All language subtitles for 07. Lamps and Tiles_1_und

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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,040 The last major object in the scene will be the line post and we'll need to move the cursor once again. 2 00:00:05,040 --> 00:00:11,120 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 3 00:00:11,920 --> 00:00:16,020 Mesh and add a circle and we'll modify the number of segments to 24 4 00:00:16,880 --> 00:00:21,840 I think that should be enough when we apply the bevels and now let's just tab in 5 00:00:22,240 --> 00:00:29,440 Press s to scale and scale it down to something like this and press f to fill the face inside the circle 6 00:00:30,000 --> 00:00:32,400 And now we'll do a lot of extrusions. So 7 00:00:33,200 --> 00:00:35,200 press e 8 00:00:35,200 --> 00:00:39,440 Extrude a tiny bit and now we'll inset this so press i and inset 9 00:00:40,960 --> 00:00:45,920 And e again and we will scale this down a little bit so press s and scale this down 10 00:00:47,120 --> 00:00:49,360 Like that and we'll do another inset 11 00:00:50,160 --> 00:00:55,040 And now we want to extrude the pole. So this should be something like this 12 00:00:56,000 --> 00:01:00,080 Let's look from the side and let's extrude the pole 13 00:01:02,560 --> 00:01:04,000 Like that 14 00:01:04,000 --> 00:01:06,000 I think this will work. So 15 00:01:06,080 --> 00:01:08,080 Let's now press e 16 00:01:08,080 --> 00:01:12,560 But release with the right mouse button. We want to leave it in place and just scale it up 17 00:01:12,640 --> 00:01:14,640 So press s and scale it up like that 18 00:01:17,120 --> 00:01:23,280 Okay, and we continue extrusions so press e again extrude up 19 00:01:25,680 --> 00:01:30,960 And let's do one loop cut here so ctrl r place a loop cut right here and scale it up 20 00:01:34,480 --> 00:01:39,200 Okay, maybe we can modify the shape a little bit so if you want you can always 21 00:01:39,680 --> 00:01:42,880 Select some of these loops. So while in the edge select 22 00:01:43,600 --> 00:01:47,040 Alt click here and here and scale those down 23 00:01:47,600 --> 00:01:49,600 with shift z 24 00:01:49,840 --> 00:01:51,840 To create the larger slope there 25 00:01:52,720 --> 00:01:54,000 and 26 00:01:54,000 --> 00:02:00,240 I will go to the face select alt click here and push this down tiny bit so it's not that large 27 00:02:02,240 --> 00:02:07,440 Okay, and right now the one last thing I want to do is to select this loop here 28 00:02:08,160 --> 00:02:10,160 Press i to inset 29 00:02:10,400 --> 00:02:13,440 And alt e and extrude along normals inside 30 00:02:14,960 --> 00:02:20,480 And additionally we can have a look around and maybe do some adjustments so I will alt click here 31 00:02:20,960 --> 00:02:26,320 Press s then shift z scale it down a tiny bit and here as well 32 00:02:32,560 --> 00:02:35,120 Okay, I think this will work we can now tab out 33 00:02:35,760 --> 00:02:40,160 And add that bevel modifier. So let's switch to modifier tab and add the bevel 34 00:02:41,200 --> 00:02:45,940 And we can modify it to two segments and set amount to something like 0.01 35 00:02:46,420 --> 00:02:50,980 Let's get closer tiny bit and switch limit method to angle 36 00:02:52,900 --> 00:02:59,620 And right click and shade smooth, okay, we're almost there but I think we could benefit from harder normals here as well 37 00:02:59,860 --> 00:03:04,740 so let's go to shading enable harder normals and now go to the object data properties and 38 00:03:06,100 --> 00:03:11,620 Switch that auto smooth and our lamp is ready basically now so we can just 39 00:03:12,660 --> 00:03:14,180 Give it a name 40 00:03:14,180 --> 00:03:21,700 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 00:03:23,780 --> 00:03:31,140 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 00:03:31,780 --> 00:03:37,220 And move it down a tiny bit try to eyeball these proportions. No, it's not an exact thing 43 00:03:38,820 --> 00:03:43,060 And as long as you're satisfied with the result and it all looks good to you, that's okay 44 00:03:44,260 --> 00:03:51,140 And one last thing here. I want to create a tiles on this pathway here to give it some more details 45 00:03:51,460 --> 00:03:54,740 And we'll use simple cubes for that that will distribute around the scene 46 00:03:55,140 --> 00:03:58,260 So let's again move the cursor right here shift right click 47 00:03:58,820 --> 00:04:00,340 And we can create a cube there 48 00:04:00,340 --> 00:04:06,760 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 49 00:04:06,920 --> 00:04:08,520 0.15 50 00:04:08,520 --> 00:04:12,120 And let's look from the side a little bit and we'll push this down 51 00:04:12,200 --> 00:04:17,320 So we want the origin to stay in place. We just want to move the geometry down. So press g then z 52 00:04:18,040 --> 00:04:25,320 And move it down like this. Now we can tab out shade is smooth and enable auto smooth right away with 180 degrees 53 00:04:25,640 --> 00:04:30,120 And now we can just transfer the bevel so we don't have to do the setup all over again 54 00:04:30,440 --> 00:04:32,600 So shift click the rock press ctrl l 55 00:04:33,240 --> 00:04:35,240 and link modifiers 56 00:04:35,800 --> 00:04:37,480 But the bevel is too strong there 57 00:04:37,480 --> 00:04:43,160 So let's just modify it to something like 0.04 and this will be our tile. Basically, it's ready 58 00:04:43,400 --> 00:04:46,120 So now we just need to distribute it all over the scene 59 00:04:46,280 --> 00:04:51,000 So first of all, let's name this tile so we don't need to name all those objects later 60 00:04:51,240 --> 00:04:54,280 And we can move it into a separate collection as well. So let's press m 61 00:04:55,080 --> 00:04:56,680 Click new collection 62 00:04:56,680 --> 00:04:58,680 And let's call these tiles 63 00:04:58,920 --> 00:05:00,920 And 64 00:05:01,000 --> 00:05:06,840 Now let's press 700 ampere to look from the top and we can create some kind of pattern here 65 00:05:07,080 --> 00:05:11,400 We don't need to place tiles everywhere. Remember, this is a stylized scene 66 00:05:11,800 --> 00:05:17,480 So by placing some of the tiles here and there we are basically suggesting that that's the material 67 00:05:17,640 --> 00:05:20,360 That's the structure that the pathway is made of 68 00:05:21,000 --> 00:05:24,780 But at the same time we are simplifying it and making it more cartoony 69 00:05:25,340 --> 00:05:31,580 When we are not placing them everywhere, but just you know selectively here and there so let's just press alt d 70 00:05:31,900 --> 00:05:36,540 And duplicate it somewhere here maybe and once more so alt d 71 00:05:37,180 --> 00:05:42,140 And move it here and now I want to create a row. So let's press alt d 72 00:05:42,700 --> 00:05:45,900 Y and move it down and if you want to repeat this 73 00:05:46,460 --> 00:05:50,940 With the same distance you can now just press shift r and that will repeat the last action 74 00:05:51,420 --> 00:05:53,900 And now we can just move one more here 75 00:05:55,100 --> 00:05:57,100 And I think 76 00:05:57,180 --> 00:06:03,740 Two more down here will look great. Okay, we can move towards the top now 77 00:06:06,460 --> 00:06:12,220 And let's just select this all and we can press alt d and move it somewhere here 78 00:06:15,260 --> 00:06:17,260 Maybe closer to the edge 79 00:06:19,020 --> 00:06:21,020 And let's duplicate this one 80 00:06:21,340 --> 00:06:23,340 And 81 00:06:23,420 --> 00:06:29,420 Like that now we can place one single here 82 00:06:33,500 --> 00:06:35,500 And a few more here 83 00:06:36,380 --> 00:06:38,380 Okay, and let's do one single there 84 00:06:39,660 --> 00:06:46,700 So this again try to repeat something you see here, but you can find your own patterns something that 85 00:06:47,420 --> 00:06:49,420 You know you will like better 86 00:06:49,500 --> 00:06:55,580 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 00:06:56,060 --> 00:07:01,260 so we'll need to use some snapping but first we need to go into the map options and 88 00:07:01,740 --> 00:07:04,220 Enable align rotation to target we want 89 00:07:05,420 --> 00:07:10,220 The tile to rotate when we are snapping it to bridge and let's just select these two tiles 90 00:07:11,020 --> 00:07:13,020 Press alt d then y 91 00:07:13,580 --> 00:07:15,580 We want to lock this on the y-axis 92 00:07:15,900 --> 00:07:19,340 You can see we are going inside the bridge, but if you now press ctrl 93 00:07:20,220 --> 00:07:23,340 They will not only snap but rotate as well 94 00:07:25,260 --> 00:07:27,260 Okay, and now 95 00:07:27,820 --> 00:07:29,820 Let's distribute some more 96 00:07:35,660 --> 00:07:37,660 And maybe here 97 00:07:38,540 --> 00:07:40,620 Okay, let's look from the side 98 00:07:40,620 --> 00:07:42,620 We have some stylized tiles in place 99 00:07:43,260 --> 00:07:45,660 Basically all the major objects are ready 100 00:07:46,220 --> 00:07:51,260 The only thing left here is to create a geometry for the pathway because as you know 101 00:07:51,660 --> 00:07:55,180 This is one object and this will be in a different color 102 00:07:55,980 --> 00:07:57,980 than the pathway so 103 00:07:58,140 --> 00:08:00,140 We'll need to create some kind of plane there 104 00:08:00,780 --> 00:08:03,660 so let's reset the cursor first, I will hold shift s and 105 00:08:04,380 --> 00:08:08,620 Select cursor to world origin and now press shift a and add the plane 106 00:08:09,100 --> 00:08:11,900 And first of all, let's tab in press s then y 107 00:08:12,540 --> 00:08:15,180 And let's enter 4 and now let's look from the top 108 00:08:15,180 --> 00:08:20,300 So press 7 on an armpit and we can toggle the x-ray so we better see the geometry around 109 00:08:20,860 --> 00:08:23,660 And first of all, I want to do some cuts here 110 00:08:24,540 --> 00:08:26,540 So one here near the river 111 00:08:29,660 --> 00:08:33,900 And one down here and we can delete this face inside 112 00:08:34,860 --> 00:08:40,460 And now all that's left is to move some geometry around so we copy the shape of the path 113 00:08:41,820 --> 00:08:43,820 So let's go to the vertex select 114 00:08:44,140 --> 00:08:46,380 Select these vertices press g then x 115 00:08:47,260 --> 00:08:49,020 And move them here 116 00:08:49,020 --> 00:08:51,020 And now we can switch to the edge select 117 00:08:51,020 --> 00:08:56,060 And if you need to move things around and you're not worrying about the n-gons 118 00:08:56,460 --> 00:08:59,420 Like we are not right here. You can just right click and 119 00:09:00,380 --> 00:09:06,460 Choose subdivide and that will create a vertex inside and create an n-gon for you 120 00:09:06,940 --> 00:09:09,260 And of course you can do this once again 121 00:09:10,140 --> 00:09:12,540 And just move the new edge in place 122 00:09:16,140 --> 00:09:20,460 And just trace this shape around so let's do subdivision here as well 123 00:09:21,020 --> 00:09:23,020 And we now know we need two 124 00:09:23,420 --> 00:09:25,420 So let's move this down 125 00:09:25,900 --> 00:09:27,900 And this one to the side 126 00:09:28,700 --> 00:09:31,100 Like that and I will repeat the same process here 127 00:09:33,260 --> 00:09:37,280 So let's go to the edge select select this one here subdivide 128 00:09:38,780 --> 00:09:41,900 Twice and let's move this where this is in place 129 00:09:47,340 --> 00:09:50,540 Okay, I think this will do so now we can tab out 130 00:09:51,020 --> 00:09:57,260 Look from the front because we now need to move this up a tiny bit because right now this shares the same space 131 00:09:57,500 --> 00:10:02,940 That the top of the ground object and that could create some weird overlaps in the render and stuff like that 132 00:10:03,260 --> 00:10:05,500 So we need to move this tiny bit over 133 00:10:05,820 --> 00:10:12,140 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 00:10:12,300 --> 00:10:14,780 So let's tab in press a to select all 135 00:10:15,420 --> 00:10:22,140 G then z to move this up and let's enter something really small like 0.001 just a tiny bit 136 00:10:22,700 --> 00:10:27,180 You know, we can check this from wireframe view just a tiny bit above the level 137 00:10:28,540 --> 00:10:32,860 Okay, let's tab out right now. I will switch to the solid view back toggle the x-ray 138 00:10:34,300 --> 00:10:36,780 And let's call this path 139 00:10:39,500 --> 00:10:43,180 And yes, we are done with modeling the major objects the only thing left 140 00:10:43,900 --> 00:10:49,680 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 13070

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