Product Design in Blender: Headphones [Full Process]

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hello everyone and welcome i'm derek elliott from dirk.com and today we're going to be making this so yeah just kind of a cool pair of headphones with some nice joint details cover some intermediate modeling some poofy ear cups that we'll actually make with a cloth simulation and of course we'll top it off with some materials and textures because it wouldn't be a dirk video if i didn't slap my logo all over what we're making the lighting and animation is pretty simple but i will be covering that as well at the end of the video so let's go ahead and get started alright so in a pretty default blender scene here what i want to do is model some headphones i'm going to press a to select everything x to delete it and now delete everything which was selected now i will press shift a add in a circle and before we do anything else in this little menu that pops up i'm going to change the number of vertices from 32 to 24 and what that's going to do is just give me a good amount so that when we make our little part that connects to the ear cup we have sort of a nice extension past halfway it's a little confusing you'll see in just a moment now in edit mode i'm going to press r y and type in 90 so that rotates 90 degrees on the y-axis and it is important to do that in edit mode so that our rotation here stays all zeroed out because we're gonna do some mirroring and things in a little bit and you want this to be all zero zero zero so tapping into edit mode here what i'm gonna do is press f to fill this in and then i to just inset it a little bit and then i'm just gonna bring it out on the y or sorry the x axis a little bit something like that you can do g x or if you just press g and then hold down on your middle mouse and if you're already kind of pulling the right direction it'll know that you want to go on the e the x axis i'm gonna do that again right here so e and then just press down on your middle mouse and it can usually kind of guess the right direction so i think that looks pretty good this is gonna be as you can see this start of our ear cup piece um so what i want to do now is actually pull off the part that's actually going to sort of be what it rotates on so in my face select mode i'm going to i'm holding ctrl and just sorry left click alt alt left click will select the edge ring you can hold ctrl and left click to come around the outside yes that's what i wanted to do now the reason i did 24 was so that this came just a little bit past halfway so it's going to rotate sort of on that right where the y axis is right there so i wanted to just come a little bit past halfway so we can kind of have a nice rounded detail there but what i'll do now is press shift d actually let's do let's undo that let's just separate this so let's press p and separate by selection and then i'm just going to move this out on the x-axis so we can kind of see what we're doing there so what i want to do now is back in this object i want to kind of refill this back in so selecting that ring there i'm going to go into my top view so i can see a little bit better e x and just bring that until it's about evened up right there don't have to be perfect but that looks good and then i want to sort of fill back in all these faces so rather than selecting them all like this and going around the outside selecting one by one blender in a case like this does a pretty good job of knowing where you want to fill in so you can just select that one edge right there press f and just keep pressing it and it's very satisfying it'll go around the outside and fill things in i don't even get that little triangle there at the end but what i want to do next is smooth this whole thing out a little bit let me do that with a subdivision surface but that makes everything way too smooth and that's because usually when you're working with subdivision surface you need to add in edge rings to make things nice and tight but i don't want to do that manually for everything so i'm going to undo that let's actually get rid of the subdivision we will add it back in but i'm going to add in those edge rings with a bevel modifier which if you're familiar with the term bevel is going to do about what you think it would do it's going to basically add in rings for us and i'll add in i think two segments so now when i add back in my subdivision surface you can see we've sort of retained those edges so the sponsor of today's video is skillshare now you've probably heard of skillshare but you might not know how vast their learning platform really is i thought why do i need skillshare when everything's on youtube for free well it was silly at me to think that because even though youtube is full of good stuff skillshare has even more to discover after joining i was greeted with a range of topics from familiar favorites like animation and software skills but beyond that there's courses that go into topics i usually just ignore but probably shouldn't things like productivity marketing even social media strategies all have their own courses in abundance on skillshare when you turn your 3d hobby into a business you need to know these things personally i was feeling a little behind with geometry nodes so i joined this course by fellow youtuber bad normals on creating this raspberry it's called your first geometry nodes project it's been super fun to follow along and i'm picking things up quite fast if you're interested in exploring the full skillshare class library totally free for an entire month then check out my link in the description the first 1000 people to use my link or my code derrick elliott will get a free one month trial of skillshare now you will start to get a little bit of a star shape here if you just use this big fat circle this is called an ngon most people really don't like those but to kind of hide that star shape i can just press eye to inset this and that basically just gives us another loop the star shape is still there but it's less visible now because it's not going all the way to the edge so let's right click and shade that smooth and that's going to be pretty good for the start of that piece obviously we're going to need to fill some stuff in here but we'll tackle that in a second so i want to work on my edge or my ear ear cup holder piece thing here whatever you want to call it um so i'm going to go back into my top view here e x and just kind of pull this over and then we're actually we're going to be doing some mirroring here so i'm just going to delete these and then oops let's undo that x faces and then i'm going to select press l hovering over that to select that whole linked island and delete those vertices because what i wanted to do was add in a mirror modifier which is going the wrong way let's have it go on the y-axis and disable the x-axis um and then i'm going to do that same trick where i just fill in my faces oh so satisfying now i am going to turn this clipping object option which as you can see in the tooltip will prevent vertices from going through the mirror during transform if that's not on they go through if it is on they get merged clipped whatever you want to call it one or the other so let's add in our bevel modifier again pull that back a tad and you can leave the segments at one probably and then let's add in our subdivision surface so that's all smooth right click the shaded smooth and then let's pull that back into position there so i was mentioning that we wanted this to be kind of rounded off so part of the reason we do that is so that when this rotates on the y-axis it doesn't intersect it as much and it wouldn't actually be rotating right there it would be rotating more in this point so let's go into edit mode on both these objects i do this in edit mode so that the origin stays still but let's push g in x and just pull that kind of to where that center point would be right around there i'm so tapping back out of edit mode i can show you what i was talking about ry so you wouldn't want that intersection right there so i'm going to i'm going to add in an edge loop here but you know what before i do that and as i like to say i have thought about this i've practiced this a few times so i kind of know what's going to happen if i do one thing versus another but this will get into a little bit of a complex geometry here so if you're not as familiar with kind of modeling then you might want to leave it at something simple like this but what i did is just select some faces and extrude them up and i will press s and z to flatten those out but we're going to do some sort of advanced semi-advanced topology i'm not a pro modeler but this this took me a little bit to figure out the right edge flow here but anyways what i'm doing is i'm going to press ctrl r and add in an edge ring here and then what i want to do is just pull up on these vertices so i'm going to press g twice to grab them and just kind of pull them up and then so pressing g twice will edge slide them so we kind of maintain our circular shape if you just want gz you can see that eventually that's going to kind of go out of whack it's not going to follow your circle but that is looking decent now the next thing i do want to do is kind of just pull all these things together so that this kind of creates a more organic shape so if you press g twice and slide those into it you're going to have doubles which is going to create a lot of issues especially with your bevel modifier you can see we've kind of lost that but we want those to be merged together so that we don't have doubles and there is this convenient option up here called auto merge vertices which when they are on top of each other it'll just merge them together which is really convenient for this sort of edge sliding thing we're going to do so i'm going to press g twice pull those in and then i'll actually do it here too pull those in and then now what we have is we've got two triangles right here which people in the 3d world on the internet really don't like triangles i use triangles sometimes don't tell anyone but i'm gonna press x and delete that edge loop which is not much of a loop it's just a one but but now we have a little bit more of a nice sort of quad thing there is a triangle here on the back and we could actually get rid of that one too let's just pull this up right there something like that and now i think we have like all quads you know it's a triangle in there but it's actually made up of quads but anyways that's a that's kind of a nice edge flow we've got a nice rounded thing down there but we do have some sort of funky things happening with the bevel so i want to have a little bit more control over where the bevel is happening so rather than using an angle limit method i'm going to change this to weight but now what i need to do is define where the bevel needs to go so i'm going to select that edge except for that piece and then make sure instead of in vertices you're in edges slide the bevel weight up to 1 there let's also do it right here that's looking good we can add in another level of subdivision just to see that this is nice and smooth still looks a little bit funky under there but not too bad don't tell anyone i think that's going to be fine so back in my side view here i'm going to press e and just kind of pull this up something like that easy we can adjust that shape later but that's just going to be kind of where the headphone meets the the rest of stuff you know you could add in a bevel there if you wanted that to be kind of sharp you know maybe you want to pull it down a little bit uh we're really getting into some stylistic preferences here if you wanted you know you could have like a little razor edge detail there or do whatever the heck you want it's not my headphone it's yours uh maybe the whole thing gets a little bit thinner something like that just kind of trying to create some nice shapes here um i think that that is looking pretty good though we got a nice fat ear cup uh maybe this needs to be a little bit fatter to kind of match that so it's not so disproportionate um but i might carry this bevel up to right here let's turn up the weight there and then this will actually end up being a joint so i'm going to add in some bevel weight there and you know do we need two segments to make this tighter maybe we can make it bevel a little bit bigger i don't know the choice is yours of course um i think that looks fine like that should we just leave it at that we'll just leave it at one so our subdivision can do a little bit more work and let's just bring this back a tad okay i think that that looks pretty darn good let me slide that down okay okay i stopped making adjustments that's sort of a nice flowing shape semi-advanced modeling there if you were you know following along for the first time but you know it worked out modeling is it can be very tricky but it's really fun once you kind of figure out how things work but anyways what i want to do now is let's just fill in this front side a little bit more so i'm going to press e and then scale this in just a tad and then maybe we do e again scale in bring it back just kind of creating you know we probably won't really see much here i'm going to press eye to inset that probably won't see much but let's just you know we might add like a kind of a semi-transparent piece of fabric over here so just if you did see in there it'd be cool to see kind of you know like what could be a speaker detail or something but we shouldn't really see much of that but we'll leave it like that for now so we've got pretty much our joint piece here the headband is going to connect right there and then we've got sort of our ear cup which can now rotate nicely without any intersection except of course you know but that you're not going to do that right anyways let's go ahead and add in our cushion piece so i'm selecting this edge ring thing here shift d p to separate by selection and uh not a bad idea to go ahead and start naming things let's add this as ear cup and then let's maybe add this f2 ear piece uh did i spell something wrong not worried about it um joint what do we that sounds good to me joint okay so that's good um let's now let's move scale this up scale this down just you know e bring that out um just making it whatever shape you want something like that i think it's gonna look good nice fat ear cup nice and cushy maybe pull up some bevel weight here something like that i think looks good um and then you know continue messing with this as much as you want get it to a cool shape maybe this comes out a little bit maybe this comes in a little bit i think that's going to be pretty good for me now you could leave it right like this i think that that looks totally fine but because i thought it would make the tutorial a little bit cooler we're going to do some cloth simulation to kind of make this look really poofy so what i'm going to do is apply these modifiers control a on the bevel and the subdivision should we do another one let's do two so when you apply a subdivision modifier it'll take whatever levels in the viewport you had so i bumped that up to two for the v port control a now we have a pretty dense mesh here so the first thing i want to do is add in a cloth simulation so in the physics properties add a cloth and then if you press spacebar you'll see that falls because now it is physics and it'll keep falling and for some reason this is really disturbing to me because it just it would never stop but to make it not fall so much i'm going to go into the property weights not the property weights the field weights turn gravity to zero so now it won't go anywhere which is totally fine but we want to do several more things here so one thing we're going to want to do is and one of the reasons we're doing this class simulation is to kind of create some interesting seams so the way seams work in the cloth simulation is that you basically down here in the shape option or sorry not seams like sewing so it will pull loose edges together so right now we don't have any loose edges so we're going to make some loose edges so let's tab into edit mode here and then let's select a couple rings here in my face select let's maybe try this one and this one something like that you can select more if you want you know you can go more on the inside but i found that this works pretty well let's press x and then make sure you select only faces so it's going to leave the edges which you could describe those as loose edges oh my gosh that's what this sewing modifier sewing option needs now we press spacebar boom they get sewed together and you have an andrew price donut rocked and ready cool anyways i don't want it to like pull itself together like that so i want it to look like there's some pressure in there and what could what's the checkbox it's the pressure checkbox now you do need to pull it up a little bit um whatever you want you can experiment with that um but yeah something under 10 if you're working about how i've been working works pretty good um so that that's fine let's leave that at that now if your thing starts like going off weird directions it could be that you need to recalculate your normals um sometimes if part of the mesh is facing the wrong way then the pressure can get confused they'll try to push some things out some things in but another thing if your model is kind of flying away sometimes you want to use a pin group here so what that will do is basically tell certain vertices to stay still to not move so i'm going to kind of imagine that there's maybe like a glue strip right right there that's holding it to that piece so in my vertex groups down here in the little green triangle tab object properties or something i figured what's called object data properties is this one object properties that's just object properties so in the object data properties add a new vertex group assign it you can name it pen if you want to but i'm not going to be adding any other vertex group so i'll just know that that's the group so the pin group is going to be that one so now it'll stay latched to that place and we don't have to worry about it flying away so this is already looking really cool really kind of funky but to make it look even cooler and to really see those seams i'm going to add in a solidify modifier which will give it some thickness you can see kind of where we're going with this and then maybe even add in a subdivision surface after that which is really going to start to highlight some of those things happening so that is pretty cool so let the simulation run as much as you want so you've got kind of an interesting shape something like that i think looks good for me and then you can go ahead and control a to apply the claw simulation so now those changes are all kind of locked in and that's our geometry so we can leave on the solidify in the subdivision now in this case so got pretty much our whole ear cup here like i said we may add in sort of a fabric piece after the fact there but that's just going to be basically a a circle so that's pretty simple but what i want to do now is let's pull this whole thing sort of over a little bit and then i want to basically mirror all these parts to the other side because of course our headphones are going to have support for dual ear action i know not a common feature but yes ear cups on both sides so i'm going to add in an empty and that'll be whatever kind of empty you want i'm going to use a cube so we're going to do you know instead of just duplicating it to the over the other side you know in case we end up you know wanting to make a change or something over here like like oh that looks kind of cool oh my gosh should i leave that we won't do it for now but instead of setting my origin to the middle and then mirroring it across the origin which is how the mirror modifier usually works and instead of duplicating it i'm going to add in a mirror modifier and then instead of it again by default mirroring about the origin i want to mirror it about this object and now it's going to be mirrored over there but our origin can stay in a nice place so you know if we rotate this one it's going to rotate on the other side as well so let's copy this modifier i wonder if i can can i control c and control v i don't think that worked let's add a mirror modifier on this object as well mirror it to that side and then this object already has a mirror um but just for the sake of organization i'm going to add in another mirror and this will say you could name it i just i don't name your i don't name modifiers i probably should but i just never have more than like a couple and i'd rather just fiddle around with it and kind of get annoyed rather than you know have things organized so so those all have mirror modifiers on them great so we've got everything on both sides if we were to make a change on one of them it would do it on both of them control z to undo that always a good idea just like you know i always like to test things make sure they're working right but that's all good now if we rotate it into this object which we could in our animation or something which we'll do eventually we would want the ear cup to move with it so let's select the ear cup then select the ear piece i think that's why i named it ctrl p object keep transform now if i rotate one that's going to go with it because it's now parented it's a parent-child relationship but i do want this piece to be able to move sort of independently um so what i'm going to do now i think and i kind of want to make the whole thing curved sort of like like inwards like that because that's just kind of what the headphones look like when they're not on a head um so i'm going to add in an empty object now let's just make that another cube which i should probably like get in the habit of using other shape empties but the cubes are just they're nice they stand out i like them so um this is this piece is already parented to this piece so i'm going to take this piece and this piece and then lastly select the empty and control p keep transform so now i can rotate this and then like our whole setup is sort of rotating so just kind of find a nice angle find a nice place and then we're going to start modeling that headband so you know get that to kind of wherever you feel like is right i think something like that looks pretty good for me and let's start making that ear cup thing so what i will do is i could steal some geometry here but i think that got a little confusing last time i tried to do it so i'm just going to press shift c to set my cursor to the center and then i'm going to add in a new object let's have that object be a cube tab in edit mode scale it down a little bit and then i'm just going to move it over in edit mode so our origin stays in the middle and let's make that have a mirror modifier and have it mirror to the other side let's go ahead and turn on our clipping merge is already on by default i suppose maybe i just did that i don't know and then i'm just going to place this kind of right here and sort of scale it down just until it kind of lines up with our piece there and then maybe let's do sy and we'll need to make some adjustments but i'm just going to select this top face now and kind of make our headband shape now for a little bit of a reference i'm going to tab out of edit mode add in a circle and then let's um rotate this on the x-axis and then we're just going to use this kind of as a just a little bit of a reference for the shape here just so we can kind of have an idea of where we want to go with this so that it looks decent something like that i think it's going to be good so now in this object let's just go ahead and start sort of extruding this all out and i can actually go ahead and add in a subdivision surface so i can see that those are actually nice and circular and then yeah just kind of pull the whole thing over until it all lines up like that now you don't want to use too much geometry here i'm going to added an extra edge loop that i didn't need to but pressing alt z to go in x-ray mode here by the way let's actually yeah i think i got i think i got more than i need let's delete that edge loop just kind of trying to have as few vertices to mess with as possible shade that smooth we can add in another level of subdivision and then now we just kind of need to tweak this area down here so that it syncs up a little bit better let's add in our bevel and then let's have that be of course before the subdivision because this is going to be kind of acting as control loops and then let's do the weight limit method so that we can kind of match it to the shape down here so i want to have this edge and then also this edge get the bevel and then the whole bottom area will get the bevel turn that all up then i'll leave the outside without the bevel i think okay so now it looks like i need to make this bubble a little bit smaller so that gets a little bit tighter i just kind of want to match it down here what was this this was a 0.031 and this is a 0.013 very interesting did that have two segments i just had one so theoretically that would match up you know you could add in like another piece there or you could maybe like make this a little bit bigger do what you want just so that that kind of feels like it lines up a little bit and of course you can make adjustments after the fact i'm not going to make this so that like there's actually a piece in there that slides but of course you could do that if you wanted to now i noticed in my i've got a little bit of a sharp edge there and just from experience i knew that that's because there's an internal face there so sometimes when you're doing the mirror and then you bring things together you might have left the face over there so just getting rid of that face so that smooths back out so this is looking good maybe just pull it up a tad so we've got a nice shape there yeah this is all coming together quite nicely uh maybe just for a little bit of a detail i'll pull this out which i guess i don't have the mirror on here so s y with that all selected and sort of just kind of create a little bit of an interesting shape here maybe would this come in a little bit sy hmm don't like that it looks a little silly i feel like this needs to come out more if i'm going to do it if i'm going to do it maybe this comes out like that i don't know do whatever you want to do they're your headphones ah should i leave it like that i'm not sure if i love it i think we can leave it of course we can always make changes after the fact like i always say but this is really coming together let's just do one more cloth simulation to sort of create a cushion piece under here underwear under here that was really bad okay so i'm going to select some faces here and i'm going to use those to make the cushion so shift d p to separate by selection and then i'm going to apply the mirror should i apply the mirror no yes yes i'm going to apply the mirror and then bevel not really do anything right now subdivision hmm should we apply that let's actually add in a this is tricky i'm trying to think like a seamstress here i gotta think about what my pattern needs to be i'm gonna add in a solidify sometimes if you if you make the if you make the object too close to the shape you want it to be you won't get these interesting folds and stuff so i'm trying to think of like as if the cloth was flat but then when it gets pulled together like what's the stretch what's the stretch factor so maybe we maybe do like this maybe we just actually let's get rid of the subdivision entirely let's just show you that flat um okay so we've got that let's apply the solidify and then let's just get rid of all the bevel weight there i kind of want to round this out so let's add in a [Music] let's add in a bevel and let's have that be weight i just want it to be i just want it to be this edge this edge this edge this edge and this edge let's give that the bevel weight and we do like two segments make it pretty big something like that i think and then we subdivide that but we don't want to round it on the top so maybe we add in some creases here this is getting very very intense so creasing will prevent the subdivide from getting to it so divide don't like crease stays away from the crease okay i think that is kind of what i want to base my cloth stuff on so let's see here let's um maybe add an edge loop so that that's not so funky looking probably should have left my mirror on okay i think that looks fine let's um let's apply the bevel let's apply the subdivision two yes two um that's gonna be really tight right there actually i have an idea all right let's apply that okay let's get rid of all the creasing and the bevel just because the line colors are gonna bother me so those are gone the air feels good we've got that piece which you don't have to do the cloth simulation you can just leave it like that looks totally fine but gotta do the cloth stimulation so i don't like how tight the geometry here is and one thing i found was that if you kind of have more weird and irregular geometry you might get more interesting folds and stuff so i'm going to do a little thing just to kind of even out the geometry i'm going to right click merge vertices by distance and i'm just going to drag this up until this area isn't so dense we start to get some weird shapes happening underneath but i don't want to drag it up so much that i don't have a nice edge loop where i want it around the outside so i'm kind of watching this area i've still got a nice edge loop i think that's going to be pretty good so let's leave it at that you know this is just kind of looking kind of funky kind of nasty but sometimes that actually works really well with cloth simulation if you watched my halloween ghost cloth simulation from a few years ago i actually did this and that's kind of how we got some ratty looking cloth but let's see if we can do what we did before without all the testing if you recall we want to let's actually bevel this and this will be our seam ctrl b and then x only faces so we've got all our little stitches there then let's add in our cloth see if we can remember all the steps without testing so we want cloth on yes we want pressure up a little bit we want sewing we'll turn gravity off we'll add a pin group that's going to be how do we get that let's just see if we can select that edge control plus plus is that going to get everything yeah except i don't want those pieces down here let's undo that and undo this okay so i'm going to add in a vertex group assign and that'll be our pin group so everything you know again like kind of like it's glued to the top there um which i always accidentally do this and it's convenient but i was clicking the modifiers instead of the physics tab but if you click on the modifiers accidentally there's this little thing called jump to a different tab inside the properties editor so that'll take you a little shortcut back to the physics tab for people like me who click in the wrong area so let's turn on pin group for the group we just made did we make it did we assign assign gotta remember to sign um okay let's press spacebar see if we got everything boom we did and we got some really nice folds there now i really think this is because we have a regular geometry you get a little bit nicer fold so let's add back in our solidify and subdivision surface and yeah i think that that's looking pretty good you know if you had a little bit more of a dense mesh you know these might be a little closer together you know we might retry that in a little bit but yeah honestly i think that that looks pretty solid i'm really loving the way my headphones look to be able to control them all you might just want to add in an empty and of course we'll make a cube make it bigger kind of put it in the logical center of our object and then okay so this is controlling all that this is controlling the mirror so this this this this all can get parented to that last empty we created and now we can rotate this and everything oh except for that comes with it control p keep transform oh it's not coming because it's still got the cloth stimulation so we actually need to apply our class simulation control a and now it should come with it beautiful and we can remove our little reference circle there so now we have our headphone model that we can move around we start adding some materials we can do some lighting we'll tackle that here in just a little bit but thanks for being with me hopefully your headphones are turning out nicely hopefully you can add some more details in you know we're going to play with materials and animation and stuff in a little bit but really liking the way these are turning out hope you all are having fun like and subscribe i'll see you in just a second in the next part where we'll probably tackle some materials and things of that nature thanks for being here again peace all right all right all right materials let's talk about materials so what we have here is our headphone model where we left it off in the last part pretty much i did make a few small changes i guarantee they were small one thing i did was tighten this up a little bit and rather than adding an edge loop what i did was in the in edge data instead of having the bevel weight at one i just turned it down to a very low value and that tightened that up quite a bit you can still see the blue line there but it's like less bright um did that the other thing i did was redo this cloth simulation with a tighter mesh just so i'd have a little bit of a more you know a smaller stitch going along there from the previous version i did not end up doing the collapse method i just used the denser geometry and got a little bit of a nicer shape so i you are welcome to make those same adjustments if you want but just wanted to make note of those since they're not exactly like we saw in the previous video this by the way is the file that we'll get on the the patreon if you're a subscriber there you'll get the updated file with the animation and all that good stuff so let's jump into the materials the first thing i do is set up my viewport in a way that's going to work a little bit better and the way i normally like to do that is to drag a window out over here and then drag this window down a little bit hide my toolbars there turn off my overlays and this is where i'll look at the rendered view of my object so i'll go ahead and go into the rendered view and then up here we're going to put this at a shader editor and this is where we'll actually build some materials so first thing to do when you're doing materials not always but the first thing i like to do is set up some lighting um because if you remember from the shoe tutorial you don't want to you don't want your materials looking like poo poop shoes yeah if you saw that you'd get the joke but anyways i like to turn the world strength down to zero um now that will leave us with just a empty black world because there's no light you could of course use an hdri to light your scene which is a little bit easier or if you're really just you know wanting to develop the materials and using this look dev mode will sort of automatically come with some hdris and there's a there's a few different ones there so you can just experiment with some different lighting but i like to go straight into the rendered view and i am going to render in cycles which i'll switch to a second won't really matter you could do this of course in ev though but the first thing i want to do is i always say that the first thing and it's like this it's like the 10th thing but anyways shift a add an area light let's bring this one up and then i'm going to increase the size of it a little bit and you know lighting is kind of all your own thing let's make sure i'm in my front view okay so i'm going to pull this back a little bit this is kind of how i usually do a lighting setup i'll just kind of put one sort of above the object slightly behind it and then okay we can't see oh it's there it's very slight we're going to turn up the power on that quite a bit until we're seeing our object so the reason you get that kind of sketchy shading is because that's an eevee which totally works fine we can actually just keep light getting eevee for now and then i like to put kind of a light to one side and maybe this side is behind and then i'll do another side and maybe have that one be slightly in front there's not really a science here to this but just want it to be looking kind of good and then maybe i'll do one more light and let's um let's shift d on this one and then alt g alt r just to reset the rotation i want to have this one pointing up and then i'm going to pull it down a little bit and that just gives us a little bit of a sort of an under under glow maybe we rotate it a tad and yeah that's a that's kind of a decent lighting setup that i usually start with but it's hard to tell exactly how your lighting should be until you know where you're going to be looking at your object you know this lighting setup wouldn't look necessarily as good from the back because of the way i have this set up this is kind of to create highlights and things like that so i'm going to go ahead and add in a camera and then with that i usually do alt g to reset the location alt r to reset the rotation and that's just to make sure it's nicely centered in my scene and then i'll pull that out on the y axis and then rotate it by 90 degrees so it's looking straight ahead at our object then with our mouse over in this area i can press a 0 on my number pad and that will look through the camera so that's pretty much exactly what i want maybe we'll just move this up a tad so it's kind of centered and then we can pull it back a little more just so it's nicely in frame and since these are mostly square shaped i might go ahead and change my resolution to something square like that and last thing i'll do not the last thing there's going to be a lot of things ahead of us change the focal length now this is all personal opinion a really low focal length is going to give you some intense perspective could be a style you're going for you could of course go orthographic which is going to be like a pure straight on no perspective view but i usually like to do something in the middle so using a relatively long focal length something like 90 i tend to like because i like to see the perspective but i don't want it to distort the shape of the object too much so something like that i think looks good and now you know you could rotate you could rotate the object a little bit this is just using that main controller object which why don't we just go ahead main control name that object so we can see it so now you can kind of rotate your object just to get a different angle i think what i'll do now is go ahead and pop into cycles so that we can have a little bit more realistic rendering and if you have gpus you want to make sure that's on gpu compute it's going to be quite a bit faster now i'm just going to yeah sort of adjust this lighting i'm just looking for interesting shapes here i don't want any part of the object to be too bright i don't want any part of it to be too shaded so maybe pulling up the power on this top one this one down here can maybe come back a little bit you can see i'm kind of watching this edge here getting a little bit too much light on the bottom so maybe we maybe we actually pull this one behind too just trying to get kind of a nice highlight on that bottom there maybe the power comes on this a little bit that looks good this side could probably use a little bit more light coming in general i like to really put most of the light sort of behind my objects so that on the silhouette is getting most of the highlight now of course this is just a shadeless kind of white material here so it's not going to be fully representative of what we're going for but just sort of moving these lights around until i have you know kind of just an interesting composition now this ear cup is just a little bit bright so maybe we um maybe we need to pull this over a little bit or back a tad anyways that's something of course we can adjust later but just for the sake of organization one thing i do like to do is take all my lights shift clicking all those and the camera and then press m and move them to a new collection which i like to call lca which stands for lights camera action so that if i um just so i can you know keep things semi-organized you know i do try to stay somewhat organized but anyways that's looking fine for lighting like i said you can continue an eevee if you want there'll be a couple materials we make that are really just one material that we make that's going to look a little bit better in cycles but i can i can show you how you would do that in e as well but i think this is a good place to go ahead and get started not one thing i will do because i just love it so much is down here in the color management options i'm going to change the look to very high contrast because i like contrast actually sometimes i feel like i'm going overboard so i'll just i'll just do a high contrast we don't need to do very high but yeah this is looking good um now sometimes you know this is a little bit dark up here i don't know sometimes what i like to do is add like a plane in the the front there that can kind of reflect some light maybe let's just let's just do that now rx90 if you saw the animation i did on instagram by the way this was kind of my inspiration i was adding that reflector plane i was like oh that looks cool um but yeah i usually call this plane a reflector and i just put it sort of behind the camera and what that does is just it sort of allows a little bit of light to reflect off of it this is just kind of yeah like a white material you can see if we didn't have that on it's just a little bit darker so having that light it's not really like emitting light but it's just reflecting some and we're getting a little bit less blackness up there you could add an actual light for that but i like to use that kind of reflector plane and we may eventually add a material to that so that it's a little bit brighter but for now let's just leave it like that now for this object so it doesn't get in our way in the visibility i'm going to turn off or what i want to do viewport display display as wire just so that we can see through it whereas we could not before that's it before and that's it with wire okay enough of all that make sure you're saving your file and what i'm going to do now is start actually making some materials so first material going to be relatively simple let's go up here click new in this previously unused area of our workspace and we'll name that i'm just gonna call it base because that'll be sort of the yeah just like the the main color so do whatever color you want here and you don't have to stay in your camera view when you're looking at the materials but the color i liked and of course do whatever you please was sort of like a sort of like an army almost like an army green so turning the value pretty far down but then also the saturation so we just kind of have this like sort of sagey sagey green material again the choice is yours you know if you wanted to make it metallic of course you could slide the metallic shader up if you wanted to make it shiny you could slide the roughness down less shiny slide it up but i think the default value 0.5 looks pretty good there for me so i am going to turn off the metallic just because i like that not having metallic on is just going to make it look like a painted plastic or something like that so i think that's good i'm going to go back into my camera view and what do i want to do next so obviously looking over here i can see where the material has been applied but another thing i want to do is in the options for this material down here under viewport display i'm just going to give it a color just so that in the viewport i can actually see what objects have that material so i want to have this object this object and this object so selecting this one last i can do control l and link materials so now those objects will also have that material i can see that over here in my render view as well as over here in my viewport display so the next material i think i might want to set up is the one for these cushions here so let's add a new material and we'll name that one kush because that's going to be the cushions we're going to go for sort of a leathery type look here what i just did was press ctrl t which if you have the node wrangler add-on enabled node wrangler pressing ctrl t with this shader selected will add the texture coordinate mapping and an image texture because there's no image texture in there now it's just going to automatically display us pink which is kind of a thing blender does to help you realize like hey there's no texture in there so i want to instead of using an image texture i'm going to use a procedural texture and the one i'll use is a voronoi texture so another node wrangler hotkey i'm going to press shift s and switch this to a texture voronoi texture now i'm not actually going to use this to drive the color but instead i'm going to use it to drive the normal because we want to make sort of some bumps like our like our leather may have so i'm going to add in a vector bump put that right there and then this foreign texture actually needs to go into the height field here and it's not going to be doing much because right now what the object is doing is it's looking for a or the material is looking for a uv map to map that voronoi texture but there are no uvs that we created for that yet and you could of course create uvs but i want to instead use this object input and this tends to work really well for procedural textures just using that object input now so that we can see what objects have that material let's go ahead and give that a viewport color too and then let's do this ctrl l again to link materials so we can see we've got this kind of crackled voronoi texture on here that's not quite the look i'm going for so what i'm going to use instead of this color input from the voronoi is the distance so when we drag that in there you'll see that's what it's doing now it's kind of going it looks like it's kind of going into the object now but i instead want it to go out so it kind of looks like little bumps and stuff the strength on this right now is quite high so let's turn that down a little bit and then this distance sometimes turning the distance to a really low value like you know 0.1 or even 0.01 will help reduce the look of some of these like points that you kind of got before and then the other thing of course we want to do is change the scale quite a bit further down just until it's at sort of a nice look now if you did watch the materials portion of the shoe video which i would highly recommend watching that that goes into much more depth on materials in general this kind of looks like the sole of the shoe we were making first so it's a very similar texture here but i'm going to turn this strength down even further just so that it's a very subtle effect and then maybe bring the scale up a tad you know just kind of going for the look we want and this is one great thing about procedural textures versus image textures is that you can just play with all these values and and get all sorts of different looks so i think that's going to be cool maybe we turn the strength down even more and yeah now we have sort of a nice sort of just bumpy leathery looking material now the roughness you can adjust same way as before you know you can make it very rough you can make it very shiny the choice is all yours and you can even use this voronoi texture to drive the roughness so that certain areas are rougher and other areas are shiny so right now it looks like the points are shiny and the middle areas are sort of rough which is about what it would be like i would imagine you know if you're wearing these earphones then the kind of parts of the leather that are bumping out are going to be a little bit shinier now if you did want to have a little bit more control over that you could add in a map range so the voronoi texture distance is outputting values from zero to one and if we remember from a roughness if we remember from our roughness slider zero is going to be very shiny one is going to be very rough and we don't want quite that full range of roughness um so a map range is going to allow us to control it so it's taking in values from 0 to 1 which is fine but we want to output values not quite so much of a range so we're going to map the range that's where the node name comes from so i want it to at its shiniest be maybe a maybe like a point 2 0.3 and then at its most rough we can have that be kind of high like a 0.7 now this is going to be a relatively subtle effect but little things like that can really do a lot to help make your material look a little bit more realistic so that looks good now let's just pick a color for that and for this one i'm just going to go with sort of a sort of like a camel camel color i think is what the interior designers may call it and usually when i'm doing color i like to just sort of pick the rough color over here and then i'll tweak it with the hue saturation value sliders so i want this to be a little bit less saturated how dark do we want to go maybe i think something like this is going to be fine pretty bright not too saturated just want a a subtle carmely kimmely color there i think that that looks pretty good now i'm i'm wanting a little bit more light in this scene i always tell people sometimes from beginners i see their renderings and they're just so dark it's like you're not it doesn't you're not paying for the power bill here just crank them up i'm gonna bring this a little bit brighter and then do we need like another light or maybe maybe this one came over a little bit let's see what this looked like okay so that see this would be that's kind of like that's getting a little bit too flat you know it's too lit you don't you can't see those shapes as well it's too lit fam so let's just maybe pull this back a little bit and you could make this lamp a little bit bigger so just right click to do that just as it's wrapping around that edge a little bit more i think that that's going to look a little bit nicer um usually these lamps on the side i do make a little bit bigger than the other ones just because i want that to be sort of just a general light that's gracing the object okay that looks cool you know you could rotate this around see what it looks like and it is looking pretty good we're really we're really moving around along quickly here now the next thing i do want to do is you know of course these aren't just going to be open like this so the first thing i want to do is add in another material to this object so it's on the same object we have a new slot now and i'm going to do new material and i'm going to name that speaker and that's just going to be kind of a bland material that goes on the inside so that it doesn't get that that green texture and i'm going to add that material this still has the mirror modifier on it i'm going to do select that phase control plus control plus to grow my selection so that now i have that whole area selected and then i'm going to assign that material right there so now it just has that new material which is the speaker material but like i said i want to make that not white i'm going to make it sort of just a just a super dark super rough material so that that just kind of will read as the inside of the speaker and turning the specular down will help make that even darker so i think that looks pretty good very nice i'm going to turn the roughness down this is this is how i do materials by the way just constant switching sorry not the roughness i'm turning on the strength a little bit now i do have viewport denoising on which is making it look nice and smooth in the viewport sometimes that can be a little bit muddy especially when you're working with like bump maps and stuff so if you want you can disable that and that can help you see the look of that material a little bit better so i think that that is looking good now another thing you could do is on this plastic material you could add a little bit of bump to that as well that's something i've covered a lot in other videos but basically same process as we did for this cushion material here but i think i'm just going to leave it at a very flat very basic material right now but of course tons of options check out that shoe video if you haven't that's got a lot of other tips for working with materials in much more depth so what i want to do now is add in we're going to do just a very very simple modeling to add in sort of a mesh where that you know where the mesh goes on a headphone you've seen it before i'm going to tab into edit mode and then i'm just going to select an edge ring here on the inside press shift d to duplicate it scale it down just a tad so it's a it's it's separate it's its own mesh island and i'm just going to press f to fill it in so now we have a just sort of a plane going right there and let's add our own new material for that so i'm going to press plus one more time and we're going to do new and we're going to have that called mesh now for this material let's go ahead and apply it here assign okay so now that's got the material but you can see that the other is still underneath there the black one so that's all good now for this material in the viewport i might actually so you can actually change this alpha value in the viewport as well which will make it a little bit transparent which is going to be helpful just so we can still see the inside of our object but of course we need to set that up over here now so this is where things get a little bit different in cycles versus eevee so if i was just turn the alpha down on this in cycles that's just going to make it like more and more transparent which is kind of what we're going for now if you were in ev it's not going to look like that let's see how fast this loads let's go to eevee so in eevee you would need to go into the material settings on that mesh material and then you could probably turn off the shadow and then you would want to change the blend mode to probably alpha blend which would then have it work with that so that's the only difference with ev versus cycles there so make sure you do that if you are working in eevee but i'm going to switch back to cycles i'm actually going to leave this alpha up because alpha is just kind of like adding transparency to an object which just isn't very realistic so i want an actual texture to drive what's you know see through what's not so i'm going to do my same trick again ctrl t to add in these nodes here again with the node wrangler add-on and i'm going to plug this into the alpha value and then let's switch this to this i'm going to use a magic texture which if you've seen my videos before you know i like to use for things like uh cloth and mesh and stuff like that so i'm going to plug this into the object input like i did before and actually you know for this one it's not quite looking how i want i might actually use i can either use the generated or the uv but you know i think we're going to map some images like a left and a right icon to those so i actually will use the uv so what i'll do is just with that plane selected i'm just going to press u and unwrap and that's just going to do you know there's no we didn't make any seams or anything but since it's such a simple object it's just a flat plane just pressing unwrap is going to work totally fine so let's bring the scale up on this until it's looking sort of meshy and like most things with materials or like yeah this is a massive concept to understand but these all these sliders all go basically from zero to one so knowing that black corresponds to a value of zero white corresponds to a value of one if we plug that in there so is that that should be working now because it's plugged into the alpha but there's not a lot of fully black you know you should theoretically be able to see through that but i want to sort of tighten this up a little bit so let's add in a converter color ramp and then what i'm going to do is just pull up the black values you can see the more you pull them up now we can actually see through so the areas that are black are now zero on the alpha which remember is fully see-through so this is how we can kind of control that mesh material so we're just kind of pulling these together a little bit until we have sort of the look we're going for and then maybe bringing this scale quite a bit up so this is you know this is going to be pretty subtle but you can kind of see you can kind of see through there and you know bringing that bringing that black even higher up is going to help with that so that looks pretty cool and of course it is white now so it's a little bit distracting but if we make this a black then you can see okay so now that's working a little bit more like i want so i just want that to be pretty subtle now to make this a little bit more visible i'm actually going to use this magic texture again to give it some bump so let's plug the i think you could use color or factor here let's use the factor and then i'm going to add in a vector bump pop that right there and now there's actually a little bit of like bump happening there it's just starting to become a little bit more realistic the roughness you can probably turn all the way up to one and yeah now we've got sort of this nice you know there's a little bit of depth to that where you can still see through it but it's not it's not like fully yeah it just kind of looks like a mesh you can see something back there but you've got something also in front of it now the way that's really going to pop is by adding an image texture that's on that plane so let's go ahead and add that now but what i'm going to do is take a quick pause and then i'll probably do a little time lapse thing to uh to show you how i make this texture now the fastest way to do this would just be to open photoshop or something but i had kind of a clever way to just make the image texture in blender so i'll show you that i'm going to pause the video here i'm going to do this in time lapse speed and then i'll add in maybe like a little talk through of what i'm doing so let's go ahead and press ctrl s to save our file and i'll show you how i made up that little lr texture all right so in 3x speed i am starting a new file adding a plane then also adding a camera bringing it up so it's looking straight down then on that plane i'm going to add in a material to that and it's just going to be an emission shader just so that it's white i left it at 1 but i would actually turn it up a little bit past and now that's important in your college color management to change it from filmic to standard so you get more accurate colors then just adding in some text shift a text i'm choosing to make it centered for the camera doing orthographic even though i don't think there would be any perspective here for the black material i just disconnected the shader and then that basically just makes it black in the text settings you can adjust the size and spacing of the things and of course the font as well and then just rendering that as an image and i basically got a black and white texture simple as that let me know if you have any questions about that i can clarify but let's get back to it look at that didn't even save the file i just made so what i did there of course you saw all that happen so basically what i want to do now is bring in that render i just did we'll call it a render even though it's like you wouldn't show that to someone say look at my render you'd say oh wow you have a microsoft word on your computer very cool dude but let's add in that image texture so ctrl t on the mesh material which is going to give us our pinkish material still with all the other stuff on there though so if you know you wanted to go for pink in there you know getting real gamery pretty cool but i'm going to add in the texture so i'm going to open on an image texture and then navigate to where i have that saved 3d texture and before i did rl this time i did right left which actually i think i didn't you might notice how i switched the view transform or sorry the view to standard instead of whatever the other one is standard filmic and it's actually looking now like i didn't make it quite bright enough and of course i did not save the file so we're just going to go with this one anyways in case he made the same mistake but it looks like this might not be a perfect white this should be a perfect black though see this one looks a little bit brighter than i did before i think on that plane the emission one i should have turned it up just a little bit past one so it was brighter but we'll use this one anyways and because we unwrapped that when we used the magic texture and this already does have uvs on it so you can see that it's automatically been mapped there which is great but we are going to want to move it so that doesn't have lr on both of them so we need to do a couple of things so in this object i'm going to go ahead and apply the mirror modifier so control a to apply the mirror so now we should have you know it's still all one object but now we have separate pieces and i think i need to update my blender someone's trying to kill me with through my headphones with blades to the ears this actually happened in my last tutorial um just ignore it i think i don't know why that's happening but i'm going to change this to a uv image editor and then tapping into edit mode we can see with both of these selected if we ignore the blades going through our skulls we've got well we should have both of these selected now which i can see i have them both selected again ignore the blades going through school someone please help me why is that happening i need to update my blender i'm just gonna with them both selected i'm going to kind of put them where i want them something like that or sorry to the scale i want now the l over here looks fine which i don't really know what the front is we're going to say this is the right over here so this one is done the correct way where the r is facing the right way um but the l is facing or sorry the yeah they both are i'm gonna i'm gonna rotate this to get it at the angle i want now again i have both of these selected while blades are going through my skull um i have both of these selected now so what i need to do now is just select the other one so it's going to be i think it's going to be if we look through our camera yeah so here's the camera it's going to be this one it's now just selecting this one we moved the reason we moved both the uvs together was so they stayed the same size but now i just have one of them selected so if i just gx and move this over it's going to be on the left so now that one's l that one's r and then we can do s all right let's do this while we're looking at it s x and then negative one holding ctrl to make sure it snaps right to negative one and now we have that working right so we've got the l and we've got the r so that's all good what i want to do now that i'm liking that is get rid of those blades switch this back to shader editor so we made you could have done it the other way around if you knew exactly what colors you wanted to do which i did but for some reason i didn't put them together i'm going to add in a converter color ramp and now i want to have some control over these colors so i did mention that that wasn't a perfect white which when you're doing like this color ramp method doesn't really matter too much because you're just adjusting the colors on your own anyways but if you were going to be plugging this into a like a roughness value or something like that then if you were expecting the white to be perfectly white but you were like it was getting a little bit shininess or something that could be because your colors weren't quite off but for what i'm doing here this is just sort of eyeballed so one thing i'll do is just flip this around the other way i do want the this end to be pretty dark um so yeah we'll just leave that all the way a black and then this i don't want to be quite fully white so maybe we just kind of pull that down a little bit so we've got a little bit more of like a gray there and yeah that's looking cool maybe you want to turn up your magic texture a little bit so that you got a finer mesh oh yeah looking real nice maybe we want to make that just a little bit more see-through now that we've got the letter on there you can really see that there's a little mesh screen there so yeah that's kind of a cool look and you know depending on how see-through that is you could want to go in there and add some more detail to actually what's happening on the inside the way we left it is pretty uh pretty basic pretty unrealistic but you get the point you could uh you could do as much as you want but yeah i think we like is that everything is that it well no okay we gotta you gotta add thederick.com all over the thing because why would you not so just a little more uv magic for you i'm gonna go into my base material here which i need to select over here and then i'm gonna do the old control t and now it's all pink and gamery um you know now might be the time to add in some like cat ears or something you know if you're really trying to be cool look at that oh yeah super gamery uh we're nuts we're not doing that derek let's go into our image texture and open up our trusty oh look it's me i really need a new picture a new headshot my mom hates that picture let's go into my files where i have all these textures sticker sticker two has the qr code i think i just need sticker one i don't think i need the qr code let's add sticker one and again no uv map it looks like we got a little here leftover from who knows what sometimes when you're making objects from primitives that already have uv maps you know that will be maintained so i think we started with a cube so you can see like it's still retaining some of that uv but i want to let's add in the dirk logo right here so let's tab into edit mode dude all right blender is a great software if this is like if you've only ever used like cinema 4d and this is your first blender tutorial then to the blender community i apologize for making someone think blender is a trash piece of software that's trying to kill you through your headphones but yeah i don't know that happened in my last video too i definitely need to update past 3.1.2 maybe someone could tell me what's happening i'm looking at my computer i don't think my gpus are on fire quite yet so it's not that could be that but anyways i'm going to add in a color ramp for one so the texture was going from black to white black was the logo which i think i want to now be white which we'll just you can see here i want that to be white and then i want the other end to be this color so i'm just going to hold over this ctrl c and then select over here ctrl v and then now plug that back together okay so now we've got our green back but the logo is white so for this i want to kind of put it right flat on there you could just do your u unwrap which would work pretty good but i want it to kind of go all the way around the thing and as soon as you're working with something more complex than just a flat plane the the unwrap might not work as well so let's let's just change this back to a uv image editor so let's just say we select the whole object oh except for except for these all right let's select everything and then in the mesh let's deselect that so we don't have the mesh selected and then uh you can do i think control seven control or shift shift seven control shift control seven oh wait i wanted to align my view to this yeah control seven shift control sound or is it just control center or just shift zero shift control one seven some combination there will align your view um to like shift control one would be aligned with the you know what would be the side or front or top so control seven or shift seven is going to line it there which is looking kind of at the wrong direction so shift control seven we'll have it look the other way and that's what we're doing and then i'm gonna just control plus plus plus to grow my selection and it should not select that mesh because that was a separate thing and then now i'm gonna do u projection view u project from view favorite and i'm just going to scale this up um put it wherever you want but this is just you know how you could add a little bit of a logo i'm just going to rotate this until it looks right in my view now you don't have to do this in render view if your computer is really slowing down you can go into your just texture mode there and now you can see in the viewport like we could pause it over here and then that could be a little bit faster for you but now you're focused on the knives cutting through your body okay that looks good let's do the same thing over on this one since we applied the mirror modifier these are not separate now god dude that is insane oh wait i need to align my view first now i think this one i can just do shift seven no shift control seven okay control plus plus plus plus plus plus plus plus make sure you got it all u projection view let's get it over here where it goes scale it up and let's rotate it so it's going the right way someone please save my ears from the knives okay cool you know you could have them both selected if you wanted to make sure they were the same size which yeah it looks like i didn't quite get them together so i had them both selected so just so that they match on both sides you know might you might wanna just like align those and um they're probably not going straight up because i can you know this should be going straight over because i know this is going straight down we're working with some weird views here but don't worry about that that looks good um okay so back in our rendered view we can see that texture has been applied um now up here just to get rid of this slug stretching oh i don't know if i mentioned it before but the other thing i did i think in the previous file we had um this was all one object with no or you know it didn't have the mirror modifier so it was just like one whole mesh but i ended up adding in the mirror modifier just because i was making some changes but i'm going to go ahead and in object mode because you can't apply modifiers in edit mode apply the mirror modifier and then i'm just going to take this whole thing and then just u project from view and then i'm just going to rotate this and align it with none other than thedirect.com now if you wanted to avoid stretching and you know what maybe i need to i'm going to move this all into like a white area and then i'm going to deselect some of these so that i can make it so that dirk.com doesn't overlap too much with the rest um now if you didn't want any stretching at all you'd probably want to apply your subdivision because sometimes subdivision will kind of mess with your uvs a little bit so i'm just going to scale this up just until the line isn't going over there cool looking good now with this method that i use i call it like the sticker sheet method you can also just add in like a little you know if you wanted to add in a little detail here you could just move that into a black area so then that would get a detail you could do the same thing over here move that into a dark area now just kind of got that little stripe detail but yeah i think that's it for the modeling and the materials rendering just turn up the samples as much as your computer wants to handle use denoising usually pretty good thing f12 is gonna be your hotkey to render let's take a look at what it looks like i think it looks pretty darn cool i'm excited to see everyone else's headphones by the way so when you do make your headphones be sure you share them with me on instagram facebook wherever you are and uh probably not facebook to be honest i'm not if you send me a message on facebook i ain't responding anytime real soon but i'll see it eventually so render your headphones out do some cool materials do some cool textures do some cool modeling excited to see some ones that don't look like this i i love to share the ones that are that are unique so if you if you do make something you definitely share it with me on instagram or wherever you're at besides facebook and uh yeah show it to mom put it on your fridge show it to your cat show it to your dog watch out for the blades piercing through your head i can't this is this tutorial could have gone south with all that all those dangerous sharp edges is a great software that doesn't that doesn't normally happen it's something that happened in a recent version for me but anyways this is looking good um i think what i'll do now is maybe just cover a very short little bit of animation so that you know if you do want to do an animation you can you can have an animation if you did want to make this a little bit brighter on the front then you could add a material to this plane i usually would name that reflector or something like that and then you could make it an emissive but then it turns a little bit like a light instead what i would do is just maybe pump this value up to something high like five will give you um it'll start to give you a little bit of light on that front side you can kind of see what's happening there and you know if you really wanted to go stylistic you could make this like a color and um and then you get some sort of really subtle like red coming in there it's all up to you do whatever you want i like to leave that just at a white though so yeah that looks pretty good really cool really cool there's the reflector object nice okay we'll leave that that let's move on to a very brief animation remember to save your file ctrl s and then i'm going to save this as record materials base underscore animation let's do a little bit of animation why not right so i'm just going to do a very simple like looping rotating animation i do kind of want to revisit this project to do like a really cool animation maybe synced up with sound because they are headphones after all but let's change this to a graph editor and what i want to do is to make this looping well for one let's decide how long we want to be so let's say six seconds i'm gonna do six times thirty because i like to do 30 frames per second and now to make something looping if you have your first frame on frame 1 and then your last frame at 180 in this case if they're the same rotation like in this case negative 35 which you would add 360. then you'll have two frames are identical exactly the same and they'll it'll kind of stutter a little bit so what you probably want to do is go to frame 0 for your first one or you could do 181 and one but i'm going to do 0 and 180 and then decide which way you want to rotate so if i want it to rotate the other way i'm going to do minus 360 and then right click and insert single keyframe and then let's just watch this in our regular view so get a little better playback so now we have our rotation and you can see it started sort of you know speeds up and slows down um if you wanted to have consistent animation then you could press t and do linear which then it'll just be like a just a static rotation but another thing you could do and this is a curve i use a lot is let's say you know we don't want it to fully slow down at the start and end so i'm going to rotate this a little bit and i'm just holding ctrl looking in the top left i see 20 degrees there and then rotate this one maybe also 20 degrees so that the motion is kind of constant so we still have bezier motion but it never fully slows down to like a stop but what i could do now is kind of pull these handles closer together so we get sort of a little speed up in the middle that's sort of a cool look you know it's still loops but it's just a little bit more interesting so i'm liking that a lot um yeah so you would just to render an animation you would just need to select an output folder and then you don't want to render it to a video file typically if you're rendering an ev where it renders super fast you could do that but you usually want to render to a individual frames and then string them together either in blender or i usually use after effects which i'm hating adobe software more and more so maybe i won't be doing that forever but but yeah render them out to frames and then string them all together and you know pick whatever resolution you want for instagram people are always asking how i get the quality um i don't change too much i don't do too much but i usually render at you know like 1500 or something you wouldn't want to go much below 1080 p or you know 1080 by 1080 for instagram um but yeah that that's kind of a topic for another day um now the last thing i will show you since i did like literally hours ago post um the actual animation um i did kind of a cool thing where it looks like there was like a foggy plane there and the way i did that was i'm gonna add in a plane um rx90 so this the way i discover this which another thing people always ask is like where you come up with these ideas so i was actually adding in a reflector plane like i did back here um after i had it all lit and everything and i was like whoa that looks really cool like one thing i love about 3d is that it's just like it's obviously 3d like you know obviously we're going for real listic stuff here but you know i kind of like leaning into the fact that it's not real like you can't do this with photography like that that just looks cool so i liked the look of that but i was like well you can't really see the object so what i did was in the shader editor i just added a new material i'll just call it glass for now and then just turn up the transmission and then yeah that's pretty much it um you could turn up i'm not still sure exactly what the difference between transmission roughness and just turning up the roughness is but yeah i turned up one of those one or the other you can also turn the transmission down just a little bit so it's not fully at one and that'll make it even foggier but that's how i that's how i did that effect super simple so um yeah so we got we got it all in there we did the materials we did the animation um hopefully you all enjoy this one i'm really looking forward to seeing your headphones um definitely get them going get working on them because i think i will do a follow up where we do maybe a little bit more and advanced animation uh with these to kind of make an advertisement like we did with the phone tutorial which many of you i'm sure have seen but yeah thanks for being here like and subscribe share your headphones with me you can get this full file on patreon if you want it thanks to skillshare for sponsoring this video and uh yeah we'll see you in the next one thanks for being here i love you so much goodbye you
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Channel: Derek Elliott
Views: 594,344
Rating: undefined out of 5
Keywords: blender tutorial, blender, blender 3d, 3d tutorial, derek elliott, derrk, blender animation, b3d, blender materials, blender principled, 3d animation, product visualization, blender for design, industrial design, blender modeling, best blender tutorials, blenderguru, blender lighting, full tutorial, blender course, blender furniture, blender product, rendering, 3d rendering, nft, 3d nft, product design, keyshot, rhino, cad, professional, fusion360, headphones, earbuds, lighting
Id: p2iloupX7S8
Channel Id: undefined
Length: 80min 37sec (4837 seconds)
Published: Thu May 26 2022
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