Transcripts
1. Intro: And welcome back to another awesome Blender
Geometry Nodes class with me, Ken. Now, I have a question for you. Have you always wanted
to learn how to build your own procedural geometry
nodes assets such as fences, roads, bridges,
city blocks without having to manually duplicate your objects on
your three D space? If you have, in this beginner friendly
Geometry Nodes class, I'm going to show
you how to build your own procedural
Geometry nodes picket fence that can be controlled
with any curve in Blender. I'll show you some of
the most important Geometry nodes concepts
used to create reusable procedural
assets that can be customized and reused in
all your future projects. And instead of telling
you pick this, connect it there, or plug this into that without
explaining anything, we're going to
build this together step by step as I
help you understand what each node does and how it's contributing
to the final result. I'm going to help you start
thinking procedurally. And by the end of the class, you will have a flexible
fence generator that lets you adjust spacing, height, length, and layout
simply by editing a curve. In the class, I'll help you
understand the anatomy of a curve and why curves are perfect for
procedural modeling. I'll help you understand why Geometry Nodes is a modifier
and how to apply it. I'll show you how to create
procedural vertical pickets. You will learn how to add the
horizontal support rails, and we will finish up by
converting your setup into a reusable geometry nodes asset using Blenders Asset Browser. You will build the
picket fence once and be able to reuse it in any
future Blender project. This is the same
methodology used by other Blender users to create reusable geometry nodes products for websites like Superhive. If you visit the site, you will find many
procedural assets on sale, and people are earning
an income from them. By the end of this class, you won't just have a fence. You will have your first
reusable procedural asset that can be sold, shared, or added to your
personal project, and the knowledge to build
many more such setups. Now, you don't need to have any prior geometry nodes experience, but a basic understanding
of Blenders UI and some of the basic and commonly
used tools to add objects to the three
D scene is all you need. So are you ready to get
started? Let's dive right in.
2. The Path Curve: Welcome back. So here
we are inside Blender, and as you can see,
I'm using Blender 5.2, and this is a brand new project. So I want to select the
default cube and delete it, then zoom in because
I want to add a curve, Shift A curve. We can use any of these curves, but I'm going to choose Path. Now, if I switch to Edit
mode, as you can see, the line by default, the path has five
vertices or five points. Now, if I switch the top
view and select this, hit E to extrude, E, then X E, again, X. EY, to move in the Y direction, EY again, maybe E X to
move in the X direction. Now, exit from Edit
mode to object mode. So that's our curve. Now imagine if instead
of it being a curve, it was a fence and you could draw your fence
exactly how you want it. Let's say there's a house here, so you can extrude in the X, extrude in the Y.
Extruding the Y. Mm hm With this as the fence, now, imagine if this had
the geometry of a fence, you'd be able to draw a
fence anywhere anyhow. So our goal with geometry
nodes in these classes is to make this curve a fence. So that's the whole gist of
what we're trying to do. So I think we're going
to stop this lesson here because I wanted you to understand exactly what
we're trying to do. And in the next lesson now we're going to start
building the fence. But just quick recap. If we added some vertical bars here and some horizontal rails, that will become a fence. So how do we do that
with geometry nodes? That's what we're going
to do in the next lesson. So I'll see you shortly.
3. Geometry Nodes is a Modifier: This lesson, we're
going to talk about geometry nodes and their nature. What is geometry nodes? And so we already saw that we have an edit
mode and an object mode. When we're in edit mode, we're editing the
underlying data that defines how the object
will look in object mode. So if I hit tab to switch
back to object mode, the curve looks like this
because the underlying data has points and vertices moving all over in
that direction. If I hit tab and select this and delete that shift
A to add a cube, I'm just explaining this.
You don't need to do this. Now, when we're looking at
this cube, it's a cube. But when we go to edit mode. This is just vertices. If I drag that around, if I switch to edge mode, this is an edge G. And this is a face if
I switch to face mode. G. So this underlying
geometry is what defines the
cube in object mode. And so what modifiers do is they edit the underlying
data, this underlying data. And in fact, what they edit, what Geometry Nodes edits is the points because these
points define the object. These are the most
basic units of the geometry because when you have two points one and two, you form an edge. When you have four vertices, one, two, three, four, it forms a face. So the face and edge are formed by points and where
those points are located. So to edit this geometry, we're actually editing
the points, the vertices. Now, with that in mind, if I switch back to object mode, because this cube is defined by points or vertices that
can be affected or edited, we can apply modifiers that modify those vertices to
produce different results. So before it becomes a cube, we can do something to those vertices to make this cube look or
behave differently. So if I say add modifier
and go to generate, I can say array. And so what's happening now
is if I switch to Edit mode, this point here is
duplicated, two times. This point is duplicated
one and two times. Every point is duplicated
three times because our array modifier that we just added says the count
should be three. So if we increase that to whatever number
11, let's say five, that means this point is repeated five times
in this direction, and we can apply as many modifiers as we
want to this geometry. Now, if I close that
and say Add modifier, one of the modifiers
is geometry nodes. So Geometry Nodes
affects the vertices of the geometry of the object you've selected and apply the
geometry nodes too. So now, with that in mind, let me just delete
this cube and add our path curve path, edit mode. We can also affect how
these points behave on this path by using the
geometry nodes modifier. And that's what we're going
to be doing in this class. We're just basically
telling Blender, before we show the final
thing, first of all, do all these things that we're defining with
geometry nodes, affect the vertices
or points with all these settings that
we're setting with the geometry nodes and then
show the final result. Now, I think that's the
end of this lesson. I wanted to drive home the point of what
Geometry Nodes is. In the next lesson, let's
start working on the fence. I'll see you shortly.
4. Building the Fence - Vertical Bars: So with that intro
out of the way, it's time to start using
Geometry Nodes as a modifier. I'm going to zoom in and shift A to add a path I
had deleted mine, and now it's the actively
selected object, meaning we can add
a modifier to it. Which type of modifier,
Geometry Nodes modifier. But I want us to switch to the Geometry Nodes workspace
from the layout workspace. So clicking that zooming in. The path is still selected
as the active object, so we can click New. First of all, let me just
open the modifiers tab here and notice what
happens when I say new because this is
selected already. New. As you can see, in the list of modifiers, Geometry Nodes has been added. That means now this
path has one modifier, which is the Geometry
Nodes modifier. Remember, if I hit Edit mode, we want to place vertical
bars on this path, and we can start
by placing them on each point on each
of these vertices. How do we do that? I'll say shift A in here
and say instance, instance on points and put
it right here in the middle. This is the geometry
that's coming in, but before we see
the final result, the output, we want to affect
it in the middle here. And this null just simply says, we want to place an instance of some other object on each vertex on each
point on each vertex. We need to tell this
node what object are we placing instances of
on each of these points. That's why we have
this handle here, Geometry that is
instanced on the points. So that means in order
to provide this instance handle with the thing that
needs to be placed here, we need to travel
back to the past. So we go instance, then we say cylinder. So we went to the past. If I cut this, we
went to the past, added a cylinder and then sent it into
the future and said, Let's place this cylinder on each point of this
incoming geometry. So if I hover over this, you will see we have
points to instance on. We have curve five
points on spline. So those are five points we
need to place instances on. And then we provide it with the thing that's
to be instance. If I zoom out, they are huge. So what we want to do
is go to the radius, hold down shift, and start reducing it in
small increments. Let's say up to that spot. And we also want to reduce
the height. That's the depth. I'm going to hold
down shift to move in smaller increments,
maybe that spot. And we also want to move them
upwards. How do we do that? Remember, right here, we're in the past in relation to
this instance on points. We're going into the past and describing exactly what we
want to instance right here. So before we get
into this future, we can move this
cylinder upwards. Shift A, transform geometry. So I'm going to place
this transform geometry before that future, and we're going to translate this cylinder in the Z axis holding down shape to
move in small increments, maybe up to that spot. So now we have our vertical
bars where in edit mode, if I hit E to extrude, E and then X to move in the X, every new point shall have
its own new cylinder. EX EX. But now it's going to be very tricky and
difficult to have equal spacing between these if you're doing the extrusion
manually like this. So extrude X. This is tedious and too manual. That's why geometry
nodes is procedural. We don't want to have
to do this manually, and we also want to be able
to get the distance right. So how do we affect that? There is a node called
resample curve. Shift A, resample curve. And what it does is it
allows us to choose how we want the instances to be
distributed along the curve. So if I place it right
here, automatically, they become evenly spaced
out because the choice of how we want them distributed
here by default is count. We can so that means we count just means we can
decide we want ten, and automatically,
these are ten. And if they are ten, they'll
be spaced out equally. If we say 15, of course, they will still be
spaced out equally. Another option here is length. We can say we want
the length between each instance to be 0.1
meters or if we increase it, of course, the spacing will
increase between all of them. If we reduce the length between each instance
and the next, they increase in number. So this resample curve allows us to define how we're
going to distribute our instances on
the curve rather than counting on
these manual points that we need to move
ourselves manually. So that's why we use
this resample curve. Now, one more thing I need to mention is the
third option here, which is evaluated count
and length option allows us to maintain an even spacing
between all the instances. When we come to the
third option here, evaluated, notice what happens. The closer the points are to one another
like this and this, the more concentrated the
instances will be there. So as you can see right here, they're spaced out because the two points here
are too far apart. Let's just select this final
one here and say extrude, X. As you can see, it seems to
be it seems to be increasing the spacing between
these instances as you increase the distance
between these two points. So that's something you
need to keep in mind, but because we're
working on a fence, we don't need to use this. Let me just extrude this
one more time slightly. Extrude, extrude, Extrude
and space it out. This evaluated gives
you that option, and it behaves also differently when the curve
itself is not a path curve. Shift A, if it's maybe a BZA
curve or these other curves, it might behave
slightly differently, but they all work
in the same way, but it might produce
slightly different results. You'll see all that
in the future. Now, switching back
to edit mode here, that's all I wanted to
cover in this lesson. I wanted us to see how
to add vertical bars, and we've seen that the
resample curve allows us to choose how we want the
instances to be distributed. We've also seen that here, when we add an instance
on points node, we need to travel back to
the past and first of all, create the bars that will
be instanced on the points. So in the next lesson, let's see how to create the horizontal rails
to have a fence. Let me just switch
this to count for now. Or maybe let's switch to length. Yeah, I think we'll
go with length. You can go with length or count. Doesn't really matter
as long as the spacing is equal for a realistic fence. So I'll see you in
the next lesson.
5. Building the Fence - Horizontal Rails: Now it's time to add
the horizontal rails. But before we do that, one
thing I forgot to mention is if you're in edit mode
like we are right now, I was just in edit mode
to explain the concept. But typically, I like working in object mode when working
with geometry nodes. And the reason is
if we edit mode and make some changes here and then make some
changes down here, and try to control Z, you will notice you cannot
undo this, Control Z. But if we come here and hit tab and switch back to object
mode and come down here, undo, now undo will be working. So you might be wondering why is Control Z not
working down here? That's because
you're in edit mode. So switch Control Z up here
and switch to object mode. Now we're good to go. So now, to create the horizontal rails, all we have to do is reuse
the underlying path. Remember, this is a path
defining this line of instances. If I quickly disable
the modifier, as you can see, we have
the underlying curve. So we can reuse this path. And the way to reuse the incoming path right here is to just create a
parallel timeline. So in this timeline here, we're using this timeline to add these instances on the path. Now assume we did not
want to place instances on this path. So
let me cut that. We don't have instances
on that path. If I pull this out
and say set position, and then send this to the output and move
it in the Z axis. Now, we're just assuming
these do not exist, deleted. Let's assume this is a
different geometry node set up. We wanted to just
have a path and then push it up. This is
how we would do it. We will just bring in the incoming path
and then push it up. But now we want both. We want to have a curve
that is elevated, and we also want to
have these instances. So that means we need a
way to combine those two. That means these are
two parallel timelines that need to exist
at the same time. So reconnecting that, how do we connect these two so that
they both show up together? So we have what we call a
shift a join geometry node. I'll place it there. Put
that there, put that there. We are now joining those two. And then this output node
accepts only one input. And now, as you can see, we have our duplicated path and
we have our instances. So quick recap. We have two timelines. Assume in this timeline, we know nothing about these instances in
this resample curve. This timeline only exists to
create a horizontal rail, one single horizontal rail from the path we applied
the geometry nodes to. That means if we
want a second rail, we need to add a third
parallel timeline. So I'll just pull this out and say set position,
set position. Then I'll send it into
the future again. And now we have those three. In this timeline, we've
not pushed it up, but in this timeline,
we pushed it up. So we can push this
up in this timeline, hold down shift. There we go. So, in fact, while in here, I want to switch to
the front with one on the num pad because I
want to just eyeball it. Holding down shift,
pull it down. Holding down shift,
pull this down. And now we have two rails.
But there's a problem. These two paths right
here are still curves, but we need to convert
them into meshes. This is a mesh. When
you add a cube Shift A, as you can see, all
these fall under mesh. We want to turn these
two curves into meshes so they can accept
materials and all that. So how do we do
that? I want to say shift A, curve to mesh. Select that node, and
let's place it right here. And now, this node is asking us. Yes, you want to turn
this into a mesh, but what should that
mesh be? Is it a circle? Is it squared, like
a square tube? Is it circular, like a cylinder? What should that mesh look like? So that's why we
have this profile. If I pull it out,
we go into the past and say we want it to
be a curved circle. Curve circle, Enter. Now it's too wide, so I'll hold down Shift
and reduce the radius. If I zoom in, as you can see, we have a very nice mesh. So now I'll do the same
for this upper curve. Just going to shift D, shift D, duplicate it like that, and shift D this. And let's place it right here. There we go. So now
we have a fence, but we have a few problems, and I'm going to
show them to you. But I think this is a good
spot to end this lesson. In the next lesson,
we're going to point out those problems
and then solve them. So I'll see you shortly.
6. Smooth Things Out: Now it's time to do
some quick housekeeping before we move on to
the next major thing. So first of all, I already saved the file
as fence dot blend. You can save it
anywhere you want. I'll show you how to make it a reusable asset in
the coming lessons. But for now, just save it anywhere as whatever
you want to call it. Now, another thing
I want us to do is, if you don't like this curvature of the noodles or the curves, you can go to edit preferences,
themes node editor. And you can reduce
it. Where is it? You can say maybe two
but I like it at one. I just like them almost
straight, save preferences. Close that. I also want us to push these up,
push these down. Put that there, and
put that there. You can also hold down Shift, right click, and cut that. Then this will be automatically selected
when you do that. You can G and put
it to the side. Shift, right click, G, just to organize everything. Now, zooming in on this, as you can see, we need
to shade this smooth. How do we do that? We
go to the timeline where it exists,
the vertical bars. This is the timeline
where they exist. So I'll just select these two and push them to
the side like that. And here I want to
say shift A, Smooth. And I want to say set shade
smooth. Place it right there. But now, as you can see, we have that funny shading as
a result of Blender not knowing what angles to smooth and what angles to skip. And so what we want to
do is tell Blender, any angle below this amount
should be shaded smooth. Anything about that
should be left alone. Do not try to shade it smooth. Now, let me show this
with a quick explainer. So let's just go to layout. The layout workspace, Shift A, I want to add a cylinder. Now, zooming in, I add if I
write lick and shade smooth, you will notice it has
this weird shading, and that's because
we've not told Blender about which angles
to shade smooth and which ones to live alone
because we have let me zoom in. We have this angle here between the top face
and these side faces. And we also have
the angle between this face and this face. So there's a tiny angle here, and there is a 90
degree angle here. So Blender doesn't
know which angles to live out and which
ones to shade smooth. We need to tell Blender. So I do that. If I pick my selection
tool, once again, right leak shade auto smooth, you will notice right
here under the modifiers, Blender applies a
modifier that tells it. Any angle below 30 degrees
should be shaded smooth. Anything above 30 degrees
should be left alone. This is 90 degrees, so that's why we
still have this. If I come here and
say 90 degrees, Blender will try to
shade this smooth, but it can't because it's
just too sharp of an angle. So that's exactly what we
want to do right here. So going back to Geometry
nodes, first of all, I want to delete this
going to Geometry nodes, zoom in on this. Let's tell Blender. Shift A. Smooth. I want to
say smooth by angle. And as you can see, we have this 30 degrees as
the angle by default. If I place it there, now the
weird shading disappears. If I zoom in, there's this, the curves don't need
any smooth shading. So I think this is a
nice spot to end this. I just wanted us to do those
minor housekeeping duties. In the next lesson,
I want to show you how to use this fence. I'll see you shortly.
7. Using the Fence: So now that we've created
our fence, how do we use it? How do you draw with it?
Well, it's very simple. Remember how we created the
fence in the first place. We shift AD and added a curve, like a path, for example, I've just added a second path and you can see it right here. Here it is. So if
I GY to drag it to the side like that,
it's just a path. So what we can do is remember, this is a modifier. And here it is. Because I've selected
it, here it is. So what we can do is rename it. I just want to give
it a name fence. Or I just me GN
underscore fence. It doesn't really
matter. And now, if I go to this, I can add a modifier
to it as well. In fact, I can also add or
before I add anything else, let's just say add
modifier. Geometry Nodes. Now, if I go to this drop down, we have all the geometry
nodes available in this file. Even smooth by angle, this smooth by angle,
if I double click it, it's actually a
Geometry node setup introduced in the recent
Blender versions. But now, if I hit
Control tab to go back, back to this. This is selected. We can select whatever geometry node we
want to apply to it. And if I give it this GN fence, as you can see, it's just
a tiny little fence. If I go into Edit mode, tab, all the points
are selected. I can hit X to expand
it, and there we go. If I want to change
the direction, I just select the point, extrude in the Y. Extrude in the Y again, extrude in the X. If you want to take
sharper corners, let me undo that
extruding the X, extruding the X,
extruding the X. Just make sure those
points are close to one another in order
to have sharp corners. So that's how to
draw. Remember, I mentioned you can also use
other types of curves. So if I exit Edit mode, Shift A, I can add
a bezier curve GY. Let me place it right there. I can add a modifier to it, Geometry node modifier,
add a G N fence. And of course, that
curve is if I hide this, the curve is curved by default because this
is a bezier curve. What's a bezier curve? I if I tab, it has these handles
that you can use. Rotate in the Z to
change how it looks. So if I enable this again, with these handles, I can rotate Z and affect how
this fence looks. I can also say A to select
all the beziers and then X to grow it in the X axis. We still have two end points, but in between, we can
control how it looks. So we can select one of the
bezier control handles, rotate in the Z. Select this end,
rotate in the Z. So as you can see, you
can apply your geometry nodes to any of those curves once you have
the Geometry Nodes setter. But with this set,
how do you reuse this fence in a new
Blender project? That's where the Asset
Browser comes in. So if I go to layout mode,
divide these windows. Go to this drop down menu
and open the Asset Browser. Now, these are the assets I
currently have in my system, and I can drag and
drop them in my scene. For example, this. That's a single family home. As you can see, this is a
project from another project, but I can bring it
in here and use it. How do we make our geometry
node setup reusable in future projects so
that you don't have to recreate fences every
time you need a fence. Let's see how to do that
in the next lesson.
8. Make the Fence a Reusable Asset: Now it's time to turn this
into a reusable Blender asset. So we're able to use it in
future Blender projects. And as you can see, I've deleted everything else and
left just this fence. And what I want to
do is first of all, just simplify it because
we want to use this as a template in
future projects. So first of all, I'm
going to hit tab A to select to scale it down, X to scale down in the X axis. I want us to just have a
reasonably sized template. There we go. Exit
from Edit mode. And I want to give it a
fitting name that will allow us to spot it amongst
many other templates. So GN underscore fences,
underscore picket, underscore or let's say GN underscore templates,
underscore fences. It's a picket fence template. And this picket fence is using a geometry node
we named GN fence. This is what we want to
be able to access in other projects and apply
to curves everywhere. The same way we added a curve and applied this GN fence to it. Now that we've
done that cleanup, we want to open up
the Asset Browser. So let me just pull it up. And switch to the Asset Browser. And as you can see, this is what we have in
the Asset Browser. There are three main steps
to use the Asset Browser. The first step is to
create an asset folder that Blender will be
picking assets from. You can add many folders or you can add just
one master folder. So I'll go to edit preferences
and under libraries. As you can see, you
can add a new library. There are two default
libraries here for me. I'll say plus, add a
local asset library. I have a folder already
created called My Assets. Go into your PC
or Mac and create a new folder that's going
to be your assets folder. So this is the one I've
selected, and as you can see, we're in there, asset My assets. So I'm going to save
preferences. And close that. Now, if I go to this
drop down menu, you will notice now
we have my assets, and if I open it, of course, it's empty because that's where we're going to
add our templates. So the first step was to
create an asset folder. The second step is to save this file inside
that assets folder. This file that has our GN templates should be saved inside
the assets folder. So I'm going to file save as, and I'll go to my
assets and save it as. Let me just call it GN underscore templates
because this could house all your future
geometry nodes templates, not just fence setups, other types of setups. So now the file is
saved in there. The third main step is to select all the templates you
want to be able to reuse. Like this one, right leak
and mark it as an asset. Notice what will happen here
when we mark it as an asset. Marks asset. So as you can see, we have this new icon that says it's saved as an asset now. So I'll hit Control
S to save it. And as you can see,
immediately it shows up under our M Assets folder. We want to be able to organize my assets folder because
remember, in the future, we might have more templates,
different templates, maybe a bridge, maybe
maybe a chain link fence. So you might want to
categorize them accordingly. The way to do that is
I'll click Plus here. We'll create a new catalog. I'll double click it and
call it fences, Enter. Then I'll hit Control S. When you see this star, it means your project needs
to be sad. There we go. So now we have the fences catalog or category
within my Assets folder. Now, if I go to all
because this is a filter. These are filters. What
do you want to see? All assets or just the fences or if I add here, double click. Bridges, save. So do you want to view bridges? Do you want to view
fence templates? What do you want to view?
So we want to view fences. So if I go to all, I can
drag this into fences. And now, if I view bridges, we can't see any fence,
but if we go to fences, we'll see all the
fences we have. If we go to, it
will show bridges, fences, and everything
else you created. And now, believe it
or not, you're done. You're ready to use this asset in future projects.
Let me show you how. So if I just hit Control S, don't forget to save this file whenever you make
any changes because they will not reflect in future projects
where you want to use the GN templates unless you first save whatever
changes you make here. So if I hit Control N to create a new project,
this is brand new. It doesn't know about the
assets we've just created. So if I delete this, I
can add a new curve, Bezier or whatever path
or whatever curve. For example, that,
and as you can see, it's been added as
a Bezier curve. If I go to modifiers and add a modifier
Geometry Nodes modifier, if I click this drop down, there are no Geometry
Nodes setups available. So we need to make Blender aware of the assets we created. So that's why we pull up this and open the
assets browser. I'll go to all libraries, my assets, and
here is our fence. I'll drag and drop it in here. There we go. Now, this is
not what we're going to use. This is just to help us access the GN fence geometry
nodes we apply to it, because when we import
it as an asset, it comes in with
the geometry nodes that were applied to it. So if I just hide it, and select our curve, the curve we just
drill and go here to the drop down menu of the geometry nodes
we applied to it. Now we have access to the geometry nodes setups that were applied to the
template we just imported. So if I say GN fence, Let's apply this GN fence. There we go. Now, if I hit
Tab to switch to Edit view, select all with A, S to scale in the X, as you can see, we're able
to create new fences now, and this is a new project. So every new project, all you need to do is, let me exit from Edit mode. Shift A, curve path, GY, tab mode, select all SX. Let's apply a new geometry
node. There we go. If I switch to edit mode, select one of the vertices, extrude in the Y. So we can draw
fences very easily. And I can save now this file anywhere I want in a
different project folder, maybe on the desktop. There we go. And I can create limitless projects
and reuse this asset. Now, as I mentioned, remember, we imported this fence for the sole purpose of just accessing the
geometry nodes it has. And so that means
to organize it, we can create a new collection
and call it templates. In the project folder
you're working on new project folders
because you want to templates because
you want to put all whatever templates
you import in there and just make it invisible because
you don't need it. You don't need to
see that. You just need to see whatever you
are working on right now. So I'm just going
to hit Control S, and that's how to make your geometry node setups
reusable in Blender.
9. Next Steps: Congratulations on
completing the class. In less than an
hour, you've built much more than a
procedural picket fence. You've also learned
the foundation of building procedural geometry
nodes systems in Blender. That's a huge milestone. Throughout this
class, we've taken a simple curve and
transformed it into a flexible fence that can automatically adapt
as the curve changes. And more importantly,
you've learned how to use the Asset Browser to convert your
geometry nodes setup into a reusable asset
for future projects. Now a quick reminder, I would love to see what you've been able to create
in the class. We always love to upload class projects here
on Skillshare, and I would encourage you
to go down to the projects and resources tab below
this video player, read the project description, and upload your class project, maybe a screenshot of your fence or if you created
something different, upload a screenshot of that, and let me and your fellow students see what
you've been able to create. Now if you enjoy this class and would like to
support my work, please consider
leaving a review. Your review is the best
way to help me know if my classes are helping
you improve in Blender. So go down to the reviews tab and let me know what you
thought about this class. What was good about it? What did you learn? What
did you enjoy about it? Thank you so much for
learning with me, and I'll see you next
week in class two. Now, go out there
and showcase what you've been able to
build. See you next time.