1 00:00:10,220 --> 00:00:14,900 Welcome back, everyone, to 3D modeling the Hobbit doll scene with Blended two point nine and Adobe 2 00:00:14,900 --> 00:00:15,470 Photoshop. 3 00:00:15,710 --> 00:00:17,090 Now this way we left off. 4 00:00:17,360 --> 00:00:19,910 What we need to do now is make a start on all grass. 5 00:00:20,090 --> 00:00:23,020 So grass actually isn't that hard if you know what you're doing. 6 00:00:23,120 --> 00:00:24,410 So let's make a start on it. 7 00:00:24,620 --> 00:00:30,530 What we'll do first of all, we'll bring in a UV sphere one minute actually do is just to reset to accommodate 8 00:00:30,530 --> 00:00:37,360 a file, come to actual save in the go file again, open recent Hobbit doll, reopen it. 9 00:00:37,490 --> 00:00:43,320 What that means is then when I bring in a UV space ship, they mesh down to this. 10 00:00:43,700 --> 00:00:49,310 You'll see that these have been reset, in other words, and on 12 and 12, like we had for the bolts. 11 00:00:49,340 --> 00:00:50,480 And that's exactly the one. 12 00:00:50,630 --> 00:00:53,840 So I'm going to do now I'm going to move this across over here. 13 00:00:54,020 --> 00:00:57,230 And this is going to be the basis from actual lacross. 14 00:00:57,380 --> 00:01:02,630 I want to press top then when it comes to proportional editing, and then I'm just going to grab this 15 00:01:02,780 --> 00:01:03,870 and just pull them over. 16 00:01:03,890 --> 00:01:10,040 So make my circle bigger like so and don't be afraid to mess around and really pull that mesh out. 17 00:01:10,370 --> 00:01:14,900 This is going to be your grass and we're going to mesh this as well. 18 00:01:15,080 --> 00:01:16,880 The very easy technique to do that. 19 00:01:17,390 --> 00:01:22,520 We just want to make sure that we don't bend it too much so it doesn't end up like he can see here. 20 00:01:22,610 --> 00:01:23,930 It's a little bit broken. 21 00:01:24,110 --> 00:01:25,520 That's not actually what we want. 22 00:01:25,520 --> 00:01:29,780 So I'm just going to go back and just make sure that I'm not breaking it that much. 23 00:01:29,780 --> 00:01:34,780 So I'm going to make perhaps this a little bit bigger like. 24 00:01:34,790 --> 00:01:37,340 So let's bring it out. 25 00:01:39,130 --> 00:01:40,030 Like so. 26 00:01:41,270 --> 00:01:42,320 Like so. 27 00:01:44,780 --> 00:01:47,020 And also, we're going to displace this as well. 28 00:01:48,140 --> 00:01:51,290 Which will make it, again, a little bit easier. 29 00:01:51,680 --> 00:01:54,080 All right, so I think let's have a look. 30 00:01:54,130 --> 00:01:55,730 I think I'm happy with that for now. 31 00:01:55,820 --> 00:02:00,310 Again, we're about to change this once we've actually reimagined it as well. 32 00:02:01,340 --> 00:02:06,320 The one thing I think I'm just not sure with is this a little bit too close to the actual steps. 33 00:02:06,320 --> 00:02:09,070 So let's bring it out, something like that. 34 00:02:09,090 --> 00:02:13,310 Let's bring this just down just to make it a little bit flat. 35 00:02:13,790 --> 00:02:15,590 Press three on the number pad. 36 00:02:15,850 --> 00:02:17,240 I'm just looking at where it comes out. 37 00:02:17,250 --> 00:02:19,490 So obviously, you not going to see the ball anyway. 38 00:02:19,580 --> 00:02:21,950 So I think that should be absolutely fine. 39 00:02:22,130 --> 00:02:23,730 Now, let's bring in another sphere. 40 00:02:23,750 --> 00:02:26,090 So shift a UV sphere. 41 00:02:26,340 --> 00:02:29,990 Let's move it across to this side. 42 00:02:30,120 --> 00:02:35,540 I think actually bear splitting it from this one so that when I use a portion that it's in, well, 43 00:02:36,140 --> 00:02:37,030 a different techniques. 44 00:02:37,040 --> 00:02:42,410 Let's bring it down to friends, place personal and it's known and just click connected only. 45 00:02:42,410 --> 00:02:45,440 And then I'm not going to interact with this one at the same time. 46 00:02:45,680 --> 00:02:54,110 So now let's start squishing this one round as well as play out a little bit so they all pull it out. 47 00:02:54,320 --> 00:02:57,920 That's where it's going to go and bend in a little bit. 48 00:03:01,140 --> 00:03:04,020 So and then I just want to make sure this Spetz. 49 00:03:05,030 --> 00:03:08,390 Housefly know a little bit like Mount. 50 00:03:09,400 --> 00:03:11,890 All right, so that's OK, that should be a good start. 51 00:03:12,040 --> 00:03:13,720 Now, what we need to do is we need to press top. 52 00:03:14,080 --> 00:03:20,230 Let's come over now to our little triangle and what you'll say is one that's called a rematch. 53 00:03:20,440 --> 00:03:21,310 Click the open. 54 00:03:21,520 --> 00:03:27,550 What are you going to do is you're going to click on Quad's, click on Quadri Flow, Ramesh Cherno, 55 00:03:27,700 --> 00:03:31,840 use paint symmetry and let's put it on something like two thousand. 56 00:03:31,840 --> 00:03:32,830 We don't want to that high. 57 00:03:32,860 --> 00:03:34,870 So two thousand should be absolutely fine. 58 00:03:35,020 --> 00:03:39,640 And they said this is a number of faces that you're going to end up with when you've actually rematch 59 00:03:39,640 --> 00:03:40,600 this next thing. 60 00:03:40,610 --> 00:03:44,410 Well, once the results come in, I want to click, OK, now it's going to think about who's going to 61 00:03:44,410 --> 00:03:46,540 take a little bit of time and now it's finished. 62 00:03:46,540 --> 00:03:50,680 If I press top, you can see now we've got a really, really nice base to actually work with. 63 00:03:50,830 --> 00:03:55,060 And this is the point where you want to be pulling these bits out that you have to wave. 64 00:03:55,060 --> 00:04:00,190 So like here, for instance, a press G to just pull it out just so. 65 00:04:02,050 --> 00:04:04,690 It's in front of that door and you love the grass growing up. 66 00:04:04,710 --> 00:04:05,870 I'm not saying that one. 67 00:04:05,910 --> 00:04:10,300 And again, with this one, I'm just refining it now, as you can see. 68 00:04:12,020 --> 00:04:13,110 Pull it out here. 69 00:04:14,030 --> 00:04:19,610 And again, we can pull this out to his heart's desire once we've actually got all grass in place now 70 00:04:19,610 --> 00:04:21,220 we've got two things left to do. 71 00:04:21,230 --> 00:04:23,530 So the first is we need to unwrap it. 72 00:04:23,660 --> 00:04:24,800 So I'm going to grab them both. 73 00:04:25,070 --> 00:04:28,040 I want to press you and this time I'm going to press smart. 74 00:04:28,040 --> 00:04:28,940 You've project. 75 00:04:29,060 --> 00:04:34,280 And the reason for that is when you use this, it actually splits of the mesh and breaks it up for you. 76 00:04:34,310 --> 00:04:37,670 So if I click the song, click, OK, come over to you. 77 00:04:37,670 --> 00:04:44,120 The editing, you'll see now that we've unwrapped it and it's basically broken the mole press dot on 78 00:04:44,120 --> 00:04:45,440 the number pad to go to it. 79 00:04:45,440 --> 00:04:46,100 Can't find it. 80 00:04:46,100 --> 00:04:48,080 Press the questionmark and there we go. 81 00:04:48,350 --> 00:04:52,760 So what it's done in this space and not to Malcolm, he seems very far away, are actually on wrapping 82 00:04:52,760 --> 00:04:57,380 it, but it does break you up and it should only be used in circumstances like this. 83 00:04:57,380 --> 00:04:58,560 It shouldn't be used all the time. 84 00:04:59,060 --> 00:05:00,620 Now, all I want to do is want to grab them. 85 00:05:00,890 --> 00:05:06,770 I want to really bring them out without proportion, let it's in on because I know how my grass is going 86 00:05:06,770 --> 00:05:07,380 to fit this. 87 00:05:07,670 --> 00:05:08,550 So there we go. 88 00:05:08,570 --> 00:05:10,370 Now let's bring in the material. 89 00:05:10,400 --> 00:05:13,850 So plus new let's call it Gruss. 90 00:05:16,010 --> 00:05:18,230 Let's come over now to Qadim panel. 91 00:05:18,590 --> 00:05:22,520 And all I want to do is bring in one actual gross material. 92 00:05:22,520 --> 00:05:29,780 So I think of a press control shifty and I'll go to my texture's you'll see one that says grass bring 93 00:05:29,800 --> 00:05:33,890 in and sometimes it won't bring in light says no matching images found. 94 00:05:33,980 --> 00:05:40,150 And that is basically because that grass hasn't got a name on the end of it, same colour. 95 00:05:40,160 --> 00:05:45,350 So they shouldn't know if it says colour on the N, normal on the end, ambient occlusion on the end, 96 00:05:45,530 --> 00:05:46,510 blender will pick you up. 97 00:05:46,730 --> 00:05:50,440 So that's a good tip in case you can't actually bring in an actual texture. 98 00:05:50,570 --> 00:05:53,860 So we'll do now is we'll go to the file and we'll bring in the old fashioned way. 99 00:05:54,380 --> 00:05:55,820 So here is all grass. 100 00:05:55,850 --> 00:06:00,800 So I'm going to do is I'm basically going to just left click drag and just drop it in place and they'll 101 00:06:00,800 --> 00:06:02,210 say actually drops in now. 102 00:06:02,400 --> 00:06:08,930 Now all I need to do is just pull the colour over and drop it into the base colour of the actual grass. 103 00:06:09,080 --> 00:06:10,780 Now, let's go back to our modelling. 104 00:06:10,790 --> 00:06:12,920 I don't need to mess around with anything else on here. 105 00:06:12,930 --> 00:06:13,910 So back to Modlin. 106 00:06:15,040 --> 00:06:16,410 Press the top on top the. 107 00:06:16,690 --> 00:06:19,960 And then you go, you can see our grass is looking really, really nice. 108 00:06:20,650 --> 00:06:25,830 And the thing is why it doesn't really matter about this being home wrapped or anything like that. 109 00:06:25,840 --> 00:06:31,570 As you'll see when I actually bring in the grass, the grass colors and things like just based on the 110 00:06:31,570 --> 00:06:32,940 colors of your textures. 111 00:06:32,940 --> 00:06:38,080 So the one thing I want to do is just shade it so smooth, so smooth, and you'll see like the little 112 00:06:38,080 --> 00:06:44,520 white bits in here, the little dark bits in here will actually come through on to the actual grass 113 00:06:44,530 --> 00:06:47,290 when we use the political system. 114 00:06:47,800 --> 00:06:52,020 But before that happens, we need to make this grass mounts a little bit lumpy. 115 00:06:52,030 --> 00:06:56,950 So let's come over to SPONER modifiers again and modify it. 116 00:06:56,950 --> 00:07:01,540 And this time we're going to bring into this place, you know, just get really far column down now 117 00:07:01,540 --> 00:07:03,210 to the actual texture. 118 00:07:03,280 --> 00:07:08,320 And basically you're deciding now what actual kind of noise texture you're going to put on this. 119 00:07:08,320 --> 00:07:11,440 So let's come to new click on that click down. 120 00:07:11,500 --> 00:07:14,320 And the one we are going to pick is going to be clouds. 121 00:07:14,320 --> 00:07:17,790 So let's pick clouds and you can see already looking really funky. 122 00:07:17,950 --> 00:07:21,510 Now let's come in and basically mess around with this here. 123 00:07:21,670 --> 00:07:25,740 So what we need to do is you need to turn this and I'm going to print one point eighty six. 124 00:07:25,930 --> 00:07:31,330 And now you can say that we've got some real lumpiness for grass really, really easily, perhaps a 125 00:07:31,330 --> 00:07:32,470 little bit too lumpy. 126 00:07:32,500 --> 00:07:37,180 So we need to do now is come over back to our spine and now we can mess around with the displacement. 127 00:07:38,320 --> 00:07:42,820 So I'm going to do is I'm going to send the strength down to nought point four to zero. 128 00:07:42,940 --> 00:07:48,130 And I can say it's still lumpy, but it's a lot smoother, like grass mounds would actually be. 129 00:07:48,220 --> 00:07:52,060 And I'm going to put this on nought point one to two and there we go. 130 00:07:52,180 --> 00:07:52,630 All right. 131 00:07:52,630 --> 00:07:53,790 So I'm really happy with that. 132 00:07:53,950 --> 00:07:59,080 So this is going to be a short lesson, because on the next lesson, I want to actually start bringing 133 00:07:59,080 --> 00:08:01,770 in the actual political systems and our graphs. 134 00:08:01,900 --> 00:08:03,160 So I hope you enjoyed that. 135 00:08:03,220 --> 00:08:06,430 And I'm sure you can enjoy the next lesson, say, on the next one, everyone. 136 00:08:06,430 --> 00:08:07,510 Thanks, Lullabye.