Hello everybody and welcome back.
In this lecture we're going to talk about our first materials.
Now you may have something like this more complex or even simpler.
It doesn't really matter which model we've got at the moment.
It's a bit plain and boring.
How about if we change it slightly.
So we have some colors much much better straight away.
Let's hop over into blender and find out some more.
OK so over in the default blender file at the moment and we've got a cube in front of us.
Now the first thing we're going to have to do is make sure that we can see any of the material changes
we make at the moment.
Our view is in what's called Solid mode which means that we're not really going to be able to see any
colors that we apply to our model.
So how do we go and change that so we can see what's going on.
Well at the very top of the 3D view we have our toolbar and we've got these three spheres to the right
hand side.
We've got wireframe mode solid mode which means it's going to not have any color.
Look Dev and rendered we want to be in Look Dev for the moment which is the third one along.
Once that's set we're ready to make our first material on a wide in this area to the right.
So with our cube selected and we know it's selected because it's got this light orange border around
it I'm going to go to the materials properties.
So going to go over to our properties window and if you can't see everything here I'm just going to
condense this as if you're on a smaller screen or maybe you've moved these around you can use the scroll
wheel to go up and down on this tab system on the left hand side.
I'm gonna make that launcher again and if we go down nearly at the bottom we've got this sphere.
If we go ahead hover over it says material click on it.
It takes us to our material properties.
So at the moment this cube has a material called material assigned to it.
Now you can have more than one material assigned to an object but we're just going to stay with one
for the moment.
Now I can rename that material by even double clicking as the hover over actually showed all going down
here and I'm going to type in red here and you can see it's updated at the top here.
Now if you've got more than one material in your scene what you can do is use this dropdown to select
a different material that's very useful if you've built up a repertoire of materials that you've stored
or you've already set the material up and you want to apply it to a new object.
Right.
Let's go down a little further.
If your use nodes is not blue it will be turned off for this section and most sections we're going to
have to make sure use nodes is turned on you will then see we're using the Surface shader principled
B SDF.
Don't worry about that we'll cover a much more detail later on.
But that's essentially what's producing all of this detail down here.
Now this is the setup of how the light is interacting with the surface of our cube and they can get
quite complex and again don't worry we'll break this down later on in the course you have a much deeper
understanding for the moment though we just want to focus on the base color.
So go ahead and click the colored area to the right to base color and we can pick a different color
in this case is going to be a red color because that's what we selected.
So on the color well I've selected a hue.
That's kind of ready.
Now I'm going to drag the slider down on the side here.
So it's a darker red.
Now you can select them in this way which is RG B were either with hue saturation and value as well
so we can change the hue with this slider here.
The saturation is how much color there is and the value is light and dark and that's roughly in the
middle for the moment not 50 percent but we'll cover that later as well.
Okay.
So that's our material assigned.
So let's go and add another object to our scene shift in a adding an object in a mesh object u v sphere
and I'll go to press the G key and just move over here.
Now because the materials properties were selected before we see the our sphere has been added but it
doesn't have a default property like the default cube did.
So that's something to bear in mind that things that you add don't necessarily come with the material
already assigned to them.
So what we can do is go to the dropdown and pick red pretty cool hey let's say we didn't warn red.
What can we do.
Well if we go ahead and rename it let's say yellow and then go and change the base color down here to
a yellow 0.
Both of them have changed and that's because both of them are sharing the same material which is really
really useful.
But you can get caught out like this.
So what I'm going to do is I'll go controlling Z and undo both of those steps.
Now notice that the moment we gave this the red material a number two appeared this number two shows
us that two objects in our entire scene share that material.
Now we duplicated these objects.
Let's do it now let's draw a box around them duplicate them.
Yes I know you created the lamp as well but we can see that the numbers now for items in our scene noticed
that we've now got two objects selected.
We've got one with a light orange border and one with the dark orange border.
When you're looking at the properties of something you're looking at the properties of the wall the
lighter orange border around it.
So if we were to go ahead and click on this for it will make a single use a copy so it's taken all of
the settings that we already had with that red and made a new material in this case called Red 0 0 1.
Now I can call it yellow and switch out the color to something else independently of everything on here.
The other thing that we could do is just create a new material silver select this other cube I can delete
the red material or delete the red slot and then it will go back to the defaults or plain white color
and create a new material and call it blue whatever you want here and come to our base color and make
it blue.
So there's a couple of different ways of changing around materials.
Now I do want to show you one final thing before I crack onto your challenge and that's with something
a bit more complex.
Let's call it complex for the moment.
So I'm going to go and open up my well that I had before.
Okay.
So with the well opened up here that I produced in the last lecture this is quite a complex objects.
And I want to show you one of the ways that you could deal with having a mistake made.
Obviously you are going to learn from this as we go.
But I didn't rename or give any of these materials as I was going they're all individual objects.
So it's gonna be a real pain if I have to go through whole down shift and select multiple ones of these.
So selecting multiple ones and going new material calling it's going to make a pink roof tile here to
really highlights and make sure and look Dev mode.
But only one of those tiles is actually selected and only one of them has been changed to pink all of
the others as they were before.
Is there a quick way of transferring the material on one object to many others.
Well yes there is.
So I'm going to box select everything because these tiles are the most numerous and it'll be the most
tricky things to pick with perhaps the exception that the slats holding up the roof.
Okay.
So with everything selected what we can do is we can have everything else inherits the properties of
that one selected item by holding down control and pressing the L key.
So we're going to make links to all of the other selected objects to the active selected.
So if I go materials or.
Okay the whole thing's gone pink I'm going to change that to something a little less offensive to my
eyes because that was really bright and now we've got everything sharing one material and we can do
the same if we came down to let's say these bricks down here and then I will show you one final thing
so I'm going to highlight all of these bricks and noticed that the ground has also been selected but
nothing else has got a hold down shift and clicked the ground twice twice because I needed to select
it once to make it the act of selected and then click it again to D select it I'm going to select with
the shift key held down one other brick and we can see that's become the active item now from this what
I can do is I'm going to delete that pink slots and I'm gonna introduce a new material called brick
and I'm going to immediately inherits I'm going to go control an L so all of these dark orange ones
are going to inherits the active selected material I control an L materials.
Now they all share the brick I can change them to any color I want.
One final thing if I wanted to select all of these that share the same material I can simply go shift
and L and select material.
So there we go there's a really quick way that you can go ahead and select anything that shares the
same material and now as a matter of going round the rest of your model and sorting that out which is
a perfect time for your challenge.
Okay.
So your challenge a nice straightforward one.
I'd like you to color in your model and make at least three materials and apply them to your model so
it's not just one color it's gonna be at least three if you have more on your model that's absolutely
fine as well.
Pause the video and give that a go.
Okay everybody Welcome back.
Let's hop over now and color in our model.
Okay everybody Welcome back.
Okay so we're we're pretty far on at the moment.
Couple of other things that I need to do I need to do the tiles at some point and these wooden beams
so often it's easier to get this going from the word go with the correct materials so that as I duplicated
them they would have the materials attached to them.
So that's a learning point from us moving on.
So I've got the tiles here.
I think I'm going to call this pink tiles so I know that the tiles are now all sorted and I can go in
and make them dark or lights or different color later on.
It doesn't matter.
Well let's set it now let's set to maybe a slight to light color.
Okay let's select the ground delete the material slot that says tiles new material and it's gonna be
called ground I'm going to make it a green for the moment a darker green.
Okay so the next thing.
All these wooden beams I'm going to go in and I should if we look at it from the right angle be able
to just select the main beams.
Excellent.
So I'm gonna delete and add in a new material.
What shall we call it.
Let's call this beams and then we'll call the other ones slats.
I don't know what the technical term is.
So this is gonna be a oh not a pink a brown.
So we're gonna go out there and I'm gonna have its inherits all of these other ones now I've missed
a couple of extra ones.
I'm going to select those making sure that this top one is the last one that's selected go control L
and link in those materials.
Perfect.
Now the next one are these here.
Now do these share the same.
No.
They're not linked duplicates.
Okay.
It's going to look at the straights on and then go up this way.
I think that's going to be the easiest way of doing this.
Now one thing to bear in mind is whenever you're doing a big selection like this I keep accidentally
selecting the speak ones.
I'm just gonna ignore it and remove it at the very end.
So there's that.
No I'm not going to attempt to do the other side at the moment.
It's so easy for me to inadvertently select the other end.
Oh here we go.
I've accidentally selected one there straight away but it's very easy for me to accidentally select
something and ruin my selection overall.
Something to keep it as it is there.
I'm gonna go into my materials slots.
I don't have an active one selected at the moment.
Let's make one of these active.
There we go.
Materials delete that.
Add in a new material.
I'm going to call it a slot.
I'm not even sure how you spell slats.
I think it's limber anyway.
I'm sure one of you.
Correct me if I'm wrong and I'm going to make this sort of a lighter yellow just so I can see the difference
and then control an owl I'm going to inherit those material properties and then if you wanted to you
could go down each one of these individually as well and add in slats.
I can't be bothered to do it like that so I'm going to select all of these other ones.
Plus it's a really inefficient way of doing it and control l materials.
Okay so we've got all of our materials separated out here.
I'm pretty happy with it.
Apart from this kind of Pinky brick color so let's come in make it a darker orange.
It's almost like a terracotta Well at this point I'm sure we have terracotta tiles.
Instead let's call these terror terror tiles.
And then what we should be able to do is select all of these with the same materials to shift an L material.
There we go.
I'm going to select one of these bricks down here.
Control an L and inherit the materials.
There we go.
So we've got a terracotta tile and then I should be able to just switch this over to tiles.
That's what I want to highlight everything.
D select the ground select this brick and control an l think materials.
Okay so that looks to me a little bit better and I can make this terracotta style tile a little bit
redder and a little bit darker.
Anyway I could fap around now for the rest of the day just tweaking this but it's not worth investing
that much more time in this particular model.
We've got a very basic well here.
Does it work.
Does it stand as it is.
I'm happy with it.
I wouldn't want to start adding more detail to it because it's just not necessary at this point in time.
And that is something that you will have to hold yourself back from.
It's just going to file with your model sometimes.
By all means I'm not saying don't.
But just be aware of the time you're investing in a single model where you could produce five or six
different models and learn a lot more in the process.
So there we go.
There's my colored in Well I'm looking forward to seeing what ever you've made all colored in and if
yours hasn't been as complex as this one.
That's okay.
I'd probably have gone a bit overboard with the amount of objects in this scene.
So I'm really happy with how minds worked out here.
I had one or two criticisms I'd probably say that I've perhaps gotten a bit carried away with making
mine.
But if you've done that as well you know that's absolutely fine if you're enjoying the process just
go with the flow.
Now we're not quite there yet but we're almost to the point where we can start sharing our models but
we need to learn to render and we need to learn to light scene a little bit as well.
And those will be in the next lectures.
See you soon.