1 00:00:09,800 --> 00:00:15,340 Welcome back, everyone, to 3D modeling, The Hobbit dosing with Blend two point nine and Adobe Photoshop, 2 00:00:15,350 --> 00:00:16,670 and this is where we left off. 3 00:00:16,880 --> 00:00:20,050 Now let's go straight into all mullein top appear. 4 00:00:20,120 --> 00:00:23,470 Let's press top and now let's work on our wood. 5 00:00:23,690 --> 00:00:29,450 So what we need to do is if I press top, you'll see that we've actually got all of these actual lines 6 00:00:29,450 --> 00:00:32,050 going down and we can use these to create our wood. 7 00:00:32,150 --> 00:00:37,910 So I'm going to press top I'm just going to hide this all the way just so I've a little bit more visual 8 00:00:37,910 --> 00:00:38,780 to play around with. 9 00:00:38,790 --> 00:00:41,610 So I'm going to press click on here press tab again. 10 00:00:41,780 --> 00:00:44,280 And now let's mop some seams out straight away. 11 00:00:44,330 --> 00:00:47,080 Again, I'm thinking of how to melt the seams out. 12 00:00:47,780 --> 00:00:49,970 So it's going to save me a lot of work in the future. 13 00:00:50,120 --> 00:00:53,870 So I'm going to come round all the outside of here, including these. 14 00:00:55,340 --> 00:00:57,560 I'm going to grab it all the way up to here with control. 15 00:00:57,560 --> 00:01:00,440 Click on the right click then on Monkseaton. 16 00:01:00,860 --> 00:01:03,410 Now I need to think where the actual panels are going to be for this. 17 00:01:03,530 --> 00:01:08,300 So I think I'm going to have one here and then it's just going to be every one going across. 18 00:01:09,080 --> 00:01:13,580 And then one line to do is use these two here just as one piece of wood. 19 00:01:13,670 --> 00:01:15,410 I'm going to right click Monkseaton. 20 00:01:16,600 --> 00:01:20,590 Now, you should end up with something like this or we need to do now, it split these pieces of wood 21 00:01:20,610 --> 00:01:22,020 or someone to come to this side. 22 00:01:22,210 --> 00:01:28,480 I'm going to press Al to grab this island and I want to go to each one grubin, the island like, so 23 00:01:29,200 --> 00:01:29,660 why? 24 00:01:29,860 --> 00:01:32,340 Gee, again, just to make sure that they're all split up. 25 00:01:32,470 --> 00:01:32,860 Right. 26 00:01:32,880 --> 00:01:34,680 Click and drop it back in place. 27 00:01:35,140 --> 00:01:39,020 Now, we need to do is we need to make some edge loops going across the. 28 00:01:39,040 --> 00:01:46,150 And the reason for that is because I want to have a little bit more control of how kind of broken these 29 00:01:46,150 --> 00:01:49,190 panels are going to look or how much movement is them. 30 00:01:49,210 --> 00:01:54,070 In other words, I don't want them perfectly straight, like it's a new build kind of house or something 31 00:01:54,070 --> 00:01:54,480 like that. 32 00:01:54,610 --> 00:01:55,370 So I'm going to do that. 33 00:01:55,410 --> 00:02:01,330 I'm going to press a wand and then welcome again to our friend the basic tools that scrub the Bicego 34 00:02:01,420 --> 00:02:04,000 among many areas I'm going to cut across like. 35 00:02:04,000 --> 00:02:10,690 So I'm going to take off Arena and I'm going to start again, this one here to zero to make the line 36 00:02:10,690 --> 00:02:11,560 perfectly straight. 37 00:02:11,770 --> 00:02:15,910 Now, the one thing you need to be aware of when you do this is just make sure that you're not in on 38 00:02:15,910 --> 00:02:19,940 the corner and see it so you can see a kind of halfway in this panel here. 39 00:02:20,500 --> 00:02:20,910 All right. 40 00:02:20,920 --> 00:02:24,240 So I want to know the forecourts down here to give me more movement. 41 00:02:24,250 --> 00:02:26,950 So welcome to Michigan Bisect. 42 00:02:26,950 --> 00:02:29,520 And let's call this one somewhere around here. 43 00:02:29,980 --> 00:02:36,550 Again, same procedure playing normal, put on zero and then let's move to the next one. 44 00:02:36,560 --> 00:02:43,960 So a mesh bisect and let's call this one something round here like so. 45 00:02:45,620 --> 00:02:46,170 Zero. 46 00:02:46,640 --> 00:02:54,840 And then again, a mash by sect and one I think I want, maybe I could get away one. 47 00:02:54,840 --> 00:02:56,920 I think I'll put two, actually, so I'll put one here. 48 00:02:59,730 --> 00:03:07,380 And then come back, so a match by six on the last one, I think we'll go here like so. 49 00:03:09,060 --> 00:03:09,630 Like so. 50 00:03:10,050 --> 00:03:10,470 All right. 51 00:03:10,470 --> 00:03:11,810 So now we've got those in. 52 00:03:11,850 --> 00:03:14,460 We don't need democracy down there, of course. 53 00:03:14,550 --> 00:03:15,950 And they're still split up. 54 00:03:16,050 --> 00:03:18,210 So now we need to do is we need to grab them all. 55 00:03:18,210 --> 00:03:18,960 So, eh. 56 00:03:19,080 --> 00:03:20,660 And then I want to pull them back. 57 00:03:20,760 --> 00:03:24,280 So I'm going to press E and you'll notice that because they're all split over. 58 00:03:24,300 --> 00:03:28,680 You got all these lines, which is showing you that they're all being shown to back in the same direction. 59 00:03:29,250 --> 00:03:29,680 All right. 60 00:03:29,690 --> 00:03:31,410 So why did we do all that work? 61 00:03:31,620 --> 00:03:35,250 Well, now you'll see that what we can do is we can actually bring these in now. 62 00:03:35,250 --> 00:03:39,390 So to come again to our face like Al on each one of these now. 63 00:03:40,290 --> 00:03:43,080 And you'll notice that we're just grabbing just the from. 64 00:03:44,430 --> 00:03:47,130 So it shouldn't grab any of the tops or bombs. 65 00:03:47,130 --> 00:03:53,340 All the box press one, come up to your interlocking links, make sure you're on individual origins, 66 00:03:53,340 --> 00:03:59,090 press Senex and now you can bring them in and you can start to see them looking like wooden panels. 67 00:03:59,430 --> 00:04:02,290 Now, as I said, we don't want them all to be straight down. 68 00:04:02,460 --> 00:04:08,550 So what you can do now is you can come up to your proportional editing point, which is this bone here. 69 00:04:08,910 --> 00:04:13,530 Click on and then you notice you click the Downa, you've got smooth and you've got all these options. 70 00:04:13,690 --> 00:04:14,960 Let's put it on random. 71 00:04:15,150 --> 00:04:16,530 In fact, I'll show you what's moved us. 72 00:04:16,730 --> 00:04:19,110 So we'll come to smooth will press top. 73 00:04:19,110 --> 00:04:20,940 And what we'll do is we'll come in now. 74 00:04:20,940 --> 00:04:23,240 Let's click it on and then come over. 75 00:04:23,250 --> 00:04:25,740 And if you move it with this arrow, all press the bone. 76 00:04:25,750 --> 00:04:31,080 You'll see that you guys circle around and actually everything is affected within this circle. 77 00:04:31,180 --> 00:04:33,000 You can also make the circle smaller. 78 00:04:33,240 --> 00:04:35,620 So like so or you can make it larger. 79 00:04:35,880 --> 00:04:42,090 Now we'll show you how we can actually make these dolls look really good with very little effort. 80 00:04:42,330 --> 00:04:44,540 So let's go to editing. 81 00:04:44,550 --> 00:04:45,210 Click this down. 82 00:04:45,210 --> 00:04:48,000 Now, what we're going to do is we're going to put this on random. 83 00:04:48,330 --> 00:04:51,870 Then we're going to do is going to come in with a red arrow and say, I'm just going to move this slightly 84 00:04:51,870 --> 00:04:55,050 over, bring in my circle like so. 85 00:04:55,350 --> 00:04:57,090 And then I'm just going to go to the next one. 86 00:04:57,900 --> 00:04:58,800 To the next one. 87 00:04:59,790 --> 00:05:01,890 To the next one and then we're going to do it. 88 00:05:01,920 --> 00:05:06,050 I'm also going to move these out, so I'm going to come to this one, move it out. 89 00:05:07,670 --> 00:05:08,390 Like so. 90 00:05:09,410 --> 00:05:13,400 And what it's doing is it's randomising, which way they're all moving. 91 00:05:13,580 --> 00:05:19,040 The other thing is, well, I want to move these up so remote like so bring that in a little bit. 92 00:05:19,400 --> 00:05:20,150 Not too much. 93 00:05:20,150 --> 00:05:21,680 We don't want those too much. 94 00:05:22,040 --> 00:05:27,050 We're going to come to this one now, bring it out a little bit and you'll see now we've got a lot of 95 00:05:27,050 --> 00:05:27,910 Aryan's down here. 96 00:05:27,910 --> 00:05:30,380 And let's do the same on here, likesome. 97 00:05:30,620 --> 00:05:31,420 And there we go. 98 00:05:31,550 --> 00:05:37,000 You can see very little weg how we've actually made this doll look pretty old and weathered. 99 00:05:37,430 --> 00:05:43,010 Now, the next thing is what you need to do is you need to press one and just have a look where if you 100 00:05:43,010 --> 00:05:48,620 can see through the actual door, sometimes what it does is because it's proportional and it's in a 101 00:05:48,620 --> 00:05:49,790 will affect the back of it. 102 00:05:49,940 --> 00:05:58,910 So why tend to do now is I'll go to the back Colt's space, like grab each of these islands like so 103 00:05:58,910 --> 00:06:02,570 with the elbow and make sure proportionally that's in all press control. 104 00:06:02,570 --> 00:06:04,790 One of the parts you can go to the reverse. 105 00:06:05,090 --> 00:06:10,610 And then what you're going to do is you're going to make sure again that on individual origins as an 106 00:06:10,610 --> 00:06:14,330 axe and just bring them together and it doesn't even matter. 107 00:06:14,360 --> 00:06:15,410 Overlapping a little bit. 108 00:06:15,410 --> 00:06:17,240 So estimates bring them together. 109 00:06:18,890 --> 00:06:23,390 Just so they actually all touch him and now what you'll find is that you shouldn't be able to see through 110 00:06:23,390 --> 00:06:26,210 the backs of them because we've actually brought those together. 111 00:06:26,330 --> 00:06:30,980 If you can still see daylight, which might happen on the render, we'll just bring them closer together 112 00:06:30,980 --> 00:06:31,280 again. 113 00:06:31,640 --> 00:06:32,080 All right. 114 00:06:32,090 --> 00:06:34,000 So now we need to bring in actual wood. 115 00:06:34,190 --> 00:06:38,260 So let's come over to our materials panel, which is this bone here. 116 00:06:38,840 --> 00:06:42,320 And what we're going to do is going to click the plus one because we don't need a new material, because 117 00:06:42,320 --> 00:06:47,030 we're going to use the same word as what we've used for all stained glass window. 118 00:06:47,330 --> 00:06:48,500 Let's click the down arrow. 119 00:06:48,800 --> 00:06:49,310 Come down. 120 00:06:49,310 --> 00:06:52,460 You'll see the one we named would click on. 121 00:06:52,460 --> 00:06:53,840 You'll end up with something like this. 122 00:06:54,020 --> 00:06:59,750 Now, before we wrap this again, we need to reset the transformation so controlling all transforms 123 00:06:59,870 --> 00:07:06,030 right place of origin to geometry, press the top and grab everything we may and not press you on. 124 00:07:06,040 --> 00:07:06,240 Right. 125 00:07:06,440 --> 00:07:07,910 And you should end up with something like this. 126 00:07:08,150 --> 00:07:10,920 Of course, that would be all going the wrong way. 127 00:07:11,210 --> 00:07:11,680 All right. 128 00:07:11,690 --> 00:07:14,630 So let's go to the it's press the top one. 129 00:07:15,050 --> 00:07:18,070 And now you can see which ones are not right. 130 00:07:18,110 --> 00:07:20,280 And you can see here that some of these aren't right. 131 00:07:20,300 --> 00:07:24,810 So these ones here, the basically infinite loops, and that's not what we want. 132 00:07:24,860 --> 00:07:30,620 So what we need to do to find out why they are and the reason is because we haven't actually put any 133 00:07:30,950 --> 00:07:34,340 edges going down here with Almog seems. 134 00:07:34,460 --> 00:07:39,100 So I'm going to go quickly into modeling and that's something I should have thought about. 135 00:07:39,510 --> 00:07:42,980 I'm going to do now is I'm going to mock seams on each one of these. 136 00:07:43,010 --> 00:07:47,150 So when you come in and select and let's grab each one of these. 137 00:07:48,490 --> 00:07:56,020 And Martha seems like so, and then there won't be infinite loops now because the doll is coming to 138 00:07:56,020 --> 00:08:00,750 the stone arch, it doesn't matter too much that there is a seam here. 139 00:08:00,880 --> 00:08:06,610 And also you'll find that when you actually marking seams on wood, the edges of the wood doesn't really 140 00:08:06,610 --> 00:08:09,950 matter if it's actually got seam on them because it's obviously a corner. 141 00:08:10,180 --> 00:08:13,360 Now, if you didn't bricks or something like that, this will really. 142 00:08:14,230 --> 00:08:19,840 On something like what is a said, it's not a problem at all because most of the time the wool grain 143 00:08:19,840 --> 00:08:25,180 on the the edge going down the inside here is different from the one going this way. 144 00:08:25,660 --> 00:08:27,490 And that's why it doesn't matter so much. 145 00:08:27,820 --> 00:08:28,240 All right. 146 00:08:28,240 --> 00:08:35,500 So let's just grab all of these right seams, grab everything back into uveitis and pressure you from 147 00:08:35,500 --> 00:08:35,920 the wrap. 148 00:08:36,100 --> 00:08:42,650 And then we go, you can see now looking much, much nicer and they're all going the wrong way still. 149 00:08:42,670 --> 00:08:43,630 So let's spin them round. 150 00:08:43,640 --> 00:08:48,610 So all 90, let's spin around and evaluate what that looks like. 151 00:08:48,610 --> 00:08:51,280 And you can see now that it's looking really nice. 152 00:08:51,280 --> 00:08:58,010 And I think that the actual wool grain on here is actually how I want it. 153 00:08:58,030 --> 00:09:01,510 In other words, it's about the right size for the actual size of wood. 154 00:09:01,930 --> 00:09:08,970 Now, if I come back now to Modlin and I press, I'll take just to bring back our arch double top there. 155 00:09:08,980 --> 00:09:14,800 And you can say it's really starting to come together now, albeit we've got something a problem here 156 00:09:14,920 --> 00:09:23,140 in this glass stained glass window isn't set correctly because we can't see any light coming through 157 00:09:23,140 --> 00:09:23,470 that. 158 00:09:23,480 --> 00:09:26,140 So let's grab it and let's just set it up where it's going to go. 159 00:09:26,140 --> 00:09:31,810 And you can see that's the motion that it's no, let's turn it off and let's bring this and just sit 160 00:09:31,930 --> 00:09:33,520 on that now. 161 00:09:33,520 --> 00:09:34,670 Let's make a hole in the door. 162 00:09:34,930 --> 00:09:40,840 So while I've got this here, I'm going to shift s because it's a selected shift A I'm going to bring 163 00:09:40,840 --> 00:09:43,150 in a cylinder. 164 00:09:43,420 --> 00:09:45,700 I'm going to come down, I'm going to put this on 20. 165 00:09:45,700 --> 00:09:46,800 I don't need this on there. 166 00:09:46,810 --> 00:09:50,020 32, because I'm just basically in a hole in the door. 167 00:09:50,140 --> 00:09:53,170 So let's put this on twenty and then spin it round. 168 00:09:53,320 --> 00:10:00,010 So all X ninety one the number pad, let's make it smaller like so. 169 00:10:00,250 --> 00:10:06,340 And now we're just going to zoom in and I'm just going to make it so that the hole starts round about 170 00:10:06,340 --> 00:10:06,650 here. 171 00:10:06,970 --> 00:10:09,670 So how many do that then is going to click on mudhole. 172 00:10:10,180 --> 00:10:12,190 I'm going to come over to my modifiers. 173 00:10:12,310 --> 00:10:16,700 I modify it and this time we're going to pick a boolean. 174 00:10:17,200 --> 00:10:19,150 Now you'll notice that you've got three options. 175 00:10:19,280 --> 00:10:25,300 Just make sure it's on difference, like the pipette Komova over and click on your cylinder and you 176 00:10:25,300 --> 00:10:27,160 should be able to see something happen in there. 177 00:10:27,400 --> 00:10:32,460 Now, if you move this cylinder now, you will be able to change where about this whereabouts. 178 00:10:32,470 --> 00:10:35,210 This hole is actually cool, but we obviously don't want to do that. 179 00:10:35,230 --> 00:10:39,100 So what we can do is simply come over to our modify and apply it with control. 180 00:10:39,430 --> 00:10:41,650 And now I can delete this cylinder all the way. 181 00:10:41,650 --> 00:10:43,690 So delete cylinder and there we go. 182 00:10:43,930 --> 00:10:48,460 There is a hole already done and even the wood is looking like it's going the right way. 183 00:10:48,850 --> 00:10:51,640 Next thing you want to do now is a need to shade this door. 184 00:10:51,640 --> 00:10:52,810 So I'm going to grab the door again. 185 00:10:53,050 --> 00:10:53,410 Right. 186 00:10:53,410 --> 00:10:54,670 Click shapes move. 187 00:10:54,940 --> 00:10:55,290 Come over. 188 00:10:55,300 --> 00:10:56,320 It's a little triangle. 189 00:10:56,740 --> 00:10:57,790 Althouse, move on. 190 00:10:58,120 --> 00:10:58,870 I'm Leslie. 191 00:10:58,870 --> 00:11:03,150 Now we can see that these are very, very sharp edges and we don't particularly want neither. 192 00:11:03,250 --> 00:11:08,740 So what are we going to do is we're actually going to Beverley's now because we've got triangles in 193 00:11:08,740 --> 00:11:09,070 here. 194 00:11:09,850 --> 00:11:12,220 We can't actually use all Bevell modify it. 195 00:11:12,370 --> 00:11:18,610 Well, we could use it, but it's just actually easier to come in with each leg and just grab each of 196 00:11:18,640 --> 00:11:23,950 these edges on the front like so so I'm just going to come in grubin, each one of these. 197 00:11:24,400 --> 00:11:29,410 And if you can't grab them along here, all you need to do is just come in, grab the door, press the 198 00:11:29,410 --> 00:11:33,550 questionmark, and that's going to isolate two out and then just do it the old fashioned way. 199 00:11:33,550 --> 00:11:36,310 So you're going to grab one wave shift click like. 200 00:11:36,310 --> 00:11:40,840 So I want to just want to make sure that I'm just not going around the back of it or anything like that. 201 00:11:40,840 --> 00:11:43,750 So I do just literally one Josia from. 202 00:11:45,750 --> 00:11:51,590 Of these actual piece of wood grubin, so I want to shift and click and just save and grab the rest 203 00:11:51,590 --> 00:11:53,180 of these like so. 204 00:11:54,600 --> 00:12:00,430 Like, so now let's do this one, so zoom out, make sure we've got them all on. 205 00:12:00,540 --> 00:12:00,930 There we go. 206 00:12:00,940 --> 00:12:01,690 Think of Gromo. 207 00:12:01,770 --> 00:12:05,190 I'm not going to worry about these ones ever in the actual arch anyway. 208 00:12:05,280 --> 00:12:06,880 And then I'm going to zoom in a little bit. 209 00:12:06,960 --> 00:12:07,920 I want to press control. 210 00:12:07,920 --> 00:12:09,440 B, I'm going to pull them out. 211 00:12:10,780 --> 00:12:16,780 Very slightly presentable, and you'll see now that Romney's really, really makes a difference in how 212 00:12:16,780 --> 00:12:21,120 this door actually looks, really adds and sells more real estate. 213 00:12:21,340 --> 00:12:26,190 Now, you can see over here that these pieces of what he probably touching a little bit too much. 214 00:12:26,200 --> 00:12:30,860 So I'm actually going to go in, grab two of these and just pull them back just a little bit. 215 00:12:30,880 --> 00:12:31,570 Let's have a look. 216 00:12:31,630 --> 00:12:33,200 I think they're actually going the wrong way. 217 00:12:34,000 --> 00:12:38,380 We do seem to have a problem there, and it's because I have got the right one. 218 00:12:38,390 --> 00:12:39,400 So it's this one here. 219 00:12:39,700 --> 00:12:44,870 Let's grab this one and this one on the inside. 220 00:12:44,890 --> 00:12:49,150 Let's pull them back a little bit, pull it out, get a little bit better. 221 00:12:49,160 --> 00:12:50,470 Scrub this one as well. 222 00:12:51,190 --> 00:12:56,420 And you can see the problem I'm having is I need to grab both of these. 223 00:12:56,440 --> 00:13:03,400 So if I come in, grab the two on the inside, on the outside now, I should be able to sort of pull 224 00:13:03,400 --> 00:13:05,950 it over, still having some problems with it. 225 00:13:06,850 --> 00:13:10,750 And what I've done is I've grabbed the other side now, so I'm just going to press control that and 226 00:13:10,750 --> 00:13:13,120 just move it back in fully like. 227 00:13:13,130 --> 00:13:19,480 So now I'm going to grab this one and this one and just basically restart it, just making sure I've 228 00:13:19,480 --> 00:13:20,420 got the right ones. 229 00:13:20,440 --> 00:13:22,030 Pull it now and again. 230 00:13:22,030 --> 00:13:25,750 You can say, got a little, but I'm going to grab it with Bassler. 231 00:13:25,780 --> 00:13:30,280 That's going to be easier and grab just the inside that and now can say, there we go. 232 00:13:30,280 --> 00:13:31,810 That's so much easier to do it that way. 233 00:13:31,810 --> 00:13:33,010 So we'll do it that way instead. 234 00:13:33,040 --> 00:13:38,530 So grab it, pull it just a little bit, press the tailbone, let's grab a little bit more. 235 00:13:38,590 --> 00:13:41,620 And I can also think if I just grab this pole here. 236 00:13:42,620 --> 00:13:44,000 With I select. 237 00:13:44,980 --> 00:13:46,630 Like, so just pull it across. 238 00:13:47,110 --> 00:13:47,650 There we go. 239 00:13:47,920 --> 00:13:49,150 All right, so there we go. 240 00:13:49,180 --> 00:13:50,140 Finally, we got that. 241 00:13:50,500 --> 00:13:53,460 OK, so let's press the question mark and bring them back. 242 00:13:53,500 --> 00:13:55,510 Double tap the I and there we go. 243 00:13:55,630 --> 00:13:55,920 All right. 244 00:13:55,930 --> 00:13:57,170 That's looking really, really nice. 245 00:13:57,280 --> 00:14:02,140 So on the next one, what we need to do is we need to actually work on steps going down. 246 00:14:02,320 --> 00:14:05,960 And then finally, what we'll do is we'll work on our actual hinges. 247 00:14:06,100 --> 00:14:07,900 OK, once I hope you enjoyed that. 248 00:14:07,900 --> 00:14:09,160 And I'll see you on the next one. 249 00:14:09,190 --> 00:14:09,800 Thanks a lot. 250 00:14:09,820 --> 00:14:10,240 Bye bye.