Afrikaans
Akan
Albanian
Amharic
Arabic
Armenian
Azerbaijani
Basque
Belarusian
Bemba
Bengali
Bihari
Bosnian
Breton
Bulgarian
Cambodian
Catalan
Cebuano
Cherokee
Chichewa
Chinese (Simplified)
Chinese (Traditional)
Corsican
Croatian
Czech
Danish
Dutch
English
Esperanto
Estonian
Ewe
Faroese
Filipino
Finnish
French
Frisian
Ga
Galician
Georgian
German
Greek
Guarani
Gujarati
Haitian Creole
Hausa
Hawaiian
Hebrew
Hindi
Hmong
Hungarian
Icelandic
Igbo
Indonesian
Interlingua
Irish
Italian
Japanese
Javanese
Kannada
Kazakh
Kinyarwanda
Kirundi
Kongo
Korean
Krio (Sierra Leone)
Kurdish
Kurdish (Soranรฎ)
Kyrgyz
Laothian
Latin
Latvian
Lingala
Lithuanian
Lozi
Luganda
Luo
Luxembourgish
Macedonian
Malagasy
Malay
Malayalam
Maltese
Maori
Marathi
Mauritian Creole
Moldavian
Mongolian
Myanmar (Burmese)
Montenegrin
Nepali
Nigerian Pidgin
Northern Sotho
Norwegian
Norwegian (Nynorsk)
Occitan
Oriya
Oromo
Pashto
Persian
Polish
Portuguese (Brazil)
Punjabi
Quechua
Romanian
Romansh
Runyakitara
Russian
Samoan
Scots Gaelic
Serbian
Serbo-Croatian
Sesotho
Setswana
Seychellois Creole
Shona
Sindhi
Sinhalese
Slovak
Slovenian
Somali
Spanish
Spanish (Latin American)
Sundanese
Swahili
Swedish
Tajik
Tamil
Tatar
Telugu
Thai
Tigrinya
Tonga
Tshiluba
Tumbuka
Turkish
Turkmen
Twi
Uighur
Ukrainian
Urdu
Uzbek
Vietnamese
Welsh
Wolof
Xhosa
Yiddish
Yoruba
Zulu
The last major object in the scene will be the line post and we'll need to move the cursor once again.
So shift right click here behind the bench. I think that's a great place for a line post and now let's press shift a
Mesh and add a circle and we'll modify the number of segments to 24
I think that should be enough when we apply the bevels and now let's just tab in
Press s to scale and scale it down to something like this and press f to fill the face inside the circle
And now we'll do a lot of extrusions. So
press e
Extrude a tiny bit and now we'll inset this so press i and inset
And e again and we will scale this down a little bit so press s and scale this down
Like that and we'll do another inset
And now we want to extrude the pole. So this should be something like this
Let's look from the side and let's extrude the pole
Like that
I think this will work. So
Let's now press e
But release with the right mouse button. We want to leave it in place and just scale it up
So press s and scale it up like that
Okay, and we continue extrusions so press e again extrude up
And let's do one loop cut here so ctrl r place a loop cut right here and scale it up
Okay, maybe we can modify the shape a little bit so if you want you can always
Select some of these loops. So while in the edge select
Alt click here and here and scale those down
with shift z
To create the larger slope there
and
I will go to the face select alt click here and push this down tiny bit so it's not that large
Okay, and right now the one last thing I want to do is to select this loop here
Press i to inset
And alt e and extrude along normals inside
And additionally we can have a look around and maybe do some adjustments so I will alt click here
Press s then shift z scale it down a tiny bit and here as well
Okay, I think this will work we can now tab out
And add that bevel modifier. So let's switch to modifier tab and add the bevel
And we can modify it to two segments and set amount to something like 0.01
Let's get closer tiny bit and switch limit method to angle
And right click and shade smooth, okay, we're almost there but I think we could benefit from harder normals here as well
so let's go to shading enable harder normals and now go to the object data properties and
Switch that auto smooth and our lamp is ready basically now so we can just
Give it a name
So let's call this lamp and I want one more on the other side as well. So alt d shift z and move it somewhere here
So we have some nice lamp post and I think this is maybe too tall so let's go back and I will toggle x-ray
And move it down a tiny bit try to eyeball these proportions. No, it's not an exact thing
And as long as you're satisfied with the result and it all looks good to you, that's okay
And one last thing here. I want to create a tiles on this pathway here to give it some more details
And we'll use simple cubes for that that will distribute around the scene
So let's again move the cursor right here shift right click
And we can create a cube there
So shift a mesh and a cube now go into the edit mode and we'll press s and scale to something like 0.15
0.15
And let's look from the side a little bit and we'll push this down
So we want the origin to stay in place. We just want to move the geometry down. So press g then z
And move it down like this. Now we can tab out shade is smooth and enable auto smooth right away with 180 degrees
And now we can just transfer the bevel so we don't have to do the setup all over again
So shift click the rock press ctrl l
and link modifiers
But the bevel is too strong there
So let's just modify it to something like 0.04 and this will be our tile. Basically, it's ready
So now we just need to distribute it all over the scene
So first of all, let's name this tile so we don't need to name all those objects later
And we can move it into a separate collection as well. So let's press m
Click new collection
And let's call these tiles
And
Now let's press 700 ampere to look from the top and we can create some kind of pattern here
We don't need to place tiles everywhere. Remember, this is a stylized scene
So by placing some of the tiles here and there we are basically suggesting that that's the material
That's the structure that the pathway is made of
But at the same time we are simplifying it and making it more cartoony
When we are not placing them everywhere, but just you know selectively here and there so let's just press alt d
And duplicate it somewhere here maybe and once more so alt d
And move it here and now I want to create a row. So let's press alt d
Y and move it down and if you want to repeat this
With the same distance you can now just press shift r and that will repeat the last action
And now we can just move one more here
And I think
Two more down here will look great. Okay, we can move towards the top now
And let's just select this all and we can press alt d and move it somewhere here
Maybe closer to the edge
And let's duplicate this one
And
Like that now we can place one single here
And a few more here
Okay, and let's do one single there
So this again try to repeat something you see here, but you can find your own patterns something that
You know you will like better
It's totally up to you and now we want to move these tiles on the bridge as well, but it's not a flat surface
so we'll need to use some snapping but first we need to go into the map options and
Enable align rotation to target we want
The tile to rotate when we are snapping it to bridge and let's just select these two tiles
Press alt d then y
We want to lock this on the y-axis
You can see we are going inside the bridge, but if you now press ctrl
They will not only snap but rotate as well
Okay, and now
Let's distribute some more
And maybe here
Okay, let's look from the side
We have some stylized tiles in place
Basically all the major objects are ready
The only thing left here is to create a geometry for the pathway because as you know
This is one object and this will be in a different color
than the pathway so
We'll need to create some kind of plane there
so let's reset the cursor first, I will hold shift s and
Select cursor to world origin and now press shift a and add the plane
And first of all, let's tab in press s then y
And let's enter 4 and now let's look from the top
So press 7 on an armpit and we can toggle the x-ray so we better see the geometry around
And first of all, I want to do some cuts here
So one here near the river
And one down here and we can delete this face inside
And now all that's left is to move some geometry around so we copy the shape of the path
So let's go to the vertex select
Select these vertices press g then x
And move them here
And now we can switch to the edge select
And if you need to move things around and you're not worrying about the n-gons
Like we are not right here. You can just right click and
Choose subdivide and that will create a vertex inside and create an n-gon for you
And of course you can do this once again
And just move the new edge in place
And just trace this shape around so let's do subdivision here as well
And we now know we need two
So let's move this down
And this one to the side
Like that and I will repeat the same process here
So let's go to the edge select select this one here subdivide
Twice and let's move this where this is in place
Okay, I think this will do so now we can tab out
Look from the front because we now need to move this up a tiny bit because right now this shares the same space
That the top of the ground object and that could create some weird overlaps in the render and stuff like that
So we need to move this tiny bit over
But I don't want to move the origin point in case we need that we are able to snap this on whatever surface we need
So let's tab in press a to select all
G then z to move this up and let's enter something really small like 0.001 just a tiny bit
You know, we can check this from wireframe view just a tiny bit above the level
Okay, let's tab out right now. I will switch to the solid view back toggle the x-ray
And let's call this path
And yes, we are done with modeling the major objects the only thing left
Is the water and background so let's get right to it in the next chapter and then we'll talk about materials and lights
Can't find what you're looking for?
Get subtitles in any language from opensubtitles.com, and translate them here.