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So let's start with the empty Blender scene and what Blender scene it would be
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without the default cube, right? So first of all let's delete what we see here. I
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will just drag a selection around all those objects, press X and click Delete.
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And now we can start by adding a plane. So I'll press Shift A and add the plane
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here and you will notice I use a lot of keyboard commands and I think Blender is
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really awesome when you really learn all the keyboard shortcuts and incorporate
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them in your workflow and get them really in your muzzle memory. You will be
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able to create your projects with lighting speed in Blender so I really
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recommend doing everything with shortcuts. Now we can continue by
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pressing Tab to go into the edit mode and we'll press S to scale and scale
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this four times. So while using tool like scale or grab or anything you can use
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the numerical values to enter some specific value so press 4 and Enter. So
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now we have plane that's 8 by 8 and this will serve as our building block
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for the entire scene. And now we can press E to extrude this and I want to
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extrude this down and we can enter 0.8 and enter minus additionally so we go
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into negative direction and press Enter. But now since we went down probably the
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normals are flipped and that might cause problems later so when you extrude in
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the negative direction it's always good practice to just press A to select all
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and shift N to consolidate or recalculate normals. And now we can look
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from the top so press 7 on an umpad and we'll need to create the one loop cut
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here. We need to add some more geometry so we can actually create a riverbed in
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the middle of the scene so press ctrl R and place a loop cut right here and just
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release with the right mouse button so it jumps right in the middle. And now I
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want to have two loop cuts there and we can use a bevel tool for that so if you
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press ctrl B you can split this into multiple cuts and you can adjust the
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number of cuts with the mouse wheel but right here I just want one cut like this
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and press 1 on the numpad and Enter. So we beveled 1 meter to either side so
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this is 2 meter wide right now and we can continue by adding some more
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geometry along the y-axis so we can actually model the riverbed and give it
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some variation, some bends and twists and stuff like that. So first of all I
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will do a cut here in the middle, click and before confirming I want to move
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this to the side a little bit like this and now I want to create one more here
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so ctrl R and create a new one there and just release with the right mouse
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button and here I want to use bevel once again so ctrl B bevel but I want to do
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two segments here so let's increase that with the mouse wheel let's do cuts like
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this and I want to do a similar thing here on the other side as well so ctrl R
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new loop but shift it more towards the side there like this and now press
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ctrl B and bevel this as well. Let's confirm with the left mouse button so
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this will give us some more geometry to work with and we can now toggle the
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x-ray mode so hold Z and go down to toggle x-ray and let's switch to the
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vertex select so I will press 1 or you can click here whatever works for you
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and now since we enabled the x-ray if you select vertices you have selected
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the bottom ones as well so let's go back to the top view and we will shift this
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geometry around a little bit so I will press G then Y and move this up like
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this so we create a little bit of a slope there and now we can select these
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two pairs and press G then Y and move it down so we create some slope there as
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well okay and let's do similar thing on the other side I want to select these
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three vertices press G then Y move them up and I want that slope in a similar
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angle like here and we can move these two as well so press G and Y and move it
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up so this will give our river a little bit of the variation and I want to shift
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this a little bit down so it's not that wide in the end and now we can select it
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all press G and Y and kind of shift it a little bit so it's it's more in the
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middle and I'm eyeballing this you can too you can do your own bends and twist
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whatever works for you so no matter how many cuts you create and how many bends
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basically the technique is the same in the end and the result will be very
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similar so when you're finished with this we can now rotate the scene with
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the middle mouse button and hold Z and toggle the x-ray back and now switch to
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the face select by pressing 3 and let's select this face right here and hold
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ctrl and click here to select this loop and now we want to extrude this down but
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if you only press E and extrude this down you will see blender will create
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this unnecessary geometry here this unnecessary faces and you would need to
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fix that manually which is not that big of an issue but let me go back I will
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press ctrl Z since blender 2.9 version there is a new function in the extrude
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menu and if you're coming from blender 2.8 this might be a new thing for you so
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if you press alt E for extrusion menu and select extrude manifold you can
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just push this down and blender will remove that unnecessary geometry for you
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so now we can enter 0.5 minus for a little bit of that precision and let's
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press enter so it's a minor thing the extrude manifold but sometimes it will
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save you some of those precious second you would need to spend to clean up your
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mesh so I really love this new function and now we can move on but still there
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are some of that cleanup left to do I really don't care about quads here I
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want n-gons because I will use bevel modifier later so I want to remove some
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of the excess geometry some of these edges that I really don't need here
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because this is very geometrical design and for selecting loop you can just go
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to the edge select by pressing 2 and alt clicking here to select the loop and by
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holding alt and shift you can additionally select more loops like this
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but we cannot dissolve this right now because that would destroy our shape as
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well so we need to leave some of these edges on the wall there and you can
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select these perpendicular loops by holding alt control so this will be a
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little bit handful but but if you now hold shift so we want to deselect and
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hold alt and ctrl so I'm holding shift alt and ctrl and click here you will see
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we deselect all of these perpendicular edges on this face loop here and now if
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we take this and hold shift ctrl alt and click here we deselect this as well and
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now if you press ctrl X you will dissolve these edges and only the clean
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n-gons will be left there but I don't need these as well so let's select these
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two edges here as well and the last ones so ctrl X and dissolve okay let's rotate
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back and this is our clean terrain model and now to introduce that smooth
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toy like feel to make this a little bit more playful because this is too sharp
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right now we can add the bubble modifier so I will tab out here to exit edit mode
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and switch to the modifier tab click add modifier and add the bubble modifier so
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you will see this will create these chiseled edges here and we can increase
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the number of segments to three that will round it up a little bit more let's
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set the amount to 0.06 so it's a little bit smaller and now if you go here to
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the overlays menu you can enable the wireframe view so you will see what the
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bubble modifier actually creates what kind of geometry generates and now I
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don't like these corners here so I want to switch the geometry and my derailleur
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to arc like this and this will give a much more smooth result and now we can
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right-click and shape this smooth so let's disable that wireframe overlay and
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this looks well but there's weird shading here on those large faces and we
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can easily fix that by enabling harden normals here in the shading menu so
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let's expand that and click harden normals but nothing will happen yet but
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you will see there's a warning here and it says to enable auto smooth in the
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object data properties so let's switch to the object data properties right here
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go to the normals section and enable auto smooth here and you will see the
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shading will get fixed and this is now nice and smooth result and underneath it
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there's still that simple geometry we just created now let's go back to that
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edit mode so I will press tab and I want to select these top faces so let's
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press 3 for face select select this one here and shift click here to select the
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other one as well and now we'll reuse this geometry and this is the thing I
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like to do very much because instead of creating a new geometry creating a new
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place and snapping vertices in places and stuff like that you can just press
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shift D to duplicate the geometry in place press ENTER to confirm now you
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have same geometry in place and right now you can press P to separate and
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click selection and this will separate this geometry into a new object right
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here in the outliner you will see that there's the original plane object and
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there's a new object right here with that separated geometry so right now if
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we tab out and select this new object here you can tab in and you have that
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separated geometry here so this is very useful thing that I like to do often and
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now let's go to the top view by pressing 7 on an umpad and we'll use knife tool
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to create some kind of road here so let's press K for knife and you will see
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it will snap here on the edge so let's click here near the y-axis and we'll
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start cutting right here and now you can press C to snap this to 90 and 45
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degrees angles which is very useful here so let's do a cut like this now continue
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this way and let's go all the way to the other side here like this and we'll
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create a road here so click here and now before you click anywhere you will need
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to confirm this with ENTER and now the cut is actually there and we split this
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to separate faces and now we can press K again for knife tool and continue on the
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other side as well so let's click here and let's enable that C for that angle
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snapping and let's try to create something similar right there can go
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higher here and create the road shape like this okay and now we can simply
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just select these two faces press X and delete faces let's now rotate the scene
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a little bit and we can press A and E to extrude and let's enter 0.2 and enter so
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here I'm creating some kind of grass around the road and the river and again
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the bevel there will get transferred if you separate the geometry into a new
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object the new object will get the same modifiers so we don't need to set up any
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bevels we don't need to harden normals or set the auto smooth everything is
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exactly set up as with the object before so we are saving a lot of time here now
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we can tab out and we have a brand new geometry here and you can see how the
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bevel helps to deliver that playful look that this is basically made out of
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something and now we can add a little bit more geometry here so let's press
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shift a and add a plane and now we can press G and shift Z to exclude the Z
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from the movement so right now we are moving only on the X and Y axis and if
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you now hold ctrl you will snap to grid and we can move this to the corner here
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now let's go into the edit mode so press tab press E and extrude this 0.4 and
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enter so here we are missing the bevel modifier so we can tab out and with this
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object selected we can shift click the original plane object and press ctrl L
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to make link and we can choose modifiers so this will transfer the modifier from
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the second object to the first one and now if we click this the only thing left
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to do is to shade smooth and enable that auto smooth here as well don't worry
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about this overlapping this will look all just fine in render so I just wanted
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to create a little bit of the terrain variation and one last thing I want to
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do here is to select this going to the edit mode go to edge select by pressing
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2 select this edge and press ctrl B and bevel this but just with one segment to
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create a slope there something similar so we have some more space here okay
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let's tab out so this is for the terrain modeling and now the only thing left
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it's good to keep the scene tidy so the one thing left is to name the object so
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I will select this one here double click in the outliner and call this ground
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let's select this one I will name this grass and this one as well and if you
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give a similar name blender will just append the number there so all works
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just fine and our turn is complete now we can move on and model some bridge
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