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Original subtitles

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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