Hammer Tutorial in Blender 2.9

Hammer Tutorial in Blender 2.9

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Language: English

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00:00
[Music] hey everyone welcome to my new video this time we're gonna make something like thor's hammer the one that i used with the taurus character recently so there will be a few modeling tips and tricks and some modeling hacks maybe that you didn't know about if you're new to the channel and you like to see content like this in the future please hit that subscribe button and the bell button to get notified when i release something new and now we can get to the work right
00:34
away so i will just press shift a and add a cube here and now i will go into the edit mode press s to scale and shift x to scale this on z and y plane something like this so this will serve as a base shape for our hammer and now i will do a cut here in the middle with ctrl r and let's now toggle the x-ray and delete these vertices here and i will add the mirror modifier so we don't have to do some double work there now i'll go to the face select by pressing three select this face press i for inset
01:07
not so large and then extrude out and make it smaller like this now i want to subdivide this so ctrl r and do two cuts here and two cuts horizontally like that and now with alt shift and now i will select this loop with alt and by holding alt shift i will select these other ones and make a bubble here so ctrl b make a bevel and now we can use a simple modeling trick here in the front let me subdivide this even further now and
01:39
let's scale these four faces and i want to make this circular and i use loop tools add-on for that so if you go to the preferences and enable loop tools add-on you will have some additional options here where you right click for the context menu and you can see loop tools here and if we now click circle that will make this part circular like that and now we can additionally scale this and press e and extrude inside so there was really some quick way how
02:11
to create a complex shape and now we can add the bevel modifier to this so let's add the bevel modifier and let's increase the number of segments too and reduce the amount a little bit like that and let's switch the limit method to weight and we'll address that later and now for the shading i don't want to enable harden normals we'll be using subdivision modifier later so right now we can go into the edit mode press 2 for edge select and now let's press m to slide out this
02:42
panel here so we have these mesh data properties available and now we'll select these edges that we want to bevel so alt shift click these edges to select them and now we can increase the mean bubble weight like this and this will create our bevels so we can continue like that and basically select these loops that we want to bevel here we will need to click multiple times to select the whole loop
03:12
and let's increase the bevel weight to one and we want to select these as well okay and mean by wait right so right now we can tab out and shady smooth and press ctrl 2 to add the subdivision modifier and we have a nice smooth object and since the modeling produced basically a clean geometry we are able to use the subdivision with no problems so this will serve
03:46
as our hammer head um maybe we can add some additional details so if i tab in right now we can select this press i for inset and if you press b you can enable the boundary but don't forget to go back to the modifier and enable clipping and right now we can press e and extrude this inside and you can see we have some stretches there but that's easily fixed just toggle the x-ray and select these two edges here and increase the minimal weight
04:19
and these two as well okay and what we can do right now to make things a little bit more easier is to toggle the x-ray and delete all of this and enable y mirror so this way we can easily modify the sides like that now we can go back to the edit mode toggle the x-ray select these two faces press i and insert them and maybe here we can go outside a little bit and again
04:54
increase the mean bevel weight here as well so i think this will work um as a hammer i know this is not exactly a thor's hammer or anything like that um that's not the point of this tutorial the point is to show you how you can use few simple mesh modeling tricks and few modifiers to create complex smooth shapes like this and now we can move this aside press shift a and add a cylinder
05:25
and let's switch this to 12 segments not 112 okay and i will press s and shift z to scale this on x and y plane like that and press sn z to scale this up okay and now we'll need to subdivide this i want this to be a hammer handle but i want to extrude that spiral around there and there will be another mesh modeling hack
05:57
that i want to show you that will really help with this kind of geometry so let me press ctrl r and let's add few segments we can release this with the right mouse button and go here and increase the number of cuts to 20. now we can tab out and add a decimate modifier and let's switch this from collapse to unsubdivide and i want to add one iteration and that will create this spiraling topology and that's exactly what we want so now
06:28
we can apply the modifiers you can click this little arrow and hit apply or press ctrl a while hovering over the modifier and now we can go into the edit mode go for a face select by pressing three alt click some of these loops like this let's press alt e and extrude along normals and we are extruding a nice spiral like this okay and now if we tab out press ctrl 2 to add a subdivision modifier with two levels of subdivision and right click
06:59
and shade smooth we have nice spiraling handle and we can now press alt g with the hammer head press g z and move it up maybe make this a little bit smaller so press s shift z to scale this down maybe on z axis as well okay and now just some details so i will hold shift s and cursor to select it
07:29
press shift a and add a cylinder and we can go into the edit mode scale this down tab out and move it here to create some kind of connection there with the hammerhead we can additionally scale it up a little bit and now we can bevel this side ctrl b add few segments there okay shade smooth and ctrl 1 for subdivision and we can add one support loop up here and i want to do a similar thing down
08:01
here so press shift a and add a circle now we'll modify this to 12 as well press g z and move it down like this now tab in and let's scale it down with s and now we can press f to fill and e to extrude and x and delete faces so we want this to be open and now select these opposite vertices and we'll enable proportional everything press g then z and reduce the follow-up radius with the mouse wheel
08:32
to create a shape like this that'll do so right now we can add the solidify modifier give it some more thickness and enable even thickness looking great so far so we can press ctrl 1 for subdivision shade smooth and add some supporting loops and i will disable solidify for a second and now let's press ctrl b and let's create the bevel like that to support these edges okay now if we enable solidify once
09:07
again i think this looks great but we can add a supporting loop right here to make this a little bit sharper up there okay and maybe add more thickness to this okay looking great now we can maybe make this a little bit smaller press ctrl a and apply scale now go to the front view by pressing one on the numpad toggle the x-ray tab in disable the proportional editing with o
09:38
press g then z and move this up okay toggle the x-ray so this will be the hammer and there's one last thing i want to do so let's rotate the view a little bit hold shift s and cursor selected and now we can add the plane here so shift a add a plane let's tab in make this smaller and let's toggle the x-ray again we can look from the front and rotate this plane a little bit and now go to the vertex select
10:09
select these vertices at the bottom and now with ctrl right click we can just extrude the shape like that looking good so far and now the easiest thing in the world we'll add a solidify modifier add some thickness to it and press ctrl 2 and shade this smooth so we have some nice strap of leather there really easy thing to do
10:47
we can further modify the width so press s and y to scale this in the edit mode and of course some sporting loops won't hurt here and we are basically done so right now i want to select all of these shift click the hammerhead control p and parent this to object and now i will do a little bit of the composition out of this so let me reset the position on this and press shift s to reset cursor to world origin
11:20
let's now add a camera to the mix so i'll press shift a and add the camera and reset its location with all g and alt r for resetting the position and now press g then y and move it a little bit away and now r x and 90 degrees and additionally i want to press shift a and add a plane let's kill this four times so s four maybe even more a little bit
11:52
and now select this back edge press e and extrude up like this select this edge again press ctrl b and let's do a bevel with some more segments like this tab out and shade the smooth and now we can select the hammer and we can move it up and rotate so i will first rotate this on y 180 degrees and move it down like this and now we can select the camera move it up a little bit and rotate on the
12:24
x and now if we press 0 we can see directly from the camera and i want to set the resolution here to 1080 to 1350 something with the portrait proportions and we can start creating some kind of composition so i will move the camera back a little bit up okay and i want to create a few rocks here and will it will look like the hammer is sitting on these rocks waiting to be picked by someone worthy maybe
12:58
um maybe we'll do some lighting there so let's see how it all comes together and let's press shift a and i will add a cube now press ctrl 1 for subdivision and i will press slash on a numpad to isolate this in local view and apply that subdivision so ctrl a over the subdivision and now i will tab into the edit mode s and z to scale this and we can use a bisect tool for some local rocks so let me just choose the bisect here
13:30
and i will do a few cuts there clear outer and fill so something like this then select all again with a and do another cut like this okay i think this will do for some low poly rock so we can exit the local view scale it up and maybe rotate let's look from the camera because that's important how that looks
14:06
okay something like this will work fine and maybe we can modify this and simplify it here with one more cut so let's do a cut like this okay a little bit better in my opinion and now i want to add the balloon modifier to this so it will not be only low polyrock i will add these beveled edges to stylize it a little bit more so it'll get that toy like feel maybe so let's shade this smooth
14:43
and enable hard normals and switch the normals to auto smooth so we have a result like this maybe with some more segments and let's disable that clamping because i really can't see what i'm doing here okay something like this for the rock and we can distribute some more of them here and let's find some position for the hammer i can press r twice to find a better rotation for the hammer
15:22
okay um i really like this but at the same time i think this will be a problem we'll probably want to bend this inside and that should be really easy since this strap is made from the planar object only but the hammer is already rotated so what we can do is press alt d to duplicate this move it to the side and now press alt p and clear parent and transformation and alt r to reset its rotation but remember it's link duplicate since we duplicate it with alt
15:54
so if we now go to the admob we are able to modify all of them at once so now we can go to the front view zoom in and modify this so it better serves our purpose but we don't have to worry about the rotation and we don't need to switch to the local axis all the time or anything like that so that's quite nice a trick how to isolate an object with a link duplicate to
16:24
modify something in place and you can see we are modifying it right here okay i think this is all right so now we can tab in and we can just delete this link duplicate and this one will stay modified okay now let's look from the camera again and now i will duplicate this rock with alt d and then press r twice to find some new rotation
16:55
that i like okay i think this will work right now we can switch the material preview and enable screen space reflections bloom and ambient occlusion so we have nice eevee previews but i won't do this in eevee but just in case i switch there later i won't have this setup so now i will switch to the cycles gpu enable adaptive sampling and viewport denoising with optics since i have an rtx card and
17:40
now we can hold z and switch this to rendered so this is what we have here and we can proceed and add some light so i'll press shift a add the light and add an area light let's press g and z and move it up and now in the object data properties i will increase the strength to something like 1500 maybe it's probably too much so something like thousand i will hold period now to switch to the 3d cursor
18:11
and rotate this from the side like this and maybe rotate on z to find some better angle so this will be our key light maybe we can play with the intensity a little bit more and now let's duplicate this so shift d and r z 180 degrees so we have the light on the other side press r and y twice to rotate this down a little bit and make this larger press g then z move it up and rotate this
18:41
from this side so this is the setup we have right now i want to create the fill light that's larger that's after from here and let's set this 250 so it's really weak and now to better see what we are doing with these lights we can select this one and press h to hide this so we can see how we are filling the scene with that light so something like this will work now press alt h and unhide this and let's check it up i think this looks all right
19:13
and now i want to add some backlight so let me press shift a and i will add a spotlight here press g then y move it up press rx 90 degrees minus okay and we can move it up so we have a spotlight looking from the back and now we can reduce the size here and find some better rotation and for the spotlight we'll need to go something really strong here like 5000 or something so let's look from the front
19:44
and now i will disable these two lights and of course we'll need to press g and z twice to move this to the front a little bit so we are going for this kind of ring light here i think this side works just fine and i'm using spotlight so that i don't create any additional lighting on the background here because i won't separate light for the background and now we can press alt h and you can see we have that additional lighting there okay and now i will press shift a and
20:16
add another area light let's rotate this i'll move it up scale it up press rx 45 degrees and move this behind the rocks so this will serve as a backlight and now let's increase this to maybe thousand okay and this will separate the background from the hammer nicely and maybe we'll need one more light here
20:48
to separate the hammer from the rock so let's create a point light there and let's give this 250 so we have some nice separation there okay i really like this as a base for a lighting and you can see i did this without the materials so i better see how the light behaves and now we can proceed and add those materials i think this looks good so far so right
22:05
now we just need to maybe adjust the world a little bit to blend the scene together with some violet light and now let's add some contrast here so i will make this really strong orange light for the rim and here a little bit of the orange light as well here we can go a little bit of the blue light and this one should really enhance the background
22:40
so if we are using blue background i want to go for a blue light i will play around a little bit with the background and see what i can come up with okay i really like this so far um i really like that orange and blue contrast here again this is not perfect and the lighting needs a lot of additional work here but what we can do is kind of help with the
24:01
contrast look and try to raise up the exposure a little bit to make this a bit brighter and of course it wouldn't hurt to add some depth of field here so we can go so we can select the camera go to the camera settings enable that of field and of course we can enable limits so we better see the distance and now let's set the distance to hammer and let's
24:32
lower this f-stop to one maybe maybe even smaller okay i think this can work so maybe i will play with this a little bit more later but for now um this is it from me so this way you can use these simple mesh modeling hacks and tricks and some modifiers to create an easy quick object like this this can be used as a quick web illustration or icon for for a game or something so yeah go ahead try to do something on
25:04
your own like this so i really hope you enjoy this and again if you're new to the channel and you would like to see a content like this in the future please hit that subscribe button and the bell button to get notified when i release something new and thank you all for watching and have a wonderful day [Music]
26:00
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