Beginner Exercises | Part 2 | Blender 2.8

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hello and welcome to gamut media I'm grant Abbott and today we're on to level 2 off get good at blender so these are exercises to help you understand the techniques that go into 3d modeling and they're meant to be incremental so the ones before this should be slightly easier the ones after this will be harder you can find all this list in the playlist in the description along with other free courses as well as links to my website in the description and where possible I keep all my courses free so a particular thank you to all those that watch the adverts because that helps me to keep these courses free so as usual I'll be showing you the shape have a go at it and then I'll show you how I made it afterwards and I may give you a hint so here's the first one a fairly simple shape your hint is the inset tool have a go at that ok so hopefully this one didn't catch you out it's meant as a slight introduction to this level so I press shift right click to move my cursor into position and shift a to add a cube so shift a to add and then cube so my cube appears inserted into my ground plane and I've set up already you can set your own ground plane up if you like with shift a add and then plane and just scale it up so I know that this cube is too blender units which is actually 2 meters and you can find that out in the scene data just here so scene properties units and we're using metric little extra tip for you there but also you can press n on your keyboard and go to item and you've got the item properties here so I know that this is 2 meters by 2 meters by 2 meters so I know that this is inserted into the ground 1 meter because it's directly in the middle so I can press G said then one and move it exactly above the floor so it's touching the floor perfectly a few small hints there hopefully they're helpful to you ok I'll press full stop on my num pad or period key on the numpad if you're in America and that will zoom into my object and then into edit mode with tab you can also go into edit mode up here with face mode selected you can press a3 or press face mode up here I can select that top face and press I to inset so I to inset will create this tool and it will only go inwards and it should be uniform so all these faces should be the same size then I can press e to extrude ampulla downwards I too inset and pull it inwards and e to extrude to pull it upwards it's surprising how often that catches beginners out understanding how to create these sort of crevices there are different ways of doing it as well but I find this is the easiest okay so hopefully you're comfortable with that let's go on to level two okay so here is level two basically a wheel and my tip for this one is do remember to mirror have a go that okay so that shouldn't be too complicated for you but you may have got caught out with the mirror and I'll show you why so let's shift right click over here shift a to add and this time it's a cylinder I'll just scale it in the said axis to around there and grab it in the Zed and move it above my plane now the difficulty comes when we rotate it so our and then we know it's the x-axis because that's the red line across the middle so our X 90 that will rotate it in the x-axis 90 degrees so our x and 90 and let's grab it and move it above the plane now I normally use the auto mirror tool and that's really handy but I'm going to do it in a really basic way just so everybody understands what we're doing so into edit mode ctrl R to do a loop cut so ctrl R and then double left-click to set it in the center now if I go into wireframe with 0 my keyboard and go to wireframe let's go to the side view as well with three on my numpad and I'm going to select these faces over here so I need to be in face mode which is 3 or you can press face mode up here and I can box select half of my shape then I can press delete faces ok so I've got half a shape and my pivot point is in the center and notice I call it a pivot point that's what many other programs call it in blender is called the object center and that's where we're going to mirror around so if I press the mirror command here so if I go to my modifiers here and then add modifier mirror modifier now I've added a mirror modifier but nothing's happening and this is where we've got to look in the axis section here and it's mirroring in the x-axis so if I select all my shape grab it in the X you can see that there is actually a mirror there and you can see it is mirroring I'm going to right click to cancel any movement there so let's change the axis to the axis so I'll uncheck the X and tick the Y and it's still not showing I'll press G to grab and you can see it is mirroring but it seems to be mirroring in the z axis so this is all very confusing I'll right click so it goes back to where it was let's try the z axis and that one let's just go to solid mode is working nicely so have a think for a moment why that might be happening I'll just untick the wire as well now if I press n on my keyboard and go to item again and back into object mode we can see that there is an X rotation so the local access to this the local z-axis is still going that way if I put my movement gizmos on and that shows the global orientation so obviously the z-axis is going straight up like that but if I change this to local you can see it's local that the z axis is going across this way and that can be very confusing for people because this is using the local axis we can actually reset our location if I'm in object mode so I'm already in object mode and press ctrl-a I can apply the rotation now you can see the mirrors gone funny again and the local is saying blue is up which is the z-axis I'll change this back to global now and I'll go back to my normal select box and I'm going to change this to the y axis so it's mirroring on the y axis now which is going across this way which we can see from our Cartesian coordinates up there ok so hopefully that wasn't too long-winded for you now we can go into our shape and do similar things so ctrl R here to set a new cut and three to go to face mode and alt left click on one of the lines coming across to select this face loop so I'll out left click on one of those lines to select all those and scale them up and that creates that sort of curve you could go further and go to edge mode with to select that inner edge loop and scale that up as well with s and you've got more of a curve and finally we got that inset here so interface mode with three select that face and eye to inset now something strange is happening remember I said about the inset tool being uniform well that does depend on the object scale so let's go back into object mode and look at our item again and you can see I've changed the scale so I need to reset the scale in order for that inset to work properly I'll just undo what I've done and go back into object mode control a and set the scale back into edit mode and I to inset and you can see it's in setting uniformly or how it expected then I can press e to extrude and put it in okay so there was a few things to catch you out there but the most important thing to remember is for things to work properly it's a good idea to set your rotation and set your scale then your modifiers and your tools won't do unusual things if in doubt go to object mode and make sure your scale is set to one and your rotation is set to zero okay so there was a fair bit to catch you out there if that was difficult for you then try and have another go from the start to really embed those ideas anyway onto level 3 so here's level 3 your hint is use the bevel command but I have started with a sphere don't worry if that's confusing just have a go at the shape anyway okay so let's bring our cursor to the side again shift right click shift data add and let's add a UV sphere I'll press G's ed 1 so grab in the z-axis 1 and in this case 1 meter and press Enter let's go into edit mode and I want to extrude this top section here so let's press alt a to deselect everything make sure I'm in face mode 3 on my keyboard and C to circle selectors probably the easiest way and then I can just paint the selection so C to circle select with circle select the tools are down the bottom here but left-click to select as you can see there middle click to delete any selection and right click to come out of circle select mode at this point I can go to side view and extrude upwards to about there now I've got this problem at the top that they're not all flat and I need them to be flat so it's a bit easier to control an easy way to align all these faces so they're flat in the z axis is scale Z 0 and it flattens them all out and takes the medium point so you can see this outer edge loop went up slightly and these inner faces went downwards now there's a couple of ways we can do the top the quickest way but slightly confusing to some is to press E for extrude scale it out and that looks a bit odd that's what catches a few people out and then e to extrude again and fill it upwards I'll undo that because there's another way I can just eat extrude upwards and then whilst in face mode select his face loop by selecting an edge going across then e to extrude scale it but you can see it scaling upwards as well we want to press shift said to stop it scaling in the said axis so shift said or shift which ever axis you don't want to scale in in this case and about there lastly let's select that edge loop going across there and scale it in words and then interface mode again see to circle select so we can select this group of faces here right click to come out of that mode and e to extrude downwards now why I've said the bevel command is you can see this has a slightly tapered or smooth transition into the neck of this bottle or potion bottle perhaps so let's go into edge mode with two alt left click on that edge loop and control B and then we got that nice smooth transition and we can use the wheel if we want to make it even smoother and there we go okay hopefully you're keeping up let's try level four okay so this looks like a bit of a monstrosity now I want you to try and do this without using the mirror and your tip is extrude individual if you're not sure how to get there instead of pressing e to extrude try alt e to extrude okay so hopefully that wasn't too confusing shift right click to move my cursor across this point and shift a to add a cube G Zed one grabbing the side axis one and it's perfectly on top of my plane so let's do this top section first into edit mode 3 to select face mode and select that top face eye to inset and it's doing it a nice and uniformly because my scale is set to 1 and around there e to extrude to pull it down I to insert again e to extrude to pull it up now obviously I want to insert again but I'm going to show you that you can press E then S which is the same as the insect that you can pull it out words as well but there's a then s is the same as inset but you can go beyond the boundaries eater extrude I to insert e to extrude okay so we got that weird thing in the middle there now I've got to try and extrude each of these out and that's why I'm saying extrude individual so still in face mode which is three on your keyboard you can alt left click on one of these edges going across here to select that face loop across there now if I press E now it extrudes them all together so I'm going to undo that but if I press alt e I get this menu and I can extrude individual faces and now when I move my mouse it will extrude out those faces individually so I can get to that point nice and easily so alt e a useful command let's select these top faces now and press I and we got an inset now to bear in mind you do have controls down the bottom left here so if I bring up this hidden panel you've got lots of options here and sometimes that can help you out they're not necessary in this case but bear that in mind for future episodes lastly e to extrude and pull all those down okay so there we have it hopefully this wasn't too big a jump do let me know in the comments below how you're getting on lots of people said they're too easy but this is meant to be for beginners so you can wait further later levels thanks for watching and I'll see you next time
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Channel: Grant Abbitt
Views: 100,325
Rating: undefined out of 5
Keywords: understand, texture, paint, learn, blender, tutorials, 3d, art, graphics, game, material, guide, easy, painting, how to, shader, shader editor, baking, normal maps, texture baking, texture maps, cavity, ambient occlusion, low poly, blender 2.8, blender tutorial, blender 3d, 3d modeling, simple, exercise, create, model, beginner, starting out, grant abbitt, grant abbit, blender beginner, blender (software)
Id: 51SdWI-yof4
Channel Id: undefined
Length: 12min 35sec (755 seconds)
Published: Tue Jan 14 2020
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