1 00:00:10,190 --> 00:00:15,620 Welcome back, everyone, to 3D modelling The Hobbit doll scene with Lenda two point nine and Adobe 2 00:00:15,620 --> 00:00:17,540 Photoshop, and this is where we left off. 3 00:00:17,750 --> 00:00:23,000 So what we want to do is want to make this a little bit more, I don't know, elemental, something 4 00:00:23,000 --> 00:00:23,320 like that. 5 00:00:23,330 --> 00:00:28,250 So the first thing I think I'll do is I'll think I'll grab all the edges, I'll press one on the of 6 00:00:28,550 --> 00:00:32,960 S and I'll just bring that out a bit just to bring it out a bit more of a relief on that thing. 7 00:00:32,960 --> 00:00:34,840 That's actually not quite enough. 8 00:00:34,850 --> 00:00:38,670 Let's bring out a little bit more something like nothing that looks much, much nicer. 9 00:00:38,810 --> 00:00:41,160 And now once more relief as well in here. 10 00:00:41,270 --> 00:00:45,710 So the way I'm going to do that is I want to press one on the no pop and I'm going to use something 11 00:00:45,710 --> 00:00:47,210 called Edge Loops. 12 00:00:47,360 --> 00:00:50,980 On the way we do that is we just hover over one of these edges. 13 00:00:50,990 --> 00:00:57,230 So if I press control to bring in and actually you can say because I'm hovering over this point here 14 00:00:57,350 --> 00:00:59,080 on the edge loop is going round here. 15 00:00:59,210 --> 00:01:04,280 If I hover over here, you'll see now that we've got the loop going round and this is the way we want 16 00:01:04,280 --> 00:01:05,950 it now to bring in more engineers. 17 00:01:05,960 --> 00:01:10,010 You just use a scroll bar and you can see now you can bring in more or less edge loops. 18 00:01:10,160 --> 00:01:15,170 And the other thing is just to bear in mind, once I've press the left, click on the mouse, it will 19 00:01:15,170 --> 00:01:19,450 actually bring them in and now you're free to actually put the blame on them. 20 00:01:19,460 --> 00:01:23,810 So I'll think I'm going to bring them in roundabout here or something like that. 21 00:01:23,930 --> 00:01:29,420 And then the next thing I want to do is I want to bring this actual Edgerly possibly a little bit closer. 22 00:01:29,570 --> 00:01:31,350 So what I'm going to do is I want to grab this one. 23 00:01:31,370 --> 00:01:39,020 So shifting gears a bit, I don't want to scale it now because if we come up to these interlocking links, 24 00:01:39,260 --> 00:01:42,860 we can scale on individual origins or medium point. 25 00:01:43,010 --> 00:01:49,280 Now, by default, it should be on medium point, which means that when I process it should, as you 26 00:01:49,280 --> 00:01:51,970 can see, scale it to the centre. 27 00:01:52,340 --> 00:01:53,630 And that's exactly what we want. 28 00:01:53,780 --> 00:01:58,790 So just make sure that you're on medium point, then you're just going to scale in very, very slightly 29 00:01:58,790 --> 00:01:59,360 like so. 30 00:01:59,690 --> 00:02:04,530 And now we're going to do is going to actually bring this in just to make it look a little bit nicer 31 00:02:04,530 --> 00:02:05,540 than where it does right now. 32 00:02:05,630 --> 00:02:10,610 So I'm going to grab an engineer year old shift and click face in this direction. 33 00:02:10,610 --> 00:02:11,690 So it goes from here. 34 00:02:11,810 --> 00:02:15,890 And then Warminster is going to press E and I'm going to pull it back like so. 35 00:02:16,000 --> 00:02:22,580 And you can see they've got that really nice kind of ornament feel to this piece of wood or it's going 36 00:02:22,580 --> 00:02:23,480 to be a piece of wood. 37 00:02:23,660 --> 00:02:26,920 And now once there is actually one to Bevell, these parts off. 38 00:02:27,110 --> 00:02:28,300 So I'm going to do it. 39 00:02:28,610 --> 00:02:34,580 I'm going to come in and when to grab this edge, this edge, this edge, this edge without shifting 40 00:02:34,580 --> 00:02:34,960 click. 41 00:02:35,000 --> 00:02:38,510 I'm also going to grab the inner edge here. 42 00:02:38,750 --> 00:02:41,980 And I'm thinking probably this edge here as well. 43 00:02:42,170 --> 00:02:43,850 And then we're is going to press control. 44 00:02:43,850 --> 00:02:47,480 B, we're going to pull them back, Bevell them off like so. 45 00:02:47,480 --> 00:02:49,740 And I can say, look, I'm really, really nice. 46 00:02:49,880 --> 00:02:54,440 Now, the one thing we can say that a lot of lumpiness around here and we don't really want that. 47 00:02:54,590 --> 00:02:55,580 So there's will right. 48 00:02:55,580 --> 00:02:56,840 Click shapes, move. 49 00:02:57,560 --> 00:02:58,670 Also move on. 50 00:02:58,670 --> 00:03:05,240 And now you can see it's looking really nice and it's got the right smoothness that, OK, so now what 51 00:03:05,240 --> 00:03:10,340 we need to do is we need to actually sort out bring in the building and making sure that it goes on 52 00:03:10,340 --> 00:03:11,670 to this object correctly. 53 00:03:11,690 --> 00:03:14,510 So there is will press the top, won't go into any mode. 54 00:03:14,720 --> 00:03:18,800 I'm going to think where you want the world to come up to. 55 00:03:18,800 --> 00:03:24,260 So I think somewhere around here for this edge here and then the wood can pretty much go to this edge, 56 00:03:24,500 --> 00:03:28,670 another piece of texture in this bit and so on and so on. 57 00:03:28,760 --> 00:03:29,660 And I explain why. 58 00:03:29,660 --> 00:03:30,860 I mean, I was actually going along. 59 00:03:31,070 --> 00:03:32,030 So let's come in. 60 00:03:32,360 --> 00:03:36,080 And what we're going to do is shifting click and get a seam here. 61 00:03:36,080 --> 00:03:36,590 So right. 62 00:03:36,590 --> 00:03:42,320 Click on Markstein and then I'm going to come in to the edge here. 63 00:03:42,410 --> 00:03:45,770 So shifting click right click scene. 64 00:03:45,920 --> 00:03:50,770 And well, this is going to do is he's going to break that texture because if we try a printed text 65 00:03:50,780 --> 00:03:53,970 straight on here, it's going to really, really be stretched. 66 00:03:54,170 --> 00:03:57,320 The other thing is, do I really need the back part of this? 67 00:03:57,560 --> 00:04:01,030 This is going to be going into the actual wooden door. 68 00:04:01,070 --> 00:04:02,300 So probably not. 69 00:04:02,310 --> 00:04:03,680 So let's actually get rid of that. 70 00:04:03,770 --> 00:04:05,810 And that will make our life a little bit easier. 71 00:04:05,810 --> 00:04:12,950 So shifting click, delete and let's come down and delete faces and now leave us then with that backspace 72 00:04:12,950 --> 00:04:13,320 gone. 73 00:04:13,730 --> 00:04:15,740 Now let's come back to Ed Select. 74 00:04:15,740 --> 00:04:16,240 Come in. 75 00:04:16,880 --> 00:04:18,050 OK, shift and click. 76 00:04:18,440 --> 00:04:20,870 Let's go to this Parkhill. 77 00:04:20,870 --> 00:04:23,960 He'll shift and click on this old shift. 78 00:04:23,960 --> 00:04:25,100 Click right click. 79 00:04:25,370 --> 00:04:29,180 Moxham All right, so we've got this marked out so far. 80 00:04:29,300 --> 00:04:32,930 Let's now bring in a material. 81 00:04:33,140 --> 00:04:36,620 So come over to your materials panel, which is this one here. 82 00:04:36,740 --> 00:04:40,850 Click the button and we bring in something called wood. 83 00:04:41,000 --> 00:04:42,320 So let's use wood. 84 00:04:42,320 --> 00:04:46,100 Pretty much pull the same thing on all of the pulse of wood. 85 00:04:46,100 --> 00:04:47,600 So we've only got one type of wood. 86 00:04:47,960 --> 00:04:50,660 So let's just call it what we don't need to call it anything else. 87 00:04:50,750 --> 00:04:53,900 And then what we'll do is now we'll bring in all texture maps. 88 00:04:54,140 --> 00:04:56,570 So what we'll do is we'll head on over to our shading. 89 00:04:56,960 --> 00:04:58,760 And then what we'll do is we'll zoom out a little bit. 90 00:04:58,760 --> 00:05:04,610 And you can see here we've got all principle then as we spoke about now to bring in the texture maps 91 00:05:04,610 --> 00:05:07,400 because we've built the node wrangler Adam in. 92 00:05:07,540 --> 00:05:12,490 All we need to do is just click on the principle and press control, ship them, see, and that will 93 00:05:12,490 --> 00:05:17,890 then will open up our file and now we need to do is find the texture's. 94 00:05:17,890 --> 00:05:23,070 So go to your resource pack and find the that says texture's, which is this one here. 95 00:05:23,080 --> 00:05:23,920 Double click it. 96 00:05:23,980 --> 00:05:26,610 And now you'll see you've got one that's called wood single. 97 00:05:26,710 --> 00:05:27,780 Let's double click it. 98 00:05:27,790 --> 00:05:32,830 And then what we're going to do is going to grab the top one shifts like the bottom one and click principled 99 00:05:32,830 --> 00:05:35,590 text sets up and that is going to bring in our world. 100 00:05:35,590 --> 00:05:36,720 And there we go. 101 00:05:36,910 --> 00:05:38,140 Now, there is one problem. 102 00:05:38,140 --> 00:05:40,450 As you can see, we haven't done this yet. 103 00:05:40,450 --> 00:05:42,750 And he looks just a mess at the moment. 104 00:05:42,880 --> 00:05:49,870 So we need to it and we need to make sure that this war is going on properly so that it looks nice and 105 00:05:49,870 --> 00:05:50,220 clean. 106 00:05:51,010 --> 00:05:54,070 So what we need to do is now let's go over to you editing. 107 00:05:54,820 --> 00:06:00,220 Let's put this on material and now let's have a look if we don't rob this highway on ramps. 108 00:06:00,340 --> 00:06:04,240 So I'm going to grab it all with a I want to press you on Rob. 109 00:06:04,570 --> 00:06:07,270 And if I can it now, you'll see a press tab top. 110 00:06:07,280 --> 00:06:08,710 It still looks a mess. 111 00:06:08,710 --> 00:06:13,660 And the reason is, again, because we're fighting with the wood here and we're having infinite loops 112 00:06:13,660 --> 00:06:15,010 and we don't really want that. 113 00:06:15,160 --> 00:06:17,280 So what we'll do is we'll come to the bottom. 114 00:06:17,920 --> 00:06:20,090 I'm going to look so I want to press one. 115 00:06:20,090 --> 00:06:22,660 And on the part, I want to press out shift and click. 116 00:06:22,780 --> 00:06:27,460 And that then should create a loop selection all the way along here. 117 00:06:27,790 --> 00:06:29,530 Let's right click Markstein. 118 00:06:29,830 --> 00:06:32,890 And now when he unwrap it, we won't have that problem. 119 00:06:33,370 --> 00:06:42,100 So if I click you from rap and you can see now about this is much, much nicer on the sides here, albeit 120 00:06:42,250 --> 00:06:45,390 you can see that the front still doesn't look that nice. 121 00:06:45,400 --> 00:06:47,160 I don't actually like it looking like that. 122 00:06:47,290 --> 00:06:48,910 So we're going to sort out next. 123 00:06:49,210 --> 00:06:55,540 Now, the edges, though, are nice, except that they're probably a little bit blurred, as you can 124 00:06:55,540 --> 00:06:56,500 say, and we don't want that. 125 00:06:56,500 --> 00:06:58,810 Even so, we'll soldo in a minute as well. 126 00:06:58,990 --> 00:07:01,150 So now let's come in with you select. 127 00:07:01,540 --> 00:07:07,120 And what are we going to use is the island's selection, because if we select him face, like the only 128 00:07:07,120 --> 00:07:08,920 select up to the seams. 129 00:07:09,100 --> 00:07:12,580 So let's grab this one here right next to the same. 130 00:07:12,850 --> 00:07:14,340 Let's press out press. 131 00:07:14,350 --> 00:07:20,950 You come down to where it says, like my pop click on click, OK, you'll end up with something like 132 00:07:20,950 --> 00:07:22,450 this, which is a bit all over the place. 133 00:07:22,690 --> 00:07:23,500 Press you again. 134 00:07:23,680 --> 00:07:30,040 And now we're going to follow active quads, leave the length, the average click, OK, press tab. 135 00:07:30,040 --> 00:07:34,450 And now you're going to see that this now looks really nice if we turn it round. 136 00:07:34,450 --> 00:07:43,210 So let's come over to the movie Viewport Press a all ninety spinning around and now you can see that 137 00:07:43,210 --> 00:07:47,410 that is looking much, much nicer, as you can see in comparison to these parts here. 138 00:07:47,560 --> 00:07:49,420 So now let's do the same with the other parts. 139 00:07:49,540 --> 00:07:54,310 You can also see that the join, although there is a joint there, it's very hard to notice because 140 00:07:54,310 --> 00:07:55,300 we have it on the bottom. 141 00:07:55,300 --> 00:07:56,480 So it is harder to see. 142 00:07:56,890 --> 00:07:58,160 Now, let's do the other two. 143 00:07:58,360 --> 00:08:02,770 You can't do them all together, unfortunately, with the light my way of doing this. 144 00:08:02,860 --> 00:08:04,540 So you have to actually do them individually. 145 00:08:04,540 --> 00:08:06,580 So let's command let's grab this one. 146 00:08:07,030 --> 00:08:11,920 And because it's full of active quads, it always needs to start with the actual Seimas. 147 00:08:11,950 --> 00:08:13,030 So let's grab this one. 148 00:08:13,030 --> 00:08:15,660 L you why my pack. 149 00:08:15,670 --> 00:08:17,700 OK, you follow it. 150 00:08:17,800 --> 00:08:18,120 Quads. 151 00:08:18,250 --> 00:08:19,920 OK, there we go. 152 00:08:19,930 --> 00:08:24,160 So look at that one and I think about this one. 153 00:08:24,160 --> 00:08:25,450 Let's have a look at we spinning around. 154 00:08:25,450 --> 00:08:30,010 So on ninety, let's spin it round and you can see that it's very, very stretched on this one. 155 00:08:30,010 --> 00:08:31,260 So let's pull it in. 156 00:08:31,270 --> 00:08:33,400 So why bring it in. 157 00:08:33,940 --> 00:08:34,540 Let's have a look. 158 00:08:34,540 --> 00:08:36,910 Now you can see now it's looking much, much nicer. 159 00:08:37,210 --> 00:08:38,950 Now, let's do this one as well. 160 00:08:38,950 --> 00:08:39,700 Grab this one. 161 00:08:39,790 --> 00:08:45,190 And I must say that over on the UVA panel, it's the same thing. 162 00:08:45,190 --> 00:08:50,890 So rotation is all scaling is as if you actually want to move something. 163 00:08:50,890 --> 00:08:52,480 So let's say I want to move this one. 164 00:08:52,480 --> 00:08:57,580 For instance, I can grab it with L and I can press G, which is basically free movement. 165 00:08:57,670 --> 00:09:03,880 So just say free movement in object mode, in edit mode on any of these other come over here as well. 166 00:09:04,000 --> 00:09:06,850 And a press g you can see I can actually free movement. 167 00:09:07,000 --> 00:09:08,770 All right, so let's now do this bit. 168 00:09:08,820 --> 00:09:12,450 So now you like my pack. 169 00:09:12,490 --> 00:09:15,580 OK, you follow active quads. 170 00:09:15,580 --> 00:09:18,460 OK, let's press top and have a little that looks like. 171 00:09:18,640 --> 00:09:20,500 All right so that's looking really nice. 172 00:09:20,500 --> 00:09:22,100 Let's see how big that is as well. 173 00:09:22,100 --> 00:09:23,500 I think I need to turn this around. 174 00:09:23,500 --> 00:09:26,200 So eight or nine, let's spin it round top. 175 00:09:26,860 --> 00:09:27,140 Yeah. 176 00:09:27,140 --> 00:09:27,790 And there we go. 177 00:09:27,940 --> 00:09:31,870 Now let's grab the whole thing and see if we can make it a little bit nicer. 178 00:09:31,870 --> 00:09:34,990 So I'm going to press top a grab them, OK? 179 00:09:35,320 --> 00:09:39,370 I'm going to press a UVA and we're going to tack islands. 180 00:09:39,370 --> 00:09:42,010 And let's have a little that looks like you can see the going the wrong way round. 181 00:09:42,010 --> 00:09:45,930 The reason for that is if I press control, Zeda will show you something else. 182 00:09:46,270 --> 00:09:53,290 So before we Parkland's, if we come up UVA Parkland's, you'll notice that you've got a little menu 183 00:09:53,290 --> 00:09:53,890 down here. 184 00:09:54,220 --> 00:09:56,980 Now within here you have one that says rotate. 185 00:09:57,160 --> 00:10:02,860 If we like this off, it means it will keep the rotation of what we've already set up and they only 186 00:10:02,860 --> 00:10:03,520 pop the island. 187 00:10:03,520 --> 00:10:07,330 So the islands exactly the same rotation as what you actually set the. 188 00:10:08,560 --> 00:10:10,040 So that's very, very useful. 189 00:10:10,240 --> 00:10:11,450 Now let's stop and have a look. 190 00:10:11,470 --> 00:10:16,960 We're looking at and we can see that the world's looking slightly bird, so let's see if we bring them 191 00:10:16,960 --> 00:10:18,770 out, if it's looking any better. 192 00:10:18,880 --> 00:10:23,260 And I think it's looking, yeah, we might have to do them individually. 193 00:10:23,260 --> 00:10:24,250 So let's look at this one. 194 00:10:24,250 --> 00:10:29,680 We'll just grab this one first and we will let's have a look. 195 00:10:29,680 --> 00:10:36,520 If we spin that round, bring it into place, and then let's make it let's make it a little bit smaller. 196 00:10:36,970 --> 00:10:39,600 Might need to be a bit bigger somewhere else. 197 00:10:39,880 --> 00:10:43,500 I'm just going to mess around with it and see if I can make a bit then. 198 00:10:43,750 --> 00:10:47,470 And I think the problem is that on this one, it's actually stretched out. 199 00:10:47,620 --> 00:10:48,340 So I'm in the process. 200 00:10:48,340 --> 00:10:50,380 And why shrink it in a little bit? 201 00:10:50,380 --> 00:10:53,550 And now you can see it's really starting to look much, much better. 202 00:10:53,710 --> 00:10:56,240 So I'm just going to actually clean this up a little bit. 203 00:10:56,260 --> 00:11:00,490 Doesn't matter too much about the inside ones, although you can clean those up as well. 204 00:11:00,610 --> 00:11:02,330 So let's scrub this one as well. 205 00:11:02,330 --> 00:11:06,340 Let's actually try and clean it up so all nine to spin it round. 206 00:11:06,350 --> 00:11:09,130 So we'll look and let's make it a little bit thinner. 207 00:11:09,130 --> 00:11:10,180 So that's why. 208 00:11:10,780 --> 00:11:11,730 And they can go now. 209 00:11:11,740 --> 00:11:13,560 You can see it looks much, much nicer. 210 00:11:13,690 --> 00:11:16,760 And now let's do the same thing for this one. 211 00:11:16,960 --> 00:11:21,760 So is it because it's too small or too big of a look? 212 00:11:22,270 --> 00:11:25,630 Let's squeeze it in and let's have a look. 213 00:11:25,630 --> 00:11:26,470 And there you go. 214 00:11:26,470 --> 00:11:28,260 That looks much, much nicer. 215 00:11:28,480 --> 00:11:31,180 I think we just need to do this one on the inside now. 216 00:11:32,110 --> 00:11:32,860 So X some. 217 00:11:32,860 --> 00:11:36,870 Why squeeze it in and there we go. 218 00:11:37,210 --> 00:11:37,720 All right. 219 00:11:37,750 --> 00:11:39,300 So I think I'm really happy with that. 220 00:11:39,310 --> 00:11:42,850 Let's go back to modeling now, and that's double tap the eye. 221 00:11:42,940 --> 00:11:46,240 And now let's look at it with our actual cycles. 222 00:11:46,240 --> 00:11:50,290 Render LoDo and just make sure that you are actually happy with it. 223 00:11:50,470 --> 00:11:55,540 Now, in the later lessons, you're going to learn how to actually make this would be the darker or 224 00:11:55,540 --> 00:11:56,140 lighter. 225 00:11:56,290 --> 00:12:00,340 So don't worry if you're not quite happy with the shade of what it actually is. 226 00:12:00,550 --> 00:12:02,710 OK, everyone, so I hope you enjoyed that. 227 00:12:02,860 --> 00:12:04,170 And I'll see you in the next one. 228 00:12:04,210 --> 00:12:04,840 Thanks a lot. 229 00:12:04,840 --> 00:12:05,280 Bye bye.