1 00:00:10,070 --> 00:00:14,870 Welcome back, everyone, to 3D modeling The Hobbit doll scene with Blender two point nine and Adobe 2 00:00:14,870 --> 00:00:15,570 Photoshop. 3 00:00:15,860 --> 00:00:17,450 So here is where we left off. 4 00:00:17,750 --> 00:00:19,720 Now let's work on this first. 5 00:00:19,730 --> 00:00:23,760 So this top step we can say is way, way too big the box. 6 00:00:23,790 --> 00:00:25,070 Let's bring it back a little bit. 7 00:00:25,080 --> 00:00:26,780 So I'm going to come in and grab this face. 8 00:00:26,910 --> 00:00:30,380 I'm going to put this back on global and pull it back like so. 9 00:00:30,410 --> 00:00:36,230 And I think also I'll Bevell the back of just to make you look a little bit nicer from the back in case 10 00:00:36,230 --> 00:00:36,990 you have a use it. 11 00:00:37,010 --> 00:00:40,940 So let's bebetter off like so and get all the looks really, really nice. 12 00:00:41,150 --> 00:00:47,690 Now the key to beveling I'm sorry, the key to moving things like this is just to come in and grab each 13 00:00:47,690 --> 00:00:49,580 of these edges like so. 14 00:00:51,850 --> 00:00:59,410 Like so right, like Monkseaton and then come under the bomb grubbed the bomb consoli Monkseaton and 15 00:00:59,420 --> 00:01:01,390 nothing should open really nice. 16 00:01:01,410 --> 00:01:06,440 So all these plots should actually come out so you can actually you be it correctly. 17 00:01:06,610 --> 00:01:12,490 Now let's come to this stop press top grab the step and the notes are still gone. 18 00:01:12,490 --> 00:01:13,290 Modifier on. 19 00:01:13,510 --> 00:01:19,240 We don't want to apply this yet until we've actually motile seems because we know if we Kaseem here 20 00:01:19,400 --> 00:01:20,990 will be carried on all the way down. 21 00:01:21,100 --> 00:01:21,940 So let's come in. 22 00:01:22,120 --> 00:01:25,720 And what we'll do is we'll mock seems like so. 23 00:01:27,640 --> 00:01:31,180 Let's have a look at the back, right, Maxime? 24 00:01:32,280 --> 00:01:35,830 They select from Face Control the Monkseaton. 25 00:01:36,660 --> 00:01:40,990 OK, so let's see what these garnham like, so we'll grab this top step. 26 00:01:41,010 --> 00:01:42,660 Now I'm going to grab this one. 27 00:01:42,660 --> 00:01:43,350 I press our. 28 00:01:43,770 --> 00:01:45,240 Nicoleta, you've edited. 29 00:01:45,610 --> 00:01:46,980 I'm going to press you on. 30 00:01:47,820 --> 00:01:48,390 I'm not sure. 31 00:01:48,870 --> 00:01:50,310 Absolutely perfectly. 32 00:01:50,520 --> 00:01:56,940 Let's bring in the material so I can actually see the visually press plus down arrow, Ruralco Moss. 33 00:01:58,020 --> 00:01:58,680 There we go. 34 00:01:58,980 --> 00:01:59,420 All right. 35 00:01:59,430 --> 00:02:04,290 So the probably a little bit too big at the moment on the UV map. 36 00:02:04,290 --> 00:02:05,610 So we'll bring them in smaller. 37 00:02:05,790 --> 00:02:09,780 But we just getting a good visual the way it's going to look like, I think at this point now we can 38 00:02:09,780 --> 00:02:11,090 actually apply our money. 39 00:02:11,100 --> 00:02:14,310 First, let's click on our SPONER overall remote control. 40 00:02:14,820 --> 00:02:18,960 And now let's press tab and you'll see now that they're all in the same place. 41 00:02:18,960 --> 00:02:20,200 And that's not really what I want. 42 00:02:20,220 --> 00:02:26,940 So I want to do is come over to you've got viewport press aide to grab everything you've a come down 43 00:02:27,300 --> 00:02:29,040 Parkland's and there you go. 44 00:02:29,160 --> 00:02:34,080 And now you can say that we've got a lot of randomise on them and just make sure that they're pretty 45 00:02:34,080 --> 00:02:36,530 similar to this on here. 46 00:02:36,540 --> 00:02:42,190 So I'm looking at the size and comparing it and you can come in then and make it a little bit smaller. 47 00:02:42,240 --> 00:02:46,080 So with the spoon or a little bit bigger, depending on what you want the thing on to make it a little 48 00:02:46,080 --> 00:02:46,550 bit smaller. 49 00:02:46,720 --> 00:02:47,340 Look at that. 50 00:02:47,670 --> 00:02:49,480 Maybe that's a little bit too much. 51 00:02:49,500 --> 00:02:51,150 So a little bit bigger. 52 00:02:52,080 --> 00:02:53,290 And I think that should be fine. 53 00:02:53,310 --> 00:02:58,500 Again, when we come to actually read this out, we'll have a much, much better idea and thought we 54 00:02:58,500 --> 00:03:00,510 can check that out once we've done this top step. 55 00:03:00,640 --> 00:03:03,030 So let's come to this top step. 56 00:03:03,060 --> 00:03:03,390 Now. 57 00:03:04,420 --> 00:03:07,360 Grubert, al, you on Ropp? 58 00:03:08,920 --> 00:03:17,520 And let's bring in our camos like so and then let's join this with these, so join them all together. 59 00:03:17,530 --> 00:03:24,220 So control Jay and now we can see how big this one needs to be, someone to grab the mole and they're 60 00:03:24,220 --> 00:03:27,010 going to come in and grab this one and want to spin it round. 61 00:03:27,010 --> 00:03:33,310 So 90, I'm going to make a little bit smaller just so it's nearly the same size as the other ones. 62 00:03:33,310 --> 00:03:36,500 And we can win and then that should be good to go. 63 00:03:36,670 --> 00:03:41,320 Now, I can see here that I'm not really happy with this one here, so I'm just going to move this one. 64 00:03:41,570 --> 00:03:42,310 I want to grab it. 65 00:03:42,310 --> 00:03:48,820 Oh, so l a g and let's just move a little bit just so it's a little bit different than I didn't really 66 00:03:48,820 --> 00:03:51,430 like the the UV map on that part of it. 67 00:03:51,700 --> 00:03:53,540 OK, so I think I'm really happy with that. 68 00:03:53,770 --> 00:03:58,210 Let's come back over to modeling and of course these are a great way to shop at the moment. 69 00:03:58,300 --> 00:04:02,040 So we need them beveled so I can control all transforms. 70 00:04:02,080 --> 00:04:02,440 Right. 71 00:04:02,470 --> 00:04:07,480 Like the origin to geometry now because on these we actually using quads you'll see though there's no 72 00:04:07,480 --> 00:04:12,480 triangles on them, we should be able to get away now with adding a bubble modifiers. 73 00:04:12,500 --> 00:04:18,250 Let's not modify a Bevell and you'll see actually they've doubled up really nice, so there's no problems 74 00:04:18,250 --> 00:04:18,670 with them. 75 00:04:18,850 --> 00:04:23,470 So let's come in and turn this down now to something like no point to them again. 76 00:04:23,470 --> 00:04:24,730 Let's have a look at what they look like. 77 00:04:24,880 --> 00:04:26,170 We do want them beveled off. 78 00:04:26,350 --> 00:04:31,630 Maybe let's bring up the segments that looks like the thing that actually looks bad like that. 79 00:04:31,850 --> 00:04:32,610 Let's have a look at this. 80 00:04:32,620 --> 00:04:34,000 Better or not, point one. 81 00:04:34,980 --> 00:04:39,660 And I'm just going to double tap there, and I think that looks really nice, so you can see really, 82 00:04:39,660 --> 00:04:44,510 really rounded as they would really weathered, like they've been out in the weather a long time. 83 00:04:44,700 --> 00:04:49,980 And, yeah, that looks really, really nice because these things, at the end of the day wouldn't be 84 00:04:49,980 --> 00:04:51,450 replaced as often as the door. 85 00:04:51,570 --> 00:04:56,520 The door would be painted, things like they would be varnished and it would just be looked after a 86 00:04:56,520 --> 00:04:58,920 lot more than the actual stone steps. 87 00:04:59,190 --> 00:04:59,600 All right. 88 00:04:59,610 --> 00:05:01,080 So I'm really happy with that. 89 00:05:01,260 --> 00:05:04,980 So what we're going to do now, we're going to check out what this actually looks like with the ARENDA. 90 00:05:05,100 --> 00:05:07,940 And we're also going to delete this actual empty. 91 00:05:07,980 --> 00:05:08,910 We don't need that anymore. 92 00:05:08,910 --> 00:05:10,710 So let's delete the empty like so. 93 00:05:10,860 --> 00:05:14,380 And now let's come and put this actually on, I think. 94 00:05:14,400 --> 00:05:15,510 Yes, it's on cycle. 95 00:05:15,510 --> 00:05:18,150 So about see what this looks like on our cycles. 96 00:05:18,150 --> 00:05:18,780 Render engine. 97 00:05:18,960 --> 00:05:23,670 And you can see at the scene, it's probably not bright enough for the moment. 98 00:05:23,670 --> 00:05:27,930 So we might need to bring Neal where you can say it's really, really coming along now and starting 99 00:05:27,930 --> 00:05:28,800 to look really nice. 100 00:05:28,920 --> 00:05:30,600 And let's try it on TV as well. 101 00:05:30,600 --> 00:05:33,630 So we'll put this onto eBay and have a look at that. 102 00:05:33,630 --> 00:05:34,940 Looks like LoDo. 103 00:05:35,430 --> 00:05:36,000 There we go. 104 00:05:36,390 --> 00:05:41,370 OK, so the one thing is, well, we might need to do is as well as brighten up the steps a little bit, 105 00:05:41,400 --> 00:05:44,900 we might just need to make this a little bit dark. 106 00:05:44,910 --> 00:05:50,070 It's probably a little bit too bright at the moment, but we'll will go in, as I say, and fix all 107 00:05:50,070 --> 00:05:51,420 that when we come to render out. 108 00:05:51,660 --> 00:05:56,470 OK, so now let's go back to our texture shader. 109 00:05:56,550 --> 00:05:57,360 Pull that back on. 110 00:05:57,420 --> 00:06:02,820 And what we need now is we need a picture of this from doll to make our actual hinges. 111 00:06:02,950 --> 00:06:07,510 So I'm going to do is I want to press one on the number pad and all I really want is just this round 112 00:06:07,520 --> 00:06:07,980 to see it. 113 00:06:08,130 --> 00:06:10,910 I don't it doesn't need to be a good picture or anything like that. 114 00:06:10,920 --> 00:06:15,210 So I'm simply just going to press out and print and just print the screen out. 115 00:06:15,300 --> 00:06:21,240 And then basically we're going to go on over now to Photoshop and get this in there and get it prepared, 116 00:06:21,240 --> 00:06:26,280 ready to actually create another SVG, this time for the hinges. 117 00:06:26,430 --> 00:06:28,190 So let's go on over now to Photoshop. 118 00:06:28,680 --> 00:06:30,180 So here we are in Photoshop. 119 00:06:30,180 --> 00:06:35,280 I'm actually going to use the same layers as what I did for Obied. 120 00:06:35,400 --> 00:06:39,270 I'm just going to turn this off and then what we do is going to hover over press control. 121 00:06:39,270 --> 00:06:41,940 They and then this is going to bring in my screenshot. 122 00:06:41,940 --> 00:06:44,070 I so now want to press control tape. 123 00:06:44,370 --> 00:06:49,410 And that is basically going to enable me then to pull this out and make it much bigger, something that 124 00:06:49,410 --> 00:06:50,340 can actually work with. 125 00:06:50,340 --> 00:06:56,380 And you can see all I'm basically trying to look for, as I say, is this roundness. 126 00:06:56,490 --> 00:07:02,820 I'm just trying to see how round it is to make my hinges actually fit into place. 127 00:07:02,820 --> 00:07:05,520 So I'm just going to make it as much as I can. 128 00:07:05,610 --> 00:07:11,850 I want to press control and the minus button on the number pad just to come out a little bit like so 129 00:07:12,630 --> 00:07:17,700 and then I'm just going to make this a little bit big and pull it up to the edges, put it more in the 130 00:07:17,700 --> 00:07:18,120 middle. 131 00:07:20,220 --> 00:07:23,460 Like, so I want to press enter then and there we go. 132 00:07:23,640 --> 00:07:28,920 That is a really good start for us to create our actual hinges. 133 00:07:29,160 --> 00:07:33,900 OK, now, so on the next lesson, what we'll do is we'll actually start to create the hinges and we'll 134 00:07:33,900 --> 00:07:40,590 make some beautiful, like, kind of tree metal or something like that, you know, going in and out 135 00:07:40,620 --> 00:07:47,580 and basically try and work around this actual leg, stainless glass window and round these edges here. 136 00:07:47,760 --> 00:07:50,700 So I hope you enjoyed that and I hope to on the next one. 137 00:07:50,880 --> 00:07:51,690 Thanks a lot, everyone. 138 00:07:51,870 --> 00:07:52,340 Bye bye.