1 00:00:10,070 --> 00:00:15,530 Welcome back, everyone, to 3D modelling, a Hobbit doll scene with Blender two point nine and Adobe 2 00:00:15,530 --> 00:00:16,210 Photoshop. 3 00:00:16,370 --> 00:00:17,920 And this is where we left off. 4 00:00:18,140 --> 00:00:25,310 Now, at the moment, the center of origin of my actual bird is probably somewhere over here and not 5 00:00:25,310 --> 00:00:26,480 in the correct place. 6 00:00:26,630 --> 00:00:31,880 So the way to put the center of origin, which is here, which should be the center of this bird, is 7 00:00:31,880 --> 00:00:32,870 to click right. 8 00:00:32,870 --> 00:00:40,010 Click anywhere on the actual viewport here and just make sure that you are in object mode by pressing 9 00:00:40,010 --> 00:00:40,820 top right. 10 00:00:41,100 --> 00:00:46,010 The origin to geometry, and that should put the center of origin in the center. 11 00:00:46,280 --> 00:00:51,950 Now, sometimes with a complex thing like this, the center of origin might not actually be right in 12 00:00:51,950 --> 00:00:52,520 the center. 13 00:00:52,640 --> 00:00:54,860 So what we'll do is we'll give it a try and see how it is. 14 00:00:54,950 --> 00:01:01,400 And the way to do that, as you can see at the moment of Garrix here, this red and white circle here. 15 00:01:01,550 --> 00:01:04,670 And if I shift right click, I can actually move this case around. 16 00:01:04,880 --> 00:01:08,150 I want the actual cursor to be where the center of origin is. 17 00:01:08,180 --> 00:01:13,940 And the reason for that is because when I bring in another object, I want to call them exactly where 18 00:01:13,940 --> 00:01:14,720 this cursor is. 19 00:01:14,750 --> 00:01:17,300 So I'm going to do is I want to push it s come down. 20 00:01:17,300 --> 00:01:22,400 I'm going to pull cursor to selected and that is going to put the cursor where the center of origin 21 00:01:22,400 --> 00:01:22,720 is. 22 00:01:22,760 --> 00:01:25,350 And now I want to bring in a new piece of mesh. 23 00:01:25,370 --> 00:01:29,900 So shift a match, come down, bring in a cylinder, you'll see the sun. 24 00:01:29,900 --> 00:01:31,930 There is exactly where I want it. 25 00:01:31,940 --> 00:01:34,100 So now let's make this on the smaller. 26 00:01:35,780 --> 00:01:41,930 With the Esbjorn now to make this cylinder smaller, what we're going to use is the eSport, and that's 27 00:01:41,930 --> 00:01:42,920 actually a full scale. 28 00:01:42,920 --> 00:01:45,950 So you can say I can now scale this actually down. 29 00:01:46,190 --> 00:01:50,310 Now, the other thing is when you scale in something, you can scale it on the axis. 30 00:01:50,330 --> 00:01:52,560 So let's discuss the axis now. 31 00:01:52,850 --> 00:01:58,070 Now, the down axis here, which you can't actually see, but it should be blue and it normally comes 32 00:01:58,070 --> 00:02:04,220 from the top to the bottom is the actual Z axis you can turn on if you come over here and click on these 33 00:02:04,370 --> 00:02:09,530 two little interlocking balls and come off to where it says Axis and click the Z axis and you'll see 34 00:02:09,530 --> 00:02:10,910 now that actually appears. 35 00:02:10,970 --> 00:02:14,110 I'm just going to turn that off because I find it actually annoying when that's on that. 36 00:02:14,150 --> 00:02:15,280 But you can put yourself. 37 00:02:15,560 --> 00:02:20,600 Now you've got the Y axis, which is the green actually here on the x axis, which is the one running 38 00:02:20,600 --> 00:02:21,270 across it. 39 00:02:21,440 --> 00:02:27,740 So if we want to scale this on the x axis or we pressies s an X and then we can scale in like. 40 00:02:27,740 --> 00:02:31,130 So at the moment, no, I don't need to scale on these two axis. 41 00:02:31,130 --> 00:02:32,300 I need scale on the Z. 42 00:02:32,450 --> 00:02:38,180 So in essence that bring it down and just scale it like so and then I'm going to pull it down just to 43 00:02:38,180 --> 00:02:39,270 make it a little bit smaller. 44 00:02:39,440 --> 00:02:42,580 Now it's bringing the movement tall so you can bring this up and down like. 45 00:02:42,620 --> 00:02:47,330 So what you need to do is you need to shift spacebar and then you'll end up with something, a little 46 00:02:47,330 --> 00:02:50,420 menu that pops up and you can see it says, move here. 47 00:02:50,420 --> 00:02:51,410 So click that on. 48 00:02:51,570 --> 00:02:54,170 Nice to be able to bring that into place. 49 00:02:54,320 --> 00:02:59,450 Now you can say it's far too big, so I'm gonna press seven to go with the top of it and then I'm going 50 00:02:59,450 --> 00:03:01,220 to bring it in again with scale. 51 00:03:01,220 --> 00:03:05,370 So let's bring it in and you can see that it's very, very slightly out. 52 00:03:05,630 --> 00:03:10,010 Now, I'm not going to worry too much about it, and it's actually perfectly centered. 53 00:03:10,010 --> 00:03:14,920 I'm just going to put in something which I think is kind of the center I'm going to bring in. 54 00:03:15,170 --> 00:03:17,300 This is actually the glass. 55 00:03:17,360 --> 00:03:18,820 This is what this is going to be. 56 00:03:18,920 --> 00:03:23,210 And the thing is round the outside of here is actually going to be wood. 57 00:03:23,480 --> 00:03:25,970 So the glass overlapping a little bit past. 58 00:03:25,970 --> 00:03:27,680 It doesn't really make a difference. 59 00:03:27,680 --> 00:03:28,580 I'm just going to line up. 60 00:03:28,580 --> 00:03:30,270 So it's a little bit better than where it was. 61 00:03:30,380 --> 00:03:33,470 I want to make it a little bit bigger as well, just to make sure we've got it all. 62 00:03:33,590 --> 00:03:40,250 And now the most important thing is what I need to make sure is that this glass is in the correct position. 63 00:03:40,250 --> 00:03:44,890 So I'm going to pull it up so that it's kind of in to the métier. 64 00:03:44,900 --> 00:03:47,950 So you can see my hummingbird is into the mesh. 65 00:03:47,960 --> 00:03:51,770 And then finally one considers decide when to grab the top of the head. 66 00:03:52,070 --> 00:03:53,090 So I'm going to grab the top. 67 00:03:53,450 --> 00:03:57,620 I went to pay and then you're going to end up with a little menu and you click selection. 68 00:03:57,740 --> 00:04:02,760 And while that's going to do is it's going to split this off from this bomb plot. 69 00:04:02,810 --> 00:04:04,910 So you can see this now is into pieces. 70 00:04:05,120 --> 00:04:07,130 And then I'm simply going to grab the bottom piece. 71 00:04:07,310 --> 00:04:12,530 I'm going to click delete and that's going to delete out the way, leaving me with just basically a 72 00:04:12,530 --> 00:04:17,890 flat plain, which is halfway into my actual hummingbird mesh. 73 00:04:17,930 --> 00:04:23,780 Now, the next thing I want to do is actually want to create the glass from this plane here. 74 00:04:23,900 --> 00:04:25,660 So the way I'm going to do that, I'm going to press control. 75 00:04:25,660 --> 00:04:28,090 I come down to where it says all transforms. 76 00:04:28,100 --> 00:04:33,080 And the reason we do that, as I'm pouring down the bottom right hand side is that so we can actually 77 00:04:33,080 --> 00:04:34,490 bring in a modifier. 78 00:04:34,580 --> 00:04:36,500 If you don't reset, it transforms. 79 00:04:36,620 --> 00:04:40,520 You'll find that you have many problems when you bring modifiers in or doing anything else. 80 00:04:40,530 --> 00:04:42,440 So always reset you transforms. 81 00:04:42,440 --> 00:04:46,220 And if anything is going wrong, the first thing to do, go into object mode. 82 00:04:46,340 --> 00:04:48,850 Press control like all transforms, right? 83 00:04:49,310 --> 00:04:51,230 So origin to geometry. 84 00:04:51,230 --> 00:04:54,220 And that normally fixes most issues that you'll come across. 85 00:04:54,650 --> 00:04:55,430 Now, we've done not. 86 00:04:55,430 --> 00:04:59,290 What we need to do is need to actually use this as an actual boolean. 87 00:04:59,300 --> 00:05:04,870 So this bird here, when it uses a boolean to make sure that we can split this glassell. 88 00:05:05,090 --> 00:05:09,500 So if you make sure that you click on your plane now, come over to little Sponer. 89 00:05:09,500 --> 00:05:10,880 This is the modifieds top. 90 00:05:11,140 --> 00:05:12,500 I want to add modifier. 91 00:05:12,620 --> 00:05:17,870 And what you're going to do is you're going to come down to where it says to me now on the Boolean menu, 92 00:05:17,870 --> 00:05:21,950 which will pop up here, you'll have these three little choices here. 93 00:05:22,610 --> 00:05:23,940 Make sure it's on difference. 94 00:05:23,960 --> 00:05:24,710 It should be. 95 00:05:24,740 --> 00:05:29,990 And then click on this little pipette, come over and just make sure you hovering over the actual bird 96 00:05:29,990 --> 00:05:31,430 or whatever you've created. 97 00:05:31,610 --> 00:05:34,580 Click on that and then something like this will happen. 98 00:05:34,700 --> 00:05:37,990 Now, it doesn't look like much has happened at the moment, but it actually has. 99 00:05:38,150 --> 00:05:40,220 So we need to actually apply this. 100 00:05:40,220 --> 00:05:45,380 And the way we do that is you can even come down, click on this arrow and click apply or you can hover 101 00:05:45,380 --> 00:05:47,900 over it and press control and actually apply. 102 00:05:47,910 --> 00:05:50,660 But now let's remove all bird. 103 00:05:50,900 --> 00:05:53,540 So just make sure I've got my booklets on their own press. 104 00:05:53,540 --> 00:05:59,060 They want to hide it out the way now to hide something you press hate to or need something you press 105 00:05:59,100 --> 00:05:59,330 on. 106 00:06:01,040 --> 00:06:04,150 Now we can see that this now is split up. 107 00:06:04,160 --> 00:06:10,400 So if I click on this, you can see that if I press top that if I'm on face like I've got all these 108 00:06:10,400 --> 00:06:15,590 little islands now which are split or ready to bring in our glass, which is a really easy technique 109 00:06:15,740 --> 00:06:16,850 to actually do this. 110 00:06:17,330 --> 00:06:18,260 So now I've got this. 111 00:06:18,260 --> 00:06:24,020 What I want to do is I want to unwrap it ready to actually bring in my materials, which is the glass. 112 00:06:24,170 --> 00:06:27,350 So I want to do is I want to press a to grab everything. 113 00:06:27,620 --> 00:06:31,010 And then I'm going to go over to my movie editing top. 114 00:06:31,010 --> 00:06:33,740 So you'll notice from now the moment we've got all these tubs at the top. 115 00:06:33,860 --> 00:06:34,820 Let's go over to the. 116 00:06:34,870 --> 00:06:41,340 The edited and this is basically where you can unwrap your models and actually look at how you're going 117 00:06:41,340 --> 00:06:42,570 to apply the materials. 118 00:06:43,140 --> 00:06:44,670 So, again, down the bum around. 119 00:06:44,670 --> 00:06:47,550 So I'm going to explain what the UV mapping actually is. 120 00:06:47,850 --> 00:06:52,740 Now, if I make sure I'm on this path of EUPOL and I press you, and then you'll come down to where 121 00:06:52,740 --> 00:06:56,190 it says from now and then you'll unwrap all these little parts. 122 00:06:56,340 --> 00:07:01,550 Now, for this, we're not going to worry whereabouts they all on the movie map or anything like that, 123 00:07:01,560 --> 00:07:06,810 where I'm going worry our big deal because we're actually going to bring in an actual material that 124 00:07:06,810 --> 00:07:07,750 hasn't got any texture. 125 00:07:08,070 --> 00:07:12,650 In other words, it's kind of a procedural material created in Blender. 126 00:07:12,690 --> 00:07:17,590 So the actual UV mapping doesn't really make any difference apart from it. 127 00:07:17,610 --> 00:07:20,490 Make sure that the material goes on correctly. 128 00:07:20,760 --> 00:07:26,460 So now, before we bring in our material, what we need to do is we actually need to bring in a light 129 00:07:26,460 --> 00:07:28,460 source so we can see exactly what we're doing. 130 00:07:28,560 --> 00:07:30,040 So let's say out now. 131 00:07:30,120 --> 00:07:34,890 So what we do is we going to head over to the model on top and you'll end up with something like this. 132 00:07:34,890 --> 00:07:37,580 And you can see now you've got a nice plain viewport to actually work in. 133 00:07:37,890 --> 00:07:40,620 Let's press the top on to go back into object mode. 134 00:07:40,630 --> 00:07:43,830 Let's press all take to bring back our actual bed. 135 00:07:43,960 --> 00:07:47,820 And now I want to do is I want to rotate these so that face in the right way. 136 00:07:48,000 --> 00:07:49,650 So I'm going to grab them both. 137 00:07:49,830 --> 00:07:56,650 Now you can grab them both, either shift clicking them or you can actually be to get select and just 138 00:07:56,670 --> 00:07:57,370 select them all. 139 00:07:57,750 --> 00:07:59,940 So now I want to rotate them. 140 00:08:00,030 --> 00:08:06,210 And again, rotation is like scale so you can rotate freely or you can rotate on the axis. 141 00:08:06,360 --> 00:08:12,900 I always recommend you rotate on axis rotation freely like all like this means we go all over the place 142 00:08:12,900 --> 00:08:14,230 and that's something that we don't want. 143 00:08:14,580 --> 00:08:19,530 So we want to do is we want to rotate along the x axis or focus all X. 144 00:08:19,860 --> 00:08:22,660 And then also what you can do is you can import a number. 145 00:08:22,860 --> 00:08:26,170 So, for instance, we know this trend in 60 degrees in a circle. 146 00:08:26,190 --> 00:08:32,760 So if we rotate it by 90, so press nine zero on the number pad, enter, and then you're going to rotate 147 00:08:32,760 --> 00:08:34,560 it by 90 degrees. 148 00:08:34,560 --> 00:08:35,070 And there you go. 149 00:08:35,070 --> 00:08:37,320 You can see now it's facing the right way in the press. 150 00:08:37,320 --> 00:08:38,460 One on the number pad. 151 00:08:38,580 --> 00:08:43,560 I can say that I can now look straight on and that's exactly what I want. 152 00:08:43,890 --> 00:08:46,500 Now, let's bring in an actual light source. 153 00:08:46,680 --> 00:08:50,280 At the moment, we can't really see what this is going to look like. 154 00:08:50,430 --> 00:08:55,940 So let's come over to our little TV here and you'll notice that he says render engine. 155 00:08:55,940 --> 00:09:02,790 Even now, EV is going to actually have a look at what you're actually coming up with, how the scene 156 00:09:02,790 --> 00:09:07,050 is coming along, because what it does is actually renders in real time. 157 00:09:07,050 --> 00:09:10,810 And that's exactly what we want for just looking at all scene. 158 00:09:11,040 --> 00:09:16,230 Now, there are times when you do need to put it onto cycles over like this down arrow and I come to 159 00:09:16,260 --> 00:09:17,480 cycles, for instance. 160 00:09:17,670 --> 00:09:19,110 Now, you won't say anything happened yet. 161 00:09:19,230 --> 00:09:24,900 And the reason for that is because I haven't put it on the actual viewport shading yet, which I will 162 00:09:24,900 --> 00:09:25,800 do in a second. 163 00:09:25,990 --> 00:09:32,760 Now, Cycles is basically I find at least it actually produces better renders, but you can't really 164 00:09:32,760 --> 00:09:35,070 view things in real time that easily. 165 00:09:35,190 --> 00:09:40,550 So if I come now to our actual shader and I'll explain what these problems do. 166 00:09:40,740 --> 00:09:44,340 So at the moment we are in solid, which is this one. 167 00:09:44,550 --> 00:09:47,910 If we come to the left hand side, this is wireframe. 168 00:09:47,910 --> 00:09:48,930 So I click that on. 169 00:09:49,110 --> 00:09:52,590 You can see basically all of the mesh which was actually created. 170 00:09:52,770 --> 00:09:54,060 And then we come to the next one. 171 00:09:54,240 --> 00:09:55,310 This is materials. 172 00:09:55,470 --> 00:09:59,640 Now, you won't see anything on here at the moment because we haven't actually Applied Materials, but 173 00:09:59,640 --> 00:10:00,940 we will be using that one. 174 00:10:00,960 --> 00:10:07,920 And finally, if we bring in now the last one, it will be either on cycles or Celestis Prince epiphenomenal 175 00:10:07,950 --> 00:10:08,640 share what I mean. 176 00:10:08,820 --> 00:10:13,980 So when I click this on eBay and like LoDo, you can see now I can rotate round and you can see exactly 177 00:10:13,980 --> 00:10:16,560 what you're doing and it moves basically in real time. 178 00:10:16,560 --> 00:10:22,410 So it's rendering out in real time like you would do in an actual game or something like that in the 179 00:10:22,410 --> 00:10:22,890 Komova. 180 00:10:22,890 --> 00:10:24,420 And I put this on cycles. 181 00:10:24,600 --> 00:10:29,390 You'll see now it's very grainy and it takes a little bit of time to actually load up. 182 00:10:29,550 --> 00:10:35,610 Now, the more complex I've seen on cycles, when you're on the shader, it will take much, much longer. 183 00:10:35,790 --> 00:10:37,020 You can turn this down. 184 00:10:37,020 --> 00:10:38,820 We say it says viewport. 185 00:10:38,940 --> 00:10:42,420 And this basically is a number of samples that it's actually trying to sample. 186 00:10:42,420 --> 00:10:47,940 So if I put this on, one is going to be very, very grainy, but it is going to render out Narino straightaway. 187 00:10:48,030 --> 00:10:49,370 So I'm going to leave that on there. 188 00:10:49,380 --> 00:10:50,100 Thirty two. 189 00:10:50,190 --> 00:10:54,480 I'm just giving you that option just in case your computer is a bit slower than mine. 190 00:10:54,660 --> 00:10:56,820 So let's for now put this back on TV. 191 00:10:56,830 --> 00:10:59,370 I'm going to bring in an actual light source now. 192 00:10:59,370 --> 00:11:05,780 I want to bring in my light source in the center so I want to shift s cursor to world origin and then 193 00:11:05,780 --> 00:11:09,330 my guess then appears right in the center of the blender viewport. 194 00:11:09,540 --> 00:11:14,010 And I want to press a come down and you'll see one that saves lives. 195 00:11:14,100 --> 00:11:16,470 And the one we're going to bring in is the sun. 196 00:11:16,470 --> 00:11:17,610 So let's bring in the sun. 197 00:11:18,270 --> 00:11:22,440 And you'll notice already that we've actually got some kind of light appearing on this. 198 00:11:22,680 --> 00:11:25,590 Let's again press spaceball to bring in our move tool. 199 00:11:25,740 --> 00:11:30,000 And then what we're going to do is going to position also now the sun is an infinite light source. 200 00:11:30,000 --> 00:11:34,710 So it doesn't matter where you put it, the light will just travel and travel, unlike things. 201 00:11:35,220 --> 00:11:40,590 Spotlights will travel a certain amount of distance and then it'll start to actually fade away like 202 00:11:40,590 --> 00:11:44,420 a candle because you can't see a candle from 20 miles away or something like that. 203 00:11:44,520 --> 00:11:46,380 But the sun you can always actually see. 204 00:11:46,560 --> 00:11:48,140 So let's now play across. 205 00:11:48,570 --> 00:11:52,800 Let's pull it up and let's actually rotate it and give it some nice angle. 206 00:11:52,820 --> 00:11:54,630 So we will change this in the future. 207 00:11:54,630 --> 00:12:01,410 But we'll just do this amount less, press all X and let's just pull it with the mouse and rotates it 208 00:12:01,410 --> 00:12:01,710 round. 209 00:12:01,710 --> 00:12:06,600 And you'll see, as we did, that they start to get light up then and said, well, let's just turn 210 00:12:06,600 --> 00:12:06,990 it round. 211 00:12:06,990 --> 00:12:11,730 And you can see now that we've got a little bit of shadow where the sun is actually bouncing in this 212 00:12:11,730 --> 00:12:14,460 part, causing this to be an actual shadow. 213 00:12:14,580 --> 00:12:17,730 So you can see already it's looking much, much nicer now. 214 00:12:17,730 --> 00:12:23,280 We needed this up basically, so we can bring in our material and actually see what's going on as we're 215 00:12:23,280 --> 00:12:24,330 applying our materials. 216 00:12:24,510 --> 00:12:25,080 So that's it. 217 00:12:25,090 --> 00:12:28,140 And this one on the next lesson will start to apply all materials. 218 00:12:28,140 --> 00:12:29,740 And I hope you're really enjoying it so far. 219 00:12:29,940 --> 00:12:30,600 See you on the next one. 220 00:12:31,020 --> 00:12:31,620 Thanks a lot. 221 00:12:31,650 --> 00:12:32,030 Bye bye.