Hello and welcome back.
This is going to be a quick modelling challenge for you.
We're going to create the rock name for all the skills necessary to go ahead and do this straight away.
So start the rock from the low poly chest piece base we made earlier and remember to use your reference
material for a rough scale and shape guide.
So go pause the video now and give that a go.
Okay welcome back.
Let's go create our rock.
So over in blender we've got our low poly chest piece base.
The first thing I'm gonna do is save it as a new farces file save as my in the right place.
Yes I am.
And call it low poly rook or searock as I appear to have done that and save the blender FAQ right.
And rename it over on the side before I forget to do that as well in the outliner.
So I've got no poly.
And of course one thing I keep forgetting to do and I should have done it from the first point is the
lamp type here I'm just going to set to Hemi so that we can see when we flip into rendered mode all
around our object without it being horrible.
Brilliant.
Okay so let's start making our work.
We need to use the reference material.
So in the propertys pain here lets go and open up our storm turn.
Rook.
Excellent.
Just view it from the left right front.
It doesn't matter.
Okay not there.
A passer t10 that's up okay.
Brilliant.
So let's start modelling.
The rock itself and as we can see.
Oh I didn't sort that out.
No we came across that before but I didn't sort that out.
Last time I can see here that it's slightly off of the ground.
I'll have to check our nights in a bit and see whether that's also been affected by this as well.
So let's position the 3D cursor automatically snap it to the base there go to the 3D cursor on the properties
and set the x and y to zero.
In object mode set the origin of our object to the base origin to 3D cursor.
Here we go.
Brilliant.
And now we can move the object itself so Z equals zero.
Brilliant.
So let's flip back round into the front few start grabbing some edges and moving them about that image
looks a little high actually so I'm just going to bear that in mind as I am making the model rather
than moving the image hopping to edit mode select the top couple of edge loops here and I'm just going
to move them up to roughly the right place.
This one here could do with moving up as well and perhaps a little bit of a a wider bit just here and
there we get right so this bits along here I pretty much can grab this bit here and move it all the
way up to the base here.
Let's pull up a little bit more and then extrude is locked in the z axis at the moment.
That's brilliant.
I need a little bit to show for it up there and then the top bit.
And we need space with the casamance but I'll add those in a moment with an insect print so we just
need to make this these two edged loops here and here scale them out all with not Zeds such as going
out words.
I'd love to do that by eyes since the pictures one.
That's great.
So let's move out of this view here.
This top bit here we can select the face we can incept the face with the eye key and that looks about
right now.
We're going to select every other one of these for the castle moments along the top.
Now if we just try and grab those and move them up the whole top move so that's not going to be any
good.
So let's escape out of that.
What we can do however is extrude by nothing.
So freak strood and just press enter.
Let's put a face on top of the face but that's exactly what we want because now when we grab that new
face and pull it up we get our car's elements and our locket in the z axis.
Then the final thing I want to do here is just push this bit down and again if you just grab it and
push it down that's kind of funky.
I don't know whether I like that or not but I'm not going to go for that.
I'm literally going to extrude down from here and not too far enough.
And let's hop straight on over into rendered mode see what it looks like.
Oh I like that.
Brilliant.
How does Jules look.
Please share in the discussions and I will see you in the next lecture.