Modeling and texturing practice - Old Lamp (Blender) | šime Bugarija | Skillshare
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Modeling and texturing practice - Old Lamp (Blender)

teacher avatar šime Bugarija

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:06

    • 2.

      Basic shape modeling

      12:59

    • 3.

      Creating details

      14:58

    • 4.

      Creating even more details

      17:23

    • 5.

      Creating Materials

      14:30

    • 6.

      Glass shader

      13:59

    • 7.

      Creating dust shader

      9:41

    • 8.

      Creating dust shader part 2

      9:57

    • 9.

      Finale

      10:22

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About This Class

Welcome to the class in which we will model and texture old lamp in Blender from start to finish.

In about 100 minutes, I will show you how to create a realistic 3D model full of details from a low-resolution photo taken from a bad angle.

The old lamp is just an example, the modeling and texturing techniques you learn in this tutorial can be applied when creating any object, or, for example, you can create an entire asset package that you can later save to the asset browser or sell online.

To follow the tutorial, you only need Blender, which you can download for free, and the photo texture provided with the tutorial.

Dust shader

By the way, in the last part of the tutorial we will create a dust shader (node ​​group) which we will save in the blender startup file at the end, later, you can add a group to any object and make it dusty.

This part has a positive effect on realism. Different objects that do not look like they are from the same space, blend into each other much better with the help of this node.

Meet Your Teacher

Level: Beginner

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Transcripts

1. Introduction: Hello and welcome to the tutorial in which we will model and texture this old lamp in blender from start to finish. In about 1.5 hour, I will show you how to make a realistic three D model with a lot of details from this photo, which is a quite low resolution and taken at a bed angle. The old lamp is just an example. The modeling and texturing techniques you can learn in this tutorial can be applied when creating any object. Or for example, you can create an entire asset package that you can later save to the asset browser or sale online. To follow of the tutorial, you only need blender which you can download for free and the photo texture, which I will share with you. You can watch the first of the nine parts for free in the video below. 2. Basic shape modeling: In this tutorial, we will build this lamp from scratch. Only resource we have here is this collar texture, and here we have reference, and we will also use this as texture. So you can see that this is very low resolution image we have here from this point to this, we have about 300 by 800 pixels. But we can also use some parts of this collage here. So I will share this texture with you and we can now start with blender. And for this, I will open new blender file. And I will now just save this for this purpose, I will just save this on desktop. So I will call this lamp. Now, I want to import this image as reference image inside blender, so I can always take look on reference image. And let's see how I can split this window. Okay, I need click here and now I can go with horizontal split, and I can make space here for reference image. I will open image editor, and now I will just copy address pat where this image is saved and I will open. This image, I think, Okay, this is this one. And now I will just zoom here and now I always have this reference image here in this corner. Next, we can start modeling, and I will press A and delete everything. And now I will try estimate dimensions of this. First, I will enable this screen cast key so you can see what I type here on left. So with N, we can open this tab and I want this tool tab here. I will now estimate dimensions. So I think I will try go with 20 centimeters on Z axis and ten on X axis. **** they cube, and I can press N and under item, I can type here on X 0.1. So this is 10 centimeters, so you can just type ten CM here 20 CM and here. Maybe zero, two or 2 centimeters. Okay. I think maybe on the axis, I want to scale this, so I will press SZ, scale this little down, maybe 70 centimeters. And now you can see that we need apply scale, so Control A and apply scale. Okay, now I will close this tab with N, and we can now bevel this. So we can do this very easy if I select these corners. Okay, I think if I go with select similar maybe length. Okay, this don't work, but what we can do, we can go with holding control, diselect what we don't need. And we have selected these four corners, and now with holding Control B, we can double this and we can scroll mouse up to smooth this. Okay, I think this is good. And let's see next. So we have this part on back. So we can create this very easy. I will select this I to insert this and E Y. So you can see that this is y axis you can always take. Look up and EY, move this out. And let's now go with Control B. Okay, something like this. And now we can just move this inside. And let's make this part here. So I will just again go with I and E Y again. Okay. Let's see what is next. I will now press I and EY to move this inside. Now I will go with Shift Y because I want to make this glass part here, and now I will go with EY again, something like this, and let's go with Control B. You can always press L to select this loose part, maybe S Y to scale this little on Y axis. But I think this is okay. We can always scale this a little and maybe move this inside. And I want to make this thicker. So I will maybe press withholding or, you can see that I hold. If you click here, select this loop here, but I want loop which go in this direction. So I think I need click closer to this edge. Okay. And now I will just press this to make this thicker. Now, I want to create the vars here. And I think what I can do here, I can press L to select this and press H to hide this part. And I have this part here. Let's see what I can do. I will go with ShipDX and you can skip this part because I think this will not work. So if I now go with E Y and Control B, this will not work. I want to get this. So we have here one, two, three, four, five, this on X axis and two on Z axis or Y axis. And you can see that this mesh is not the same. As we want, this go straight on Z axis, and we don't have this loop here. We have this which stop here, we can, for example, go with K and try later line up this, but this will be mess. So we need different approach here. Actually, we need different topology here, and I think we need to start from cube. So what I will do here, I will with shift click place origin here, and I will go with plane. And X 90, we rotate this plane. And now I just want similar dimensions as this object here. So SY, SZ Okay. And let's now press delete, delete vertices, and I want to separate this object from this one. So I will press here P separate by selection, and now I will select this and set origin to geometry. And you can see that origin is now in geometry, and for any case, I will make backup of this because I'm not sure if this will work, but I think it will. Okay. And now, because I want to make this virus here, I will select this object. So with tab, you can go to edit mode. Or you can click here, but I usually use tab, and now with selected all this, we can go with EY, exclude this on Y axis. And I don't need this back face here, so delete phases. And I will now try with L and Control B to see what I get. Okay, now I get these lines on the axis which I want. So one here and another here, and I need five of these on X axis. So we have here one, two, Okay, this, will go with ControlZ to show you. So if I go now, I cannot get in middle, I want three in middle. So to get this, I need one loop cut here in middle, and now I can press A to select all, and now I can go with Control B. I will simplify this. So we have here three in middle, two on top, and okay so one, two, three, four, five, and here we have one and two. And now I will withholding, select this loop. And with holding shift, we add selection. So shift hold. You can see here. I hold both and click here, and now I will again shift hold this will be one, two, three, four, five. Okay, so one, two, three, four, five. And now I will go with shift div And we just need to delete these faces. Select all this withholding sheet and delete only faces. Okay, this is what we need to create this mesh here or this wires. Let's now delete this part here or we can maybe place this here for backup. I will again go with tab to edit mode because we need press L here. I will select this with Vertex select, but only this with L. And now, P separate by selection. So we want separate from this object. And one thing I will do here, I will select both of these objects, and I will press M. New collection. Backup. Call this backup and now we can just hide this collection from UPortenRnder. And if for any case we need this, we can always click here and use this backup. We have what we want, but you can see that this is very low resolution, and I will use for this to smooth this, I will use subdivision surface Modifier. So you can just click here on Modifier Tab and search for subdivision surface. And maybe two segments. So this is before and this is after. And if you want even more resolution, you can go with three. But now, let's see how this look. I need convert this to mesh to thickness here. So I will go with Right Click cover this to sorry, I need to convert this to curve. Select this. Right click, convert this to curve. We do this object mode, right click convert this to curve. And now we get curve properties here and here under geometry and bl. We can increase this value. But you can see that this is very sensitive, so you need hold shift. You can see that tie hole shift, and now you can move this slightly. And let's now try estimate how thick is this maybe 0.008. Now, I think this part is too big. So if you can go with S Y to scale this, but actually, you don't scale this, you stretch this. So you can see that if you go too much here, you can see that this part is thinner here. So I will go with Control Z. I actually want cut this part. Actually, we can keep this curve and delete these vertices. We don't need to convert this to mesh in this point. Let's now do this. I will maybe delete this too, and now this should fit better. I will again say this to set origin to geometry and let's now see. 3. Creating details: Okay, you can see that we have some rounded part here. So this need be a little bigger. Be well later model this part here. I will scale this even more. Let's see. Also on top part this go in these rounded parts. I think we can scale a little on Z axis, but we can fit this later. You can also go with x to scale this little on X axis. And advantage of keeping this as curve object is that we can later change this value always. So this is advantage, and I will not convert this to mesh. For now, let's now model these parts here. Let's see what we can do here. I think the best solution is to go with new objects. So I will go here with cylinder so we can scale this down. So x light to rotate this on X axis and let's go. I think I want to cut this part here. You can intersect this, but I think better solution is just cut this. So go with tab to edit mode Wire mode. Because without a mode, you just I will show you just delete this part, not this part here. Let's go to Wire for a mode. Actually, I want to do one thing before. I want first make this small hole here. So I will select both of these parts, and I will now press. And let's make small hole here. I have this add on Loop tool, which you can activate here under Edit preferences. I get extensional search for Loop click here, Install and then under add ons, again, op and activate then try click Bridge. Or this bridge option is inside but then you can just search here with F three. Bridge edge loops. Okay. And now I will scale this on YX number at one. Let's delete this part. We don't want. Okay, now X ray mode. And let's select this part here. Let's see if I delete vertices. Okay, I think better solution is if we just cut this. I don't care too much about bad mesh here, but I will just delete these vertices because we will stick this here. I think if you want, you can go here, maybe F. Let's this part. F, fill this and then fill this maybe this part here, but all these will not be visible because we will just okay, this part here. So F, we will just stick. This is not correct, so you need click here and then F and then this part here. But all this will not be visible. We will just tick this here. Here. Okay, so we will not see these intersections. I just want to go with tab to edit mode. This hole here is so big, so I will go with RT. So again, you want to be closer to this edge to select this. And with holding shift and you can here. Let's scale this down. And let's now. I'm not sure. Is this part bigger than this one. We can create this easy. It will be one more detail, so we can press maybe S t or old E extrude along normals and scroll mouse up. Okay. Now we can maybe just be little this edge here, maybe this too, with old like this loop with holding shift and old this loop, Control B. And we can maybe bever this edge here. Control B. Now we can just tick this here. I think I overcomplicated this part, which is very simple. Mm. And we just need to intersect this. I just want to see this small hole here. Okay, let's take this down. Okay, I think actually, I want to make this hole bigger. I want to go to X ray mode, and now I can just this part, make this bigger. So I definitely overcomplicated with this small part here, which is not so important. So let's just tick here to finish this Okay, now we have this part. Let's scale this on Y axis. Now we can go with Shiv D Z. So we have one down. Shiv DZ, let's bring one down. And I will just go with RV to rotate this a little to stick this here. Okay, this will not match perfectly because we start. We didn't use this mesh here. We start from another plane and this part will not match perfectly. But I will see what we can do here. Let's see how I can select only this part. So numpad one and just select this part. And I don't care too much about these stretches because this just create imperfections which I like. ShafDZ, let's place another here, Sav DZ, another one here. And now I want to rotate this Y. Let's take one here. Let's now fix this. So again, tab go to edit mode, and let's scale this down and we can move this here if you want, play with this. And I think we can now select hold this part, and I will go with Control J to make this one object, shift the X a X minus one. So you can look here as X minus one to flip this and not sure why this happened this is because of origin. So I don't care too much. I just want press Y. Let's move this here and let's now stick this here. Okay, you can see that this match pretty good but you can always like, just place this here. I definitely overcomplicated with this small thing. Last time I do this very quickly, but this is how it is, and let's now continue it Tutorial. So let's see. We have Okay, this part here, this is this one in middle and we have this back side. But in this part here, you can see how this look, and let's see how we can make this. So I want to grab this part in middle. And now I will just stretch this a little. Now, I will go with EZ. SX scale this a little. And now we can go with Del. It's like this edge here. Control B double this. I think I want scale this to get more space. Let's now just double this. In this point, I can press old age so you can look here to make this glass material. This is not a problem in this point. And let's see what we have here. Here, we have something similar like this part, but bigger. And let's see how I can do this without overcomplicated this thing. So I think I will go with shift likely to place origin here and let's see what I will do. I think I will just go with cube cube. This should fit here. And I'm not sure, but I think I will just bever this. Let's place this here. And I think I will move this move this little up and we can just be this maybe. Maybe these two corners control B. Okay, this part here should go all down. So you can see this part here and this part here are connected in same py. But this is not so important. We can make similar type of this. It will not be completely same. It will be similar. So let's just make some variation here. Okay. And if we want to make whole here, I think we select let's see if I select both of this and if I press I to insert this and so, subdivide will not work here because we have angle here. So what we can do here, we can just go with Bullion objects. So another object cylinder. I will delete this cylinder because I don't need 32 vertices here. So I will sell this maybe two. 12. And now, Eric Snipe just scaled this to make this bigger, and we will use this as bully an object. So I will place this here. Let's go with numbered one. Somewhere here. And now we can quickly just select this object. Boolean, this will be our Bolan object. And if I now set apply this, if I now delete this, we get hole here. And now, we always need create some bevels, select this part here, shift to go to another side and port to select this slope. Okay. Control B, scroll mouse down, and let's also double this part. With holding control, we can select the first one and we selected first one and with holding control, we can select everything between. So everything between first one and last one. And okay, this don't work, so I will first g here now with control. Here. Now with shift, we skip to another part and again, control a few times. Let's bevel this one segment, and now we can just press L, **** the X S x minus one, flip, paste this here. Now I will press this is so small, so I will press L here. I now press, we scale this from bounding box, but we can or medium point, which is same in this case, and I will set this to individual orage and let's scale this. Again, this hole is too big. So we can go with phase selection Otec this loop. Control amped plus, scale this down. But this will not be visible and this is not so important. So select this loop. Control amped plus to expand selection, so you can see here, scale this down, and now it's better. We can just select this phase here and let's try it proportional addicting, scale this a little. So I will press S. You can see that we scale everything because brush is too big, so just scroll mouse down until you see this brush, and we can now maybe press G to move this down. A to scale or we can maybe select these two parts. Stretch this a little, maybe SX. Or I think I will select these two edges, SX. Let's now disable proportional, everything. Okay, we need now bounding box, SX scale this on X xs, maybe Control B to smooth even this a little. 4. Creating even more details: Okay. And I think I guess this part we model here should be same on top. So let's see what we can do. L here, go to edit mode, L here. **** the Z, a Z minus one. Clip this. Let's just stick this here. And I will select this part. Let's just try SZ. This is not a good idea because we now lose this position here also. So I will just go to edit mode, maybe go about here, move this little down. Not too much, and now I will select this part, move this little down. Okay. Now this is almost perfectly in this course. All these parts are too big. I'm not sure why I make this so big. So what we can do if I select all this. And if I said this to individual origin, we can just scale this and move this here. Or I think I will just make this part bigger. Okay. Let's now, I also need to do this on this side. A, scale this down. Let's now make this screw here. This is just cylinder with six vertices here, six faces. So very simple shift right click cylinder and type here, six, scale this down. Rx 90, scale this all down. S Y. And let's see position of this is about here. And now we can again go with bridge option. So I the first I will duplicate this shaveY because I need this small part here. Let's now select this right click bridge. Now I can press Bever all this to smooth this. I just want small bever here. Okay, let's see how big is this and one thing which is a little annoying, we cannot see this edge where we move here, but it is here. We can add bevel here, but one thing you can also do, you can just go to click here and under cavity. We have this cavity option and just say this do both. Now we can always see this edge. Even if we rotate this, look like small bevel, but it is just in Buport. A. We make this big screw here. I think it is a little too big. Tab to go to edit mode. Let's see what I want with this part. Now this part is perfectly middle which I want. Let's now just extrude this EY, move this here. And let's see what is this part. Okay, I think I will not complicate it too much, so I will go with Shift D move this here, scale this down. E Y. I think I want move this little down. Maybe L Axcale SX scale this little on X axis. Scale this on Y axis. Ship Z, S Z minus one, clip this. And let's see what we have here. I don't know. We can just maybe grab this ship the Y. Y move to about here and SX Okay, we can maybe just scale this mod this up, mood this down. And I think I will select hold this Control B to smooth this this is not so important, but it also creates some random details. This part here also need to go to another side even we cannot see this. So shift the X. Again, there's six minus one. But it is symmetrical on both sides, so nothing happen. And let's see what is next. We can now start modeling this part down. But I think I also see something here. So we can just make something similar like this par down. So I will select this and maybe we can select three of these. Now I can press SX EZ, as X again, and I now just want to be like this. So we can maybe move this down. Control B. And I will also select all this and let's just smooth all this not this part, this one here. Control B. And I think now also subdivide will not work, yes, because we have angons here. But I think if we just go with K and connect to K, Okay, here, enter. We now have four vertices. And now, if I press I, I can go with SZ and we can bring this little up, subdivide this maybe two times circle and we can now press right click and the bridge. One thing which is important here is bebels on all these edges. So let's first select this part and let's click here. Et's try Control. Select all this loop. Control here, control here. Okay. Let's now go with Control B and add bevel here. And also here. I will try with lt and lt works. So we can now do with Control B, smooth this. But first, what I will do, I will make this bigger, so I will just press S to make more space for Bel olt Control B, Control B and smooth this solid. Let's now make this bottom part. We can see here. So for this, I will grab this edge. Let's see what we have here. I will try select hold this with phase selection. I and I first one text through this so easy, move this down with holding Z. So we get this small part here. You can see that this is not line up. If you want, you can press Z zero to line up this perfectly. And let's see what we can do now. I think I will go with new object. So cylinder with six faces so we can scale this down. Sometimes it's just easier to go with new object. And now we can let's see what we have here, this small part. E Z, scale. Let's bring this little down and easy again. Let's do again with EZ, scale this to about here and easy again. Easy as to scale this easy again. Okay, now I will press as to scale. I will subdivide this. Okay, this will not work. So let's try make circle. From this, actually, this subdivide works. You can see that if we go with circle, we get smooth circle here, and I will just try make this shape here. So easy. And I will now try just place this involve. So I will go with EZ. This is not best solution, but let's try rotate this, easy. Let's try with nupetT to see what we do. X a little easy nos just E. And let's now x to rotate this and E Y. Okay. Now what we can do, we can select these loops here. Okay, I create too much mesh here, but this is not so important for now. So just select these edges here, Control B to smooth this little. Okay, I see one problem. If we go with Control B, we can see that we cannot get bevel here. That's because I press E for Extrude twice, and we get double vertices and we can now go with Merge by distance. Merge by distance. And you can see that we delete a lot of these double vertices. So now, this will work. Control D I add tom subdivision here, and I don't what now, do this. Okay, let's see how this look. We can make ticker everything here. So I will press L. Let's press to scale, maybe a scale this little on the axis. And I think this should be okay. Let's see what we have here. We can also quickly model this I will go again with new object. So let's now go with cylinder maybe eight. Now Rx 90. And let's now place one piece here. What I will do now, I will scale this on Y axis. This should go in side wall, and now I will press I here EY this on Yaxis maybe I again, EY again. And let's now maybe just deform this a little shave the X. And what I will do now, I will maybe add wallop cut here, another one here. And now let's maybe just connect these two parts. Maybe, again, I to insert this and now we can go with brag. Okay, we get something similar, we can see here. But I will bevel this, but not everything. So let's go with old here, old, here, old, here, and also here. And this part here. Let's now go with Control B just to smooth this solid. Et's now make this small part here. I'm not sure what actually happened here, but let's try. Do this so we can grab this phase here. So shift the X. Let's move this little on X axis, S Z, scale on Z axis, S Y axis. And now I will go with EX. Let's move this to about here and Ex again, Okay, I think this is enough. And we can maybe smooth this with Control B. And let's also smooth this a little. And now let's add bevel here. So shift and just with shift, I will select for this part. One level here. And now we can just place mouse here and cylinder, again, six to make screw and let's scroll all down. Alex 90. That's basically what I need, and we can select this phase, Control B. Okay, let's see how big is this. Maybe we can make this crew a little bigger. And let's see. Okay, this look good. And let's go with tab, he select lose part, maybe a little bigger. And now I will go with Okay, I will go with Shiv D, SX minus X minus one to flip this on X x and let's stick this here. In this point, I think we can cover this curve to mesh. But before I will make some imperfections, you can see this type of imperfections here. It is pretty easy, so we can just move this let's move this little also inside. You can basically randomly do some imperfections. Okay, I think this is enough. And now I can go with Right click and convert this to mesh. Now, I will select everything and Control J. So everything is now one object and we simplify everything. So now we can play with this. So this is smooth. By angle, you get this if you go just with right click and shade out smooth. And you can choose angle here. So 30 is by default. I will keep 30. Okay, we need more than 30 because this angle here is 30%, and you can see that we don't get this say smooth. But when we just increase a little, this value is smooth, also this edge is here. Okay, and when you are heap you can also apply this modifier. 5. Creating Materials: Let's now create some materials here. First, I will switch to render preview here and to cycles GPU, so we can upload some HDRI to see to get better preview here. And to do this, I will go to share the editor world. And let's now search for environment texture. And you can now go to HDRI hen. And you can download for free. So you can go to ASSETs HDRI, and you can download any of these HGRI for free. You don't need Diva registration, you can just click here. And for lighting, you need one K. But I have a lot of this on my computer, so I will just plug this here, and here I have this folder. Let's load this one. So if you want SAM like I use here, you can just type this name here on a search bar and you can download SAM. And I will go here under film, and I will click here to transparent so I don't want to see this background. Now I will press N to remove this tab and let's now back to object mode. Next, I will create new material, and let's call this maybe base. And for this, I will use texture I already load here. So now I can go with image texture, and I already have here this texture because I load this here. We can now plug this to base color. And another texture I will use for imperfection is concrete texture. I will also share this with you so we can load or this here. Okay, because these two textures are not same proportions and we need another UV map. If you go here and under UV maps, you can see that by default, you get first UV map. And this UV map is already what we use in this subject. So if you go, for example, with Control you need enable wranglar addon you can enable here. No wrangler if you don't have Okay, this one, and then you can press Control T, and you can see that by default, blender use UV, and by default, we have this first UV map. So this is same, like we go here, UV and choose this first UV map and plug here. But because we need another UV map, we need click here plus and we can call this concrete. Now, this texture here also use this first Ump, but we can change this if we duplicate this with Shiv D. If we change this to concrete and plug this here, now we use this second UV map. And now I will open UVditor and now we selected this one, I will go with select all and maybe Q projection. Now we can project this concrete texture on this object. Okay, and we will use this for imperfections. Now, I will select this texture here. And now I will select first UV map, which we use for color input. Okay. So with this second input, this concrete texture for now, we don't use for anything, but we will use this later. And this metal industrial texture, six we use for base color for now. So I will select this first UV and let's now project this to this part here. So how we can do this. Because we have this angle. We also want a similar angle to project this. And I will try make similar angle like we have on this photo here. And let's now go with project from you. And you can see that we get basically project from you from camera view. Now I will try reproject this on this object here. Okay. And you will see that these already look much better and already look like lamp we have here. But of course, we have a lot of things. We need to fix here in Ui ditor. We now need to fix all these things one by one, one by one pace or one piece. So I will first let's select this part, this look here. So again, we need to be close to this edge and with control lamp plus. Okay, I will select, we can just select this is here and control number plus, we can select this area. And this area here is actually for a second, move this part. You can see here. Okay. Now, what I will do, I will scale this maybe stretch a little x let's project on this place here. And now, this part here is actually this part which I slate here is actually what we have projected here on this side. And you can see that this is very bad. So we actually want flip this. So a X minus one. And now I will project also this here. Okay. Now, this part is a little better. For this space here, we don't have this image is not good, so we don't have any area we can project here. But what we can do, we can maybe go with projection, reproject this somewhere on this collage. For example, maybe on this metal part. Here. But this will not be visible in any case, because we will only use this front face in our renders. Let's now fix this part here. So with old, we can select this part, and this should be this part, this part here. Let's scale this XX. Now I will select this part ax minus one. Just flip this and reproject on same. Let's see how this look. Maybe on this part here, we have projected this screw, so we can see this screw here. And what we can do, we can maybe just select this area. If I add 10 cut here, we can maybe just reproject to hide this screw. We can maybe reproject this here. Let's see how this is. Maybe scale this little on X axis. Let's see how this look. Scale this little. Okay. You understand points, so we can now search this face and this should go here. But we have a lot of these parts here, a lot of shadows. I will again project on this area. Let's now flip this part as x minus one. Okay. Now, with these small parts, let's see what we can do. We can again just project on this green area. L, if you want, you can maybe project this here. But I want to avoid these shadows here because the blender will create shadows for us, and I don't want shadows from this photo here. And we can fix this even later. So I will just try fix this screw here, and then we can create a glass material. Let's select this part. Okay, I will I will do this again. So let's maybe the screw projects here. Maybe this part. This should be okay. And maybe this part here. Okay. This is not perfect, but let's now try fix this glass. Okay, let's before fix this part. So let's go with all and we want to project this here. Again, control Lampe plus to expand selection. This should be here. And let's fix this cable. So we can select this part and Control Lampe plus. We don't have any area. We can project this cable. Maybe we can just place this here. Let's see what this part, we can maybe Okay, we can maybe just go with a similar angle we have here, U project from. Let's see. This is here. So A, to select all, and let's maybe just scale this down like this. This is not perfect, but it will work. Okay, let's see what we can do with this glass. And later we will fix these wires here. But before we create this glass shader, I also want to plug this in roughness and maybe a little to color input because we will duplicate this material and I don't want to do this twice. So to do this, we can go with color. Let's make more space here. I will now plug this to color and let's now see how this concrete texture look. I want to make more contrast here. I think we need to scale this. I will again, select this concrete and let's maybe scale this down to make these details bigger. Okay, something like this. And let's now make this material and what I want to do now. First, we can mix this little in color input. If I go with Shift click I get this mix I get this mixed color node. I don't want choose between first option and second. I take only black parts of this, so we need multiply blending mode. And we can see what we get. We basically keep this texture but add only these black parts over this texture. And in color input here, I don't want too much maybe just 10% here. But we can use this maybe for roughness. So for roughness, I need another color because if I now plug this here, you will see what we get. We get very shiny parts and then very rough parts and also here. So black parts are shiny and white are rough. We want to trig this so for this metal part here, I want much more rough parts. So I will go closer to white here. And for bump, let's see what we can use for bump. I think we can use combination of these two texture which we have here. So I will plug this to normal, but we go to bump. This is not good solution because we need black and white texture here or black and white map, and I will create this with another color. So we can plug this color here. And now I will go with bump. And this should go into height. Okay. So now you can see what we get, and this is two in tens, so maybe 0.05 here to distance. And let's now bring this all down. Something like this. So if we move this, we get a lot of bumps, but we don't want this. Okay. 6. Glass shader: And let's now create glass variation. So I will click here base. I will just click here plus and select again base. I will now just click here to make another variation, and I will go this glass. Let's see how we can create glass shader. So usually we want to go with glass BS DF and transparent. Okay. But first, I will select this part here, L to select this and assign this glass shader. To see that this work, we can go to display color, say this as blue. Now we know that this is glass shader. Let's now back to the preview. Okay, this is not transparent. This is translucent, so transparent. And we can now mix these two shaders and if I plug this here, you can see that we will get perfectly glass shader, but with a little transparency. So we now have shader mixed with transparent, so we get a little more. Transparency here. And if you are not blender beginner, you know that we need to use this transparent shader combined with glass or another option is this in shadow ray factor, but I don't want to use this. I just want a little transparency. So Blender will easier calculate this glass shader. And let's see what we can do here. I like the projection of this image here. So I think we can also use some part of this, and we can mix this with what we have before. So this is just perfect glass, and this is what we have before. We can keep maybe 20% of this texture here, even this is not correct, but I will for this bring this bump all down. And for roughness, I will make this more shiny. So I want increase this bright color here and also this one. Okay, I also want to make some variation like dirt on this glass with this white color, but I will bring I want more area with this clean glass or shining glass. Okay, let's now make this shader and let's now also use this as factor for this glass roughness. And what I will do now, I will first go to UV Maps. So this is concrete. UV Map. We need project this maybe I want project this on this part here. So for this, I don't want to use project from you, I will just go with projection. Let's now scale this and project this on this part here. Let's see how this looks. If I now click here, I will see how this look. I think we can go with color M here. We can maybe tweak this a little to make more contrast. Okay. And we can use this for bump in this glass shader. Let's see. And also here. This is already bump here. So we can now increase this. Let's see what effect we get. And we can also plug this here. Okay, so we get this bump based on this texture here. But this is too intense, so let's bring this down. Maybe we can increase distance here and bring this strength down. Or I will make this to 0.05. So we can change color here. For example, we can make bluish glass, orange, but let's see if I plug this texture, we have here into color input. Okay, or we can just with control, you can cut this connection and we can maybe choose color we like. But we cannot see how this look before we add some light inside. So I will also do this, and let's see how we can do this. So what I do last time, I basically put some maybe cube. I scale this cube, and I think I barrel this at Control B to smooth this. Now we can create a missive material here. So I will click here. I will also start from this base, and I will now call this Misive. Okay. Let's see how we can now make this emissive. I will first project this with Q projection. I will also project this on this maybe this part here. Let's go to material preview to see this. Now we can to render preview. Now we can plug this. So I will plug this to emission and emission strength. So let's plug this color. Here, we basically now have this color, and now we can play with emission strength here, or you can also use this us factor. Let's see how this look. So we have some variation here and the bright part will be more emissive and the black part will be less emissive. But we now need control this, and we can control this with Mt. We can now multiply this value. Let's see, maybe by ten to make this more bright. You can always open preview here. If I said this to one, you will see before, and let's try maybe 100 to make this really bright. But this is too much and now you can see that we move when we play with this color ramp, we basically play with this area, which are bright and more bright and less bright. And I think these are some details, some variation here. And only thing I need to do here, I now want place this inside. And let's see how this look. We can also scale this stretch, but this is too intense. Maybe ten. Now we can back to this glass shader and we can play with this even more. Let's see if I make this less transparent or more. I want to make this less transparent. And let's see if I mix with this shader. How this look. Okay, so this is all up to you. You can play with this slider. I like this when we add more this principle BSDF now this is less transparent, but we get more details. And we can always play with this color here. But we also have here this orange tint. We project on this area. So if you add, for example, blue here, you can also maybe go with mixed color. And set this to maybe color blending mode and you also maybe want that bluish tint here or orange and also same tint here. Again, this bump is a little too intense, because you mostly want glossy this is completely this glass and this is with all these imperfections we have here. And you need to know that this texture is very low resolution. So we get this low resolution here. But if you want to make this model to be closer to camera, you will find better texture. This texture here and this one is very low resolution, and this object here or this model is not intended to be very close to camera. Okay. And I will also play with this part which go to roughness. So this slider here, this is too shiny. Okay, now this look better, and now we can increase little this bomb. Let's now make just a little of this and let's now make this more white to add more imperfections here. Okay, so you can see that with tweaking, these settings we get better results. So we just need to invest more time. Okay, I'm happy with this for now. And the only thing you need to do now is continue playing with this UV editor. So I want to select this first UV map because we play with base color. And let's now reproject This part is bad. Let's see. Also this one. We tell you can select Los par and let's project this here. And we didn't fix these wires here. So you can see that this is off. So we just want project this on this metal part, something like this. And let's press L here. And I want project this maybe here. Let's maybe grab only this part. Here is 90. Maybe, we can just maybe move this here and project this on this metal part. And now, this already look better. So this part is very bad. Let's see how we can fix this with tab, you can always skip. I don't like this part here. So let's see what happened here. Okay, we can maybe just project this and rotate. This part here. Okay, this look a little better. It is not perfect. We need to fix also another side. But I think I will not lose too much time fixing this because we still need create dust shader to make all these imperfections little less visible. 7. Creating dust shader: We are done with modeling and texturing, this object, we can now build dust shade. And I will show you how this looks. I will first select this base color. And this is the shader I build last time, and I save in my blender startup file. So I can just type here dust and I can paste this here. It is not so intense, but it is how this should be. And I will show you maybe on this monkey because this object is white and it will be more visible. And if I search for dust and if I plug this here, you can see actually before and after. Let's increase this a little to see this better. Okay. This is actually this change color of this object. But to make this even more simple, I will just search for RGB, and we can now make this completely white. And now if I plug. So this is basically just white color. And if I plug this between, this is without shader and this is wi. And you may say that this is just over with this color, let's try change this color to see this better. But now, I will show you that this is not case. If, for example, just go with mixed color and with control C copy this here. I will plug this in first input. So this white color and this will be second input. If we now move this slider, you can see that we actually just replace this color. So this doesn't look like D shader, we actually just add overlay of this color in each pixel same. But if, for example, plug this here and mute this, you can see that d shader work little different. And what actually this does. So if we go here, we can see that we have here factor, which control where dust appear. And for this, I will now back here. And this factor actually tell that we want more dust here on top of this surface. We can also preview this here. This color is not so good, so we can see that we have more dust here in these greases gaps. So we basically use ambient occlusion to add more dust. In this area. And this bit occlusion also work when we intersect with another object. For example, if we add ground, you can see that we have dust. We have more dust now in this intersection point. So if we move down, if we move this up, you can see that we add more dust where we have intersection here. So this is before and this is after. Okay, so we use world Z axis to add more dust on top. We use ambient oclusion and we also use layer, weight, node. So layer, weight, facing node. What this does, if we now move camera here, you can see that we lose dust in this area. But when we look from this angle, we get more dust. And this is similar effect we have in reality. And I will show you example here. Angles. So you can see when we move camera angle, we see more dust when we are lower. And we also have same effect here. So when we move from this angle, we lose some dust, but when we go down, we can see more this dust. Okay, let's see what I do. So where axis camera facing ambient oclusion and last one is randomness, so just little noise variation. Before we start with building this node, I will just release this part here so you can better understand what I'm talking a few minutes last few minutes. The dust shader is the second step to add detail and make everything more compact. I created an odd group that goes into the color input and adds the color of choice as an overlay and use the following as a factor. More dust goes to the upper parts of the objects. The dust depends on the camera angle. The lower we are, the more dust we see. A similar effect as in reality. Dust collects more on the parts such as greases, holes, gaps, and parts that intersect with each other. Sounds almost like a definition of ambient occlusion. A little noise variation for imperfections is always good. All of this is mixed together in the right proportions and used as a factor. The result is fairly realistic dust shader. Do If we say with us at node group, we can easily add us to any model and make them look like they are from the same space. Let's now see can I remember what I do last time. So I will remove this monkey here and I will go to Shader Editor. Let's see. So we have here base and glass material. I will do this on this base and just ignore this glass part. I will turn this here to ignore this glass part. So we have here base color, and we want this shader only in base color. And what we can do if we go with mixed color I will make more space here. So this is what I do before, if I just add some brownish color, we can just choose between this first input and second input, which is completely just this brownish color. We can see some details here, but this is from roughness and bump. This almost look like dust, but this is very bad. Shaders so we need to improve this. And let's now follow this formula here where Z axis, how we can make this if we now go with the separate color. We actually have red, green, and blue, which actually represent this X, Y, and Z axis. Now I want rest Control T to get this texture coordinate and mapping mode. I don't need any image texture here, and you can see that by default, by default is UV projection, but we want normal projection. Now if I go with Control Shift click here, we have basic gradient. X axis, green is Y axis. So we have this gradient here and the blue is actually what we want ZX. Now, if we use this as factor, I will just plug this in Color RAM so we have more control. Color RM, so let's preview this one. Because I click this second time, now this go to Alpha, go with Control Shift and click this again. And we have basically gradient we can control with this slider. Okay. And if you now use this as factor, let's plug this here and with Control Shift preview this node. We can see that we actually get what we want. We get more dust on this upper part. You can also see here, you can see more dust here than down. And let's now maybe tweak this. But one thing I don't want, I don't want completely delete dust from this area. I want less dust but also. So let's maybe keep half dust here and 100% dust on top. Okay, so this is first factor. We can select all this and press S to scale this to make more space. Control J to make frame. And if I now select this and press N, we can rename this to World Z. So this is world Z axis factor. Okay. 8. Creating dust shader part 2: Let's now see what we have next. Okay, camera facing, we can add this later. I think more important is this ambient occlusion. So let's now build this. Now I will move this up and let's now go with ambient occlusion. And let's now control shift click here samples. So this is just like resolution of we need maybe 12. And this distance, I think this is maybe in meters. So this is just calculate area of the ambient occlusion. I don't see this effect a lot, so we can now go with color. We can increase this with color ramp. Actually, we want invert this. So we want more dust on this area where we have these creases gaps and parts which intersect with each other. So we need actually invert this. Okay. So this white area will be area with more dust. Okay, something like this. Now we can maybe scale this Control J. And let's first use this as factor so we can preview this. If I plug this here. Let's see. You can clearly see this effect. So we have more dust or this yellowish color on this area here. Let's now play even more with this. But one thing I want, avoid. So I don't make this part completely clear from dust, so we can again bring this little up. So if we move this all up, we basically add dust everywhere. I want to move this to about here. Okay, now, we can rename this two, maybe A O for reembrant Abltion. I need to do now. So we now use this as factor. We don't use anymore this SAS factor. We can just mix this. Let's bring this here. I don't know why I keep this here. I don't need this join left. I actually want this on this side of window. So let's do this. I should do this first. Let's split this window, and now we can maybe open shade the editor here. Okay, now we have full preview of this on right. Let's now mix these two nodes. Color mix color, and this will be first input. This will be second one. Let's now preview this. Now we want actually, put this to one and let's now set these two maybe multiply Or I think screen. We need I think for this, we need screen, but we can check. Let's plug this factor. If we said this to multiply, multiply takes only black parts, but we want to keep white parts. So let's set this to screen. Actually, we can see clearly this ambient occlusion here, we can see that we have more dust on top of this part. So this is actually correct. And we can see when we increase this where the axis this work. Next is layer weight, and we can search for the wait. So we now build this camera facing. And we have here facing effect. So first one is fronel we don't need this, we need facing. And you can see what this does. When we go on top, we from camera angle always get this black part. For example, if we go on side. So actually, when we go with camera on 90 degrees, we actually get this black color and this always follow camera angle. And this is actually effect we get here. You're really sitting at the top of objects. You don't see dust very often on the bottom of an object. Dust is in Okay, how we can use this. So we can again go with color to have more control over this option. So twice, go with control shift here to get to this color. And actually, we get what we want. Black color is actually, we don't need this too much because we actually get correct colors here. So black color will disable dust, and this is what we want when we go up. So I will maybe scare this. Just want to be sure that this area is white. So I will bring this push this little here because I don't want if I, for example, have biolor here, this will just fade this effect. I don't want this. So let's keep this completely white and move this. Maybe on left to fade this effect a little. Okay. Now I will go with Control J. I will call this camera facing. And to remove this step, and now we can again go with mixed color. Mixed color now plug this here. So this is now both of these are now first input, this is now second input. And let's see how we can combine. Let's now control shift here to preview. Let's see how we can combine this. Okay, this is mixed blending mode. I think we now need multiply this because we keep only we want keep black parts from this bottom input. Let's see, is this work? This actually works. So when we look from this angle, we can see a lot of dust here. But when we go on top, we can see that this effect now fade on this area. This works, but I don't want very strong. This effect maybe 0.5 or 0.4. So you can see this little fade, but from this angle, we have a lot of dust. But if we increase this effect, we can see this even better. Now, this area fade. Now, this area fade. So let's see before. Okay, so this is, I think, very nice effect, but let's keep this maybe 0.5. And the last thing we want to do here is this randomness. This is actually just noise texture, so we can bring all these up. And if I now go with noise texture and again, fall ramp to control this. Color. Let's now plug this here. Control Shift click here to preview this. I actually want a very subtle effect of this. You can tweak this. You can also play with this size. So basically, we have some randomness here, and now I will go again with mixed color. This will be first input. This will be second input. Let's try also multiply this. Okay, let's back whole shade and not just this color input. So I will make more space here, control sheet and click here. So if we go, let's just quickly review. So these black parts will fade this effect. These white parts will keep this. So I want more of these white parts, maybe just some area with these black parts, but not completely black. And let's now preview this You can feel some randomness here. So I will not use too much of this factor, maybe 0.3. So we have some randomness. It is not so obvious, but it is here. Okay. Basically, we are done. We just need to make a group of this. So you can save this in your Brander startup file and you can use this in future. But let's first go with Control J and let's press N. Let's call this randomness. Okay. Okay. 9. Finale: Now we basically have all these four factors here and how to make a group of this. What I will do now, I will now select all of this and I will go with, let's say, this Control G to make one group of this. And what now happened, you can see that we are now inside group. So we can click here back to our shader. Let's now bring this down. And we can rename this group ones. Dust Shader. Now we have this node group. But every time we want change something, we need to go inside this group, which is not practical. So what we can do, we can basically extract some of these values we need here. And first value I want control is this color. So if I now plug this here, we can see that we cannot see this color here. Actually, it is here, but if we cut this, we can only see this. But now when we extract this here, we can see this color here, which is very practical. So we can always change this color. But I don't want call this B, so we can just go here, and I think I need select this and let's rename this. So this will be coal. And this is our main coll. So this is our main cooler input. For example, in this case, this is this texture, this image texture. So this always go in this input. Okay. And next I want slider to choose how much of this I want. And we can now create this easy. I think I need more space here. Now, just mix color. So this first input will be our main color or this image texture and second input will be this. Okay. Now we have this slider. So we can basically choose how much we want this base texture, base color, and how much we want this shader, that shader. And now we can extract this out, so just pack this here. Now like this. Let's rename this to how much. Okay. Let's now back here, press N, and we are done, basically. So we can choose color I want less saturated, maybe color. Actually, with this value, we also increase this effect. So let's bring this to about here. Now we can choose how much we want this dust shader. And let's now test this to another object. So you can also preview this effect here. For example, if I now go with Oh, monkey. So shift a Monkey, let's shade, smooth this, and let's now actually create new material. And now we have this color here, but we can also if you just go with dust. So we call shader. So this is our main color which is white, but we can do what we do before. RGB. And let's say you have white monk. And if you now plug this here, you can see this dust effect. So this is before, and this is after. And now you can see that these two objects look like they are from same space. For example, if I add, let's add another object, maybe just cube. And if I now add same material, we can see before and after, it looks that all three objects belong to same space. And this is actually very important. For example, when I build this hole this asset pack, we can see here. A lot of different objects don't look they are from same space, but when I add this dust shader, they actually look they are from same space. So let's for example, if I, for example, bring this object here, and if I now increase this dust shader, which is not the same dust shader, we do now. But you can feel that this look more natural than without this. Okay. Let's instead of this one. Let's add one we create now. Dust shader. Okay. Now, this look very similar. I think this effect on top is little intense. And we can always fix this. So this is the axis, let's now just decrease this value. It is a little too intense. Okay. So you can always play, continue playing with these sliders to get more realistic dust shape. And we can also clearly see here this noise texture, so you can see all these tiny randomness here. We can maybe increase this ambient occlusion. Now, when we build this dust shader, we can save this in your startup blender file. So in future, every time you open Blender, and I think in new blender version, you will also get this dust shader and how we can do this. First, we save this Blender file. I have saved this on my desktop. So this is first step. Now I can close this and I can open completely new Blender file. So I will also close this I can open new blender file, and this blender file, which is completely new is my default blender file. And what we do now, we need to change this default blender file. We need to go to file append, and let's find on my desktop this blender file. So Lam, what I want append here. I don't want appended images, collection, materials, objects. I want node three append. So I will go here and you can find this dust shader here. Okay, now we append this in our blender file, but we need to save this file. Default and say startup file. But before I do this, I just want to make one thing here. So if you go to Blender file, you can find here node groups. And you can see that this one this shield and this don't have. I think, for example, if you sometime don't use shader Blender will think that this is not important. And after some time, blender can delete this. But if you add shield here, Blender will never delete this. Let's now make this to a layer in file default save startup file. Okay. That's it. And now, next time when we open blender, for example, I can go here and let's now go to Shader. Editor. And next time when you need this, you can go with Shift A. You can go with Shift A, layout group dust, so dust shader or you can just search dust. And if you now plug this here, we actually get our dust shader here. This is EV and this also works in cycle cycles. Okay. I think this noise texture is a little too intense. Again, you can just open this node here, so this randomness, just add more or less And one thing I will do I will share this with I will share with you this lamp blender file. So here you can also find this dust shader, so you can just from this file, extract in your defourblender file. Okay, so this is for this part of tutorial, I hope you'll learn something new and see you in next one.