1 00:00:09,830 --> 00:00:15,230 Welcome back, everyone, to 3D modeling The Hobbit doll scene with Blender two point nine and Adobe 2 00:00:15,230 --> 00:00:15,900 Photoshop. 3 00:00:16,070 --> 00:00:17,810 So this is where we left off. 4 00:00:18,020 --> 00:00:22,920 So now what I actually want to do is I need to create a wood that's actually going to go around there. 5 00:00:23,030 --> 00:00:25,130 I would like to bring in some better light. 6 00:00:25,130 --> 00:00:29,040 And just so we can have a really good visual direction, what we're going to do. 7 00:00:29,180 --> 00:00:34,520 I think the first thing, though, that we need to do is we need to round off these little these edges 8 00:00:34,520 --> 00:00:35,120 a little bit. 9 00:00:35,240 --> 00:00:38,090 They're a little bit too hard edged at the moment. 10 00:00:38,090 --> 00:00:43,280 And they don't look that realistic because generally this will be made out of something like led Hamade 11 00:00:43,280 --> 00:00:48,350 in place and then have lots of kind of bumps and then things and there will be much more rounded. 12 00:00:48,500 --> 00:00:53,240 So first of all, let's come up and put it on material and then what we're going to do is going to click 13 00:00:53,240 --> 00:00:53,650 on them. 14 00:00:53,660 --> 00:00:55,060 Press top a moment. 15 00:00:55,070 --> 00:00:58,940 There is I'm actually going to grab one of them, so I'd select grab one of them. 16 00:00:59,390 --> 00:01:06,350 And now you could go around trying to grab all these, but that would be it'll take a long time, very 17 00:01:06,350 --> 00:01:07,190 time consuming. 18 00:01:07,190 --> 00:01:09,800 So we don't want to do anything that makes the job easier. 19 00:01:09,980 --> 00:01:15,860 That's why I want to do so much to select and come down, which says Select sharp edges and you'll notice 20 00:01:15,860 --> 00:01:18,040 it grabs all those sharp edges us. 21 00:01:18,050 --> 00:01:19,470 And that's exactly what we want. 22 00:01:19,610 --> 00:01:24,530 Now, I'm just looking here and just making sure so I can see they've got sharp edges round here, here 23 00:01:24,530 --> 00:01:24,980 and here. 24 00:01:25,850 --> 00:01:32,540 And what I'm wondering is if I actually want to take these off, for instance, do I want these edges 25 00:01:33,110 --> 00:01:34,340 actually beveled as well? 26 00:01:34,500 --> 00:01:35,980 I'm not sure yet. 27 00:01:35,990 --> 00:01:38,660 So let's just bevell them up a little bit and see if it looks like. 28 00:01:38,750 --> 00:01:40,310 So I'm going to do is I want to press control. 29 00:01:40,310 --> 00:01:43,310 B, I'm going to drag it out very, very slowly. 30 00:01:43,490 --> 00:01:47,810 Now, if you want to drag it out really slowly, hold the chiffon down and drag it out. 31 00:01:47,810 --> 00:01:50,920 And you'll see then that it's really, really controlled if you do that. 32 00:01:51,050 --> 00:01:56,270 So I'm going to drag it out just a little bit on the left, drop that in place, and then let's have 33 00:01:56,270 --> 00:01:58,040 a look what actually looks like. 34 00:01:58,130 --> 00:01:59,000 And you can see. 35 00:02:00,120 --> 00:02:06,450 If we go all the way around that, that looks much, much nicer, way nicer than we did before, they 36 00:02:06,450 --> 00:02:07,260 find a place up there. 37 00:02:07,300 --> 00:02:09,980 Now you can see that look really, really smooth. 38 00:02:10,110 --> 00:02:11,610 And that's exactly what we're looking for. 39 00:02:11,940 --> 00:02:12,450 All right. 40 00:02:12,450 --> 00:02:19,740 So the next thing I think on our list is to go back to Modlin and let's bring in the eye, which basically 41 00:02:19,740 --> 00:02:25,250 is a image which we use as our actual environment. 42 00:02:25,380 --> 00:02:27,080 And what it does is HDR right. 43 00:02:27,120 --> 00:02:30,500 Especially actually created to bring in the lighting with it. 44 00:02:30,600 --> 00:02:35,250 So it could be a mountain scene with a song, an actual song, and all the glint of the mountain and 45 00:02:35,250 --> 00:02:38,000 things like that will actually come into your scene. 46 00:02:38,130 --> 00:02:39,780 So I'll show you exactly what I mean. 47 00:02:40,170 --> 00:02:47,910 If I put this back on TV or computer cycles, put it on our TV shader, let's pressel to bring everything 48 00:02:47,910 --> 00:02:48,240 back. 49 00:02:48,270 --> 00:02:52,140 If it doesn't come back to questionmark, then we go everything back. 50 00:02:52,410 --> 00:02:55,380 I want to keep my cube there just so I can have a good visualization. 51 00:02:55,380 --> 00:03:01,320 What this looks like and the moment they bring him HDR right is come over to this little will the icon 52 00:03:01,710 --> 00:03:04,040 click on that and you can see it comes in as well. 53 00:03:04,140 --> 00:03:06,540 And this basically is the background of the moment. 54 00:03:06,660 --> 00:03:09,620 As you can see, it's gray, it's boring. 55 00:03:10,140 --> 00:03:11,130 We want something better. 56 00:03:11,280 --> 00:03:15,090 So let's come over where he says color click on this little yellow icon here. 57 00:03:15,660 --> 00:03:21,600 Come over to environment texta, click on and it will go paint like that. 58 00:03:21,840 --> 00:03:25,930 That's because there's no actual texture environment here at the moment. 59 00:03:26,190 --> 00:03:27,630 Now let's come over to open. 60 00:03:28,380 --> 00:03:29,360 Let it OK. 61 00:03:29,850 --> 00:03:33,630 Now, within your downloads, you will have one that says actual textures. 62 00:03:33,630 --> 00:03:37,170 And when a double click this, you'll see I've only got two in there at the moment. 63 00:03:37,170 --> 00:03:40,120 But you'll see as the course goes on, this will be more populated. 64 00:03:40,150 --> 00:03:43,980 So so that when you come to actually employ your textures, they'll all be in here. 65 00:03:43,980 --> 00:03:45,040 So don't worry about that. 66 00:03:45,240 --> 00:03:51,540 So here we are, Hajari map, and you'll know that in previous courses I've used this particular one. 67 00:03:51,570 --> 00:03:52,650 I use it a lot. 68 00:03:52,650 --> 00:03:56,640 And the reason is because it's a very, very nice Haydari. 69 00:03:56,730 --> 00:04:01,030 You're more than welcome once you know how to actually do this, to go and grab your own HDI. 70 00:04:01,080 --> 00:04:03,750 Our eyes, there's a lot free on the Internet. 71 00:04:03,750 --> 00:04:07,110 Just grab them and bring them in exactly the same way as we're going to do here. 72 00:04:07,260 --> 00:04:12,450 So I'm going to double click on there and you'll see when I've done that that there is the HDR. 73 00:04:12,450 --> 00:04:12,840 Right. 74 00:04:12,870 --> 00:04:17,040 And you can see now it looks completely different from what it did before. 75 00:04:17,220 --> 00:04:21,540 Now, the thing is, you can turn this down so you can affect the lighting, how bright it is. 76 00:04:21,630 --> 00:04:28,980 So this makes with the actual song that we have should give us now a really, really good representation 77 00:04:28,980 --> 00:04:31,020 of what our actual scene's going to look like. 78 00:04:31,140 --> 00:04:35,130 Now, let's put this back on cycles so we have a good idea. 79 00:04:36,000 --> 00:04:36,840 And there we go. 80 00:04:36,960 --> 00:04:41,460 Now, you can see that this may be a little bit bright at the moment, but the thing that you have to 81 00:04:41,460 --> 00:04:45,870 remember is that at the moment we haven't messed around with the lighting or anything like that. 82 00:04:46,050 --> 00:04:48,690 So I wouldn't mess around with this too much at this stage. 83 00:04:48,900 --> 00:04:55,950 OK, so now about saying let's actually come and actually create all edging around this actual window. 84 00:04:56,070 --> 00:05:02,220 So again, we're to do them, first of all, going to make sure that my cursor is actually in the center 85 00:05:02,220 --> 00:05:02,670 of this. 86 00:05:02,670 --> 00:05:04,890 So I'm going to grab this glass. 87 00:05:05,010 --> 00:05:08,370 I'm going to come around to the outside zone and grab this outside. 88 00:05:08,400 --> 00:05:14,280 So, OK, shifting click like so I want to press ship s because it's selected and that's going to put 89 00:05:14,280 --> 00:05:16,260 my case bang in the center there. 90 00:05:16,350 --> 00:05:23,020 And hopefully now when I bring in my actual cylinder it should come in right in the center. 91 00:05:23,020 --> 00:05:25,230 It might be a little bit out but we'll actually see. 92 00:05:25,350 --> 00:05:31,110 So let's press shift a mesh, come down where it's a cylinder and let's bring it in now. 93 00:05:31,110 --> 00:05:40,380 Let's spin around so all Y ninety Z ninety s to scale it down, make it smaller and let's get it into 94 00:05:40,380 --> 00:05:41,730 some sort of size. 95 00:05:41,730 --> 00:05:49,100 This so I want to press X and Y and scale it in like so let's bring it out to the back of it, let's 96 00:05:49,110 --> 00:05:54,920 press s like so and what I'm looking for is just having a look, see if it's actually fit. 97 00:05:54,940 --> 00:05:59,730 If I press one on the normal pad, you can see now it's really, really fits in nicely round there. 98 00:05:59,880 --> 00:06:03,620 Albay I think I want it a little bit bigger, something like that now. 99 00:06:03,630 --> 00:06:07,750 And if it gets something I we'll show you quickly, just so you know, proper. 100 00:06:07,910 --> 00:06:13,530 Should they again mesh cylinder, you'll see that this is the moment comes in. 101 00:06:13,560 --> 00:06:16,830 So I come down here on the bottom left hand side, you've got a little menu. 102 00:06:17,070 --> 00:06:20,820 Now, this tells you how many that he says around this side. 103 00:06:20,910 --> 00:06:23,190 In other words, how many faces are on the inside. 104 00:06:23,340 --> 00:06:26,130 Now, when a brother in I left it on thirty two. 105 00:06:26,400 --> 00:06:31,740 Again, this is something that you should bear in mind if you want to keep the polygon count down or 106 00:06:31,740 --> 00:06:36,900 you want to save on resources, for instance, to be taken into games engine and you've got a load of 107 00:06:36,900 --> 00:06:39,720 cylinders, you don't want them all that too. 108 00:06:39,990 --> 00:06:44,490 I recommend between 12 and 20 sides is what you should be using. 109 00:06:44,580 --> 00:06:48,090 And the reason for that is the low enough to still get this roundness. 110 00:06:48,090 --> 00:06:53,280 What I mean is if I turn this down to twenty, you will see that if I showed smooth. 111 00:06:54,550 --> 00:07:01,060 Little triangle, also schmoo, that if I look around here now, you can see the still looks relatively 112 00:07:01,060 --> 00:07:01,490 smooth. 113 00:07:01,690 --> 00:07:06,520 Now, if I brought this in and brought this down to eight sides or something like that, you would really 114 00:07:06,520 --> 00:07:10,020 look what you'd really start to get really chunky look. 115 00:07:10,120 --> 00:07:11,230 And not on this same. 116 00:07:11,230 --> 00:07:14,430 We're looking for realism, not actually stylizing. 117 00:07:14,440 --> 00:07:16,010 So it's not actually something moving. 118 00:07:16,240 --> 00:07:20,440 So now about to explain, Leslie, though, the way we're going to do is when to come back to our world. 119 00:07:20,590 --> 00:07:27,740 Now we can see that we want this glass not to be on top of the world, one glass to still be see through. 120 00:07:27,850 --> 00:07:29,260 So let's fix that now. 121 00:07:29,290 --> 00:07:31,660 So the first thing on Wednesday, I went to grab my son. 122 00:07:32,900 --> 00:07:39,440 Come in with face, like grubbiness from Pasir among industries, then went to press, I am bringing 123 00:07:39,440 --> 00:07:41,880 in Jills to this point here. 124 00:07:42,050 --> 00:07:48,590 Now, if you can't see this point here, just come up and put it on wireframe and now you can see where 125 00:07:48,620 --> 00:07:50,150 brother into the news. 126 00:07:50,150 --> 00:07:53,240 I'm going to price controls that just to go back and then would show you. 127 00:07:53,250 --> 00:07:55,880 I mean, so if I press I want to bring it in. 128 00:07:56,030 --> 00:08:02,780 And what I wanted to do is be halfway on that piece of metal by the start of the frame of this actual 129 00:08:02,780 --> 00:08:06,140 bed or something like that, maybe even less, a little bit to fall. 130 00:08:06,230 --> 00:08:07,730 Just press as if it is. 131 00:08:07,880 --> 00:08:11,180 Then let's bring it out a little bit more close to the actual edge. 132 00:08:11,180 --> 00:08:17,280 And you can see in mine be fitting in so we can fix that, but we just need to get a start to it. 133 00:08:17,480 --> 00:08:19,070 Now, let's bring back the material. 134 00:08:19,310 --> 00:08:22,840 And what are we going to do now is we're just going to keep this part here. 135 00:08:22,850 --> 00:08:24,290 We're going to get rid of the rest of it. 136 00:08:24,440 --> 00:08:32,330 So I'll come in with a select a face shifting click to grab all of those going around there and pay 137 00:08:32,510 --> 00:08:34,670 to actually separate from the rest of the mesh. 138 00:08:34,680 --> 00:08:37,820 So selection top grab the back of it. 139 00:08:37,850 --> 00:08:40,260 Press delete faces and go. 140 00:08:40,400 --> 00:08:41,590 Now you can see through it. 141 00:08:41,960 --> 00:08:43,730 Now, let's see where this is going to be. 142 00:08:43,730 --> 00:08:49,640 So we're going to grab it, pull it forward like so we can see now we've got that malegaon all the way 143 00:08:49,640 --> 00:08:50,060 around. 144 00:08:50,150 --> 00:08:52,760 And now I actually want to create this into the wood. 145 00:08:52,850 --> 00:08:56,690 I also need to decide on how I think this was going to be. 146 00:08:56,720 --> 00:08:58,790 And at the moment, to be honest, is looking a bit thin. 147 00:08:58,910 --> 00:09:05,540 So let's press the one on the normal press tab and select a shift and press the ASP and bring it out 148 00:09:05,540 --> 00:09:06,680 a little bit like so. 149 00:09:06,860 --> 00:09:08,980 And now let's grab it all with Al. 150 00:09:09,140 --> 00:09:13,670 And what I'm gonna do is I'm going to pull it back so E for Extrude, pull it back. 151 00:09:13,760 --> 00:09:16,940 Now, if it's not going along that line, press the wide button. 152 00:09:16,940 --> 00:09:22,970 And what I mean is it will actually fix to the actual axis and be able to pull back really nicely. 153 00:09:23,060 --> 00:09:24,500 So let's pull it back like so. 154 00:09:24,640 --> 00:09:31,640 And I can say got a really, really nice start to the actual wood Paul that's going to go around this 155 00:09:31,640 --> 00:09:32,710 actual stained glass. 156 00:09:32,840 --> 00:09:36,010 Now the one thing you can see is it's a little bit out. 157 00:09:36,020 --> 00:09:38,600 It needs pulling forward a little bit and probably a little bit. 158 00:09:38,600 --> 00:09:39,860 And so let's get that fixed. 159 00:09:39,860 --> 00:09:45,080 So first of all, we'll grab everything with our I want to press shifts baseball to bring in my move 160 00:09:45,080 --> 00:09:47,840 to OK, I want to move it forward like so. 161 00:09:48,440 --> 00:09:53,900 And then I'm just looking to see if I can see actually any glass through here, which I can in the press 162 00:09:53,900 --> 00:09:54,230 one. 163 00:09:54,560 --> 00:09:58,100 So well, once there is, I'm going to try and level it up just a little bit. 164 00:09:58,220 --> 00:10:05,510 So we're going to pull it over just a tiny bit like so I want to pull it up a little bit like so and 165 00:10:05,510 --> 00:10:08,240 then when to make it slightly smaller again. 166 00:10:08,450 --> 00:10:15,080 Perciasepe the to hold the ship on down just have a lot of control over it and you just want this metal 167 00:10:15,080 --> 00:10:20,300 part of the engine just actually come in actually in front of the actual wall. 168 00:10:20,660 --> 00:10:22,650 OK, so it should look something like that. 169 00:10:22,790 --> 00:10:26,840 So what we're going to do on the next lesson is we're going to finish up this with a mop the seams and 170 00:10:26,840 --> 00:10:31,250 shops and things like that and actually get the wood onto this actual object. 171 00:10:31,400 --> 00:10:34,250 OK, once I hope you enjoyed that and I'll see you on the next one. 172 00:10:34,370 --> 00:10:35,030 Thanks a lot. 173 00:10:35,030 --> 00:10:35,470 Bye bye.