Transcript for:
Blender Interface and Basic Tools

all right so before we begin you can download the blender from blender dot o-r-g simply click on this button you don't need to fill any for more subscribe to anything you can choose the operating system you're using and simply click on this button so once you are into blender this is what you see when you open the blender for the first time there's a nice little splash screen and these are the default colors and the interface and the theme so the first thing you may notice is this beautiful 3d viewport whenever we create here that is what you are going to see in the final animation or the still image this is your 3d viewport before we get into any other details I just want to do a quick run-through of what you see on the screen right now ok over the top left you have standard menus like any other computer application over the left you have tools for basic stuff like move rotate and scale and these tools actually change when you are in different modes if you are into painting mode like texture painting these will change to the paint related options and if you are into sculpt mode then these will change to the sculpting brushes on the right top we have an object outliner now you can organize your scene with this whichever object you create in the 3d viewport will be listed over here there are options to organize like with the help of collections collections are like folders and you can use these collections to set up render layers as well in the bottom right we have the properties panel there are several different properties over here the first one is the active tool it gives you options available options for the active tool you have ok and the second one second one is the the render properties to set up the render related parameters third one is the output which is for setting up the dimension of the render and like frame size frame rate and the output where you want to save it then we have render passes and scene properties to set up the unit size the gravity of the scene and set up the camera then we have the world environment to set up the environment texture which is like you can also use HDR I in the background or simply used colors or shaders object properties this gives you all the available information for the Cuban object right now this is showing our default cubes properties the modifiers list which is very extensive list and we are going to discuss later then we have options to add particle over here particle properties and force fields then list of constraints and object data materials and textual properties at the bottom we have animation timeline playback controls these views you see these are called editors in blender if you hover your mouse over here you can see this is called 3d viewport this editor is called outliner and this editor is called properties now you can customize the layout according to your need if I bring this over here and I can make this editor into outliner and this alliterate to 3d viewport you can also make more windows if you like ok I'm just going to reset this to default outliner and 3d viewport if I want to add more views or more windows to the view I simply bring my mouse over the top right or any corner of the editor and then when the cursor changes click and drag and this will split the window and if you want to create more views you can just click and drag for the corner of the window and you can change these into any other type of editors as per your preferences or you can also change it into other views ok like top view perspective view right for you so that when you are working you can have a look from the different angles alright and if you want to join them back simply bring your mouse in the partition line and right-click join areas and hover your mouse in the direction you want to join join areas or you can join them by simply click and drag from the corner just like how you split the windows and this will join it and it will join in the direction your Mouse's there are several presets available on the top shelf for a different kind of workspaces and we will understand and use them when we move further in the tutorial because right now it will be too much to discuss because you don't understand the context of it at this moment ok so this is just to give you a quick overview of what is happening on the screen right now so before we get into any details I just want to make very small changes in preferences go to edit preferences and in the key map select select with right click and spacebar for search and save preferences now in the older versions of blender the right-click used to be default selection and the left click was for the 3d cursor and there are very good uses of 3d cursor and I would prefer you use the right-click selection it's a it's a very powerful way of working in the blender also for those who are coming from different software's it could be a bit difficult to get used to the right-click selection that is why this option is there for the for the rest of the tutorial whenever we are selecting with if you are using the default settings then you will be selecting with the left click and the right-click will be for the special context menu which is on W if you are using right click ok but we will talk about this again so don't worry about it and the spacebar for search so all the commands more or less everything is available in the search menu so very often we might forget where are the commands located in which menu we need to go so it's very convenient to just hit spacebar and find the command which you're looking for so without any further ado let's select our tube with the right click if you have left click selection and then you can select it with the left click now you'll see when I select the cube it's also highlighted on the outliner now to move this object I'm going to press G ok I'll press G and G for crab I'm going to grab this object and move with a mouse okay I can right-click and cancel the command if I want I can press G and drag it and left click to confirm the location now similarly if I want to scale the object I can press s to scale it okay R to rotate it so now when you see our viewport is in the in the three dimension if we have redline for the x axis we have green line for the y axis and the vertical one is the Z one okay but when we are moving it's not moving in three dimension okay it's like just moving on the according to the screen to move it in one particular X you will have to use assign the axis with the help of short key press G to move it and then if you hit X on the keyboard it will only move the object into x axis if you press G and Y then it will only move the object into y axis if you press G and Z then it will move the object in the z-axis all right similarly for rotation if I press R and X it will work in the X direction or Y for the Y rotation or Z for the Z rotation similarly for scaling SX for scaling in the X direction sy for y direction SC all right now if you go to the object properties over here you will see as we move rotate or scale the object these parameters change here or you can also check these from the viewports panel on the right this panel short key is end if you want to view it okay now when we move the object around or the scale let these parameters change okay now you can reset these this to default cube if you press Auto G it will reset the transformation or S will reset the scale if if it has any rotation all our will to retire reset the rotation but if you want to apply all the transformation to object so that in future if you reset any it should stay as it is then you have to press ctrl-a on the keyboard and apply all transform now you'll see all the basic default values are set to zero scale is 1 because scale can't be 0 okay so now if I press alt G all tests nothing is happening because this is the default these are the default coordinates now now you can see the right now coordinates are showing in meters because in the SI properties panel unit setup you can see it's assigned meter over here you can change this to centimeters if you like or any other metric system okay now you can see the dimensions are showing in the centimeters all right so I'm going to delete this one now we are going to bring few more objects in the scene okay so I'll press shift a to bring up the add menu which is also available over here shift a and you can see there is a list of whole lot of things going on here there are many objects curve objects and lights camera almost everything all kinds of objects in the blender are available here from the mesh menu I'm going to select a cube ok the cube appears here now I also want one cylinder here I press shift a to bring one cone ok now I'll select these and place them where I want ok now every time I create an object it appears in the center on top of each other ok but I want them to appear where I want to create them ok to do that we are going to use 3d cursor ok actually when you create a new object it appears where the 3d cursor is so if I click here and now if I add one torus it will appear where the location of the 3d cursor was if I click here cone then you can see this is much easier way if you are working in the bigger layouts and scenes every time you don't have to drag a new object which is created in the center of the under great okay and also this 3d cursor is not just like a computer cursor it's it has a depth this takes the viewport depth into consideration or the surface which you click on let's say if I click here you can see the 3d cursor is on this particular phase of the object if I click here then you see the 3d cursor is snapped on top of this cone so now if I add one UV sphere and scale it down you can see the moment is pretty much precise if I if I want to add another cube here I can easily create objects where I want now 3d cursor how many other uses which we will discuss later so now that we have a few objects in the scene I want to have a look around them in 3d from different angles so to do do that I'm going to press middle mouse and rotate the view ok I can rotate the view up and down left to right if I want to zoom in and out press control and middle click zoom in and zoom out for ship with the shift middle-click you can drag it on the left right top bottom now also you can change this viewport to different other views like if we create one window here I'm going to close this panel with the end ok right I want to see it from the front view in this panel then I can press 1 on the keyboard to bring up the front view and if I press 3 then it will bring up the right view okay now if you press ok one for the front view 3 for the right view and 7 is for the top view now you might be wondering what these numbers are and this might want make any sense right now but if you have a look at this indicator and go to the front view you can see the Z is upwards X is on the right and the wires in the front now if you please if you imagine the layout of the number pad keyboard and you compare it with this now one is the default one the front will put okay now if you want to move upwards the uppermost key is the 7 and the rightmost key is the 3 okay so this is this way it's easier to remember like one for the front 7 for the top three for the right view if you press ctrl one it will be left click left view if you press ctrl 7 for the bottom you control 3 for the left view okay if you want to bring back the perspective simply press 5 on the numpad and it will become a perspective view alright now if you click if you select any object and press dot on the number pad it will zoom on to that particular object so you can focus on it and also if you want to isolate this one and just focus on this one hit the forward slash forward slash is for the local view or like isolation once you are done editing the object you can always hit the forward slash again to exit the local view if you get confused about the axis at any moment you can use this indicator and you can also hover over your mouse to look at the shortcuts right now it's showing a shortcut number to have 1 number pad 3 and number pad 7 so I'll quickly reset my scene from the file menu click on general don't say one more thing when you create new objects let's say if I create a cone over here now before I drop the object or like use any other command you can see this option is available which is which can be expanded and this gives you option to tweak this newly created object this option is only available immediately after you have made one object and you haven't dropped the selection once you drop the selection that option is gone and you cannot change it okay so let's say if you create a tourist you can zoom in and zoom out that is okay so now I just want to set up the segment's like how many points I want in the surface okay if I want very low resolution high resolution or I want it to look like four-sided Dorris transformation you can always do that later but to set up the segments and all this is very useful okay and you can also control parameters like radius and stuff now if you create torus again then it will appear just like the previous one because it's taking all those settings which you just did insert into concentration if you want to reset it just click on the restore defaults then the torus will appear just like how it was by default now that we have a few objects in the scene I'm going to quickly just grab a few objects and place them in the scene before we proceed further I just want to let you know that you would want to memorize all the short commands we are using and at least the essential ones like a transformation and creating objects and a few other shortcuts which we will use an editing mode because blender is very very powerful when you work with just the shortcuts it's a very fast and efficient way and the short commands are designed in a way that it's very easy to memorize now that we have multiple objects in the scene you can select the multiple objects by holding down the shift key if I select this one and hold down the shift key I can select the multiple objects okay and if you want to deselect any object you can just hold the shift key and click on the object until it's no longer active okay when it turns gray its d selected now you might be thinking what is active object there are many uses of active object it's a way of communicating within the blender that this one is the the highlighted object is the active one so when you shift select or the the most recent selection is the active object okay if I deselect anything so if I only have one object this then that one object is active object if I have multiple objects selected then the recent selection is the active object the one with the yellow border now let's say if I want to transfer colors from this object to these objects or the materials or any other information so I can use the commands like transfer transfer from the active object to the other selection and also when you're parenting you would need to use active object you can also use this for transformation I just I just want to let you know what the active object is at this stage we won't be using it for now but I will explain later when we get into more complicated commands okay you can also select multiple objects with the help of box selection press B on the keyboard and simply click and drag and it will select all the objects within the box selection okay and if you want to deselect with the box selection press B and middle Mouse drag XPD select okay if I just want to deselect these two middle Mouse drag and selection with the left Mouse we there are also other options available like lesser and lasso and psycho selection but most of the time you will be using the P command you can also hit a key on the keyboard to select everything if you press s press it twice it will t select everything all right I'm going to select everything and just delete it let's say you have moved your 3d cursor somewhere and you want to reset it on the default location which is in the center press shift s and shift s is for the cursor menu and then you can shift s cursor to world origin okay so I'll just bring one monkey head here in the center okay now I can duplicate stuff with shift D if you press sorry I just enabled my screen cast over here so if I press shift D shift D to duplicate stuff and then you can move them wherever you want okay now what I will do is right now these are all facing in same direction I just make some random rotations all right bring one over here and make this one face in this direction all right I just wanted to clarify a few of the options which are available over here and these are very important if you want to manipulate stuff more efficiently so okay I have these four monkey heads facing in different directions okay and right now these are in global coordinates okay so what are the global coordinates this is a minus X this is plus X this is minus y this is plus y this is minus Z this is plus Z okay these are global coordinates okay I can change this to local axis now what this means is if you select anything let's select this object or I'll select this one if I change this rotation here now you see the Z Direction is tilted upwards okay now this is not parallel to the world Z Direction if you change this to global right now you see the rotation in the Z the gizmo is showing parallel line with the grid that is because we are using the global coordinates if I change this to local this will switch to this direction because we made some rotation in this model okay so if I try to move everything in global what happens is they all move global coordinates so they all will be moving in same direction now if I want to move them in their own local coordinates I change this to local now see what happens if I move them into Z direction now they are all moving in their own Z direction they are all moving in their own Y direction and X direction and this is what global and local means so these are very important if you are animating stuff and also if you want to efficiently place models more more effectively so I encourage you to try these out as well and also there are a few options for transform pivot point now what transform pivot point means if you select everything and try to rotate it sorry I'll go back to global now if you select everything and try to rotate it now what happens is when you make any transformation it takes the center of the selection as the average point and makes the transformation from the center ok especially the rotation or the scale now that is because right now the transform pivot point is set to bounding box enter so the bounding box which is around all these four objects that is what considered as the transform pivot point the center of that body marks now if I change this to 3d cursor see what happens if I place my 3d cursor over here and try to rotate this these objects will rotate from 3d cursor point ok now right now this might sound very simple but it's a very effective when you combine this with soft selection especially in object editing mode ok we talked about this further in next chapter but this is just so that you understand this command now if I change this one to individual origins now see what happens if I change this to local and individual origins like what we discussed instead of for all moving together or all rotating from the center they all will rotate in their own local axis now this is so much convenient if you want to animate stuff okay if I change this to active element then what happens is whatever is the active element as we discussed the highlighted object is the active element you can change this by shift now the center of the rotation will be the active element so right now if I say if if I place one over here and select everything okay this one is the active element now the rotation will happen from this point if I make this one active element then rotation will happen from this point all right now these are very useful commands when you're working with the complex transformations and you will get used to them when we move forward and create some basic setup and use them in the right context now when you're working with the short case to access the local transformation with the short case you'll have to use so now let's say your view is the transformation orientation is set to the global and you want to move this object in with a short key okay then you have to press G Y and Y again okay then it will change to the local axis if I press G Y it's moving in the global if I press G double Y then it will snap to the local axis G double y g double X so you you just have to hit the access key twice to assign the transformation into the local orientation just delete everything and bring few cubes over here okay now let's talk about what snapping means okay so this option over here is called snapping if you are familiar with any other graphical software I'm sure you might be familiar with the word snapping means so right now if I try to let's say if I want to move this point this vertex over here okay then it might take me several attempts to match it to that box okay to that corner and what I can do is I can use this option in the snapping okay now by default this is set to increment what this does is if you try to move your object this will use the grid and incrementally move your object okay now if I change this one to vertex see what happens if I try to move the object it will snap to the closest vertex so right now if I want to move this point over here I'll grab this one and move this over here and it will be perfect it snap over here okay now if you want to move this point to this point now what we but you'll have to do is you will first have to bring this one close to this one otherwise it won't pick it up okay then you can move it to this point okay now let's try a few more attempts now you can move this one close to this one and if you want to snap this point over here then first bring close to this one and then you can snap it okay and if you don't have the snapping on you can simply while moving press control and this will snap your object okay simply press control whatever is the option available over here it will take that and toggle the snapping all right so this is just for the moment and there are other options so if you want to rotate scale and use the snapping that also works let's say right now this object I want to scale this to this height then I can enable scale as well and now if I try to scale this one and press control then when it reaches this point side it will stop okay it will snap to this side so you can use this in scaling as well sorry scale in Z direction s-see and press control to that point and it will snap okay you can also rotate and use the snapping if I rotate this one and use control it will snap to this point or snap to the point you want to just move your mouse in that particular direction that point and it will snap to that point okay so alright I just reset this one there are a few more options over here now to clarify these what I'll do is simply bring one UV sphere over here and make this shade smooth okay now let's bring one simple torus object okay now if I make this one to align rotation to target if I click this option yeah just go to the face mode and project individual elements now see if you want to quickly duplicate stuff these will automatically pick up the orientation of the surface you're projecting one and this is so much convenient all right so you don't have to all the time just I mean create an object and align it manually so I just want you to know there are options available to speed this task up okay you can simply enable face mode and go to a line rotation to target and enable these two and this will work okay all right all right so the next option is proportionate editing and I think this is not the right time to discuss this we'll talk about this one in the next chapter when we are editing objects okay and I I think then that is when you will be able to understand it more and over here we have several display options now the first one is view object types okay now let's say if I have a one camera in the view and sorry I just disabled this one and I have few lights over here okay different kind of lights and I have few force fields okay now when you are using animation previews it could be distracting to have all these elements in your scene okay so you can use what kind of object types you want to show in the viewport okay if you don't want to show the lights in the viewport you can disable the light Pro sorry lights in the viewport you can also disable any other kind of object if I want to disable the force fields then I can use MT okay so this will leave only the mesh objects in the viewport this is a very good tool for organizing your view also there are and also this one is for if you put this more if you want to view your viewport gizmo or not you can just enable or disable it there are few more settings but I don't think you need to get into this one at this moment you can simply enable or disable if you want to if you are comfortable with the short commands and you don't need this gives more all the time on in the scene it could be a bit distracting and you can simply disable this one the next one is show over this so right now we can see the grid and these objects are these are not non-renderable objects okay the only things which renders are the surfaces okay these won't be seen in the render I mean the effect of the light will be seen but this won't do like these shapes won't show in the render so you can disable the overlays this this is a very good option if you quickly want to see what is happening in the scene without any distraction you can simply enable or disable this there are also a few more options if you want to show wireframes and also like 3d cursor a yes or no grid you can enable disable and increase the size of the grid but like I said it's always - at this moment it's best to work with a default settings now there are a few more options for a viewport visibility over here if you press Z on the keyboard now this brings up your a viewport shading now if by default this is showing sorry by default this is showing solid mode if I disable the wireframe okay so if you want to show the wireframe then press Z on the keyboard and choose wireframe press Z and solid and there is a material preview now material preview right now it's not showing anything because there is no material so this is a material preview not then there is a render preview this one will also show the effect of a light alright so right now our scene is very basic that is why you can't see a major difference in all these otherwise you there is a lot more you can do with this okay I mean you can go to the material preview and choose which kind of HDR you want to use in the background I mean there are when you are shelling you might want to preview object with the different settings so you can use these HDR's and you can enable the strength increase or decrease it also you can rotate your HDR in the background ok now let's say if I make this one okay this is just for clearing this option I I don't want you to get into get into any details of material at this moment so you can change your HDR from here and see the preview of your object and also you can these options are whether you want to use the scene lights or no all scene HDR or no right now we don't have any HDR in the scene that is why it's showing a black in the background all right so one more thing I wanted to discuss before we start exploring more options now each of the object you see in the viewport have this yellow dot in the center this is called the object origin it's also known as the pivot point in other softwares now to explain this what I'm going to do is I'll press shift s and cursor to avoid origin so that the person is cursor is in the center now let's say if you like let's let's make it like a door okay I'm going to scale this sy you know so let's say this is like a door okay I'll press shift D and duplicate this and select these two and place it in the center now let's say when I'm animating these objects I want them to orient like a door okay like that doors have the doors rotate from one particular direction let's say if this is this is supposed to work if I want this to rotate like door then the origin of this object should be on the sides okay the origin of this door should be on the left and the origin of the this door should be on the right just like hinges okay if I rotate this one now with a default orientation I have default a halogen setup it's going to rotate from the middle okay this is not how the dole works now let's say I want to change the origin of this object simply click with the 3d cursor where you want the origin to be and click on the object menu set origin set origin to 3d cursor and same for this select this object click over here object set origin origin to 3d cursor now if I go to the local and change this to object individual origins now you'll see when I rotate them into in the Z direction it works like a door okay they are rotating from the sides not from the center now these commands are very the origin is very useful when you are working with the animated objects like you you can use them for rigging character when you are working with the armature or any mechanical setup and there are several other ways you can change the origin of an object if you want to reset the origin to the center simply click like mass volume and if we are let's say in the edit mode object edit mode if I select this vertex over here I press shift s I can cursor to selected now this moves my cursor to this very specific and precise location now if I change this to object mode and go to object and set origin to 3d cursor then you can see my origin point have moved precisely to the to this particular vertex okay similarly you can work with the edges and you will understand what the vertex edges and the Edit object is when we get into the next chapter but this is just to explain how the origin works and how you can change it you can also move the origin from with just the transformation now that you have your move tool active you could go to the active tool properties and click on origins now what will happen this will affect only the origin of object and not the transformation now if I move with the transformation tool you can see the only the yellow dot is moving and not the object okay you can move once you are done with the placing your origin you disable this one and now if you rotate your object it will take this point into consideration okay okay so to understand whatever we have discussed so far I'm going to make one very simple object okay I will reset the scene I will press a and delete everything let's bring a cube and scale it and press s and z to scale it down into Z direction okay now I'll enable this panel over here as X okay now I'm going to bring one more window over here make this one front and make this one top let's say I press G and C to move it upwards now if you want to create legs for this object place your cursor where the next leg you want to create and add a cube okay so I'm using the short commands you can see over here basic transformations now I want to snap this leg over here I'll move it and press control I set this to vertex and now if I move it and press control it will snap to the this particular vertex now I can duplicate with this shift D and press Y to move it in y direction G Y and hit ctrl to snap it in sorry G Y and hold the control key to snap it now I can select these two with a shift and I'll press shift D and press X to move it into X direction now I'll move the move it with the G and hold ctrl to snap it on this vertex so now you can see you have a top view and orthographic view showing what is happening in the 3d view and this is a perfect table and you can add more details if you like let's say if I make another copy of this and just scale it up and you want to create copy of these and scale them down like this in the z axis s and C and if you want to scale them into their own individual origins just change this option from here now G and C okay now if I - now these are actually going inside this leg I want them to just stick to this surface what I can do is I can turn on the snapping and click on the face okay so now when I move this with the Z command you can see it's snapping to this face you can work in the perspective view if you are comfortable but if you are making a very precise transformations also graphic views are very useful and at any moment if you want to let's say you have this layout but you want to focus on this view right now and you want to maximize this simply press control space on the keyboard it will maximize the viewport control space to make it to bring back the full layout again okay control space and this works for any window if you want to maximize the this outliner or the property panel it works everywhere so now that you have your table but these are still independent objects okay so what you can do is you can select everything and press ctrl-g control j will join all these objects together and make them as one object just place them now move this object right above the grid and once you are done it's a good habit to make sure the origin of every object which you have created is in the center okay now because the object is in the center of the grid what you can do is press shift s cursor to world origin object set origin to 3d cursor okay now if I rotate the reset transformation at any time sorry I need to apply scale yeah so you can also change your dimensions if you like from here if you want to specify any like a plus one specific number you can always type in the value for point five or anything let's say and or if you want to move it like one meter about offering it back to zero you can type in the value there are different other shading options available over here okay let me just quickly combine these if you want to look at the wire mesh of this object press Z on the keyboard and click on the wire mesh now you can see the wire mesh of this object okay if you click on the Z and material preview it will show you preview of the material which is assigned to it okay so right now there is no material let's say if I click on the material and change the color it will show me a preview of the material if I press Z and click on the render it will show me a rendered view okay so rendered view is so different than material it also takes the light into consideration let's say if I have light in the viewport okay so this is wireframe solid material preview and render done okay so you can also see the shadows in the viewport right okay all right guys so now that we are aware of the basic interface and transform commands snapping options and global what is a global local view and like p-word find origin I think it's time that we put all this knowledge to use so that we understand them better and we can memorize these commands and develop some muscle memory so that we can move on to the next chapter it's going to be something very basic we won't be getting into any further details and just put the basic commands to use and create something which is like rewarding for your first day in blender let's create something like maybe a shop or a building okay it's something which you see on like a mobile game okay before we begin let's go to this scene properties okay so I'll go to the scene properties and here I'm going to change the unit setup just check if it's in meters for now all right so the unit setup is in meters already and I'm going to click over here or just press n to bring up the transformation panel I'm going to delete this default cube at the center bring up a new one I'll press Alt key just so that it's right in the center and let's say I want this building to be something like 10 meters by 10 meters and 40 meters okay let's zoom it out maybe not fully meter 20 meters right I'm going to press G and Z so that we can move it move this one right above the grid then I'll press shift D and make a duplicate of it and just right click to cancel the command so that we have the duplicate right over the building okay now this one I want to be like something like the ground it could be just point 2 meters I'll press Z so that we can see the wireframe okay point to something like this and maybe the scale could be 30 by 40 meters okay or maybe 20 by 40 meters now I'll press G + Z and drag it right beneath the bedding all right and place this one above the ground let's go to the front view and make one more duplicate of this if you want to place it precisely you can just change this to vertex and when moving in the z direction hold ctrl so that it snaps to the ground okay now I'll select this one and change the snapping to face and G Z and hold the ctrl sorry in the perspective view yeah so when I hold the control key you can see it's snapping on the face okay this one is for the ground and this one I want to be I want to split and make it like a road or something okay to make divide this into 50/50 percent I'm just going to I can either make it type forty meters here or I can simply divide this by two okay so you can see this one is perfect like 50 percent of this area now let's snap this to G and Y and hold on the control key okay and make one more duplicate shift D and move it into y direction like this G Y and hold on the control key and snap it over here now just so that we can have a better look at number of objects and the separation lines because right now everything is gray but we can do is we can change the shading option to random objects okay now you can see every object in our different color all right I go to the side view i press three on the keyboard and select the ground and deselect the building and just shift this one in y direction all right okay I'll get rid of this camera in life so that we have more area in the front and less in the back okay let's duplicate this box again this could be 15 meters and move this down and just scale it up a bit so that this looks like storefront now so now make a duplicate of this again and move it above and this one could be we need something for the rooftop so here I'm going to make this one 0.5 meter by 0.5 meter and move this right above the building maybe one meter by one meter in Y and z-axis move this right over here and hold down the ctrl so snaps okay shift-d hold down the control and snap it here and select these two and press R Z and type 90 sorry I'm just going to shift D first to make the duplicate our Z and 90 on the number pad so that this rotates in the 90 degree exactly now we can make one more duplicate and scale it down like this and make this one one meter or something so here we want something like a window or something so what we can do is we can all right we are going to create a new cube over here okay first I'm going to just switch on the cavity maybe a world space so that or the also the shadows so that we can see faces more clearly and go to the front view what I can do is I can bring a cube here scale this one in z direction okay scale this down and make it tall scale this down a bit and make a duplicate okay so now I'm going to make a duplicate of this one okay and rotate this in ninety degree and place it right about over here to make it like a window or something and I scale this one in X direction and move it just like to fit this weight okay all right and then I'll make a duplicate of this again I'll make a copy of this again and move it over here and scale it down something like a window partition and type 90 on the rotation scale it in X direction and we can just duplicate this and make few more partitions just like this okay now let's select all these four parts and press ctrl J to combine them and select these partition lines and ctrl J to combine them okay now if it like you can align these objects like if you hold this one and make this active and press spacebar and type a line you can align object you can see the align options here just click on the X Y and see you can hold down the shift if you want to align in all the three dimensions I'll create a plane and rotate let's rotate this in x-axis scale it up something like glass or something now we are going to select all these three parts and make duplicate again select both the windows shift D and duplicate it okay like this all right let's change this to object and see how this looks in grayscale deselect everything all right now what we can do is we can add some more detail to this let's say we need some railing over here okay I'm going to click over here and make a cube and scale it down like maybe 0.5 by 0.5 by 0.5 okay we can make this like 20 meters or maybe 30 meters in X Direction let's lift this up and I'll select these two press spacebar and align this into only X direction so that it's right at the center now we can make a duplicate of this and simply type our X 90 sorry our Y 90 and make this one like a 1 meter or something or 2 meters okay move this down maybe 3 meters snap it right over the surface now go to the front view move this right here and make a duplicate of this select these to make a duplicate all right now there are few modifiers so which can help you set up the railing perfectly but for now let's work with the basics shift D move it in the x-direction okay 31 okay I select all these reading parts and ctrl G to combine them and align them into x-axis with a building okay control the chain all right now I'm going to save this file like a t1 okay so I'm going to make make something like a road side let's create a cube over here and just type 30 in the x-direction okay or 40 and I'll align these two go down the control for snapping and shift D move it into Y and hold down the ctrl key G Y and control for snapping okay and let's create something like maybe road signs point to maybe 10 meters g-z okay slap it over here shift D shift D okay and press ctrl J to combine these three alright maybe we can have some more partitions over here what I can do is I can click over here and change the pivot point to 3d cursor sorry I'll go to the local change this to 3d cursor I'll place my 3d cursor over here and now if I scale this into y direction you can see it's scaling from here okay I'll just press s Y s Y and scale it down a bit okay and then i duplicate this and just move it like this and change the Y dimension to maybe a point meter or something G Y and snap it over here now change this back to bounding box and scale this up a bit and maybe we can combine these four and scale them up like more defined boundary shift D and place it from place it over here now here we can we can have three very basic tree representation I'll make of one cube and scale it up maybe eight meters or maybe much bigger than that scale sorry s2 okay you can make a duplicate of this scale this down so we have something like a tree here and now we can duplicate this and place it over here and maybe we can duplicate this again make them like like small bushes okay now we can reduce the height for this one that's great for you copies of this and I'm going to change this one and place them over here okay right over here maybe place my pointer here and make this 180 to fill this up yeah okay we can continue to add a few more details so that just looks more complete right now it needs a dull maybe we can shift D and move this into Z direction now what we can do is we can delete this part to do that we can just press spacebar or search option and type separate by loose parts will make each part separate again okay so I delete this one and scale these okay and I'll move it into sorry I'll go to the global view and move it into Z Direction okay now I can have a tour here I just duplicate this and scale this one sorry I'll have to change the origin to set origin to geometry yeah so right now now it's right in the center and move it back and maybe you can create something like a door handle here a small cube vertically stretched keep it very basic you would you don't need to get into any detail and just work with the basic transformation commands now we can make a duplicate of this again and scale this down go to the front view and maybe we can align this over here something like this it could be like like a window we can add few bricks okay just click over here and add a cube scale this down okay yeah something just to break the flat wall we can just scale this up a bit to side view we got to pick it up this few more duplicates a few over here now what I can do is I can just take this one over here and rotate this into ninety degree and just go to the front view and place few at the front okay shift D Sheltie very basic stuff shift D go tada you break the symmetry and keep it a non uniform so that it looks natural a bit and we can also place few of them on the ground to break the flat ground break the texture of it go to the top view and just place few sorry I'll make this one rectangle first shift D now I can select all these and combine them by ctrl J and maybe our Z 180 or you can simply type s and in X Direction minus one okay so it flips the geometry other way around now we can add few lampposts over here place your cursor over here and add one cylinder pop up from the pop-up window I'm going to sorry the segments to four yeah six is fine move this scaled yourself now you can see with the six segments it looks like a hexagon it is the X again actually okay now we can place our pointer over here 3d cursor and bring one cone and change the radius to so that it looks like laughs okay here eight segments again you can scale this up I can make this one much smaller okay looks too too thick G at Z direction all right now I'll make a copy of this and move it into X direction I'm quickly going to make a cube over here just to make it look like roof top you can add a slender over here to make it look like a pipe or something shifty shifty go to the side view and move them select all these three move them up okay you can also duplicate them and place them other side shifty place them over here and you can use a line command if you are if you want to work like very precisely and perfectly with the dimension you know how these work now had a cone change this back to now shift see now I'll bring the cylinder again okay this is like a tank or something rooftop with a rooftop we can copy few of these cylinders and place them over here are X 90 SX sy I just want to even though this is a very basic model you can always add details in whichever form you're working okay this is also considered as a style a lot of games are actually in very low poly models okay shifty move it into y-direction place it over here shift X G X shift scale and make a duplicate place it over here I'll make a duplicate of this and move this upwards what I can do is I can make it like a signboard or something I can maybe type Pisa or sorry about that it's very noisy here I hope you guys can hear me clearly I live like I have like a very large windows and my room is not soundproof I hope you guys can focus on the audio here and the background is bearable okay so we have the signboard over here and then we can place one signboard over here yeah I save the file right now the road looks too wide I'm going to just change this up bet I can just shift these things so that we have more room in the storefront and maybe I can move these over here all right we can have a much thicker base like two meters okay guys so I think we have the mod already you can add more details if you want you can really go crazy and keep on adding details but the purpose of this process is actually to get used to the commands we have discussed like a transformation working with a different axis and global local direction snapping options and all there are more commands related to selection and soft selection which we will discuss when we start editing objects right now I just want you to work with basic primitives and get your self used to into the three dimensions of this software so that you get comfortable for the next chapter now what we can do is we can assign colors to these actually those are not colors actually it's called material in 3d softwares do not get into any details this is just so that you can have fun with this on the first day and create a nice render just just follow these commands and do not get into details like I said we will discuss about the lining material and everything in detail in the further chapters this is just so that you can preview your model and have fun with it okay after maybe hours of working let's go to the render properties over here and change this one to cycles and we are going to go to environment properties now if we hit the render option over here like how we can see the wireframe then salat and then there is a looked up mode now you can see everything is white okay if I go to the render tab I'll disable the overlays you can see there are no lights no colors nothing so what I can do is I can click on the environment properties and go to the color button and click on this button and simply bring the environment texture click open I'm going to bring in this HDRI I have this HDRI is by HDR heaven calm you can download it online or I can redirect you in the description below and just go to the rave visibility and switch off the camera so that we don't see the image in the background but just the lights now you can see that HDR is creating some really interesting light effect over here but our model is still in the grayscale okay I just go to a solid okay make one more window create this one or rendered so you can assign material in this view and see the preview over here I'll press N and T to hide these N and T I can also just merge this timeline so that we have more room to work with like I said I don't want you to guys to you know get into any details I just want to assign basic colors and you can so that you can have a better looking model on your first day simply go to the material editor and material properties and let's select the main cube first and click on new and from the base color now we have a new material from the base color let's make a brown color okay and you can see the wall is now the brown color for this wall I make new material and make this something like a yellow maybe darker values if you want to assign the same material to this one you can simply click this and from the track down just select material 2 which is the yellow material it doesn't look yellow because it's catching some reflections from the environment which is black don't worry about it we can select all these bricks combine them control-j and make a new material you can double click on the name your materials like a brick and I've changed the materials something like off-white and grab the road make a new material change the color to gray no saturation and then I can select the trees and combine them and make one material for the trees this one will be of course the green color and double-click make it two trees right storefront we can now have something really dark but less saturated for all the windows what we can do is select the glass of the window and combine them we can make window glass material and make it look like black color or something like really deep the ground color could be grey as well so so it's a 2 T your choice and this is your first day you make it however you want this to be from here I just grab maybe the white one I make the doors like a place of pain I think you guys understand the process now of creating some very basic geometry and working with the transforms combine the Windows and create a new material add some interesting colors something off-white which doesn't look very bright okay guys so I have assigned a few random colors to each of the objects and whichever objects were like of the same materials I just combined them and there are ways to transfer material from one object to another one but we will discuss that later stage and if you want to really go crazy with this you can just shift T and move it into X direction and make more buildings out of it and maybe you can make one more copy and move it into Y direction and then our Z 180 okay okay so you have a pretty decent looking low-poly maybe a colony or something this looks interesting like I said about the materials about the environment please don't get into any details at this moment and just work on the very basics these materials I have assigned just for the fun purpose we will discuss about how the materials work and what is the meaning of all these parameters over here in the later chapters but for now I just enjoy your first day and make something which looks which is very simple but yet fun alright so now I placed my buildings in a some arrangement and I also placed few trees in the center so this is just optional and this is just for presentation purpose so you can place your buildings however you want and once you have a once you applied all the materials and you want to take some nice render out of it then you'll have to bring a camera in your scene okay now right now I already have a camera what I'll do is I just disable the camera sorry yeah I'll just delete this camera so if you go to the perspective view and try to render it okay sorry this is a viewport shading if you want to actually render it then you have to go over here and press render image now over here you can see there is no camera found in the scene that is why you can't render your scene okay now to render your scene what you can do is simply click over here okay and click anywhere and bring one camera okay and now we have camera in the scene yeah sorry it's a very small camera you can't see it so we have a camera in the scene okay now you can either press 0 and then go to the camera view and try to position it what you can do is if you press N on the viewport this will bring this side panel okay now right now if you rotate your view it will move you out of the camera okay then you are out in the 3d perspective okay not in the camera now if you enable this view over here this one block camera to you now whatever changes you are doing to the view now it's a locking to locking it to the camera okay now your camera is actually moving it's not the 3d perspective view okay so right now not to clear this out what I do is I'll just undo this okay and bring one more view over here now see what happens my camera is over here okay and okay I'll just delete this and make a camera again I'll click over here and place one camera all right now I press 0 and if I orbit my view now it will off it will take me out of the view okay and nothing is changing over here now if I press 0 to show the camera view and click this button lock camera to view sorry first I'll just zoom in a bit lock camera to view now see my camera is moving as I'm changing this view over here okay alright I think this looks fine and now when I'm sure about the view I can unclick this option again and now my camera is over here so right now the viewport clipping is actually masking your view what you can do is go to the view and if you see any you put clipping happening you can change this from view focal length clip start yeah change these settings and increase the end limit a big for further maybe 2500 all right now this should be enough alright I scale up my camera bit so I can see it in the view so yeah this is how you place a camera now there is one other way if you don't want to okay so there is one other way which is a much convenient and much shorter way what you can do is simply place your camera in the view and now if you want to align your camera to this view you can press ctrl alt and 0 okay now you see your camera have moved in the view and aligned your camera to the perspective view you were looking into okay and this is much more effective and faster alright now just like any other objects you can move your camera rotate your camera and place it manually if you want you can also animate it so now that we have the camera in the view I just to make few changes much this view okay now if you press render this will render your image alright all right so it's going to take some time to render and what you can do is once once your render is complete you can click on image and save your file externally wherever you want okay you can adjust the format from here and save the image all right and if you're looking for more inspiration what you can do is you can go to Pinterest and you can just type interior so you can create your own rooms very basic geometry like this and have fun with it so I hope you guys understand the basic commands now and in next chapter we are going to discuss how to edit what an object and create different forms like not all the objects are available in the add menu we can create custom shapes we can break the Java tree delete and manipulate it however you want so we are going to actually make 3d models of our own and not just stick with the basic primitives I think you will enjoy the next chapter if this is your first day in 3d and you haven't worked in 3d before I would suggest you continue this for at least a day or two and get used to all the basics so that you have very good command over or transformation tools and you understand the concept of pivot point and the 3d cursor and all these options we discussed over here this is important so that you can enjoy the further tutorials and you won't have to actually go back and forth and check about the short commands are you can actually get your speed up and running okay I'll see you guys in the next chapter and do share your version of the first assignment see you guys around yeah thank you you