Stylized Japanese Environments in Blender | 3D Tudor | Skillshare

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Stylized Japanese Environments in Blender

teacher avatar 3D Tudor, The 3D Tutor

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Stylized Japanese Environments in Blender

      1:45

    • 2.

      Introduction to Blender Navigation

      6:55

    • 3.

      Appending Assets & Installing Essential Add ons

      3:24

    • 4.

      Building Powerful Reference Boards with PureRef

      14:36

    • 5.

      Core Modeling Tools Extrude, Bevel & Edge Loops

      15:54

    • 6.

      Blockout Buildings with Primitives and Face Snapping

      11:49

    • 7.

      Front Building Blockout and Bevel Details

      7:28

    • 8.

      Camera Setup and Background Building Blockout

      6:43

    • 9.

      Modeling Sidewalks, Roads, and Electrical Poles

      7:26

    • 10.

      Edge Loop Modeling for Stylized Wooden Fence

      8:52

    • 11.

      Building Front Details with Edge Loops and Bevel

      10:42

    • 12.

      Window Frames and Metal Panels with Array Modifier

      7:50

    • 13.

      Roof, Door, and Sign Modeling with Precise Snapping

      8:56

    • 14.

      Realistic Roof Tiles with Array and Bevel Modifiers

      8:56

    • 15.

      Modeling Doors, Beams and Entry Steps in Blender

      13:06

    • 16.

      Balcony Details with Mirror Modifier and Bevel

      10:33

    • 17.

      Finishing a Mirrored Balcony Railing with Diamonds

      11:09

    • 18.

      Building the Window Shelter with Solidify and Bevel

      10:19

    • 19.

      Modeling the Roof Gutter and Curved Wooden Border

      10:23

    • 20.

      Creating a Detailed Roof with Array and Bevel

      17:05

    • 21.

      Blocking the Left Wood Supports and Beams

      5:59

    • 22.

      Boolean Window Cutouts & Clean Quad Topology

      10:08

    • 23.

      Wood Panels, Window Frames & Array Modifiers

      8:01

    • 24.

      Modeling Patterned Door Frames with Mirror Modifier

      10:08

    • 25.

      Top Window Frames with Boolean and Edge Loop Tracing

      11:07

    • 26.

      Modeling Mirrored Windows, Doors and Beveled Details

      15:02

    • 27.

      UV Unwrapping and Image Textures in Blender

      11:39

    • 28.

      Stylized Materials with Bevel and Ambient Occlusion

      16:56

    • 29.

      Applying Materials with Smart UV Project and Texel Density

      12:03

    • 30.

      Smart UV Project & Multi Material Assignment

      13:42

    • 31.

      Mirror Modifier Workflow & Clean UV Mapping

      11:23

    • 32.

      Stylized Sidewalk Shader with Noise and Voronoi

      15:26

    • 33.

      Modeling Plant Pots & Creating a Clay Material

      8:58

    • 34.

      Modeling Realistic Drain Pipes with Bézier Curves

      7:40

    • 35.

      Creating Mirrored Metal Fences with Bézier Curves

      9:32

    • 36.

      Decal Workflow with UV Maps and Mix Color Shaders

      6:10

    • 37.

      Road Markings with UV Maps and Split Faces

      7:26

    • 38.

      Modeling the Garage Structure with Bevel Details

      10:48

    • 39.

      Creating Garage Doors and Window Frames with Panels

      11:56

    • 40.

      Modeling a Stylized Vending Machine with Bevel Modifier

      11:35

    • 41.

      Glass Materials, Emission Drinks, and Decal Setup

      9:10

    • 42.

      Modeling Roof Tiles with Array Modifier & Bevel

      10:06

    • 43.

      Building Detailed Windows, Doors & Wood Supports

      11:27

    • 44.

      UV Unwrapping Wood, Metal & Glass Materials

      5:28

    • 45.

      Creating Ornate Window Frames with Mirror Modifier

      16:39

    • 46.

      Modeling Detailed Windows and a Patterned Door

      15:42

    • 47.

      Creating Window Railings and an Electrical Box

      14:25

    • 48.

      Modeling an Air Conditioning Unit with Boolean

      13:42

    • 49.

      Creating Wires and Pipes with Bezier Curves

      8:28

    • 50.

      Designing a Simple Background Building Facade

      8:31

    • 51.

      Modeling Shopfront Windows, Door and Materials

      14:05

    • 52.

      Building Repeating Facades with the Array Modifier

      12:58

    • 53.

      Detailed Windows and Shutters for Background Buildings

      12:22

    • 54.

      Modeling Electrical Poles with Bevel Details

      11:00

    • 55.

      Realistic Sagging Wires with Bezier Curves

      16:13

    • 56.

      Creating Realistic Road Signs with Image Textures

      12:13

    • 57.

      Adding Foliage and Props for Final Scene Detail

      12:55

    • 58.

      Sky Texture and HDRI World Lighting Setup

      11:22

    • 59.

      Casting City Shadows to Frame Your Main Building

      5:13

    • 60.

      Final Render Setup Materials, 4K and Compositor

      6:47

    • 61.

      Cinematic Compositing with Mist and Color Grading

      11:55

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About This Class

[Click Here for Resource Pack]

Want to build a stylized Japanese street scene in Blender that feels atmospheric, believable, and full of story rather than flat, repetitive, or overly clean? In this class, you will build one complete stylized Japanese environment from first blockout to final render while learning a practical workflow for architecture, props, materials, lighting, and compositing. This is a project-based class, so every lesson pushes the scene forward and keeps the finished result in view.

You will model the kinds of details that give this type of scene its identity, including roofs, balconies, storefronts, windows, doors, railings, and gutters. From there, you will push the environment further with signs, vending machines, wires, poles, pipes, and foliage so the world feels lived-in rather than staged. A modular mindset runs through the class as well, so you are not only making one scene look good — you are learning how to build reusable structures and details that make future environment work faster and cleaner.

A big part of the value here is the resource pack. You get project files, reference material, a PureRef board, work-in-progress screenshots, seamless stone and wood PBR textures, decals, skybox support, ornamental references, extra props, foliage, vines, the 3DTutor compositor add-on, and a finished comparison scene so you are not left reverse-engineering missing support material halfway through the build.

Because Skillshare is built around learning by doing, this class is structured so you can make visible progress early. Within the opening lessons, you will set up your references, unlock the resource pack, and build an early greybox/blockout of the scene. That gives you a small, achievable milestone inside the first part of the class instead of waiting until the very end to feel like you have actually made something. It also gives you a natural first stage to share in the project gallery if you want early feedback before refining the full environment. Skillshare specifically encourages clear, accessible project work that students can start early and share as they learn.

By the end of the class, you will have created a full stylized Japanese environment and taken it through cleaner render settings, better depth, and subtle compositing polish. This class is a strong fit for Blender students who want a guided environment project with real architectural detail, practical scene dressing, and a clear before-to-after result, rather than a disconnected tour of random tools.

What you will learn

  • how to block out and structure a stylized Japanese environment cleanly
  • how to model architectural features such as roofs, balconies, windows, doors, and storefront details
  • how to use props and supporting details to make a scene feel more lived-in
  • how to build with a reusable, modular mindset instead of one-off hero meshes
  • how to push the final result with better render settings and compositing polish

Who this class is for

Beginner Blender users who want a real project:
You have learned some basics, but you want one complete environment build that shows how the pieces fit together instead of another scattered tool tour.

Beginner-to-intermediate artists who want stronger environment habits:
You want cleaner architectural modelling, better scene dressing, more believable props, and a clearer workflow from blockout to final image.

Stylized environment fans who like worlds with personality:
You want to build scenes that feel atmospheric and lived-in, with storytelling details that sell the setting rather than leaving it feeling like a polished empty shell.

Students who learn best by making something real:
You want a class where the project is not an afterthought. You want to build the scene, refine it step by step, and end with a finished result you can actually show.

Why this Skillshare class stands out

A lot of Blender classes either stay too broad or get lost in tiny tool explanations before you have built anything worth looking at. This one is more useful than that. You are building a full stylized Japanese scene while learning the habits that actually make environment work hold together: stronger blockouts, reusable structure, cleaner detail passes, practical materials, and final image polish. In other words, you are not just collecting Blender trivia like a digital magpie. You are building something real.

Happy modelling everyone!
Rosefield


Final stylized Japanese storefront render showing the complete environment students will build in Blender.

Early blockout view showing how the scene starts with clear proportions, simple forms, and a human scale check.

Modular breakdown showing reusable roof, facade, and building parts used to construct the environment more efficiently.

Resource pack overview showing the supporting files, props, decals, references, and materials included with the class.

Render and presentation image showing that the class also covers final polish, compositing, and image cleanup.


Meet Your Teacher

Teacher Profile Image

3D Tudor

The 3D Tutor

Top Teacher

Hello, I'm Neil, the creator behind 3D Tudor. As a one-man tutoring enterprise, I pride myself on delivering courses with clear, step-by-step instructions that will take your 3D modeling and animation skills to the next level.

At 3D Tudor, our mission is to provide accessible, hands-on learning experiences for both professionals and hobbyists in 3D modeling and game development. Our courses focus on practical, industry-standard techniques, empowering creators to enhance their skills and build impressive portfolios. From crafting detailed environments to mastering essential tools, we aim to help you streamline your workflow and achieve professional-quality results.

We're committed to fostering a supportive... See full profile

Level: Beginner

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Transcripts

1. Stylized Japanese Environments in Blender: If you can model assets in Blender but still struggle to finish a full scene, this course is built for you. We will take a stylized Japanese environment from first blockout to final render. Hi, everyone. I'm Rosefield. The same artist behind Greek Garden. And in this course, we are not just making props or practicing random tools. We are building a complete environment with a workflow you can actually reuse. We start the right way with references, scale, composition, and a strong camera angle so the whole scene already has direction before the detailed modeling begins. From there, we blockout the buildings, roads, and supporting structures, then turn those simple shapes into a detailed, stylized street using clean modeling and practical modifier workflows. You will build layered facades, tiled roofs, shutters, doors, balconies, signs, gutters, props, pipes, and wires, all with a focus on clarity, control, and making each stage feel manageable rather than overwhelming. Once the modeling is in place, we will move into UVs, stylized materials, decals, and rolled markings. So wood, metal, glass, paint, and all those small surface details feel cohesive across the full environment. Then we finish it properly with foliage placement, lighting, shadow shaping, rendering, and compositing, so the final image feels polished, atmospheric, and presentation ready. This course is for beginners who want a guided route into environment art and for self taught artists who want a cleaner, more professional process for building complete, stylized scenes in Blender. By the end, you'll have a finished Japanese environment and a workflow you can carry into every scene after it. So, if you're ready to build with more structure, more clarity, and far more confidence, I will see you in the first lesson. 2. Introduction to Blender Navigation: Hello, and welcome to stylized Japanese environments in Blender. So in this first lesson, we'll be going over the basics of the Blender interface, getting to know the different viewports in Blender and how to navigate around the scene. Welcome everyone to the basics of Blender navigation. And before we begin, it's important to understand how the axises work within Blender. So we can see at the moment, we've got a green line going this way and a red line going this way. This is called the Y axis, and this one is called the X axis. We also have one that is the Z axis, which we can't see right now. It doesn't actually come in with Blender viewport as default. But if you want to actually set it on, you just come up to the top right hand side, where these two interlocking balls are and just click the Z axis, and now we can actually see. So how do we actually move around the Blender of viewport? There's a number of ways of doing this. One of them is over on the right hand side here. You can see if are over here, it's the zoom in and Zoom out. I can actually left click and move these up and down then to zoom in and Zoom out, or I can use the actual mouse to actually zoom in and Zoom out using the actual scroll wheel. There's also another thing you can do with Zoom, which is holding control shift and pressing the middle mouse, and you'll see you have a lot more control over zooming in and zooming out. Now the next thing we want to discuss is actually rotating around an object. So how to do First of all, we'll bring in a cube with Shift A, bring in a cube. Now, if I press the middle mouse button and move my mouse left or right, you can see we can actually rotate around. Unfortunately, though, we're not actually rotating around this cube. So to actually fix that, we need to center our view onto the actual cube. We basically want to focus our view onto this actual cube. So to do that, we're just going to press the little dot button on the actual number pad, and then you'll see that we actually zoom in to the cube. If I scroll my mouse wheel out, you will see now if I hold the middle mouse button and turn left and right, we're actually rotating then around the cube. And this is important because if I actually bring in another cube, so if I duplicate this cube with Shift D, move it over, so bring in my move Gizmo. And now you'll see if I rotate around this cube, I'm not rotating around this one. So it's fix that just press the dot button again, zoom out, and now it can actually rotate around this cube, as well. Now let's look at something called panning, which means that we're actually going to move left and right. And we do this by holding the shift button, holding the middle mouse, and then we can actually scroll left and right around our actual viewport. So now we've actually discovered how to zoom in and the different ways we can actually do how to rotate around an object and how to actually pan. We can also come up to the top right hand side here and use these buttons here. So again, remember we're looking at the Yaxs, the X axis, and the Z axis. If we come to our Yaxis and click that on, you will see now that you've got a front view of the Y axis. If you click the X axis, then we can change it to that red X axis, and finally, the Z axis, as well. Now, there are other ways as well that we can actually look around the viewport, and these involve using the actual number. If I press one on the number pad, it's going to te me into that white axis or front view. If I press two, it's going to actually rotate that slightly. And if I press two again, it's going to rotate it slightly more. Now, if I press the eight, it will rotate it the other way, as well. Now, to go into the side view or the X axis, we can also press three on the number pad, and that will give us that effect. We can also press seven to go over the top, as well. Now, what about if we actually want to go to the opposite? So instead of going from the bird's eye view, we want to come to the underside of our model. Well, that's actually quite easy, as well. All you need to do is press Control seven, and that then will take you to the bottom view of our actual model. We can also do the same inside view and on the x axis and YXs. So, for instance, if I press one, I'm going to be going into the Yaxis. If I press Control one, I'm going to be going into the opposite side on the actual Y axis. Can also find these options just in case you forget the top left hand side here under view. So if I go down to view and go across the viewport, you can see here that this actually tells me exactly what I need to press to get the viewpoint that I've just actually explained. Now, we also have the button on the number pad, which is number five, a number five button in Blender toggles between perspective and orthographic views. Perspective view offers a more natural and realistic viewpoint with objects appearing small as they get further away, mimicking human vision. Orthographic view removes perspective distortion, making all objects appear at their true size, regardless of distance. Useful for precision modeling and technical work. The other thing that number five does, for instance, if I come to my cube, at the moment, I am able to actually zoom into the cube. However, if I press number five, I will not be able to actually zoom into this cube no matter how far I zoom it. I'll still be able to move around it by pressing the little dot button, like so. But if I actually want to actually work on the inside of an object, I can quickly press number five, and then I can actually go in and work around the inside as well. Now, if you're working on a laptop or something like that or a tablet and it doesn't actually have a number pad, you can also use, if I press five, the actual squiggle key, which is under the escape board on the left hand side of your keyboard, and that then will give you pretty much the same options as we had before. So we can click the right view, we can actually click the back and we can click the left view, for instance, the opposite to what we had before. So instead of pressing one and three, we just press the little squggle line, and then we can actually view whichever side we need to. Now, nearly at the end of this short introduction, there are a couple more things that you can actually do. If you come over to the right hand side and you see here where we've actually got the name of the actual parts within our scene, we can also grab them from here and then press the little dot B to zoom in. So I can grab this one, press the little dot B, and that then will zoom us in. The other great thing about this is we can also come in, shift select them both the little dot button, and then we're able to actually rotate around both of these cubes. Alright, everyone. So I hope you enjoyed this short introduction to the navigation within Blender, and I hope from now on, it won't be a struggle navigating around the viewport. Thanks, lo, everyone. Cheers. 3. Appending Assets & Installing Essential Add ons: Hello, and welcome back to stylized Japanese environments in Blender. Okay, so in your resource folder that came with a course, you should see a blend file called Japanese Resource Pack. Now, if you open that up, you will see this. And I'll just go over the basics of what we have in this file. So we have a human reference. So we'll be using this whenever we're building something so we know how big our objects are. Now we have some models here that we could throw in at the end, such as a bike and a cat, just to spice up the scene a little bit, as well as some plants and foliage that we could use to scatter around the scene. Now, these spheres over here, these are our materials. So we have like a stone material. We have different types of wood. This is a glass material. We have a dark metal and a light metal. We have some stone tiles and a red fabric material. And up here, we have some street signs. This will be used for our vending machine. Now, this here is our decals. So these will be used for the signs on the front of the building. These are our road markings. And this image over here is just a little reference image that we can use when we're modeling the window frames and the door frames. Now, to bring in objects from this resource pack, what we're going to do is go up to the top left of file and let's hit Nu we'll go to general. So file, Nu General. Don't Save. And to bring in an object, we go to file, append, and we want to go to the Blenfle here, the Japanese resource pack. And we can we can either go to object or collection. Let's go to collection. It's a bit more organized. And then we can just go to the human collection and append this. And then this will bring in our human reference. Now to install add ons, we will go to File, not File, we'll go to Edit, sorry, and then preferences. And then in the addons tab on the left here, there's a little down arrow. By here, we can click Install from disk if we go to your resource folder, you will find an add ons folder. And you just want to install these two add ons here. This one is a texel density checker. This will be checking the size of UVs to make sure they're correct. Just click it, click Install from disk and then you want to click the Tudor compositor add on and then Install from disc. And once they're installed, you can search here, compositor. This one is installed with a check mark, and then type in TexL and then we have texel density checker. So we go there are our add ons and our resources that we can use for the course. 4. Building Powerful Reference Boards with PureRef: Hello, and welcome back to stylized Japanese Environments in Blender. Okay, so in your resource folder, you will find a PureRef file, and inside that file, you'll find all the images that I used when I was building ecosen for the first time. So in the top left, I started with this image. And this was the main building that I wanted to create. So what I did was I took this image, and I run it through some AI to have a look at what it would look like with some different lighting and some simpler colors. And then I would find some other pieces that I liked to try and capture the vibe that I was looking for. So I really liked these two for the lighting and the colors. You know, we have a lot of, like, blue hues. I really like the style of the buildings. And what I basically do is grab I grab little pieces that I like from each image and try and combine them into one. So, for example, this image here, I really liked how the main focus was on the building in the center and we had the background buildings in the top right. And you can see here how I incorporated those into this image here. I've also included some real life images of some Japanese buildings. So you can really zoom in and see the details if you wanted to copy anything from these. So I hope you find these useful. I've also included the patterns that I use for the windows and doors. And down here you can see a bit of my progress. So this is my blockout that I started with, and you can see how I added some color, had some simple shapes on the doors and windows here, and eventually we progress to more complex shapes. Even the background buildings were completely different, and eventually we end up with a final render. So, if you're completely new to PureRef, I will show you a quick video on where to get it and how to use. Welcome, everyone to our in depth referencing guide, and it's very important that we actually use references in pretty much any kind of modeling or environments that we're actually going to be work on. So before we actually do anything, before we put any cubes down or anything like that, it's really important that we have some really, really decent references to actually work. So the first thing I want to recommend is that you can use something to actually put all your references on like Photoshop or even word. But what I'm going to recommend is that you use something called PureRef. So if you go to the site, that's called pureev.com, you will actually open this, and from there, you can actually click Get PureRef, and that then will take you to this download screen. And you will see at the moment, you've got 157 or custom amount. You can actually put this on zero and actually get this for free. So it's completely free, and you can come back and make a donation if you like, and then all you need to do is click D so the only things we're going to talk about pretty much for reference in here are going to be free except our mid journey part. But there are other alternatives like Dlly and a load of others out there that you can use instead of mid journey. Once you open up pura, then, this is what you will be greeted by this screen. And if you want to right click, you can actually drag this around to any of your screens or you can actually make it smaller, so. And it's a really, really good program this really, really handy, highly recommend getting. Now, let's actually think about getting our references. And there are a few sources that we use to actually grab references from. But generally, what you want to do is you want to build up a kind of reference pack if you're going to be a hobbyist or a professional in three D modeling or environments where you're going to see things perhaps on Pinterest or sketch up, and actually, you want to save them in a file. So I know people with thousands and thousands of images that they've saved over the years. And whenever they're coming to a project, they'll then dive in and actually find all of the images that they've got on that particular thing. This could be a samurai warrior or a Chinese bell. Also, a lot of people I know as well, who are working professionally at this will go around museums. They will take their own actual images, and then they'll also upload those to the file as well. So the first point of call if you're not actually got your own database yet is probably going to be actually Google. So let's open up Google, and you can see here that at the moment, I'm looking for a Victorian delivery truck. I'm going to do is I'm just going to go through these and get some nice references like this one, for instance, and then I'm simply going to right click and I'm going to copy image. Then what I'm going to do is I'm going to go over to PUREv, so I'm just going to open it back up, press Control V, and you'll see now that I've got my nice image in here. What we're also able to do with PureRef we're able to also pull it out and make it bigger if needed, which is really, really handy when we're putting in lots and lots of actual images. Now, the next thing I recommend you do once you've actually got an image in there, here's what you can do is you can left click and drag it over somewhere. And then what you can do is you can press Control N, and you can actually make a note. So let's call this Victorian Trucks. Let's put it Trucks. Now, within my scene, I might actually want a Victorian lamppost as well as part of the scene or something like that. So let's actually look at the next one. So the next point of call is actually going to be Pinterest, and let's actually put in Victorian lamppost. So let's try that. Like, so let's see what we get, and we can see we've got many, many styles, especially this one. This one's actually really nice. This one's also really nice. So what I'm going to do is I'm going to actually take this one, I'm going to right click Copy Image, go back to my PUEv and then drop the images in there, like so and maybe make this one a little bit bigger. What I tend to do is I gather a load of images for each of these things. When we're actually building a scene or even just the model, you want to grab as many images as possible. I'm talking hundreds of images here. And especially if you're doing a scene, you want all of the little parts. You want everything down to the lighting, the environment, the trees. You want to grab references for absolutely everything because it will make your scenes just really, really look so much better if you've got some really good references. So now let me show you this is one that I'm actually working on at the moment. So if I come over and load Reason, and I'm just going to load this one here, and you'll see at the moment, I have all of my props. I have all of my main buildings that I'm going to be looking at to use as references. I have a ton of doors. I even have a load of foliage. I have all my windows. I have my lights over here, and I also have, more importantly, all of the lighting. In other words, it's a scene. So what time of day is it going to be? Is it going to be, you know, early in the morning, or is it going to be at dusk? Is it going to be a night scene, or is it going to be midday with that sun beating down on my scene? Just make sure that it actually matches the scene. There's no point having a scene like this, for instance, so this one here. If you've got a log cabin out in the snow, you really want it to match your actual scene. Now before moving on, there are a couple of other places that we do go to use for referencing, especially something like sketch up, which is really, really great because you can actually come into an actual scene. And then what you can do is you can actually rotate around it and really, really check out how a model is put together, like something like this, which is one of our actual own. But you can see here how easy it is then to get a good idea of what actually incorporated in this scene. And what you can actually do from there, then, is we can actually come down and we can actually get some screenshots of this or even right click and copy image. There's also, let's say, if we wanted to do a Victorian truck, for instance, to keep the same theme as what we've been doing, you can see that there's no end of actual Victorian or vintage type vehicles on here. Not as many as what there is on ArtStation, but still a very, very good place to start looking for reference in. That leads me on to my next one, which, of course, is ArtStation. This simply is one of the biggest resources for referencing or for looking up artists in the world. So let's put in a reference of Victorian, for instance, and let's see what we actually get. Let's search artwork, so we're going to search artwork and let's see what it actually comes up with. Should be lots and lots of things to work with here, especially good, if you're looking for actual lighting, so you're looking for lighting effects like this one here. And again, we can take these actual um use them for references. And the best thing is about ArtStation is we can also come down and look at things that may be our concept art, so two D or actual three D, and we can also come down as well and look at what subject matter it is. So it could be automotives, so Victorian automotives, or it could be architecture or something like that. So the possibilities with ArtStation are pretty much endless, and you're able to grab tons and tons of really, really high quality references. There are, of course, hundreds and hundreds of other places you could probably go to grab references, but I'm showing you these because as far as references go, these are some of the best places to go. Let's move on then to one of the things that we really use a lot of now, which you want to thought actually would come into it as far as referencing goes, but it actually is really, really handy. So let me introduce to you now Chat GPT. So here is Chat GPT. You can see that we have Chat GPT four, but we also have 3.5. 3.5 is actually free, and it is actually good enough to do whatever you want. You really don't need to pay for this. It's also free. So what I'm going to do is I'm going to go to message, and I'm going to type in, give me ten different buildings for a Victorian town scene. Something like that. Let's click Enter and let's see what it gives me. So you can see now it's given me a lot of things to actually work with here. And the best thing about this is you can also say, give me ten more. And it will just then go ahead and give you ten more. Now, these things are really handy to use because then I can simply take these ideas and it'll also bounce other ideas to me, and I can then go into Pinterest. Or Google search and actually look them up or try and find something like this. And I can kind of get ideas and design my scene around there using all of those things and especially Pure Rv. We can also take them in to our actual Mid journey. Now, again, our mid journey is paid for. I think the lowest amount is $20 or something like that, but there are many, many free things out there, but I will still show you what we actually do with our AI based image generator. So you can see at the moment, this is the image that we've actually generated. I know we've called it it's Victorian era delivery van, and this is what we actually get. If we go to my images, you will see that we've generated a ton of images about all of the things. Especially we use this as well to generate textures. It's not just there to actually generate images and ideas and things like that. You can actually use it to generate transfers that are going to go on Windows or adverts or actual textures. And we do use this, especially for things like curtains, because it's really, really easy to get that look that you're actually looking. You can see here, we've got a lot of ideas for living rooms, we've got a lot of ideas for bedrooms and things like that. What we can also do in mid journeys, we can also go and explore. And what you could do is you could look up with a search prom Victorian. Let's put in carriage. And then we can also get ideas from this. So if I put in Victorian carriage, you can see this as what comes up. Now, if we come over to here, we can also see if we click on here, this is the actual prompt that somebody put in, so you can actually take that prompt, maybe change it around a bit, and then get your own images rather than just simply copying other people's images. It's a great place to start to actually gather your own images. The other thing is about mid journeys, I can come in for instance, let's just go back. And then what I can do is I can hold the shift button down. I can grab all of these, for instance, and then what I can do is click the Download button and download all of those images. And the best thing is about PureRef is you can bring in multiple images at the same time, so you can just drag, drop them, and then they'll all appear actually next to each other. So really, really handy things to have. So, lastly, then, to sum up, don't do what I did a few years ago, where I just dive straight into Blender and not even think about references and just find references if I had to while I'm actually building something. Don't do it that way. It leads directly into building a beautiful grade box, as well, all this because first of all, you grab all of your references, you make sure everything's set out. You can go and find some more references if you need to. You know, if you suddenly have a spark of inspiration, you want to make something on the fly, then grab some more references for but to start with, grab all of your references, have them really, really nicely laid out, and spend, you know, even half a day to a day grabbing all those references. You can then save the pura that as well into individual files, and then you'll have all the other references around that particular build in there, ready to use maybe on another project in the future. Or, everyone, so I hope you found this useful, and I'll hope you'll take my advice going forward. Thanks everyone. See you on the next one. Cheers. 5. Core Modeling Tools Extrude, Bevel & Edge Loops: Hello. Welcome back to stylized Japanese Environment in Blender. In this lesson, we'll be going over the basics of modeling. Welcome everyone to the basics of modeling in Blender, and this is a short introduction just to get you started on a few of the basics in modeling. So the first thing I want to do is bring in a primitive. So the way that we're going to bring into primitive is press Shift and A, and then what we're going to do is open up a menu, and you can see that we've got all of these things along this actual primitives menu. But the one we want to focus on is the actual mesh. And from here, you can see we can bring in many, many things like cylinders, cubes, planes, and the one we want to bring in just for now is going to be our cube. That we brought our cube in the next thing I want to discuss is object and edit mode. And you can see at the moment, over the left hand side, we're actually in something called object mode, and this means basically we can manipulate this whole object. So if I press G, I can actually move it around my viewport like so. If I press S to scale, I can actually scale the whole of the object in. But the thing is, we don't really want to work in object mode necessarily, and a lot of the time, we're actually going to be working in edit mode. So we can come up to the top left hand side and put this in edit mode, or we can actually press the tab button and jump into Edit mode that way. You will notice once we've actually gone into Eddy mode, we have a lot more options to use, and more importantly, we have a lot of the topology now to play around with. So the first thing you'll notice the difference being is that we have now these three options up at the top and side. And if you hover over them, it will say vertex, edges, and faces. Now, vertex is going to be these little points. The edges is going to be these edges of my cubes or any of the edges. And finally, we've got the faces, which is actually the whole polygon face. Now, you can also instead of clicking on these, press one on the keyboard, and that then will jump you into vertex select. If you press two, you can go into edges, and three is going to take you into face. From here, we can actually manipulate any of these parts. So you will notice at the moment, I've got a gizmo here. Now, if you don't have the Gizmo available, coming over to the left hand side, and you'll have this little button here that says move or you can press Shift spacebar and bring in your move tool like so. So now, because I'm on faces, I can actually pull out this face like so, if I go to edges, I can actually grab one of the edges and pull this out like so. And if we're on vertexes, I can grab this vertex or grab the second vertex with Shift Select and then pull this out like so. Really, really easy to actually manipulate things once you know how to select each of these parts. Before we go too much in the weeds with actually modeling in this actual Edit mode, let's just jump back into Object mode for now. What I want to show you is how we can actually move this actual cube around. So as well as moving it with the actual gizmo here, we can also press G and actually free move this object around or we can press G and Y, too. Let's put it along the Y axis, move it around or the X axis, for instance, and move it this way or even the z axis and move it up and down. To drop it back where we started, let's just right click like so. So that's actually moving the location of it's not a cube anymore, but let's just say it's a cube. We can also scale this in as well with the S but so we can scale it in or scale it out like so. Now we can also press the S button, hold the shift button, and then we have a lot more Finesse on actual scale. Can also scale this up by, let's say, a factor of two, so S, two, enter, and there we go. And of course, we can scale it down pretty small as well. Now the next thing I want to discuss is rotating, because if we rotate it with R and just rotate it around, we haven't got a lot of control over how this rotates. So what I want to do instead is, I always want to press R, then attach it to an axis, which might be the Y, so the green one, and then rotate it either by free hand or by actually inputting the value under our number pad. So if I want to rotate it, let's say, by 90 degrees, press the ends button, and I've rotated this round by 90 degrees. Now, if I want to rotate it back, I can press O Y, the little minus button on the number pad, 90, and then we can rotate it back. There is something else that you need to know. We also want to reset our transformations, and this is one of the most important things within Blender, because if you don't reset your transformations, Blender still considers this a cube, even though it's not really a cube anymore. So what we want to do to reset the transformations is press control. A all transforms, and then you'll notice that the orientation has moved over here because it will always move to the center of the world. From there, then we want to actually reset our orientation as well. So we want to right click, set origin to geometry, and then it's going to put the origin right back in the center of this object. Now, it's also important to know resetting the transformations will also impact things like UV mapping, things like modifiers. Basically, if you ever have a problem in Blender, always make sure that you reset your transformations, and then most of those problems will definitely go away. Alright, the next thing about resetting our transformations, it makes it really easy then to get something back to how we had it before. In other words, if I press S and scale this down, and then let's press R and Z and rotate it round this way, because before this, I actually reset my rotations. What I can now do is press lns and put it back to the scale that it was before I did anything and then alternR and actually reset that rotation as well. So really, really handy, once you've actually reset your transformations in what you can actually. Moving on, we're actually going to be looking now at duplication. So if I come round here, I'm able to actually duplicate this. If I press Shift D and then press the Enterbne, it's now a duplication, and I can move this over to the right hand side. So now we have actually two objects. Now, what if you want these two objects actually combined, and you didn't mean to actually duplicate it in object mode, for instance? Well, that's easy. We can just shift, select the other one and press Control J, and now they're both actually join together, as you can see. So if I press tab now, we're able to come in and actually work on them both at the same time. What happens if we want to actually split them up, so we don't want the objects to actually be together. That's all easy. Just make sure that you select one of them first, and then all you're going to do is press L just to select everything. So all of these faces, then you're going to press P. Come down to where it says selection, and now if I press tab, they're both actually split off. Now, of course, using the same command, if I press tab, I can actually come in, grab a face, for instance, press Shift D. I can actually also duplicate things with inside Edit mode as well. So we might want to duplicate all three of these. Shift D, I can actually come in then and actually duplicate them like. It also means, though, is that these, when you duplicate them in edit mode will be part of the same object, of course, because in edit mode, they're not actually classed as an object. They're clustered as the same actual part. Now, for the next part, I'm going to bring in a brand new cube, and I'm just going to show you some of the basic modeling techniques within Blender and go through a few of the options. So here we have a brand new cube, and the first one I'm going to show you is, if we come into Edit mode, we will always be working in edit mode to show you these things, make sure you're in edit mode. I'm going to grab the top face. And what I'm going to do is press E, and that then is going to extrude this out. Now, sometimes you will need to extrude something out, and it will need to be along A axis, for instance. So all I'm going to do is go to Edge Select, grab this edge, and then what I'm going to do is press E, and you can see, because it's not tied to an axis, it's floating around everywhere. However, if I press the Xb, you can see now it extrudes out, following along that actual axis, which then makes it really, really easy to manipulate it where I actually need it to go. Next one we're going to look at is something called beveling, and then all I need to do is come in, and I'm going to grab my edge. So I'm going to press two on the keyboard, grab an edge like so, and then I'm just going to press Control B like so. And you'll notice now it's actually bevelled off that side. You'll also notice down on the left hand side here, we have something called an operator panel. It will be closed. Just open it up. And from here then with the actual bevel, we're able then to turn the bevels down, for instance, turn them up, move how the shape of the actual bevel is going to be and all that other good stuff. Now pretty much anything you do in Blender is going to give you an operator panel like this. We're not going to go too much into this, but basically, the moment that you press tab button to come out of Edit mode, this is going to disappear, and then you're locked in with the actual shape that you've chose or the insert or the extrusion. So just bear that in mind. So the moment I press tab, that actually disappears. What about if we want to bevel off verts and not edges? So, for instance, if I come to a vertice like this and vertice like this, press Control B, you'll see that it bevels off like this. But if I come to one that are the opposites of each other, press Control B, you'll see nothing actually happens. However, if I press control shift and B, then we're actually able to bevel off the actual verts like so. So that's another handy tip for actually bevel. Now the next modeling technique we want to discuss is actually edge loops. So how do we get more geometry onto this? So, for instance, I want to bring some edges on here, I can press Control R, and that then will bring me one edge in here. If I left click then, you can see that I can put this either this side or this side. But let's say I want it right in the center. I'm just going to right click on the mouse, and that then is going to put it right in the center. Now, the other thing I can do with the operator panel again is then come in and turn all of these up to give me more actual edge loops, and I can even move them to the The right. Now, I can also, if I press Control ed, come in, press control law, I can actually scroll up on the mouse wheel to give me as many edge loops as I actually want. Or if I want a little bit more for this, I can actually type it out on the actual number pad, so I can type out 120, for instance, and have 120 edge loops. To cancel it at any time, just press the escape board, and then that will cancel it out. The next modeling technique I want to show you requires two actual blocks or two cubes like this. And all I'm going to do is I'm going to come in and I'm going to select opposing faces like so, and then I want to actually join these together, for instance. So all I'm going to do, I've selected them both. I'm going to right click and come down to it says bridge faces. And now you can see I can actually join those together. Now, if I press Control is dead and just go back a minute, you can also do this by coming in and let's say and grabbing this and this edge, and what I'm going to do instead is, I'm going to press the F bone like so and come down to the bottom, as well, and then grab both of these and press the FBne like so. Sometimes bridge will not work because bridge has to work with two edges and nothing in between. In other words, nothing selected there. If I come into this one now and try right click and come down to where it says, bridge edge loops, you will see select at least two edge loops. So we can't actually join up from there, and that is when it's a good idea to use the FBne instead. Now the final modeling technique that I actually want to show you is something called insert. What I'm going to do is I'm going to grab this face here. I'm going to press the ebonne and then you can see you can actually insert this vase in, and from there, you can actually extrude it out if you want to. You can also then press Control B and bevel it off if you want to. And you can see now it's really easy to use all of those techniques that I've actually showed. Now, lastly, the last thing I want to show you is the insert again, but this time we're going to grab this base and this base, and if I press I, it's true you can actually insert them both at the same time. Now, the best thing though about insert is, if I press the I and then press I again, we can actually insert them separately from each other like so. Now, I see a lot of renders on Facebook and other social media that kind of look really, really blocky. For instance, if I press tab now and go into object mode, you will see this actually looks pretty blocky. But there's a really easy fix for this, so it doesn't actually have to look like that. All you need to do is once you've actually finished, right click, come up and where it says shade auto smooth, and that then will shade it off based on the actual angle. So really, really easy to either shade flat, shade completely smooth like so, or shade auto smooth like so. If you actually are struggling and you actually want it to shade it a little bit smoother than what it is, you can come over to the right side where this little triangle is, go down and open up the normal, and from there, you can actually increase this and shade it even more smooth based on a higher angle. The default is always set to 30. So just make sure you set it to 30 in case you actually over. The last thing I want to show you in this introduction is the actual cursor because I think it's very, very important to actually modeling. So what I'm going to do at the mono is I'm going to make another cube with Shift D, and then I want this cube on top of this cube, for instance. Now, if I move my cursor over here, so shift right click. And then what I can do is I can press Shift Desk, and I'm going to go selection to cursor, keep offset. And that then is going to move the exact center of this cube, all the orientation to my actual cursor. Now, how would I get this then on top of this cube? I would literally grab this cube. I would, first of all, right click and set the origin to geometry just to make sure that origin is right in the center like. So I would then press Shift Desk cursor to selected, and that then is going to put my cursor right in the center. And then I would grab this cube, and from there, I'm able to go Shift Des selection cursor, keep offset. And now that cube is right next to this actual cube here. From here then, I can actually bring this up, and let's actually just have a quick play around of everything that we've learned. So you can see now if I pull this going to join them both together then with Control J. And then the first thing I'm going to do is come in, grab this face and this face, and we're going to right click then, and we're going to come down to bridge faces. And then I'm going to bring in some edge loops. So let's bring in two or three edge loops. Left click, right, click. And then what I'm going to do is I'm going to press Alt Shift and click just to select all of this edge going around here and press the S but and pull it out like so. From there, then what I'm going to do is I'm going to bevel off both of these tops. I'm going to grab this top, shift select this top. I'm going to press Control B and actually bevel them off like so. From there, then I'm going to bring in an insert, so I'm going to grab the front top here. I'm going to insert this with the eye button like so. And then from there, I'm actually going to extrude out. So I'm going to extrude this out like so. Now, let's say I want a bigger piece on the next bit, I'm going to press Shift D. Pull it out. So this is a duplicate of this face. I'm going to press the S but to make it a little bit bigger, and then I'm going to press E and pull that out along the axis. Finally, then what I'm going to do is grab this one and this one and went right click then and bridge faces like so. You can see just how easy this really is now to actually start building out some really, really complex models with everything that you've just learned. Alright, everyone, so I hope you enjoyed that, and I'll see on the next one Cheers. 6. Blockout Buildings with Primitives and Face Snapping: Hello, and welcome back to stylized Japanese environments in Blender. So in this lesson, we're going to start with the blockout of our scene. So when it comes to the blockout, we want to break this image down into basic shapes. So what I mean by this is we're going to look for primitive cubes that we can use to get the shape of each building. So let's have a look at this front building here. We can see here it's divided into two separate pieces. So we have this section here. This is basically just one cube that we can kind of shape to have this kind of slanted roof. And then we have a second cube here for the second part of the building. And this is what we will start with for the blocking. Next, we have the fence over here. That could be another cube, and then we have the garage here. That's another cube. Now, the background buildings, we'll do those a bit later on. We'll just start with the front ones first. We have another cube here that we could use for this building. And then the same for these two buildings here. These will also be cubes. Now, there are also these electrical poles at the front, so we could block these out with just some cylinders. One over here and over here on the left as well. And then later on, we can add a cube in the background here and one over here as well. So to start with, we'll start with this cube at the front and then a second bigger cube just behind it. Okay, so back to our Blender scene, we should have the human reference that we brought in from the resource pack. There should be a default cube in the scene already. Now, this over here, this is a default light. We can delete this by pressing X and then hit and delete. And then this is our camera. Now, we will be having a camera later on, but for now, we can just delete it. We don't need it there. So to start with, I'm going to click on Human reference, and I'm going to hit G on the keyboard and then hit X, and that will constrain it to the X axis. So now we can just move it closer to cube here. Now I'm going to click on the cube. And with the scroll wheel, we can pan around the cube and then scroll in. But if we hit one on the number pad, we can go into front view. And then if we hit G and then Z to constrain it to the Z axis, we can hit the number one, and that will bring it up by 1 meter. So now the cube is on this red line here, and this is basically our floor. So next, we can hit tab to go into Edit mode, and we can select this side face here, but we need to be in face mode here. Now, you can either click the face mode up here or you can click one, two, and three on your keyboard to switch between the different selection modes with the vertices, edges, and faces. So with this face selected, what we could do is either use the transform Gizmo here and this will bring up this gizmo. And if you click this little red arrow here, we can move that face along the X axis, or you can just use G and then X to move it across like this. So what we want to do is get the right width, and we want it to be about 10 meters wide. So if we going into front view, we can see these squeezes. Now, the bigger squeeze are 1 meter and the smaller squares are 10 centimeters, I believe. So we have 2 meters here, 2 meters here, and then another 2 meters. So that's 6 meters. Let's go to about ten. Now, if we go back into object mode and you hit N on keyboard, this will bring up the properties panel. And with the dimensions here, we can see exactly how wide it is. Now we can change this number to 10 meters, and that'll make it bigger. But as you see here, this has changed the scale. So the scale on the X is now 1.6. And what this means is if we go into Edit mode and we tried creating a bevel, it would do like it would do like a weird kind of bevel because it's stretched. If I was to duplicate this and actually, let me undo undo the bevel, and I will duplicate this, and I'll see what I mean now. Let's add the bevel back onto this edge. You can see it bevels like this. But if we were to press Control A on this and apply the scale, now it's gone back to one, one, one, so now it's uniform. And if we add the bevel on this edge again, you can see how the bevel is different. So we always want to have the scale uniform because we get some unexpected results when the scale is, you know, not uniform like this. So we can delete this and we will undo everything that we did. So now we have just a cube that is 10 meters across. So what we want to do is control A and apply scale. Now, this scale will only change if you're scaling in object mode. And that's what we did when we did the dimension here with the 10 meters. We did that in object mode. If you were to scale it in edit mode, so for example, I'll just duplicate this and go into Edit mode. And let's say we stretch this out in edit mode and we go back to object mode, it's still 111. So any scaling in edit mode keeps it at the same scale. So now we have the width, now we need the height. So for the height, let's go about 5 meters. So it's already 2 meters high. So let's go into Edit mode, and let's select this top face here. And we can bring this up by 3 meters. So let's go G, Z, and bring it up to the five meter mark with these squares here. We can go back into object mode and double check, and we can just rome this off here if you wanted to 5 meters, control a apply scale. Now we want it to be just a little bit thicker on this side, I think. So let's grab the back face in edit mode, and you can hit GY, and just bring it out just a tiny bit. If you want more control when you're moving faces, just hold Shift and it'll slow it down a bit and you have just more control. So let's put GY, bring it about here. Seems good. And then in edit mode, we can go to the edge select here, and we can select this edge, and we can hit G Z and bring it down a bit so we have that kind of curved roof here. Next, we want to go back into object mode, and I'm going to press Shift A to bring up the menu. And under mesh, we'll bring in another cube. And we want it to be on the ground again, so we'll do G Z one. And with this, we can go G Y, and we can bring it here. Now, we can use face snapping to snap it to this face here. So with your snapping tool, we can go up here and choose face. And what this does, it will snap it to the face that we have our mouse hovering over. So with this cube selected, we can hit G, and then if you hold control, it will snap to the face that your mace cursor is on. So we want it to be moved on the Y axis. So let's go G Y. Have your mace cursor over this face here, and then hold control, and it will snap to this face. And then left click to confirm that. Now we want it to be aligned with this face, too, so we'll go G X and then hold control, and it will snap to this face here. Now we can also do edge snapping as well. So let's go back up to here and we'll choose edge. And with this cube selected, we can go into Edit mode and then go into face select up here and we'll choose this top face. We'll have our cursor just over this edge here and we'll go G, Z, hold control, and it'll snap to this edge. Now let's go back to face snapping again. And then we can select this face and we can go GX, hold control over this face, and it'll snap. Now we want this face to be a bit taller. So let's go to let's say about 8 meters. So this is 5 meters high. So we want it to go another 3 meters up. What we could do is G, Z, and then free, and I'll bring it up by 3 meters. Now we want to bring this face back. So let's see how right? So on the Y, it's 2 meters already. So let's go into edit mode with this, and we want it 8 meters, so it will be G Y six. And there is the basic blockout of our first building. Let's go back into Edit mode, and we want to select this face here. And to duplicate the face, we just go Shift D, and that will create a duplicate and then right click and it'll just set it into the position that it was before. We want to separate this from this cube. So if we hit P, it'll come up the separate menu, and we can press selection. So that will separate anything that was selected. Now if we go into object mode, we have this cube here and this face here. You might have to double click to select it. And then now this face is separate. So with this face selected, we can go into Edit mode, and then we can select this face. And what I'm going to do is hit I, so I will inset it and we can bring it in like and there we can hit G Z to bring this face up, and there we have the shape of the roof like this. So there is the blockout of our first building, nice and simple. 7. Front Building Blockout and Bevel Details: Hello. Welcome back to stylized Japanese environments in Blender. In this lesson, we'll be continuing with the blockade of our front buildings. Okay, we can see here that our objects are over the origin point here. So any new objects that we bring in will be inside of these cubes. So what I'm going to do is I'm going to select these with Shift and left click so we can select multiple. And I'm just going to move them with GY and then GX just so they're out the way of our origin point here. So next we want to press Shift A, and we'll add another cube, and we can hit GZ and one to bring it onto the floor. And we can just bring this over with GX and then GY. And then with our face snapping again, we can go GY, hold Control, snap it to this face, and then GX and snap it to this face here. Now, in edit mode, I'm going to select this back face, and we can make this a bit thinner here. And then with this face here, I'm going to bring it eight to about 4.5 meters. So we've got 2 meters already. So I'm going to hit Gx and bring it to about here. Now, in object mode, I'm going to grab our human reference and bring him over and bring him nice and close to the fence. And with one on number pad, I'm going to go into the front view, and we can see how tall this fence is. So let's select this top face in edit mode, one on number pad. And I'm going to bring it down to, like, I level. So I'll hit GZ and just bring it down to about here. Here we go. So back into object mode, and let's shift A, mesh, add another cube, GZ one to bring it to the floor. We'll do GX and then GY, and then we can do the snapping again. So GX, hold control to snap it to here, and then let's bring it behind, and then GY and snap it to this front face here. So why do we want the garage? So this is 2 meters. Let's just we can just eyeball this. So I'll bring this face over. So I have about 5.4 meters. We could go to about 6 meters, I guess, somewhere around there. We could just brand it off with six, control a apply scale. We might have to readjust this now with GX hole control, snap it here. And with the height, I'm going to have the height about halfway between this roof here. So's going into mode, select this top face. You can hit one on number powder go into front again and GZ and bring it up to about here. And with the back face, we can just bring this back to range about. How long is that one, two, three, four, five, about 6 meters. That should be good. Now, let's start with this side. So we want a little gap for the vending machine here before we add the next building. So let's add another cube. Make sure we're in object mode. So shift A mesh cube, GZ one, and then we'll hit G Y to bring it back here. And then GX. And then we can snap it to this back face with GY, hold Control, and then GX hold Control over here. And I'm going in Edit mode, I'm going to grab this top face, and let's bring it up to just around about here should be okay. And let's actually select this face, and we'll bring this in with GX. That should be fine by there. And then we'll just bring out this face a bit more as well. So we hit G Y, and we'll go to a bacteria. Now, for the next building, we could probably in object mode, select this cube and then just hit Shift D to duplicate and then hit Y, and we'll bring this back to here, gives a bit more space so we can see, and then we can snap it to this face here. So GY hold control. Now that we snap it there. And we might want it to be a bit thinner. So we'll grab this back face and then just hit GY to bring it in a little bit around about there. And then for our final, well, we have two more buildings, don't we? So we can duplicate this cube again. So what I'm going to do is select this backface, actually, and hit Gx and make it more of like a square shape now let's go into Object mode and we will duplicate this with Shift D, then hit Y, and then we can go GY control to snap it. And let's bring up this top face here. So we'll go GZ, and we'll go somewhere around here. And let's have a look at our third building. Our third building pokes out a bit more. So let's look back into object mode, and we'll duplicate this again, hit Y, bring it out, and then we can go GY, hold Control. And I'm going to select this front vase here and just hit G eggs. We'll bring this egg a little bit. And then we can hit the top face, and we'll just bring this up a bit more like this and maybe bring this out a tiny bit more. Like so. Now, we also want to add some bevels to this building. So we have let's come to object mode, select this. Go into Edit mode and make sure we're on edge select, and we'll select this edge. And then we can hit Control B to bevel. Like so we might want to adjust this manually. So we can select this edge and then hit GX to bring it back a bit and then select this edge and then GZ to bring it up a bit. Just until you get a nice shape that you like, I might bring this a bit further forward. That looks good to me. So there is the blockout of our front buildings. 8. Camera Setup and Background Building Blockout: Hello, and welcome back to stylized Japanese Environments in Blender. So in this lesson, we'll be setting up our camera, adding our background buildings and making some changes to our blockout. Okay, now that we have our buildings in place, we can start adding our camera. So let's hit Shift A and add a camera here. Now to get the camera in the same place as your viewport, just hit Control Alt and then zero on your number pad. I'll bring your camera to where your viewport is. Then if we hit N to open up the side panel up here, we can go to view, and then we can choose lock camera to view. So now when we pan error camera, the camera will stay with AER Viewport. So now we can just move ERA camera into position. You can use the scroll wheel to pan. You can scroll in and out to Zoom. Then if you hold Shift and move the scroll wheel, this will pan left and right. Now, if we go over here to this object properties, we can change the Z to about 1.6. So the camera will be about I level. And now we can also move the camera using G and Y or G and X to get it in position. And you can also rotate the camera by hitting R twice, and you can rotate it like this as well. We also want to change the focal length. So if you go over here on the right, we'll find this camera icon. So we click this, we can change the focal length. I'm going to go with 45 on the focal length. And now we just want to adjust our camera so that the size of the buildings are reaching the edges of our view port here. So we can just do little adjustments. We can hit G and Y to pull it back a bit, maybe GX to move it to the side. You can also rotate with R and then Z to rotate your camera like this and then hold shift to have more control. And then I'm just going to move it forward a tiny bit. And to the side a little bit, so it's on the edges like this. If you want some help with composition, if we go over here to Viewport display, and under composition guides, you have some different things here. If you choose foods, it'll come up with this grid here, and we can see exactly how our composition is looking. So I might bring it back a bit more and then to the side a bit more, maybe a bit forward until those buildings are just hitting the edges a bit. And then we can also hit R to point it upwards a little bit, as well. And once you're happy with the position of your camera, just don't forget to uncheck camera to view. And then once you move your viewport, the camera should stay in place. And to go back to camera view, just hit zero on your number pad, and it'll snap back to your camera. So now that we're in camera view, there are a few changes I would like to make. So for example, this building, I feel like should be a bit taller. I want this roof to be in line with this roof. I'm going to select it and go into Edit mode, we can select both of these faces here. And then we can hit zero to go back into Camera View and then just hit G Z and move this up, so it's a bit in line with this. And then I'm going to go into object mode and then hit GX, and we can move this back just a tiny bit like this. And then I might also go back into Edit mode and select this edge and maybe move this edge up a bit, so it's in line with this roof a bit more. And also the roofs on these, I want to be a bit higher. So I'm just going to select this top face in edit mode, go back to camera view, and then GZ move this up a bit more like this and then back to object mode, we'll select this one, select that top face in edit mode. Back to camera view, GZ, and we can bring this up by here. Now we can start adding the background buildings as well. So let's go back to object mode. We'll hit Shift A. We'll add a cube, and then GZ one to bring it to the floor. Now let's go all the way over here and hit GX. And I imagine there's like a road going this way. So we want the building to be, on the other side of the street. So I'll move this around a bit over here and then hit GY. And then let's go into object mode, Edit mode, sorry, I mean, and let's just scale this up like this, and then back to object mode and then move it over GX. Then we can go back into Camera View, and we know this needs to be a bit higher, so we'll bring this up around about here, maybe go G Y and bring it back a tiny bit. You can always look at the reference pod to see how far. So we'll go back and maybe just bring it forward like this. Now what we can do is hit Shift D to duplicate this and we'll go G Y, move this forward, and then GX to move it sideways a bit, then we can have a look at how far it is. This looks good to me. So we'll go back to camera view. And then we can go into Edit mode and we will select the top face here, and then we can bring this up to here. Now we have our background buildings and our camera setup. One final adjustment I might make to the blockout is the roof here. So I'll just come up to here, go into Edit mode. And with this face selected, I'm going to hit S Y, just to make it a bit thinner on this side here, and that should be all good. I'll see you in the next lesson. 9. Modeling Sidewalks, Roads, and Electrical Poles: Hello, and welcome back to stylized Japanese Environment in Blender. In this lesson, we'll be finishing half hour blockade. Okay, so some quick changes I would like to make to these buildings. So this building, I want more of this wall to be exposed, so I'm just going to hit GX on this and just drag it out a little bit like this. And this building over here, I'm going to go into edit mode and select this top face. And I'm just going to drag it up a bit more. I'm also going to grab this back face here, and I'm just going to hit GX to bring it out a bit to make it a bit wider. Now, I'm going to go into Object mode and select this building, and I'm going to hit GY, just to bring it back a bit, so it's a bit more centered. And this building, I'm going to hit GY and bring this back a bit more as well. Next, we can start adding our floor. So let's hit Shift A. And under mesh, we can find plane. So plane is just a single face. And with this, we can go into Edit mode and we can select this edge over here, and we can hit Gx and bring it all the way over here. Then we can select this edge, and we can hit GY and bring it all the way to the back. And with these front edges, we can bring these in. So we can select this one, hit GY, and we'll bring it into a bat here. And then this one, we'll hit Gx and bring it in a bat this much. So this will be ER curb. Now we can select both of these with shift and left click. And to drag out new faces, we can use the extrude tool. So if you press E, you can drag out a new face, but we want it to be going straight down. So then we can hit Z to constrain on the Z axis and just bring it down a little bit to create error curb. So I'm going to go back into Object mode now, and then we can add the Load. So let's hit Shift A, mesh, add another plane, and we'll do the same again. So we'll select one edge and then GX, bring it all the way to the back here. But this is the same level as our sidewalk here. So if we go to the top and choose edge snapping, and then in object mode with this, we can hit GZ, put the mouse cursor over this edge, and then hold control. So now it's perfectly aligned at the bottom of this. So back into edit mode, we'll choose this edge and then GY, and we'll push this all the way to the back here. And then we want to extend this road out. So let's go into our camera view with zero on the number pad, and we'll select this edge here, and then we can just hit GY to fill in this space all the way to the edge of our camera, and then the same with this edge, Gx and drag it all the way to the side here. So now we can add our electrical poles. So let's go into object mode and then hit Shift A, mesh, and then we're going to choose cylinder. So when we choose cylinder, we'll get this menu at the bottom left here. If we expand this, we have the number of vertices here. This is the amount of segments going around. Now we can lower this if we want to like 24 or 21 or something, just so it's a bit lower poly. You can also change the radius here and as well as the depth as well, but we can also do that in edit mode. So let's drag this somewhere over here. And then let's go into Edit mode with this. And then if we hit S and then Shift Z, it'll only scale it on everything except the Z at axis. So we can make it thinner like this, S, Shift Z, and we can drag it inwards to the right thickness here. So back into object mode, I'm going to lift it up to the sky a bit. And then if we go back to face snapping, we can hit G Z and then Hale control to snap it down to the floor here. Then I'm going to hit GY to bring it towards the road a bit more. Then I'm going to go into camera view and then use GX to get this in position. So I want it to be around about here. Now with this, we can go into Edit mode and then choose the top face here back into camera view, and then we can just drag this up with GZ all the way up here. Now I'm going to go back into Object mode and then just hit GX. I think it'll be better if we just move it out the way of this building a little bit. So it's a right by here. So next, we can hit Shift D to duplicate and then hit X to bring it over this side. And then we'll go into camera view again and then hit GY, and we can bring it to abut here. Now, I think these should be a bit taller. So we can actually edit two objects at once. We have this selected, we can shift select this one. Then if we go into Edit mode, we should have those top faces selected, and we can just go into camera view and we can just move them both at the same time like this. So I'll go about this high, I think. And there we go. There is our blockout all finished. So finally, I'm going to just move our human reference out the way. Just put him over here. And in the top left here, we have select Box. And if you don't see Select Box, you can hold down left click and you'll get this menu, and then you can choose Select Box here. And I'm just going to click and drag so that we have all of our objects selected. And we can hit G just to make sure we grab them all. I'm going to right click so they're back into position. And then I'm going to hit Shift D to duplicate and then just right click. So we've made a duplicate in the same position here. Next, I'm going to hit M on keyboard, so we get this move to collection menu, and I'm going to choose new collection, and we can rename this to blockout. Backup, and then hit Create. So if we put your mouse cursor over here to this, this double arrow here, we can drag this down, and we can see we have another collection here. So collections are basically like folders and these collections hold your objects, so we can, close the menu here with this arrow. And if you want to disable it, we can just click this checkmark here. So now that's the way we can't edit it. And you know, once we go in and change these models, we have this blockout as a backup name. I hope you're getting a lot from the project so far and enjoying the process. Don't forget if the course has been useful to you. Leaving a review really helps support the class. 10. Edge Loop Modeling for Stylized Wooden Fence: Hello. Welcome back to stylized Japanese environments in Blender. In this lesson, we'll be adding some details to our models. Okay, so now we can start adding some details to our models. So let's grab our human reference. And to start with, I'm going to start with a simple model. So let's bring him over, we will start with the fence. So the main tool that we're going to use to add detail is the edge loop tool. So if you're going to Edit mode and hit Control R, you'll see this edge appear. And if we left click, we can slide and put it into position or we can right click and it goes into the center. Also, if you hit Control R and then use your scroll wheel, you can choose the amount of edge loops that you want. Now, bear in mind that this only works on faces with four sides. So if I was to isolate this with forward slash, and I can join these I can join these let me just delete this with Control X. And I can join these vertices with J. So now we have two triangles here. And if I put an edge loop in, you can see it goes through the faces with four sides, but not the triangles. So this is why we always want to stick the quads when we're modeling. So yeah, what I'm going to do with this is I'm going to delete all the faces except this front one. So I'm going to select this and we'll get this bottom one and the side ones. A quicker way is to just select the one face. And if you hit Control I, it will invert your selection, and then we can just delete faces with X. There we go. So I always like to work from a flat plane, and I always imagine it imagine you have a flat piece of paper and you're drawing lines on it to get the shape. And then once we have the shape in, we can use the extrude tool to just drag the faces out into Free D then. So if we hit Control, and we'll put one in the middle here, and then we can right click, so it's in the middle. And then we can hit GZ, and we can bring this one down to arrange a bake here. Now in phase select mode, I'm going into select this phase. And then if we hit Y, it will separate it from the other faces. So now this one's separate. So now when we put in an edge loop, it won't go through this face. So let's have a look where we want our edge loops. We want one to be we want one on this side and on the other side. So let me just hide this cylinder out the way. We can hide objects with H. So let's go back into edit mode with this. So if we bevel an edge, it will go like this. So we know it's symmetrical, so we're going to hit Control B on an edge and just bevel them so they're at the sides here. And then I'm going to add another edge loop where I'm going to scroll at once so we get two, and then we can left click and then right click, and then we're going to hit Control B and bevel these to about the same width. Now with shift and left click, I'm going to select these other faces. Make sure you're in face select mode. I'm going to select these and then hit Y. So now these are separate. And I'm going to hit H on these just to hide to make the way, so it's a bit easier. So next, we want an edge loop in the middle here, so left click, right click, and then control R left click, right click, Control R left click, right click. So now we can select all of these edges, and then we can hit Control B, and we'll bevel these towards the edges here. And then we can hit Y. So now these are separate. And if you want to hide everything except the selection, just press Shift H, and it'll hide everything else. So now we want some wood panels in here. So I'm going to hit Control R, and then I'm going to scroll up to the width that we want them to be. So how many is this? You've got one, two, three, four, five, six, seven, eight, nine, ten, 11, 12. I've gone with 12. Do the same for the other two. You've got one, two, three, four, five, six, seven, eight, nine, ten, 11, 12. And then left click, right click. And then one, two, three, four, five, six, seven, eight, nine, ten, 11, 12, left click, right click. So now with these faces, I'm going to select every other one. So we have, gaps in between them, like this. And then once we have all of these selected, we can hit Y to separate them again. So select them all, hit Y. You can press G to make sure and then right click. And then to bring everything back, just hit AltH and I'll unhide everything. So with this face, let's select it, and then we can hit E, and we can extrude this out like this. Then I'm going to select these outer faces here, so we'll select all of these And then we can hit E to extrude these out. And then we can select all of these. It might be easier if you left click to deselect everything. And then if we hit one on number P, to go into front view, and then we can use the select box again to click and drag and then hold Shift left click and drag. And we can select all of these this way then. And with these, I'm going to extrude them out about this much. If we go into object mode, most of the detail we can't see because the edges are flat, they're right next to each other, so we can't really see them. So we need to add a bevel onto these edges. Now, one way you can do this is to go into edit mode, go into the edge mode and hit A, so you select all of your edges. And then you could hit Control B, and then you could bevel them like this. But once we left click, that's in place now, and it becomes very difficult to edit this. So I'm going to hit Control Z, go back into object mode, and instead, we're going to use a modifier. Modifiers are useful because they're non destructive and you can edit them, remove them, and it doesn't change the actual model until you apply the modifier. So to get your modifier, you want this little wrench icon over here, and we're going to click Add a modifier. Now, there's loads of modifiers, and we won't go through all of them. We'll just go through the ones that we actually use. So under generate, you will find bevel. So we want the bevel modifier. And we can see what it's doing. This is adding bevels to all the edges. And the way this works is any angle that's more than 30 degrees here, it adds a bevel to. So if we were to, like, put this above 90 degrees, say like 91, there's no more bevels anymore. But if you go to 90 or yeah, go to 90, maybe 89. That should add them all. There we go. So normally, I just keep this at 30. So for the amount, this is how wide your bevel will be. So we want to bring this down. For wood, I like to go as a value as 0.015. So finally, now we see this bevel, but it's quite flat and blocky. So if you want it to be smooth, normally you would have to add more edge loops and then hit shades smooth to get a smoother look. But with the bevel modifier, if you could click shading under here and then just click hard and normals, it adds that smoothness to it without adding more geometry. So there is our fence. And this is basically the workflow that I use for pretty much every object that we create, add edge loops, extrude them out at a bevel modifier. So with this Na, I'm just going to hit GY we can move this backwards a bit. And there is our first detailed model. Now, if you want, if you want to be your goize, you could press F two to rename this to fence. And it will appear uppear as fence. And you can add this to a collection, if you want to keep them all in folders. I'll probably do that later on once we build some more stuff. But yeah, if you want to keep organized, then that's how you do it. Just hit M, new collection, and you could put like fence or something. And then you have it here separate from all this. So, there is our first model. I will see you in the next lesson. 11. Building Front Details with Edge Loops and Bevel: Hello. Welcome back to Silas Japanese environments in Blender. In this lesson, we will use what we learned with the fence and apply it to the front of our building. Okay, so let's start working on the front of error building. So first thing I'm going to do is grab a little human reference, and I'm going to drag him to the middle a bit, and I'm going to bring him forward, as well. Now, let's select this. And in edit mode, I'm going to select this face, and I'm going to hit P and separate selection. Let's go back to object mode. We'll grab this face, and for now, we're just going to move this forward just so we can see what we're doing. Now, if we go into Edit mode and we can add our first edge loop, and I'm going to bring this up, and the top face is going to be the red sign at the front. So we want this to be quite thick to round about here looks good. So now we can select this face and P separate selection. So now that's separate. So now we have this face. Let's add an edge loop in the middle here and let's hit Control B, and we'll bevel this all the way to the end to create like our little side supports. And then we can select both of these, and we'll do P separate selection. I'm going to separate them just so it's a bit easier to manage because we're going to have a lot of pieces going on here. So now we want the top support. So let's add an edge loop in the middle here, and we'll bring this up to round about here, I think will be good. And then we can choose this face, P separate selection. So next we want the little red sign on the left. So let's add another edge loop, and we'll go GX and bring this one over to about here. And then we can select this face, P, separate selection. So next we want to place our doors. So we know we want one right in the middle. So we know this is in the middle of this face. And what I'm actually going to do is bevel this to the width of, like, a double door. So this looks about right to me. And then we want one in the middle. So let's bevel this a bit like this. And then we want one in the middle here. Now we also want one. Right, so let's select these two here, and we will bevel these like this. And let's separate these out. So these are good to be separated. So we'll separate those with P. Now we have these to work with. So let's separate these two middle ones as well. But before we do that, I'm going to add an edge loop in the middle here and then move this at the top. Like this, this will be the top of the door frame, and we can select all of these, and then P separate selection. So now we have just these to work with. I'm going to leave these for now. But what we could do is we can select both of these, and we can hit I to inset them. Just like this, just so we have a frame going around the door. And now we can do P separate selection. So now we have our windows separate here. So now we have these two sides going on. So under the windows here, I'm going to add an edge loop in the middle here and an edge loop in the middle here. We can select both of these edges, and we'll bring these down a little bit. Actually, let's bring them down to the floor here. We'll have wood going across the bottom. We can select this face and then this face, and then P separates selection. Let's add another edge loop in the middle here and then one in the middle here. We'll bring these down. So now we have our wood panels here. So we can select these two faces. P separates selection, and now we want to start blocking out the windows. So for now, we will just select both of these. We'll hit I to inset to create the window frames like this and then P separates selection. And before we add any more, let's see where we are. So let's go back to object mode, and we have all of these separate. So let's start on the left here. We have these two sides supports. Go to Edit mode, press A, and then E to extrude them backwards like this. Actually, let's go forward, so it might be easier to see. We'll go forward. So there is our side supports. Let's go back to object mode. We'll select this piece here, and then we can go to Edit mode, select this face. And I'm going to use face snapping here, so I want this to be the same here. So we can do E and then Y and then hold control over this face and it'll snap to this face here. If you find it easier to just do it manually, then just extrude it manually, and just try and get it close to the edge, if you think that's easier. That's done. So next we'll move on to the next pieces. So back into object mode. Let's select these ones by the door. So we'll go into edit mode, A, and then E can hold control over this face just so it's the same width. Back to object mode, we'll get the one just above the door here. So edit mode, A, E, hold control over this face, and then back into object mode. Now, for these door frames, these are all the same, which is probably good for us. So we need to separate these off, it looks like. So let's let's choose these. I'm going to select one first, and then hit Y, just so it's separate. And I'm going to click this one, hit Y. So this one's separate. And then we'll select both of these. P, separate selection. Back to object mode. I'll select these two in the middle. A, and then E, we can hold control over this, the snap to this face. So now that's in line. We'll go back to object mode. And let's do the door and window frames. So I'm going to go into Edit mode and then A, but I'm not going to snap it to the face. I'm just going to extrude it a little bit outwards, just like this. So not as far as the other ones. We'll go back to object mode. We have these bottom faces here we can do. So I'll go Edit mode, A, I'll probably extrude it to the same length as the window frames. So E, hold control over this face. That's that. And then what do we have left? We have these wood panels here. So for the wood panels, I'm going to go into weighted mode, we'll add an edge loop, and we can just scroll up. Left click, right click. And there's a menu down here where you can adjust the number of cuts as well. So we can go to ten. And then if we just control R over here, left click, right click, we can change this number to ten, click Enter. And then we want to separate them. So we want to click every other one. Like this, and then the same with these and then hit Y. And then we can hit A, and then we can extrude these out just before the window and the wood at the bottom here. So now we go back to object mode. And just this face left. We can press A and edit mode and then extrude it out just a little bit, just like this. To object mode. Now we have this piece at the top. We'll save that for later. But for now, let's add our bevels so we can see better. So let's start with these wood ones here. I'm going to drag this up. We'll go to our modifiers. Add a modifier, search, and then we can type in bevel if it's not there at the top. And then we go to 0.015, enter, and then shading to harder normals. So now we can see our wood. So now what we can do is we can shift select all of these pieces. Make sure we get everything. It's not all of them. There's one here. One in the middle here. We don't need these middle window pieces. We'll do that later. So we have all of them, and then we want to choose these wood panels last. So we have the bevel modifier here. And if we hit Control L, we can just choose copy modifiers here, and that adds the bevel to everything then. And it looks like we have everything just apart from this top piece and the windows, which we'll do later on. Eventually, we'll keep these here, but we'll move them back into place in a bit. So I will see you in the next lesson. 12. Window Frames and Metal Panels with Array Modifier: Hello, and welcome back to stylized Japanese environments in Blender. In this lesson, we'll begin with the window frames at the front of our building. Okay, let's get to work on our window frames. So let's select these and go into Edit mode. And I'm going to actually duplicate them. So I'm going to hit A and then Shift D, and then Y, just move them forward, and then P separates selection. So now we have an extra that we can work with. Let's go into Edit mode on these, and let's put an edge loop in the middle going this way on both. And let's select them both. We'll move them up and we can hit Control B and add a bevel here. But before we do that, let's add one in the middle here, and then add one here just to the side a bit like this. And then let's select all of these edges, and we'll bevel them together so that they're the same width. So now we do Control B and bevel them like this, just to make sure they're the same. And there we can hit P separate selection. Let's go into object mode, and then we'll select these and then we'll extrude them out a bit back into object mode, and then we can go GY and just move them back into the window like this. So we can see how they look. Okay. So now we will go into Edit mode on these. And let's add some edge loops here. So we have some like squares, and then like two here, and then like four here, and then four here should do. And then we want one in the middle here, and then two here, and then one in the middle here, and let's go to this way. And there we want to select all of these edges. So let's select all of these with shift and left click. And we will bevel all of these together. Just a few more, one, two, three, four, five, six, seven. Here we go. Control B will make them quite thin. So about this much do, P separate selection into object mode, and we'll select those frames that we made. Let's move them in. Let's get up nice and close so we can see. And then into edit mode, A, I might move them back a bit more, and then E, we'll extrude those out like this. And then back into object mode. So now we could probably delete what's left over here, but we need this piece. So I'm going to select this face first, P, separate selection, back to object mode, and then we can delete these faces. So now we're just left with this. So these window frames, we need to add bevels to them, so we can shift select all of these and then shift select this and then hit Control L copy modifiers. So that's all sorted. And then we have the window here. So the window we can move or just a little bit, so they're like halfway in the window frames here. And then that's looking good. Okay. So last thing we need to do is actually going into Edit mode on this piece here. I'm going to add an edge loop. We can get to it. Yeah, add edge loop here, and we want it to be like just behind this piece of wood here so I'm going to go GX and just move it behind this piece of wood here, and then have one going across and move it just behind this piece here. So now we can just select this piece and then hit X, delete faces. So now we have a gap in here now. So let's back to object mode, and we'll choose this piece that's leftover. And I'm going to select this edge in Edit mode and hit GZ and bring this up to about here. And then we can select this face and just extrude it out a little bit, like so. Back into object mode. And we're going to add let's first add our bevel. So we'll just add modifier, search bevel 0.015, shading her normals. Now we're going to add a new modifier called array. So let's search array. And array is basically like it just duplicates the object multiple times. We can change the number with the count here, and then the offset is the direction it goes. So we don't want it on the X. So we're going to choose X to zero, and we want to drag this Z location down. So if we go to minus one, that's perfectly one object across. I'm going to start with this, and then we're going to go into Edit mode, and we're going to rotate it on the X. So we can just drag this red circle here. But this is only dragging the one face. We need to hit A, and there we can drag the whole object just slightly slanted like this. And then with this Z value, we're going to drag this up so that they overlap like this. And now let's go back to object mode. We can move this back with GMY, move it into place like this. Might move it up a tiny bit as well, and then we just increase the count over here on the array until it fills in that hole. And now we have some metal paneling going across. Cool. Last thing we need to do now is just move them all back into place. So let's start over here on the right. We can use the fence as a reference here. Let's start with this, and go GY, move it back to range about here. We'll move this top piece in GY. You can use face snapping if you want to get them perfect, but I'm just going to move them manually. Like this. Okay, cool. If you want to just shift select them all, you can do that. I'll just grab everything like this and then GY. Can move those. Let's get nice and close, see how it looks. I like so. I think that's looking good. Now we just have this top piece. I'm gonna move this back a bit just so we can see what it looks like. There is the front of our building. So I'm just gonna move this top piece back forward because we're going to use that in a minute. And the doors we'll do a bit later on. They're a bit more complicated. Yeah, there's the front of our building, all done. Next, we'll do the red sign and the next lesson, so I'll see you then. 13. Roof, Door, and Sign Modeling with Precise Snapping: Hello, and welcome back to stylized Japanese environments in Blender. So in this lesson, we will continue with the front of our building. Okay, so I'm going to hit zero on number pad to go back into camera view. And I'm going to have a look at this front here and see how we're looking from this angle. I'm thinking it will look better if we move some pieces forward so that they're more in line. So I'm going to Zoom in a bit. And the first thing I'm going to do is drag the window and door frames forward. I'm going to use face snapping and just hit GY, hold control over this face, and we will bring these in line. Next, I will grab these wood panels, and we'll bring these to be the same as well. And these bottom wood pieces, we'll bring these forward. This sign as well on the left, we'll bring this forwards. And these pieces here, we'll bring these forward. Now, these window frames, I'm going to go into edit mode on these, and I'm going to make them a bit thicker and then go back to object mode and then GY hold control over this face here and bring these forward. And then these window frames, we can bring these forward a little bit like this, maybe go into edit mode and make them a bit thicker, as well. And then back to object mode, we can bring these panels forward a bit. And then we can bring the windows forward like this. And I think that looks a bit cleaner. We can bring these door windows forward as well. I think that looks a lot nicer. Right. So let's grab our piece here, and let's go into Edit mode and we can select this face, and let's hit E to extrude it forward. And then let's put in an edge loop here. We control. Left click, right click, and then GZ, bring it down a little bit like this. And then we can control B to bevel, a little bit like this. And then we go into in face mode. We can right click extrude faces along normals. And then if we drag, we can extrude it inwards like this to have a lot of indent. And next, let's go to object mode. And then we will add our bevel to this piece. So search bevel modifier. And then we can put 0.015 shading to harder normals. And now we can move this backwards. So G Y, and we'll move it around about here. Now, we might want this to be a bit more forward. So what we can do is go back to edit mode. We'll hit A, and then we can hit S and then Y, to scale it on the Y a bit, just to make it a bit thicker around about this much. We'll go back to object mode, and then we can just move this forward a little bit. And here is the sign at the front. Now let's go onto this object into Edit mode, and we can select this face, and we'll hit Y to separate it off. And then I'll hit GX and just move it to the side a bit just so it's like pass this little wood support here. We'll go GX a bit more. And then we can select this little edge here and then go G Y, just so we can close up that gap here. So next we want to get this roof sid. Let's select this face, and let's hit Y just to make sure it's separate. And then we can hit E to extrude it and give it some thickness like this. And then we can select this face, and we want to extend this past here, but we can only really move on the X or the Y or the Z. So what we can do to move it in the right direction is up here we have our transform orientation. So right now it's using Global, which is like the global X, Y, and Z transforms. But if we go to normal, see how the arrows have changed direction, and there it goes in the normal direction of the object. So now we can click this blue arrow to drag it this way. And we want it to go just past our front piece here. So let's go back to object mode and we can select this piece again. We'll go to Edit mode, and then we can select this edge. And then if we hit G and then Z, we can bring this down, but we need to go back to our global transform orientation up here. So we'll select that, and then we can go GZ and bring this down. Just make sure we have only the edge selected. And GZ, bring this down just so it lines up. With the roof piece. And then we can select this top face and then GZ bring this up so it's touching like this. And then back to object mode. Now we can add our bevel to this roof piece here. So what we should do is going into Edit mode on this. And I'm going to press L over this face to select the whole piece, and then P separate selection and back into object mode. Now we'll select this and then we'll add bevel to it. So 0.015, and then shading to harder normals. And that should be all good. Now we don't really need to worry about this side because we won't see it from camera view. So what we can do just so it's a bit cleaner is we'll go to Edit mode, select this face, go Gx and just move it back a bit. And then in object mode, we could probably bring this fence forward so that is matching this piece a bit better. So GI on this, just like that. So there is our front all sorted. Now what we can do is select this piece again, and we'll go to Edit mode. And let's add a edge loop in here. Now it's slanted because this edge is slanted, so the edge loop comes in at a slant. So we can just go SZ zero to straighten it out. And let's just bring this edge loop up somewhere around here. And then we can select this bottom face and then hit Y. So now this is separate. And now we can put in an edge loop in the middle here, left click, right click, and then we can control B and then we can create a door here. So I'm going to go to object mode and just bring our human reference over so we can see, and then we can rotate with z and then -90. So he's facing the right direction and then GY center him up a bit. And then we go back into Edit mode on this piece, and we can see how tall the door needs to be. So if we just add an edge loop in the middle here and then move it just above his head, this looks like a good height for a door, then we can select this face, and then we can go P separate selection. We'll use this separate pieces the door then back into object mode, and we will continue with the roof and this side in the next lesson. Before we finish, there is one piece that I've missed and it's this top piece here. I can select this GY hold control over this face, now that's in line as well soon the next lesson. 14. Realistic Roof Tiles with Array and Bevel Modifiers: Hello, and welcome back to stylized Japanese environments and Blender. In this lesson, we're going to create some roof tiles. Okay, so let's get to work on some roof tiles. So first, let's hit Shift A, and under mesh, we will choose cylinder. And with this cylinder, we can just lower the vertices. So it's around about 16. I'll go with 16 because we want nice big segments to extrude. So let's grab this. We can move this up towards our roof. And let's go into edit mode. And I'm going to rotate this on the X by 90 degrees, and we can do that by going R X and then 90. And then we can scale this down with S, and then let's bring it closer to our roof in object mode like this so we can get a better sense of how big it is. Okay, maybe make it a bit thinner. So that's going to edit mode, make it a bit smaller. And then let's scale it on the Y. So SY, and we'll go around about here. Okay, so let's go to object mode, and we'll just bring this forward on the wide so it's the way of the roof for now. And let's go to Edit mode. And we want to select these four faces on the side. And I'm going to hit Shift D so that they're separate and then right click so that they're in the same place. Now we have a duplicate. And I'm going to hit I'm going to hit E to extrude. And then we can straighten up these faces with S X and zero. So now we have this kind of shape, and I might bring it a bit further out on the X. So it's like a nice square shape like this. Next, I'm going to add an edge loop with Control in here, left click, right click, and we can straighten this edge loop with S X and zero. And then let's bring this down. So GZ, you'll bring it down like this. And then we can bevel this edge to get a nice curve. So if we Control B, you might need to scroll up a bit so we have some more segments and just get a nice curve like this. So next, we could maybe select this face and this face and then just hit SY and scale it on the Y, just a tiny bit like this. Let's go to object mode and see how this looks with our bevel modifier. So add modifier, search bevel, and then 0.015, and then shading to harder normals. Okay, looking good so far. Now, we still have these lines in the middle, and we need to smooth this out. We can just do this by right clicking and then shade auto smooth. So what Auto smooth does is it adds a modifier here, and any angle that's below this value gets smoothed out. Now, we want to click this unpin button here. So now we can drag this above the bevel so that it adds the smoothing before the bevel because these get applied in order, and we want the bevel to be applied after the smooth. So this is our roof tile. And what we're going to do is basically add an array to it so that we can get multiple. But first, let's duplicate it with shifty because we can use one of these later on. So move that out of the way. And let's move this one into position over here. So we'll get this at the corner here. Like this. So let's add one modifier. That will be the array, and it's added free by default on the X. So we want the offset to be one, so it's one tile across. We could also bring this X in a bit so that the tile goes inside the next tile, just like that. I think that looks a bit cleaner. And we'll just basically increase the count on this until we reach the other end. Just like this. So now we want a separate modifier to have one on the Y. So we'll add array again. And we need to change the offset. If we scroll down here, offset X, we want that to be zero, and we'll put the Y to one. Now, that's the wrong way. So we want a minus one on the Y, so minus one. Now it's going this way. Let's have a look. Now we might need to decrease this Y, see how it looks when we tighten these up a bit. We can go to round about this value, get it looking like this. So now we want to rotate this in object mode, if we rotate in edit mode, it'll rotate like this, and we don't want that. So we want to rotate in object mode so that it rotates with the array. So I'm going to just drag this red circle. Now, this is dragon like this. That's interesting. Okay, so we're not going to use this circle. We're just going to hit RX. And then rotate it this way until it lines up with the roof. Now, it might be easier if we hit Control and then free on number pad. Now I'll take us into the left view here. It's interesting why I drag this. That's weird. I don't know. Anyway, now we can rotate from this view here and then place this on top of our roof. Just like this. And then we can increase the count on the second array. So we'll just increase it here until we reach the bottom, and that's fitting perfectly. Now, if it doesn't fit perfectly for you, you can go into Edit mode and then scale from edit mode like this just to get it to be the right size for you. And then in object mode. Make sure you move it in object mode. If you move in edit mode, it might No, Edit mode is fine. Yeah, you can move it in edit mode. Yeah, there were roof tiles. So that's all good. Now, if you wanted to be a bit OCD and have, like, the cylinder on this side, as well, what you will need to do is go into Edit mode and select the cylinder with L, and then shift D to duplicate. And then you would need to hit GX to bring it all the way over here. This is going to be really weird, but we can fix this in a minute. Bring your second cylinder over the side and then P separates selection. So now on this piece here, we'll go into Object mode, select this and we just remove the array. So we can click X on these arrays. So now we have this. But we need the one array. We need the Y array. So let's undo that. And we want to delete the array with the X. So we can delete that. So now we just have the Y array. And now we can turn this into a finalized piece. So on this piece, I'm going to apply the array. So to apply modifiers, we want to start at the bottom, and we can click this arrow here and then click Apply, and then click the arrow on the next array, click Apply, and then we want to select our other cylinder, and then we can click Apply on this. So now that the arrays are applied, we can shift select both of these objects and then hit Control J, and that will join them into one object. And now if we go into Edit mode, we have all of our pieces here finalized. So that is our roof tiles. We will use the same method for the top roof later on. But in the next lesson, we will get to work on our door and our shelter on this side of the building. 15. Modeling Doors, Beams and Entry Steps in Blender: Hello, and welcome back to stylized Japanese environments and Blender. In this lesson, we'll get to work on the left side of our building. Okay, so now let's start on the left side of our building. So I'm going to just move this roof tile out the way and we can move our human reference out of the way, as well. And let's select this face here. We'll go to Edit mode, and let's select these faces, and I'm going to hit Shift D to duplicate and then X, move it out of the way, and then P separate selection. Now, these edges here, I'm actually going to move these up. So I'm going to select these three and then GZ, and then bring them up so that they align with this edge here. So let's go to object mode and we can select our new piece here, and we're going to create wood supports out of this. So let's go into edit mode on this and we can add an edge loop in the middle here and control an edge loop in the middle here. Make sure we're on medium point at the top here so that when we select these edges and then scale them on the X of the X, we want SY, scale them on the Y, scale them together like this. And then we can add another edge loop in the middle here and then another one in the middle here, select them all and then SY and we can scale them in. And then we can select all of these faces. And I'm just going to hit Shift D and then Y. Not Y. We want X, sorry. Shift D X. And then we can move them in like this, and then P separates selection. So we'll use those in a minute. But we want one more edge loop on this piece. So edge loop in the middle here, we'll bring this down. So now we have a piece going across that we can use, so we'll select these faces. And then we can just hit P, separate selection. We'll go to object mode. And then we can delete this piece. We don't need this now. Delete. So now we have these pieces. We can select them. We'll go A, extrude them out, give them some thickness, and then the same for this piece as well. Go to Edit mode, A, E, extrude the mode like this. So now we just move these back into place. So let's go to object mode. Let's first add our bevel. So let's shift select these and then shift select the piece with the bevel. We'll go Control L and copy modifiers, and then we can move these back with GNX. So let's go GX and we'll move this one around about here I think will look good, just like this. I'm thinking how far in should we have this? Alright, so I'm going to go about here just so that it's in front. And I'm going to go to actually, that looks fine. Actually maybe, it's got to edit mode on this. And I'm going to hit L. I'm going to left click and then hit L just to select this one piece. And I'm going to move it back on the Y so it's around about here. It's not like clipping into this piece here. That should look a bit better. Then we can go back to object mode, that fits in nicely there. And then we can just drag this piece in with GX. Just like this. We need to bring it up to much the door here, so we'll go GY. We'll go to rounder bat here. I might need to go a bit further in because it's clipping here, so we'll go GX, hide it behind this piece here. Looking good. Co. Alright, so now we have our door piece here. We can go GZ, we can bring this up. Now we want this to be inwards a bit. So if we go G and X, we'll just move this out the way. And I'm going to shift select these pieces for now and just hide them with H, so we have access to this here. Let's go to Edit mode. And first thing I'm going to do is select this bottom face here. So we'll select this bottom face and just delete it with X and delete faces. So now we can select these three edges. And if we hit E and then X, we can extrude it on the X and these faces in here. So now we have something going on. Let's go back to object mode, and let's select this face. We can go GX, and we'll just move this in here. And then this will be our door. So I'm going to add our steps in here. So if we shift and right click, it'll add our three D cursor by here. So now when we bring in a new object, we'll shift a mesh and then cube, it'll bring in the cube by here. And then if we change the size in this menu to 0.5, now that we've changed this, every time you add a new object, like a new cube, it will be the same size if you've changed it here, so it's not like massive every time we bring in a cube. So with this cube, let's bring it up, and then we can snap it down to the floor with GZ holding troll. Just like this. And then it's going to Edit mode, select this top face, and we'll bring this down a little bit. And then we can press A to select everything and then S Y, we can extrude this. It's a bit like this. And then we can add an edge loop of Control R here, left click, right click, and then we can select this bottom face, and then just E to extrude a step. No, we do. Now, let's go back to object mode. We can select there with Dor PC in. Going to Edit mode, select the bottom edge, and then we can snap this down. So GZ, hold control, snap it down to the step. So let's go back to object mode. We can add the bevel to the steps. So let's click this. Shift select piece with the bevel, Control L, copy modifiers, and maybe we can bring these steps in a bit as well. So GX bring them in a bit like this. Let's bring our human reference over called GY we can just check the right size. They look fine. That should be good. Maybe we could also, if you wanted, just like select this face then go GX and make them a bit thinner. Like so. Also, if you wanted, you could select these corner edges. And if you hit Control B, you can bevel them and then scroll up, and you're going to have curved corners like this if you wanted. Cool. Also, we would have to right click shade Auto smooth and then click this pin and then drag it above the bevel. There we go. And then we can bring back our wood pieces with Alt H. That brings back the wood, and we can see how this looks. Might have to bring. Nah, that's fine. Yeah, that's all good. So last, we need to just add a shelter. So let's have a quick look at the reference. Okay, so if we just add another cube, so shift a mesh cube and let's bring this up on the Z. Let's go to edit mode and go SC and we'll make this a bit thinner like this. And then we can go S Y and scale it all the way to the ends here. I want this edge like this face to be right at the edge. So we can snap to this face with GY, hold control, we'll snap it there. And then this face, we can snap to this face. If there's a face there, is there a face there? G Y, hold control, snap to this face here. And then we can bring this forward. So GX with this face, we'll bring it forward. And then let's go to object mode, and let's hit Y and just make it a bit slanted like this. And how high do you want it? You might need to bring this down a bit more. Just like so. Okay, so let's go into Edit mode. I might bring this out a bit more as well. Just bring it down, you know, just play with a position a bit. Looks good. So now we can go to Edit mode, and I'm going to make this a bit thinner. So we need our normal transform again. So now we can hit this and just make it a bit thinner. And then I'm going to duplicate this top face, so shifty and then right click, and then P separates selection. So let's go back to object mode. And now we can double click to select this duplicated face here. And let's go into Edit mode, and we will give this some edge loops like this, left click, right click, and then let's select every other face. And it's pretty much what we did with the wood panels down here. You can hit Y. So there they're separate and then A and then E to extrude. We have some wood panels on top. So now we can go back to object mode and we can shift select both of these pieces. Shift select one of the wood beams, Control L, copy modifiers, and now we have the roof for our shelter. Awesome. Now, if you wanted some support for the roof, what we could do is go to Edit mode on this bottom piece. And if we add an edge loop in the middle here and then Control B, we'll scroll down just so we have two segments. And we'll put the edge loops, like in between the middle of, like, these wood supports. And then if we go to Edge select, and then if we lt and left click, it'll select the whole edge loop and then lt shift to left click on this one, select that whole edge loop, we can Control B to bevel. So now we have these faces going on here. So now we can select these bottom faces and then shift D to duplicate. And then in face select mode, let's right click extrude the long normals, and we can extrude them down like this. So now we have some wood supports here. And there is our shelter. Now if you wanted to, you could press L on these pieces and then make sure we're in individual origins at the top, and then go SY to scale them out and make them a bit thicker if you wanted to. And then back to object mode. And there is our shelter for our door. Now, there's some clipping going on here because there's two faces in the same position, so we could check what's going on here. So it's this wood piece here. So let's go to Edit mode. On these wood supports. And we can click L to select it and go G, and then Y, and we can just bring them in a tiny bit just so we don't get clipping because it's like two faces in the same position. That's like fighting over the same place to be rendered. So that's why we get this weird kind of flashing artifact here. So we select L on the Wood support, G Y, move it in a tiny bit. That fixes that. And then that's all ready to be made for our door later on. Cool. 16. Balcony Details with Mirror Modifier and Bevel: Hello and welcome back to stylized Japanese environments in Blender. In this lesson, we'll learn how to use mirror modifiers to model symmetrical objects. Okay, so let's select this piece here, and we'll start with some support going around the edge here. So let's go into Edit mode on this piece, and let's add a edge loop in the middle here, and we'll drag this. And then we can Alt click Left click here in face mode to select this face loop. And then we can go Shift D to duplicate, right click, P separate selection. And then let's go into Object mode. We will select this piece that we just made into edit mode. And then A, right click extrude long normals, and we can extrude this out a bit like this. So let's go back into Object mode. We'll select this piece again. And then let's go into Edit mode. And then we can add an edge loop in the middle here. Left click, right click Control B to get our side supports on the side here, and then we can select these faces. And I'm just going to go Shift D Y. Bring them forward a bit. Just before the end of this top piece here. And then we can go P, separate selection, back into object mode. I'll select these pieces into Edit mode. We'll go A and then E, and we can extrude this back like this. Let's have a look on this side. Now, let's select this face. And then go GX, we'll bring this out a bit like this as well. So it's past this face here. Let's have a look over here. It's past the tiles, which is good. And down here, that's fine. We can deal with that. Okay. So now let's add the wooden border going around here. And to do that, we're going to add a new modifier called a mirror. Let's go into object mode. Let's shift and right click here to put our free Dcursor here, and we'll go Shift A mesh, and let's add a plane. And then let's rotate this. Add X 90, and then GY will bring this forward a bit. And let's snap it upwards to this bottom face here. So G, Z, hold control, and then let's snap it on the X to this face. So GX, hold control. Now in edit mode, let's select this bottom edge. And GZ, we'll bring this up to around about here. And then let's add a edge loop in the middle and we can bring this over to the side, and then we can select this edge and then E Z and bring it down into the tiles. Now, let's go into object mode. And a mirror, it basically mirrors your object to the other side of the origin point. So the origin point is here. So if we add a mirror modifier, it mirrors it from this origin point here. But we have this eyedropper tool here, so we can mirror it across another object. So if you click this and then click this face. Now, it's mirrored over here because the origin point of this face is over here. So if we right click and then set origin to geometry, it puts the geometry point in the middle of the object. So now it mirrors perfectly from the middle. So now if we select this again, and we go into Edit mode, and we select this edge. We can go GX and bring this to the middle here. But you see how it keeps going and it overlaps. That's because we need to enable clipping over here. So we enable clipping and then we go GX and bring this to the center. Now it sticks together in the middle. So let's see a mirror modifier. Now, let's add some curves going around the corner here. So let's add an edge loop here and then an edge loop. Around about here, maybe bring this edge loop up a bit and bring this one a bit further left. And then let's add free edge loops in the middle here and then free edge loops in the middle here. So now we're just going to make a little zigzag pattern going around. So let's go to vertice select mode. We'll choose this vertice, we'll go GX and we'll bring this in GX, bring this out, then GX, bring this one in a bit. And then with this one, we'll go GZ, we'll bring this up. And then this one GZ, we bring down, and then this one GZ, will bring up. So now we want to smooth this out. So if we select all these edges and then hit Control B, we can bevel them, and then we can scroll up to get a nice curve shape like this. And it's added it to the other side as well. Cool. So now we can move this back. We go GY and hold Control and snap it to this face here. And then we can go into Edit mode or press A, and then we can extrude this forward just a little bit. So it's just poking behind this face here. So that's going to object mode. And for this one, we can add our bevel. So search bevel and then 0.015, shading to harden normals. And then we will shift select these two and select one of the woods down here, and then we go Control L copy modifiers. We didn't use copying modifier in this one because otherwise it would have got rid of the bevel, because if we're copying over just a bevel, it will get rid of the mirror. So that's why we didn't copy that one over. If you want this to be a bit further back, maybe you can do that. We have some shading here, so we can just go right click shade Athosmooth and then we'll unpin this and move this above the bevel. Now, finally, let's add the floor of our balcony, so we can add a cube, so mesh cube. We can bring this face down. And we can bring this bottom face up a bit. We'll have it just inside the tiles here. Then we go GX on this face. I'm going to go like two tiles across. And we can select this face. Go GX, bring this over around about two tiles across here. Yeah, cool. Now, let's select this top face, and we'll bring this down a bit. And then finally, let's go into object mode, and let's add some cubes that we can block out the windows with. So shift a mesh cube. Let's bring this forward and then GY, hold control, and we'll snap to this face. We'll go GZ, bring this up a bit. Then in edit mode, let's select this front face GY we'll bring this in like this. And then A and then SX scale it in around about this much. And then let's go back to object mode, let's add a mirror on this one. So let's add modifier, search, mirror. We will choose this face, and then let's bring this to the center. Let's give it around about this much space. Now let's go into edit mode and then shift D and then X, and then we can drag this across so we create a duplicate round about the same space. Let's have a look at the reference and we can see how much space we need. So let's bring it in a tiny bit more and then go into object mode and then GX just to match up like middle space as well. And then we can go GY and push them in a little bit like this. Actually, what we might do is GY, hold control over this so it's the same here. So now if we select this piece, we can well, we can extrude some wood going in between these windows. So let's come to edit mode. We have an edge here, and it's going to mirror over this side, so all we need is one edge loop this side. And then if we add an edge loop in the middle here and then bevel it to around about the same width as it would be, like this, we can select both of these bottom faces, and then we can just go E and bring this down and then hold control to snap it to the ground here. And now let's have a look in camera view. Maybe we can bring these windows up a bit more. Just like that. I think that's looking quite nice already. Now in the next lesson, we will start with the railing going around the balcony here. I'll see you in the next lesson. 17. Finishing a Mirrored Balcony Railing with Diamonds: Hello and welcome back to stylized Japanese environments in Blender. In this lesson, we will finish off our balcony. Okay, so let's shift a mesh and cube, and in edit mode, we can scale this down. And then in object mode, we'll go GX and bring this over towards the edge. And then we go back to Edit mode. You can select this face, and then I'm going to press seven to go into top view and then GY, and we can bring it towards the edge this way. And then let's hit Control to add an edge loop, and we'll bring this over so we have a nice square at the end here, and then we can select this face. But before we do that, are we happy with this kind of thickness? Maybe we should go a bit thinner. So let's press A and then alt S and we'll make it a bit thinner, like this. That should be good. And then let's select this face, and we'll go E to extrude. We'll bring this towards the middle. Let's add or mirror modifier to this search mirror. Let's enable clipping. And then with the eye drop a tool, we will select this object here, and then we can go GX and clip it in the middle. Now, there's a face inside here. So when you're clipping faces, we need to hit X and then delete faces. So now we have a face here we can extrude from, let's go E, hold control and snap to this face down here. Now, let's control. We'll move this edge loop towards the middle here, and then we can extrude from this face. So E, hold control. Like so. Now, this hasn't gone straight. So what we could do is I'll control Z, and then I will alt left click this edge loop and alt left click this edge loop. And we can use GZ GY just to straighten this up a bit. It doesn't need to be perfect. We're all good. Okay. So now let's select this face and E, hold control, and we'll snap it down like this. So if your extrusions are coming at an angle, just make sure control Z. Just make sure to E and then Z so it comes down straight. We have this blue line here, and then we can snap it down like this. Let's add another edge loop in the middle here. Left click, right click, and then control B to bevel until it's about a square like this, and then we can extrude this face. E, Z, might have to press Z twice until we get that blue line and then hole control and snap it down. And then let's go into object mode. Maybe we could move this forward a bit GY, like this. It looks a bit wonky, but, you know, maybe that's good. Makes a bit more organic. Alright. Now, let's actually bring this up a bit and let's select these bottom faces. And then we'll go GZ, hold control, just so we make it a bit taller. Let's back into Object mode. Let's add another cube. And back into Edit mode, we can make this nice and small. We'll go to object mode, go seven on number pad. And then we can move this here, see how big it is. As long as it's smaller. It's good to edit mode. We'll make this a bit smaller as well. It's like this. And we can bring this down. And then we can grab this back face. We'll go GY, put it into the wall. And then this face, we'll go GY, and then we can move it inside. I'm going to move it past just so we see how far it is, and then we can go GY. Just push it inside. Now we can switch the wire frame here so we can see how far in it is. And now with this, we can add an edge loop and move this over here until we get a square here, and then we can select this face here. And we have wireframe or we can go back to solid view here. And if you click this arrow, there's also X ray, if you find that a bit easier to see. So now we can press E and then X, and then we can move this on the X, then towards the middle. We can add our mirror modifier again. So search mirror. Let's go back to the X ray. We'll turn this off. So now we can use the eyedropper tool to select this object in the last mirrors. Then we can choose on clipping, GX, bring this to the middle, and then X, delete faces. So now we need some edge loops to create the little diamond shapes in the middle of this. So let's first press A and then we'll shift E and then Z to bring this down so we have two And now let's add. Actually, before that, let's add our edge loops. It might be easier. I'm going to just delete faces. Let's add our edge loops first. So we want one. Let's have a look at the reference. Right. We want one here, here. Yeah. Okay, so let's go back. I'm going to add an edge loop in the middle here. There's one here in the middle. We want one in the middle here. And then they'll be mirrored on this side. And then we want one in the middle of these here. So we'll put an edge loop in the middle here. Might have to go to wireframe or Xray mode to see where it is, like that. And then let's go to X ray mode. That might be a bit easier. We have an edge here. So for this middle edge, that's on the end of the mirror. Let's add an edge loop and put it just outside the outside this leg here. And then with these, well, we want one in the middle of this leg as well. So I'll go to Xray so you can see. We've put one here already. Okay, so we can delete that. So now let's Alt click all of these Alt Shift left click, AlheftCli. We'll ignore the middle one. We'll ignore this for now, but we'll get these free over here, and then we can bevel and then scroll up once so we get free. So we have them like this. And then we want to select the middle loops. I'll be Alt left click here. I have to go back to wire frame so that we can grab this middle one as well, Alt left click. And then lt, left click this middle one, and then alt left click this middle one. So now we go back to solid view and then press G Z. We get this shape going on. So now we can press A. GZ, bring the stain a little bit. Like so. And now we can go Shift D and then Z. So we have it like this. And now we want to flip this over. We can do this by going S and then Z, and then typing negative one, and that I'll flip it on the other side like this. And then we just bring this down, GZ, like so, and we should have this kind of shape going on. So, just add three edge loops and then just lift up the middle edge loop to get this kind of diamond shape, makes sense. I know it's a bit hard to see when you're working inside of our object. But, yeah, that's how we do the little diamonds. Now, because we scaled on a negative number, the normals might be flipped. So I'll show you what I mean, if I go back to object mode and we click the overlay arrow up here, and we choose face orientation. Now, some of our objects are red, and these red faces are the backface. So every object has, like, a front face and a back face. And in game engines, backfaces don't get rendered, so they're like transparent to save on memory. And these objects, because we extruded them like the wrong way, they're basically inside out. So to fix this, any object that's red, we go into edit mode, and we can press A to select all these faces. And if we hit Alt N, we can recalculate outside, and then Blender will be like, Alright, this is the right way around now. So we flip the normals to get rid of that red face here. So let's select everything that's red. We'll go A, Alt N and then recalculate outside. And then we have one over here. We can select this A Alt N, recalculate outside so that flips out in normals the right way around. Okay, so now we need some bevels. So we can select these two. Now they have the mirror on, so we might have to select this one as well. And then we can go Control L, copy modifiers. And then with the bottom piece here, we can select one without the mirror, so we'll select this piece and then Control L, copy modifiers. And let's have a look in camera view. And here is our balcony all done. I will see you in the next lesson. 18. Building the Window Shelter with Solidify and Bevel: Hello, and welcome back to stylized Japanese environments in Blender. In this lesson, we will learn about a new modifier called solidify, and we will finish with the shelter above the windows. Okay, so in case you're wondering why I have this here 'cause I was trying stuff off camera and I forgot to delete it. So I'm just gonna delete this object, and I'm going to select this face and just delete these edges this is something I was doing tX to dissolve an edge. So now you should have this. So now, if we select this face and go Shift D and then X, we can bring this out. And we can add an edge loop here. So we'll have one on this side, and then an edge loop. Here on this side, and then let's have a look at the reference. And then two in the middle. C, right? So let's add an edge loop in the middle and then Control B, we'll scroll down, we have two, and we can center it like this, and then we can select this edge and then this edge and then Control B again. So we have this and now we can just delete these middle faces. So now we're left with this, and then we can just A, not A because they're connected. So we want to select these first. P separate selection back to object mode. Now we can select these into Edit mode, A, E, and we want to extrude this way to avoid the flip normals, so we go this way. And now back to object mode and then we go GX and then we can push these in just like this. Like so. And there we want to snap it to this face here. So we'll go G, moody, GX, and then hole control, snap it here, and then we will select another wood piece like this one, and then Control L, copy modifiers, swap over the bevel. Now we have some clipping here, so we might need to push this back further on the X a little bit just to avoid clipping here. So we'll push this back like this. And there you have your wood on this side, core. Now we just need the shelter above here. So let's have a look at the reference again. So we have basically like a plane, and then we have some edge loops that we're going to put in, and then we're going to lift those edge loops up to get this kind of triangle shape. And then we can add the pipes on the side. So let's add a plane. Shift A mesh plane. We can move this up somewhere around here. We'll go to Edit mode, and we'll grab this left edge. We'll go GX and move it. Say, like in between the balcony and the edge here. Round about here we'll do. Let's add a mirror to this. So search mirror and then we can use our eyedropper to choose this object again. We'll turn on clipping, and then we can select this edge and GX we'll bring it to the middle here. And now I'm going to do this in a way where I can show you a new modifier, which is pretty cool. Let's first add some edge loops and we can scroll it. And then we can select this one and then every other one, and then this one, now we can go G and Z, and we can lift it up so we get something like this. Now we could extrude this, but I want to show you the solidify modifier. So let's go to object mode, and let's add a modifier, search and type in solidify. And solidify is basically like an extrusion. It takes, like, a flat plane and then add some thickness to it. So we have this thickness value here. We can increase this and pretty much what you see is what it does. Makes it a bit thicker like this. We can choose even thickness, have it even. The rim, we don't have a rim to fill. I think that's more, you can see here the rim fills in the rim here. And yeah, so now we can add the bevel to this. But first, let's go into Edit mode. And in edit mode with the solidify and modifier, you can see this is still a flat plane. We can't select these faces. So it'll be a flat plane until we apply this. But we can alt click this edge and then GY and push this back. And then if we go GZ, see how this looks when we bring it down. Until we get a nice slant on the shelter. Now, if you want these to be less pronounced, you can just scale it on the Z, so S and then Z, and then bring this in a bit more like this. So it's a bit flatter and not so extreme. And then we can go into object mode and then let's keep the solidify on this because this is very useful. We can edit it. And then add let's go to search. We'll add our bevel. And then for the bevel, let's go to 0.01. And now that we have the bevel, we can bring this thickness on the slid to fire in a bit. So it's more like a thin metal panel. Like so. And then on the bevel modifier, make sure we go into shading harder normals. And that's looking quite nice. Let's go to camera view, see how this is looking. It's good to edit mode. And with this edge still selected, let's go GZ. We'll bring this up a bit more. Just gonna have a quick look at the reference, I think. Yeah. So maybe we can go A, S, Z, and flat it N out, a tiny bit more. Like so. And if you want this to be a bit rounder, maybe we can click this back edge as well and go SC and flatten this out a bit more as well. That looks a bit nicer, I think. Yeah, if you wanted to round these off, you can select these edges and then, give them a bevel with Control B up the segment, so it's more like rounded. You prefer that kind of look. But then make sure to right click and shade Auto smooth and then move the smooth by angle modifier above the bevel. If you prefer that kind of look. Okay. Next, we can add some cylinders. So let's shift and right click here, and then just add mesh cylinder. And then we can just make this really thin. So go into Edit mode and scale it down, and then we can go SC to make it taller. We can do Alt to make it thinner like this. Let's have a look at how I did it before. I have one going into the wall like this and then a smaller one going up. So like a Y shape. So let's go RX, and we can rotate it and then go GY, and we can bring this over here like this. Go GX, move it into place. And then we can do S and then Z and then Z again. No, SY Y, SX, you know what, it's not working, so I'm just going to do this manually. We'll click this face, we'll go GY and bring it towards the wall like this. And then we can press A, Shift D, and then we can rotate on the X like this, then we can go S and then Z scale it in like this. If we use Alt S, use Alt S to make it a bit thinner like this and then go G Z and bring it up. And then we can select this bottom face. GZ, bring that inside there. And there is our support. Now if we go to object mode with this, now make sure to shade Auto smooth. We don't need a bevel on this because we don't see any edges. But lastly, we'll just add the mirror, add a mirror, and then eye drop a tool, select this. So now we have this side as well. There is the shelter at the top. Let's have a look in camera view, maybe move this over a bit more. There we go. Cool. All right. What do we do in the next lesson? Let's have a look quickly reference. So we could get to start working on this gutter going around the top. And then we will start with some of these wood panels on the left wall and start adding some detail around here as well. I'll see you in the next lesson. 19. Modeling the Roof Gutter and Curved Wooden Border: Hello. Welcome back to stylized Japanese environments in Blender. In this liston, we will create the gutter at the top of our building, and we're also going to make some adjustments to the shelter and the wooden border going around the top windows. Okay, so four hour gutter up here. I'm going to hit Shift A, and then under mesh, we're going to choose cylinder. And I'm going to move him over to this corner over here. And let's rotate it with X and then 90. And then let's go into Edit mode, and let's select these circle faces and then hit X to delete faces. And then we want to select the top half of these faces. So let's start with here. And then if we control and left click another face, it will select the shortest path. So then we can control and left click over here as well until we get the top half selected and then X and delete faces. And there we can alter and left click this edge and then hit F to fill it in. And next, we can press A and then scale it down a bit more and then use G to just move this into position to where our gutter would start. So maybe a bit bigger like this and then G and Y. That's looking good. Maybe GX. The perfect. Maybe a bit smaller. And that should be good, cool. So now we can alter and left click this edge and then hit G and Y to bring it to this corner over here. So GY, just like that. And then I'm going to rotate this edge by 45 degrees, so Z, and then four, five. And you can see it squished it in a bit, so now this isn't straight anymore. This is like thin on this end. So we just need to hit S and X to straighten this up again, just like that. And then now this is aligned with the corner here. We can hit E and then X to extrude it this way. And then to straighten this edge, we can go S X and then zero. And then we can press G and X to bring it to this corner over here. And then we can hit F to fill in the face on this side. So we'll hit F there. Now let's go into object mode. We can add solidify to this, so we'll add a solidify modifier, and then we can increase the thickness a little bit, just like this. Next, we can add our bevel modifier. We'll go bevel, and then we can move the amount down to a round about this much. We'll go with 0.015 just to keep things the same, I think, and then shading to harder normals, and then right click shade Autosmooth. And then we move the Autosmooth above the bevel. Here is E gutter all finished. Now, I'm going to change the way shelter and this wooden border is looking. So with this piece, it's going to camera view, and maybe I want this a bit slanted a bit more. So I'm going to rotate it on the X, so X and then rotate it just a bit more, and then we can bring this down like this. Let's have a looking camera view. Maybe that's too much, so I'll just go around about here. That looks good. I can move this up around about here. And then we need to adjust this face here, so we'll select this and select. Well, there's no face this. We have to alt click this edge. And then we can slide an edge along its like edges by hitting G twice. So GG and it'll edge slide it like this. So with this shelter, I want it to be a bit smaller. So I'm going to go into object mode. And the origin point for the shelter is over here because of the mirror, this doesn't exist. So if we apply the mirror, and then we hit right click and then set origin to geometry. The center is now over here with the origin point. So now we press S and X. They'll scale in the middle like this with the origin point. And then we can move our support over just like this. So now I'm actually going to hide these the way with H for now, and I'm going to select this wooden border. I'm going to show you a way how to get the kind of shape that you want, and we're going to actually use an gon to model. So an gon is basically a face with more than four sides. Now, normally you want to avoid engonsespecially when you're modeling because sometimes the shading can go weird. But for a piece like this where it's just kind of flat, they're perfectly fine to use. So let's let's first move this forward in object mode so we can see a lot easier. And let's go into Edit mode. I'm going to select all of these front faces. So remember, we can control and left click like this to select the shortest path and then select these two. Now we want to invert the selection, so I'm going to go Control I, and then we can go X and then delete faces. And we want to dissolve some of these edges. So if we go to Edge select here, we can click and drag some edges like this, and then we can select these. And then if we hit Control X, it will dissolve the edges with deleting the face. So let's see if we can dissolve these two holding edges as well. So this might mess up this corner. So let's put in an edge loop here first and an edge loop here just to hold this corner. So now when we dissolve these, we Control X. It'll go like this. So this is Ngon that we're going to use. So if we press one to go into number one on number pad to go into front view. And if we hit T to get this tool menu back, we can choose the Anote tool. And with this notae tool, we can basically draw the shape that we want. So I'm just going to draw this kind of shape like this. Something like this. So it's more outwards from the corner than we had it before. So now with this anote tool, we can put in some vertices here and actually follow this curve a bit easier. So when you have a face with more than four edges, we can't put an edge loop in. So if we press Control R on this edge here, it'll only put in a single vertice. So I'm going to go to vertice select up here so we can see. And if we hit Control R, it just puts in vertices. So Control R, left click and we can use these vertices, and it'll be a lot easier to follow this edge. So we can just hit G on these and just get a rough kind of shape going on here. So a few more. It's always better to start with, like, a small amount first, and then we can bevel these vertices to get that kind of curve shape in. All right, so we have this rough shape here. Now, if we hold left click over the annotate, we can choose the annotate eraser and then we can erase this line so that we can see our edge now. That's like this. So let's go back to the Select tool here, and then let's shift and left click all of these vertices or we can shift and drag to select them. Now, to bevel a vertice, if we hit Control B, nothing will happen. But with vertices, if we go Control Shift and B, this will bevel the vertices. So let's do that again so you can see, it's a bit hard. Control, Shift and B, and then we can scroll up to add some segments here and just bevel them like this to get a nice smooth kind of shape. Make sure they don't overlap as well. Just like that. And then we have a nice smooth curve. I'm just double checking. I haven't overlapped any. Now we'll find it if it screws up when we extrude. Let's press A, and then we can extrude we'll extrude forward like this. There we have this shape going on. Now we can go back into object mode and then GY hold control to snap to this face, and then we want it to be a bit further back, so we'll go GY then just place it in like this. Now we can lth to bring back our shelter. We can go into camera view with zero and we can see how this looks might bring these down just a little bit, there we go. 20. Creating a Detailed Roof with Array and Bevel: Hello. Welcome back to stylized Japanese environments and Blender. In this lesson, we will begin modeling the top roof of our building. Alright, so let's select our roof piece. And let's go into Edit mode. And I'm going to select this face. I'm just going to scale it on the Y just to make it a bit thinner like this. So now we want to add some edge loops into here. So let's hit Control R. And let's add let's add one here, and then two on this side. So with this one edge loop, let's alt and left click to select it. And I'm going to hit Control B to bevel this just towards the ends here. Now with these vertices down here, so I'm going to go to the vertice select mode, and I'm going to select these four vertices here. So now we can go S and X, and we can scale these until the edge is parallel with these corner edges. So now, these two are straight like this. And we want to do the same for these vertices here, so we'll select these four. And then we can go SY to scale these out. So now these are straight here. So now we have these faces here that we're going to extrude from. So let's select these faces here. And we'll hit Shift D to duplicate, right click and then P separate selection. And then we want to select these middle faces here. And then Shift D, right click P separate selection. It's going to object mode, and we can double click to select these faces here. Going to Edit mode, we'll hit A and then E to extrude and we'll extrude these about this much let's go back to object mode. We can select this middle face here. And we can dissolve these edges. So I'll lt and left click these edges here and then Control and X to dissolve. So now we just have one face and then we're going to hit A and then E to extrude to bring this up a bit. Then we can hit A and then S and X to extrude it out this way. And now we want to grab this bottom face and bring this down on the Z so it's inside the roof like this. So now let's add a edge loop in the middle. We control R left click, right click. I'm going to select this top edge and just bring this down quite a bit like this. Then I'm going to alt and left click this whole edge loop. So now we can bevel this and scroll up and just have a nice curve shape here. So let's go into object mode. And then on this piece, I'm going to right click and shade Auto smooth. And then we can add the bevel here. So bevel 0.015, and then shading to harder normals. Now we might have a bigger bevel on this because it's quite a big piece of stone. So I'm just going to drag the order move above the bevel. And let's drag this out manually, and we'll have quite a bigger bevel here. So around about 0.00 0.03 would be good. And then we might want to scale this on the Y, just so we're covering this gap here. It's going to edit mode A, SY, we'll scale this on the Y a bit, just to cover these gaps at the front. Now we just need to add the bevel to this, so we'll add modifier, search bevel. Let's try 0.15 first, see how it looks and then shading to had the normals. Maybe we could go with just 0.02, that should be fine. So now we just need to add our roof tiles to this. Okay, so let's grab our roof tile over here that we made. And let's hit shifty to duplicate. And we'll bring this up here. And let's add some arrays. So add modifier, search array. And we'll just put some on the count here and bring the X in a bit just so that they're inside each other like this. And then we'll add our second array, and we'll put zero on the X. And then on the Y, we can adjust this so we bata. And we can increase the count on the second array. Now, let's rotate this and get this in line with our roof. So I'm going to go X and rotate it this way, we can use G to move it. And let's move it to the side with G and X. And then G Y to bring it forward a bit. That's looking good. Okay, so now we just increase the count on both of these, so we want to go to the end. Just like that. And then we'll increase the count on the Y. Now we can see we need to rotate this a bit more on the X. X, rotate it around to bacteria. So once that's in place, we're going to apply the arrays. So we'll start from the bottom, apply, and then apply on the second array. Now let's go into before that, I'm just going to select this and going into Edit mode and just move these faces up so that they're above the tiles here, just like that. So now let's go into Edit mode on the tiles. I'm going to go along the edge here and I'm going to let's go to face select mode and deselect everything. I'm going to hit L on some of these pieces. Just so we can select them along the edge here. Just like this. And we can get these as well. I'm going to hit X and delete faces. And let's do the same on the other side. So I'll go along the edge. Hit L, just like this. You might have a few gaps in the corners where they're poking through, but we'll have wood underneath these tiles, so it won't be too bad if you're missing some pieces. I kind of gives you that, like, broken look, you know. We'll hit X to delete faces. Now we can go into wireframe. I'm just going to delete these poking as well. Delete faces. Been going to wireframe mode up here. And now now that we have this gap, we can press C, and we'll get this kind of circle around a corner. And if we scroll down, it'll make the circle bigger. And we can basically left click and drag to select faces like this, just to select the ones that we don't need. Is going and then we can scroll in to get a smaller circle just to get these closer ones here. If you're struggling to get them without selecting the ones here, we could probably go back to solid view and then hit L again on these ones just so we have a bigger gap in between the tiles that we don't need like this. And then we can hit X and delete faces, and then we go to wireframe. We have a bigger gap here, so now we can just select these a lot easier now, just like this. So with Wireframer lets us select through the objects so we can get the faces behind as well. Then we just go X and delete faces. And then I'll hit L on some of these a bit close. And we go X, elite faces, and then we press C to get the circle and then select like this. And then ex delete faces, and we'll have a look in solid view, how that's looking. Now, if some are poking out like this, we could, alt click this edge here to select the whole edge and then press GG and slide it inwards like this. And then these faces here, we could probably just like, select We go to Select Box, we could probably just select them like this and then delete faces like that and get any ones that are poking at like this. Then we have some here. We could probably delete those. These won't be in camera view anyway, so you don't really have to stress too much. But we can just select it like that. Delete. And then these we could probably get just by selecting like this and delete faces. I want to be careful because we selected some on this side. So another thing we could do is, let's say we select some vertices over here, and then we have proportional editing. The shortcut is O on your keyboard, so we press O, and then we try moving. It moves like the object proportionally, we scroll out, we get this circle. We press G, and we can scroll in, and it lowers the amount of influence it has on the faces around it. So if I scroll out and get nice and big, you can move it like this. If I scroll in and go nice and small, I'll right click to reset, and then G, nice small circle. We can just move them all together inwards like this. We can get those just like that. So proportional editing is very useful for moving objects in a more organic way like this, can become useful in some situations where you just want to move the whole object at once like this. And then we'll get these faces as well. We can scroll in and then move those inwards, just like that. If you really wanted to, you could maybe, select the vertice over here. This will probably stretch it out a bit too much, so we probably won't do that. Yeah, there is the first roof tiles done. Now, we could just duplicate this piece with shifty and then Z -90 to rotate around. And then we could go GX and GY and bring it this side. Get it in the middle like this and then GY, GX, I mean, and then bring it to the side a bit more just so we reach the end here. And I'm just going to move it just so it's resting on this wood here. And then we can go and then Y to rotate it, get it into position. So it's like matching the other roof. It's looking good, and there we can go into Edit mode, but do I want to move this back a bit more? So if I go GX. Yeah, I'm going to move it back a bit more. So it's lining up here just like that. Then Y to rotate it into position here. I let's go into Edit mode and we can select some of these that are close to the edge here. Going to face select mode and then L over a face. And then we can create this little gap. And then delete faces. And how is this looking right. I'll delete some more just like this. The ones that are kind of touching the edges here. Delete faces. I'll double check this side. That should be fine. Now we go to wireframe and then we press C, and now we can select all of these. Also, when you press C and you go to circle, if you press down on your middle mace button, you can deselect. And then right click, then we press X and then delete faces. We go back to solve. Now we've missed these faces up here. We can select those and delete. And then with these, we could maybe use the proportional editing again, or press O or it might be turned on. So you need to toggle it on and off with O. So this is turned on here. You can select the vertice here and then scroll in and just move. These the way maybe go down as well, GZ, just move those in. Move those in. With these cylinders, we can turn off proportional edits in and then go to the Edge select mode and alt click this and then GG to edge slide. And then with these poking through here, I'll select the vertice, press O to turn on proportional editing again and then move these in. And then I'll click this, GG. You can move those in. You can move this in. I'll click here, GG. And then Al click here, GG slide, AltclckGG slide those in. And then this side. We don't really need to worry about this side. I'm not gonna bother. We can't see it anyway. And there is E roof tiles. So I might bring these up a bit more so we can see them from camera view a bit better. I might go to, like, here, maybe. And then Y rotate them a bit. Oops. Bring that back, bring it down. Now obviously, all of these are plugging through here, so we can quickly fix this. We can edge slide all these, I guess. So hug edge slide. And then camera view, and that's looking fine. Cool. There is Our roof done. Sweet. And we could probably bring this face up a bit more just like this, and we'll turn off proportional editing and end up with done. And yeah, so there is half of our well, probably two thirds of our building done. We just need to finish off this side next, so I'll see you in the next lesson. 21. Blocking the Left Wood Supports and Beams: Hello. Welcome back to stylized Japanese environments in Blender. In this lesson, we will start with the wood support on the left side of our front building. Okay, so on the left side here, I'm going to select this wood piece here, and I'm going to bring this face a bit further back. I'm going to go into Edit mode. Select this back face here, and then press G and then Y, we'll just make this a bit thicker on this side. Let's go back into optic mode and we can select this face. It's going to Edit mode, we'll select this and then P and separate selection, just to separate it off from the rest. And then into object mode, we can select this face now. And then into Edit mode, we could add an edge loop here and bring it to the edge here, and this will create the wood support going down, so we can select this face, and then P separates selection. So now we want some edge loops in to create the wood supports. So first, I'm going to Shift D on this and then X to bring us forward a bit. So we have a duplicate to work with. And let's create our wood supports, I'm going to go into Object mode and just hide this at the way H. And then we can go back into Edit mode on this. Now, let's add Let's add three edge loops here. Left click, right click, Control B, create some wood here. And then I'm going to use Shift D first, Shift D, and then P separate selection. And then we can add one in the middle. But then I'm going to bring it down a little bit, just like here. And then we can add another one just underneath around about here. And then we can alter left click, this edge, and then Control B, bevel, and then shifty, right click, P separates selection. So now we could add another one up here. And then one just below it here. And then we can click Alt Shift click this, and then Control B, we'll bevel. Then we have some wood here, we'll shift D, right click, P, separate selection. Okay, so now let's go back into object mode, and we can go GX and Well, let's select just the one face, GX, and then move this forward. These are still together, so we need to go into edit mode. And I'm going to select this face and press L over it, and then P separates selection. Now we go to Object mode, we select this face. This face should be on its own. Well, let's press H to hide out of the way. And let's start with these three vertical pieces. We can go into Edit mode. We'll go A and then E to extrude them out. And then back into object mode and we go G X to move them in around debate here. And then we can select these. We'll go A, E, back into object mode and then GX, we can move them in like this. And then these pieces, Edit mode, A, E to extrude, and back into object mode, GX, move them back. It's like that. So now we can put some windows in these squares here. We'll have a door here, and then we can have two windows on the side here. So before we move on, let's just select all of our wood beams that we made, and then we can select one of the wood beams over here and then just Control L and copy modifiers that adds the bevel. And let's just move these into place. I might select this and bring this face over with G and X, just like that. And we can double check here. We haven't extruded this piece yet. So let's select this let's go GX, bring this out, and then A, E. Make it nice and thick like that. Then back into object mode, we'll go GX, bring that back. Check on this side, how far out it is. And that's looking good right by there. Cool. Now with this face on the back, we can select it. We could probably dissolve this edge with control and X and then select this face and then go G and Y and push it behind to this wood piece here. So now let's out the way the back to object mode. And there is the start of the left side of our building. So we will continue in the next lesson with some windows and some doors that we can block in, and then we can get to start working on some wood panels as well. 22. Boolean Window Cutouts & Clean Quad Topology: Hello. Welcome back to stylized Japanese environments in Blender. In this lesson, I will show you the boolean modifier and how you can clean up topology to get your quads using the knife tool. Okay, so I'm going to show you a new modifier in this lesson called the boolean modifier. So the way this works, I'll just quickly show you is if we add two objects, so I'll add a cube here and scale this up, and then I'll add another cube, and I will scale this this way. And let's just have it so it cuts through here. Now, with this object, if I add a boolean modifier to this, and we can choose an object here, if I choose the second object, the cutter, and I hide this out the way. You can see how this object has cut into this object. Now, if I quickly go into the object properties here and in viewport display, I can change this to wireframe, and that didn't work. No, displays display as wire. So now, I can use this as an object to cut through other objects, and this is the basics of the boolean. Now, there's also other options here. So union, instead of cutting it out, it joins them together like this. So now if I completely hide that other object, this cube is joined with this cube now. Now, intersect is a bit weird. I've never used it in my life, and we won't be using it in this course. We'll just be using difference to create some windows. So we can delete this and I'll th, we can delete this. And let's hide these out the way. And let's shift shift them right click here a free decussor. Let's add a cube. This will be our cutter. And it's going to edit mode, and we'll scale this down so it fits into this gap here. So let's get nice and close. Just like this. We'll move these faces in just like that. And then make sure it's going inside your wall. I'm going to go into Edit mode and press A, and then we can shift D and then Y to move it on this side as well. And there we want some cutters down here for the door here and the window. So we can go shifty. Keep we'll duplicate it in edit mode, so it's all one object, and then we can go Z, and then we can create the door here. So we'll go S Y, scale this in this way. And we'll move this up a tiny bit, and then we can bring this down, and we'll go past the floor just to make sure it's cut in all the way through. And then we can press L on this and then shift X, Y, I mean. And then we can scale on the Z a bit. And then scale on the Y a bit. Maybe on the Z a bit more, we'll move this up further. And then we can create windows here, so I'll do Shift D, Y, move one this side. So now we go into object mode. We will select the wall. We will add the boolean. And then we can select our cutter object. And then if we hit apply on the boolean, and then we can hide our cutter right the way, we should have some nice holes in our wall. So next, let's select our wall and let's press forward slash to isolate it. And let's go into Edit mode. And now you can see here it's added topology like this. So we have a massive end on here and a quad here, but we have a huge end on here that we need to fix up. So let's press Control free to go into side view. And we're going to press K, and the K is our knife tool. This will allow us to cut into object and create some new edges. What we're going to do is we're going to go from every vertice. So I'm going to left click and then I'm going to press A to align it so it's straight and then left click here, and then press Enter. That creates an edge here, and that's what we're going to do. We're going to go K, left click, A, left click, Enter. K, left click, A, left click, Enter. We're just going to do that for all of these vertices. Like this. So we want one this way as well. And we're just going to basically create Quadia so that we can keep our topology clean and make sure our bevel doesn't mess up once we add it. So we're K and then A to a line. Left click on the edge, and then click Enter. We want one down here as well. And then let's continue with let's go from these windows, A, and then left click over here and then Enter. And then the same for these vertices. And then we can do these too. It's like that. And then let's do these. It's okay. Left click A, left click Enter. And then we want to go up from these windows. So we'll click this. We'll go A, go all the way to the top here. Now, it might be a bit tricky when we connect these windows up here. So let's double check. Now we can dissolve these core on our edges with Control X. Now this is deleting this up here for some reason. So I'm just going to I'm going to select this vertice and then this vertice and then hit J, and then we can dissolve this with Control X, trot X. Now if we dissolve this, there we go, just like that. So maybe we can dissolve this edge like this. No, we need to put an edge in here with a knife tool just like that. Now maybe we can dissolve this edge. There we go. So these two vertices, we can just join with J, just like that. And now we can let's move this vertice up with G and Z, just so this is nice and straight like this and the same for this one, GZ, will straighten the edges up. So we have quads here. That's fine. Now we need to fix this face. So we can probably join these two up with J. So there's a quad there. And then let's join these two up. Actually, one might be easier is if we just go straight up like this and then just like that. But because we've created Wait, one, two, three, four, we'll keep going, see how we are. So we could probably join these two up here. So there's a quad, and then we can join these two up. And then we have an end go here. So if we go K a, boom, and then we can double check if your edge loops goes through them all, then we should be fine. Now we can also deselect everything. We go to select and then select all by trait up here, and then faces by sides. And then number of vertices four type greater than. So it's looking for any faces greater than four sides. And if any are selected, then it's an gon. But we have none selected here, so we've got all quality and a. So we can do whatever we want with this mesh. We can put edge loops in, we can edit it. It's not going to screw us up. So now that that's sorted, what we can do next is Alt click these edges here and these edges and the door. And we can just go E and X and extrude inwards like this. So now once we go back to object mode and we add our bevel, the bevels should work as they should. So now we can put this to like 0.01 or something and then shading to how the normals might go 0.02, I might look a bit nicer. And then we press forward slash to go out of isolate view, and we have some nice holes for our windows and doors. Cool. And 23. Wood Panels, Window Frames & Array Modifiers: Hello, welcome back to stylized Japanese environments in Blender. In this lesson, we will create the wood panels going across here, as well as the window frames here, and we'll finish off these bottom windows. Okay, so let's hit Alt H, bring our objects back. And we can hide these two again. And let's select our cutter objects that we used. Now, these are the right size for the holes. So we can just go into Edit mode, and we'll select all these front faces, and then we can hit Control I to inverse selection, and then X, delete faces. Now, let's select the door piece, and we'll hit P and separate selection. And then with these windows, we will select all of these, and we can hit I to inset to create a frame going around, and then P separate selection. So now we have the glass separate. And now we can hit A and then E to extrude. We'll bring these out a bit. And then we can go into object mode and then G X and move these back. Just like this. And then in edit mode, more or less select these window pieces. Well, we can just move these forward in object mode, and the door, we'll move forward as well. And then we will select these window frames, select one of the wood supports, we can go Control L and copy modifiers. So we can hide these out the way for now, and we will create some wood panels going down the side. So let's shift and right click around here, and we can add in a cube. We'll go into Edit mode and we can scale this down a bit. We can maybe move it out and make it a bit thinner like this, GX and then we can drag this face up And then with the side faces, I'm going to snap this one to this face here. So GX hold control, GY hold control, I mean. And then this face can go over to this face here. So GY hold control. And then in object mode, we can move this back into place. With GX, just like this, and we'll snap it up or we can just move it up just like this. So now let's add beble to this. So beble modifier, 0.015, and then shading to harder normals. And maybe we could bring this face in a bit. So GX on this, we'll bring it in just like this. So now let's go into object mode. We'll add a array. And we want zero on the X, and on the Y, not the Y, we want Z. We'll bring the Z down somewhere around here. Let's go into edit mode, press A to select everything, and we'll hit and then Y to rotate it, so we can get those wood panels. Something like this should do. We can increase the Z a bit more, just like that. And then we can go back to object mode. We can increase the t then we can move these up a bit. Maybe increase the Z a bit more just until they fit in place like this. So next, we can maybe move them down just a tiny bit like that. And then we can shift these to duplicate and then bring them down, and then we can put some by here, and then just increase the count until we get all the way down here. Now we can just move them down a bit just so they fit into place like this and our wood panels. So we have our window frames done. So all that's left now is the more intricate details. Now, we need to do the windows at the front. We need to do the door frames here. We could probably finish off these smaller windows. So let's have a quick look at the reference here. So we want another frame going around on the inside and then some frames going vertically down. So let's do that. If we lth what do we have to work with, right? We have these little squares here that we could use. I'm going to hide these eight the way again. And we can select these little windows down here. It's going to edit mode. We can select both of these faces and then shift D and then X to bring them out a bit. And then we'll go P and separate selection and then go back to object mode and select these ones. Now into Edit mode, we'll hit A and then I to inset, just like that. And then we can hit Y to separate these off. And then we can add some edge loops and here. Let's go to about three and then three here. And then let's select all of these edges. We can hit Control B to bevel, and then we can delete these faces in between. Just like that. Delete faces. We can hit A and then E to extrude. And then we can go into object mode, G, X, and move them into place like this. And then we can shift select this so we can go Control L and copy modifiers. And maybe we should make this a bit thicker. So we'll select this. Go into Edit mode, we'll press A and then S and X just to scale them, just to make them a bit thicker like this. And then we can go into object mode, and we have these. So let's separate these two windows off from these ones. So we're going into edit mode. Select both of these, P and separate selection back into object mode, and then we can move these into the window just like this. Alright, so we've got those done. The wood panels are done. Now we need to finish off the more intricate details. So we will do that in the next lesson. 24. Modeling Patterned Door Frames with Mirror Modifier: Hello. Welcome back to stylized Japanese Environments and Blender. In this lesson, we will start with the front door frames at the front of our building. So let's start with the front doors here. So we want to bring the bottom of these up a bit so that we can fit in some steps. So I'm going to go into Edit mode on these door frames and deselect everything. And I'm going to hit Alt and left click to select this face loop, and then Alt Shift and left click to select this face loop. And let's hit G and Z, and we can bring this up just like this. And then we can bring up the faces on this middle piece as well. So I'm going to go to object mode and just hide the floor right the way. So we can get underneath here. And we can select these bottom faces and bring these up as well. And then back to object mode, we can hit AltH to bring the floor back. We can select these two faces here and go into Edit mode and bring up these edges. And then back to object mode, we can shift and right click here so that we can bring in a cube. And then in edit mode, we can scale this down and then bring it up and snap it down to the floor. And then we can bring this face down just underneath the doors here. And then with this face, we can hit G X, hold control, to snap to this face. And then with this face, GX hold control, to snap to this face here. And then we can just put in edge loop here, and then extrude out another step just like that. And then go into object mode, we can maybe push this back a little bit. And maybe push this back a little bit as well. And then we can just shift select one of the wood pieces, Control L, and copy modifiers for the bevel. So next, we want to select one of these window pieces here. And let's go into Edit mode. We'll select one and then go P, separate selection. And then back into object mode, we'll select this one. Let's move it forward on the Y. And then I'm going to go right click Set origin to geometry so that origin is in the middle. And we can go into edit mode, and we're going to put an edge loop in the middle here and an edge loop in the middle here. And we're going to delete these three faces. And we're going to add a mirror modifier. And we want both the X and the Z to be selected. So now it's mirrored on this side, and it will mirror on the bottom, as well. So we only need to work on this left corner here. So next thing we want to do, we'll go back to Object mode. We're going to go to file and append, and we want to go to our resource blend file, and we will go to collection, and we will bring in the images collection, and we will hit Append. So now we have these images that we will be using. We can move these over to the left here right the way, but we want to grab this left image over here. We'll bring this over to our scene and we can bring it just behind our door piece here. Now let's select both of these objects, and we'll hit forwardslash to isolate them, and then we will hit one on number pad to go into front view. Next, we will go up here to our little arrow, and we will turn on X ray so that we can see through this. And what we want to do is basically resize this so that it's the same size as our plane here. So I'm going to use this top middle as a reference. So we can just scale this up, scale it on the X to match the side edges, and then scale it on the Z to match the top and bottom and just get it so it sits nicely inside like this. There we go. So now we want to just select the front plane and then go into front view and number one on number pad. And we can go into Edit mode. And what we're going to do is add an edge loop, and we're going to follow this shape around. So we can add in an edge loop at the top here and an edge loop just on the right here. So now we have this here, and there we can delete this face here. Or instead of deleting, we could just put some edge loops in like this. So what might be easier is if we just have edge loops going in and we can follow all of the lines here just like this. So edge loop in here to follow this line here. We'll put edge loop here and one by here as well. We want some going across here, so we'll put an edge loop by here and one by here. We want two going down here. So we'll put an edge loop here, and then one by here. Now we want this one going down. And then there's some going across here, so I'll put some edge loops down here as well. And a few more that we're missing. There's some by here as well, and the ones going down. So now we have edge loops that are like tracing the lines here. So what we can do is just select the faces that are covering the empty space. We can click and drag as well, just like this to select them all at once. And once we have all these selected, we can then just delete them, and we should be left over with our pattern that we traced over. So these are all selected. We'll go X and delete faces. So now if we have a look at this, we can turn off Xray now. We just have our pattern, and it's all in quads, as well. So now, all we need to do is hit A, and then we can extrude. But we want to make sure clipping is on over here before we extrude. We'll turn that on just in case. So now we can extrude, and there we have our door frame all made. Last thing we need to do is just add our bevel modifier. Search bevel, and then 0.015. We might want to go a bit smaller. So maybe 0.01, see how that looks. Maybe even 0.005. And then shading to harder normals. I'll go into Object mode, see how that looks. Now, we did miss one. I've missed this here, but it's not a huge deal. This still looks quite nice. It's a nice little pattern. Now we can press forward slash to go back into this view, and then we can move this image out the way now. And now we can just move this into place here. Now, we should have probably duplicated this plane, but we have one here, so it's not a huge deal. We can just shift the X and bring this one here. This will be the glass. We'll just get this into position. Might have to scale it on the X. Might be a bit easier to just have it slightly bigger than the door frame so it fits in. And then we can go GY on this piece and bring this in like this. Let's get nice close so we can see GY. And then we'll check the top and bottom, see if it's all fitting in nicely. And then we can bring this glass piece forward with GY. Depends how thick you want your door frame to be. There we go. And then we can just duplicate this with Shift D and then X and bring this one over here. And there we got some nice designs for our front doors. Now, another thing I wanted to change was these steps for me, these are a bit too tall. I want them to be matching this a bit more. So I'm just going to go into Edit mode and then hit A and then S and then Z and squish this stain a bit so it's matching the other step. And then back into object mode, I'll go, GZ, hold control, snap this stain, maybe bring this topface dan a little bit more, as well. And this one, maybe just a little bit. There we go. That's the basics of doing some nice designs, just using edge loops to trace your reference. And then we can do the same for the top windows in the next lesson. I'll see you then. 25. Top Window Frames with Boolean and Edge Loop Tracing: Hello, and welcome back to stylized Japanese environments in Blender. In this lesson, we will continue with the top windows at the front of our building. Okay, so for the top windows, we want to use the boolean modifier so we can cut in some window holes into the wall. So let's select this wall piece here, and let's add the boolean modifier. And for the object picker, we will choose our windows here, and then let's make sure this is deep enough. So I'm going to select the windows. Go into Edit mode. Press A to select everything and then S and then Y, just to scale it up a bit. Now back into object mode, we can select our wall and hit apply on the boolean. And with these windows, we can go, G Y, we'll bring this forward. And now we can see the hole that we've created. Now let's go into edit mode on this and we can delete these backfaces here. So now we have some windows in the wall, right? So back into object mode, we can select these windows here. And let's go into Edit mode, and we only need one face, really. So let's select one face and then hit Control I to invert selection, and then X, delete faces. And let's select this and we'll go I to inset to create a list window frame here, and then we go P separate selection. Back into object mode, we'll select the middle face and then go GY, we'll move this forward. I'm going to turn off the mirror for now and then right click Set origin to geometry. So now we can go into Edit mode, or control R and put some edge loops in the middle like this, and then we can delete these faces. So now once we add the mirror, we'll choose X, Z, turn on clipping. Let's go back into object mode, and let's find the reference here. So let's bring this reference over. And we want to go into Xray mode up here. And now we can just scale this so it's inside our face. I'm going to select the window frame that we made and just hide it out the way. And then we can select this and scale this so that it fits inside the plane just like this. There we go. So let's select the window plane back into the front view. And let's go into edit mode, and now let's put in our edge loops. So we want one in the middle here going along this one. We want one at the top, and then one on the right, and then one at the bottom here. So they are our outside wood pieces. Alright, so now let's start with this one here. We'll get that. Then let's get this one here. So control R and put some edge loops along this way. Now let's get this one going down. So control R here. We have that. Let's get this one going across, just like that. So now let's follow this one all the way around. So we'll get this bottom one here. And then the one going up. And then we want this one going across. Now we have some edge loops here already from where we followed this one above. So we're going to keep this in and then we'll move it later on. So let's get this bottom one here. And let's get this one going up. Now we have an edge loop here or by here that we can use. So we don't need to go across here. We can actually move these later on once we delete the faces out, but we want one going down here at the edge of this piece here. Let's move on down. We'll get this one going across. But just like this. We have these going down here, so we can use those. Now, let's get this one going across here, so we'll put an edge loop down here. Now we've got this. Now we could use this edge here, but let's just put another one going down here so we can get that. Let's get this one going across here now. So we'll go control that and place them in here. We want one going down here as well. We'll put this one in. Now let's get this piece here. I'm thinking, do we need one going down this way? Yeah, we'll put in an edge loop here as well. So we get this piece going down? And what else do we need? We need one going across here and one just below it here. And I think that should be all of them. So now let's go into face mode, and let's delete all of these empty faces. Look at these ones as well. X, delete faces, we've missed a few here. We can grab these X, delete faces, and we can see some of these lines, they just need moving. So we can select these edges and then Gx and just move them over a bit. We can select these three edges. We'll go GZ, move them up, and then the same with these, move them up a bit. Just like so. Not should be fine there. It doesn't need to be perfect. And then we can select all of these edges GX. We'll move these across a bit. Same with these. We'll just make it a bit thinner. Okay, so now we can turn off our X array. And then we can hit A and then E to extrude, and we can bring this forward just like so. Go back into object mode. We can move our reference out of the way now. We can hit Alt H, bring back our window frames, and then GY, we'll move this forward a bit to Edit mode. We'll hit A, E to extrude and make a nice thick window frame like this. We can probably turn off this mirror, we'll just delete it, you don't need it. It's back into object mode. Let's add some bevels to it, so bevel modify it. 0.015, shading to harder normals and then the same for the middle piece. Add the bevel, 0.015. And then shading to harder normals. And now we can just move this into position. So we'll select them both and then GY. But before we move it into place, let's add the glass as well. So let's select this middle frame here. We're going to front view, we can see the origin point is in the middle. Now, this bevel is a bit tight here, so I might put this to 0.01, maybe even a bit lower. There we go. When 003, I went with it's because it's a bit thin, so we need a smaller bevel. Right. So yeah, if we go into front view, you can see the origin point is in the middle here. So we want to bring our freed cursor to this origin point so we can just save some time with moving stuff. So with the frame selected, if you hit Shift and S, it brings up a pie menu. And we can use cursor to selected. We click this. I'll bring the Fred cursor to whatever object was selected. And because it's on the origin point, it's now in the middle. So we can go Shift A at a plane. And then RX and 90. So now this plane is dead in the middle of our window. It's been going into Edit mode and then just scale it so it fits inside the window. Scale it on the Z as well. Go back to object mode and then hit GY and then we can bring this just inward like this. Now let's select all of these, and then GY, we'll move this into the window hole that we made. And then we can just shifty shifty. And then if you go G, X, hold control, we can snap it to the sides here. So shifty x, hold control over this face and snap it into place like this. Shifty X, hold control. And how are windows all done. I will see you in the next lesson. O 26. Modeling Mirrored Windows, Doors and Beveled Details: Hello, welcome back to stylized Japanese environments and Blender. In this lesson, we will finish off the side windows and doors of our front building. Okay, so for the left side, we can probably delete this big piece here. I don't think we need it anymore. And let's get to work on these top windows here. So with Ev reference, we could use one of these. I think we'll go for the bottom right here, but we want to rotate this. So let's rotate it on the Y by 90 degrees. And which one will we using this one here. So we want to rotate it on the Z by -90. And now let's grab our windows, and we'll go GX, move it outwards this way. And if we hit Control free, we can go to the side view here, and let's grab our reference, and let's move it behind here. And let's go into X ray and let's scale the reference down so that it fits our window. Might need to make it a bit smaller on the Y. And then S and Z just until it fits in quite nicely as close as we can get it. That'll do. All right, so now let's select our window piece here. Let's going to edit mode. We could probably delete this face. Got delete faces. And where is our origin? If your origin point is not in the middle, let's go went to object mode. Select the face and then Shift S and then cursor to selected. Not cursor to selected. Sorry, we want to we click and set origin to geometry. There we go. Now, control three to go into side view again, and let's go into Edit mode, and we can add edge loop in the middle and then one going across, and then we can delete these three faces again. And then let's add mirror. So let's add the mirror modifier over here. Now we want the Y and the Z, and then turn on clipping. And now let's add some edge loops. So control, we'll go to the top to get this one, and then we on the side here. Now, let's grab these ones over here, so we'll put one in here and then one in here. And we'll get all these going vertically here. Okay. So now let's grab this one here, so we'll put one in here and one just below it. I'll grab this one going down. And then this one going across here. And then let's grab this one going down. Then this one going across. Let's grab this one going across here. And we want to grab this one going vertically here in the middle. And then we'll grab this one going across here. We want this one going vertically. And then this one going across here. So those are the outside ones here done. We want one going across at the bottom here as well. Now we have this one here going vertically. I'll grab this. And then this one going across here. We have some edges in already. You have some edges in already here, so we could just grab these vertical ones here. And then there are some by here we need to grab as well. And then this one going vertically here. So I think that will do. Let's go into face mode, and then we can delete these empty faces here. We want to grab this one here. We want to deselect that and then delete faces there, grab black corner one, delete that, grab these bottom ones. We can go right now, let's grab these inside ones. I'll delete those. It Takes a while to get all these selected, but we'll get there. I control and left clicking to select in a path again to speed it up a bit. And then shift and left click and drag just like this. Okay, so I think we've grabbed them all. So now we can go and hit A and then E to extrude. Let's turn off the X array so we can see Okay, so now let's go into object mode. Let's add our bevel to this. So bevel modifier. And then we'll go 0.01. Maybe we can drag this down a little bit. We'll go 0.007 for this one, shading to the normals. And now we can just G and then X and drag this into the window here. Like, so now we want to bring a plane in the middle. So we'll go Shift S curse the two selected, then we can go Shift A, mesh plane. We'll go RX 90, and then R Z -90. Got to Edit mode, and we can just scale this down and get it to the right size. So S and Y, then S and Z. Go into object mode, and then you can hit G and then X and move this into place in the middle. And then we can shift select this and then Shift Y. We can hold control over this inside face over here until it snaps, and this should be into position. So there's our windows. Now, for the door, we can create our own pattern. So let's first grab our steps over here. We'll just hit shifty and then Y. We can bring some steps in just so we have some steps going up to the door here, I'll do. And then let's get the right size on this door. So it's GX. And let's have a look at these edges. So the top one is fine. This bottom edge needs to come up. So we'll go into edit mode. We'll grab that bottom edge, go GZ and then GZ hold control, and snap it down. And then let's bring it out so we can see. So with this, I'm going to go into object mode and hide the pillar right the way. So this we can just go into edit mode. What I'm going to do is just add a load of edge loops like this and then some going across. So we have some nice small squares. And what you can do with this is what we should have done, actually, to make our lives easier. Got to object mode set origin to geometry. So it was in the middle. And then we can put an edge loop here. Yeah, we want right, let's have a look at a reference. Have look at the door here. So yeah, so we could mirror it like we did with the windows. So we'll put edge loop here as well and then delete these three faces. We'll add the mirror modifier. We'll go with Y and Z, turn off the X, turn on clipping. So now we only have to work with this one face, and we'll just add a load of edge loops in here like this. And we can just create our own pattern. So we can just select some faces and just do whatever you feel like doing. We can just add whatever pattern we feel like. So if we go like this and then we could go maybe down here, maybe we could add one here as well. We could go maybe across here like this. And then we could go maybe from here, we go down, and then go select as a group down here and then maybe Like that. Then maybe something in the middle here we could add. Maybe we would go down here as well. And then we can go across and then down, and then maybe even back and then down again. So we have this pattern. And then if we hit Control I and then X and delete faces, we have this, and we've created a little pattern here. We can go A, E, extrude. Bank to object mode. We'll add our bevel. We'll go 0.015 or something, maybe a bit lower 0.01, shading to harder normals. And then we want a plane in the middle. So we'll go Shift S cursor to selected and then shift A shift A mesh plane, go Y 90. Now we want Y -90, so it's the right way around. And then we can just scale this or we can just move this edge up like this, move these edges in, so we can select both of these and then go SY to bring it in. I and then this bottom edge can come down just like that. And let's move this into place. So let's go into object mode. We'll move the frame in. So we'll go G X and move this in round debt by here somewhere. And what I'm going to do with this face here that's going to Edit mode. We'll hit a I to inset. We'll create a frame around it, and we will select the outer faces like this and we'll just go E to extrude outwards like this and then back into object mode, we'll add a bevel so 0.015 should do shading to harder normals, and we can go GX, bring that in. And this can be like our door just like that. Now we might want to bring this forward a bit, and then we can select this and select that back face, and then GX will bring this forward a bit as well, so we have some nice shape in here. And this can be just all metal. And there is our nice little door. Okay, we could probably just duplicate this. So we'll select both of these pieces. Shift D, Y, we'll move this over, and we might need to scale this up. So let's go into camera view, see how it looks here. And if we hit S and then Z, see how it looks when we scale it up. I might look a bit stretched. So I'll undo that and just keep it the same size, and then maybe we could add some wood. Now, there's a little gap before you look under here, but we should be fine from camera view. What we could do is maybe just grab this piece here and then shift D and bring it down, and we can create some kind of shape in here, put it just above the door or something. Then GX, move it back a bit like this. GZ, bring it down. Maybe we can move the door itself back in a bit. As far as we can go. Oh, yeah, we have this piece here. We could probably delete that. But we've deleted this up here. So what we're going to do is shift control Z, I mean, and just bring this bottom edge up to fill in this top gap up here. And then we can move our door into place then. So GX just to close up this gap here. That should be fine. Maybe bring this down a bit more like this. That should be okay. So pretty much done. Let's have a look at our reference, what we need to add. We need to add a little balcony here for the plant pots and some little cubes to go into the wood panels here. Just very simple, some thin cubes that we add. And then we can grab the pipes as well. But we've done a lot of modeling. We need to add a shelter here at the top. We can just duplicate this top shelter, move it over here. But before we continue with modeling the rest, we could probably take a break and move on to some textures. So I'll see you in the next lesson. 27. UV Unwrapping and Image Textures in Blender: Hello. Welcome back to stylized Japanese Environments and Blender. In this lesson, I will go over the basics of unwrapping and texturing an object. Okay, so at the top left here, we've used the solid view. We've used wireframe. Now next we're going to use this one, which is material preview, and this basically shows us a preview of our materials. So by default, we have the default white material. So what we could do is if we drag this window up and we can change this to shader editor. So let's just grab a cube so I can show you how this works. We'll grab a cube. We'll bring this up here. And to add a new material to this, we just want to click the New button, and we can rename this here. So let's choose maybe wood. And we can scroll in here with scroll wheel, and we have some nodes here. So by default, you will have a principled BSDF, this basically has different settings such as your base color. You can choose your color here. You have metallic. So zero is non metallic. One would be completely metallic. Roughness is how smooth your object is. So roughness of zero is very reflective, roughness of one, is very rough and not reflective. A lot of these we can ignore for this course. IOR it's mostly like transparency with water and glass. We might end up using the Alpha. The normal map, I'll show you what that is later on. And then there's also some more settings. But we won't dive too deep into these. Admission is very nice. This is basically like a light. We can change this, and it just creates like a light admission. Yeah. So the way this works is you have your material output here, and anything that plugs into the material output gets shown here. So if I was to disconnect this, it just goes black. So the way this works is we can add nodes. So if we hit Shift A, and we have loads of different stuff here. So if we go to input, we will start with color. And we can choose a color here. So if we choose green, and then we have these little connectors so yellow into the yellow here, and it changes the color here. So that's the basics of your shader editor. You just add nodes, connect them up into your material like put, and you build up your shaders like this. So we can delete this with X, and we want to hit Shift A, we'll go search, and we can search for image texture. And with this, allows us to use an image instead. So if we click Open, we want to go to our textures folder. And we should see wood table. Now there are different images in here. We have the base color. This is your diffuse. We have the normal map, and you have your roughness. So let's start with the diffuse. We can open image. We have it here, and then we can just connect this up, and you have your wood color here. Now we can duplicate this node here with Shift D. So Shift D, move it over here, and then we can choose this folder here to open an image and choose our roughness image and open image. Now, a roughness is black and white image. So we want to change the color space from SRGB to non color. Otherwise, it will look a bit weird. And then we can just go from color to roughness, and that gives us the right kind of wood roughness, smoothness, kind of look. Lastly, to add some detail to our to our material, we add the normal map. So we can duplicate this image node again with Shift D. We'll choose this folder here to open up a normal map image. And it did it. I moved. Yeah, no, we're fine. Normal map is also non color, so change the color space to non color here. But because this is a color connector and we want it to go into the normal here, you can see this is yellow, this is purple. So we need to convert this. So if you go Shift A, search normal map, get a normal map node, and we can plug the color into the color here and the normal into the normal. And you can see what this does. If I increase the strength, you can see the ridges and the woods. I go to zero, it's totally flat, and if I scroll up, we start adding in that kind of bumpy kind of look. And that's the basics of your normal map. It basically it's how light interacts with the object, and it creates like self shadows to create this kind of freedi effect. Like this. And so basically it's like free detail. So we can put this to one, and we have our normal map. That's that's the basics of texturing. Now we also need to go over UV unwrapping, as well. That's a very important one. So if we click this corner over here so we get this cross icon, we can drag out a new window. And then we can choose UV editor. So your UVs are basically this blenders way of saying where on the texture your faces are. So if we're going to Edit mode on this and we can scroll out here, we have faces here. If I were to select this face, this face gets selected. Now I'm going to change the image from the normal map up here. We'll go with Wood diffuse so we can see so these faces, basically, this UV map is like this face. I want the texture to be here on this face, if that makes sense. And if I were to select all of these and scale them up, you can see it's taken up more space, which means the texture of the wood. Get smaller because we've scaled this up. Does that make sense? So we can scale it in and we can get a different look like this. You just basically move your faces around so it lines up with the texture. You're basically, like, getting your three D object and then flattening it out like this. If we tried moving one of these, we can see that it's connected. But if you wanted to split this off, we can just hit Y, and now this is split, so now this face is independent. And also notice, we've gone past this square here. Imagine it's like repeating infinitely. So if we see here this texture is basically the same. That's just reappears because it's like a seamless texture, and it just keeps going infinitely, even though we don't see it over on this window. Now, when it comes to unwrapping objects, we can well, let's duplicate this and I will show you let's add some more faces. So if I was to extrude here and then extrude here, and then let's say extrude here, and then we'll go A. It hasn't really created new faces over here. So what we need to do is in this window, if we were to go to U and then let's say unwrap angle based, it Blender created it like this and we get a weird kind of weird kind of result. That's because we need to add seams. So seams Imagine you're cutting the faces, like you're cutting up wrapping paper so that you can flatten it out. So just to go into edit mode, we can select edges where we want the seams to be. So imagine we wanted a seam by here. We could right click and then mag a seam. Now, we want the wood. We want this to be like one here. So if we were to select these edges here, and then mark a seam. We're like, cutting out all of this here, if that makes sense. Let's say we wanted the wood to be joined here. We want to select these and then mark a seam and then select that one here and then mark a seam. So it would, like, unwrap This is like one flat piece here. Let's add a seam here and then here. So this would be like, cut off separately. Let's say we wanted the wood to be flat here going up, we would want a seam here as well. So we would have a seam here, M seam and then let's say we have the wood going across here, we would want the seam going all the way around here, so we mark seams here. And then we would want probably like seams here, mac seam. So now that we've added seams, we've told Blender, like, Oh, this is where you should cut the object. So now we went A and then U unwrap. You can see we have a different result based on where we place there with seams. Now, it can be very can be very complicated for beginners when you've never unwrapped before, and it really depends on the shape of your object and how you want your texture to, like, flow and stuff. But luckily, we will just be using very simple seamless textures in this course. So what we can do is we can just press A, we can go to Smart UV Project. And then just click Unwrap. And Blender does a pretty good job of unwrapping it for us. And if there's any mistakes that we come across, I'll show you how to manually fix them in the UV editor. That's your basics of UV and wrapping. We basically hit a smart UV project. We hit Unwrap, and then we can just add the material over here. That wasn't too confusing. I'll get a lot easier once we go through the rest of the objects as we work along. There's a little very chaotic crash course for you in the basics of texturing. 28. Stylized Materials with Bevel and Ambient Occlusion: Hello. Welcome back to stylized Japanese environments in Blender. In this lesson, I will show you my process of creating stylized materials. So now that we've gone over the basics of creating a texture, I want to show you how I build my stylized materials. But some of the nodes that I use do not work in material preview mode. We will have to go into rendered view. First, let's set up our Blender so we can go into rendered view without it being super slow. So if you go to file, where would it be? I believe it's under Edit and then preferences. And then under system. Make sure you have optics selected up here. If you don't have optics, then da is normally the second best option to go with. And then I choose my GPU to render. If you don't have a GPU, you could choose your CPU, and then we can close that. Next, we want to go to this render properties icon here, and we want to change this from EV to cycles. So EV is like a real time engine. Cycles is a retracing engine, so we want to use this. And device, we want to change this to GPU compute. And then for sampling under the viewport, we can leave this at 10:24. You can bring this down if you want it to be a bit quicker, maybe like 100 would do. And then we want to choose Denise. We click this arrow here. We can just keep this as automatic. This should be fine. So now let's go into the rendered view here. And it might be a bit slow depending on your system, but with the denoising, it is a lot quicker than it used to be. You can drag this down, and you can see here that it's a lot darker than EO material preview mode because material preview, if we click this down arrow here, we can see it uses its own HDRI, its own lighting and stuff like that. We can choose to use scene lights and seen world, and it will be a lot similar to our rendered view. Are we go to rendered view. You basically want to add ER Own lighting. So what we can do is shift A and we can choose light, and then we can choose sun. So the sun will come in wherever your free dcursor is. Let's move this up over here. And this line is basically where the sun is pointing, so we can rotate it with to, like, point it at our front building here. And then we can rotate it on the Z a little bit just to get the shadows to be a little bit angled like this. We could maybe bring this up a bit like this and just adjust the lighting however you want. Now, we also have some world lighting. We go to the world properties here. You can change the color here. We'll go more into world lighting later on with a HDRI, but we can just bring this up if you wanted to have a bit more ambient lighting in the scene. So there's our lighting setup. Now let's go over some stylized shading, shall we? Right? Let's drag this up, and let's select an object that we can start with. Maybe let's start with the steps here. Let's zoom in on these steps. And let's go into Edit mode on this. We'll hit A to select everything, and then we'll hit U and then Smart UV project. And then we'll just hit OnRap. So our islands are over here that we've made. Now, if we hit N on keyboard in this window, we get this menu over here, and we should have the texel density add on here that we installed at the beginning. What this does, it basically allows you to set the size of your UVs. So instead of scaling them manually, can set them all to the same size so that it's consistent throughout the scene. So if we choose the texel density here, this is basically pixels per centimeter. So we can go with 256 for now, and you can see how different values changes the different sizes of the UVs. We'll go with 256 for the steps. And let's add a new material over here. And I'll show you the basics of how I create stylized materials. So let's put this to stylized stone example. We'll name this. So first, let's go into Edit and then preferences. And under add ons, we want to search for node wrangular. Make sure this is enabled. Iows us to use some hot keys to speed things up. What this allows us to do is if we click our principal BSDF and we go Control, Shift and then T, you'll come up with this window, and we can go to our textures folder. And if we go into the stone folder, we can shift select all of these, and then you'll see here add principles and add principle texture setup. You can click this and it'll add nodes for us automatically. It chooses non color, adds the normal map, and there's a lot faster way of doing it. It's added mapping nodes. This is just basically telling us we want them to use the position of the normal map. This allows us to adjust the scale and the rotation of the UVs through the node instead of through here. But we have our images set up here. This is our base layer, basically. This is our first layer. So if we go and have a look, it's just like a seamless stone texture. It's very simple. Now, to make this a bit more stylized, what we need to do is add more nodes, add more colors, add more layers to it. So the way we do that is I'm going to drag this over. And after I add my base layer, what I like to do is add an edge highlight. So these edges here on the corners, I like to make them a bit brighter than the base. So we can do that by adding some bevel nodes. So if we hit Shift A and then search and type in bevel. We get this. Now we can preview a node. If we control shift and left click a node, it will connect it up to the material output, so it allows us to see what that node is actually doing. So this is what it's doing here. I'm going to change the radius to 0.04. And then I'm going to duplicate this bevel node and change the radius here to 0.02. So you can see the difference here. It's just like different sizes of this bevel node here. And we can mix nodes together by going search, and we choose a mixed node. If you want color, mixed color here, and we can plug this one into the A and then this one into the B, and we're going to put the factor to one. And instead of mix, we're going to use difference. So it's going to take the difference of these two bevel nodes here. We Control Shift Left click. We have this kind of effect, and now it highlights the edges of our object here, and we can use this as a mask, basically. So let me just have a look at my notes here, right? So now we need to turn this into a black and white image. So a black and white image can be used as like an Alpha mask. We can do that by Shift A and then search and let's type in color ramp. And let's grab a color ramp here, and we can just click here and it'll connect it up. You see now it's gone black and white. Now we can tighten these up. So if we drag this white arrow down, you can see it increases the contrast a bit. And we can just drag it around about here. We can drag the black in to tighten up these edges just so we have a nice mask over the edges of our steps here. So now we want to we want to mix this with the color over here. So we have a base color. And the way we're going to do this is with another mixed color. So let's search mix color. We will add this one here. But we want the color to go into the factor. So the factor is telling you, like, how do these two how does A and B mix. And we want it to be like we want A to be like the white here and then B to be the black. The black is going to be the underlayer. So if we if we drag this to the B slot, and then we control shift left click here, we can see what's happening. We might actually want to put this into our base color here so we can see connected up properly. And we can change the way it mixes here. I'm going to choose screen. If you used Photoshop, you might be familiar with these blend nodes. We're going to use screen, and we might need to flip these around. So if I put this one into A and make this really white, you can see what's happening to the edges here. That's how we get an edge highlight. And then we can further adjust the edge with this color ramp here. We can tighten this up and just play around with it until you get a nice kind of nice kind of look. Now we can also adjust the color of the edge. So if we went, like, a blue or green, that's how we adjust the edge here. So I'm going to go like a slightly whitish blue. Then we have a nice nice edge highlight around our steps. Now, after I've added the edge highlights, another thing I like to do is add ambient occlusion to it. It gives it a little bit of color variation. So if we add a let's go search ambient occlusion, and we want input ambient occlusion here. Now, if I were to control shift left click this node, we can't really see much of what is happening until we add a color ramp. So this added color ramp, search color ramp. We'll add this here, and we can drag this up. And basically, what it does is ambient occlusion. It creates a kind of it's like distance based. So it'll be like darker in the crevices when it's next to other objects, and we can adjust the strength of it once we go and drag this black arrow here. You can see how it's getting darker in the corners, and that's how I like to add color variation to objects. So if I was to, like, duplicate this piece and, like, put it, like next to here, you can see how it gets darker next to this next to this pillar here, just a little trick that I like to use. So we have our ambient clusion and our color ramp here. And then we just need to mix this in with our color. So what we do is we grab another mixed node. Grab our mixed color. And then we will put this into the B slot, and then we will put this one into our A slot. And then this mix goes into our base color here down into the shader and then we can plug this up. And it's very subtle until you have objects next to it. Now we want to change this factor to one, or you can adjust the strength of it here, and we want to change the mix to multiply so it darkens, and we can see the effect it has. We might need to drag this down a bit. So this is like this is with no ambient occlusion, and then this is with ambient occlusion. It's a very subtle effect, but it adds up over time when you have multiple objects. And that's the basics of That's it really. Now, you can also add in some more detail. If you're more experienced with the Shader Editor, you know, you can add in like a noise texture. And then, like, control T to, like, map this up. We have we could add, like, a color ramp to this. We go to, like, color to color here, and then we can control shift left click and see what this is doing. We can change this to object here, so it uses the scale of the object. And then with this noise texture, you could increase the scale. You could drag this black portion in like this. This might be a bit complicated if you're a beginner, but bear with me. You can have it over here. And then you could mix in another mixed node. So if you go mixed color, we will add this one to the factor. And then we could change the mix to like an overlay. And then we put this into B, maybe. We put this into B. We put this into the base color here. We plug up our shader and we can see the effect this has. Now we can play with the different overlay modes. Maybe swap these around. Yeah, so you could add more variation here. It's very subtle, but you can see how it adds in some noise details here where it's like, dark spots and light spots. You can change the scale of it here. You can see what's happening now. And that's how you add more detail. You just add more layers with some mixed color nodes. And just play around with it. But the basics is you have your base layer with your image textures, your base color roughness and normal. You add the edge highlights with the bevel and the difference node to the color ramp into a mix screen node, and then color variation with ambient occlusion and you color ramp, mix those together with a multiply node, and then you can just play around with some noise textures. There's also four noi textures, if you want to use that as well, and just mix it in. And you just mix different layers altogether. And I'll plug it up into the end and then into your material output. Just like so. A that wasn't too complicated. We'll be using some pre made shaders. I came with a course to make it a bit easier. But we will be diving into the nodes on those shaders once we add decals and stuff. I wanted you to have a basic understanding of what you're looking at when you actually look at my shaders. So, I will see you in the next lesson. 29. Applying Materials with Smart UV Project and Texel Density: Hello. Welcome back to stylized Japanese environments and Blender. In this lesson, we will start adding some materials to our objects. Okay, so let's bring in the materials from our resource pack. So let's go to File and append. And we want to go to our blend file here. And let's go into the collection folder, and we will choose materials and hit append. Now we'll have these spheres over here. We can just move these to the left out the way. I'm going to go into rendered view. And I'm going to click on our sun. And if we go to the light tap over here, we can increase the strength of our sun. I'm going to put a strength of four just so it's a bit brighter. And let's select one of our wood pieces here. So I'll select this. Then we can go into Edit mode. And then all we have to do is just A SMATUVPject, click Unwrap. And then we want to set our texel density. So I'm going to go with a value of 2.56 on most things. So we can just click this. And then once it has 2.56 here, we can just press setTD and it'll set it to this value here. So now with this, we can just choose J Wood t now we have our wood material. That's pretty much what we want to do with most of the objects to add the materials. We just select one, go into Edit mode, press A to select everything, smart UV project, wrap, and then set TD and then just change the material. For this one, we can go wood dark and just go around to the other pieces. So I will choose the window frames, Edit mode, A, smart UV project, wrap. Now with this one, we can see that some of these faces I go in sideways. And if I was to add the wood **** to this one, and I zoom in a bit so we can see I'll set texel density, so it's a bit bigger. So the wood grain is fine along this face. But this one, we can see the wood grain is going sideways, and we want it to flow with the face. We want it to go this way. What we need to do is go into edit mode. I'll scroll out here, and any of these faces that are going sideways, we need to split them off and then rotate them. So I'll drag this up. Drag this up the waist we can see a bit easier. And I'm just going to go into face mode here, and we can just select all these sideways faces And once we have all of these selected, we can press Y to split them so they're spit off, and then we can just hit and then 90 to rotate them 90 degrees, and that will fix the wood grain so that they go in the right way. So next, we can do these pieces here, and it's going to be a bit repetitive. A U, smart UV project, unwrap. Set TD, change to wood DAC for these pieces in the middle. Now, you can select multiple objects at once and then go into At mode, press A, and you can unwrap them all together. So it's a bit quicker. Set TD. But now once we add the material, let's go with Wood light for this. I'll only add to the main object that we selected. So if you go into object mode, a quick way to quickly copy materials over is the same as we did with the modifier. If we hit Control L, we get this menu, and we can just link materials, and it will copy the same material as your main selected one. So for example, we could select this piece and select this piece at the same time and then go into Edit mode. You can hit A, Smart UV project, wrap we will set the TD, and then we go back into object mode, and then we can shift select an object with the same material, Control L and link materials. So they're copied over just like that. Now we also want to do these wood frames as well. So we're going into edit mode, A U Smart UV project wrap. Now with this one, the smart projection didn't work the way we wanted to. These are all slanted, which means the wood grains are going to be at an angle. So we need these to be straight. So what we need to do is kind of split these off so that they're a bit separate. So what we could do is select like some of these side pieces here. We want these and these as well. And then we can hit Y. So now, these are spit off here. And then we can hit A to select all of our islands. And then if we go to UV and then pack islands, and then we see rotation method. If we choose vertical, it will pack these islands now, so they're all vertical and they're all straight. And now we can set there a TD. And then if we choose the wood light, the wood grain should be straight. So what do we have left? We have the window frames here. So we can choose these and we can choose our metal panels. But with the metal panels, let's select this first. We want to apply our array modifier on this. So let's apply the array, and then we can shift select the window frames here. We can unwrap all these together. So Edit mode, A, U, smart UV project, and then unwrap Now, these are slanted, but with the metal, it won't really matter so much because there's no visible lines. It's just more of like a flat texture. So we can get away with this. We will set down a TD, and then we can choose Let's type in metal, see what we have. Go with light metal here. And then we need to go into object mode and copy the material over to the metal panels, so we go Control L link materials. And there is our metal on this as well. And what we have left is these door frames as well. So we can select both of these into Edit mode, A, U, Smart UV project, wrap, set TD, and then we can go into object mode, Shift Select, one of the metal pieces, Control L link materials, and that's done there. Now, with this face here, I want to move this forward so it's in line with this face. It's a bit further back. So I'm just going to select this face here. I'll put my mace cursor over this face and go GY and hold control, so it snaps forward a little bit, so now that they're both in line. Now we can select all of our glass pieces. So now these are all selected. And we can just go into Edit mode, we go A, U. And with flat planes, we can just use unwrap angle base here, and that will be fine. We can set TD, and then we can set the material. We have a glass material that we can use, and we just go back into object mode, Control L link materials. And finally, we have this piece over here. We can go into Edit mode, A, Smart UV project, wrap. Now with this piece, I'm not going to use Set TD because if we choose fabric over here, we got red fabric. And I'm going to choose red fabric here so we can see a type in fabric, fabric base color. This one isn't totally seamless, and I can show you now. So if we just leave it like this, this is fine. But if I was to select all these islands and scale them up, so it goes past, you know, this boundary here, we can see where the SEM is on this one. There's like a black line here. So this isn't completely seamless. So we just need to have it inside the actual UV space. So if this is scaled up, you can just go to UV Pack Islands and then just pick Pack and it'll fit it inside just like this and that gets rid of the black line there. And then finally, with these steps, you can either use this material if you want, or we can use one of the premade ones. So this is already unwrapped, so we could go to here and let's choose the stone light material. Now, it's looking a bit dark on my screen. So what we might need to do is if we scroll out. Now, this looks a bit more complicated than the one that we made together. But if we break this down, I'll scroll up and zoom in a bit. So over here, we have the EA base layer. These are our image textures, just the seamless stone material. And then I've also added some noise textures in Voronoi textures. So if I shift click here, you can see what this is doing. This is just adding some texture variation, a noise texture into a color ramp into a Voronoi texture. And then we have the mixed color node that's mixing it with the base. And then I added another one down here just to add some color variation. So now if I shift click here, you can see the effect it's having here. And then the rest of it is just our bevel nodes with the edge highlights and the ambient occlusion. So now I'm going to shift control shift left click so we get back to here. And now this is looking very dark, and I think it's because of our ambient occlusion here. So you can either move this backwards a bit so that it's not so intense, and we just have a little bit of a little bit of ambient occlusion in the corner here. That looks a bit nicer. So, yeah, that's all we really need to do to add some textures. We will continue with some more pieces in the next lesson. 30. Smart UV Project & Multi Material Assignment: Hello. Welcome back to stylized Japanese environments and Blender. In this lesson, we will continue adding more materials to our objects. Okay, so with the fence over here, I'm going to show you how to add multiple materials to the same object. So first, let's go into Edit mode, and we'll hit A U Smart UV project, unwrap. Let's double check our islands. They're looking okay. Now we can just set TD. So now, if we go over here to the circle icon over here, this is our materials over here. So we can add a material by adding a material slot here. So we want three of them. You can also remove by using the minus tool as well, but we need to add materials first. So first, we will add the wood light, and then for the second, we will add wood dark. And then for the third, we will add stone light. So now the top one has applied to the whole object by default. But we want to choose which objects have the wood dark material. And all we need to do is going into edit mode, we'll deselect everything, and we can hit L over some of these pieces. So we hit L on these outside wood pieces to select them, and then we can just hit a sign, and that will assign the dark material to our wood here. Let's deselect everything again. We can hit L on this bottom piece and then hit a sign for stone light, just like so. So now we can do this piece up here. Let me just double check the reference. So this is the red fabric material. So let's go back to Blender. We can hit Edit mode, we'll hit A, smart UV project wrap. Now, let's first add our fabric material here, so red fabric. Let's have a look. I'm going to set the TD first, so we have this going on, and how does it look? You can see here the seams are here, but I think it looks it looks okay. We can get away with these. It looks like separate pieces of fabric, so it's not too bad. But for this front face, I'm going to select this front face, so we have it here. I'm actually going to let's select A on all of our islands and let's rotate this by 90 degrees. And with this front face selected, we'll just move this. So I'm just going to turn off our overlays here. So I'm going to choose this button, show overlays. We can disable that we can see a lot easier. And we can move this around so that these black lines, we can move it so that they're kind of at the bottom here, so it looks a bit more realistic, just like that. And now it looks like that's fitting in nicely. I'm not liking how the seam is looking. What if I move it over here a bit. M if we rotate it and see what it looks like once we have it at the bottom this way. I'm just trying to get it so like the fabric folds are looking a bit more natural. So if I think we have it long ways, that might actually look a bit better. Yeah, we'll just have it around about here. That should be fine. Now fold the roof here. Let's put our overlays back on. We'll choose this. We can go into Edit mode. We'll just go, A, Smart UV project, unwrap. We will set the TD. Might take a while we have a lot of islands, but there we go. And then we can choose our stone light material. And there we go. There's our roof. Now we need to grab this wooden piece underneath. Go into Edit mode, A, smart UV project, unwrap, set TD, and then we can choose the wood dry for this, I guess, and might look nice. Okay, so let's keep going. Right. So we can move our reference the way. And let's have a look. We have some wood pieces here we can use. So Edit mode, A, U, smart, UV project, and wrap. Now, I'm going to add two materials on to this, and for the first one, we can go wood light, and for the second one, we will go Wood dark. And I'm going to add some variations. So I'm going to hit L on some of these pieces, and then we can just choose Wood dark assign so that they're like different colors now. And then we also need to press A on everything and set our TD, as well. So there we go. Now we can just choose piece under here. Go to Edit mode, A, U, smart UV project, wrap. Now let's set there with TD, and let's add the wood DAC or wood dry. Let's try wood dry for this one. And just double check our grain is going the right way. This seems fine. And then we have pieces under here. We go A, U, smart UV project, unwrap, set TD, and then we could try wood dry for this one, as well. See how that's looking. It's very dark around this corner, but we'll add some more ambient lighting later on. And then we can choose this wood piece here, and I think there's another one under here as well. A SmitUPject unwrap set TD, and then let's choose our wood dry or wood dag. Let's go with wood dag and then control L link materials. Okay, so we can choose our steps going into Edit mode, AU, smart UV project, wrap, set TD, and then we can choose our stone light for this. That's done. And now for the walls, select this wall. You'll go into Edit mode. A, smart UV project, unwrap, setTDF the wall, we have stone wall here. Here's that one. And now we can see how wood pieces here. So we can select these A, smart UV project, unwrap set TD, and then we can have wood dark here. And then what else do we need to do? We could do the balcony here. And for this balcony. I might actually go into Edit mode and select these top faces here and just bring them down a bit, so it's a bit thinner on the top, just like that. Now we can hit A Smart UV project wrap. And we might have to fix some of these faces. So let's set TD, and then let's choose our wood DAG on this one. And let's have a look at the wood grain here. So we need to fix the wood grain on some of these pieces. Let's go into Edit mode. And I believe it's all of these sideways pieces here, so we want to select these ones these ones are going sideways, and these ones are as well. We can hit Y 90, and now they're all going the right way. And then finally, we can choose this one. Go to A U Smart UV Project and wrap, and we can see here some of these are sideways, so we can select these faces. We will hit Y, 90, and then A to select everything, set TD and then choose Wood light. And then for the floor piece, Edit mode A, smart UV project, wrap, set TD, and then probably Wood dark for this one, as well. There we go. Now we just keep on going. Let's do these side pillars here. So Edit mode A, smart UV project, wrap, set TD, we'll go with Wood dark on these. And then let's select this piece. We'll go to A, smart UV project, unwrap. And now we might need to rotate these around. So I'm going to select this face here and then press L, and then we can go -90 to rotate it. So now this is straight this way. And then select this face, L -90. And let's just move these so we can see and now these pieces here, these are going sideways. So let's select these faces here. You hit Y, 90. So now they're straight. Then let's hit A and then set TD. So now, if we add our wood light, the grain should be going the right way on these. That looks quite nice. Cool. So now with this, I'm going to go into solid view and select both of these, and we need to shift D first and then hit X. Just so we need a duplicate, so we're going to use that later on. So now, once we select this, we can apply solidify and then we can select both of these into edit mode, A, Smart UV project, and wrap, set TD. Let's go back into rendered view so we can see, and then we can choose metal. We could go with black metal for this back into object mode and then Control L link materials. There is metal. And then we can just finish off these windows in this lesson. So we'll just select. Let's select this wall piece first. Going to Edit mode. A, Smart UV project, unwrap, set TD and then we'll choose stone wall. That's not done. Now let's choose the wood frames on all of our windows, like the outside frames here into edit mode. A, smart UV project, unwrap. Now we need to select these sideways faces here so we select all of these And then we can hit Y 90 to rotate them. Hit A to select all of our islands, set TD, and then we can choose Wood. Let's go with Wood dark for this, I think. Yeah. And into object mode, we called Control L link materials so that they're on all of them. Then we can select the metal frames. Select all of those into Edit mode, A, U Smart UV project, unwrap, set TD. Then we can choose metal, light metal back into object mode, control L link materials, and then finally the glass. We can select all of these pieces here into edit mode. A, U. Remember for flat planes, we can just use angle based wrap and then set TD, and then we can go into object mode, select one of the glass down here, and then control L link materials, there we go. And finally, we have a PCR that we can quickly do. We'll go A, U, smart UV project, unwrap. Now we might have to split these sideways pieces off here. So we select those Y, and 90 to rotate them. A, set TD, and then we can choose wood dark here. And then we have our gutter here, so we can go Edit mode A, U, Smart UV project, wrap, set TD, and then we can choose let's try the black metal for this as well. And there we go. The front of our building is pretty much already done. Just need to finish off some side pieces in the next lesson. 31. Mirror Modifier Workflow & Clean UV Mapping: Lo, welcome back to stylized Japanese environments and Blender. In this lesson, we will continue adding more materials to our objects. Okay, so pretty much the same as what we've been doing. So let's select this top piece over here. We got to Edit mode, A, U, smart UV project, and wrap, set TD, and then we can choose the stone light back into object mode. Now, let's shift select all of these roof pieces. Maybe we shift select this piece as well so we can get the one underneath, and we can unwrap them all together. So A U, smart UV project, unwrap and then set TD. Going to take a while with all these islands, right. Back into object mode, we can shift select this top piece here and then Control L link materials. Let's not so we're roof done. And now we can choose all of our wood that we want to be the same. So all of these long ones, I'm going to choose the wood dark. So I'm going to select these and this back one here. What else do we need? The ones going around. I might have wood light on these ones. So yes, so we'll choose these long pieces of wood. Go to Edit mode, A U smart UV project, unwrap. And hopefully, yours is, like, vertical by default here. If it hasn't been, then you've probably been rotating a lot, but it's default vertical for me. So unwrap and then set TD and then we can go back into object mode. Shift select this one here, Control L, L link materials. Let's do the wall piece. So we'll select the wall. A, smart UV project, unwrap, set TD, and then we can choose stone wall here. Cool. And now we will choose these window frames here. These are all one object nice. So we can just go into Edit mode, A, smart UV project, unwrap. Now we have a lot of sideways faces here, so let's select all of these. And these ones here as well, we'll get these and then hit Y to split them off, and then 90. Then let's hit A, set TD, and then we all go with Wood light here. And then we need to grab the window frames here. We can do these together. Edit mode, A, U, SMI UV project, and wrap setTD then we'll choose the light metal into object mode, control L link materials. And then we will grab the we can do all the windows at the same time. Oh, is this one object here? No. Well, grab these window frames and then just A U Smart UV project and then set TD into object mode, Shift select the window frames at P, Control L, and link materials. And then we can do the glass. So select all the glass pieces. Now we've selected the window frame up here. So we want just the flat planes. There we go. And this piece, and then hit A in edit mode. You unwrap angle base, set TD, and then choose ever glass. And then into object mode, Control L link materials. So there's our glass done. Now we have our wood panels. So let's select these wood panels together into edit mode. Now we need to apply the array, so back into object mode, and we need to apply the array on both of these. If we don't apply the array, then the texture will look very, like, duplicated because it's like the same UV island for each one. But once we apply the array, it'll be separate UV islands, so the texture will look a bit more natural. So Edit mode, A, U, smart UV project unwrap and then set TD. And then we will go would drive for this, I think, into object mode, Control L and L link materials. Now, it's looking very dark over here. If you want to see what it looks like, we can just quickly, duplicate our sun and then just, like, rotate this one, so it's like pointing and then we can have a look at our texture. So now we just need to do out door. So this is all going to be one texture, I think. So let's select both of these objects. I'm going to edit mode, AU, Smart UV project, unwrap. We will set TD. Actually, we could do separate materials, yeah. So for the frame for the frame here, let's go with light metal. And then for the other door piece, we could go with black metal. Yeah, that looks nice, cool. And just do the same for this then. So select both of these wrap them together, and then set TD. And then for the frame, we will go light metal. And then for the other piece, we will go black metal. And just the steps. So we could probably just delete these steps and just duplicate these to save some time, just like that. Cool. Anything else left on this building? No, that's pretty much it. I think. How much time do you have left? We could do something really quickly. Maybe we could just, like, do the floor for now. We'll select this floor, and we'll unwrap the floor here. So smart UV project, unwrap set TD, then this one we'll start with stone light first. And then with the road, we can A U unwrap angle based for this set TD. And then for this one, it'll be stone dark. There we go. And let's finally go back to solid view. And let's sort out this shelter, shall we? So let's go into Edit mode on this. And actually, let's get this into place first. So we'll select both of these A -90 to rotate it. And let's move this on the X to move it closer to a building. Now we go GY, move it over here, and we'll get this into place. So GX, we'll bring it out a little bit. Maybe we could just scale it down a tiny bit, as well. Move it down a tiny bit. And then GX, move this into place here, just like that. And let's go into Edit mode on this piece, and I'm going to select this face, we've got the array on this. Not the array, these solidify. So we can just click these top faces here and delete some of them. Mm. Yeah, so I might do is select all the way up to about here. Let's go to here. I'm actually going to put an edge loop in the middle here so we can just select this one side and then select all of these faces here, and then we can go X and delete faces. And then I'm just going to select this edge over here, and then I'm going to go Shift S and then cursor to selected. So now a free Dcursor is here. So now when we go into object mode, we can right click and then set origin to freed cursor. It's now where origin points by here for this. So now we can just add a mirror modifier, and it adds it here. So we want it on the Y, we want it on the X, that's fine. We have a gap here. So what if we turn on clipping? And then if we grab this edge, we just want to move it on the Y. Now why is this? I know why. We need to move the mirror at the top above the solidify, and that fixes that the core. And then we can just duplicate this. Let's remove the mirror from this, and then we will just duplicate it. So we'll go shifty Y and move this over here. And here is our shelter on this side. Let's have a looking camera view, see how it looks. And maybe we can move this in a bit. Just a tiny bit. That should be fine. Let's go back at a rendered view, and then we just need the material on this now, so we can select this. Let's apply the mirror, apply the Sitlidip into Edit mode, AU, smart UV project, and wrap, set TD, and then this can be our black metal. And then with this is supports AU, smart UV project, unwrap, set TD, and then we can go into object mode. Shift select the shelter here, control L, link materials. And back into camera view, and this is how it's looking so far. Nice. Nice. We're getting there. We've done some texturing. Nice little break. Maybe we could bring the shelter down a little bit, maybe. So we see more of that wood at the top here. I might bring the shelter up a bit more just so it's a bit more in line with the shelter a bit more. Uh, I'm being OCD about this now, but yeah, yeah, we'll just have it here. I'll be fine. Okay. Now, I'm not sure if I want black metal or light metal on these frames. I might change them later on, depending how we look when we do the lighting. But yeah, we're getting there. I'll see you in the next lesson. 32. Stylized Sidewalk Shader with Noise and Voronoi: Hello, welcome back to stylized Japanese environments and Blender. In this lesson, we will be doing some more practice, creating stylized textures and materials. Okay, let's add some more detail to the sidewalk here. So it's going to be a lot easier easier for us to work from, like, a flat plane instead. So let's go into Edit mode, and we'll just select the top face here and then hit Control I to invert selection, and then let's hit X and delete faces. Next, we're going to select this face, and then we can hit I to inset, like this. Actually, instead of inset, let's undo that. Instead, we'll add an edge loop, and we'll put one along here. It is going to be our curb here, and then we can add another edge loop this way, just like that. And then we could select these three faces and then go P separate selection. And then I'm just going to go into object mode, and we're just going to hide the curb piece, the wafer a. So press H to hide. And then with this piece, we can go into Edit mode. We can press A and then E to extrude, and we'll extrude this down into the floor. Our normals are inverted, so let's hit A, bolt N and then recalculate outside to fix that. Back into object mode. We may as well add a bevel to this piece, add a bevel and we'll go 0.015 and then shading to harden normals. And then we can hit Alt H to bring back our curve piece. It's going to edit mode on this. And let's add some edge loops. So I'm going to control R and then scroll up just so we get some edge loops in here, and then the same on this side, control R, scroll up, put in some edge loops. And then we want to separate them. So we want to select every other one. So let's start from the corner here. We'll select these for. And then we can skip one like this all the way to the end. And then for the other side, we'll do the same. Just like that. And then we can hit Y to separate them off, and then we can hit A, and then we can extrude downwards into the floor. Just like that. And then A, halt N, recalculate outside, and then we go into object mode and then add our bevel. And then I'm just going to scroll down until we get a nice bevel here. At 0.02 would look nice, then shading harder normals. Now we have some nice curves here. Let's go into rendered view, and then we can texture these. So we're going to select that curves. Come to Edit mode. Make sure to select everything with A, then we'll hit U, smart UV project wrap, and then we just set TD here. And we're going to keep this stone material on this. But with this piece here, we're going to use the stone slabs material. So let's go back into Edit mode and we will re unwrap it with A U Smart UV project, wrap, and then set TD. And then let's choose the slabs material. So we have J slabs here. So now, if we have a look at the shade here, we only have our base texture with the image textures, our base color roughness, normal map. There's an ambient clusion in here as well, but it doesn't do much on a flat plane like this. So we may as well do some more textures together so we can get some more practice in. So this is kind of like a very flat color here, so we want to add some color variation. So I'm going to start with a noise texture. Let's shift A or search noise texture. And we don't want this one. This is one for my add ons. I'll redo this. So we want Shift A search noise texture. I want texture, noise texture, this one. So let's get some more room here. And then on this, I'm going to hit Control so we can get a mapping and a texture coordinate, and we want to use the object coordinate for this. And then if we do Control Shift T on the noise texture, we can see the effect that it has on our object here. So what we want is I'm going to increase the scale. Let's go to about ten on the scale, just to make it a bit more detailed. For the detail, we keep it as two roughness should be fine. So we can keep all these. Let's add a color ramp. So if we had to color ramp to this and plug this in, we have a bit more control over the contrast of this noisetexture, so we can bring the whites closer. And then if we bring the blacks closer, it will kind of create more of like a more of a contrasty look here. And then I'm going to plug this into a Voronoi texture. So I'm going to search Voronoi and I'm going to plug the color ramp into the smoothness, but we need to change the settings here to get the smoothness. So we want smooth F one, and then I'm going to choose Chebychev control shift left click so you can see this node, and we can see the differences here. Now, we need to plug this in first. So I'm going to go Chebyhev here, and then we want to go from our vector mapping node over here into the vector here. And then we can start to see what's going on over here now. So you can see the difference of the different kind of effects we have. I'm going to go with Chechev and then we're going to take this color ramp and put it into the smoothness here. So now this noise texture is kind of affecting this texture, and we can see the effect it's having once we control the color ramp here. So now with this, we're going to change the scale to one. So now we get this. You can see the effects it has when we change the scale, so we want some bigger patches here. And then I'm going to put the detail up to around about we could go to Aranda B. Let's go over a detail of two should be fine. The roughness, I'm going to bring the roughness down a little bit. And then we're going to add another color ramp. So let's add a color ramp here. And we can plug this in here. I'm going to go from distance. I'm going to go from color instead. We might have a different look. Yeah. So now we get this kind of kind of painterly patchy look here. And I might actually swap these arrows around. So I'll bring the black over here, and then the white can go somewhere around here, and then we have this nice kind of painterly patchly look going on. So now we can use this as an Alpha mask to mix different colors in. So we have our base color here, and what we can do is use this as a mask to mix in some new colors. So I'm just going to select all these and then use G to move them up. And let's add another noise texture. So we'll hit Shift A search noise texture. And then we can hit Control T to map this up, and we'll go from the object coordinate here. And then let's add a color ramp after that. Color ramp. And then we'll go from the factor to the factor, and then let's Control Shift left click so we can preview this node. So for this, I'm going to go with a scale of like two and then a detail. We'll bring the detail up to a range about six. Roughness should be fine. Maybe adjust it a tiny bit, so it's a bit more detailed around about 0.6. And that should be okay. Now we can change the colors of these arrows. So for this arrow here, I'm going to go like a slight grayish color. And then I'm going to bring this arrow up. And we can go like a slightly whitish blue kind of color like this. And now for us to actually see what's going on, we need to mix these together. So we want a mixed color node. So shift a search. Mix. You want mixed color. And we're going to plug this into the factor. So it'll go from color to factor, and this is going to be multiply. And then we want from this multiply node over here that says our base color going into this. So we want this to be in the A, and then we'll go from this color ramp into the B. And now if we control shift left click, this node, we can see how it's mixing. And then we can see how it's mixing in that noise texture color with the base color underneath. And now we can just kind of adjust this color ramp. To add some more kind of variation in the color. We can add another arrow here with this plus icon, and then it'll put one in the middle, and we can play around with this color, maybe make it a bit darker. And then maybe we could bring this blue up a bit. You can play around with the different positions of the arrows to get a look that you quite like. Now, I might make this blue slightly less saturated, so I might bring the saturation down a tiny bit, play with a value, maybe make it a bit brighter. And then this gray arrow, I might bring the value down a little bit, as well, or maybe up, actually, just so it's not so intense, just like that. So now we have some more like dirt patches on our slabs here. So the next thing we want to do is a scroll out, and we can move these over here. Now we're going to add our edge highlights. Now, I don't think we really see the edge highlights apart from, like, in here in the gap here, so we might actually get away with skipping the edge highlights. So we really need to do now is add some ambient occlusion to get some kind of dirt in these crevices here. So let's add our ambient occlusion node. So search ambient occlusion. We want input ambient occlusion, this one. And then we want a color ramp. So color ramp and then we plug the color into the factor here. And then we want to bring this black arrow up a bit. Let's control shift left click, this color ramp so we can see the effect it's having. And we can see it's got adding some blackness in the corners here. We scale this up a tiny bit for it to look a bit natural. Now we can click this black portion here and we can make it more of like a dark gray kind of color. And now we just want to mix this in with our color here. So now we need another mixed color. So we'll go search mix color. And then this one can go into, we'll go from this one into A and then this one into B. And then this needs to be a multiply. And now we can just plug this into our shader here and then plug up our shader into the material I put. And now we can adjust this. We need the factor to be one on this one, put the factor to one. And now we can adjust the strength of our color amp on the ambient occlusion, just a little bit. And now that blends in with the building a lot nicer now that we have some ambient occlusion in there. And you can always make this darker if you want to. You can play with a factor to see how much it mixes in. And then we can drag this up if you want it to be a bit more, like, more dirty. There we go. And now we can add some final processing to it if we wanted to, if we can add, we can add Shift A and then type in Hue saturation value, and we can plug this at the end here. And we can always, bring the value down a bit, so it's a bit darker. Like maybe like just 0.8 will do or something. We can bring the saturation down to like 0.5. So it's a bit grayer, and that blends in with the curb a lot nicer, as well. And I think this is looking quite nice, now. We've gone from where is it? Stone slabs. We've gone from just a simple flat color like this to something a bit more detailed just by adding some nodes and more layers. There we go, there's some more detailed textures for you. I hope you was able to follow along with that. So yeah. What else could we do next? We'll finish with some more details. We need to add the plant pots and the balcony up here as well. So we'll do that in the next lesson. 33. Modeling Plant Pots & Creating a Clay Material: Hello and welcome back to stylized Japanese Environments and Blender. In this lesson, we will create the plant pots on the left side of our building. Okay, so let's shift and right click here to put our free Dcursor down here, and let's shift a mesh cube. And let's bring this out a little bit. And then we go into Edit mode, we'll bring this face down underneath, and then we can bring this face in, and then we can bring this bottom face up so we have a nice little balcony here. And then we can press A and then S Y to scale it up to these wood pillars here. And then we can just shift D and then Z. And then maybe we can make this a bit thinner. So I'll choose this bottom face, just make it a bit thinner up here. And then we can press L over this object to select the whole object, and then GZ hold control to snap to the bottom face here. And then with this front face, we can go GX and bring this in and then maybe bring this bottom face up a tiny bit. And then we go into object mode. Want to shift A, we'll add another cube. And then we can bring this out a little bit. And then let's bring it up and then we'll go GZ, hold control and snap it down onto the balcony properly. Into Edit mode, we can bring this face in, bring this face down. And then we want to bring this face closer to this edge. And then this face can go over here. And now we can bring this face down a tiny bit, and then all we need to do is just inset it and then extrude extrude it down like this. Back into object mode. Let's select all of these pieces, and then we can add the bevel. So search bevel. And then we'll go 0.015 shading to her normals and then Control L copy modifiers. And then with the plant pot, I might make the bevel a bit bigger, so I might go up as far as we can go, really. Let's go to 0.02. That should be fine. And then we can just duplicate this. I might go into Edit mode and just bring this face down a bit more so we have more room for the plants. Back into object mode, and then we can just shift D and then Y to make a duplicate and bring this over like that and then make sure these faces need to be touching the wood here. So we're going to Edit mode, select these two faces G Y, and we can just bring those over. Right. So let's go into our rendered view. And we can hit A smart UV project, unwrap. Let's set A with TD down here. And then this one could be wood Light. It's going to object mode, we can select both of these plant pots into Edit mode. A, U SmartUVPject, unwrap. We will set the TD, and then we don't have a clay material, so we're going to have to make one. So let's start with the stone light. Start with stone light. I have this selected. And you see this number 13, that means there's 13 objects with a stone like material. But if we click this number, it'll create a copy. So now, this is its own separate. And let's just choose the name clay for this. So I'm going to scroll out and we'll go to the end here. Let's grab the shader and move it over so we create some spacie. And now let's just add a mixed color. So we're going to mix in some orangy colors here. So we'll search mix color and we can plug this in here. And then we can add we can try first just adding some orangy hues here. I think we can get away with just the one color here, and you can obviously adjust how it mixes in with a factor. It's a very simple way to change colors. I might just go a bit more more of a reddish orange. Just like that. Cool. That should work. If you want a bit more detail on this, we could obviously go a bit more detailed. So let's add a noise texture here, and then control T to map that up and we want the object. And then we could have a color ramp and plug the color into the factor or Control Shift left click this color ramp so we can see what's going on. I'm going to drag this black up a tiny bit. But then I'm going to make it more of a grayish instead of pure black. And then we could try put it into the factor here. And now troll shift left click, have a shader. You can see the effect that it's having here. It's more of a rusty kind of look. So instead of it just being pure orange all over, it blends in with the stone kind of gray. I think that's a lot nicer. You can increase the brightness a little bit. And then maybe a bit more saturation. There we go. And then we can just add the clay material to this clay. And looking at these, it might be a bit too intense, so I might just bring down this arrow slightly to the left a tiny bit. And I quite like to look at that. Cool. And that's how we add some color to the clay. Now, we need to do the pipes. So the pipes we'll do in the next lesson because we'll be using a new tool called the Bezier curve. And we can get to work on other buildings in the next lesson. But before we finish, we may as well just bring in some foliage. We may as well get our plants in there while we've done it. So let's go to file and append. And let's go to our resource Blend file, wherever it may be. Here the resource pack blend file. And we want to choose the collection folder, and then let's bring in foliage. We'll append this. And we have all these plants over here. So let's just move them to the side out the way. Just like that. And we're going to scroll in, and we want these little bushes here. We have a bush leaf that we can use. So maybe we just go back to solid uses a bit smoother. Select this bush, shifty, duplicate and we'll bring it over here to our plant pot. And we just place it inside. And then we can just kind of I might go to material preview, let it load. And then we can see. So I'm just going to shift and then Y and then rotate it on the Z to switch it up a tiny bit. And then shifty Y and then rotate it on the Z It's like that. And then we can select all three of these shifty, Y, and then Z 180 rain the other way. And then we have some plants. Now, these are like flat planes, so you have a lot of these red squares because of the normals. But in rendered view, they should look like this. They'll look fine. And then we have some plant pots. Very nice. I will see you in the next lesson. 34. Modeling Realistic Drain Pipes with Bézier Curves: Hello and welcome back to stylized Japanese environments in Blender. In this lesson, we will be learning how to use Bezier curves. Okay, so let's shift and right click somewhere around here to put our three D cursor here. And let's hit Shift A. And under curve, we have some different curve options here. We're going to go with AZA. So I'm going to lift this up and we see here we've got this curly little line. Now, basically, if we're going to edit mode, we see we have these different points here that we can move around to adjust our curve. Now, this is a little difficult to see. So we can add a new modifier that came with Blender five called curve to tube. So if we select this, it basically creates a little tube around our curve that we can use to create our pipe. And we have some different options over here. The scale is just how thick it is. We have different modes. You can have the round mode by default, or there's a custom mode, which you create using a separate object, but we're just going to use round, and then we're going to keep it shade smooth. There's also a caps option here. So the caps like fills in the ends here. So by default, it's flat. There's also a round cap that we could use, and there's also an option for a custom cap, as well. But we're going to just disable caps because we don't need caps for the pipe. So with this, we can press A and then Y 90 to rotate it around. And we can use these handles to shape our pipe going up. So first, we can bring the scale down. We don't need it to be this thick. We can go to around about 0.05. And we can just press G to move this into place where we want it. I'm going to place it going along just in front of this wood piece here. I'm going to move it into place. I'll go GZ, and then GX and just line up this bottom vertice here GY, and then GZ. Now we have the verticee in the middle, and then with each verticee it has these two handles. And with these handles, you can kind of adjust the curve like this. If we click this vertice and then scale it down, it will push those handles in so that they're tighter like this. And then we have this one here, we can rotate it so that it's straight. And then we can scale it down to push those handles in. And then we can extrude a new one with E, so we can press E and then Z and bring this up. And then we can press E and then Y, and I'm going to bring this forward to round about here and then G Z and bring this up around about here. And then I'm going to extrude upwards into the gutter here. So E and then Z, bring this up around about here. I'll go just below it, and then I'm going to do another extrusion. So E and then Z and push it upwards. Then I'm going to bring it to the side. So G and then X, bring it over here, and then GY, I'll bring it forward towards the corner. So GY like this, and we might need to bring it down a little bit like this. And then we just kind of want to adjust our handles. So I can scale this one up to push those handles out to give more of like a curve shape on here and just move this inside of our gutter like this. With this verticee I'm going to go GX and push this out a bit. Maybe we can bring it down and just move it into place next to the building like this. And we can obviously scale to adjust the corner here to have more of a smoother corner. And then we'll go down here. We can move this vertice out a little bit, scale it up to have more of a curve on the corner here. And then we can fix this one. I'm going to scale this one up to make it a bit more curved. And then we have another handle down here. We could probably bring this down just so it's not like interacting with this corner. And there's the shape of our pipe going up here. Now, I might make some adjustments to this one up here. I have to click and drag so you get the vertice, and I might just bring it back a bit on the Y. Have it about here. And just so it's like pugging through the top a little bit, just like this in the middle. Maybe bring this down so it's not clipping into this wood piece here. That's pretty much it. You just move your handles. I'm going to move this egg a little bit so it's not in the wood so much. And I might bring the scale down to 0.045, maybe even 0.04. And just have it right next to the building there and just make little adjustments until you're happy with it. We've got some clipping here, so I'm just going to bring this one out. And we need to bring these egg a little bit, as well. If we make it a tiny bit smaller, we could get closer to the building, 0.03. And then we can push these further back here. Maybe we could have it bent inward a little bit. Could bring this down, maybe scale it in or scale it up, see whatever looks better. And that's how you shape a curve, basically, just using the little handles and little points to get your shape. And then with this, so I think this comes with a UV map already. I don't think we have to unwrap it. So we can just choose the black metal material, and it should look nice. If we zoom in, we can have a look, and it's all unwrapped nicely. So there is a pipe, I have a looking camera view, see how thick it is, see if we want it to be bigger. This looks a bit chunky here, so I might just push this one back a little bit and maybe just get this nice and straight here. Sing wrong but here we go. Select this one GX I might actually shift select all of these vertices and bring it forward on the y a bit and maybe go to 0.035 or something and bring this one down a bit more as well. There is our pipe going up. Sorted. I'll say you use a Bezier curve. I'll see you in the next lesson. 35. Creating Mirrored Metal Fences with Bézier Curves: Long, welcome back to stylized Japanese environments in Blender. In this lesson, we'll be using the Bezier curve again to create these little fences at the front next to the road. Okay, so we can use the Bezier curve to create some fences along the front here. So let's go to Shift A curve bezier. And let's move this towards the front over here somewhere. Let's add in a modifier so we can see curve the tube, and let's scale this in to around about 0.350 0.035. And there we just kind of shape it. So let's go X and then 90. And let's go into edit mode. And I'm going to rotate this one, so it's like pointing straight up this way. So I'm going to go into front view, and then we can rotate it. So it's straight like this. And then I'm going to bring it down to the ground. And then if we select this vertice and then select this verticee and then right click and then subdivide, it'll put another one in between it. So with this, we can kind of place it over here. And then we have this here. Now we can tighten up this corner by scaling it in, rotating, maybe push it over here a bit as well. We can tighten up this corner or scale it up. So we have more something like this. Then we can bring this down, scale it in a bit, straighten it out, maybe push this handle in as well. And then we want another one going down, but we could maybe add a mirror modifier. So let's press the origin point is here. So we're going to press A and then GX to bring it over to the left side of our origin point here. And then let's add a mirror modifier. So search mirror. So we have it on the X, and then we want to turn on clipping. So now we can go GX and then push it into the other side here. And then yeah, no last connected. We can bring this in. I'm not sure how well this will work with the mirror. But let's select vertices on this side, we go GX and then kind of shape how wide do we want O of fence to be? And then we can flatten this A. It's a bit straight there. Just like so. Maybe we can make it a bit longer, actually. So we'll go GX, make it a bit longer like this, and maybe we could bring these two up a bit. Maybe we could bring our human reference over to the front. So we have something to compare it with. Camera view, we double check. I'm thinking we bring this up a bit more. Just like that. And then we could try selecting these let's hit Shift D to duplicate and then Z, and we create a duplicate here we can put below it. And then we can just push this inside of this piece here. Now, if we select both of these vertices and then we hit Alt S, it will scale this inwards to make it thinner without affecting the other piece as well, so we can have this a bit thinner. And then I'm going to right click and then subdivide, so we have another vertice in the middle here. I'm going to scale this in and move it to the left a bit with G&X and maybe we could bring this down to create kind of shape here. But we want it to be like a right angle. So we might need to select this one and then this one and then subdivide again. So we have another one in the middle here to, like, hold that shape. And then we can bring this down and create something like this. And then we're going to duplicate again. So let's select these three and then shift D to duplicate, and then we'll go GZ, we can bring this up somewhere like here. And then let's grab this left one and we can go GX and then GZ, we'll bring it into the pipe here, and then we can select this middle one here and create some kind of shape. Something like this. It's going to the front view. I just kind of fix this curve up like this. We have something like this. And we can try and move this so that it connects properly in the middle here like that. And that looks good to go. Then we might have to scale this one with Alt S. So we'll select all three of these and then Alt S to make it a bit thinner so that it fits inside this pipe here. And there we go. We have a nice little fence that we can use. We'll go GY, push this back round about here. It's going to camera view. And we want this one to be we'll go GX, and it might need to be a bit bigger, to be honest. So I'm going to scale it up and go GZ and then we could try and adjust the scale from here now to get something nice. I might go into Edit mode and play with these corners a little bit. Maybe bring this handle up to tighten up those corners there. And this is looking quite nice now. So I'm going to have one around about here. We can add. Let's add a light metal to this. So light metal, we'll have this. And then we could maybe press this number down here to create a new version, a scroll up. And we want to make this like a bit green. So we'll go here where our shader is. We can drag this out. Or we might be able to What if we change the color here? Does that do anything? No. So you want to add a mixed color here, so mixed color. Plug this here, and we should be able to change the color. It's like a darkish green. It's going into rendered mode so we can see a lot easier with colors, right? So I'm going to bring the saturation down. It's not so vibrant. And we can play with the value here. Just like a nice kind of darkish green. That should look good there. So now we can just duplicate this a few times, so I'm going to move it. Irad about here. And then we can go Shift D and then X and have one over here as well. And then shift D and then X and then Z 90 to rotate this and then GX GY. And then let's have a look. We want it behind this pillar here. I'm just looking at the reference photo to kind of compare. We can go back into solid view now that we've shaded it. So maybe GX make it a bit closer to the road, and then Shift D Y. We'll have another one over here. Let's have a looking camera view how this looks. There we go, right? We can just be a little OCD with this and just move this into place here. And then this side. It's looking a we could have it coming off camera like this. Maybe we could scale it on the Y. We could always adjust it like that and then move it like here so it matches the reference a bit more. And then we can have a quick look and rendered view how that looks. And then if they're looking a bit thin, we can always select them all and then go into Edit mode, press A, and then alt S scale them up and make them a bit thicker. And then back into object mode, and that's looking a lot nicer now. I'm happy with that. Cool. We have some fences. I'll see you in the next lesson. 36. Decal Workflow with UV Maps and Mix Color Shaders: Hello, Malcolm back to stylized Japanese environments and Blender. In this lesson, I will go over the basics of using decals. Okay, so if we select this piece here, this is our red sign at the left here, and we go into the material red fabric, and we want to zoom in to these nodes here. And what we see here, we have a UV map called decal, and it's basically saying we need to use a UV map so that we can use this sines image. Now, this image is this black one over here. This is sines dot pSD. It's a Photoshop file that we can use. And then this is plugged into a mixed color node so that it can overlay on top of our base color here. It's just another layer that we've added in here with these nodes. We'll create this together when we do the road. But here on the red fabric, it's already here. So I can show you how we can use this decal to place it onto here. So the reason we add a separate UV map is so that we can move it around without affecting the texture underneath. So with this selected, if we go to this little green triangle here, this is the object data properties. And we will have an option here called UV maps. And this is our default UV map, the one that we unwrapped first. And with this plus icon, we can add a second UV map. Now, we want to rename this so it's the same as this here, and it's case sensitive, so it'll be decal with a capital D. So just double click to rename it. This is decal. And now we can see that it started to overlay here because it knows we're using this UV map to create this here. So now with this UV map selected, we can go into Edit mode on this object. And the UV map here, we can close this menu with N, and we can change this image up here to signs so we can see. So it's using this UV map over these decals here, and we can see the effect it has here. So what I'm going to do is I'm going to take these UV islands and just scale them down so that they're all within the black area here. And then we're just going to select this front face, and we're going to move this over this sign in the top right. Now, we need to rotate this. So let's go and 90 to rotate it, and then we can scale it up and we can just move this UV over the sign here. And let me double check the reference, make sure this is the right way around. So we want to rotate this the other way around. So, let's press, 180. So this is the right way around now. And then we can just scale and then move the island until you're happy with where the sign is. We can move it this way to get it a bit higher. And now, obviously when we go over this side, we're cutting into the sign here, so we want to make sure that we're not getting too much of this sign. So we're just going to adjust it just until we only have this sign on our object here. That's pretty much it. You just create a second UV map. You plug all your nodes in and then mix it on top of the base color, and then you move the UV island using the UVs. So we can do the same with this piece as well. We just add a new UV map over here, rename this decal. And now, we go into Edit mode. And then we want to select all of our islands and scale it down so that they're all within the black area. And then we just select this front face and scale this one up on its own. And we want to rotate it by 90 degrees. And we're just going to scale. We might have to scale it on the X and then on the Y until we get something nice, right? So now, we're scaling the whole face, and if we want it to be the right size, it's going to cut into the other sign here. So we might have to put in some edge loops. So let's get the sign in place first. I'm going to place it around about here. So we have a sign here and get the right size of our sign that we want. Then we want it to be a bit bigger, as big as we can go, and we'll have it just above the door here. So I've got it on the left side here. This is our sign here. So what we can do is add an edge loop on this side of the sign and then an edge loop here to isolate this off. So now we have a face here. So now we can select these side faces and then hit Y to split them off, and then we can scale these and then put it into the black so that we don't get the other sign here. And there we go. There's signs all done. So, I will see you in the next lesson. 37. Road Markings with UV Maps and Split Faces: Hello, and welcome back to stylized Japanese Environments in Blender. In this lesson, we will work on what we learned on the previous lesson and use it to create some decals for the road. Okay, so let's do our road next. So let's select this object here. And let's expand this a bit. We want to go to this green triangle icon and then click the plus sign. We're going to add a new UV map, double click to rename this decal. Now let's go all the way to the right to where shader is here. I'm going to make some room. Now I'm going to add a new node called UV map, this one, and then we can choose decal here. Now we add a mapping node, and we want to plug the UV into the vector. And then we add an image texture node, image texture. And then we plug this one up, and then with this button here, we can choose signs. And then we want a mixed color note. So go search mixed color. And this will go into the factor. And then we want to plug the color from here into A, and then B will be the color that we want the decal to B. So now we just plug this into the shader here. Now let's go into material preview mode, and we can see the decal is working on our road. So now we want to first go into Edit mode, and we'll scroll out here and then just scale in the UV island, so it's all within the black area. Can expand this. Just like this. So let's add some edge loops in so we can control these faces. So we want an edge loop just going along the curve here in front of this curve, and we want another edge loop going along the curb here. Get it as close as you can. You can double tap G to, like, edge slide if that's easier, and then just have one by here. And then we want another one around about here, we'll have a line going next to the curb here, and then we want another edge loop going this way. Just like that. So let's start with this face here. We'll start with this face. And we have our island here, so let's hit Y to spit it off, and then we can scale it up and then we can move it on top of this line here and just scale it up until you get the nice size that you like, and just move it around so we can move it closer to the curb like this. Now let's do this face here on this side and do the same. So we have our island selected. We'll hit Y and then G, 90, scale it up, move it over the white line, and just keep scaling it until it's the same size as the other one. Just like that. So next, we want to probably easier to do this one. So we'll hit Y on our island, G to move it, 90 to rotate. We'll move this over this white line as well, and we'll make this a bit thinner. So we'll scale it up and have a thin line by here, and we'll do the same for this face. We'll hit Y on the island, G, scale it up, move it over this white line, and we will match the thickness of this white line like this and we can adjust it just like that. So now we're going to select this face. We'll hit Y on our island, and then we're going to move it over onto these three white lines over the right here, and we might need to rotate it. So we'll rotate it by 90 degrees, and we'll scale it up. And we're going to have more white lines, but we'll ignore these. We just want these three in position, we want it to be a roundabout here. So I'm just going to move this island. We'll go GX, move it up towards the curb, and then GY, move it around here, and then we can scale it up to make the lines smaller GX. And then G Y. Just in position there, and then we can get it nice and close to the curb, so you might need to go GX and get as close as we can there, and then GY we'll move it just by here. We'll do the same for this face. So we hit Y on the island. We'll move it over here, scale it up. We'll have a look. Scale the island until these lines are the right size. We have some here. Then we go GX, move it closer to the sidewalk and then GY, move it back. And are these going the right way? Yes. So we're going to camera view, and we might need to extend these lines a bit more, as well. So what we can do is we will add an edge loop here, just pass these lines and then an edge loop here on this side. So we'll go here. So these are isolated off. So now we have a face here we can move. So we'll hit Y to split this face off, and then we can just go GX and move this island over the lines like this. And then we will add an edge loop here to isolate off these faces here. So edge loop here. So now we have this face, we can move. So we'll find the island here it is. We'll hit Y and then G, move it over the faces here. Go GX, and then GY. And then GX again, get the right space in just like that. So the lines are in. Now we just need to remove the ones that we don't want. So we have all these faces here. Faces where we don't want any decals, we select them. We hit Y just to make sure they're split off, and then we can scale them in really small into the black area. And there are our road markings all done. I will see you in the next lesson. 38. Modeling the Garage Structure with Bevel Details: Well, welcome back to stylized Japanese environments in Blender. In this lesson, we will start modeling our garage. Okay, so let's select our cube over here and I'm going to press forward slash to go into isolated view. And I'm just going to delete the bottom face here just so it's a little easier for us when we're modeling. And we can go back to our normal view. I'm going to go back to object mode, and I'm just going to hide this cylinder out of the way, as well, so it's not in the way. And let's bring our human reference over towards our building, as well, and rotate them around. Okay, so let's go into edit mode on this. And let's put in an edge loop close to the top around about here. And let's put another edge loop just underneath somewhere. Around about here. And then we can Alt and left click. So Alt Shift left click this edge loop to select both edge loops, then we can hit Control B and create a little bit of a bevel here. And then I'm going to press three to go into face mode, and then right click extrude faces along normals, and we'll just extrude this age a little bit like this. Then I'm going to Alt and left click this face loop, and I'm going to hit Y so that they split off like this. And now we can put in an edge loop around about here, and went on this side as well. And I want to kind of try and match the width of what the garage door will be, so I might make this a bit wider. Just like this. And then we can select both of these edges, and we can control B to bevel and we'll create something like this. And then we could press Y again to split these off and then extrude them forward with E, just a little bit like that. And then with this face here, we can put in an edge loop around about here, and then control B to bevel. And then I'll hit Y again and then E to extrude and extrude a a little bit like this, just like that. So now we can start with the door here as well. So I'm just going to go into object mode for now and shift and right click to our free Dcursors here, let's hit Shift A, and we'll add a cube. And we'll bring this forward. We'll go into Edit mode. We'll scale it down, and then we can push this face back as well. And then we can scale it on the X to press A scale on the X a bit. And then we could select this edge here, and then Control B to add a bevel here to create something like this. Then we can go into object mode. We can go G, Y, hold control to snap it to this face, and then G Z and hold control to snap it to this face up here. And then we just want to move this so it's like centered around by here. So now we can click on to our main building again, and we can go into Edit mode. And let's put an edge loop with the top of the door, we'll be around about here. So let's go a bit higher up, I think, just like that. And then we can put an edge loop on this side. And then an edge loop on this side. And then I'm going to do it again. So an edge loop here, we'll create a little frame around the garage door and put one by here, and then one on this side. So now we have a little frame here we can select. And I'm going to hit Shift D to duplicate it. And then we can just hit E to extrude this AD a little bit like this. So now with this face, we can hit Y and then we can bring this forward. This will be our garage door that we can use. And maybe we could push this back a bit, so we can select these edges here. I'm just going to go inside, see what we're working with here. Yeah, so we want to extrude. So let's extrude inwards. Press E, and we'll just extrude it. Might have to hit Y so it stays straight, and we'll just create a little bit of like an indent here. So now we can cut in for the door as well. So I'm going to go into object mode and move our human reference over a bit so we can see. Then let's go into Edit mode on this building again. And let's put in some edge loops. We'll put one in the middle here, and then we will control B so we get a nice width for the door. And then we can put in an edge loop around the middle here. That should be good right by there. So now we can select this face, and then we can press E to extrude inwards. Just like that. And then we've created a face at the bottom. We can delete this face here. So delete faces. And then we can select this face here. We'll press Y to split it off. And then we can bring this forward, GY. This will be our second door here. Now, we also want a window by here as well. So what we could do is just press I to inset. And then we can press S and X to scale this in and create a little window here. And then we could press Y to split this off, and then we'll go G Y and bring this forward. And then I'm going to press two to go into edge mode, and then alter and left click this edge loop here, and then we can extrude with E and then Y and extrude it inwards, just like that. So now we can go into object mode on this and we can add a bevel to this now. So let's go to modifiers. We'll add modifier search bevel. And then we can go to about 0.015 shading to harder normals. And you can see here that we have some gaps in here because of where the bevel is. So if we go on the inside, actually, and go into Edit mode and we delete these faces here, it should fix up the gaps there because we have no bevel on the corner here. We have a little one here, but we could probably get away with that. We won't really see that from camera view, so we won't have to worry too much about that. So we just need a bevel on this as well. So we might actually bring this bottom face down. So I'm going to select the bottom face on this and just bring it down a little bit, just like that and maybe bring this face forward a bit. And we could also select this edge here and maybe bring this down just a little bit like that. Now we can go into object mode, and we'll add a bevel to this as well. So add modifier bevel. We'll go with 0.015. And then we just need to go into shading and then harden normals here. So now let's select our main building. We can go into Edit mode, and we can just hit a U Smart UV project, unwrap. And then we just need to set TD down here. And then let's go into object mode. We'll go over here because we'll have multiple materials. So for the first material, we can go with stone light. Let's go into material preview so you can see. We have the stone light, and then we'll add a second material. This will be stone dark. And for the stone dark, let's go into Edit mode. And then what faces do we want we want? All of these faces in here. So I'm going to select all of these faces. You can press L on these pieces here and then go all the way around. Yeah, so they're all selected and then just hit a sign on Stone dag. So there we go. And then we could have Stone DAG on this piece as well. So we need to unwrap it. Edit mode, A U Smart UV project, unwrap. We will set the TD, and then we can choose Stone DAC. I'm gonna go into Object mode. I'm gonna go back int Edit mode on this and let's hit L on this piece here, and we can choose Stone dike for this as well. So in the next lesson, we will continue with the doors and the window here. 39. Creating Garage Doors and Window Frames with Panels: Hello, and welcome back to stylized Japanese environments in Blender. In this lesson, we will get to work on the garage doors and window. Okay, so for now, I'm just going to go back to solid view up here. And I'm going to go into Edit mode. We will select ER garage door here. We'll press P, separate selection. Go back to Object mode, and then we can select EWRD Door. Go into Edit mode on this and control R and then scroll up, we'll put a load of edge loops in. Just like that. And then we want to select every other one. So I'm going to select this one and just every other edge just like this. And then we can just hit G Y to bring these forward to create this kind of shape here. And then all we really need to do is go back to object mode and we can just hit G Y and just push this into place here. And that should be fine for our door. And then for the window, going into Edit mode, we'll select this face here. P, separate selection back to object mode. We'll select this, and we need to have a look so type but quite a simple design here. So all we really need to do is to edit mode, select the face. We'll press I to inset, create a frame going around. Then we can press Y. So now this is separate, which means we can put in an edge loop here. I'll put it to the left a bit and then one in the middle here. And first, I'm going to select these faces and go Shift D and then Y, push this back. We'll keep this as our glass here. So now with this, we can select these edges here and then just hit Control B to bevel, and then we can delete these faces in here. And then we can alt click this face loop and E to extrude, put this forward. And then we can select these faces here, E to extrude, these forward. And then we can select these faces here, GY, move these forward into place, and then we can go into object mode, GY and push this into place here. And then let's go to material preview. We'll go into Edit mode. So it should actually, let's re unwrap it. So A Smart UV project, unwrap set TD, and we have multiple materials here. So we want one more material. So add one more. This will be glass. The stone light, we will change to black metal. And then we just need to assign these. So we can press L on the frame and just hit assign for black metal. We want L on the frames here. This will be black metal. And then we can select the glass here. This will be glass. And then we can remove Stone dark. We don't actually need this. We need to go into object mode, and then we can hit the minus here, so we only needed two. Right. So for this, we can go into Edit mode. I don't think we need to unwrap this actually, so we can just choose another metal. So we type in metal, what do we have? We have light metal too. This was the greenish metal we made. Now we could try another metal. Light metal one, I think would look a bit better. Let's go into rendered view so we can see it properly. Yeah, let's go with light metal. That looks a bit better. And then maybe we could have light metal on this one instead. So let's try Light Metal one. Yeah, I think Light metal one looks better with this as well. I'm going to go back to solid view, and then we can get to work on this door here. So let's go into Edit mode. We can select this face and the P separate selection, and then back to object mode. So we can select this and then into Edit mode again. And we just need some edge loops. So let's put an edge loop in the middle and then up slightly. And let's put an edge loop in the middle here. We'll go Control B to bevel. And then we'll put one at the top here, and then one at the bottom here. And then I'm going to select this face. I'm going to hit Y to separate it off. And then we could press I to inset. And then let's hit Y on this to separate this face off. And let's put in two edge loops going upwards like this. And then we could select these faces, and we can hit I and then I again to inset them like this. So now with this face up here, we could just eye to inset and then press Y to separate this off. And there we can just extrude some faces. So let's select the outside faces. And then we can extrude it forward a bit like this. And then we can select these faces here. We can extrude these forward. And then these faces going around the edge here, we can extrude these forward. And then I'm going to select all of these faces, extrude them forward, and then just the middle faces, we're going to hit GY and just move them forward like that. So we have this kind of shape and then this middle face here, we could actually put in an edge loop, actually, let's shift D first, we'll duplicate it, and then move it back. This will be the glass. So we'll keep that. And now we can put in an edge loop in the middle here, and maybe we could go three edge loops, and then one in the middle here, and then we'll select all of these edges and then hit Control B to bevel, and then we can delete these middle faces here. And then we can press L on this piece here and then extrude forward, just like that. And then we can grab our glass piece here, G Y and move this into place here. And then let's go to material preview, and let's press A, smart UV project. We can unwrap. We will set the TD and let's change stone light over here. We will change this to light metal. Light metal one. And it's light metal. Now we need to change stone dark two. We'll have black metal for Stone dark and then let's go into Edit mode. And for Stone Dak, we can press L on this piece here. Actually, no. Let's have the outside frames as dark metal. So we want to select these faces here. If we press L, it's selecting this for some reason. So maybe we should just go with this. We'll press L, we'll select these and then black metal here. That should be fine. And then we need another material for the glass. And then we just choose this middle face here, glass, a sign, and there is our door. Nice. So we can go GY and move this into place here. And if you wanted to create a little handle or something, we could just shift and right click here, put a free Dcursor here. We could press shift a mesh cube. Let's bring this forward a bit. And then into Edit mode, we can scale it down quite a bit. And then go SY. We'll make it really thin, and then SX, make it really thin this way. And then SC, make it a bit longer. We'll put an edge loop in the middle here, and then we can go Control B to bevel till we have some squares on each end. And then let's go on the other side and then choose these squares here, and then we can just extrude outwards like this. And then we can go into object mode. We can push this into a door, see how it looks. And just put this somewhere where it would make sense, maybe here, GX, GY. And then if we have this selected and then we shift, click Our door, we can join these together with Control J. So now they're both one object, and it's added the bevel to this as well. So it's a bit more rounded. And we have an empty material here from the handle. So if we click the minus button here, this will change to one of the I think it's got the glass material on it. So let's go into Edit mode. We'll select this face and then hit L over it to select it. And let's just hit U and Smart UV project wrap, and then hit set TD. And then we can give this the black metal material here. And then we have a little handle for our door. Okay, so we can go back into camera view, see how this looks. You can drag this down, have a nice little look at our scene. We can go to rendered view, have a proper look. And there is our door over here. Now we can also go into Edit mode, and maybe we just bring handle up a little bit so it's not like behind the railing. And there is our garage all done. Nice and quick, nice and easy. Next we can get to work on some of these back buildings. And we're almost there. We're almost there. I'll see you in the next lesson. 40. Modeling a Stylized Vending Machine with Bevel Modifier: Hello, Welcome back to stylized Japanese environments in Blender. In this lesson, we will start working on our vending machine. Okay, so let's grab our human reference, and we will bring it over to this side. So I'll go G, hold control over here, snap it over here. And let's rotate him on the Z by 90, and just go G Y and then GX, move him here. I'm going to hide these pieces out of the way. And then shift right click. Here, shift a mesh, add a cube, and then we can go GZ one to bring this up to the floor. Now we can go G Y and we can just move this into place here. And then we can go into Edit mode. We can select this face, and then GY. We get the kind of right width for our vending machine. We can select the top face and then get the right height. So I'm going to have it quite taller than it would be in real life around about here. We can go into camera view. So from camera view, we can select this face and we can see how far in we want it. So let's go GX and let's go our own debate here should do maybe inwards, a bit more. Now, I want more of this wall exposed here. So let's have a look at the reference as well. So we want to bite. Yeah, so I'm going to go back to this view. We can go back to object mode and we can select this whole building here. And this is still our blockout, we can move this on the X tiny bit. We make too much trouble. So now this should be good. All right, so let's go to Edit mode on our vending machine. Le's hit Control R. We'll add an edge loop here and I'm just going to drag it just so it's in camera view. So we just pass this wood support here just like this. Now we want to split off this front half here. So I'm going to select press free and to go into face mode. I'll click this face loop here and then shift select this face, and then hit Y. So now this is split off, and we have two holes in here, one here, and one on the back of this side here. So what we can do is instead of pressing F to fill in these holes separately, we can just press A. And if we go to mesh up here, and then we scroll to clean up, there's an option here called fill holes. And what it'll do it will just fill in any holes with the same number of slides that you put here. So we have four. So now if I was to press L on this piece and move it, we can see it's filled in the holes here, just like that. So now, now that leaves a spit off, if we were to add a bevel to this, we can see the little groove in the middle. So let's add our bevel. We'll go with slightly smaller bevel for this. So I'll go with, like, 0.008 or something. And then shading to harder normals. We have a little indent here. Now, we have a look from camera view, we can see that just here. So it looks like a little door at the front. So now let's add some edge loop, so let's go to Edit mode. We'll add an edge loop in the middle here. And let's bring it down a bit. So I'll go Z, and I'll just bring it down to, like, where his wrist is here. And then let's add an edge loop again at the top around about So now with this face, we can just press I to inset to create a little window, and then we can press E to extrude. We'll extrude it inwards, just a tiny bit. And then I'm going to press Shift D and then GX we'll move this out. This will be a blast that we can use. Let's add a another edge loop in the middle here. We'll move this down a bit. So now with this face, we can press I to inset. And then I to inset again. So now we can alt click this face loop, and I'm going to go Shift D and then E to extrude, say it a little bit. So now we have a little frame around here. Now with this face, I'm going to go I to inset again. And then I'm going to select this edge and then go GY. We'll move this over this way here. Create a little panel, somewhere around here should be fine. Now, let's select this face and then press E to extrude. And then we can press Shift D. And then I'm going to E to extrude back outwards. So now, with the bevel, it's created like a little panel around here. Now we just need to add a little key part here. So let's go Shift A mesh, cube. We go into Edit mode. We'll scale this down quite a bit, and we'll move it just like the way we can see scale it down a bit more. So I'm going to select this top edge here, the top front edge. We'll give this a bevel then I'm going to select these bottom side edges. So these two here, we'll give these a bevel. I'm going to press A. I'm going to scale it on the Y to make it a bit thinner. And then let's scale it down a bit more something around the bat like just bigger than his hand, really. So we want it to be a bit bigger, just like, this should be fine. And we can just move this into place now to wherever we want it. So somewhere around a here, now if you want to add a bit more detail to this, it's going to be quite far away from camera view, so we could just add, I don't know, just a tiny bit of detail to this. So if you go to Edit mode, we could maybe select this face here. We get eye to inset, and then extrude inwards. And then we could select this eye to inset and extrude outwards. Now let's go into object mode. We can shift select our vending machine and then Control J, and we can see how the bevel is looking on this small piece here. Seems to be right. Corp. So that's all went object. Next, we could just unwrap it and add some material. So let's go to Edit mode. We'll press A, U, smart UV project, unwrap. We've all drag this up. Let's set our TD and let's give this a material here. Let's start with light metal a one. Let's go into material preview, and we've added some light metal here. All right, so I'm going to go back into Edit mode. I'm going to select I'm going to press L over this back piece and press H, so we can only have this front piece here. So let's add a new material over here. Got to material properties. We'll add the new material, and let's choose Light metal 02. So let's rename this to green metal so we can be a bit more organized. Green metal here, rename that. But then let's go to object mode. So now we can click this number cause we don't want green, we want something else. We're going to rename this to white metal. And we can change this color here. So let's first go back to Edit mode. We'll select this top face here and this face loop, and then we'll click a sign on the white metal. And we can see here that this top half now is green. So we just need to change this to white. So I'm going to bring this up. Going to bring the saturation down. And then we could lift the factor up a tiny bit to like 0.8. So now it's white. Now let's add another material. So we'll add another one. We'll choose the green metal again. Let's go back into Edit mode. So I'm going to select this face and then press L. So we select the whole front here. And then we've selected the white metal at the top as well. So what we can do is click white metal and then deselect. So it will deselect that, and then we can click green Metal and then hit a sine. So that's assigned there, but we don't want green. We want red. So in object mode, we can click the number five here to create a new material, and we will rename this red metal. And all we need to do is change this from green to red. Nice and simple. Now we can add some details down here. So this face, I might have the white metal material. So that's going to edit mode. We'll select this face here. Skip this the white metal. That should be fine. We could give this face white metal as well. Just make it a bit different. We could also, if you wanted to select this face. And then if you hit Control and plus on your number pad, it will expand the selection. So we have these faces here as well. We could give this the red metal, see how that looks. Now I don't like that because it's blending with the background here on this red. So I might undo that and just keep it like this. Let's have a looking camera view. See how that looks. Go into Edit modes, press L on this piece and just press GX, move it in a tiny bit. And that should be fine for the modeling of our vending machine. In the next lesson, we will add the drinks. We will create some transparent glass and the decal on the front, as well. So I'll see you in the next lesson. 41. Glass Materials, Emission Drinks, and Decal Setup: Hello, Welcome back to stylized Japanese environments in Blender. In this lesson, we're going to finish off the details of our vending machine. Okay, so let's select our vending machine. And we need to create a new material over here, so I'll press the plus sign. And we'll create a new material. We can just rename this to Tran Barrant. And on the shader here for the transmission, I'm going to click this arrow and put the weight to one. So now if we go into Edit mode and select our glass piece here and assign the transparent material, we need to go into rendered view for the transparency, so we'll click Rendered view. And we can vaguely see the color coming through here. Now, it's very blurry. So what we need to do is bring this IOR value down here. So if we put this to one, we can see it's, like, totally clear. So we want it to be like, just a tiny bit of blurriness. So I'm going to put a value of 1.025. Just add, like, a tiny bit of blurriness to the window here. So before we move that into place, let's get our drinks into place. So let's create another material over here. We'll create new material. We will call this drinks. Now, we need to go to our shaded to here. Press Shift A, search, image texture. And the one we want to select, we want to search soda. I'll be the solar image here. Let's press Control T on this node to map it up to our UVs here. And then we just put the color into the color, and then we want to click a mission here. I'm going to put the color into the color here. And then for the strength, we're going to go with strength of about four is a good strength, I think. Now, we need to go into Edit mode. We will select this face, and then we will assign the drinks material. Right, so let's open up our shade our UVs here, I mean. So this is our face that we have select here. So let's select the soda image here, so you can see, we need to move this into place. We need to rotate it 90 degrees. So -90 degrees, there we go. Is that the right way around? Yes, it is. And then we just scale until we have a nice image that we can use. Might have to scale it on the X as well to squish it in because it's a little bit stretched. And move it around until we get something that looks nice. We could scale it in a bit as well if we wanted to. I need to be perfect because from camera view, you won't really be able to tell if it's a bit off, but we can kind of just shape this a bit until we have something that looks right. Now, I might make this a bit smaller and then scale it on the Z maybe or on the Y, scale it on the X a bit. You know, I'll go in and then scale it this way. And if I move it to around about here, that should look okay. Yeah, that'll be fine just like that. So now we can just go into Edit mode and select our glass face. I'll go GX, move this into place here and make sure it's in nice and close. Here. Alright, so now we just need to add the decal to the top of the vending machine here. So we need to press A. Let's press ALTH, we can go back to material preview because we don't need the transparency. Let's press ALTH. We'll bring everything back. We'll press A so everything selected. And let's choose, make sure our white metal material is selected, and we need to go into our shade editor here, and we need our UVs here, right. So for the decals, if you remember, we need to add a second UV map. So we'll click this green triangle here. We'll press Plus on UV map, and then we will rename this to decal. Now let's add our nodes here at the end. So first thing we need is the UV map node. So we'll search UV map, and then we can click and choose decal. We need a mapping node. So Shift A mapping. We'll plug that up to vector. And then we need the image texture. Shift A search image texture. We can plug that up to vector, and then we choose our signs image. Now we need a mixed color to mix it in to the material. Shift A, search mixed color. We will plug this color into the factor here, and then from this mixed node to the A slot. And then we just plug our mix into the base color into our shader here. So that should be all good and set up. Right, so let's change this image in the UVs to sins so we can see, and we need to scale UVs, make sure your decal UV map is selected. We'll scale them all down so that they're in the black area here, just like that. Now we can just select this front face here. We will press Y just to make sure it's split off from the other UVs and then G, and then we can scale it up and we might need to rotate this 180 degrees, so I'll go, 180. Make sure you make it of it here 180. There we go. That's the right way around. We can just move this into place here. Might scale it up a bit and just double check. That's looking good. Might move it to the side a bit with GX. So it's a bit more centered. And we just need to change the white here on our mixed color, where we plugged in our decal so we can just choose a nice red color. To match the rest of the vending machine. And there is vending machine all done. Let's go back to camera view. Let's go to rendered view. We can have a look, and this is what it's looking like. Now, I might bring this panel over to the right a bit, so I feel like it's too far on the left from this view. So what we could do is go back to solid view. We'll click E vending machine. We can press into Edit mode. I'm going to click this face, press L over it to select the whole piece, and we can go G Y and move it. Just a little bit like this. Then we can select this back face here. And then if we press Control and then plus on your number pad, it will expand the selection, and we can go G Y and move this into place, line it up with the other piece, and we can double check here that looks, and that's all fine. Now if we go back to camera view, I think that looks a lot better from this angle. Go back to render view and have a nice look at our vending machine. There we go. So in the next lesson, we will get to work on this building over here and start finishing off these buildings. And once we're done with these background buildings, we can start with the poles and stuff. And then after that, it's just all about lighting and compositing, so we're getting close to the end now, so I'll see you in the next lesson. 42. Modeling Roof Tiles with Array Modifier & Bevel: To to And welcome back to stylized Japanese Environments and Blender. In this lesson, we will start work on our other buildings. Okay, so let's select this building here, and let's isolate it with Ford slash. And we're going to go into Edit mode and select this face here. And we're going to hit eye to inset and just inset it a little bit like this. Now, we're going to go into front view with one on number pad, and we're going to zoom in a bit. And we're going to hit K to get a knife tool. And we're just going to click this bottom vertice here, and then we're going to hit A, so we get line tool so that we can align it straight down and then just left click on the edge at the bottom, and then hit Enter. So now we have a line going straight down because we don't want this face at the bottom. So we're going to do the same for the other side. We're going to hit K for the knife tool. Left click this vertice, and then we hit A, so we can align it, and then just left click here and then Enter. So now we have some lines here. So now we can press two to go into edge mode, and then we can click and then shift click these edges, and then we can hit Control X to dissolve them. So now we just have these faces here. So now we can select this face and then hit E to extrude, and we'll go inward. And we've created another face at the bottom here, so we can just select this face and then X to delete faces, and then we can delete this bottom face, as well. We won't need this. Now we can also select these faces here. We'll do I to inset. And then we want to do the same at the bottom, as well. So we'll hit Control and free on number pad, go into this view. And then we'll zoom in, press K for knife to. We'll click here, and then A to a line. Click here, and then Enter, and then the same on this side. K, left click, A to a line. Left click the edge, and then enter, and we'll press two and then select these edges, and then Control X to dissolve these edges here. So now with these faces, we'll press free and then select these faces, and then we can right click and then extrude faces along normals and then extrude these inwards a bit like this. And then we can delete that bottom face down here, just like that. Now you can press forward slash again to go back to our regular view, and let's go into object mode. And we will grab our roof tile over here that's been waiting for us, and we'll move this one over here, and we will put this into position. So let's go Z -90, and we'll just put this in the corner over here. So we'll just move this with G until we have it just sitting in the corner like this. And now let's add our array modifier. So we'll go to the modifiers, add modifier, search array. And then on the X, we want to drag it in a little bit so that they're inside each other. And then we'll increase the count. And then we can press Esser scale, so it fits in just on the edge here, just like this. So now we want to add another array. And we want zero on the X. And then we'll type one. We want minus one for the Y. And then we will drag this number up just a little bit, just so that they're squishing a bit together like this. So now we can rotate this on the Y. So we'll go, Y and rotate this to match our roof. And then let's increase the count on the second array. So we go to the end here. And then we can just move the tiles so that they're not poking through the roof here. And we can double check how this looks, rotate it on the Y until it's like lining up with the angle of the roof and just move it into place just like that. Cool. So now with this piece, we can add the bevel modifier to it. So go bevel 0.015, and then shading two hardened normals. Now, because we've extruded this face in, we might need to scale this because we have a little gap here. So we can just go into edit mode, press A, SY, and scale it till it's like inside here. And then we can add a bevel to this. So we'll add modifier search bevel, 0.015 and then shading to harder normals. Let's go to material preview. We can shift select both of these objects onto Edit mode, and we'll unwrap these at the same time. So AU, smart UV project, unwrap. We will set TD down here. And then let's go back to object mode. And then we will choose the stone dark material for these and for this one, stone dark. And then this one, our roof tiles, we will start at the bottom array. We'll apply this array, and then we can apply the first array. And then we go into Edit mode, AU, Smart UV project, and wrap. We will set T deep, and then this one can be stone light. There we go. So now we need to start adding in some windows and doors and some wood supports, as well. So we'll have a look at our reference and have a look at where we want to put things. Now, we could start with the shelter and the gutter here. So we have a gutter here, so we could duplicate some pieces of this. Now, this is a right angle piece. We only need to go and grab the one side. So what we could do is just go into Edit mode on our gutter and just select this one face here, and we can go Shift D and then X. Actually Y, we want Shift D and then Y, and we'll bring it this way. And then we can hit P separate selection. Let's go back into object mode so we can select this piece here and then into edit mode on this. And let's bring it all the way to this side here. So we'll go GY. We'll bring it over here, and then GZ, bring it down a little bit. Let's getting closer so we can see. We'll go GX and just lift it up here. And then we want to select just the bottom row. So let's isolate it first. And we can select all of these edges down here like this. We can go back out of isolated view, and then we can go E to extrude, and then Y, and then we'll bring it all the way over here. And then we just need to hit F to fill in this side here. So we'll hit F here. And there is our gutter all done. We can just move it around a little bit, like so. Now, let's double check. So we have the solidify on here, but it's still fine with the UVs. Okay, so we can select this piece. We can go into Edit mode, or A U, smart UV project, unwrap and then set there with TD, and that should be good to go. For the shelter, we could just duplicate this piece. I'll go shifty, Y. We'll move this over. Have a look at a reference, see where it needs to go. It needs to go a bit higher, I think. So we'll just bring this up, GZ, bring it up and have it nice and sentered. Arrange a bit here, and we could probably move this out on the X. So GX, move it out a little bit, and that should be all good there, and we will continue with this in the next lesson. 43. Building Detailed Windows, Doors & Wood Supports: Now, welcome back to stylized Japanese environments in Blender. In this lesson, we will start blocking out the windows and doors and the wood supports for our building. Okay, so let's drag this window down so we have more room. And let's go back to solid view. And I'm going to hide this shelter right the way for now. And let's select our building. Let's go into Edit mode. We will select just this face, and let's hit Shift D and then X or bring this out and then P separate selection. Let's go back to object mode. Let's bring our guy forward. And I'm going to move him on the Y a bit. We'll have the door to the side here, I think. That should be fine. Let's select our face here and now into Edit mode, and let's start adding our wood supports where we want them. So let's put one in the middle here and then Control B to bevel to get our side supports. And then we'll put another edge loop in. GZ, bring this up. We'll have one at the top here. Now, you can make your own kind of designs just by adding edge loops in. So I might not copy the reference like fully. We can just kind of improvise. I'm going to have one in the middle and then Control B here. And then let's just add free edge loops like this and then GZ move them up. Just like that. Now. This edge, that should be fine there. This edge could maybe go up a bit like this. And then this edge, let's bring this up. So we're going to have windows here. So we want an edge loop underneath here as well. Right. So let's separate the window pieces off. So we know these are windows. So I'm going to hit Y to separate them and then H to hide for now, so we can see where we are. All right, so we have a wood support up here. Now, let's add an edge loop here and then control B to bevel. And then let's add we want some squares in here. So let's select these two pieces, and we'll hit Y and then H to hide these as well. Let's add an edge loop in the middle here, and I'm going to add some edge loops like this to create some squares. Just make sure they're the same size, one, two, three, four, five, six. Yeah, cool. Alright. So now we can select all these edges here and then we want these first, let's select these faces. We should probably select these faces first. We're going to skip the middle ones because that's like a wood support. And we just want these here. Let's hit Y, so that they're separate. Then we want to select these edges like this. Yeah. So just these edges. And then we can hit Control B to bevel these. So now we have some wood in here. So now we can delete these faces. X, delete faces. Cool. So now we can separate these side faces. Actually, let's do these long pieces. We'll separate these. So these wood supports, we know a one piece, so we'll hit Y and then H. This one in the middle is one long piece, so we'll hit Y and then So now we're left with this. These middle pieces here, that's going to be a war piece, so we can delete these faces. And now, these are all separate as well. So now we can lt H to bring everything back. And we know these are the windows and door pieces that we will need. So let's select these ones and then go P, separate selection. And now we can hit A, and we have our bevel on here already. So now all we need to do is just hit E to extrude and we can bring this out a little bit. And there is our Wood supports done, right. So now we're in object mode. We can go G, X and snap this to the wall, just like that. So our wood supports Sin. We need to bring our gutter forward because it's clipping into the wood here, so we'll just go GX on the gutter and then these roof tiles need to be moved as well. So we can we could bring these faces down. So let's select their wood supports. We're going into Edit mode, and we'll select these top faces here. Just like that and then go GZ, and we'll bring this down just underneath the roof tiles. And we can probably go a bit lower as well. So when matches like the height of the gutter. There we go. Right. So with these window pieces, let's go into Edit mode. And what kind of design should we have? Right, so let's select these ones, these top ones for now, and we'll go I to inset to create a frame, and then we can hit Y. Actually, let's go P separate selection. We'll do one piece at a time. So now let's go to object mode. We will select the wood frames, and then we can go into edit mode. All, we want to separate these bottom ones off as well. So we'll separate those off, and then we can hit a E to extrude and then back into object mode, and we can push these into into our wall, but didn't, we just want to select the frames, and then GX, push those in. Just like ut, cool. So now we have this piece to work with. Going to have a quick look at the reference, see what kind of windows we could make. Alright, so with these top pieces, let's put an edge loop in the middle here and in the middle here, and maybe we could push these up just a tiny bit and let's select these two faces, and we can hit Y so now these are separate. We could put in an edge loop in the middle here and an edge loop in the middle here. Let's select these. Well, control B to bevel and then we can hit Y. So they're separate. And let's put in some edge loops. Let's put four edge loops going across on this. Just like this. And we want to select every other one. So Yeah, we probably wanted five edge loops. So one, two, three, four, five. So an odd number works better in this case, like this. And now we can select every other one perfectly like this. And then we can go G and then X to create some kind of panel. We probably go inwards because we're going to extrude outwards. So we'll go inwards like that. Okay, so next, we could add some window frames here. So we'll select these and actually let's put in an edge loop in the middle and an edge loop in the middle on both ways. We'll select those middle edges and then Control B to bevel. Just like that. Before we go any further, we want to duplicate these faces. So let's hit L on these we'll hit L on these shifty X. We'll keep these for the glass. Now, let's think about some more window frames here. So we could put one in the middle and have this kind of design like this so we can select these edges, Control B. And at this point, I'm just kind of improvising. I'm just putting in edge loops, seeing what looks good, seeing what we keep, what we delete and stuff. Now, we could have a frame going around here as well, like this. Yeah, so we'll have just like a simple kind of design going around. And then we can delete these inner faces here. And then to delete faces. So now we can probably separate these bottom faces off so we don't extrude them for now. Then we can just hit A, or we want to separate these off as well, so we don't extrude these. So P separates selection on these pieces. So now we can hit A, just so we only have these and then E to extrude, and we'll extrude these out. Something like this. And now in object mode, we can just go G X, hold control, snap them in, that's looking quite nice co. We'll continue in the next lesson. We'll get the glass in and continue with these windows as well. 44. UV Unwrapping Wood, Metal & Glass Materials: A Hello. Welcome back to stylized Japanese environments and Blender. In this lesson, we will add some textures to our wood supports. Alright, so let's continue. So we have these pieces here that was the glass, so we can just move these in with G&X'na get up nice and close, GX, and let's move those into position. So let's let's take a break from modeling. Let's add some textures for now. Let's grab these GX, move these out the way for now. Let's go back to the material preview. Alright, so we have this. So let's select the wood supports. Go into Edit mode, A U, smart UV project, wrap. We will set the TD. And we want this to be wood. Let's type wood. And let's go with wood dark. And let's have a look at these UVs. Now we have a lot of islands here to work with. So it might become a bit difficult. So let's just zoom in on our wood, and we'll have a look at this wood grain, see if we can spot any going the wrong way and these here. So let's select let's press L on these pieces here, just so we have these highlighted, and we can see the ones going sideways, so we can click and drag to select all these sideways faces. Just like this. And we want this row, as well. We hit Y to separate them off, and then 90 to straighten them up, and that should fix the wood grain here. So I think we're good for those. Right. Now, this shelter, I'm not sure about how this is looking. So I'm going to delete these supports here. I'm going to get these out of the way. I don't think they fit in very nicely. And I was going into camera view. To be honest, I'm not entirely sure about this shelter at all. I'm going to go GX and bring it into the building a bit more, and then G Z to bring it up. Just leave it there for now, see what we can do with it. So let's select these. These could be wood light. So these frames going rang the windows, I'll go into Edit mode, A, U smitUVPject wrap, and then we set A TD. And then this could be wood light. And now we need to fix the wood grain on the side here. So it's going to edit mode. We'll have a look at islands, and these faces go in sideways. We select all of these. And then we hit Y to separate them off, and then 90, and then that fixes our wood green. Okay, anything else we need to fix? No, we're good. Right, so these. So we have these pieces here. These are going to be metal. So let's just go Edit mode, A, U, smart UV project, wrap. We can set TD. Let's give this our light metal material. How does this look? Right. So I'm gonna go into render view for a second and have a proper look at this metal. Okay, so now that the metal is in place. I'm going to experiment with a shelter. I'm going to go GX, move this out, GZ, move this down a bit. And maybe we could scale it on the Y. So it's a bit wider, so it matches all the way up to the wood supports here. So maybe we could go to the end. Now, let's go to this here. We'll go to here, and we'll double check this side, get it nice and centered. GY, and that should be good. It's going to camera view, we'll have a look in rendered view, see how this is looking, it should be fine just like that. Now we just need to do the glass here, we'll select the glass piece. Go into Edit mode, A, U. Remember we just planes, we can just use unwrap and then set TD and then we will change this to glass. Yeah. Cool. 45. Creating Ornate Window Frames with Mirror Modifier: Hello. Welcome back to stylized Japanese Environments and Blender. In this lesson, we all learn how to create some more ornate windows. Alright, so what do we have left? We need to work on these windows. So let's go back to solid view. And let's find. I think we should use one of these designs again. So I'm going to select this piece here and then shift select our reference, and then I'm going to hit forward slash to go into isolated view, and then Control and three on number pad, to go into side view like this. And we also want to go into X ray mode so we can see, right. And let's move this. We want this to be behind our window and then Control three. And let's find a nice design. Let me double check. What designs have we used so far? So we've used this one, which is this one here. And for the windows here, we've used that one. Which one was it? We've used this one. We've used this one. And for the top window, we used that one there. So we could go with top. We go with the top left or we could try the more challenging one, which is this kind of flower version. So I think I should probably show you how to make this. So we'll go back to isolated view on these pieces. We'll and select this and forward slash, and then Control three and then bring back our X ray. And let's try and create this flower one. So let's move this into position, and we'll scale it up just so it fits inside. And then we need to go S and Y to scale it. Get it in the middle and then S and Z scale it that way. Just until it fits in as close as we can get it. Okay, I'll do. Right. So let's select OR plane. It's going to edit mode. We'll put in an edge loop at the top to get the top frame and then the bottom frame, and then the side frames. We'll get those in. I'm going to put it in the middle and then Control B, so we know it's like symmetrical. Just like. So what we want is some edge loops. So maybe we should start. So these side edges, they're all quite simple to do. What I'm going to do is put in an edge loop here, put in the middle. And then one going along here. And we want to get a mirror modifier in, if you remember. I'm going to delete this whole face here. B and go. And then we're going to select this middle vertice here, and then we're going to go Shift S to get our pie menu and then cursor to selected. So now where Fred cursor is in the middle here. So now we can go into Object mode and then right click Set origin to free cursor. So now we have our origin right in the middle back into Edit mode and we can delete these faces here just so we have the top right faces. We can delete those. And then we can add our mirror. Let's get rid of this bevel for now. We'll add the mirror modifier. And then we want Y and Z, but that looks it. And then we want to turn on clipping, as well. Okay, so this one's a bit more difficult because instead of just going edge loops like left and right and up and down, we have some angled edges. So a way we can do this is instead of adding edge loops all the way into it, we're actually going to delete this vase here. So now we only have the outside frame. So we're going to start from the frame and then work our way inside. So let's start over here. We'll put in an edge loop here, and then an edge loop here to start off here, and then we can select this edge, and then we can go E and then Y to extrude it along here, and we can just basically follow the pattern like this. So we put in an edge loop here, and then we select this edge, and then we go E and then Z, and we go all the way down following this wood here. So now to create a bridge here, we just put in an edge loop here, and then an edge loop here. And make our lives easier if we turn on edge snapping up here. So let's go here and turn on edge snapping. So now once we put in edge loops on the other side, we can put in edge loop, and then we can go G, Z and hold control over this edge so that they're perfectly in line here. Control, put in edge loop, G, Z, hold control, and it'll snap here. And then we can just select these edges and press F to fill in right here. So let's follow this one down here, so we'll put in an edge loop here. And the edge loop here. And then we're going to select this edge, and then we want E and then Z to go here. So now we can create a bridge here, so we can go edge loop here, for an edge loop here, and then we go G Z and snap it. So last in line over this edge. And then edge loop here, G, Z, snap it in line with this edge here, and then we can press F here. So this method takes a bit more time, but it'd be a lot easier when we're doing the petal here. So this edge here, we can just extrude and press E and then Y. Like that, we can put an edge loop here and then extrude Dane from this edge. So E and then Z, that's done there. Now let's put in three edge loops, and we can select all of these together and GZ. So now they're all in the same position there. Put three edge loops here. We'll select these edges, move those up, and then we can just fill in here with F, fill in here, and then we can extrude from this edge on the Y all the way to let's go to the end here. And then this edge here, and you go E Y, strew here. And then this is where the diagonal parts come in. So we just want to select just the one vertice here and then go G Y, and we can move this like this and get the diagonal going just like that. So now we can create something here. So we can put in an edge loop here and start off from this edge here. You can go E and then Z and bring this up to the corner here. We'll go into vertice select mode and select this one vertice and we'll go G, Z and just move it to this corner here. So next, I'm going to go from this edge. I'm just going to hit E and move this and do that and just rotate it so it matches the angle of the pattern here. And then we can just select these two edges and just hit F. And we can always, like, adjust like the vertices so it looks a bit more straight. Just doing it manually by I like this. And now we want to create a bridge here so we can as an edge loop here and an edge loop here. And we can fill in these two edges here to press F here. And now I'm just going to hit G and Y on these vertices to kind of straighten them up just like that. This edge here, we can select this edge and go E and then Y E and Z, sorry. So now let's connect it up there. Right, so now for the middle, we could add a cylinder in the middle. So yeah, let's start over here first. We'll add an edge loop here on this side of the wood, and then this side. Let's select the edge here, and we're just going to extrude to wherever it changes direction. And then we can extrude along here. And then we can rotate it I just have something like this going like that. And then we can do the same here, so we can put an edge loop on this side and an edge loop on this side. So now we can extrude this edge to where it changes direction here. And then E to extrude this way. Something like this should do. It. We can always scale it in or something. I cover this up with a cylinder or something. So now we need to connect it up here. So we need a bridge going across here. So we have an edge here that we can use. We can put in another edge here. We'll put an edge loop in here and an edge loop in here. We can make a bridge here. So we'll click these and then press F and then just adjust these vertices. So I'll go GZ, make this a bit thicker. Like that. Now we just need a few more. So let's burn edge loop up here, and then one up here, and then we want one here, and then here and now we can create a bridge just like this. F, and then we can adjust these with GMY to adjust the thickness a bit, just like that. And then we want one here. And we could go from this edge, but once we add the bevel, it might be a bit weird. I'll be fine. We'll just go from here. We'll go E. Go to this angle here and then E again, and we just move this somewhere into here like that. And then we need one here. So now we can go from this edge, or go to the angle here, and then E to extrude it inwards, just like this. So now we have this, we have the all these covered. So now it's the moment of truth. Let's go into object mode. We'll turn off our X ray so we can see properly. Let's hide this out of the way so we can see this is our shape. So it's going to edit mode. We'll press A, E to extrude extrude this out. And then hopefully this works once we add the bevel. So let's add a modifier, search bevel, and it's working. Cool. So now we can just drag this down until we get something like this. And then shading harder normals just like that. Now, it's very gross in the middle, so we're going to cover this mess up with mesh cylinder. We'll go Y 90, and we'll scale it down. Just like that. Scale it on the X. Doesn't need to be so thick. And then just move this into the middle of the window like lat. And let's have it so it goes all the way through the other side. Cool. Now on the window frame, we can apply the mirror. We'll apply this. And now we can click the cylinder, click the window frame, and then Control J. Now this is all one object. And if we add a wood material to this, it's going to be such a pain trying to rotate all these islands to get the wood grain going, following it. So we're just going to go with metal for this, I think, just to save our own suffering, right? So let's go into Edit mode. A U Smart UV project, wrap, set TD. And then this can be light metal. Just like that. Got some material preview so we can have a look. And then just move this into place over here, GX. We'll snap it into the wall face. We need there a face snapping back and then snap it to the wall with GX hold control. And then we can go Shift D Y, hold control on this inside face here and snap it into place there. Now, we should have duplicated the face and kept the glass, so we're going to have to redo that. So we can shift A, mesh, plane, Y 90, and then Z 180, flip that round so it's the right way. And then GX move that in. Let's get up nice and close so we can see how thick we want the frames, and then scale it on the Y, scale it on the Z, and then shift D Y and move this over. And then we will shift select both of these. I'm going to control A and apply scale because I scaled in object mode. And then into Edit mode, A, U, unwrap angle based, set T, and then we can add the glass. So I can just shift select this glass, Control L and link materials. And let's have a look in camera view. I might bring the glass forward because these frames are looking a bit thick. So I'll go Gx and just make it so it's less intense. We need to click on the window frames and remove this material here because it's got a default material on the cylinder in the middle. Remove that material. And that's all done. Cool. I'll say you create some nice little window frames are more complicated, but we have some nice flower designs in here now, yeah awesome. I'll see you in the next lesson. 46. Modeling Detailed Windows and a Patterned Door: Hello. Welcome back to stylized Japanese environments in Blender. Doing this lesson, we will finish off the window and door of our side building. Okay, so I want some wood supports underneath this wood here. So let's select our pieces here. Let's go into Edit mode. We'll put in two edge loops in the middle. Going this way. We'll select both of these edges, and we'll just move them up to create some wood here. Maybe a bit thinner, just like that. Now we can select these faces and go P, separate selection back into object mode. We'll select these pieces. We'll go G, X, or control to snap to this face, and then we can go into Edit mode, A, E to extrude and extrude these out, just like that. Court. Right. So now, we can create some boolean cutters out of this. So let's first duplicate these pieces. Shift D Y. X, I mean, sorry, and then just move it out the way. We'll keep those. With this, let's move it behind our human reference. So I go GX, move it behind him. Let's hide these out of the way, these front ones. And then with this, I'm just going to select this edge and go GY and move it this side, grab this edge, G Y. And I'm going to create the size of the doorway that I want. So we need to bring the bottom one up because we want it to step as well. So that should be big enough. I'm gonna bring this guy up, see how tall he actually is. And that should be fine right by there. And maybe we actually bring this face away from the wood a bit. Yeah, so right here is fine. Okay. So now with this piece here, I'm going to go I'm going to press E to extrude and make it a little cube here. All right. So we need to bring our human reference over so we can see and create the boolean for the window, right? So with this, let's select these top and bottom edges, we'll go S and Z to scale them in this way. Maybe we could bring the whole window up a bit. And then we can go S and Y and scale it in this way a bit, as well. I'm gonna go control free into side view and move this where I want the window, maybe make it a bit smaller, and that could go somewhere right. I'm going to bring him down to the floor just so I can see how tall he actually is with the building and the window. So I'm going to have the window just arranged the baked by here. And I'll be fine. I might make it a bit bigger that way. And then we can extrude this out. And then this is our boolean for the window, right? So let's move this into the wall. Just like that. Let's select our wall here and let's add the boolean. So boolean, let's select the cutter piece. Now on the cutter piece, we want to remove this bevel. So just get rid of the bevel on this. And then on the wall, we can hit Apply. And now let's move our cutters out the way. So GX, move this back. And there is there were new holes. Cool. Right. So I'm going to separate this piece off. I'm just going to grab the front face and P separate selection. And then I'm going to grab the front face on this. P separates selection, back to object mode, and we can delete this. We don't need that. And let's start with the window, I think. So for the window, I'm going to have a quick look at the reference, see what kind of window I did before. Just a very simple window with some railings in front of it. So for the window, very simple, let's go into Edit mode. Hit A, I to inset, I'll create a frame. We'll hit Y and then we'll put an edge in the middle here, and then just Control B to bevel this just like that. And then we can select this outer frame here and extrude it out. Well select this middle frame here, extrude this out a little bit. And I'm going to delete these back faces here just like that so we don't have like a gap when we add the bevel modifier. So if we add our bevel, 0.015 shading to the normals. And there's a nice simple window. G, X, move this in, just like that nice simple window that will be covered with some railings. And then for the door, right, let's think of a nice door design. So going into edit mode. Let's have a frame around the middle like that. We'll hit Y to separate this middle face off. Now, let's add just a bunch of edge loops. Let's go like this. And now let's select these edge loops. And we'll hit Control B to bevel. Make them nice and thin. Now, let's add some more edge loops. And select all of these edges, and we'll bevel these as well. So bevel it. And let's just add some more. And then we can bevel these that we added as well. Control B to bevel there. And now let's just find a nice pattern that we can use. So we want to try and stay some metric with this. So I'm just going to follow a path. I'll probably be a lot easier if we use the mirror modifier for this. Let's press Control three, and let's press L on this piece, and we'll go P separate selection. Let's go into Object mode. We'll select that middle piece, go into Edit mode and Control three to go into side view. And we want to we want to actually let's first go into object mode, we'll right click and set origin to geometry. So now the origin point is in the middle, so we can see where the middle is. So in edit mode, we're going to put an edge loop just in the middle, so it's actually on the origin point like this. So now we can delete all of these faces Yeah, we should just delete the one side, just like this, delete faces, and we've missed this row as well. So now we only have the one side here. So now we can add a mirror. So we'll add a mirror modifier, and we want the Y, just like that. So now the Y is cool. So now we just delete some faces and create a nice pattern. So I'm going to go something like this group Control free, and let's see what we're working with. We'll have that. And then I'm going to select some of these maybe go and try and get it slightly symmetrical here. That. So we have a nice symmetrical pattern here. I might go down here as well. And for you're one, you can just kind of improvise and click whatever you think looks nice. I'm going to select all of these middle faces here. I love those selected. I'm going to select these here. And maybe these here as well. And maybe these two here. That should look quite nice. And then for the bottom, I might shift select all of these middle faces as well, so we have these in. Now, let's select we'll go with these. We'll have a nice thick middle here, and then we can just create some kind of pattern going along this way, and then I might wrap around this way, as well. So we have that. And then I might just shift select these and then have one going along here. Just like that. And then we can hit Control I to invert and then X and delete faces. So now we have a nice pattern in the middle that we completely made up. All right, so now we can press A, E. We'll extrude this out. Go back into object mode. We'll select the outside frame, Edit mode, A, E, and extrude this just like that. And then we can go into object mode. And then we can add some bevels to these. So we'll add a bevel 0.015 shading to harder normals. And then for this one, we'll add a bevel. We'll put the shading to hard and normals and then just scroll down on the amount. Like hold shift and scroll down till we get something that looks nice. So I've gone with 0.006 here. And now we shift select both of these, and we can go G, X. It's good to camera view and make sure we can actually see our door. So we'll go around about here. That should be good. And we have a face on the inside here. If I hide the door, you can see what I mean. So this face here. So we're going to have to select this into Edit mode. And we can select this face. We can hit Y to separate it off, and then G and then X. We'll move it out. We'll go P, separate selection, so it's own one, and we can use this as a glass now. So I'm going to hit Alth to bring back our door. Object mode, Alt our doors back here. And now we can push this into place here, so we'll go GX, and we'll have this somewhere like here should be fine. We don't need this now, so that can go over there somewhere. We don't need this piece, so that can be deleted. And to quickly finish up, we can add some materials, so let's go material preview. Now, with this building here, I might actually just go into Edit mode, A, Smart UV project again because we did some booleans. We might have messed up some of the UVs. So then we set TD just to fix that up. For the window, let's select it A, U, SmartUVPject, and wrap set TD. And then in the materials over here, we want to change Stone dark to light metal. So it'll be light metal, and then we add another material. This will be the glass. And then we select the windows here and assign glass. There we go. This piece here, we can select it A, actually, let's. We need to scale it inwards. So let's go to medium point up here. Make sure we're on that. SY, will scale this in. And then SX, might get a bit thinner as well just because it was clipping through here. So now we can AU SmartUVPject, wrap, set TD, and then change this to wood, dark and then finally, we can add materials to this. So Edit mode, A smart UV project, unwrap, set TD, and then change to light metal, the same for this frame here. So Edit mode, A, smart UV project, unwrap. Set TD and then light metal. And then for the glass, go back to object mode, select this into Edit mode, A, U, wrap angle based, set TD, and then this will be glass. And then for the steps, we can just grab our steps here, Shift D Y, bring this over, and then G and X and put this into place somewhere. That's like this, maybe we could scale it on the Y just a little bit. And then maybe on the Z as well. I'll bring this down. Yeah, I'll bring this down a little bit, and then GX. That should be all good to go from there. And one quick final look in rendered view. And there is our building. All we need to do is just add some railings on the window, so we'll do that in the next lesson. 47. Creating Window Railings and an Electrical Box: Hello. Welcome back to stylized Japanese environments in Blender. In this lesson, we will add some railings on front of our window, and we will create some smaller props as well. Okay, so for the railings in front of the window, we're going to use the Bezier curve again. So I'm going to hide these railings out of the way. I'm going to shift them right click here, and then shift a curve and we want Bezier curve. Right. Let's bring this out with G and X. And let's add the modifier search curve to tube. And let's bring in the scale of this make it a bit thinner. Just like that. Let's rotate it, so it's upwards, so Y 90. We'll bring this up a bit more. And then in edit mode, we will straighten these handles out. So we want to rotate this on the Y, not on the X, I mean, rotate this on the X. So this is straight. And let's bring this handle up. Now, let's scale these handles in so that they're a bit smaller, easier to work with. And let's hit Control free to go into side view. And let's get these into place. I'm going to hit A to select them all, and let's get it so it's the right size. So we want it just this kind of lengthier, so it's just past the window. And with both of these vertices selected, so this one and this one, we're going to hit E to extrude and then hit X, and we want to kind of push it out this way, and then we need to rotate these handles around. So if we hit R Y, Y -90 and then scale these handles in and then go GZ and kind of straighten these up. So it's like a nice curve. So Y 90 here. Scale the handles in GZ, and we can straighten these up. And then we can play with these handles so that it's like a nice smooth transition on these corners. Control free again. Let's press A, and then we can scale just so it's like a nice size in front of the window here. So then we can hit G and then X and move this into place. Just like that. Now, we can add an array to speed things up, so I might move this to the side here. Add a modifier, search array. We want zero on the X, it looks like. And then on the Y, you'll just drag this out. And then we can increase the count. Until we get to the other side here, and then we can just adjust the amount on the Y until we get a nice spacing that we like here. Plus the railing sorted. Now, let's go to material preview. And then this should be unwrapped with this modifier already. So if we just go into the material properties here, or go here and choose, let's try a light. Let's type in metal. Whatever metals do we have? We have a few metals to work with. Maybe a green metal could look quite nice. Maybe it's a bit too much. We'll just go with light metal. Keep it consistent. Have a looking rendered view, see how it's looking. And there is our railings, it looks quite nice there. Cool. So that's sold. Next, we can grab our shelter from up here and then shift D and then Z and bring this one down just above the door. I'll have it just underneath this wood here. Just like that. Let's go into camera view and see how we're looking over here. Yeah, that's looking quite good. Cool. Sorted. Now, we might move this pillar somewhere, maybe like G Y and push it back a tiny bit or something, so it's like in between the window and the door here and isn't like, blocking, like, main details, if that makes sense. So a roundabout here should be good. Cool. Let's press TH, bring back our railings. These railings could probably come a bit forward a bit, just like that. And that should be all good. Now we can start adding a bit more detail around here. So before we just continue with the buildings, we've been doing just windows and doors. Let's keep it a bit more interesting. So maybe we could create this little electrical box here, I'll create that. Let's go into solid view again and let's shift the right click over here. And let's start with a cube. So mesh cube. We'll bring this out of G and X, and then we'll snap it to the wall, GX, hold control, and then we'll move these faces into position. Edit mode, we can move this face down, move this face backwards. This face can come forward over here, and then this face can come GX just like that. Let's bring this face down a bit more. And then we'll press A and then GZ, lift it up a tiny bit, just like that. Now, I'm just going to have a quick reference check. So we had top and bottom and then like a little door here. Okay, so what I'm going to do is going back to Blender. I'm actually going to just select this front face and then control I to invert and then X delete faces, and we can work from this. So I'm going to put an edge loop here and just move it to the side a bit. And then we can select one of these faces and hit Y. So now these are separate. And then we can extrude. So I'm going to extrude this face first. So I'm going to go E and then extrude this one out. And then I'm going to hit E on this face, extrude out, and I'm going to hold control to snap it, so it's like in line with this. Now with this face, I'm going to hit Shift D to duplicate and then E to extrude it up. Just like that. And then I'm going to grab this face, and I'm going to go G and then Y and then I'm going to snap it to this face here. So now it's on top. Then we can select this face. We can go Shift D and then E to extrude downwards. And then we'll select this face here and then G Y, hold control over this face to snap it here. So now, we go into object mode and then add bevel to it, we can see what's going on here. So we put the shade into H and normals. And by default, this is looking quite nice. Maybe we can drag this bevel in and just tighten it up just a little bit, just like that. So now we can go GX, hold control, and snap it to the wall. Now let's add another cube. And then into Edit mode, we'll scale this down nice and small and just move this to where we can see it and work with it. It's like that. Scale it on the Y, make it nice and thin. And then scale it on the X, make it thin this way. And then let's make it a bit longer like this. I'm going to put an edge loop in the middle here, and then I'm going to hit Control B and then scroll up once so we get three edges, and I'm just going to move it to here, so we have squares on each end here that we can extrude. But I'm going to alt click this edge here so we select the whole loop and then go GX and drag it out a little bit just like this so that once we add a bevel we Control B and scroll up a bit to add some loops, we create a nice curved handle like this, and then we can select these inside faces here and just E to extrude, just a little bit like that. Back into object mode. We can go G and X and move this into place, and it's going to be a nice little handle for our electrical box here. Now, if we shift select the electrical box and press control J, that will join it up. So we've added the bevel to the handle, but we have these little squares here. So we just need to right click and shade smooth. Now I'll fix that. Now, let's add some pipes going down here. So let's add a mesh, and we'll choose a cylinder into Edit mode. We can scale this down nice and small and put it underneath, and we'll just place this in underneath the box somewhere. So by here should do might bring this face up a bit. And then we can just e to inset. And then we can press E and extrude it down to the ground. And then we can hit A and then shift D, and then Y and create two of them. L that. We have a quick look at the reference. And we had four pieces altogether here. So first thing we need to do is add an edge loop in the middle here and an edge loop in the middle here, and then Alt Shift left click this edge, and we'll bring these down. Then I'm going to press free for face Mode. Alt click this face loop, and then Alt Shift click this face loop. Now we can right click extrude faces along normals and create something at the bottom here like this. And next we could add another cube. So we shift A cube. We'll scale this down nice and small. And we can put this somewhere into the wall like that. We could select this edge and Control B will scroll down, so it's nice and flat, just like that. Then we can select this face. We can go G and X and push that inner And then maybe we can move this. I'm going to press L over this piece, and then go GY. Move it to the end here. And then I'm going to Alt click this face loop. I'm going to hit Shift D to duplicate and then Y to move it over here. And I'm going to scale it down so it's a bit thinner and then move it up just into the box somewhere and connect it up with this piece. So maybe you go G X and just move it like this. Then can go Shift D and Y and have this somewhere around here. Let's go to object mode. So this is all one piece. We can just shift select the electrical box and then press Control J, and that should join it all up. And then this isn't smoothed out. So we just go right click, shade smooth and that'll fix all that. And then we can go into material preview. We can go into Edit mode, press A, U, smart UV project, unwrap. Then we will set our TD. And then we will choose the green metal for this green metal. And there we go. Let's have a looking rendered view so we can see that edge highlights a bit nicer. There is our electrical box. Let's have a looking camera view, how this is looking, and maybe we could push this so it's more centered. So I'll go G Y and just move this over here somewhere. Just like that. And I could play around with the factor here on the mixed color where we mixed in the green. Might bring it down just a tiny bit to, like, 0.35 or something, so we have more of that metal material showing through. Yeah, cool. Now this is our bevel. What if we play with this color ramp? I'm just experimenting here just to see how it looks. I might push this white in a little bit, so we have more of an edge highlight. I might bring this black all the way to the left and then push in this white. So we have something subtle effect, but it just makes a little bit of a change on these edges here. So there is our electrical box, right? In the next lesson, we will do something. I'm not sure yet, but yeah, something. I'll see you then. 48. Modeling an Air Conditioning Unit with Boolean: Hello, welcome back to stylized Japanese environments in Blender. In this lesson, we'll be modeling some more props. Alright, so I'm going to go back to solid view. And let's grab our electrical box here, let's hit Shift D to duplicate, and then we can press Z and then 90 to rotate around. And let's bring it over to this wall over here, just hold G and then hold control to snap it to the wall. Let's go to camera view with zero, and we can see where we want this to be. Let's double check the reference. So it was around about here. So it's pretty much in the same place. We just go GX, move this somewhere. That should do just fine. Actually, I want these pipes to go in front of the vending machine here. So I'm going to go G and then X, try and get this as close as we can. That should be right. Now, let's zoom in on the electrical box. It's going to edit mode. And we want to let's select these bottom faces here. And then if we press Control and plus on number pads a few times, we can expand the selection so we select the whole bottom cylinder, and then we can go G, Z and drag it down just like this. All the way into the ground, just like that. And now, because we've stretched it, we might need to re unwrap. So let's go into Edit mode, A U Smart UV project, wrap, and then let's set there with TD to fix up the stretching here. Nice. So let's have a looking camera view. No, that's maybe we should just push this back a tiny bit. I don't want it to be too close to the wall here. I should be right there. Maybe a bit more. I'll do. Okay. So maybe. Alright. Maybe we could create one of the AC units. Now, there's a face here. It seems to be just pure white. So if you have it just a pure white face, I don't know if we can see it. Yeah, I don't know how I miss that. It's just a default material. Let's add the What is it the wall stone wall. Yeah, I'll fix that. Let's just double check. We're going to edit mode and then just set TD. Yeah, that's fine. Right. Let's add some AC units. Let's go into solid view. Let's add a cube. And let's drag this where we can see it. Maybe we should bring a reference over here. And then in edit mode on this, we'll scale this down nice and small. And then we can go S and Y and drag it out this way. And then S and X just to make it a bit thinner. Can I have a quick look at my reference a sec? Right. Cool. So I'm going to go SE, make it a bit taller this way. And then I'm going to add an edge loop in the middle here and just bring it over just a little bit. Now, let's select this face, and we'll inset it just a little bit, and then let's hit G and then X, just to bring it out. A little bit like this. And then I'm going to inset it again. Actually, no, I'll undo that. What I'm going to do is go into object mode. Let me just double check the reference to see what I did. Yeah, so I'm going to undo I'm going to undo what I did here. And I'm going to inset it, and instead of moving it on the X, I'm just going to extrude. So it's like a flat piece like this. That looks nicer. So in object mode, I'm going to add a cylinder. We'll add a cylinder, and then we'll go Y 90 to rotate this around. And then in edit mode, we'll scale this down. And let's move this into our into our mash here. Let's go Control free to go into side view, and we can see how big this needs to be. So I'm going to have a nice and big, just so it's like inside the square here. So let's move it down a bit. That should be good right by there, right? Let's go GX. And this is going to be like our boolean cutter. So we put this in here. There we go. Going to select our AC unit and let's add a boolean. Add the boolean, we'll choose a cylinder and then let's hit Apply. And then let's hide the cylinder right the way. So now we have this. Okay. So let's go into Edit mode on this. Let's Alt click this inner face loop here and let's hit Shift D to duplicate it, and then right click extrude faces along normals, and we can extrude it in just like this. And then we can Alt click this face loop here, and then just hit G and then X, and we can push it out a tiny bit like this. Right. So next, what we want to do is add some like grating. So let's go back to object mode, and let's add just a plane. We'll hit RY 90 to rotate around, and then RZ 180, so it's the right way around. And let's move this into place here just so it's like inside inside the circle here, just like this. Let's go into edit mode, let's add a load of edge loops like a ton of edge loops. And then we want some going this way, just so we have a nice grated pattern here, right? So now we can delete the faces that are like outside of the AC unit like this so we can shift select shift select these and then delete faces and then we can just hit L on these. To delete faces. So now we're just left with this in the middle now. So with this, we can press A and then I to inset, and then I again so we inset the individual faces. And this is going a bit weird. Let's double check this now. So I'm going to move this out and instead of insetting, let's select these edges so we don't inset, the outer edges. We just want these inside edges here. So select these edges. Then if we hit Control B to bevel, we can create something like this, and then we delete the inside faces here. So we want to delete all of these just like this. So now we have a little grate that we can put into our AC unit here. All we need to do is just A, we go GX, move this in somewhere here, and then we can go E to extrude, and then A, G, X, and move this inside just like that. And then G and then Y will center this up a bit. So that should be fine there. I'm going to go back to object mode and select our AC unit, and I'm going to select this inner face here and then just go G and then X, and we're going to move this closer to the grating here. Just like that. I'm going to select this face, and we can eye to inset. And then we could maybe just extrude outwards, just like that. And then we have some basic shapes here that we could use. So let's add a bevel to this name. Let's add our bevel modifier. And then we can go shading to harder normals. Now we have some stuff breaking here. So I'm going to go into Edit mode and see if I can fix this up. Let's bring down the amint Let's do the shading to harder normals first. And then we'll bring the amint down nice and thin. And we can see where the bevel is like, overlapping here with the circle piece here. So what we need to do is just have it nice and thin to a point where it doesn't overlap. What we can do is select this top face here and just go Z and move this up so the bevels aren't overlapping. And down here as well, GZ move this face away from the bevel, that should fix that. Back to object mode, we can select the grate here, Shift select AC unit, and then just control J to join that up. So now we have the bevel here. And then we need to shade smooth on the inside of the circle. So we just right click Shade Smooth. Now let's go into Edit mode. We'll press A, Smart UV project, Unwrap, and then we will set TD let's go to Rendered view, shall we? And then let's add the white metal that we made. So we'll have white metal by default. I'm going to press L over the grate, and this could be light metal. We'll put light metal here. Oh, wait, wait. We're doing this wrong. Let's change this back to white metal, right? We need to add materials over here. That's my mistake. So press the plus sign. And then let's add the light metal. And then we will select the grate with L and then hit a sign on light metal. And then we're going to select let's press L on this circle piece here. This could also be light metal. And then if we select the interface here, we're going to add a new material. And then this could be, I believe we have a black metal that we can assign here. And then we could have light metal if we selected this face and then press Control plus on number pad to expand the selection to get these side faces. We could have light metal here, so we'll sign light metal there. It's just a very basic kind of AC looking shape here. Let's go to camera view. Let's drag this up here. Let's have a quick look at the reference and see where we put it just above this window here, right? Let's go back to Blender. And we want this to be Where was it again? Was it? Yeah, here. So I'm going to put it G G Y, put it there and go GX, hold control, snap it to this face here. And we can just have it in this little corner. Go back to camera view. This is looking a bit too thick on this side. So I'm gonna go to material previous is a bit smoother. I'm going to isolate it with forward slash. I'm going to choose the back faces, and then just go GX and just make this a bit thinner. I feel like it's a bit too thick, forward slash again. And then we could go GX, hold control, snap it to the wall. And that's looking quite good there. So we need to add some wires going up. Let me just check the reference. We had another one here, so we could connect those up. So let's duplicate this. We'll go Shift D, Z, bring it up here, and then G, Y. We'll bring this one up by here. Let's go into camera view. We'll move this up where we can see it. And we have it next to our wood support here. That should look quite nice there. And then we can add some wires in to connect them up, so it looks all connected and stuff. So I'll see you in the next lesson. 49. Creating Wires and Pipes with Bezier Curves: Hello, welcome back to stylized Japanese environments in Blender. In this lesson, we'll be creating some wires and pipes. Alright, so for some wires, we're just going to use the Bezier curve again. So let's shift A. We'll add curve Bezier. Let's add the modifier curve to tube. And then we want it nice and thin on the scale. Something about this thickness, and we'll just move this and then rotate it on the Y by 90 degrees. And then we'll plug this into the top here of our AC. We'll have one here? Right. So let's go into Edit mode. We'll select this handle, we'll scale it down and go GZ, and I'm going to rotate it by 180. So 180 and then all we need to do is just extrude a few times, so we have a nice curly wire going up to this AC unit. So I'm going to press E and then Y. And then we have one here. We can always rotate the handle a bit. And then I'm going to E again, and then Y. And then we can play with these handles, make it nice and natural looking. And then E and then Z, bring this up, rotate the handle around, and just plug it into this AC. And then we can press A. We can go Shift D to duplicate and then Y and go move this over this way. And then we just move these handles. I'm going to go GZ, move this one down. We can have them like crossing over to it looks a bit more organic and messy. That's the trick with wires is just kind of make it look very chaotic. We want to twist this handle around so it's like different. And then we will twist this handle so it looks a bit different here as well. And then we just add. We can just add like a light metal material to this, and that's done. Nice and quick. Now, let's add another bezier over here. We'll do the pipe going down here. Let's check the reference. So we have a pipe wrapping around the corner down and then just down here. So let's add a bezier again. So shift a curve bezier. We'll add the modifier curve to tube. And then use thickness, you'll go somewhere along. What's the thickness on this? This is 0.035. So let's match the thickness on this one. 0.035. There we go. Y 90 to rotate around. Let's going to edit mode. Let's straighten this handle up. So to rotate. And then let's put this into the bottom somewhere here. Scale it in to push these handles in here. And then this handle, scale it in, and let's move it up on the Z, just like that. And then let's go G, and then Y, we'll push it past this corner. And then we want this handle to be wrapping around. So I'm going to rotate it this way, and then we can press E to extrude, rotate the handle, bring this down a bit. Just like that. So it looks a bit more natural. We can push this closer to the wall and then straighten it up like this. And then with this, maybe we could push this in towards the wall here. Let's go to camera view, see how we're looking. Let's double check the reference. So I had this closer to the wall here, and then I went outwards. So we want this to be GX, and then I'll go GZ, move it down here to around about here would do. And then let's play with this handle. Maybe we scale it in and then move it over just so it's like a nice kind of might bring this up and then GX and just kind of play with these handles a bit. And then from this, I might extrude downwards and just, like, rotate. It can be very finicky at first when you're still getting used to them, but after a while, it kind of just becomes second nature, like playing with these curves and stuff. So I'm going to extrude and then press X to move it inwards this way, and then GZ, and then rotate the handle on the Y and then scale it in like this. And then E and then Z and just go straight down, rotate the handle on the Y. So it's nice and straight and just go down here and then just play with these handles to have a nice shape. As long as it looks good from camera view, then that's all that matters, obviously. Just like this. So we have a nice pipe here, and then we can add type in metal. I believe it was light metal, right? There we go. Anything else we could add? I did have another pipe here, let's have a look. How close is this wall? Maybe we could bring this wall in. So I'll go G and then X and bring this in this way. It's good to back to camera view. You can't even see this wall from our angle here. So I might just move these handles over on the X so we have more room here. And then we could create another pipe going up. So what I'm going to do is just select these two handles and just go Shift D and then X to duplicate another pipe over here. Go back to camera view. Move this into place, move it on the X. I'm going to move this handle up. I'm going to rotate it so it's nice and straight. And then we can go E and then X. And then this can go, like, into this corner down here and how tall is it? Yeah, so it's going into the wall, so that's fine. And then you can just move this handle down here, just like that. Now I'm going to select these two handles for the second pipe and press Alt S, and then we can scale this to make it just a bit thicker. And I'm going to go P, and I think that just pressing P separated it for some reason. So I'm going to control Z to undo that. We'll keep those the same. And yeah, that will be fine there. I think that'll do. Now this is looking a bit one key, so I might just rotate this and make it a bit nicer by scaling in or something. There we go, there's some pipes looking very cool. Soid. Anything else we could add? Let's have a quick check. Let's have a look at the reference. We have the pipe here, that's done. We have the wires here, that's done, pipes here are done, and the pipes here are done. We've done all the pipes, really. Next, we should just get these buildings out of the way. I'll see you in the next lesson. 50. Designing a Simple Background Building Facade: Hello. Welcome back to stylized Japanese environments in Blender. In this lesson, we're going to create another one of these side buildings. Okay, so let's grab our garage door here and let's shift D to duplicate, and we'll hit X and then GY. And then we can rotate this by 90 degrees. So Az -90 and then GX, we'll move this close to a building here. Gonna go to solid view. And we'll click on our building into Edit mode, and let's add one, two, three, four. Let's add five edge loops. And let's bring it so it's like above the garage door. Nice and close as can. And let's bring this face up a bit just to match the size of the other like gaps here. Right. So now let's select this face and this face, and we're going to extrude four with a little bit. So just extrude this one forward. It's good to camera view and we can see how far forward we want to go. We don't want to go past this building. We just want a little bit. We can always extrude more and then go into object mode and move the whole building back. That's always an option. And we can always, I want this building to, like, go fully into our roof here. So going to go back into Edit mode and select all these backfaces here and then go back to camera view and then hit GX. So I want it to, like, flow into the roof here, if that makes sense. I don't want, like, a gap here. So I just want to close up that gap there. Next, I'm going to add edge loop at the top here, move this up a bit. And then we can press free and then Alt click this face loop. And then right click extrude faces along normals, and we'll just extrude this out a bit. Now it's coming a bit wonky because of this edge loop, so we just need to click offset even, and then that fixes that. We'll go back to the camera view, see how this is looking, and I might scale it on the Y just a little bit to push this side out. Cool. Right now, all we need to do is add in some stuff for our windows. So let's select these faces, and we want some windows in here. So I'm going to put an edge loop in the middle just so we can select these individual faces. So when we hit I and then I again, we can inset them separately like this. And then we can extrude in. So E to extrude, we'll extrude in a little bit. And then we insert again. So we've inserted twice, and then we extrude inwards. And then we press Y to separate these faces, and then G, X, we can move these forward. And then with these, we could add in some actually, these were just going to be like flat windows, so we can control Z to move these back into place. Maybe just GX. Actually, let's put edge loops in the middle, just so we have some kind of frame in there, and then we'll select these edges and then control B to bevel. And then we can hit Y and then E to extrude. We'll extrude these forward just a little bit like this. And now this whole building, we can go to object mode. Let's add a bevel modifier here. We'll put this to 0.015 shading to harder normals. And you can see we have the gaps here where we added the bevel to this frame. All we need to do is just go on the inside and delete these backfaces. Delete these backfaces here and the other windows, wherever they may be here. Delete these backfaces. That means we don't have a bevel on the back corners, and that fixes the gap here. We have a tiny one on the corners, but we can't really see those, and we're fine. And then for this, we could just get away with going into Edit mode and scaling or just like, yeah, we can scale on the Y and then select this edge, move this on the Y and just fill in this gap here. Maybe we could scale it on the Z and just get away with filling in something here so we have some shutters. Just like this. We'll go back to camera view, see how that's looking. Awesome. So that's a nice little building speed run for you. Now, let's add some materials. How long have? Yeah, we got plenty of time. Right. So let's go into Edit mode. Press A, Smart U V project, wrap, and then we will set the TD. Let's go to material preview. And then we can add our material. This will be stone light. And then I'm going to select let's select the glass here. We'll select this glass, all these faces. We can add another material. We'll choose glass and then hit a sine. And then I'm going to press L on these middle frames here. Add another material. This could be light metal, and then we hit a sine. And then that's all we really need to do. We should probably re unwrap the garage because we scaled it up quite a bit. So let's go into Edit mode, A, U, smile UV project, unwrap, and then set TD, like so. So's that building done. Let's have a look in camera view. We go back to rendered view, see how this is looking. Now, this garage door is looking a bit too smooth for my liking. Maybe it's 'cause of the light. I'm just going to hide this light the way. We'll see where it looks like when we do the final lighting. Now, this feels like it could be slightly taller. Let me look at the reference and compare. Mm, no, it'll be fine like this. Yeah, I'll be alright. So there's the other building done? That's all we really need to do. We don't really need, super amount of detail for these buildings because they're quite far back. It gets harder to see the details. And we don't want too much detail in the background because, like, it pulls your view away from this building, which is like the centerpiece, you know? You know, this building and then like this building here, that's also going to be like a main, like, focal point. It's like anywhere you want your viewer to look is where you put the most detail. So, this building is literally just going to be like just a few extrusions, no details because we want a sign in front of this building that we want people to look at. So we don't want this building to be too detailed because it'll draw attention away. So same for these buildings, very simple shapes. Just something in the background to just fill in the gaps, you know. Alright, I will see you in the next lesson where we finish off this last building. I'll see you then. 51. Modeling Shopfront Windows, Door and Materials: Hello. Welcome back to stylized Japanese Environments in Blender. In this lesson, we're going to finish off our final side building over here. Okay, so before we make any more details to these buildings here, I'm just going to adjust my camera a little bit because I feel like the angle is not there completely. So I'm going to select you can select your camera from camera view by selecting this little outline here. And you might not even have to do this. You might be happy with your angle, but I want us to be facing to the right a little bit more, so I'm going to hit GX and just slightly move the camera this way. And then I'm going to hit and then Z, just to rotate it around a little bit like this. So now I can move this building on the X, just a tiny bit. And just pull it out a tiny bit like that. Another thing I've noticed, we've got no shadow on this building. So I'll go more into detail about shadows later on, but notice the sun here. I want this shadow I want this building to cast a shadow onto this building. So it's clearly way too far away. So I'm just going to go over here and I'm going to hit G Y just until we start to see a shadow on this building. So now we have the shadow here. So I'm going to go back to camera view. Now I'm going to hit G in X to center this back. Just like that. And now we can see the shadow here. So now it looks like it's like just across the street from this building, you know? And now we just need to z and bring this down. And I don't like how this pole is, like, in line with this building here on the edge. So we could just scale this down a bit, just so it's like in between the pole and this building then just move it up. Just slight little tweaks to the composition here. Alright, so moving on this building, right. Let's double check the reference, have a look how this looks. So we want some edge loops, and then we extrude along normals, and then we create some windows, and then some, like, doors at the bottom, right. So let's go back to Blender. Let's go to solid view. And then this building is looking very thin, so I might just grab this back piece and G Y, I'll push this out a bit like this. And then let's add a load of edge loops. Let's go with four edge loops will do. And then we can move it up a tiny bit like this and then Control B to bevel and then we can press free. And then right click extrude faces along normals, we'll extrude inwards, just a little bit like this. Boom. Done. Let me have a quick look at the windows, how that look. Okay, so we just have windows there, there there, cool. So we can select these faces here. And is it double windows? Yeah, it is double windows. Okay. So'm gonna put edge loop in the middle going down here, and then we can select these faces. We can hit I to inset. And then I'm going to go to individual origins up here, so we go to individual origins. And then if we hit S and the Z, we can scale it on the Z this way. And then we just need to extrude inwards, and then we can hit Y. And then GX, we'll move this out like this, let's press P separates selection. So our windows are separate. Into object mode, we'll select our windows back into Edit mode. We'll press A. We'll duplicate these, so we'll keep our glass over here, and then we can press P separates selection. So our glass is separate. So now we can hit A, and let's just pie to inset just like that. We have the frames going around, then we press Y. Let's add in some edge loops. We'll add three going along vertically. Then we'll have one going along horizontal as well. Then we can select all of these middle faces here. Let's do it all together. Then we can press I to inset, just like this and then X and delete faces. Then let's select let's press A and then we'll extrude outwards like this. Yeah, so create the frames like that. And then I might select. I might Alt click and then Alt Shift click these outer frames, and then just move them forward on the X, just a tiny bit, just like that. Let's go to object mode. Let's add our bevel modifier to this. So bevel, bring the amount down, shading to higher than normals, and then GX move this into place. Just like that. And then our glass GX, move this into place. Is very quick, simple windows for the back building. Let's get some more inspiration from our right, so we have a little indent here and then just some, like, window kind of shop kind of doors, right? So let's select this building. We'll go into Edit mode. We're going to have to put an edge loop here, move it up a bit. And then we're going to have to put an edge loop along this way and move it across here and see how far we want to go. I'm going to snap it to this face here. So go GX, snap it along so it's here, just in line with this wall here. So we're going to select these faces and delete faces and these faces and delete faces. So now we have this going on. So now we can press one to press one to go into Vera CC Lc mode and we can select these vertices here and press F to fill in a face at the top here, and then we can just select this edge and press F and fill it in here. And then with this, we can always adjust this. We can always like GX and move this back and forth if you prefer. And then we just add some doors. So let's go into camera view and see what we're working with. I'm going to go Gx and actually move it forward, so it's like past the edge of our camera. So that's sort of there. And then why do we put edge loop in here? Okay, so we can put an edge loop in here without it going all the way up. So put an edge loop in the middle, for an edge loop along here at the top. And then an edge loop this side and an edge loop this side. And then this one in the middle. I'm going to select this edge and then control B to bevel. And then I'm going to scroll up once. So there's like a line in the middle as well. And then add another edge loop going across the middle, we'll have one here, and then we'll put an edge loop in the middle here and then edge loop in the middle here. You'll select these two edges, Control B and bevel just like this. Okay, so now we can start adding some extrusions. So we will grab. Let's grab these. We don't want that we want this. Yeah, we want these going around. Yeah, so we want to Okay, so we want to go from this. We want these to be separate. Wait, no. Yeah, so we want this to go along here. So we want this top one and these side ones here. We will shift D and then maybe we should P and then separate selection. I'll separate selection. Go into Object mode and double click to try and select this. Go into Edit mode, A, and then we can extrude just like that. I'll be fine, N. Go back to object mode. We'll select their main building again back into Edit mode. I'm going to select this top face up here all along. And I'm going to just shift D and then E to extrude and we'll extrude forward pass this. Right. Back into Edit mode, we have these faces. So let's select this one. E to extrude, we'll extrude this forward. And then we'll press this one, E to extrude, and then we'll hit Control to extrude to this face. We'll press this one, E to extrude, hold control to snap to this face. And then the same E to extrude, hold control to snap to this face. And then this one E, hold control, then this one E, hold control. And now, let's add our bevel the bevel modifier and see what we're working with 0.015, shading to harder normals. Let's go into object mode and have a look now. Right. So Let's add some material. So let's go into material preview, and we can quickly finish off this building. So let's select the building. I got to Edit mode, A, U, Smart UV project, wrap. Let's set with TD. And then let's give it the This is stone Stone dark? Yeah, stone dark. This is a stone dark material, right? So the reference. Yeah, so stone dark. Or is it Stone light? One looks better. You can choose whatever you prefer, but maybe I will go with Stone dark so it's like different to the one next to it. I'm checking render view, see how it's looking. Yeah, we'll go with Stone dark for now, right? So the windows, we can select these window frames into Edit mode, A, smart UV project, wrap, set TD, and then we go light metal. For the glass, we can go into Edit mode, A, unwrap angle based, set TD, and then we will choose the glass material. That's not done. Down here, we have this out of frame here. We can select this AU, smart UV project, wrap set TD, and then light metal. These windows here, we'll select these windows. We need to add another material over here. We'll select glass and then hit a sign. There's our glass, and then we just need to get these middle pieces here. So If we hit L, we don't want to hit L because you'll select all of it. So I'm going to select all of these front faces here and then control and plus on the number pad, and then we can hit a sign on the light metal. So let's add the material, light metal and then hit a sign back to object mode. Let's have a looking camera view how we're looking here, and we have some doors over here, cool. This frame, I might actually change to stone Stone Dak. I think it might look better as Stone Dak actually. Yeah, we'll go with that. Let's go into Rendered view, have a look how we're looking, and that's fine. Yeah, cool. Is our building done? Awesome. Next, we just need to do this building over here, and then this building. And then we just finish off the poles and then we add a sign here. And then we add some foliage, some plant pots, and then we can move on to our lighting and compositing. I'll see you in the next lesson. 52. Building Repeating Facades with the Array Modifier: Hello. Welcome back to stylized Japanese Environments and Blender. In this lesson. We will start working on our background buildings. Alright, so I'm going to go back to Solid view, and let's select this building. I'm gonna go to camera view. Well, let's go to Edit mode first, and I'm going to select this top face. I'm gonna go to camera view. And I think I'm going to make this a bit taller, just a little bit. And then let's add some edge loops. So we want an edge loop around the middle here. We'll move this up here, and then another one here. And then let's just select we can select this face loop and then this face loop. And then let's right click extrude faces along normals, and we'll extrude these out just like this. And then I'm going to go to object mode and maybe move this on the X a little bit, just to move it around just like this. We can go to material preview and then into Edit mode, A, U Smart UV project wrap. We will set the TD, and then we can give this the stone dark material. Now I might just bring this top face up a little bit more, just like that. I'll have a looking camera view, see how this is looking, and this should work fine for what we need. We don't need a lot of detail on this building, that's done. Now, for this building, slightly more complicated. So we're going into Edit mode. Let's go back to solid view for this. Let's add an edge loop in the middle here. And then we want an edge loop here. And an edge loop over here as well, so that we have this kind of shape. Now let's select all of these top faces and shift D and then Z, and we're just going to bring this up for now, and then P separates selection. So we're going to keep this separate. I'm going to bring these bottom faces up. So we're actually going to bring this all the way up here. So we're going to save ourselves some time because we're just going to model one floor, and then we can use an array modifier to just copy it downwards then. So we should bring our human reference over to here so we can see how big our windows will be. So this looks like a good size. Yeah, cool. So now with this, let's go into Edit mode. We will select this face, and we can extrude this forward a bit. And then we can select these two faces, and we'll extrude these forwards. I like that. And then we could start adding in some windows. So this face here, that's I to inset, and then we can go SY and we can make a thin window just like that. I'll be fine there. We can inset this face, just like that. And then we can go S and X and then S and Z and bring that in just like that. That'll be fine there. And then we can put an edge loop in the middle here so that we can select these two windows, and we can inset just a little bit like this and then S and Z and scale these down maybe scale them up a little bit as well, and I'll be fine there. So we can select all of these faces, and then right click extrude long normals, we'll extrude these in. And then we can press Y to separate these faces off. Let's start off with these faces over here. So let's shift D and then Y. We'll move these forward, and then P separates selection. Then we'll grab this window. We'll shift D, and then Y. Move it out the way, P separates selection. And then we can select this window, shift D, and then X, move it out the way, P, separate selection. Cool. So now let's select all these top faces. And let's extrude upwards a bit, so we'll extrude up a little bit. And then we can alt left click this face loop, and then right click extrude faces along normals, and then make sure to click offset even here. Now let's add in some wood right by here. So we can duplicate this face. So we'll shift D and then X, move this out. Let's add in some edge loops here, and then control B to bevel or scroll down just so we have one bevel like this. And then we can shift D and then X, we'll move those out, and then P separates selection. So we have those separate. And then let's add in two edge loops going down. We can control B to bevel. And then with this, we can just hit Control I. No, we don't want to do that. Control Z. We'll go P separate selection, and then let's hit L on these pieces and X delete faces. So now we have some separate pieces to work from. Let's go into object mode, we'll select these horizontal pieces go into edit mode. A, E, extrude them mate, and we'll create some wood panels here back into object mode. We'll go GX, hold control, and snap it to the wall over here. Then we'll select these pieces into edit mode, A, E, and then extrude these out into object mode. G, X, hold control and snap it to this face here, right? So I might move them further back in so they go underneath this lip here. And then move these back in so they're behind this piece here. Then let's select these Shift select this, and we'll hit Control J. They're all joined together here. Right. So now we just need to we can add an array to this now. So if we add our array modifier, we'll go add modifier, search array, we want the count. We'll keep the counter free for now. Offset on X, we'll put the zero, and then the Z will be minus one. And now we can just go to camera view and increase the count all the way down so we can see the bottom. Okay, cool. Now, we can add a bevel to this piece, so let's add our bevel modifier. Search bevel 0.015 for this piece, we could probably go to like 0.02 just because it's further away, so we'll have a bigger bevel so we can see it a lot better and then shading harder normals, that'll be fine there. Cool. Let's add some textures to this. So let's go into material preview. Let's go into Edit mode. Press A, U smart UV project, wrap, and then we will set TD. And then let's go to the materials over here. We'll add a material. We'll choose stone light. We'll add stone light first. And then we want another material. We will choose stone light again. But then let's go into object mode so we can press this number here to create a duplicate, and we will call this stone red. So now let's add some red to this. So let's select some faces we want for the red stone. So we want this face, all of these faces over here, we'll select all of these And we'll get these inside faces as well. And then we'll hit a sign on the stone red back into object mode. Let's expand this. Let's zoom out, go all the way to the right. Just before our shader, we will add a mixed color. Plug it in by here, and then we can change this to red. We can probably make it a bit darker as well. We can play with a factor. We can try different overlay modes. We can try and multiply, see how this is looking and just bring the factor up. We could also try maybe maybe overlay could look nice. And play with a factor, whatever you prefer. I'm going to go with overlay and then put the factor to like 0.7 core, right? So we need another material. This one is going to be stone dark. And for this, we will choose this face loop, and then we're going to hit Control and plus on the number pad to expand the selection to get these side faces as well, and then we can hit a sign. So now we have a dark top here. Next, we can add another material, and then we will add the wood. Let's go with wood dry. We haven't used wood dry in a while. So let's go into Edit mode. We'll press L on these wood supports here. And then we can hit a sign on wood dry just by there. It's going to have a looking camera view, and this is how it's looking. So now we just need to get this top piece on. So let's select this top piece. We'll go into Edit mode, and press A. We'll extrude downwards or extrude upwards so it's not inverted. And then we'll go into object mode. We'll go GZ, hold Control to snap it down. And we're actually going to delete this piece because we don't have it extruded here. So let's just delete this piece. And instead, we'll select this piece here. We'll select these top faces and then we'll hit Shift D and then we'll just move them up a bit, and then P separates selection. Back into object mode, we'll select this face here, and we will remove the array. Just remove the array like that. Back into Edit mode, and then A will extrude upwards. And then into object mode, we can go G, Z, hold control, snap down to this face here. And then maybe we could bring this face down just a tiny bit like that, and then A U, Smart UV project, and wrap. We will set the TD and then that's sorted there. We'll have a looking camera view, we'll have a look in rendered view, how that's looking. Okay, so there's the start of our building. All we need to do. And the next lesson is sort out these windows. 53. Detailed Windows and Shutters for Background Buildings: Hello, welcome back to stylized Japanese environments and Blender. In this lesson, we're going to finish off our background buildings. Okay, so at the top here, I'm going to make sure we're on median point. And I'm going to select our building. Make sure we select all the pieces here and select these windows. I'm gonna go to Camera view, and we're going to scale these up at the same time. I want them to be a bit bigger. Just like that we'll do, I think. And then this pole, I'm actually going to move on the X. I'm going to have the pole on this side here. And then this railing, we can push this on the X to make it closer to this railing over here. And I might have the pole, like in between this garage door and then this store, I was having a look at the reference, and it feels like the pole is, like, to the right of this building here, and I kind of want it to be the same. So I've just moved this pole over a bit and go somewhere around here, and then maybe GY, push it over. Just like little changes. Okay, so let's get to work on these windows. Let's go back to solid view. And let's select the smaller window first. So let's shift D and then X, we'll keep the glass here. And for this one, let's move this closer in. Let's go into edit mode. We'll press A, I to inset. We'll create the frame going around, and then we'll press Y, and then we'll just go GX, move this outwards a bit. And let's add some edge loops, just a load of edge loops, and we'll create another pattern around here. So let's just select some faces. So I'm going to go in, like, a symmetrical pattern like this. You could use a mirror modifier if it's a bit easier, but I'm just going to speed things up and just go around on both sides and create this kind of pattern like this. And then, yeah, we could just keep going with this kind of pattern here and then go down here. And then for here, we want this one. And then just follow that same pattern going around. And then we could have these two in the middle. Have these two in the middle here, and then these two. And then control I. Actually, let's undo that. Let's do P, separate selection. So if we control I, we select this frame as well. So now we can press L on these pieces and then just delete faces there. So let's press A, E to extrude and extrude the frame out. And then A GX, and move this into position. Back into object mode, we'll select our pattern here into edit mode. A, E, extrude this, and then A GX, move this into position, just like that. And now, if we go into object mode and we select our glass here and go GX, move this into position, and get our glass in now, hopefully, if we shift select our window pieces and then shift select our building and then hit Control J, it should add the bevel to it and add the array to it, as well. So it's just moved our windows into place too. So now we can go to material preview, go into Edit mode. We'll go to our materials over here. We can change this empty material slot to light metal. And then we can select our glass piece. We'll add another material. We'll choose glass and then hit a sign. So that's that window done. Now, we also need to re unwrap this. It's going to edit mode, A, U, smart UV project, unwrap, and then just set the TD again. And then that fixes up our window unwrapping. Cool. So now let's have a look at the reference. See what we did for these windows. So we did some thin kind of shutter frames for this and then just some simple frames for this. All right, so we could probably do this quite quickly. We'll start with this window. We'll shift D and then Y. Th will be a glass piece. And then this one. I'm just going to grab the reference and move it over so I can have a look. All right. So for this, we're going to into Edit mode. We'll add an edge loop here and move it up, we'll have one piece going across here. So then we can select this face and then press Y to separate it. Then we'll add three edge loops in the middle here and then Control B to bevel. And then we will actually press Shift D to duplicate and then Y, we'll move these forward. So now we can put some edge loops in the middle here. We'll add quite a few, maybe about five we'll do. And we can control B to bevel and have some fin shutters here. We'll go we'll do P separate selection, and then we'll click this face here, and then P separates selection. So if we're going to object mode, we have this piece we can use, so GY move that back, and then shutters here, so GY, move that and then delete this piece here. Si undo that. We want to separate these vertical ones off so P separates selection. Back to object mode, we can delete this piece now. So now we have these pieces leftover. We'll go Edit mode, A, E to extrude. And then Edit mode on this, a E to extrude, and then edit mode on this and then extrude these. And then we can move all these into the wall. So GX, G Y, sorry, hold control. You'll snap these into place. So GY, control, and then G Y control. And now we have some frames here. So let's adjust these. So this one let's move forward. This can go just behind the groove here. These ones can go forward a little bit, and then these ones can go just behind like that. Okay, so now we can shift select all of these. Shift select their building, control J to join. And then we can remove this empty material. We don't need this. And these have gone to the glass material. So let's select these. It's going to Edit mode. We'll press L on all of these pieces. And then we'll give it the light metal, so we'll assign light metal here. We need to unwrap again, but we may as well just finish off this window before we unwrap. So we need to grab our glass piece, G, Y. We'll move this into place here and move this just into the window here. Just like that. And then we can shift like they're building, control J. So that's added the array down there. And then for these, we will shift D Y or keep out glass here. And then we'll add something very simple for this. We'll add one edge loop in the middle here on both of these, we'll do them at the same time, so then move them down here. And then let's add two edge loops here, two edge loops here. We'll move these top two up here and then move these top two. Up here. Now, let's select all of these edges, and let's hit Control B to bevel. And then we'll shift D Y, and then P separates selection. And then we can add three going vertically, and we'll select all these vertical edges, and then Control B to bevel and then P separates selection. So now into object mode, we can delete the leftover piece, just like that. And then let's extrude these pieces out. Into Edit mode, we'll extrude these out, and then Edit mode on these. We'll extrude these out. And then we can move these into place. So G Y, hold control, and then GY, hold control. Snap these into place, and then we just adjust these now. So we can move these forward a little bit. And then we move these forward a little bit. Let's move our glass into place here. So GY move our glass into place. Let's shift select all of these pieces. Shift select the building, Control J to join. Now let's go to R materials. We need to delete the empty material. And now let's select. So this face has turned to glass, but if not, just select them and then choose the glass material. And then these need to be light metal, so we'll press L over these frames. Assign light metal. And then let's hit A U, smart UV project, wrap, and set TD. And let's have a look in camera view, we'll go to rendered view. And there is our building looking very nice. Now, we can always adjust these. We could always change light metal. We could always try, black metal. In case that looks a bit nicer, I might go with black metal in these frames because these are quite high, it's going to have direct sunlight going into them with, like, no shadows or anything, so it might be a bit bright with the light metal. So let's go with black metal for these, and that'll look quite nice. So yeah, there is our background buildings all done, nice and the way. Let's have a look at the reference. What do we need to do next? We need to add some foliage down here and down here, some plant pots, and then we can finally get to work on these pols that I've just been staring at us the whole time. So I will see you in the next lesson. 54. Modeling Electrical Poles with Bevel Details: Hello. Welcome back to stylized Japanese Environments and Blender. In this lesson, we will start working on the electrical poles. So a quick tiny detail that I missed on the background buildings. So if we look at the reference, we can compare I did add some cubes above the windows here, so you can just probably just add like if you wanted to just shift A, add a cube, and then move this into position and then, scale it down, and then scale it on the X, scale it on the Z. You know, just kind of basic stuff. It's just adding more detail to the building like GY, move this into position, GX. And basically just kind of add something above the windows. So we're going to go to GX here. And then I'm going to control A to apply scale because I scaled in object mode real quick. And then just, like, shift D and then X, move it over here. Just to give these buildings a bit more something. You know what I mean? And then we can shift select and then just like shift select the building and then Control J and then go into, like, rendered or material preview, and then, delete the empty material. And then for the Stone Dk, we will apply this to these cubes. So press L over these cubes and then just, you know, stone Dak assign. And then you would have to well, you can just press A, you can press L on these cubes and then U, smart UV project, unwrap and then set TD just to unwrap the cubes. Just like that adds a bit more detail to the building, if you want. You'd also add like booleans to cut in some pieces if you wanted to have some indens. And then one final thing I did was just add some of these AC units. So you just select an AC unit shifte to duplicate and like, drag it up, rotate it by 90 degrees. And where did we have them before? So I added one like here, just under the window. So like GX move it like around here somewhere. And then I had it like every other one, so it wasn't like too many. So I had, like, shift D, Z, and then, like, GY. No, GX, I mean, and then just have it like this side of the window here. It's a little details just to add some more personality to the building. It's very simple, very simple stuff. So would it look better if it was like resting? No, I think it would look better just like next to the window. Yeah, so that there, have that there. Have these cubes there. You can add whatever details you want. And yeah, so have a quick look in rendered view. That's looking nice. Right. So let's get to work on these poles now. So let's go to solid view. And let's start with this one over here on the left. Let's zoom in and what should we do? Let's have a look at the reference and have a look at the shape of this. So it's basically just a cylinder, and then we have, like, a cube going across the middle and then cubes going across here. So we have this. We can shift the right click here, and then we can add a cube. So mesh cube into edit mode. We'll scale this down, and then scale it on the X, scale it on the Y, make it a bit thinner, and then we'll scale it on the Z, and then we can move it down into the pole, make sure it's nice and centered, just like that. Have a look at camera view, see how it looks from this side. That's fine. Okay. So now we can maybe scale it up, make it a bit thicker, make it a bit wider. And then we can shift D to duplicate it, and then Z 90 to rotate it. And then we can go G and then X, move it this side. We can alter S to scale it inwards like this, just so it's a bit thinner and then go S Y to scale it in this way, and then just shift D and then X and move it over this side. Let's have a looking camera view. And how is this looking? Is this looking okay? Let's compare it to the reference. Yeah. So next, all we want to do really is add some cylinders to it. So we're gonna go into object mode. We'll add mesh and then cylinder into edit mode. We'll scale this down nice and small. I'll go GX, move over here, GZ, to move it down into the wood, G Y to move it over here, and then it needs to be small enough just to fit onto this piece. We can go SE to make it a bit taller. And then we can just hit Shift D and then then Y to move one over this side. And then shifty Y, shifty Y. And then we can press L on all of these pieces here, and then go shifty X just like that. And then let's add some edge loops to our middle pole here. So I'm going to go into edit mode on this. You hit Control R, add some edge loops in just like that, and then Control B to bevel. And then I'm going to hit Shift D to duplicate and then right click, or we need to press free to go into face mode and then right click and then extrude faces along normals, and we just create some cylinders going around the pole like this. I'm going to have a quick look at the reference again. And for now, that will do. Let's add some materials to this. So I'm going to add a bevel modifier first, so we'll add a bevel and then shading to harden normals. I'm going to control A and apply scale just in case and then right click Shade Smooth. And then let's select all of these pieces and join them to our pole here. So control J to join. And let's bring this bevel down to 0.015, maybe even a bit smaller. So let's drag this down. So it's a nice tight bevel, and then right click shades smooth Okay, cool. Now let's go into Edit mode. Actually, before we add textures, let's just finish off these little electrical boxes as well. So I added some cubes here and some cubes here as well. So what we really need to do is just shift A, add a mesh, add a cube into edit mode. We'll scale this down, make it a bit thinner on the X. Scale it up, make it longer on the Z, and we just move it to, like, one on this side. Make sure that's going into the pole. Make sure it's, like, nice and centered. Just like that. And then we can duplicate this piece. So Shift D, make it a bit smaller. And then we have one this side as well. And then we can press L to select both of these. We'll go Shift and then AZ 180 to flip them around. And then we go GZ, and then we can bring one down here somewhere. It's going to camera view and see how we're looking. So this one can go somewhere. I guess it's fine by here that I'll do. We can go Z. We want to go medium point. And can we rotate this around? Yeah, so we can rotate this around however you want it. I'm just going to keep it straight like this. We can go back to object mode, and then we can shift select our pole and then Control J to join it together. So it's like added the bevel on it for us. And then we can go into material preview into Edit mode, A, U, smart UV project, wrap. And then let's add some materials. So we'll go over here, add a material. Then let's find a nice wood material. So maybe wood wood dry would look nice. We need to set the TD, so let's set our TD down here. And let's have a look at that. Looking nice. Add a new material, go back to edit mode. And then we want our light metal. And then we can press L over these cylinders. And then press L over these cubes, and then L over these cylinders as well. These low metal rings. And then we just hit a sign on the light metal. And then we have some electrical poles in right, let's have a look rendered view. Double check. And it's looking quite nice. Now, let's double check this wood green. I think we're fine. Yeah, that's all good. Next, we just need to add some wires to it. So in the next lesson, we will use some more Bezier curves to add some wires. I'll see you then. 55. Realistic Sagging Wires with Bezier Curves: Hello. Welcome back to stylized Japanese environments in Blender. In this lesson, we will add some wires to our electrical poles. Okay, so let's go back to our electrical pole, and let's hit Shift A. And the curve, we want Bezier, and let's add the curve the tube modifier. And let's scale this down. Just like this. Now I'm going to rotate it on the Z by 90 degrees. And let's line this up so it's going through the cylinders. So I'm going to go GX, and then into edit mode, we'll play with these handles, scale them in, and rotate them on the Z. I press A, GX, and move it. So it's going into these cylinders here. Okay, so I'm going to press G and then Y. And then let's just move it all the way over here. Let's go into camera view, and we see this is going past the error camera, so we don't really need to go all the way that far, just enough, so it's like just pass the camera here. I'm going to scale this handle up so it's nice and big, and I'm going to choose this end of the handle and just kind of make it, droop down a little bit. But we don't want it to affect the handle over here. So I'm going to press A and then right click subdivide and I'm going to increase the number of cuts down here to about four. So we have more like handles to play with. So we can, select the handle and just kind of drag it down and drag this one down a little bit. Just to add something a bit more natural, you know, we can rotate the handles a little bit. Now if we go into camera view, we can see it's more like wavy. And then we want it to go this way as well. So we can go E and then Y and then E, then Y again and just keep extruding on the Y until we go past the camera. And then we can just play with these handles. I just create some kind of curvy motion to these, make them a bit more organic. So let's press A to select everything. And then I'm going to hit Shift D and then X. We'll move one over this side. Let's go back to camera view. And let's just move these handles around so that they're slightly different, you know. I'm going to move this one down. I can move this around here. And move this one in like this, and that should be good. Now, we could probably increase the scale on this just a tiny bit so that they're a bit more noticeable. And let's have a look at the reference. We can see here I added like multiple layers of, like, wires. So instead of just one wire, we had, like, a couple. So I added one thick wire and then like two thinner wires. So let's just press A again and then shift D and then X, and we can move this slightly over here. And let's press P. So now, though, these are separate. So we can go back to object mode and we can select these ones and we can bring the scale down so it's a bit thinner. We just kind of want to play with these handles and just move them into place like this, really. And just kind of throw your wires around, you know what I mean, we can kind of, like, well, we can go into camera view and have a look here. We can drag this one down. So it kind of looks like it's wrapping around. Just like that. You only need to, like, worry about what it looks like inside the camera here. So we can move this one over here like this. And then this handle, we can move down. We can go GY to move it closer to the pole. And then we can move a handle up over here. Just like that. Let's go to object mode, and then we can go Shift D again and then go. We can move it over this side a bit. And then going to Edit mode, we'll move these handles so they're into the pole again, like the cylinders. We want to go through these cylinders. But then we can rotate the handles and just move them so they're kind of going in through here. Doesn't need to be perfect. They're just kind of chaotic, you know. We can move these handles, we can go GY, move them in, maybe scale up the handles as well. Move this handle in as well. Let's go to camera view and see how we're looking. Like move this one up closer to the wire here. And then we have a handle here. We can move here. We always like scale it up or scale it down, just to add some chaos. Over here, I might cross over this one or just like, kind of rotate. And scale it up, something like that. Go look nice. And then over here, scale this handle up, go GY, and move this over here somewhere. You always use GX as well. Move it that way. Okay, so let's go into Let's go into render view on this. And let's give it a material. We'll go with the, let's select it. We'll give it the light metal material. So light metal, need to choose all three of these. Light metal. And then this one light metal. And we're getting it right. Now I'm just going to add some more wires to these electrical boxes. So let's go back to solid view. Let's add another Bezier curve. Let's add the curve to tube modifier, and we'll scale this in just like this. And I'm going to connect these cylinders up. So I'm going to rotate this handle around. And then move it into this cylinder here. GZ, G Y, and then GX, and then GZ, just keep moving them around. So just like this, we can scale in the handles a bit. And then like GX, move this one over here. Zoom in. Nice and close so we can see. And then we could pull these handles down so that they kind of droop down like this and then move this one in. And then we can press A and then shift D and then Y and then connect these handles up here and just rotate them so that they're slightly different. You can always, scale up the handles or scale them down, you know, smooth things around. And then we'll press A, shift D, and then Y, and then we can move these handles then. So have them drooping down here a bit more, move these into the position, rotate them. Move this one over a bit and rotate. Let's have a look at camera view and adjust it from camera view here, so I'll bring this one up. Bring this handle up as well. That's looking good. All right, so now we can go into object mode. We'll add another Bezier curve, add the modifier again, curve the tube, scale it down. And then we could just add some into the electrical boxes. So I'll grab one handle and just move it, rotate it, place it into the bottom of the electrical box here. Scale it in scale it up a little bit as well. And then this handle, this could be scaled down. Move this one into position and connect it to this box and then rotate, rotate this way, and then we can press A, shift D to duplicate, and then we can, like, scale this up a bit and then just move these handles in as well. We have one go like this side and then scale I'll be fine by then. So I can go into object mode, and then with this, we can just duplicate and then move it down on the Z. Move it down to this electrical box down here. And just play with the handles so that they're a bit different. So I'm just going to move this one like here, somewhere. Sorry, my cameras going all over the place. I'm gonna go to Camera view and just move some handles around. So I can go G Y on this and then click this handle and go G Y and just push it over here or something. And we can compete. I think that's fine. That's enough. I might go into Edit mode, select these boxes and just move them up just a little bit. Go back to object mode, grab these wires down here and move these up into the boxes here, and then just adjust these handles because I see some clipping, so I'll move this just like that. Let's go back to material preview, and let's select this. We'll give it the light metal. And then this wire light metal. And then these wires light metal. Right, so we're not going to create another pole from scratch, we're just going to use this same pole. So we have a lot of objects here, and we don't want to join them together into one objects because we have bevels, and it might just screw us over. So I'm going to press Shift A, and then under empty, we're going to choose plain axis. So now we have, this little cross symbol that we can use, and it's just basically an empty object. And what we're going to do is we're going to select all of our electrical pole objects. So all the wires going to select everything, make sure we get everything and we can press G to move to make sure everything is selected, just like this. Once everything is selected, we're going to shift select the plane axis here, and then we're going to hit Control P, and we get this menu, and we're going to set object like set parent to object. So what this does is this plane axis is now the parent of all these objects that we connected. So if we move this it removes the whole pole. And if I show you here in the outliner, we have the plane empty here. This is the plane axis. If we expand this arrow, we can see all of our objects here. These are our wires and our cylinder here connected to this empty here. So it's kind of like a folder based object system, if that makes sense, this is the folder that holds these objects. So now we can select all of these. We can select all of our objects, including the plane axis here, and we can just hit Shift D to duplicate and then just move it on the Y. And then if we just select the plane axis here, we can rotate this by 90 degrees and then move it into place where the other pole is over here, just like that. And then we can delete this white pole here. And then if we're going into camera view, we can zoom and we can adjust the position. Just click the plane axis here and we can move this to our heart's content then. So let's go into Edit mode on some of these wires and play with the handles until we get something that we like. I don't like how this is looking over here, so I might scale the handle up and rotate it a bit. I might actually select this whole plane axis and rotate it by 180. And then these wires need to expand a bit further. So let's grab some handles over here and just move them on the X for these wires here because they're pointing out of the camera, just like this. That should be good. And then let's create some space between these wires as well. Just moving handles around. I'm going to scale this in so it's not so bendy. Then this one rotate and have it go underneath here somewhere. And maybe we need to be a bit more curvy over here as well. So I'm going to edit mode. We'll grab some handles, go GX, bring it over here, just to create some kind of curve. Get this one, find some handles, and just move them around, go GX, or, like, scale them up. Not too much. Alright. We have a handle here we can play with and we can rotate this around. We have a nice curve here. And let's disable our overlays with this just so we can see properly. Let's go to rendered view, have a proper look. Let's bring our human reference out of the way. And this is how we're looking so far. Right. So in the next lesson, we can add some small props and foliage. And I think I think that's it now. We're ready to move on to the lighting. I'll see you in the next lesson. O 56. Creating Realistic Road Signs with Image Textures: Hello. Welcome back to stylized Japanese Environments and Blender. In this lesson, we will create some road signs. Okay, let's add some signs over here. So let's go to material preview. So we have some color in our scene. And let's shift right click this pole over here. And let's add a plane. So we'll add a plane, and I'll press Y -90 to rotate around, G Y, and then we can scale it down in edit mode and then scale it on the Y a bit. Just like this and then let's inset actually know, first, I'm going to I'm going to press one, and I'm going to select these four vertices. And to bevel vertices, we need to press Control Shift and B. So we can bevel these, and then we can scroll up and just make it like a curved kind of corner just like that. Next, I'm going to press I to inset, and we can inset this just like that. Then we can add an edge loop in the middle here and then press G and then Y. GX, I mean, to go this way. So we can pull this out to create a little dentie. Let's press two to go into edge mode, and then we just control B to bevel so that we can curve this off just like that. Okay. So now, I'm going to select everything with A and then just press E to extrude this forward a little bit to give us some thickness. Just like that. Right. So I'm going to press A and then U, Smart UV project, wrap, and then we will set AATD. And let's give this the light metal material. Then let's go over here to AR material properties. We're going to add a new material and then create a new one, and then this material can be called train, I guess. So here, we want to well, we want to select this middle face here and then assign our train here. So in the Shader Editor, we're going to go Shift A, search image texture, and then Control T to map that up to the UVs, and we're going to plug this into the base color, right? So the image that we want is this train image here. So what's the name of it? The name is Japanese road sign. Okay, so let's select there sign again. And we will choose the image here, type in Japanese. And was it Japanese this one here, Japanese road sign A. It's going to Edit mode. We will select this face here, and then we just need to adjust the UVs. So just select this one face. We need to change the image up here to Japanese road sign A. Now with this island selected, press Y just to separate the island, and then we can move this scale it on the X. We need to rotate it by 180 and move the island until it's in position. So we need to scale it on Y to make it a bit taller, just until it fits nicely into our sign here. So I'm just going to keep adjusting to get that kind of blue outline going around the edge. Y. I'll scale it down a bit, just like that. That should do. And then we can have a look at this. Right. So now, with this, we can right click Shade Smooth to fix that up a bit. And that's looking quite nice already. Okay, so let's go into camera view, and let's make this a bit bigger. We'll bring it down a bit. Let's have a look at a reference. How high did I have it. So I had it. I had it much bigger than this. I'd break here. Just like that. And then I moved it up. So it's around about here, and then GY, move it closer to the pole. I'm going to press one to go into front view, and then G and then X to make sure this is in the middle of the pole. And then with this, we could just duplicate Shift D and then Z, and then we can go into Edit mode, press A, and then S and Z, and we can make this flat, like this. Go into object mode, and this is looking gross, so we won't use this. We'll delete that. Shift A, we'll add a new mesh and start fresh with this. Y -90, we'll go GX GY, I mean, and then GZ, you'll bring this underneath. And then into edit mode, we'll go S and Y, make this a bit thinner here. We will drag this bottom edge up. So we have a nice little rectangle sign underneath here. Let's bring it down a bit. All right. So with this, let's make it a tiny bit bigger, I think, just like that. Into Edit mode, we'll press A, I to inset, create a little frame here. We'll put edge loop in the middle of this frame, and then we can go G and then X to pull it out just like that. And then we could control B to bevel and make it curb just like this. We'll press A and then E to extrude, give it some thickness just like this. Then we press A, U, smart UV project, and wrap, and then give it the light metal material here. Light metal. And then we add another material to this. So plus, we'll create a new material, and we'll call this Kyoto and we just do the same as we did before. So we select this middle face here. We will assign the kyoto material. And then with this, we go Shift A, search image texture, control T to map it up. And then the image, we choose Japan road sign A two and then connect this up to color, right? So now we select the face. We have the island selected here. We want to change this image to the A two roadsign. Now we have this. So now we have this face here. We can rotate it by 90 degrees, scale it up, move it into position. Scale it down, move it around, scale it on the X until the blue lines touch the edge, scale it on the Y until the blue lines touch the edge, just like that. And it's getting closer. We might need to bring this down a bit, scale the wire a tiny bit, just to get those blue lines around the edge here. Cool. That's all good. Go back to object mode. Maybe we could make the sign a tiny bit smaller, move it up. Right click, Shade Smooth. We might want to add a bevel to this one. Or if we just right click shade auto smooth? No, right click shade smooth. And then if we add a bevel, see how it looks. So add the bevel modifier, put this 0.015 or something or shading to harder normals. We'll drag this bevel down nice and small. And that fix the shading gear cause it was looking a bit weird. Alright. I'm going to press one to go into front view, put this into the middle of the pole, just like this. And we'll bring this down a bit further, and then we can compare now. Have a look at our signs. Go into camera view. We can have a look here, and this is looking quite nice. Now, let's drag this down so we can have a proper look. Okay, so do we want to play around with the shader here? So we might want to bring the metallic up both of these, put the metallic to one. Let's go to rendered view so we can see with the lighting. We can play with the roughness. Bring the roughness up to like 0.7 on both of these, as well. I might look a bit better, like a road sign cut. Now we just need to add, like, some cubes to, like, connect it to the pole, really. So go back to solid view. Yeah, so the shading here. What if we wrote right Oto smooth? That looks a bit nicer with the shading. Go back to material preview. Yeah, looks nicer. Right. So all we really need to do is just add a cube, mesh cube, scale it down nice and small, scale it on the X, make it nice and thin, scale it on the Z, make it nice and thin, and then just move this into place to create some like some metal, Let's scale it on the Y, as well. Note that on the X, I mean, make it a bit thinner. And then we just move this into the middle of the sign here. Move this up. Let's yeah, let's just add a bevel to this piece. So we'll have the bevel modifier. We can bring the bevel in just a tiny bit shading to harder normals. Go to edit mode, A, smart UV project, and wrap, and then give it the light metal material, just like that. And now we just duplicate this piece. So Shift Z, have one down here. Shift Z, I might make this one a bit smaller and then just push it into the pole, and then shift D Z, bring this one down. Go back to camera view, see how we're looking. This all looks like it should physically work. Like bring this up a tiny bit. And there is our sign all done. Co. Turn off the overlays, have a quick look. And if this is the right size and you're happy with it, then we're good to go into the next lesson. 57. Adding Foliage and Props for Final Scene Detail: Hello, welcome back to stylized Japanese environments in Blender. So in this lesson, we will finish up our scene by adding some foliage and some more props and just scattering them about. Okay, so let's zoom. And let's start adding some of these props into our scene. Right? We should probably start with these flower pots. So I'm going to have a look at the reference. I think I use different flowers here. Yeah, so I'm going to go back to Blender. And then, yes, so they are red. Okay, no, wait. These are the Right. So we're going to mix in some of these red plants over here. I'm going to turn off I'm going to click this arrow down here, not this one, the arrow here over overlays, and we can turn off face orientation now. We don't really need it. And let's grab this. Yeah, let's shift select these and we can go shifty and we can move these to our door over here. Now, this is a massive plant pot. We can scale this down a bit. And put it next to our steps. So we'll put this one over here. Now, I might change this material. This is stone clay. Maybe we could try with the clay that we made together, type in clay and apply it to this. I'm gonna use this clay instead and just rotate it around. I'm going to grab one of our bushes here, Shift D to duplicate, and we're going to mix this into the plant pot. So we have some red in our plants here. Just like this. And that should look quite nice. And then we can just duplicate all of these. Make sure we select all of them. There's one more we haven't selected, right? So we have them all selected. Shift D, X, we'll have one this side, and then we can rotate it on the Z, so it's a bit different. Have a look in camera view. Does this look very nice? Cool. Then we can grab a bicycle. Did we bring the bicycle in? No. So let's go to File and then let's go to append. And then let's go to the resource pack blend file. And then let's go into the collection folder, and let's bring in the props folder. We'll append this. So now we have this bicycle and a little cat. So this bicycle, we can just rotate it 90 degrees, Gx and we can place this up against our wall. So when I'm making environments, you can just kind of go online and search for, like, royalty free models. There's loads out there that you can use. And, you know, sometimes you can just throw in a nice little model like this just to spice up the scene, because, like, this bicycle would take me a few hours to model. So, you know, there's no harm. And just adding a little something that somebody else made, you know? And when you download the models, just always check, like, the licenses. Sometimes they need to be credited with the artist, but when they're royalty free, you can do whatever you like. So I'll have the bicycle here. We'll have the cat here, going to camera view and see how this is looking. Might move him back over here a bit. We could also rotate him just a little bit like this. So he's just walking down the street, doing his little cat things. This bicycle, we can move. Round about here, we could always rotate it on the y a bit, make it a bit more slanted. And yeah, so if we go into camera view, and kind of we can get this closer to the wall, and we like this handle bar is going to, like, clip into the wall here. But if we hide it behind this kind of piece of wood, we can be sneaky and, like, hide the clipping the way. So we can do that, not too far because it'll be a bit obvious, but get nice and close to the wall like this. So we have our bike and our little kitty. Right? So now we can add some of this foliage during the scene. So we have this piece here. We can move this over and you can see it's like slanted, so it can go over our garage roof over here. So AZ -90, and then we can place this just around here. Got GX, move this forward a bit, GZ, move it down, and this can go nicely by here. Then we can grab another piece. We can grab this move this over. AZ -90, we'll rotate that around. Let's create some more space down here so we can see what we're doing. And this is the nice easy bit. We're just placing stuff and just adding some life to where we're seen, just like this. Cool. And then let's have a look in camera view how this is looking. I might bring this down a bit. We could always rotate it a tiny bit and get the shape nice. Just like that. We could always, duplicate to shift D and then Y to, like, thick up, like, make them a bit thicker. Maybe like GY, mix this in with this piece and then move this somewhere. Just like that. So it makes it a bit thicker over here. And then we can grab this piece, move it over Azi -90. And we can move this into place here. Let's go to camera view. And we can just throw this in over here. Cook. Maybe we could bring this down so it doesn't look so, like, floaty, you know. And then we could duplicate another piece, move this on the Y, and just throw this in the middle here somewhere. As long as it doesn't look too obvious that it's been duplicated, and we want to try and avoid some clipping with these branches, but we will have some clipping because it's quite hard. What we can do is go into edit mode on this and we can turn on the proportional editing over here, we can, like, select a face. We can press G. We can scroll up or scroll down to make the circle bigger and use proportional editing to, like, move the branches around like this if you wanted to and just make it look nice. Cool. So we have some foliage here. I might bring this back just a bit just like that. So we have some foliage over our garage. Let's put some foliage up here as well. So it's like something growing in the alleyway. So this piece, we can grab this and put it up here. Let's go into camera view. GX. We can move this now. This might be a bit too thick, because it's like covering the poles quite a lot. So I might not use this piece, and instead this is quite a thick piece. This one might be a bit better. Yeah, so this one has less leaves. So I'm going to use this one I want our poles to show through here. And we can just place this somewhere along our wall just to have some kind of foliage in this corner here. And then maybe bring it forward a bit it's clipping into the wall. And then we can use proportional editing again. If we get nice and close, we can see where it's pointing into the wall, so I'm just going to select a face and then use proportional editing to just kind of pull these branches out just like this, you know, and kind of shape it and then move it in front of the electrical box just like this. Make sure it's not looking too deformed. There we go. And just move this bit over and we should be good. Okay, go back to camera view and see how we're looking. Maybe got some clipping up here, so I'll move this forward, as well. And maybe make a bit bigger, like that. Then we have a bit more clipping. This is going to annoy me. So I'm just going to move these faces forward, just like this. And I think that's good enough. Alright. We can add some foliage at the bottom here as well. So we have some smaller pieces here we could use. Like this piece is a nice one. We can put this raindbt where our bike is. You can scale it down to make it a bit smaller, rotate it by -90. And move this so it's like growing around our bike area. So we move this just under here. This one can go here, I guess. I'll go into proportional editing and, like, move this branch. So it's not like clipping into the wood. Cool. I can go there. You'll grab another piece. This one can go behind the bike somewhere. So this one can go by, like the back wheel. We'll scale it down a little bit. Miss one can go here. We can scale it on the Z, so it's like flatter. And then I can go there. We could duplicate this, move it on the Y, rotate it around a bit, scale it on the Z so it's a bit flatter and then move it down. She maybe rotate this around this way. Something like this. We could duplicate this piece, so go shifty, Y and move it just like rains here and just mix it in with this foliage. Always scale it down a bit and mix it in, just like that. Maybe we could have some t's have a look at the reference. We else did I put it. I put some ran the vending machine as well. So we could just select these pieces and then go shifty Y and move them over here. So we'll have this piece in the corner here, and then this one can go somewhere here. Let's have a looking camera view how this is looking. Yeah, that's fine. Cool. That'll work. Anything else? Let's look at the reference. So we have foliage down here? We have the foliage here. We have the plant pots here, the foliage here. I think we're done. I think that's everything. I think we finally made it. So let's have a look at our actual scene. Alright, so we've added everything. So in the next lesson, we will finalize our lighting. I will teach you about world lighting. And then once that's done, we will move on to compositing and then rendering. So I will see you in the next lesson. 58. Sky Texture and HDRI World Lighting Setup: Hello. Welcome back to stylized Japanese Environments in Blender. In this lesson, we will set up our world lighting. Okay, so let's go into our rendered view here. And let's zoom out a bit. Now we have two suns that we were using. We can delete this one on this side. We don't need this. And the one at the front, we can select this one. And we can just press H to hide it out the wafer name. So we just start with a nice dark scene. So let's drag this up, and let's go into a shader editor. And for the world lighting, we just click this drop down here where it says object, and we choose world. So by default, we have a background node, and we have this color picker we can change to make it brighter and we can play with the strength as well. But what I like to use is a nice node called a sky texture node. So this is blenders built in skybox. So there are different kinds of skies. We have, single scattering, which is quite cool, multiple scattering, and then these ones are like the old versions of the skybox. But we're just going to use multiple scattering. Now we have sun disc. We can turn the sun on and off like this. We can change the sun's size. So a larger sun will create softer shadows, and then a smaller sun will create sharper shadows like that. Sun intensity just how bright your sun is. And then sun elevation, quite self explanatory, self sun rotation, we can spin this round. And then sun disc, you could probably turn this sun intensity down quite a bit to, like, 0.1. Altitude creates like a little foggy effect on your ground. Can be quite useful. Then these three settings, you change these, it kind of changes the color of your lighting, so you can play around and get something nice that you like. And that's how you use your sky texture. So these values are quite nice. Right. So if I was to disconnect this, that's one way of lighting your scene. Now, another one is to use a HDRI image. So if we press Shift A and then search environment texture, it is basically just like a free 60 image. So if you press Control T on this, we can map this up to a texture coordinate. And then if we're going to press Open, I've included a HDRI in the textures folder here. It's this Farmland furk dot EXR. We can open this and then we can plug this into the color here, and this is a nice realistic skybox that you can use. So this is very good for getting realistic lighting. You can always spin it around with the Z rotation on this mapping node. You can turn it around like this and get the kind of lighting that you want. Now, let's say that we want to use the lighting from the sky texture. Let's say we want to use this, but we want the background to be this HDRI. Well, we want to have it so that they're mixed, but we don't want the lighting to affect this lighting. We just want the image. So we can do this with handy little node called Lightpath, so input light path. And there's an option on here called I camera ray. So we're going to use this into a mix color node. So if we type in mixed color and we plug this into the factor, and then we put the sky texture into the A slot, and then the HDRI into the B slot and then plug this mixed color into the background color here. This is basically saying if the sky texture can be seen in the camera is camera array, then mix it with this image here. And we're basically just overlaying this image over the background with this node setup here. And then you can always adjust the skybox here without affecting the lighting, just like that. Now, just like the Shader Editor, we could always add more nodes to change, like, the color, the contrast, and stuff. So we're going to keep this here. We're going to expand like this HDRI. We could add, like, a brightness, contrast node to this here, and then like a zoom out so we can see our sky. We could change the brightness of it, or maybe bump up the contrast to like 1.15 or something. You could always add like a hue saturation value node. You could, like, bump up the saturation to like 1.5, make it, like, nice and colorful. Change the value to, like, something like 1.1, you know, just experiment with different things. You can change the hue if you wanted to go like, quite wild and vivid. So as your basics of setting up world lighting. So we also have a skybox that I made for the actual scene that we made. So if we go to File and then append and we go to our resource Pack blend file, there's a folder here called world, and it's called world 0.001. We can append this. And then this drop down here, this is your different world your different worlds here. So we can choose world 001 here. And this is the skybox that I used for the scene previously. Now, you can see here my node set up here. We have this pure sky HDRI, so it's just clouds. There's, there's no ground or anything. And then I have this sky texture here. I use the single scattering. They use the sun size of like four degrees here. Sun intensity, I put to 0.0, 0.15. And there are my settings for the sun elevation and these three here, altitude of zero. Then we use the ES camera array into the mix color here, just like we did. And then I added the hue saturation value and brightness contrast here on the HDRI, just like we did. And then this is just an RGB curves. You can just change, like, the like the color of the lighting here with this. And then I put the strength to 0.4. So this is it world lighting that we're going to use. Going to Camera view you can see it's very blue, very stylized, because we wanted that kind of blue, huish, dreamy anime look. So now, we have the skylighting in. We can press ALTH to unhide our sun. And we also have this cylinder that can be deleted. That was from the AC unit, so we'll delete that. So this sun, we can play with the settings in the object data properties here with the light bulb. And we can play with this, right? So a strength of four is a bit weak, so I'm going to put this to, like, 12, make it nice and bright. And then because we have a lot of blue in the sky lighting, we're going to balance it out with some orange. So I'm going to change this like an orangy color somewhere around here should do. And then we could play with the angle to get some, like, softer shadows. So I'm going to go with a value of, like, two, I think, that should be good. Now, let's have a looking camera view, and then we can play around with the rotation of the sun. So for the sun, I'm going to choose on the rotation X, I'm going to put 65 degrees. So these are values I used before, so I have them already. For the Y, I'm going to go with 45. And then for the Z, I'm going to go -30. So I'm going to use this lighting setup here. This is what I'm going to use for my final render. So everything is nice and bright. We have the shadows where we want them. The sun is pointing like this direction here. One last thing is if we go to camera view and we go to this camera icon here, this is the render settings. And if we scroll down at the bottom, we have color management. And under view here, by default, it's using AGX. So this is like a post processing effect. It's like your color space kind of thing. And AGX is very good for photo realistic colors. But for a more stylized look, I'm just going to go with standard. So you can see the difference when we change. It's just the colors are a bit more vibrant, a bit brighter, and that's what I like to use. But this, you can also change the exposure. You can put the exposure to like 0.1 or something, and then the gamma to like 0.9, just to get a slightly different effect here. So that's the basics of lighting world lighting. Oh, one final thing we need to do is if you're using the skybox that we appended called world 0.001, we need to rename this to world because otherwise the compositor add on will not work correctly if our world isn't just called world. So that's how you set up world lighting and our sun. And yeah, so I'll see you in the next esson when we sort out our shadows. 59. Casting City Shadows to Frame Your Main Building: Hello, welcome back to stylized Japanese environments and Blender. So in this lesson, we're going to set up our world with some shadows. Okay, so let's have a quick look at reference. And you can see here over the left side, there's, like, a shadow being cast over these buildings here. And on the right side, there's like a shadow over here on the garage as well. And there's also this building behind the sign is also in shadow. And the reason I've added these shadows is one because we want this main building to be brighter than the rest of these buildings, so it naturally brings your eye to the center here. And another reason is this is meant to be like inside a city, you know? So there's going to be other buildings around that's going to catch shadows into it was scene. So we want to give off the vibe that we're in a city. So let's go into Blender. We'll go into rendered mode. And all we need to do is add a cube, and we'll make it nice and big. And I'm going to move it on the Y behind the camera here. And then once it's behind the camera where we can see it, we can just go GX and we can move this over. So our shadow is on this side, and we want to scale it on the Z, so it's a bit taller as well. So I'm going to have my shadow just reach the top of this building. So I'm going to scale on the Z, and we can see the shadow move. So it's just reaching the top of this building here. And then I also want the edge of the shadow to move so like it's just touching the back wheel of the bike here. So we want this bike to be in the light. So we can just go G and then X and move this to the side a bit. So our bike is just in the light in front of the shadow here. So let's get another shadow over the garage. So let's go Shift D and then X. We can move this cube over here. And I want the start of the shadow to just hit the edge of the fence here, just on the edge of the building. But then I want the top of the shadow to go like, halfway into this garage. So we can just go GZ and move this cube down until the shadow is, like, just above the garage door here. And then we want to put this building into shadow as well because it's a bit bright, so we can go Shift D, and then X, we'll move this over. We can go GZ, bring it up. So now that's in shadow. And we can adjust it with G and X, and we can just have the light just hitting like the one edge here. So now the shadow, stops like just around here. If we go into camera view, we can have a look at how this looks, and this is looking quite nice. Now, this is a lot darker over here. It's a lot darker over here, and our main building is in the light here, and we can see it's just going through the middle here. Now, if we have a look at our windows over here, it's like, reflecting the sky. They're like, very blue. So we're going to put a cube over this side so that it looks like we're seeing other buildings in the reflection of these windows. So we can select one of these cubes. We can go Shift D and then Y and move this one over. Now, let's give this a stone dark material. So I'm just going to choose stone dark. And just give it, make it darker. We don't need one wrap it, so we're not going to see it in full detail. We can just move this closer, move it on the Y just until we get a different kind of color in those window reflections. Now we can have a look. Now, if you want to compare, just press H to hide it out of the way, and you can see the windows turned really bright. We press Control Z to bring it back. Our windows are a lot darker now, so it looking a lot nicer. Right, so there are our shadows all done. Our world is set up, our lighting is set up. In the next lesson, we will set up our scene for rendering. I'll see you there. 60. Final Render Setup Materials, 4K and Compositor: Hello, welcome back to stylized Japanese environments in Blender. So in this lesson, we will set up He scene for rendering. Okay, so before we get into rendering, we want to have a nice look at our scene and see if there's any changes we want to make. And there's one thing I want to change, and it's these metal window frames at the front. Now, we use the light metal for these. And I think because it's in direct sunlight, it's a bit bright. So I'm going to change these to the black metal material. So I'm going to click these shutters here and just change this to black metal. Like that. And then I'm going to shift select all of these metal pieces at the front. Select them all together, make sure not to select the wood. And then we want these ones at the top. And then I'm going to zoom it, and I'm going to grab this metal over here and some of these. And then these windows up here will change as well. So I got these selected, so then I can shift select the black metal piece here and then Control L link materials. And I think just having darker metal at the front looks a bit nicer. So we're ready to render. So if we go over here to render settings, now we can close the viewport setting here. We don't need this, but under render, we have MAX samples. So for the MAX samples, I'm just going to go with 500. That should be fine for our scene. Denois, we can change this. We can use GPU to speed it up a bit. Now, light paths should be fine. We haven't got any volume, so we don't need to add any light paths to volume. We cannot keep this all at default. Everything else should be fine at default. We don't have any motions. We don't need motion blur. The film, we'll go into that in a bit. And then color management, we had view as standard. And then look we can change the contrast of this here, but we can also do that in the compositing phase as well. So we don't need to worry about look here. Okay, so that setup. Now, if you go into this printer icon here, this is your output properties. So you can choose the resolution here. So by default, it's 1920 by 1080. We can change this. If you wanted to have a two K, you can change, but I'm going to go with 1920, and then again type in star two, so it's times it by two, and it'll change it to 3840, and then 1080 star two so it'll be 380, 3840 by 21 60, so that's a four K render here. And then your output, you can choose a file path here to save it somewhere. You can choose your media type. We're going to go with image, file format. I'm going to choose PNG. And then that's all good here. We don't need to change anything here. Finally, we're going to go into the compositing tab up here. And then on the right side, we should see a tab for our Fred Tudor compositor add on. Going to click this. If you don't see this menu, just press N on your keyboard, and then we're going to hit setup compositor. We're going to click Okay. Should get this black screen here. If you press N, we should have a setting here for Fred Tudor compositor, and you should see these settings here. Ds compositor settings. Right. So now, if we go back to layout, we should have this. Now, your sky should go gray. That's because if we go into render properties here, and we go under film, we should have this transparent option ticked. So this basically hides your skybox out the way, and it makes it transparent, and we're going to add it back into compositing later on. Another thing is you should also have wherever the setting is, is it under view layer properties? Yeah, so under the view layer properties, you should have mist enabled, as well. And the mist, if we have a look at our camera here, there's like this line going through our scene, and this is the depth of our mist. If we click the red world icon here, and under mist Pass, we can see the start and the depth. So the start, it starts 5 meters from the camera, which is good. And then the depth for me is 79, and it's gone all the way past our objects. Now we can push this a bit further back, but as long as it goes through your whole scene, then that's fine to go. And then finally, we can just go into camera view. We could go up here to render and then hit render Image when you're ready to render. But before that, we should press Control S to save and then we hit render and render Image. So then you'll have a separate window come up. This is your render window. You can see the samples up here going up. I'll have your time remaining, and this is a four K render for me, so I'm going to pause the recording and I'll see you whenever it's done. And here we go. Here is our final render here. All done. If you want to save this image A, you just click Image here and then click Save As here. All right, so in the next lesson, I will see you for the compositing phase. 61. Cinematic Compositing with Mist and Color Grading: No, welcome back to stylized Japanese environments in Blender. So in this lesson, we're going to finish up by adding some compositing to our final render. Okay, now that we have our render. We can go and minimize this window. So we're back into Blender, and we want to go into our compositing tab. And we can drag this window down so we have some more room. And to zoom out on the compositor, just press V. If you want to zoom in, just press Alt and V. If you want to pan, you can hold Alt and Middle Mouse button to pan. And if we look up here, press N to get this menu if you don't see it. And we have our settings here. So presets, this allows you to, like, save and load your settings or load the defaults here. For output, you can choose the resolution. You can choose where to save it and the file type compression and all that stuff. Now, for background, type noun is what we're going to use because it added our skybox back here. You can have Alpha, which is transparent, and then image allows you to have a custom image if you ever want to use this or anything. You can have different kinds of images here, whatever's inside your blend file. So we're going to go with none, but background. Now we're going to add our mist. So if we check this, we can see it's added some fog to our scene. Let's expand this. And we have our minimum and depth values here. Now for the color, we can change the color of the mist. I'm going to go like a nice bluish kind of hue. Something like a light kind of on kind of color, just like this. And then we can drag this black arrow. And if we drag this, it pushes our mist back. So I'm going to have it just behind our front building here. So just round about by here. And then this white arrow, we can push this in to, like, make the mist a bit thicker. I'm going to keep it all the way to the right. I think that's thick enough. And then if we choose this white here, we can drag this white down, and then this will choose, like, the kind of thickness of the mist, so black, be like no mist, and then we can push this up and just bring it down a little bit. So it's a little bit of a grayish color like this. And then for the blue, I think we're going to just bring up this value on the blue and then play with this value here. So I quite like the look of this. That's quite nice. That's mist done. And for color, you have some control over the hue, saturation, and value of your color textures. So this curve here, you can bump this up for the brightness of everything. You can bring it down. And you can play with color here. So you can play with a value like 1.2 or something, make it a bit brighter. I think it's fine by default, but the color. And for gloss, this is a nice one. You can change the brightness of your metal objects here. So I'm going to keep this at default. You can choose the brightness and contrast, but the glint is the main one that I like. If I put this to one, you can see on the railing here and on these wires and pipes all our metal objects, it's added like a glint in the sun. So this is a bit too strong. I'm going to go with 0.1 for my glint, just so it's a very subtle kind of effect here. Transmission. That's for transparency, we haven't really used that, so we can skip that. Volume, we haven't added any volume, so we can skip that. Light and bloom, we haven't really added any light, but if you're doing, like, a night scene with some actual, lampposts and light, you could add, like, a bloom. You could add, like a lens flares. You can add, like, streaks to the light, unless you have different kinds of bloom effects here that you can choose from. So I'm going to close that. We don't need to use that. Environment. This is our skybox, so we can adjust this with the lift gammer and gain. If we go into, like, lift, we can add some blue hues to kind of match the kind of bluish look that we're going for. We can close this ambient occlusion. Let's check this. We get this weird white stuff happening. So if we open up the ambient clusion menu, and maybe we need to swap these arrows around. So I'm going to put the black to the left and then this to the white, and that did not help. So we'll put the white to the left here and then put the black to where it used to be. And then the color the color is white here, so why have we changed this to black? And now that's fixed that. We have some ambient occlusion we can play with. We can play with these arrows now and add in some ambient occlusion. So having it all the way to the right and then just pushing it in so we can add a nice kind of contrasty look with the ambient occlusion. You can see in, like, the crevices, the effect it's having. You can drag in this white to make it darker here. And have something along these lines here. Okay, so we can close ambient occlusion, and then under effects, we have some stuff here. We have diamond sharpen. You can always check it, increase the factor to see what kind of effect it has. And if you wanted to, you could use that. There's also box sharpen. It has this kind of effect. We're not going to use that. It's a bit too much. I'm going to disable box sharpen. We'll add soften and just make it a little bit softer, not too much. And have just a nice little soft feel to it. Antillasin can be good if you have some jagged edges. I ended in four K, so I don't really need to use it. It seems okay for me. We have color balance. You can balance your lift and gamma here and then add some colors just like this. I'm going to keep this at default white, so I'm not going to use color balance. AGB curves is another color thing you can control with this curve. If we lift this curve up a bit, it makes it a bit brighter, you bring it down. It makes it a bit darker, and you can add in points here. You could have like this one here, this one down here to create like an S curve kind of shape or we can bring up the shadows and just see what kind of effect you have just by moving this curve around. I'll have something like bring this down here on this side, and then bring the shadows around about here somewhere. Let me get this kind of look. So then we can close this and then hue correct. This gives you control over so we have H S and V here. So the saturation, this controls the saturation of your different colors. So if we lift the reds up, our reds will become more saturated. We could lift this blue up and have a bit more saturation on the blues. And then we could also play around with these orangy colors here, and this will affect El wood the most, I think. So bringing this yellow down a bit. I will desaturate El wood a bit, so it's not so bright on the wood, and I quite like the look of this. And then for value, this will change the brightness of different colours as well. So we lift this blue up I'll make the blue a lot brighter. And then the reds, we could probably lift the reds up. And that's looking quite nice to me, just like that. So we close huge correct. And then brightness and contrast, this will affect everything. So if we check this and then lift the contrast up, we could go to, like, one on the contrast, maybe 1.2, see how that looks. And then the brightness, we could probably bring this up. I might be a bit too bright. We could go like 1.2 on the brightness or maybe even just one brightness was fine. Just use the slider and see what it looks good to you. I think having a one was good. And then hue saturation and value. This also changes the whole image. So we put the value back to one here, and then we can play around with the whole saturation. So I disable this. Yeah, I'm going to keep it disabled. I think I'm happy with how this looks here. And then denoise, we can just check that, and it will just get rid of any noise in your scene. And if you wanted, I always like to go back up to mist at the end and play around with this mist after I've done all the other stuff. So we can choose how misty we want to be. We don't want to cover up that building too much. You could try changing the depth here, see if that helps. And then also bringing down this value here so it's not as thick. So just a little bit of mist in the background there. And I think that's good. We can zoom out with V, have a nice look. Not V to zoom in. And there is our compositing all done. Now, if you want to save this, we could go to render and then view render. I'll bring up our render window again. We can zoom in and out with a scroll wheel on this window. And this has added the compositing onto the render. If you want to view the original again, just click this composite button up here and go to viewayer. This was our original render that we rendered out. And then if you click View layer here and go to Composite, this is our compositing. And now to save this, we just go to Image and then save us. And then we're done. Cool. So if you made it this far, congratulations. Hope you enjoyed the course. If you have any questions, any feedback, if you're stuck on anything, you know, just join the discord. I'll leave a link in the resource folder for you. And yeah, we're there to help you if you get stuck on anything. So, um, let me know how you did. I'd like to see your results, and thank you for sticking with me on this journey. I hope you've learned some nice cool skills. Right. Thanks, guys, and take care.