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Blocking Out the Scene
and Setting Up the Lighting
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00:00:09,060 --> 00:00:12,970
In this lesson, I'll get my project
blocked out in 3D with Blender
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and start setting up
some initial lighting.
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We'll tweak these parameters a lot later
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but it's good to set an initial base
as we get started.
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Let's get going.
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We'll be blocking out our scene here.
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For this part,
I want you to focus on macro details.
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I won't get too nitty-gritty yet.
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We want to block out
the basic composition,
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referencing frequently the mood board
we put together in PureRef,
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keeping a close eye on specifically
elements we want in our scene
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like the building elements,
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natural elements
like the water and sand.
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Then also keeping an eye
on the sketching that we did as well
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to map out the elements of our scene
using the rule of thirds,
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understand what will go
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in that foreground,
midground, and background.
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Again, focusing
on the macro details for now.
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Then we'll take in another level later.
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For this, to start things off,
I'll drag over on my Viewport here,
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so we have this right panel here
to look through our camera.
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If I hit 0,
I can look through that camera.
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Change the Resolution as well
to 1200 x 1500 like we had before.
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Then I'll reset my camera position
to the origin here,
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pull it back up a bit,
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and then we'll drag this over a bit
in our scene
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and up a bit
to see those grid lines again.
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For my sketch,
I wanted this to be a wide angle,
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24 mm is pretty decent,
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and then at a slight angle,
looking in at our scene here.
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When I'm modeling
these macro details,
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I only need to focus
on what will be framed up in my camera
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and not on all the aspects
of the building.
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We can give a hint
of what will be in the frame here,
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so as I'm blocking this,
starting with this default cube,
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I'm keeping that in mind.
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I'll have these Composition Guides
to reference
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as I start to place our cube
a bit in the scene.
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I'll tab into Edit Mode here
and hit G, Z
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and pull this up using Ctrl,
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just up so that it's resting
on that X-Y plane.
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I'll scale this, Shift + Z,
so that it's just along the X-Y
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and pull this up
so we have this huge base.
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I'll push it deeper into my scene
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so that we have this foreground
in the lower panel here for our sand,
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00:02:18,983 --> 00:02:23,023
and this will be the midground element,
the building here in our scene.
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In the Face Select Mode, I can refine
and pull this out so it's off frame.
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Let me go to my Camera for a second,
let me tab out of Edit Mode.
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Down in the Viewport Display,
you have this option Passepartout too
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and if I turn this up, you can see
it makes our surroundings more opaque,
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so now it allows me to focus even more
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on what is directly in the camera view,
what the camera will be seeing here.
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Back into Edit Mode,
I'll pull this top face down a bit
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so it's a bit flatter,
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like a small panel there
that we have going on.
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I want this to be like a deck,
almost like an L shape
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like how we sketched out.
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To do that,
I'll pull this back part here a bit more
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so that it's almost
to the edge border of my frame.
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Using those modeling tools
we talked about earlier in the course,
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I'll hit Ctrl + R
to enable the Loop Cut Select Mode,
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click, and then we'll drag this over
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so that we have a deck starting around
this third side of our frame.
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Now, I'll hit on this face,
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and using
another modeling tool, extrusion,
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we can hit E
and pull this out along,
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00:03:28,368 --> 00:03:33,665
so we have this little lip here almost
that is forming what will be our deck.
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For this, I'll have stairs
coming down here,
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going towards the beach
like a little walkway.
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We'll place a bed or something over
in this corner of the frame
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so we have your eye to draw there.
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Then, up here, we'll have a top deck
like we sketched out.
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Let's start to macro detail
model these out here as well.
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I'll do another Loop Cut
on this side here,
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and then drag up this border side here
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so we have a wall here to block out
to have an idea for the height.
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00:04:03,607 --> 00:04:05,790
Let me do that for this back edge too.
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Let me add another Loop Cut back here.
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00:04:08,200 --> 00:04:10,460
Now we have this back border
accounted for us.
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If I select on these three
of those faces and this one as well,
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then hit E to extrude,
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we can pull these up and see
how that will fill out of the frame.
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I'll want it so that this right side
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is just above our middle line
compositionally.
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This is now dominating
the middle of our frame,
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which is fantastic,
that's what we're looking for.
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Then, I want to keep
this one side open here
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so we have a view out to the beyond,
and it gives more depth to our scene.
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Once we start placing the mountains
and other details back there,
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you'll have that to look at as well,
which will be nice.
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That looks great,
I'll keep the roof off for now
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as I'll do a bit of modeling in a second
to get that there.
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We'll continue to focus
on our room elements here.
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Let me cut around this plane here
so we can make these little staircases.
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If I do a Loop Cut here
and pull this up a bit,
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this allows me now to make
a bit of a lip on our stairs here,
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like how stairs have a little ridge
on them as they go up.
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We'll also add that detail in there.
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If I hit Alt + Shift
and then click on this edge here,
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it will select this whole loop
around here of faces.
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We want these in the front here
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to be able to extrude them out
and add that little lip detail.
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I'll use C, then hold down Shift,
and then paint around here.
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Then you right-click to get out of this
to be able to pan around your scene
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to deselect the edges that I don't want.
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Now I have these front edges selected.
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I can hit Alt + E, which allows me
to Extrude Faces Along Normals.
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If I click on that
and then pull up on my mouse,
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now we're pushing this in or out
depending on how it goes,
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but perfectly along the normals
of those faces, which is really nifty,
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a nice shortcut
to get that quick extrusion there.
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If I turn off the Overlays,
it's hard to see what this looks like,
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you can see what that is doing.
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If I turn on Cavity in this drop-down,
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you can clearly see what's going on,
we have this nice ridge there.
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That will be a great detail
to have in our scene as we're modeling.
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I'll add a second set of stairs here too
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so we have
a bit of a staircase going on.
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To do that, let me extrude
or pull down this bottom edge
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a bit below the horizon.
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Then I'll add another Loop Cut here
and do that same thing as before,
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Alt + Shift and then select around here
and deselect the parts I don't need.
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I noticed this was extruded off line
so we didn't pull all of this down.
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Let me grab that face too
and pull that down here as well
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so we have that all below our horizon.
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Nice room for that extra staircase.
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I noticed we're missing
this back edge too.
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Be mindful of all the faces
you need on the bottom.
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Now I have everything here.
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Hit G and Z and pull this down,
so now that's working.
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Now let me do Ctrl + R again
and then I'll extrude these faces here.
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I'll select the ones that I need here.
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Hit Alt + E to Extrude Along Normals,
then we can pull these out a bit here.
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00:07:12,160 --> 00:07:14,592
Now we have
an extra little layer of stairs,
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which looks really nice.
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Let's add that extra lip to this
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along that same area
as we did with the previous one.
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Selecting all these front faces
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00:07:25,035 --> 00:07:27,313
and hitting Alt + E
to Extrude Along Normals.
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There we go, we have our basic stairs
going down into the little beach here.
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This will be like a patio here.
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I'll put a hammock there,
so we have that in the frame.
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To block those details out as well,
let me label this for now.
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This is our Mainframe.
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It's vital to remember what these are
as once we add shapes and stuff in here,
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it will be confusing if it just says
Cube 1, Cube 2, Cube 3 again and again.
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Let me add in the columns here.
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We'll do for now just macro details,
the Cylinder.
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I'll hit Tab and then Shift + Z
to scale this down a bit here,
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pull this into the frame.
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If I hit 3 on my Numpad,
I can see a side view of this.
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I'll hit this Toggle X-Ray mode
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so I can see where things are
in my scene a bit,
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pull this up, so it's intersecting
with our geometry here, like that.
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That's the bottom edge,
looking pretty good.
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00:08:22,822 --> 00:08:25,672
I'll turn that X-Ray off for a second
to see a bit better.
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00:08:25,993 --> 00:08:27,570
I scale this up a bit more.
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00:08:27,610 --> 00:08:30,000
Then I'll grab this top face
and pull it up.
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This is where it would be easier
to be in the side mode.
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Pull it up so it's in line
with that top edge there.
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Now I want to hit Alt + D
to make linked duplicates of this
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so when I make a change to one,
it applies it to all my columns
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so we don't need to worry about making
different adjustments to these things.
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I can move these along
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so that they support the heavy structure
of our roof over our heads here.
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I'll leave those there for now.
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Now I'll make the roof.
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00:08:58,702 --> 00:09:02,320
To do that,
I'll use a bit of curve magic here.
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00:09:02,360 --> 00:09:05,848
I'll hit Shift + A, go to Curve,
and then select a Bezier Curve.
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00:09:05,888 --> 00:09:06,890
Toggle X-Ray mode
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and then Tab into Edit Mode
to see this and expand this here.
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I'll drag this over here,
select this one, and then hit V.
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00:09:14,443 --> 00:09:19,398
This allows us to change the handle type
for this specific vertex here.
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I'll change this to Vector for now,
so this is now a perfectly flat line.
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I'll do the same thing for this one,
Vector, pull it along the X-axis
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00:09:28,050 --> 00:09:31,258
so that it's resting on top
of where our roof edge will be.
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00:09:31,920 --> 00:09:35,475
Then I can extrude this up
by hitting E, clicking off it,
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00:09:35,515 --> 00:09:39,468
and then hitting G and then Y
to constrain its movement to the Y-axis.
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00:09:39,468 --> 00:09:41,672
Pull it up
so that point is on that top edge,
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00:09:41,672 --> 00:09:42,830
E to extrude it again,
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00:09:43,393 --> 00:09:46,095
and pull it along the X-axis
so it's right here.
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Here it will get interesting.
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We want to have a subtle curve to it,
a bend around this point here.
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First, to get that, I'll set this up
by pulling this point here,
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00:09:56,043 --> 00:09:59,585
and then I'll set this side up
by pulling this point to here.
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I'll change its type
from Vector to Free.
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This will allow me
to bend it a bit here.
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The same here, I'll change this to Free,
and extrude this out.
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I'll add a point here.
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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.
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By pulling this along there,
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00:10:16,883 --> 00:10:21,590
you can see how that is influencing
the curvature of our little scene here.
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00:10:22,543 --> 00:10:24,705
If I click on these two points
and hit F,
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it joins them up now,
so we have these connected.
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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,
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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
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I'm making sure this is level and even.
212
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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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