Welcome back, everyone, to 3D modeling Hobbit doll scene with Blendr two point nine and Adobe Photoshop.
So now this is where we left off.
What we need to do now is come over to left on side.
I've actually put my pen and tablet away.
Now, I'm not going to need that anymore.
So I've just got my keyboard and mouse so left on side I hover over it.
You'll see where I've got one quick selection.
If you've not got that on just right click come down to it says Quick Selection Tool.
You'll end up with a little place in the circle here and then just left click drug it down all the way
and what you should do when you release it is it should grab everything like this.
And I find this the easiest way to actually grab everything all in one go.
I know you're going to do you're going to hover over this line, right.
Click and come down to where it says Make quick path stops.
Just click on the row one that you click right click make quick path.
Click OK, and you'll end up with low dots all the way around, this is the start of the subject.
Then what you need to do is you need to leave and you're going to come down to it says New Philia,
and you're going to click on Solid Color.
You're going to go across and click, OK, and now basically, once you've picked your color, which
is going to be solid black, so just make sure this is down to solid black click, OK?
And now this is ready to be exposed.
Now all you need to do is just come down and just take off the actual old actual layer.
So click this off and the new one should on this little square that come over to file and we're going
to export and then export us.
Let me slow down.
This is the actual preview, if you've not got that on, just click on over here, come over to the
right hand side where you'll have one that says former.
This will be on P and G or something like that.
And just make sure that it's actually on SPG.
Now, when you click export, it will actually bring up a screen where you need to save it out.
So let's come down and click the button.
Let me think about it and then let's find with the actual files where I've saved out, so here is Mignot,
says SBJ.
I'm just going to double click it and I'm going to save this out of stained glass.
Hummingbird
window, like, so presentable, and it will say that as an object.
All right, so just let think about and actually save the owl.
And now that's done will actually go on over to blender, so here we are with an actual blender.
What I want to do is I just want to clear this actual scene just a little bit.
So at the moment, I've got a Cuban here and it's just a click on any of these.
All you need to do is just left leg and then you to click on these.
Then you press delete on your keyboard and I'll just delete all the way.
Let's delete the camera as well.
And also this point, like we're not going to need to point line anyway, personally.
And there we go.
Now, a couple of other things to actually zoom into something.
What you need to do is you just need to move the scroll wheel forwards and backwards and that will zoom
in to orbit around something.
You just going to hold the middle mouse button and then you're about to orbit around and to move left
and right.
So, Punin, hold the shift and the middle mouse then you built upon in whichever direction you choose.
Now there are a couple more things.
I'm actually just going to bring in cylinder because I'm actually going to need a cylinder for this.
So I'm going to basically press it a mesh come up to where it's a cylinder and bring that in line.
So now the cylinders here can show you what else you can do.
So if I press the dots on the actual number pad, you'll see that I can actually zoom in.
And once I've zoomed in on actually orbit around this, it will actually orbit around the center origin
of whatever you've actually brought in and zoomed up to.
Now, the other thing is you can use a number pad to actually go to front of view using one on the number
three on the number pad.
A side view, seven on the number pad is top view.
And then when you press control seven, for instance, that will give you the reverse.
So control one is the rear control, three is the other side.
Control seven, as I say, is the bottom and all these things.
I'll take a bit of time to actually get in your head, but once you've got them, you'll find it very
easy now to actually move around.
So now I'm just going to actually delete this under all the way to give me a fresh actual viewport.
And this is the actual viewport.
And then what we're going to do is going to do edit.
I'm going to come down to where it says preferences and we're going to bring in an actual Add-On.
Now, these Add-Ons are actually built in within Blendr, so they should be there for you.
Come over to a little search and make sure that you're on Adam's on here.
And then let's bring SPG and you'll see one that says Import-Export Scalable Vector Graphics.
And this is the one you just need to keep on click refresh to close it down.
Now, in a press file, come on down to where it says imports, you'll see that this is an option to
bring in scalable vector graphics.
Click now on and now you need to do is just go to where you've actually set out Hummingbird or whatever
Steinglass you actually created.
So here is where my file is in SPG and here is my stained glass window.
So double click it and then you'll notice that something comes in.
Now this is brought in as an SPG, which means now we can turn this into actual mesh.
So how are we going to do that?
First of all, we're going to left.
Click on it and you'll notice over the rights on side here, we've actually got one that is basically
a code.
So you can see within here, we've got lots of lots of options where we can do things, especially for
help, open the geometry.
We can actually bring out the extrude and things like that.
Now, I'm not going to use any of these.
So if you've used cars before, you'll be well aware of what these do.
All I'm going to do is I'm going to come up and click on 3D.
And while that's going to do now, it's actually going to give me mesh that is not actually filled in
because I want to build this mesh in myself.
And the reason I want to do that is because if I let Blendr fill this in is going to be very, very
dense on the actual polygon count.
Now, at the moment, down the round side, you will see that I have actually got a polygon count and
I've got all this information here to bring that on.
All you do is you got to edit preferences.
And then you're going to go to interface, come down to it, say status bar, and you'll see that all
these are probably ticked off on.
Just click them all along.
And as you click them on, you'll see different information that will tell you how many events are in
the scene.
I'll tell you the memory that's being used and all that good stuff like that.
Now, just press the button just to close that down.
And what we need to do now, if I press the button, you'll see that we've got all these little points.
These little points is basically where all the joynes all around.
Actually, this actual mesh, when we turn it into a mesh at the moment, it's not a mesh, it's just
actually occur.
So let's now turn it into a mesh.
So if we're going to object, come down to where it says convert and you're going to convert mesh from.
So click that on and you'll notice that that curve actual top has disappeared.
And now in a press tab, you'll see that this is the mesh we can actually use.
Now, if I press a that will actually select everything and I want to press delete, come down, I'm
going to use limb to dissolve.
And while that's going to do is it's going to clear out all of these points that we don't really need
if our price controls that you'll see that we've got thousands of these points.
Now, each one of these points will join over to the other side in some way to actually create this
mesh.
And that is what I'm saying.
If I don't do this, you'll end up with a really, really dense, heavy mesh and what we're doing,
we really don't need that.
So, again, press delete, limit to dissolve.
And now we're going to do before we do anything else is actually more cost.
Seems I want to actually pull a short video that describes why we're actually marking same stuff.
You watch that and then come back and you'll understand exactly what we're doing.
OK, once I'll see in a few minutes.
One, this is the quick demo just to show you why seams are important and basically why we use them
the way we do.
So he can see a tube.
And if I press the top on this tube and highlights it, you can see at the moment that each one of these
sides actually is represented on the UV map.
And you can see how it's flattened out from a 3D to an actual Tudi.
And this is actually how we apply textures and materials on that.
So what we need to do now to actually manipulate this is Moxham same.
So if I Mogg seems like this, for instance, going round.
Like this, right, click moxie, and now actually I grab it and unwrap it so you Honora you'll see
now that it's on, not in the way that we actually want it.
So basically unwrapped it like Postle.
Now, moving on to the cylinder.
This is a little bit different.
So if I grab the top on the bottom of it and I press control Lee come down to mop scenes and now I try
and actually own this, you'll see this part here is a real mess.
These parts are actually on racks.
Absolutely fine.
So I have to grab the whole thing and I come up and try and on right now and I press you on.
Right.
You'll see that these parts see it.
If you look at the texture, it's a real, real mess.
And the reason for that is because we've not told Blendr we're actually seeing needs to.
So they said Blendr is just trying to loop this in an infinite loop.
So when I talk about the loops, that's exactly what this is.
So if we a now on the side, just one seam, the right click seam and now we actually grab it and try
and run.
You'll see now a contrast.
Really, really nice.
And it actually looks correct.
Now, talking about seams, the one thing you do need to remember is that you should always mock seams
where the least likely to be seen.
So, for instance, this was a cylinder out market, the back where it's the least likely for a player
or camera or Arenda to actually see the seam, because you can actually see if you look very carefully,
you can actually see where the seam actually joins.
Now in things like wood, it doesn't matter too much because it's very hard to see.
But when you actually mulgan in a seam where there's wood or tiles or things like that, it's going
to be very easy to see.
So there is a quick explanation of why we do seems the way we do.
And I hope you learned a lot from that.
Welcome back, everyone.
I hope you enjoyed that so that we're going to do is going to Mongkol seems.
But before I show you that, I need to tell you about is the top.
So the top button, when you press it basically takes you in to edit mode.
So you'll notice the moment we are in object mode.
And if I press top, you'll see now we're in attack mode.
Now, in any mode I can actually grab these virtues, for instance, or I can grab them all and things
like that.
Now, in object, most of a press top, the only thing I can grab is the actual whole object, and that's
the only thing I can move it around.
So any mode is actually to edit the actual mesh.
So now let's say I press top.
Just make sure you've grabbed everything with the Oborne Press delete to actually bring down the actual
number of verses.
And then what we're going to do is we're going to actually Mongkol seems now first of all, you'll notice
that over on the left, on side we have these three little tabs here.
This one is versus.
So these are these little known things.
The next one is EDG.
So if I can grab now all of the edges of this cell in there.
And finally, the next one is faces.
We haven't got any faces yet.
And that is something that we actually need.
So that's Perowne edges for now.
And then what we'll do is we'll grab everything with a and then I'm going to right click come down and
you'll have one that says Maxime's.
And now I need to do is actually need to fill this in.
So all I'm going to do is I want to press alter and you'll notice now that this fills all of these in.
Now, you might not like so many triangles on here.
You might want more polygons.
So all you need to do to actually fix that is come over to face, select, hover over it right click,
come down and say tries to Quad's.
And that's what Blende is going to do.
That is going to try and convert all of these triangles into actual quotes.
So let's click on now and you'll see a lot of them now display and it just looks a little bit cleaner
and that is what we're actually looking for.
Now, the next thing I need to do is obviously I need to bring this out, because at the moment it's
just a basically a flat mesh.
So the way to do that while we've grabbed everything and while we're in that mode is we're just going
to press e I'm just going to drag it up and not actually extrude them out and have a press type.
You can see that we've got this and it's looking really, really nice and actually clean.
The only one thing you can see is you've got all these bombs.
Now let's get rid of this material because this material is not what we want.
So Olders will come over to the right hand side.
And this is the materials panel.
And you can say at the moment the material is SPG material and I don't want that.
So I'm just going to remind myself I'm not actually going to put the material on here at the moment.
I'm only doing this.
So basically I can see what I'm doing and now I'm do is it went smoothly.
Sol So we haven't got all these little bumps that I want to.
Right.
Click in object mode and come to shapes move and you will end up with something like that.
And then what you can do is you can come over to this little triangle here, come round to where it
says normal's and then click also smooth on.
And what it's going to do is going to smooth all those edges around here.
This is based obviously on a percentage.
And if it crosses that percentage, then it will smooth that edge of normally this is the standard say
thirty degrees.
And that's normally enough to smooth everything off that you actually need.
OK, so on the next one will actually work for.
On this actual stained glass window and we'll actually start making the glass, OK, everyone, so enjoy
that and I'll see you on the next one.
Thanks a lot.
Bye bye.