Welcome back, everyone.
So here we find ourselves back in Blender, and what we're going to do is we're going to do exactly
kind of what we did before.
The one thing I would say is you could make new collection to impulse in and it might make you a little
bit cleaner so you can see what you're doing.
I think for myself, I'm just going to leave it near the one thing.
Amanda is just solid and that just enables me to see a little bit better.
So all we do is to file come down to Interpol, I'm going to EMPL and Fiji, and then I'm just going
to find the SFG that we've created.
So I want to go, OK, I'm going to look and that's Fijis here.
And then the henges is this one here.
Now, as I said, you won't see anything.
So I'm just going to hide the step, hide the door.
And now I can actually see my hinge.
So I'm going to move it out.
I'm going to spin it round.
And the one thing about the CGS and before you start is you'll notice again that if I pull it out,
the actual orientation is set here.
So let's right click the origin to geometry.
Let's put it in the middle.
Let's bring it out like so and I'm going to spin it round.
So all X 90 and it should if I press one foot really, really nicely as I bring it out.
So let's bring it out a little bit more now and look where this comes up to.
So I'm going to pull it up to here and I think that's a little bit too much.
I want to make a little bit smaller.
Well, let's find where we actually want it, and you can use your reference as well to check out to
see where exactly it was.
And now let's to bring the doll back and there we go.
And that's looking really, really nice.
All right.
So we're going to do what we did before, because if we press stop now, we can say are a lot of dots
on here.
We don't really want that.
So let's come over once more to the top and we're going to put it on days like so, and I'm going to
come up to and then we're going to press top come on, object, come down, convert Meche from code
and there we go.
Now, if I grab just my hinge, press a let's have a look.
How many votes is there are.
And you can see there's a hell of a lot.
So now let's press delete, come down limits and dissolve and now let's build this in.
So I'll fill in and there we go.
Next, what we'll do is we'll come to select right click and Monkseaton next.
What we'll do is fill in all these faces now so we'll press, alter and fill them all in.
Now we'll be able to face right click.
Come down, triangulate faces right click come down.
Tries to Quad's and there we go.
All right.
So let's now pull it out to the thickness that we want it.
So I'm simply going to press e pull it out like so now one Wednesday is going to press the on.
I'm going to pull it into place.
Just so it's actually leaning on the door, so let's pull it out a little bit, a little bit too far
in there and look how thick it actually is.
It might be too thick or you might be happy with it.
I think I'm actually happy with our that's actually looking.
I think it's maybe some slope.
All right.
I think that'll do for now.
One thing we'll do is a come over material and just minus the oil.
And then I can really, really see what I'm doing.
And then when we're doing the right shades, move and then come over to my triangle like not so smooth.
There we go.
Now, what we need to do is we need to actually unwrap these.
So I'm going to isolate out with a question mark.
I'm going to come in.
I know that I've got the top on the bottom.
They will be isolated.
Absolutely fine.
What I want to do is now I want to make a seam so that we haven't got infinite loops going all around
here.
This place, again, to do it is in the corners where nobody can really see it join in.
So you've got that corner there.
Do you really need this corner here?
I don't think so.
But let's put one in here and then let's just work our way round one here.
For instance, we could have one in there, but I don't think it's needed because it's such a small
piece of mesh from there to there that you're probably better off just using these parts here.
So let's come in and we'll come to here.
And then I'll go round to.
On this problem here, because this is going to be hidden by our hinge and then it's going to go all
the way around.
To this point here and probably this point here like so.
All right, so that looks fine.
So right.
Click on Monkseaton.
Now let's do the Bowmont.
So we're definitely going to need one in here, one in here, and we'll bring it up to here and then
I'll bring this to here and let's work all the way along.
Underneath here and.
Underneath you, right, click Moxey.
All right, let's see what these on Rattly then, so grab them all with a uveitis saying let's isolate
them out.
So questionmark, let's press you on.
There we go and we can see that everything straight and they look like they've unwrapped really, really
nicely.
OK, so the next thing I want to do then is basically bring in my material to put on these.
So we'll go back to modeling for that.
Now we're going to wrap them and we can come in and change my gloves if they're actually not big enough
or small enough.
So now let's head on over to the materials top and let's bring in material.
Now, with the hinges, I've actually gave you two materials that you can use.
We are going to use the actual metal.
There's also a bronze on there as well, which you might like.
There just be a way to use the bronze one.
Just make sure that you the islands are actually expanded just that little bit bigger to make them fit.
Fine.
OK, so let's come over to plus new and we're just going to call this dark metal, then come over to
Chaiten.
I'm going to come to my principles.
I'm going to zoom out a little bit, click on my principled control, shifty.
And now let's go to our actual textures and you'll see the walnuts, black metal here.
And this is the bronze one I'm talking about.
Let's double click the black metal shift like the top one shift.
Click the button, one click on the principled and that will bring them in.
Now, we do need to do some alterations.
So these you'll see when they come in, they're not quite right.
We can actually put this as well onto our cycles.
Let's see if it's on cycles.
I think it's actually on Evarts.
Let's come over and put it on cycles.
The reason why one's cycles is the do look slightly different based on which actual renderer you're
actually using.
And in the end, I actually want to use the cycles renderer engine.
As I say, I think it's a little bit bad for something like this.
Then that's not to say it's not good or anything like that.
It really is.
Well, I know that from past students.
Some of them want it in cycles.
Some of them won't say anything.
So this time we're going to focus actually on cycles.
And as I say, just put this on eBay and work on this based on the Virender.
So let's put this on cycles now and then.
What I'm going to do is I'm going to stop the AI so you can see now can actually work on this without
actually being highlighted, which is great.
And then the first thing I'm going to do is bring in a gamma.
So I'm going to shift a surge gamma, bring that and drop it in.
I'm going to put this on nought point six like so.
And then I'm going to do is I'm going to unplug the metal and I'm going to unplug the roughness.
I want to set the metal all the way up to one and then the roughness.
I'm going to put nought point nine, something like that.
So let's nought point nine like so.
And now you can see it really actually blends in.
If I zoom out here, you can see actually really, really fits the scene really nicely.
And now you can see that we did with it flowing around the actual window and things like that looks
really nice.
Now, the one thing, as I said, I would probably do, and this is I would probably come in and make
these this window a little bit darker.
And as I say, we're going to work on that as we get further on into actual rendering.
So, again, if you want to bring your bronze in now, bring that in.
Now, the last thing I want to do while I'm here is I want to come to my actual stone.
So when you click on my stone, I'm going to come down to where it says my strength of mine.
No, Momma.
And you'll notice the pattern is.
So it really, really brings this out a lot.
Now, I don't want to on anything, mother, but I do want to hire than where it was on, which is one.
So I'm going to bring you up slightly just to make a little bit bold bone pate.
I'm really bring out that muscle a little bit.
You can see now it's really starting to stick out a little bit and it looks a lot, lot better, especially
when we start to get aggressive.
All right.
So now let's put it back onto texture and let's go back to Modlin.
And then what we'll do is we'll press the question mark to bring everything back, put it back on Texture's
and you should end up with something like that.
So on the next lesson, what we'll do is we'll bring in some Boltz, we'll bring in our henges, and
then we can make a start on our actual gross.
OK, everyone.
So I hope you enjoyed that.
And I'll see you in the next one.
Thanks a lot.
Bye bye.