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Blender and 3D Modeling
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In this lesson, I'll introduce you
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to the wonderful world
of the free software Blender.
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It's a fantastic program
that can be intimidating at first,
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but don't worry, I'll be with you
all along as we go through
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and learn basic modeling techniques,
some sculpting,
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and also how to navigate around
in the software itself.
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Without further ado, let's get started.
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Welcome to the wonderful world
of the Blender interface.
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I'll use the latest version of Blender
and I suggest you do the same.
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Head on over to blender.org
to find the latest version.
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There are always tons of updates
being done to the software,
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so check out
which latest version is released
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and follow the instructions to download
and set it up on your own system.
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When you fire up Blender,
you'll always see this startup scene.
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You get a little camera,
which is this object that you see here.
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You have a default cube object
and also a little point light here.
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You noticed that when I selected
the objects in the scene,
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it highlighted them up in our Outliner
in the top right of the screen.
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There's a little icon next to each one
to tell you what kind of object this is.
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For our camera,
we have a little Camera object here.
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For the default Cube,
we've got this inverted triangle
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and that is the same icon you'll see
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for any 3D object
that you add to your scene.
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Then, for our Light,
we have a light bulb here.
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There are a couple of lights
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and each light object will have
that same icon next to it.
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Once you start adding
tons of objects to your scene,
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keeping an eye on those icons
is useful.
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Also, keeping good organization
of our collection will be paramount.
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I'll talk you through
the best practices for that
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as we work forward
in our final project development.
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I also wanted to show you
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how to navigate around
in the Blender interface here.
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It can be very overwhelming
making the transition to 3D.
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I started out doing a lot of work
in 2D originally,
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so you're looking in one direction,
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you don't have control
over the camera placement,
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and you're in a fixed viewpoint
for this.
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Once you move over to 3D,
you have infinite control
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and ultimate unlimited power,
so that's a bit overwhelming.
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At the same time, it's also fantastic
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because you can do pretty much anything
with 3D software.
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You can create wonderful scenes.
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We'll work towards a fun project
throughout this course as well.
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First, the basics.
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Let's see how to move around in a scene
and understand what we're looking at.
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As a note here,
as I'm working through this,
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keep an eye
on the bottom left of my screen
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and you'll see this mouse icon.
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If I click on the screen,
say I hit the left mouse button,
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you'll see it pop up there
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to tell you I've clicked the left,
the middle, or the right button.
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Anytime I do a keystroke
with my keyboard,
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you'll see that pop up there.
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Keep an eye on that
if you're not understanding
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what keys I'm clicking
or how I'm moving around.
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The first thing I'll show you
is how to navigate around the Viewport.
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There are a couple of ways to do that.
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The first one
is to orbit around the scene.
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To do that, you can hold down
your middle mouse button
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and move the mouse around.
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This allows you
to orbit around your scene.
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If you're want to move up and down,
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you can see around the Viewport
in that way.
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If you hit Shift + middle mouse button,
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this allows you
to pan left, right, up, and down
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in this same distance
away from your objects.
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You can see what I'm doing there.
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Lastly, one of the most important things
to do is zooming in and out.
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For that, like scrolling up and down
on a webpage,
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use your middle mouse button
to scroll upwards to zoom in,
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and then scroll out to zoom outwards.
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That's a lot of fun to do.
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There are ways to change your Viewport
to snap it to a certain perspective.
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If I hit 0 on my numpad,
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that's on the right of your keyboard
not the top numbers,
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the little calculator interface there.
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If I hit 0 on my numpad,
it snaps me to the camera view,
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so I'm looking down now
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through what the camera's seeing
in my scene.
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If I hit 3 on my numpad,
this is looking at the side view.
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If I hit Ctrl + 3,
this flips me around to the other side.
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If I hit 7,
now I'm looking top down on my view.
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Up here, it's telling me
it is Top Orthographic view.
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If you get disoriented
as to where you're looking
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and it's dizzying, you can look up
and it tells you what you're looking at.
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Again, if I hit Ctrl + 7,
now we're looking at the underside,
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the Bottom Orthographic mode.
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Let me move back around here.
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We'll hit those keys quite a bit
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as we're modeling things
to get scaling right
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and make sure our perspective
looks great through our camera.
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If this is a bit overwhelming,
there are a lot of shortcut keys
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and you're taking notes and listening,
I've included a helpful document
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that shows all of these shortcut keys
up on the Blender site.
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You can download it,
put it on a second monitor,
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or print it out
and have it near you as reference.
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Though I've been working on Blender
for some years,
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I still forget
what the different hotkeys are.
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It's helpful to reference that
if you're stuck on how to move around
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or use some of the shortcut keys
in your interface.
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Those are some
of the basic moving tools.
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If you're new to Blender,
slow things down, navigate around,
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and understand what you're looking at.
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Once you're comfortable,
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we'll move on to manipulating
3D objects in our scene.
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I'll remove this default cube for now
by hitting the shortcut key X
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and committing that change
by hitting the left mouse button.
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We just eradicated the default cube
from our scene
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and we'll add it back in
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by hitting another shortcut,
which is Shift + A.
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This opens a nifty interface,
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which you'll be seeing a whole lot
as we work through our final project,
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which is the Add menu.
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We've got many objects
we can add in to our scene.
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We'll cover a couple for our tutorial
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but I urge you to experiment
and explore the other ones too.
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The main ones we'll focus on
are adding in meshes, curves, images.
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We'll add both Reference images
and Images as Planes as a background.
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You might not see this
as it is an add-on
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and I'll show you how to do that.
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We'll also be adding in
lighting design to our scene.
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We'll be working with these lights.
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We'll also add additional camera views
if you'd like to do that.
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Let's add in a new Mesh
and we'll choose a Cube,
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so we'll add back in
that default Cube as well.
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If you look at the top left,
we have this dropdown up here
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which is telling us
the object interaction mode.
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By default, when you open up Blender,
you'll be in Object Mode.
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In Object Mode,
you can move things by hitting G
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and this moves things around.
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You can hit S
to scale things up and down like that,
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but the real object
modeling manipulation
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occurs in Edit Mode.
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To get into Edit Mode,
you can hit Tab on your keyboard
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or you can hit this dropdown
and select Edit Mode from the dropdown.
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By default, in Edit Mode,
I'm in Vertex select mode,
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meaning I can only select
the points of my mesh here.
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You can see
that this is where that is noted too.
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This little point here is allowing us
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to click one of the eight points
on this cube here.
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If I hit 2, this switches me over
to Edge select mode.
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For Edge select mode,
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you can select multiple edges
on your object like that.
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You also have Face select mode,
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which if you hit 3,
you can get into that too.
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This allows you to select the faces
on our cube.
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That's a quick way
to select objects like that.
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Let's talk about how to manipulate these
and get to doing very basic modeling.
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To move things around,
if you select a face like this
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and then I hit G,
as we had in Object Mode,
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this allows me to move it around.
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If I want to constrain that motion
to one axis
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and pull this face out
across the X-axis,
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you can hit G and the axis
that you want to move this along,
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the X-axis for me, this red line here,
I'll hit X,
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and this allows me to pull this
along the X-axis, which is great.
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If I hit Ctrl as it's moving,
it snaps that motion
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to the grid lines
that you see on our axis as well.
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This can be useful
to keep accurate dimensions
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and working with a blueprint
or something like that with our model.
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To commit my change,
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I'll hit the left mouse button
to select that.
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Now, we've moved that edge out.
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Another useful thing
that we'll be doing quite a bit
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is extruding different things
in our scene,
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which is basically extending out
and adding additional geometry
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based off of an edge or a face.
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There are a couple of ways to do that.
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You can do this off
one of the little icons on the side.
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This is extruding.
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If I click that,
we can extrude stuff out this way,
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which is nifty.
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There are other tools
that we'll get into for the modeling.
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The way I like to do this the most
is with the hotkey E
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and this allows me to extrude
along this axis here.
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Now we've added in
some additional geometry.
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We've got a bit
of something going on here.
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It's super basic,
but it gives us an idea
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of how to create extra geometry,
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which we'll do as we start to model
the room elements for our scene.
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Another useful thing I do quite a bit
is insetting faces.
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To do that,
you can hit I on the keyboard
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and then move your mouse around
up and down
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and this allows you to inset a face.
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Now you see that this face here
has been shrunken down.
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We've got this additional geometry
to play with.
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Then, I'll hit E again to extrude.
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I can now extrude
this single face inwards into our cube
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or outwards to push it out.
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That's looking pretty interesting too.
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Another thing I do is beveling.
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This is rounding out
or smoothing edges of your scene.
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I'll hit 2 to switch over
to Edge select mode
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and hold down the Shift key
and select the edges around this face.
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Now we have this ring
around the faces selected,
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and if I hit Ctrl + B,
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this allows me to bevel
the scene that you're seeing here.
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If I scroll up and down on my mouse,
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this adds additional subdivisions
to our bevel.
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It smooths it out.
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It's sharp as you can see,
very cut-off,
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which might work well
when we make some columns for our scene.
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If I scroll up a bit more,
this smooths it out.
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If I hit click to commit that change,
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you'll see there's hidden down
in the bottom left this little toolbar.
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If I click on that to open it up,
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you'll see a lot of different options
are now available too.
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We can apply Bevel
to just the Edges or Vertices.
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We can change the profile
of this Bevel by adjusting the Shape,
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so we can have it bevel inward
like that,
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which will be helpful
when we model our columns,
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or likewise, we can move it up this way
to harshen that out
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and make it a lot more rounded outward
that way.
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You can also change the Segments here,
which are the subdivisions.
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You can also change
the overall effect of this,
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so I can make a huge bevel
or a very subtle one like crown molding,
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which we'll do when we do
the crown molding for our scenes.
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It's nice and very nifty.
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I often do a lot of work here
when I make columns for my scenes.
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That's a lot of fun
and quick and easy to do.
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Let me click
to commit that change as well.
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Be careful, once you click off of that,
you will lose that menu there.
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If you accidentally did that,
you will have to Ctrl + Z to undo it
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and Ctrl to go through that process
if you made a mistake here.
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You do commit those changes
when you click off of it.
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I wanted to show how to add in
some subdivisions to our scene.
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We'll be doing this quite a bit
when we're adding in grass
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and foliage to our scenes.
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I've added a plane by doing
the Shift + A method from before
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and I'm in Edit Mode here.
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If I right-click on our plane,
this opens up an Edge Context Menu
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with a lot of different types of things
that we can do with our scene here.
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One of the things I'll be doing
is subdividing.
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If I hit Subdivide,
it opens a menu at the bottom,
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which says the Number of Cuts
that you can do.
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For a plane or something like this,
I like to add 100 cuts
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and you can see that's added a bit more
to our mesh here.
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Before we had one face,
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now we've got a bunch of little faces
in our scene
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and this gives us more flexibility.
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We're starting
to do different displacements on this.
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We'll be modeling some beach terrain
for our final project
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where we'll try to add some details
like ripples or divots to our sand.
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00:13:05,488 --> 00:13:08,005
We want as much geometry
to work with as possible.
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A quick note about subdivisions,
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you can overwhelm your computer
by adding in a bit too much of this,
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so be mindful
not to add too many subdivisions.
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If your computer starts to lag
or slow down,
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you can scale things back a bit
and then work that way.
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We've added in this plane here.
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This is a super simple little way
to subdivide that as well.
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One thing I forgot to mention
with the cube
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is adding in some Loop Cuts too,
which we'll do a bit with our modeling.
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To do that, we'll hit Ctrl + R,
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and you can see it's added
this yellow outline around our cube.
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If I move this to a different axis,
it now selects vertically across here.
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We can choose where to make this cut
in our scene.
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I can see where I'd want to commit this.
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If I left-click, it allows me
to drag this around our scene.
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If I hit left again,
it's officially added in that Loop Cut.
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If I go back and try to add that again,
you can scroll upwards...
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If you hit Ctrl + R
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and if you scroll up while in this mode,
you can add more cuts to the scene.
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This is adding more subdivisions
to our geometry.
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Now that you have committed this,
hit G to shift this around.
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G + X to constrain that motion
to the X-axis.
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That's another quick way
to add some geometry.
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00:14:28,328 --> 00:14:31,293
We'll be doing this
as we're starting to do some detailing
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to the objects in our scene.
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I’m adding in those Loop Cuts.
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You can see we've added more geometry
to our original Cube.
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A lot of simple little techniques here
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00:14:42,112 --> 00:14:44,525
and I encourage you
to take time to practice this
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before moving on to the next part,
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which will be adding in
some super simple textures
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and lighting to our scene.
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I want to show you
how to do that simply.
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00:14:54,823 --> 00:14:58,108
If I click on this camera here,
this is our Render Properties tab
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and this allows me to see
which Render Engine we'll use
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00:15:01,238 --> 00:15:02,622
to render out our scene.
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00:15:03,508 --> 00:15:07,293
By default, Blender will use Eevee,
a real-time rendering engine,
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similar to Unreal Engine,
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00:15:08,905 --> 00:15:12,428
or other video game-type
real-time render engines.
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00:15:12,900 --> 00:15:16,550
You get good results with Eevee,
but personally, I prefer to use Cycles,
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00:15:16,550 --> 00:15:19,630
which is a much better ray-traced type
of rendering engine
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00:15:19,632 --> 00:15:22,520
where you get
a lot nicer lighting results
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00:15:22,520 --> 00:15:25,503
with a bit less effort
than you do with Eevee.
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00:15:25,505 --> 00:15:28,718
For Eevee, you need to do more work
to get realistic lighting
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00:15:29,195 --> 00:15:30,928
and to get the textures working.
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00:15:30,930 --> 00:15:32,283
We'll be using Cycles
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00:15:32,283 --> 00:15:35,413
and if you've got a good GPU,
enable GPU Compute here
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and on your device as well.
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I also like to turn on Denoise,
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so I'm not fighting
through too much noise.
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00:15:41,507 --> 00:15:45,102
If you've got a video GPU,
you can enable OptiX here.
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00:15:45,403 --> 00:15:48,013
Otherwise, you can use Openimage
or Automatic,
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so you won't fight through noise
in the Viewport.
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If I hit up on the top here,
you can see the shading mode I'm in.
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By default,
it's the Viewport Shading mode.
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00:15:58,302 --> 00:16:02,493
If I go over to this little ball here
with a light glint on the edge,
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00:16:02,848 --> 00:16:05,465
this allows me
to go into the actual render view.
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00:16:06,393 --> 00:16:09,583
This is what the rendering
would look like here.
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The scene is super basic.
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The lighting reflecting there
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is coming from this little light
that is around there.
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00:16:16,000 --> 00:16:18,123
You can hear my computer firing up,
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00:16:18,125 --> 00:16:21,207
getting ready
to start rendering stuff out here.
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