Y axis. I will go to Edit mode and I will add one bevel, but maybe only on this phase. Control B to make them more visible. And now I will go with Control J to join with this object tab, and now we can go with U project from you. Let's try reproject this to one of these screws. Okay, something is wrong here. I didn't join them, so Control J. It's here and UV project still works. What I will do now, I will go with Shift the X, shift the X. If you want, you can reproject this maybe on this one to get some variation. And let's now just go with Shift X, move this down. L, again, just place mouse over this screw and then go with TL, Shiv DZ, move down. And that's now again select this. Let's see where we can do. Move this now, Shiv DZ. Maybe a few here. Shiv DZ. And if you go with Shift R, we can repeat last action. So I will now let's see can we select this? Okay. And this is problem because we use phase selection. Let's try do this in x ray mode and with vertex select. Let's now just diselect. If I go with NAPA three, I can go to side view and I know that screws are here, so we can just get cold and control. Diselect this part. Now we have selected only these screws. And I can go with Shift DX move this here. I Okay, one thing I want to do I want to make cut here on 45 degrees. I expect to get intersection on same point here because I go with RZ 45 when I rotate this and this one. But I think I move origin, and I get this problem. So this is not how I expect, but let's make maybe cut here. We are now almost done. I just want cut this part here, and I think I can go with Knife tool. So I will go to Edit mode and I will go to X ray mode. And if I now go with K, Okay, let's see what we have already this cut here. If I go with delete vertices, this work, we have this small gap here. That's because this is not perfectly on 45 degrees, but I manually select this part, and let's see if I move this up, I can fix this problem. Okay, this is good and let's move this little down. And now I think I forget record, but I go with RA modifier and you can see that this fit nicely. I think I have a big empty space here. So what we can do, we can maybe or what I can do, I can just grab one face here. Let's see if I select okay, what we can do, I will grab this part here, and I will go with Shift the X, and I will rotate this Y -45. Okay, this should work now. And let's see if I move this. No. This should be in center. And now we have same problem. As before, I just want to make cut here. So I will go with tab to edit mode and I will press K. I will follow this line here, K, X to stick on X axis C to cut through. So you can see this cut through option here with shortcut is C n and now I can go. With X ray mode, I can. I didn't cut this small edge here. So I will go again, Control Z. So. So first K, let's see K and stick to this first axis. So K, stick to this first stage here. X, move this on X axis. C, to cut through, click and Enter. Now, I hope we can select all these, delete vertices. And let's do same here. X for X axis, C to cut through, Enter. Let's now delete this. And now we have a nice structure. We can array with this array modifier. We can now delete this. Let's now try combine with this mesh here. This will be quickly. I will just go with mesh Plain x 90 and let's now just cover all this part here. So as Z, what I will do now, I will go with Control A, apply scale, and let's now add a bunch of these slope cuts. And now I will go with face poke fas and fas again, face twist to quads to get this type of shape. And now, what we can do, we can go with I think in shortcut in edit mode, this control F, we have this frame option, and now you can play with this. But if you want more control, you can go with iframmdifi. Here. And now with cold and shift, we can play with this thickness. And we have this boundary. This will add edge here, and you can play with these options, but I think this should be okay, maybe too thick. I will go even more down. And now we can apply this, and I will use a material for this And now, if I go, we again need concrete UV map here. Concrete, and I will just go with you to edit more projection for this dirt imperfections. And now we need back to this main UV map, maybe again, smart UV project or projection. And we can maybe try project this to this rough metal texture. I will stress this, this will not be visible. Let's see how this look. We can save this a separate part, but we can also combine this with this structure here. I think I want also this part on left shift the X maybe here and shift the X Y 90 degrees. I think this curve sense if we put this on top, maybe we can just go with S Z to scale this a lot. Scale this on X xs. Shiv the Z. And we can also duplicate one here just to get more details. Let's see how this look. Go with X ray mode and select all this part inside. We can maybe use this only as fence, something like fence. So I will press L. I want to select this part here and maybe move this here. This can be something like fence. If I go with Control J, I can keep this as fence and I can use this as platform. Or maybe we can just delete this part here and keep only this in middle. If I now join this Control J, and if you now go with RA modifier, let's move this here. We can get nice gribble. So I will keep this will be D I join this, I will keep this four gribble and this piece can be Gribble pile. Okay. So we now have two nice pieces, and let's now just press M and send this to Gribble Collect Napk let's see what we can do next. 7. Practice 4: Let's now made this part, and this can be interesting because we will play more with shaders than we need to model here. So I will again cut this with Control R. And we can now select these spaces and go with Shift D X and be separate by selection. I will go with set origin to geometry. And let's move this here. Let's switch to material privy. Let's bring this down. For now, I will press delete or X, and I will go with delete. These low edges. And now I will cut this part, which we don't need. Now, I will delete. We this is here. Okay. And now I will just little line up this in UV editor. We have this X ray mode. That's the reason why this is hard to select, and I will also add loop cut here and another here. So we can now select these phases here and let's just reproject this a little better. We have small offset here. So vertex select, move this to about here and this one is okay. Oh now I will extrude this on Axis. E Y move this out. Okay, this should be books like this one, and now I will select these phases. And let's go with Q projection, and now we can select all these pass and just project on this metal part. Okay, to avoid this seam, we can just move this here or we can go with Z 90. Now, I will isolate this part so we can also extrude this control R again. Just grab this E Y, extrude this on Y axis, and I want scale this a little because I want to avoid these shadows here. Just as slightly maybe a sex to avoid these shadows here because Brander will create shadows. We don't want shadows in texture. So just move these down. You can hold the Y. So GY move this down. And let's go with SX, move this about here. Or we can just move here and also this part. And let's bring this edge up. So GI, move this slightly up. Okay. So now we need again, reproject that part here, projection. Scale this down and project somewhere here, Heir Z 90. Okay. And before I make Bbel here, I want also cut this part here, so numb and one. And Lo got here. Okay. Now I will extra this out E Y, but just slightly. Now we can grab these edges here. Let's see what will get okay. This will work. Okay, I will reproject this before I make better. It will be easier. Q projection has to scale and place this here. And now we can select this. So with holding shift. Okay, I didn't do this good. So with holding shift, we can just add selection. And now I will go with number one and Control B to bevel this. Okay. And now, what we can do, we can just press I and maybe set this inside. E Y, move this slightly inside. And next I want to make this let's see here. I want make this part glass. So later I will add glass shader, but inside, I also want model this or make this three dimensional. So I will go with shave the X, and I will press P separate by selection. So this will be glass part. We can keep this for later, set origin to geometry, and now we can model this part here. I think I will go with new objects here, so shift click Shift click here, and cylinder maybe just eight. I will go with 12 here, so as to scale RX -90. Place this button here, and I also want cube here, so I will go with cube, scale this cube down. S Y, scale this on Y axis. Okay. And let's bring this. So, Y, move this inside. I will now go with Control J to join this and let's now just make small better. I will select both of these and just Control B, but we need apply scale. Control A, apply scale. Control B, at one level here. I will now go Shift D X, and we can go with Shift R to repeat this last step. Now align this and I will do same down. Shift D shield the X one here. Let's see how we can make this part here. For this, I will go with tab to edit mode and Okay, no, don't work. Control R don't work because we have bevels here. And what we can do, we can go with K. K, and X for XX is sty here, enters now. And if I now do same here, control R X. Here, enter. I think we can now add the loop cuts in this part because this is not anymore ngon we have four faces this is here. Now we can go Control R. But Control R but scroll mouse down. W loop cut here. Control R here. Okay. And again, we can reproject this little better. I want to avoid this black part here. So I will just grab this sedge GY, move this little up and scale this little inside. To avoid this white part, let's grab this edge. GY, move this down. GY, and we can add some bevel here. We can try model this part here. Let's see what I will use for this sheet I click I will just go with cylinder. Ex 90, scale this down. Move this inside, and let's see. Maybe cube. So shift a cube. Scale this down. RX, and let's but before I do RX, I will just X to scale this on XX I don't want mess with this normal orientation. And now I will just go with GY, move this out. ARY now. Okay. And what we can do, maybe we can scale this, move this inside and Control B here. Bel this Control B also. Okay, this is not perfect, but it will work. And you can know that this is part of this object, but this is separate part. That's because I do this in edit mode, and in this case, I do this in object mode. So we can go with Shiv the X, Shiv the X here, maybe rotate this on Y axis, shave the X, Y here. Okay, I think this is enough details for something which will not be so visible. We can grab this edge here. One thing you can do, you can go with number seven, and in X ray mode, you can grab this very easy. Okay. No, because we have this part which go out, so I will do this manually. So this part, control, control, control here, and let's now move this even more out to make more space for these buttons. Okay. Now, let's select these parts. And U project from you. G, place this in position. Scale this down. And let's now manually place this. Okay. And with these pieces here, I will select all this. Control J to join this now Control J, again, to join with this subject. Now, all this is one piece, and let's now. Again, L or what if I select all this and then just select these parts. Okay, this one, project from A to select all and let's now project this in places. Okay, let's now do this one by one. So this one go here. Okay, now we have buttons here. So let's see how this look in solid preview. One thing I want to do always is these bevels, shift so old to select whole loop and shift to select also this part. Okay, this don't work, so I will continue with control. And this last part and Control B to be Now we can also add bevels here. Control B to bevel this part. Okay. We have one problem. If we go over this part here, we get intersection. We get this ugly part. So there is two solution. You can just move this down and make more space if you want bigger bevel here. Let's see. Maybe, okay, we don't stretch this UV, but this is even I think if we enable this correct phase attribute, we will not stretch this UV, but in this case, it is not important. Now I will select all this. And we can go with Control B to B. Now we can go to this edge without these intersections. Okay. 8. Practice 5: Next thing we can model is this stairs here, and we can model this because I think this will be very quick and easy. And we will use this photo just for reference. We cannot use this for texture. I think I even don't need reference for this. So I will go with Shift click to place origin here, mesh plane, and let's just estimate. So this is maybe less than 1 meter, and this is maybe five meter. So we can press N maybe 0.7 and five. Lampe slash key to isolate only this subject. And let's see how we can model this. I will close this timeline. Control A apply scale. And now I will go with tab to go to Edit mode, Control R, scroll mouse up, and this will be our stairs. So I will now press A and right click edge split. So if you go with select one phase, for example, and press Y, you basically split this from this part. But if you want to separate, you can go with right click and I'm not sure why I now lose this. Let's go again, Control R. Edge split. Now we basically separate all of these pieces. And what I will do now, I will go with x 45 to rotate this on 45 degrees. And now I will do this again, but from instead of bounding box, I will use individual origin. And now if I go with x 45, x -45. We basically get these stage. And let's now try to add more details, I will try go with phase book phase. Okay. This will add much more details, so I will go now with E Z. And what we can do now with this bottom face is selected, I can go with I to insert this or I twice. So I and E Z. Move this on Z axis, and now I will press A to select all. Let's now go with Control B to lvtics. Okay, now we have steps and we now need great fence. For this, I will go with side view with number three, maybe mesh plane. RX 90 Z 90. No, Y n. And now I will scale this down and X 45. Okay. Now I will go to normal orientation and we can now press Y. And maybe SX bring this to about here. And now I will go with maybe control apply scale tab to edit mode, maybe look cut here and let's see how this look. We don't have too much here, only two or three. Okay. And we can now go with Control F, but first I will maybe to make this more interesting, I will add Bevel here. So we can one vertex with Control Shift B. And now you can add this type of fans. Now if I go select O with A, R, we can basically create fans with this. Or you can, of course, use modifier, but I will now for this use Control F, and now I will go Control B to smooth this a little scroll mouse down. Okay, and we have fans. Let's see. I want to make this part bigger here because this don't look stable. Okay, let's make this to global and with new I don't want to start with new face and then rotate this on 45. I can maybe just grab this and with control. Click here. And now let's again back to normal orientation. Now I will go with ship D Z and E Z. E Z to extrude this on the axis, just hold Z to stick on the axis. Let's now press L. Okay, this normal orientation look weird. Let's try it local a Z, scale this on the axis. And what we can do here, we can again go with maybe phase. Poke phase. And if I now press I again. Okay, this is not good. Okay, I want maybe poke, only these phases here. So book phase. And if I now press I, let's see what we get. So I twice or I once depend what you do last time and the allt extrude along normals. Okay, we get now this type of structure which look better than before. Again, we can I will decide maybe without face. So I all T extrude along normals. Now I will select only this part and tell and Control B to bevel this. But we want only one small bevel Okay. This look good now. And again, now we can basically select hold this part and shift Z, move to another side, we have the stairs. But let's make a structure similar like this one. So what I will do, I will select one of these phases here, shift the Y. Let's go with E Y. Maybe extrude this here. Ex extrude this or we can go with SX I will select this phase and SXcale on XX is move this maybe here. And what I will do here, I will select only this face. And I will go with Shiv D Z, and now E Z. Let's now add fans here. So a few cuts maybe on this side. And now, I will go with Control Z. I forget something. I will delete this top face and this bottom face. Delete faces and now we can go with Control R. Okay. And now, L, Control F R frame. And let's see, thickness of this is okay. And now I will go with Control B. Okay. I should delete this before. Now, this will be maybe problematic to delete, but I will add one support look cut here. I should delete only this phase before. And let's see what I can do now. If I select this and delete vertices, this should delete whole this part. Okay. And this look good. Let's now make this structure more. Stable. So I will select this phase. I will press I will again go with subdivide and phase book phase. And let's see if we go now three to quads. I think this is better, and now I will go with I or I twice and E Z move this on Z axis. Again, select all Control B, one bevel Control B, one bevel, and let's see how look This look good for now, but we want these legs because these don't have sense to be in A. And for this, I will just start with cube, so we can go with cube. Maybe scale is on XX, scale is down. Lump at seven, and let's place these two position Numpad one and SZ. Okay. And if you want to scale this only on X and Y axis, but not on Z, you can go for scale, Shift Z. Basically, we exclude Z axis and we left only X and Y axis. You can see that this stay on Z axis, but we can scale this on X and Y axis. Shift Z. But if you are beginner, you can always go with x then Y. And let's make another structure here. L to selector, phase, book phase, I, or T, extrude along normals. Extrude this inside. L, Control B. We have intersections here, but I will not care too much. Let's see how this look. Now, shift the X. And now sit the Y. Okay, and maybe I want connect with this one. And I will go with plain XY. Let's back this to global. So Y. A Z control A applies scale. Now I will go with phase book phase. This should be enough and Control F a frame again, let's make this. Let's play with this thickness, Control B. Maybe SY, scale this down. Maybe shift the X. Shift the X again and Z 90 to bring this maybe here as X. Okay, we now stretch this a lot, but I will not care too much about this. We can just take this inside this part. As X, shift the Y. Let's bring this up. I think I want to delete this part here. I think if we add one loop cut in middle and if we now delete these vertices, we will delete this part up, control delete vertices. Okay. This now looks more stable. And maybe we can just add small detail here. I E Z. Okay, we don't have enough space, but with Control Lampet plus, we can Control lumped plus, we can expand selection and now this select this part may be easy here. Okay. Control B. Now we can join all this with Control J. Now this is one piece, and let's now add this material. Let's just project this. So you you projection. And what you can also do, you can maybe just let's first see how this will look on this material. Okay, I think this also good maybe I don't like this part. I think we can sample only one pixel. So if I go with S zero here, I basically scale this all to one pixel and now we can maybe just select this reddish color from this structure here. So if I bring this here, I basically select this reddish color. This don't look good. But let's see if this concrete texture can help us. So this is first UIM, we need concrete concrete UM and now if I select this concrete UM and U Q projection, this should add this concrete dirt. And let's now select the object. I will call this more dirt. So I will separate this texture, basically. More dirt. Let's now increase this Okay, let's now select this first TV map. We can maybe change different color here. So let's see how this look with bluish thin. I think I will unwrap this again so we can back to this bluish part here. So you smart UV project. I will project this here. And one thing we can also try to do here, I will also mix this with white color. So this is maybe too intense. Mix color, and let's see. This should be white or what if we mix this with reddish color? Okay, these don't look bad. So we basically mix, maybe just another tone of reddish color. Okay, I will keep like this, but you can play with UV and colors. And I think we can try also. We can try make this metallic. So let's see how this look as metallic object. And I choose mostly this bluish color. But you can play with this and you can choose any color you like or any texture. So now this metallic is all to one. Okay, this metallic is reason why this is, like, too dark. So I think I will not use this metallic, and now I can continue playing with this color. So I will remove this brightness contrast and I will basically I think I want to make this more dark. Okay, so this is we are now done, and we have one nice piece we can use, and I will call this seven grip to put this in new collection. And let's now see what we do for now because I'm not sure if I will record anything from here, but for sure, I will continue modeling. And when I finish modeling, I will share this asset pack with you, and I think I will also try collect other gribbles I made in past, and I will try make one big gribble collection. So if I now enable this and with Napa Slash key back to our scene, let's move this here. Let's bring this down. Maybe this one here and this one here. So this should be much bigger. Apply scale. Let's place this here. This pipe and this part should be also bigger. So this is now individual let's scale this from bounding box. Okay. This is what we model in this tutorial, so this is what we have for now. I will now switch to render preview to see how this look. So we have this piece, the stairs, this pipe, and these three pieces here. 9. Practice 6: Let's now make pipes, and I will show you two ways how to make pipes. First, we can use this spin tool, but this is only in edit mode. So for this, we need first create cylinder. I will go with mesh, cylinder and maybe X. I will keep rotation like this and I will go with SZ to scale this on Z axis. Let's see dimension of this. So this is 16 centimeters, which I think is maybe too big. And let's now go with Control A apply scale Napk. And now I will go with naped one to front orthographic view. And if you now go to Edit mode, we get this spin tool. Let's now select this. So first, I think we can see here, first, we need select edge. We want spin. So go to X ray mode and set this edge. And now you can see that this is wrong direction. Because we are in front orthographic, maybe we want wide direction. If I now move this, I think we cannot see because this spin rotating around origin. So if I go with shift click, if I place origin here. Okay, Control Z. Again, let's select this. Let's now, we now see what happens. So here is origin, very important. And I want origin about this line. To get this type of shape. But you can maybe place origin here to get more intense corner. So if I go about here, you get this. I want place about here. Or if, for example, place here, we get this problem. So I basically want place origin about this line. Okay. And now I want to make this about 90 degrees and we can go with EX. And now I can go with you can see that this is not line up, so I can go with X zero to line up this perfectly, and we can now maybe select this part GX to move this out. And let's now again practice this. So Xray modes like this part down origin about here, YAxis is what we want. And we can rotate this to about here. X. Okay. And now we can make things we do before. So you can, for example, go with Control R. Control B, or T extrude along normals. And we can bevel these edges with old. For example, we can go with Control B to bevel this. And then you can just texture this so we can select this texture, Q projection or Smart UV project and you can unwrap this. Okay, maybe I will go with projection. Let's see how this look. But I will do here. That's because I made this texture which go from start to end of this image. We can, for example, let's now go with ERs in IT. Now we can place this on this part here. And we can select this part. Okay, I think I will first select this part here. W L and maybe G, scale this here. L Z 90. Place this here. Z 90. We will get this small stretch part, but this is not so important. Let's place this here. And we can maybe select all this, but okay, this works. So we can go with G, place this here. And now I will select only this part. The Z It, project this here, and this should now look This now look good, so we just need to fix this small part here. The new Veditor so this is this part. Okay. So you can with this pin tool, we have in edit mode, and with Bel with Control B create a lot of similar things. Now I will show you another tool you can use to create pipes. First, we need to enable one add on, which is called Extras. So just type here, extra mesh objects, click here, install, then go to add ons extra and just enable this add on by clicking here. And then when you go with Shift A mesh, you get all these things you don't have by default. And let's see what we also have here. So we can also use this gears. For creating gribbles. Let's see what is this. So this is procedural gear, and you can play with these values to get to create gear. Okay, you can use this for your next gribble, but I will now go with so gear. Let's see what is w. So you can also use this But if you go with Shift A and under pipe join, you have different pipe joints here. So this is one. Let's bring all this here. Second one. Third one. Another one. So this is cross type, and let's see, last one. Last one, I think I will not use this. So what you can do, you can just go to Edit mode, I will select this selection tool. With text ramode, you can just tex through this mesh. You can use this move tool or you can go with G, Z, for example. So this is sex, axis, and then you can again go with maybe Control B. Because we have this angle here, we also get this here, and we can fix this if we go with ZZ. Now you can go with Control B again, through along normals and texture this and you can get pipe. Okay. And when you have angle like this, you need set this to local orientation. Okay? Two. I try figure out how to move these along normals. And if I send this to local, you can see, Oh, normal, we don't have angle we want. And I remember one thing. I watched one Tutorial a long time ago, and I try and this work. So if I select only one phase, this is what I want. So I want extrude this along the Z axis. But when I start selecting more, so I need select whole loop. You can see what we get. So if I select more than one, we get different angle. And what we can do, we can select this part here. And now we can go under this phase orientation, this orientation, and if you now click Plus, we can save this orientation. For example, we can call this my transform orientation. Now, if I select all this with phase orientation, we can just move this out. Okay, let's now see this work also here. Okay, now this I don't work. So basically, I say orientation which is on 45 degrees here. So we can now back to global and move this down. Okay, so that's all how you can create pipes. And you can also watch reference image on Internet and maybe add some more details, and I will not record how I create pipes because this process will be just repeating all what I show you now. 10. Practice 7 - part 1: Hello, and welcome to part seven of modeling decoration assets. It has been about a month from my last video. In meantime, I modeled 127 assets, and I already made this peck and published this pack so you can see how this look. In meantime, I also record this YouTube video. So if you want, you can watch this video. And this is Okay, I will show you here how these assets look. So we have 127 of decoration assets. Okay, I have double of this. I think that's because I duplicate this. I make backup of this file and because they are inside both file marks SSI have double of this, but you can ignore this and you can see how the speck look. Actually, I want to show you techniques we didn't use in past six tutorial. So this will be first example, and the second one will be this type of pipes. I think we will maybe recreate these pipes here because I made this with another technique I basically drop with one vertices and later bel this and convert this to curve and later to mesh. And after that, I think we will model this part and maybe for finish, we will model this big structure. This one here because I think this is most complex object, and we can in this part cover everything we learned in this tutorial or tutorial series. And after we model this small container or house, I think we can also recreate this artwork here because we use this object here. You can see this object here. So maybe again, I will show you how I create this artwork because here we use all these assets I create. So all these assets you can see here are basically scatter here. So this is my plan, but I also have one thing I need to record. So you can see if you go to Shader Editor, and if I grab some of this object, you can see this dust shader and I also think I need to show you how I created this dust shader. Okay, you can see what this does, and I will show you better example of this you can see how this look without dust and when we add dust. Okay, so now you know my plan, and let's start with modeling cables. I will continue in this vendor file. And if you didn't watch first parts of this file where we create materials, my recommendation is to back there because I will not recreate material from scratch, but we don't have too much here. If I go to shade the Editor, you can see how this let's open object, you can see how this material look, basically, we have concrete which go to roughness, we have base color, which I multiply with this concrete texture and dust shader, we will talk about this later. And basically, we have just small bump here, and that's all. And this is with this dust shader and this is up. Let's now actually start building this and this will be pretty easy. Okay, I will enable screen cast keys. So here and now you should see what I'm typing. So shift the image mesh plane, and let's load this here, x night to rotate this. Now we can maybe grab this for reference and go to Local view. Here, I have some cables, but I think this black one is Okay, here, I have this cable with this part here. But let's start with this one. So to make this, I just need go with shift here, shift A, and I will go with curve busier curve. Now, I will go with tab to edit mode. So this is important. We are now in object mode, tab to edit mode. And now we have here, draft tool. But first, I will delete this part here. I don't need this or this busier curve. So delete vertices, and we are still in edit mode of curve. So we can just draft this. We can just four of this lime, but you don't need to be perfect here. Okay, I think this is enough and I will finish here on left. And now, only thing we need to do here is okay, before I convert this to adapt here, I will try maybe make some variation on Yaxs. So we can see this is flat on Yaxs. I can go with deep and maybe I can just down more variation, maybe with proportional editing. So just play let's see how this brush is big. Let's just make some offset here. So with G, you can move this. Okay. And now I can go down to curve settings and under bevel depth with holding shift, we can move this slightly. Okay, I can move this out to see better. And now maybe we can increase resolution if you want. Let's increase this to maybe 2.5 centimeters. Okay? Now, I think in this point, I can convert this to mesh. Okay, now this is mesh. And let's now make this part here. So for this, we will use shrink for modifier. And I will place origin here and I will go with mesh cylinder scale this down and go to edit mode three to go to phase selection. Delete, delete faces here. Now, I will add more vertices on Z axis here or Y axis. Because for shrink wrap modifier, we need more mesh, and now L Y 90 will take this in this direction, scale this down. Now, Control A apply scale and let's now go here under modifiers, search for shrink Wrap. And now I will select this object and you can see what we get exactly what we need. And my recommendation here is to add some little offset. So with this offset, we go inside or down out or inside. And let's type here maybe 0.001 to move this maybe 1 millimeter out or even less. Okay. And you can now, if you have some weird parts here, you can always maybe scale, move this a little because this depend on geometry we have here. But this look okay. Let's see. Maybe scare this a little. Okay, I avoid this part here, maybe move this Okay, something like this. And now I will just apply this. So just apply this modifier. If you want, you can maybe extrude this part. Let's try. Do this. I didn't do in this last time. So maybe easy. Okay, we have proportional editing here. Let's maybe move this down. Now, I will maybe join these two objects. 11. Practice 7 - part 2: I also want to model this part here. I will try line up this a little. It will be easier for me to work. If I line up this with Zoxis or maybe RY like this. Now I will press sz0s0 to line up the axis so it will be a little easier for me to model this. So now I will in X ray modes like this edge here. Now I will go with maybe E Z to bring this down and scale this a lot. Now, we can just follow this shape here. You don't need to be perfect, but now you can go again with EZ maybe about here and Z scale this and we can go now EZ and move this all down. Now we can smooth this part. If we go with S to scale and Control B, we can add one segment here, one more loop cut here to smooth this. Let's say this is this white part. So now we have maybe small bevel here, so we can go with EZ again. Let's go again with Control R to a loop cut, S to scale, control B, smooth this. Let's add more loop cut here. And let's now continue with this blue part. So easy, maybe about here. Easy, maybe scale a little. I think we have this step here, and let's go with easy, move this down. Again, if you want, you can smooth this troll B. And now I want to make this part here. Let's bring this up. EZ, move a little down and now scale this EZ, move this down. And now I will go with EZ, scale this inside. And let's now make this part down. Easy to about here and easy again, scale, and this will be lost. Okay. I think this part is too big, so we can now always just move this up. Just try and make similar proportions here. And now we can select whole rop and shift add selection, and again, or shift shift old together and Control B to smooth this a little. And we can t here, Control B, smooth this a little. And I think this is okay. We can always grab all this and maybe SZ to scale Z axis. Let's now try and make this part here. This will not be so visible, but let's see how we can do this. I think maybe I will add one support loop cut here. Maybe we can end one down. Now we can maybe grab hold this area. Select this one and withholding control. We can select everything between and now to switch to another part again shift and control. And I will press maybe I and S Y, scale this on Y axis, maybe E x to move this out. Maybe SZ. Okay, this is not perfect, but this will not be so visible. Let's now maybe Y to scale this on Y axis. And if you want, you can maybe grab these two edges, move this out. And you can also maybe smooth this whole part with Control B. Now I will go maybe with Control plus and maybe rotate Y to rotate this little down. Okay, if you want to make this small hole here, we can and if you want to make this small hole here, we can do this I want maybe make more space here. Okay, this is not so important, so we can just maybe subdivide this one more time and convert this to circle. And now we can scale this circle down and we can bridge this. Okay. This work, but I little stretch this part here. So before, that's the only problem, we can maybe so all this will be so tiny so nobody will see this, but we will get one more detail. Let's now just try try line up this. We can go with numb adv to front orthographic, so we can try line up this a little better. I think we spend too much time on this detail, which is not so important. And let's now build material for this. And because we already have this material number six, we can just maybe bring this here. Okay. And this is how this material actually look. And let's now open UV Editor. UV editor, and I will load here. Actually, let's fix this concrete first. So as you know, from parts before, we don't have we need another UV map for this concrete. So I will here plus type here concrete. And you can note that this is now not red, so we have this concrete UV map. And because we have selected this UV map, we can just let's go with maybe numbered one and U project from you. If you want, you can load this concrete texture here, but this is not so important. We can just scale this. And now we are in material. We can preview how this look. This is how this look. Let's select this with color. Okay, maybe we can scale this even more to get more these tiny details. So let's now back to Maine. You'll be map here. And let's now preview how this look. So for this we need texture six here and let's now again go with project from you. Now I will press L here. This is not lose part because we continue modeling from this cable here. So we select this part down here and we need to go with Control Amp plus to select this part here. Okay. And now we can reproject first this part. Here, we have this blue part. Now, we just need to stretch this rotate a little until this match a little bit. Okay, this is low resolution image. If you are not happy with this, you can maybe project another part. For example, here. I will also look good, but I will not do this. Let's go again with you. Project from you. Let's try project this here. Or we can later play also with this shader, mix with another color or do some variation. Let's try reproject this little better. Okay, we have this part here, which is bad. I made this very small. So for this gable is very small. In this case, we can maybe only make this smaller and then everything bigger. So let's again, select this with control mp plus, let's scale this down. And now I think we can make everything bigger. Okay. Let's now reproject this part here. So with L, we can select this and let's now reproject this to maybe this part here. Okay, you can see that we have something which looks like this sticker or something. So I will maybe just reproject this more part. All this will be like background decoration or something which will not be so close to camera. You can see all this tiny decoration here, this light, this part here, this structure in background, here in foreground also, these pipes. And all this is intended not to be so close to camera. You can see all these decoration. All this is mostly low poly with low resolution texture, but it works in background. And you can also use this in foreground, with some deptan field. And especially here, you can note all these details, but they are not close to camera and you cannot see all these imperfections. Et's now continue with texturing this. Let's now see what we can do with this cable. I will press L to select this lose part. This part is not selected, which is good, and I will just diselect this with Control. Now, project from you. With UV Map selected, we can let's see which one I will use. Maybe this white or this black. Let's try this white. Now, what I will do, I will just roughly project this here. And you can see that this already look like cable. I think this cable is white, and maybe correct way it will be just to make everything white. For example, if I go with mixed color, I'm not sure why, but I plug this to metallic. We don't have metallic here, so I will delete this. So if I now go with mixed color, and if I set this completely white, for example, if I go white here and set all these to one, you can see how this look I look worse than before. So with this projection, we actually get some imperfections we have here, and I like this result more than if you just place white color here. So I will remove this. First, I will try remove this bad area in editor. So if I go with old old and with phase selection, we can basically select one of this part and control lumped plus, we can select this part, which is bad and let's just try follow this cable here. With tab, you can quickly switch to object mode to see where we have another bad part here. So let's select this part. I just want to avoid this concrete down this ground down. So I will separate this material. I will go with Control C, copy this click Plus and load same material here, and I will click here to make another variation, and I will call this cable. Now, I just want with L, select all this and with Control, this select this part. I just want assign this material here. So basically, we have two separate materials if we go down to view display color, we can, for example, make this blue, and if you go to solid preview, you can see that. Now we have another material here. And now I will make adjustments to this material. For example, this dust is zero, so you cannot see this. I will make this maybe black. To make this black, we can go with mix cool. And now I will o, which material I have selected? Yes, this cable. So this should be good and now we can just make this black. But we can still keep some of these imperfections here in background. You can see that this is visible. For example, if you try another blending mode, multiply. I think I will just use mix here. You can make this black. You can make this white. And keep some imperfections with this slider here. Let's make this example. I think this is pretty rough cable, maybe more shiny, so we can add some black color here to make this more shine. I see various problem. I bring this metallic to one in some of last parts. And because we copy this material, here is a problem, and this should not be 0.5, this should be zero. Okay. Now we can adjust this even more. And now we can play with this roughness. Okay, and you can also maybe use hue saturation value to make this even more dark. I add more mesh here. You can see that this is more smooth. Let's see what happen if you add subdivision surface. Here, it will be a little more smooth. So if you want, just give this one to add more details here. And maybe we can stretch this down a little with proportional editing if I press G here. You can play also with this. But I think this is good. So I think we need subdivision surface here. Let's apply this and if you go to edit mode, you can see how this look. I now select this object here. So you can see difference in material I use first time. Let's see how so we have this concrete texture. We multiply with this base color. So if I know select this, we can see how this look. So let's make this material so we can basically add more this concrete imperfections here. So this is not so visible because both are black, but you can see some of these details. 12. Practice 7 - part 3: Let's now make this type of pipes here. And you can use same technique, for example, to build this type here and also this type here and also the mechanical parts here. I will show you now how we can do this. So this is image number two. And I will now again, select this object, and I can just select this image texture to here. I will just cut this part of image here because we have a lot of things we don't need control R. Let's go with BX, B separate by selection, right, click Set origin to geometry. We can now delete this. Okay. I will just show you modeling techniques here because we talk a lot about texturing. So it is more about UV projecting than texturing. We need for this one vertex. So we can just go with play Ex. Okay, now we need one vertex, so you know what we will do here. We can select one of these control I to invert selection and delete vertices. Now we have only one here. Let's disable this proportional editing. And what I do last time, I basically just watch this reference image. For example, let's see. Let's build this ticker pipe here. So we can just go with number one, and let's now try four of this reference image here. So I will go with EX. And this will be this part here. Now I can go with E. And now I will rotate this a little, and I will go with EY to make this part here. And let's also go here with EY. And now we can continue with this part here. So EZ and EX. Let's move this about here. We can also maybe select these two subdivide and let's make this part here, so Y, easy. Let's also make this part with this piece because they share same thickness, similar thickness. I will select this part. Let's go with Y. Shield D Y. Now I will maybe move this here, EX. Let's now maybe go to about here. Es. Let's now go with EY. Okay, EY and easy here. Okay, I think this is enough. I will just move this down, so easy. Let's move this down. Now they share same similar thickness, so I will give this am object. Let's set origin to geometry. And now I will open here. I will first convert this to no, first, I will add Bevel here. So to do this, we can go to Edit mode, select A, press A to select A. And because this is vertex, so we can bevel vertex with Control S B. And now we can move this up, and with scrolling mouse, we can add segments how we want. Okay, something like this. And now I will convert these two. So right can convert these two. Curve. And we get these curve properties and now we can add resolution here. We can add thickness here or depth. But now I will convert this to mesh, and now we lose these curve properties. So we cannot now change these properties anymore. But what we can do, we can add more details here. And I talk about this windows where we model pipes. So you can now just go with for example, Control R here. You can see that this is not lined up perfectly, so we can go with SX zero, SX zero, two up this perfectly, and we can now go with G to move this here. Now, Y zero. No, Z zero. Okay. And now you can make stuff we do before. So you can, for example, select with phase selection, select this part, Control NPD plus. Okay, this is middle part control NP plus. We need to select this with shift. Okay. Now we can go with old T and things we do before. Just extrude this. We can now select this with shift to select this part we can have double this, add more details here. Control R maybe two times here, Control B, scroll mouse down, or extrude along normals. We can again, let's scale this a little better this throb. Okay, you understand point so you can play with this to add more details, and later it's all about reprojection in UV Editor. Okay, so this is this thicker part. And if you want to make thinner part, we can again, just maybe select one of these vertices, Chi D X, and just press P separate by selection. So we separate this part, but you need back origin here. So here is origin. So set origin to geometry. Okay, now you can go with again, E edit mode. EX EZ, you can maybe move this to about here. You don't need to be perfect on XY or Z axis. You can maybe move this a little to make some interfection. Okay, now we can retail, select hold this part. And convert this to. Okay, first, we need bevel. So tab control add some bevel here. Scroll mouse to add more segments and convert this to curve. And now I will make this thinner. Okay, something like this. And now you can, again, convert this to measure and add more details here. Control, no Control Rs. Control B or T exclude along normals and you understand the point. And later is all about texturing this. And now I will just show you in my asset browser, how this look. So I also model this part here, and I will show you also how you can do this. So this is, again, very simple. Cube. Let's go. Solid preview. No material preview. So cube we can scare this a Z a little. And let's see what we can do here. I will move this here, maybe a Y, ply scale and now I want to make this part here. So for this, I think I will bring this one down. Add one in middle and let's bring this here. Control B now to smooth this Okay, I think I want Let's clean. Let's keep this more clean. So I will select hold this. Look here, Control B to smooth this. Let's even make this bigger. So Control B to bevel this. And now what I will do, I will select only this top part. And if we now go with for example, S, we scale everything because everything is connected. But if we now press Y on keyboard, we split this part. Now we can scale on this part here. And I will go with all T exte alongnormals, or we can just go easy to extrude this on Z axis. Now, if I set press to select this part with delete limited and dissolve we delete all these unnecessary edges don't create anything. And now we can go with Control B to bevel, maybe just this part. And of course, I want to add some bevel here, maybe Control B. Okay, this is basically how I create this, and I will later separate this material and make this metallic. We can now maybe stick this here. Okay. This is everything for this part of tutorial, and I think in next one, we will model, let's like this all and we will model maybe this light lamp here.