Hi guys.
Welcome to this section where we're going to be making bowling pins and a bowling ball.
What's it we're going to cover.
Well more complex meshes the whole idea here is that we step outside of our comfort zone again.
You just got used to box modelling.
Now we're going to introduce you to curvy things like bowling pins how we're going to make a bowling
pin Mikey.
Well in this module we're actually going to suck in some reference material from a picture.
So going to bring that into a blender and use that to trace our model.
So reference material real world reference and material that is a pretty handy technique.
And then we're gonna move on from there and look at shading a little bit of real world shading just
basic stuff which is going to be a red stripe or whatever colour stripe you want around that bowling
pin and show you how to make different parts of your model appear different.
For the first time.
So we really want you to do that.
In fact maybe Mike you can stress how much we want to customize.
Yes you can make anything make it your home.
You know you can make with the bowling pins knows it was an intentional slip of the tongue you're going
to make nose make you see what he did there.
He's really funny this guy.
Make it your own making your garden.
You've got to make garden gnomes now think mounth.
I think they got it right.
OK.
So that's another thing that's really important is the we're going to be talking about the whole work
flow in this in this section.
So I'm going to show you at the end how it export your model and then just as an example how do it import
it into another package.
I'm going to use unity as the example you don't need to follow along you don't need to download unity.
It's a very big package if you've already got it sure but you'll be able to see the impact of the way
that you build your model in blender and how that manifests itself over in a different package.
OK there are things to consider like the scale of the model like the rotation of the model the Normal's
of the model your back to those old chestnuts.
Yes.
And also the way that your hierarchy of objects is arranged and named.
So all of that type of stuff is going to impact how it export it.
And it's important to begin with the end in mind.
Good old Stephen Kobe Kobe or even Kobe will tell you that.
So that's what we're going to be doing.
Yeah.
And always remember to enjoy yourself throughout this entire section.
And if you have questions ask and make sure you post your results in the discussion so we can see how
you're getting on.
And just before we dive into the section let's go through what's coming up so you're prepared for it.
First of all of course we've welcomed you to the section we're going to have a look at more detail about
a bowling ball and a bowling pin just to get in our heads what the shapes are how we would go about
creating it how they're going to be laid out what they look like as well.
And after we've done that what are we going to do is go ahead and let's just open up one of the files
here.
We're going to create a bowling pin but we're not just going to create it out of pulling vertices edges
and faces around we're going to use something called a Bezier curve.
If I show that on the screen there you can see there is a Bezier curve.
And from that we can generate our pin.
Now once the pins created we will need to go ahead and create as you probably guessed by now a bowling
ball so we'll learn about the right type of primitive to use in order to make sure that you can make
a sphere like this with holes in an appropriate place.
Of course I've coloured mine in yellow.
After that we're going to learn how to append our scenes together so in this case we can put together
a bowling alley.
In this case it's just a simple plane and everything sat on it of course you can elaborate on that and
create it your own as we can see here we've got multiple pins as well.
Now we've not created those pins individually.
They are the same blend far so we're going to learn how to bring multiple blend files together into
one scene which can be incredibly useful.
It means that you can reuse your assets Time and time again and then finally and this is a recent addition
to it.
We're able to have fun with some physics.
So as you can see here I've set up a ramp if I go ahead and play what's coming.
We're going to drop a bowling ball down it's going to roll down and smash through those pins.
So lots of fun to be had over the next 20 or so lectures.
I'm looking forward to teaching you all about the modelling.
All about the physics and I will see you over in the next lecture.