1 00:00:09,890 --> 00:00:10,770 Welcome back, everyone. 2 00:00:10,790 --> 00:00:14,720 So here we find ourselves back in Blender, and what we're going to do is we're going to do exactly 3 00:00:14,720 --> 00:00:15,840 kind of what we did before. 4 00:00:15,980 --> 00:00:21,770 The one thing I would say is you could make new collection to impulse in and it might make you a little 5 00:00:21,770 --> 00:00:23,210 bit cleaner so you can see what you're doing. 6 00:00:23,450 --> 00:00:26,990 I think for myself, I'm just going to leave it near the one thing. 7 00:00:26,990 --> 00:00:30,670 Amanda is just solid and that just enables me to see a little bit better. 8 00:00:30,860 --> 00:00:36,950 So all we do is to file come down to Interpol, I'm going to EMPL and Fiji, and then I'm just going 9 00:00:36,950 --> 00:00:38,880 to find the SFG that we've created. 10 00:00:38,900 --> 00:00:42,380 So I want to go, OK, I'm going to look and that's Fijis here. 11 00:00:42,530 --> 00:00:44,700 And then the henges is this one here. 12 00:00:45,110 --> 00:00:46,910 Now, as I said, you won't see anything. 13 00:00:46,910 --> 00:00:49,730 So I'm just going to hide the step, hide the door. 14 00:00:49,850 --> 00:00:52,010 And now I can actually see my hinge. 15 00:00:52,130 --> 00:00:53,210 So I'm going to move it out. 16 00:00:53,300 --> 00:00:54,470 I'm going to spin it round. 17 00:00:54,590 --> 00:01:01,010 And the one thing about the CGS and before you start is you'll notice again that if I pull it out, 18 00:01:01,010 --> 00:01:02,840 the actual orientation is set here. 19 00:01:02,960 --> 00:01:05,900 So let's right click the origin to geometry. 20 00:01:05,900 --> 00:01:06,700 Let's put it in the middle. 21 00:01:06,860 --> 00:01:09,800 Let's bring it out like so and I'm going to spin it round. 22 00:01:09,800 --> 00:01:17,180 So all X 90 and it should if I press one foot really, really nicely as I bring it out. 23 00:01:17,180 --> 00:01:21,130 So let's bring it out a little bit more now and look where this comes up to. 24 00:01:21,130 --> 00:01:24,440 So I'm going to pull it up to here and I think that's a little bit too much. 25 00:01:24,440 --> 00:01:26,090 I want to make a little bit smaller. 26 00:01:27,180 --> 00:01:31,500 Well, let's find where we actually want it, and you can use your reference as well to check out to 27 00:01:31,500 --> 00:01:32,790 see where exactly it was. 28 00:01:32,940 --> 00:01:36,300 And now let's to bring the doll back and there we go. 29 00:01:36,420 --> 00:01:37,980 And that's looking really, really nice. 30 00:01:38,190 --> 00:01:38,600 All right. 31 00:01:38,610 --> 00:01:42,660 So we're going to do what we did before, because if we press stop now, we can say are a lot of dots 32 00:01:42,660 --> 00:01:43,130 on here. 33 00:01:43,650 --> 00:01:44,730 We don't really want that. 34 00:01:46,410 --> 00:01:52,110 So let's come over once more to the top and we're going to put it on days like so, and I'm going to 35 00:01:52,110 --> 00:01:58,040 come up to and then we're going to press top come on, object, come down, convert Meche from code 36 00:01:58,170 --> 00:01:59,040 and there we go. 37 00:01:59,670 --> 00:02:05,900 Now, if I grab just my hinge, press a let's have a look. 38 00:02:05,910 --> 00:02:07,800 How many votes is there are. 39 00:02:07,800 --> 00:02:09,600 And you can see there's a hell of a lot. 40 00:02:09,780 --> 00:02:14,660 So now let's press delete, come down limits and dissolve and now let's build this in. 41 00:02:14,670 --> 00:02:17,580 So I'll fill in and there we go. 42 00:02:17,880 --> 00:02:23,310 Next, what we'll do is we'll come to select right click and Monkseaton next. 43 00:02:23,310 --> 00:02:27,540 What we'll do is fill in all these faces now so we'll press, alter and fill them all in. 44 00:02:27,870 --> 00:02:30,690 Now we'll be able to face right click. 45 00:02:30,690 --> 00:02:34,680 Come down, triangulate faces right click come down. 46 00:02:34,680 --> 00:02:36,680 Tries to Quad's and there we go. 47 00:02:36,960 --> 00:02:37,560 All right. 48 00:02:37,560 --> 00:02:40,500 So let's now pull it out to the thickness that we want it. 49 00:02:40,500 --> 00:02:46,020 So I'm simply going to press e pull it out like so now one Wednesday is going to press the on. 50 00:02:46,110 --> 00:02:47,550 I'm going to pull it into place. 51 00:02:48,480 --> 00:02:53,700 Just so it's actually leaning on the door, so let's pull it out a little bit, a little bit too far 52 00:02:53,700 --> 00:02:57,040 in there and look how thick it actually is. 53 00:02:57,090 --> 00:02:59,670 It might be too thick or you might be happy with it. 54 00:02:59,790 --> 00:03:03,610 I think I'm actually happy with our that's actually looking. 55 00:03:03,630 --> 00:03:06,720 I think it's maybe some slope. 56 00:03:07,380 --> 00:03:07,780 All right. 57 00:03:07,790 --> 00:03:09,150 I think that'll do for now. 58 00:03:09,270 --> 00:03:12,870 One thing we'll do is a come over material and just minus the oil. 59 00:03:12,990 --> 00:03:14,700 And then I can really, really see what I'm doing. 60 00:03:14,820 --> 00:03:21,990 And then when we're doing the right shades, move and then come over to my triangle like not so smooth. 61 00:03:22,530 --> 00:03:23,080 There we go. 62 00:03:23,520 --> 00:03:26,180 Now, what we need to do is we need to actually unwrap these. 63 00:03:26,190 --> 00:03:28,850 So I'm going to isolate out with a question mark. 64 00:03:28,980 --> 00:03:29,730 I'm going to come in. 65 00:03:29,910 --> 00:03:31,970 I know that I've got the top on the bottom. 66 00:03:31,980 --> 00:03:32,940 They will be isolated. 67 00:03:32,940 --> 00:03:33,660 Absolutely fine. 68 00:03:33,780 --> 00:03:37,980 What I want to do is now I want to make a seam so that we haven't got infinite loops going all around 69 00:03:37,980 --> 00:03:38,220 here. 70 00:03:38,390 --> 00:03:42,330 This place, again, to do it is in the corners where nobody can really see it join in. 71 00:03:42,480 --> 00:03:43,910 So you've got that corner there. 72 00:03:43,920 --> 00:03:45,260 Do you really need this corner here? 73 00:03:45,270 --> 00:03:46,170 I don't think so. 74 00:03:47,170 --> 00:03:51,940 But let's put one in here and then let's just work our way round one here. 75 00:03:51,970 --> 00:03:55,870 For instance, we could have one in there, but I don't think it's needed because it's such a small 76 00:03:55,870 --> 00:04:00,110 piece of mesh from there to there that you're probably better off just using these parts here. 77 00:04:00,520 --> 00:04:03,120 So let's come in and we'll come to here. 78 00:04:04,560 --> 00:04:06,360 And then I'll go round to. 79 00:04:07,430 --> 00:04:11,900 On this problem here, because this is going to be hidden by our hinge and then it's going to go all 80 00:04:11,900 --> 00:04:12,770 the way around. 81 00:04:13,860 --> 00:04:20,200 To this point here and probably this point here like so. 82 00:04:20,760 --> 00:04:21,960 All right, so that looks fine. 83 00:04:21,960 --> 00:04:22,410 So right. 84 00:04:22,410 --> 00:04:23,870 Click on Monkseaton. 85 00:04:24,200 --> 00:04:25,290 Now let's do the Bowmont. 86 00:04:25,470 --> 00:04:33,900 So we're definitely going to need one in here, one in here, and we'll bring it up to here and then 87 00:04:33,900 --> 00:04:37,380 I'll bring this to here and let's work all the way along. 88 00:04:38,420 --> 00:04:40,430 Underneath here and. 89 00:04:41,550 --> 00:04:43,740 Underneath you, right, click Moxey. 90 00:04:44,040 --> 00:04:51,420 All right, let's see what these on Rattly then, so grab them all with a uveitis saying let's isolate 91 00:04:51,420 --> 00:04:51,710 them out. 92 00:04:51,720 --> 00:04:54,180 So questionmark, let's press you on. 93 00:04:55,880 --> 00:05:00,320 There we go and we can see that everything straight and they look like they've unwrapped really, really 94 00:05:00,320 --> 00:05:00,810 nicely. 95 00:05:01,190 --> 00:05:07,280 OK, so the next thing I want to do then is basically bring in my material to put on these. 96 00:05:07,280 --> 00:05:09,020 So we'll go back to modeling for that. 97 00:05:09,050 --> 00:05:14,320 Now we're going to wrap them and we can come in and change my gloves if they're actually not big enough 98 00:05:14,330 --> 00:05:14,960 or small enough. 99 00:05:15,260 --> 00:05:18,810 So now let's head on over to the materials top and let's bring in material. 100 00:05:18,950 --> 00:05:22,690 Now, with the hinges, I've actually gave you two materials that you can use. 101 00:05:22,760 --> 00:05:24,800 We are going to use the actual metal. 102 00:05:24,960 --> 00:05:27,910 There's also a bronze on there as well, which you might like. 103 00:05:27,920 --> 00:05:30,070 There just be a way to use the bronze one. 104 00:05:30,200 --> 00:05:35,300 Just make sure that you the islands are actually expanded just that little bit bigger to make them fit. 105 00:05:35,300 --> 00:05:35,620 Fine. 106 00:05:35,810 --> 00:05:45,650 OK, so let's come over to plus new and we're just going to call this dark metal, then come over to 107 00:05:45,650 --> 00:05:46,160 Chaiten. 108 00:05:46,670 --> 00:05:48,770 I'm going to come to my principles. 109 00:05:48,770 --> 00:05:52,250 I'm going to zoom out a little bit, click on my principled control, shifty. 110 00:05:52,430 --> 00:05:58,000 And now let's go to our actual textures and you'll see the walnuts, black metal here. 111 00:05:58,010 --> 00:05:59,630 And this is the bronze one I'm talking about. 112 00:05:59,750 --> 00:06:02,950 Let's double click the black metal shift like the top one shift. 113 00:06:02,950 --> 00:06:06,440 Click the button, one click on the principled and that will bring them in. 114 00:06:06,620 --> 00:06:08,440 Now, we do need to do some alterations. 115 00:06:08,440 --> 00:06:10,820 So these you'll see when they come in, they're not quite right. 116 00:06:10,970 --> 00:06:14,180 We can actually put this as well onto our cycles. 117 00:06:14,180 --> 00:06:15,470 Let's see if it's on cycles. 118 00:06:15,470 --> 00:06:16,740 I think it's actually on Evarts. 119 00:06:16,770 --> 00:06:18,800 Let's come over and put it on cycles. 120 00:06:18,990 --> 00:06:25,370 The reason why one's cycles is the do look slightly different based on which actual renderer you're 121 00:06:25,370 --> 00:06:26,120 actually using. 122 00:06:26,210 --> 00:06:29,090 And in the end, I actually want to use the cycles renderer engine. 123 00:06:29,120 --> 00:06:33,290 As I say, I think it's a little bit bad for something like this. 124 00:06:33,290 --> 00:06:35,900 Then that's not to say it's not good or anything like that. 125 00:06:35,900 --> 00:06:36,680 It really is. 126 00:06:36,800 --> 00:06:39,680 Well, I know that from past students. 127 00:06:39,680 --> 00:06:41,240 Some of them want it in cycles. 128 00:06:41,240 --> 00:06:42,470 Some of them won't say anything. 129 00:06:42,590 --> 00:06:45,980 So this time we're going to focus actually on cycles. 130 00:06:45,980 --> 00:06:50,780 And as I say, just put this on eBay and work on this based on the Virender. 131 00:06:50,930 --> 00:06:53,510 So let's put this on cycles now and then. 132 00:06:53,510 --> 00:06:58,850 What I'm going to do is I'm going to stop the AI so you can see now can actually work on this without 133 00:06:58,850 --> 00:07:00,680 actually being highlighted, which is great. 134 00:07:00,770 --> 00:07:03,410 And then the first thing I'm going to do is bring in a gamma. 135 00:07:03,590 --> 00:07:09,320 So I'm going to shift a surge gamma, bring that and drop it in. 136 00:07:09,350 --> 00:07:13,640 I'm going to put this on nought point six like so. 137 00:07:13,730 --> 00:07:19,100 And then I'm going to do is I'm going to unplug the metal and I'm going to unplug the roughness. 138 00:07:19,610 --> 00:07:23,330 I want to set the metal all the way up to one and then the roughness. 139 00:07:23,330 --> 00:07:25,610 I'm going to put nought point nine, something like that. 140 00:07:25,610 --> 00:07:28,640 So let's nought point nine like so. 141 00:07:28,730 --> 00:07:31,070 And now you can see it really actually blends in. 142 00:07:31,070 --> 00:07:35,360 If I zoom out here, you can see actually really, really fits the scene really nicely. 143 00:07:35,450 --> 00:07:40,610 And now you can see that we did with it flowing around the actual window and things like that looks 144 00:07:40,610 --> 00:07:41,210 really nice. 145 00:07:41,330 --> 00:07:46,340 Now, the one thing, as I said, I would probably do, and this is I would probably come in and make 146 00:07:46,340 --> 00:07:49,660 these this window a little bit darker. 147 00:07:49,760 --> 00:07:54,650 And as I say, we're going to work on that as we get further on into actual rendering. 148 00:07:54,800 --> 00:07:57,730 So, again, if you want to bring your bronze in now, bring that in. 149 00:07:58,100 --> 00:08:02,630 Now, the last thing I want to do while I'm here is I want to come to my actual stone. 150 00:08:02,630 --> 00:08:06,920 So when you click on my stone, I'm going to come down to where it says my strength of mine. 151 00:08:06,920 --> 00:08:07,490 No, Momma. 152 00:08:07,580 --> 00:08:08,750 And you'll notice the pattern is. 153 00:08:08,750 --> 00:08:12,050 So it really, really brings this out a lot. 154 00:08:12,380 --> 00:08:17,540 Now, I don't want to on anything, mother, but I do want to hire than where it was on, which is one. 155 00:08:17,540 --> 00:08:21,650 So I'm going to bring you up slightly just to make a little bit bold bone pate. 156 00:08:21,740 --> 00:08:23,530 I'm really bring out that muscle a little bit. 157 00:08:23,540 --> 00:08:28,790 You can see now it's really starting to stick out a little bit and it looks a lot, lot better, especially 158 00:08:28,790 --> 00:08:30,240 when we start to get aggressive. 159 00:08:30,440 --> 00:08:30,860 All right. 160 00:08:30,860 --> 00:08:36,230 So now let's put it back onto texture and let's go back to Modlin. 161 00:08:37,330 --> 00:08:41,470 And then what we'll do is we'll press the question mark to bring everything back, put it back on Texture's 162 00:08:41,560 --> 00:08:43,130 and you should end up with something like that. 163 00:08:43,300 --> 00:08:47,740 So on the next lesson, what we'll do is we'll bring in some Boltz, we'll bring in our henges, and 164 00:08:47,740 --> 00:08:50,650 then we can make a start on our actual gross. 165 00:08:50,860 --> 00:08:51,540 OK, everyone. 166 00:08:51,550 --> 00:08:52,540 So I hope you enjoyed that. 167 00:08:52,540 --> 00:08:53,620 And I'll see you in the next one. 168 00:08:53,650 --> 00:08:54,200 Thanks a lot. 169 00:08:54,250 --> 00:08:54,700 Bye bye.