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[Music]

okay guys

so now that we understand the very basic

of this software

like how to create objects and transform

them

i think we can move on to the next

chapter which is creating your own

custom 3d objects now before we start

making models it's important to

understand what these models are made of

so i have this monkey head suzanne in

front of me and i'll just go into

edit mode and let's discuss what these

models are made of

in entertainment industry all the models

are made of polygons okay

now these polygons are made of four

edges and four vertices and you can

select them

and manipulate them shape your model

according to your need

and a face could be three vertices

as well but it's important and it's a

very standard practice to keep your

model in polygons to keep the topology

very clean and

for the calculation of many other

processes like skinning

and uh shading and all okay and also


one more thing i'll just enable normals

from here

you can see each of these faces have one

normal assigned to it okay

for the construction of a polygon

vertices and edges are used and

that is what we will be dealing with

most of the time but the normals are

actually

are used for shading purpose like uh to

calculate the direction of the face

each face have its own normal and it's

in the direction it's perpendicular to

the faces direction you can see

all the faces have a normal assign to it

even the vertices have normals

you can change this to like vertices or

edges

but you don't need to actually deal with

the normals right now or

at the later stage when we are modeling

it just to make you understand that the

construction of

the face or the 3d model what all goes

into it

okay so to access the vertices and edges

you need to go into edit mode first

like right now we are in object mode and

in object mode you can create new


objects

like this but once you select any object

and go to the edit mode you can no

longer select other objects

or until you are done with the editing

and you

you will have to exit the editing mode

and go back to the object mode okay

and the shortcut to enter the edit mode

is tab

you can press tab go to the edit mode

and

tap to exit again i'm going to delete

these two models

i'll press tab and go to the edit mode

and i'll select this vertex

now just like in object mode all your

transformation commands work

in edit mode like you can press g and

you can move it into any direction you

want you can select

you can select multiple vertices or

faces

and edit them

i can uh make it uh look like a mojo

jojo from powerpuff girls

i'm just uh trying to explain uh it's

not that we are modeling anything right

now

so you can use all your transformation


commands like even the

local global snapping options everything

just like how

you work in the object mode you can use

all those commands in

editing mode okay all right and to

to select a vertex in editing mode you

will have to press

one and you can see now

when vertex mode is uh selected if you

press do

this will change to the edge mode so now

when you click on the mesh

it will select edges okay and if you

press

three it will select the entire face

so one is for vertex two for edge

and three for face okay like i said a

phase could be

three vertices as well but it's a

standard practice for a good topology

you will

have to practice how to keep your model

in polygons okay

and we will talk about the methods in

some other chapters

all right i'm going to create some very

basic geometry now

so that you understand how to how to


transform these

vertices or edges or create new faces

make your own custom shape

so i have this box i'll go to the edit

mode

press tab to go to the edit mode and

select

3 press 3 to select faces now

what i want is i want to extend this box

and create

maybe a shape like tetris so to extend

this geometry

i'll press extrude the short command is

e on the keyboard simply press e and

move it in in the direction where you

want to extrude okay

press e again

and move this up now you may be

wondering why we have created

three subdivisions that is because we

cannot extrude a face

anywhere we want okay there should be

some provision for it now you can see

there are

four edges available here so i can

extrude this one

and make one tetris like shape

now if i just make a cube and if i

extend this in z

direction and now if i want to make a


tetras like shape select this one in

extrude

it will extrude the entire uh the face

okay we need some cuts over here uh

like i said some provision for a mesh so

you will have to keep this in

mind whenever you're modding something

you will have to plan your mesh

it's not very complicated thing you will

get used to it maybe in a day or two

so e is for extrusion and this command

is available over here

extrude let's say you have

cube and uh it doesn't have any

subdivision you want to add

few subdivisions now to do that you will

have to press ctrl

r on the keyboard so you can see now i

have this

highlighted edge right in the middle of

two loops one is the

on the top and one is at the bottom so

in whichever direction you want to

create a loop click to confirm it

and then after that drag where you want

the loop to be

you can either place it over here and

then press ctrl

r again to place one another loop or


you can simply press ctrl r and before

confirming

scroll your mouse wheel upwards

for to assign the number of subdivisions

you want sorry

to assign how many number of loops you

want scroll wheel up

to add more loops scroll wheel down to

decrease the number of loops

so now we have two loops in the center

and now we can create

another shape okay

this command the loop cut is available

over here

if you want to access it from the

toolbar but like i said

it's always better to work with the

shortcuts because

it's not effective at all to work with

the mouse so you can see if i

click over here and add a loop cut and

then i'll have to

go to this menu to increase the number

of edges

and adjust the parameters which is very

time taking

i would suggest you just press ctrl r uh

you can

remember it like r is for ring okay it

creates an entire ring


ctrl r

so this is much easier all right now

one more command i want to discuss i'll

go to the edit mode

and let's say i want to give some

chamfer to these edges okay like a bevel

i want to make this one look like it has

some working

radius so what i can do is i can select

let's say these faces with the help of

shift and if i press ctrl

b and drag it will

make this nice bevel on the edges now if

i scroll the wheel up

it will make the bevel smooth and add

more subdivisions

to confirm simply click again now you

can see

your model have this nice radius on the

top edges

i'll make a duplicate again like any

other object

you can delete the face with the help of

delete simply press delete on the

keyboard and

choose faces if you want to delete edges

then it's going to delete the edges

which are selected okay

and if you delete these edges then uh


it's going to delete

these one as well because uh the edges

can't be just

in the air or the loose okay it has to

be connected it's a

very easy process to delete a face

and there are many other options

available like dissolve vertices

dissolve edges dissolve faces let's say

if you want to delete these edges

but you do not want to make a hole over

here

if i delete edges now you can see

it makes a hole but instead if i

press delete and dissolve edges you can

see

edges have disappeared but it has

created a different face

and covered the german so it's

disconnected it's not

ideal geometry but i think you

understand the concept

okay so i'm going to delete all these

objects now

now let's talk about the smooth modifier

all right uh before i talk about other

tools in the object editing mode i just

want to explain uh

how the low polygon geometry works with

the smooth modifier so that


uh you you know how to plan your mesh

let's say if i

have a queue all the time we will be

creating uh objects in the low polygon

uh very low resolution of mesh you do

not want to make your

geometry way too smooth so that you know

it looks good

but it's not going to work for the

animation if it's too heavy

to do that what we use is we use smooth

modifier it's called subdivision surface

in blender now if i apply this

subdivision surface uh remember i'm in

uh

modifier properties over here in the

generate

select subdivision surface so what it

does is

uh it subdivides the geometry

if i disable this now you can see in the

wireframe

like e there are total uh one two three

four five

six faces uh six polygons okay but if i

switch this on

it pulls all the edges and the faces

towards each other and makes it

smooth and adds a subdivision in between


okay like each of the fees have now four

if i increase the number of subdivisions

this one viewport

it's going to add more subdivisions and

make the geometry more smooth

i think two is enough for most of the

time we are dealing with geometry

we will talk about this in detail later

but we will talk about how to make your

meshes

smooth uh as we proceed further okay so

i'm going to delete this

now so now i'm going to create a

let's say a spoon or maybe a clock or

maybe a table and

uh let's just have a look at different

objects

around in the room and try to imagine

the construction of

these objects how the wireframe of these

objects are going to look like in 3d

so if i take a spoon and try to imagine

this in wireframe

this is what it's going to look like

now this is just for your own planning

you do not have to

do this every time and you will get used

to this

and the more you practice 3d modeling so

now i'll
try to apply this construction method

and go to the edit mode i have a simple

cube in front of me

i'll select this face scale this down

like this all right now we are creating

spoon what i want is

i can go to the wireframe

go to the vertex mode

and uh stretch these over here and scale

them down

like this but what i want is i want some

geometry

like this like this

so to do that what i would need is i

need i would need

some points over here some points over

here maybe extend this

all the way till here so i'll select

these

and place them over here and i'll press

ctrl

r and create three subdivisions okay

i'll click to confirm

now press b and select these vertices

and scale them up like this and select

these

scale them up like this select these and

scale them up again like this okay

now i need some subdivision over here as


well

so that i can form this side of the mesh

and also the handle of the spoon i'll

press ctrl

r and scroll wheel up and

place them right in the middle click

to confirm and i'll press b and select

these two

move them over here now i can select

these two

and move them into x direction

now i can press three on the keyboard

sorry three select this phase and

extrude it like this now you can scale

this down

and press e to extrude again scale this

down

press e to extrude again and scale this

up like this

press e to extrude again and scale this

up

okay if i go to the solid mode now and

i'll just uh

so you will see now we have a very basic

geometry which looks like a spoon

but we need some dent over here so i'll

go to the wire mesh again

and i'll select all these sorry go to

the vertex mode

i'll select all these faces


or vertices and move them into z

direction like this all right

and if you'd like you can add one more

subdivision over here

to smooth it out maybe you can select

these one

it's something like a bend okay

and select this you know this

shape of the spoon and uh this is just

to clear out the concept so now i have

just enough points so that if i use the

subdivision

surface now this will smooth out my

entire geometry

and if i increase the subdivision to 2

now you will see this does look like a

spoon

okay if you want to edit this further to

tweak the shape you can press

sorry i'll switch on the overlays

so now you can see when you are into

edit mode and subdivision modifier is on

all the edges the construction edges are

like what we see in the edges and

vertices

and how these are like to create the

geometry smooth all the edges are

getting pulled towards each other and

because of that
what is happening is uh we do not have

any sharp corners

and uh to deal with this we will have to

create a more dense mesh at the corners

okay so that when we apply

subdivision modifier so the the edges

which are closest to each other

will not get pulled apart too much it

will create a sharp corner

to clear that out i am going to create

one cube over here

if i apply a subdivision modifier

now you see our entire cube have

a very smooth looking geometry but if i

go to edit mode and select

these four edges and if i

bevel this one with the help of control

b now you'll see

this area is round but this area

is much sharper and have a flat surface

that is happening because

all these four edges like these uh these

dense

edges actually are like so close to each

other

and have enough strength to hold the

mesh tightly

like if the two faces are two edges are

very far from each other when you apply

a subdivision modifier
they become round but if the two edges

are very close to each other they don't

get pulled apart too much

and create very sharp corners and by

default in blender you see

all these geometry faces okay in the

shading mode

if you want to create your smooth

geometries you will have to

now to make this one smooth simply press

space bar

and type smooth shade okay

once i click smooth shade you'll see i

can no longer see the faces

if you want to show faces then type

shade flat this is just so that you can

see the construction of the mesh

but when you are rendering you will have

to apply a shade smooth

it's not any modifier just a shading

method you can also

change this from over here from the

object menu

smooth shade smooth and shade flat to

understand this more i'll create one

cube over here and apply a subdivision

surface create

two subdivisions okay scale this up and

if i go to edit mode now


let's say i'll create

one uh edge over here and slide this

right about

right just like right here and i'll

delete these faces

sorry

now let's say i want to create something

like a hat

i'll isolate this with the forward slash

on number pad

i'll bring one loop with the help of

control r click to confirm

and uh just drag this right over here

now i'll select

this face and extrude it okay

now what i want is you can see this area

is actually like smoothed out and i

wanted

this edge to be like much sharper over

here so that i could see a nice

shape of the hat right now it's getting

all

mixed up if i select this entire loop

it's important to select the entire loop

because

otherwise it will not form the geometry

in the polygons if i

only bevel this one now select this

entire loop

you can see in the wire mesh i have all


the four edges selected

now if i press ctrl b and

decrease these number of segments and

only

bring it to one now click to confirm now

i'll

press the space bar and shade smooth you

can see

this one now have very uh sharp looking

shape over here unlike before so keep

this in mind when you're creating

something

uh you will have to plan like uh the

first thing

it shouldn't be unnecessarily heavy it

should just have enough surf uh faces so

that once you apply

smooth modifier it will give enough

control

so that you can manipulate your mesh for

the animation for the

rendering process i mean all these

things right now will

sound too much but once we do a quick

marathon of

you know creating maybe 5 or 10 objects

you will start to understand these

concepts much more clearly

and that is what we are going to do


after we discuss the initial

tools in editing mode will create maybe

5 or 10 objects

to clear out how to work with the meshes

now i'll press forward slash again

in the outliner you can see i have all

these objects

if this is confusing i can just double

click and

rename it maybe this one

spoon and this one into i can make this

one into

mug okay i can press extrude and

scale it down like this for now i'll

just uh

leave it as it is now before we get into

the details of

editing tools it's important that we

discuss the selection methods because uh

one mesh is made of so many vertices and

it's very inconvenient to select one

like multiple vertices at a time

manually so there are selection

options available in blender or any

other 3d softwares to

work with the complex geometry to clear

it out i'll just

quickly hide these ones and in the

center now

i'll create one uv sphere over here


and scale it up now i'll go to the edit

mode to select multiple just like

any other normal selection you'll have

to hold down the shift key

okay now let's say if you want to select

this

entire ring or entire loop called loop

in 3d

in blender or any other 3d software to

do that you have to hold down the alt

key

and select an edge now if i hold down

the alt

key and click on this edge it will

select the

entire loop but if i hold down the alt

key

and click on this vertical edge

it will select this loop to select

multiple loops you'll have to alt

click over here and then press shift and

all click over here

and while holding down the shift you can

select multiple loops and

rings you can quickly you know select

multiple loops

and move them around it's much easier to

select like this the other way of

selecting is uh you can


select one edge and let's say if you

want to select all the edges

till over here so you can hold down the

control key and just click over here and

it will

it will automatically pick up the best

path available to reach the target

selection

let's say if i go and control click over

here then it's

it will take the shortest path so you'll

have to you know guide it around let's

say if you want to

cut select from over here to here

then you'll have to click first here

then here

i mean guide it like this otherwise it's

going to

select the shortest path and reach the

ultimate selection

now if you want to study it more what

you can do is you can go to

the select menu over here uh just notice

when we are in object mode these menus

are very limited like you select add an

object

when you press tab then these menus will

expand and

uh there will be much many other options

available which are


to do with uh related to the mesh

editing now if you click

uh you can see it's a mesh vertex

edge face and also you can access these

by pressing ctrl v for vertex menu

ctrl e for edge menu

and ctrl f for face menu and these

shortcuts will only work in the object

editing mode

if you press ctrl e in object mode

it's not going to do anything unless

it's assigned to something else and also

you have

this shortcut called w which is uh this

is a very special contextual menu

and the most important commands which

are

related to the editing the mesh are

accessible from here let's say you are

you just want to subdivide this mesh you

press

w and subdivide i mean i'll select these

and subdivide these and there are bevel

extrude

knife edge most useful commands are

available here and you can also

customize this menu

you can edit context menu and we will

talk about this later


and i don't want to confuse you in

multiple directions right now

and if you are working with the left

click selection i think this menu will

be available on your right click so we

were talking about the selection

and there are several other methods

available to select

mesh one is the box select which we

already know if you press

b you can select with the box if you go

in the

wire mesh it's going to select the other

side of the box as well and if you go

press invert or ctrl i on the keyboard

it's going to invert the selection

and now there is a circle selection you

can simply

press c on the keyboard and with the

circle you can paint out the selection

okay with the scroll by scrolling the

mouse you can increase the diameter of

this brush

it's easy to select like this okay very

convenient

and now we have a select random

it's going to select random faces and

also each of the commands we use there

is

always a pop-up over here related to


that and you can adjust these parameters

before

dropping down the before moving on to

the next tool and then we have a

select sharp edges and because we do not

have any sharp edges over here

it's a very smooth subdivided

mesh to understand this we are going to

select the edges of the bottom and

bevel this one okay and increase the

subdivision first

and now if i go to the select menu

select sharp edges it's going to select

the sharp edges only now you can see

these edges are smooth and at the top

it's selecting all these four edges

because these are creating a 90 degree

sharp angle

select sharp edges but at the bottom

it's not selecting these edges because

the angle between these edges is very

smooth okay it's not

considered sharp all right let's say if

you are creating something like uh

maybe a robotic arm or something which

is like

hard surface model and you want to

select the sharp edges quickly

okay and you can use this command and


create nice bevel around the sharp

corners

these are much more like advanced

commands non-manifold is known for uh

you know the faces which are not closed

loose geometry like if you have a

let's say i'll

press v on the keyboard to detach these

two vertices

let's say i press v then it breaks it

again

so now if i select uh i'll select a

non-manifold you can see it's uh

selecting all the broken edges

like which are not closed it's supposed

to be closed okay to keep the mesh clean

let's say if you have created any object

and uh there are some broken edges and

you want to fix them

because uh it's creating some problem

you can use this command and

use non-many fold now let's say if i

have

this face and i create a duplicate of

this

or let's say i have this vertex and i

create a duplicate of this

now this vertex in itself is not going

to create any geometry okay you can see

this vertex in edit mode


but when you go to object mode because

there is no edge or no polygon

it's a blues geometry this vertex okay

it's a

it's bad for any geometry like sometimes

you can see these

vertices sometimes you cannot see these

vertices to clean

to quickly clean up your geometry you

can select this one

loose geometry and then it's going to

select this geometry now

and you can dissolve vertices and i

would encourage you to

just test these commands out and try to

understand their

use because most of the time we will be

creating our own custom geometry

basic primitives are for very limited

use to

get comfortable editing an object it's

very important to

understand the selection methods

available i think

we have covered the most important

commands for selection methods

and now let's move on to the next stage

and

we are going to create maybe 5 or 10


models of different type

and use the tools available on the left

and uh

their meaning okay all right so

there are a few more options for a

selection

and for that i'll just bring up this

suzanne model now if you go to the edit

mode

press tab i'll just enable screencast

here

so when you select any vertex and press

ctrl

plus on the number pad this will grow

your

selection let's say control plus for

increasing

expanding your selection control minus

will shrink your selection

and uh this is just so that uh if you

want to quickly

just uh select few of the faces over

here okay

just select all these four faces and

press control plus and this will select

your entire area

so this is a very handy command and also

now when you're selecting uh when you're

making any selection let's say with a

box or a
circle like uh when you're making any

selection

uh it could be a bit difficult to select

uh different elements within the object

so right now this i is a different

object i mean

within this object there are multiple

elements and uh

this one this i is a separate mesh and

this eye is a separate mesh

now if you want to just select these uh

different elements

you can press whatever is linked to this

mesh now if i

go over here in any mod vertex mode edge

mode or

or face mode if i go over here

and press l now this will select

everything which is

linked to this face now if i go over

here and press

l this will select everything which is

linked to this face

now if i go over here and press l now

this will select only the face

and not the eyes so this linked faces is

very

uh important and very useful when you

are
working with the model which have a lot

of elements within the

one object all right now let's talk

about the most interesting one here and

this is called proportionate editing

okay and

in the first chapter as we were

discussing all these options i

i mentioned this one we will discuss in

the next chapter when we are editing

mesh objects okay

now i think this is the right time we

get into this one

so i'll just uh move this one and

create few loop cuts so that we can

have some smooth mesh over here okay

so that we can have some smooth mesh

over here now

what proportionate editing does is if

you are coming from other softwares this

is like a soft selection

okay now if i go over here and select

any face

or any multiple faces if i move these

these are like a hard selection okay i

mean

these are creating some very hard

deformation in my mesh

okay now if i move this one now

i have this weird looking uh i mean i i


just want some

smooth transition and not just to move

one face

okay so if i enable this one

see what happens now it's not just

moving my

one face it's also picking up it's also

influencing other vertices around that

face

and it's working like a brush okay now i

can scroll wheel up to increase this

influence

and scroll wheel down to decrease this

influence okay

and this is a very powerful thing and

when you are

modeling organic objects this is your

friend over here okay

now let me tell you when this gets fun

okay now let's say if you want to i'll

just uh

create one plane over here and rotate

this in

90 degree and move this one

over here okay and create a few

loop cuts few loop cuts over here all

right and delete this one

now when you are in object editing mode

and let's select this one


okay disable the disable this option for

now

so now if i'm moving this polygon over

here

if i want to activate a proportionate

editing i'll simply press

o on my keyboard okay now this will

enable

proportional editing okay now you see uh

i have this brush activated now i can

scroll wheel up and down

and move this thing okay and i can

rotate this thing

all right but uh okay this is one of the

way

now if you combine this with the 3d

cursor

this gets a lot interesting okay if you

click over here

let's say if you want to me if you want

to make some

some leaf okay or some maybe grass

strand or something

then you can use your 3d cursor

and now this will take

turn and influence your mesh from that

3d gesso okay

now let's say if you want to bend this

one in this direction

now see what happens okay and you can


increase or decrease the influence of

the brush and start shaping up

very organic forms and if i press

this and r z then i can

rotate this one in z direction and

create a nice twist

okay so soft selection is a very

powerful thing

and uh i would say this will take some

time to get used to

but i i don't think it's a very

difficult thing to understand and you

will get used to them

by the time we model just to the stuff

in this chapter

okay and there are different uh mods

over here

and right now we are using

only the smooth option okay if i go to

the edit mode

and uh move this one okay

let's go to the top view okay now if i

move this vertex

okay i'll just bring up one more view

over here

tn and just look at this in perspective

okay

now if move if i move this one over here

with the soft selection on


now see what is happening only the eyes

are moving and lips are not moving okay

that's because right now it's only

working in that particular region

around that vertex okay and if i

change this to project from view

then it will project the brush from the

view

and it will influence everything which

is happening

behind that brush okay

now there is one more option over here

which is called connected only okay

now if you want to only influence this

one

this vertex and not influence the other

elements which are

not connected to this part okay let's

say if you want to only influence the

skin

but don't want to touch the eyes then

you can enable

connected only now see what happens it

will only work on the vertices which are

connected

and which are as a one mesh and

this is a very useful one

and there are several different uh

methods over here

now right now we are using only the


smooth okay one very interesting one is

the random over here

if you pick random and then let's say if

choose this brush and

increase my brush size it will move all

the vertices

in very random way okay now i can use

this for scale as well

okay and rotation so this

sometimes if you just want to give your

vertices some random

behavior then you can simply choose this

command

and also if you want to create a let's

bring

one plane over here okay

and i'll give it some subdivisions

now right now we are using uh smooth

okay

i'll move them in z direction okay now

if i change this to

sharp then this will create a nice

pointed

deformation and if i change this to

linear

this will create a straight out pyramid

okay

so get used to this one and uh this is


going to be a lot

helpful when you are modeling uh very

organic surfaces

okay and this is not a selection but

this is also

uh kind of a selection and it's just a

different different term is used in the

blender it's called proportionate

editing

but uh this is also considered as one

kind of a selection okay

all right all right so what i'm going to

do is i'm going to quickly go through

these tools available in edit mode okay

and try to understand the meaning of

them

uh and uh what are the shortcuts for

them all right

so the first one is the extrude tool

okay and

i think we already talked about this one

you can

extrude any face and either move them

rotate them and scale them like

if you need to let's say if i

scale this one up and create an extrude

over here

and another extrusion and scale this

down and

uh extrude this one


so this one actually like it it extends

the selected phase geometry

or even it works even with the edges so

uh like you can see i already have a

like a hammer looking

thing uh just with the extrude object

okay

and uh the each of these uh like most of

these tools have

some multiple options available now the

extrude have uh

extrude along normals individual or the

extrude to cursor

okay and to understand this one i'll

bring up

one cylinder instead all right

so what i'll do is uh quickly create a

cylinder over here

cylinder 16.

okay i'll scale this down

now if i select each alternate

face and uh

if i try to extrude this now

it only works in one direction okay but

i want

these to extrude in their own direction

so for that you can use

extrude along normals

like this okay so before i confirm it


i'm going to quickly

create a duplicate of this

now extrude along normal

you know like uh it works

in each face's own direction in normal

direction

all right place it over here and now we

have a

third option which is extrude individual

now to understand this one uh what i'll

do is i'll select group of two

now let's say if i use extrude

along normals for these ones what is

happening is

it it extrudes perfectly but it's taking

group of two

and uh like it's a keeping them together

all the two polygons and making them a

group

okay what i want is i want to extrude

them

but then separate them out so for that

extrude individual is a good option

all right i know it's a very bad looking

geometry but just uh

to explain the concept okay and

now let's say if i create a plane over

here

all right and the fourth option is

extrude to cursor
so you see wherever you are you click

with the cursor it extrudes okay

i think it's the same option which we

used for uh

with the control click i

i don't know if we used it before or not

but if you

select any edge or vertex or any polygon

and control click in any direction in

edit mode

and it automatically extrudes and

create a smooth transition in previous

edges

as well okay now you can let's say scale

this up

and extrude and extrude this one like

this

and you have nice grass looking strand

over here

okay so let's say if i create a

duplicate out of this

and uh select this geometry

scale it down okay i'll combine these

together

and maybe smooth them out with control

one two three r for subdivisions

uh once you press ctrl one or two

uh depending on which number you pressed

it automatically applies the


smooth subdivision surface modifier and

uh

you can see if you press ctrl 2 it's

going to be

two subdivisions if you press ctrl 1

it's going to be one subdivision

so yeah this uh control click option or

the extrude at a 3d extruded cursor

is very useful for quickly creating

something very organic

then the next option we have is uh

insert okay okay so i can press

i and create a nice

inside out of it sorry i just select

this face

and press i and you can see it creates a

nice

insert in just simple one step

and then after that you can select these

and create extrude

and you know you have some nice looking

uh hard surface maybe

i don't know so let's

uh discuss the next one you have to

pardon me for this noise in the

background

my room is not soundproofed and the next

one is

the bevel and i think we have already

already discussed
bevel option you can select any

edge and if you press ctrl b on the

keyboard

it creates a nice bevel and you can use

the scroll wheel up and down

to increase the subdivisions and it

creates a nice

bevel or the chamfer

at the given edges okay

now let's say what is the next option

over here the loop cut and uh loop cut

is same as ctrl

r press ctrl r and

insert a loop cut and use the scroll

wheel up and down to decide the number

of edges and once

done you can just slide them where you

want and confirm

with the click okay and the next one is

uh

the bisect uh sorry the knife uh knife

is actually

uh for creating your own custom cuts

let's say i don't want something like a

very straight

or uh like a loop cut so i can do that

i can press k on the keyboard and let's

say i want a cut like this

and confirm it with the ender okay so


you have nice

knife cut over here and you will have to

connect these edges depending on what

kind of topology you're looking for and

but we'll discuss

that later all right next one is uh the

bisect tool

the bicep one is uh similar to not

similar to knife

it actually cuts the geometry through

and through let's say if i select the

bicep tool

and select the polygons

you can see it creates a through and

through card now you can

use these options modify this option

now if i create bisect again over here

let's say

i select all the geometry and create

bisect

i can use this option to maybe uh create

some nice looking rocks

this is very interesting one okay

i have like a diamond looking shape

already now let's say

okay i'll press i'll subdivide this one

first

and okay don't get confused

like what i'm doing right now this is

just to explain one command


which is not available over here i think

okay

let's say i create i have a geometry

like this okay i cut

whole out of these two spheres and uh i

select

these two edge loops with alt

and shift okay now i want to create

something like a dumbbell

out of it so to do that press spacebar

type bridge edge loops now it creates

bridge

in between two selected loops now you

can

modify this one with a number of cuts

and uh like what kind of twist you want

and

maybe create a bulge in between so this

one is not available over here

you'll have to either access this one

from

face menu i guess or you can simply type

bridge command over here now the poly

build is a

a very interesting one and uh this one

is actually

used very heavily when you are using

retopo

like i'm going to i isolate this one now


poly topo

with a control click if you remember we

can create geometry like this

okay but uh that is the only option

available but if i click on polytube

what this does is this gives us

much more control let's say if i click

and drag from here

it creates a polygon okay but if i

control and

click somewhere near the edge it creates

triangle

okay and if i control click near edge

again

it converts that triangle into a polygon

okay now let's say if i drag this one

over here

and then i want to build one polygon

over here okay

now i'll have to control and come come

somewhere in the middle

so that i can see the both edges working

and then

drag from the center it's it's a very

useful for

using the retopo like when you're

tracing some very high resolution

organic models

and if you press uh shift click it

deletes the face


and i will create a cube now the next

one is

a spin tool

now what this does is if i select spin

tool

and uh select this one over here

and drag it it creates uh

like it gives it a nice spin from the

uh pointer location now my 3d cursor is

over here

okay let's say if i place my 3d cursor

over here

and then drag it then it's going to uh

take this

in consideration and uh my 3d cursor and

create a nice spin out of it

okay so let's see what are the other

options available

once you are done with this you can

adjust the number of steps

from here the angle and

you can change the center from here

you can also change the axis after

you're done

so i think to understand the use of this

what we can do is we can create a cube

and let's say i want to create

a pipe okay which turns like a perfectly

so let's say i i want to make a some


round shape out of it

then i'll click over here and then turn

it from here

just like this okay and once i'm done

i can uh extrude this one with control

clip

okay so and just like that

i have some nice looking you know round

pipe

the next one is smooth which

like if you have some let's say

some very organic shape and if you want

to smooth it out a bit

then you can select these and use smooth

command and it will smooth out all the

edges

give you a nice rounded shape it's not

like a subdivision surface

it's not creating any subdivisions it

it's only

creating the geometry more smooth and

this one is

randomized like the name suggests

it randomizes all the faces

now the next one is uh edge slide

to have a more better understanding of

this

i'll create a cue and i'll create a

bevel at the top okay i'll create one

more edge over here now if i move this


edge

normally with a transformation command i

can move this up and down

but you can see it's it's not actually

moving on the surface

i mean it's going to create some dent

like like this

okay i can use a edge slide command okay

and what this does is

this slides the edge without actually

deforming the

geometry it slides the edge in in

between

the neighboring edges we have a

shrink and flatten and uh to understand

this one

i'll bring the monkey head

what this one does is uh it shrinks the

geometry

or flattens out like

like all the faces and all the edges are

moving in their own normal direction

this one is a very useful

one when you are doing some organic

modeling

this one uh is the grip region

which is like uh for breaking the

geometry

let's say i want to break like if i move


this right now

it's it's connected and it's moving the

other edges as well

if i just want to rip this apart i'll

press v on the keyboard

and rip this apart okay now

if you want to merge them again

so you can just uh type it out in the

spacebar

the search menu just type merge

and click on the merge you can either

choose at first

at last center the cursor i'll select

the center

and the edges are merged again okay

and this is also available in the mesh

menu if you want there are many other

commands which are

not available over here and but are in

the menus

like for the vertex edge and face when

you feel the need of

some particular command there is always

a solution which is available and you

can just have a look at like

that if you have some doubt related to

like a face or

edge or a vertex then you can look at

the menu and

you will find some like related commands


available within here okay

so what i'm going to do is so far we

have been creating some very random

looking and odd looking shapes

to conclude this day what we are going

to do is

we will create some like maybe 5 or 10

like good looking uh 3d models uh which

makes sense and

are not like a random looking shapes and

uh

we'll use all these all these commands

uh while creating those models

okay all right guys so now that we have

discussed all the tools in object

editing mode

i think it's a right time we put them

into right hues and

use them into our right context so that

we understand the true meaning of them

and how they can work when combined

together and instead of it's always

better to

test out these uh tools on actual 3d

models which makes sense instead of just

on the cubes

all right so we'll create maybe five or

six models

uh so that you we can work with the


different scenarios so the first one is

a very simple one

i'll create a pencil and uh to do that

i'll bring a cylinder and make

subdivision

change the subdivisions in the pop-up

menu from here

now i'll go to the front view rotate

this one in 90

i'll type 90 on the number pad when

rotating

and place this right above here so i'll

go to the object editing mode

and press 3 and just move these faces a

bit

over here and press ctrl r

to add a loop cut over here ctrl r

again click and drag to create a loop

quite over here

now this one for the front and this one

for the eraser i'll

select this face and scale this down

and now and

this partition i can select all these

edges

with the alt click and press ctrl b to

make this one

smooth like a eraser in the back

now i'll select all these these faces

and uh press shift d just like how you


duplicate

object in object mode and right click to

cancel it

and scale this up a bit okay and scale

this one

and place it over here now

in the search menu on the space bar

i just type separate and separate this

selection

now this one is a separate object in the

object editing mode i can

simply select all these faces and

extrude along region to give it some

thickness

like this maybe i can create some

interesting shapes over here like

what you see on pencil i can press ctrl

and create subdivisions three loops over

here and

maybe press ctrl b to create three

bevels over here

now if i use extrude along normals now

and you can see i have nice looking

partition line over here okay now

for the front part what i can do is i

can use the knife tool

to create a nice looking cut over here

i'll press k
on the keyboard and start cutting out

from the edges

okay is the shortcut for the knife tool

when you're done

press enter and now i can select

all these edges and create a bevel over

here

and just like before create a small

looking extrusions

extrusion just to give it a separation

line

okay now i'm just going to switch on

this cavity mode just so that we can see

the partition lines better

now i can select all these

faces in wireframe mode and separate

these as well

and apply subdivision surface

and type out smooth to bring the

smooth shading option and scale this up

maybe

okay so i think you have a nice looking

pencil object over here

it's a very cartoonish pencil it's not

like uh

like a real one but uh it does have a

good shape okay now if you see uh what

else commands we used

we used knife tool to create cut over

here and we used a bevel


to smooth these out extrude along

normals and uh

ctrl r which is uh the edge cut

to make these loop cuts

just so that we can

separate selection i'm going to separate

this one and now if i

select random in shading option you can

see i have this

like much more visible view all right

so i'll select all these objects and

maybe create one new collection in

outliner

and call this pencil

now select all these objects and drag

them

in pencil folder or the collection

all right now i'm going to hide this one

the next object

i think will create one sandal

okay i'll bring a basic cube and go to

the object editing mode

and uh start to shape it up like a

sandal

what we need is we definitely need more

subdivisions over here

i'll press ctrl r to maybe create uh

two loops over here okay and now i can

select this face


and bring this down like this and select

this

entire

edge loop and you can see how this is

shaping up like a sandal already i can

select this

face and move this down in edge

selection

without select all these faces

now i can start adding more details

what i can do is uh i can

create one insert over here press i and

create an insert

but before that what i can do is i can

select

these two loops and create a bevel like

this

and then i can select these two

press insert maybe not so much

a little bit delete these faces and

then i can select these two

loops and give it some bevel as well a

very little

okay now i can press ctrl r and create a

subdivision over here

a loop cut and uh one loop cut over here

and i'll select these two and uh maybe

go to the

sorry now you see i i think

i messed up the form of it because i was


only working

uh in one view so it's a important that

every time you make some changes you you

have

multiple views in front of you and you

can see the form in

different angles as well

now what i'll do is i'll select these

two loops

and uh maybe i can scale them

in y direction i'll press s and y

scale them up like this so you can see

it's uh

giving it some radius i mean uh instead

of a flat sandal

it's much rounded now now what i can do

is i can

delete this entire face and select this

entire loop and

extrude this like this okay

and maybe you can type uh

grid fill and uh

yeah so i i can fill this up like this

okay

now i'll create a loop cut over here

and uh just move this out

now i'm sure this form is not a perfect

one for the sander

but like what i'm going to do is


not really worry about the perfection

right now and just create

some very basic models so that we can

memorize these commands and

we can have some fun with it okay now

i'll create an extrusion

and move this down like this create an

extrusion again

move this down and another extrusion

all right if i apply a subdivision

surface now

you can see it looks like a sandal it's

not a very good one

but we can definitely make this one

better okay the first thing is

we need to convert this one into polygon

because right now it's a hexagon or

something

so i'll switch this off and uh

maybe extrude this one again first of

all

so that i have some sharp corner

i can delete this one and select this

entire

loop now if i uh

press grid fill on this one it's not

working because uh

these number of edges are not even i

think

they are in odd number yeah they are 11


sides and uh

to make grid fill work i would need one

more uh

loop cut so i can create loop cut over

here

and now if i select this entire and

entire loop and press grid fill now you

can see i have

much better looking shape and these are

into polygons

you can make this one a bit better if

you want i'll switch on

the proportionate editing so that and

with the scroll wheel adjust the radius

of a

brush i'll select connected only and

just pull this out

and now i can start tweaking the shape a

bit

i'm sure i need to make this one a bit

round

like this and maybe scale these up

okay and uh maybe i can select

this entire loop of polygons

with the control i can create something

like uh

border maybe create one more

extrusion all right now i need some

sharp corners over here


so what i'll do is i'll select this uh

i'll select this entire loop

and uh

press ctrl v to create a bevel maybe

just

one is enough i don't want to make it

too hard

now this one is uh definitely need to be

harder and

for that what i can do is i can simply

press e to

extrude it and you can see now this

shape is hard

i just want to bring the smooth shading

over here

now the for the internal part what i can

do is i can

select these faces

maybe i can create a duplicate out of

them press ctrl

plus on keyboard to expand your

selection of it

yeah press shift d and

bring this out just delete these ones

and select this close this with a

grid fill here and i can separate this

entire object by selection

and so that i can use this like uh

inside of this handle i don't think i

need uh
these i can delete these and

uh select this edge

grateful so this one is much smoother

now

i can bring this over here and switch on

the subdivision on this

just shift this up a bit

all right so i think we have something

which looks like a sandal

this is definitely not a good looking

one

but i'm just trying to make you

understand uh

what the use of each of these commands

are you can

tweak this or add more details however

you want and

keep on working on this if you like but

we need to move ahead and

discuss a few more things

well i think it's

so the next one is going to be a simple

coffee mug i'll create one

uh bring a circle in the center

and change these subdivisions to

something like

18 yeah 18 is fine

and then i'll now this one is a polygon

circle this is not a curved circle


now i i'll go to the edit mode and

select all these edges

and extrude these in a z direction okay

now i'll just scale this up my

proportionate editing is on

i i just don't need this one right now i

scale this up

and i'll select all of these faces

and create one extrusion and scale this

down

something like this maybe something like

this

and create another extrusion create one

more and

scale this down like this press e

and scale this down again

i'm creating simple extrusions repeating

the same command over and over

now this one i can great fill okay my

grid fill was already in the search

because i just used it uh

in previous object now for this one uh

you can either leave it round or you can

add

maybe sorry ctrl r and add a

few loop cards over here now i just want

to make this one like a bit

smooth so what i can do is i can turn on

this

proportionate editing object maybe i


need

more loops once again i'll add

this this much for now and i'll select

these two

and scale these up because my

proportionate editing is on

the surrounding edges are also like

getting influenced a bit

i'll do this one in front view so that i

don't mess up the shape in

other views first i'll select this

and then these two

all right so i have some roundness over

here

i can now what you can do is

you can select this the entire geometry

and we can use extrude along

normals to give it some thickness you

can also use a modifier

uh for this which is called solidify all

right

so i leave it over here and now to give

this one a bit smoothness let's see how

this one looks right now okay so

i want this one to be a bit rounder i'll

press ctrl

r add one loop cut over here and i'll

select these two loops

with the part and shift and give this


a bit of a bevel okay so that

this one is like not so smooth

okay all right

now these shapes be coming around as

well we can give

some bevel over here as well uh

something like this

all right and i'll just switch off

yeah so all these edges are now

sharp and

now what we need is a simple handle

i'll just make a duplicate just in case

if i

uh made any error you can

if you want something round looking you

can use

you can select in which access you want

spin tool to work i think uh yeah y-axis

need spin tool to work in i'll click

over here

now i'll start rotating this and create

one nice looking handle okay now this

one looks like

perfect but if you want to connect this

you can delete this face and delete

this face

and select sorry you can uh

delete these as well

and i'll select these two loops and just


type

bridge edge loops and now these two are

connected

all right

just select these four edges

and maybe create one bevel so that

it's a bit sharper all right so we have

a good looking

mug and uh we can name this one mug

if you like you can create a plate or

coaster or whatever you want i'll hide

this one and the next object

object is going to be a headphone

something like this one

okay it's a very simple object i'll just

go to the side view

and bring a circle from the mesh menu

and rotate this one in y direction okay

now go to the front view

and in the object editing mode select

select edges

with two and select all the edges and

create extrusion like this

okay now i'll add a loop cut over here

and scale this up and then you can

create an extrusion scale these down the

both sides

and i can give this out a bit create one

more loop cut over here


maybe yeah move this inside

maybe scale this up i'm just trying to

get the

correct form which looks good i'll

create an extrusion

move this inside and create another one

and scale it up

okay same thing over here create an

extrusion move it inside

and scale it up okay so this is

something like

the foam part the outer part of the

headphone

and i'll create another circle over here

rotate this one into 90 degree type 90

on the keyboard

and y for the y direction you can see uh

like it's so much faster with the

keyboard

now i'll scale this entire loop

and create an extrusion move this one

into

x direction create another one and scale

it down

and create another extrusion and move

this out with the

something like this okay and uh what i

can do is now

another extrusion scale this down and uh

i can just
type grid fill and close this one

over here i can create bevel to make

this

round and

one loop cut over here

now this loop cut is so that we can

select this

face and uh create an insert over here

and now you can control click over here

to make it something like a wire

okay but before that i'll uh

insert this one one more time

now i'll go to the front view control

click a few times

so that i have something which looks

like a wire okay

i can select this entire thing and

scale this one in minus one direction

we just need uh this part

press ctrl plus to expand your selection

and control i

to invert your selection and delete all

these faces

now move these inside and

select these edges and extrude this

inside and extrude and scale them up

okay if you want you can add more

details into it

i can just select these and expand the


selection

and extrude again inside extrude and

scale it down

extrude again and move it outside

you see i have another layer of detail

over here then

and this one i think i definitely can

use one bevel

same over here one bevel

yeah that's just fine i'm going to

bring another circle and

delete half the

edges sorry

delete edges and select all the edges

and

extrude them into y direction

like this okay and uh i'll select uh

all the faces and extrude them again to

give them

some thickness

and what i can do is i can add some more

detail over here

with the circle selection i'll select

these center faces

and make a duplicate with shift d

and from sorry shrink and flat

with the shrinking flag i can make this

one a bit thicker

so that i have something which looks

like this
now i'll move this entire thing in the

center

and start connecting the start

connecting the parts

okay

i'll select this face and uh go to the

front view

maybe with the proportionate editing on

i can

just adjust this one over here

and maybe create another extrusion

add one loop cut in the center so that

we can

drag these two and make something like

this

maybe add another one

and select these tiny

two faces and match it with the radius

i'm going to pull this out a bit now i

can uh

now there's a modifier which actually uh

which you can use to

simply mirror everything on the other

side but

we will discuss the modifiers later so

i'm going to

duplicate this entire thing scale press

and type minus one on the number pad and


press

x to flip it in the x direction

okay and uh yeah actually we are going

to use the mirror modifier

right away and what i'll do is i'll

select

all these faces and delete them

okay so that whatever we did over here

we we don't have to do

over here select from the modifier

properties

select mirror and you can see

everything is mirrored and only half of

the model

is what we needed now any changes you do

over here

are going to like mirror on the left

side as well

i'll go to the wireframe mode and select

these faces

and switch on the proportionate editing

and i'll select the face

and

create something like this and i'll

select the face so

face over here and uh create something

and bring it over here okay

i'll simply bring one cube over here

sorry

yeah i'll shake this up a bit


i'll give it some radius and

now you can see we have pretty decent

looking

headphones now you can

but this is just to give you idea that

how a

few of these commands work so i'll

select these two

i'll press ctrl j and to combine them

and subdivision surface

to smooth this geometry out i can use a

subdivision surface

over here as well but i would need some

more loops on the sides so that these

corners are much sharper

and i'll select these four loops

and press ctrl b

to bevel these edges now

i'll select yeah i'll select just the

outer edges

and press ctrl v to bevel the edges

you can combine these two as well if you

need

and apply smooth shading

so yeah we have some headphones okay

so i'm going to create another

connection over here and name this one

headphones and select all these objects

and drag
these inside headphones now we'll create

one simple

apple now to do that i'll bring one uv

sphere over here and scale this up okay

from uh bounding box center all right

now what i can do is i can start shaping

this

sphere we have so i can select

these two vertices and uh switch

uh this button for proportion

proportional editing or just simply

press o on the keyboard

and then i'll scale these down and i can

scale up the brush and you can see it's

uh

it's pulling both the vertices towards

each other

and now i can start shaping this up

like an apple okay now what i can do is

first of all i can make this one look a

little random

now to do that in the proportionate

editing i'll just select

random sorry right

yeah so what i can do is i can

select any edge and then

and then i can just scale this up

now from here what i can do is uh

i can change the size a bit maybe

yeah now i can just uh select uh


smooth over here and uh start shaping

this up like an apple

okay just go to different views maybe

bring another one over here this one

front and this one

side view we can uh select this entire

loop

and bring this down and give it like a

random shape a nice

looking uh organic form okay just select

different sides and uh break the shape

as much as possible

with the proportionate editing enabled

you can

select one edge and uh just

start sculpting instead of having to

select

loops and vertices all right i think

uh this does look like an

apple i can select few of these uh

points are the edges and move them down

move this down a bit and yeah

this definitely looks like an apple

i will eat it now just share this

smooth yeah

you can see we have a very organic

looking

form over here now i'll create a

duplicate out of this just in case if i


mess up the shape a it

now what we can do is disable this

modifier

and uh select all these uh faces over

here

and just delete it okay and i can select

this entire edge loop

and extrude and scale it inside

okay and maybe create another extrusion

and

pull this inside again

create another extrusion scale this down

and now what we can do is we can simply

extrude this and start

forming up the stem of an apple

so yeah i think we have

a good looking stem uh just

create an extrusion and maybe uh

extrude this inside again

make everything as organic as possible

because

the natural forms are like very uh

asymmetrical you can uh add some detail

over here as well if you want but i'm

going to

just leave it as it is and uh maybe what

we can do is

we can create one uh leaf over here okay

you can simply go to the top view and

bring up a plane okay


and i scale this up like this go to the

edit mode

and maybe add a few loop cuts with ctrl

now i can uh just pull this out scale

these down

and uh scale these up with the

proportionate editing on

i press o for proportionate editing

and scale these down again

so i i am not sure what the leaf of

an apple looks like but this is just to

give you an idea

now to bend this leaf what i can do is

uh i can go to the front view

and place my cursor over here

and from the transform pivot i can

choose 3d cursor instead of bounding box

so instead of center

now my rotation will take place from

here now with proportionate editing on

if i

start turning object now you can see

it's rotating from here

i mean from this point now if i increase

the brush size

you can see my leaf is taking nice

rotation in this view you can see

okay now i'll select this side and i'll


rotate this one like this

and i can select these two sides uh

these six edges and uh move them up

like this i'll reduce the size of

proportionate editing

and move them up like this and uh

let's apply one subdivision surface over

here and uh

we need some hard looking uh edge over

here

i mean i'll select this enter h loop

press ctrl b and give it some bevel

and uh maybe if you want to just

stylize this one you can press v and

break this one

okay this is just for fun uh you can uh

if you want you can create another edge

loop

to make this one sharper

you see with a very with a combination

of such simple commands

like the edge loops and uh just the

extrusion

uh we are creating almost all shapes

possible

okay so i'll select everything i'll

create one extrusion

to give it some depth and i'll select uh

these two faces go to the front view

and create one extrusion out of it i


know this is not a good looking shape

but i'll see if i can

fix this one up okay i'll change the

pivot point to bounding box again

and just place it over here

scale this down

you can combine these two if you want

like uh

but i'll leave it as it is for now okay

so i can get rid of this i think my

apple shape is pretty decent

smooth now these polygons you can

see because we are in uh

we have this cavities option up

on right now if i switch it off you can

see

i see very nice smooth looking apple

okay so i'll select

i'll switch on the overlays again i'll

make another collection

and name this one an apple

and move this inside this collection

okay so

the next shape i'm going to create one

uh

trumpet something like this one

i mean a musical instrument it is okay

it's a very simple process

you can just bring a circle


and i'm trying to create as many

objects as possible just so that you can

follow this tutorial

and get comfortable with how to bring

out the different shapes

and feel much confident about it so i'll

with this circle selected i'll create an

extrusion and a scale

sorry scale this down and

move this inside like this okay

i'll create another extrusion over here

and one more over here

all right now i'll create a duplicate of

this

and place it over here and make it like

this

and now i can select

this entire loop and place my mouse over

here

and choose the spin command

to

create a nice looking

round shape here okay

all right once you're done now it's

important that you

check the axis if the rotation is

happening in other side

and weird side uh you can always flip

this okay like in x

y z wherever you want okay i press


enter and uh now what i can do is

get rid of

these faces

and close these two loops

i'll press bridge edge loops

in the search form and similarly

create another spin

over here i press my with the tool

active i'll

pick somewhere here and

with the mouse i can always adjust the

shape later

now these kind of shapes are very easy

to make with the

with spline tools as well but uh

sometimes if

you're modeling an object with polygon

and you have to

bring one circular shape like this so

it's important that you understand

how this one works now i'll

go over here and maybe

i can create another spin i don't

clearly remember

how the shape of trumpet exactly looks i

mean i'm sure there is some structure

i just want to make something which

looks like a trumpet sorry i think i

could have made


that radius much better

i can make it like this

yeah and press enter

and then i can extrude this upwards

so i'll select all these faces and uh

just make sure everything is selected

and separate this one

separate selection and i'll bring the

origin to center

origin to geometry and

now i can make this one look like

those switches you have in trumpet

pardon my uh knowledge about this

instrument

i clearly don't want to get into details

right now

so

and i'm using the extrude command

and then i can just type

grid fill

and close this one and what i can do now

is

i can use

mirror modifier so that

sorry i'll isolate this one you can see

it's uh

flipping the it's making the the same

changes which we worked over here

are applied over here as well okay i'll

exit
the mod

all right so i'll select uh this area

uh these edges and maybe create

one bevel over here and uh

i need some roundness over here it's

looking too flat

and i need some like a smooth looking

transition over here

and then you can create one

loop cut here and

with the alt right click you can select

this entire area

and extrude this out

i'll shoot smooth this one

now there's some problem over here i

think the normals

the direction of the normal is messed up

somewhere here so what you can do is

you can select all the faces just type

normal in search menu so

what i did was i i clicked on average

normals

so that everything is in the same

direction

actually i was looking for another

command which is uh called

make normal consistent but i'm not able

to

find it over here but i guess this


command works as well

now i i'm going to create glasses i'll

bring a cube over here

and place it right here

and start shaping the the border the

outer frame of the glasses okay

so first i'll create once

a simple extrusion and bring it over

here yeah

so i'll control click over here control

click

control click over here and create

another

one and maybe select

these two faces and delete okay and i'll

select

these edge loops where the alt and

type bridge and close this one

okay and i'll select this face and

extrude it

in x direction so you can see i have

this very

nerdy looking glass frame

now i can create a loop cut over here

and loop it over here and i can select

these faces and extrude them in y

direction and scale this down

and go to the side view and

control click over here control click

ctrl click over here


and give it a nice

handle okay i'll select

all these faces with a box selection

or you can simply

paint this with the circular selection

with the c

okay and uh i'll use

extrude along normals and create

two extrusions out of it so that

when we use smooth command it doesn't

look very smooth

subdivision surface all right

i'll delete this one and uh like

before i'm going to apply a mirror

modifier okay

now the mirror modifier actually works

with the origin point

so what i will do is i'll place this one

over here in the center

and select all the faces and move them

on the left

and if you want you can make more

adjustments

and maybe bring a loop cut over here and

make this one smooth

maybe bring a loop cut and make this one

sharp and

you can select now you can select all

these faces
like this one you can extrude along

normal

two times to give it some thickness

okay shade smooth

i'll select these and uh what i can do

is

i can switch on the proportionate

editing

right now it's set to connected only so

it's uh it's working with

whatever is connected to this point but

what i want is i want the bottom area to

move as well

so i'll disable this and project from

the view

move this in y direction it's something

like this

and maybe move this in x direction

and maybe rotate it a bit

and you can select these faces there are

two faces

and extruded and if you want you can

select all these faces

and use extrude again

two times to give it some thickness like

this

okay now to create the the glass part

what we can do is

simply duplicate this entire thing

and uh add an edge loop over here okay


the loop cut over here now i can

select and duplicate this one

with the shift d and invert the

selection with ctrl i

and delete everything else all right

now you see we have only the internal

part of the edge

now to simplify this one there are few

unnecessary edges which are not required

for the glass part

i'll select these vertices and

press delete to dissolve vertices

now i won't delete because by deleting a

vertex

i will get rid of edges as well instead

i just want to dissolve these

and leave the edges behind

vertices i'll get rid of these

two and i can

delete these two as well okay now if i

select all of these

uh edges now and

type grid fill now i think

the number of edges needs to be even

so for that i can either add one or

get rid of one so i'll delete this one

dissolve vertex and uh

grid fill now you'll see i have this

nice looking
glass shape which fits exactly like the

internal frame

and i just close the gaps

and uh yeah i think

we can select the outer edges or the all

the faces and scale it up a bit

if you want you can extrude it and give

it a thickness

but i'll leave it as it is

[Music]

okay now we'll quickly bring a

uv sphere over here and alt g

and bring it at the center now what we

can do is

we can select this one and with the soft

selection on

the proportionate editing on i can move

this up and adjust the

radius of the brush with the scroll

wheel

until it looks something like an egg

okay so this one looks like an egg now

now what i want to do is i want to make

a broken egg okay so to do this

i'll go to the edit view and start

creating broken edge okay now to do that

i'll press

k on the keyboard cut it from some

somewhere over here okay now

i'll create a custom cut which looks


like

a broken egg sorry about that

just keep clicking on the edges until

you have a closed loop and

we can go over here if you want

uh maybe something like this yeah

press enter now i'll select these faces

with circle

i press c on the keyboard and start

selecting these

all right with the middle mouse i

deselect these

and i think this is

complete selection what i can do is i

can separate this one

separate selection and

i can move this out

maybe now if you want to make it more

interesting

you can

simply make this one

into something like this or

i'm just trying to find the perfect

angle for this

yeah something like this we have

something which looks like an egg

so to create a piggy bank i'll bring a

cube

what we can do is we can select this


face stretch it out

and select all the edges all the faces

and smooth this out like this okay

now select this one and extrude it out

and select these two and extrude

along the normals like this now

we can select these two and insert it

inside

and extrude them inside again i'll

insert

this one and maybe insert this

one more time and we'll select these two

edges

and scale them down vertically okay now

we'll select

these uh faces and delete

them or you can extrude them inside

now i can select these four faces

and extrude them along normals

and if you want you can scale them

with uh in the local access

and if you want you can create a tail

from here

with a control click scale it down scale

it down control

it click scale it down over here i'll

create another insert

maybe you can extrude it inside

and just like that we have a very decent

looking
piggy bank okay i can shade this

shade smooth uh this form could be much

better

than i mean what i have right now we

need another

edged loop over here i'll add a loop cut

with a control r if you want you can

you can scale this in y direction

with the smooth selection on

make it more rounder and i'll leave it

as it is

okay one last object and it's going to

be a banana okay

i'll bring a cube scale this down

control click over here with the face

selected ctrl click over here

and ctrl click another

okay and with this face selected i can

control click over here

control click over here

and another extrusion just like this now

to make this one uh

six sided i'll press ctrl r

and move uh scale them up and uh

in global and uh

scale them up and sorry i'll select this

entire loop with

and scale it out in y axis

and another loop cut over here and


scale this up and z axis

okay maybe a bit more something like

this

and now with proportionate editing on

you can uh

shape this banana a bit more now

what i need to do is uh i need to

make these edges sharper with the

control b

and i can also make

these ones sharper

with ctrl b and

just one division and uh

shade smooth and now i can adjust the

form a bit

all right something

and what we'll do is we'll

select all the faces yeah we'll select

all the faces and press

shift d and create a duplicate out of

this and now i'll go in

to shrink and flatten in the wireframe

mode

and shrink it a bit

to make the inside of banana now i'll

separate this entire

outer object i'll bring my mouse on the

outer edge and press

l and the entire object is selected

and separate this one by selection yeah


i'll isolate this one

and uh i'll see if i can peel this off

maybe now to do that i'll select these

edges

over here

and i'll press

yeah i'll press b

sorry i'll press v

on the keyboard to break these

and now i'll enable the connected only

and i'll start moving this out i'll

press my i place my pointer over here

with the 3d cast enable and pivot point

i can

move this and rotate this one

control plus to increase the selection

control plus again and just

turn it out like this okay

now the inside part is a little messed

up

what i can do is i can get rid of all

these faces

i can go to the wireframe and get rid of

all these faces

control plus plus

faces and just leave it as it is

and with the subdivision enabled it's

going to look just fine

now i can select


this area

and uh make another peel from here

okay i'll press v

to break this out and uh sorry about

that

connected only

we

yeah so i just broke few edges

and now i can place my pointer over here

and uh place my pointer over here

over here maybe and start unfolding

the banana okay

so yeah i mean uh

it may be i mean it's not detailed but

it does look like a banana peel

a little alright guys so i think we are

going to stop here for now

and i think this is uh already enough

for

your first day and it's okay if you

can't finish this in one day

it's going to take some time to get used

to all of this but the important thing

here is to

practice how to bring out different

shapes and

the core of every software is to get

used to the

interface and the modeling okay if you

can just learn the basic modeling and uh


the rest of the rest of the things are

going to be pretty easy for you okay

now what you can do is uh just to

conclude your day

like how we assign very basic colors to

the first day chapter materials and

how we prepared a render out of it for

this scene also you can

simply give it some very basic material

okay

now what you can do is first you need to

bring a camera okay

and just like i mentioned in previous

chapter don't get into

don't get into any render details or

material details

this is just so that you can save a

render out of it and

maybe share it with your friends okay so

first uh just uh make sure you have all

the objects uh

visible and just prepare a nice layout

out of it

then uh i'll click somewhere and press

shift a

to bring a camera okay now press ctrl

alt and 0

ctrl alt 0 will align my camera to the

perspective
i was looking into now i need to zoom in

and out a bit

so i'll press n sorry i'll just enable

my screencast

so i'll press n to bring this side panel

and click on the lock camera to view

so now i can move my camera okay

all right so this view this view is good

enough

and i think uh i can save

some good render out of it and uh i'll

disable this again

and press n okay and now make sure you

are into cycle renders

or here also you can go to the

world properties from the color of the

background

click on click over here at the color of

the background and

click on environment texture click on

open button

and just go to the go to your blender

folder okay

i'll go to my blender folder which is

your default hdr is going to be in

a blender folder data files studio

lights

word and over here you can see all the

hdr which you see

over here in the viewport okay so i'm


going to select

maybe this studio.exr and

use this in the void okay now let's see

what is happening in the

render okay so as you can see it's

creating some interesting shadows over

here now what i can do is

i can select the apple and create one

new material

and give it some color okay

and that's about it that's all you need

to do now

select everything

and now you can select this apple to

make this

active apple i mean active object now

press ctrl

l to transfer the material from this

apple to rest of the objects okay

i'll press ctrl l and make links my

material all right now if you render it

you'll see

the red color is in all the objects okay

now if you want you can uh experiment

more with the hdr maybe bring one a nice

uh

like a hard shadow over here or maybe

interior hdr or what you can do is

select the background panel


which we have over here and uh

sorry press ctrl 0 to press 0 to go back

to camera view

now i'll select this background panel

and delete the material and bring a new

one

okay so that i can create some contrast

all right

so just play with the right color

settings and choose your favorite colors

and just give it a nice look and uh you

should be able to render a

decent with just these settings okay

all right so i'm going to choose the

sunset.exr

and uh and i'm going to

change this color to red as well

all right and

what i can do is i can increase the

intensity a bit

okay now increase this intensity of the

background

to two so that you have more contrast in

the image

all right now when you're ready you can

click over here

render image and uh from here in the

render output you can change the

resolution you want

okay and render your image and uh


this is just for fun and uh you should

have something to

look into at the end of your hard

working day okay

so this should render your image and

once you're done

you can go over here and save your image

okay all right guys so

i hope you enjoyed your second day of

blender and like i said if you are

not able to finish everything in one day

that is okay take it slowly

but the most important thing here is to

keep practicing

until you understand what is going on

okay

like uh get used to all the commands we

are discussing

and uh just get comfortable with the

software okay

in the next chapter what we are going to

do is uh we will discuss

modifiers and just like how we created

objects today

we are going to create few objects and

understand what the modifiers are and

what their meaning is

they are very powerful thing to work

with and they are a lot of fun


okay so i look forward to seeing you

guys in the third chapter

and it's going to be really fun and

you'll see some very powerful stuff

in the third day okay so have a good day

and

i'll see you guys

you

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