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Hello everyone.
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In this lesson we're going to be looking at way to go from here.
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So one thing I recommend is when you're thinking of making an object,
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try to think of that object in the simplest shape that you can imagine.
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And see if you can relate that back to either a cube or sphere or a cylinder,
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who any of these basic shapes that we have in Blender.
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And that'll make it easy to know where to start when modelling an object.
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So as an example, let's create a quick bomb shape.
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Now if you look at the classic bomb shape,
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we basically have a bowl and that is a sphere.
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So let's press Shift a and add a UV sphere.
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Scale that up a little bit.
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And then it's going to edit mode.
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Tend to solid view.
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And it's switched to vertex select mode.
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Select that one little single vertex at the top.
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They then hold down Control and press numpad plus to expand your selection.
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Now we want to flatten that and to flatten that,
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we can scale that on the z-axis.
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So we press S and Z.
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Now we can scale that. We can just type 0 and press Enter and
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then press G and Z to grab that on
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the z axis and then move that down just to make that a round curve again.
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And click to apply.
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And we can press E to Extrude,
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extrude that up a little bit.
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And now let's look at it from the top.
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And then hold down Alt and click on this loop to select that entire loop.
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And press S to scale, scale that down.
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And click this lake,
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that center vertex again.
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Hold control and increase numpad plus again
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to expand our selection to that little loop as well.
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And you can press E to extrude,
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move it up, rotate that a bit. E2 extrude.
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Rotate that a bit.
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And each extrude. There we go.
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There we have a basic bomb shape, as you can see.
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And you can easily make a candle or dynamite or
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any similar objects by starting with a cylinder instead of a sphere.
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So let's delete that.
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Now. Let's create a coin like you would find in the Mario games.
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So let's press Shift a and then an image.
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If you think about it, I coin is basically I flattened cylinder.
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So you can click on cylinder.
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And it's going to edit mode by pressing Tab,
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press S to scale z discarded on the z-axis.
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And then just scale that down to have a basic cone shape. Cool.
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Now it's going to face select mode and select that face.
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Rotate around so we can see the bottom hold down shift and click on the other face.
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Now we have both those faces selected.
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Then we can press I on our keyboard to
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inset and then insert those faces a little bit to create that age of the coin.
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And we can press E to extrude.
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And then without clicking,
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we can press S to scale and the z scale and the zed axis because we want
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to scale those up and down and just scale
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those inward a little bit like that and left-click.
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And that should have done that on the other side as well.
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While we are in edit mode,
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we can also add Misha's to our object.
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So let's add another cube is press Shift a sec cube.
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And it's going to top view with numpad seven.
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Press S to scale,
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scale that down a little bit like that.
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Left-click and an S to scale again.
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And then X to scale on the x-axis.
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A little one shape like that.
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Now let's go to front view with numpad 1.
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This is the scale,
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z to scale on the z axis.
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And the move that down until it's about the same thickness as our coin like that.
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Now if we go to object mode,
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you'll see there are both contained within one object.
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Could just go back into edit mode quickly.
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Press a to select all,
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press R to rotate extra rated on the x-axis.
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And type 90. Just to turn that are bright.
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Let's go to object mode, right-click Shade Smooth.
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And to fix the shading,
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Let's click on this little icon over here and then select Auto Smooth under normals.
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Now we can give that our same gold material that we made for our chaste gold.
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Let's go into camera view.
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It's just scale that up a bit and press F2 to render goo and they have our basic coin.
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Now one thing you would notice,
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let's say we press R to rotate Z to zoom in on the z axis
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as we rotate this around because our camera is not
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facing the coin straight on from the front,
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you get this weird wobbling movement from the coin.
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Let's right-click and cancel that.
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And to fix that, sometimes you want to have your camera look at the object
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straight from the front instead of at a slight angle like we had here,
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which is enable our camera over here so that we can see it.
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Click on our camera and compress in to bring up the side panel over here.
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And then while we're in the Item tab,
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we can see the rotation for our camera very accurately over here.
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So let's click on X, type 90,
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press Enter, and it's going to decide view with number three.
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Then we can just move our camera down on the z-axis.
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So we click on the z component of our location and the type 0 and press Enter.
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Now if you go into camera view with NumPy 0,
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you'll see it at the coin straight on from the front.
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Let's press F2 to render.
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So now we have nice straight lines and there's
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no perspective distortion on the coin itself.
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And if you select the coin, press R and Z to rotate on the z-axis,
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I see it spins around nicely and you can
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easily create a nice spinning animation for this.
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12 again, you can see the coin from another angle as well.
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Q2, which is undo this camera move for now,
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Control Z until our cameras back where it was,
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maybe go, I'm going to delete this coin.
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Now, very common item that we have in games are barrels.
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So that really quick barrel by pressing Shift a go to Mesh, and then think about it.
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A barrel is simply a cylinder.
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Again. Let's add a cylinder.
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It's going to front view with numpad 1 Tab to go into edit mode,
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bits add a loop, cut down the center of a here.
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So let's press Control R and left-click,
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and then right-click, snap it back to the center.
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And it's going to vertex select mode.
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Make sure x-ray mode is enabled.
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Select the top hold down,
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Shift, select the bottom ones.
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And then we want to scale those on the x and y axes to make them a bit thinner,
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but not on the z-axis.
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So we're going to press S,
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and then we're going to press Shift Z.
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Then we can scale those down and left-click.
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At improve the shape a bit more.
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Let's click on edge select mode and then hold down
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Alt and click on this edge loop that we created in the middle,
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deselect that entire age.
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And we can split that into multiple edges by using the Bevel tool.
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So let's press Control B to bevel.
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Now we can split those and if you roll up on your mouse wheel,
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you can add more cuts or you can make them less.
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Syllabus, add one more so that we have three new loop cuts going around our barrel.
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Make it something like that. And left-click.
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Now to create the metal rings around our barrel.
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Let's delete these new age loops that we have for our barrel.
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So hold on Alt again.
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Click on that one, holding Shift and Alt,
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and then click on this one and this one.
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Now we can have all those again by pressing Control B and moving a mouse up.
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Let's roll down on mouse all the way.
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So it's any splitting them in tea and make something like that and left-click.
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And to give those some dimension,
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Let's extrude them so you're going to press E and then right-click.
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And we can press S to scale.
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Now if you just scale them up like this,
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you see it doesn't look quite right.
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Let's press Shift Z to constrain our scaling
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to only the X and the Y axis and not the z-axis.
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Now we can just make them a little bit bigger.
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And left-click to apply.
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Let's just turn off x-ray mode that you face select mode, click on the stop.
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And now I want to create an opening for the top.
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And to do that we can simply press D to extrude a scale.
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And then just scale it down until we have
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the correct thickness, maybe something like that.
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And left-click and increase E again to extrude.
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And just extrude that down a little bit.
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There we go.
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Let's right-click Shade Smooth.
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Go to this icon under normals, totally smooth.
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There we go.
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And now we can just assign materials to
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our barrel and all the different parts of the barrel.
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So to do that, let's go to Shading quickly.
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And let's scale up our barrel so that it fits nicely in our frame.
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Maybe go, ooh.
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Now the barrel selected,
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let's add that wood material that we made in a previous lesson,
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the word, There we go.
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Now I want to modify this so that the grain is running up and down on the z-axis.
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But I don't want to modify this material that we already have.
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So I'm going to create a new material with the same settings.
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And to do that, we simply need to add the material like we did now.
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And then click on new material.
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Now created a new material.
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So let's call that barrel wood and press Enter.
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And Alice adjust the scaling, this mapping texture.
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Let's tell me X back to one.
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And it's ten z down to 0.1.
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And there we go.
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I'm going to turn the scale up a little bit.
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Qu, quite like that.
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Now while we're here, I'm going to show you another thing that I want you to try out.
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And that is press Shift a and then
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look at all these different texture nodes that we have.
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We've got white noise wave voronoi,
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and we've looked at a few of these.
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One that'll be useful for us now is the brick texture.
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The brick texture.
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Drop that down.
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This hold on Control and Shift and click on it so that we can see what it is doing.
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And it's just press Control T as well to add a mapping node.
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And we're going to switch over to UV to get
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a nice mapping on our object. So now these are bricks.
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So you can obviously use this for walls and stuff like
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that if you want to make a brick wall for your scenery.
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But I'm going to manipulate that so that we have
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the different wooden staves for our barrel.
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And to do that, Let's zoom in a little bit over here.
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And over here you can see we can sit the Mozi size,
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especially those black lines.
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If I hold down shift, you can scale the much more accurately.
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Now, let's look at the offset,
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the offset 0, and that'll make everything line up nicely.
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Then we can sit the brick width to analyze one vertically and the row height.
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We can adjust that and hold down shift until we basically only have one, the RCA.
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With something like that.
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They recur again to make the motor size a little bit larger.
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So I'm going to hold down shift and do something like that. There we go.
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I want to mix this with our width texture.
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And to do that, let's add a mixed node, shift,
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a click on Search type mix and select mixed RGB.
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If you drop that on our wood material so that the wood is connected to the top layer,
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may connect this color to color 2.
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And instead it from mixed to multiply.
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Now can hold down control and shift and click on our shader again.
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Go and then just turn the factor all the way up to one coup.
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And now we have the separate wood stapes.
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Let's press F2 to render.
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Turn down the specular.
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Go. Cool.
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And then another thing we can do is select our barrel edit mode.
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And then while we are still in face select mode,
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we can hold down Alt and select these bands around our barrel,
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holding Shift and Alt and click on the next one and the last one as well.
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Now to expand our selection,
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to select the sides as well,
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we can hold down Control and press numpad plus.
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There we go.
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Let's go into our material properties.
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Let's add another material over here.
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And for that, I'm going to select the steel material that we made for
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our lock and just take a sign to assign those to the steel material.
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It's going to object mode.
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They recur if 12 again to render.
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They were starting to get our barrel.
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And one last thing, the select this top face,
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create another new material.
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I'm going to select New and school that water.
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And let's make that a dark bluish color,
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maybe something like that.
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Then the roughness up a little bit so that it's not too reflective.
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Go and then we just need to assign that.
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Click, Assign. The weaker.
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It's going to camera view. I'm going to rotate this
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forward a bit so that we can see the top of the barrel little bit more.
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So with the borough selected in object mode,
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press R to rotate an extra rotate on the x-axis,
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and then just rotate that down a little bit. Maybe something like that.
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Again.
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Can make my water a little bit darker.
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If 12 to the roughness up all the way.
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So it's not as reflective.
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Oop is turn the saturation up a little bit.
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Qu, quite like that.
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You can play around with the settings obviously to adjust it a bit more.
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But that's the basic idea.
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Now that shows you that you can easily create cool objects simply
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by manipulating these simple shapes that we have in Blender.
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I'm going to delete this barrel and once more I'm going to add a sphere.
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This is the scale, make that bigger,
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and then create a new material.
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And then press Shift a go and texture.
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And let's just look at one or two more of these.
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It's like the wave texture.
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So click on wave.
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Let's add some mapping nodes,
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press Control T as well,
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and then connect that up to our base color.
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Now we have this and you can see what difference this makes.
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We change the texture coordinate from generated to maybe UV.
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That looks quite cool object. But finer.
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We're going to set mine to UV for now.
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This is right-click and say shades me.
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Now to get these lines a bit sharper,
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we can always add a math nerd,
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The Khan math and drop that on the things that I often use.
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A multiply to make the difference
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between the dark and the black areas. Bit more apparent.
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Power will do that as well to a different degree.
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And then one very useful one is less than and greater than.
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And select list them quickly.
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And it's turn that down to 0.5.
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Now we have very definite lines and we can adjust
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either black lines or just to the other side to get white lines like that.
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And then you can obviously play with these different coordinates
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again to get the effect that you're looking for.
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For the project for this class,
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I would like to encourage you to make
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some variations on these objects that we made in this class.
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And then shade them on the project page for this class as well.
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As you want to challenge yourself a bit further.
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You can try and think of something that we didn't make in this class now.
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And try to use the basic shapes to create those objects.
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I hope this helps and I want to say thank you very much for joining me in this class.
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And any feedback that you have for me will be much appreciated. This is my first class.
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I would love to hear what worked for you and what I can improve on in the future.
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Thank you very much and have a great day.
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