Would you like to inspect the original subtitles? These are the user uploaded subtitles that are being translated:
1
00:00:00,000 --> 00:00:01,100
Hello everyone.
2
00:00:01,095 --> 00:00:04,245
In the previous lesson, we finished up the modelling for our potion.
3
00:00:04,245 --> 00:00:08,175
And we can now adjust the level with this level object as well.
4
00:00:08,175 --> 00:00:11,025
And now let's add some materials to our potion.
5
00:00:11,025 --> 00:00:15,885
So to begin with, we're just going to camera view quickly with numpad 0. Here we go.
6
00:00:15,885 --> 00:00:20,775
And now we can just reposition our bottle so that it's nicely framed in our camera frame.
7
00:00:20,775 --> 00:00:24,095
And you select the bottle and everything else should come along with it.
8
00:00:24,090 --> 00:00:27,300
So let's press G to grab Z to move it on the z-axis.
9
00:00:27,299 --> 00:00:31,129
Move that down a bit more space to scale.
10
00:00:31,125 --> 00:00:34,515
And click G to grab.
11
00:00:34,515 --> 00:00:38,615
And click and is the scale. There we go.
12
00:00:38,610 --> 00:00:43,800
That should be good for now. If 12 quickly to see what that looks like.
13
00:00:44,290 --> 00:00:46,930
Gou, so we have the basic shape,
14
00:00:46,925 --> 00:00:49,625
but everything is still the default white material.
15
00:00:49,625 --> 00:00:53,285
So we can close that down going to the shading tab up here.
16
00:00:53,285 --> 00:00:54,895
And I will start with the bottle.
17
00:00:54,890 --> 00:00:56,630
So with the bottle selected,
18
00:00:56,630 --> 00:01:00,890
we can go to the material properties or we can add a new material over here.
19
00:01:00,890 --> 00:01:03,550
For now, let's click on New over here.
20
00:01:03,545 --> 00:01:06,115
And it's cool that gloss.
21
00:01:06,110 --> 00:01:07,820
And press Enter.
22
00:01:07,820 --> 00:01:09,220
And then for surface,
23
00:01:09,215 --> 00:01:12,905
we're going to switch this from principled BSD if we click on that,
24
00:01:12,905 --> 00:01:16,285
and we're going to change that to gloss BSD.
25
00:01:16,280 --> 00:01:18,970
And then we have a glossy material.
26
00:01:18,965 --> 00:01:21,695
Now we can turn the roughness all the way down.
27
00:01:21,695 --> 00:01:24,955
And the IOR, That's the index of refraction,
28
00:01:24,950 --> 00:01:27,100
and that is how the object Baines light.
29
00:01:27,095 --> 00:01:29,935
For our purposes, we can set that to 1.1,
30
00:01:29,930 --> 00:01:32,480
cool and insulate the coke.
31
00:01:32,480 --> 00:01:36,150
And we can create a new material over here.
32
00:01:36,400 --> 00:01:41,530
And I'm going to change that to cook and press Enter.
33
00:01:41,525 --> 00:01:44,845
The reason why I didn't do it over here this time is because we're
34
00:01:44,840 --> 00:01:47,660
going to leave the surface as principled BSD if so,
35
00:01:47,660 --> 00:01:49,450
you don't have to worry about changing it every day.
36
00:01:49,445 --> 00:01:51,055
But using middle mouse button to click and
37
00:01:51,050 --> 00:01:53,120
drag and move this over a little bit to the side.
38
00:01:53,120 --> 00:01:55,690
Now let's add a noise node over here.
39
00:01:55,685 --> 00:01:57,865
So we can press Shift a to add,
40
00:01:57,860 --> 00:02:00,190
click on Search and type noise,
41
00:02:00,185 --> 00:02:02,225
and then select noise texture.
42
00:02:02,225 --> 00:02:04,445
And to view at this noise texture is doing.
43
00:02:04,445 --> 00:02:08,185
We can hold down control and shift and then left-click.
44
00:02:08,180 --> 00:02:11,600
And I can see it's adding some detail to our object.
45
00:02:11,600 --> 00:02:13,420
And you change that from black and white,
46
00:02:13,415 --> 00:02:14,975
we can add a color ramp.
47
00:02:14,975 --> 00:02:20,875
So let's add a color ramp by pressing Shift a again and under search type ramp.
48
00:02:20,870 --> 00:02:26,650
And then select colorRamp and drop it onto that line. There we go.
49
00:02:26,645 --> 00:02:29,965
Now the black value, we can leave it black and the white value,
50
00:02:29,960 --> 00:02:31,660
we can click on this little triangle.
51
00:02:31,655 --> 00:02:34,685
And we're going to change that color to a dark brown color.
52
00:02:34,685 --> 00:02:42,595
So for the hue, we're going to make that 0.06 and press into the saturation.
53
00:02:42,590 --> 00:02:49,860
We're going to make 0.7. And the value we're going to make 0.2.
54
00:02:49,855 --> 00:02:51,415
And press Enter.
55
00:02:51,415 --> 00:02:54,915
And Alice just connect that color up to our base color.
56
00:02:54,910 --> 00:02:57,210
And then hold down control and shift,
57
00:02:57,205 --> 00:03:02,485
and click on the shader so that that is connected up to the material output like that.
58
00:03:02,485 --> 00:03:06,735
And it just turned the roughness all the way up to one as well.
59
00:03:06,730 --> 00:03:10,220
It's pretty safe 12 to see what that looks like now.
60
00:03:11,310 --> 00:03:13,900
Cu, now we're getting some way.
61
00:03:13,900 --> 00:03:17,890
Let's close that down again and click again to select
62
00:03:17,890 --> 00:03:22,020
the potion liquid and its create a new material as well.
63
00:03:22,015 --> 00:03:25,615
Cool that liquid and press Enter.
64
00:03:25,615 --> 00:03:27,825
And let's turn up the roughness.
65
00:03:27,825 --> 00:03:31,715
0.8 and press Enter.
66
00:03:31,715 --> 00:03:33,055
And for the base color,
67
00:03:33,050 --> 00:03:35,290
let's make that a nice red color for now.
68
00:03:35,285 --> 00:03:37,255
So click on this white value.
69
00:03:37,250 --> 00:03:40,880
And in the hue we're going to leave at 0 saturation.
70
00:03:40,880 --> 00:03:42,820
We're going to turn all the way up to one.
71
00:03:42,815 --> 00:03:46,445
And the value we are going to make 0.2 as well.
72
00:03:46,445 --> 00:03:50,585
And as you can see, we can actually see through the glass at the moment.
73
00:03:50,585 --> 00:03:54,125
And that is because we are in the material preview mode.
74
00:03:54,125 --> 00:03:56,705
So to see what the final render looks like,
75
00:03:56,705 --> 00:04:00,175
we can just change it over to rendered view so we can hold down z,
76
00:04:00,170 --> 00:04:03,140
move over to rendered, and indeed curve Z.
77
00:04:03,140 --> 00:04:06,140
And then we can start seeing our potion inside the bottle.
78
00:04:06,140 --> 00:04:13,190
Now, cool displays if 12 again to render. And there we go.
79
00:04:13,190 --> 00:04:15,920
Now we can always go into camera view,
80
00:04:15,920 --> 00:04:19,060
zoom out Tibet, it select our bottle.
81
00:04:19,055 --> 00:04:20,965
And now let's press R to rotate.
82
00:04:20,960 --> 00:04:23,290
This, rotate that sideways a little bit.
83
00:04:23,285 --> 00:04:25,225
Press G to grab.
84
00:04:25,220 --> 00:04:28,760
Lifted to apply, press S to scale.
85
00:04:28,759 --> 00:04:32,659
And left-click to apply g to grab.
86
00:04:32,660 --> 00:04:36,350
Deftly, to apply R to rotate.
87
00:04:36,350 --> 00:04:39,310
Just to get a bit of a more interesting image.
88
00:04:39,305 --> 00:04:41,645
So let's press F2 Alpha again.
89
00:04:44,470 --> 00:04:48,790
And there we go. A simple potion bottle.
90
00:04:48,785 --> 00:04:52,175
And now it's very easy to change the color of this potion as well.
91
00:04:52,175 --> 00:04:55,375
And simply click to select the potion liquid.
92
00:04:55,370 --> 00:05:01,140
And we can then click and drag to make this Green received 12.
93
00:05:01,810 --> 00:05:05,440
And I shiny green magic type of person.
94
00:05:05,435 --> 00:05:07,765
Let's make that blue to make it a manner Persian.
95
00:05:07,760 --> 00:05:11,990
Maybe. There we go.
96
00:05:11,990 --> 00:05:15,290
And we can obviously still easily change the level of
97
00:05:15,290 --> 00:05:18,440
operation by selecting our person-level object,
98
00:05:18,440 --> 00:05:20,380
pressing G to grab and move.
99
00:05:20,375 --> 00:05:23,815
I'm just gonna constrain that to the zed axis by pressing Z as well.
100
00:05:23,810 --> 00:05:27,970
And then we can change the level of our potion as well.
101
00:05:27,965 --> 00:05:33,065
And I want to show you how easily we can create simple variations on this bottle as well.
102
00:05:33,065 --> 00:05:34,505
So let's click on the bottle.
103
00:05:34,505 --> 00:05:39,965
Let's go back to the layout panel and make sure we are in solid mode.
104
00:05:39,965 --> 00:05:41,675
And x-ray mode is enabled.
105
00:05:41,675 --> 00:05:44,945
Maybe go, oops, it's just enable that. Cool.
106
00:05:44,945 --> 00:05:50,165
Now let's revisit the rotation of our bottle by selecting the bottle and then pressing
107
00:05:50,165 --> 00:05:56,335
Alt R to reset the rotation and then go into front view with numpad 1.
108
00:05:56,330 --> 00:06:00,250
And now we want to select the bottle and the potion liquid.
109
00:06:00,245 --> 00:06:01,445
So with the bottle selected,
110
00:06:01,445 --> 00:06:04,495
we can hold down Shift and then click on the potion liquid.
111
00:06:04,490 --> 00:06:06,490
And I can see they are both selected.
112
00:06:06,485 --> 00:06:09,325
And if you then press Tab to go into edit mode,
113
00:06:09,320 --> 00:06:12,890
you can see we can now edit both of these objects together.
114
00:06:12,890 --> 00:06:14,950
So let's select those corners,
115
00:06:14,945 --> 00:06:17,855
hold down, Shift, select corners.
116
00:06:17,855 --> 00:06:21,005
And then we're going to press G to grab Z,
117
00:06:21,005 --> 00:06:25,315
to grab it on the z-axis and move that all the way down.
118
00:06:25,310 --> 00:06:27,970
Here we go and lifted to apply.
119
00:06:27,965 --> 00:06:30,085
Let's go back into object mode.
120
00:06:30,080 --> 00:06:34,600
As you can see now we have a very different shape to our Flask.
121
00:06:34,595 --> 00:06:38,005
And that way we can easily make different variations on our objects.
122
00:06:38,000 --> 00:06:40,430
Let's go back into edit mode quickly with tab.
123
00:06:40,430 --> 00:06:46,070
Go into front view with numpad 1 is select all of these bottom vertices.
124
00:06:46,070 --> 00:06:48,070
Press S to scale.
125
00:06:48,065 --> 00:06:51,155
And now we don't want to scale them on the z-axis.
126
00:06:51,155 --> 00:06:55,925
So we're going to press Shift Z disk held him only on the x and y-axis.
127
00:06:55,925 --> 00:06:59,025
And it's moved those in a little bit.
128
00:06:59,025 --> 00:07:01,945
Let's go back into object mode.
129
00:07:02,040 --> 00:07:05,350
With this potion level up a bit.
130
00:07:05,350 --> 00:07:08,640
And as we can easily make a little potion vial.
131
00:07:08,635 --> 00:07:11,095
So it's undo that.
132
00:07:12,900 --> 00:07:16,210
And we are back to our original shape.
133
00:07:16,210 --> 00:07:18,430
Let me show you how we can duplicate this so
134
00:07:18,430 --> 00:07:20,820
that you can easily make different variations.
135
00:07:20,815 --> 00:07:23,415
Let's select the bottle, hold down Shift.
136
00:07:23,410 --> 00:07:25,800
Select the Persian hold down Shift again,
137
00:07:25,795 --> 00:07:29,595
select the coke and hold down Shift again to select the level objects.
138
00:07:29,590 --> 00:07:31,140
And now we have everything selected.
139
00:07:31,135 --> 00:07:37,675
Then we can press Shift D to duplicate and right-click to apply.
140
00:07:37,675 --> 00:07:40,315
Now just click to select one of those bottles,
141
00:07:40,315 --> 00:07:41,865
press G to grab,
142
00:07:41,865 --> 00:07:44,195
and move that over to the side.
143
00:07:44,195 --> 00:07:48,205
And now you can see we have a perfect copy of our first bottle and we can make
144
00:07:48,200 --> 00:07:52,310
adjustments to which change the shape for this one.
145
00:07:52,310 --> 00:07:54,400
So select the bottle, hold down, Shift,
146
00:07:54,395 --> 00:07:56,185
select the potion liquid,
147
00:07:56,180 --> 00:07:58,420
going to edit mode with Tab.
148
00:07:58,415 --> 00:08:01,205
It's going to front view again.
149
00:08:02,080 --> 00:08:04,760
Select these corners, hold down,
150
00:08:04,760 --> 00:08:06,190
Shift, select those corners.
151
00:08:06,185 --> 00:08:09,605
Press G to grab Z to constrain it to the z-axis.
152
00:08:09,605 --> 00:08:12,365
Move it down a little bit.
153
00:08:12,370 --> 00:08:14,630
Lift lead to apply,
154
00:08:14,630 --> 00:08:17,090
click and drag to select the bottom one's.
155
00:08:17,090 --> 00:08:22,340
Press G to grab Z to constrain to the z-axis and move this up.
156
00:08:22,340 --> 00:08:27,220
Click to apply. Here we go.
157
00:08:27,220 --> 00:08:29,800
Now we already have two different bottles.
158
00:08:29,800 --> 00:08:33,880
Now to quickly change the color of the potion liquid for this bottle,
159
00:08:33,880 --> 00:08:36,770
Let's go into rendered view.
160
00:08:37,170 --> 00:08:40,140
I can go to Shading again.
161
00:08:40,135 --> 00:08:42,925
Click on one of these potion liquids.
162
00:08:42,925 --> 00:08:46,225
Let's call this liquid blue.
163
00:08:46,590 --> 00:08:50,140
It's linked the other liquid over here.
164
00:08:50,140 --> 00:08:54,450
And as you can see, it's currently using the same liquid blue material.
165
00:08:54,445 --> 00:08:56,115
To make a copy of that,
166
00:08:56,110 --> 00:08:58,620
we can simply click on this little papers icon,
167
00:08:58,615 --> 00:09:00,415
which is new material.
168
00:09:00,415 --> 00:09:02,485
And that will create a new material,
169
00:09:02,485 --> 00:09:05,505
but it will use the same settings as the other material.
170
00:09:05,500 --> 00:09:09,710
So let's rename that to liquid red and press Enter.
171
00:09:09,710 --> 00:09:13,740
Now we click over here, change that to red.
172
00:09:13,930 --> 00:09:18,020
And then we have a red person and a blue persian.
173
00:09:18,020 --> 00:09:21,770
And we can easily adjust the levels of either there.
174
00:09:21,770 --> 00:09:26,720
And that way you can quickly create variations on your objects and materials as well.
175
00:09:26,720 --> 00:09:29,430
Cool, and that is it for this lesson.
14118
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.