WEBVTT

00:01.490 --> 00:04.000
Welcome to what you can now make.

00:04.010 --> 00:09.950
So this is an extra video that I've put in here to make sure that you guys realize the power of what

00:09.950 --> 00:11.340
you've learnt already.

00:11.570 --> 00:13.790
So what else can you make.

00:13.790 --> 00:19.370
Well we can add basic shapes now and transform them whether that's moving them scaling them or indeed

00:19.370 --> 00:25.480
rotating them limited knowledge usually inspires and creativity.

00:25.490 --> 00:30.770
And that's what I want to get across to you because now we're able to generate some very basic place

00:30.770 --> 00:38.120
holders and rough mock-ups but they can be quite detailed as you'll see in a few moments and you see

00:38.120 --> 00:44.120
that there are also limitations to doing this as well will explore what those are and why we need to

00:44.120 --> 00:46.980
learn a bit more about modelling as well.

00:47.000 --> 00:51.130
So let's go hop on over into blender and explore what we can now make.

00:52.250 --> 00:59.030
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

00:59.030 --> 01:00.120
things together.

01:00.170 --> 01:06.640
Now I like to think of these primitives being very much like pieces of Lego.

01:07.440 --> 01:12.000
So we zoom out a little we can use these to construct other things.

01:12.120 --> 01:19.350
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

01:19.590 --> 01:24.070
think about basic objects that are around you all the time.

01:24.120 --> 01:27.600
I got so speakers in front of me I've just been inspired to do them.

01:27.630 --> 01:32.050
So let's go ahead and model a pair of speakers or at least a speaker.

01:32.080 --> 01:32.940
Now how do you do that.

01:32.940 --> 01:37.460
Well the speaker I've got in front of me is is rectangular.

01:37.470 --> 01:39.970
So we need to scale this and make it taller.

01:40.170 --> 01:45.090
So let's go ahead and do that let's scale this on the z direction.

01:45.120 --> 01:47.950
So I've pressed Z and then by two.

01:49.740 --> 01:51.080
Okay that looks good.

01:51.080 --> 01:56.440
I'm also going to move it up now on the z axis by one blender units.

01:56.600 --> 02:02.950
So G for moving Z and I'm going to press a one hour that doesn't look like it's enough.

02:02.950 --> 02:04.110
So one of the.

02:04.420 --> 02:05.610
Then do too.

02:06.020 --> 02:06.800
Okay.

02:07.070 --> 02:07.370
Yes.

02:07.370 --> 02:09.590
That looks like it's on the floor now.

02:09.990 --> 02:14.870
Okay so speakers usually have these cones in them to make them look like.

02:14.990 --> 02:16.740
Well and they're useful aren't they.

02:16.760 --> 02:19.100
No it's not to make them look like speakers they are speakers.

02:19.270 --> 02:21.990
Okay so let's go ahead and add in.

02:22.070 --> 02:27.580
So I'm using shift in a to bring up the ADD menu and go ahead and add in a cylinder.

02:28.350 --> 02:29.790
This can be one of our cones.

02:29.790 --> 02:37.010
Now this is the wrong way round so we can rotate that on the x axis by a 90 degrees.

02:38.070 --> 02:38.850
Excellent.

02:38.880 --> 02:45.840
Now because it's now playing along this excessive can drag the ARP using the manipulator widget and

02:45.840 --> 02:49.690
pull it out slightly and there we go we've got our first cone.

02:49.710 --> 02:54.510
And at this point I'm going to say well this isn't quite wide enough to accommodate this cone something

02:54.510 --> 02:59.200
going to cheat so to speak and select that object and scale it.

02:59.250 --> 03:04.920
But this time only on the x direction which is going to make its heini bit wider with my mouse and there

03:04.920 --> 03:05.400
we go.

03:05.400 --> 03:08.910
We've got our first speaker cone there.

03:08.920 --> 03:14.010
Now I'm going to have a nother one just up here in the top right of it.

03:14.010 --> 03:18.180
So once again I'm going to add another cone of cone.

03:18.190 --> 03:23.220
It might be adding a cone I'm going to add a cylinder to represent the cone and then I'm going to move

03:23.250 --> 03:23.990
this up.

03:24.000 --> 03:25.350
I'm going to rotate.

03:25.350 --> 03:26.310
It's on me.

03:26.380 --> 03:29.040
What was it x axis by 90.

03:29.520 --> 03:34.200
And then once I've done that I'm going to reduce the size of it.

03:34.260 --> 03:40.290
Of course you can use the transform options over on the properties panel as well if that's not open

03:40.290 --> 03:42.790
you can use the N key to open it up.

03:42.990 --> 03:47.720
And let's change the scale here that's two point five.

03:47.730 --> 03:50.690
I'm going to use tab to move to the next field.

03:50.760 --> 03:55.140
Go point five point five but five can't see anymore let's just pull it out slightly.

03:55.140 --> 04:00.400
And there we go we can lift this up here and push in ever so slightly.

04:00.450 --> 04:02.640
Then we go to a basic speaker that we can use.

04:02.640 --> 04:08.520
Of course you can go ahead and build up many many objects like this and I'd like to show you one I've

04:08.520 --> 04:09.600
already done.

04:09.720 --> 04:14.130
And then I'd like to give you guys an extra challenge for the end of this section.

04:14.460 --> 04:22.170
So I'm gonna save that song in a save as speaker example and you can see I've actually got some extra

04:22.170 --> 04:24.510
examples here but I want to show you.

04:24.590 --> 04:26.190
I don't know which one to pick.

04:26.340 --> 04:30.190
I've got my train a tree a tractor a castle.

04:30.220 --> 04:33.440
Well I will show these as we go through in the challenge.

04:33.600 --> 04:36.190
However in this example I'm going to show the train.

04:36.210 --> 04:37.540
I do like the train.

04:37.920 --> 04:42.540
Now I'm going to open the outliner up as well so I'm just going to pull this boat across so you can

04:42.540 --> 04:48.180
see it is genuinely just made up of lots of different objects.

04:48.210 --> 04:53.800
So you've got a cone we've got loads of cubes we've got some cylinders in there as well.

04:54.030 --> 05:01.350
And this is a very basic object and could be used as a place holder if you needed a train in a game

05:01.380 --> 05:05.280
or just as train in your scene you just need to put something there really quickly.

05:05.310 --> 05:06.450
This took.

05:06.600 --> 05:11.570
Admittedly I'm experienced I've gone through this lots but this took about 10 minutes to put together

05:11.790 --> 05:15.290
and most of that was just thinking about how I wanted it to look.

05:15.380 --> 05:16.110
And yes.

05:16.110 --> 05:17.680
Does it look like a train.

05:18.000 --> 05:24.330
Well kind of it looks more like a toy model but there are some problems with this and I'd like you to

05:24.510 --> 05:32.550
witness this now with me as we go through now as I highlight these cubes you see that they overlap one

05:32.550 --> 05:35.300
another in many many places.

05:35.310 --> 05:40.530
And because they overlap one another that causes us a few objects up and problems.

05:40.530 --> 05:44.760
Now I'm going to select everything I'm going to use the aiki to do that and select everything and we

05:44.760 --> 05:47.400
can see how they are all overlapping.

05:47.400 --> 05:52.140
Now these are going to causes problems when it comes to what's known as rendering.

05:52.130 --> 05:57.260
Now we rendering is making your final image it's rendering out what we see here.

05:57.300 --> 06:01.500
If I go ahead and render this image there are a couple of ways I can do that.

06:01.500 --> 06:05.770
I can go up to the render option at the top and render the image.

06:05.830 --> 06:09.980
If I go ahead and do that now we see that we get some artefacts.

06:09.980 --> 06:11.310
Now this is too zoomed in.

06:11.310 --> 06:16.230
Don't worry too much about actually rending around your models at the moment.

06:16.230 --> 06:18.200
Were focussed on that in a future lecture.

06:18.300 --> 06:19.880
But you can see there's some problems here.

06:19.880 --> 06:25.340
So let's go back to our 3-d view by clicking on the header bar.

06:25.710 --> 06:29.460
The option for this large window we've got here and switch it to the 3D view.

06:29.850 --> 06:36.690
Once it's in the 3D view next to where we've got object mode in edit mode the selection there next to

06:36.690 --> 06:43.320
that is a little white ball and sometimes you may change this inadvertently to one of these other options.

06:43.440 --> 06:47.420
By default I usually work with solid unless otherwise needed.

06:47.620 --> 06:53.400
Wireframe can be quite interesting it shows you here how all of this is built up and we can see that

06:53.400 --> 06:56.110
we've got intersecting geometry everywhere.

06:56.130 --> 07:04.370
We've got a cone here and we got a sphere with intersecting with a cylinder cone going inside a cylinder.

07:04.500 --> 07:06.840
We've got these cubes all going across.

07:06.840 --> 07:08.640
We've got another cylinder in here.

07:08.680 --> 07:12.490
Now you can toggle wireframe on and off with the Z key.

07:12.660 --> 07:14.860
That's a quick way of doing that.

07:14.880 --> 07:17.620
However the top option here is rendered.

07:17.700 --> 07:23.820
And if we see and what it looks like when it's rendered you see that we've got some horrible black banding

07:23.820 --> 07:30.620
and that's where the meshes of the individual mesh objects all these cubes are intersecting.

07:30.690 --> 07:36.750
And it does a blender just doesn't know what to show you so you can see here where the cone and the

07:36.750 --> 07:37.310
cylinder are.

07:37.410 --> 07:41.640
And then when this fear in the cylinder me we don't seem to have any problems there.

07:41.680 --> 07:47.800
And the reason why we don't have any problems is because the faces that make up the shapes aren't actual.

07:47.830 --> 07:53.710
They intersect one another but they're not on top of one another whereas these particular cubes that

07:53.710 --> 07:55.880
are layered on top of One other another.

07:55.990 --> 07:57.910
It just doesn't know which face to show.

07:57.920 --> 08:02.590
So you end up with this horrible art of acting and you come across this quite a bit so this is one of

08:02.590 --> 08:08.190
the limitations of doing it this way we get these funny rendering artefacts.

08:08.380 --> 08:13.290
Of course we're not going to worry too much about that at the moment because these are great place holders.

08:13.310 --> 08:18.000
If I go back to solid mode I can now place that in a block station I want.

08:18.060 --> 08:24.010
Wall challenge Okay everybody so I've come back into my train scene here just to show you a couple of

08:24.010 --> 08:26.920
ways that you can render the work you're working on.

08:26.920 --> 08:30.600
So one of the first things you can do is go up to the render tab.

08:30.610 --> 08:34.210
Now notice that there are quite a few options there.

08:34.240 --> 08:40.090
Now one of the quick ways of sharing would be to do an open g.l. render image that is very very quick

08:40.090 --> 08:46.090
unless you can see you get exactly what I saw on the viewport and the view has changed the view has

08:46.090 --> 08:46.540
changed.

08:46.540 --> 08:52.520
We have a look in the lower left it has changed to an image editor you v slash image editor window.

08:52.540 --> 08:53.400
Now it's done.

08:53.410 --> 08:59.380
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

08:59.380 --> 09:01.750
say a train.

09:01.750 --> 09:06.250
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

09:06.250 --> 09:09.130
and go down we've got save as image.

09:09.250 --> 09:12.340
That of course might need to be pulled up from the bottom.

09:12.340 --> 09:17.810
If you've scrolled it down at some point but if I lift that back up you can see here save as an image

09:17.810 --> 09:23.070
of PRNG and I can go ahead and save that and now I can share that if I wanted to.

09:23.350 --> 09:28.140
Now a more in-depth way and we'll get to a rendering fully in a later section.

09:28.150 --> 09:33.040
But for now if you wanted to render that this camera in the scene would dictate what you actually see

09:33.040 --> 09:33.910
when you render.

09:33.910 --> 09:39.670
Now bear in mind at the top here on the info head a bar we have something called blender render that's

09:39.670 --> 09:41.470
the default rendering engine.

09:41.530 --> 09:44.260
And underneath that we have cycles render.

09:44.330 --> 09:45.580
What what can we do here.

09:45.580 --> 09:48.980
Well we'll find out much more about cycles render and blender render later.

09:49.030 --> 09:50.240
For the moment let's leave it there.

09:50.240 --> 09:53.170
Blender render and just go to render and render image.

09:53.170 --> 09:58.750
Now you can see here that this is really close in and we've got a few artefacts here but we have better

09:58.750 --> 09:59.350
light.

09:59.500 --> 10:04.020
Now we can go ahead and move the camera around in order to see our scene better.

10:04.150 --> 10:10.300
But another thing we can do is simply hide some of the objects from the viewport in the 3-d view and

10:10.390 --> 10:16.810
actually get a relatively decent looking model without having to one worry about high render times and

10:16.810 --> 10:18.660
positioning the camera and all that lots.

10:18.820 --> 10:25.270
So let's go back to the 3-d view and turn on something called ambient occlusion And if we have a look

10:25.270 --> 10:31.660
in the properties pane of the 3-d window you'll see a tick box that you can turn on ambient occlusion

10:31.660 --> 10:35.560
you may have to open up the shading dialogue to see all of those.

10:35.620 --> 10:41.050
And if we turn on Ambien occlusion you can see those areas around the we'll get darker.

10:41.080 --> 10:46.600
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

10:46.600 --> 10:51.070
that the wheel arches round here we turn on ambient occlusion we can do.

10:51.130 --> 10:58.120
Of course you can play with the depth the strength for distance it's spread over the attenuation there's

10:58.120 --> 11:00.560
lots of different things you can play with here.

11:00.610 --> 11:04.840
If you turn the samples up too high you may end up with it not working properly.

11:04.930 --> 11:10.690
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

11:10.690 --> 11:13.210
down obviously we've got a lot of options here.

11:13.210 --> 11:18.230
You can click the little icon on the camera and it will disappear from my view.

11:18.370 --> 11:19.600
And they'll also be a lamp.

11:19.600 --> 11:23.560
This other object we have in our scene some guessing is going to be under L for lamp.

11:23.560 --> 11:24.250
There we go.

11:24.250 --> 11:25.940
And I can hide that as well.

11:26.080 --> 11:29.190
So now I can reposition my viewport.

11:29.200 --> 11:32.180
I can zoom into how I want to show it to people.

11:32.240 --> 11:38.410
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

11:38.410 --> 11:45.580
I see there so I can go render open g.l. render image that's a brilliant train now and it's got some

11:45.610 --> 11:48.180
detailing it that it would otherwise be missing.

11:48.190 --> 11:49.890
Really shows the wheels are there.

11:49.930 --> 11:55.780
And finally of course you know image savours image and I'm going to update my train here and click savours

11:55.780 --> 11:56.300
image.

11:56.320 --> 11:57.350
Now do notice there.

11:57.350 --> 12:01.330
It did not prompt me if I was sure that I wanted to override that.

12:01.450 --> 12:06.100
So that's a little quirk with Blender that you do have to watch out for because it's very easy to overwrite

12:06.100 --> 12:10.510
something because it doesn't say Are you sure which you're all used to now.

12:10.750 --> 12:11.270
Okay.

12:11.320 --> 12:17.650
I think it's about Challenge time now and this is really an extra activity for you to really hone your

12:17.650 --> 12:18.460
skills.

12:18.460 --> 12:24.020
I know many many of you will just do the challenge you may follow along but you dont.

12:24.020 --> 12:26.620
Expand on that and it is really important.

12:26.680 --> 12:32.050
You can listen to me you can read books you can watch lots of YouTube videos but lets you actually take

12:32.050 --> 12:37.240
part and do the activities these challenges you wont learn as well as.

12:37.290 --> 12:44.220
Otherwise so extra activities here I'd like you to try making some other basic objects from just primitives.

12:44.270 --> 12:46.610
Limit yourself in scope.

12:46.610 --> 12:52.880
Now this is excellent practice and I know some of you would have already gone off and made different

12:52.880 --> 12:53.410
things.

12:53.540 --> 12:56.140
Think about simple objects.

12:56.180 --> 13:00.350
Now the train I've got there's probably as complicated as you want to get.

13:00.350 --> 13:05.690
I've already joked about making a castle but this is just an extra activity of thinking about what else

13:05.750 --> 13:07.380
you could make.

13:07.400 --> 13:09.890
Pause the video now and give that a go.

13:12.570 --> 13:14.010
Okay guys welcome back.

13:14.130 --> 13:20.400
Let's go through the other things that I've made in blender just by joining some basic primitives together

13:20.670 --> 13:22.270
and seeing what I come up with.

13:25.720 --> 13:27.500
Okay so we seen the train.

13:27.520 --> 13:33.000
I really like the train it obviously is just a place holder It doesn't look like a realistic train.

13:33.040 --> 13:34.630
It gets the idea across.

13:34.630 --> 13:38.880
It might not be the right scale but of course with everything selected I could scale it down.

13:39.010 --> 13:41.650
But it's a great starting point now what else have I made.

13:41.650 --> 13:44.610
Let's have a look at these other things so we've done the speaker.

13:44.620 --> 13:49.600
That was a great example of a nice straightforward and simple object and you can build upon that as

13:49.600 --> 13:50.160
well.

13:50.260 --> 13:53.550
But it took no time at all to create that object.

13:53.560 --> 14:00.460
I've got a tree example so I was playing about and I've used IKO spheres for these sort of leaves that

14:00.460 --> 14:01.410
would be there.

14:01.450 --> 14:03.000
I've used some cylinders.

14:03.100 --> 14:06.360
It took ages to rotate these around and try and get them in the right place.

14:06.490 --> 14:08.490
But you can see how you can build up.

14:08.560 --> 14:15.790
So even more complicated objects than you could perhaps otherwise if you were trying to model them more

14:15.940 --> 14:17.000
precisely.

14:17.170 --> 14:21.570
And again this viewed from this distance Well it looks like a low poly tree.

14:21.700 --> 14:27.520
Obviously at this distance it may cause a few issues when you can see at the top here the cylinder doesn't

14:27.520 --> 14:28.290
quite match.

14:28.450 --> 14:32.710
But again these are things that could be sorted out afterwards when you've made the decision whether

14:32.710 --> 14:35.050
or not you're keeping that tree or not.

14:35.050 --> 14:37.930
With further models let's have a look at the tractor.

14:37.930 --> 14:39.750
Now this is very simple.

14:39.750 --> 14:46.310
This is very much like the train but on a much more simple level fewer parts in here.

14:46.450 --> 14:52.740
But there are intersecting parts again so if we go down to rendered viewport shading.

14:53.720 --> 14:54.200
Oh fine.

14:54.230 --> 14:56.650
Oh I mean cycles render mode at the top here.

14:56.660 --> 15:01.640
If I switch over to blender render There we go we can see the artefact there.

15:01.670 --> 15:07.620
Now it's not that cycle's doesn't have the artefact it's just well hidden in this particular case.

15:07.640 --> 15:12.460
So there are two blender right and there are two types of rendering by default in blender.

15:12.500 --> 15:17.540
And yours is probably set to blend a render at the moment and will probably be for the next couple of

15:17.540 --> 15:21.410
sections so keep it selected on blender render.

15:21.410 --> 15:24.770
Now let's have a look at the final one which is a castle.

15:24.770 --> 15:32.150
So I stacked a load of cubes together you can see quite a few building blocks went into this and I made

15:32.150 --> 15:33.810
some low poly trees again.

15:33.980 --> 15:36.080
And this is just a place holder.

15:36.080 --> 15:37.220
It's rough and ready.

15:37.220 --> 15:42.030
I want to get this across to you if I go underneath look the trees have roots.

15:42.110 --> 15:43.950
That's why I'm calling them anyway.

15:44.070 --> 15:51.020
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

15:51.020 --> 15:57.100
limiting but you can see when you limited you can actually get some quite interesting scenes being developed

15:57.110 --> 15:58.380
I quite like that.

15:58.400 --> 16:03.410
I don't know what this looks like if I go into rendered mode I don't know if I've got any intersections.

16:03.450 --> 16:08.300
Well that looks okay I can see a bit on the tower there but there's some dark shadows but that's not

16:08.300 --> 16:09.040
what this is about.

16:09.050 --> 16:14.910
Not about making it look pretty is about just making some basic building blocks.

16:14.910 --> 16:20.240
I now repeat myself a couple of times there but I really want you guys to hone in on these basic skills

16:20.510 --> 16:24.170
because they are going to help you be lots in lectures to come.

16:24.400 --> 16:28.660
I hope you've had fun making these objects assemble as they may be.

16:28.760 --> 16:33.650
Please do share them in the discussions I love seeing you guys work and don't worry about the quality

16:33.650 --> 16:34.230
of them.

16:34.250 --> 16:41.150
These are your practices you know and do please practice and show me what you come up with and I will

16:41.150 --> 16:43.420
see you guys in the next lecture.
