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These are the user uploaded subtitles that are being translated: 1 00:00:00,000 --> 00:00:05,320 We'll now proceed and create a super stylized tree with very simple geometry and 2 00:00:05,960 --> 00:00:07,760 Just using some cubes and stuff 3 00:00:07,760 --> 00:00:11,800 So first of all, I will move the cursor in place where I want to create a tree 4 00:00:11,800 --> 00:00:18,080 So shift right click here to place the cursor there and now we'll press shift a and add a single vertex 5 00:00:18,080 --> 00:00:21,400 So go to the mesh options single word and add single word 6 00:00:21,400 --> 00:00:26,080 If you don't see this option here, remember you have to enable extra objects add-on 7 00:00:26,400 --> 00:00:30,000 I've talked about this in the introduction episode so you can go check it out 8 00:00:30,000 --> 00:00:33,360 If you don't see it here, and now let's add a single word 9 00:00:33,440 --> 00:00:39,740 You might notice we are right now in the edit mode after adding a single vertex so that happened automatically for us 10 00:00:40,000 --> 00:00:44,440 But before you start extruding that vertex remember you need to be in the vertex select mode 11 00:00:44,440 --> 00:00:50,280 So let's switch to the vertex select mode here or press 1 and now we can go to the front view by pressing 1 12 00:00:50,520 --> 00:00:58,360 Press E then Z and extrude a first part of the tree like this and now we can start extruding these branches 13 00:00:58,360 --> 00:01:00,360 But I want to distribute them 14 00:01:00,520 --> 00:01:02,520 kind of geometrically 15 00:01:02,720 --> 00:01:08,000 In certain angles so we can help ourselves by rotating the orthographic view 16 00:01:08,000 --> 00:01:10,480 So first of all, let's press 6 on an armpit 17 00:01:10,480 --> 00:01:15,880 You will notice that this will rotate our view in one step, but it switched to the perspective 18 00:01:15,880 --> 00:01:19,360 So right now we can press 5 on an armpit to switch to the orthographic 19 00:01:19,360 --> 00:01:24,840 But angle will stay in place and now let's just press 6 two more times 20 00:01:26,200 --> 00:01:33,120 so we are basically now looking from I think 30 degree angle and we can start extruding our branch and 21 00:01:33,960 --> 00:01:40,460 We'll use the shortcut ctrl right click that we used on the bridge as well. So let's just click right here 22 00:01:40,460 --> 00:01:42,460 so ctrl right click here and 23 00:01:43,460 --> 00:01:47,300 Here as well now select this vertex with the left mouse button and extrude 24 00:01:47,820 --> 00:01:52,660 One more time right here. So this will be our first branch and we can continue rotating 25 00:01:53,420 --> 00:02:00,860 around our scene and we can press 6 1 2 3 times so we are looking from the side here and 26 00:02:02,260 --> 00:02:04,260 3 more so 27 00:02:05,420 --> 00:02:10,780 Something like this and we can go to the local view so the rest of the scene doesn't get in the way 28 00:02:10,780 --> 00:02:13,500 So let's press slash on an armpit to isolate this 29 00:02:14,460 --> 00:02:17,860 And you can see this is the vertex from which we extruded the first branch 30 00:02:17,860 --> 00:02:22,820 So let's select that one and I want to extrude it up a little bit. So let's press E 31 00:02:23,420 --> 00:02:31,180 Then Z and extrude it tiny bit and now we can ctrl right click here and extrude a similar shape like before 32 00:02:32,420 --> 00:02:35,900 and we can now exit local view by pressing slash again and 33 00:02:36,700 --> 00:02:43,020 Press 3 on an armpit. So we look from the side. We want one other branch right here 34 00:02:43,020 --> 00:02:47,820 So let's select this vertex there. We can zoom in a little bit. Press E Z 35 00:02:48,340 --> 00:02:52,300 Extruded like this and now we can extrude a similar shape 36 00:02:53,100 --> 00:02:55,100 like before and 37 00:02:55,220 --> 00:02:57,220 Now one more here 38 00:02:59,980 --> 00:03:04,380 And we can now give it some volume and I like to use skin modifier for that 39 00:03:04,380 --> 00:03:11,180 So let's add a new modifier and let's add skin modifier. This doesn't look like much right now, but we can fix that right away 40 00:03:11,180 --> 00:03:12,660 So let's tab in 41 00:03:12,660 --> 00:03:20,020 Press A to select all and we can scale the radius of these vertices that the skin modifier takes into account by ctrl A 42 00:03:20,180 --> 00:03:22,180 It's a little bit unintuitive 43 00:03:22,540 --> 00:03:27,980 Shortcut, but you just need to get used to it and let's press ctrl A and scale this down 44 00:03:28,980 --> 00:03:30,460 Like that, okay 45 00:03:30,460 --> 00:03:36,580 and right now I want to select the bottom vertex and press ctrl A and scale it up like this and 46 00:03:36,820 --> 00:03:40,940 Since I want to use a subdivision modifier later and the bottom would be rounded 47 00:03:40,940 --> 00:03:48,740 Let me look from the front and I want to extrude it down. So let's enable x-ray press E Z and extrude it down 48 00:03:49,500 --> 00:03:51,500 Into the ground like this 49 00:03:52,300 --> 00:03:54,220 So we have some base there 50 00:03:54,260 --> 00:04:00,340 Okay toggle the x-ray back and now we can check our model for some issues because if you use skin modifier 51 00:04:00,860 --> 00:04:06,260 Sometimes you can have weird angles that would create holes and stuff like that 52 00:04:06,260 --> 00:04:09,860 So you would need to fix that and let's enable wireframe view 53 00:04:09,860 --> 00:04:16,060 So we better see the vertices and I think here we might have that problem. So let's move this down and you will see how 54 00:04:16,740 --> 00:04:18,580 this gets 55 00:04:18,580 --> 00:04:22,820 Reorganized sometimes all you need to do is to just move 56 00:04:23,340 --> 00:04:25,340 Some of these vertices more apart 57 00:04:26,220 --> 00:04:31,860 So the new geometry is created there and we can see we have some hole here 58 00:04:32,020 --> 00:04:34,940 So we can push this up a tiny bit 59 00:04:35,900 --> 00:04:37,900 this down 60 00:04:38,460 --> 00:04:40,740 Maybe move the angle so 61 00:04:41,840 --> 00:04:50,060 Sometimes only thing you can do here is to just try to fix these issues by moving the geometry around basically 62 00:04:53,060 --> 00:04:58,820 Okay, I think this would work maybe we can move this down a little bit so it has a more breathing space there 63 00:05:02,780 --> 00:05:05,140 And it really depends on the radius as well 64 00:05:05,140 --> 00:05:07,820 So you need to kind of balance those two things out 65 00:05:07,820 --> 00:05:14,660 and now if we tap out we can press ctrl 2 to enable that subdivision modifier with two levels of subdivision and 66 00:05:15,780 --> 00:05:18,820 Here you can see those issues much better 67 00:05:18,820 --> 00:05:23,540 And one thing you can do is make the radius on these joints a little bit smaller 68 00:05:23,540 --> 00:05:31,540 So let's enable x-ray going to the edit mode. We can still edit these vertices alone and let's scale these down 69 00:05:33,060 --> 00:05:40,340 And remember we are we are doing this with ctrl a and you can see how some of these issues get fixed right away 70 00:05:49,820 --> 00:05:51,820 You 71 00:06:01,740 --> 00:06:07,820 Okay, I think this works so let's talk about the x-ray again no issues there no holes nothing like that 72 00:06:08,500 --> 00:06:13,460 So this is not strictly geometrical, but there is a little bit of that 73 00:06:13,860 --> 00:06:17,260 Geometric layout there with the angles of these branches 74 00:06:17,420 --> 00:06:22,940 So I really like how this looks and right now we can just enable smooth shading here on the skin modifier 75 00:06:23,300 --> 00:06:28,660 You can just click and enable shade smooth. You need to do this in the skin modifier and 76 00:06:29,100 --> 00:06:34,820 This is our base for the tree and right now we can continue with the crown and they'll be really easy to do 77 00:06:34,820 --> 00:06:36,820 We'll just use some cubes with bevels 78 00:06:36,820 --> 00:06:44,060 So let's shift right click here press shift a and add the cube there and we can press s and scale it down and 79 00:06:44,820 --> 00:06:47,880 Apply the scale so we don't have any issues later 80 00:06:47,880 --> 00:06:50,280 So press ctrl a and apply scale 81 00:06:50,740 --> 00:06:58,060 Right now we can go to the modifiers tab and add a bevel modifier and I want to do three segments again with 0.1 82 00:06:58,060 --> 00:07:00,060 that's okay and 83 00:07:00,580 --> 00:07:02,100 Basically, we're done with it 84 00:07:02,100 --> 00:07:08,540 We just need to enable harden normals go into the object data properties enable that auto smooth and enable smooth shading 85 00:07:08,660 --> 00:07:10,660 so this will serve as 86 00:07:11,420 --> 00:07:16,580 Our cube for the tree and now we can rotate this into place. So let's just press R and 87 00:07:17,100 --> 00:07:20,580 Match the angle with the branch with multiple sides 88 00:07:20,580 --> 00:07:24,860 And now the only thing left to do is to duplicate this cube all over the tree 89 00:07:25,260 --> 00:07:31,500 To create that nice stylized look and we can start with these endpoints and see where that gets us 90 00:07:31,540 --> 00:07:32,700 so 91 00:07:32,700 --> 00:07:34,860 Right now shift right click here 92 00:07:34,900 --> 00:07:42,500 Press alt D hold shift s and selection to cursor that will snap it there and we can press R twice to enable trackball 93 00:07:42,620 --> 00:07:46,420 rotation, so it's a little bit easier to position this and 94 00:07:47,020 --> 00:07:54,340 I will do the same here. So alt D shift s selection to cursor R twice and rotate 95 00:08:01,500 --> 00:08:03,500 You 96 00:08:05,900 --> 00:08:07,900 Sometimes when there are two close together 97 00:08:08,380 --> 00:08:14,420 You can scale it up like this doesn't really matter too much and we can place one here as well 98 00:08:32,340 --> 00:08:34,340 You 99 00:08:42,460 --> 00:08:48,940 Okay, this looks fine so far maybe we can play with the scale a little bit here and there and now what I want to 100 00:08:48,940 --> 00:08:53,220 Do is to finish up with just three floating cubes 101 00:08:53,460 --> 00:08:56,220 So it doesn't really matter that they don't have branches 102 00:08:56,300 --> 00:09:03,580 It will just round up the composition a little bit better so we can see here is the empty space so we can move some cube 103 00:09:03,580 --> 00:09:08,900 There so remember we are duplicating with alt D. So we are creating link duplicates 104 00:09:08,940 --> 00:09:10,940 So these are all linked together 105 00:09:11,260 --> 00:09:17,020 They will share the geometry that will share the materials and now I want to do one more here 106 00:09:26,220 --> 00:09:28,220 And 107 00:09:35,140 --> 00:09:37,380 You know, this is not an exact thing to do 108 00:09:38,060 --> 00:09:41,820 Sometimes you just need to go by the gut by the feeling 109 00:09:42,460 --> 00:09:44,460 What feels good? 110 00:09:45,460 --> 00:09:48,220 What looks great composition wise so 111 00:09:50,340 --> 00:09:53,420 It really is up to you how you place these 112 00:09:56,220 --> 00:09:58,220 You 113 00:10:12,420 --> 00:10:14,940 And maybe one more down here 114 00:10:14,940 --> 00:10:16,940 You 115 00:10:23,900 --> 00:10:27,500 Okay, I think this looks quite alright I really like this 116 00:10:27,620 --> 00:10:31,060 So one last thing to do is just to drag selection around those 117 00:10:31,420 --> 00:10:36,180 Be careful that you don't hit any other objects and shift click the branches here 118 00:10:36,340 --> 00:10:42,260 Don't fall P and parent so you can move the entire tree at once and not only that 119 00:10:42,260 --> 00:10:43,700 It's really easy to select it 120 00:10:43,700 --> 00:10:49,900 If you have the branches selected you can press shift right bracket on the keyboard and that will select all the children 121 00:10:50,100 --> 00:10:54,180 Objects of the tree as well. But first, let's click this and name this tree 122 00:10:55,060 --> 00:11:00,580 And now shift right bracket and I want to have another one here in the scene 123 00:11:00,580 --> 00:11:07,460 So all D so remember this will be linked to and now press Y and move it here in the place 124 00:11:07,620 --> 00:11:13,500 Let's press G and shift Z to better position this somewhere here and now we can play with the scale 125 00:11:13,500 --> 00:11:17,980 I think I want this one a little bit larger and this one as well 126 00:11:18,300 --> 00:11:25,060 so just compare your scene to mine here and try to match these proportions these scales and 127 00:11:26,340 --> 00:11:28,340 Maybe move this a little bit to the side 128 00:11:29,820 --> 00:11:36,020 Okay, so these are the trees and one last thing I think these bells are a little bit too much 129 00:11:36,140 --> 00:11:38,140 so let's select one of these and 130 00:11:38,980 --> 00:11:45,100 Let's modify the amount you can just click and drag here. And remember you can hold shift for some 131 00:11:45,620 --> 00:11:53,060 Fine-tuned adjustment. So I want to make this smaller like this maybe 0.07 or something, but you can see 132 00:11:53,460 --> 00:11:55,460 if you modify 133 00:11:55,820 --> 00:11:57,620 the modifier values 134 00:11:57,620 --> 00:12:00,300 It doesn't get updated on the link duplicates 135 00:12:00,420 --> 00:12:06,620 Even though if you go into the edit mode, you can see these are all linked but the modifier isn't 136 00:12:08,020 --> 00:12:14,780 So there are two things to fix this either you can do this on the one of those and then just select the rest 137 00:12:15,180 --> 00:12:16,860 like this 138 00:12:16,860 --> 00:12:18,820 with shift and 139 00:12:18,820 --> 00:12:21,380 Ctrl drag here to the select the branches 140 00:12:21,380 --> 00:12:23,940 We don't need those and with this one as an active object 141 00:12:23,940 --> 00:12:30,020 You can see that yellow outline you can press ctrl L and link modifiers that will update them all or 142 00:12:30,540 --> 00:12:32,540 There's another option 143 00:12:32,780 --> 00:12:34,660 Let me go back 144 00:12:34,660 --> 00:12:40,300 Okay like this. So another option would be select them right out like this 145 00:12:40,820 --> 00:12:46,100 Ctrl deselect that and with this one active you can modify the amount 146 00:12:46,500 --> 00:12:51,220 But first you hold alt and then try to modify this and you will see 147 00:12:51,900 --> 00:12:56,100 When you hold alt you are modifying all of those at once 148 00:12:56,100 --> 00:12:58,740 So that's pretty neat trick when you sometimes need to modify 149 00:12:59,460 --> 00:13:01,100 multiple modifiers 150 00:13:01,100 --> 00:13:05,020 Remember if you have more objects selected you can adjust 151 00:13:05,500 --> 00:13:10,700 The values by holding alt and that applies to the checkboxes as well. So 152 00:13:11,100 --> 00:13:18,620 Yeah, just a quick tip for the road and these are the trees for you right here and we can move on to the next part 15132

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