Low Poly City Assets (Blender Tutorial)

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in this tutorial i'm going to show you how to create all of these low poly city assets in blender now i did want to create more city assets because there are so many different cool city assets that could be created but this tutorial is already pretty long with just creating all of these assets i believe this breaks the record for the longest single video that i've created on my channel so in this tutorial i will show you how to create all of these city assets and this tutorial is pretty long so if you'd like to learn how to create just a single asset then i will have timestamps in the video description and you can just check out a certain asset if you have a specific one that you'd like to learn how to create and if you'd like to help support me and my youtube channel you can purchase the finished tutorial files on my gumroad store and you can also get it if you join my patreon and then also before we continue i want to give a huge thanks to sketchfab for sponsoring this video sketchfab has a 3d model store where you can purchase 3d models and assets you can preview the models in sketchfab's online 3d model viewer use the model inspector to preview the wireframe mat cap textures and more before you purchase you can also upload your own 3d models on the platform and you can even apply to sell your own 3d models check out sketchfab with the link below now before we get started creating all the assets i did want to let you know about some resources online that i'm going to be using so to get some nice lighting and reflections i'm going to be downloading this free hdri and this is from polyhaven.com so the link's in the description if you'd like to download it so i'll be downloading the 1k version and the hdr version and then also to create the stop sign i will be using a free stop sign image from pixabay so it's a free image and again i'll have the link in the description if you'd like to download it and then again on pixabay i will be downloading this free gas station image so again the links in the description if you'd like to on download i'll be downloading this free image right here so again links in the description if you'd like to download that and then i will also be using the eevee render engine in this tutorial because i do think ev works really well for these low poly assets but you could totally use cycles if you want to now also because i'm going to be using blender ev i'll be using my free eevee glass shader so if you'd like to you can pause this tutorial and go and watch my eevee glass shader tutorial or if you'd just like to download my free ev glass shader i also have a free download of my ev glass shader on my gumroad store alright so to start off we are going to be modeling the low poly fire hydrant so i'm going to press a to select everything and then i will just delete it so i'm now going to press shift c that's just going to make sure the 3d cursor is in the very center of our 3d view so i can now press shift a and i'm going to go right down here and add a circle now right behind me if you click on the add circle settings on the vertices here i'm just going to change that to 12 so that it's more low poly and then i can close this so let's zoom in and then i'm going to tab into edit mode so i am going to press a to make sure everything is selected and then i can press g to grab and z we're going to bring it down on the z-axis just a little so i can now press 7 on the numpad and that is going to take me to the side view so i'm now going to press e to extrude i'm going to press z and that is going to bring it up on the z-axis and i'll just bring it up like that i'm now going to press e to extrude and then i'm going to press s right after that to scale it and i'm going to bring it out a little bit so just like that then i can press e to extrude again and again we want to press z to bring it up on the z axis and also you can see my screencast keys right down here so in the corner there you can see what buttons i'm pressing so now i'm going to press e again to extrude this out but then i want to press s to scale it back down and i'm going to scale it back down so it's about the same size as this right here so just about that big so i'm now going to zoom out a little bit and then i'm going to press e to extrude and again press z to bring it up on the z-axis and i'm going to bring it up about this high so just like that all right now i actually want to make this a little bit thinner and a little bit wider so what i'm going to do is press 3 or click right here to go to the face select and then i'm going to hold down the alt key and select that loop of faces and then i'm going to hold down the shift and alt key and select that a loop of faces and then i'll navigate down here shift alt and select that loop of faces so i can now press s to scale we're going to bring it down on the z axis just like that and then just press a to deselect everything and again i'm going to hold down the alt key and select that loop of faces and then i can press s to scale and we want to scale it out now i don't want to scale it up i just want to scale it out so i'm going to press shift z and that way it's going to scale it on the x and y axis but not the z axis so i'll just bring it out about that far all right let's press 1 on the numpad to go back to front view and then i'll press 1 on the top of my keyboard or click right here to the vertex select and then i'm going to hold down the alt key and select that loop of vertices so i can now press e to extrude and then immediately after that press s to scale and we want to scale that out and i'll bring it out about that far then i can press e to extrude we're going to bring it up on the z-axis just about like that then i can press e to extrude we're gonna bring it up again on the z axis just about uh that high then i can press e to extrude and then s to scale and we're gonna scale that down so again this should be about the same size as this right here so now we need to make that kind of round top part so i'll press e to extrude we're going to bring it up again on the z axis about that far then i can press e to extrude again again we want to bring it up on the z axis so hit the z button then i can click to place that and then i'll press s to scale it down and then again e to extrude we're going to bring it up on the z axis and then i'll press s to scale and we'll scale that down and i'm just going to continue to do that until it's pretty small so e to extrude z to bring it up on the z axis and then s to scale and we will scale that down and then i actually want to scale this up a little bit and i'll press g and z to bring it down like that and then i'll press e to extrude and then s to scale and we're going to scale that in so let's bring it in a little bit just like that then i can press e to extrude we're going to bring it up on the z-axis and then again i'll press e to extrude and then s to scale and i want to scale that down a little bit and then we're just going to make a little thing kind of at the top so i'll press e to extrude again we're going to bring it up on the z-axis and just bring it up about that far and then to fill a face right here i'm going to press f and that will fill a face i can press ctrl b and ctrl b is going to add a bevel and i'll just add a little bevel there just so that that's a little bit less sharp all right tab back into object mode let's take a look that was looking cool um i want to save this project so let's go file and save as and i'll save this as low poly city assets and i will save that so now what i want to do is hold down the alt key and then i'll select that ring of vertices then i can press ctrl b we want to add a little bevel there just to make that rounding there a little bit more smooth so i can now go down here let's alt and select that loop of vertices and i'll press ctrl b again to add a bevel just like that so let's move down here to the bottom and i want to add some loop cuts so that we can make kind of a little bit of a lip so i'm going to press ctrl r to add a loop cut and then you can click drag down and then just click to place it about there i can press ctrl r down here click and bring it up and then click to place that right there so i'm going to zoom in and then i will press three on the top of my keyboard or click right here to the face select and then i want to hold down the alt key and select that loop of faces so i can now press e to extrude and then immediately after that press s to scale we're going to scale this out a little bit and then i can press s to scale and z to bring it down on the z axis and we'll just make that a bit smaller so if you tap back in object mode kind of zoom out you can see that is the little detail that we're getting so make sure you tab back into object mode and then i want to add those two little things coming out on the side of the fire hydrant so i'm going to press shift c that will center the 3d cursor to the center and then i'll press shift a and i'm going to go right down here and add a circle and then if you click on the add circle settings right behind me just make sure the vertices is set to 12 and then i can close that so i'll press g to grab we're going to bring it up on the z-axis just bring it up about that far click to place that so i want the origin point to stay in the center so that i can add a mirror modifier and it'll mirror it over to the other side so i'm going to now tab into edit mode and that way if i press g to grab and move the mesh out you can see the origin point is still in the center whereas if i were in object mode you can see it's going to move the origin point so i'll tab into edit mode and i'll press g to grab i'm going to click with my mouse wheel and then let go to constrain it to the x-axis and bring it over and then i can also scale it down so i'm now going to press r to rotate i want to rotate this on the y axis and then i can type in 9 0 and enter just to rotate that over and then i can also press 1 to go to the front view and then i will scale this down just a little bit more so press g to grab and then click with your mouse wheel to constrain it to the axis we're going to bring it in we're just going to put it inside the fire hydrant and then i'm going to press 1 or click right up here to go to the vertex select and i'll press e to extrude we want to extrude this out on the x-axis so you can click and hold your mouse wheel to constrain it to the x-axis and i'll just bring it out about this far and then i can press s to scale that down so let's press the period key on the numpad just to zoom over to it and i'll press e to extrude and then s to scale and we'll scale that down and just place that there then i can press e to extrude we want to bring it out on the x-axis again just click to place that and then i can press e to extrude and then s to scale and we're going to scale that down just about like that then i can press e to extrude and again we want to bring it out on the x-axis just like that just click to place that and then i can press f and that'll fill a face and then i want to add just a little bit of a bevel just to give it some more detail so i'll press ctrl b that's going to add a bevel there and just bring it out that far and click to place that alright so there we have it there is that one side now it looks like the normals might be flipped so to know for sure if i need to recalculate the normals i'm going to click on this button right up here and this is the viewport overlays and then right down here i'm going to click on the face orientation and you can see that it's actually red and we want it to look blue not red so we need to recalculate the normals so i'm going to just do it for both of these objects at the same time so i'm going to shift select this object so both of them are selected and then i can tab into edit mode and then just double tap the a key to make sure everything is selected now to recalculate the normals you can press shift n shift and it's going to flip the normals or recalculate the normals and now everything should look blue so i can now tab back into object mode and then i can just click right here and remove the face orientation all right so i'm going to select this object and i'm going to tab back into edit mode and actually i just want to scale the whole thing up a little bit so it's just a little bit bigger so i'll scale the whole thing up just about like that and then i'll place it right there all right now i want to add a mirror modifier so it mirrors it over to the other side so let's click right over here on the modifiers and then i can click on add modifier and i want to go right down here and add a mirror modifier so that is going to mirror it over to the other side and just click on the correct axis so if the x-axis isn't the correct one you can change it to y but for me x is the correct one and then let's zoom in here and i'm going to tab into edit mode again so there's just a few things i want to do one thing i'm going to do is hold down the alt key and select this loop of vertices and then i can press control b control b will add a bevel just like that and then i want to add just a little detail here so i'm going to add something kind of like this but instead of it coming out it's going to go back in so i'm going to press ctrl r and then we'll click drag over and then just click to place it about there and then i'll press ctrl r we're going to click to add a loop cut drag it over there and then just click to place that so i can now press three or click right up here to the face select and i'll hold down the alt key and just select that loop of vertices so i can now press e to extrude and then i'll press s to scale and then again i don't want it to be scaled on the x-axis because that's going to scale it back and forth so i'm going to press shift x and that will remove the x-axis so i can now just scale that down just about like that click to place that all right so we now have a little detail right in there and that is looking very nice so i'm now going to be modeling the main piece right here and i believe that's the piece where they would screw the hose into so i'm going to select the main object and then i will tab into edit mode now i'm going to click right here to the vertex select we're going to hold down the alt key and just select one of these rings of vertices and i can press shift d to duplicate we're going to bring it over on the y-axis and then i can also scale it down and then i want to rotate it over so i'll press r to rotate we're going to rotate it on the y-axis actually we want to rotate it on the x-axis just like that and then i want to rotate it so it's exactly up so i can just type in 9 0 and then enter to rotate that over exactly by 90 degrees so i can now press g to grab we're going to bring it down on the z-axis let's also press 1 to go to the front view and then i do want to scale this up a bit more so i'll scale that probably about that big and then i can press g and z and we're going to bring that down so it's kind of in the center there all right so i now want to press g to grab we're going to bring it over on the y-axis we're just going to bring that in we're going to bring it all the way inside the fire hydrant so i can now press e to extrude click with your mouse wheel and bring it out on the y-axis and i'll bring it out about that far and then i'm going to be pretty much making the exact same thing right here so to do that i'm going to press e to extrude and then s to scale and let's just scale that down to about there i can press e to extrude we're going to bring it out on the y axis again and then i'll press e to extrude an s to scale we're going to scale that down to about there and then i can press e to extrude again and we're going to bring it out on the y-axis and then i can press f to fill that face and then let's add some bevels so i'll press ctrl b to add a bevel we'll bevel that out let's also hold down the alt key and select that loop of vertices and i'll press ctrl b to add a bevel right there and then also i do want to make this entire thing just a little bit smaller so i'm going to press z move my mouse over and let go to go into the wireframe and then if you press b for the box select you can just click and drag and select all those vertices and then i'll press z go back to solid view and let go and i can press s to scale and we just want to scale the whole thing down just a little not too much but just a little bit smaller now if i tap back into object mode you can see the shading looks a bit weird as i talked about earlier you can see it looks darker over here but then these objects look darker over here and that is because i need to recalculate the normals because this is red so i can click on the face orientation right up here if i want to check but usually i can tell that it's off just by looking at the mat cap so i'm going to tab in edit mode and i want to double tap the a key and then i can press shift end and that'll recalculate the normals let's press ctrl s again to save and we're now going to just set up some basic materials before we do that though i do want some nice lighting so what i'm going to do is click right over here on the world properties and i'm going to be adding in hdri into the world so i'm going to click on the color right here click on this little yellow dot and then i'm going to click on environment texture and then i can click on open and then this is the hdri that i'll be using that i talked about at the starting of the tutorial so if you'd like to download this the link will be in the description and i'm going to download the 1k version and the hdr version so just click on that and then click on open image and then also i need to click right over here on the render properties and i'm going to change this to a blender ev because i will be using ev for this tutorial so i can now press z move my mouse up and go into the rendered view just to preview how that's looking and then to make eevee look just a little bit nicer i'm gonna turn on the ambient occlusion the bloom the screen space reflections and then if you're doing any animation you could turn on the emotion blur as well now i don't really want to be able to see the hdri in the background because that is a little bit distracting so i'm going to go right down here and i'm going to open up the film tab and then i can click on the transparent button and that way it's going to be transparent and then i'm also going to press shift a and to just get a little bit nicer lighting i'm going to add a light and i'm going to add a sunlight let's press g and z we're going to bring that up and then i can kind of go to the side here and i'll just rotate that light over and then i'll just kind of move this over just move it over here so it's kind of out of the way now if you click right over here on the object data properties to change the light settings i want to turn the strength up a bit so it's a little bit brighter not too bright maybe just like a 3 or something so that's nice if i just zoom into that object you can see we have a nice shadow there alright so let's do the materials now so i'm going to click right over here on the material properties let's just select this object and then i can click on new to add a new material and i can just call this fire hydrant and then this is a pretty simple material i'm just going to be turning the base color to a very bright red color but then i will make it a little bit darker and maybe just slightly less saturated maybe a little bit darker so something like that so it's pretty simple and then i'm also going to select this object right here and i'm going to go over to the modifier properties and i want this to be a part of this object so i'm just going to apply the mirror modifier so just click on this button right here and click on apply so if you now tap into edit mode that is both geometry so then back in object mode i want to select this object and then shift select this object and then to join these together so they are one object i can just press ctrl j that will join them together so if i tap into edit mode you can see they are all one object so now what i want to do is i want to make these pieces here have a shiny metal material so to do that i'm going to hover my mouse over the object and i'll press l and then just hover your mouse over these objects and press l that is going to select all of the linked vertices because these vertices are linked together so i now want to create a new material so i'm going to click on this button right here to make a new material in this object's material slot and then i can click on new and i'm just going to rename this material to fire hydrant metal and then if i click on the fire hydrant metal just make sure that's selected and make sure that these are selected and i'm going to click on assign and that will assign that material to those objects let's tab back into object mode now and i want to change the base color so i'm going to make the base color a dark gray color and then to make it look like metal i'm going to turn the metallic value all the way up to 1. and then also if you want to make it a bit more shiny you could turn this roughness value down and that'll just make it a bit more shiny and then also you could turn this base color up just a little alright so we are almost finished with this but i do want to create some bolts kind of going around here and then also some bolts going around here so i'm going to select this object and i'll tab back into edit mode and then i want to press shift c again just to make sure the 3d cursor is in the very center there so i'm going to press shift a and i'm going to go right down here and i'm going to add a cylinder now if you click on the add cylinder settings it's right behind me so you can't really see it but just open up the add cylinder settings on the vertices here i'm just going to change the vertices to 6 and then i can just close that so this is going to be our bolt so let me just press period on the numpad to zoom over to it now i also want to make it be the metal so just select the fire hydrant metal and make sure the bolt is selected and then you can click on the assign button and then it will put the metal on that object so i can now press g to grab we're going to bring it up on the z axis just bring it up and then i can press s to scale we're going to scale that down so i'll now press 7 on the numpad to go to top view and i want to scale this down a bit smaller then i can press g to grab and i'm going to bring this over and maybe scale it up just a little so it's just like that then i can press g and z and we're going to bring that down now i want the bolt to be up here but i also want to have another bolt down here so i can just press s to scale we can scale it up on the z axis and just make that long enough so that it can go through so i can now press g and z and we are just going to bring that down maybe scale it down on the z axis now so just like that maybe just scale up a little bit and let's press control s again to save so i'm now going to press 7 to go to top view and i can now just duplicate the bolt and just kind of put it all around so i'm going to tab in edit mode and i can press shift d to duplicate i'll just bring it over here and i'm just going to place it right about there and actually i'll press g to grab and bring it over a little bit farther because i want it to be about there and then just to make it look a bit more random i'm just going to give each bolt a random rotation so i'll just press r to rotate and just kind of rotate it around so i'll now press shift d to duplicate we're going to put another one here and then r to rotate shift d to duplicate let's put another one there give that a random rotation and then shift d to duplicate we're going to stick that there and then r to rotate so we've added a bolt here and then two bolts here so i'll press shift d we can add another bolt there and then in between these four bolts there's going to be a bolt in between each bolt so i'll press shift d again we're going to put that in the center there the center of those two bolts we can just rotate that and then i'll press shift d again put it right there and then just give it a random rotation all right so now we have all those bolts going around there so i just want to duplicate the bolts and then just stick them down there at the bottom so i'm going to hover my mouse over each bolt and i'm going to press l and that is going to select all of the linked vertices so just continue to hover your mouse over the bolt and press l to select the entire bolt so now that we have all those selected i can press shift d and z and we're just going to bring the bolts down and then also you might need to just press s to scale and scale them down a little bit and then i don't want the bolts to be coming through so i'm going to press s to scale and z and bring it in on the z-axis just like that and then i can press g and z and we are just going to bring that up and then if you want to give these a random rotation something cool that you can do is you can click right here on the transform pivot point and you can change this to individual origins so now if you press r to rotate and rotate it on the z axis you can see that each bolt is going to move individually and then you can just click to place that and then i'm just going to click on this and i'm going to change this back to the default which is a median point and then just one more thing that i want to do i want to zoom in here and i'm going to alt and select that ring of vertices and then i can press ctrl b and just add a bevel like that and then just down here let's do the same thing so alt select that loop of vertices and i'll just press ctrl b just drag out and then just click to place that and there we have it so there is the first asset so there is the fire hydrant so i'm just going to bring this out and then over here on the collections i can just rename this to fire hydrant so i'm going to open up this collection here and you can see we have the sun and that is this object right here and then we also have the circle which is the fire hydrant so i can just rename this to fire hydrant so i just selected this material and i pressed ctrl c and then i selected this and pressed ctrl v to paste that so i'll just select this asset and i'll press g to grab we're going to bring it over on the x-axis and i'll just put it kind of over here so it's kind of out of the way and then i want to hide it from view so i'm just going to select it and then i can press h and h will hide the object so let's create the traffic code next so i'm going to press shift a and then let's go up here to mesh and i'm going to start with a circle i'll press period on the numpad to zoom over to the circle and then before you do anything with the circle just click on the add circle settings and on the vertices here i just want to change this to 8 so that it is very low poly and then i can close the add circle settings so let's tab into edit mode and i'm going to press e to extrude and i'm going to extrude it up on the z-axis just like this maybe bring it down a little bit more something like that then i can press e to extrude and then i'll press s to scale and we're just going to scale that down a bit let's press 1 on the numpad to go to side view so we can just see how that's looking from the side view and i'm going to press e to extrude we're going to bring it up on the z axis and i'm just going to make it about that high and then i'll press s to scale and we want to scale that down quite a bit and then i'll press g and z and just bring that down a little and maybe scale it up a little bit now i also want to make this a bit thinner so i'm going to hold down the alt key and just select that ring of vertices and then shift alt select that ring of vertices so i can now press g and z and we're just going to bring that down just a little and then i'm also going to alt select that ring of vertices and then shift alt and select that ring of vertices and i want to scale it out because i want that to be just a little bit bigger so i'll press s to scale and then i don't want to scale it on the z axis so i'm going to press shift z and i'm just going to bring that out a little bit so that's a bit bigger all right let's tap back into edit mode and i'm just going to alt and select that ring of vertices again so i'll just press s to scale i'll scale that up a little bit and then i can press e to extrude and then s to scale and i want to bring that down and then let's press 1 on the numpad to go to side view and i want to be able to see inside this object so i'll press z move over and let go to go into wireframe and then i can press e to extrude and we're going to bring this down on the z axis and i'll just bring it down about that far and then i can press s to scale and we want to scale this whole thing up so it's quite a bit bigger so about that so basically the thickness right there needs to be about even so i think i'll scale it up a little bit more all right so let's go back into solid view you can press z move your mouse over and then let go to go into solid view and i now want to put faces in between here and here so i'm gonna hold down the alt and shift key and then select that ring of vertices so we have both of those rings of vertices selected so we can just tell blender to automatically fill those faces so to fill those faces i'm going to press ctrl e and ctrl e will bring up these modeling settings and i'm going to go right here to the third one and the third one is bridge edge loops so if i click on that it's going to bridge those loops and it's going to add faces in there so i can tab back into object mode and that is pretty much it for the modeling of our cone i do want to tab into edit mode though because i do want to add some loop cut so that we can add some white stripes so i'll press ctrl r we're going to add a loop cut let's just click and drag a loop cut right about there and then i'll press ctrl r we're going to click and drag a loop cut to about there then i can press ctrl r again i'll click and add a loop cut right there and then i can press ctrl r and just click and add a loop cut about there all right that is looking good i do need to press a a couple of times to select everything and then i'll press shift n to just recalculate the normals all right so now in object mode i'm going to press z move my mouse up to go into the rendered view and let's add the materials so i'm going to click on new and i can just call this traffic cone now on the base color here i'm gonna make this a bright orange color so kind of a reddish-orangish color like a classic traffic cone and then let's tab into edit mode and i'm going to press three on the top of my keyboard or click right here to go to the face select so i'm going to hold down the alt key and select that ring of faces and then i can hold down the shift and alt key and select that ring of faces so then right up here on the materials in the material slots i want to click on the plus here and i'm going to click on new and i can just rename this material to traffic cone stripes and then i want to click on the traffic cone stripes and just make sure those stripes are still selected and i click on assign just to assign that and then on the base color here i'm going to make this a little bit brighter and then because traffic cones are plastic they usually are kind of shiny so on the roughness here i'm just going to turn the roughness maybe to like a .25 so it's a bit more shiny let's also click on the traffic cone the orange one and then on the roughness here just make the roughness like a 0.25 so that way the traffic cone is a bit more shiny so then let's select the traffic cone and right here i can actually just select this i'm gonna double click on this to select it and i'll press ctrl c to copy the name and then double click on a circle here in the outliner i can press ctrl v to paste that so we don't have the traffic cone object so i'll press g to grab and then i'll click with my mouse wheel and just constrain it to the x-axis and then i'll just press h and that will hide the traffic cone from the view so now we can create the next object all right so now we're going to be modeling the trash bags so i'm going to press shift a and i'm going to go right down here and again let's add a circle and then if you click right there behind me on the add circle settings i'm going to set the vertices to 12 and then i can close this and then i'm going to press period on the numpad just to zoom over to the circle and i'll tab into edit mode and then i'll press 1 as well to go to the vertex select and also i don't need to be in rendered mode so i'm going to press z move my mouse over and let go to go into the solid view and then let's scale this down a little bit and then i'm going to press f to fill a face so i'll press e to extrude and then i'll press s to scale scale that out a bit and then i'll press e to extrude and then s to scale e to extrude and s to scale so we're basically just going to make the bag shape and then we'll kind of make the bag slumping over um like it was kind of put on the ground and maybe it has some things in it so i'll press e to extrude and then s to scale and e to extrude and s to scale just make it really small really small and then i can press e to extrude we're just gonna bring that up and then i can press e to extrude and s to scale kind of just the same exact thing e to extrude click to place that s to scale and then e to extrude again and then we'll just make that a little bit smaller so i'll press e to extrude s to scale and then e to extrude and then s to scale so that is kind of like our basic bag shape so i now just want to kind of make it so it's slumping over so i'm going to tap into edit mode and i'm going to click right up here and turn on the proportional editing the shortcut key for this is o so if you click on o that's going to toggle the proportional editing so now what i'm going to do is just select some vertices so i'm just going to select this one maybe shift select this one and i can press g to grab and you can see because we have the proportional editing turned on it's going to pull vertices along with it so i can just kind of pull this over maybe pull this up maybe select this and bring it down just like that i can also select these just kind of bring them over like that and maybe bring that over and maybe bring this over as well just kind of make the bag look like it's slumping over so it's resting on the ground um so something like that now i want to duplicate this and make one more so i'm going to press shift d to duplicate we're going to bring that over press g to grab we're going to constrain it to the y-axis g to grab and we're going to constrain it on the x-axis and then i can also rotate this over on the z-axis so just like that i'll tap into edit mode and then i also want to press z move my mouse over and let go to go into wireframe and then i can press b for the box select i'm just going to box select all of these so we're just going to select the top vertices right there let's press z go back into solid view i can press r to rotate and g to grab we can also select some of these pieces and just kind of move them over um just kind of make the trash bags look natural like somebody just set them on the ground maybe also bring that over a little bit we could also maybe make that a bit bigger and just kind of bring it down a little bit as well alright so that is it for our trash bag so i'm going to click on the trash bag let's click on new and i can just rename this to a trash bag and let's press z move your mouse up and let go to go into the rendered view and on the base color here i'm just going to make it pretty dark so pretty dark and then also i don't want it to be very shiny so i'm going to turn the roughness up to make it less shiny and then also if you want to make it less reflective you can turn the specular down so if you turn on the specular that is going to make it darker and less reflective all right and then i want to put the trash bag material on this object so i'll just click right here and drag and drop that material onto that trash bag as well and maybe just make this all the way to fully black and then if you want to tab back into edit mode and just do some last adjustments um you kind of make the bottom a bit flatter or just play around with it and try to make it look more natural and that is it for the trash bag so right up here in the outliner i can just rename these so i'm gonna rename this to trash bag one and this one i'll rename to trash bag two and then i'm just going to shift and select both of these objects i can press g to grab and i'm just going to bring these over so they're kind of out of the way and then i can press h to hide them alright so the next one we're going to create is the stop sign so just press shift c to center the 3d cursor and i'll press shift a and i'm going to go right down here and add a cube i'll tab into edit mode and then i can press the period key just to zoom into the cube then i can press s to scale and i want to scale it down and actually let me just escape that i need to turn off the proportional editing um because when i was modeling the trash bags i turned on the proportional editing so let me just turn that off so i can press s to scale and we'll scale that pretty far down i can zoom in and then i can press g and z and we're just going to bring that up just like that so i can just select everything now and i'm going to scale everything on the y-axis just to make it a little bit thinner and then let's click right up here to go to the face select and i'm just going to select the top face so i can now press 1 and that is going to go to the front view and i can just zoom out and i'll press g to grab and z on the z-axis we're just going to bring that up and i'll just bring that up to about there so just about that tall so now i'm going to press shift a and i'm going to go right here and add a circle and then i'll also press 7 on the numpad to go to top view and then right behind me on the add circle settings just click on that to open it up and on the vertices here i'm just going to change this to 8 so i'll change that to 8 and then just close that now a stop sign is usually the shape although this edge here is usually on the top now i've just pulled up a calculator here and what i want to do is i want to take 360 degrees and i want to divide that by 8 because 360 degrees is all the way around so if you're to rotate something by 360 degrees that's going to rotate it all the way around now we have eight faces here so i'm going to divide this by eight so if we divide 360 into eight pieces then each piece is going to have 45 degrees now i don't want to rotate this over by 45 degrees because if i press r to rotate and then type in 45 and enter you can see that it looks exactly the same and that is because now this right here just got rotated up here so instead i want to divide this by two and that will tell us exactly how far it's going to be so that this is exactly straight so we can take 45 and just divide that by two that'll tell us that we need to rotate this over by 22 and a half degrees so let's just close this i'm going to press r to rotate and then i can type in 22.5 and enter and you can see that now that is rotated exactly over so this edge here is going back and forth so i'm now going to press r to rotate and i'm going to rotate this on the x axis and i'll type in 9 0 and enter just to rotate that over and i can now press g and then z and we're just going to bring that up so i can now just press s to scale and we're going to scale that up and then i'm going to press 3 on the numpad and that is going to take me to side view and i can press g to grab i'm going to click with my mouse wheel to constrain it to the y-axis and i'll just put it right there so it's flat to that pole so i can now press f and that is going to fill a face and then let's click right here to go to the vertex select and i'll press e to extrude we're going to extrude that out and we'll just make it kind of thick just like that all right tab back into object mode so that is it for the modeling of the stop sign so it's pretty simple but now we are going to be adding the material so i'll just select the stop sign and i'll just click on new and i can just call this stop sign pull all right so that is going to be the metal pole so now to create this material i'm just going to turn the base color down to a gray color let's also go into rendered mode by pressing z and moving your mouse up to go into the rendered view so we're going to turn the base color down and make it kind of a gray color and then we can also turn the metallic value all the way to one so it is a metal material and then let's also turn the roughness down a little bit so it's a bit more shiny all right so that is looking pretty cool um now i am going to be adding that texture that i talked about at the beginning of the tutorial so a link is in the description if you'd like to download the free stop sign texture from pixabay so what i'm going to do is tab into edit mode and then i just want to hover my mouse over the stop sign and press l that's going to select all the linked vertices so it'll just select the stop sign so i'm going to scroll up here and then i can click on the plus here in the material slot to add a new material i'm going to click on new and i can just rename this to stop sign so now to add in the texture i'm going to click right over here on the shading tab so that we can preview blender's shader nodes so i now need to add in that image texture so i'll press shift a and i'm going to search for an image texture let's drop the image texture down here and then i can plug the color into the base color and then let's open up our image texture and then here is the texture that i've downloaded from pixabay so i'm going to click on the stop sign and then i'll click on open image all right now if we press z move up go into rendered mode you can see that we can't really see that um so let's click over here on the material properties and i want to click on the stop sign and then i actually just want the stop sign material to be on this face right here so what i'm going to do is press 3 on the top of my keyboard or you can also scroll over and click right here to go the face select and i'm just going to select this face so i can now click on the stop sign and then i'll click on the assign button and that is going to assign the stop sign material to that face now it doesn't really look any different and that's because i need to tap into edit mode and i need to press u and then i'm just going to click on unwrap and that will unwrap the stop sign now that isn't looking quite right because it's kind of rotated over at an odd angle so to fix this i'm going to go right over here to the uv editing tab and we can play around with the uvs so i'm going to press z move my mouse down and then let go to go into the material preview so you can see that the uv editing is actually placed pretty well although i will just press s to scale and scale it slightly down just so that um that's not going through at all because i don't want that to be going over the sign so i'll just scale that down a little bit and now i just need to rotate this over so in the uv editor i can press r to rotate and we're going to rotate this now i can actually hold down the control key and holding down the control key is going to rotate this by increments so i'm just going to rotate this over just like that and then click to place that and that is looking correct and then if you need to press g to grab or s to scale um you can just do that to fix the location of the uv editing but that looks good for me so i'm going to go right back over here to the shading tab now i do want to do a little bit to the stop sign one thing that i want to do is i want to turn the roughness down so i'm going to take the roughness value and just turn it to like a 0.2 um so that's a little bit more shiny so that was looking pretty cool maybe turn it to like a 0.3 so it's not quite that shiny and then also something that you could do just to make this look kind of cool is you could take the color and you could put the color into the normal now we need to convert this to normal data because this is color data and this is normal data so we need to convert it so we're going to press shift a we're going to search for a bump node and let's put the bump node right in here so the color is going to go into the height and then the normal can go to the normal so now if you zoom in here you can see it just looks like there's a tiny little bump there on the letters so if you like that look you could just add that i do think that looks pretty cool it just makes it look slightly 3d and it kind of makes those edges look like they're popping out a little bit so i am going to go with that so let's go right back over here to the layout and i can just rename this object so just select the object and then right over here on the outliner i'm just going to rename this to a stop sign and then i can just kind of bring it over here to move it out of the way and then i'll press h to hide that so i can now just press ctrl s to save all right so let's create the low poly car next so i'm going to press shift c again to center the 3d cursor and then i'll press shift a and i'm going to add a plane and then i'll press the period key on the numpad to zoom into the plane let's tab into edit mode and i want to press r to rotate i'm going to rotate this on the x-axis actually the y-axis get those mixed up and then i'm going to type in 9 0 and enter so we're going to be modeling the side of the car and then we'll extrude the car out to give it some thickness and then i also want to add a mirror modifier because the car is going to look the same on both sides so in edit mode i'll press g to grab click and hold with my mouse wheel to constrain it to the x-axis and i'll just bring it kind of over here for now so i'm now going to press 3 on the numpad and that is going to go to the side view and then i'll press one on the top of my keyboard or click right here to go to the vertex select and then i'm just going to select this vertex and then shift and select this vertex so i can now press g to grab let's bring it over on the y-axis and we're going to make the back of the car so this is going to be the front of the car then there's going to be the car engine kind of down here and then the wheels are going to be down here so i now want to add a loop cut in the center here so i'm going to press ctrl r to add a loop cut click to place that and then i'll bring it down just a little so a little bit more down like that and then just click to place that right there so i'm now going to select this vertex and then hold down the shift key and select this vertex and i want to scale these together so i'll press s to scale and we're just going to scale those in a little bit so this is going to be the back window and this is going to be the front window of the car so i'm not going to select this vertex and i'll hold down the shift key and select this vertex and i want to extrude these out so i'll press e to extrude i'm going to bring them out on the y-axis and just bring that out so this is going to be the car engine kind of like that and then i'll select this vertex and i can press g to grab that and i'll bring it down on the z-axis so the hood is just kind of slanting down a little bit so now what i want to do is actually select this vertex and i'll press x and i want to delete the vertices and why i'm doing that is because i need to add some wheels in here so make sure you are still in edit mode and then i'm going to press shift a and i'm going to add a circle now if you click right behind me on the add circle settings i'm going to change the vertices to 14 and then i can close this so now i want to press r to rotate i'm going to rotate it on the y-axis so hit the y and then you can type in 9-0 and enter to rotate that over by 90 degrees and then i can press g to grab and we're gonna kind of move this over here and then also i want this to be perfectly flat with the rest of the object so i'll double tap the a key to select everything and i can press s to scale we want to scale it on the x-axis and then i can just type in 0 and enter and that'll just flatten all those vertices so let's press 3 on the numpad to go to the side view i'm going to deselect everything and then i'm going to use the box select so press b for the box select i'm going to click and drag and just select those vertices and then i can press x to delete and we're going to delete the vertices so i'm now going to hover my mouse over this object and press l that's going to select the linked vertices so the vertices that are connected and i want to scale this down a bit and i'll press g to grab that and i'll put it over here and scale it down a little bit more so i now want to duplicate this for the other wheel so i'll press shift d that will duplicate it click with your mouse wheel constrain it to the y-axis and i'm going to put this one over here at the back of the car alright so now you can see the shape we're getting so i'm now going to select this shift select this and we'll press f to fill that select this vertex and then shift select this vertex and i'll press f to fill that and then we'll do the same thing here so select those and i'll press f to fill that so i'm now just going to use the box select again with b and i'm going to box select this entire thing and then i'll press f to fill that and that's going to fill a face so you can see that it's starting to look like a low poly car so let's add the mirror modifier now so i'm going to click over on on the modifiers let's click on add modifier and we're going to go right down here and add the mirror so i'll tab in edit mode and i want to select everything and i'll press g to grab we're going to bring it in on the x-axis and make that car a bit thinner because i don't want it to be quite that wide so something like that and then i want to merge these together so i'll press e that is going to extrude these and i'll push them in just like that now right now it is going through the mirror and so what i want to do is turn on the clipping button so it doesn't go through the mirror so i can now press g to grab bring it out on the x-axis and you can see now it is flattened with the mirror now if you zoom in here you can see we have some faces in there and i don't want that i don't want those faces in there so i'm going to press x to delete and i'm just going to delete the faces so now the faces are deleted in there and then it also looks like the normals need to be recalculated because the shading does look a bit weird so in edit mode i'm just going to select everything and i'll press shift n shift n is going to recalculate the normals so now let's add some loop cuts in here so that we can create the windows so i'm going to press 3 on the numpad to go to side view and i'm going to zoom in here i'll press z move my mouse over and let go to go into wireframe and then i'll press a to deselect everything so i want to add a loop cut going down here and then we can add those different windows so i'm going to press k and k is going to use the knife tool i'm going to move my mouse right down here and click to add a cut right there then what i want to do is i want to press the z button so when you press the z button that is going to constrain your cut to increments and that way it's going to be going straight up so i'm just going to move it up and then also i want this to cut through the entire mesh so i'm going to press the c button c for cut through so if you look right down here you can see there's this angle constraint and if i press z that's going to get rid of the angle constraint the z button will turn it on and off and then also right here you can see it says cut through right down there in the corner if i press c the c key is going to toggle that on and off so i want it to be turned on and that way it'll cut through the entire mesh so i'm going to bring my mouse right up here click to place that and then i can press enter so now if you go right up here you can see that it cut through the mesh so it went all the way through and added a loop cut going straight up and down so that is exactly what i want so i'm going to press 3 now to go to the face select or click right up here and i now just want to select this face here so we are going to add a window so i'm gonna press i and i will inset that face and i can just bring it down just about like that and then i can press e to extrude and i'm just going to extrude that back in so about like that let's do the same thing around the rest of the car so i'm going to select this we'll press i to inset that face bring it down then i can press e to extrude and we're going to bring that back let's also press ctrl s to save our project let's select this one and we're going to press i again now this one i want it to be connected to the mirror i just want to be one big window so i'm going to press b after i press i and b is going to toggle the boundary if you look right up here you can see it says boundary right now it is on if i press b that is going to toggle the boundary so i want to turn the boundary off so i'm just going to bring that down and then just click to place that so you can see now that is connecting with the mirror so i can now press e to extrude and we're going to extrude that back to make the front window and then let's go to the back here i'm going to select this back one i'm going to press i to inset that and the boundary is already turned off so that is how i want it so let's just make this a bit smaller click to place that and then i can press e to extrude and we will extrude that back all right there we go so we now have those windows for the car so now let's do the side mirrors on the car so i'm going to press tab to go back into edit mode so i'm going to press shift a and i'm going to add a cube and then let's also turn off the clipping and i'm going to press g to grab and just bring the cube over here and then i'll scale it down so make sure the cube is not going through the mirror and then we can turn the clipping back on so i'll press s to scale i'm going to scale this on the y-axis to make it a bit thinner we'll scale that down i can press g to grab we're going to stick the mirror right over here so kind of there on the side of the car i'm also going to press s we're going to scale it and i want to scale it on the x-axis and i'll just make that a bit longer kind of like that so i now want to create a piece right here which can go into the car so to do that i'll press ctrl r we're going to add a loop cut right there then i can press ctrl r again we're going to add another loop cut right there so i can now click right here to go to the face select and then i'm going to click right here on this face and i can press e to extrude and we're going to extrude that out and i'm just going to stick this so that it's going inside the car and then i want to hover my mouse over this object and press l to select the linked vertices and i can press g to grab and i'm going to stick this kind of right down there so just make sure it's going inside the car so just like that all right so i now want to select this face and then i'm going to hold down the shift key and i'm going to select these other faces and then i can press i to inset that we're going to inset all those faces so just like that and then i can press e to extrude and we're going to extrude that back so that is where the actual mirror is going to be and then i thought it also might be cool if these sides here were beveled a little bit so i'm gonna press one on the top of my keyboard to go to the vertex select i'll press z move my mouse over let go to go into wireframe and then i can deselect everything and then using the box select with a b i can click and drag and i'm just going to box select all those vertices and then i want to add a bevel so i'm going to press ctrl b and that is going to add a bevel and i can just bevel that out so just something like that that is pretty good let's do the same thing down here so i'll press z move over go into wireframe i'll deselect everything with a and then i can press b for the box select we're just going to box select all those vertices and i can now press ctrl b and we're going to add a bevel just like that and i think i'll just do it right over here as well so i'm going to do the same thing so i'll just box select these vertices right there and i'll press ctrl b and right down here as well so i'm just going to box select those again these ones here and i'll press ctrl b to add a bevel all right that is looking much better so i now want to add a little piece here to look like a door handle so you can open up the card so i'll press shift a and i'm going to add a cube and then again because i have my origin point right over here it just added the cube right over here so i just need to turn off the clipping press g to grab and s to scale we're just going to kind of stick that here and then i can turn back on the clipping so i'll press g to grab we're going to bring this over i'm also going to press the period key on the numpad to zoom over to it and then i can scale it down and then i also want to scale it out on the y-axis so you can scale that out just like that i'll press g to grab and we're just going to bring this up so this is basically just going to be the door handle so something like that is pretty good all right so let's now create the car bumpers on the front and the back so i'll press shift c again just to center the 3d cursor and i can press shift a and i can just add a cube i'll press the period on the numpad to zoom over to the cube then i can press g to grab and i'm going to bring this over and then i'll press s to scale and we want to scale that down and then i'll press g to grab we're just going to stick this right here kind of on the back of the car and i need to scale it down a bit more so press s to scale it we're just going to bring that down now a problem with this is because this was a cube if you zoom in here there is a face right in here and we don't want to have a face right in there so i'm just going to press 3 on the top of my keyboard and just select this face and then i can just press x to delete and we just want to delete via faces all right and then i need to select this object again so i'm just going to press l with my mouse hovered over the object that'll select all the linked vertices and then we can also press 3 on the numpad to go to the side view and i'll press g to grab we're just going to stick that right in there let's press 1 to go to the front view and then i'll press g to grab and then click and hold with your mouse wheel to constrain to the x-axis and i'm just going to stick it kind of right there now i want to give it some thickness kind of just on the side here so i'm going to press ctrl r to add a loop cut we're going to click and then drag over and then click to place that so i can now press 3 or click right up here to the face select and i'm just going to select this face and then i can press e to extrude we're going to extrude that out and then just click to place that so we now have that bumper there on the back of the car so i want to add the bumper on the front of the car as well so i can just tap an edit mode and i'm going to select this face and then hold down the shift key and select this face so i can now press shift d to duplicate that click with your mouse wheel to constrain it to the y axis and just bring it over and then i can press the period on the numpad to zoom over to it so i want to bring that back a little bit closer and then i can press e to extrude we're going to extrude that bumper out just about like that and then i'm just going to select this face and i can press e to extrude and just make the bumper kind of go around the side of the car a little bit more now let's also create the license plate for the car so i'm going to select this face right here i'll press shift d to duplicate it and i'm going to bring it up and kind of push it into the mirror so if you kind of look over here you can see now we have that license plate shape i'll press g to grab we're just going to move it down and i also want to scale the whole thing up a little bit just so that the license plate is a little bit taller than the bumper and i just want to stick the license plate on the bumper so just bring it over press g to grab bring it over like that and then i can press e to extrude we're just going to give that some thickness and just stick it right there and you can see the shading looks off because this is kind of darker whereas this is lighter so i'm just going to hover my mouse over the object and press l that'll select the linked vertices and then to recalculate the normals you can press shift n and that'll recalculate the normals and then also i think i'll just scale this down so press s to scale and you can press g to grab and just kind of stick that where you want it all right that is looking pretty good now i want to add this same license plate on the back so i'll press shift d to duplicate click with your mouse wheel to constrain it to the y-axis we're just going to bring it over there and then i can press the period on the numpad just to zoom over to it and then let's press g to grab click with your mouse wheel we're going to bring it over and just stick it right there on the back of the bumper all right let's go back into object mode and just kind of zoom out and see how that is looking alright so let's do the wheels now so to make the wheels i'm going to use a separate object so i'll press shift c again to center the 3d cursor and i can press shift a and i'm going to go right down here and i'm going to add a cylinder and then let's press period on the numpad to zoom into the cylinder now because we want this to be a low poly style i want to give it less vertices so right behind me if you click on the add cylinder settings right there i'm going to change the vertices count to 14 and then i can just close that so i'm now going to tab into edit mode and i want to press s to scale we're going to scale that down and then i'll tab into object mode and i'll press g and z and we're going to bring that down so i can see that a bit better and then i'll tab back into edit mode so i can press r to rotate and then i'll hit y to bring it over on the y axis and then i can type in 9 0 and enter to rotate it over by 90 degrees and then i'll press g to grab we're going to bring it out on the x-axis just like that and then i want to give it the mirror modifier so that we can just model one tire and then it will duplicate it over so i'm going to click on add modifier and let's go down here and add the mirror modifier we're going to mirror it on the x-axis so that it's mirroring it over like that so i can now press g to grab we're going to bring that up and then s to scale we're going to bring that out and then g to grab and bring that over and then this is a much too thick of a wheel so let's press s to scale we're going to scale it on the x-axis and just make that much thinner so something like that and then i'll press 3 on the numpad to go to side view i'll press g to grab and s to scale and we're just going to stick that wheel up there and pretty much just fit the wheel inside there just like that so now right inside here inside the wheel i thought i'd just add a little beam there even though you can't really see it um from this perspective i thought i'd just model a little beam there connecting the wheels so i'm just going to select this face right here and i'll press i to inset that and i'll bring it down then i can press e to extrude we're going to extrude that out and i'll just stick it right there and then you can see it's going through so i actually just need to click to place that i'll just actually press ctrl z to undo that and then i'm going to turn on the clipping right here on the mirror modifier so i can now press e to extrude and if i push it together you can see now it's merging with the mirror and then again if you look inside here we have an extra face in there and i don't want that so i can just press x to delete and we just want to delete the faces so now the face is deleted and then i can tab back into object mode and see how that is looking that's really good i do want to scale the whole wheel down just a little bit so it fits a little bit better inside there so i'm going to have an edit mode and i'm just going to select everything with the a key and i can press s to scale we're just going to scale it down a little bit and then i can press g and z we're going to bring that up on the z-axis and also i can press g to grab we're going to bring it out on the x-axis a little bit all right so that is better let's tab back into edit mode again and i just want to select this face right here i'm now going to press i to inset that and i'm just going to bring this down so this is basically going to be the tire and then right in here this is going to be the hub cap so i'm going to press e to extrude we're going to extrude that out and then i can press i again to inset that just kind of bring that in there and then i'll press e to extrude and we're just going to extrude that hub cap kind of going back in and then i can press i again and that'll inset that and we'll bring that down just like that and then i can press e to extrude we're going to extrude that out one more time and then i want to add some bevels just to make it look a bit nicer so i'll press ctrl b we'll add a bevel there just like that and then i'm going to click right over here on the vertex select and then i want to hold down the alt key and select that ring of vertices so i'll just press ctrl b again we're going to add a bevel there just click to place that let's navigate over here and i'll hold down the alt key and select that ring of vertices and then i can press ctrl b again to add a bevel just like that let's tab back into object mode and i also want to add these wheels over here now i could just press shifty to duplicate them and stick them there but i also need to add the materials and i also might want to edit the object a little bit so what i'm going to do instead is use the mirror modifier to mirror it over so if i click on the y-axis you can see that is doing most of the work for us so we're also mirroring it over on the y-axis and so that's mirroring it over but you can see that it's not actually at the correct spot because there's a little bit of an opening right there so what i'm going to do is press shift c again to center the 3d cursor and i can now press shift a and i'm going to go right down here to empty and i'm going to add a plane axis and then i'll press period on the numpad to zoom into it and then i can press g to grab and we're going to bring it down on the z-axis so what i can do is i can tell these objects to be mirrored from this object so i'm going to select these objects and then you can see that we have this mirror object option i'm going to click on the eyedropper and then i'm going to just select our empty now nothing really changed and that is because the empty is in the very center but i can now just select the empty and i can press g to grab and you can see that now wherever the center of the empty is that is where it's going to be mirrored so this is really helpful because i can now press 3 on the numpad to go to side view and i can press g to grab and we can just click with our mouse wheel to constrain it to the y-axis and i can now just bring this over to the amount that i want so i'm just going to bring it over until those wheels are in the very center just like that and then i can also scale this down if i want to just make it a bit smaller so in object mode i'm going to select the main object again and i'll tab into edit mode so what i now want to do is i want to add some lights right here and then also add some backlights right there so i'm going to press shift a and let's go right down here and add a circle and then if you click on the add circle settings on the vertices here i'm just going to set that to 8 so it has a nice low poly style and then i can close that so i'll press g to grab click with my mouse wheel and bring it over now because we have the clipping on if i press a g to grab you can see that that's connecting with the mirror and i do not want that so i'm just going to temporarily turn the clipping off press g to grab and then s to scale and now that's over there i can just turn the clipping back on so i'm just going to press g to grab and i'm just going to stick this kind of right there maybe scale it down a little bit and then i want to rotate this over so i'll press r that will rotate it i'm going to rotate it on the x-axis and then i want to rotate it exactly up so i can type in 9 0 and enter to rotate it over by 90 degrees then i can press g to grab and we're just going to stick that in there so i can now press e to extrude and i want to extrude that out on the y-axis so you can click with your mouse wheel to constrain it to the y-axis and i'll just bring it out a little bit so i can now press e to extrude and then s to scale we want to scale that down and then i can press g to grab we want to bring it out on the y axis just like that and let's do that one more time so i'll press e to extrude and then s to scale i want to bring that down and then i'll press g to grab and we want to bring it out on the y-axis just to make that kind of circular shape and then to fill a face there i can just press f to fill the face and then again i can see the normals need to be recalculated because the matte cap shading looks a bit weird so i'll just select the entire object with a and then i can press shift n and shift n will recalculate the normals and then i'm also going to select this face right here and i'm going to press shift d to duplicate it kind of bring it up and then i can press s to scale we want to scale it down on the z axis just like that and then i can press g to grab and we're going to make it a little bit bigger and maybe pull it up a little bit so i'm now going to press e to extrude we're going to extrude that back just like that and then that's that is a little bit thick so i'm just going to select this face and i'll press g to grab and we're going to bring it on at the y axis and just bring that in a little bit and then again i need to recalculate the normals so i'll press l with my mouse hovered over the object and then i can press shift n to recalculate the normals so now let's do the back so i'm just going to tab an edit mode and i'm just going to select this face right here and then i'll press shifty to duplicate click with your mouse wheel and bring it over and then let's just navigate to the back of the car and i'll press g to grab and bring that in so right here i want to create kind of a little handle so that you can open up the back of the car so i'll press s to scale and g to grab we're just going to stick that into place right there maybe scale that up a little bit and then we can press e to extrude and we're going to extrude that back so now you can see that we have that little piece there that looks kind of like a handle to open up the car and then we need to make the back lights so i can actually just select this face right here and i'll press shifty to duplicate it let's bring it over and then i can bring it up and then i can press s to scale we can kind of scale that up and also scale it up on the z-axis just like that all right so i'm now going to press e to extrude and i'm going to extrude that out just to make those back headlights and then i'm also going to hover my mouse over the object and press l to select the entire thing and then you can see the shading is a bit weird again so i need to press shift end to recalculate the normals and then let's just scale that up a bit and just kind of bring it over so the car modeling is almost done but i do just want to take this right here and i want to push it in a little bit closer so i'm going to press 1 on the numpad to go to the front view and i can tap into edit mode and then i'm going to press z move my mouse over and let go to go into wireframe and then just press a to make sure everything is deselected and i also want to click right up here to go to the vertex select then i'll press b for the box select and i'm just going to drag a box around the top of the car i can press g to grab and then click with my mouse wheel to constrain it to the x-axis and i'll just bring that in basically i just want a tiny little bit of an angle right there so i can now tap back into object mode let's go back into the solid view by pressing z and moving your mouse over and you can see now the car just looks a little bit more stylized because it has that angle there so just press ctrl s again to save and the modeling is finished so now we can do the materials so i'm going to press z move my mouse up and then let go to go into the rendered view i'm just going to select the main car object and let's click right over here on the material properties i can click on new and i can just call this one car paint let's change the base color so of course you can change this to whatever color you want but i'm going to set this to a bright blue color i think that looks pretty nice for a car so just like that and let's also turn the roughness down a bit so the car is just a little bit more shiny so i now need to add different materials for all of these different objects so i will tab in edit mode and i'm going to press a to deselect everything so let's do the windows first so i'm going to press 3 on the top of my keyboard to go to the face select and then i can select this window and then i'm going to hold down the shift key and i'll just select all of the other windows so just like that and then i also want to select the mirror there so i'll hold down the shift key and i'll select this face and this face and this face alright so we want those to be a new object so let's just scroll up here and within this object's material slots i want to add a new material so i'm going to click on the plus right here and then i can just click on new and i can just call this material glass and then just make sure the glass is selected and then you're going to click on the assign button and then i can just press a to deselect that and i can actually go back into object mode so we now have that as our glass so let's scroll down here now to make it look like glass i'm going to turn the transmission value right here all the way up to 1 and then if i go right up here i also want to turn the roughness value way down so it's very shiny now i don't actually want to be able to see through the glass because i do want it to just be kind of like a stylized glass later on in this video i will be making a separate glass material for some glass that i actually want to be able to see through of course if you wanted to you could go in here and you could model like some chairs and things um but i just wanted to look a bit stylized so it'll look like glass but you can't actually see through the glass so i'm just going to go with that um you could also change the roughness value if you want to be a bit more rough and then also i'm just going to take the base color and make it a bit darker so that it's just a little bit darker and that looks much better so i'm just going to select this object and tab back into edit mode and we're going to create the bumper material so i'm going to hover my mouse over the bumper and press l and then also go right over here hover your mouse over this object and press l and then i want the same material to be on the handles so i'll press l to select that handle hover your mouse over this handle back here and press l so those are all of the pieces that we want for our new material so again within the material slots we're going to click on the plus here let's click on new i can just call this bumper just like that and then just click on the s sign button when that bumper is selected now on the base color here i just want to make this kind of like a dark gray and then also i want to turn the roughness up because i don't want it to be that rough so let's turn the roughness up and maybe turn the base color down just a little all right that is looking pretty good although i do just want to make the base color a little bit darker just like that and then if you want the bumper to be less reflective you could also turn the specular down you can see when you turn the specular down it's going to be less reflective let's tap back into edit mode and then we're going to do a lighter material for some other parts here so i'll press a to deselect everything and then just hover your mouse over these objects and press l and l so i'm just going to select those two um cubes right there let's go to the back here and press l on this one there as well so we have this front piece right here selected and then we also have the license plate selected i'm going to scroll up and then i'm going to click on a plus right here to add a new material in the slot let's click on it new and i can just call this license plate all right license plate and then click on the assign button to assign that and then over here on the base color i just want to make this one a lighter brown so it's just going to be a light brown kind of like that so let's now make the materials for the lights on the front and the back so i'll press l with my mouse hovered over the headlight and then i'm going to scroll up here let's click on the plus again to add another material i'm going to click on new and i can just call this head light and then we can click on assign to assign that now if you wanted to you could change this to an emission material so if you click on the surface you could just change this to an emission and that way it would be emitting light but i don't really want to do that i just want to make it a kind of a shiny yellow color so on the base color here i'm just going to make that a yellow color like that let's also scroll down and on the roughness here i'm going to turn the roughness way down so it's very shiny so if i go back into object mode you can see that is now very shiny and it kind of looks like a yellow tinted glass so let's go right back here and we'll do the same thing on the back here so i'll tab into edit mode and just press a to make sure everything is deselected and then just hover your mouse over this object and press l let's scroll up here and i'm going to click on the plus right here to add a another object i can click on new and then i can just call this back lights so a backlight and then just make sure the backlight is selected and make sure this object is selected you can press assign to assign that now on the base color here i just want to make this like a really bright red and then also right down here on the roughness i'm going to make the roughness really small so it looks pretty reflective all right so back in object mode you can see how that is looking alright so the car materials are finished so we just need to do the materials for the wheels so i'm going to select the wheel and then we can click on new and let's first make this material tires so i'm going to rename that to attires and then let's scroll down here on the base color i'm going to make this fully black and then let's also scroll down and i'll also turn the roughness up a bit so it's a little bit more rough and then also you could turn the specular down if you want it to look a little bit darker all right so just like that so i now just need to make the material for the hubcap so i'll tab in edit mode and i want to go to the face select so just make sure you're using the face select i'll press a to deselect everything and then what i want to do is select all these loops of faces so i'm going to hold down the alt key and select that loop of faces and then i can hold down the shift and alt key and i'm going to select that and select that loop of faces this one here and this one as well and also alt and shift and select that one as well and then let's also navigate in here and i'm going to hold down the shift and alt key and select that ring of faces and then for the last one right here i can just hold down the shift key and select that face right there let's scroll up here and i'm going to click on the plus here and then we can click on new and for this material i'm just going to call this hubcap and then let's click on the assign button with that selected so it's going to assign the hubcap material to those faces and then for this object i want to be metallic so we're going to turn the metallic value all the way up to one and then on the base color i want to make that a bit darker so it's a darker metal so we'll make it a bit darker and then also if you wanted to you could play around with the roughness so i want to make mine a little bit more shiny all right so just like that let's press ctrl s again to save and that is it for our stylized low poly car now if you wanted to you could keep this mirror modifier on the car there um but i actually just want to apply this because i want all of this car to be one object so what i'm going to do is select this object right here i'm going to select the wheels and i can go over to the modifier properties now on the mirror modifier i can just click on this button and i can just click on the apply button to apply that so if i tap into edit mode you can see this is actual geometry so now this object right here i can just select it and i don't really need it anymore so i'm just going to press x and then delete it so i now want to join these together but i first need to just select the car object and then on the mirror here i can click on this and then click on apply and that'll apply the mirror modifier so i can now select the wheels and then hold down the shift key and select the car and then i can press control j so control j is going to join objects together and if i tap into edit mode you can see this car is now one object all right that's really good so if i click on the car right here in the outliner i can just rename this to car and then i'll press g to grab i'm going to click with my mouse wheel and i'm just going to bring the car over here so it's out of the way and then i can press h to hide that alright so that is the car so let's do the next object now alright so the next object is going to be a traffic light so i'm going to press shift a again let's go to mesh and then i'm going to go right down here and i'm going to add a circle so once you've added the circle right behind me you can click on the add circle settings and i'm just going to make sure the vertices here is set to 8 so it looks low poly and then i can close the add circle settings and then i'll press period and then i'm pad to zoom into it so i'm going to tab into edit mode and i'm going to press s to scale and we will scale that down a bit and then i'll press 1 on the top of my keyboard to go to the vertex select and i'm going to press f to fill a face so i can now press e to extrude we're going to kind of extrude that up a little bit then i'll press i to inset we're going to inset that face down and then i want to make the pole so i'll press e to extrude and i'll extrude this up and if you wanted to you could totally model a traffic light which is kind of hanging along a wire but for this traffic light i'm just going to make a traffic light on a big metal pole so now make sure you're still in edit mode and i'm going to press shift a and i want to add a cube i'll press g to grab we're going to bring this up on the z-axis and then i also need to scale this way down and i can also press period to zoom over to that and i want to scale this up a little bit more so i'm now just going to go to the face select and i'm just going to select this face and i'll press g to grab we're going to bring it up on the z-axis just like that and then i want to select this right here and i want to make this a little bit bigger so that then we can put the traffic lights on it so i'll press e to extrude and then immediately after that press s and that will scale it and i want to scale this whole thing up and then you can see that it's scaling it more up but not out so i'll press s to scale and then click with your mouse wheel to constrain that and i just want to bring that out as well i could also scale it down on the z-axis to make that a little bit smaller so i'm now going to press e to extrude and that'll give it some thickness and i'll just bring that out basically just like that all right and then i can double tap the a key to select everything so we now have this big face right here and we can add the red yellow and green traffic lights so i'm still in edit mode and i'm going to press shift a and i'm going to add another circle and then just make sure on the add circle settings make sure that is still set to eight so i can press g and z we are going to bring that up and then i will press g to grab click with your mouse wheel and bring that over and then i can press s to scale and we can scale that down and then i want to rotate that so i'll press r to rotate we're going to rotate it on the x axis and i'll type in 9 0 and enter to rotate it over by 90 degrees and i can now scale this up a little bit and i'll press g to grab click and let go with your mouse wheel to constrain it and i will just bring that in there and then i'll press z move my mouse over and go into wireframe so i can see that and i'll bring it down on the z-axis and i'll scale that up a little bit more so i'm now going to click right up here to the vertex select and i'll press e to extrude and i want to extrude that out on the y-axis and i'm just going to extrude that out to about there then i can press e to extrude and then s and we'll scale that down just to give that some thickness and then i can press e to extrude and we're going to extrude that back and we'll extrude it back on the y-axis and i'm just going to extrude it back about that far so i can now press e to extrude and then s to scale we're going to bring that down and we're now going to be creating that light inside there so i'll press g to grab we're going to bring it out on the y-axis and just push that out a little bit then i can press e to extrude again let's bring it out on the y-axis and make it a bit farther and then i can press s to scale bring that down and i can press e to extrude again we're going to bring that out on the y-axis and then i can press s to scale that down again so just like that and then i can press f and that's going to fill a face in the center there so i'm now going to press 3 on the top of my keyboard to go to the face select and i want to hold down the shift key and i'm just going to select all of these faces right up here so i can now press e to extrude we're going to extrude those out just a little bit but then i don't want these pieces right here on the bottom here to be extruded out anymore so i'm going to click right here to go to the vertex select and then i'm going to press b for the box select and i'm going to click with my mouse wheel so click and hold your mouse wheel and drag a box around those bottom vertices and then just let go and that is going to deselect those vertices so i'll press g to grab and i'll bring it out on the y-axis over like that and then i'm just going to select this vertex shift select this vertex and i can press g to grab we're going to bring it out on the y-axis just like that and then if you click right back over here on the face select i'm just going to hold down the shift key and just select these faces again and i can press g to grab and i'm going to bring them out on the y-axis even farther so just like that tap back into object mode and you can see that's looking pretty good although we do need to recalculate the normals again so if you tap into edit mode you can select everything and then i'll press shift n to recalculate the normals then also this traffic light here it looks a little bit flat so i'm going to select the face and i will press g and y we're going to bring that out a little bit and then i'm going to hold down the shift and alt key and that way i can select this ring of faces and i can press g again and y and bring it out on the y-axis and then i want to do that one more time so i'll hold down the shift and alt key and just select that ring of faces and i can press g to grab we're going to bring it out on the y-axis and just bring that out so that traffic light now will be coming out a little bit more alright so back in edit mode i'm going to hover my mouse over this object and press l that'll select all the linked vertices and then i'm going to press 1 on the numpad to go to front view and i want to scale this up a little bit more so we can scale it up pretty big but it can't be too big because i'm going to be duplicating this three times and so all of those need to be able to fit so i need to just scale this down a little bit more and then i can also press g and y and bring it out just a little bit more so i'll press 1 on the numpad again to go to front view i'll press g and z we're going to bring that down and then to duplicate this the shortcut key is shift d so press shift d to duplicate we're going to bring that up on the z-axis just place it right there and then i'll press shift d again we're going to press z to bring it up on the z-axis and just stick that right there all right and there we have it so there is our traffic light and then i do think the whole traffic light is a little bit low so i'm gonna go back into edit mode and i'm gonna press one on the top of my keyboard to go to the vertex select and then i need to press z move my mouse over and go into wireframe and then i'll press b for the box select i'm just going to box select all of those vertices on the top here and i can press g and z and we're just going to bring those up just like that all right so let's do the materials now so i'm going to click right over here on the material properties i can also press z move my mouse up and let go to go into the rendered view and then i can click on new and i can just call this traffic light and then press ctrl s again to save your project so this is going to be pretty simple just like the other materials so the base color is going to be all the way to black and then i do want to make it look pretty shiny so i'll turn the roughness down so it's a bit more shiny and then i'll tab into edit mode and i want to create the different colored lights so i'm going to go to the face select and then i'm just going to select this face right here now a really cool trick you can do to easily select the other faces around it is i'm going to press control plus and control plus is going to select all of the faces around the selected faces so i'll do that a few more times so i'll press control plus and control plus and i think i need to do that one more time and that is looking good so now that i have that selected i want to make that be a green light so again in the material slots i'm going to click on the plus here i'll click on new i can just call this green light and then i want it to be emitting light so right here on the surface i'm going to change it instead from principled to emission so it'll be emitting light and then click on the assign button just to assign that so if i go into rendered mode now you can see that as emitting light i'm going to turn the strength to 2 so it's a little bit brighter and then on the color i can make this a bright green light so we just need to do the same exact thing for these other ones so i'll go back into solid view and i'm going to tab into edit mode and i'm just going to select this face right here i'm now going to press control plus and just continue to hit control plus i'm hitting the plus key on my numpad and that will select all of those faces let's scroll up here and then we need to make another light so this one's going to be yellow so i'm going to click on the plus here let's click on new and i can just call this yellow light and then again we want to click on a sign to assign those faces to the yellow light and then if you go into rendered mode on the surface here i want this to be emitting light so let's again change this to the emission so it's emitting light and then on the strength here i can just change this to two so it's a little bit brighter and on the color here i'm just going to change this to a bright yellow and you know what i just realized i believe most of the time the green light is actually on the bottom so i actually need to click on the green light i'm going to change this to red light i was looking at some reference images and i just noticed that it seems like the red is always on the top it's funny how you don't really think about those subtle details but then when you're actually creating it in blender or something you need to be able to get it accurate so that's why using reference images are super important so the red light is on the top then the yellow and then the green is on the bottom so let's do the same thing so back in the solid view i'm going to select this light right here i'm actually going to just select the very front face i can now press control plus and control plus a few times to select the entire light and then one more time we're going to click on the plus here to add a new material i can click on new here i want to rename this one to green light and then we can click on a sign again to assign the green light to those faces and then again up in rendered mode just press z move your mouse up to go under the rendered view i want to change the surface here to emission so it's emitting light and on the strength here i'm just going to set that to 2 so it's a little bit brighter and let's make this color a bright green color all right just like that so that is it for our traffic light so i'm going to select the traffic light and then over here in the collections you can just rename this so i can actually just select the traffic light name here and i can press ctrl c to copy that and then right here i can double click on this to rename this and i can press ctrl v to paste that so we now have the traffic light so i'm just going to move this over kind of move it out of the way i'll just bring it over here and then i'm just going to press h to hide that to get it out of the way so we can model the next thing so the next asset that we're going to be creating is the bench so i'm going to press shift a and let's go right down here and we're going to add a cube i'm going to tab into edit mode and let's press s to scale this cube way down and then i'll press g to grab and i'm just going to click with my mouse wheel to constrain it to the x-axis put it over here and then i'll press s to scale we want to scale this out on the y-axis just like that so we're creating the base of our bench and then the bench is going to be right up here so let's tab back into object mode and i want to add a mirror modifier because the bench is going to be the same on both sides so over here on the modifier properties i can click on add modifier and i want to add the mirror modifier and because i moved this in edit mode the origin point is in the very center there so you can see now it's mirroring it from the origin point so i'll just bring this out a little bit farther and then i'm also going to scale it out on the y-axis a little bit more and then i'll press g to grab we're going to bring it up on the z-axis and just stick it right there so that it's just sitting on the grid so i'm now going to click right here if you can't select the face then just click on the face select or press three on the top of your keyboard and i'll press g and z and we're going to bring that down so i'm now going to press e to extrude we're going to bring it up like that and then i can press s we're going to scale this and i want to scale it on the y-axis and i'm going to make it much smaller and we pretty much want this to be a square then i can press e to extrude we're going to extrude this up so this is basically going to be the legs for the bench that is a little bit too high so i will bring it back down a little bit then i'll press e to extrude again we're going to bring this up and i want this to be pretty much a square and then i'm going to select this side and we'll press e to extrude let's extrude that out click on this face right here and i'll press e to extrude and we will extrude that out as well and then i want to make this metal piece going up as well so i'm going to press ctrl r click to add a loop cut and drag it over and i want this to be about a square and then just make sure in the face select and i'm just going to select this face and then i'm also going to press 3 on the numpad to go to the side view so i'm now going to press e to extrude we want to extrude this up and i want to make the back kind of rotating a little bit so i'll press g to grab and r to rotate and also scale it down just a little then i'll press e to extrude again i'm going to press r to rotate and g to grab just kind of move that like that and then i'll press e to extrude again i'll press r to rotate and g to grab and then i'll press e to extrude and s to scale scale that up just like that all right that is looking good these are also a little bit close to each other so i'm going to double tap the a key to select everything i'm going to press g to grab this and i'll click with my mouse wheel and bring it over on the x-axis so probably about that far now i want to add an arm rest and i want the armrest to be going down here and then go down and connect with this so i'm going to press ctrl r we're going to add another loop cut right here and then right here this should be about a square you can just eyeball that and then press 3 on the top of your keyboard and we can select this and let's press three again to go to the side view so i'm going to press e to extrude let's extrude that up and then i can press e to extrude and r to rotate and g to grab we're going to kind of move that so it's slowly rotating then i can press e to extrude again r to rotate and g to grab and then i want to fill this face and this face together so i first want to delete the faces so i'll press x we're going to delete the faces let's select this one i'll press x and we're going to do the faces and then what i want to do is click right here to the vertex select i'm going to hold down the shift key and select all these vertices and then hold down the shift key and select all these vertices so i now want to join these together so i want to fill the faces so to do that i can press ctrl e and then right here on the third one i'm going to click on bridge edge loops and you can see it's bridged those edge loops and it's added faces there and then it looks like this is slightly too high so i'm just going to press b for the box select i'm just going to box select all these vertices so just like that and i can press g and a z and we're just going to bring that down a little bit you could also scale it on the z-axis just a little so i now want to create a wooden piece right here and then also a wooden piece right here on the back so let's tap back into edit mode and i'm just going to navigate right over here let's go to the face select and i'm just going to select this face so i can now press shift d to duplicate bring it out and i'm going to press s to scale it i'm going to scale it down on the z-axis a little and then i'm going to press s to scale and we want to scale it out on the x-axis and i'm going to bring it out so it's going all the way over so just like that then i can press g to grab we're going to bring it inside the metal there so it's connecting and then i can press e to extrude and we're going to extrude that out and just stick it right there and because we have the clipping turned on it's going to merge that together and then we also need to delete that face in there so just press x to delete and we can delete these faces now to make this look like wood i want to just make a little bit bumpy and random so what i'm going to do is press ctrl r and then i'm going to scroll my mouse wheel out until there are three loop cuts and then i can left click and then right click and then i'm also going to add some loop cuts right here so i'll press ctrl r scroll my mouse wheel until there are two and then i'm going to left click and then right click to place that so we can now just give it some randomness so if you select some vertices you can press g to grab select this vertex g to grab and you can just kind of select these and just move them around because we want this wood to look a little bit natural so i'm just going to make some of it a little bit higher some of it a little bit lower and i'll do that for the bottom here as well just to make it look like it's a natural piece of wood that has been used to create the bench so this is going to be metal and then this is going to be wood so just kind of move these around um you don't want to do it too much you don't want to overdo it but just moving some things around just a little so you can see now that is looking much more random and natural so i now want to duplicate this and put it on the backrest so go back into edit mode and hover your mouse over the wood piece and press l and that will select all the linked vertices and i think also scale the whole thing down just a little and stick it more into the metal piece all right now to duplicate this i'm first going to press 3 on the numpad to go to side view and i want to be able to see through the mesh so i'll press z hold down the z button go to wireframe and let go so i can now press shift d to duplicate this and then r to rotate it and i'm just going to move it up here i think i'll scale the whole thing down a little bit and i'll rotate this up and just stick it right here so i now want this wooden piece to kind of rotate with the metal so i'm going to use the box select by pressing b and then i'm going to click and hold with my middle mouse wheel and then i'll drag over that and then let go and that will deselect all of that so i can now just press r to rotate and g to grab and we're going to bring that over just like that and you could scale it down a little bit if you need to all right so let's go back into solid view and look at that all right so that's pretty good but you can see that this needs to be pushed more in so what i'm going to do is go right here to the face select and then i'll select this face and then we're going to hold down the shift key select these faces and then i can press g to grab click with your mouse wheel constrain it to the x-axis and just stick that in there all right so there we go that is looking pretty good now i do want to make it just a tiny bit more random again so i'll press one on the top of my keyboard uh to go to the vertex select and i'm just gonna again select some of these vertices and just give them a bit of randomness just so they're a little bit different and it looks more like natural wood and i kind of like the look where this is going up and down just a little bit um i think it looks pretty nice alright so just like that so the modeling is finished so i want to actually apply the mirror modifier so i'm just going to make sure the mirror modifier is selected and with your mouse hovered over the mirror modifier you can press ctrl a and that will apply it so now in edit mode you can see this is all geometry so i'm now just going to do the same thing so i'm just going to select some of these vertices and just randomly move them around and this way it won't look like it's been mirrored over and it'll look even more natural because some of these look exactly the same like right here you can see this it looks exactly the same because it was using the mirror modifier so i'm just going to give some randomness to these just kind of move them around you don't want to overdo it but just a little bit will help all right so there we go and that is the bench so let's now add some basic materials so i'm going to click right over here on the material properties and let's click on new and i can just call this bench metal i'm going to call this one bench metal and then let's go to the surface right here let me make this a little bit bigger so let's also press z move your mouse up let go to go into the rendered view now on the base color for this bench i want it to be a dark metal so i'll make it even darker pretty dark and then i'll also turn the metallic value all the way up to one so it looks metal and then let's also turn the roughness value down a little bit so it's a bit more shiny and then i think i need to turn this up a little bit because it's just a little bit too dark all right so now we're going to create a couple different colors of wood a few different shades of wood so in the material slot on this object we're going to click on the plus here let's click on new and i can just call this bench wood light so we're going to make a light wood and then we'll make a dark wood let's actually click on the plus here and just make another one so i'll click on new and then for this second material i'm going to rename it to bench wood dark so we have our light wood and our dark wood so let's click on the light wood first and on the base color i'm just going to make this a brown color so let's just go like that make it a little bit darker and then we need to assign this light wood to some of these faces so i'm going to tap into edit mode and then click right here to the face select so i'm now going to hold down the shift key and i'm first going to select all of these faces right here hold down the shift key and you can also box select that if you want to select them all at the same time and use the box select to select all of those alright so that's what i'm going to have the light wood and then also right here i'm going to box select all of these so that's going to be the light wood and i'll also use the box select just to select these pieces right there all right so why i'm selecting all of these pieces is because i want it to look like different pieces of wood that have been connected together so sort of like planks of wood so with that selected now i'm going to click on the bench wood light and then just click on assign that'll assign that and then i think the base color should be a bit darker and then also wood isn't really that shiny so on the roughness i'll just turn that up a little bit let's turn the base color down a little bit more all right so now i'm going to make a darker wood so again let's just box select some of these i'm going to box like that let's go to the back here use the box select to select that as well and right down here i'll use the box select by pressing b we're going to select that also you can hold down the shift key and just select those faces and also right down here i'll select that as well so now that all of those are selected those planks of wood i'm going to click on the bench wood dark click on assign that's going to assign it and then for this color it's going to be pretty much the same color so kind of a brownish but it's going to be a little bit darker so it's just going to be a slightly darker shade of brown and then also just like the other wood i do want to turn the roughness up a bit because i don't really want it to be shiny all right so that is good so we just need to select the last bits of wood so again just hold down the shift key and you can just select all those pieces of wood so just the last few planks of wood there so i'll box like this also hold down the shift key we're just going to select all of those pieces and those ones there all right and then also down here we need to select those bottom vertices as well so let's actually create another shade of wood so i'm going to click on the plus here to add a new material and then what we can do is we can actually click on this drop down here and we can just add the bench wood light so this is the same material as this one up here but i now want to duplicate the material so it's a different material but it uses the same information so to do that i can click on this little button here and it looks like a little piece of paper so i'm going to click on that and that will duplicate the material so i can now just change the name to benchwood med for medium because we have a light one a dark one and a medium one and then make sure this is still selected and make sure the wood bench medium is selected and you can click on assign all right now if you go into object mode it looks exactly the same but if we just change the base color we can just make it a little bit darker and that's looking pretty good and then all of this wood just looks a little bit bright so i'm going to make everything a little bit darker so i'll make that a bit darker the wood dark i'll make that a little bit darker so you can just select the different materials and then change the base color and there we have it so there is the low poly bench so let's just select this and just like all the other objects i'll press g to grab constrain it on the x axis and we're just going to bring it over here just so that it's out of the way and then i'm just going to press h to hide this object and then i can press ctrl s again to save so the next object that i'll be creating is the mailbox so just press shift c again to make sure the 3d cursor is in the very center there and i'll press shift a and we're going to start with a cube let's press period on the numpad to zoom over to the cube and then i can tab into edit mode and i'm just going to scale it down a bit then i'll press g to grab we'll bring it up on the z-axis and just stick it right there so it's on the top of the grid and then i'm going to select this face right here and i'll press g and z and we're going to bring this up because right now we're creating the wooden pole that the mailbox is going to sit on and also i want to make a little detail here on the top so i'll press e to extrude and then s and we're going to scale that out then i'll press e to extrude again and then i'll press s to scale we're going to scale that up and out let's also bring it up a little bit then i can press e to extrude again and then s2 scale and we're going to scale that down and also bring it down on the z-axis a little so i can now press i to inset we're going to inset that and then we'll create one more detail here so i'll press e to extrude bring that up and then i can press e to extrude again click to place that and then i'll scale it down with s and i'll make that really small all right that is good and then also right here i want to add a bevel so i'm going to go right here to the vertex select and then i can hold down the alt key and select that loop of vertices then i can press ctrl b and just add a little bevel just like that all right that is looking pretty good um so we are now going to add another piece of wood coming out here and the mailbox is going to sit right here on top of that piece of wood so i'm going to tap into edit mode let's go right down here and i'm going to go to the face select and let's just select this face so i'll press shift d to duplicate this and i'll bring it up on the z-axis and then i'll also press r to rotate we want to rotate this on the we want to rotate this on the x-axis and then i'll type in 9 0 and enter to rotate it over by 90 degrees then i can bring it over on the y-axis and then i'll scale this down a little bit because i want this to be a little bit smaller than this piece of wood and then press 3 to go to the side view and also i'll press control s again to save my blender file i'll press g to grab we're gonna bring this up on the z-axis a little bit and also bring it over kind of about there because we want enough space for the mailbox to be right there so i'm now gonna press e to extrude and we are going to extrude this out and i'm going to extrude it out to about there so the mailbox is going to be right there and then also i'm going to select the piece of wood on the bottom and i'll scale it so i'll press s to scale it and i want to scale it on the y axis and just bring that down a little bit so now we have the slanted look right there and there um and i do think that looks pretty cool and then it looks like i need to recalculate the normals because the shading is a bit off so i'll double tap the a key to select everything and i'll press shift n that'll recalculate the normals and then i want to have a little bit of a support for this piece of wood so i'm going to hover my mouse over this object and press l and that is going to select all the linked vertices and then you can press 3 on the numpad to go to side view so i'll now press shifty to duplicate and i'll press r to rotate and then s to scale and we're going to stick it right there so let's just scale that up a little bit more we're just going to stick it right there so we're basically creating a support piece um for that piece of wood all right so let's create the mailbox we're going to just put the mailbox right there so i'm going to tab in edit mode and then i will just select this face again i'll press shift d to duplicate let's bring it up on the z-axis and then we can bring it over on the y-axis and then i want to rotate this so i'll press r to rotate let's rotate it on the x-axis and then i can type in nine zero and enter to rotate that over and then i'll press three to go to the side view and i want to press s to scale we'll scale it up a little bit and then i'll press g to grab and i just want the mailbox to be going over this lip of the wood just slightly so just like that and then i want to scale the mailbox up just a little bit more so i can now press e to extrude and i want it to extrude the mailbox out like that all right that is pretty good i'm going to select this bottom face and i'll press g and z and just bring it down a little bit and then also right here i want to select this and i'll press g to grab and bring it down on the z-axis a little bit more so i can now press e to extrude we want to extrude this up and i want to make the mailbox rotating over on the top so i'll now press s to scale we just want to scale this on the x-axis like that and then i can also bring it up a little bit more so i can now press e to extrude again and then i'll scale it again so we'll press s to scale we want to scale it on the x-axis and just bring it down like that and then also you can see that this isn't going quite high enough so i can just select this entire thing and move it up so i'm going to actually go right up here and i can just select this top face right here and then what you can do is you can press control plus so i'm holding down the control key and hitting the plus on my numpad and that is going to select all the faces that are nearby so i'm going to do that until those are all selected so control plus and then i can press g to grab we're going to bring it up on the z axis and just make it a little bit higher um that is much better all right so back in edit mode now i want to go back over here to the mailbox and i'm going to select the front of the mailbox and then i'm going to hold down the shift key and i'll select the other faces so that is all the front of the mailbox so i want to add a little lip here and kind of make it look like there's a door so i'll press i to inset we're going to inset that down just a bit like that and then i can press e to extrude that in and just bring it in like that and then i want to have a little handle that you can grab to kind of open up the mailbox so i'm going to select this top face right here and i can press shifty to duplicate let's bring it over on the y-axis and then it's way too long so i'll press s to scale we want to scale it down on the y-axis and i'm going to make it really small like that so we now have that little piece there i'll press g to grab let's bring it over on the y-axis and then i can also bring it down on the z-axis and i'll scale it down a bit more just kind of bring it up there so i'm now going to press e to extrude and we're going to extrude that up and then let's also press 3 on the numpad to go to side view i can press e to extrude place that there press r to rotate that and then press g to grab e to extrude r to rotate and g to grab we'll do that one more time e to extrude that r to rotate it and g to grab it all right and that is a little bit too big so i'm going to hover my mouse over the object and press l to select everything all of the linked vertices i can scale the whole thing down and then let's move it down a little bit and i'll move it back a little bit and i can also press s to scale and i can scale it on the x-axis if i want it to be a bit thinner so now let's create the flag there on the side of the mailbox so i'll just select this face and i can press shifty to duplicate it then i can scale it way down and i can just move it over and i just want to bring it out a little bit and then i also want to scale it up so let's press s to scale we'll scale it on the y-axis a little bit and then scale the whole thing up and i'm going to bring it up right about there so i can now just press e to extrude and we're going to extrude that back just like that and then let's also press ctrl r to add a loop cut so ctrl r click and add a loop cut right there let's bring the loop cut over and just stick it right there and then i want to make that little part there on the flag which is going down so i'm going to go back to the face select and then i'm just going to select this face right here so i can now just press e to extrude and let's extrude that down and we'll bring it down about that far and then i'll press s to scale it and we'll scale it on the y axis and just bring that down the normals need to be recalculated again so just double tap the a key to select everything and you can press shift n and that'll recalculate the normals and now that looks correct all right so the modeling is finished so we can now do the materials so i'm going to press z move my mouse up and go into the rendered view and i can just select the object and then let's click on new here and i can just call this mailbox wood and then on the color here i want to make this a brown color so this is just going to be the wooden piece there all right that is good so i now need to add two colors i need to add a metal color for the mailbox and then a red color here for the flag so i'll tap into edit mode i'm going to press a to deselect everything and then i'm going to hover my mouse over this object and press l to select the linked vertices and then also hover your mouse over this object the little handle and press l to select it so now in the object's material slot i need to click on the plus here to add a new material let's click on new and i can just call this mail box and then let's also go right down here and on the base color i'm going to make this a darker color and you can't really see it doing anything that is because we need to select the mailbox and then click on assign and there you now you can see the mailbox is that color so i'll turn the base color down a bit and then i do want it to be metallic so right down here in the metallic value i can turn that to one and then we can also turn the roughness value down if we want to make it a bit more shiny and then now that it's a bit more shiny i do want to turn the color up a little bit so back in edit mode now i want to deselect everything and i'm going to hover my mouse over this object and press l to select the linked vertices and then again in the material slot i can click on the plus here to add a new material let's click on new and this one i can call this mailbox flag so mailbox flag and then right down here let's click on the base color and we're going to make this a red color and maybe just make it a little bit darker and then make sure you click on the assign button so that it assigns the mailbox flag to those faces and also i will turn the roughness down a bit so that is it for the mailbox object so then right over here in the outliner we can just rename this to a mailbox let's just bring this over to the side and then again with this object selected i can press h and that will hide the object all right the next one we're going to be creating is the street light so let's press shift a and to start off the street light i'm going to add a mesh circle and then right behind me click on the add circle settings open that up and on the vertices here i'm going to change this to 8 so that it is low poly and then i can close that let's tab into edit mode and i want to scale the whole thing down a bit and then i can go right up here to the vertex select so i can now press e to extrude let's extrude this up on the z-axis and also i don't need to be in rendered mode so i'll hold down the z button and go to the solid all right that is better so i'm not going to press e to extrude and then right after that i'll press s and we're going to scale that down a bit bring that down a little and then i'll press e to extrude we're going to bring this up on the z-axis and i'll make this pretty high and then once you have that as high as you want i'm going to press 3 to go to the side view let's just zoom in here and i'm going to press e to extrude and then r to rotate and then g to grab bring that over a little bit e to extrude again and r to rotate in g to grab and then e to extrude and r to rotate and g to grab so pretty much like that we're just going to bring that over and then we'll extrude it out one more time and we'll extrude this one out on the y axis and then to make sure this is perfectly flat i'm going to press s to scale and then i'll hit y to scale on the y-axis and then i can type in 0 and then enter so we're basically flattening all of those vertices let's press period on the numpad to zoom over to it and i want to now give this some thickness make it bigger so i'll press e to extrude and then right after that press s to scale we're going to scale that up let's also press s to scale and we're going to scale this out on the x-axis and make it a bit thicker and then i can also press g and z and we're going to bring the whole thing up a bit so i want to select this vertex right here and i'll press g and z we're going to make that a bit more flat we can also select this vertex and shift select this vertex and we can press g and z and bring that down and then i also want to scale these vertices up a bit like that i can also select this vertex and i'll press g and z bring that down and then i'm going to hold down the shift key and select all of these three and i'll press g and z and bring that down so now i just want to select all of the outer vertices and extrude them out so i'm going to go to the vertex select and i'll hold down the alt key and then select that loop of vertices so i can now just press e to extrude and i'm going to bring this out on the y-axis just bringing that out there then i can scale this up a little bit so i'll just scale up a little bit like that then i can press e to extrude we're going to bring it out on the y-axis again and then i'll scale that down a bit and then e to extrude bring it out on the y-axis and scale that down a little bit and then also right down here i want all these faces to be flat so i'm going to go to the face select and i'm going to hold down the shift key and select all these faces then i can press s to scale we want to scale these on the z axis and then i'll type 0 and enter to flatten them and then i can also press g and z and we're going to bring that whole thing down a bit all right and then right in here i need to fill that face so i'm going to go back to the vertex select and then i'm going to hold down the alt key and just select that ring of vertices and i can press f to fill that and then also if i just hold down the shift key and select all of these top vertices i can press g and z so g to grab z on the z axis and bring that down a little all right there we go that's pretty good so now i just want to add a light right here but first i'm going to go back to the face select i'm going to hold down the shift key and i'm just going to select these bottom faces here and then i can press i and i is going to inset those faces and i'll bring that in and then i can press e to extrude and we will extrude that back and then once again i need to recalculate the normals so i'm going to tab into edit mode and select everything and i'll press shift n and that will recalculate the normals and then i can tab back into object mode so we need to create two materials we need to create like the painted metal and then we also need to create the light so let's click on new make a new material within this object's material slots and i'm going to rename this to street light metal and then let's go into rendering mode by holding down the z key moving your mouse up to go into rendered view and then let's turn the base color to kind of like a light gray and then we'll also turn the roughness down so i'll turn that roughness down so it's a bit more shiny all right so now we need to create uh the light right there so i'll tab into edit mode i'm just going to hold down the shift key and just select those faces right in there we need to make that a light and then within this object's material slots let's click on the plus here we can click on new and then i'm going to rename this second material to just street light so street light this is going to be the object that is actually emitting light so on the surface here i'm just going to change this to an emission and then just make sure the street light material is selected and you can click on a sign and that'll assign the emission to those faces and then on the strength here i do want this to be a bit brighter so i'm going to turn to like a five and because i turned on the bloom effect it's going to be a bit brighter so i think i'll actually turn this to maybe like a six so it's a bit brighter and then on this color here i can just make this a very very slight yellow tint you could also make it slightly blue if you want i think yellow looks pretty good all right there we go so there is our street light so let's click on the street light and then right up here in the outliner i can just rename this to street light so the object is now named street light i can just bring it over here to the side and then again i'll just press h to hide the object to get it out of the way alright so the next thing we're going to be creating is the low poly building so to create that i'm going to press shift a and i'm going to add a cube let's tab into edit mode and then i'll press s to scale and i want to scale this up so it's pretty big just like that then i'll press g to grab and we're gonna bring it up on the z axis and put it right there on the grid and then i'm also gonna go right down here and i'm gonna click on the face select and then i can just select this face and i want to press x to delete it and i'm just going to delete the faces because i don't need that bottom face down there now i want to add a little lip kind of like a foundation on the bottom of the house so let's click right here on the vertex select and then i'll hold down the alt key and select this bottom ring of vertices so i can now press e to extrude and then i'll press s to scale and i will just scale that foundation up a little bit and then i'll press e to extrude i'll bring it down on the z-axis and just bring that down a little so that is good let's double tap the a key to select everything and i'll press g to grab and we're going to bring everything up on the z axis and then i'm going to click right back here to go to the face select and i want to select this face and i'll press g and z and we're going to make this building quite a bit higher now i want to give a little detail kind of like this kind of a little lip in the center there so i'm going to press ctrl r i'll add a loop cut bring this loop cut up a little bit then i'll press ctrl r click to place that and bring that up a little bit so i now want to extrude these out so i'm going to click right here to go to the face select i'll hold down the alt key and select this loop of faces and then i can press e to extrude and then press s to scale we want to scale it out but i don't want to scale it out on the z-axis because it's slowly going up as well as out so i'll press shift z and that will not include the z-axis so i'll just bring it out and click to place that there let's navigate right up here and i want to add another lip here on the top so to do that i'm going to select the top face and i'll press e to extrude and then right after that i'll press s to scale and we're going to scale that out a bit to about there then i can press e to extrude we're going to bring it up on the z-axis and we'll bring it up to about there and then i want to press i and that is going to inset that and i'm going to bring that down then i can press e to extrude and i want to extrude that down and that way we're gonna have kind of a little lip there on the top of the building and then while we're up here we might as well model some little things here on the top so i'm gonna be modeling some little metal boxes so i'm gonna press shift d to duplicate this and i will scale it down and then i'm also going to scale it on the y-axis so press s to scale and y to bring it over on the y-axis i'll press g to grab and i'm just going to stick this kind of about there and then i'll press e to extrude we're going to extrude that down and then i'm going to select this face right here and i'll press shift d to duplicate this and i'm going to scale this down we'll just make a second box um that's a little bit smaller so i'll press e to extrude and we will extrude that down and then you can see the shading is a bit messed up you can see um these boxes look a little bit dark so i'm just going to double tap the a key and i can press shift n and there we go now the normals have been recalculated and then i want to add one more box just kind of over here so i'm going to select this face right here i'll press shift d to duplicate we can just bring that over i can also press s to scale and we can scale it on the y-axis so we'll scale it out a bit and i'm just going to bring it down so bring it down on the z-axis and then i can press e to extrude and we're going to extrude that down there and i think i will bring that down a little bit and then again i need to select everything because you can see the normals need to be recalculated because the shading is a bit weird so i'll press shift n and that'll recalculate the normals so on the front of the building right here i want to add a door so i'm going to press ctrl r let's add a loop cut here so i'll click and drag and put that over there that's going to be the side of the door i'll press ctrl r again let's bring this over for the other side of the door and i do also think that everything is probably a little bit too high um you could change it to whatever size you want i'm just going to select everything with the a key in edit mode and then i can press s to scale we're going to scale it down on the z-axis and just make it a little bit smaller and then i can press g and z and we're going to bring it down a little bit farther so that is looking good let's press ctrl r now to add a loop cut and finish that door so i'll add a loop right here we're going to bring it up and put it right there so right here that is going to be our door so let's press 3 or click right here to the face select i'm going to select this face and i want to extrude the face back so i'll press e to extrude and we're going to extrude that back and just bring it back like that and then i want to create a door frame so i will press 3 or click right up here to the face select and i'm going to select this face right here and then i'll hold down the shift key and i'm going to select these other faces so i can now press shift d to duplicate and then i'll press s to scale and we're going to scale that up to make the door frame a bit thicker and i want the thickness here to be the same as the thickness going back and forth so i'm going to scale this on the x-axis so press s to scale and x to scale on the x-axis like that and then i can scale it as well on the y-axis to make it a bit thicker so that's looking good so i can now press e to extrude and then s to scale and we're going to scale that down but then i'm going to press shift y and that way it will not scale it on the y axis just the x and the z axis so i'll scale it down click there to place that and then i need to press s to scale we're going to scale it in on the x axis and i'll bring it down a little bit so that's looking good and we now have that door frame right there now i do also need to navigate down here and i'm going to select this face we'll shift select that face and i'm going to press s to scale we'll scale it on the z axis so hit z then i can type in 0 and enter just to flatten that so i'm now going to make a door handle so i'll press shift a and to make the door handle i'm going to use a cylinder now once you add the cylinder it's right there now on the cylinder settings if you click right there behind me on the cylinder settings i'm going to change the vertices to 8 so that it is very low poly and then i can close that so i can now press g to grab s to scale and g to grab and we're just going to stick this right here where the door handle would be on the door and i'll scale that down a little bit okay so i'll press period on the numpad to zoom into this and then i can press r to rotate let's rotate it on the x-axis and i'll type in 9-0 and enter to rotate it by 90 degrees and then you can just stick it into place maybe scale it down a little bit so i'm now going to select this face and i'll press e to extrude and s to scale and then e to extrude bring that out a bit more and then e to extrude and s to scale and we're gonna scale that down so just a very simple low poly door handle i think i'll scale the whole thing down a little bit so i'm gonna hover my mouse over the object and press l and then i can press s to scale it and stick it in i can also scale it out a little bit so we're now going to create some windows so we're going to create some windows down here and then on the second story we're going to create a slightly different variation of the windows so back in edit mode i'm going to press shift a and i'm going to go right here and add a plane i'll press g to grab and i can also rotate this so i'll rotate this on the x-axis and i'll type in 9-0 and enter to rotate that over i'll press g to grab and i'm going to bring that over i'll scale that down a little bit and then i'll press s to scale let's scale it out on the x-axis and i'll scale it out to like that so i can now press i and i will inset that face and i'm going to bring that down there and click to place that and then i can press e to extrude and we're going to extrude that window in a little bit so i'm now going to click right here to go to the vertex select and then holding down the alt key i can select that ring of outer vertices so i can now press e to extrude and then click with your mouse wheel to constrain it to the y-axis and bring it in and then click to place that so we've basically just created a little window with a windowsill now let's tab back into object node and before i duplicate all the windows and move them around i do want to create some materials so i'll press z move my mouse up let go to go into the rendered view and i'm going to click on new here to add a new material in the material slot so this material i can just call this building and of course you can use whatever color you want but for the base color i'm going to use kind of a tannish sort of light yellowish color so something like that and then i will also bring the roughness up a bit so it's more rough all right so right back here in the material slots i'm gonna click on the plus here and then i can click on new and i'm gonna make this window sill so i'm gonna rename this to window sill and i now want to tab into edit mode and i need to select some objects and then assign the window sill to those faces so i'm going to press l with my mouse hovered over this object make sure the window sill is selected and you can click on a sign that'll assign that and then i just want to take the base color to make it a little bit darker so it's going to be white but just a little bit darker now we need to make another material for the window so let's click here to the face select and i'm just going to select this face and then again right here in the material slot i'm going to click on the plus here let's click on new and i can just call this window so let's scroll down here and we're going to change the window material so i'm going to turn the transmission all the way up to 1 and then let's scroll back up and i need to select the window and click on assign and that will assign the window to the window material now also down here i'm going to turn the roughness down so let's turn the roughness pretty far down and i don't want to really be able to see through the windows i just want this to be kind of some stylized glass so it looks like glass but you actually can't see through it if you wanted to of course you could go in here and you could model some different things inside the house and then see through the window but i am not going to do that so i'm going to take the base color and just make that a bit darker so we now have some simple glass just like that so let's do a few more materials so i'm going to do the foundation material or the concrete so i'm going to tab into edit mode let's navigate right over here i'm going to hold down the alt key select that ring of faces and then hold down the shift and alt key we're going to select that ring of faces and also hold down the shift key and select that one as well and then we're going to do the same thing up here so hold down the shift alt key and select that ring of faces shift alt select that one and also this one as well and then also up here we're gonna select that ring of faces and that ring of faces and that one as well and then also in here we're gonna do that one and then i'm also just gonna hold down the shift key and i will select these three faces right there all right so i'm gonna click on the plus here let's click on new and for this new material i'm gonna call this foundation or you could also just rename it to concrete or something like that so i'm gonna click on the assign button to assign that and then on the base color i'm gonna make this a gray color so let's make it a nice gray color i think that looks very nice and then also let's turn it the roughness let's go to the roughness turn the roughness a bit up so it's a bit more rough and then i think i'll turn the base color down just a little bit more alright so that's good let's tap in edit mode and then i'll deselect everything and then up here i want to make these a similar material but they're going to be a bit lighter so i'm going to press l and l and l so just hover your mouse over the objects and press l so let's click on the plus here again and then in the drop down i can actually search for the foundation material and we're going to add the foundation material in to this slot again but then i want to duplicate it so it's a separate material so i'm going to click on this button right here that's going to duplicate it and i can just call this boxes or whatever you want to call this all right so i'm now just going to click on the assign button and it's going to assign the boxes material to those boxes up there and then i just want to make that a little bit brighter so on the base color i'm going to make it a little bit brighter like that and then also i'm going to click back on the foundation so click the on the foundation one and i'll make it just a little bit darker so there's a bit more contrast so i will do more materials later but we can now duplicate those windows and just put all the windows around so i'm going to have an edit mode and i'm just going to make sure everything is deselected and then with your mouse hovered over the window you can press l that'll select the entire window and then i'll press 7 to go to top view and i can also hold down the z button and go over to wireframe so i'll now press shift d to duplicate that bring it over here i'm going to press r to rotate and i can type in nine zero and then i actually need to type in negative after i type in nine zero you can see right up here the rotation says uh 90 because we are rotating it over by 90 degrees but if i hit negative now it's going to say negative 90 and then i'll hit enter so now if i look right there go into rendered mode you can see that's looking correct let's also press g to grab we're going to bring this over on the x-axis and we're just going to stick it pretty close right up there so i'm not going to press shift d to duplicate this i'm going to bring it over on the y-axis just like that and then i also want to make another window here and another window back here so i'll press shift d to duplicate it we're going to bring it over and then g to grab we're going to bring it over on the y axis and then i can also press r to rotate we're going to rotate this on the z axis and then i can type in 9 and 0 and then enter and then again i can press g to grab and let's bring it back on the y-axis and just stick it into the side there all right that's looking pretty good so i just want to make one more window over here so i'm going to press shift d to duplicate bring that over i can rotate it again so press r to rotate on the z axis and i'll type in 9 0 and enter and then i can press g to grab we're going to bring it over on the y axis just bring it over there and then i can press g and we're going to bring it over on the x axis and just stick that in there all right let's go up into rendered mode that's pretty good so i want to add just a few more windows around here um but the windows up here on the second story they're going to look a little bit different so let's go back into edit mode and i'm going to select one of the top faces of the window sill i'll press shifty to duplicate let's bring it up on the z-axis and i'll bring it up just like that then i can press s to scale and we're going to scale it on the x-axis and i'm going to bring that down so i can now press e and e will extrude that and i'm going to bring that down and then i'm going to hover my mouse over this object and press l to select the entire thing and i'll press s to scale we're going to scale that down and then i can press g and z and bring it up all right so i'm now going to press ctrl r to add a loop cut i'm going to add a loop cut right up there and then i can press ctrl r to add a lubricant and we're going to add another one up there so i'm now going to click right here to go to the face select and i'm going to select this face and then hold down the shift key and select this face so i'll now press i to inset we're going to inset those faces because we're going to be creating two windows so bring it in like that and also i don't want there to be too much of a space right there so i'm actually just going to click right here to go to the edge select and then i can just select this edge and i'll press g and z and we're going to bring that down select this edge right here and i can press g and z and we're going to bring that one up all right so click back over here on the face select and i'm now just going to select this face hold down the shift key and select this face so i can press e to extrude we're going to extrude that in click to place that and then also let's click right over here on the window so the window material and make sure those are still selected and you can click on the assign button so now we have some cool windows there so i now just want to do the same thing as these windows so i'm going to duplicate the windows and just put a few here and there around so i'm going to tab into edit mode and i'll hover my mouse over this object and press l to select the linked vertices and then i can press shift d bring it over on the x-axis i'll press r to rotate let's rotate it on the z axis and then i'll type in nine and zero and enter and then i can bring that over there and i'll bring this one to about there i'll press shift d to duplicate let's bring it over on the y-axis again and then again i can rotate this so r to rotate z to rotate on the z axis and then nine zero and enter and then i can bring that over and then for this one back here i'll have two so i'll press shift d to duplicate bring that over you could also do three if you want to if you duplicated that that looks pretty cool i'm not going to do that i'm just going to do two so i'm going to press l to select this window shift d to duplicate we're going to bring it over on the x-axis and then i can rotate this on the z axis and i'll rotate it by a 90 degrees and then bring this over so g to grab bring it over and then also i want to bring it back a little bit so i'll press g to grab and we're going to bring it over on the x-axis all right that is looking very nice so now i just need to kind of finish up this door right here so i'll just navigate down here and i'm first going to just select one of the pieces of the door frame and then i'll just press l to select the linked vertices let's click on the plus right here to add a new material in the slot i'm going to click on new we really are building up a lot of materials in this object so in the material here i'm just going to rename this to a frame or door frame and then you can click on the assign button to assign that now on the base color i'm going to make this a dark color and a brown color maybe like that something looks good for a maybe a wooden door frame you could also use the white if you wanted to if you want to have a white door frame and kind of match this frame right here i'm going to use a dark wood frame so like that and then let's tab into edit mode and i'm going to select the door and then again let's click on the plus here to add a new material in the slot i'm going to click on new and i can rename this one to door and then click on the assign button so then for this one on this door here i'm just going to make this a brown color as well but this one is just going to be a little bit of a lighter brown color that's a little bit too red i want to make it a bit more just of a regular brown color all right that's looking very good so i just want to do the door handle now so i'll tab in edit mode i'll press a to deselect everything and then i'm going to press l to select the linked vertices so we've selected the entire handle so let's click on the plus again to add another material in the slot and then let's click on new and i can just name this handle or door handle whatever you want to call it and then make sure you click on the assign button to assign the handle to the actual door handle and then on the base color i'm just going to make this a dark color and i'll also turn the roughness down a bit so it looks a bit more shiny alright so press control that's going to save there is just one more thing i want to do to this house and that is that i want to add a little covered piece right here so i'll tap in edit mode and then i'm going to just select this face right here i'll press shifty to duplicate i'll bring this face down and then i can press s to scale let's scale it down on the z-axis like that and then i can also scale it up on the x-axis to make it a bit longer and i can kind of bring that over and just stick it right there in front of the door so i'm now going to go right here to the vertex select and i'm just going to select this vertex and hold down the shift key and select this vertex so we have both of these selected let's press g to grab and we want to bring these back on the y-axis so i'm going to bring them back right there and now that we've brought that back right there i'm gonna just hover my mouse over this object and press l that's gonna select the entire thing and then i can press e to extrude and we want to extrude this on the y-axis so just extrude it back on the y-axis like that all right and also press g and y make sure you bring it all the way back so like that so i'm now just going to go right here to the face select and i'm going to select this face right here and i can press x to delete and i want to delete the faces so there we go we now have that little covered area so i'm now just going to hover my mouse over this object and press l and that is going to select all the linked vertices and to give it a little bit of thickness i'll just press e to extrude and then i'll press s to scale and then i will just scale the entire thing down like that and then i can press three to go to side view i'll press z move my mouse over and let go to go into wireframe and i'll press g to grab and i'm just going to move this down so that this piece right here is flat with the bottom so now you can see that has some thickness although i do want to press s to scale and we're going to scale it up on the x-axis and bring it out like that so there we go now we have some thickness there and also i need to select everything in edit mode and i'll press shift n to recalculate the normals all right let's go into render mode see how that's looking so that's pretty good i do just want to give this a blue material so in edit mode i'm going to hover my mouse over this object and press l to select the linked vertices and let's click on the plus here and i can click on new we'll add another material and i can just call this cover because it's gonna kind of cover the front of the door and then click on a sign with that selected and then right here for the base color i'm gonna make that a blue color something like that you could also maybe duplicate this and kind of put them over the windows if you want to do that that might be kind of cool so just press control s again to save and that is it for the house model so we now have a nice low poly house so i'm just going to select the house and i'm going to bring it over here just to get it out of the way because we still have more objects to create and then i do also want to rename this object so right here on the cube here i'm just going to rename this to a building in the outliner so it's now renamed it to a building and then i can press the h key and that will hide that object alright so the next asset that we'll be creating is some outdoor seating and this is the kind of thing that could be like outside of a coffee shop or a restaurant or something like that so i'm gonna press shift c again to center the 3d cursor and then i'll press shift a and let's start with a circle and then again right behind me if you open up the add circle of settings on the vertices here i'm going to change this to 8 so that it is more at low poly so i'm going to tap into edit mode and i'm going to press f to fill a face and then i'll press e and we're going to extrude that out a bit so we're starting off by just making the bottom leg of the table so i'll press e again to extrude that out i'll press s now and we'll scale that down i'll press e again to extrude that out and then s to scale that down again and i'm going to continue to do that a few more times scale that down a bit more so that is a pretty good size maybe just a little bit bigger so i'll press e again to extrude out those vertices and we will bring this up so that's going to be like the bottom of the table so we're now going to create the top of the table right here so i think i'll just bring this up a little bit farther and then i can press e to extrude and then immediately after that press s and we're going to scale that out and i'm going to make it pretty big because this is going to be the top of the table and don't worry about that overlapping we're going to fix that when we extrude it out so just make that pretty big however however big you want the table to be and then i can press e and we're going to extrude that out and you can see now that we've extruded that up we're not having any of that flickering because it's not overlapping anymore so i'm now going to press i i is going to inset the face so we're going to have a face within a face and let's scale that down and i'm just going to bring that down to the very center and i now want to create kind of a cover over the top so i'm going to press e to extrude and we'll extrude that up and i'm going to bring it up pretty far and i'll place it probably about there so i can now press e to extrude and then we'll press s we're going to scale that out we'll make it a little bit bigger and place it right there let's also press 1 on the numpad to go to front view and i can press e again and then s again and we will scale that up but now we're going to have it go down so i'll press g and z and we will bring that down so we're kind of creating a cover over this table so i'll press e again we're going to extrude that down s and we'll scale that up and then e again to extrude that and s again to scale that and i want to be pretty big so that then the chairs can be covered as well so make that a bit bigger and bring it down and then let's press e to extrude again and we'll just bring that down and scale it up a little bit all right that is pretty good i do think i want this entire thing to be up a little bit more so i'll press z and move my mouse over and let go to go into wireframe and then i can press b for the box select we're just going to select all of this and i can press g and z and we're going to bring the whole thing up and i can also press s to scale that and then press z to bring it out a little bit so it's a little bit higher up and down all right that's good so i'm going to click right over here on the face select and then i can just select this face right here and i want to delete it so i'll press x to delete and we want to delete the faces now i want to give this cover area some thickness because it doesn't actually have any thickness here so i'm going to hold down the alt key and i'm going to select this ring of faces and then hold down the shift and alt key and we're going to select all of these faces here and then shift alt select that as well i'm now going to press shift d shift d will duplicate this and then i'm just going to press s and we're going to scale that up a little bit and i just want to scale up slightly bigger and then i want to be able to also see this in wireframe so i'll hold down the z button go over to wireframe and let go and then i can press g to grab and bring it up on the z-axis and just make it flat so make it flat along there all right so i just now need to fill these together and fill that together so i'm first going to go up here and i'm going to go to the vertex select i can just hold down the alt key and select that ring of vertices and i can press f to fill a face there let's navigate right down here i'm going to hold down the alt key and select that ring of vertices and then hold down the shift and alt key and select that ring of vertices and then i want to bridge the edge loops so this is really easy to do you can just press ctrl e and that's going to bring up this edge setting and then just click on the third one which is bridge edge loops and that's going to bridge those edge loops and then i need to select everything and i'm going to press shift n and that will recalculate the normals and then back in edit mode i do want to make the table here have a little bit more geometry on the sides so i'm going to press ctrl r and then i'm going to scroll my mouse wheel up to add two loop cuts and i'm going to left click and then right click so it hops it back to the center there and then i can press s to scale those loop cuts up and i'm just going to scale them out a little bit just so that that table is a bit more rounded there on the edge all right that's good um so i want to make some chairs now some chairs right here so to do that i'm actually going to duplicate this so i'll press shift d to duplicate this object in object mode i'm going to click with my mouse wheel and drag it over and then i can tab into edit mode so i actually want to delete everything except the bottom here because i'm going to use this bottom part here for the chair so i'll hold down the z key go into wireframe and let go and then using the box select with b i can just drag a box around here so drag a box around all of those vertices and then you can press x to delete and just delete the vertices all right so let's press a to select everything and i'll press period on the numpad to zoom over to it and then i'll hold down the alt key and select that ring of vertices hold down the shift and alt key and select that ring of vertices and i can press s to scale and we're going to scale that up and then i'll hold down the alt key select that ring of vertices scale that up a little bit and also hold down the alt key select that ring of vertices and scale that up a little so we can now extrude this up and then we'll create the chair right here so i'll press e to extrude we're going to bring it up on the z axis and just bring it up about that high and then let's also press one and then pad to go to front view so you can see that the entire chair is a bit too big because the chair needs to kind of be down here so that you can actually sit at the table so i'm going to tab into object mode and then i can just scale this entire object down a little bit so scale it down kind of like that and then we can go back into edit mode and i'll just bring this up a little bit alright so that is going to be the bottom of the chair so we're now going to make the seat of the chair and then the back rest so back in edit mode i'm going to press shift a and let's go here and add a plane and then i can press g to grab we're going to bring this plane over on the x-axis like that and then i can press g and z and we will bring that plane up about there and then i do want it to be just rounded a little bit so i'll press ctrl r we're going to add a loop cut right there so it's left click and then right click and i can press g and z and we are going to bring that up and then also to give this a little bit more detail let's press ctrl b ctrl b is going to add a bevel and you can also scroll your mouse wheel up if you want to add more cuts i'm just going to add one cut in the middle there and i'll bring that out go back into object mode you can see that is good so now i want to make this thicker and then i also want to bring out the back of the chair and also this is a little bit too long back and forth so i'm just going to hover my mouse over the object and press l to select the entire thing and then i can scale this so let's press s to scale that and then we'll scale it down on the y-axis and just make it a bit more thin like that so i can now press e to extrude we're going to extrude up the bottom of that chair and we'll bring it up about that far so i now need to add a loop cut in here so that i can extrude a back of the chair so i'll press ctrl r to add a loop cut we're going to click and bring that over and place it right there and then let's click right over here on the face select and i also want to select this front face right here and i'll bring it back a little bit and i'm also going to bring it down a little bit okay that is a bit better so i'm now going to select this face right here let's press one on the numpad to go to the side view and i'll press e to extrude we're going to extrude that up and i'll press g to grab we're going to bring it over and then i can press e to extrude and r to rotate and we'll press g to move that and then i can press e to extrude again we're going gonna kind of just rotate that over and then you can see that this isn't really in the center so what i'm gonna do is hover my mouse over this and press l and we'll select the entire thing and then i can press g and we're gonna bring it over on the x-axis and just stick that kind of in the middle there so i can now just bring this chair over and just stick it at the table and also i think i'll scale it up a little bit just so it's a bit bigger and then i want to duplicate this chair and put one chair over here so i'll press shift d to duplicate click with your mouse wheel to bring it over on the x-axis and then i want to rotate this chair around so i can hit r to rotate i'll rotate it on the z-axis and just rotate that over like that all right so let's press ctrl s again to save our project and we can now do the materials so i'll press z move my mouse up to go into the rendered view and i'm just going to select this object here and i can click on it new and i can just call this outdoor seating and then let's go down here let me just make this a little bit bigger so on the base color i'm just going to make this like a gray color so i'll make it pretty gray and then also i think i will turn the roughness up a little bit so it's not very reflective and maybe turn the base color down a little bit more alright so i now want to add the outdoor seating to these objects as well so let's click and drag and drop the outdoor seating on these objects as well and maybe also make the base color slightly brighter so i now want to add some color to this cover up here so i'm going to tap into edit mode and then i can press 1 to go to front view i'll press z move my mouse over and let go to go into wireframe and then using the box select i can just box select the top parts right there so all of that and then also i need to hold down the alt and shift key and select that ring of faces so let's click on the plus here and we can click on new to add a new material and i can just rename this material to cover because it's the cover of the table and then let's click on the assign button all right let's go into rendered mode just see how that's looking so i do want this to be white but i want the base color to be a little bit darker and then also turn the roughness up so it's a little bit less shiny all right so now i want to add some orange colors as well so i'll tab back into edit mode and i'm just going to select some of these faces here so i'll select this face and then i'm just going to hold down the shift key and i'm just going to shift and select all of these faces here and then let's go over here hold down the shift key and select all of these ones there and then also i will do the inside i think the inside would be cool as well so i'm going to hold down the shift key and select all of those and then i can also hold down the shift and alt key and then select that ring of vertices and then let's see right in here i need to select all of those so holding down the shift key i'm going to select those faces also these ones here and then also these ones here and then we're going to go all the way around so this is going to go up and then it's going to connect here so we're basically going to have these colored stripes on the cover so just like that that is what i want to select so i want to select basically every other loop so let's go right up here and we're going to click on the plus to add a new material i can click on new and i can just call this cover orange because i want this to be an orange color so then make sure the cover orange is selected make sure that's selected and click on the assign button to assign it and then on the base color here we can change that to a bright orange color make a little bit brighter make it a little bit more orange and then also down here i will turn the roughness up so it's a little bit less shiny all right that's looking very nice so i also want to put that orange color down here on the legs of the table and chairs so i'm just going to hold down the shift key and select all of these objects and then i can tab into edit mode and we can use the multi-object editing so then using the box select i'm just going to select all the faces down here so i'm just going to press b for the box select and i'm just going to select all of those faces you can actually go into wireframe by pressing z moving your mouse over and then just box select all of those faces there all right i'm going to go back into the rendered view okay so now we want to do right here is we want to click on the plus to add a new material in the slot and then we're going to click on the drop down and then let's go right down here and we're going to add the cover orange if you can't find it because you have so many materials you can start to search for it we're gonna add the cover orange and you can click on the assign button now it probably only assigned it to two objects and not the third one that's because we're in the multi-object editing and so we actually have this object selected as our main object because it's selected yellow but then this one is selected orange now this one here i already have the cover orange in the material slot so it detected it but this chair here didn't have the orange cover in its material slot so just go into object mode and select one of the chairs and tab in edit mode and you can see we still have that part selected so i can just click on the plus here to add a new material in the slot and then the drop down i can add the cover orange and then you can just click on the assign button to assign that all right there we go that's looking very nice so right down here in the collections i can just rename this so i can just rename this to outdoor seating okay so that is called outdoor seating i'm going to copy this so i'll select it and press ctrl c and then on this chair i can call this outdoor seat one and then i can just select this chair and in the outliner i can rename this to outdoor seat two so we have outdoor seat one outdoor seat two and then the outdoor seating all right let's press control s again to save and then i can just move these out of the way and hide them so we can work on the next one so i'm just going to box select all these objects i can press g to grab just kind of move it over here and then i can press h to hide that so i'll press ctrl s to save and let's do the next object so the next object that i'm going to be creating is a garbage can so i'll press shift a and let's go right down here and again we're going to add a circle now if you click on the add circle settings again right behind me on the vertices here i'm going to set this to 12 and that way it'll have just a little bit more detail so i'll tap into edit mode and then i'm going to press f to fill a face there let's press 1 to go to the front view and i can now extrude this trash can up so i'll press e to extrude we're going to extrude this up and then i can press s and we're going to scale that out and then i'll press e to extrude and then s to scale we're going to scale that down a bit you can also go into the wireframe view if you need to see that a little bit better and it is a bit hard to see um so what i'm going to do is go to the vertex select and now you can see those vertices so i'll bring that down a little bit not too far and then i can press e to extrude and s to scale and then i'll press e to extrude and s to scale and we will scale that back out so we're basically just creating a little indent in there that's going around the trash can and then i can press e to extrude again and s to scale that out see how that's looking so that's pretty good um so i want to make the trash can hollow inside so i'll press i that will inset that face and i'll bring that face down and then again let's press one on the numpad to go to front view and i can press z move over to wireframe and let go so we're in the wireframe view so i'll press e to extrude we're going to extrude this way down and bring it down to about there and then i can scale it down with s and i'll scale that down to about there so i want the thickness to generally be the same all around those edges so the thickness there and right over there all right let's go back into solid view and that is looking very good okay now i want to add some details all around here so what i'm going to do is go to the face select and then holding down the alt key i can select that ring of faces so i'm going to press the i key and that will inset the faces but then i want to hit the i key again and that way it's going to inset the faces but all the faces are going to be individual and then i can just scale these down to something that i like and they're all going to be scaled individually and then once you like that just click to place that so i can now press e to extrude and then right after that i'll press s to scale and you can see that it's scaling it up as well as out and i don't want to do that so i'm going to press shift z and that way it will not scale it up but it'll just scale it out and i actually want to bring it in so i'll bring all of them in a little bit click to place that all right back in object mode you can see we now have some nice details there on the trash can so we're now going to be creating the top of the trash can or the lid of the trashcan so let's go back into edit mode and i'm going to hold down the alt key we're going to select that ring of faces let's press shift d to duplicate we're going to bring it up on the z axis just a little and then i can press s and we're going to scale that up a little bit and that way the trashcan lid will be slightly bigger than the trash can so i can press e to extrude we are going to extrude that up so i'm now going to hold down the alt key and just select that ring of faces and i can press x to delete and we just want to delete the faces and let's also go right here to the vertex select i'm going to hold down the alt key and i'm just going to select that ring of faces there so on the trash can those bottom rings of faces and i can press f and that will fill a face so i can now hold down the alt key and select the top inner ring of faces there on the trash can and i'll press s to scale and let's scale that way down and then i can press g we'll grab that and i'm going to bring it up on the z axis and then once you've brought that up you can just press f and that will fill a face there and then also i think that lid is a little bit thick so i'm going to hold down the alt key and select that ring of vertices and then let's hold down the shift and alt key and select that ring of vertices so to make it thinner i can just press g to grab we're going to bring it down on the z-axis and just bring it down there so it's a bit more thin all right so let's create a handle so we're going to create a handle on the top of the lid and then also we'll create two handles on the sides of the trash can so in edit mode i'm going to press shift a and we're going to add a cube i can press g to grab we're going to bring this up on the z axis bring it up and then i can press s and we're going to scale that down and then i can bring it down on the z-axis then i can scale it so we're going to scale it and i'll scale it on the x-axis and bring it down a bit and then i can also scale it up on the y-axis so it's a bit longer now what i'm going to do is go right over here to the face select and i'm just going to select this face we'll go over here and then hold down the shift key and select this face so i can press i and i will inset the faces and i'm going to inset the faces down to about there and then i can press x to delete and we just want to delete those faces and then i just need to fill those two rings of vertices so i'm going to go right here to the vertex select i can hold down the alt key and select that ring of vertices and then hold down the shift and alt key and select that ring of vertices and then i want to use the bridge edge loops so to use the bridge edge loops i can press control e control e is going to bring up these modeling settings and i can click on bridge edge loops and that is going to fill that now i do just want to make this a little bit more detailed so i'm going to press ctrl r and i'm going to scroll my mouse wheel out to add two loop cuts and i can left click and then right click to put that in the center and then i can press g to grab and we're going to bring that up on the z-axis and then let's bring the entire thing down so with my mouse hovered over the object i can press l and that'll select the linked vertices and i can press g to grab and we can just bring this down so that the handle is a little bit less big all right that's good so let's now create a handle over here and a handle over here so i can just use the same handle so i'll press shift d to duplicate click with your mouse wheel to constrain it to the y-axis and then i can bring it down so g to grab we'll bring this down on the z-axis like that and then i can rotate this over so let's rotate it on the z-axis and then i want to rotate it over exactly by 90 degrees so to do that just type in 9 0 and enter and then let's press 3 on the numpad to go to the side view and i want to press r to rotate we're going to rotate this down and then press g to grab and we're going to move that down just kind of rotate it and move it down so the handle is just like that and then i want to duplicate this and bring it over to the other side so something that i can do is i can press shift c shift c will make sure the 3d cursor is in the very center there and then what i'm going to do is i'm going to go right here and change the pivot point so instead of the pivot point being on the median point i'm going to change it to 3d cursor so now what i can do is i can press shift d shift d will duplicate this then i can press s to scale and we're going to scale it now it's going to scale it from the 3d cursor and so i don't want to scale it down i just want to scale it over on the y axis so i'm going to hit y now i want to scale it over exactly over to the other side so what i can do is i can actually just type in negative 1 and enter and now that i've done that you can see that it's brought it exactly over by negative 1 so it's kind of mirrored that over and then we need to recalculate the normals because it flipped this object inside out so to recalculate the normals just press shift n that'll recalculate the normals all right back in object mode there we go we have a nice trash can let's do the material now so i'm just going to select the trash can we can click on new and i can just rename this to trash can and then i do want this to be like a metal trash can so to make this look metallic we can turn this metallic value right here all the way up to one let's also go into rendered mode by just pressing z moving your mouse up and then letting go to go into the rendered view and then i do want to make the base color a bit darker so it's a bit darker like that and then i think it could just be a little bit more shiny so down here on the roughness value i'm going to turn the roughness down a bit so it's a little bit more shiny and then it looks like i put the trash can handles on the wrong side so i'll just press r to rotate i'll rotate this over on the z axis and i can type in 9 0 and enter to rotate that over by 90 degrees and then i want to set this to the default rotation because i do want the y-axis to be going back and then the x-axis to be going on the side so to make this the default rotation i can just press ctrl a and we want to apply the rotation all right so now that is now the default rotation so i can just bring this over let's just bring it over to the side there on the x-axis and then right here in the outliner i can just rename this so i'll just double click on it and i can just rename it to trash can like that and then just to hide this object i can press h and that will hide the object so i'll just press ctrl s again to save and we can do the next object all right the next object that we'll be creating is the gas fueling station so to create that i'll press shift a we're going to start by adding a cube let's tap into edit mode and i'm going to scale this cube and let's scale it on the y-axis to make it a bit thinner and we can also press g to grab and bring this up on the z-axis and then let's also scale this on the x-axis to make it a little bit longer and then i want to delete half of it and add a mirror modifier um so that we don't have to do as much modeling so i'm going to press ctrl r and then just put one in here in the middle so i can just left-click and right-click so it hops back to the center and then let's hold down the shift key we're just going to select these four vertices and i can press x to delete and we'll delete the vertices so to add the mirror modifier you can click right over here on the modifier properties and then click on add modifier and let's add the mirror modifier and then also let's turn the clipping on and that way if i try to move this out of the way it's going to stay connected in the middle so i'm now going to click right over here on the face select and let's just select this face and i'll press g and z and we're going to bring it up a little bit more and then i can press e to extrude that out and we're going to bring it up even more so now what i want to do is go right here to the edge select and i'm going to select this edge i can press g to grab and let's bring it back on the y-axis and we'll bring that back a little bit so that this is slanted and let's click right back over here on the face select and we're going to select this face and i can press e to extrude and we're going to just bring that up a little bit like that let's also select this face right here and i can press i to inset that but then i want to press b and that is going to toggle the boundary so i want to press b so that the boundary is turned off and i'll make that a bit smaller then i can press g to grab we're going to bring this in on the y-axis and make it a bit smaller and then when we were modeling the last object i turned the pivot point to 3d cursor but i want to change it back to median point so right here just make sure this is set to median point so i can now press s to scale and let's scale it up on the z-axis and make it a little bit bigger and then i can press e to extrude and we'll just extrude that back there all right so i'm now just going to select this face and then hold down the shift key we're going to select all of these faces on the side here i'll press shifty to duplicate let's bring it over on the x-axis like that and then i can press s to scale and we want to thicken it up a bit so i'm going to scale it just on the y-axis and we're going to make that a bit thicker and then we need to add some thickness so i'll press e to extrude and we're going to extrude that out and also you could select this face and you could kind of bring that out so that the thickness is kind of the same and also maybe bring this face back a bit all right check the back that's looking good so i'm going to click on this face right here and i can press g and z and we're going to bring that up and make it pretty high so about right there all right so i now want to add a big top piece right here so i'll press shifty to duplicate let's bring this in on the x-axis and i'm going to push it into the mirror so now it's connecting and then i can press s to scale we're going to make it a bit thicker and then i can press g to grab and we're going to bring this on the x-axis and bring it out a bit and then i don't want this to be overlapping right here so i'll press g and z and we're just going to bring it down a little bit so i can now give this some thickness and make it like a big cube so i'll press e to extrude and we're going to extrude that whole thing up and put it right there so i want to add some more details in here so i'm going to press ctrl r to add a loop cut let's add a loop cut going down so i'm going to left click bring it over and then click again to place that about there and then let's also add a loop cut right here so i'll press ctrl r to add a loop cut left click and then right click so it's right there in the center so let's now click over here on the face select and i'm going to select this face and i can press i to inset that face and i'll click to place it there and then i can scale it on the z-axis and make it a bit smaller and i can also bring it up on the z-axis so i'll bring it up like that and then i just want to press e to extrude and we're going to extrude that back there and let's also select this face right here and i'm going to press shift d to duplicate this and i'll press s and scale it down i can also scale it on the x-axis and make it a little bit thinner and then i can extrude that back there let's select this face right here and i'm going to press i to inset this face and right here this is going to be where you would stick that nozzle where you can fill up the car so i'll press g to grab we're going to bring this over on the x-axis and then let's scale it as well so i'll scale it on the x-axis and make it a little bit thinner and then i can also scale the whole thing down so i'll press e to extrude and we're going to extrude that back there all right so now i want to press shift d to duplicate we're going to bring this duplicated plane out and this is going to be the handle and then i'll press e to extrude we're going to extrude that back so then hover your mouse over this object and press l that'll select our cube we're going to scale the whole thing down and then we can also scale it so press s to scale we can scale it on the x axis and make it a bit thinner and then also i need to press shift n to recalculate the normals so i want to kind of rotate this over so it looks like it's going inside this slot here so i'll rotate it and i'm going to rotate it on the x-axis and bring it in like that and then i can also press 3 and that's going to go to the side view i can press z hold down the z button move my mouse over to go into wireframe and i can press g to grab and i can just bring that in there maybe rotate it over a little bit more alright so that is looking good now let's go right over here on the side and i'm going to select this face right here i'll press shifty to duplicate it and then i'll scale it down a bit and then i'm also going to scale it on the z-axis and make that a bit smaller i can bring that up so i'm now going to press e to extrude and i'm going to extrude that in so we have a little detail there and then let's just duplicate this and move it down here so you can just hover your mouse over the object and press l to select the linked vertices and then to duplicate it you can press shift d we're going to bring it down on the z-axis and just stick another one right there and then we need to recalculate the normals so i'm going to double tap the a key to select everything and i can press shift n to recalculate the normals so let's now create some more details right here so i'm going to select this face here and i'll press shift d to duplicate it and i will also scale it down and then i can also scale it out on the x-axis and i'll make it a bit longer and then scale that down and just put it right there and i can also bring it a little bit closer and then to give it some thickness i'll press e to extrude we just want to extrude that back there and then i want to create one more in the middle so i'm just going to select this face right here and i can press shift d let's click with our mouse wheel constrain it to the x-axis bring it right there and then i can just press e to extrude and we're going to extrude that out and just push it into the mirror and then we have an extra face in there and i don't want that face so i can just press x to delete and we're just going to delete the faces and then let's select everything with the a key and i'll press shift n to recalculate the normals and then let's also select this face right here and i'll press shifty to duplicate it and we can bring it out a little and then i can scale it down on the z-axis just make it a bit smaller bring it in so it's pretty close and then just extrude that back and then just hover your mouse over the object and press l to select the linked vertices i'll just bring that down and then i can press shifty to duplicate we'll bring it up on the z axis and i'll press shift d again to duplicate we'll bring that up on the z axis all right and then again select everything with the a key and press shift n to recalculate the normals so we've now done everything that i want to do with the mirror modifier so we can just apply the mirror modifier and then keep on working on this so i'm just going to click right over here on the mirror modifier click on the arrow and then you can click on the apply button and that'll apply it so it's now geometry so let's do the back here so i'm just going to select some of these faces i'll just select this one first i'll press i and that will inset the face and then i can kind of bring it over there and then i can just extrude that back and then i'll do the same thing right here so i'm going to press i to inset that face and then scale it down i can also bring it over a little bit and then i can press e to extrude and i will extrude that back and then i'm also going to select this face right here and i'll press shift d to duplicate this i can scale it down a bit and also scale it down on the z-axis a bit and then i want to put it pretty close to the back there and then i can press e to extrude and extrude that back and then again just select everything and i can press shift n to recalculate the normals so i now want to add some more details right up here so i'm first just going to select this face right here and i can press i to insert that face i can bring it up on the z-axis so i'll press g to grab bring it up on the z-axis and then i'll press e to extrude and we're going to extrude that back in there and then let's also add some details up here so i just want to add like a little box up here so i'll press shifty to duplicate and then s to scale we're going to scale this face down kind of bring it over to the side and i can also scale it on the x axis to make it a little bit less long i'm just going to bring it over there and then i can press e to extrude that down and then again i need to select everything and press shift n to recalculate the normals and then let's also select this face right here and i'm going to press i and that will inset that and then i want this to be pretty much a square so i'm going to press s to scale that let's scale it down on the x-axis like that i can also press g to grab and we're going to bring it over on the x-axis and i can scale it up a little bit then i'll press e to extrude and we're going to extrude that out and then later on we will be adding a little icon right here for the gas station let's also add another face right here so i'm just going to select this face i'll press shift d to duplicate click with your mouse wheel to bring it over on the x-axis i want to scale this one down so i'll scale this down on the y-axis just kind of bring it over here and then i can just extrude this down by pressing e to extrude and for some reason i always have to recalculate the normals it just seems like i always extrude the faces up on the wrong side so i extrude it down this way instead of this way um so just select everything and press shift n to recalculate the normals all right so this is looking pretty cool we're almost done with the modeling um but i do want to add some little buttons in here so i'm just going to select one of these faces and i'll press shifty to duplicate we'll scale the whole thing down and then i can also scale this on the x-axis and bring that down there so we're just going to create a few little buttons and things to work the gas station so i'll press e to extrude we'll extrude that back there and then i'll hover my mouse over this object and press l to select the linked vertices i'll press shift d to duplicate we're just going to keep on duplicating this and add a few here also press shift d click with my mouse wheel to bring it over on the x-axis and we will just put a few right there and then let's also duplicate this one again and bring this over but this one i'm going to scale it on the x-axis to make it a bit bigger and then i can also scale it down a bit so i'll press shifty to duplicate i'll bring this over on the x-axis and i can press shift d again bring it over on the x-axis and then i'll press shift d again we'll bring one more over all right so now we have some cool little buttons and things there so i'll double tap the a key again to select everything and i'll press shift n to recalculate the normals so let's go back into object mode now and i'm going to be adding a curve to add the tube so i'll press shift a and let's go right down here to curve and i can just add the bezier curve so the bezier curve is right here so let's just bring it up here and then i can tab into edit mode and then it doesn't have any thickness right now so we need to give it some thickness so let's click right over here on the object data properties to give it some thickness so if you scroll right down here we want to open up the geometry tab and then we want to open up this bevel tab right here and then if you turn the depth up so just turn the depth up a little bit that is going to make it more thick so i'll tab into edit mode and that's going to go inside the edit mode of the curve and i can just select this handle right here so i'll press g to grab r to rotate and then g to grab and r to rotate and i'm just going to continue to do that and rotate it and grab it until it's right in there so it's going to just go right in there to that pump and then i'll select this and i'll bring this down and i'm also going to rotate this over and i can also scale this down a bit if i want to scale down the handle and then to make this a bit longer i can press e to extrude that so i'm going to extrude up the handle rotate it over so if you press e to extrude that is going to make this curve longer so i can rotate that over so it's going down and then over and then i'll select this handle and i can press e to extrude and we want to bring this handle pretty far up kind of over like that maybe bring it over a little bit farther let's maybe select this and bring it back a little bit and then i can select this one again i'll press e to extrude and we're going to extrude this all the way up and we're going to stick it into the top there and i can also just rotate that over all right that's looking very good so i'll tap back into object mode and i want this tube to be over on the other one as well so we can just add a mirror modifier to do that so click over on the modifier properties and then if you click on add modifier let's go right down here and we're going to add the mirror modifier now right now it's mirroring it in the middle of the object's origin and this is the object's origin right here and so what we can do is we can actually use this mirror object to tell it to mirror from the center of this object instead of its own center so on the mirror object you're going to click on this button right here on the eyedropper and then just select this object right here and that way now it's going to mirror that over from the center of that object all right press ctrl s again to save our project and the modeling is done so we can now do the materials so let's click right over here on the material properties and i'm just going to select the main object so i'm going to click on new and i can just call this fuel metal so fuel metal and then to make it metallic i'm going to go right down here and turn the metallic value up so i'm going to turn the metallic value all the way to 1 and then also i'll press z and move my mouse up and let go to go into the rendered view so we can see how that's looking so on the base color here i'm going to turn the base color down a bit so it's a bit more shiny and let's also turn the roughness value down so it's even more shiny now i want to make another metal material and this other metal material is going to be a bit darker so i'm going to click on the plus right here to add a new material and i want to add the same fuel material so i'm going to click right over here and this is going to go to all of our materials and i can just start to search for the fuel material so i'm going to add in the same exact fuel material so we now have two fuel materials but then i want to duplicate this so i'm going to click right over here on this file icon that's going to duplicate the material but it's going to keep the same data so i can just rename this to fuel material dark so let's go into edit mode and we can now just select some faces and then we can make the faces the fuel metal dark so i'm going to hover my mouse over these objects and press l and press l and l to select those also right here i'm going to hover my mouse over those objects and then i'm also going to hold down the shift key and i'm going to shift select all of these objects and then also i want to select the interfaces right there so i'm going to hold down the shift and alt key and then select that ring of faces and then i'm also going to hover my mouse over these objects and press l to make those the dark metal we also want to do these big beams here so press l and l to select those ones that is pretty good and let's also shift select this one right here and then again we want to hold down the shift and alt key and select that ring of vertices there to select the inner faces and then also press l and l to select those ones all right so that's good for now so let's click on the fuel metal dark make sure that is selected and then click on the assign button so let's go into object mode and we'll go into the rendered view and then let's take the base color and we're going to turn the base color down so that's good and now you can see we have two different colors of metal so let's tap in edit mode again and i'm going to press a to deselect everything and i'm just going to select some of these faces back here so first i'll press l to select that and then i'll hold down the shift key we're gonna select those and also again hold down the shift and alt key select that ring of faces and select that ring of faces and then click on the fuel metal dark and you can click on the assign button let's also do the same thing for this so i'm going to hold down the shift key and then hold down the shift and alt key we'll select all of those so select all those ones and then we can click on the fuel metal dark and assign that let's go back into object mode and i'm going to select the tubes here i'm going to click on new and i can just call this tube and then for this material i'm going to take the base color i'm going to make it fully black and then i want this to be shiny so right down here on the roughness i'm going to turn the roughness down so it's pretty shiny so we can select the main object again and go into edit mode and then i want to add some color to these buttons so i want to make some of the buttons yellow and some of the buttons red so let's go right up here i'm going to click on the plus right here we can click on new to add a new material i can just call this button red so now that we've added that button red material let's take the base color we're going to make it a bright red color and i just need to assign some of these buttons to that color so i'm going to hover my mouse over the objects and press l and just select some of these here so i'll select those ones and then i'm going to click on the button red make sure that is selected and click on assign and then we want to do the same thing but make some yellow ones so i'm going to hover my mouse over these objects and press l to select the remaining objects and let's click on the plus here to add a new material i can click on new and then for this material i can rename it to button yellow all right and then right down here on the base color i can make this a bright yellow color and then click on the assign button so now we're going to be adding in that gas station texture we're going to be adding it on this object so i'll tab in edit mode hold down the alt key and we're going to select that ring of faces and then just hold down the shift key and select that face so i'm going to click on the plus here let's click on new and i can just call this a fuel icon fuel icon and then with that selected and with the fuel icon selected you can click on the assign button all right and then on the base color we're going to start by just making this like a bright blue color all right so to add in the texture we're going to need to go over to the shading tab alright so here is the fuel icons shader nodes so to add in that texture i'm going to press shift a we're going to search for the image texture node and then we can click on open to open up that image texture so here is the free fuel icon from pixabay i talked about this at the beginning of the tutorial series so if you'd like to download it it's a free image from pixabay and the link will be in the description so i'm just going to select it and then click on open image now i want to press shift a and i'm going to search for a mix rgb and i'll drop that down here because i still want this to look blue but then i just want to add the icon on top of it so let's actually take the alpha of this texture and we're going to put the alpha into the factor and then we're going to take the color and we're going to put that into the base color now we need to uv unwrap this so i'm just going to select this front face right here and i can press u and then we're just going to click on unwrap so we've uv unwrapped it but we're still not really able to see it and that's because we need to change these colors so i'm actually going to click right here and unplug the wire because i'm going to take this base color i'm going to click and drag and drop the base color on this first color here and then this color here color 2 i'm going to make that fully black so i can now plug this color back into the base color and you can see that now we're able to see that texture because we're using this alpha as the factor so we're telling it where it's going to be color 1 and where it's going to be color 2. so that's looking pretty good but i do need to play around with the uv editing because the uv editing is a bit messed up so let's click right over here on the uv editing tab and then you can see that it's already added in the gas image if for some reason it didn't add in that icon you can click right here and just search for that icon alright so just select this face and then right here in the uv editor i'm going to press a to select everything and i can press s to scale that out and g to grab and just move it into the center now you can see that it's tiling the texture on the edges but i will show you a easy way to fix that so i want to rotate this over so i'll press r to rotate and then i can type in 9 and 0 and then you can see that it's rotated over it by 90 degrees but it's now upside down so after i type in 9 and 0 i can just type in negative and then enter and that way it'll make it negative 90 instead of 90 degrees so i'm going to go right back over here now to the shading tab and then i want to make this so that it doesn't tile the texture so right here on this gas texture i'm going to click right here on the repeat and i'm going to instead change it from clip so it's not going to be repeating it's just going to clip that and then also right here if i go to the side you can see that is black so i'm going to hold down the alt key and just select that ring of faces and then i can press u and we just want to unwrap those faces now i don't want those faces to look black at all i just want them to look blue so we're going to go over to the uv editing and you can see here all those faces i'm going to press a and that's going to select all the faces and then i can just press s and we're going to scale them down and i just want to bring them over so just just press g to grab and i want to stick them inside the transparent area of the texture and that way you can see that now it's blue so that's good let's go back over to the shading tab now there is a few more things i want to do one thing that i want to do is turn the roughness down so it's more shiny so if i now kind of look over there you can see it's a bit reflective and then another thing you can do is you can make it look slightly bumpy so i can take this alpha here and i can plug the alpha in it to the normal now we need to convert this to normal data because this is black and white data but this is normal data so to convert that i'll press shift a and we will search for a bump node and we're going to click on the bump node and i want to drop the bump node in between the alpha and the normal and then i want the alpha to be going into the height instead so it it'll convert it to normal data so now if you zoom in here you can see it just looks like there's a tiny little bump there on the side and i do think that looks nice it just makes it look a little bit more 3d so i think that looks pretty nice so you could do that if you'd like to let's go back over here to the layout and i'll press ctrl s again to save so that is it so this asset is now done so i'm just going to click and drag and open up the outliner and then if i click right here i can just call this fuel so i'm just going to rename this to fuel and then right here on this bezier curve if you select the bezier curve i can rename this bezier curve to fuel tubes so fuel tubes so we now have the fuel and the fuel tubes so i'm just going to hold down the shift key and just select both of these objects and i can just move them over on the x-axis just to get it out of the way and then i'll press h again to hide that so i'll press ctrl s to save and let's do the next asset all right so the next asset that we'll be creating is the bus stop so i'm going to press shift c to center the 3d cursor and then i'll press shift a and we're going to start with a cube so i'm going to tab into edit mode and then i'll press s and we're going to scale that cube down and then i can also press g to grab we're going to just bring it over here kind of bring it over there and also i'll bring it down a little bit so it's more flat with the grid so i now want to add a mirror modifier so we can mirror it over this way and then also mirror it over this way because the bus stop is pretty similar on all the sides so i'm going to click on the modifier properties and let's click on add modifier and we're going to add the mirror modifier so we're going to mirror it over on the x-axis so you can see it's mirrored over this way but then i also want to mirror it over on the y-axis so now it's mirroring it over four times so i'm now just going to select this face right here and i'm going to press e to extrude we're going to extrude this out but then i actually need to turn on the clipping here and that way i can press g to grab bring it in and i can push it into the mirror and it's going to merge together and then we don't need this extra face right inside there so i'll press x to delete and we want to delete the faces so i'm going to do the same thing right over here so i'm going to select this right here and i'm going to press e to extrude and we're going to extrude that out and just push it together and then again i can press x to delete and we want to delete the faces and then once we finish modeling the bus stop we can apply the mirror modifier and we'll delete this right here because we do need the front of the bus stop open so people can walk into it so i'm going to select everything with the a key and i want to press g to grab and we're going to bring it up on the z-axis just a little bring it up like that and then i can select this bottom face right there i'll press e to extrude and we're going to extrude that down just because i want to have some kind of like some legs there for the bus stop and then right here this is going to be a metal beam and then there's going to be like some glass windows so i'm going to select this face right here and i'm going to press e to extrude and let's extrude this up as well bring up pretty far a little bit farther and now you can start to see the general shape of the bus stop so if you want to press a to select everything you can press g to grab and you could make the bus stop a little bit wider or a little bit thinner whatever you want to do so i'm now going to select this again and i'm going to press e to extrude we're just going to extrude this up a little bit so that this is about the size of a cube then i can press e to extrude we're going to push that together bring it all the way in and then i can press x to delete and we want to delete the faces in there and then i'm going to select this right here we'll press e to extrude and again we're going to push these together and then we need to delete that face in there so press x to delete and we're going to delete the faces so now you can kind of see the shape of that so now let's create the top of the bus stop so i'm going to press shift a and we're going to add a plane in edit mode in the same edit mode i'll press g to grab and i'm going to bring this out and you can see when i bring it out it's going to connect with the mirror modifier so now we have this much bigger piece so i can press g to grab let's bring it up on the z-axis bring it to about there and then i can also press g to grab and we're going to bring it out a little bit and i'll bring it down a little so i want to have the top kind of rotating over so i'm going to press ctrl r to add a loop cut i'll click and then bring that over there and then i'll press ctrl r and we can add another loop cut right there so i'm now going to click right up here to go to the face select and i can just select this face and i'll press g to grab and let's bring it up on the z-axis a little then i can select this face and press g to grab we're going to bring it up a little on the z-axis and then let's click right back over here to go to the vertex select and i'm going to select this vertex shift select this vertex and i can press g to grab and we'll bring it up on the z-axis a little also you could shift and select both of these vertices and press g and z and bring it down so we basically just have a curve right there so i'm now going to press l to select all of the linked vertices and i want to press e to extrude we're just going to extrude these down like that and then it looks like i need to recalculate the normals so double tap the a key and i can press shift n to recalculate the normals and then i'm also going to hover my mouse over this object and press l to select the linked vertices and i want to press g to grab and i want to bring them in a little bit and bring it back a little bit just because i don't want it to be quite that big so we now have the top there for the bus stop and then i want to add some metal beams going up into the top so i'm going to press ctrl r to add a loop cut let's bring the loop cut over there and then ctrl r and we're going to add another loop cut right there and then i want to do the same thing over here so control r we'll add another loop cut right there and ctrl r click and add another loop cut right there all right so we now have some faces there and then i do also want to add another one here so let's press ctrl r add a loop curve right there and then ctrl r click and add a loop right there so now what i can do is i can go right over here to the face select and i'm going to select this face and then i'm going to hold down the shift key and just hold down the shift key and select these other faces so now that i have all those faces selected i can press e to extrude we're going to extrude them all up and you also might need to press uh 1 on the numpad or actually 3 on that impact to go to side view so you can see that in the side view and then i want to see this in wireframe so i'm going to press z move my mouse over and let go to go into wireframe and i want to bring those up so that they are just going in there so then i want to deselect these because i want to bring these up as well so i'm going to press b for the box select and then i'm going to click and hold with my mouse wheel and just make a box around that and then let go to deselect that so i can now press g to grab and let's bring it up on the z-axis and just stick it right in there all right that's good let's go back into object mode and back into solid view and that's looking very nice all right so that is pretty good so i'm now just going to apply the mirror modifier so i'm going to click on the mirror modifier right here make sure it's selected with the blue outline and then you can press ctrl a to apply that and let's press ctrl s to save so now go back into edit mode and i just want to delete this metal beam right here because i only want the metal beam to be in the back so i'm going to hold down the alt key and select that ring of faces going around there i can press x to delete and i want to delete the faces then also hold down the alt key and select that ring of faces and we can press x to delete and delete the faces and then we need to fill a face there so you can click on the vertex select and then just hold down the shift key select those vertices and you can press f to fill that let's navigate right over here and we want to do the same thing so select this vertex hold down the shift key and select all these vertices and then i can press f to fill that all right that's good and this is starting to look kind of like a bus stop so i'll tab back into edit mode now and i want to create two beams that are going down here so what i can actually do is go to the face select and i'm just going to select this face right there i'll press shifty to duplicate and i'm going to bring this face over a little bit and then i'll also scale it down just a little then i can press g to grab and we're going to bring it up on the z-axis and i'm going to stick it inside that piece right there so i can now press e to extrude and we're going to extrude that down and just stick it right there and then i do want another one to be over on the other side but we already applied the mirror modifier so what i can do is just deselect everything hover your mouse over this object and press l to select the linked vertices and then i'll press one on the numpad to go to the front view and i'm also going to press g to grab click with my mouse wheel to bring it over on the x-axis and i'll stick it right about there so it's in the middle of these two beams so i'll now press shifty to duplicate click and hold with your mouse wheel and let go to constrain it to the x-axis and just stick it right about there i don't really mind if it's not exact just pretty close and that is looking very good so i now want to create those windows in the bus stop so in object mode i'll just press shift c to center the 3d cursor and i'll press shift a and i'm going to add a plane i'll tap into edit mode without moving the plane just tab into edit mode and then once you're in edit mode you can press g to grab and you can move this and i also want to press r to rotate and let's rotate it on the y axis and then i'll type in 9 and 0 and enter to rotate it over exactly by 90 degrees and then i can also scale this up and also bring it over so i'm going to scale it up and i'm just going to stick it right in here so that it is fitting inside those metal beams so like that i can also scale it on the z-axis and make it a bit longer and then press g to grab bring it up on the z-axis like that i need to also scale it down and bring it up a little bit all right now i need to give it some thickness because it doesn't have any thickness right now and i do want the glass to be a little bit thick so over here on the modifier properties i can click on add modifier and i'm going to go right down here under generate and i'm going to add the solidify so the solidify is just going to give this object a little bit of thickness and you can play around with this thickness value you can make it more thick or less thick something like that is pretty good i think i'll just turn the thickness up just a little so that's looking pretty good so i can now take this plane and i'll press shifty to duplicate let's bring it over on the y-axis you can see if i go into object mode and zoom in here you can see there's the thickness so i might just want to turn the thickness up just a tiny bit if i want to make that glass a little bit thicker all right back in edit mode i'm just going to rotate this plane so i'll press r to rotate let's rotate it on the z axis and i can type in at 9 and 0 and enter to rotate it over by 90 degrees and let's just bring it over here and kind of stick it inside this window there so bring it over i can also bring it up on the z-axis like that and then i need to scale it so i'm going to scale it on at the x-axis so you can press s to scale and then x to bring it over on the x-axis and just scale it up and just fit it inside that place right there so it fits in the window all right just like that that is looking really good and then i want to select this face right here and i want to put that over there so i'll press shifty to duplicate i'm going to bring it over on the x-axis and just stick it inside those beams right there all right go back into object mode and that is looking very nice so i want to now add a bench inside the bus stop so i'll press shift a in object mode we're going to add a new object and i'm going to add a cube and then i will tab into edit mode and that way when i press g to grab you can see the origin point is going to stay in the center because we're in edit mode and i'm going to bring this over on the x-axis so let's now click on add modifier and i'm going to go right down here and add a mirror modifier so that we can mirror the bench over and then i also want to select this face right here i'll press g to grab we're going to bring this over on the x-axis and push that in but then i also need to turn on the clipping here so that it merges it so i can now press g to grab bring it back on the x-axis and push it into the mirror and then we also have that face in there that we don't need that extra face so you can press x to delete and we want to delete the faces and then let's also click on this face i'll press g to grab and we're going to bring it in and we're going to bring it up so it's much smaller okay like that and then i'll select this face let's bring it out and make it a bit longer so for this bench i'm going to create some wood planks and then we'll also create some metal legs so i'm going to select this face right here and i'll press g to grab we'll bring it over on the y-axis and just bring it right there and then just press the a key a couple of times to select everything and i want to duplicate this over so i'll press shifty to duplicate bring it over on the y-axis and stick it right there and then shifty to duplicate bring it over on the y-axis and stick it right there and then if you need to you can select everything and you can kind of scale the whole thing down and bring that over let's tab back into object mode and then i can press g to grab we'll bring it back on the y-axis and just bring it back there all right tab in edit mode again and i'll press g to grab we're going to bring it up on the z-axis and just make that a little bit higher all right that is good so you can see we now have those wooden planks there um so i now just want to create some metal legs so i'm going to tab back into edit mode and i'm just going to select this face right here so i want to just turn off the clipping so i'll turn off the clipping temporarily and that way i can press shift d to duplicate and i can bring this plane out and it's going to separate from the mirror and then i can just turn back on the clipping so i'll press s to scale and let's scale this down on the x-axis make it much smaller and then i can scale it up and then let's also scale it on the y-axis to make it a bit longer and then i can just bring it over and we're going to stick it right up here so on the very side of that bench there just stick it up like that then i can press e to extrude we're going to extrude that whole thing down and then i can press e to extrude bring that down even more and then i can press s to scale let's scale it on the y-axis and make it much smaller so that is about a square maybe bring it out a little bit so i can now press e to extrude again and we're just going to bring that down we can also press one on the numpad to go to front view and i just want to bring it down so it's about the same as the leg right there so like that that's pretty good and then in object mode you could also scale the whole thing up a little bit if it's looking a bit too small all right that is good um we are almost done with the modeling but i do want to add a little bus stop sign and then after we create that we'll do the materials so in object mode i'm going to press shift a to add a new object and for the bus stop sign i'm going to go right down here and add a cylinder and then right over here on the cylinder settings if you want to make it look a bit more low poly you could turn the vertices count down i'm just going to leave it at 32 because i do want the bus stop sign to be kind of circular so i'll just leave it set to 32 on the add cylinder settings and then i can close this so i'll press g to grab and we're going to bring the bus sign over let's bring it over kind of over here just bring it out like that and then i'll tap into edit mode and i want to scale the whole thing down on the z-axis to make the sign much smaller so i'll press g to grab we're going to bring it up on the z-axis and i'll make it about that high also scale it up a little bit and then i can rotate it let's rotate it on the x-axis actually the y-axis and i want to rotate it over exactly by 90 degrees so you can type in nine zero and enter to rotate that over and then if you go right down here i wanna actually make a pull for the sign so i'm gonna select this bottom face right there and then hold down the shift key and select the other bottom face actually that's the wrong one i need to select this one and then that one i can press three on the numpad to go to side view just to make sure those are the two bottom ones so i can now press e to extrude and we're gonna extrude this way down and again you can press one to go to front view and just bring it down and make sure it's about the same as all of these and then i want to make that perfectly flat so i'll press s to scale let's scale it on the z-axis and i can type in zero and enter to make that totally flat all right so there's our bus sign so we can now start with the materials so let's just do the materials for the bus sign first so i'll hold down the z key move my mouse up and let go that's going to go into the rendered view and then right over here on the material properties let's click on new and i can just call this bus sign now i'm going to be adding in a texture and i talked about the texture at the beginning of the tutorial series so it's a free bust sign icon from pixabay so to add it in let's go over here to the shading tab so i'll press shift a now in blender's shader nodes and i'm going to search for an image texture all right let's drop the image texture right there and then i can click on open to open up the texture and then here is the bus sign texture from pixabay so it's a free image and i'll have the link in the video description if you'd like to download it so if you download it you can just click on that and then click on open image and that'll open it up and then i want to take the color and i want to put that into the base color of the principle so we need to uv unwrap this so i'm going to go into edit mode and i'm just going to select everything and i'm going to press three on the numpad to go to side view and i'll just zoom in here so i can press u to unwrap and i'm going to actually unwrap project from view and that way it's going to unwrap the object from our view now we need to play around with the uv editing so let's go right over here to the uv editing tab and i'm going to zoom out here let's zoom over to the bus sign so what i'm going to do is select this face and then i'm going to hold down the shift key and select this face because right now i just want to move these faces around so in blender's uv editing i'll press a to select everything and it should already add in the bus sign texture in the background if it doesn't you can open it up and just find the bus sign texture right here so i'll press s to scale let's scale the whole thing up and then i can press g to grab and we're just going to move this over and just fit it right there so now i want to select everything else so i'm going to press ctrl i control i is going to invert the selection so we now have everything else selected and then right over here in the uv editor i'm going to press a to select everything i'll press s and we're going to scale everything down and i'll make everything really small and i'll press g to grab and just stick it in the blue there so there we go we now have a blue bus sign and then let's go right over here to the materials and i do want to create one more material i want to create a metal material for the bus sign poll so i'll tab into edit mode and then holding down the alt key i'm going to select that loop of faces right there let's click on the plus here to add a new material within this object's material slot and then i can click on a new and then i can just rename this material here this second material to bus sign pull all right so just make sure the bus sign pull is selected and you can click on the assign button to assign that and then to make it look like metal i'm going to take the base color and make that a little bit darker and then i'm also going to turn the roughness way down so it's a bit more shiny and then to make it look very metallic i'm going to turn the metallic value all the way to 1. and then now that it's metallic it's a little bit dark so i think i'll just turn the base color up a little bit all right so that is looking very good so let's do the other materials now so i can go back over to the shading tab to do the other materials let's just make this a bit smaller and actually i don't even need to be in the shader editor because we don't really need to use the shader nodes so i can just go back over here to the layout all right so i'm going to select the main object here let's click on new and i can just call this bus stop all right bus stop on the base color here i'm going to make this a bit darker so i'll make it pretty dark and then i'm also going to turn the roughness down so on this roughness value just turn that down so it's a bit more shiny and you could even turn the base color down a little bit more so let's now click on this object right here and i'm going to click on the drop down and i'm going to start to search for the bus stop and i'm just going to add the bus stop now i want to make this part right here look like wood so i'm going to tab into edit mode and i'm going to hover my mouse over this object and press l and l and l just to select those planks of wood so i'm now going to click on the plus right here and then let's click on the new button and i can just call this bus stop bench and then what i can do is go down here to the base color and to make it look like a wood material on the base color i could just make this kind of an orangey color and then make it a bit darker so it's a brown color and then make sure the bus stop bench is selected and then click on the assign button and that'll assign it and then i'm also going to take the base color and make it a bit darker and then i will also turn it the roughness value up so it's not going to be quite as reflective and let's maybe make this a little bit darker you could also turn the specular down if you want to be less reflective so it's not going to reflect as much of the light all right so we are almost done um but i do want to add a material here for the glass now i want to be able to see through this glass and so i'm going to be using my blender evie glass shader so if you haven't watched that tutorial on my blender eva glass shader i'll have a link in the video description and a card right up there on the screen so you can go ahead and watch that tutorial to learn how to create the eevee glass shader and i do also have a free download on my gumroad store and my patreon so i'll have the links in the video description if you'd like to download the free ev glass shader if you don't want to do the tutorial so if you've downloaded the ev glass shader or created it yourself i'm now going to add the ev glass shader into this blender file so to do that i'm going to click on file and then i can click on the append button and then here's the tutorial files for my realistic eb glass shader so i'm going to open this up and then i'm going to go to material and then i just want to go right here and select the eevee glass shader so now that we've added that i'm going to click on this object right here and let's click on the drop down and i can start to search for ev glass shader and i can just add that to make it look a little bit more realistic though i'm going to go right over here to the output properties actually right up here to the render properties and then i'm going to go down here and i'm going to open up the screen space reflections and then if you open this up you can click on the refraction and if you click on the refraction that is going to help just a little bit to make it look a bit more realistic let's close the screen space reflections and i can go back over to the material properties alright so we now have this nice glass shader and it will allow you to see through the glass and that is it for the bus stop so i'm just going to make this a bit bigger so i can see in the outliner i'm just going to select this object and i can just call this bus stop so i'll rename that to bus stop let's also click on the glass and i can click right here and i can rename this to bus stop glass and let's also click on the sign right here i can just double click on this to rename this and i can just call this bus stop sign and then one more i want to click on this object right here and then i can double click on this to rename it and i can just call it bus stop bench so there we go we now have these four objects so i'm just going to press b for the box select and i'm just going to select all these objects and i can just press g to grab let's bring it over on the x-axis and i'm just going to move this out of the way so that we can model more objects and then i'll press h to hide all those objects let's press ctrl s again to save and let's do the next objects alright so we have three assets left so the three last assets that we're going to be creating is three different types of roads so we're going to be creating a straight road a 90 degree curve road and then also an intersection so let's get started we're first going to be creating the intersection so i'm going to press shift c again to center the 3d cursor and then i'll press shift a and i'm going to go right here and just add a plane and then i don't want to scale the plane or anything i'm just going to leave it exactly how it is and i will tab into edit mode so i'm now going to press ctrl r and i want to scroll my mouse wheel out until there are five loops so you can see there's two on this side one in the middle and then two on that side so i can now left click and then right click to center that and then over here i want to press ctrl r and i'm going to scroll my mouse wheel out until there are five and left click and right click you could also just like subdivide this using the subdivide option i'm just going to add loop cuts so i now want to delete this side and this side over here because we can just model one quarter of it and then we can mirror it over so i'm just going to press b for the box select i'm going to box select all of these faces and also i need to go into the face select mode and then yeah press b for the box select just box select all of these faces so now we have 75 of it selected so there's just this quarter over here that's not selected so i'm going to press x to delete and i want to delete the faces so then right over here on the modifier properties let's click on add modifier and we're going to add a mirror modifier so right under generate we're going to write down here and add the mirror modifier now i want to mirror it over on the x-axis but i also want to mirror it over on the y-axis so click on x and y and then i want to turn the clipping on so that it merges in the very center of the mirror so now what i want to do is create the sidewalk but i first want to delete this face so we're going to click on this face press x to delete we're going to delete the faces so now that we've deleted that face right there i also want to add some loop cuts in here so i'll press ctrl r to add a loop cut left click and right click and then ctrl r to add a look this way and then left click and then right click to place the loop cut so this is going to be the sidewalk so i'm going to click right over here on the face select and i'm going to hold down the shift key and select all of these faces that is going to be the sidewalk so i'm now going to press e to extrude e to extrude and we're going to bring that up a little bit now if you zoom in here to the sidewalk i want this curve of the sidewalk to be rotated over a little bit you could keep it square if you want to but i do like it if it's a little bit rotated so what i'm going to do is go right here to the edge select and then i'm just going to select this edge right here i'm now going to press ctrl b and ctrl b is going to add a bevel and then i can scroll my mouse wheel out and i'm just going to add two cuts and i'm just going to bevel that out to about there and click to place that so now if we go back into object mode you can see that is just a little bit smooth and then i'm also going to want to add those dotted lines there in the street so i'm going to press ctrl r to loop cut drag over and add a loop cut right there press ctrl r to add another loop cut and drag it over there and we can adjust the size of this later once we add the dotted lines if we want to be a bit thicker or thinner we can adjust those lines all right so let's tap back into object mode and we'll just do some materials so i'll press z move my mouse up to go into the rendered view and then i'm gonna go right here to the material properties i can click on new and i'm gonna call this street so i'm going to call this one street and then for this material i'm going to take the base color and i'm going to make that a dark color and then i'm also going to turn the roughness up because i don't want it to be very shiny um let's also turn the base color down a bit more so i now want to create a separate material for the sidewalk so i'm going to tab in edit mode and zoom in here so i'm going to go to the face select by clicking right here and then holding down the alt key i can select that ring of faces all right so i'm going to hold down the shift key and just select these other pieces there so we now have all those pieces of the sidewalk selected so now right up here in the material slots i'm going to click on the plus here let's click on it new to add a new material i can just call this sidewalk so sidewalk and then just click on the assign button and that'll assign it all right so we now just need to make a material for this so on the base color i'm going to make a gray color but it's going to be quite a bit brighter than the street so i'll make it a bit brighter like that and then also it is going to be kind of rough so let's turn the roughness up and also let's click on the street right here i'm gonna take the base color and just make that a little bit darker so now we need to create those white stripes in the middle of the street so let's go back into edit mode and i'm going to select this face right here and then hold down the shift key select that face right there so i can now click on the plus here let's click on new and i can just call this stripes and i can just call this white stripes all right white stripes and then just click on the assign button and i'm going to leave it white although i think i will just make it a tiny bit darker so it's not quite that bright and then this also is on concrete so concrete isn't very shiny so i'll turn this roughness value up like that so that is looking pretty good but on the intersection i do want to create a crosswalk so i'm going to tap on edit mode and i'm just going to select this face right here i'm going to press shift d to duplicate it and then i'll scale it down just a little and then i'm also going to scale it on the x-axis and make it quite a bit smaller i'll also press 7 on the numpad to go to top view i can press g to grab bring this over and s to scale we'll scale it down a little bit all right and then click on the white stripes and then i'm going to click on the assign button and also zoom in here and i want to press g to grab and i want to bring it down on the z axis and just make it so it's slightly higher than the road and then i can press e to extrude and we will extrude that down there into the road so then just hover your mouse over this object and press l to select the link vertices and i'm going to press 7 on the numpad to go to top view so i can now press shift d and then click with your mouse wheel and constraint to the x-axis and i'm going to stick it kind of about there so that um the amount is the same in between them so right about there so because we duplicated this and moved it over in one action i can now press shift r and shift r will repeat the last action and that way it'll be the same amount of space in between the squares so i now want to put the same crosswalk over here so i'm just going to hover my mouse over these objects and press l to select all the linked vertices and then i'll press 7 on the numpad for top view so i can press shift d to duplicate let's bring it over here i can press r to rotate and let's type in 9 0 and enter to rotate it over by 90 degrees and then i can press g to grab and just stick it about there so inside that square right there just kind of stick it right there and try to make it about even so like that all right so we are almost done with this street but you can see right here if you go into edit mode here on the side there is that extra face there so i'm just going to select that we'll press x to delete we're going to delete the faces and then over here select that we'll press x to delete and we're going to delete the faces so that's deleted and then if we create more roads and we kind of put them together that way they'll be able to be there in the center and there's not going to be any extra faces in there and i'll show you how to duplicate the roads and kind of create your own city um after we create all the pieces all right so then right here if i click on this object i want to rename this object so i'm going to rename it in the outliner to intersection so let's press ctrl s again to save and we are done with that piece so to create the straight road i'm going to use the same piece so i'm going to duplicate it and then just change it so i'm going to press shift d to duplicate and then i'm just gonna press escape so it hops back to the center so i'm gonna click on this first intersection road and then i'm gonna press h to hide that object and then click on the second intersection road the one that we duplicated and i'm gonna double click on it to rename it and i can just call this straight road all right straight road so i can now tab and edit mode and i want to delete most of the things here so i'm going to go right here to the vertex select and then i'm going to press z move my mouse over and let go to go into wireframe and i'm going to press b for the box select and i'm going to box select all of this right here and then i can press x to delete and i want to delete the vertices so we've deleted almost everything let's go back into the solid view and we have deleted almost everything so what i need to do now is press a to select everything and you can see there it is but it's just flat and there isn't any faces so i'm going to press e to extrude and i'm going to extrude this on the y axis and i'm going to push it into the mirror all right let's go back into rendered mode so we can see that so now that is looking like a road and so we have this sidewalk here and that is going to be the same exact length because we duplicated it from the intersection all right so that's good um so what i want to do is actually apply the mirror modifier because i don't want to use the mirror so i'm going to click right over here on the modifier properties and then just click on the mirror and then you can click on the drop down and click on the apply button to apply that tab into edit mode now you can see that is all applied as a mesh so now what i want to do is i want to add some loop cuts in here so that we can make those stripes so i'm going to press ctrl r and then i'm going to scroll my mouse wheel so there are two cuts and then i can left click and then right click so it hops back to the center and then right here i'm going to press ctrl r and then i'm going to scroll my mouse wheel so there are two and then left click and then right click and then also right in here in the very center because we applied the mirror modifier we actually don't need this one here in the very center so i'm going to hold down the alt key and just select that ring of vertices and then to delete it you can press x and then we want to go down here and we want to dissolve the edges that way it'll delete that loop cut in there but it's still going to keep everything merged together so those faces are still connected so we can now create the stripes in there so let's scroll down here and i'm going to click on the material properties let's just make this a bit bigger so what i'm going to do is click on the white stripes and then i want to go right here to the face select so i'm going to select this face and then hold down the shift key select this face hold down the shift key and select that face so you can click on the white stripes and then click on the assign button so i now want to make the material for the sidewalk so hold down the alt key you can select that ring of faces hold down the shift and alt key we're going to select that as well go over here and hold down the shift and alt key and select that one as well and then over here we can do the same thing so shift alt select that one shift alt and select that one and then over here shift alt select that ring of faces so i'm now going to click on the sidewalk material and then click on the assign button all right so there's one more road that we're going to be creating we're going to be creating a curvy road so the road is going to curve by 90 degrees and then once we create that last road i will show you how you can use all of these assets to create your own city so i'm going to use this same road and i'm going to duplicate it to make the curvy road so i'm going to select the object in object mode and i'll press shift d to duplicate it and then press escape to get rid of it so again on the straight road i want to click on the straight road and press h to hide it and i'm going to click on this new object that we duplicated and then in the outliner i can click on this double click on it to rename it and i'm going to rename this to curve road so i'm going to tab into edit mode and again i want to delete most of the vertices so i'm going to click right over here on the vertex select and then using the box select i'm actually going to press z move my mouse over to go into wireframe using the box select with the b key i'm going to click and drag and just select everything except that right there so i can now press x to delete we want to delete the vertices so again this is just super flat now and there aren't any faces so to extrude this out and curve it over i'm first going to press 7 to go to top view i'm now going to press the t key and the t key is going to bring up these modeling settings and i'm going to go right down here and i'm going to click on the spin tool so now that we have the spin tool selected i'm going to press a to select everything let's also press ctrl s to save this file and i'm now just going to click and then drag and then let go so just click and drag anywhere and that is going to activate the spin tool and so you'll know it's activated if the spin tool settings comes up so right behind me if you click on that little arrow it's going to open up the spin tool settings and actually let me just move myself out of the way so we can see that a little bit better alright so we have the spin tool settings and we can now change this and extrude this up and spin it around so the first thing that we need to do is we need to tell it what angle we want and i want to rotate it over by 90 degrees so to do that i'm going to take the angle right here and i'm going to type in 9 0 and enter and that way it's going to rotate that over by 90 degrees so we now need to tell it where we want the center rotation to be so on default it's all at zero and so that means it's going to rotate it in the very center of the world but if we start to change these values it's going to change where the center of that rotation is so you can see right now it's rotating in the very center because everything is turned to zero so on the center here on the center x i want to change that to two and that way it's going to now rotate it kind of about here because the x has been moved over by two and then also on the y value i want to make the y value negative one so by bringing it down on the y by negative one that's going to bring it down to here and then bringing the center x to two that's going to bring it over on the x-axis to there so we've now set this as its rotation and so because it's rotating like that it's now going to rotate over by 90 degrees so that is exactly what we want now on the steps here i want to actually change this to 10 and because we've changed it to 10 now it looks a bit more low poly kind of like the style that we're going for and also because it's set to 10 i now have less faces and so that's gonna work better when we're adding these stripes in the middle of the road alright so that is everything so if that was confusing you can just punch in these settings so let me just go over this again so you can just set the steps to 10 and that is going to be how many times it's going to kind of subdivide this you can see it's doing it 10 times and that's going to change the resolution you can also change the angle to 90 and it's that way it's going to rotate it over by 90 degrees and then on the center x that's going to be set to 2 so it'll be over here and then on the y it's going to be negative 1 and that will push it down here and then we can close the spin tool and then right here on these settings i'm going to click right back here and change it to the 3d cursor i believe that's the default and then i can press t to close that and there we go so let's just press z move our mouse up to preview that and that is looking great although it looks like we need to recalculate the normals because it looks like this got flipped so i'm going to double tap the a key and then i can press shift n to recalculate the normals so now we just need to apply the materials so let's press z move our mouse up to go into the rendered view and i'm going to click right over here on the face select so let's do the sidewalk first so i'm gonna hold down the alt key select that ring of faces let's hold the shift alt key select that ring of faces and then shift alt select that ring of faces we'll do the same thing over here shift alt select that ring of faces and shift and alt select that one as well and shift alt select that one as well all right so now just make sure you have the sidewalk selected so click on the sidewalk within the material slots and you can click on assign right so we now just need to do the stripes so i'm going to click on this face and then hold down the shift key and i'm going to select every other face so just like that there we go so we now have all those selected so we're going to click on the white stripes and then click on the assign button and there we have it so if i press alt h that is going to unhide everything and here are all the objects that we've created so i'm going to press ctrl s again to save and you can see that the size is totally messed up these streets are really small and then we have some other things that are really big and i knew that was going to happen because we modeled each of these things individually and so now what i can do is i can just resize everything to make it a good scale so i'm first just going to box select the roads right here then i'll press s to scale and i can type in at 10 and then enter so that's going to scale it up exactly by 10 and it is very important that i scale it up exactly by 10. now to show you how we can build our city and build those roads what i'm going to do is click on this button right here and that is going to turn on the snapping and then right here i'm going to click on this button and i'm going to make sure this is set to increment so what this is going to do is it will restrict the object's movements to increments so if i zoom out here and press g to grab you can see that it's kind of blocky and so it is only moving by increments so i'm going to zoom way out here and i'll press 7 on the numpad for top view so i can now press g to grab and you can see that we because we've moved way out it's now going to move along the grid so you can see it's moving over by those grid increments so i can now select this object press g to grab we can stick that over there and then let's select this object i can press g to grab we can move that over so we can use this feature using the snapping to create our city so i'm just going to snap those together and now if you zoom in here you can see that this looks like a road and it's connecting and because we modeled these objects to a specific size you can see these objects are exactly two grids long this way and two grids long this way and also something i did notice here is that we need to recalculate the normals so tab in edit mode on this object and select everything and then i can press shift and to recalculate the normals all right so you can just continue to do that so if you go to top view you can press shift d to duplicate and then r to rotate i can rotate this over by 90 degrees and then just press g to grab and just stick it in there and then you can press shift d and duplicate that and then also if you want to make a really long road what you can do is you can select this road and you can click right over here on the modifier properties so let's click on add modifier and we can go right down here and add an array now i don't want to array this back and forth so right here on the factor x i'm going to turn that to 0 and then on the factor y i can turn that to 1. and so this modifier is going to duplicate the object's geometry and stick it right over here so you can now just start to turn this count up and you can see that it's arraying that object over and so now we have a giant road so this is super awesome so you can just continue to duplicate these so if you want to make another curvy road you could duplicate that and make sure you have the snapping feature turned on and then you can rotate this by a 90 degrees bring that over stick it into place and as you can see i'm very quickly creating a city with different roads and all the roads can connect so for the time being i'm just going to duplicate any of these extra objects that we have so i'm going to delete those just so that we have this object and this object and this object so let's press ctrl s again to save and so now i need to resize everything so that they are all the correct size so i'm going to press b for the box select i'm just going to box select these i'll press g to grab let's bring these over and then i'll press g to grab we're going to bring them over to the side all right so now we can start to resize everything so let's first box select this right here we're going to box select the bus stop and also we can turn off the snapping feature because i don't want to use the snapping feature right now so i'm going to scale the whole bus stop down and then i can press g to grab we're going to move this over so what we're going to do is we're going to look at the size of the road and then we're going to scale all of the other objects accordingly so i'm just going to scale that down bring it over and we can just compare this to the road to create the correct size all right so i'm going to use the box select i'm going to box select this gas station right here i can scale this down and bring that over bring this over to the side here i'm going to bring it over and just stick it right here i think i will scale this up a bit more all right that is good so let's go right over here let's select the stop sign i'll press g to grab we're going to bring this over as well and i can scale this down i'm just going to bring this over here and then once we've scaled all the objects to the correct scale what we're going to do is apply the scale so that they now have a new default scale so let's continue to do this so i'm going to box select this object right here i'll press g to grab we're going to bring this over into our city and let's just take a look at this you can just stick it over on the road and just compare that to the correct size let's go select another object so i'm gonna just box select these objects i'll press g to grab bring these over as well and it's really helpful if you compare these to the sidewalk so you can just scale these down and looking at reference photos is really important as well to get the correct scale so let's select the car now i'll press g to grab we're going to bring this over here i'll press 7 on the numpad to go to top view you can kind of see the scale of the car so i do want the car to be a bit bigger because if i rotate this car over i'm going to rotate it over on the z axis by a 90 degrees you can see that i want the car to be that size or maybe a little bit bigger because this right here is going to be one lane so the cars can go this way and then the other cars can go that way so i'll just bring this car over here just bring it over here let's select the trash bags now so i'll bring the trash bags over press period on the numpad to zoom over to them and also because these are using a low poly style you might want to make everything a little bit bigger than it actually would be in real life just to kind of stylize it to make everything a little bit bigger so you could do that if you wanted to let's box select these objects and i can move these objects over as well so i'm going to select the traffic light and i want the traffic light to be probably about the same size as the stop sign but a little bit taller so i'll just scale that down so let's select the house now and i'll scale this down and bring that over as well and you could also compare the house to the size of the car all right that's looking pretty good maybe just make it slightly bigger all right let's select the street light this is pretty cool so let's just like stick the street light here on the side of the street and we can use that to see how big we want it to be i'll just scale it down a little bit so that's pretty good we can just bring this over here and we're going to select the trash can we can bring this trash can over i'm going to bring it over here and we can compare the trash can with the trash bags that's a good thing to compare it by so i'll just scale that down a bit here's the last one so i'm going to box select the outdoor seating i can scale this down and i can bring it over and bring that over there just kind of see how big i want to be maybe make it a little bit bigger and there we have it so i've just rearranged all the objects so i want to apply the scale so that this is now the default scale of these objects so i'm going to select everything and i'm going to press ctrl a and then i can just click on the scale and that is going to apply the scale alright so we've applied the scale now there is just one thing that you might want to do if you zoom in here you can select the window object and with this bus stop we added a solidify modifier but once you apply the scale that is going to change the thickness because the scale has been applied and so there's a new default thickness so if you press z move your mouse over and go into the wireframe view you can see how thick that is so i'm just going to make this a little bit less thick i'm actually going to bring that over there see how that's looking all right so i like that amount of thickness so what i'm going to do is actually apply the solidify so i'm just going to click on the drop down and click on apply and that's applied it so now if i go into edit mode you can see that it's actual geometry so there we have it there are all the finished low poly assets so you can now use this to create your city so as i talked about earlier in this video you can use the snapping feature to duplicate these and move them over so you can duplicate them and bring them over and put them up to each other and you can start to build your city like that and you can duplicate these buildings and put them different places you could also duplicate the cars and on each car you could make it a different color you could also do other stuff like you could duplicate this house and kind of change it maybe make it like a coffee shop or a restaurant and you could then put the outdoor seating in the front there you could also use the same method of modeling the car but instead model a bus and then have like a bus stop you could create a gas station there's so many more things that you could create um but this tutorial is already going on really long so i'm going to end it here so this is all of the assets that i'll be creating in this tutorial so thank you so much for watching and i hope you enjoyed the tutorial series and again if you'd like to help support me and this youtube channel you can purchase all of these finished assets on my gumroad store and you can also get it if you join my patreon so thank you for watching and i hope to see you in a future tutorial
Info
Channel: Ryan King Art
Views: 29,245
Rating: undefined out of 5
Keywords: Ryan King Art, Blender Tutorial, Blender, Ryan King, Tutorial, low poly, city assets, low poly city, blender tutorial, stylized, 3d model
Id: UFws4TM5u6o
Channel Id: undefined
Length: 213min 32sec (12812 seconds)
Published: Sun Jan 30 2022
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