So this lecture will be the last lecture, um, talking about the stuff often in blender.
And there'll be one more lecture, which will be how to import Ovirt into Webdock studio.
But this is the last one when we properly look at what blender has to offer, and rightly so, because
this one, um, is probably one of one of the more complicated ones.
But we're really take, um, your modeling skills up a notch.
Just added any object I'm going to add in a monkey.
This one here.
This is a handy modelled add in for testing.
Just because I want a more advanced one.
Ready to show you some of these modifiers.
So first off, what actually is a modifier?
Well, a modifier is like one of the tools up here, but it changes not just one part of your object
but the entire object.
And it's done.
Computer generated.
It's computer generated basically.
Okay.
So the modifiers tab is over here.
It's the little spanner or wrench.
And you can add a certain modifier onto your object.
Now here are the list of all the different modifiers.
Now um, most of these aren't even relevant to our object.
But if I was, if I was to go over every single one, it would take hours and hours.
So I'm going to go I'm going to go over the ones that I personally use the most, and they are all under
the generate section here.
Okay.
The first one is array.
And this basically creates duplicates of your object.
So adding this in, you can see a preview of what this modifier might look like.
Increase the count to create more monkeys.
Change the factor to change the length between each one.
This is relative, so it's not meters, it's kind of monkey lengths.
And if you decrease, turn this off.
It's now a constant offset.
To change it between monkey lengths and meters.
Meters are more generally accepted.
Um, so yeah.
Um, now this one actually doesn't actually apply your modifier if you go into the layout section,
while it does show it to you, it's not actually there.
It's kind of just a preview.
If you want this to actually be, um, you know, um, published in your in blender, if you'd like,
you need to apply your modifier.
Modifiers have to be applied in the layout section because they're applied to the entire object.
So go over to modifiers and click apply.
Like this here.
And now you notice when you go over to mod link you can um oh yeah, you can now suddenly edit all four
of the monkeys instead of just one.
Okay.
Now be careful when you do modifiers, because while you can do the command z um, shortcut to undo
your previous action, that gets to a point where you can't command Z anymore.
And, um, I've had it quite a few times where I've kind of modeled something when I'm starting off,
modeled something, found out that actually I shouldn't have used that modifier, um, that I used five
minutes ago.
In the heart can't undo that far.
So now I'm stuck with my object.
So I think it's good practice, especially learning as well.
To create a copy of your object before you use any modifiers, as there is no easy undo option when
it comes to modifiers and some of them, which I'll show you later on, completely change how your object
looks.
Okay, um, but yeah, the, um, array is quite a cool one.
Um, bevel will create bevel on your objects.
You can see just like that.
You can increase the amount of bevel and the segments and stuff like that to create a cool effect.
And Boolean is a very interesting one.
Boolean allows you to drill holes in creating engravings in your object.
So if I add in another object, um, let's say I add in a um cylinder like that.
Rotate this a bit.
Scale it down a bit.
Scale it up a bit.
Like that I can drill a hole through my monkey.
Using the cylinder.
So basically any point where the cylinder collides with the monkey, it will destroy.
And to do this select your monkey select on the object.
Click this and click on your cylinder.
Now obviously if you move if you then move this out of place, you're moving the object it draws with.
So you need to apply this in order to be able to see it.
Now, once we're done, we can select the cylinder, grab it out of the way, and we can see a massive
hole was being drilled through our monkey's nose.
Um, now, obviously, um, you wouldn't particularly do this for holes as such, but it has lots of
applications.
Let's say you've got a building and you want to make some windows instead of in Roebuck studio deleting
the entire wall, then creating four different sections of the wall.
Just use a boolean modifier to cut a hole through the wall, where you can add your windows engravings
as well.
If you've got like, um, a gun or a pen which has like a name on it, for example, you could engrave
that on there using this as well.
So lots of applications that you can use for these modifiers.
The next one.
What was it?
There's a couple here I want to go over in a slightly different order.
Now.
I want to go on to Mira next.
So Mira creates a well.
Mira, was your object really?
So you can Mira this in different areas.
So I've mirrored this along the, along the x axis which is, which is listed here.
And um, if I was to go and for example, take this like this vertex up here and bring it upwards,
it does the same over here as well.
If I grab it it just does the same thing.
Really.
Okay.
This is really useful if you're whatever you're modelling should be symmetrical because then instead
of um, well instead of instead of modelling both sides, you can just model one side and know for a
fact, but the other side is an exact mirror of the side you've created.
There's a car, for example, you can use for that.
The only thing I will say with the mirror modifier is it's quite difficult to set up halfway through
modelling.
So really, before you even start modelling, you should think, are there any lines of symmetry to
this?
And it will be I'll, I'll give you a bit of a hint.
It'll be much easier if your answer is yes.
Okay.
So usually um, you want to should be yes for like cars, computers, computers maybe not for like the,
um, keyboard and stuff, but it does just make it easier to model basically much quicker, much easier.
And that's what I'll be.
The whole point of a lot of these things in blender is just make things easier and quicker for you to
model.
Okay.
Um, I want to show you two more, and that will pretty much be it, which is subdivision surface and
decimate.
So subdivision service, surface lot service.
That's advanced scripting.
Subdivision surface.
Surface.
Um.
Or basically subdivide your object.
So make it smoother.
And you can see here, oh let's spin that back.
You can see here my monkeys are now a whole lot more smoother.
I can increase the levels to increase how smooth these monkeys are.
Now please be careful with this because if I set this up to six, it might crash and probably would
crash, actually.
So feel free to try it out yourself, but don't want blender to particularly crash at the moment, so
I'm not going to do that.
But just to show you the number of vertices this has, if, then go ahead.
If I go ahead into the layout section.
Um, if it can handle this and apply this.
Oh, no.
Don't turn up to five.
Uh oh.
Move it down, please.
And apply this, um, and going back into modeling.
This is the number of vertices that these monkeys have.
So each time it subdivides it further and further.
So this is four it goes up to six.
So imagine what six would look like so completely realistic you know.
So this is this is incredibly useful.
Um whenever you're modeling things in blender, the biggest way to do it is to model like a rough version
of it, use a subdivision surface modifier to then add in all those curves and add in all the detail.
So you don't need to add in tons and tons of vertices and loop cuts to make your object look realistic.
You can just use the modifier afterwards.
I'm going to delete these monkeys if I tried, because if I try to apply any other modifiers to it,
it's going to it's going to not like it except for the one I'm going to use next actually, which does
the opposite which decimate decimate will remove geometry.
Now the difference between subdivide and decimate is it decimate uses a ratio which I think is really
amazing because decimate will basically find out what what what faces of your objects, um, are the
least useful and rearrange them around.
Really?
And it does this really effectively because if you're trying to import some softwares, not necessarily
Blender Studio, but some softwares prevent you from importing something with a lot of with a lot of
faces.
So it is very important to try and reduce as much as you can.
Now this reduces to faces without really justifying, without really compromising the look of your object.
So let's zoom into this monkey here for example okay, let's start decreasing the ratio a bit.
So let's put this be 0.9.
So the start phase count by the way is 524,000.
About 500,000 0.9.
Let's enter.
That takes it down to um 872,000.
And it's that less or more.
That's more.
Okay.
That's strange.
Right?
Adding more in there, but okay.
You can see there's no real difference here.
It has decreased more where you can see to 666,000.
Okay.
But it's down to 0.6.
And there's no real visual difference just yet.
Point five.
Spaces.
It is halfway down now and you can see, but we've removed quite a bit, quite a lot of faces and it
doesn't look very it doesn't look different at all, which is really, really useful.
If you do have the issue where you're trying to export something and you've got too many faces, you
can take it down to 0.3.
So a lot lower.
Now this drop down to um, 264, about half the amount of faces you can see.
It still looks very good.
Okay.
Um, 0.2 and you're probably start to see some signs of it.
Um.
A bit loads.
Yeah, you can start to see some signs, but for distance it looks completely fine.
Okay.
Um, I'll put it to point one.
It probably look, um, not as nice.
Is a point.
One definitely starts to show signs of that now.
But, um, if I come if I apply this now and go over into modeling section.
Um.
So apply.
Go over to modeling.
You can see how it's kind of pieces these faces into different areas so that it's, um.
So it's more efficient basically.
Okay.
Is what it's done there.
So modifiers are incredibly useful in blender and is a massive reason why blender is.
So you can make things very quickly using blender.
Okay, so there was lots more there.
And blender has a lot more in its platform as well, which is just an introduction really.
And with this instruction you'll be able to make all kinds of cool looking objects.
But if you are looking and more interested in making even more advanced and more advanced objects than
what is listed in this tutorial, I, um, might be making a blender course in the future.
I've done quite a lot of work in blender myself, so check if I have done that.
Um, but if I haven't, then, um.
You'll need to.
Or if you are interested then please keep going as blender is a really useful software and has a whole
new section we haven't even touched on like shading and newbie editing.
So lots more to blender if you are interested in it.
So hope you've enjoyed these lessons on blender.
And there's one more, um, which is be very quick explaining how to then import something made in blender
over to Roblox studio, which to be honest, is the whole reason why we're looking at this.
So join me in the next lecture.
We have a look at how to start importing these models over.