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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:08,500 In this chapter we are going to build a bridge and we can start again by adding a plane, so press Shift-A and add the plane. 2 00:00:08,500 --> 00:00:13,500 It's one of my favorite geometries in Blender, I do everything from a plane. 3 00:00:13,500 --> 00:00:21,000 And let's look from the top, so press 7 on the numpad and we'll move this in the object mode, so it's the object mode here. 4 00:00:21,000 --> 00:00:31,000 We can press G and move it so it sits in the middle of the river and in the middle of the road, like this, so the origin point is in the center here. 5 00:00:31,000 --> 00:00:35,000 And it doesn't need to be too precise, it's just for a better placement. 6 00:00:35,000 --> 00:00:43,000 And now we can tab in and press S, then Y and scale this 1.6 on the Y axis, like that. 7 00:00:43,000 --> 00:00:54,000 Now we can add some loops here, we want to build that bridge arc, so let's press Ctrl-R and let's add 6 cuts, like this. 8 00:00:54,000 --> 00:00:58,500 So that will create 7 segments and right-click to release. 9 00:00:58,500 --> 00:01:03,500 Now let's rotate this a little bit and now go to the face select, so press 3 and select the middle face. 10 00:01:03,500 --> 00:01:10,000 And we'll enable proportional editing, so press O or you can enable it right here, we can leave the falloff to smooth. 11 00:01:10,000 --> 00:01:15,000 And now let's rotate this a little bit more and we'll press G, then Z and move this up. 12 00:01:15,000 --> 00:01:21,000 And let's adjust the falloff with the mouse wheel, so it's larger, something like this. 13 00:01:21,000 --> 00:01:28,000 And we are looking for the final bridge shape, so something like this. 14 00:01:28,000 --> 00:01:34,000 Let me look from the side, maybe even more a little bit. 15 00:01:34,000 --> 00:01:39,000 This will work, I think, so let's rotate it back. 16 00:01:39,000 --> 00:01:46,000 And now we can select all by pressing A, press E, then Z and extrude this down. 17 00:01:46,000 --> 00:01:52,000 And here we can confirm with the left mouse button, but first let's disable the proportional editing, so press O. 18 00:01:52,000 --> 00:02:03,000 And now S, then Z and let's press 0, so right now we scaled this to 0, so all the faces are on the same axis. 19 00:02:03,000 --> 00:02:08,000 Now let's press Enter and look from the side, so I'll press 3. 20 00:02:08,000 --> 00:02:15,000 And now we can toggle the X-ray again and move this more into the ground here, so press G, then Z and move this down like that. 21 00:02:15,000 --> 00:02:19,000 And this will serve as a base for our bridge. 22 00:02:19,000 --> 00:02:27,000 Now we can tab out, let's rotate this a little bit and we'll create a cube here, but I want it to create in the middle of the bridge, 23 00:02:27,000 --> 00:02:35,000 so while the bridge object is selected, I will hold Shift S and snap cursor to select it and now create a cube. 24 00:02:35,000 --> 00:02:42,000 Let's press Shift A and add the cube here and now I want to scale this on X, so it's wider than the bridge, 25 00:02:42,000 --> 00:02:46,000 so let's press S, then X and scale it a little bit like this. 26 00:02:46,000 --> 00:02:53,000 It doesn't really matter how much, I will use this to cut into the bridge. 27 00:02:53,000 --> 00:03:00,000 Now let's hold Z, toggle the X-ray again, so we can see how far the cube from the edge here is 28 00:03:00,000 --> 00:03:08,000 and let's press S, then Y and scale it down to something like this. 29 00:03:08,000 --> 00:03:11,000 Okay, this will work. 30 00:03:11,000 --> 00:03:18,000 And now we can tab in, select the top face and bring it down, so press G, then Z and move it down like this. 31 00:03:18,000 --> 00:03:24,000 Now we can create the bevels here, so press 2 for edge select, select these two edges, 32 00:03:24,000 --> 00:03:29,000 but before we start beveling, it will be good to enable that wireframe overlay, 33 00:03:29,000 --> 00:03:36,000 so let's go to the overlays here and enable wireframe, because we don't want any overlapping geometry here, 34 00:03:36,000 --> 00:03:44,000 so let's press Ctrl B and we'll do bevel with five cuts like this or four 35 00:03:44,000 --> 00:03:49,000 and just be careful that your edges do not meet like this. 36 00:03:49,000 --> 00:03:55,000 You want that vertical edge of the bridge to go in the middle of that face that you're beveling here, 37 00:03:55,000 --> 00:03:58,000 so something like this. 38 00:03:58,000 --> 00:04:03,000 Okay, and now we can tab out and let's disable that overlay. 39 00:04:03,000 --> 00:04:08,000 We can now select the bridge object, go to the modifiers tab and use booleans, 40 00:04:08,000 --> 00:04:13,000 so let's add a boolean modifier and that's basically the modifier that serves as a helper 41 00:04:13,000 --> 00:04:18,000 when you need to create more complex shapes and I will get into booleans later in the course, 42 00:04:18,000 --> 00:04:27,000 so we'll go into detail there, but here we'll just use the basic boolean modifier as it is available in Blender 43 00:04:27,000 --> 00:04:34,000 and right now we can choose the object here, so let's click the eyedropper icon here and select the cube. 44 00:04:34,000 --> 00:04:40,000 So the boolean is by default set into difference, so that's what we want and now we can apply this modifier, 45 00:04:41,000 --> 00:04:48,000 so let's select this arrow and click apply and now we can select the cube, press X and delete this 46 00:04:48,000 --> 00:04:52,000 and you can see we cut into that original object and created a new shape 47 00:04:52,000 --> 00:04:56,000 and now just to clean this up a little bit I will select the bridge, go into the edit mode, 48 00:04:56,000 --> 00:05:04,000 press 8 to select all and press shift and again to recalculate normals in case some of them were mismatched or misplaced 49 00:05:04,000 --> 00:05:12,000 and now tab out again and we'll add the bevel modifier here as well, so let's add the bevel modifier 50 00:05:12,000 --> 00:05:18,000 and we'll set this to three segments again and we can switch the limit method to angle 51 00:05:18,000 --> 00:05:29,000 because we don't want to bevel these shallow surfaces and let's set the amount to something like 0.04, that'll work 52 00:05:29,000 --> 00:05:35,000 and again we can do some small setup like in the geometry we can set the miters to arc 53 00:05:35,000 --> 00:05:41,000 in case there are some corners that need fixing and we can open the shading options and enable harden normals 54 00:05:41,000 --> 00:05:47,000 and go into the object data properties and enable that auto smooth, right click and shade smooth. 55 00:05:47,000 --> 00:05:55,000 So we have our bridge object now ready with the bevel modifier and now we are going to create some details here 56 00:05:55,000 --> 00:05:59,000 and again we'll reuse some of the existing geometry because it's very easy to do 57 00:05:59,000 --> 00:06:05,000 so just tab in right now, go to the face select right here, select this face and ctrl click here 58 00:06:05,000 --> 00:06:11,000 and we'll press shift D enter and P enter to separate and now we created this whole new object 59 00:06:11,000 --> 00:06:17,000 so let's select this one and tab in, now we can go to the edge select by pressing 2, 60 00:06:17,000 --> 00:06:25,000 alt click here to select this far edge loop and press G twice to enable vertex slide or edge slide if you want 61 00:06:25,000 --> 00:06:32,000 and slide this here so we'll create a railing there and this will serve as a base for that 62 00:06:32,000 --> 00:06:37,000 and right now we slide this edge but you can see the origin point is still in the middle here 63 00:06:37,000 --> 00:06:42,000 which is good in this case because we can now go into the modifier tab and enable mirroring 64 00:06:42,000 --> 00:06:48,000 so if you add the mirror modifier you will have the same geometry on the other side of the original object as well 65 00:06:48,000 --> 00:06:54,000 and now we can press A to select all and press E to extrude up like this 66 00:06:54,000 --> 00:07:00,000 so as you can see the original bevel modifier is still there with the original settings so nothing else to do here 67 00:07:00,000 --> 00:07:07,000 and now with still this top loop selected we can press shift D once again and P enter to separate 68 00:07:07,000 --> 00:07:15,000 now tab out and select this new object again and this way you can create all kinds of geometry by reusing the existing parts 69 00:07:15,000 --> 00:07:19,000 it's a really quick way to prototype new objects 70 00:07:19,000 --> 00:07:24,000 so let's tab in and right now I will select all and we'll create an inset here 71 00:07:24,000 --> 00:07:28,000 I want to create the bars for the railing so let's press I to inset 72 00:07:28,000 --> 00:07:34,000 but instead of insetting all at once we'll press I once again to enable individual inset 73 00:07:34,000 --> 00:07:40,000 and let's scale this so it's thin like this we'll scale this up later don't worry about that 74 00:07:40,000 --> 00:07:45,000 so let's make it thin like that confirm 75 00:07:45,000 --> 00:07:50,000 and now let's switch to the face select press ctrl I to select inverse 76 00:07:50,000 --> 00:07:54,000 so we select everything else here and press X and delete faces 77 00:07:54,000 --> 00:08:01,000 so only these are left here and now we can press A to select all S and X to scale them on the X axis 78 00:08:01,000 --> 00:08:07,000 and we have now nice railing bars that we can extrude so let's rotate a little bit 79 00:08:07,000 --> 00:08:11,000 and let's press E and extrude it up like that 80 00:08:11,000 --> 00:08:18,000 and now we can press A to select all and move it a little bit down so it's a little bit inside the geometry here 81 00:08:18,000 --> 00:08:22,000 so let's press G then Z and move it down like this 82 00:08:22,000 --> 00:08:26,000 so it's kind of touching the railing there at the bottom 83 00:08:26,000 --> 00:08:32,000 so now we can tab out and select this object here and create the top railing 84 00:08:32,000 --> 00:08:35,000 so press shift D and confirm with the enter 85 00:08:35,000 --> 00:08:39,000 and now we can go into the edit mode because we want the origin point to stay at the same place 86 00:08:39,000 --> 00:08:43,000 and now we can press A, G, Z and move this up like that 87 00:08:43,000 --> 00:08:47,000 let's look from the side so I'll press 3 on the numpad 88 00:08:47,000 --> 00:08:52,000 and let's press G then Z again and move this up like that 89 00:08:52,000 --> 00:08:57,000 and now let's rotate a little bit, I will select the top loop here so select this face and CTRL click here 90 00:08:57,000 --> 00:09:01,000 and we'll move this down a little bit so it's not that bulky 91 00:09:01,000 --> 00:09:05,000 so press G then Z and move it down like that 92 00:09:05,000 --> 00:09:09,000 and one last thing to do here is a little bit of detail so let's select this face right here 93 00:09:09,000 --> 00:09:15,000 let's look from the side there and press CTRL right click here to extrude this in this angle 94 00:09:15,000 --> 00:09:19,000 and we'll do this on the other side as well, don't worry about the precision 95 00:09:19,000 --> 00:09:24,000 and CTRL right here, maybe more shallow like this 96 00:09:24,000 --> 00:09:28,000 it won't really matter, so this is the bridge 97 00:09:28,000 --> 00:09:32,000 and you can see how easy it is to reuse the geometry 98 00:09:32,000 --> 00:09:36,000 and not only the geometry, the modifiers as well, so we created the bridge 99 00:09:36,000 --> 00:09:40,000 and then we reused the geometry to create the railing, added the mirror modifier 100 00:09:40,000 --> 00:09:45,000 and the mirror modifier got transferred to these bars as well and to this top object too 101 00:09:45,000 --> 00:09:49,000 so that's a double layer of time saving here 102 00:09:49,000 --> 00:09:53,000 and right now we can tab out and this is a little bit choppy 103 00:09:53,000 --> 00:09:57,000 there's not too much geometry, this is really low poly 104 00:09:57,000 --> 00:10:03,000 and I don't mind for the bridge but here on the railing I think it will be visible in the final render 105 00:10:03,000 --> 00:10:07,000 so we can smoothen it out a little bit with the subdivision modifier 106 00:10:07,000 --> 00:10:11,000 just to be safe we can check the overlay so let's enable wireframe overlay 107 00:10:11,000 --> 00:10:16,000 you can see that this is basically all quads, there's no wild geometry here 108 00:10:16,000 --> 00:10:21,000 so we can use subdivision modifier no problem, these bevels will support it 109 00:10:21,000 --> 00:10:26,000 so let's disable the wireframe overlay and easy way how to add the subdivision modifier 110 00:10:26,000 --> 00:10:31,000 you can do this in add modifier as well but you can use CTRL 1 or CTRL 2 111 00:10:31,000 --> 00:10:35,000 depends on how many levels of subdivision do you want 112 00:10:35,000 --> 00:10:40,000 so we can use CTRL 1 to smoothen this out and for the bottom part as well 113 00:10:40,000 --> 00:10:44,000 so select this, press CTRL 1 to smoothen it out as well 114 00:10:44,000 --> 00:10:48,000 and this is your nice and smooth playful bridge 115 00:10:48,000 --> 00:10:53,000 and one more little thing here, if you look closer there's a little bit of weird shading on these rails 116 00:10:53,000 --> 00:10:59,000 that's because we subdivided them but they still have those hardened normals active on the bevel modifier 117 00:10:59,000 --> 00:11:03,000 so let's just select one of them right here 118 00:11:03,000 --> 00:11:06,000 let's expand the bevel modifier and we can disable hardened normals 119 00:11:06,000 --> 00:11:11,000 and you'll see that that will clean it up and we can do the same here 120 00:11:11,000 --> 00:11:15,000 and now it's only time to clean it up a little bit 121 00:11:15,000 --> 00:11:20,000 so let's select these objects one by one, first the railing then the bars by holding SHIFT 122 00:11:20,000 --> 00:11:26,000 and let's click the bridge as last, let's press CTRL P and object to parent this 123 00:11:26,000 --> 00:11:30,000 so now if you move the bridge it will move at once 124 00:11:30,000 --> 00:11:36,000 and it's a little bit collapsed here in the outliner so it makes it a little bit more easy to read 125 00:11:36,000 --> 00:11:42,000 and now let's call this bridge 126 00:11:42,000 --> 00:11:46,000 ok, so that's for this chapter and let's move on 14632

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