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These are the user uploaded subtitles that are being translated: 1 00:00:03,320 --> 00:00:08,480 Blocking Out the Scene and Setting Up the Lighting 2 00:00:09,060 --> 00:00:12,970 In this lesson, I'll get my project blocked out in 3D with Blender 3 00:00:12,970 --> 00:00:15,238 and start setting up some initial lighting. 4 00:00:15,238 --> 00:00:17,710 We'll tweak these parameters a lot later 5 00:00:17,710 --> 00:00:20,638 but it's good to set an initial base as we get started. 6 00:00:20,638 --> 00:00:22,022 Let's get going. 7 00:00:25,015 --> 00:00:26,953 We'll be blocking out our scene here. 8 00:00:26,953 --> 00:00:29,693 For this part, I want you to focus on macro details. 9 00:00:29,693 --> 00:00:31,740 I won't get too nitty-gritty yet. 10 00:00:32,113 --> 00:00:34,362 We want to block out the basic composition, 11 00:00:34,402 --> 00:00:38,440 referencing frequently the mood board we put together in PureRef, 12 00:00:38,575 --> 00:00:42,120 keeping a close eye on specifically elements we want in our scene 13 00:00:42,120 --> 00:00:43,475 like the building elements, 14 00:00:43,475 --> 00:00:45,490 natural elements like the water and sand. 15 00:00:45,800 --> 00:00:49,078 Then also keeping an eye on the sketching that we did as well 16 00:00:49,118 --> 00:00:53,120 to map out the elements of our scene using the rule of thirds, 17 00:00:53,122 --> 00:00:54,272 understand what will go 18 00:00:54,273 --> 00:00:56,573 in that foreground, midground, and background. 19 00:00:56,573 --> 00:00:59,308 Again, focusing on the macro details for now. 20 00:00:59,348 --> 00:01:01,320 Then we'll take in another level later. 21 00:01:01,843 --> 00:01:05,447 For this, to start things off, I'll drag over on my Viewport here, 22 00:01:05,447 --> 00:01:08,470 so we have this right panel here to look through our camera. 23 00:01:08,470 --> 00:01:10,603 If I hit 0, I can look through that camera. 24 00:01:10,603 --> 00:01:14,197 Change the Resolution as well to 1200 x 1500 like we had before. 25 00:01:15,000 --> 00:01:19,442 Then I'll reset my camera position to the origin here, 26 00:01:19,482 --> 00:01:21,388 pull it back up a bit, 27 00:01:21,388 --> 00:01:24,618 and then we'll drag this over a bit in our scene 28 00:01:24,618 --> 00:01:26,718 and up a bit to see those grid lines again. 29 00:01:27,420 --> 00:01:31,707 For my sketch, I wanted this to be a wide angle, 30 00:01:31,707 --> 00:01:33,670 24 mm is pretty decent, 31 00:01:34,073 --> 00:01:37,193 and then at a slight angle, looking in at our scene here. 32 00:01:37,233 --> 00:01:39,343 When I'm modeling these macro details, 33 00:01:39,383 --> 00:01:42,665 I only need to focus on what will be framed up in my camera 34 00:01:42,665 --> 00:01:44,892 and not on all the aspects of the building. 35 00:01:44,892 --> 00:01:47,495 We can give a hint of what will be in the frame here, 36 00:01:47,497 --> 00:01:50,297 so as I'm blocking this, starting with this default cube, 37 00:01:50,298 --> 00:01:51,730 I'm keeping that in mind. 38 00:01:51,730 --> 00:01:54,143 I'll have these Composition Guides to reference 39 00:01:54,145 --> 00:01:57,192 as I start to place our cube a bit in the scene. 40 00:01:57,240 --> 00:02:00,717 I'll tab into Edit Mode here and hit G, Z 41 00:02:00,757 --> 00:02:03,223 and pull this up using Ctrl, 42 00:02:03,223 --> 00:02:05,595 just up so that it's resting on that X-Y plane. 43 00:02:05,915 --> 00:02:09,002 I'll scale this, Shift + Z, so that it's just along the X-Y 44 00:02:09,002 --> 00:02:12,107 and pull this up so we have this huge base. 45 00:02:12,107 --> 00:02:13,860 I'll push it deeper into my scene 46 00:02:14,280 --> 00:02:18,520 so that we have this foreground in the lower panel here for our sand, 47 00:02:18,983 --> 00:02:23,023 and this will be the midground element, the building here in our scene. 48 00:02:23,640 --> 00:02:27,433 In the Face Select Mode, I can refine and pull this out so it's off frame. 49 00:02:27,473 --> 00:02:30,640 Let me go to my Camera for a second, let me tab out of Edit Mode. 50 00:02:30,958 --> 00:02:34,543 Down in the Viewport Display, you have this option Passepartout too 51 00:02:34,583 --> 00:02:39,238 and if I turn this up, you can see it makes our surroundings more opaque, 52 00:02:39,280 --> 00:02:42,113 so now it allows me to focus even more 53 00:02:42,153 --> 00:02:45,903 on what is directly in the camera view, what the camera will be seeing here. 54 00:02:46,590 --> 00:02:49,363 Back into Edit Mode, I'll pull this top face down a bit 55 00:02:49,363 --> 00:02:50,695 so it's a bit flatter, 56 00:02:50,695 --> 00:02:53,692 like a small panel there that we have going on. 57 00:02:54,425 --> 00:02:57,215 I want this to be like a deck, almost like an L shape 58 00:02:57,215 --> 00:02:58,668 like how we sketched out. 59 00:02:58,708 --> 00:03:03,480 To do that, I'll pull this back part here a bit more 60 00:03:03,520 --> 00:03:06,810 so that it's almost to the edge border of my frame. 61 00:03:07,248 --> 00:03:10,450 Using those modeling tools we talked about earlier in the course, 62 00:03:10,450 --> 00:03:13,675 I'll hit Ctrl + R to enable the Loop Cut Select Mode, 63 00:03:14,310 --> 00:03:16,722 click, and then we'll drag this over 64 00:03:16,722 --> 00:03:21,347 so that we have a deck starting around this third side of our frame. 65 00:03:22,160 --> 00:03:23,810 Now, I'll hit on this face, 66 00:03:23,850 --> 00:03:26,000 and using another modeling tool, extrusion, 67 00:03:26,040 --> 00:03:28,320 we can hit E and pull this out along, 68 00:03:28,368 --> 00:03:33,665 so we have this little lip here almost that is forming what will be our deck. 69 00:03:34,228 --> 00:03:36,975 For this, I'll have stairs coming down here, 70 00:03:36,975 --> 00:03:39,225 going towards the beach like a little walkway. 71 00:03:39,668 --> 00:03:43,082 We'll place a bed or something over in this corner of the frame 72 00:03:43,082 --> 00:03:44,965 so we have your eye to draw there. 73 00:03:44,965 --> 00:03:49,070 Then, up here, we'll have a top deck like we sketched out. 74 00:03:49,530 --> 00:03:53,500 Let's start to macro detail model these out here as well. 75 00:03:53,540 --> 00:03:55,560 I'll do another Loop Cut on this side here, 76 00:03:56,138 --> 00:03:58,738 and then drag up this border side here 77 00:03:58,738 --> 00:04:02,573 so we have a wall here to block out to have an idea for the height. 78 00:04:03,607 --> 00:04:05,790 Let me do that for this back edge too. 79 00:04:05,790 --> 00:04:07,690 Let me add another Loop Cut back here. 80 00:04:08,200 --> 00:04:10,460 Now we have this back border accounted for us. 81 00:04:10,500 --> 00:04:14,560 If I select on these three of those faces and this one as well, 82 00:04:14,902 --> 00:04:16,880 then hit E to extrude, 83 00:04:16,880 --> 00:04:20,080 we can pull these up and see how that will fill out of the frame. 84 00:04:20,445 --> 00:04:22,562 I'll want it so that this right side 85 00:04:22,602 --> 00:04:24,865 is just above our middle line compositionally. 86 00:04:24,905 --> 00:04:27,610 This is now dominating the middle of our frame, 87 00:04:27,610 --> 00:04:30,060 which is fantastic, that's what we're looking for. 88 00:04:30,370 --> 00:04:32,522 Then, I want to keep this one side open here 89 00:04:32,562 --> 00:04:36,320 so we have a view out to the beyond, and it gives more depth to our scene. 90 00:04:36,668 --> 00:04:39,767 Once we start placing the mountains and other details back there, 91 00:04:39,767 --> 00:04:42,545 you'll have that to look at as well, which will be nice. 92 00:04:43,248 --> 00:04:45,600 That looks great, I'll keep the roof off for now 93 00:04:45,600 --> 00:04:48,513 as I'll do a bit of modeling in a second to get that there. 94 00:04:48,513 --> 00:04:51,503 We'll continue to focus on our room elements here. 95 00:04:52,242 --> 00:04:56,835 Let me cut around this plane here so we can make these little staircases. 96 00:04:56,835 --> 00:04:59,730 If I do a Loop Cut here and pull this up a bit, 97 00:04:59,730 --> 00:05:04,583 this allows me now to make a bit of a lip on our stairs here, 98 00:05:04,640 --> 00:05:07,960 like how stairs have a little ridge on them as they go up. 99 00:05:08,240 --> 00:05:10,035 We'll also add that detail in there. 100 00:05:10,080 --> 00:05:14,160 If I hit Alt + Shift and then click on this edge here, 101 00:05:14,263 --> 00:05:16,885 it will select this whole loop around here of faces. 102 00:05:16,885 --> 00:05:18,708 We want these in the front here 103 00:05:18,708 --> 00:05:22,290 to be able to extrude them out and add that little lip detail. 104 00:05:22,290 --> 00:05:27,045 I'll use C, then hold down Shift, and then paint around here. 105 00:05:28,080 --> 00:05:31,960 Then you right-click to get out of this to be able to pan around your scene 106 00:05:32,000 --> 00:05:34,240 to deselect the edges that I don't want. 107 00:05:34,920 --> 00:05:37,320 Now I have these front edges selected. 108 00:05:37,388 --> 00:05:42,528 I can hit Alt + E, which allows me to Extrude Faces Along Normals. 109 00:05:42,528 --> 00:05:45,628 If I click on that and then pull up on my mouse, 110 00:05:45,628 --> 00:05:48,738 now we're pushing this in or out depending on how it goes, 111 00:05:48,778 --> 00:05:52,360 but perfectly along the normals of those faces, which is really nifty, 112 00:05:52,420 --> 00:05:54,870 a nice shortcut to get that quick extrusion there. 113 00:05:55,445 --> 00:05:58,695 If I turn off the Overlays, it's hard to see what this looks like, 114 00:05:59,172 --> 00:06:00,825 you can see what that is doing. 115 00:06:00,825 --> 00:06:03,957 If I turn on Cavity in this drop-down, 116 00:06:04,408 --> 00:06:07,820 you can clearly see what's going on, we have this nice ridge there. 117 00:06:08,302 --> 00:06:11,637 That will be a great detail to have in our scene as we're modeling. 118 00:06:12,928 --> 00:06:15,563 I'll add a second set of stairs here too 119 00:06:15,603 --> 00:06:18,640 so we have a bit of a staircase going on. 120 00:06:18,960 --> 00:06:22,280 To do that, let me extrude or pull down this bottom edge 121 00:06:22,320 --> 00:06:24,240 a bit below the horizon. 122 00:06:25,840 --> 00:06:29,960 Then I'll add another Loop Cut here and do that same thing as before, 123 00:06:30,000 --> 00:06:34,087 Alt + Shift and then select around here and deselect the parts I don't need. 124 00:06:34,600 --> 00:06:38,562 I noticed this was extruded off line so we didn't pull all of this down. 125 00:06:38,602 --> 00:06:41,718 Let me grab that face too and pull that down here as well 126 00:06:41,718 --> 00:06:43,668 so we have that all below our horizon. 127 00:06:44,168 --> 00:06:46,953 Nice room for that extra staircase. 128 00:06:47,973 --> 00:06:50,083 I noticed we're missing this back edge too. 129 00:06:50,718 --> 00:06:53,170 Be mindful of all the faces you need on the bottom. 130 00:06:53,210 --> 00:06:54,710 Now I have everything here. 131 00:06:54,750 --> 00:06:57,563 Hit G and Z and pull this down, so now that's working. 132 00:06:58,320 --> 00:07:03,328 Now let me do Ctrl + R again and then I'll extrude these faces here. 133 00:07:03,368 --> 00:07:05,765 I'll select the ones that I need here. 134 00:07:06,225 --> 00:07:11,270 Hit Alt + E to Extrude Along Normals, then we can pull these out a bit here. 135 00:07:12,160 --> 00:07:14,592 Now we have an extra little layer of stairs, 136 00:07:14,640 --> 00:07:15,920 which looks really nice. 137 00:07:16,985 --> 00:07:18,642 Let's add that extra lip to this 138 00:07:18,642 --> 00:07:22,705 along that same area as we did with the previous one. 139 00:07:23,240 --> 00:07:25,035 Selecting all these front faces 140 00:07:25,035 --> 00:07:27,313 and hitting Alt + E to Extrude Along Normals. 141 00:07:27,990 --> 00:07:32,905 There we go, we have our basic stairs going down into the little beach here. 142 00:07:33,557 --> 00:07:35,355 This will be like a patio here. 143 00:07:35,355 --> 00:07:38,055 I'll put a hammock there, so we have that in the frame. 144 00:07:38,477 --> 00:07:41,658 To block those details out as well, let me label this for now. 145 00:07:41,658 --> 00:07:42,842 This is our Mainframe. 146 00:07:42,842 --> 00:07:46,907 It's vital to remember what these are as once we add shapes and stuff in here, 147 00:07:46,907 --> 00:07:50,662 it will be confusing if it just says Cube 1, Cube 2, Cube 3 again and again. 148 00:07:51,400 --> 00:07:54,267 Let me add in the columns here. 149 00:07:54,307 --> 00:07:57,310 We'll do for now just macro details, the Cylinder. 150 00:07:58,755 --> 00:08:03,418 I'll hit Tab and then Shift + Z to scale this down a bit here, 151 00:08:03,835 --> 00:08:05,085 pull this into the frame. 152 00:08:05,680 --> 00:08:08,383 If I hit 3 on my Numpad, I can see a side view of this. 153 00:08:08,383 --> 00:08:10,763 I'll hit this Toggle X-Ray mode 154 00:08:10,763 --> 00:08:14,135 so I can see where things are in my scene a bit, 155 00:08:14,175 --> 00:08:19,358 pull this up, so it's intersecting with our geometry here, like that. 156 00:08:19,400 --> 00:08:22,240 That's the bottom edge, looking pretty good. 157 00:08:22,822 --> 00:08:25,672 I'll turn that X-Ray off for a second to see a bit better. 158 00:08:25,993 --> 00:08:27,570 I scale this up a bit more. 159 00:08:27,610 --> 00:08:30,000 Then I'll grab this top face and pull it up. 160 00:08:30,040 --> 00:08:33,027 This is where it would be easier to be in the side mode. 161 00:08:33,027 --> 00:08:35,577 Pull it up so it's in line with that top edge there. 162 00:08:36,680 --> 00:08:40,627 Now I want to hit Alt + D to make linked duplicates of this 163 00:08:40,680 --> 00:08:43,668 so when I make a change to one, it applies it to all my columns 164 00:08:43,708 --> 00:08:47,508 so we don't need to worry about making different adjustments to these things. 165 00:08:48,037 --> 00:08:49,805 I can move these along 166 00:08:49,805 --> 00:08:54,910 so that they support the heavy structure of our roof over our heads here. 167 00:08:55,303 --> 00:08:56,853 I'll leave those there for now. 168 00:08:57,400 --> 00:08:58,662 Now I'll make the roof. 169 00:08:58,702 --> 00:09:02,320 To do that, I'll use a bit of curve magic here. 170 00:09:02,360 --> 00:09:05,848 I'll hit Shift + A, go to Curve, and then select a Bezier Curve. 171 00:09:05,888 --> 00:09:06,890 Toggle X-Ray mode 172 00:09:06,930 --> 00:09:10,120 and then Tab into Edit Mode to see this and expand this here. 173 00:09:10,252 --> 00:09:14,443 I'll drag this over here, select this one, and then hit V. 174 00:09:14,443 --> 00:09:19,398 This allows us to change the handle type for this specific vertex here. 175 00:09:19,438 --> 00:09:24,080 I'll change this to Vector for now, so this is now a perfectly flat line. 176 00:09:24,430 --> 00:09:28,050 I'll do the same thing for this one, Vector, pull it along the X-axis 177 00:09:28,050 --> 00:09:31,258 so that it's resting on top of where our roof edge will be. 178 00:09:31,920 --> 00:09:35,475 Then I can extrude this up by hitting E, clicking off it, 179 00:09:35,515 --> 00:09:39,468 and then hitting G and then Y to constrain its movement to the Y-axis. 180 00:09:39,468 --> 00:09:41,672 Pull it up so that point is on that top edge, 181 00:09:41,672 --> 00:09:42,830 E to extrude it again, 182 00:09:43,393 --> 00:09:46,095 and pull it along the X-axis so it's right here. 183 00:09:46,920 --> 00:09:48,505 Here it will get interesting. 184 00:09:48,545 --> 00:09:52,535 We want to have a subtle curve to it, a bend around this point here. 185 00:09:52,535 --> 00:09:56,043 First, to get that, I'll set this up by pulling this point here, 186 00:09:56,043 --> 00:09:59,585 and then I'll set this side up by pulling this point to here. 187 00:10:00,073 --> 00:10:02,950 I'll change its type from Vector to Free. 188 00:10:02,950 --> 00:10:05,412 This will allow me to bend it a bit here. 189 00:10:05,412 --> 00:10:08,838 The same here, I'll change this to Free, and extrude this out. 190 00:10:08,840 --> 00:10:09,990 I'll add a point here. 191 00:10:09,992 --> 00:10:11,550 Then, using these side handles, 192 00:10:11,590 --> 00:10:15,400 we can get a bit interesting with how this will bend and curve. 193 00:10:15,480 --> 00:10:16,840 By pulling this along there, 194 00:10:16,883 --> 00:10:21,590 you can see how that is influencing the curvature of our little scene here. 195 00:10:22,543 --> 00:10:24,705 If I click on these two points and hit F, 196 00:10:24,745 --> 00:10:27,640 it joins them up now, so we have these connected. 197 00:10:28,560 --> 00:10:31,957 We'll have to get a bit creative with how this is curving here 198 00:10:31,957 --> 00:10:34,963 to make sure that we're getting a nice bend to it. 199 00:10:36,238 --> 00:10:38,340 Let me go back to top-down mode here. 200 00:10:39,928 --> 00:10:43,295 I'll change the mode on this one from Vector to Automatic 201 00:10:43,295 --> 00:10:45,515 because we get a nice curvature here as well. 202 00:10:46,388 --> 00:10:48,088 You can see how that's lining up. 203 00:10:48,520 --> 00:10:51,340 This is all about pushing and pulling to your preference 204 00:10:51,380 --> 00:10:53,843 to get it to a curvature that you like. 205 00:10:53,843 --> 00:10:55,392 Sometimes it's jagged there, 206 00:10:55,392 --> 00:10:59,242 so if that's the case, you can turn up your Resolution to 40. 207 00:10:59,282 --> 00:11:02,922 Now that has smoothed it out, so it doesn't have that jagged edge, 208 00:11:02,962 --> 00:11:03,962 which is much nicer. 209 00:11:04,490 --> 00:11:09,102 This will look a bit more natural when we use this curve in our render. 210 00:11:10,143 --> 00:11:14,308 Adjusting this a bit more, we have a nice bit of a bend to this. 211 00:11:15,388 --> 00:11:17,438 I'm making sure this is level and even. 212 00:11:18,320 --> 00:11:20,730 We want to have a few different copies of this 213 00:11:20,770 --> 00:11:25,272 because I'll use this a couple of times for both the roof and for handrails too, 214 00:11:25,272 --> 00:11:28,608 so I'll call this Bezier Curve for the Roof. 215 00:11:29,378 --> 00:11:33,203 Then, I'll Shift + D to duplicate that and also hide that from the Viewport, 216 00:11:33,243 --> 00:11:34,920 but this will be our Bezier. 217 00:11:37,425 --> 00:11:38,728 I'll add that in a second. 218 00:11:38,768 --> 00:11:40,370 Now I've got this one selected. 219 00:11:40,410 --> 00:11:43,898 You can go back out of X-Ray mode and then hit G and Z to pull it up. 220 00:11:43,898 --> 00:11:47,825 This will be our roof over here, so I'll line it up with this top part. 221 00:11:47,865 --> 00:11:49,143 Right now this is a curve, 222 00:11:49,183 --> 00:11:51,663 so there's no geometry beyond the vertices, 223 00:11:51,663 --> 00:11:54,963 but if I go over to Object Mode and then go down to Convert, 224 00:11:54,963 --> 00:11:56,450 I can convert it to a Mesh. 225 00:11:56,450 --> 00:11:59,220 If I Tab into Edit Mode, then go to Points Select Mode, 226 00:11:59,220 --> 00:12:03,212 you can see we have a bunch of points clustered on where we have this curve. 227 00:12:03,212 --> 00:12:06,760 We don't have as many or any at all where there are here. 228 00:12:07,140 --> 00:12:09,707 What I'll do is select these two and Subdivide, 229 00:12:09,747 --> 00:12:11,920 open this menu and give them subdivisions 230 00:12:11,960 --> 00:12:13,550 so we have more geometry. 231 00:12:13,600 --> 00:12:17,195 It makes it a bit cleaner when we cut out some holes in this too, 232 00:12:17,235 --> 00:12:18,298 or our geometry. 233 00:12:18,298 --> 00:12:21,998 It's important to have that there so it doesn't glitch out Blender much 234 00:12:21,998 --> 00:12:24,947 when we're doing some work on our subdivisions here. 235 00:12:27,760 --> 00:12:31,038 Now I can go to Face Select Mode, select all, and then hit F 236 00:12:31,078 --> 00:12:32,828 and this fills it in with geometry. 237 00:12:33,200 --> 00:12:35,833 Now this is perfectly flat, so let's hit E to extrude 238 00:12:35,880 --> 00:12:38,240 and then pull this up on the Z-axis. 239 00:12:38,320 --> 00:12:43,000 Now if you look in our Camera mode, we have a nice ceiling going on. 240 00:12:43,040 --> 00:12:45,905 My camera is a bit too close as we want to see that top deck. 241 00:12:45,945 --> 00:12:48,408 Let me pull this back a bit here. 242 00:12:49,040 --> 00:12:51,658 Now this is framing up our scene a bit better. 243 00:12:51,698 --> 00:12:55,387 We have a nice view of our little patio that will be off to the side here. 244 00:12:55,387 --> 00:12:57,988 This column I'm noticing is a bit off from the roof, 245 00:12:57,988 --> 00:12:59,638 so let's pull this in a bit here. 246 00:13:00,800 --> 00:13:04,360 That's looking pretty great, so we have a nice little setup already. 247 00:13:04,445 --> 00:13:06,672 This will be our roof. 248 00:13:06,672 --> 00:13:08,670 I can now change this to be our Roof. 249 00:13:09,195 --> 00:13:12,100 I'll Shade it Smooth as I notice a bit of weirdness to it. 250 00:13:12,100 --> 00:13:17,098 If it's doing that craziness, turn our angle on our Normals down to 30 251 00:13:17,490 --> 00:13:19,610 and that's looking more reasonable too. 252 00:13:19,610 --> 00:13:21,860 Same deal with this, we can Shade this Smooth, 253 00:13:22,223 --> 00:13:23,460 and Auto Smooth it too. 254 00:13:23,460 --> 00:13:27,515 We're getting nice-looking geometry, we have a nice base scene here going. 255 00:13:28,120 --> 00:13:31,000 I'll add in our foreground here soon. 256 00:13:31,080 --> 00:13:34,760 This will be our sand plane, so I'll label that Sand, 257 00:13:35,440 --> 00:13:37,600 and I'll scale this up here a bit 258 00:13:37,640 --> 00:13:40,960 so that it is underneath our little stairs 259 00:13:41,000 --> 00:13:43,555 leading down to the beach if I pull that over there, 260 00:13:43,595 --> 00:13:47,048 and then I'll pull this edge along the Y so it's out of frame there. 261 00:13:47,842 --> 00:13:51,310 Pull this one over a bit here so it's out of frame there. 262 00:13:51,310 --> 00:13:52,600 We have this nice sand. 263 00:13:53,000 --> 00:13:54,120 Right off the bat, 264 00:13:54,160 --> 00:13:56,930 I'll grab this front edge here and pull it down. 265 00:13:56,970 --> 00:13:58,972 If you see reference images of the beach, 266 00:13:58,972 --> 00:14:00,572 let me pull up my PureRef again, 267 00:14:02,160 --> 00:14:05,508 you can see there's a subtle little lip oftentimes to it. 268 00:14:05,560 --> 00:14:09,068 This is a bit raised and eroded from the waves crashing against it. 269 00:14:09,108 --> 00:14:11,590 There's often a bit of curvature coming up here. 270 00:14:12,178 --> 00:14:15,367 I want to simulate that with my modeling 271 00:14:15,367 --> 00:14:18,417 and have that little bend to the beach, 272 00:14:18,457 --> 00:14:21,280 so it's naturally curving upwards and then over. 273 00:14:22,000 --> 00:14:25,360 It almost looks like if I draw a Bezier Curve here with it quickly. 274 00:14:26,013 --> 00:14:27,192 Let me pull this here. 275 00:14:27,192 --> 00:14:29,083 It will look like... 276 00:14:29,863 --> 00:14:31,388 Top-down view mode on this. 277 00:14:32,080 --> 00:14:35,848 We'll have our shoreline like this, almost a curve going down 278 00:14:35,888 --> 00:14:40,232 so it's ridged along here, flat, and then it will go down. 279 00:14:40,232 --> 00:14:43,348 Let's simulate that with how we'll model this out here. 280 00:14:44,777 --> 00:14:47,215 On our front, completely inverted, there we go. 281 00:14:47,215 --> 00:14:49,707 To do that, first I'll add some geometry to this. 282 00:14:49,707 --> 00:14:52,737 Let's Subdivide this a few times, give it a bunch of cuts 283 00:14:52,737 --> 00:14:54,640 so we have some geometry to work with. 284 00:14:54,640 --> 00:14:56,290 Then, using Edge Select Mode here 285 00:14:56,913 --> 00:15:00,043 and with Proportional Edit selected, this little button here, 286 00:15:00,520 --> 00:15:03,548 I can now select across by hitting Alt 287 00:15:03,588 --> 00:15:06,993 and then clicking down on one of these edges. 288 00:15:07,325 --> 00:15:09,825 Let me hit that again, Alt + Shift and then select. 289 00:15:10,360 --> 00:15:11,802 Now I can hit G to grab, 290 00:15:11,842 --> 00:15:15,162 and then we can pull this up a bit so you see what it's doing. 291 00:15:15,202 --> 00:15:17,280 It's forming a bit of this curvature to it. 292 00:15:18,197 --> 00:15:19,772 I'll do the same up here a bit. 293 00:15:19,772 --> 00:15:22,522 Let me click off these as we're selecting on some still. 294 00:15:22,960 --> 00:15:24,960 Then pull this up a bit here. 295 00:15:25,980 --> 00:15:28,938 This is giving us a bit of that lip to it. 296 00:15:29,525 --> 00:15:31,080 That is working pretty well. 297 00:15:31,692 --> 00:15:33,863 I might want to pull it up a bit here 298 00:15:33,863 --> 00:15:37,493 so it is underneath the stairs, blocking that area a bit. 299 00:15:38,925 --> 00:15:41,483 That is blocking that gap I was seeing there before. 300 00:15:41,523 --> 00:15:43,600 Now this has a nice curve down to it. 301 00:15:44,360 --> 00:15:47,400 I might pull this back edge over a bit more, 302 00:15:47,480 --> 00:15:49,760 so if I get G and then Z and grab this, 303 00:15:50,425 --> 00:15:53,515 pull it a bit more here so this has a bit more to it. 304 00:15:54,698 --> 00:15:58,923 Let me select one of these so we get more of that dip to it too. 305 00:16:00,065 --> 00:16:04,045 This is a lot of trial and error, I may revisit this as I go through. 306 00:16:04,085 --> 00:16:07,480 By looking from this side, I'll look at that, that's looking good. 307 00:16:07,553 --> 00:16:10,605 It's looking a bit too regular, so I'll switch to Sculpt Mode. 308 00:16:10,605 --> 00:16:13,983 Don't get scared, this is easy, the sculpting is not too crazy. 309 00:16:13,983 --> 00:16:15,478 We will use the Inflate brush 310 00:16:15,478 --> 00:16:18,478 and I'll hit F and then move my mouse to scale this up a bit. 311 00:16:19,005 --> 00:16:22,818 I'll put a bit of brushing on this so you can see what that's doing. 312 00:16:22,818 --> 00:16:25,818 If I hit Shift, it smooths it out a bit so it's not as crazy. 313 00:16:26,320 --> 00:16:29,818 I'll also add sand collecting in the crevices around these stairs 314 00:16:29,858 --> 00:16:33,623 like it probably would over time, wind would blow into these gaps here 315 00:16:33,623 --> 00:16:34,838 and it would get stuck. 316 00:16:34,838 --> 00:16:38,442 I'll add a bit of that imperfection to our surface here. 317 00:16:38,442 --> 00:16:39,723 We'll revisit this later 318 00:16:39,723 --> 00:16:42,587 as we start adding some displacement and textures to this. 319 00:16:42,587 --> 00:16:43,688 That looks ok for now. 320 00:16:43,688 --> 00:16:46,190 I'll Shade it Smooth so we have it there as well. 321 00:16:46,190 --> 00:16:47,985 We have our foreground elements. 322 00:16:48,025 --> 00:16:51,360 Let me add these to a specific collection 323 00:16:51,400 --> 00:16:53,520 by selecting all of them hitting M, 324 00:16:53,560 --> 00:16:58,160 and then we'll add this to Midground and call it Buildings, 325 00:16:59,458 --> 00:17:01,695 so we keep an eye on what this is 326 00:17:01,695 --> 00:17:04,395 and then this will be added to our foreground elements. 27567

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