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Hey guys, and welcome back to the
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channel. Today I have a super beginner
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tutorial, and this is essentially just
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showing you how to make this wrought
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iron fence. Now, even if you're not
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interested in making a fence, and you
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feel like moving on from this tutorial,
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keep in mind that the principles you're
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going to learn here as a beginner are
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super useful because we're actually
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relying on modifiers to do most of the
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work here. We're not We're hardly going
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to be doing any modeling, barely
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anything
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if anything at all. It's just super
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simple because we're going to be using
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some simple modifiers, and this is the
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result here. And then we'll We'll
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quickly slap on a procedural material,
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but the main thing here, obviously, is
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just showing you how to use modifiers to
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model this. And hopefully, you can not
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only make this, but apply this to many
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of your other projects if you need maybe
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a fence or something,
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whatever you want to do. I'm sure
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there's many ways you could apply this,
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but um let's jump in and make this in
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Blender.
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And then in a new scene in Blender,
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we're just going to go ahead and select
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the default cube, and we're going to tab
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into edit mode. We're just going to go S
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Z and scale it up. Let's go to about
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this much, right?
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And then you're going to come in here,
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control R, and you're going to roll in
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some loops. We're going to go with about
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I'd say this many, just so it's quite a
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few. I'd say at least 30 to 40 loops.
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Double click, tab back out. Then let's
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go over to your modifiers, and you're
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going to click here on add modifier,
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search and type in simple, and type in
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simple deform. Change it to Z, and then
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you can just increase the number of
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twists here. And it It'll reach 360, but
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you can actually type in a value. So, I
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can come here and type in maybe like
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500. You get the idea. So, I'm going to
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go 500 for now, and I'm going to go to
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restrictions. And this is the cool part.
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I can come here, and I can limit the
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bottom, and I can kind of limit the top
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by pulling these two values together,
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right? Till I get sort of the areas
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excluded. And if they're twisted away
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from each other, you can just simply
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come here to the angle, and just make
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slight adjustments to like kind of line
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up a little bit
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like that. It doesn't have to be
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absolutely um
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perfect, but you just more or less want
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to get it in place. I might have to
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just adjust these two a little bit more.
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It's just sort of play around with them
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till you get them to kind of line up
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with each other like that. So, I might
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just rotate it slightly in the viewport
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like that. There we go. Now, we have
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this sort of look.
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Um I think
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maybe that's just a few too many turns.
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So, I might just make this more like
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300.
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But once you have something that you
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like, what are you going to do is you're
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going to go ahead and go to your
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modifiers again. You're going to add a
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bevel modifier. So, I'm going to type in
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bevel, and then you can give it a nice
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bevel however you want. So, I'm going to
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go with a little one like this, and I'm
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going to increase the segment count
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here. And then if you want to, you could
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also go and add a sub, and give this a
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subdivision surface.
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And then right click and go shade
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smooth. And just like that,
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you now have this modifier-based system,
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and you can still come here, and you can
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adjust things that you want, right? It's
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still completely adjustable, which makes
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this really cool. But I'm going to leave
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the settings as they are, knock all
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these down, and let's go ahead and now
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add an array modifier like so.
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And then with the array,
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um
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now I've rotated mine in the viewport.
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So, I'm going to go control A, and I'm
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just going to apply the rotation just to
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fix that issue.
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And what I'm going to do here is I'm
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going to come here to the array, and I'm
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going to increase this offset amount,
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and I'll give this maybe a count of
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five. So, we have five of these um
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whatever you want to call them, pickets
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or spokes.
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I'm going to pull them apart about this
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much. And then what we're going to do,
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we're going to shift A, we're going to
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add in a plane. We'll go G Z, and move
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this plane down.
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Tab into edit mode, and let's scale this
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plane up slightly, and then go E to
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extrude and Z, and extrude it down about
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this much. And then what you can do, you
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can select the whole thing, go shift E
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to duplicate, move it up to here.
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And now all we have to do is just select
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these two faces, and you can go G X, and
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drag them along here,
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and then select the whole thing, and you
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kind of adjust them. Now, you have this
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simple sort of just rail that goes along
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here. Now, here's where things get
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interesting. I can go back into object
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mode. I can grab this guy here, and go
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shift E to duplicate, move him down. Tab
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into edit mode, and I can still tab in
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here, and I can go S and scale it up,
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make it even taller. And you can see it
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still keeps that curve. And I can even
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grab it again. I can go shift E to
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duplicate, move this guy up. Tab into
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edit mode, and now I can actually grab
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this top here,
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turn on proportional editing, and scale
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it
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like so to make it spiky, maybe grab the
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middle here,
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bulge that out. You get the idea here. I
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can make it very interesting.
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And then all you'd have to do in that
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case is just come here to the array, and
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just offset it again till it matches up.
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Now, I think that looks a bit too big.
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So, I'm going to just select the whole
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thing in edit mode. I'll scale it down,
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and then move it
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down like that.
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And I'll tab back out, and then I'll
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just kind of once again
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adjust that
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array there once I've done that, just so
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it all matches up.
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But there you go. This is a very, very
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simple and quick method for actually
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doing this sort of style of work,
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right? You can make things look very
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cool very quickly.
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And sometimes, you know, you have to
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come here and just adjust the rotations
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of things a little bit again,
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and just adjust the right position. But
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that's all part of the sort of just
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switches and things you have to turn on
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and off, and values you have to adjust.
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But just like that, we have modeled this
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fence,
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which I think is really, really cool.
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Like I said, you could
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extend this now in all sorts of ways.
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So, what I'm going to do, I'm going to
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go ahead, and I'm just going to um just
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grab this bar here. I'll tab into edit
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mode,
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and I'll go control B just to give that
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a slight bevel, roll the middle mouse
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button. So, you could do this much more
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fancy if you wanted to, but that's all
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I'm going to leave it at.
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And then let's just grab each one of
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these, and just apply all of these
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modifiers like so. I'm going to grab
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these guys here. I'm just going to apply
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all the modifiers.
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Grab these guys here. I'm going to do
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the same thing.
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There we go. And then I'm just going to
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hold in shift. I'm going to grab
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everything, control J, and join it
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together. And it's quite large. So,
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we're just going to go ahead and scale
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it way down,
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and place it over here.
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So, scaling it way down. Control A, I'm
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going to apply the location, rotation,
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and the scale.
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So, there we have it. I'm going to grab
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our camera. I'll move it in here.
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And let's make some wrought iron. So, um
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once you have your camera positioned in
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a way that you think looks cool,
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you know, I'm going to maybe go
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something like that. There we go.
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You can go ahead and change your render
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engine to cycles if you have a GPU.
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Always use it. It helps a lot. And then
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maybe make it like 45 on the max
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samples.
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And then go shift A, let's go to our
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light options, add in an area light.
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And with your light settings, you can
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make it like 400. Really depends on the
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scale of your scene.
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Increase the size.
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And, you know, there's a billion
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tutorials on lighting. I've covered it a
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million times. So, I'm just going to
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keep this really simple.
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So, just add some lights essentially to
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your scene.
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It's really that simple. And then select
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your new object, go to your materials,
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create a new material,
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and um let's just see if that's applied
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to everything.
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So, in this case, we have two materials.
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I'm just going to get rid of them. We
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just want everything to have one
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material. We'll call it iron.
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And with that done, let's hop into our
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shading.
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And inside of our shading, this is going
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to be a super easy material. We're just
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going to go shift A, search, and get a
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noise. Get a noise texture, plug the
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factor into the base color.
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Then go shift A, search, and get a ramp.
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Grab a color ramp, place it on here.
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Drag these two values closer together.
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And then you want to come here and
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increase the detail to 15.
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Bring the roughness up.
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And then just keep bringing these values
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sort of closer together.
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And you might have to up the scale just
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a little bit as well. There we go. So,
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up the scale.
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There we go. Now, we have this sort of
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nice-looking um
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texture. But we want this look metallic.
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So, let's drag the metallic value up.
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We'll drag the roughness down a bit.
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And now it's still not where we want.
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So, what we need to do is go shift A,
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search, and get a displacement.
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So, type in this, and get a
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displacement. Place it over here.
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And this is where things get
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interesting. We're going to go shift E
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to duplicate this color ramp.
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We're going to plug the factor into
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there as well. And then let's plug the
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color output into that height
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of this displacement here, and then plug
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the displacement into the material
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output.
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And now you can see we have this sort of
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bump happening here, and we can kind of
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bump this up to 0.1.
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Okay? So, now it's just a matter of
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grabbing this slider over here.
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You can adjust the value a little bit.
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Maybe make the white value here gray.
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And this is the one that's going into
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the color here.
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But you can see this is what we have.
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So, you can adjust
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the roughness here,
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the detail,
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and the scale of things.
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So, just like that, we've made some
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simple wrought iron material.
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Um you know, mess around with the
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roughness and things like that. But it's
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really that simple, just a simple metal
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material,
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nothing too complicated,
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as you can see. There it is. I'll just
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zoom back so you can kind of see what
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we've done here.
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Very, very simple.
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If you wanted to, you could add this
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into a scene now. But for now, what I'm
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going to do, I'm just going to go back
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to my layout,
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and I might just
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go and add in a HDRI. You guys don't
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have to do this, but I'm just going to
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add in sort of an environment texture
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that I have on my computer.
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And then I'm just going to go ahead, I'm
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going to go render, and just render this
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image.
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And there we have it. So, we've made
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some really simple wrought iron. We've
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added a very simple sort of wrought iron
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material. You can see we have sort of
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all these pits and
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little bumps and twists. And this looks
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relatively new, like it was just made,
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but if you wanted to make this look even
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older, you could go ahead ahead and add
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some rust on top of that. Procedurally,
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you can add some um
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some oil, some grease, some paint. This
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all sorts of sort of like
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um areas in the where it's occluded. You
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can add just like spider webs, and
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that'll add realism. That's all
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ultimately what makes something more
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realistic. It's not just a nice
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material, but layering different
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materials and
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things on it like dirt, spider webs,
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putting leaves around the scene. Those
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are the sort of things that add realism.
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So, I hope you guys have just enjoyed
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this basic how to make a fence, learn
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some basic principles of modeling
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something using the modifiers. You can
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see here we have this model here that
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we've made very quickly just using some
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simple modifiers.
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I'll see you guys next time, and thank
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you for watching.24703
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