Blender Day 6- Modeling Aircraft - Introduction to Blender/ Beginners Series

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[Music] hi welcome back to the final chapter of blender introduction series so far we have been discussing the very basics of blender like interface modeling texturing lighting and now that we have covered all the basics let's make a complete 3d model which is going to be a very cartoony looking aircraft something like this okay and we are going to model this one and shade this model and maybe make a very little small loop of animation just to understand how the keyframes work in blender and since it's going to be a very long chapter i i will be dividing this into two parts so today we are going to just model this one and give it very basic shaders which is going to look something like this okay so without any further ado let's uh download all the references for the background which are blueprints and i have roughly uh sketched it out for you guys and it's not a perfect one but can be used for this chapter so link is in the description let's get started alright guys so i'll just uh get rid of these objects in the new file and let's import our background references for the model so from the add menu shift a add menu and import image and reference okay so for the front view we'll import uh this front angle and place this in center with rg all right and we go to the side view and bring in another image reference plane side and place this in center all right and let's go to the top view and bring in one more image for the top view and reset the position to center okay there is bit of a mismatch so i'll just make sure that all the lines are aligned together something like this sorry okay now let's go to the object data properties and enable the alpha for all the three panels sorry use alpha 0.3 0.3 and 0.3 all right and we don't want to see these in perspective so just disable the perspective for all three images so that we can only see them in orthographic view all right and let's rename this as a reference images and enable the selectable filter from the outliner and disable the selectable so that we don't uh misplace it or move it by mistake all right okay one more thing i'll just select all these and move these right above the grid something here something over here okay so i'll make a new collection over here and name this one as plain and let's bring in one circle from the add menu from the pop-up over here i'll align this to view and give this uh yeah give this 16 vertices and place it in the center and now let's just align this one and sorry i'll change this to bounding box and place it in the front view some somewhere over here okay so i'll start uh tracing this form for the main body okay so let's get uh the form of the main body as close as possible so i'll place the front circle over here the first one somewhere over here all right now let's go to the edit mode and extrude this in y direction and place it somewhere over here all right scale this up like i said uh get the overall volume of the main body first we'll work on the details later okay one more extrusion and move it over here and get the last part i'll add one more low cut over here with ctrl r scale this up like this move this down so that we have a little more roundness over here all right now i can either add more loop cuts over here and here or i can simply press ctrl b and bevel this one something like this all right i disable the grid and xs so that we have clear view over here one loop cut over here scale it up move this in y direction so there is no uh particular rule or anything that uh how many segments you need uh just uh add enough so that you get the overall volume right and uh keep the distribution um equal like all the mesh the mesh should be clean and equally distributed and uh don't add too many polygons keep it uh simple as possible all right add one more extrusion and scale it down to close this part something like this okay now over here we can shift this line in somewhere over here and add one more loop cut over here i'll extrude this in y direction and scale this down for the front part and there is a little bit of roundness in this area so i can add one blue cut over here and scale this up so that when we apply subdivision this area will look round all right now we need a few polygons over here for to make holes for these things and so i'll add one loop cut over here and one over here all right yeah over here okay now i'll shade this one smooth okay so overall form looks fine i think we need some more roundness over here so for that i can just grab the center edge and scale it up a bit something like this maybe disable the proportionate editing and uh we don't need it much so let's see let's add a subdivision surface over here to see if there are any distortions in the mesh it's a very simple form uh nothing uh complicated going on here so feel free to uh explore and try out uh different things if you want all right let's disable the modifier and scale this up more now i'll make a duplicate of this just in case if i uh mess up the form a bit uh just just for the backup so so we need one one hole over here one hole over here and one over here all right yeah so uh we need uh instead of one loop over here we need uh two loops one here and one here to make holes okay now for that what i'll do is i'll just dissolve this edge and bring in two loop cuts okay like this and shift these up to match the roundness okay now i need to uh distribute on these loops or better so what i can do is uh use the slide edge edge slide and uh just move this over here move this one over here yeah it's like all right and make space over here something like this now uh now what uh this edge slide does is it's moving the edges but it's not actually losing the roundness over here now if we simply move it we are going to distort the geometry but it's it's a the edge slide is actually taking the average in these two and uh moving it in the center all right let's just uh shift this one over here all right now i select these four edges and scale this down like this so that we have something which looks circular all right now there is a add-on which can actually uh make a perfect circle out of your vertices if you need and but it's a quite a simple task at this moment let's uh stick to the basics okay now even though there are six sided uh these are six sides we have perfect polygons over here and here and everything is uh in polygons and uh now let's select these faces and extrude these along normals okay so that we have something like this extrude along normal and yeah and delete these faces all right now let's apply subdivision so more or less these are looking like a circular forms we can adjust the proportions yeah this one was a little stretched out so for these edges we want some uh hard corners so we'll create some bevel over here disable subdivision create a bevel over here and add one one more loop for each of these okay now let's see okay so this looks fine i guess and uh i'll select all these vertices and shift these in y direction to match the blueprint okay scale these up scale these up a bit let's see all right so this looks fine and let's make other parts and come back to this for detailing later let's just add one cylinder over here and make it eight sides it's already eight over here and place it right in the center okay all right so let's isolate this one and y is yeah so i'll delete these two faces and uh let's select all the faces and press i to insert this okay like this and from the pop-up window over here i'll choose individual so that we have something like this okay now while these faces are selected i'll choose extrude along region and make x make two extrusions inside like this okay two extrusions and leave it for now so over here what uh what we can do is select this these two boundaries at the top and bottom and uh and let's create a extrude and scale it down okay yeah scale it down like this so instead of uh i'll change the pivot to individual origins so that when we scale it down it doesn't scale from the center but from the individual boundaries we have selected now extrude again and scale these in uh z direction s sorry change this to bounding box center again and uh scale this in z direction let's apply subdivision surface and see what is happening so right now we need more loops on the top and in the center so that this looks a much harder shape so i'll add few liquids over here scale these z direction let's select these two loops and make a bevel like this okay we can add two more loops over here two more loops over here and one over here one over here and let's see how does this look now now i can delete uh these faces i don't need these anymore select similar perimeter okay now these will select all these faces but it's also picking up these faces what i can do is just deselect these with the middle mouse and delete faces all right shade smooth yeah this looks much better let's go to the edge mode and push this up push this down all right so this looks fine if you want you can use the solidify so that this inner part looks complete but i'm gonna leave it as it is for now place it over here and scale this down just to fit in this part all right now from the active tool properties for the selection i'll click on the origins and move the origin over here okay now press shift d and rotate this over here shift d and rotate this over here for something like this all right now for the center part over here what we can do is uh select this entire loop and let's just disable subdivision modifier for now and create a bevel over here all right we can create one extrude along normals and give it two segments okay all right all right so this looks fine uh what we can do now is uh make this part first uh first of all let's just uh i'll go to the edit mode and in the face mode i'll select all these faces in the center now since we don't have a one loop over here in the center we can't select this one but what we can do is uh one loop cut over here one over here all right so now that now we can split the mesh in half in the face mode select these and delete faces all right now i'll add a mirror modifier over here so that whatever detail we add over here will work here as well all right i'll shift the modifier to the top let's select these vertices in the center and shift them in x direction enable the clipping option over here sorry uh in the mirror modifier enable clipping so that we can't overlap these areas okay and it will perfectly align all right so now that we have our mirror modifier setup let's uh start making a room for these cuts over here go to the edit mode and press ctrl r and make a loop cut over here all right now what we can do is uh we can select these faces and let's just make uh these one straight or let's add one loop quite over here and scale them in y direction and make it zero for now let's leave it as less we'll clean this up clean this up later select these edges these faces and uh press i for inset and make it something like this okay now select these two edges and use a edge slide and move them up a bit you can scale this down as well now i'll select this entire loop and create a bevel over here something like this and now we can extrude this along sorry i'll reduce the bevel make it a very thin line and now extrude along normal make uh two extrusions inside okay enable the subdivision so this looks fine and now for this part what we can do is add a loop cut over here add one over here and select all these faces and create one insert here as well make this round something like this okay now let's uh delete all these uh select all these faces and create one more insert and extrude this in z direction and you can scale this down something like this add a loop cut over here add loop cut over here and here okay now you can select all these uh faces or you can simply press ctrl r and make a duplicate of this separate selection all right now select all these faces and use extrude along normals like this so this looks fine uh i'll enable the subdivision on this so we have the main body now what we can do is uh we can start modeling these areas now all right so i'll select the main body and go to the edit mode and select these edges in the front or you can just bring in one another circle in the front view make a circle and make it 18 sides and yeah align it over here okay i'll rename this one plain main body and hide this okay now this circle over here i'll align this to the front part and go to the edit mode create a extrusion in y direction scale this down press ctrl r to make a loop cut and make this round like this okay you can create a bevel just make sure we have a good round looking shape over here all right okay let's shade this smooth and apply subdivision surface on this one and now let's select everything create one extrusion and scale this down like this and create one more extrusions and move this inside like this okay extrusion scale it down extrusion move it inside extrusion scale it up again okay so that we have something like this select this part as well and create one extrusion scale it down two times okay yeah so i just cleaned it up a bit uh there were two edges over here so uh it was creating some uh like since these edges were too close they were creating some distortion over here so i removed that loop and uh connected this one to the previous one all right what we can do is uh i'll just make a new collection and disable this old one so that all the main parts are in the new collection okay so i'll make a we can bring one cylinder with maybe just the eight 8 sides okay and let's align it in the center over here and go to the edit mode and push all the vertices with extrusion in y direction sorry yeah y direction and scale this down like this okay now add a loop cut over here with ctrl r so that we have something round extrude this one in y direction scale this down now what we can do is we can grid fill this yeah and we can push this one in y direction and apply subdivision surface okay like this shade smooth and for this part over here uh what we can do is uh we need three wings okay so we'll make one segment for this one for this one for three and three six sides so we'll create one circle over here and make it view aligned and we can make it 12 sides okay and move this over here right in the center and scale it down like this right behind the this this part go to the edit mode and let's select all the edges and create extrusion in y direction like this all right and now let's create one uh loop cut in the center and give it some roundness okay now let's bevel these two edges to make room for uh the cut we need to make uh for uh the wings now let's select these two faces these two faces and these two and create one insert okay like this make sure the individuals is not selected otherwise it will pick these two as a two separate polygons now what we can do is extrude along uh normal two times to make this uh go inside okay right now let's apply one subdivision on this one and shade this smooth so for these uh wings what we can do is uh let's make a duplicate of these two polygons or let's just select uh yeah let's make a duplicate of this and separate selection all right go to the edit mode and uh yeah scale this down move this over here scale this down okay now i'll control click over here to make extrusion sorry and select these two and move this down over here okay go to the vertex mode and push this out a bit over here and now let's add three loop cuts and one over here to make it a strong end okay now let's select all these faces in the front and create one insert like this okay now i'll select this entire loop and create a bevel and push this along normals two times to create a nice crease okay for this we can do the same thing let's go to the edit mode and select these two faces and make it inside let's insert this one more time and select select this loop move this along normals something like this all right add an edge loop over here now let's create a duplicate of this and place it over here minus 120 degree and one more place it over here minus 120 okay so this should be fine and uh let's see what more what more we need for over here uh we can bring in one circle mesh and circle and give it 18 sides and place it somewhere over here okay you can use a line command if you want x direction and now let's move it into yeah something like this now let's create one extrusion in y direction and scale this down like this okay now what we can do is we can use the same method what we did for this part over here select all the faces with three and use insert command okay and make sure the individual is enabled otherwise it won't uh insert individual faces and now we can use extrude along normals and make two extrusions three actually and yeah let's uh select this loop so let's select this loop and make one extrusion in the y direction and select this loop extrude extrude it again scale it down extrude it again and push this inside something like this okay now let's add a few more loop cuts over here and here and here so that when we apply a subdivision modifier uh it looks a stronger shape dissolve edge let's try again yeah something like this okay shade smooth alright so it's slowly slowly shaping up and we need a couple of more more objects over here and here but first let's just uh make uh this area for the wing okay uh around the wings there is a small rim now for this what we can do is uh we can create one circle over here rotate this in y direction and select half of the vertices and push these over here and here just have enough vertices for to make this area look round uh don't add too much something like this and now what we can do is uh select everything and extrude this like this okay and scale it down like this now let's align this to this part rotate this and bring it closer to the object so that uh yeah now let's apply one shrink wrap modifier and choose the main body part over here okay now select all the faces and align them with this shape over here and make it something like this okay let's add some offset to this instead of nearest surface point use a project sorry use a target normal project okay now this will make everything perfectly round all right now let's apply this shelling crab shrink wrap modifier in the object mode and let's create one extrusion now let's create one extrusion along normals okay create one more extrusion and apply one subdivision modifier okay now let's create a duplicate of this and select only this internal edge and delete all other faces uh all other edges okay and let's extrude this in x direction like this let's go to the top view sorry rotate this over here control click or extrude and rotate this over here now let's see if the normals are working fine for this object in the edit mode enable the normals yeah this looks fine so disable the normals again now let's select this center edge and scale this up in z direction and make it look slightly thicker and this as well okay create a bevel over here yeah and let's select this one and extrude this and scale this in z direction like this we can extrude and uh scale it up again in z direction sorry s and z and one more extrusion and uh move it inside like this let's select this loop and push this in x direction inside the plane so that we don't we see it fully connected now let's apply one mirror modifier for this as well and mirror object choose the main body same for this mirror modifier mirror object the main body now we have the wings on the both sides all right so now uh i'll just uh isolate this and i'll select this one and select the reference images and isolate both sorry make it selectable yeah so now what we need is uh we need to make this part over here now for that i can uh now there are uh one two three four five six sides six extrusions in this one and these look like uh the extrusion of two polygons and in ratio to extrusion of three polygons over here this is five plus five plus five and uh total is going to be 30 vertices or something okay so i'll create a circle and make it 30 sides now let's scale this down and place it in the center like this move this over here now let's select all the vertices and create a extrusion and scale it up create one more extrusion and scale it up move this inside and then we can create one more view like this and now let's select these group of two edges all right so now that we have all the edges selected uh create an extrusion and scale this up like this okay now select all these boundaries and uh and this one and scale push this inside with extrusion like this all right let's apply one subdivision and shade this smooth all right now let's select this internal edge and make a duplicate of this and separate this one selection now let's select this and push this inside and scale this up create a extrusion and scale it up and you can add one loop cut over here make a bevel and extrude along normals and create something like this okay shade smooth for this one now over here we can add a sorry we can add few loop cuts to make these corners sharp for some reason these two edges there is a overlap multiple faces over here so what we can do is let's see if the same issue is here as well so i delete half of this model and faces and apply one mirror modifier and push this on top and yeah enable clipping that's all you can apply this one now let's see if that issue is gone yeah so more or less i think our model is complete we need to add few more details let's enable the cavity and save this file as a new version all right so i'll push these uh i'll select these uh and push these out a bit so that there is some gap over here and the body and then yeah complete few of these areas all right and make a extrusion sorry now let's create extrusion and uh move this in y direction so that it looks like a connected piece we can create one more extrusion and scale this up like this now similar to uh this part over here let's uh create this section with the help of shrink wrap modifier i'll create a two segments and i'll use insert command and make it something like this okay let's add few loop cuts over here and here and delete these faces now select this entire boundary and extrude and scale it up now in the side view let's align this to our model or what we can do is we can enable the snapping option in the edge mode align target to rotation to target and change this to face yeah something like this okay now disable the modifier and let's apply one shrink wrap and choose the main body okay and change change this to target normal project something like this all right let's change the offset a bit and now apply the shrink wrap modifier now let's select these faces and extrude along normals push these inside and also for select the outer part and extrude along normal two times like this shape smooth now what we can do is we can create a few uh boards over here and to do that i'll bring one torus object over here and now what we can do is select the main body of the plane and select this edge loop and create a duplicate of this now i'll separate this one by selection and select this edge and this new torus we have created and apply one array modifier and one curve modifier okay and let's select this one and first we need to convert this to a curve from mesh tech mesh okay now choose this curve in the curve modifier and enable increase the number of counts in array modifier now you can make it number 12 and increase the number of offsets so first let's just uh align these two curve we have created and now let's go to the edit mode and scale let's scale this down okay let's bring in the yeah scale this down i'm scaling the mesh and it's automatically scaling the spacing because uh or what we can do is instead of a relative we can choose constant offset okay like this yeah make it something like this okay shift this over here and scale this down and now we have a few birds on the body body okay so this is another use of array modifier you can use it in uh in combination with a curve and you can make things like a railing and like a number of uh pillars or like which are not in straight format and i need to move along the curves push these uh down if you need to in the edit mode and uh yeah let's just disable this modifier if you want you can delete the rest of the faces the ones which are not visible but for now i'll leave it as it is for this over here i'll create one another taurus object and enable the snapping in the face mod align rotation to target and move this over here and this will automatically align and place it over here all right now let's make a duplicate of this again and one more time and place it over here all right something like this now what we can do is uh we can easily create uh these kind of pipes with the curve objects so far we have only made objects with uh uh from the add menu with the mesh uh section over here but uh a very basic use of curve uh there are plenty of more uses but over here let's create one pesia curve and what we can do is let's go to the curve properties object data properties and make this one geometry depth sorry yeah just enable this part then depth part and scale this down okay uh disable the snapping now what we can do is we can quickly place it over here push this here and push this over here all right if you need you can select these two and subdivide this to create one more point in the center or you can also use control click and make extrusions just like polygon objects okay i'll place it in the center over here i can do this with snapping i guess but it's not perfectly working over here so i'll manually make some adjustments and select these two subdivide so curve objects are very fun to play with for uh to make uh something like pipes and all there are plenty more options over here but uh uh we don't need to discuss this now but we can create a loft objects and create custom shapes for these uh like uh right now it's only taking a like circular shape but we can make a profile shape and assign this as a profile for this curve okay now let's make a duplicate of this and align this over here like this okay give it some random shape like how usually pipes have a random shape all right now press l to select all the linked and make a duplicate of this all right in the side view i'll align this over here and let's delete these two vertices so that we can create new ones and control click ctrl click rotate this one like this and control click control click over here something like this okay now we can copy this uh dollars from here enable the snapping and [Music] from the face this should work like this all right all right so this looks fine and if you want you can add few more pipes on the other side as well it's totally up to you and you can also improvise on design if you like and create your own design now let's see uh yeah let's create this shape over here now what i can do is uh i can bring one simple plane 90 and align it over here okay go to the edit mode and in the vertex place it over here we can place this one over here and this one over here now since uh this one is a slightly curved i can create two segments and push this edge over here and this one give it some nice round shape okay i'll add a loop cut over here and one loop cut over here okay make this line straight let's add one over here let's uh select these and dissolve edges select this one and create one insert okay like this and we can we need one loop cut over here to make the end look more straight over here and let's disable the modifier and add more loops over here and over here okay something like this now let's select this part and create one extrude along normals and add more edge loops to make these corners look sharp like this all right now we can select this entire loop outside and uh create one extrusion in the x direction like this and apply one mirror modifier enable the clipping okay so this looks fine uh i guess and we can shade this smooth if you want you can make these edges sharper and create one bevel over here like this okay select these vertices rotate these in uh x direction make it something like this all right now i'll place this entire object somewhere over here in the middle or i can select the main body and align this yeah x direction all right all right now i need to connect this one to this there is some connection in the reference like uh this area so for that what we can do is uh let's select this and uh this entire loop and press shift d and separate this one by selection okay so that we you have this new curve okay now this one is uh have uh this one have a mirror modifier let's shift this to top and apply this one okay and move this entire curve over here okay now we need to match this profile so what we can do is uh apply a shrink wrap and shrink wrap and choose the main body so that it so that it takes the shape of the body okay you can change the offset a bit 0.002 all right now select everything and extrude this like this okay scale this up in x direction and create a nice rim okay and now let's move the yeah now let's uh move the shrink modifier on the top and what we can do is we don't need uh these two edges yeah dissolve edges instead what we can do is we can add one over here and one over here okay now let's apply shrink wrap modifier and now in the edit mode select sorry in edit mode select everything and extrude along normals like this all right now select uh the subdivision modifier and enable this one so some problem with the extrude i think uh what we can do is first let's just uh check if all the normals are working correctly all right so normals are just started because of shooting graph modifier so i can select everything and make normal recalculate normals okay and you can flip these normals to point it outside okay yeah give it some nice round shape like this and now let's extrude this one okay select everything i i want to give it some thickness so let's uh use shrink flatten yeah make it slightly thicker like this now for this one i can select all these edges let's disable the normals and move these down okay and connect this to this area all right so more or less we are done i think i'll just make a few more corrections over here all right let's go to the loop dev mode and uh use the use some other hdri okay so this looks good and uh we need to add couple of more things uh like uh let's make uh this part over here now this is going to be pretty simple one i guess i'll select this this rim we created and uh select this entire edge make a duplicate of this all right and uh separate this one in the edit mode by selection so that we have exact same profile let's go to the edit mode and make extrusion in z direction okay like this something like this and in the front view select this entire loop and scale this down like this okay and add one loop right over here and give it some roundness like this all right now i see some problem over here with the normals so let's select let's see if there's a issue with vertices select everything and recalculate normals should fix this disable the normals and grid fill this top part okay yeah shade smooth add one loop cut over here and now let's select this loop in the the last one and invert the selection and now let's smooth what is this sorry i can choose smooth from here yeah so i'll instead choose the vertex selection select this vertex loop inward and let's try and smooth this yeah this works fine so in the edge mode actually it was picking up these edges as well so i changed this to vertex mode so right now we are working in av and let's just enable ambient occlusion and uh let's increase the distance and now let's see if we can improve uh anything over here okay so i think more on this uh this model is done and uh what we can do is uh complete few more areas like this one we can create an extrusion and scale this extrude and scale this again okay and maybe connect these two edges like this okay and select these loops and with the extrusion move them inside z direction like this okay so yeah and we can also create one partition over here create one bevel sorry ctrl b for bevel and uh extrude this along normal two times to create one hard line like this okay for these holes over here which we created earlier let's uh isolate this area i think we can add few more loops over here let's go to the edit mode yeah ctrl r and add one loop over here let's disable the modifier for now [Music] yeah let's see okay let's add one loop cut over here one over here to make these corners look more sharp let's make the mesh more consistent all right and something like this create one bevel over here let's bring back the model and enable the modifier yeah so in previous chapters we have worked with the cycle engine but for now we'll use the ev and give these some very basic shaders and see if we can improve the quality a bit okay like any improvisation if we can do so even though the model is complete i'm just looking around and seeing if there's an opportunity to make some better adjustments select this loop and give it a bevel something like this and select this one and select this entire yeah and extrude along normal push these inside select this loop and extrude along normal all right i can add few low cuts over here to make these sharp sharp ends all right and i can select this edge loop and scale this up with the extrusion and create one more extrusion and move this outside so that this gap is closed something like this okay i need to create this partition as well so for that what i can do is i'll just select the background plane and this and isolate these and let's go to the face mode and select these faces all these faces and create one insert okay and disable the individual change the size of the insert and make something like this all right and create one more insert like this and now we can select these faces and create one extrude along normals like this okay so this looks good and i'll just save it as a backup now uh not everything i've done is according to uh the background references a few things are moving here and there apart and uh and i'm sure if i spend some more time and like uh i could have matched it to the exact reference but uh i don't think uh uh it's going to be too hard for you if you want to exactly make it like the background reference all right okay so i just make a new window over here or vertical split and change this to shader editor all right now let's see if how things look uh with the colors okay select everything and press m m is for layers or move to selection and choose plane two okay now disable the reference images right now i'm just going to give it some very basic shaders let's uh enable the rendered view for the ev and change this to scene word instead disable the scene word so that we can see the uh these hdris in the viewport okay and if you want you can increase the strength a bit now for this main body i can bring in one simple red color and make it metallic okay something like this now in the render properties enable the screen space reflection so that you can see the reflections in the viewport and if you want you can enable the bloom as well and in the sp screen space reflection enable the reflections as well so that if there is any transparent material you will be able to see that as well okay now i'll select these two wings and select the main body press ctrl l and transfer the material okay or we can actually leave the metallic roughness 2.9 specular 0.3 okay and we can use the same over here as well materials and maybe we can make a duplicate of material and change the color of this a bit something like this increase the saturation all the way maybe increase the value for this we can use something completely metallic decrease the roughness select these two and uh sorry select these two select this one ctrl l transfer the material and you can choose the same material over here as well and over here as well all right for this we can bring one transmissive material and for this for transmission to work in the viewport go to the materials and over here screen space reflection enable this one and no roughness over here and this should work all right for this area create something darker select this and apply the same material over here as well i think uh there is some gap over here so i'll scale this down a bit and for this i can uh use the solidify modifier so that the glass has some thickness and move this up let's put something over here inside so that we can see how the material is working the reflection now i can change the index of reflection a bit yeah or maybe 0.9 something and let's apply same material over here as well for now and for these wires we can create something great and right now i'm just giving them a very basic materials and uh we can tweak these later so i'm just using ctrl l command and transferring the materials very basic ones all right guys so i think our model is done and uh in the video you might have seen uh one character over here uh it was a very basic uh uh very basic for the intricate character and i'm sure by now you know how to make a very basic shape so i'm not going to get into all that and uh so i had created this very basic looking character just for the presentation purpose and it's a very simple looking uh like thumb like shape and very basic looking uh stuff over here nothing complicated and i'm sure if you have been following the tutorials uh by now you should be able to make something like this okay so i'll place it over here in the center and right over here and let's go to the rendered view okay all right so this looks good um i'm sure if you are using it for production you might want to give it some more careful thought but for beginners i think it's a really fun thing to begin with and i'm sure we can do one chapter where we make everything perfect from the topology point of view like how things work in the production but i don't want to load you guys with the like too many details at this moment and i want to keep things very light and fun but yeah if you're making your own uh small short film or anything and like this model will work perfectly fine for it okay so and uh now uh even though we are working in ev everything else like us things such as lighting and material works uh pretty much like how they work in the cycles uh you don't need to give any different kind of treatment to the material this would work exactly the same way with the cycles as well it's just that the render the accuracy of render is something which is a different so but for uh non-photorealistic things uh ev works just fine and in fact it can work in some cases you can achieve photorealistic stuff so what we can do is uh in next video we can maybe add a few texture details and make materials a bit more richer and maybe we can add a logo over here paint few scratches and combine few materials and make them look much more a little more detailed better than uh just a very basic stuff and then maybe we can create some very basic animation where uh these uh the propeller is turning and wheels maybe things are moving and uh like a very small motion okay and for now i'll just uh conclude this uh dave with something like this so and i'm sure you know how to make a render uh of the images by now right now we don't have any camera but uh if you want to take some render just click somewhere over here or anywhere and place a camera press ctrl alt 0 to align the camera now go over here and click on the lock camera to view okay now we can select the camera you can either select the camera from here or you can right click on this border and this will select the camera and uh you can uh change this focal length to 110 so that uh there is a not so much of a perspective all right so now let's take a render out of this and uh what we can do is uh these hdris right now we are using the environment hdri uh this won't work in the render so let's enable the scene world and from here in the environment click on use nodes yeah and select a background and from the texture environment texture and open one hdr from the program files blender 2.82 data files studio lights sunset.exr and also you can select the camera and use depth of field okay now this would ask focus on the focus on which object you can choose this main character or the glass around it and you can also adjust the f-stop parameter if you want if you increa decrease it it's going to be more blurry so be careful about this and uh these actually these parameters work much more accurate in cycles render but for this purpose i think it's pretty cool pretty decent and yeah i can increase the trace precision to 1 and also 0.5 all right so i'll leave it as it is and uh so we have the camera setup and everything now let's press f12 okay guys so here's our render and uh since uh ev is a real-time render it took me only five seconds to render this and like you you can say you can see the quality is pretty good and uh things look pretty decent with ev as well and you can use the ev for like very quick renders okay so for now i'm going to just conclude this day with this model and very basic materials and in next chapter maybe we can add few more details such as scratches and uh maybe few imperfection maps and add more detail to the glass scratches such as just like how we did in in the shading part and also uh we'll create one fun little animation and uh and make uh some much nicer render than this one okay this is a very basic one i know that and uh but i'm sure maybe we can make uh another video where we uh create a very professional model where topology and everything is uh just perfect and we talk about all the uh details just uh from the point of view of topology okay and uh how the the modeling works in the production environment and you can uh if you're making something of your personal uh like uh your own short films and all so a basic modding like this can work and i'm sure for beginners this is too much already and i don't want to overload you with information and technical details so we are going to actually so there will be plenty more tutorials and uh things we are going to discuss so let's not worry about this today and have fun with whatever you're creating i'm sure you will be able to perfect this as you move forward in this journey okay so some of you have shared the stuff which you have made during this tutorial series so i really like the results and i will be sharing some of the post which the followers have shared and what they have made so we will be doing a community community showcase and i'll share the post which i like the most but i'll encourage the rest of you as well to uh not just binge watch all the tutorials and also follow these and make something and do share okay so do share your version of today's model and i look forward to see you guys in the final chapter and let's uh conclude this series and uh make something uh even more fun than this and let's add some life to this one okay so see you guys in the next chapter thank you [Music] you
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Channel: CrossMind Studio
Views: 217,690
Rating: undefined out of 5
Keywords: Learn Blender 3d, Blender for Beginners, Free Blender Course, Learn Blender Fast, Blender Crash Course, Learn 3d Animation, Learn 3d Modeling, How to make 3d Models, Blender, 3d, animation, 3dmodeling, HDRI lighting, Professional vfx training, Blender education, Get good with blender, how to make money with blender, how to learn blender 3d, Blender Modifiers, Blender Eevee, Blender Cycles, 3drending, 3ddesign, lowpoly, how to make cartoons, blender jobs, how to make 3d animation
Id: IYEaY6RTUzc
Channel Id: undefined
Length: 81min 47sec (4907 seconds)
Published: Sat Mar 14 2020
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