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Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated: 1 00:00:00,560 --> 00:00:04,840 Hey guys, and welcome back to the 2 00:00:01,880 --> 00:00:06,560 channel. Today I have a super beginner 3 00:00:04,840 --> 00:00:07,960 tutorial, and this is essentially just 4 00:00:06,560 --> 00:00:09,600 showing you how to make this wrought 5 00:00:07,960 --> 00:00:10,920 iron fence. Now, even if you're not 6 00:00:09,600 --> 00:00:12,800 interested in making a fence, and you 7 00:00:10,920 --> 00:00:14,160 feel like moving on from this tutorial, 8 00:00:12,800 --> 00:00:15,600 keep in mind that the principles you're 9 00:00:14,160 --> 00:00:17,040 going to learn here as a beginner are 10 00:00:15,600 --> 00:00:19,720 super useful because we're actually 11 00:00:17,040 --> 00:00:21,400 relying on modifiers to do most of the 12 00:00:19,720 --> 00:00:22,840 work here. We're not We're hardly going 13 00:00:21,400 --> 00:00:23,960 to be doing any modeling, barely 14 00:00:22,840 --> 00:00:25,600 anything 15 00:00:23,960 --> 00:00:27,080 if anything at all. It's just super 16 00:00:25,600 --> 00:00:29,120 simple because we're going to be using 17 00:00:27,080 --> 00:00:30,160 some simple modifiers, and this is the 18 00:00:29,120 --> 00:00:33,680 result here. And then we'll We'll 19 00:00:30,160 --> 00:00:35,680 quickly slap on a procedural material, 20 00:00:33,680 --> 00:00:38,120 but the main thing here, obviously, is 21 00:00:35,680 --> 00:00:39,480 just showing you how to use modifiers to 22 00:00:38,120 --> 00:00:42,480 model this. And hopefully, you can not 23 00:00:39,480 --> 00:00:45,040 only make this, but apply this to many 24 00:00:42,480 --> 00:00:46,840 of your other projects if you need maybe 25 00:00:45,040 --> 00:00:48,080 a fence or something, 26 00:00:46,840 --> 00:00:49,600 whatever you want to do. I'm sure 27 00:00:48,080 --> 00:00:52,080 there's many ways you could apply this, 28 00:00:49,600 --> 00:00:53,120 but um let's jump in and make this in 29 00:00:52,080 --> 00:00:54,360 Blender. 30 00:00:53,120 --> 00:00:55,560 And then in a new scene in Blender, 31 00:00:54,360 --> 00:00:57,360 we're just going to go ahead and select 32 00:00:55,560 --> 00:00:58,800 the default cube, and we're going to tab 33 00:00:57,360 --> 00:01:00,600 into edit mode. We're just going to go S 34 00:00:58,800 --> 00:01:02,040 Z and scale it up. Let's go to about 35 00:01:00,600 --> 00:01:02,880 this much, right? 36 00:01:02,040 --> 00:01:04,320 And then you're going to come in here, 37 00:01:02,880 --> 00:01:07,400 control R, and you're going to roll in 38 00:01:04,320 --> 00:01:09,560 some loops. We're going to go with about 39 00:01:07,400 --> 00:01:12,360 I'd say this many, just so it's quite a 40 00:01:09,560 --> 00:01:14,920 few. I'd say at least 30 to 40 loops. 41 00:01:12,360 --> 00:01:16,640 Double click, tab back out. Then let's 42 00:01:14,920 --> 00:01:17,960 go over to your modifiers, and you're 43 00:01:16,640 --> 00:01:20,440 going to click here on add modifier, 44 00:01:17,960 --> 00:01:23,280 search and type in simple, and type in 45 00:01:20,440 --> 00:01:24,680 simple deform. Change it to Z, and then 46 00:01:23,280 --> 00:01:27,680 you can just increase the number of 47 00:01:24,680 --> 00:01:29,960 twists here. And it It'll reach 360, but 48 00:01:27,680 --> 00:01:31,160 you can actually type in a value. So, I 49 00:01:29,960 --> 00:01:33,320 can come here and type in maybe like 50 00:01:31,160 --> 00:01:34,720 500. You get the idea. So, I'm going to 51 00:01:33,320 --> 00:01:36,640 go 500 for now, and I'm going to go to 52 00:01:34,720 --> 00:01:38,480 restrictions. And this is the cool part. 53 00:01:36,640 --> 00:01:40,080 I can come here, and I can limit the 54 00:01:38,480 --> 00:01:42,080 bottom, and I can kind of limit the top 55 00:01:40,080 --> 00:01:44,080 by pulling these two values together, 56 00:01:42,080 --> 00:01:46,400 right? Till I get sort of the areas 57 00:01:44,080 --> 00:01:47,760 excluded. And if they're twisted away 58 00:01:46,400 --> 00:01:49,520 from each other, you can just simply 59 00:01:47,760 --> 00:01:51,320 come here to the angle, and just make 60 00:01:49,520 --> 00:01:52,800 slight adjustments to like kind of line 61 00:01:51,320 --> 00:01:54,280 up a little bit 62 00:01:52,800 --> 00:01:56,640 like that. It doesn't have to be 63 00:01:54,280 --> 00:01:58,080 absolutely um 64 00:01:56,640 --> 00:02:02,000 perfect, but you just more or less want 65 00:01:58,080 --> 00:02:03,760 to get it in place. I might have to 66 00:02:02,000 --> 00:02:05,040 just adjust these two a little bit more. 67 00:02:03,760 --> 00:02:07,320 It's just sort of play around with them 68 00:02:05,040 --> 00:02:09,000 till you get them to kind of line up 69 00:02:07,320 --> 00:02:11,440 with each other like that. So, I might 70 00:02:09,000 --> 00:02:13,680 just rotate it slightly in the viewport 71 00:02:11,440 --> 00:02:15,240 like that. There we go. Now, we have 72 00:02:13,680 --> 00:02:16,720 this sort of look. 73 00:02:15,240 --> 00:02:18,480 Um I think 74 00:02:16,720 --> 00:02:19,680 maybe that's just a few too many turns. 75 00:02:18,480 --> 00:02:22,480 So, I might just make this more like 76 00:02:19,680 --> 00:02:23,960 300. 77 00:02:22,480 --> 00:02:25,240 But once you have something that you 78 00:02:23,960 --> 00:02:27,080 like, what are you going to do is you're 79 00:02:25,240 --> 00:02:28,520 going to go ahead and go to your 80 00:02:27,080 --> 00:02:30,120 modifiers again. You're going to add a 81 00:02:28,520 --> 00:02:32,680 bevel modifier. So, I'm going to type in 82 00:02:30,120 --> 00:02:34,000 bevel, and then you can give it a nice 83 00:02:32,680 --> 00:02:35,040 bevel however you want. So, I'm going to 84 00:02:34,000 --> 00:02:36,320 go with a little one like this, and I'm 85 00:02:35,040 --> 00:02:38,480 going to increase the segment count 86 00:02:36,320 --> 00:02:40,720 here. And then if you want to, you could 87 00:02:38,480 --> 00:02:42,400 also go and add a sub, and give this a 88 00:02:40,720 --> 00:02:43,640 subdivision surface. 89 00:02:42,400 --> 00:02:45,440 And then right click and go shade 90 00:02:43,640 --> 00:02:47,880 smooth. And just like that, 91 00:02:45,440 --> 00:02:49,880 you now have this modifier-based system, 92 00:02:47,880 --> 00:02:52,600 and you can still come here, and you can 93 00:02:49,880 --> 00:02:54,120 adjust things that you want, right? It's 94 00:02:52,600 --> 00:02:55,600 still completely adjustable, which makes 95 00:02:54,120 --> 00:02:57,120 this really cool. But I'm going to leave 96 00:02:55,600 --> 00:02:59,000 the settings as they are, knock all 97 00:02:57,120 --> 00:03:02,040 these down, and let's go ahead and now 98 00:02:59,000 --> 00:03:03,800 add an array modifier like so. 99 00:03:02,040 --> 00:03:04,640 And then with the array, 100 00:03:03,800 --> 00:03:06,400 um 101 00:03:04,640 --> 00:03:08,160 now I've rotated mine in the viewport. 102 00:03:06,400 --> 00:03:09,800 So, I'm going to go control A, and I'm 103 00:03:08,160 --> 00:03:11,120 just going to apply the rotation just to 104 00:03:09,800 --> 00:03:12,880 fix that issue. 105 00:03:11,120 --> 00:03:14,400 And what I'm going to do here is I'm 106 00:03:12,880 --> 00:03:16,520 going to come here to the array, and I'm 107 00:03:14,400 --> 00:03:17,960 going to increase this offset amount, 108 00:03:16,520 --> 00:03:20,760 and I'll give this maybe a count of 109 00:03:17,960 --> 00:03:22,080 five. So, we have five of these um 110 00:03:20,760 --> 00:03:23,520 whatever you want to call them, pickets 111 00:03:22,080 --> 00:03:24,720 or spokes. 112 00:03:23,520 --> 00:03:26,400 I'm going to pull them apart about this 113 00:03:24,720 --> 00:03:27,320 much. And then what we're going to do, 114 00:03:26,400 --> 00:03:30,880 we're going to shift A, we're going to 115 00:03:27,320 --> 00:03:32,640 add in a plane. We'll go G Z, and move 116 00:03:30,880 --> 00:03:34,240 this plane down. 117 00:03:32,640 --> 00:03:35,560 Tab into edit mode, and let's scale this 118 00:03:34,240 --> 00:03:37,320 plane up slightly, and then go E to 119 00:03:35,560 --> 00:03:38,920 extrude and Z, and extrude it down about 120 00:03:37,320 --> 00:03:40,520 this much. And then what you can do, you 121 00:03:38,920 --> 00:03:42,760 can select the whole thing, go shift E 122 00:03:40,520 --> 00:03:44,040 to duplicate, move it up to here. 123 00:03:42,760 --> 00:03:46,720 And now all we have to do is just select 124 00:03:44,040 --> 00:03:48,680 these two faces, and you can go G X, and 125 00:03:46,720 --> 00:03:49,800 drag them along here, 126 00:03:48,680 --> 00:03:51,480 and then select the whole thing, and you 127 00:03:49,800 --> 00:03:54,000 kind of adjust them. Now, you have this 128 00:03:51,480 --> 00:03:55,600 simple sort of just rail that goes along 129 00:03:54,000 --> 00:03:57,400 here. Now, here's where things get 130 00:03:55,600 --> 00:03:59,440 interesting. I can go back into object 131 00:03:57,400 --> 00:04:01,840 mode. I can grab this guy here, and go 132 00:03:59,440 --> 00:04:03,600 shift E to duplicate, move him down. Tab 133 00:04:01,840 --> 00:04:06,480 into edit mode, and I can still tab in 134 00:04:03,600 --> 00:04:08,680 here, and I can go S and scale it up, 135 00:04:06,480 --> 00:04:10,720 make it even taller. And you can see it 136 00:04:08,680 --> 00:04:11,960 still keeps that curve. And I can even 137 00:04:10,720 --> 00:04:14,040 grab it again. I can go shift E to 138 00:04:11,960 --> 00:04:16,799 duplicate, move this guy up. Tab into 139 00:04:14,040 --> 00:04:18,440 edit mode, and now I can actually grab 140 00:04:16,799 --> 00:04:20,280 this top here, 141 00:04:18,440 --> 00:04:21,320 turn on proportional editing, and scale 142 00:04:20,280 --> 00:04:23,120 it 143 00:04:21,320 --> 00:04:24,760 like so to make it spiky, maybe grab the 144 00:04:23,120 --> 00:04:26,480 middle here, 145 00:04:24,760 --> 00:04:28,240 bulge that out. You get the idea here. I 146 00:04:26,480 --> 00:04:29,640 can make it very interesting. 147 00:04:28,240 --> 00:04:31,680 And then all you'd have to do in that 148 00:04:29,640 --> 00:04:34,200 case is just come here to the array, and 149 00:04:31,680 --> 00:04:35,480 just offset it again till it matches up. 150 00:04:34,200 --> 00:04:36,560 Now, I think that looks a bit too big. 151 00:04:35,480 --> 00:04:38,400 So, I'm going to just select the whole 152 00:04:36,560 --> 00:04:39,800 thing in edit mode. I'll scale it down, 153 00:04:38,400 --> 00:04:41,880 and then move it 154 00:04:39,800 --> 00:04:43,600 down like that. 155 00:04:41,880 --> 00:04:45,920 And I'll tab back out, and then I'll 156 00:04:43,600 --> 00:04:47,600 just kind of once again 157 00:04:45,920 --> 00:04:49,160 adjust that 158 00:04:47,600 --> 00:04:51,240 array there once I've done that, just so 159 00:04:49,160 --> 00:04:53,280 it all matches up. 160 00:04:51,240 --> 00:04:56,320 But there you go. This is a very, very 161 00:04:53,280 --> 00:04:59,360 simple and quick method for actually 162 00:04:56,320 --> 00:05:01,320 doing this sort of style of work, 163 00:04:59,360 --> 00:05:04,600 right? You can make things look very 164 00:05:01,320 --> 00:05:04,600 cool very quickly. 165 00:05:04,920 --> 00:05:08,280 And sometimes, you know, you have to 166 00:05:06,080 --> 00:05:10,520 come here and just adjust the rotations 167 00:05:08,280 --> 00:05:12,280 of things a little bit again, 168 00:05:10,520 --> 00:05:15,640 and just adjust the right position. But 169 00:05:12,280 --> 00:05:17,280 that's all part of the sort of just 170 00:05:15,640 --> 00:05:19,720 switches and things you have to turn on 171 00:05:17,280 --> 00:05:21,560 and off, and values you have to adjust. 172 00:05:19,720 --> 00:05:22,840 But just like that, we have modeled this 173 00:05:21,560 --> 00:05:24,880 fence, 174 00:05:22,840 --> 00:05:26,560 which I think is really, really cool. 175 00:05:24,880 --> 00:05:27,920 Like I said, you could 176 00:05:26,560 --> 00:05:29,280 extend this now in all sorts of ways. 177 00:05:27,920 --> 00:05:31,440 So, what I'm going to do, I'm going to 178 00:05:29,280 --> 00:05:33,120 go ahead, and I'm just going to um just 179 00:05:31,440 --> 00:05:34,280 grab this bar here. I'll tab into edit 180 00:05:33,120 --> 00:05:36,240 mode, 181 00:05:34,280 --> 00:05:37,640 and I'll go control B just to give that 182 00:05:36,240 --> 00:05:39,600 a slight bevel, roll the middle mouse 183 00:05:37,640 --> 00:05:41,200 button. So, you could do this much more 184 00:05:39,600 --> 00:05:42,560 fancy if you wanted to, but that's all 185 00:05:41,200 --> 00:05:44,040 I'm going to leave it at. 186 00:05:42,560 --> 00:05:46,040 And then let's just grab each one of 187 00:05:44,040 --> 00:05:48,640 these, and just apply all of these 188 00:05:46,040 --> 00:05:50,200 modifiers like so. I'm going to grab 189 00:05:48,640 --> 00:05:52,800 these guys here. I'm just going to apply 190 00:05:50,200 --> 00:05:54,080 all the modifiers. 191 00:05:52,800 --> 00:05:56,480 Grab these guys here. I'm going to do 192 00:05:54,080 --> 00:05:57,920 the same thing. 193 00:05:56,480 --> 00:05:59,160 There we go. And then I'm just going to 194 00:05:57,920 --> 00:06:01,440 hold in shift. I'm going to grab 195 00:05:59,160 --> 00:06:03,320 everything, control J, and join it 196 00:06:01,440 --> 00:06:05,200 together. And it's quite large. So, 197 00:06:03,320 --> 00:06:07,000 we're just going to go ahead and scale 198 00:06:05,200 --> 00:06:08,880 it way down, 199 00:06:07,000 --> 00:06:11,280 and place it over here. 200 00:06:08,880 --> 00:06:13,120 So, scaling it way down. Control A, I'm 201 00:06:11,280 --> 00:06:14,720 going to apply the location, rotation, 202 00:06:13,120 --> 00:06:16,560 and the scale. 203 00:06:14,720 --> 00:06:19,240 So, there we have it. I'm going to grab 204 00:06:16,560 --> 00:06:22,360 our camera. I'll move it in here. 205 00:06:19,240 --> 00:06:24,040 And let's make some wrought iron. So, um 206 00:06:22,360 --> 00:06:26,720 once you have your camera positioned in 207 00:06:24,040 --> 00:06:27,560 a way that you think looks cool, 208 00:06:26,720 --> 00:06:29,600 you know, I'm going to maybe go 209 00:06:27,560 --> 00:06:32,680 something like that. There we go. 210 00:06:29,600 --> 00:06:35,680 You can go ahead and change your render 211 00:06:32,680 --> 00:06:37,240 engine to cycles if you have a GPU. 212 00:06:35,680 --> 00:06:39,520 Always use it. It helps a lot. And then 213 00:06:37,240 --> 00:06:40,960 maybe make it like 45 on the max 214 00:06:39,520 --> 00:06:43,160 samples. 215 00:06:40,960 --> 00:06:46,040 And then go shift A, let's go to our 216 00:06:43,160 --> 00:06:47,560 light options, add in an area light. 217 00:06:46,040 --> 00:06:49,600 And with your light settings, you can 218 00:06:47,560 --> 00:06:51,240 make it like 400. Really depends on the 219 00:06:49,600 --> 00:06:53,560 scale of your scene. 220 00:06:51,240 --> 00:06:55,560 Increase the size. 221 00:06:53,560 --> 00:06:57,400 And, you know, there's a billion 222 00:06:55,560 --> 00:06:59,240 tutorials on lighting. I've covered it a 223 00:06:57,400 --> 00:07:01,120 million times. So, I'm just going to 224 00:06:59,240 --> 00:07:02,680 keep this really simple. 225 00:07:01,120 --> 00:07:03,920 So, just add some lights essentially to 226 00:07:02,680 --> 00:07:06,360 your scene. 227 00:07:03,920 --> 00:07:08,680 It's really that simple. And then select 228 00:07:06,360 --> 00:07:10,520 your new object, go to your materials, 229 00:07:08,680 --> 00:07:12,680 create a new material, 230 00:07:10,520 --> 00:07:13,800 and um let's just see if that's applied 231 00:07:12,680 --> 00:07:15,360 to everything. 232 00:07:13,800 --> 00:07:16,200 So, in this case, we have two materials. 233 00:07:15,360 --> 00:07:17,320 I'm just going to get rid of them. We 234 00:07:16,200 --> 00:07:20,400 just want everything to have one 235 00:07:17,320 --> 00:07:22,480 material. We'll call it iron. 236 00:07:20,400 --> 00:07:24,400 And with that done, let's hop into our 237 00:07:22,480 --> 00:07:25,720 shading. 238 00:07:24,400 --> 00:07:27,120 And inside of our shading, this is going 239 00:07:25,720 --> 00:07:28,880 to be a super easy material. We're just 240 00:07:27,120 --> 00:07:31,400 going to go shift A, search, and get a 241 00:07:28,880 --> 00:07:33,280 noise. Get a noise texture, plug the 242 00:07:31,400 --> 00:07:36,680 factor into the base color. 243 00:07:33,280 --> 00:07:39,120 Then go shift A, search, and get a ramp. 244 00:07:36,680 --> 00:07:41,920 Grab a color ramp, place it on here. 245 00:07:39,120 --> 00:07:43,200 Drag these two values closer together. 246 00:07:41,920 --> 00:07:45,440 And then you want to come here and 247 00:07:43,200 --> 00:07:47,920 increase the detail to 15. 248 00:07:45,440 --> 00:07:49,880 Bring the roughness up. 249 00:07:47,920 --> 00:07:52,880 And then just keep bringing these values 250 00:07:49,880 --> 00:07:54,600 sort of closer together. 251 00:07:52,880 --> 00:07:56,680 And you might have to up the scale just 252 00:07:54,600 --> 00:07:58,480 a little bit as well. There we go. So, 253 00:07:56,680 --> 00:08:00,160 up the scale. 254 00:07:58,480 --> 00:08:02,880 There we go. Now, we have this sort of 255 00:08:00,160 --> 00:08:04,800 nice-looking um 256 00:08:02,880 --> 00:08:06,640 texture. But we want this look metallic. 257 00:08:04,800 --> 00:08:09,200 So, let's drag the metallic value up. 258 00:08:06,640 --> 00:08:11,120 We'll drag the roughness down a bit. 259 00:08:09,200 --> 00:08:13,040 And now it's still not where we want. 260 00:08:11,120 --> 00:08:15,960 So, what we need to do is go shift A, 261 00:08:13,040 --> 00:08:17,320 search, and get a displacement. 262 00:08:15,960 --> 00:08:19,840 So, type in this, and get a 263 00:08:17,320 --> 00:08:20,720 displacement. Place it over here. 264 00:08:19,840 --> 00:08:21,880 And this is where things get 265 00:08:20,720 --> 00:08:24,360 interesting. We're going to go shift E 266 00:08:21,880 --> 00:08:25,320 to duplicate this color ramp. 267 00:08:24,360 --> 00:08:26,680 We're going to plug the factor into 268 00:08:25,320 --> 00:08:29,120 there as well. And then let's plug the 269 00:08:26,680 --> 00:08:31,520 color output into that height 270 00:08:29,120 --> 00:08:33,200 of this displacement here, and then plug 271 00:08:31,520 --> 00:08:34,640 the displacement into the material 272 00:08:33,200 --> 00:08:36,120 output. 273 00:08:34,640 --> 00:08:38,039 And now you can see we have this sort of 274 00:08:36,120 --> 00:08:40,520 bump happening here, and we can kind of 275 00:08:38,039 --> 00:08:42,120 bump this up to 0.1. 276 00:08:40,520 --> 00:08:44,880 Okay? So, now it's just a matter of 277 00:08:42,120 --> 00:08:47,880 grabbing this slider over here. 278 00:08:44,880 --> 00:08:51,800 You can adjust the value a little bit. 279 00:08:47,880 --> 00:08:51,800 Maybe make the white value here gray. 280 00:08:52,200 --> 00:08:54,640 And this is the one that's going into 281 00:08:53,320 --> 00:08:56,080 the color here. 282 00:08:54,640 --> 00:08:58,160 But you can see this is what we have. 283 00:08:56,080 --> 00:09:00,720 So, you can adjust 284 00:08:58,160 --> 00:09:03,600 the roughness here, 285 00:09:00,720 --> 00:09:03,600 the detail, 286 00:09:03,840 --> 00:09:07,320 and the scale of things. 287 00:09:08,280 --> 00:09:12,480 So, just like that, we've made some 288 00:09:09,720 --> 00:09:13,480 simple wrought iron material. 289 00:09:12,480 --> 00:09:15,600 Um you know, mess around with the 290 00:09:13,480 --> 00:09:17,320 roughness and things like that. But it's 291 00:09:15,600 --> 00:09:18,600 really that simple, just a simple metal 292 00:09:17,320 --> 00:09:21,280 material, 293 00:09:18,600 --> 00:09:22,680 nothing too complicated, 294 00:09:21,280 --> 00:09:24,160 as you can see. There it is. I'll just 295 00:09:22,680 --> 00:09:25,400 zoom back so you can kind of see what 296 00:09:24,160 --> 00:09:27,280 we've done here. 297 00:09:25,400 --> 00:09:29,320 Very, very simple. 298 00:09:27,280 --> 00:09:31,320 If you wanted to, you could add this 299 00:09:29,320 --> 00:09:32,120 into a scene now. But for now, what I'm 300 00:09:31,320 --> 00:09:33,600 going to do, I'm just going to go back 301 00:09:32,120 --> 00:09:36,120 to my layout, 302 00:09:33,600 --> 00:09:38,440 and I might just 303 00:09:36,120 --> 00:09:39,560 go and add in a HDRI. You guys don't 304 00:09:38,440 --> 00:09:41,800 have to do this, but I'm just going to 305 00:09:39,560 --> 00:09:44,600 add in sort of an environment texture 306 00:09:41,800 --> 00:09:45,800 that I have on my computer. 307 00:09:44,600 --> 00:09:47,040 And then I'm just going to go ahead, I'm 308 00:09:45,800 --> 00:09:48,520 going to go render, and just render this 309 00:09:47,040 --> 00:09:49,840 image. 310 00:09:48,520 --> 00:09:51,720 And there we have it. So, we've made 311 00:09:49,840 --> 00:09:53,520 some really simple wrought iron. We've 312 00:09:51,720 --> 00:09:55,000 added a very simple sort of wrought iron 313 00:09:53,520 --> 00:09:57,000 material. You can see we have sort of 314 00:09:55,000 --> 00:10:00,600 all these pits and 315 00:09:57,000 --> 00:10:02,440 little bumps and twists. And this looks 316 00:10:00,600 --> 00:10:04,280 relatively new, like it was just made, 317 00:10:02,440 --> 00:10:06,440 but if you wanted to make this look even 318 00:10:04,280 --> 00:10:08,480 older, you could go ahead ahead and add 319 00:10:06,440 --> 00:10:10,360 some rust on top of that. Procedurally, 320 00:10:08,480 --> 00:10:13,040 you can add some um 321 00:10:10,360 --> 00:10:15,120 some oil, some grease, some paint. This 322 00:10:13,040 --> 00:10:17,320 all sorts of sort of like 323 00:10:15,120 --> 00:10:19,480 um areas in the where it's occluded. You 324 00:10:17,320 --> 00:10:21,280 can add just like spider webs, and 325 00:10:19,480 --> 00:10:22,880 that'll add realism. That's all 326 00:10:21,280 --> 00:10:24,400 ultimately what makes something more 327 00:10:22,880 --> 00:10:26,120 realistic. It's not just a nice 328 00:10:24,400 --> 00:10:28,520 material, but layering different 329 00:10:26,120 --> 00:10:30,800 materials and 330 00:10:28,520 --> 00:10:33,040 things on it like dirt, spider webs, 331 00:10:30,800 --> 00:10:34,480 putting leaves around the scene. Those 332 00:10:33,040 --> 00:10:36,160 are the sort of things that add realism. 333 00:10:34,480 --> 00:10:38,760 So, I hope you guys have just enjoyed 334 00:10:36,160 --> 00:10:40,800 this basic how to make a fence, learn 335 00:10:38,760 --> 00:10:42,880 some basic principles of modeling 336 00:10:40,800 --> 00:10:44,800 something using the modifiers. You can 337 00:10:42,880 --> 00:10:46,760 see here we have this model here that 338 00:10:44,800 --> 00:10:48,280 we've made very quickly just using some 339 00:10:46,760 --> 00:10:49,520 simple modifiers. 340 00:10:48,280 --> 00:10:52,640 I'll see you guys next time, and thank 341 00:10:49,520 --> 00:10:52,640 you for watching.24703

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