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Original subtitles

Hello everyone.

In this lesson we're going to be looking at way to go from here.

So one thing I recommend is when you're thinking of making an object,

try to think of that object in the simplest shape that you can imagine.

And see if you can relate that back to either a cube or sphere or a cylinder,

who any of these basic shapes that we have in Blender.

And that'll make it easy to know where to start when modelling an object.

So as an example, let's create a quick bomb shape.

Now if you look at the classic bomb shape,

we basically have a bowl and that is a sphere.

So let's press Shift a and add a UV sphere.

Scale that up a little bit.

And then it's going to edit mode.

Tend to solid view.

And it's switched to vertex select mode.

Select that one little single vertex at the top.

They then hold down Control and press numpad plus to expand your selection.

Now we want to flatten that and to flatten that,

we can scale that on the z-axis.

So we press S and Z.

Now we can scale that. We can just type 0 and press Enter and

then press G and Z to grab that on

the z axis and then move that down just to make that a round curve again.

And click to apply.

And we can press E to Extrude,

extrude that up a little bit.

And now let's look at it from the top.

And then hold down Alt and click on this loop to select that entire loop.

And press S to scale, scale that down.

And click this lake,

that center vertex again.

Hold control and increase numpad plus again

to expand our selection to that little loop as well.

And you can press E to extrude,

move it up, rotate that a bit. E2 extrude.

Rotate that a bit.

And each extrude. There we go.

There we have a basic bomb shape, as you can see.

And you can easily make a candle or dynamite or

any similar objects by starting with a cylinder instead of a sphere.

So let's delete that.

Now. Let's create a coin like you would find in the Mario games.

So let's press Shift a and then an image.

If you think about it, I coin is basically I flattened cylinder.

So you can click on cylinder.

And it's going to edit mode by pressing Tab,

press S to scale z discarded on the z-axis.

And then just scale that down to have a basic cone shape. Cool.

Now it's going to face select mode and select that face.

Rotate around so we can see the bottom hold down shift and click on the other face.

Now we have both those faces selected.

Then we can press I on our keyboard to

inset and then insert those faces a little bit to create that age of the coin.

And we can press E to extrude.

And then without clicking,

we can press S to scale and the z scale and the zed axis because we want

to scale those up and down and just scale

those inward a little bit like that and left-click.

And that should have done that on the other side as well.

While we are in edit mode,

we can also add Misha's to our object.

So let's add another cube is press Shift a sec cube.

And it's going to top view with numpad seven.

Press S to scale,

scale that down a little bit like that.

Left-click and an S to scale again.

And then X to scale on the x-axis.

A little one shape like that.

Now let's go to front view with numpad 1.

This is the scale,

z to scale on the z axis.

And the move that down until it's about the same thickness as our coin like that.

Now if we go to object mode,

you'll see there are both contained within one object.

Could just go back into edit mode quickly.

Press a to select all,

press R to rotate extra rated on the x-axis.

And type 90. Just to turn that are bright.

Let's go to object mode, right-click Shade Smooth.

And to fix the shading,

Let's click on this little icon over here and then select Auto Smooth under normals.

Now we can give that our same gold material that we made for our chaste gold.

Let's go into camera view.

It's just scale that up a bit and press F2 to render goo and they have our basic coin.

Now one thing you would notice,

let's say we press R to rotate Z to zoom in on the z axis

as we rotate this around because our camera is not

facing the coin straight on from the front,

you get this weird wobbling movement from the coin.

Let's right-click and cancel that.

And to fix that, sometimes you want to have your camera look at the object

straight from the front instead of at a slight angle like we had here,

which is enable our camera over here so that we can see it.

Click on our camera and compress in to bring up the side panel over here.

And then while we're in the Item tab,

we can see the rotation for our camera very accurately over here.

So let's click on X, type 90,

press Enter, and it's going to decide view with number three.

Then we can just move our camera down on the z-axis.

So we click on the z component of our location and the type 0 and press Enter.

Now if you go into camera view with NumPy 0,

you'll see it at the coin straight on from the front.

Let's press F2 to render.

So now we have nice straight lines and there's

no perspective distortion on the coin itself.

And if you select the coin, press R and Z to rotate on the z-axis,

I see it spins around nicely and you can

easily create a nice spinning animation for this.

12 again, you can see the coin from another angle as well.

Q2, which is undo this camera move for now,

Control Z until our cameras back where it was,

maybe go, I'm going to delete this coin.

Now, very common item that we have in games are barrels.

So that really quick barrel by pressing Shift a go to Mesh, and then think about it.

A barrel is simply a cylinder.

Again. Let's add a cylinder.

It's going to front view with numpad 1 Tab to go into edit mode,

bits add a loop, cut down the center of a here.

So let's press Control R and left-click,

and then right-click, snap it back to the center.

And it's going to vertex select mode.

Make sure x-ray mode is enabled.

Select the top hold down,

Shift, select the bottom ones.

And then we want to scale those on the x and y axes to make them a bit thinner,

but not on the z-axis.

So we're going to press S,

and then we're going to press Shift Z.

Then we can scale those down and left-click.

At improve the shape a bit more.

Let's click on edge select mode and then hold down

Alt and click on this edge loop that we created in the middle,

deselect that entire age.

And we can split that into multiple edges by using the Bevel tool.

So let's press Control B to bevel.

Now we can split those and if you roll up on your mouse wheel,

you can add more cuts or you can make them less.

Syllabus, add one more so that we have three new loop cuts going around our barrel.

Make it something like that. And left-click.

Now to create the metal rings around our barrel.

Let's delete these new age loops that we have for our barrel.

So hold on Alt again.

Click on that one, holding Shift and Alt,

and then click on this one and this one.

Now we can have all those again by pressing Control B and moving a mouse up.

Let's roll down on mouse all the way.

So it's any splitting them in tea and make something like that and left-click.

And to give those some dimension,

Let's extrude them so you're going to press E and then right-click.

And we can press S to scale.

Now if you just scale them up like this,

you see it doesn't look quite right.

Let's press Shift Z to constrain our scaling

to only the X and the Y axis and not the z-axis.

Now we can just make them a little bit bigger.

And left-click to apply.

Let's just turn off x-ray mode that you face select mode, click on the stop.

And now I want to create an opening for the top.

And to do that we can simply press D to extrude a scale.

And then just scale it down until we have

the correct thickness, maybe something like that.

And left-click and increase E again to extrude.

And just extrude that down a little bit.

There we go.

Let's right-click Shade Smooth.

Go to this icon under normals, totally smooth.

There we go.

And now we can just assign materials to

our barrel and all the different parts of the barrel.

So to do that, let's go to Shading quickly.

And let's scale up our barrel so that it fits nicely in our frame.

Maybe go, ooh.

Now the barrel selected,

let's add that wood material that we made in a previous lesson,

the word, There we go.

Now I want to modify this so that the grain is running up and down on the z-axis.

But I don't want to modify this material that we already have.

So I'm going to create a new material with the same settings.

And to do that, we simply need to add the material like we did now.

And then click on new material.

Now created a new material.

So let's call that barrel wood and press Enter.

And Alice adjust the scaling, this mapping texture.

Let's tell me X back to one.

And it's ten z down to 0.1.

And there we go.

I'm going to turn the scale up a little bit.

Qu, quite like that.

Now while we're here, I'm going to show you another thing that I want you to try out.

And that is press Shift a and then

look at all these different texture nodes that we have.

We've got white noise wave voronoi,

and we've looked at a few of these.

One that'll be useful for us now is the brick texture.

The brick texture.

Drop that down.

This hold on Control and Shift and click on it so that we can see what it is doing.

And it's just press Control T as well to add a mapping node.

And we're going to switch over to UV to get

a nice mapping on our object. So now these are bricks.

So you can obviously use this for walls and stuff like

that if you want to make a brick wall for your scenery.

But I'm going to manipulate that so that we have

the different wooden staves for our barrel.

And to do that, Let's zoom in a little bit over here.

And over here you can see we can sit the Mozi size,

especially those black lines.

If I hold down shift, you can scale the much more accurately.

Now, let's look at the offset,

the offset 0, and that'll make everything line up nicely.

Then we can sit the brick width to analyze one vertically and the row height.

We can adjust that and hold down shift until we basically only have one, the RCA.

With something like that.

They recur again to make the motor size a little bit larger.

So I'm going to hold down shift and do something like that. There we go.

I want to mix this with our width texture.

And to do that, let's add a mixed node, shift,

a click on Search type mix and select mixed RGB.

If you drop that on our wood material so that the wood is connected to the top layer,

may connect this color to color 2.

And instead it from mixed to multiply.

Now can hold down control and shift and click on our shader again.

Go and then just turn the factor all the way up to one coup.

And now we have the separate wood stapes.

Let's press F2 to render.

Turn down the specular.

Go. Cool.

And then another thing we can do is select our barrel edit mode.

And then while we are still in face select mode,

we can hold down Alt and select these bands around our barrel,

holding Shift and Alt and click on the next one and the last one as well.

Now to expand our selection,

to select the sides as well,

we can hold down Control and press numpad plus.

There we go.

Let's go into our material properties.

Let's add another material over here.

And for that, I'm going to select the steel material that we made for

our lock and just take a sign to assign those to the steel material.

It's going to object mode.

They recur if 12 again to render.

They were starting to get our barrel.

And one last thing, the select this top face,

create another new material.

I'm going to select New and school that water.

And let's make that a dark bluish color,

maybe something like that.

Then the roughness up a little bit so that it's not too reflective.

Go and then we just need to assign that.

Click, Assign. The weaker.

It's going to camera view. I'm going to rotate this

forward a bit so that we can see the top of the barrel little bit more.

So with the borough selected in object mode,

press R to rotate an extra rotate on the x-axis,

and then just rotate that down a little bit. Maybe something like that.

Again.

Can make my water a little bit darker.

If 12 to the roughness up all the way.

So it's not as reflective.

Oop is turn the saturation up a little bit.

Qu, quite like that.

You can play around with the settings obviously to adjust it a bit more.

But that's the basic idea.

Now that shows you that you can easily create cool objects simply

by manipulating these simple shapes that we have in Blender.

I'm going to delete this barrel and once more I'm going to add a sphere.

This is the scale, make that bigger,

and then create a new material.

And then press Shift a go and texture.

And let's just look at one or two more of these.

It's like the wave texture.

So click on wave.

Let's add some mapping nodes,

press Control T as well,

and then connect that up to our base color.

Now we have this and you can see what difference this makes.

We change the texture coordinate from generated to maybe UV.

That looks quite cool object. But finer.

We're going to set mine to UV for now.

This is right-click and say shades me.

Now to get these lines a bit sharper,

we can always add a math nerd,

The Khan math and drop that on the things that I often use.

A multiply to make the difference

between the dark and the black areas. Bit more apparent.

Power will do that as well to a different degree.

And then one very useful one is less than and greater than.

And select list them quickly.

And it's turn that down to 0.5.

Now we have very definite lines and we can adjust

either black lines or just to the other side to get white lines like that.

And then you can obviously play with these different coordinates

again to get the effect that you're looking for.

For the project for this class,

I would like to encourage you to make

some variations on these objects that we made in this class.

And then shade them on the project page for this class as well.

As you want to challenge yourself a bit further.

You can try and think of something that we didn't make in this class now.

And try to use the basic shapes to create those objects.

I hope this helps and I want to say thank you very much for joining me in this class.

And any feedback that you have for me will be much appreciated. This is my first class.

I would love to hear what worked for you and what I can improve on in the future.

Thank you very much and have a great day.

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