Welcome to creating a backdrop in this video we're going to decide on a scale of our project that we're
working on.
We're going to create a basic environment for our lamp.
So up until this point we've just been making models in isolation.
I suppose the chess set the pieces had an environment to be in which was the chess board but the chess
set itself didn't really have.
It wasn't on a table in a room etc..
So we're going to create an environment for our lamp to be in and we're going to run through a couple
of options with that and you can pick either one.
This is an artistic choice rather than an exact choice of right or wrong you can do whatever you like
you can even produce some steps if you like but I'm going to keep it simple in this.
So let's hop over into blender.
So in blender we've got our default cube here and we don't want this what we want to do is get rid of
that so we will go ahead and delete that from our scene.
After we've removed the default key you will want to add ourselves a plane.
Now notice the 3D cursor is all the way up here.
So I'm going to recentre that first with shift and see.
There we go.
So now that these 3D cursor is there we can add ourselves a plane and just kind of scale that up so
it's nice and large so we can work on it.
Now when we position our lamp and move it later on Im literally going to is going to be a 3D object.
But thinking ahead we're just going to move it along a three a 2D path we're probably going to move
along the x axis and make it hop or something along there and worked out the moves Yes.
So that's a basic flaw but of course it's a basic flaw.
We don't want a basic floor we want an environment for it to be in.
So the next thing we can do is just grab this and edge over here so hop into edit mode and select this
edge here.
I'm going to extrude on the z axis and just lift that up.
Now that produces a lovely corner for us to work on.
Now with corn as you generally get some harsh shadows Let's quickly hop over into rendered mode and
just see how that's going to come out.
You can see as well hopefully you can see his bit dark around here.
But there's a harsh line there.
And your gent generally gets shadows casting against that.
And though usually be quite harsh.
So that helps define an edge of a room.
However if you wanted it to be a bit smoother then we can have what's almost like a studio backdrop
and a simple way of doing that is using the bevelled so however we're going to beville it slightly differently
we're not just going to bevell this edge here we're going to add another one along this x axis so if
we select Well if we do control and are and pop a loop cuts along here and just shift that back ever
so slightly maybe to blend the units one two we can see on the grid they're only roughly It doesn't
matter at this stage the exact thing and we can alter this later on.
Whilst we're here I'm going to rename our plane back drop must be consistent with this.
Now when we select this edge here we can go and bevel that with control and be.
And as you can see there the reason why when we've put this line in here and the reason that lines there
is because the bevel all stop at that point.
Excellent.
So then we can add a couple of segments.
Doesn't matter how many.
That's probably enough.
Hop back over into object mode and set it to smooth shading and it looks pretty smooth there.
And although the renderer Isn't that great at the moment.
If we move around in rended mode that looks pretty smooth to me as well.
Of course if you need it higher more geometry then you can add a few more cuts.
But I think that's absolutely fine.
So the final thing to decide here is scale that we're working on now if I hop back on over into just
solid render this backdrop is infinitely scalable now so we can select that any time and just scale
it along its x axis and drag it out infinitely.
So that's absolutely fine.
But the scale off the lamp itself.
Now I think we should work with the lamp to one blender unit.
It's going to be a big lamp.
If that was a real a real lamp that would be approximately one meter across.
But again I like dealing with whole numbers and I think one's a great starting point for it.
And then at the end once we've produced it if we wanted it to have a let's say 30 centimetre base rather
than a meter base then we can just scale it down by a factor of point three and the whole lamp would
reduce down to the appropriate size.
Since we're not dealing with physics or anything along those that at the moment its physicality its
size its weight etc. dont really matter as long as we get the impression that its a lamp and its animating
we stick to the core principles that were going to be working on I think a base of one would be brilliant.
So well go for that.
And now I have got a challenge for you.
Okay guys it's Challenge time.
I would like you to create your stage.
So go ahead and create a backdrop ready for the lamp.
Now you can choose whether to have a sharp corner.
You can make it a bit more funky if you want but do keep where the lamp is moving absolutely flat.
Add in a place holder primitive Just so you can get an idea of scale within there just leave it as a
default one radius for the moment.
Okay.
Hop over into blender.
Give it a go now pause a video and I will see you in a second.
Okay guys.
Welcome back.
Let's finish off our stage so let's hop back over into blender.
So I'm quite happy with the stage that I already have here.
I am going to make it just a little bit wider so I am doing and skate along the x axis by to some jazz
can make it twice as wide so I know that if we look at it from an angle it would probably going to be
okay.
So let's add in our place holder so I'm going to add in all lots of choices here a cylinder or a cone.
So which one of these Shall I go for Eeny Meeny M.O..
Oh a cone.
Oh that sounds good to me.
So we're going to have the lift back out to the floor.
It's got a depth of two so let's lift it up on the z axis by one.
There we go.
So that's definitely on the floor now.
And finally we just need to make sure that one blender units across and not to because it's got a radius
of one.
It's actually going to be two across a radius of point five that sorted that out.
Now Kate let's just see how that looks in rendered mode take it through to their ex.
That's not very good lighting at the moment I think in the next lecture.
We can sort that out.
So how did you guys get on.
What sort of background did you go for.
Share in the discussions and I will see you in the next lecture.