Welcome back, everyone, to 3D modeling The Hobbit doll scene with Blender two point nine and Adobe
Photoshop.
So here is where we left off.
Now let's work on this first.
So this top step we can say is way, way too big the box.
Let's bring it back a little bit.
So I'm going to come in and grab this face.
I'm going to put this back on global and pull it back like so.
And I think also I'll Bevell the back of just to make you look a little bit nicer from the back in case
you have a use it.
So let's bebetter off like so and get all the looks really, really nice.
Now the key to beveling I'm sorry, the key to moving things like this is just to come in and grab each
of these edges like so.
Like so right, like Monkseaton and then come under the bomb grubbed the bomb consoli Monkseaton and
nothing should open really nice.
So all these plots should actually come out so you can actually you be it correctly.
Now let's come to this stop press top grab the step and the notes are still gone.
Modifier on.
We don't want to apply this yet until we've actually motile seems because we know if we Kaseem here
will be carried on all the way down.
So let's come in.
And what we'll do is we'll mock seems like so.
Let's have a look at the back, right, Maxime?
They select from Face Control the Monkseaton.
OK, so let's see what these garnham like, so we'll grab this top step.
Now I'm going to grab this one.
I press our.
Nicoleta, you've edited.
I'm going to press you on.
I'm not sure.
Absolutely perfectly.
Let's bring in the material so I can actually see the visually press plus down arrow, Ruralco Moss.
There we go.
All right.
So the probably a little bit too big at the moment on the UV map.
So we'll bring them in smaller.
But we just getting a good visual the way it's going to look like, I think at this point now we can
actually apply our money.
First, let's click on our SPONER overall remote control.
And now let's press tab and you'll see now that they're all in the same place.
And that's not really what I want.
So I want to do is come over to you've got viewport press aide to grab everything you've a come down
Parkland's and there you go.
And now you can say that we've got a lot of randomise on them and just make sure that they're pretty
similar to this on here.
So I'm looking at the size and comparing it and you can come in then and make it a little bit smaller.
So with the spoon or a little bit bigger, depending on what you want the thing on to make it a little
bit smaller.
Look at that.
Maybe that's a little bit too much.
So a little bit bigger.
And I think that should be fine.
Again, when we come to actually read this out, we'll have a much, much better idea and thought we
can check that out once we've done this top step.
So let's come to this top step.
Now.
Grubert, al, you on Ropp?
And let's bring in our camos like so and then let's join this with these, so join them all together.
So control Jay and now we can see how big this one needs to be, someone to grab the mole and they're
going to come in and grab this one and want to spin it round.
So 90, I'm going to make a little bit smaller just so it's nearly the same size as the other ones.
And we can win and then that should be good to go.
Now, I can see here that I'm not really happy with this one here, so I'm just going to move this one.
I want to grab it.
Oh, so l a g and let's just move a little bit just so it's a little bit different than I didn't really
like the the UV map on that part of it.
OK, so I think I'm really happy with that.
Let's come back over to modeling and of course these are a great way to shop at the moment.
So we need them beveled so I can control all transforms.
Right.
Like the origin to geometry now because on these we actually using quads you'll see though there's no
triangles on them, we should be able to get away now with adding a bubble modifiers.
Let's not modify a Bevell and you'll see actually they've doubled up really nice, so there's no problems
with them.
So let's come in and turn this down now to something like no point to them again.
Let's have a look at what they look like.
We do want them beveled off.
Maybe let's bring up the segments that looks like the thing that actually looks bad like that.
Let's have a look at this.
Better or not, point one.
And I'm just going to double tap there, and I think that looks really nice, so you can see really,
really rounded as they would really weathered, like they've been out in the weather a long time.
And, yeah, that looks really, really nice because these things, at the end of the day wouldn't be
replaced as often as the door.
The door would be painted, things like they would be varnished and it would just be looked after a
lot more than the actual stone steps.
All right.
So I'm really happy with that.
So what we're going to do now, we're going to check out what this actually looks like with the ARENDA.
And we're also going to delete this actual empty.
We don't need that anymore.
So let's delete the empty like so.
And now let's come and put this actually on, I think.
Yes, it's on cycle.
So about see what this looks like on our cycles.
Render engine.
And you can see at the scene, it's probably not bright enough for the moment.
So we might need to bring Neal where you can say it's really, really coming along now and starting
to look really nice.
And let's try it on TV as well.
So we'll put this onto eBay and have a look at that.
Looks like LoDo.
There we go.
OK, so the one thing is, well, we might need to do is as well as brighten up the steps a little bit,
we might just need to make this a little bit dark.
It's probably a little bit too bright at the moment, but we'll will go in, as I say, and fix all
that when we come to render out.
OK, so now let's go back to our texture shader.
Pull that back on.
And what we need now is we need a picture of this from doll to make our actual hinges.
So I'm going to do is I want to press one on the number pad and all I really want is just this round
to see it.
I don't it doesn't need to be a good picture or anything like that.
So I'm simply just going to press out and print and just print the screen out.
And then basically we're going to go on over now to Photoshop and get this in there and get it prepared,
ready to actually create another SVG, this time for the hinges.
So let's go on over now to Photoshop.
So here we are in Photoshop.
I'm actually going to use the same layers as what I did for Obied.
I'm just going to turn this off and then what we do is going to hover over press control.
They and then this is going to bring in my screenshot.
I so now want to press control tape.
And that is basically going to enable me then to pull this out and make it much bigger, something that
can actually work with.
And you can see all I'm basically trying to look for, as I say, is this roundness.
I'm just trying to see how round it is to make my hinges actually fit into place.
So I'm just going to make it as much as I can.
I want to press control and the minus button on the number pad just to come out a little bit like so
and then I'm just going to make this a little bit big and pull it up to the edges, put it more in the
middle.
Like, so I want to press enter then and there we go.
That is a really good start for us to create our actual hinges.
OK, now, so on the next lesson, what we'll do is we'll actually start to create the hinges and we'll
make some beautiful, like, kind of tree metal or something like that, you know, going in and out
and basically try and work around this actual leg, stainless glass window and round these edges here.
So I hope you enjoyed that and I hope to on the next one.
Thanks a lot, everyone.
Bye bye.