1 00:00:10,010 --> 00:00:14,690 Welcome back, everyone, to 3-D modeling The Hobbit doll scene with Blender two point nine and Adobe 2 00:00:14,690 --> 00:00:17,260 Photoshop, and this is where we left it all. 3 00:00:17,420 --> 00:00:19,600 So now we need to actually work on our glass. 4 00:00:19,610 --> 00:00:24,560 So we're going to do is I'm going to press the question mark just to bring in our Planum is not coming 5 00:00:24,560 --> 00:00:24,640 in. 6 00:00:24,650 --> 00:00:29,180 So I want to press all teach and then we go now brought and let's now work on our actual glass. 7 00:00:29,210 --> 00:00:36,500 So first of all, though, we know if we click on this now, we can't do anything with this until we've 8 00:00:36,500 --> 00:00:37,510 actually unwrapped it. 9 00:00:37,700 --> 00:00:44,300 Now, the other thing to take into account here is that these so if I click on this one, for instance, 10 00:00:44,540 --> 00:00:49,160 you can say if I come in actually and put it on, let's let's put it on there to select. 11 00:00:49,430 --> 00:00:54,650 Now, at the moment, you can see all these votes is going around here and each one of these bits is 12 00:00:54,650 --> 00:00:55,700 represents an edge. 13 00:00:55,730 --> 00:00:59,240 In other words, this actual whole panel is an angle. 14 00:00:59,270 --> 00:01:05,180 In other words, it's got more than three sides, which is a triangle, all four sides, which is a 15 00:01:05,180 --> 00:01:05,550 quote. 16 00:01:05,750 --> 00:01:12,080 Now, normally that is, but it's not actually good having meshes with more than four sides. 17 00:01:12,230 --> 00:01:17,660 The reason for that is if you take this into something like Unreal Engine or something like that, the 18 00:01:17,660 --> 00:01:19,960 light will not bounce off it correctly. 19 00:01:20,060 --> 00:01:23,510 So they're always actually to fix this very, very fast. 20 00:01:23,780 --> 00:01:29,360 That sometimes, however, as well, you might want to leave them like this, it keeps the polygon count 21 00:01:29,360 --> 00:01:29,750 low. 22 00:01:30,110 --> 00:01:33,010 If you just doing a scene out in Blundy should be fine. 23 00:01:33,140 --> 00:01:38,240 Sometimes the light will be messed around with a little bit and sometimes it works fine. 24 00:01:38,240 --> 00:01:42,260 Normally on something that's a flat plane like this, it should be absolutely fine. 25 00:01:42,830 --> 00:01:47,210 Now, the other thing is, of course, why are you keeping the polygon count low is if you've got a 26 00:01:47,210 --> 00:01:50,780 machine that doesn't work very well, a high polygon counts. 27 00:01:50,810 --> 00:01:55,640 In other words, the low end machine, a laptop, something like that, then you might not actually 28 00:01:55,640 --> 00:01:58,390 want to convert this into quotes. 29 00:01:58,430 --> 00:02:00,150 I think I will convert, though. 30 00:02:00,170 --> 00:02:00,950 Just switched on. 31 00:02:00,950 --> 00:02:01,130 Right. 32 00:02:01,160 --> 00:02:04,850 So the easy way to do this is to grab everything, hover over it. 33 00:02:04,940 --> 00:02:05,360 Right. 34 00:02:05,360 --> 00:02:09,140 Click make sure that your own face select right click. 35 00:02:09,140 --> 00:02:15,740 Come down and triangulate faces and then right click again and then we're going to do is tries to Quad's 36 00:02:15,740 --> 00:02:20,450 and you'll end up with something like this which looks a lot more messy bolts at the end. 37 00:02:20,480 --> 00:02:25,070 Now this is actually a much, much better match than all those angles. 38 00:02:25,100 --> 00:02:26,060 So now we've got that. 39 00:02:26,060 --> 00:02:28,010 What we need to do is we need to actually unwrap it. 40 00:02:28,020 --> 00:02:29,680 So again, over to you. 41 00:02:29,690 --> 00:02:33,660 The edits in a moment, it is going to click you unwrap them, wrap them all. 42 00:02:33,770 --> 00:02:35,380 Now, we did already unwrap those. 43 00:02:35,390 --> 00:02:40,680 Well, now we've just clean them up and now we're actually ready to actually bring in our class. 44 00:02:40,920 --> 00:02:46,430 Now, the thing is, if we go back to Qadim now, click on it pressed top. 45 00:02:46,640 --> 00:02:48,060 We can see that these displays. 46 00:02:48,200 --> 00:02:50,000 So if I grab one of them, press the button. 47 00:02:50,010 --> 00:02:52,190 You can see that can pick these individually. 48 00:02:52,330 --> 00:02:54,800 In other words, they're all individual islands. 49 00:02:54,920 --> 00:03:01,820 And that's exactly what we want for the next part of creating the materials, because I need them all 50 00:03:02,090 --> 00:03:08,450 islands so I can actually create the procedural material, which makes the glass a little bit of a shade 51 00:03:08,450 --> 00:03:11,160 different depending on which island they are. 52 00:03:11,180 --> 00:03:12,860 So that's exactly why we're doing that. 53 00:03:13,220 --> 00:03:19,210 OK, so let's create a stained glass material for our kind of sky and we want this a blue color. 54 00:03:19,310 --> 00:03:24,950 So let's come over again to our materials panel, click the plus and we're going to click new on a double 55 00:03:24,950 --> 00:03:25,550 click kit. 56 00:03:25,580 --> 00:03:31,160 I'm going to rename it to Stained Glass Blue like so. 57 00:03:31,430 --> 00:03:36,410 And then what I'm going to do is I'm going to come now to my shaitan panel here. 58 00:03:36,530 --> 00:03:39,980 And I said that this was a super note, this principle. 59 00:03:40,100 --> 00:03:45,410 But on this occasion, we're going to simply click on it and click Billy and it will go black. 60 00:03:45,410 --> 00:03:46,490 But don't worry about that. 61 00:03:46,610 --> 00:03:47,030 All right. 62 00:03:47,030 --> 00:03:49,100 So let's build this next material. 63 00:03:49,370 --> 00:03:55,670 So the first thing is we're going to need a geometry mode node to tell Blendr where each of these islands 64 00:03:55,670 --> 00:03:55,910 are. 65 00:03:56,150 --> 00:04:01,240 So the only thing is at the moment, as you can say, this is actual black. 66 00:04:01,490 --> 00:04:06,710 So what we'll do is we'll come over here, ship A and I'm going to do a search and in geometry. 67 00:04:06,710 --> 00:04:10,250 So ghetto geometry and there is our geometry note. 68 00:04:10,400 --> 00:04:12,650 Next, I'm going to bring in a actual color. 69 00:04:12,650 --> 00:04:18,700 Um, so shift a search color, come around to color like. 70 00:04:18,710 --> 00:04:22,430 So next I'm going to bring in a U.N. saturation. 71 00:04:22,430 --> 00:04:27,170 And the reason I'm bringing that in is because then it will give us an ability to kind of saturate the 72 00:04:27,170 --> 00:04:29,720 colors out if they're a little bit too bright. 73 00:04:29,810 --> 00:04:31,280 So hover over here. 74 00:04:31,400 --> 00:04:36,080 Should a search you and saturation bring that in. 75 00:04:36,500 --> 00:04:38,720 Next, we want to bring in the actual shader. 76 00:04:38,720 --> 00:04:40,190 So what type of shader is it? 77 00:04:40,220 --> 00:04:43,280 Well, of course it's going to be class, so let's bring that in. 78 00:04:43,280 --> 00:04:47,120 So shift A and you'll notice you can come down and actually be an option. 79 00:04:47,120 --> 00:04:48,170 And that's a shaders. 80 00:04:48,170 --> 00:04:52,550 And you can see all these different types of shaders I recommend actually playing around with. 81 00:04:52,550 --> 00:04:57,410 These are pretty fun to actually learn what they are lore, but the one we want is the Glass BSD. 82 00:04:57,740 --> 00:04:59,270 So let's bring that in now. 83 00:04:59,270 --> 00:05:00,410 Let's join these Zolo. 84 00:05:01,130 --> 00:05:03,740 So we said random Ilhan. 85 00:05:03,740 --> 00:05:04,820 Let's put that in that. 86 00:05:05,330 --> 00:05:07,370 Let's then plug in the color. 87 00:05:08,120 --> 00:05:13,610 The color of the U.N. saturation less plump, the color from that into the glass. 88 00:05:14,150 --> 00:05:18,940 And finally, let's plug in the glass to the surface of the material output. 89 00:05:19,100 --> 00:05:20,450 And this is what'll happen at the moment. 90 00:05:20,450 --> 00:05:24,500 And the reason is because we haven't really got any colors in here at the moment. 91 00:05:24,800 --> 00:05:33,560 Now, the other thing is we need to put this onto our cycles shader viewport, shading, because I've 92 00:05:33,560 --> 00:05:39,100 noticed that there's a little bogon blender and any you can't really see what this is actually doing. 93 00:05:39,110 --> 00:05:42,670 In other words, the random island doesn't work anymore. 94 00:05:42,720 --> 00:05:48,620 So if I come down and put this on cycles and you can see now that we've got all these different shades 95 00:05:48,620 --> 00:05:54,100 of colors based on the island, you see this one is much darker and this one and it's all done automatically. 96 00:05:54,110 --> 00:05:55,670 And that is exactly what we want. 97 00:05:55,820 --> 00:06:00,290 Now, if I put this on eBay, you'll see it's all black and that is what I'm talking about. 98 00:06:00,290 --> 00:06:02,700 So let's put it on cycles just so we can see what we're doing. 99 00:06:02,930 --> 00:06:08,780 And again, if you want to turn this down to something like 10, it's going to make it much easier to 100 00:06:08,780 --> 00:06:10,310 kind of turn around and see what you do. 101 00:06:10,310 --> 00:06:12,260 And I'm going to have my thanks to my computer. 102 00:06:12,260 --> 00:06:13,570 Should be able to handle that. 103 00:06:13,730 --> 00:06:16,700 If you're struggling, just put this down a little bit next. 104 00:06:16,700 --> 00:06:20,880 Now, we need to actually make this look like stained glass. 105 00:06:20,930 --> 00:06:22,290 So let's do that now. 106 00:06:22,670 --> 00:06:26,660 So, again, we'll bring in a kind of noice texture and we're going to bring in a mass grave. 107 00:06:26,660 --> 00:06:27,810 So M.O.s. 108 00:06:28,950 --> 00:06:36,660 Most great texture, and we need a node to plug it into the displacement, another way to displace all 109 00:06:36,660 --> 00:06:40,380 of this glass and you can say at the moment it's going a bit funky. 110 00:06:40,530 --> 00:06:42,170 So let's bring in a displacement. 111 00:06:42,180 --> 00:06:45,420 So shift a search, displacement. 112 00:06:46,140 --> 00:06:46,770 Bring it in. 113 00:06:47,020 --> 00:06:48,960 And now let's plug the displacement in. 114 00:06:49,230 --> 00:06:54,180 And that's plug the mosque right into the height of the displacement. 115 00:06:54,480 --> 00:06:56,520 OK, so something like that in a moment. 116 00:06:57,300 --> 00:07:02,250 It's going a very, very funky like I said, let's just see if I can get let's go. 117 00:07:02,250 --> 00:07:02,490 Right. 118 00:07:02,530 --> 00:07:04,050 So I'm just going to put it back on. 119 00:07:04,230 --> 00:07:04,790 There we go. 120 00:07:04,800 --> 00:07:05,990 Now it's looking much better. 121 00:07:06,010 --> 00:07:07,380 I don't know why it went like that. 122 00:07:07,530 --> 00:07:12,720 And you can see the most scrape on here is starting to act on this actual glass. 123 00:07:12,930 --> 00:07:19,980 So now let's come in and turn the scale of the mosque table to two hundred and twenty five like so. 124 00:07:20,100 --> 00:07:22,350 And now you can see we're actually starting to get something. 125 00:07:22,470 --> 00:07:26,310 You can really see that it's actually starting to really look like stained glass. 126 00:07:26,310 --> 00:07:28,550 And you'll see this more as we bring in a color. 127 00:07:28,800 --> 00:07:30,880 So let's have a look what else we need to change. 128 00:07:31,140 --> 00:07:34,740 The only thing I would say is turn down the luck. 129 00:07:34,960 --> 00:07:38,850 I can't even read one that says, well, turn this down to one. 130 00:07:38,970 --> 00:07:40,720 And that should bring it out a little bit more. 131 00:07:40,920 --> 00:07:42,360 Now, let's mess around with this color. 132 00:07:42,360 --> 00:07:43,990 So we said we needed a blue. 133 00:07:44,010 --> 00:07:48,440 So let's say, first of all, come up to where it says be and what we're going to do. 134 00:07:48,450 --> 00:07:52,470 We're going to put that on HSV and we're going to put this on this. 135 00:07:52,470 --> 00:07:55,500 Just make sure this somnia and now find the let's change this color. 136 00:07:55,510 --> 00:07:57,390 So we're going to grab this one here. 137 00:07:57,400 --> 00:07:58,880 So click on this little arrow here. 138 00:07:59,190 --> 00:08:03,900 Click on the color bar here and let's bring that up and we're going to put it on blue. 139 00:08:04,080 --> 00:08:06,900 And now you'll see that we already have something happening. 140 00:08:07,110 --> 00:08:11,930 Now, the thing is, it's going from blue to purple to white, and we don't really want that. 141 00:08:11,940 --> 00:08:17,250 So let's change this color as well to probably a darker blue or something like that. 142 00:08:17,250 --> 00:08:20,180 So let's bring it down a little bit different. 143 00:08:22,070 --> 00:08:28,030 Something like that, and you can see now we've got a lot of different variations of the actual blue, 144 00:08:28,160 --> 00:08:31,610 and that is exactly what was the one thing I would say is I think. 145 00:08:32,660 --> 00:08:33,680 I want this. 146 00:08:35,290 --> 00:08:36,220 Probably. 147 00:08:37,170 --> 00:08:42,630 Yeah, I'm just looking at what kind of Sky-Blue actually wants it, so maybe that and then let's turn 148 00:08:42,630 --> 00:08:44,670 this one a look. 149 00:08:44,760 --> 00:08:46,800 And don't forget, we can saturate this out. 150 00:08:46,800 --> 00:08:48,570 So I'm going to actually put it on. 151 00:08:49,640 --> 00:08:57,110 On not there, the now and then I'm going to do is I'm just going to come to my saturation and just 152 00:08:57,740 --> 00:09:00,550 have a look how much I want to saturate the South. 153 00:09:00,710 --> 00:09:05,240 And as well, when we actually run this out, we might actually, again, have to mess around with this 154 00:09:05,390 --> 00:09:07,060 just to get it how we want it. 155 00:09:07,070 --> 00:09:12,230 I'm also going to send this value down just a little bit just to make it more obvious what the variance 156 00:09:12,230 --> 00:09:12,500 is. 157 00:09:12,590 --> 00:09:15,440 And then apart from that, everything should be fine on there. 158 00:09:15,650 --> 00:09:21,650 Now, let's turn up the roughness of the actual glass to nought point two, seven five. 159 00:09:22,370 --> 00:09:29,720 And then the Iowa should stay on one point four five, one point four five oh is basically what it should 160 00:09:29,720 --> 00:09:34,580 be on to make this actually look like glass, in other words, to make it see through and things like 161 00:09:34,580 --> 00:09:34,850 that. 162 00:09:35,150 --> 00:09:41,720 OK, so the only thing left to do now is to actually come over and make sure that we've got this on 163 00:09:42,050 --> 00:09:43,340 screen space reflexion. 164 00:09:43,350 --> 00:09:46,250 So I can say, OK, so let's put this on TV for one second. 165 00:09:46,430 --> 00:09:47,140 We'll come down. 166 00:09:47,150 --> 00:09:53,630 That's where you say screen space reflection, turn on, open this up, refraction of frustration. 167 00:09:54,170 --> 00:09:59,150 And then finally now let's come to our material and you'll see when you click on the table, you come 168 00:09:59,150 --> 00:09:59,480 down. 169 00:09:59,570 --> 00:10:02,330 You've got an option here that says screen space reflection. 170 00:10:02,450 --> 00:10:03,620 And let's turn that on. 171 00:10:03,830 --> 00:10:09,620 And now I want to do is I want to actually bring in something to put the idea to make sure that this 172 00:10:09,620 --> 00:10:10,970 glass is actually see through. 173 00:10:11,090 --> 00:10:14,300 So the way I'm going to do this, I'm just going to zoom out a little minute. 174 00:10:14,540 --> 00:10:16,460 I'm going to bring in a cube. 175 00:10:16,460 --> 00:10:23,270 So shift I bring in a cube, make it smaller, seven on the number pad, shift space to bring in my 176 00:10:23,270 --> 00:10:23,960 move tool. 177 00:10:24,080 --> 00:10:26,450 And let's now move it back like so. 178 00:10:27,230 --> 00:10:30,620 And now I'm looking to see if I can actually see this cube. 179 00:10:30,770 --> 00:10:31,490 Another moment. 180 00:10:31,490 --> 00:10:33,710 As you can see, I can't see this cube. 181 00:10:33,710 --> 00:10:36,290 So let's actually work on actually seeing this. 182 00:10:36,440 --> 00:10:44,690 So the mid level of our displacement, let's turn up to 18 like so and let's turn the scale down to 183 00:10:44,690 --> 00:10:45,560 near enough. 184 00:10:46,530 --> 00:10:51,240 Quite far down and now you can say, let's turn this down, look all the way, you can see that we can 185 00:10:51,240 --> 00:10:52,200 see through the glass. 186 00:10:52,290 --> 00:10:53,850 So we want this very, very low. 187 00:10:53,970 --> 00:10:56,940 So no point, no one like so. 188 00:10:57,030 --> 00:11:02,640 And now you can see through the actual glass, but not enough to really see the cube. 189 00:11:02,760 --> 00:11:04,860 And that is exactly what we wanted. 190 00:11:05,070 --> 00:11:11,580 So now let's come over again to our little computer box in the back on cycles. 191 00:11:11,760 --> 00:11:12,950 And there you go. 192 00:11:13,080 --> 00:11:15,330 That is the actual look we're actually looking for. 193 00:11:15,750 --> 00:11:16,470 So there we go. 194 00:11:16,470 --> 00:11:19,080 That is our first material actually sets up. 195 00:11:19,080 --> 00:11:23,670 And of course, what we're going to do now is we're going to had a few more materials and I'm going 196 00:11:23,670 --> 00:11:28,700 to make easy that we're all actually going to copy them just to finish this actual glassell. 197 00:11:28,920 --> 00:11:30,180 So I hope you enjoyed that. 198 00:11:30,180 --> 00:11:33,120 And I hope you were learning a lot and I hope to see on the next one. 199 00:11:33,300 --> 00:11:34,140 Thanks lot, everyone. 200 00:11:34,370 --> 00:11:34,830 Abbi.