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Hey guys, and welcome back to the
channel. Today I have a super beginner
tutorial, and this is essentially just
showing you how to make this wrought
iron fence. Now, even if you're not
interested in making a fence, and you
feel like moving on from this tutorial,
keep in mind that the principles you're
going to learn here as a beginner are
super useful because we're actually
relying on modifiers to do most of the
work here. We're not We're hardly going
to be doing any modeling, barely
anything
if anything at all. It's just super
simple because we're going to be using
some simple modifiers, and this is the
result here. And then we'll We'll
quickly slap on a procedural material,
but the main thing here, obviously, is
just showing you how to use modifiers to
model this. And hopefully, you can not
only make this, but apply this to many
of your other projects if you need maybe
a fence or something,
whatever you want to do. I'm sure
there's many ways you could apply this,
but um let's jump in and make this in
Blender.
And then in a new scene in Blender,
we're just going to go ahead and select
the default cube, and we're going to tab
into edit mode. We're just going to go S
Z and scale it up. Let's go to about
this much, right?
And then you're going to come in here,
control R, and you're going to roll in
some loops. We're going to go with about
I'd say this many, just so it's quite a
few. I'd say at least 30 to 40 loops.
Double click, tab back out. Then let's
go over to your modifiers, and you're
going to click here on add modifier,
search and type in simple, and type in
simple deform. Change it to Z, and then
you can just increase the number of
twists here. And it It'll reach 360, but
you can actually type in a value. So, I
can come here and type in maybe like
500. You get the idea. So, I'm going to
go 500 for now, and I'm going to go to
restrictions. And this is the cool part.
I can come here, and I can limit the
bottom, and I can kind of limit the top
by pulling these two values together,
right? Till I get sort of the areas
excluded. And if they're twisted away
from each other, you can just simply
come here to the angle, and just make
slight adjustments to like kind of line
up a little bit
like that. It doesn't have to be
absolutely um
perfect, but you just more or less want
to get it in place. I might have to
just adjust these two a little bit more.
It's just sort of play around with them
till you get them to kind of line up
with each other like that. So, I might
just rotate it slightly in the viewport
like that. There we go. Now, we have
this sort of look.
Um I think
maybe that's just a few too many turns.
So, I might just make this more like
300.
But once you have something that you
like, what are you going to do is you're
going to go ahead and go to your
modifiers again. You're going to add a
bevel modifier. So, I'm going to type in
bevel, and then you can give it a nice
bevel however you want. So, I'm going to
go with a little one like this, and I'm
going to increase the segment count
here. And then if you want to, you could
also go and add a sub, and give this a
subdivision surface.
And then right click and go shade
smooth. And just like that,
you now have this modifier-based system,
and you can still come here, and you can
adjust things that you want, right? It's
still completely adjustable, which makes
this really cool. But I'm going to leave
the settings as they are, knock all
these down, and let's go ahead and now
add an array modifier like so.
And then with the array,
um
now I've rotated mine in the viewport.
So, I'm going to go control A, and I'm
just going to apply the rotation just to
fix that issue.
And what I'm going to do here is I'm
going to come here to the array, and I'm
going to increase this offset amount,
and I'll give this maybe a count of
five. So, we have five of these um
whatever you want to call them, pickets
or spokes.
I'm going to pull them apart about this
much. And then what we're going to do,
we're going to shift A, we're going to
add in a plane. We'll go G Z, and move
this plane down.
Tab into edit mode, and let's scale this
plane up slightly, and then go E to
extrude and Z, and extrude it down about
this much. And then what you can do, you
can select the whole thing, go shift E
to duplicate, move it up to here.
And now all we have to do is just select
these two faces, and you can go G X, and
drag them along here,
and then select the whole thing, and you
kind of adjust them. Now, you have this
simple sort of just rail that goes along
here. Now, here's where things get
interesting. I can go back into object
mode. I can grab this guy here, and go
shift E to duplicate, move him down. Tab
into edit mode, and I can still tab in
here, and I can go S and scale it up,
make it even taller. And you can see it
still keeps that curve. And I can even
grab it again. I can go shift E to
duplicate, move this guy up. Tab into
edit mode, and now I can actually grab
this top here,
turn on proportional editing, and scale
it
like so to make it spiky, maybe grab the
middle here,
bulge that out. You get the idea here. I
can make it very interesting.
And then all you'd have to do in that
case is just come here to the array, and
just offset it again till it matches up.
Now, I think that looks a bit too big.
So, I'm going to just select the whole
thing in edit mode. I'll scale it down,
and then move it
down like that.
And I'll tab back out, and then I'll
just kind of once again
adjust that
array there once I've done that, just so
it all matches up.
But there you go. This is a very, very
simple and quick method for actually
doing this sort of style of work,
right? You can make things look very
cool very quickly.
And sometimes, you know, you have to
come here and just adjust the rotations
of things a little bit again,
and just adjust the right position. But
that's all part of the sort of just
switches and things you have to turn on
and off, and values you have to adjust.
But just like that, we have modeled this
fence,
which I think is really, really cool.
Like I said, you could
extend this now in all sorts of ways.
So, what I'm going to do, I'm going to
go ahead, and I'm just going to um just
grab this bar here. I'll tab into edit
mode,
and I'll go control B just to give that
a slight bevel, roll the middle mouse
button. So, you could do this much more
fancy if you wanted to, but that's all
I'm going to leave it at.
And then let's just grab each one of
these, and just apply all of these
modifiers like so. I'm going to grab
these guys here. I'm just going to apply
all the modifiers.
Grab these guys here. I'm going to do
the same thing.
There we go. And then I'm just going to
hold in shift. I'm going to grab
everything, control J, and join it
together. And it's quite large. So,
we're just going to go ahead and scale
it way down,
and place it over here.
So, scaling it way down. Control A, I'm
going to apply the location, rotation,
and the scale.
So, there we have it. I'm going to grab
our camera. I'll move it in here.
And let's make some wrought iron. So, um
once you have your camera positioned in
a way that you think looks cool,
you know, I'm going to maybe go
something like that. There we go.
You can go ahead and change your render
engine to cycles if you have a GPU.
Always use it. It helps a lot. And then
maybe make it like 45 on the max
samples.
And then go shift A, let's go to our
light options, add in an area light.
And with your light settings, you can
make it like 400. Really depends on the
scale of your scene.
Increase the size.
And, you know, there's a billion
tutorials on lighting. I've covered it a
million times. So, I'm just going to
keep this really simple.
So, just add some lights essentially to
your scene.
It's really that simple. And then select
your new object, go to your materials,
create a new material,
and um let's just see if that's applied
to everything.
So, in this case, we have two materials.
I'm just going to get rid of them. We
just want everything to have one
material. We'll call it iron.
And with that done, let's hop into our
shading.
And inside of our shading, this is going
to be a super easy material. We're just
going to go shift A, search, and get a
noise. Get a noise texture, plug the
factor into the base color.
Then go shift A, search, and get a ramp.
Grab a color ramp, place it on here.
Drag these two values closer together.
And then you want to come here and
increase the detail to 15.
Bring the roughness up.
And then just keep bringing these values
sort of closer together.
And you might have to up the scale just
a little bit as well. There we go. So,
up the scale.
There we go. Now, we have this sort of
nice-looking um
texture. But we want this look metallic.
So, let's drag the metallic value up.
We'll drag the roughness down a bit.
And now it's still not where we want.
So, what we need to do is go shift A,
search, and get a displacement.
So, type in this, and get a
displacement. Place it over here.
And this is where things get
interesting. We're going to go shift E
to duplicate this color ramp.
We're going to plug the factor into
there as well. And then let's plug the
color output into that height
of this displacement here, and then plug
the displacement into the material
output.
And now you can see we have this sort of
bump happening here, and we can kind of
bump this up to 0.1.
Okay? So, now it's just a matter of
grabbing this slider over here.
You can adjust the value a little bit.
Maybe make the white value here gray.
And this is the one that's going into
the color here.
But you can see this is what we have.
So, you can adjust
the roughness here,
the detail,
and the scale of things.
So, just like that, we've made some
simple wrought iron material.
Um you know, mess around with the
roughness and things like that. But it's
really that simple, just a simple metal
material,
nothing too complicated,
as you can see. There it is. I'll just
zoom back so you can kind of see what
we've done here.
Very, very simple.
If you wanted to, you could add this
into a scene now. But for now, what I'm
going to do, I'm just going to go back
to my layout,
and I might just
go and add in a HDRI. You guys don't
have to do this, but I'm just going to
add in sort of an environment texture
that I have on my computer.
And then I'm just going to go ahead, I'm
going to go render, and just render this
image.
And there we have it. So, we've made
some really simple wrought iron. We've
added a very simple sort of wrought iron
material. You can see we have sort of
all these pits and
little bumps and twists. And this looks
relatively new, like it was just made,
but if you wanted to make this look even
older, you could go ahead ahead and add
some rust on top of that. Procedurally,
you can add some um
some oil, some grease, some paint. This
all sorts of sort of like
um areas in the where it's occluded. You
can add just like spider webs, and
that'll add realism. That's all
ultimately what makes something more
realistic. It's not just a nice
material, but layering different
materials and
things on it like dirt, spider webs,
putting leaves around the scene. Those
are the sort of things that add realism.
So, I hope you guys have just enjoyed
this basic how to make a fence, learn
some basic principles of modeling
something using the modifiers. You can
see here we have this model here that
we've made very quickly just using some
simple modifiers.
I'll see you guys next time, and thank
you for watching.
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