Welcome to what you can now make.
So this is an extra video that I've put in here to make sure that you guys realize the power of what
you've learnt already.
So what else can you make.
Well we can add basic shapes now and transform them whether that's moving them scaling them or indeed
rotating them limited knowledge usually inspires and creativity.
And that's what I want to get across to you because now we're able to generate some very basic place
holders and rough mock-ups but they can be quite detailed as you'll see in a few moments and you see
that there are also limitations to doing this as well will explore what those are and why we need to
learn a bit more about modelling as well.
So let's go hop on over into blender and explore what we can now make.
Okay so we're over in a default scene here and we can go and grab our cube as we've done here and stack
things together.
Now I like to think of these primitives being very much like pieces of Lego.
So we zoom out a little we can use these to construct other things.
So let's have a look at what we could do we could and we can do lots of things FO How to Start Well
think about basic objects that are around you all the time.
I got so speakers in front of me I've just been inspired to do them.
So let's go ahead and model a pair of speakers or at least a speaker.
Now how do you do that.
Well the speaker I've got in front of me is is rectangular.
So we need to scale this and make it taller.
So let's go ahead and do that let's scale this on the z direction.
So I've pressed Z and then by two.
Okay that looks good.
I'm also going to move it up now on the z axis by one blender units.
So G for moving Z and I'm going to press a one hour that doesn't look like it's enough.
So one of the.
Then do too.
Okay.
Yes.
That looks like it's on the floor now.
Okay so speakers usually have these cones in them to make them look like.
Well and they're useful aren't they.
No it's not to make them look like speakers they are speakers.
Okay so let's go ahead and add in.
So I'm using shift in a to bring up the ADD menu and go ahead and add in a cylinder.
This can be one of our cones.
Now this is the wrong way round so we can rotate that on the x axis by a 90 degrees.
Excellent.
Now because it's now playing along this excessive can drag the ARP using the manipulator widget and
pull it out slightly and there we go we've got our first cone.
And at this point I'm going to say well this isn't quite wide enough to accommodate this cone something
going to cheat so to speak and select that object and scale it.
But this time only on the x direction which is going to make its heini bit wider with my mouse and there
we go.
We've got our first speaker cone there.
Now I'm going to have a nother one just up here in the top right of it.
So once again I'm going to add another cone of cone.
It might be adding a cone I'm going to add a cylinder to represent the cone and then I'm going to move
this up.
I'm going to rotate.
It's on me.
What was it x axis by 90.
And then once I've done that I'm going to reduce the size of it.
Of course you can use the transform options over on the properties panel as well if that's not open
you can use the N key to open it up.
And let's change the scale here that's two point five.
I'm going to use tab to move to the next field.
Go point five point five but five can't see anymore let's just pull it out slightly.
And there we go we can lift this up here and push in ever so slightly.
Then we go to a basic speaker that we can use.
Of course you can go ahead and build up many many objects like this and I'd like to show you one I've
already done.
And then I'd like to give you guys an extra challenge for the end of this section.
So I'm gonna save that song in a save as speaker example and you can see I've actually got some extra
examples here but I want to show you.
I don't know which one to pick.
I've got my train a tree a tractor a castle.
Well I will show these as we go through in the challenge.
However in this example I'm going to show the train.
I do like the train.
Now I'm going to open the outliner up as well so I'm just going to pull this boat across so you can
see it is genuinely just made up of lots of different objects.
So you've got a cone we've got loads of cubes we've got some cylinders in there as well.
And this is a very basic object and could be used as a place holder if you needed a train in a game
or just as train in your scene you just need to put something there really quickly.
This took.
Admittedly I'm experienced I've gone through this lots but this took about 10 minutes to put together
and most of that was just thinking about how I wanted it to look.
And yes.
Does it look like a train.
Well kind of it looks more like a toy model but there are some problems with this and I'd like you to
witness this now with me as we go through now as I highlight these cubes you see that they overlap one
another in many many places.
And because they overlap one another that causes us a few objects up and problems.
Now I'm going to select everything I'm going to use the aiki to do that and select everything and we
can see how they are all overlapping.
Now these are going to causes problems when it comes to what's known as rendering.
Now we rendering is making your final image it's rendering out what we see here.
If I go ahead and render this image there are a couple of ways I can do that.
I can go up to the render option at the top and render the image.
If I go ahead and do that now we see that we get some artefacts.
Now this is too zoomed in.
Don't worry too much about actually rending around your models at the moment.
Were focussed on that in a future lecture.
But you can see there's some problems here.
So let's go back to our 3-d view by clicking on the header bar.
The option for this large window we've got here and switch it to the 3D view.
Once it's in the 3D view next to where we've got object mode in edit mode the selection there next to
that is a little white ball and sometimes you may change this inadvertently to one of these other options.
By default I usually work with solid unless otherwise needed.
Wireframe can be quite interesting it shows you here how all of this is built up and we can see that
we've got intersecting geometry everywhere.
We've got a cone here and we got a sphere with intersecting with a cylinder cone going inside a cylinder.
We've got these cubes all going across.
We've got another cylinder in here.
Now you can toggle wireframe on and off with the Z key.
That's a quick way of doing that.
However the top option here is rendered.
And if we see and what it looks like when it's rendered you see that we've got some horrible black banding
and that's where the meshes of the individual mesh objects all these cubes are intersecting.
And it does a blender just doesn't know what to show you so you can see here where the cone and the
cylinder are.
And then when this fear in the cylinder me we don't seem to have any problems there.
And the reason why we don't have any problems is because the faces that make up the shapes aren't actual.
They intersect one another but they're not on top of one another whereas these particular cubes that
are layered on top of One other another.
It just doesn't know which face to show.
So you end up with this horrible art of acting and you come across this quite a bit so this is one of
the limitations of doing it this way we get these funny rendering artefacts.
Of course we're not going to worry too much about that at the moment because these are great place holders.
If I go back to solid mode I can now place that in a block station I want.
Wall challenge Okay everybody so I've come back into my train scene here just to show you a couple of
ways that you can render the work you're working on.
So one of the first things you can do is go up to the render tab.
Now notice that there are quite a few options there.
Now one of the quick ways of sharing would be to do an open g.l. render image that is very very quick
unless you can see you get exactly what I saw on the viewport and the view has changed the view has
changed.
We have a look in the lower left it has changed to an image editor you v slash image editor window.
Now it's done.
That's what we can do is go to the image menu and then we can save as image and I can save that as let's
say a train.
Now at the moment if we have a look on the left I have named it train but if we have a look on the left
and go down we've got save as image.
That of course might need to be pulled up from the bottom.
If you've scrolled it down at some point but if I lift that back up you can see here save as an image
of PRNG and I can go ahead and save that and now I can share that if I wanted to.
Now a more in-depth way and we'll get to a rendering fully in a later section.
But for now if you wanted to render that this camera in the scene would dictate what you actually see
when you render.
Now bear in mind at the top here on the info head a bar we have something called blender render that's
the default rendering engine.
And underneath that we have cycles render.
What what can we do here.
Well we'll find out much more about cycles render and blender render later.
For the moment let's leave it there.
Blender render and just go to render and render image.
Now you can see here that this is really close in and we've got a few artefacts here but we have better
light.
Now we can go ahead and move the camera around in order to see our scene better.
But another thing we can do is simply hide some of the objects from the viewport in the 3-d view and
actually get a relatively decent looking model without having to one worry about high render times and
positioning the camera and all that lots.
So let's go back to the 3-d view and turn on something called ambient occlusion And if we have a look
in the properties pane of the 3-d window you'll see a tick box that you can turn on ambient occlusion
you may have to open up the shading dialogue to see all of those.
And if we turn on Ambien occlusion you can see those areas around the we'll get darker.
Now we can start to see it's much better like this it all kind of blends into one we can't see the fact
that the wheel arches round here we turn on ambient occlusion we can do.
Of course you can play with the depth the strength for distance it's spread over the attenuation there's
lots of different things you can play with here.
If you turn the samples up too high you may end up with it not working properly.
But now what we can do is we can go to our outline now in the top right in this case and if we scroll
down obviously we've got a lot of options here.
You can click the little icon on the camera and it will disappear from my view.
And they'll also be a lamp.
This other object we have in our scene some guessing is going to be under L for lamp.
There we go.
And I can hide that as well.
So now I can reposition my viewport.
I can zoom into how I want to show it to people.
And in fact in this case when press N and T to get rid of those vulgar a full 3D view that I like what
I see there so I can go render open g.l. render image that's a brilliant train now and it's got some
detailing it that it would otherwise be missing.
Really shows the wheels are there.
And finally of course you know image savours image and I'm going to update my train here and click savours
image.
Now do notice there.
It did not prompt me if I was sure that I wanted to override that.
So that's a little quirk with Blender that you do have to watch out for because it's very easy to overwrite
something because it doesn't say Are you sure which you're all used to now.
Okay.
I think it's about Challenge time now and this is really an extra activity for you to really hone your
skills.
I know many many of you will just do the challenge you may follow along but you dont.
Expand on that and it is really important.
You can listen to me you can read books you can watch lots of YouTube videos but lets you actually take
part and do the activities these challenges you wont learn as well as.
Otherwise so extra activities here I'd like you to try making some other basic objects from just primitives.
Limit yourself in scope.
Now this is excellent practice and I know some of you would have already gone off and made different
things.
Think about simple objects.
Now the train I've got there's probably as complicated as you want to get.
I've already joked about making a castle but this is just an extra activity of thinking about what else
you could make.
Pause the video now and give that a go.
Okay guys welcome back.
Let's go through the other things that I've made in blender just by joining some basic primitives together
and seeing what I come up with.
Okay so we seen the train.
I really like the train it obviously is just a place holder It doesn't look like a realistic train.
It gets the idea across.
It might not be the right scale but of course with everything selected I could scale it down.
But it's a great starting point now what else have I made.
Let's have a look at these other things so we've done the speaker.
That was a great example of a nice straightforward and simple object and you can build upon that as
well.
But it took no time at all to create that object.
I've got a tree example so I was playing about and I've used IKO spheres for these sort of leaves that
would be there.
I've used some cylinders.
It took ages to rotate these around and try and get them in the right place.
But you can see how you can build up.
So even more complicated objects than you could perhaps otherwise if you were trying to model them more
precisely.
And again this viewed from this distance Well it looks like a low poly tree.
Obviously at this distance it may cause a few issues when you can see at the top here the cylinder doesn't
quite match.
But again these are things that could be sorted out afterwards when you've made the decision whether
or not you're keeping that tree or not.
With further models let's have a look at the tractor.
Now this is very simple.
This is very much like the train but on a much more simple level fewer parts in here.
But there are intersecting parts again so if we go down to rendered viewport shading.
Oh fine.
Oh I mean cycles render mode at the top here.
If I switch over to blender render There we go we can see the artefact there.
Now it's not that cycle's doesn't have the artefact it's just well hidden in this particular case.
So there are two blender right and there are two types of rendering by default in blender.
And yours is probably set to blend a render at the moment and will probably be for the next couple of
sections so keep it selected on blender render.
Now let's have a look at the final one which is a castle.
So I stacked a load of cubes together you can see quite a few building blocks went into this and I made
some low poly trees again.
And this is just a place holder.
It's rough and ready.
I want to get this across to you if I go underneath look the trees have roots.
That's why I'm calling them anyway.
So there's a lot of scope to be had now I know and understand that the tools you've got so far is pretty
limiting but you can see when you limited you can actually get some quite interesting scenes being developed
I quite like that.
I don't know what this looks like if I go into rendered mode I don't know if I've got any intersections.
Well that looks okay I can see a bit on the tower there but there's some dark shadows but that's not
what this is about.
Not about making it look pretty is about just making some basic building blocks.
I now repeat myself a couple of times there but I really want you guys to hone in on these basic skills
because they are going to help you be lots in lectures to come.
I hope you've had fun making these objects assemble as they may be.
Please do share them in the discussions I love seeing you guys work and don't worry about the quality
of them.
These are your practices you know and do please practice and show me what you come up with and I will
see you guys in the next lecture.