1 00:00:09,890 --> 00:00:15,840 Welcome back, everyone, to 3D modeling Hobbit doll scene with Blendr two point nine and Adobe Photoshop. 2 00:00:16,100 --> 00:00:17,780 So now this is where we left off. 3 00:00:17,780 --> 00:00:20,180 What we need to do now is come over to left on side. 4 00:00:20,330 --> 00:00:22,070 I've actually put my pen and tablet away. 5 00:00:22,070 --> 00:00:23,840 Now, I'm not going to need that anymore. 6 00:00:23,960 --> 00:00:27,440 So I've just got my keyboard and mouse so left on side I hover over it. 7 00:00:27,440 --> 00:00:30,320 You'll see where I've got one quick selection. 8 00:00:30,320 --> 00:00:34,490 If you've not got that on just right click come down to it says Quick Selection Tool. 9 00:00:35,120 --> 00:00:41,000 You'll end up with a little place in the circle here and then just left click drug it down all the way 10 00:00:41,150 --> 00:00:45,200 and what you should do when you release it is it should grab everything like this. 11 00:00:45,530 --> 00:00:49,310 And I find this the easiest way to actually grab everything all in one go. 12 00:00:49,610 --> 00:00:51,800 I know you're going to do you're going to hover over this line, right. 13 00:00:51,800 --> 00:00:55,570 Click and come down to where it says Make quick path stops. 14 00:00:55,610 --> 00:00:59,870 Just click on the row one that you click right click make quick path. 15 00:01:00,920 --> 00:01:05,990 Click OK, and you'll end up with low dots all the way around, this is the start of the subject. 16 00:01:06,380 --> 00:01:11,200 Then what you need to do is you need to leave and you're going to come down to it says New Philia, 17 00:01:11,300 --> 00:01:13,010 and you're going to click on Solid Color. 18 00:01:14,190 --> 00:01:19,500 You're going to go across and click, OK, and now basically, once you've picked your color, which 19 00:01:19,500 --> 00:01:23,630 is going to be solid black, so just make sure this is down to solid black click, OK? 20 00:01:24,000 --> 00:01:26,170 And now this is ready to be exposed. 21 00:01:26,220 --> 00:01:32,430 Now all you need to do is just come down and just take off the actual old actual layer. 22 00:01:32,430 --> 00:01:37,560 So click this off and the new one should on this little square that come over to file and we're going 23 00:01:37,560 --> 00:01:40,410 to export and then export us. 24 00:01:43,620 --> 00:01:44,430 Let me slow down. 25 00:01:44,580 --> 00:01:49,260 This is the actual preview, if you've not got that on, just click on over here, come over to the 26 00:01:49,260 --> 00:01:51,470 right hand side where you'll have one that says former. 27 00:01:51,600 --> 00:01:53,960 This will be on P and G or something like that. 28 00:01:54,030 --> 00:01:56,850 And just make sure that it's actually on SPG. 29 00:01:57,060 --> 00:02:01,680 Now, when you click export, it will actually bring up a screen where you need to save it out. 30 00:02:02,010 --> 00:02:04,500 So let's come down and click the button. 31 00:02:05,600 --> 00:02:11,450 Let me think about it and then let's find with the actual files where I've saved out, so here is Mignot, 32 00:02:11,450 --> 00:02:12,400 says SBJ. 33 00:02:12,410 --> 00:02:18,080 I'm just going to double click it and I'm going to save this out of stained glass. 34 00:02:20,220 --> 00:02:21,000 Hummingbird 35 00:02:23,790 --> 00:02:29,190 window, like, so presentable, and it will say that as an object. 36 00:02:29,940 --> 00:02:32,580 All right, so just let think about and actually save the owl. 37 00:02:34,850 --> 00:02:40,980 And now that's done will actually go on over to blender, so here we are with an actual blender. 38 00:02:41,240 --> 00:02:44,690 What I want to do is I just want to clear this actual scene just a little bit. 39 00:02:44,810 --> 00:02:48,560 So at the moment, I've got a Cuban here and it's just a click on any of these. 40 00:02:48,560 --> 00:02:51,890 All you need to do is just left leg and then you to click on these. 41 00:02:52,010 --> 00:02:55,340 Then you press delete on your keyboard and I'll just delete all the way. 42 00:02:55,460 --> 00:02:57,040 Let's delete the camera as well. 43 00:02:57,050 --> 00:03:00,950 And also this point, like we're not going to need to point line anyway, personally. 44 00:03:01,280 --> 00:03:02,350 And there we go. 45 00:03:02,570 --> 00:03:05,760 Now, a couple of other things to actually zoom into something. 46 00:03:05,930 --> 00:03:09,920 What you need to do is you just need to move the scroll wheel forwards and backwards and that will zoom 47 00:03:09,920 --> 00:03:11,660 in to orbit around something. 48 00:03:11,660 --> 00:03:17,270 You just going to hold the middle mouse button and then you're about to orbit around and to move left 49 00:03:17,270 --> 00:03:17,610 and right. 50 00:03:17,630 --> 00:03:23,030 So, Punin, hold the shift and the middle mouse then you built upon in whichever direction you choose. 51 00:03:23,210 --> 00:03:24,530 Now there are a couple more things. 52 00:03:24,530 --> 00:03:28,850 I'm actually just going to bring in cylinder because I'm actually going to need a cylinder for this. 53 00:03:28,940 --> 00:03:35,700 So I'm going to basically press it a mesh come up to where it's a cylinder and bring that in line. 54 00:03:35,790 --> 00:03:38,970 So now the cylinders here can show you what else you can do. 55 00:03:38,990 --> 00:03:42,980 So if I press the dots on the actual number pad, you'll see that I can actually zoom in. 56 00:03:42,980 --> 00:03:49,820 And once I've zoomed in on actually orbit around this, it will actually orbit around the center origin 57 00:03:49,820 --> 00:03:53,360 of whatever you've actually brought in and zoomed up to. 58 00:03:53,510 --> 00:03:59,480 Now, the other thing is you can use a number pad to actually go to front of view using one on the number 59 00:04:00,200 --> 00:04:01,400 three on the number pad. 60 00:04:01,400 --> 00:04:04,660 A side view, seven on the number pad is top view. 61 00:04:04,760 --> 00:04:08,860 And then when you press control seven, for instance, that will give you the reverse. 62 00:04:08,870 --> 00:04:12,820 So control one is the rear control, three is the other side. 63 00:04:12,950 --> 00:04:16,760 Control seven, as I say, is the bottom and all these things. 64 00:04:17,240 --> 00:04:21,290 I'll take a bit of time to actually get in your head, but once you've got them, you'll find it very 65 00:04:21,290 --> 00:04:23,120 easy now to actually move around. 66 00:04:23,900 --> 00:04:29,050 So now I'm just going to actually delete this under all the way to give me a fresh actual viewport. 67 00:04:29,060 --> 00:04:30,790 And this is the actual viewport. 68 00:04:30,980 --> 00:04:33,080 And then what we're going to do is going to do edit. 69 00:04:33,350 --> 00:04:37,730 I'm going to come down to where it says preferences and we're going to bring in an actual Add-On. 70 00:04:37,850 --> 00:04:42,110 Now, these Add-Ons are actually built in within Blendr, so they should be there for you. 71 00:04:42,260 --> 00:04:45,950 Come over to a little search and make sure that you're on Adam's on here. 72 00:04:46,160 --> 00:04:52,430 And then let's bring SPG and you'll see one that says Import-Export Scalable Vector Graphics. 73 00:04:52,430 --> 00:04:56,260 And this is the one you just need to keep on click refresh to close it down. 74 00:04:56,540 --> 00:05:02,990 Now, in a press file, come on down to where it says imports, you'll see that this is an option to 75 00:05:02,990 --> 00:05:05,060 bring in scalable vector graphics. 76 00:05:05,090 --> 00:05:11,060 Click now on and now you need to do is just go to where you've actually set out Hummingbird or whatever 77 00:05:11,060 --> 00:05:12,700 Steinglass you actually created. 78 00:05:13,160 --> 00:05:18,110 So here is where my file is in SPG and here is my stained glass window. 79 00:05:18,110 --> 00:05:21,680 So double click it and then you'll notice that something comes in. 80 00:05:21,860 --> 00:05:27,130 Now this is brought in as an SPG, which means now we can turn this into actual mesh. 81 00:05:27,170 --> 00:05:28,520 So how are we going to do that? 82 00:05:28,700 --> 00:05:29,640 First of all, we're going to left. 83 00:05:29,660 --> 00:05:35,330 Click on it and you'll notice over the rights on side here, we've actually got one that is basically 84 00:05:35,330 --> 00:05:35,990 a code. 85 00:05:36,140 --> 00:05:40,920 So you can see within here, we've got lots of lots of options where we can do things, especially for 86 00:05:40,920 --> 00:05:42,070 help, open the geometry. 87 00:05:42,110 --> 00:05:44,630 We can actually bring out the extrude and things like that. 88 00:05:44,780 --> 00:05:46,960 Now, I'm not going to use any of these. 89 00:05:47,480 --> 00:05:50,540 So if you've used cars before, you'll be well aware of what these do. 90 00:05:50,690 --> 00:05:53,510 All I'm going to do is I'm going to come up and click on 3D. 91 00:05:53,630 --> 00:05:58,880 And while that's going to do now, it's actually going to give me mesh that is not actually filled in 92 00:05:58,880 --> 00:06:01,210 because I want to build this mesh in myself. 93 00:06:01,340 --> 00:06:06,230 And the reason I want to do that is because if I let Blendr fill this in is going to be very, very 94 00:06:06,230 --> 00:06:09,270 dense on the actual polygon count. 95 00:06:09,470 --> 00:06:14,090 Now, at the moment, down the round side, you will see that I have actually got a polygon count and 96 00:06:14,090 --> 00:06:17,000 I've got all this information here to bring that on. 97 00:06:17,000 --> 00:06:19,640 All you do is you got to edit preferences. 98 00:06:21,120 --> 00:06:26,610 And then you're going to go to interface, come down to it, say status bar, and you'll see that all 99 00:06:26,610 --> 00:06:27,740 these are probably ticked off on. 100 00:06:28,110 --> 00:06:29,170 Just click them all along. 101 00:06:29,250 --> 00:06:33,180 And as you click them on, you'll see different information that will tell you how many events are in 102 00:06:33,180 --> 00:06:33,690 the scene. 103 00:06:33,960 --> 00:06:36,850 I'll tell you the memory that's being used and all that good stuff like that. 104 00:06:37,050 --> 00:06:39,150 Now, just press the button just to close that down. 105 00:06:39,240 --> 00:06:43,830 And what we need to do now, if I press the button, you'll see that we've got all these little points. 106 00:06:44,030 --> 00:06:47,940 These little points is basically where all the joynes all around. 107 00:06:47,940 --> 00:06:53,160 Actually, this actual mesh, when we turn it into a mesh at the moment, it's not a mesh, it's just 108 00:06:53,160 --> 00:06:53,880 actually occur. 109 00:06:54,000 --> 00:06:55,910 So let's now turn it into a mesh. 110 00:06:55,950 --> 00:07:02,820 So if we're going to object, come down to where it says convert and you're going to convert mesh from. 111 00:07:03,180 --> 00:07:07,740 So click that on and you'll notice that that curve actual top has disappeared. 112 00:07:07,810 --> 00:07:12,040 And now in a press tab, you'll see that this is the mesh we can actually use. 113 00:07:12,240 --> 00:07:18,030 Now, if I press a that will actually select everything and I want to press delete, come down, I'm 114 00:07:18,030 --> 00:07:19,920 going to use limb to dissolve. 115 00:07:20,070 --> 00:07:24,900 And while that's going to do is it's going to clear out all of these points that we don't really need 116 00:07:24,990 --> 00:07:28,650 if our price controls that you'll see that we've got thousands of these points. 117 00:07:28,770 --> 00:07:35,370 Now, each one of these points will join over to the other side in some way to actually create this 118 00:07:35,370 --> 00:07:35,900 mesh. 119 00:07:35,910 --> 00:07:37,050 And that is what I'm saying. 120 00:07:37,050 --> 00:07:42,390 If I don't do this, you'll end up with a really, really dense, heavy mesh and what we're doing, 121 00:07:42,390 --> 00:07:43,360 we really don't need that. 122 00:07:43,620 --> 00:07:46,200 So, again, press delete, limit to dissolve. 123 00:07:46,440 --> 00:07:49,800 And now we're going to do before we do anything else is actually more cost. 124 00:07:49,800 --> 00:07:54,540 Seems I want to actually pull a short video that describes why we're actually marking same stuff. 125 00:07:54,540 --> 00:07:57,960 You watch that and then come back and you'll understand exactly what we're doing. 126 00:07:58,020 --> 00:08:00,030 OK, once I'll see in a few minutes. 127 00:08:01,320 --> 00:08:07,580 One, this is the quick demo just to show you why seams are important and basically why we use them 128 00:08:07,590 --> 00:08:08,400 the way we do. 129 00:08:08,580 --> 00:08:10,080 So he can see a tube. 130 00:08:10,080 --> 00:08:16,140 And if I press the top on this tube and highlights it, you can see at the moment that each one of these 131 00:08:16,140 --> 00:08:18,780 sides actually is represented on the UV map. 132 00:08:18,780 --> 00:08:23,610 And you can see how it's flattened out from a 3D to an actual Tudi. 133 00:08:23,700 --> 00:08:27,750 And this is actually how we apply textures and materials on that. 134 00:08:27,930 --> 00:08:31,920 So what we need to do now to actually manipulate this is Moxham same. 135 00:08:31,930 --> 00:08:35,790 So if I Mogg seems like this, for instance, going round. 136 00:08:38,300 --> 00:08:46,850 Like this, right, click moxie, and now actually I grab it and unwrap it so you Honora you'll see 137 00:08:46,850 --> 00:08:50,240 now that it's on, not in the way that we actually want it. 138 00:08:50,390 --> 00:08:52,850 So basically unwrapped it like Postle. 139 00:08:53,180 --> 00:08:55,370 Now, moving on to the cylinder. 140 00:08:55,610 --> 00:08:56,930 This is a little bit different. 141 00:08:56,940 --> 00:09:04,550 So if I grab the top on the bottom of it and I press control Lee come down to mop scenes and now I try 142 00:09:04,550 --> 00:09:08,880 and actually own this, you'll see this part here is a real mess. 143 00:09:09,590 --> 00:09:11,480 These parts are actually on racks. 144 00:09:11,480 --> 00:09:12,410 Absolutely fine. 145 00:09:12,680 --> 00:09:18,030 So I have to grab the whole thing and I come up and try and on right now and I press you on. 146 00:09:18,060 --> 00:09:18,440 Right. 147 00:09:18,590 --> 00:09:20,390 You'll see that these parts see it. 148 00:09:20,960 --> 00:09:23,480 If you look at the texture, it's a real, real mess. 149 00:09:23,660 --> 00:09:28,240 And the reason for that is because we've not told Blendr we're actually seeing needs to. 150 00:09:28,760 --> 00:09:32,350 So they said Blendr is just trying to loop this in an infinite loop. 151 00:09:32,630 --> 00:09:35,790 So when I talk about the loops, that's exactly what this is. 152 00:09:36,110 --> 00:09:44,000 So if we a now on the side, just one seam, the right click seam and now we actually grab it and try 153 00:09:44,000 --> 00:09:44,580 and run. 154 00:09:44,960 --> 00:09:46,660 You'll see now a contrast. 155 00:09:46,790 --> 00:09:48,000 Really, really nice. 156 00:09:48,020 --> 00:09:49,390 And it actually looks correct. 157 00:09:49,700 --> 00:09:55,370 Now, talking about seams, the one thing you do need to remember is that you should always mock seams 158 00:09:55,520 --> 00:09:58,220 where the least likely to be seen. 159 00:09:58,280 --> 00:10:04,100 So, for instance, this was a cylinder out market, the back where it's the least likely for a player 160 00:10:04,100 --> 00:10:11,270 or camera or Arenda to actually see the seam, because you can actually see if you look very carefully, 161 00:10:11,420 --> 00:10:14,180 you can actually see where the seam actually joins. 162 00:10:14,390 --> 00:10:17,930 Now in things like wood, it doesn't matter too much because it's very hard to see. 163 00:10:18,080 --> 00:10:22,550 But when you actually mulgan in a seam where there's wood or tiles or things like that, it's going 164 00:10:22,550 --> 00:10:23,760 to be very easy to see. 165 00:10:24,020 --> 00:10:28,070 So there is a quick explanation of why we do seems the way we do. 166 00:10:28,250 --> 00:10:29,720 And I hope you learned a lot from that. 167 00:10:30,080 --> 00:10:30,920 Welcome back, everyone. 168 00:10:30,930 --> 00:10:34,040 I hope you enjoyed that so that we're going to do is going to Mongkol seems. 169 00:10:34,040 --> 00:10:36,920 But before I show you that, I need to tell you about is the top. 170 00:10:37,430 --> 00:10:42,140 So the top button, when you press it basically takes you in to edit mode. 171 00:10:42,230 --> 00:10:44,810 So you'll notice the moment we are in object mode. 172 00:10:44,990 --> 00:10:47,390 And if I press top, you'll see now we're in attack mode. 173 00:10:47,570 --> 00:10:52,790 Now, in any mode I can actually grab these virtues, for instance, or I can grab them all and things 174 00:10:52,790 --> 00:10:53,240 like that. 175 00:10:53,240 --> 00:10:58,310 Now, in object, most of a press top, the only thing I can grab is the actual whole object, and that's 176 00:10:58,310 --> 00:10:59,780 the only thing I can move it around. 177 00:10:59,900 --> 00:11:03,280 So any mode is actually to edit the actual mesh. 178 00:11:03,320 --> 00:11:04,730 So now let's say I press top. 179 00:11:04,850 --> 00:11:09,740 Just make sure you've grabbed everything with the Oborne Press delete to actually bring down the actual 180 00:11:09,740 --> 00:11:10,810 number of verses. 181 00:11:10,820 --> 00:11:15,230 And then what we're going to do is we're going to actually Mongkol seems now first of all, you'll notice 182 00:11:15,230 --> 00:11:18,780 that over on the left, on side we have these three little tabs here. 183 00:11:18,950 --> 00:11:20,050 This one is versus. 184 00:11:20,080 --> 00:11:21,740 So these are these little known things. 185 00:11:21,950 --> 00:11:23,510 The next one is EDG. 186 00:11:23,510 --> 00:11:26,800 So if I can grab now all of the edges of this cell in there. 187 00:11:26,810 --> 00:11:28,540 And finally, the next one is faces. 188 00:11:28,550 --> 00:11:30,050 We haven't got any faces yet. 189 00:11:30,050 --> 00:11:31,700 And that is something that we actually need. 190 00:11:31,880 --> 00:11:33,500 So that's Perowne edges for now. 191 00:11:33,620 --> 00:11:40,010 And then what we'll do is we'll grab everything with a and then I'm going to right click come down and 192 00:11:40,010 --> 00:11:42,200 you'll have one that says Maxime's. 193 00:11:42,290 --> 00:11:44,560 And now I need to do is actually need to fill this in. 194 00:11:44,690 --> 00:11:49,960 So all I'm going to do is I want to press alter and you'll notice now that this fills all of these in. 195 00:11:50,150 --> 00:11:53,190 Now, you might not like so many triangles on here. 196 00:11:53,240 --> 00:11:55,030 You might want more polygons. 197 00:11:55,400 --> 00:12:01,370 So all you need to do to actually fix that is come over to face, select, hover over it right click, 198 00:12:01,370 --> 00:12:03,770 come down and say tries to Quad's. 199 00:12:03,830 --> 00:12:05,180 And that's what Blende is going to do. 200 00:12:05,180 --> 00:12:08,900 That is going to try and convert all of these triangles into actual quotes. 201 00:12:08,900 --> 00:12:14,620 So let's click on now and you'll see a lot of them now display and it just looks a little bit cleaner 202 00:12:14,690 --> 00:12:16,510 and that is what we're actually looking for. 203 00:12:16,970 --> 00:12:21,020 Now, the next thing I need to do is obviously I need to bring this out, because at the moment it's 204 00:12:21,020 --> 00:12:22,750 just a basically a flat mesh. 205 00:12:22,880 --> 00:12:27,230 So the way to do that while we've grabbed everything and while we're in that mode is we're just going 206 00:12:27,230 --> 00:12:33,050 to press e I'm just going to drag it up and not actually extrude them out and have a press type. 207 00:12:33,050 --> 00:12:38,090 You can see that we've got this and it's looking really, really nice and actually clean. 208 00:12:38,300 --> 00:12:41,120 The only one thing you can see is you've got all these bombs. 209 00:12:41,360 --> 00:12:44,350 Now let's get rid of this material because this material is not what we want. 210 00:12:44,810 --> 00:12:47,300 So Olders will come over to the right hand side. 211 00:12:47,300 --> 00:12:49,070 And this is the materials panel. 212 00:12:49,220 --> 00:12:53,090 And you can say at the moment the material is SPG material and I don't want that. 213 00:12:53,090 --> 00:12:57,620 So I'm just going to remind myself I'm not actually going to put the material on here at the moment. 214 00:12:57,710 --> 00:12:58,640 I'm only doing this. 215 00:12:58,640 --> 00:13:02,420 So basically I can see what I'm doing and now I'm do is it went smoothly. 216 00:13:02,420 --> 00:13:05,180 Sol So we haven't got all these little bumps that I want to. 217 00:13:05,180 --> 00:13:05,450 Right. 218 00:13:05,450 --> 00:13:10,180 Click in object mode and come to shapes move and you will end up with something like that. 219 00:13:10,520 --> 00:13:15,320 And then what you can do is you can come over to this little triangle here, come round to where it 220 00:13:15,320 --> 00:13:18,010 says normal's and then click also smooth on. 221 00:13:18,290 --> 00:13:21,600 And what it's going to do is going to smooth all those edges around here. 222 00:13:21,800 --> 00:13:24,530 This is based obviously on a percentage. 223 00:13:24,680 --> 00:13:30,950 And if it crosses that percentage, then it will smooth that edge of normally this is the standard say 224 00:13:31,250 --> 00:13:32,240 thirty degrees. 225 00:13:32,270 --> 00:13:35,100 And that's normally enough to smooth everything off that you actually need. 226 00:13:35,450 --> 00:13:37,570 OK, so on the next one will actually work for. 227 00:13:37,920 --> 00:13:44,340 On this actual stained glass window and we'll actually start making the glass, OK, everyone, so enjoy 228 00:13:44,370 --> 00:13:45,870 that and I'll see you on the next one. 229 00:13:45,900 --> 00:13:46,480 Thanks a lot. 230 00:13:46,500 --> 00:13:46,950 Bye bye.