All language subtitles for 07. Lamps and Tiles_1_und

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Original subtitles

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

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