Modern Furniture Design in Blender 4. 0 | Kamel Altohamy | Skillshare
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Modern Furniture Design in Blender 4. 0

teacher avatar Kamel Altohamy, Designer & Youtuber , basically Engineer

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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.

      Promo

      1:12

    • 2.

      First Project: Modeling first part

      17:08

    • 3.

      Adding Steel Bars & carbon fiber

      8:09

    • 4.

      finishing our Shoe pack and Rendering

      13:45

    • 5.

      Second Project: start modeling

      8:11

    • 6.

      Add Another steel frame

      3:32

    • 7.

      Modeling the boxes

      9:52

    • 8.

      Adding fabric materials & tweaking

      10:23

    • 9.

      Rendering

      6:26

    • 10.

      After Render

      1:01

    • 11.

      Third Project: Modeling the metal frames

      14:22

    • 12.

      Completing the Modeling

      5:16

    • 13.

      Adding materials

      9:37

    • 14.

      Fourth Project: Modeling shower caddy

      11:08

    • 15.

      Completing the modeling

      13:09

    • 16.

      Adding black metal material

      5:07

    • 17.

      Soap Holder

      16:30

    • 18.

      Class Project

      0:38

    • 19.

      What next ??

      0:51

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About This Class

Blender is evolving day by day and has become very powerful. Its advantage is that it’s free, so you don’t have to pay a monthly subscription like other software. You can also achieve professional results with it, whether in architectural design or product design.

Hello every Designer i am kamel Altohamy ( graduated from faculty of Engineering in 2015), have experience over 7 years in the Field of Product Design.

  1. in the first chapter:we will model and redner Shoe pack
  2. in the second Chapter: will design Drawer Organzier from scratch
  3. in the third project: model and render Console Table that yo will not find anywhere else
  4. in the fourth chapter: will model shower Caddy and Soap Holder

This course is perfect for beginners and intermediate users. It is an intensive course that explains product and furniture design in Blender.

Don't hesitate ! The course is intensive and has rich content and valuable information , and you'll learn important tools of Modeling in Blender.

Meet Your Teacher

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Kamel Altohamy

Designer & Youtuber , basically Engineer

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Transcripts

1. Promo: Lender is evolving day by day and has become very powerful. It has advantage that's free, so you don't have to pay monthly subscription like other CD softwaes and you can achieve professional results with it, whether in architecture, visualization or product design. Hello, every designer. I'm Kamel Thamy, C designer with experience over seven years in the field of product design. In this course, I will explain furniture design in details by example. First project, we will model and render Showbck which is storage for shoes, of course. Second project, we will design a drawer organizer from scratch and you'll see how we can app materials and render and you will see how we can ploy materials and render that as you can see in the screen. In the third project, we will model and render modern concept table that you will not find anywhere else. The fourth brt which is very, very important, we will see how we can model shower caddy and soap holder from scratch. This course is perfect for beginners and intermediate users of Blender and it has a lot of valuable information. Hesitate or waste your time. This course is rich in valuable information and you will learn important tools in blender. Enough talking, let's see how we can set up our blender for modeling and bro design. 2. First Project: Modeling first part: Hello, every designer, and welcome to the course. This is the first lesson. I intend that the course targets the beginners users in the blender software or those with an intermediate level. And even if you are professional, you can still watch the course as a review of the modering tools, and I will focus on the modern work. But in the first telesson pieces of furniture will be implemented and designed from scratch to the final learner, of course, so you can consider the first of this course is a part of duct design or productive visualization. Second will be focused on design furniture, and third work will be tools for orfesonalT modeling. And you can imagine what is the first word. Yes, of course, we will make benefit of the geometry node to make customizable or procedural models of furniture. So I'm very excited to accomplish and make all these lessons happen innatively and exclusively in sud blunder. So what is the first lesson? Of course, the first lesson. Is this show. The first is to make this first show back, and you will make it from scratch. And I think a fabric maybe this is fabric. So we will make that from scratch. So I think it's very easy to implement. We'll first make the steel bars and choose, of course, we'll focus only on furniture, but we can add a pre made models of these shoes, and we'll see how we can add some assets. Then we can put that in our room and render final shot. We have a mentioned so we can start. Now, firstly, I'm using gender virgin 413, 53 to use any gender virgin. In the screen caskets, I will activate that and they maybe use something like this color and they maybe Right. And here you can put your image, of course. So open and use any of these images. You have three images. I will of course that in the sources or the resources for this course. And you can see that you have dimensions. The length is around an inch, of course, all these will be an inch. So you can go through matrix to burial, and we will work on the feet, not the feet but on the inches. After that, let's start. So we have if you look at your product at our Shubach, you'll see that we have attributed, of course. It's attributed on the Z axis. So if you made only one row, you can repeat that, of course, all is the same, and we will only make this row first, and all other its will be easy. We can block out our scene by making a cube, and this cube will be in the dimensions of 27.56 " and here the item 11.8 and on the height, I think we have 18, so 18.5, that's the fine. And to snap that you can move based on that 8.25, that's a fine. So we must call that block out. And we can add three. Sorry for that. We can add three such as this, and here we are. We have 11 right. So I will select some vertex here. And after that, Let's abline, and we can see its size of 1 " maybe and mirror, generate mirror around Y and did this board. So we can separate by selection. And after that, I can extrude Zoi such as this. And extrude on the D. Let's move here also. And I can select it and extrude in this area. Let's shift is course selected and delete this vertex. Then result as been around that 90 degrees and maybe this side to be five, but -90. And after that, we can extrude on the Y and we can extrude on the Z. That's a file. Let's make it based on the vertex. And once we do that, we can join these parts. Let's join and we don't need that phase anymore and add vertex or edge here and the fill, and we can add here and fill. And also we have one, two, one, two, three. Let's add three here and fill a few times. That's fine. Make sure you do the same for this bird, so you can breast fill and the same thing here. I think we are now done for that. And if you think that it's too much joy, you can scale on the x axis such as this, maybe scale X 0.8, I think that it will be fine. And after that, we need, of course, to but the edge loop here and we can I will add, of course, here circle. This circle will be radius of 0.5 and the vertex try numbers such as 16 or 14. Let's see. We need a tri 16 scale, delete that bot or let's move here and maybe here, delete that board Amazing. Select all move based on the Z axis and etcetera on the Z. All right. I can delete all these faces. And after that, we can join, of course. And make sure we can join one here, another one here, add two loops here, and after that, fall. Amazing. And you can solve that of course now. Let's see, it will be, of course, the same concept you can use around the fire. But other time you can join by pressing M, and of course, select one vertex and set the other and after that, you Bs M for merge at last. Easy. I think we require now other verte. Right. Let's see. We will merge at last. And again here. I was having that edge. That edge was lower. I moved that slide by using G. After that, it's easy to implement. Now, we can select one vertex and second verse M and now can verse at last, s merge at last, and so on. That's easy. Merge at last and so on. Here we are. Now, it's the time to connect it. So you can solve that edge if you'd like, or add other edge here and it's filled. Require a sink on edge here and filled now we can fill. After that, let's see what we can make. So we can select a boss of that and scale, shift the D of course and merge at the center. We should have the scale here, scale in to so we will apply the scale first and we can put the cursor here and can scale that based on the d cursor. After that let's add p to we circle based now on the boundary books, and now we can add bridge of course we forgot to scale, solid come back, scale shapTD and the bridge we loop here and another loop here. We are now done for this bord. What you can make is you can select this bot and scale on the X axis. Select all of these verts, and the scale on X axis. And that's it. It takes many time. But let's make sure the Soviet fation can be handled or fixed by reversing shifting. And I think we are now done for this metal bar. It takes some time. But what we are going to make on this course, we will do our best to make clean model. We will not use any of the wooden, so we can have clean model, as you can see here. So feel free to add suben surface later. We'll see that your model is clean, and let's first disable the first imitation, as you can see, if you add here I think this is fine for now. Now, we can delete all these faces and that's fine. All right. If you'd like, you can, of course, move that circle so we can select this and move here and select the circle, of course. And move in the direction. Skill shiftZ like this. That's fine. Here we are for the first reason, remodeled this work. And I hope you like this tutorial, so see you in second W. Of course, before we continue, you can add Lo cut here if you'd like to define that edge and other cut here. And we want to be straight here. So for my English, and we can now move to Zenka Steelson. There's out edge. Yes. We can now, I think we are now done for this tutorial. So next we'll make the fabric, which is blain fabric, and later, we can do the columns or subparts, of course. So see you in the next tutorial. 3. Adding Steel Bars & carbon fiber: Hello, welcome. So let's continue what we have left in the previous part. Today, we're going to make these columns, vertical columns. And, of course, we will make this blit which is the base, and of course, we'll continue and add the fabric. So basically, we are here. We should add mirror based on the This is a blockout. So let's see. So I will make and but Mirror Obect to be the blockout. This is we can call that to be right or. And of course, this blockout, we can make the mirror to be based on the blockout, based on the X, of course. Like that. Of course we will make three arrays, but firstly, we can. Firstly, we will make these columns, as you can see here, we have six. But if you will make animistion so you can spit that. But because we will not make any admission, so we can make it make only one vertical bar. So here in Based on this circle, shift this course selected. And let's add circle. And this circle may be 24 and radius one or 0.5 and add a scale such as this. And after that, we can see it's hidden, so no problem. We can add it to be here. And after that, let's extrude Z, maybe -20 or 18 and DGZ to be here, I think, -0.5. After that shifts selected and add the holder, which I think is the biz. So we made here the metal metal bore. And we can call it by using F two. Don't forget to with the screen cast case and the Bs I two, to name it steel bore after that, Brit shift is course selected, and it's another circle. And this circle may be like this and external time, I think 1 ", not 1 " maybe won't eat, Z won't eat. And let's extrude scale such as this. And this one or make another extrusion, and this one scale like this. All right. And we can scale to I will make it smooth and we can make a shade smoothe. And after that, for this one, we can add subern surface. I control two to add two level of subern surface and add control one to be here, another time to be here and another time to be here. Right, that's fine. Let's shift to smooth. All right. So let's see. For this one, we will add generate mirror and based on oxy and blockout. And for this one, also, we will copy to select. So we made that as we expect. That's fine. Of course later we can split that so we can make assemblan mission. For this one, let's make the steel bar, which is very rendicular as you can see, I mean that. We have one steel bar here and one steel bar. The same idea. We can select that and the CB. I think we can do that. Let's see if we can duplicate that on the Z, and the or for a moment and after that, rotate around 90 degrees and move on the Z direction. Scale shift. Scale shift x185. I think that would be fine. GI And the scale shift. Of course, you can move in the direction such as this and move in this direction such as this. And let's move again on the X direction. That's fine. All right. Another time, let's move that to be here. All right. And after that, let's add another mirror. We will mirror based on the OI direction only based on the o direction. That's fine. And let's make the fabric. Of course, we can select this one and shift TD, duplicate selection and select this one and enable clipping and exude on the oi direction. So we made the fabric easy. We can select all of that and move to unit collection. You can name it as you would like. And let's add. So that's it for this lesson index tutorial, we will see how we can add materials, and after that, we see how we can duplicate that after adding materials, so it will be fine if we add instance of this collection, which is the unit. You can move to the sign. That's fine. And all of that we can move to the sign. And I think that we can name it Bs or like that. So thanks for weaching me this lesson, soon as tutorial. 4. finishing our Shoe pack and Rendering: Alright, so let's continue to have lift in the previous part. We may require to add some materials from liner kit, so I I went to the addon and activated the lender kit. If you don't know how to install that, watch the awareness lessons. Explain that clearly in the awareness lesson, but it's very simple. So assume that you enabled and activated and installed the blender ket addon, which is completely free. You can add in material from that for free. So we can search for carbon fiber, and I think it's say let's search again carbon fiber. Let's search again. I think we have few examples here, and we may use that. So I will add, and this is carbon fiber. We can select the I will go to the local mood. I think we can delete these faces and delete these faces. And after that, we can mark a seam, select all and unwrap. Here, we can go to the UV image or. That's fine. App the skill and again, add the same material for here. Yes, it's added, so we can assign. And let's check here in the material review, which is based on IV, of course. And I think we should have that. It's a good start. So we can go to the Shedor and let's see what was the scale. So the scale on the V, so we can increase that to be maybe eight, maybe 12 looks fine. Too much, maybe ten. Los okay. And I think the normal web is too much. We can decrease that to 0.1 and 0.2 maybe. Looks fine. All right. This is a carbon fiber. If you would like, you can, of course, decrease the scale to be maybe seven or like so. That's fine. We made one material for the fabric. I will apply first and add the mirror and wrap. Let's add. Fabric. And here, control Shift tT and we can go for textures. And in the BTG, have fabric, I think, 59, and we'll check a few of this texture. Of course, this texture I don't need from BG, so we can use all of that we will not require and we require color, normal and roughness. Amazing. Let's see. And of course we can increase the scale to be maybe two for now. RGB curvsO course that will be blastic. We can say it called blastic leg. And that will be black and roughness maybe 12. Amazing. Of course, we can increase the quality for solium surface. And if you'd like, you can add, of course, the normal. Let's continue for this one. It's like metal. So we can call it black and dtaic to be one and roughness to be maybe one, six. What was that? Yes. This is a this one. And the metallic roughness 16, we can decrease that. But for this one, we call it fabric and a sine. That's fine. And for the color, we can decrease that's delete delete all right. All right. That looks fine for now. And this one will be plastic, of course, like plastic. Amazing. We can make it rough, more rough, such as this bond for. For the one unit, we add material, of course, as you can see, fabric, crone fiber, and plastic. We duplicate, bras duplicate linkage and for this unit two, Select objectives and move GZ minus eight or minus seven. And again, other time duplicate linked, select objects, GZ minus seven inch. Let check the dimensions. I will go to Emetor and I will go so we can that image, we have 5.2, 6.7. For the unit two, selecti we can move and the Z 0.4. And for the unit three, which is lowest one, we can select and move to the Z 1.4, maybe or 1.2. And I think we are no for Shub Now, the rest is rendering of course. We have to make the design so we can collapse that to be gone right. I will make quick render, so let's add here abline and scale four and move to the cameo and we will call it Kidro After that scale X two and trod on the Z direction, I can go to side mode and after that control B That's fine. We can make it shady smooth. This is the backdrop. I can make it material backdrop. And let's say it will be white or so. And it's another camera. And after that camera to view, I will make dimensions the same dimensions, but camera will move to the camera, of course, and our camera maybe 90 focal dips or focal lens to have cobact lens and dimensions, let's say, it will be for TD. I will say it will be 75 now we don't have any light, of course, let's add quick light. The first soil that we will add, I will add here. Let's add area light and 200. And let's see, rotate 80 and Another time, it's another one. This is a tb light. We can make it 100 only and light blue and duplicate time, and this one will be rectangle, and this one will be 20, I think, and rotate around Y -90. So we have this one rotate and maybe so much too much light. We can call it 50. And this one maybe 50 only and little bit. And this one again, like this. Amazing, amazing, amazing. Of course, we can use the linking. So I think we can move that to be on the camera or to be on the right. Again. And for this one, we can go to the let's see I think link and guess and add on And we dragged the design in of course collection here. And let's see after rendering, we can see that we have this design and for for the overall light, you can use, of course, cheer o but we can at another time another light in the camera, re light. This one may be blue. I had to be on the camera. Yes, and maybe tin and a little bit blue. This will light our backdrop. And for the backdrop, we can make it a little bit gray or white as you'd like. And this is roughness. And for the area, this one, we can increase it or make it too much. And I think we are now done for the writing, and here is what we have. So we make and benefit from the linking. Of course, you add if you add here, it will be much more realistic. So this is for this tutorial. Now, of course, you circle GPU, and in your render samples, you can choose 1,000 and your performs 256 and hit render boot. 5. Second Project: start modeling: Hello, everyone. Welcome. Here is coming. And today, I'm going to see how we can design this drawer, of course. We will make it from scratch, and in the next tutorial, we designed only the product. But in this tutorial, we are going to do complete rendering. We will see how we can design the product, of course, the furniture, which is the storage drawer, and we'll see how we can put it in interior scenes such as this and render some it will be fine. And I think it will take around 1 hour or more around 660 or 60 up to 80 minutes, I'm expecting that it will take this time. So this is the name for a drawer, of course, it's actual product, and we will do our best to done it from scratch and optimize that for rendering. And also we'll see how we can do realistic rendering and also do some quick animation. And you can search for that and I will leave the link and il information. So you can search for more variation for this product. I'm going here on Blender. Before we start, I will the screen cascades. So everything I type you can find here, I can change the hue, maybe something like that. So firstly, of course, we will work on reference. So just open this reference and I have this reference. So we have to work on theeial and lens will be inches all right so now we will we will build the main frame and after that, draw or model these frames or metal bars. Here, I will add them collection, I will add block out. Let's add cube, and it will be 16. And after that, we have here in the item we have on the Y 111.5 And the lens is around 44 44 inch and on Z 22. That's it. So we can name it blockout Look. And after that, we can design or both the cursor here at frame this frame we can say it will be around 1 ", inch or two centimeter, so it's at a cube and 1 ". Too much, I think, let's say boot 75. Too much, let's say 0.6. And after that GZ here, and E cede on the Z. Let's mirror. We will generate a mirror here based on this blockout. That's fine. We can add on the X, and I think we can add another array. Sorry for that. We will add or based on the on the lookout and applies it. This one, you can separate by selection and make sure that you have the orientometry, let's add another one loop cut here. Z minus minus eight. As the dimension here is around 7.6. So make sure that you move if you have the the edge here, make sure that you don't have auto met so you can GZ -7.6, which is the actual dimension. And after that, let's move on. Move on Y 2.5, I think that right. And after that GZ -0.6 and duplicate this phase, and after that, extrude on this direction. So we have to see that we have done for that. Let's make the frame met a firm I'm talking about this frame, which you can find which is here. It's very easy. So we can select that answer by selection and move on the Y. And after that, real trod on the Z 0.5 and extrude on the X -0.5. G Z, let's move 2 ". And we have around one, two, three, four, five. So let's add an array, generate array on the Z. Constant, we have five and the constant based on the Z. I think 12. Let's try too much. We have the dimensions, of course, we can see dimensions is 6.3. And scale, add rotation. It should be one, two, three, four, five, six. It's at six. All right, two, three, four, five. We have one, two, three, four, five. That's five. And same for the frame on the back side. Let's see, we have another frame here. So that's it for this lesson netter, will continue doing our drawer. 6. Add Another steel frame: Hello, random. So let's continue what we have left in the previous word. And this is second word. And if you don't have the reference, you must download this reference. We are making these drawers. We have multiple choices and multiple variations, and these are the dimensions and this some style, and we will always to render the same concept. And will do another render that. And this is also the render. I like that, of course. So let's continue what we have left. So download all the reference and let's continue. All right. First, I activate the screen cast kid from here. There's you will find in the bottom lift, of course. And we will, of course, make this vinyl which is here. So it would be the same such as this, so we can duplicate that on the Y direction, and we don't need the mirror. And let's rotate cut here and it will shift its course to elected and set or into a three d cursor and start to rotate around the Z 90 degrees and move to be here. We can move to this area. And I think we must have some sickness. So for this one, we will add solidifoyF here, we will add the solidify, of course, and let's add sickness of Bin five. It looks fine. And you can apply the scale, right. And here also will have the same solidify so we can make COVID selected and apple the scale. And we want to move that to be here. And let's move that to be here. Again, let's move the same to be here. X. Alright, I want to make something. I want to make it even sickness for the solifoid and maybe No. We don't need that, of course. So we want to move on the direction, Gx and to be here. And of course, we want to move it on this direction. That also will be even sickness, and that also will be maybe here. So we are done for the other word. If you want to make it longer, no problem. You can sec this edge and move on the direction. And we here on the right, we can move to be here. Of course, we will add this screws later. But now we will make the box, of course. 7. Modeling the boxes: All right, so let's continue our second chapter and we will make this drawer, of course. Basically, very simple. I will select this word and duplicate on the Z and server by selection. And we can call all of that frame. And this will be box. And for the array, we can leave that. Let's see what we have now. And we want to scale on the x axis and on the Y, let's add here and I think we can add another extrusion. For the array, let's make it relative offset by one. Select extrude and ob the scale and rotation. What else we have? Yes. A GZ, and we require it to be one or a slightly here and we want it to be around. Or we can use the same as I think the constant reverse is fine for now. We can delete this phase, and we can solidify. And after that, I think SoFi, it will be a two millimeter or so. And after that move in the direction. And extrude and the Z, such as this. I think for dimensions, we must have a little bit of cab. Solidify will be here. What else do we have? I think we can decrease that to be 6.6 maybe. All right. And you sick this fish duplicate. Several by selection. And I can call it better or so. We can make it certify to be in this direction. I can make it to be outer and this one will be enough. For the veteran serve that because I didn't make it before because I would like to make it such as v stream. So that's it. Now we are making our shape, so we can make it random now. And let's see If we have the array here, 6.7, then we should have our array. No, I think 6.64. Yes, will be much better. And for the better, what else as a blockout, we don't need that. And I think it's fine for now. But for this one, I can add much smaller sickness 0.2, maybe and move in this direction. And after that, Okay. And after that it's fine for now. I will select this word and add here. Let's add circle, maybe 16 and the scale will sit around X 90 degrees and around Z 90 degrees and here we scale on four and let's try to move here. Scale Y zero. If you enable the set flow, you can make a set flow such as this. And when you add mirror, you will see that it's fine. And I think we can scale that And after that will cancel it this edge and set flow. It's C. And when bling brocha I think I can scale on the Xx such as this. I mean the Z axis. And that's it. Scale scale on the oil scale on oil. All right. Now I can select the box and add ray Cobi selected, and add array. No problem. We have to choose another value such as this. Alright, we do the modeling. Now it's time to add the materials. Very, very simple. The frame, of course, will be black metal. All right. Sink Don is now 10 minutes solids thev here. And in the sutural, I will show you how we can add the fabric materials. It's very simple. And, of course, we will do the render for this box, as I mentioned before. 8. Adding fabric materials & tweaking: So let's continue before we adding materials. I will add now some elements. So we can select this edge and duplicate on the Z and several by selection. And after that moving here and on the X axis and cleaving. And after that We can exit wood, exit root. This is a blade of wood, and it's a little bit of bevil and maybe four and slightly, we will go into one or so. All right. And you can add or ab I mean the mirror, but let's delete this phase first. Right. Let's oblo the mirror. And select O and the Smart V project. And here we have wood. And here we have metal. And here we have metal, of course. Yes, metal. Okay, for the metal, but it will be metallic. Roughness maybe one to two, five. You can add SmartV project and go As I mentioned before, we will use Ben tz g for fabric, and I think this one so search for fabric and choose a suitable one for our fabric. And I think this one is so close, but we can use that. I think we can use. And this one also works fine. And this one. So both the three works fine for us. And here, let's choose this one. And we will also require you can add metal. All time we use procedural maps, but let's try to add metal and choose something like that, and two KVG. So I'll download a few textures and come back after a few seconds. All right, so let's continue. Here, we will have the Shader eater and for this one, we must add fabric. But before that, we can let's see if we have to mark a seam and we can add here mark Sam, select and unreb angle based, let's see what the OV. It looks fine for now, and it's in the shader Eter breast control shift DT. And here we have the fabric texture, which I don't do it. We will use normal and the color and the color normal roughness. Because the original blender, we use a normal OBGL after that, we can see that we have this texture. It's going to start, so we will increase now the sickness. And for the normal, we can see it will be 1.1 or 0.2. And four is color, we can use mix a color. And firstly, we can use color ramp first and other rightness and after that, this one may be dark blue and this one will be like this and to add one in the middle problem tones can be something like this. All right. So this is before. This is after. So if we change these colors as you would like, and after that, if you'd like, you can add contrast, of course, a little bit of contrast 0.2. All right. So this is a fabric, and, of course, you can decrease that if you'd like. And after that, we have to check the metal. Our the metal bus control Chef DT and so that I choose this metal. We will use color metallic, normal roughness, four mebs and scale maybe 12 and select all decrease normal one to one maybe. For now, we can use brightness, contrast, color RMP. And maybe RGB curvus and decrease that to be black. For the fabric and all metal will be the same glue. And you can SmartUVPject. And here also SmartUVPject. And this one also SmartUVPject. And the metal and this one will be wood, maybe which was other wood. There is wood here. We have wood. We want to dark wood. That will not work for us. Let's see what was it. It looks fine. But let's change other wood, how that works. It looks okay. We need one which is dark. Maybe this one will work. And I will choose these three and don't forget to make smart project. And after that, now we are done. Let's hide the blockout for now. And for this one, I want to add a little bit of darkness. And this one will be better. And this one will be blastic blastic choose that to be black and roughness maybe 14. Amazing. So the remaining is the tern. We should have different tern for each one. So choose image picture, and you must have six illustrations. So search online. You have an experience with tube or Illustrator, you can, of course, draw that or join it. And if you have an experience with Tube, of course, you can do that. So feel free to add the images or the butter as you'd like. And that's it for this lesson. In the next tutorial, we will continue editing materials and finishing our drawer. 9. Rendering: Alright, so now we will add the buttern. I will connect and add this texture. I downloaded two textures from Freebek and I will choose this one first. First, of course, we must unwrap and that's it. It looks fine. And we can we can use this one, but I want to choose a few of them. So I apply and select the three and separate by selection. No problem. Let's add the second Ticatu which is here. About, of course, we will increase the scale to be two maybe or 1.25. So feel free to rotate 45 and move here. And this one also can rotate 45 and move here. That's it. So I hope you like this this one, and I think we are now done for this bird. The remaining is the rendering, of course. So let's do quick rendering for this one. In the camera collection, I will add backdrop, rotate around or scale around the g and add here otrojen after that, let's add bevel like. Now, the background will be black. Let's add here an relite rotate such as this 90 degrees and 50 and move here and rotate rectangle. This one will be 30 This is the men, of course, and let's duplicate and rotate around here. And let's scale or multi Here we are. And maybe I think camera control at zero. So in the view, it's the camera. I will make the dimensions suitable for Instagram. So here is the dimensions. And make sure the camera foc allens is 90 or larger. And let's add H I will choose HDRI from here and let's choose one from studio four K, maybe this one or this one. Let's try this one. And for the area, I will choose lighting here. So lighting linking, we will only affect the design. And for this one also, we will affect the design. And the background will be feel free to choose anything you can from Choose dark. But let's increase this one. I like that. And maybe Smicty everything is fine for now. So let's do quick shot. Maybe. All right. F that we can move. I prefer it to be only black or white. That looks fine also. And let's see if we disable some diffuse or glossy. Yes, Act glossy will diffuse will be disabled. So let's try to render. I will choose higher sample and GBU performance 256, and now we are ready for render. So that's it for this lesson. If you have any question, don't to contact me, or if you have any question, you can leave on the question section. So thanks for watching this second word. And here we have an error. So don't forget to disable the blockout 10. After Render: Here is the final render for our drawer for our second project. And I think it's good enough to move to the next table, and that is for this lesson. So in the next third project, we will see how we can make a modern table inside blender from scratch, and that is for this lesson. So feel free to render another few shots from different angles or change the batterns, change the number of shelves or number of boxes. So feel free to change then as you'd like, but that's it for this liston. And, of course, I choose a low quality. So in your brit, you can increase the samples or create here the quality to have larger size dimension, so it will be free noise. So that is for the lessons on the next chapter, third brick, we will see how we can make and table. 11. Third Project: Modeling the metal frames: Hello Vancam here is the third chapter in our course, modern sign inside the blender. And we're going to see how we can make this table. As you can see, we have a lot of reference, as you can see, and all of these references is suitable and enough to work, and here is the dimensions. Of course, I will leave all the source images so you can breath and follow along these tutorials. So here's the dimensions. As you can see, we have the blade here, top and bottom, and you have mid in the middle, we have two shelves as you can see. And if you want to see this page, I download all the reference from this page. As you can see, a lot of reference inside this page, and I like all of these references. So enough token, let's go back to blender and start and serve it. So as start inside blender. Here we are Firstly, I activate cast every single will find here. In the zone collection, we have the sign collection and the camera. I think we don't need environment, so we can hide for a moment, and we don't need all of that. So start in the zone collection. If you have here's Mgor, you can add any reference, maybe this one or another one with dimensions such as this starts or usebrfFeel free to use any reference. So we have the bottom plate. I will start with dimensions of emberial and the length is on inches. And I will start with plane. The length is 34, and the woods will be ten. So here we have the Y axis will be 10 ", and that's it. Ten by 34. And we have thickness maybe maybe two centimeter or 1 ". So let's start to add solidifoyGenerate solidifoy and I will add 1 " in this direction. Maybe too much, maybe 0.75. And of course, we will add a frame. So I will duplicate. This is called the frame bottle, bottom. Amazing. After that, let's duplicate this one. And for this frame, let's move that GX -0.5 here also GX -0.5. GX 0.5, and here also G Y 0.5, and here also GY -0.5. And the same for this one, you can duplicate and add another dimension. But and use as a cutter or this one, maybe Bs control Mayas, and that may be work or now or for this frame, we can call it frame. So we add look at here and anybody snapping two vertex, add look at here, another look at here, and another look at here. And you must this phase for now. Amazing and after that, we can if you don't see that, I enable the modified tools, and I don't search for tools, modifier tools. But I don't think we instead of be overwhelming, so I will use the native modifier. And we can add now Bevel slightly B maybe but one. Let's try B one, too much, 0.4 and maybe five segment. Same thing here, we will add generate bevil amount be 0.5 and segment also five. So we made this frame. We will do the same for the er frame, but let's copy that. The er frame is much longer, no problem. We have the height is 32, so we will duplicate that but before duplication, we can add seams. So for now, we have to apply the solidify. I will duplicate and add to the trash. So this trash, you can call maybe Tim or backup backup. And for that one, we can add the solidify and for the solidify, select all of that on each here. And Mark asm. This one also Mr asm. Here we are, you can select all and unreb Let's see. So that's it for now. And for this one, you can also select all and the SmartUVPject. And I'll select both frames, and let's duplicate around the Z 32 ". But we have different dimensions. So we must add another value. So I will move on X five or four. Let's move on the X four dimensions. I mean, 4 " and X minus ten. Amazing. And also, we have some height or some other width. So a GY minus two, I think. Yes. GGY one. All right. So we have GI one. What I want to make is to make it center here on and center here and there. But I think we moved too much so G on X five. Yes. So let's continue. As you can see, you have here these two circles so easy. I will put the cursor in the middle, shift this cursor selected, and add another circle. This circle maybe 80, maybe 80, and we'll sit around X 90 degrees and move such as this. And maybe scale slightly and move on direction such as this. All right. And through the scale, maybe to this not too much, maybe like that. And we want to add seconds around 0.5 ". We wanted that to be on the edge. So I will move here and extrude on y 0.5 0.5. Amazing. And I think we can scale that scale Cheti like that. All right. After that, you can add Bivil if you'd like. Bivil 0.05 and angle maybe 80 And let's try to add sublun surface. This is one way. And we can call it that to be Zemin sing bottom. And this is called Zemin. And I will add another mirror generate mirror based on the mean. But of course, here we are. The same on around dimensions from here 0.9, we have. I will select this vertex and Etrode on the Z, 9.5. Ct rode on the Z, 9.5. Looks fine and extrude on the X to this area, I think. So we can select this board and duplicate and several by selection. And after that, select all and exotrude on the X and scale X 90 degrees. All right. I don't think we need vil now, and let's dispel that. And I think we can choose here. This one and duplicate or you can duplicate and several by selection. And again, we can extrude on the Z 16, maybe 18 c Z zero, and we don't think the N and that's it. And DG on the X, and after that, we can do the same. It's so easy. The same thing here. We select we selected here from here, one, two, three. So we do the same here, one, two, one, two, three, maybe four. We select this one and duplicate several by selection found here. And after that, we select O and extrude on the Z. And scaleZ zero, we don't need bevel and sometimes form and DG when you enable then it will be found here, and that's it. Of course, for this one, can we can duplicate and sever it by selection. This one will be extruded on the x axis. Scale X zero, we don't need the bevel surface. And when you enable the item will be here. And I think we can move that to be here. If you find that useful, so we design it as we expect, but the remaining is to add the wooden blade and we will do that in the next tutorial, which is found here. And next we will do these two both wooden blades or wooden shelves. So thanks for watching these tutorus cast. 12. Completing the Modeling: Hello, no. Here is Cam today. I'm going to continue moding and finish our table. So now we have the wooden the same the bottom, but it's not like that because it's different in the tub. So we'll select the top board and maybe move on the Z 0.5 " and move all GZ, 0.75. Maybe such as this. And we want it to be slightly have some overlap. So Gx minus one and the same in all dimensions, GY one and the same here, GY minus one, amazing. So we design or do the wooden you can apply the skill now and select and unwrap. Or the middle wooden, you can select this bad duplicate and sell by selection. After that, choose cleaving and select and extrude on the Oi and delete faces. Amazing. And this one, you can G or scale X first and GX maybe here. And I think we are now done for that. But we can move to be here. Amazing. So let's do the same thing here. Select this phase and duplicate several by selection, and after that, select oil and exude on the oil, but ib cleaving G on Oi and ex this phase. After that, we can select and scale on X zero and move slightly to this area. Amazing. This is the wood, but you can apply the mirror. If you'd like, you can dissolve this edge and you can dissolve this edge. After applying the mirror, you can dissolve this edge. All right. You can add slightly bevill the same bevil such as this one. COVID selected, and obs a scale here also oblize a scale, and let's covey this modifier. So we finished the modeling, as you can see, quick and easy. Now we will do the materials. All are metal frames. But before metals we have, of course, here the stand which is this circular symbol circle, as you can see here, this tiny circle. It's quick and easy. So select this one and the course selected add circle and this one maybe 36, there maybe one. Let's see see I think it will be point 0.5 or 0.6. And let's move that on the X direction and move to be here maybe and fill and sit a few times, and sit and sit. After that, select all and exit rude, Z minus one G, Z minus 14 and after that, I think we are now done for that. We find the 0.4 is too much, you can move it to be here and we are now done. But of course, you can add sbin surface. So let's add solium surface and shade smooth. We are now done the first, but if you go to the ken wood, you can inset and add symbolic trusion. We can delete this phase if you'd like. So for this one, we can add after that mirror generate mirror mean, X and Y. Amazing. So we are done for the ordering. So in the next word, we'll do the materials and shedding and rendering for our table. I'll be like this tutorial teams the next. 13. Adding materials: Hello, come is came and I want to see how we can add materials. We have two simple materials. We have the metal, black metal and you have the wood, of course. So for the wood, we will add wood, and we can split the screen. We have here the CV board, and we have here the shade or editor. And after that, we can Control Shift T to add our wood texture. So basically, you can go to the Woodhaven and in the texture section, go for wood and choose we don't have a lot of food but you will see that you have bla wood. This is also for the tables and the wooden floor such as this, as you can see. And if you don't like this texture or you don't find the texture which is suitable for you and this wool heaven, you can go to another three option, which is BCG and search for wood, you will have out of plenty wood. So around 317. So this is out of textures and sources. So the big down suitable for you. But be smart, don't back this floor because that will not work for our table. But you can back this solid but be smart, don't choose such as this. So you can choose this one, this one, floor. So choose this one. I have chosen, of course, this one, or choose this one. These options will work for us. And after that when you go to blender. And after downloading, download and address here. Make sure that you have the now drangular enabled and the atoms, make sure that you have nog enabled and activated. And after that, select the abs BSD F and control ShifTT, choose and go to the wood. And maybe I think four will work for us or we have 26 S 22 not work. I think four will be fine, but We have a lot of options. Let's try the nine. This one also work. So I choose the color, the normal GL and roughness, not se. And for the scale requirements start with four. Let's see our scale. And this looks okay. I will change roughness, but the scale too much, maybe three or 2.5. Yes, that works for us. This is one, maybe two. And for normal, we will say it will be one only or 12. And for the roughness, I will make another change. Let's try to add ration. So We add a lot of contrast, and we don't need it to be very shiny. And this one may be here. So let's see. Yes, this work is fine. To shiny. Let's go back. I like that, of course. And we have a lot of food, of course. So let's select all wood and risk control and the link materials. But for that, of course, we will smart you with a project. Amazing. Amazing. For this one, of course, you can add any color change as you'd like. So you can add the color, add brightness. And if you want to add brightness and contrast as you'd like, so feel free to do that as you would like maybe 0.15 and here contrast 0.3 0.2. That looks fine. And if you burst M, you can immute and you see a change between that slightly change. And of course, you can use color ramp to change the color completely. This will be color android. But we choose this one. So the dark areas will be maybe Okay. Let's try this blind. Or instead of that, this is the color that we have, and you can use color maybe Rgb curs or hue saturation. And change the hue. Slightly, we got 52, and saturation will be like this and the value to change so feel free to change the teperature as you would like 1.4 and saturation 1.5 All right. So it for the wood and for the metal, we'll call it black metal. And for the base, we'll see it black and the metallic roughness 0.2. And here we want to link materials. All right. We have some gab here, and we don't need that. So for this gab, will go back to the object mood. And for this gap, we can select this one and move on the i minus one, and here also move on the Y one. So we don't have any gab yet. Amazing. So we designed the table as expected. And as you can see, don't forget to change that to be here. And I think it's fine. But if you see here, we have some separator. If you want to do that, it's very easy. So just as here, V or Control B l, and delete faces. Sorry for that, we want to select all Control B, delete these faces, and fill and fill. That's it. And you can add edge here and there. And shade is smooth. And let's try to add g here and another g here. That's fine. So we completed the design, modeling, and adding materials. And rendering, of course, is very, very easy. And that's it for this chapter. So in the next chapter, we will continue our workshop and our course, and we will do another furniture bus. So thanks for hing this lesson. See you in the neck tutorial. 14. Fourth Project: Modeling shower caddy: Hello, everyone com. So here is Chapter number four. And in this chapter, we are going to make some product which is called Shaw Cady and it's like organizer for Broom, and here is the product in real life. And it's flexible. And as you can see, in this lesson, we are going to design it and model and start from scratch. And we will focus on the modeling. Of course, the material is easy, but we will focus on. And in this course, especially in this chapter, we will see how we can render real image such as this. So I think it will be a massive chapter and it will take around one or 2 hours. So let's start in blender. I'm here in Blender four. And after that, Of course, as usual, if you would like, you can go here and add an image. Feel free to choose an image. We'll start from this one, and it's the same as this show Cady, but this is different size, different dimensions. And let's start with this one. First, I will go here and add a blockout, which is an cube. Because we will start from s to be inches, we will go here and change it to be emberial and here it will be inches. And the dimensions for now, it will be 12.7 or 0.8, and here the 5.5 and height maybe 4.2. Of course, the height will be up to here. And this is called the blockout. We can call it block out. And we can start from this one. For this one, I will we can we can move here on the Z GZ to Bonton. I want it to be snapped directly on here. So this is fine. So download all images in the resources for Chapter four, and you can use B Ref or stick here as you'd like, feel free to add images at anyblaceO if you have a second meter, you can move to the second meter. And let's continue. All right. I'll start here and select all these four edges, duplicate, seven by selection. Sorry for that, I forget to enable the screen cast case. And here several by selection. We can say a design or border and apply the scale, select all and Control shift B, such as this, Control shifty, B, and it may be a small maybe six segment or so maybe eight segment. After that, we can add an etrgen in the Z, maybe -0.4 or so and add Lut here, another cut here and's control B. One, of course, maybe scale here. And another loop cut here, another loop cut here, and the s Control B and move on the Z direction. Wonderful. A GZ -0.5. So here we are. Sorry for that. Let's see what we have we have here and face interface. We don't need that. But we select both of these faces and move on the Z -0.6 maybe or 0.5. The same like that. If you want to add vil here, no problem. But later we will let's try to add the subdivision surface two and three, and then move here and look at here and the move here. Another cut here and the move here. Shade smooth and add another solidify and maybe 0.1 too much. Maybe adding let's try to add it flat first. So we require it to be around two millimeter, so I will or 2.5 millimeter. Two millimeter. That's fine. If you want you can add, of course, Bivil vil, five and minus or 0.1. Shade Smooth, if you'd like zero, a little bit of Bivil here. All right. So we designed this frame, and after that, I'm working on this reference. After that, we have this holder, but we leave that later. We can now add this ship U ship. So first, I unhide to go to the local mood and let's add here. Shift is core selected, and I will add circle Cicistin and radius 0.1. So 0.125. And after that, extrude on the Z. Let's see. It looks fine, but we add another circle. And of course, you can start with bevel. I mean curve, but I prefer to use Mish to start so you can customize it. And, of course, you can add here and it's been 90 degrees and the seven maybe or eight move here. And as you have the blockout, you can of course benefit from that, make benefit from that by using a mirror and based on the blockout and of course, and enable the clipping and exc and simple and easy. I make sure you don't have any faces here. So this is the first shape. Of course, you can move to be here, and we can move the edge to be here. And after that, After that, acro scale to the scale scale and film. Share this mouse. And here, let's add Control one. As you can see here, We have made only one shape, but we have made only this one, but we require four. So it's easy to array modifier on the minus one, we require four and decrease to be here. And that's fine. Of course. I like that, of course, but I will add and apply the array, and problem, no problem at all. We can move that to be here and then move that to be here. Amazing. So we design the frame and the shape, and the next tutorial you continue modeling all the frames, and it will be easy. So that's it for this lesson. If you have any questions, don't to leave your question on the questions section, and that's it for this introduce you in the next part. 15. Completing the modeling: So before we continue modeling, I found this product on this page, and here is the item and the block that we will make. This is the sub, I think. To sprush and this is a sub. We will do our best to design. So I will save this image. So we'll do our best to design the same concept. And I like that, of course. So we will make the same same image. But based on our style, based on our so let's continue in blender. So, in addition to the U shape, we have another shape, and to make that, I can duplicate the circle, I can duplicate to move here, and I don't need mirror at all for now. Sorry for that. Let's add the urror first and the Y on the blockout. And I will duplicate several dy selection, and I don't need the mirror, select and set or into the geometry and move to be here. And after that after that extrude on the Z, and the rest has been 90 degrees and -90. And of course, you can extrude G on the. And after that, I can move here, move here. And let's try to of here. And after that I will spin. Of course, I'm spin eye boll that, but in real Old, you must select this bit and extrude in the X 0.2, and after shift Scur selected, delete this one, and the risk is been 90 degrees and maybe eight or so. And after that, we can enable the generate mirror based on X blockout and it will be in the first move to first and enable cleaving and extrude on the X. Amazing. And after that, we fall and do inset a few times such as this, and let's add another extrusion to be here. Shade smooth and added soldering surface, maybe two. If you found this issue, you can, in the view, disable the cleaving or make cleaving to start to too small, such as this. And for this one, I want to select this word. In the real product, it's stick to each other. But I moved it. I will try, it can work. But here, let's see. All right. And here also, for this part, we can move on the right direction here, I think. So we done for this middle board. If you want to move this direction, no problem can still move along like this. And after that, we have the horizontal bards. It's very simple, select this one and duplicate and move on the Y direction, maybe and several by selection. And after that, rotate around 080 degrees and you can move to be here. And you require one, two, three, four, five. We require five, and I will move here. You can fill, of course, and inset a few times. After that, we want to mirror based on the direction. And after that, we can select all and extrude on X direction such as this, but make sure that you have cleaving and delete all of these phases. Amazing. And the shade is smooth. All right. So we can add another array we require five and in this direction. Of course, no. But in this direction. We require five, I think, five, yes, five. I will be here. And another one which you can find. So we have this one, which is at pattern. We'll do only this word and repeat. So let's continue. Very, very simple. For this one, I would like to move slightly in the direction to have some gab and add maybe another loop cut here. Amazing. Amazing. And here now we can I duplicate on the Y and the selection or this one, we don't require mirror or for now, but we can around the degrees. After that, we can move on this direction. And we can fill and then sit another time. After that, we can extrude this direction, add a little bit here at the cursor here, and it's been 90 degrees only, maybe -96 or seven and another extrusion. Here. And it has been 90 degrees and ex ceded. Amazing the cursor may be here. And it's been this time 180. Is Troy -180 and then maybe nine. It's fine. And it's, again, Troy ten. And now you will delete this word and there was a cursor here, Sege cursor, and the week now mirror and after that, let's apply the mirror with the fire. And I think we don't need these phases for now. We don't need these phases. Let's add array based on minus one. And I think let's say we require six on six, yes. Maybe maybe decreasing this area. So it looks fun, but I will move this one. Move this one. Yes. It looks okay. Shed smooth and controllable. I will duplicate and move to trash. For this one, let's obloy the array. And for the end, I think the array can have a merge and fill cap. Yes. Caps, yes. We can Alright, let's op. And for now, All right. I know Yes, we will merge and add such as this. So we have convolute loop. Amazing. Now we can fill and inset a few times. If you want to merge at center, no problem. Now again, here. So now I will fill and inset few times and inset and merge at center. No problem at all. We can do the same here. And for all bites, you can make Shad smooth. Amazing. So that's it for this liston. And the remaining, I think, yes, we send all, but the ring is holder. So let's do that quick. I can select this bird and duplicate around the Z and several by selection. So I can call it holder. And rotate around the unity degrees. Sorry for that. Let's add first on the x axis and rotate around unity degrees and rotate around the direction 180 and move to be here. I can move that to be much higher and move here. Don't forget to enable the cliving. That's it for this lesson. And I think we should move to this area. And I think we can move to be here. That's it for this lesson. So in the next tutorial, we see how we can render this product. Okay. 16. Adding black metal material: Hello, Vandekam. So let's add the materials for our shower caddy. I will select only one bird and we'll call it metal lag. So you can choose a word and add material. And of course, you can use the procedure materials or image based material. So let's start by using same bill material. Here we are in the render or CDVebard and after that, we have here the shed utter and maybe choosing this one. And of course, we want it to be metallic, and we can choose noise and add bomb It's birst control shift. Control T, maybe object and the scale 200 and tail maybe five add color ramp to add a little bit of contrast. And I think we want to add more scale 400 and let's try. We want it to be circular. Okay. Let's see 800. If we are generated, let's see. It looks fun also. But based on the scale and that's it. So the material, this is normal to normal and the color to be white. Of course, it will be too much. We will decrease that maybe but here, 0.2 and here 0.1 0.4 and invert Let's to see. Alright. Slit O and this one and reverse control link materials. But for the roughness, we can make 8.25. And let's choose the color to be slightly like this. All right. So we want to select orbits and to be bear to this object. So holder contain all objects. And for some rts, we can add or employ the mer fire. So we can oblate the mere fire here and we can app here the mirror modifier. So when we move, we don't have any issues. And here also, we canopy the merdfre and here also, so let's move. Yes. And on the holder also we can add that and shift selected set into this course. That's it. I hope you like this tutorial. If you have any questions don't it to tell me in the section. And that's it for this lesson. And the next tutorial, we will see how we can add the sub, of course. And I think the normal map is too much. So it turns maybe one or two. Like this. 17. Soap Holder: Hello, everyone welcome. Here's coming and today I want to make this so holder. As you can see, the mission four by six and height is 2 ". So I will do my best to make it accurate. In the Brs but, we e the curve or the readers here, but I will do my best to make it accurate, very accurate. So it will be exactly such as reference. So let's start by adding a blockout. Firstly, the blockout is a cube, and we will work based on the inches, of course. So I will move it to be varial. And after that, I will say the missions will be inches, and here we are here maybe four. And by bracing in, we must be in the emberial inches. So four in the Y, but in the X, it would be six and two in this direction. And you can move the one like that. And let's see what we have. So as you can see, we have this frame. So let's do the filters. I will name it look out or you can see the two and look out. And after that, I'll select this phase and duplicate and save by selection. And after that, we use the scientrol shift B. I am. I think it will be fine. Maybe 12 exist. One, two, five, one, two is enough. And segment two will be eight, maybe. And I will call it frame. Frame. Not firm, frame. Yes. And after that, we want to add a little bit of sickness. I think it's around 0.5. So select all and select all and extrude on the Z direction -0.5, maybe -0.5. So let's continue. And four frame, it will be bond four, which is the height, of course. And the first three will make the U shape. You can hide that. And we can delete both of these two faces, and we can add subin surface. And we can add after that solidify even sickness and maybe maybe two millimeter. And that's fine. We can make a smooth. All right. If you'd like, you can make it flat and after that, add a little bit of bevil five and now bot one, right. A Benton is too much Bono two maybe. And let's try to make it at last. And another solvint surface maybe one, and this also will be smooth. It's very important because we have good Tuji. The reflections is very fine. That's fine for us. I will add here and cursor. And let's add circle so now we will add this U shape, as you can see, we will add this U shape. So the cursor, the circle 0.2, let's see, it looks fine, and we will move to here. I think 0.2 is too much, so we can add another circle and maybe 0.1 and move here. And move on Z direction and etc on the Z. And it's a rode on the y -22. And it's been on that 90 and only seven. Then move to be here. And we can add role based on the blockout but this time on the Y and let's enable cliving and move on this direction. Let's see. I think it's fine. For this bord, we can fill and inset and it's an edge here. Now, after making the Uhp, you can generate an array. We have how many items we have six roots. So we require to add six based on this axis. Amazing. Of course you can you can G and Z. Gs and like this, we are good for now. And if you like, you can decrease this one you want. After that, we have horizontal bars. We have two horizontal bars, and I think the sickness is much smaller. So we can select this circle and duplicate Civil selection. And this one, we don't need a ray, but to rotate around 90 degrees. And after that after that We don't need a mirror, of course. Okay. I will duplicate several by selection, and we don't need any of that now for now, and I will rotate around 90 degrees. After that, I will move on the direction. And move here. Now we can scale to be bot seven, maybe the move here. And now we can add the inerd miror and extrude in this direction. Make sure you have mirror to be based on the lookout and enable cliving and move here. And after that, let's see if we can another look at here. You can select that debris shear on the xs and I think about five and fill an x root phase ginormals like this or she also on the X, another 11 maybe phase ginormals like this and here we are I think that's fine. All right. So here. So for the horizontal dart, I mean, the horizontal dart, I will start from scratch, so I will extrude on this direction. And after that, maybe adhere and ben and that's fine. Let me be 12 and let's extrude again. And AG on X. After that, we can add mirrored on the x axis and look out. And again, G on X axis. And after that, I think we can move in this direction. Shift is selected, and again, based on the cursor, we can rotate such as this, or I think we can select all that and rotate such as this. And we can solve that and that's it. And I think we can move that more in this one. Let's rotate and move here and rotate and let's rotate again like this. And we require to add another mirror based on the oil direction, block out shade smooth and that's fine. I think we are so close, but I would like to move that here. And the same I will move that to be here. And we are now done, of course, but of course, we will as the holder, so we can duplicate that and disable the array. I think we can add the mirror and rotate around Z 90 degrees and rot it around the X 90 degrees around the X 90 degrees and move to be here. And let's move here. And again, Let's select and move on the direction. I think I may be 0.35 and again, here, but 0.2, GX 0.2 slightly here also GX -0.2. All right. So we made bertis and we can call it the soap holder, but let's now my roof and the roof. And here we can also add the mirror, select oil and debarn to this one. So that's it. For the materials, you can make another material, which is on the caddy, and let's add here the metal and select oil and control link materials. Here we are. That's fine. I think also the bomb is too much. So let's disable or make it too low 125 maybe. That's fine for now. Alright. That's it for the sob, so I can call it soup holder P for parent. So in the previous bird, we designed this one, which is here, I think, and we designed the soap holder. And your homework is to design this I think is toothbrush holder. So your best tosign this toothbrush holder. And that is for Liss Liston in the next tutorial, I will explain some tips and tricks, and that is for this fourth chapter, CU and other tutorial. 18. Class Project: So as usual, there is a class break. So Euro class project and homework, you go here to the Bjct section and you download the homework the file and you will find a few images and a few reference images. Follow these few images and follow the reference, and do your best to design the furniture Bs. After that, you go to the project here and subsect and I will review and live for you and feedback. So that's it for this class. I hope you enjoy this class in the nexest class and another course on Skillshare. 19. What next ??: So after completing this class, there is a lot of courses on my Skillshare page. If you would like to learn more about Boxsgn here, this class is perfect. You can check how you can design watch, how you can design ortable bar gins and so on. If you want to learn resign, so this course is very, very helpful. And a lot of course about Blender and Juul resign and Block design. And some course here about making models for Zub and some business card or for job design class. So after that, you can follow me on any social network at Camel Tammy. Or leave me a message by email at Angle studio two@gmail.com. So that's it for this lesson. And I hope you enjoy this class, see you in another class and course on Skillshare.