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The last major object in the scene will be the line post and we'll need to move the cursor once again.
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So shift right click here behind the bench. I think that's a great place for a line post and now let's press shift a
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Mesh and add a circle and we'll modify the number of segments to 24
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I think that should be enough when we apply the bevels and now let's just tab in
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Press s to scale and scale it down to something like this and press f to fill the face inside the circle
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And now we'll do a lot of extrusions. So
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press e
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Extrude a tiny bit and now we'll inset this so press i and inset
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And e again and we will scale this down a little bit so press s and scale this down
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Like that and we'll do another inset
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And now we want to extrude the pole. So this should be something like this
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Let's look from the side and let's extrude the pole
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Like that
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I think this will work. So
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Let's now press e
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But release with the right mouse button. We want to leave it in place and just scale it up
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So press s and scale it up like that
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Okay, and we continue extrusions so press e again extrude up
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And let's do one loop cut here so ctrl r place a loop cut right here and scale it up
20
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Okay, maybe we can modify the shape a little bit so if you want you can always
21
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Select some of these loops. So while in the edge select
22
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Alt click here and here and scale those down
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with shift z
24
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To create the larger slope there
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and
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I will go to the face select alt click here and push this down tiny bit so it's not that large
27
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Okay, and right now the one last thing I want to do is to select this loop here
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Press i to inset
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And alt e and extrude along normals inside
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And additionally we can have a look around and maybe do some adjustments so I will alt click here
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Press s then shift z scale it down a tiny bit and here as well
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Okay, I think this will work we can now tab out
33
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And add that bevel modifier. So let's switch to modifier tab and add the bevel
34
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And we can modify it to two segments and set amount to something like 0.01
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Let's get closer tiny bit and switch limit method to angle
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And right click and shade smooth, okay, we're almost there but I think we could benefit from harder normals here as well
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so let's go to shading enable harder normals and now go to the object data properties and
38
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Switch that auto smooth and our lamp is ready basically now so we can just
39
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Give it a name
40
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So let's call this lamp and I want one more on the other side as well. So alt d shift z and move it somewhere here
41
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So we have some nice lamp post and I think this is maybe too tall so let's go back and I will toggle x-ray
42
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And move it down a tiny bit try to eyeball these proportions. No, it's not an exact thing
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And as long as you're satisfied with the result and it all looks good to you, that's okay
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And one last thing here. I want to create a tiles on this pathway here to give it some more details
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And we'll use simple cubes for that that will distribute around the scene
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So let's again move the cursor right here shift right click
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And we can create a cube there
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So shift a mesh and a cube now go into the edit mode and we'll press s and scale to something like 0.15
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0.15
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And let's look from the side a little bit and we'll push this down
51
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So we want the origin to stay in place. We just want to move the geometry down. So press g then z
52
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And move it down like this. Now we can tab out shade is smooth and enable auto smooth right away with 180 degrees
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And now we can just transfer the bevel so we don't have to do the setup all over again
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So shift click the rock press ctrl l
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and link modifiers
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But the bevel is too strong there
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So let's just modify it to something like 0.04 and this will be our tile. Basically, it's ready
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So now we just need to distribute it all over the scene
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So first of all, let's name this tile so we don't need to name all those objects later
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And we can move it into a separate collection as well. So let's press m
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Click new collection
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And let's call these tiles
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And
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Now let's press 700 ampere to look from the top and we can create some kind of pattern here
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We don't need to place tiles everywhere. Remember, this is a stylized scene
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So by placing some of the tiles here and there we are basically suggesting that that's the material
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That's the structure that the pathway is made of
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But at the same time we are simplifying it and making it more cartoony
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When we are not placing them everywhere, but just you know selectively here and there so let's just press alt d
70
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And duplicate it somewhere here maybe and once more so alt d
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And move it here and now I want to create a row. So let's press alt d
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Y and move it down and if you want to repeat this
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With the same distance you can now just press shift r and that will repeat the last action
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And now we can just move one more here
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And I think
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Two more down here will look great. Okay, we can move towards the top now
77
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And let's just select this all and we can press alt d and move it somewhere here
78
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Maybe closer to the edge
79
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And let's duplicate this one
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And
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Like that now we can place one single here
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And a few more here
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Okay, and let's do one single there
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So this again try to repeat something you see here, but you can find your own patterns something that
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You know you will like better
86
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It's totally up to you and now we want to move these tiles on the bridge as well, but it's not a flat surface
87
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so we'll need to use some snapping but first we need to go into the map options and
88
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Enable align rotation to target we want
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The tile to rotate when we are snapping it to bridge and let's just select these two tiles
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Press alt d then y
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We want to lock this on the y-axis
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You can see we are going inside the bridge, but if you now press ctrl
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They will not only snap but rotate as well
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Okay, and now
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Let's distribute some more
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And maybe here
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Okay, let's look from the side
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We have some stylized tiles in place
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Basically all the major objects are ready
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The only thing left here is to create a geometry for the pathway because as you know
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This is one object and this will be in a different color
102
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than the pathway so
103
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We'll need to create some kind of plane there
104
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so let's reset the cursor first, I will hold shift s and
105
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Select cursor to world origin and now press shift a and add the plane
106
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And first of all, let's tab in press s then y
107
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And let's enter 4 and now let's look from the top
108
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So press 7 on an armpit and we can toggle the x-ray so we better see the geometry around
109
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And first of all, I want to do some cuts here
110
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So one here near the river
111
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And one down here and we can delete this face inside
112
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And now all that's left is to move some geometry around so we copy the shape of the path
113
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So let's go to the vertex select
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Select these vertices press g then x
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And move them here
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And now we can switch to the edge select
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And if you need to move things around and you're not worrying about the n-gons
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Like we are not right here. You can just right click and
119
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Choose subdivide and that will create a vertex inside and create an n-gon for you
120
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And of course you can do this once again
121
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And just move the new edge in place
122
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And just trace this shape around so let's do subdivision here as well
123
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And we now know we need two
124
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So let's move this down
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And this one to the side
126
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Like that and I will repeat the same process here
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So let's go to the edge select select this one here subdivide
128
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Twice and let's move this where this is in place
129
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Okay, I think this will do so now we can tab out
130
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Look from the front because we now need to move this up a tiny bit because right now this shares the same space
131
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That the top of the ground object and that could create some weird overlaps in the render and stuff like that
132
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So we need to move this tiny bit over
133
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But I don't want to move the origin point in case we need that we are able to snap this on whatever surface we need
134
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So let's tab in press a to select all
135
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G then z to move this up and let's enter something really small like 0.001 just a tiny bit
136
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You know, we can check this from wireframe view just a tiny bit above the level
137
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Okay, let's tab out right now. I will switch to the solid view back toggle the x-ray
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And let's call this path
139
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And yes, we are done with modeling the major objects the only thing left
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Is the water and background so let's get right to it in the next chapter and then we'll talk about materials and lights
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