MODELING & RENDERING in Blender Tutorial

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in today's video we're going to be learning a bit of hard Ops and box cutter let's go so before we get started I would highly recommend copying my settings here in the viewport shading mode so that way everything looks nice and clean like mine does so what we're going to do here is we're going to go ahead and just Trace out a basic shape I assume you know all the basic commands for blender if you don't you can grab our jump start course on our site it's free and it'll get you up to speed very quickly so with Machine Tools by the way make sure you guys get Machine Tools it is a free add-on you can hop in and out of edge or edit in object mode very very quickly I love this add-on and then what I'm going to do is press Ctrl alt left click on these edges that'll select all the edges in the same direction same length we're just going to get a nice bevel here just kind of an arbitrary amount of segments kind of like that you can sharpen it and now we kind of have this cool basic shape going on nothing particularly exciting so now what I want to do is I want to add in a loop cut and we're going to Bevel it like that and then what we can do is we can press q and then shift click on curve extract what that will do is take the selected faces and extract them solidify them and separate them as you can see now whenever I use this it turns off the cavity feature I don't know why you can just turn it back on though very easily looks great and now what I want to do is let's add in our let's use box cutter and let's just cut in a basic cut here we're going to press T to solidify and then press enter like that and then what I want to do is add in a small bevel here just to kind of emphasize the overall edges of this particular object this looks pretty good in basic shape and of course what we want to do is just make it more exciting we can go up to the top to add in a chamfer like that looks good and then what we could even do is we could come up here cut through and press the I key to run an inset Boolean so that way we kind of have like this inset effect here on the top which I think looks pretty cool then what we can do is maybe cut in something like that alt X to mirror to the other side just to kind of make this thing look a little bit more you know visually appealing and now what I want to do is I want to go ahead and add in another Cube here scale this on the Z move this up kind of towards the upper third then what I want to do is scale this all the way through and we're just going to cut a hole into this object now since we have two objects here we're going to have to shift click on this one and run the difference Boolean and then shift click on this one and round the difference Below in there as well and that looks pretty good to me now let's go ahead and press Ctrl a to apply the scale and bevel these edges so Ctrl alt left click gonna get some nice bevels in here I think that looks great and then what I'll go ahead and do is apply on this inner object here let's apply that balloon because what I want to do is I want to add in a loop cut here on the inside so that way we can bevel it and then we're going to press e to extrude right click and then alt s to scale along the normals just a little bit and then a bit on the X as well we can scale it and then from here we kind of have this shape and we could just soften It Up by introducing some bevels here so some bevels on that area actually we'll do it on both sides here just like that so now we kind of have like this soft inner portion of this particular object which I think looks great I like that and then I also want to add in a chamfer here around this um outer portion so we could do this in a few ways I could either apply the bowline around the chamfer or I could simply take the cutter with ever scroll move this face back and then press q and control click on Mark and that will run an inverted bevel on our object pretty cool we could even run a mirror to the other side so that way everything's nice and even and I think this looks great like I said I don't want to make this like a super I don't want to make this a super complicated tutorial I want this to be pretty generic easy to follow but I really want to show you how simple it is to create visually appealing renders inside a blender so we're going to get to that very shortly here but before we get to that part maybe what we should do is introduce some detail here on the side because in general you want your models to look good from all angles top side and front so what we could do here is maybe introduce a bit more excitement by perhaps cutting in a slice press the X key and we kind of have like a slice operation over here and what we could even do is Maybe you know cut in like a little Notch like that and the mirror will carry it over and then we could even mirror to the other side as well just to kind of make this look a little bit more visually appealing and then here on this bottom face what I want to go ahead and do is bevel that Ctrl B just to kind of make this look a bit more exciting I guess so I like how this looks and one other thing we could do is maybe cut down here and then press the T key to solidify and then we could also run that same Boolean through this side piece and that looks pretty good I kind of like that effect cool so pretty basic object I'm not going to model really anything else I wanted to keep this as simple as possible what I do want to show you is the process of detailing it's very important to understand how to add those tertiary level details to your model while keeping the model visually balanced so what we're going to do here is we're going to go into material mode if you don't have the abandoned slipway hdri installed head over to polyhaven.com search for abandon slipway and you can install that here in the settings menu you just click on install and you should be able to install that so I'm going to go ahead and load that in I like this particular hdri because it's very flat lighting and this is the main one I use so now what I want to do is I want to set up not only a floor but also a camera so we can render this so we're going to add in a plane I'm going to move this plane down to the bottom and scale it up and this will be a pretty large plane just kind of like that and what we're going to do is add in a material for the floor and also a material for the objects so we're just going to use a basic principled bsdf I want to show you how simple it is to create good renders with very basic materials so we're going to add in a new material I'm going to drop the base color a bit drop the roughness a bit and also we can make it metallic something like that and then for this main object here very simple we'll add in a new material which I guess we already have one we're going to make this a little bit darker we're going to make it some metallic and we're also going to make this a little bit less rough so kind of around here so it looks pretty good and also we could do is we could have like a separate set of materials so for example this outer case right here could be darker maybe so what I'm going to do is add in a new material and we can just do that by copying the current one and clicking this number what that will do is make a duplicate of the material so that way when I change the color it won't affect the other one so same for this one let's give this the material 002 and I'm just going to make this outer color a little bit darker just so that way we have a nice contrast between the two objects so we could do something like that looks great and now we can see how this looks in rendering mode you also need to make sure you install that abandoned slip away hdri here in the world panel you just go to environment texture and load that in so then when you go into Cycles here it should be loaded in very nicely so now you can see we have the floor we have the object and generally what you want is you want to see where the lighting is coming from in this case you can see the lighting is coming from this direction if I turn off this transparent feature we can actually see it so the lighting is coming from this direction mainly which means it's going to hit the front of the object so I wouldn't really want to have my camera here because it's not really being lit up we just have kind of like a dark back side so ideally you want this thing to be angled kind of towards the light more or less so that way when we set up our camera we have a nice lit up model from this side as you can see I'm going to go ahead and turn transparent back on here I don't need the backdrop and then what we're going to do is we're going to add in a camera so let's press shift a and then go to camera and I'm just going to go to view align View and then align the active camera to The View and to move the camera in and out is very simple you just press G and then Z Z to move along the local axis and if you want to get back into camera view you can press zero on the number pad so we're just going to move this back a bit and we're just going to find like a general angle here maybe like this we can realign the camera like that now we're also going to need a backdrop for this object so let's just duplicate the floor rotate it 90 degrees and what we can do just move this back kind of like that you're going to see we kind of have a clear like cut off point for that plane we could scale the plane up so it kind of Fades into the backdrop nicely and we could also move the backdrop a lot further back and just kind of play with the rotation you can see different rotations are going to yield different lighting results so this one's a bit darker on the side because it's more rotated you know in this direction whereas if I rotate it in this direction it's kind of capturing the light and bouncing it back onto the object a bit and you can see that's why it's kind of illuminated back here I think this particular angle is more interesting but at the same time this one is a bit brighter I think we'll start with this one now another thing we could do for the backdrop here is we could simply increase the roughness value and try to more or less blend the floor with the backdrop you see what I mean now a line in the background you can kind of see that clear line isn't necessarily an issue as long as it flows nicely with the overall scene but I want to try to soften this up as much as I can you can even get a straight up contrast like this if you wanted to I just want to keep this about the same and if you can find that right value scale up your plane you're going to see it kind of Blends in very nicely so in terms of composition and rendering really all you need to do is figure out which angles look good which rotations look good and just play with it really so when you understand how the lighting operates and how it bounces off different objects and how materials interact with each other the more you'll kind of begin to understand this so what we're going to do here is make that fully rough this backdrop Maybe not maybe we'll maybe we'll keep this more reflective or what I could do is just turn off the metallic value um the only thing I might want to do here since these are sharing the same material is I might want to give this one a separate material we'll click on that number so now any changes I make here will not be affected on the main plane probably should have done that earlier but that's all right can scale that up try making the metallic value zero and sometimes it just kind of Blends a bit better in my opinion if you can find the right the right spot for it we could try tweaking the floor as well and just see how adjusting the roughness will look you know right around here isn't too bad we have a nice reflection here on the bottom and also doesn't look too bad in the background now another option you have for renders like this is you can simply create an infinite backdrop which is basically where you on this plane is massive let's scale that down that's basically where you extrude this move it up a bit maybe 30 degree angle and then you add in a bunch of bevel segments here smooth it out and what this will do is create an infinite backdrop which is basically just going to um uh kind of keep everything nice and neutral in the background I guess the best way to put it what I probably should do here is scale that a bit on the Y so it's not cropping in that camera angle and you can see now we have a very neutral background if that's kind of what you're going for just really depends on your overall style now I particularly like what we had going on before I just wanted to show you the different solutions I think this looks a little bit more interesting visually appealing so I'm going to leave that alone and now what I want to do is I want to add in some decals now the decals I'm going to be using are from our sci-fi Corporation info decal pack you can get these for free on our website just head over to blunderbrows.com and on our store page if you scroll down you'll see the pack it's completely free just our gift to you and basically you can just load that into decal machine if you don't know how Google is your friend our tutorials are also your friend and what you can do is you can just load in something that looks cool given the context so maybe there's a few different ones I have a few different packs here you just have to find the one that you like the most um let's see I'm just going to take a basic one Cube mission and just going to rotate this r why why no r x x rzz 180 there we go we're just going to place this right here on the front and generally what you want to do with these types of decals is you want to make sure they're not too like extracting so generally you're going to want to drop the alpha value here in the materials panel so we'll put this to about 0.2 or maybe 0.4 so that way you can see it but it's not too like you know it's not too bright and pulling attention so we can do that and then I also want to add in some additional decals kind of scattered around this object so let's go ahead and select this decal shift click on this object and then press alt X to mirror it and sometimes let's just try mirroring over the 3D cursor instead so alt X and then you can turn on the advanced option and change to cursor and then it will mirror over the 3D cursor like that and also you might want to project these decals so alt click on Project alt click on project if you don't know how to use decommission we have several dcom machine tutorials on our YouTube channel so you can check those out and then maybe here on the side what we could do is we could make like a little Notch of some sort just very small not superimposing maybe like right here going to project it scale it a bit maybe and then project it and then mirror it to the other side now we have these subtle little details here on the side which look good and then here on the bottom we could also add in some decals so maybe I don't know there's a few different ones I could use maybe something like this and just rotate it and then project those and then do some mirror to the other side very simple now these are very eye pulling so let me try going to material match and just finding a better one to match it with maybe something like that looks good and let's hop back here into cycles and just see how this thing looks in rendered mode looks amazing you can see how nicely that light is hitting the front of this object and then what we could do is we could fill the frame here a little bit by just introducing some more interesting elements before we do that I want to show you one other way you could make this look even more interesting and that is by using trim sheets so for example what I could do here is I could add in like some closed um Loops up here alt click the faces and then if I wanted to I could find a trim sheet which like I said is available in our trim sheet pack and you could basically just run a trim sheet here on this um particular object so before you run trims you generally want to Smart apply your balloon modifiers otherwise you might run into issues because basically it'll have like random areas selected but as long as your booleans are applied you should be able to run trims pretty easily without issues and you can just introduce some of these really clean simple elements on the top and you can find which one looks the best depending on your um on your design I'm gonna go for something a little bit more simplistic not too I pull in I think I was already on this one let's try this BB trim five and just find a really basic one something like this could work maybe you're gonna see we just have this nice subtle detail there on the top and you can do that pretty much anywhere so trim sheets are great for adding that additional level of detail without actually modeling that in because you can see this looks like we modeled in the details but in fact we didn't it's just a texture so you can imagine if you tried to model the stuff in it simply wouldn't look um well it would look good but it wouldn't be as easy because of how small the details are and then God forbid you had a bevel it's just going to collapse so trim sheets are great for dealing with those situations so this looks good let me go ahead and power save this and what I'm going to do is I'm going to take this whole box here and we're going to press Q operations and then smart apply so that way everything except the bevel is applied and then what I can do is I can take this and maybe fill the frame a bit by introducing some more so for example I could press shift d to duplicate rotate it 90 degrees over the Y maybe in the negative Direction and then I can just kind of move this on the floor kind of like that and then G shift Z to move it kind of like that and you can see we can simply make the composition a little bit more exciting by simply introducing the same element in kind of a different orientation I could even stack them you know I could come up here and rotate that so it kind of looks like we have additional crates in here you're going to see it looks very very clean a little bit tight here so what we could do is we could either move these to the left a bit or move the camera a bit to the right I don't want to keep this too cramped I want there to be a little bit of space on the side some people get really close like this and you can see how much different the composition looks it's very very important to have these things nice and balanced and one final thing we could do which is kind of the icing on the cake is to introduce some reflectors these are very basic all you need to do is add in a plane move the plane over rotate the plane 90 degrees make sure the plane is angled at the light source and we're just going to make this plane have a new material set to pure white with 100 roughness and what we can do is if we scale up this reflector and rotate it notice how it changes the look of the um of the objects notice if I scale it up it makes the left side a lot more bright and if I scale it down it kind of reduces that so you can see this is without the reflector it's very dark this is with the reflector and you can kind of you know customize how the light's getting reflected simply by adding in a reflector I could even make the reflector dark and reflect like a dark light which is not what we want but you kind of get the idea here you can play with reflectors and get all sorts of different results if you wanted to in this case I don't think we need one I think this side is just at the right amount of Darkness so we're going to leave that alone and now this last part is very simple we just need to render this scene out so we're going to do is go here I like to render at a higher resolution because I can always down scale later if needed so I'm going to render at 2560 by 1440 and then what I'm going to do is make sure our denoise option is turned on in the render panel and I'm going to change the samples to 256 because the denoise will take care of any noise we have so now all we need to do is just um go into solid mode and then go up here to render and render the image it should only take a few seconds to a few minutes depending on your machine you can see here on my particular machine with a 39d it's only going to take like 18 seconds or whatever so here's the render very simple very basic and not that hard to set up so we're going to go ahead and save the image now I'd recommend saving this image as a tiff 16-bit rgba is fine call this whatever we want and save it now one thing I always tell you always always always touch up your work whether you do that in a basic free software or something more advanced like Photoshop you should always be post processing your work the difference between an unedited photo and an edited photo regardless of how you feel about it is that the edited photo assuming you know what you're doing is always going to pull more attention which is exactly what you want for your work so I'm going to show you a very basic way to touch up your photos it doesn't take much five to ten minutes at most so what I'm going to do is take this layer press Ctrl J here in Photoshop and if you're using another software just kind of follow the general idea and the first thing I want to do is increase the exposure a bit so we're going to go here to filter and then camera raw filter and from here what we can do let me move this down here so you can see what I'm pressing and from here all we really need to do is introduce a little bit of exposure don't go too high you don't want to over expose it you don't want to clip the whites but you know you go to something like I don't know 0.25 here isn't too bad we could also play a little bit with the clarity Clarity is fantastic just make the image a bit more enhanced you can see and then also whenever you lift Clarity you want to also lift the Shadows because Clarity tends to introduce Shadows so more or less kind of match those values click OK and you can already see how much better this looks and just you know 20 seconds let's go in here one more time and just do a few more basic adjustments okay so maybe we could play with the highlights just a bit there's not too many highlights on here really it's all overall pretty neutral you can leave that alone you could also lift the whites a bit if you wanted to see how that looks not too bad and really all you need to do at this point is introduce a little bit of contrast I think a bit of local contrast always looks pretty good so to do that's very simple if we go to adjustments and go to Curves we can maybe lift this a bit and then drop this a bit we just call this an S curve basically so you can kind of play with this see what different results look good for your scene don't go too crazy it should be very subtle and you can just play with it see what you like so here is the before here's the after you can really see that contrast makes it pop and if it's too strong for you you can always drop the opacity a bit until it kind of fits your leg in let's do like 50 opacity on the curves and you can see how nice that looks really illuminates everything pretty clean and if you want to you can also change the color a bit you can use something like the color balance tool I tend to use paid plugins but I mean these tools are totally fine here in Photoshop you know you could introduce a little bit more in the mid-tones a bit more Blues and then in the shadows if you wanted to make the Shadows a bit more Blues in there you can just really make these nice subtle effects and the highlights You could also you know play with and you're going to see it looks a little bit more purple in this case I think it looks better and the last thing I'm going to do is very simple I'm going to go ahead and press Ctrl alt shift e what that will do is um combine all the layers together we can go to the camera raw filter and this is one of my favorite Parts what we can do here is we can go down to effects and we can introduce a little bit of film grain now you don't want to go too high but a tad bit of film grain over the image really makes it just feel a little bit more three-dimensional not to mention that metals tend to have little Spectacles on them so it also looks a bit more metallic given the scene so maybe like 20 on the green you could also do a little bit of vignette if you wanted to but um you know don't go too crazy with it make it subtle and click ok and you can see we have this nice um basic image I don't like that vignette I'm going to go ahead and undo that and just stick with the film grain we'll keep the film grain set to 20. click on OK and there we go as a matter of fact if we do want to use a vignette I think a vignette in the darker direction would kind of help enclose the image so instead of going this way we could just make a very subtle vignette in the negative Direction just a bit not too much you can see very very slight vignette around the border so that is basically it a really simple model with a beautiful render and like I said even if the model is simple if you know how to present it properly this is going to deliver way more value than a complex model with a really shitty presentation so I'd highly recommend focusing not only on modeling and design but also on presentation because it is very very important so now if you want to save the image you can just go to save as copy I don't know why Photoshop has done this but in order to access the jpg you need to go to jpeg in the save copy menu and that's how you do it so that's it really simple tutorial hope you enjoyed it hope you learned a bit about the tools and my general workflow if you did just drop me a thumbs up really appreciate it and like I said if you want to take something a bit more in-depth check out our hard surface modeling jumpstart course or over on our website and is free and really great for getting to grips with the blender and the overall workflow and the tools we use so thanks for watching and see you in the next one
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Channel: Josh Gambrell
Views: 14,217
Rating: undefined out of 5
Keywords: blender tutorial, blender hard surface modeling, modeling and rendering blender, blender hard surface, blender bros, blender 3d modeling, blender beginner tutorial, hard ops, boxcutter, blender 3d, blender modeling tutorial, blender rendering, hard surface modeling tutorial, josh gambrell, ponte ryuurui, blender hard ops, blender box cutter, blender cad, blender mesh machine, mesh machine addon
Id: Muf6PsZn218
Channel Id: undefined
Length: 29min 7sec (1747 seconds)
Published: Mon Mar 06 2023
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