Welcome back, everyone, to 3D modeling the Hobbit doll scene with Blended two point nine and Adobe
Photoshop.
Now this way we left off.
What we need to do now is make a start on all grass.
So grass actually isn't that hard if you know what you're doing.
So let's make a start on it.
What we'll do first of all, we'll bring in a UV sphere one minute actually do is just to reset to accommodate
a file, come to actual save in the go file again, open recent Hobbit doll, reopen it.
What that means is then when I bring in a UV space ship, they mesh down to this.
You'll see that these have been reset, in other words, and on 12 and 12, like we had for the bolts.
And that's exactly the one.
So I'm going to do now I'm going to move this across over here.
And this is going to be the basis from actual lacross.
I want to press top then when it comes to proportional editing, and then I'm just going to grab this
and just pull them over.
So make my circle bigger like so and don't be afraid to mess around and really pull that mesh out.
This is going to be your grass and we're going to mesh this as well.
The very easy technique to do that.
We just want to make sure that we don't bend it too much so it doesn't end up like he can see here.
It's a little bit broken.
That's not actually what we want.
So I'm just going to go back and just make sure that I'm not breaking it that much.
So I'm going to make perhaps this a little bit bigger like.
So let's bring it out.
Like so.
And also, we're going to displace this as well.
Which will make it, again, a little bit easier.
All right, so I think let's have a look.
I think I'm happy with that for now.
Again, we're about to change this once we've actually reimagined it as well.
The one thing I think I'm just not sure with is this a little bit too close to the actual steps.
So let's bring it out, something like that.
Let's bring this just down just to make it a little bit flat.
Press three on the number pad.
I'm just looking at where it comes out.
So obviously, you not going to see the ball anyway.
So I think that should be absolutely fine.
Now, let's bring in another sphere.
So shift a UV sphere.
Let's move it across to this side.
I think actually bear splitting it from this one so that when I use a portion that it's in, well,
a different techniques.
Let's bring it down to friends, place personal and it's known and just click connected only.
And then I'm not going to interact with this one at the same time.
So now let's start squishing this one round as well as play out a little bit so they all pull it out.
That's where it's going to go and bend in a little bit.
So and then I just want to make sure this Spetz.
Housefly know a little bit like Mount.
All right, so that's OK, that should be a good start.
Now, what we need to do is we need to press top.
Let's come over now to our little triangle and what you'll say is one that's called a rematch.
Click the open.
What are you going to do is you're going to click on Quad's, click on Quadri Flow, Ramesh Cherno,
use paint symmetry and let's put it on something like two thousand.
We don't want to that high.
So two thousand should be absolutely fine.
And they said this is a number of faces that you're going to end up with when you've actually rematch
this next thing.
Well, once the results come in, I want to click, OK, now it's going to think about who's going to
take a little bit of time and now it's finished.
If I press top, you can see now we've got a really, really nice base to actually work with.
And this is the point where you want to be pulling these bits out that you have to wave.
So like here, for instance, a press G to just pull it out just so.
It's in front of that door and you love the grass growing up.
I'm not saying that one.
And again, with this one, I'm just refining it now, as you can see.
Pull it out here.
And again, we can pull this out to his heart's desire once we've actually got all grass in place now
we've got two things left to do.
So the first is we need to unwrap it.
So I'm going to grab them both.
I want to press you and this time I'm going to press smart.
You've project.
And the reason for that is when you use this, it actually splits of the mesh and breaks it up for you.
So if I click the song, click, OK, come over to you.
The editing, you'll see now that we've unwrapped it and it's basically broken the mole press dot on
the number pad to go to it.
Can't find it.
Press the questionmark and there we go.
So what it's done in this space and not to Malcolm, he seems very far away, are actually on wrapping
it, but it does break you up and it should only be used in circumstances like this.
It shouldn't be used all the time.
Now, all I want to do is want to grab them.
I want to really bring them out without proportion, let it's in on because I know how my grass is going
to fit this.
So there we go.
Now let's bring in the material.
So plus new let's call it Gruss.
Let's come over now to Qadim panel.
And all I want to do is bring in one actual gross material.
So I think of a press control shifty and I'll go to my texture's you'll see one that says grass bring
in and sometimes it won't bring in light says no matching images found.
And that is basically because that grass hasn't got a name on the end of it, same colour.
So they shouldn't know if it says colour on the N, normal on the end, ambient occlusion on the end,
blender will pick you up.
So that's a good tip in case you can't actually bring in an actual texture.
So we'll do now is we'll go to the file and we'll bring in the old fashioned way.
So here is all grass.
So I'm going to do is I'm basically going to just left click drag and just drop it in place and they'll
say actually drops in now.
Now all I need to do is just pull the colour over and drop it into the base colour of the actual grass.
Now, let's go back to our modelling.
I don't need to mess around with anything else on here.
So back to Modlin.
Press the top on top the.
And then you go, you can see our grass is looking really, really nice.
And the thing is why it doesn't really matter about this being home wrapped or anything like that.
As you'll see when I actually bring in the grass, the grass colors and things like just based on the
colors of your textures.
So the one thing I want to do is just shade it so smooth, so smooth, and you'll see like the little
white bits in here, the little dark bits in here will actually come through on to the actual grass
when we use the political system.
But before that happens, we need to make this grass mounts a little bit lumpy.
So let's come over to SPONER modifiers again and modify it.
And this time we're going to bring into this place, you know, just get really far column down now
to the actual texture.
And basically you're deciding now what actual kind of noise texture you're going to put on this.
So let's come to new click on that click down.
And the one we are going to pick is going to be clouds.
So let's pick clouds and you can see already looking really funky.
Now let's come in and basically mess around with this here.
So what we need to do is you need to turn this and I'm going to print one point eighty six.
And now you can say that we've got some real lumpiness for grass really, really easily, perhaps a
little bit too lumpy.
So we need to do now is come over back to our spine and now we can mess around with the displacement.
So I'm going to do is I'm going to send the strength down to nought point four to zero.
And I can say it's still lumpy, but it's a lot smoother, like grass mounds would actually be.
And I'm going to put this on nought point one to two and there we go.
All right.
So I'm really happy with that.
So this is going to be a short lesson, because on the next lesson, I want to actually start bringing
in the actual political systems and our graphs.
So I hope you enjoyed that.
And I'm sure you can enjoy the next lesson, say, on the next one, everyone.
Thanks, Lullabye.