1 00:00:09,980 --> 00:00:14,990 Welcome back, everyone, to 3D modelling, a Hobbit doll scene with blended two point nine and Adobe 2 00:00:14,990 --> 00:00:17,000 Photoshop, and this is where we left off. 3 00:00:17,300 --> 00:00:20,360 Now we're going to work on Ortman Ordell next. 4 00:00:20,360 --> 00:00:24,290 But first of all, let's just take a quick look at our Qadim panel. 5 00:00:24,440 --> 00:00:25,430 So we go to Qadim. 6 00:00:25,430 --> 00:00:28,230 One thing I need to explain is the map. 7 00:00:28,270 --> 00:00:33,800 So if we come to the first map, I'm also going to pull a description down the bomb right inside it 8 00:00:33,830 --> 00:00:35,240 to say exactly what they do. 9 00:00:35,360 --> 00:00:38,170 So the first one you notice that we brought in is the base color. 10 00:00:38,300 --> 00:00:44,120 And this is what it says on the tin is basically the color of the wood, all the little grains and things 11 00:00:44,120 --> 00:00:44,620 like that. 12 00:00:44,690 --> 00:00:46,990 And then it plugs into the base color of the principal. 13 00:00:47,240 --> 00:00:52,070 Next one down is a metallic anomaly with metallic katiba is metallic or isn't metallic. 14 00:00:52,070 --> 00:00:53,540 There isn't really anything in between. 15 00:00:53,720 --> 00:00:59,270 So when you actually use metallic evaporate on one or zero, depending on if you want it to be metal 16 00:00:59,270 --> 00:01:01,510 on the next one down is rockiness. 17 00:01:01,520 --> 00:01:05,720 And this is basically, if you think of a window and you think of all the grime and things like that, 18 00:01:05,810 --> 00:01:11,600 it interacts with the light zila of light bouncing off the light obaidullah in certain places, and 19 00:01:11,600 --> 00:01:14,510 it will shine a lot clearer if the glass is clean, for instance. 20 00:01:14,510 --> 00:01:16,880 And that is basically what the roughness controls. 21 00:01:17,180 --> 00:01:22,940 Next one down we have the normal mop and the normal mop is basically all of these bombs that you see 22 00:01:22,940 --> 00:01:24,340 on here on this metal. 23 00:01:24,440 --> 00:01:30,110 It basically controls how much of a 3D lobet the actual texture will have. 24 00:01:30,530 --> 00:01:36,480 And you can actually bring that out so much that it actually looks kind of ridiculous in some ways. 25 00:01:36,500 --> 00:01:41,450 So you just need to be take your time and have a look and make sure that it's controlled correctly and 26 00:01:41,450 --> 00:01:43,280 make sure that it's just not set too high. 27 00:01:43,640 --> 00:01:50,810 Next one down is displacement and displacement basically is used for if you want to bring in some extra 28 00:01:50,810 --> 00:01:56,540 high or extra detail, there is something called tessellation, which you're welcome to look up and 29 00:01:56,540 --> 00:01:57,460 use in tessellation. 30 00:01:57,480 --> 00:02:02,300 You really, really expand how 3-D an actual texture looks. 31 00:02:02,390 --> 00:02:07,850 So it's basically similar to the normal map, except it's a lot more refined and it's only used in kind 32 00:02:07,850 --> 00:02:09,560 of specialized circumstances. 33 00:02:09,800 --> 00:02:14,840 OK, so with all that done, let's now head on back over to modeling and what we're going to do is we're 34 00:02:14,840 --> 00:02:17,220 going to bring in a cylinder. 35 00:02:17,330 --> 00:02:19,910 So first of all, though, let's put this right in the middle. 36 00:02:20,070 --> 00:02:23,360 So I'll want to do is I want to join this on this one menageries. 37 00:02:23,360 --> 00:02:30,260 And when I click the metal, click the glass, press control J and when to come over to my little triangle, 38 00:02:30,260 --> 00:02:33,380 because you notice now it's actually gone a bit funky. 39 00:02:33,380 --> 00:02:35,690 And that is because the ultra smooth has been turned off. 40 00:02:35,840 --> 00:02:40,490 And now finally, I'm going to join the glass with the world press in control. 41 00:02:40,760 --> 00:02:44,300 And you can see that it's gone like this again. 42 00:02:44,300 --> 00:02:49,250 What we need to do to actually fix this is just press control and then grab the Woodford's, then the 43 00:02:49,250 --> 00:02:54,070 glass, then press control, and now you'll notice it goes together really nicely. 44 00:02:54,260 --> 00:02:55,670 OK, so I'm happy with that. 45 00:02:55,670 --> 00:03:00,650 So I need to do now is put this in the center and that's going to make it much, much easier to actually 46 00:03:00,650 --> 00:03:01,100 work with. 47 00:03:01,490 --> 00:03:07,700 So less pressure s because it's Weld origin and then now we need to move this overpressure shift again 48 00:03:07,700 --> 00:03:08,930 and you'll notice you go in here. 49 00:03:08,940 --> 00:03:11,810 Same selection to click that on the night. 50 00:03:11,810 --> 00:03:13,480 You'll see it drops right in the middle. 51 00:03:13,760 --> 00:03:16,190 Now, I'm not sure about scaling at the moment. 52 00:03:16,190 --> 00:03:18,350 I think we should be OK keeping it at this scale. 53 00:03:18,470 --> 00:03:20,850 The one thing I do need to do, though, is actually bring you. 54 00:03:21,020 --> 00:03:22,340 So I'm going to bring you that. 55 00:03:22,430 --> 00:03:26,660 I'm going to move the cube behind it just so I've got a reference to actually see behind. 56 00:03:26,840 --> 00:03:29,180 And that would be handy up until near the end. 57 00:03:29,180 --> 00:03:30,860 I'm going to move a little bit closer as well. 58 00:03:32,100 --> 00:03:36,930 OK, so now let's bring in the actual dollar, Freeman, So are we going to do is bring in a primitive 59 00:03:36,930 --> 00:03:42,910 so shift a mash, come up to, say, a cylinder, and this time we are going to keep this on 32. 60 00:03:43,020 --> 00:03:43,940 I recommend doing that. 61 00:03:43,950 --> 00:03:50,460 And the reason is because I've looked and saw how we can split this door up into wooden panels and 32 62 00:03:50,460 --> 00:03:51,720 seems to fit it very well. 63 00:03:51,930 --> 00:03:55,410 So now let's spin it round with all an X and 90. 64 00:03:55,530 --> 00:03:56,880 So it's based in the correct way. 65 00:03:56,970 --> 00:03:58,290 And then let's bring it all. 66 00:03:59,200 --> 00:04:05,800 And back and basically, you've got to imagine that this is the door and how is this piece of glass 67 00:04:05,920 --> 00:04:07,710 stained glass going to fit within our door? 68 00:04:07,810 --> 00:04:10,360 And you can see at the moment this is way, way too big. 69 00:04:10,390 --> 00:04:12,190 So we need to bring our Daubert. 70 00:04:13,280 --> 00:04:19,220 Pull it back and now just visualize, I'm going to pull it down a little bit like so how this is going 71 00:04:19,220 --> 00:04:23,900 to set within the actual door and I think I need to move them both up a little bit. 72 00:04:23,910 --> 00:04:24,880 So I want to press one. 73 00:04:24,890 --> 00:04:25,940 I want to bring them up. 74 00:04:26,060 --> 00:04:30,980 And the reason I'm going to do that is because I also need to think about where all these wooden panels 75 00:04:30,980 --> 00:04:32,050 are going to come down to. 76 00:04:32,180 --> 00:04:35,620 And I think somewhere around here should be absolutely fine. 77 00:04:35,630 --> 00:04:36,600 So somewhere like here. 78 00:04:37,040 --> 00:04:41,690 Now, once you're happy with it and you're happy with the size, you can imagine the wooden panels going 79 00:04:41,690 --> 00:04:42,280 down here. 80 00:04:42,650 --> 00:04:48,830 And then you've got the archway as a reference that you can download with the calls, shows you you've 81 00:04:48,830 --> 00:04:51,960 got the kind of the rock arch going around here. 82 00:04:51,980 --> 00:04:54,260 You just make sure, like I say, they are happy with this. 83 00:04:54,530 --> 00:04:58,910 Now, next thing I want to do is I want to actually delete these faces on the back. 84 00:04:58,910 --> 00:05:01,280 So all you need to do in comes to the back face. 85 00:05:01,310 --> 00:05:06,890 Click on it, press control and plus on the number pad and then that will increase the selection. 86 00:05:07,020 --> 00:05:10,650 You can also press control a minus and that will decrease the selection. 87 00:05:10,880 --> 00:05:11,960 Now let's delete these. 88 00:05:11,970 --> 00:05:15,530 So we're going to press delete basis and that's going to get rid of all those. 89 00:05:16,010 --> 00:05:18,610 Next thing I want to do is I need to cut this away. 90 00:05:18,770 --> 00:05:23,620 So at the moment I don't want to fully round all because obviously it wouldn't open very well. 91 00:05:23,630 --> 00:05:28,640 You can have a fully round one if you want, but prefer actually to be a bottom on the doll as again, 92 00:05:28,640 --> 00:05:36,050 in the reference you'll also see here that you can see the mesh from the glass and from the actual doorframe. 93 00:05:36,050 --> 00:05:39,220 And I don't really want this just because I've got both of them selected. 94 00:05:39,350 --> 00:05:41,510 So let me just select the actual doll frame. 95 00:05:41,750 --> 00:05:44,830 I'm going to press one again just to make sure I'm happy with it. 96 00:05:44,870 --> 00:05:45,840 I want to press tab. 97 00:05:45,920 --> 00:05:48,230 I'm going to do now is going to delete this space. 98 00:05:48,230 --> 00:05:53,480 I want to press, delete and come down to only faces and now should be left with this. 99 00:05:54,500 --> 00:06:00,440 Now, let's refill, they said, but I want to refill it in a way that makes it so I can actually make 100 00:06:00,440 --> 00:06:04,580 the wooden panels, so I'm going to do that as I want to press olt shifting plate just to grab them 101 00:06:04,580 --> 00:06:04,810 all. 102 00:06:04,970 --> 00:06:11,180 And then when a minus assault the two on each side of the edges like so and then you're going to click 103 00:06:11,180 --> 00:06:17,600 right click and then come up to essay's bridge and this thing is going to bridge all the loose opposite 104 00:06:17,600 --> 00:06:18,250 each other. 105 00:06:18,440 --> 00:06:23,780 You actually need to leave a gap in between this side and this side to actually use bridgeheads loops 106 00:06:23,960 --> 00:06:29,360 where you can see now that we've actually got the panels for adults, all we need to do is just fill 107 00:06:29,360 --> 00:06:30,630 in these parts here. 108 00:06:31,070 --> 00:06:32,540 OK, so let's fill these in. 109 00:06:32,540 --> 00:06:33,740 So we'll come to this one first. 110 00:06:33,740 --> 00:06:37,940 No, we're going to do is just grab each of these edges and press the button, and that's just going 111 00:06:37,940 --> 00:06:38,850 to fill it in for us. 112 00:06:38,900 --> 00:06:41,270 Now, let's come to the other side and do exactly the same thing. 113 00:06:41,280 --> 00:06:43,190 So and there we go. 114 00:06:43,340 --> 00:06:43,730 All right. 115 00:06:43,740 --> 00:06:48,500 So this looks a good start toward the next one I want to do is I want to cut this piece across here 116 00:06:48,650 --> 00:06:51,000 on along this red line pretty much. 117 00:06:51,020 --> 00:06:54,380 And the reason is, as I say, I want this doll to actually have a bottom on it. 118 00:06:54,530 --> 00:06:59,960 So I'm going to do is when I press a I'm going to grab everything and come up to this mesh bone here, 119 00:07:00,530 --> 00:07:02,900 come down and you'll have one that says bicep. 120 00:07:03,170 --> 00:07:07,610 And what you need to do now is with the basic once you've actually clicked that on, is actually ready 121 00:07:07,610 --> 00:07:08,050 to go. 122 00:07:08,210 --> 00:07:13,290 So you won't be able to zoom round or anything like that until you've actually used it. 123 00:07:13,370 --> 00:07:17,330 So just make sure you're in the position that you want to be before you use it. 124 00:07:17,510 --> 00:07:18,440 Now, let's come in. 125 00:07:18,900 --> 00:07:20,540 I want to come to this red line. 126 00:07:20,630 --> 00:07:25,640 I'm going to drive across to the other side like so and you'll notice an actual capias. 127 00:07:25,820 --> 00:07:30,190 Next thing you want to do is come down to where this menu is. 128 00:07:30,200 --> 00:07:35,750 So just open this menu and you'll see here about this plane, Axis X, that should be this X is going 129 00:07:35,750 --> 00:07:36,350 across there. 130 00:07:36,470 --> 00:07:40,700 If I click on that, you'll see it's no point nought one zero. 131 00:07:40,760 --> 00:07:44,040 So I'm going to click on it and just set this to zero miles. 132 00:07:44,060 --> 00:07:48,710 That's going to do is it's going to level it up perfectly along the X axis. 133 00:07:48,830 --> 00:07:55,220 You can also pull it up now and actually make the call in a different place and I'll show you how we 134 00:07:55,220 --> 00:07:55,690 close it. 135 00:07:56,000 --> 00:08:01,250 So now we've got in the perfect place, all we do is we come down and leave it in the arena or play 136 00:08:01,250 --> 00:08:01,490 around. 137 00:08:01,550 --> 00:08:02,810 It's over like this one, though. 138 00:08:02,840 --> 00:08:06,110 You'll see that cuts it away in a really, really nice way. 139 00:08:06,290 --> 00:08:09,650 And the reason why we set this desire is to make sure it's perfectly flat. 140 00:08:09,740 --> 00:08:12,470 You can also play the outside if you wanted as well. 141 00:08:12,470 --> 00:08:13,970 So let's just play the inner light. 142 00:08:13,970 --> 00:08:16,910 So now once you've done that, just make sure you're happy with it. 143 00:08:16,910 --> 00:08:17,660 You can move around. 144 00:08:17,660 --> 00:08:18,710 Now, you've actually made the call. 145 00:08:18,800 --> 00:08:20,390 You can still move it up and down. 146 00:08:20,960 --> 00:08:22,010 I'm going to leave it like that. 147 00:08:22,010 --> 00:08:23,120 I'm pretty happy with that. 148 00:08:23,120 --> 00:08:27,710 So I'm going to do now is work on this actual stone arch that's going around here. 149 00:08:27,890 --> 00:08:31,000 So I'm going to do is I'm going to grab all of the sides going around. 150 00:08:31,010 --> 00:08:36,440 So want to press shift and click and then I'm going to come to this one per shift, click control click, 151 00:08:36,650 --> 00:08:39,290 come to this side shift, click, control, click. 152 00:08:39,410 --> 00:08:44,870 And then I'm going to do is I'm actually going to duplicate just this edge going around and that's going 153 00:08:44,870 --> 00:08:47,150 to give me them something to actually work with. 154 00:08:47,270 --> 00:08:53,780 So if I press shift and just press enter and then pull this out, you'll see that you've duplicated 155 00:08:53,780 --> 00:08:56,680 just this edge away from this actual wooden door. 156 00:08:56,900 --> 00:08:58,820 Now let's press page separates out. 157 00:08:58,820 --> 00:09:00,230 So pay selection. 158 00:09:01,130 --> 00:09:06,230 And then what we're going to do is going to press top and then click back on this edge here and now 159 00:09:06,230 --> 00:09:08,930 is completely separated out from the actual door. 160 00:09:09,290 --> 00:09:10,280 Next voluntaries. 161 00:09:10,280 --> 00:09:13,160 I just want to reset the orientation just in case I want to move this. 162 00:09:13,250 --> 00:09:15,900 So control all transforms, right. 163 00:09:15,930 --> 00:09:18,160 Click So origin to geometry. 164 00:09:18,770 --> 00:09:20,090 Now on the next one, what are we going to do? 165 00:09:20,090 --> 00:09:24,830 Is going to work on bringing this out, extruding out, and we're going to use some modifiers to actually 166 00:09:24,830 --> 00:09:27,440 make this the correct look that we're looking for. 167 00:09:27,680 --> 00:09:29,390 OK, everyone, once I hope you enjoyed that. 168 00:09:29,390 --> 00:09:30,410 And I'll say on the next one. 169 00:09:30,560 --> 00:09:31,140 Thanks a lot. 170 00:09:31,160 --> 00:09:31,610 Bye bye.