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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:01,100 Hello everyone. 2 00:00:01,095 --> 00:00:03,855 In this lesson we're going to be looking at way to go from here. 3 00:00:03,855 --> 00:00:07,475 So one thing I recommend is when you're thinking of making an object, 4 00:00:07,470 --> 00:00:10,830 try to think of that object in the simplest shape that you can imagine. 5 00:00:10,830 --> 00:00:15,230 And see if you can relate that back to either a cube or sphere or a cylinder, 6 00:00:15,225 --> 00:00:17,705 who any of these basic shapes that we have in Blender. 7 00:00:17,700 --> 00:00:21,320 And that'll make it easy to know where to start when modelling an object. 8 00:00:21,315 --> 00:00:24,135 So as an example, let's create a quick bomb shape. 9 00:00:24,135 --> 00:00:26,285 Now if you look at the classic bomb shape, 10 00:00:26,280 --> 00:00:28,850 we basically have a bowl and that is a sphere. 11 00:00:28,845 --> 00:00:32,465 So let's press Shift a and add a UV sphere. 12 00:00:32,460 --> 00:00:34,580 Scale that up a little bit. 13 00:00:34,575 --> 00:00:36,715 And then it's going to edit mode. 14 00:00:36,715 --> 00:00:39,485 Tend to solid view. 15 00:00:39,790 --> 00:00:42,980 And it's switched to vertex select mode. 16 00:00:42,980 --> 00:00:45,740 Select that one little single vertex at the top. 17 00:00:45,740 --> 00:00:51,110 They then hold down Control and press numpad plus to expand your selection. 18 00:00:51,110 --> 00:00:54,400 Now we want to flatten that and to flatten that, 19 00:00:54,395 --> 00:00:56,425 we can scale that on the z-axis. 20 00:00:56,420 --> 00:00:57,880 So we press S and Z. 21 00:00:57,875 --> 00:01:02,185 Now we can scale that. We can just type 0 and press Enter and 22 00:01:02,180 --> 00:01:04,610 then press G and Z to grab that on 23 00:01:04,610 --> 00:01:08,380 the z axis and then move that down just to make that a round curve again. 24 00:01:08,375 --> 00:01:10,295 And click to apply. 25 00:01:10,295 --> 00:01:12,275 And we can press E to Extrude, 26 00:01:12,275 --> 00:01:14,465 extrude that up a little bit. 27 00:01:14,465 --> 00:01:16,985 And now let's look at it from the top. 28 00:01:16,985 --> 00:01:22,145 And then hold down Alt and click on this loop to select that entire loop. 29 00:01:22,145 --> 00:01:25,975 And press S to scale, scale that down. 30 00:01:25,970 --> 00:01:28,110 And click this lake, 31 00:01:28,105 --> 00:01:29,755 that center vertex again. 32 00:01:29,750 --> 00:01:32,590 Hold control and increase numpad plus again 33 00:01:32,585 --> 00:01:35,885 to expand our selection to that little loop as well. 34 00:01:35,885 --> 00:01:37,685 And you can press E to extrude, 35 00:01:37,685 --> 00:01:43,975 move it up, rotate that a bit. E2 extrude. 36 00:01:43,970 --> 00:01:45,980 Rotate that a bit. 37 00:01:45,980 --> 00:01:49,970 And each extrude. There we go. 38 00:01:49,970 --> 00:01:52,480 There we have a basic bomb shape, as you can see. 39 00:01:52,475 --> 00:01:55,075 And you can easily make a candle or dynamite or 40 00:01:55,070 --> 00:01:59,230 any similar objects by starting with a cylinder instead of a sphere. 41 00:01:59,225 --> 00:02:00,865 So let's delete that. 42 00:02:00,860 --> 00:02:04,270 Now. Let's create a coin like you would find in the Mario games. 43 00:02:04,265 --> 00:02:06,895 So let's press Shift a and then an image. 44 00:02:06,890 --> 00:02:10,060 If you think about it, I coin is basically I flattened cylinder. 45 00:02:10,055 --> 00:02:11,965 So you can click on cylinder. 46 00:02:11,960 --> 00:02:15,290 And it's going to edit mode by pressing Tab, 47 00:02:15,290 --> 00:02:19,070 press S to scale z discarded on the z-axis. 48 00:02:19,070 --> 00:02:23,800 And then just scale that down to have a basic cone shape. Cool. 49 00:02:23,795 --> 00:02:27,535 Now it's going to face select mode and select that face. 50 00:02:27,530 --> 00:02:32,080 Rotate around so we can see the bottom hold down shift and click on the other face. 51 00:02:32,075 --> 00:02:34,315 Now we have both those faces selected. 52 00:02:34,310 --> 00:02:36,670 Then we can press I on our keyboard to 53 00:02:36,665 --> 00:02:43,135 inset and then insert those faces a little bit to create that age of the coin. 54 00:02:43,130 --> 00:02:46,150 And we can press E to extrude. 55 00:02:46,145 --> 00:02:47,635 And then without clicking, 56 00:02:47,630 --> 00:02:53,420 we can press S to scale and the z scale and the zed axis because we want 57 00:02:53,420 --> 00:02:56,210 to scale those up and down and just scale 58 00:02:56,210 --> 00:02:59,710 those inward a little bit like that and left-click. 59 00:02:59,705 --> 00:03:02,015 And that should have done that on the other side as well. 60 00:03:02,015 --> 00:03:03,655 While we are in edit mode, 61 00:03:03,650 --> 00:03:06,580 we can also add Misha's to our object. 62 00:03:06,575 --> 00:03:11,005 So let's add another cube is press Shift a sec cube. 63 00:03:11,000 --> 00:03:13,850 And it's going to top view with numpad seven. 64 00:03:13,850 --> 00:03:15,560 Press S to scale, 65 00:03:15,560 --> 00:03:19,040 scale that down a little bit like that. 66 00:03:19,040 --> 00:03:21,610 Left-click and an S to scale again. 67 00:03:21,605 --> 00:03:24,905 And then X to scale on the x-axis. 68 00:03:24,905 --> 00:03:27,475 A little one shape like that. 69 00:03:27,470 --> 00:03:30,630 Now let's go to front view with numpad 1. 70 00:03:31,030 --> 00:03:33,470 This is the scale, 71 00:03:33,470 --> 00:03:35,530 z to scale on the z axis. 72 00:03:35,525 --> 00:03:41,125 And the move that down until it's about the same thickness as our coin like that. 73 00:03:41,120 --> 00:03:43,820 Now if we go to object mode, 74 00:03:43,820 --> 00:03:47,830 you'll see there are both contained within one object. 75 00:03:47,825 --> 00:03:50,435 Could just go back into edit mode quickly. 76 00:03:50,435 --> 00:03:52,325 Press a to select all, 77 00:03:52,325 --> 00:03:56,135 press R to rotate extra rated on the x-axis. 78 00:03:56,135 --> 00:04:00,505 And type 90. Just to turn that are bright. 79 00:04:00,500 --> 00:04:03,820 Let's go to object mode, right-click Shade Smooth. 80 00:04:03,815 --> 00:04:05,515 And to fix the shading, 81 00:04:05,510 --> 00:04:11,460 Let's click on this little icon over here and then select Auto Smooth under normals. 82 00:04:13,450 --> 00:04:20,290 Now we can give that our same gold material that we made for our chaste gold. 83 00:04:20,285 --> 00:04:22,105 Let's go into camera view. 84 00:04:22,100 --> 00:04:30,460 It's just scale that up a bit and press F2 to render goo and they have our basic coin. 85 00:04:30,455 --> 00:04:32,405 Now one thing you would notice, 86 00:04:32,405 --> 00:04:36,445 let's say we press R to rotate Z to zoom in on the z axis 87 00:04:36,440 --> 00:04:38,780 as we rotate this around because our camera is not 88 00:04:38,780 --> 00:04:41,330 facing the coin straight on from the front, 89 00:04:41,330 --> 00:04:44,740 you get this weird wobbling movement from the coin. 90 00:04:44,735 --> 00:04:46,795 Let's right-click and cancel that. 91 00:04:46,790 --> 00:04:50,410 And to fix that, sometimes you want to have your camera look at the object 92 00:04:50,405 --> 00:04:54,055 straight from the front instead of at a slight angle like we had here, 93 00:04:54,050 --> 00:04:57,400 which is enable our camera over here so that we can see it. 94 00:04:57,395 --> 00:05:02,915 Click on our camera and compress in to bring up the side panel over here. 95 00:05:02,915 --> 00:05:05,305 And then while we're in the Item tab, 96 00:05:05,300 --> 00:05:09,680 we can see the rotation for our camera very accurately over here. 97 00:05:09,680 --> 00:05:12,230 So let's click on X, type 90, 98 00:05:12,230 --> 00:05:16,180 press Enter, and it's going to decide view with number three. 99 00:05:16,175 --> 00:05:19,055 Then we can just move our camera down on the z-axis. 100 00:05:19,055 --> 00:05:24,565 So we click on the z component of our location and the type 0 and press Enter. 101 00:05:24,560 --> 00:05:27,170 Now if you go into camera view with NumPy 0, 102 00:05:27,170 --> 00:05:30,340 you'll see it at the coin straight on from the front. 103 00:05:30,340 --> 00:05:32,640 Let's press F2 to render. 104 00:05:32,635 --> 00:05:35,955 So now we have nice straight lines and there's 105 00:05:35,950 --> 00:05:38,950 no perspective distortion on the coin itself. 106 00:05:38,950 --> 00:05:43,510 And if you select the coin, press R and Z to rotate on the z-axis, 107 00:05:43,509 --> 00:05:46,239 I see it spins around nicely and you can 108 00:05:46,240 --> 00:05:49,750 easily create a nice spinning animation for this. 109 00:05:49,750 --> 00:05:54,490 12 again, you can see the coin from another angle as well. 110 00:05:54,490 --> 00:05:57,820 Q2, which is undo this camera move for now, 111 00:05:57,820 --> 00:06:00,840 Control Z until our cameras back where it was, 112 00:06:00,835 --> 00:06:03,735 maybe go, I'm going to delete this coin. 113 00:06:03,730 --> 00:06:07,060 Now, very common item that we have in games are barrels. 114 00:06:07,060 --> 00:06:11,410 So that really quick barrel by pressing Shift a go to Mesh, and then think about it. 115 00:06:11,405 --> 00:06:13,315 A barrel is simply a cylinder. 116 00:06:13,310 --> 00:06:15,310 Again. Let's add a cylinder. 117 00:06:15,305 --> 00:06:20,725 It's going to front view with numpad 1 Tab to go into edit mode, 118 00:06:20,720 --> 00:06:23,720 bits add a loop, cut down the center of a here. 119 00:06:23,720 --> 00:06:26,540 So let's press Control R and left-click, 120 00:06:26,540 --> 00:06:29,050 and then right-click, snap it back to the center. 121 00:06:29,045 --> 00:06:31,495 And it's going to vertex select mode. 122 00:06:31,490 --> 00:06:34,010 Make sure x-ray mode is enabled. 123 00:06:34,010 --> 00:06:35,870 Select the top hold down, 124 00:06:35,870 --> 00:06:38,180 Shift, select the bottom ones. 125 00:06:38,180 --> 00:06:43,190 And then we want to scale those on the x and y axes to make them a bit thinner, 126 00:06:43,190 --> 00:06:44,930 but not on the z-axis. 127 00:06:44,929 --> 00:06:46,869 So we're going to press S, 128 00:06:46,865 --> 00:06:49,595 and then we're going to press Shift Z. 129 00:06:49,595 --> 00:06:53,105 Then we can scale those down and left-click. 130 00:06:53,105 --> 00:06:55,625 At improve the shape a bit more. 131 00:06:55,625 --> 00:06:58,715 Let's click on edge select mode and then hold down 132 00:06:58,715 --> 00:07:01,915 Alt and click on this edge loop that we created in the middle, 133 00:07:01,910 --> 00:07:03,530 deselect that entire age. 134 00:07:03,530 --> 00:07:07,810 And we can split that into multiple edges by using the Bevel tool. 135 00:07:07,805 --> 00:07:10,915 So let's press Control B to bevel. 136 00:07:10,910 --> 00:07:14,900 Now we can split those and if you roll up on your mouse wheel, 137 00:07:14,900 --> 00:07:17,570 you can add more cuts or you can make them less. 138 00:07:17,570 --> 00:07:22,910 Syllabus, add one more so that we have three new loop cuts going around our barrel. 139 00:07:22,910 --> 00:07:26,020 Make it something like that. And left-click. 140 00:07:26,015 --> 00:07:28,775 Now to create the metal rings around our barrel. 141 00:07:28,775 --> 00:07:32,065 Let's delete these new age loops that we have for our barrel. 142 00:07:32,060 --> 00:07:33,520 So hold on Alt again. 143 00:07:33,515 --> 00:07:36,385 Click on that one, holding Shift and Alt, 144 00:07:36,380 --> 00:07:38,590 and then click on this one and this one. 145 00:07:38,585 --> 00:07:44,315 Now we can have all those again by pressing Control B and moving a mouse up. 146 00:07:44,315 --> 00:07:46,085 Let's roll down on mouse all the way. 147 00:07:46,085 --> 00:07:52,175 So it's any splitting them in tea and make something like that and left-click. 148 00:07:52,480 --> 00:07:54,980 And to give those some dimension, 149 00:07:54,980 --> 00:07:59,560 Let's extrude them so you're going to press E and then right-click. 150 00:07:59,555 --> 00:08:02,045 And we can press S to scale. 151 00:08:02,045 --> 00:08:03,685 Now if you just scale them up like this, 152 00:08:03,680 --> 00:08:05,270 you see it doesn't look quite right. 153 00:08:05,270 --> 00:08:08,320 Let's press Shift Z to constrain our scaling 154 00:08:08,315 --> 00:08:11,755 to only the X and the Y axis and not the z-axis. 155 00:08:11,750 --> 00:08:14,410 Now we can just make them a little bit bigger. 156 00:08:14,405 --> 00:08:17,405 And left-click to apply. 157 00:08:17,560 --> 00:08:25,230 Let's just turn off x-ray mode that you face select mode, click on the stop. 158 00:08:25,510 --> 00:08:28,700 And now I want to create an opening for the top. 159 00:08:28,700 --> 00:08:33,520 And to do that we can simply press D to extrude a scale. 160 00:08:33,515 --> 00:08:35,545 And then just scale it down until we have 161 00:08:35,540 --> 00:08:37,580 the correct thickness, maybe something like that. 162 00:08:37,580 --> 00:08:40,690 And left-click and increase E again to extrude. 163 00:08:40,685 --> 00:08:42,835 And just extrude that down a little bit. 164 00:08:42,830 --> 00:08:44,420 There we go. 165 00:08:44,420 --> 00:08:47,780 Let's right-click Shade Smooth. 166 00:08:47,780 --> 00:08:51,350 Go to this icon under normals, totally smooth. 167 00:08:51,350 --> 00:08:52,540 There we go. 168 00:08:52,535 --> 00:08:54,475 And now we can just assign materials to 169 00:08:54,470 --> 00:08:57,440 our barrel and all the different parts of the barrel. 170 00:08:57,440 --> 00:08:59,980 So to do that, let's go to Shading quickly. 171 00:08:59,975 --> 00:09:04,325 And let's scale up our barrel so that it fits nicely in our frame. 172 00:09:04,325 --> 00:09:06,785 Maybe go, ooh. 173 00:09:06,785 --> 00:09:08,645 Now the barrel selected, 174 00:09:08,645 --> 00:09:12,505 let's add that wood material that we made in a previous lesson, 175 00:09:12,500 --> 00:09:14,180 the word, There we go. 176 00:09:14,180 --> 00:09:18,380 Now I want to modify this so that the grain is running up and down on the z-axis. 177 00:09:18,380 --> 00:09:21,640 But I don't want to modify this material that we already have. 178 00:09:21,635 --> 00:09:24,695 So I'm going to create a new material with the same settings. 179 00:09:24,695 --> 00:09:27,805 And to do that, we simply need to add the material like we did now. 180 00:09:27,800 --> 00:09:30,400 And then click on new material. 181 00:09:30,395 --> 00:09:32,975 Now created a new material. 182 00:09:32,975 --> 00:09:38,045 So let's call that barrel wood and press Enter. 183 00:09:38,045 --> 00:09:40,775 And Alice adjust the scaling, this mapping texture. 184 00:09:40,775 --> 00:09:42,745 Let's tell me X back to one. 185 00:09:42,740 --> 00:09:46,680 And it's ten z down to 0.1. 186 00:09:46,810 --> 00:09:48,440 And there we go. 187 00:09:48,440 --> 00:09:51,090 I'm going to turn the scale up a little bit. 188 00:09:51,220 --> 00:09:53,830 Qu, quite like that. 189 00:09:53,825 --> 00:09:57,505 Now while we're here, I'm going to show you another thing that I want you to try out. 190 00:09:57,500 --> 00:10:00,410 And that is press Shift a and then 191 00:10:00,410 --> 00:10:03,220 look at all these different texture nodes that we have. 192 00:10:03,215 --> 00:10:05,965 We've got white noise wave voronoi, 193 00:10:05,960 --> 00:10:07,810 and we've looked at a few of these. 194 00:10:07,805 --> 00:10:11,875 One that'll be useful for us now is the brick texture. 195 00:10:11,870 --> 00:10:13,450 The brick texture. 196 00:10:13,445 --> 00:10:14,785 Drop that down. 197 00:10:14,780 --> 00:10:19,800 This hold on Control and Shift and click on it so that we can see what it is doing. 198 00:10:20,080 --> 00:10:24,860 And it's just press Control T as well to add a mapping node. 199 00:10:24,860 --> 00:10:28,070 And we're going to switch over to UV to get 200 00:10:28,070 --> 00:10:32,990 a nice mapping on our object. So now these are bricks. 201 00:10:32,990 --> 00:10:35,570 So you can obviously use this for walls and stuff like 202 00:10:35,570 --> 00:10:38,530 that if you want to make a brick wall for your scenery. 203 00:10:38,525 --> 00:10:40,765 But I'm going to manipulate that so that we have 204 00:10:40,760 --> 00:10:43,370 the different wooden staves for our barrel. 205 00:10:43,370 --> 00:10:46,390 And to do that, Let's zoom in a little bit over here. 206 00:10:46,385 --> 00:10:49,585 And over here you can see we can sit the Mozi size, 207 00:10:49,580 --> 00:10:51,790 especially those black lines. 208 00:10:51,785 --> 00:10:55,215 If I hold down shift, you can scale the much more accurately. 209 00:10:55,215 --> 00:10:59,175 Now, let's look at the offset, 210 00:10:59,170 --> 00:11:03,550 the offset 0, and that'll make everything line up nicely. 211 00:11:03,550 --> 00:11:09,490 Then we can sit the brick width to analyze one vertically and the row height. 212 00:11:09,490 --> 00:11:17,780 We can adjust that and hold down shift until we basically only have one, the RCA. 213 00:11:18,270 --> 00:11:22,090 With something like that. 214 00:11:22,090 --> 00:11:25,830 They recur again to make the motor size a little bit larger. 215 00:11:25,825 --> 00:11:30,915 So I'm going to hold down shift and do something like that. There we go. 216 00:11:30,910 --> 00:11:33,400 I want to mix this with our width texture. 217 00:11:33,400 --> 00:11:36,060 And to do that, let's add a mixed node, shift, 218 00:11:36,055 --> 00:11:40,655 a click on Search type mix and select mixed RGB. 219 00:11:40,655 --> 00:11:46,895 If you drop that on our wood material so that the wood is connected to the top layer, 220 00:11:46,895 --> 00:11:49,805 may connect this color to color 2. 221 00:11:49,805 --> 00:11:53,275 And instead it from mixed to multiply. 222 00:11:53,270 --> 00:11:57,610 Now can hold down control and shift and click on our shader again. 223 00:11:57,605 --> 00:12:02,365 Go and then just turn the factor all the way up to one coup. 224 00:12:02,360 --> 00:12:04,220 And now we have the separate wood stapes. 225 00:12:04,220 --> 00:12:06,660 Let's press F2 to render. 226 00:12:07,600 --> 00:12:10,860 Turn down the specular. 227 00:12:11,830 --> 00:12:15,700 Go. Cool. 228 00:12:15,695 --> 00:12:21,175 And then another thing we can do is select our barrel edit mode. 229 00:12:21,170 --> 00:12:24,040 And then while we are still in face select mode, 230 00:12:24,035 --> 00:12:27,785 we can hold down Alt and select these bands around our barrel, 231 00:12:27,785 --> 00:12:31,745 holding Shift and Alt and click on the next one and the last one as well. 232 00:12:31,745 --> 00:12:33,685 Now to expand our selection, 233 00:12:33,680 --> 00:12:35,230 to select the sides as well, 234 00:12:35,225 --> 00:12:38,125 we can hold down Control and press numpad plus. 235 00:12:38,120 --> 00:12:39,590 There we go. 236 00:12:39,590 --> 00:12:42,510 Let's go into our material properties. 237 00:12:42,514 --> 00:12:45,924 Let's add another material over here. 238 00:12:45,920 --> 00:12:49,940 And for that, I'm going to select the steel material that we made for 239 00:12:49,940 --> 00:12:54,430 our lock and just take a sign to assign those to the steel material. 240 00:12:54,425 --> 00:12:56,015 It's going to object mode. 241 00:12:56,015 --> 00:12:59,065 They recur if 12 again to render. 242 00:12:59,060 --> 00:13:02,110 They were starting to get our barrel. 243 00:13:02,105 --> 00:13:05,455 And one last thing, the select this top face, 244 00:13:05,450 --> 00:13:07,550 create another new material. 245 00:13:07,550 --> 00:13:10,880 I'm going to select New and school that water. 246 00:13:10,880 --> 00:13:14,740 And let's make that a dark bluish color, 247 00:13:14,735 --> 00:13:16,945 maybe something like that. 248 00:13:16,940 --> 00:13:20,560 Then the roughness up a little bit so that it's not too reflective. 249 00:13:20,555 --> 00:13:22,595 Go and then we just need to assign that. 250 00:13:22,595 --> 00:13:25,295 Click, Assign. The weaker. 251 00:13:25,295 --> 00:13:27,985 It's going to camera view. I'm going to rotate this 252 00:13:27,980 --> 00:13:30,850 forward a bit so that we can see the top of the barrel little bit more. 253 00:13:30,845 --> 00:13:33,335 So with the borough selected in object mode, 254 00:13:33,335 --> 00:13:37,825 press R to rotate an extra rotate on the x-axis, 255 00:13:37,820 --> 00:13:41,500 and then just rotate that down a little bit. Maybe something like that. 256 00:13:41,495 --> 00:13:43,285 Again. 257 00:13:43,280 --> 00:13:46,680 Can make my water a little bit darker. 258 00:13:46,684 --> 00:13:50,754 If 12 to the roughness up all the way. 259 00:13:50,750 --> 00:13:53,030 So it's not as reflective. 260 00:13:53,030 --> 00:13:56,940 Oop is turn the saturation up a little bit. 261 00:13:57,940 --> 00:14:00,440 Qu, quite like that. 262 00:14:00,440 --> 00:14:04,000 You can play around with the settings obviously to adjust it a bit more. 263 00:14:03,995 --> 00:14:05,455 But that's the basic idea. 264 00:14:05,450 --> 00:14:08,930 Now that shows you that you can easily create cool objects simply 265 00:14:08,930 --> 00:14:12,320 by manipulating these simple shapes that we have in Blender. 266 00:14:12,320 --> 00:14:16,520 I'm going to delete this barrel and once more I'm going to add a sphere. 267 00:14:16,520 --> 00:14:18,910 This is the scale, make that bigger, 268 00:14:18,905 --> 00:14:21,245 and then create a new material. 269 00:14:21,245 --> 00:14:24,745 And then press Shift a go and texture. 270 00:14:24,740 --> 00:14:27,080 And let's just look at one or two more of these. 271 00:14:27,080 --> 00:14:29,110 It's like the wave texture. 272 00:14:29,105 --> 00:14:30,485 So click on wave. 273 00:14:30,485 --> 00:14:32,125 Let's add some mapping nodes, 274 00:14:32,120 --> 00:14:34,220 press Control T as well, 275 00:14:34,220 --> 00:14:37,410 and then connect that up to our base color. 276 00:14:38,410 --> 00:14:42,830 Now we have this and you can see what difference this makes. 277 00:14:42,830 --> 00:14:47,590 We change the texture coordinate from generated to maybe UV. 278 00:14:47,585 --> 00:14:52,615 That looks quite cool object. But finer. 279 00:14:52,610 --> 00:14:54,770 We're going to set mine to UV for now. 280 00:14:54,770 --> 00:14:57,750 This is right-click and say shades me. 281 00:14:58,030 --> 00:15:01,220 Now to get these lines a bit sharper, 282 00:15:01,220 --> 00:15:04,890 we can always add a math nerd, 283 00:15:05,500 --> 00:15:09,940 The Khan math and drop that on the things that I often use. 284 00:15:09,935 --> 00:15:12,565 A multiply to make the difference 285 00:15:12,560 --> 00:15:16,030 between the dark and the black areas. Bit more apparent. 286 00:15:16,025 --> 00:15:20,195 Power will do that as well to a different degree. 287 00:15:20,980 --> 00:15:25,000 And then one very useful one is less than and greater than. 288 00:15:24,995 --> 00:15:27,215 And select list them quickly. 289 00:15:27,215 --> 00:15:30,365 And it's turn that down to 0.5. 290 00:15:30,365 --> 00:15:34,265 Now we have very definite lines and we can adjust 291 00:15:34,265 --> 00:15:39,425 either black lines or just to the other side to get white lines like that. 292 00:15:40,330 --> 00:15:43,640 And then you can obviously play with these different coordinates 293 00:15:43,640 --> 00:15:48,010 again to get the effect that you're looking for. 294 00:15:48,005 --> 00:15:49,895 For the project for this class, 295 00:15:49,895 --> 00:15:51,595 I would like to encourage you to make 296 00:15:51,590 --> 00:15:54,730 some variations on these objects that we made in this class. 297 00:15:54,725 --> 00:15:57,865 And then shade them on the project page for this class as well. 298 00:15:57,860 --> 00:16:00,100 As you want to challenge yourself a bit further. 299 00:16:00,095 --> 00:16:03,025 You can try and think of something that we didn't make in this class now. 300 00:16:03,020 --> 00:16:06,200 And try to use the basic shapes to create those objects. 301 00:16:06,200 --> 00:16:10,190 I hope this helps and I want to say thank you very much for joining me in this class. 302 00:16:10,190 --> 00:16:14,990 And any feedback that you have for me will be much appreciated. This is my first class. 303 00:16:14,990 --> 00:16:19,010 I would love to hear what worked for you and what I can improve on in the future. 304 00:16:19,010 --> 00:16:21,510 Thank you very much and have a great day. 24799

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