All language subtitles for BLENDER_ OLD WOODEN DOOR (MODELING) - English -generated) )

af Afrikaans
ak Akan
sq Albanian
am Amharic
ar Arabic
hy Armenian
az Azerbaijani
eu Basque
be Belarusian
bem Bemba
bn Bengali
bh Bihari
bs Bosnian
br Breton
bg Bulgarian
km Cambodian
ca Catalan
ceb Cebuano
chr Cherokee
ny Chichewa
zh-CN Chinese (Simplified)
zh-TW Chinese (Traditional)
co Corsican
hr Croatian
cs Czech
da Danish
nl Dutch
en English
eo Esperanto
et Estonian
ee Ewe
fo Faroese
tl Filipino
fi Finnish
fr French
fy Frisian
gaa Ga
gl Galician
ka Georgian
de German
el Greek
gn Guarani
gu Gujarati
ht Haitian Creole
ha Hausa
haw Hawaiian
iw Hebrew
hi Hindi
hmn Hmong
hu Hungarian
is Icelandic
ig Igbo
id Indonesian
ia Interlingua
ga Irish
it Italian
ja Japanese
jw Javanese
kn Kannada
kk Kazakh
rw Kinyarwanda
rn Kirundi
kg Kongo
ko Korean
kri Krio (Sierra Leone)
ku Kurdish
ckb Kurdish (Soranรฎ)
ky Kyrgyz
lo Laothian
la Latin
lv Latvian
ln Lingala
lt Lithuanian
loz Lozi
lg Luganda
ach Luo
lb Luxembourgish
mk Macedonian
mg Malagasy
ms Malay
ml Malayalam
mt Maltese
mi Maori
mr Marathi
mfe Mauritian Creole
mo Moldavian
mn Mongolian
my Myanmar (Burmese)
sr-ME Montenegrin
ne Nepali
pcm Nigerian Pidgin
nso Northern Sotho
no Norwegian
nn Norwegian (Nynorsk)
oc Occitan
or Oriya
om Oromo
ps Pashto
pl Polish
pt-BR Portuguese (Brazil)
pt Portuguese (Portugal)
pa Punjabi
qu Quechua
ro Romanian
rm Romansh
nyn Runyakitara
ru Russian
sm Samoan
gd Scots Gaelic
sr Serbian
sh Serbo-Croatian
st Sesotho
tn Setswana
crs Seychellois Creole
sn Shona
sd Sindhi
si Sinhalese
sk Slovak
sl Slovenian
so Somali
es Spanish
es-419 Spanish (Latin American)
su Sundanese
sw Swahili
sv Swedish
tg Tajik
ta Tamil
tt Tatar
te Telugu
th Thai
ti Tigrinya
to Tonga
lua Tshiluba
tum Tumbuka
tr Turkish
tk Turkmen
tw Twi
ug Uighur
uk Ukrainian
ur Urdu
uz Uzbek
vi Vietnamese
cy Welsh
wo Wolof
xh Xhosa
yi Yiddish
yo Yoruba
zu Zulu

Original subtitles

it has been a little while since I did a

video for you and uh I missed you it's

nice to be back here

um this is what we're going to do we're

going to do a door because we've done a

couple of keys we're going to do this

door and I'm going to texture into

substance painter and try to make it

look old

all right so this reference image is

available for you to download it just

makes it a little bit easier to model so

I brought it in the blender and I can

press S2 and press three to look from

the side and I'm going to pull it back

then I'm gonna look from the front and

I'm going to press G and I'm going to

move this in

let's try maybe just right about in the

middle like something like that and we

may move it all right so I'm going to

start with the plane

so we're going to plane rotate X 90 and

then I'll just press s to scale and I

just want to see how accurately I think

that looks pretty actually pretty good

so I'm going to select these vertices

and I'm going to bring them up to the

top

like that and it doesn't matter if we're

a little bit off the diagram right

and I'm going to bring that down to

there go to wireframe

and we have this okay so instead of

making the door of like just a solid

plane we're gonna make it like this

looks like it's made of pieces of wood

so I know you can't really see that I've

got that there but there it is all right

I'll do that uh we're gonna put in an

edge Loop control R to click and then

I'm going to go Ctrl B to Bevel and

split it and I'm going to pull to about

there so I can have this piece and this

piece

and I'm gonna put another Edge Loop

right in the middle

and I'll zoom in control B and I'm going

to pull to about there so we can have

this middle stuff

but we also need control R horizontal

Edge Loop pull it up to there

so now I can get this piece here

and we'll keep going

and actually be in and I'll come to you

about here and another one to about

there

down here and actually there I mean I

could put one in the middle of that and

try to split it but this is just fine

there don't worry about being super

accurate it's going to look like a door

so you do there

all right so that's what we have just

like that

now let's see

what we can do is let's make holes let's

in face selection holding shift select

all these those are going to be holes so

we're gonna we can go ahead and delete

those faces right now

and reselect the whole thing

and okay I think actually the easiest

way to do it right now just look from

the front is to make the separate pieces

of wood so let's press three for face

selection and let's select all these in

fact you can start selecting and then

hold down control and click the bottom

one shift select there control and the

bottom we'll do those two together for

now so let's press p and separate by

selection

so we have that all right let's go back

in and let's do these ones so that and

control

I'll do all these together just for the

moment instead

get them like that okay p and separate

by selection and then

that thing there

okay so this is all one piece that piece

okay so I think at this point what I'm

going to do is I'm going to come in and

I'm going to select the edges that I I

don't need these running through these

so I'm going to X dissolve edges

and I could leave that all together

and maybe I will do that so let's go and

look at this one are there any edges

there's no edges to delete this one

there definitely is so this Edge all

these extra edges so it will just have

it as one long

plane

a rectangular plane

okay X dissolve edges so I have that

okay cool so I'm going to select I guess

all of these and let's give it some

thickness I'm going to edit for all of

them

even though they're separate we can do

this

need to extrude and pull back something

like this to give some thickness to the

door however thick you think you need it

something like that and I don't need the

backs so I'm going to X faces

so we have this now let's go ahead and

put a bevel on and I think I'm going to

be leaving all of the other faces like

there's a face in here but we'll we'll

see when we put the bevel on

we kind of need that so I'm going to do

three and 0.01

and I'll put on the cavity Shader

so we can see we have a little bit of a

bevel and we need that edge I I think

so if that's the bevel that we like we

can apply it to the other pieces by

selecting the other that one and hold

shift select that one and then hold

shift and select that one last and

control l

copy modifiers it'll go on everybody so

let's hide that for the moment

and C all right so it looks a little bit

more realistic as a door than just a

single plane with with wood on it

so we have these pieces we don't have

the the trim or the the molding or

beading yet I don't know if it's called

that man but we do need this stuff in

behind so what I'm going to do for that

is I'm just going to bring in a separate

plane

rotate X90

and I will pull it back a little ways we

can adjust how far back we want it later

I'm going to scale in the scale it in

the ax so it just tucks under

and then I'm just going to I could do it

evenly I suppose scale it in the Zed so

it covers everything like that and you

can put a wood material on that later on

all right good so we've got that I'm

gonna make it a little adjustment over

here switch this to both and

start pulling these up

just do it so we get that effect

for now so let's now do let's say some

of this stuff and then we'll do that

inner stuff

okay so my cursor is there and I'm going

to go into wireframe it's almost where

the hole would be at least across from

it so I'm going to bring in a cylinder

I'm going to leave it at 32 so it's

relatively smooth you could do less if

you wanted lower poly

I'm just sliding this over here and

scaling it down I can just press G let's

rotate X90

and just press G and get it into

position and scale it down a little bit

and what we need is for that piece to go

all the way through it's going to be

very easy it's just this thin plane so

we're going to have that all right so

we're going to select here and I'm going

to add a Boolean and drag it to the top

leave it on difference with the

eyedropper

I'm going to click there

apply and I could save that or I I think

I'll just get rid of him

all right so we have that but we don't

have any thickness on here and so what

I'm going to do I don't particularly

like this we're going to change that in

a bit but I'm going to select here this

stuff I can press e to extrude I'm just

going to pull it in like that and now we

can see we have our bevel

will shade smooth in a bit I don't like

these lines going all the way down and

so what I'm going to do is create my own

I need two supports for this

so I'm going to using the knife tool

I'm going to press K I'm just going to

select one of these vertices here press

a to constrain and just going to drag it

over

like that

it doesn't really matter if I just hit

this line or if I go further on it and

it you know connects further down that's

fine

all right now I can select these and and

I'm not doing

um

well there's an extra one in here so on

this one I'm going to shift alt and

click and I'm going to get I'm going to

get this Edge and this because you don't

really need that in the circle so I'm

going to X dissolve edges I won't change

the diameter circle but I'm not going to

do that here and and and get rid of this

Edge just this this Edge I just dissolve

edges all right I just I just think it's

it's neater

all right so we have that

let me go back to that

yeah all right okay so back in the

wireframe we're going to do this piece

here for that piece we're going to bring

in a plank

scale it down press G to

grab and move it over scale it until it

matches the approximate diameter of this

rotate X90 it'll be a little easier to

see and just position it

something like this select this top Edge

and pull it up to there and this bottom

Edge and pull it down to about there now

let's go back and look at this I'll

select it and just bring it off the

surface of the door and I just want to

look that it's roughly in the center it

doesn't have to be perfectly in the

center either back in the wireframe okay

looks good

all right all right I'm going to turn to

the side just a little bit I'm going to

extrude this out press e and it's pull

out in the in the Y give it a little bit

of thickness like that look from the

front and wireframe and now I'm going to

scale I'm going to scale if I just press

acid never scales properly but so I can

pull it like that so that the Zed gets

scaled in The Zed nicely now I'm going

to pass X and I'll just pull it in and

sort of make it even like that it

doesn't matter if it goes under the

doorknob because the doorknob has a thin

stock on it so let's have a look at that

so this is what we got all right but

we're not quite done I'm going to in

three face selection select that back

face and I like to extrude it back A

straight piece like that and then get

rid of that vase and then pull that in

to touch touch the door

now I'm going to add I'm going to add a

bevel on this as well

um I'll go up to 3 and 0.01 but it'll

look a little too rounded and so I'm

just going to come in I'm going to add

one more Edge Loop I'm just going to

start pulling it down as and as I do the

bevel will start going

and just leave it something like that

I think that looks looks fine looks nice

we can shade smooth in a bit

all right so for the keyhole let's do

that let's start getting our cursor

where we need it so let's select here

and just select that face shift s cursor

to selected look for the front and

wireframe now and we're close at least

so we're going to make a circle with a

thing and I know it's really blurry so

and I'm going to use uh High vertices

I'm going to use 32 the default on this

circle so that you get a nice smooth

hole I got to rotate X 90.

and start pulling it down

and just get it a size that I think

looks good it doesn't matter if it's a

little bit big I mean look a little bit

maybe cartoony or something so Circle

something like this and then we want to

box select that's if that's the bottom

piece I'm going to come out one so one

on each side two on each side I think

I'll come out three on each side we'll

try that

and I'm going to press e to extrude and

come down

and I'm going to straighten this out by

SZ 0 and I might ask the scale just make

it come out a little bit like that

and just pull it down a little way so

we're off the diagram a bit but this is

what we're what we're getting

all right and now what I'm going to do

is come back in and I'm going to delete

these vertices so I have just this outer

sort of profile all right and now I

think what I'll do is I don't even

really need these so I can X dissolve

vertices

and now I can select these and I'll

bevel them a little bit shift Ctrl B not

just Ctrl B shift Ctrl B pull to split

like that and put even just a total of

three I usually go for five right but

it's so small so do that and I might

consider trying to Bevel here those two

as well shift Ctrl B pull have the three

just to make it a little bit more

rounded

all right select it all F to make a face

we now have a

object that we could use look from the

side and uh from that side and pull it

off the surface and then e to extrude

and pull it down just to give it some

thickness like that now chances are I've

pulled the wrong way and okay well it's

actually blue but other stuff is not so

let's have a look first of all of what

we've got

all right let's take let's select all of

this stuff here and actually you know

what I'm gonna hide that and select all

of this stuff

alt in recalculate outside so that's all

blue again

uh I'll take to bring that stuff back

now this is blue this is blue

everything's good if this one was not

it's just a single plane you'd have to

go alt in

and flip

all right at any rate we are good to go

so we got this piece here we need to

bring it in so that it makes contact and

goes

down into there so let's do a Boolean on

this piece here

so Boolean drag it to the top on

difference and select it

and apply and then get rid of that and

that is it now if I shade smooth this

we'll get some uh shading errors and uh

those can be uh fixed with weighted

normal and normals Auto smooth usually

and I'm not going to worry about

anything about the cut sets that's fine

that's good enough all right so we got

that in there so now it's time to do the

doorknob itself

3D cursors right there and I would

probably just use a UV sphere

and uh

if we stick with the default number you

know we probably don't need to do a

subdivision and maybe that's just too

much anyhow but let's try it let's go

with the 32 I think it's 32 get the

approximate size rotate X

90. all right we've got that in there

and what we'll do is we'll pull it out

and I'm going to actually squash it so

uh I've got it all selected in edit mode

so I'm going to scale it in the Y and do

something like this

and then

to go into the door or into that piece

of metal I'm going to select that vertex

and control plus maybe just if I do it

there and then I X vertices it'll come

out to there

think that's probably okay let's try it

let's shift alt to click that edge I

went into Edge selection and let's just

extrude back and see if that makes a

decent connection

I think that looks reasonable I don't

think it needs to be any wider than that

so what I would generally do is come

down like that and then e and s come out

a little ways and then one more

something like this

because that metal ring going now that

may be out a little bit too far

let's see what happens if we shade

smooth it how good it looks

I think it probably is going to look

just fine with some Edge Edge Loops but

uh is that too far out from the door

not necessarily let's just drop some

Edge Loops in here let's bevel this Edge

so shift alt and click that engine Ctrl

B and Pull and have there's two three

edges

and I could bevel this one to where it

connects with the three

big fan

it looks like I'm gonna need to drag one

more down here to fix that shading

and then if you want you can come in

here and do something like control B

split it just with the two e and all

tests and pull in and then grab these

two

control B and Pull and have three and

see if that's good enough just to do

something have some other kind of design

on there I'm going to put an edge Loop

in here and here

and you know that way we can get some

Edge detail and substance painter and

maybe just on the front I'll go back in

the wireframe we'll take this vertex

and maybe I'll come out one more and

expert vertices get rid of those and now

we would have this what I might do with

that is just have to make a face and

then hide inset and Pull It in a ways

and then do a design if you want like

just bring it in maybe scale it in

and we'll put

we'll uh let's see we'll bevel this

with three and we may need to actually

take this an inset one more time just to

for shading and you know maybe that's

okay

like that or you could have it sticking

out you know it looks a little bit like

this one

and I think that's probably fine

for that

all right let's check this yeah looks

good turn that off once in a while and

come over to another matte cap just to

check how it how it looks and how it

seems to be catching the light

okay

that's that's looking just fine

all right so we're going to do this

stuff now and what I will do is I will

because this is already kind of Central

and I don't want to select this whole

big other back piece I'm going to use

this I'm going to press shift d to

duplicate pull that into the middle it's

got the right uh height I guess you

would say SX

and get it to about there but that's

separated out P Break it out so that is

a separate piece for us

and I can

um set the order to John G I often don't

I just go into edit mode and then my my

Gizmo is right there anyhow

I'm just going to pull it out a little

bit so we can focus on it and we'll make

some of this trim all right and some of

this is is trial and error so I'm just

going to hide it in set I'm going to

pull that in

I'm going to select the whole thing I

may need a bit more room okay so I'm

selecting that face and I'm going to

extrude back so I pulled that in and I'm

going to press s to scale

a little bit

and then I'm going to hide inset again

and and give myself a second sort of

flat layer you need to extrude I'm going

to pull that back and then I'm going to

delete that back face

now I'm going to select this Outer Edge

and just bring it down a little bit

let's try bringing that in and seeing

what that looks like

I'm going to scale in the ax a little

bit and scale in The Zed a little bit

like that and now we can do some work on

these this Edge Let's select that edge

and Ctrl B to Bevel and let's put a few

segments in there to sort of round it a

little bit more and we can do a similar

thing down here shift alt and click

there and we'll just round that like

that and I think that is what we're

going to go for let's just have a look

at it here yeah okay and we take that

off

that we can see if it improves with

weighted normal and normal Auto smooth

and I think I'll probably would leave

that on anyhow that will look fine when

it's textured so now I'm going to take

this I'll go into edit mode shift d to

duplicate it and we'll bring it over to

here

select it all shift d to duplicate pull

down

and gzed line it up with the top as best

you want it doesn't have to be perfect

because it it wouldn't be box select the

bottoms in wireframe pull them down

to here maybe go back into solid so you

can see it relative to our model and not

the reference

okay

and then maybe box select up here but go

Ctrl L because I'm not in wireframe

right now shift e to duplicate pull them

down to here maybe

let's go in the wireframe Box select the

bottoms I'm going to go back into solid

and pull them down

until you like the position

something like that

now

let's see

we can get rid of this we don't need

that anymore we've got what we need here

let's have a look at this okay

everything's good so let's have a look

with another matte cap I'm going to

switch to this red one I often will use

because it looks cool and it also shows

me

you know the shading uh

on this

all right so you can experiment with

different bevel profiles but that's

pretty much what I would want to go for

for this style of door

all right we have that if I want to do

shade smooth and I'm having any issues I

will do that and I will add weighted

normal and normals Auto smooth

and then I probably would end up doing

that on all of them so I'll just quickly

add that and we'll see if we notice any

real changes so those all have it that

has it

which one doesn't this one

I doubt this one would need it anyhow

but we'll see

so we'll talk about what we're going to

join uh later on and unwrapping it when

we get to the next step but that is how

it's looking and I think it looks

I think it looks fine for our style of

door so let's just quickly have a look

at the statistics on this so it's not

low low poly or anything comes out at 7

500.

um there are areas where you could

reduce it you could try a lower bevel

you could have less bevel segments here

you could have less segments on here and

of course if you wanted to put any other

modeling details I would bring it up

that you could do like a bolt on your

own substance painter if you wanted to

but anyways I don't think that's uh much

of a problem really so there is our door

uh we're good to go we're going to save

that and in the next video we're going

to unwrap this and work on Textures okay

so yeah have fun with or try different

designs have one where you have a big

one up here you have a window and you

can make the window dirty or break it or

something like that or have the doorknob

off uh oh yeah one more thing I'm not

sure I'm going to do anything here

sometimes I like to leave this open like

you know uh you know just like that

instead of putting that other piece in

there so we'll see all right cool thanks

a lot for watching and take care

Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.