Cyberpunk London Tutorial PART 2 in Blender 2.9

Cyberpunk London Tutorial PART 2 in Blender 2.9

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00:01
[Music] hey everyone welcome to the second part of the cyberpunk tutorial series in this part we are going to create this flying double decker bus we are going to use some original double decker blueprint and create a modified version out of it if you're new to the channel and you'd like to see tutorials like this in the future please hit that subscribe button and the bell button to get notified when i release something new and now before we jump right into modeling a few words from our sponsors this tutorial series is sponsored by
00:37
nvidia and scanned computers nvidia studio is an initiative by nvidia to help content creators like me and you to create with best possible tools by accelerating applications with their gpus and certifying computer systems and laptops to make it easier as a creator to find a system that meets your needs in case of blender this is mostly viewport and final frame rendering using rtx ray tracing acceleration with rt cores and ai powered by tensor cores so you can quickly and easily visualize your designs real time in a viewport
01:09
this product is then tested and if it passes nvidia's test then it's certified nvidia studio product and gets a studio badge you can find a range of nvidia rtx studio laptops and systems on scanning computers website like the one they sent me to use for the production of this series it's a professional laptop with i9 cpu 32 gigs of memory 2 terabytes of nvme storage nvidia geforce rtx 2070 super an amazing 4k oled display designed and tested to take care of all your content creation
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needs if you want to see it in detail be sure to visit link in description or check out the first part of this series and as i said before this will be an intermediate tutorial so if you need to get up to speed a little bit you can watch some of my other commentary tutorials and you can find the link to the playlist in the description or if you want to get most out of your time you can check out my courses on polygonrunway.com and there you can really learn the basics of blender you can go from zero to hero in the shortest amount of time
02:11
possible um it's guaranteed so if you're interested please go check it out so this is where we end up last time and the first thing we need to do is to hide this tower collection and create a new collection for the bus so this doesn't get in the way so let's click this little checkbox next to the collection let's select the scene collection and we'll import some reference you can find the link to the reference down in the description just download the image and drag it into the viewport like i do here so first of all i will go to the side
02:41
view by pressing three on a numpad and now i will just drag file from my folder it will appear here and press alt g to reset to its original location and now we can modify this a little bit so for the reference it's important to set some transparency here so go to the image options right there check the transparency checkbox and set this to something like 0.1 we just really need to see the proportions of this bus we won't be modeling this exact model um i just want to make the proportions right so that we
03:11
can modify it to the cyberpunk version but it still looks and feels like a london double decker bus and now i will disable perspective and check the front so it's not visible from the back and right now we can press g then z and move this down so the wheels touch the axis there and we can move it on the y axis as well so g and y and move it somewhere to the center of the bus like this okay and now we'll need the front reference
03:42
so let's press one on a numpad and i will press alt d to duplicate enter and r z and minus 90 degrees to rotate this 90 degrees on z axis and let's press g then x to move it to the middle here and up so g then z and move it up let's get closer here and we can see we need to push this a little bit more okay something like this and i don't think we'll need the back view so this will be enough to match the
04:14
proportions so right now i want to select both of these images press m new collection let's call this reference okay let's collapse this and create a new collection and we'll call this boss okay let's leave it active and right now what we can do is to expand the filters options here and enable this little arrow and we can disable the reference for the manipulation so this way we cannot select it and move it anywhere um and we can go back to the side view
04:45
by pressing three on a numpad let's zoom in and we are ready now to model our bus with low poly cars i like to start with more complicated parts so i can define the complicated shapes um and that's why i will start on the wheel arch right here so we can press shift a and add a circle and now let's modify the number of vertices and we can modify this to something like 12 i think and now if we tab in press r y 90 to rotate this
05:16
90 degrees we can scale this down with s and move it in place so we are in the edit mode so origin play stays here and we can move this in place of wheel and scale it up to match the wheel arch there and now let's switch to the vertex select and we can select and delete this bottom vertices we won't need those and now we can go ahead and select these four vertices press e then z and extrude them up now
05:46
let's press s and z and zero to align them now we can press g then z and move them down and here we'll need to create a triangle so i will select this word here and press e and extrude like this on the z axis and then just select these two edges press f to fill and we can now select this top edge and don't forget to enable the auto merge so the vertices merge when they touch and
06:17
now press e then z and by holding ctrl we can snap this to vert we have still our vertex snapping active from the last time and now we can just select this loop all the way with this edge as well press e then y and extrude it and again we'll align this so s y 0 let's confirm and now we'll finish towards the back here so let's select this edge right here along with this one press e then y and extrude and again sy0
06:48
to align and we can leave it like this for now and let's go back to the front first of all we'll need to create this kind of slope there but to better see what we are doing now we can switch the wireframe view so the faces doesn't get in the way and we can push some of these vertices down so let's select these three in the front press g then z and move them down to match this little bit of a slope there like this okay and now i want to turn this a little bit inside but first we'll need
07:19
to move this to the side of the vehicle so let's look from the front by pressing one on a numpad we can press g then x and move it here so it's on the side there and now i want to snap the cursor right here so hold shift s and snap cursor to select it and let's hold period key and switch to the 3d cursor and now we can select these vertices but don't forget this one and rotate them like this so they stay flat and let's look from the front and
07:49
turn them a little bit inside like this now let's additionally select this part of the top loop let's go to front view and press e then x and extrude this like that so we have beginning of our hood and now only thing left is to make it a little bit more smooth so if we look from the front we'll need to push these towards the side a little bit like this and one thing i really want to do here
08:20
is to select this top loop along with this vertex right here and bevel it so press ctrl b and do bevel with just one segment and i think we'll need to push this a little bit up so the slope is not that strong and let's select this edge right here and move it down okay this will serve and now let's alt click this loop right here we'll press e then x to extrude it
08:53
switch the pivot point to median again so hold period and switch to medium point and let's look from the side i will scale this up not too much and we'll press g and move it more in place like this and maybe let's select this top loop and move it up a little bit and let's rotate this and again press g and move it so we end up with something like this
09:26
and we'll need to snap this to the vertex so let's look from the side press g then y and hold ctrl to snap it to the face and we can additionally move it down and now we can alt click here to select this whole loop once again and press e then x and extrude it towards the center but before you touch the center let's go to the modifiers tab enable mirror modifier and don't forget to enable clipping so they merge in the center and now press g then x and connect them and one more thing
09:58
let's select this part of the loop and we'll push it up a little bit so press g then y and move it up and i really like this shape so far but i want to push this outside a little bit so select this loop let's look from the front and we are not matching the blueprint anymore because i want to create a little bit more aggressive look so let's press r to rotate and g then y to move it out a little bit so this will look a little bit like a beak
10:32
or something i think this will be really cool and now select this last edge press g twice move it up a little bit but then hold alt and move it down okay and we can additionally modify this so it's more smooth okay i really like this so far maybe we can even move this more towards the inside so press g then x and move it inside like this for a little bit more of that aggressive look and this one here a little bit towards
11:10
the front okay so this is the base of our hood for the bus we can now go to the side view again by pressing three on a numpad and let's extrude the rest of the bus so let's select this edge right here press e and z to extrude it down and now we can select these three edges press e then y and extrude it all the way towards the back wheel and here in the back we'll help ourselves a little bit by duplicating this front arch but since we modified this down there
11:43
i will just select the half of it so let's select this edge here and ctrl click right there like this and now press shift d then y and move it towards the back now again shift d y again and let's press s y and -1 to flip it and we can press g then y and hold ctrl to snap it right here it will merge so we have our original arch but i want to duplicate this twice here
12:14
so let's press shift d again y and move it here like this and now press g y and control to snap so i want to have two wheel arches here i think this will look really cool um to have two engines going from there but there won't be much space left to do um this part in the back here so either we will leave it out or do something a little bit similar but smaller but first of all let's select all of this and move it a little bit like this so
12:45
there's at least a little bit of that space in the back okay and now select these two arches press e then z and extrude it like this now press s z 0 to flatten it and press g and z and hold ctrl to snap it down so you can see this is all just extruding some vertices edges aligning them you know snapping them to one another so that we are able to complete the topology of the whole vehicle and
13:17
then we can additionally clean it up and make it better prepared for whatever we want to do with it and i will leave this open for now i want to continue with the shape of the bus so let's talk this vertex right here press e and z and extrude it down by holding ctrl and snapping here and now we can extrude these two parts by pressing e then y and extrude towards the back and additionally we can connect them so let's zoom out a little bit and press e then x
13:47
and extrude so they meet in the middle there and now we can select these two edges here and extrude them towards the top so so press e then z and move it up up until here and now just to be safe we can select all press shift n to recalculate normals in case they're flipped somewhere and now we can alt click here to select this back edge loop and i want to bevel it i want to create that rounded back so let's look from the side again and
14:18
we'll press ctrl b up until here and i want to give this three segments so something like this that will create that nice rounded back and now let's select these three edges up here let's look from the side and i want to do this kind of radius here and we can use a spin tool for that um so let's move a cursor somewhere here so shift right click there and select the spin tool and do a spin
14:51
like this and we can modify the steps to something like four i think that'll work but additionally let's go back to the selection tool and let's enable wireframe preview again additionally we'll need to modify this a little bit because it's not perfect radius and now we can select this part right here look from the front press e then y and extrude it towards the front and here for this rounded corner we can
15:24
again use the spin tool but let me but let me look from the top so let's press 7 on our numpad and i want to select this vertex right here and snap the cursor there so shift s and cursor select it and now let's alt click this loop here and let's select the spin tool again and we'll create a spin like this and we can set this to 90 degrees to be precise and let's set this to three steps so this way we were able to create this
15:55
nice rounded corner and we can go back to the select box and press e then x and join this in the middle so as you can see i'm trying to define the shape of the bus while maintaining the proportions using the blueprint and so far this all works great we maintain the proportion from the front and from the side so it's not really necessary anymore but i will keep it on a little bit longer
16:26
to finish with this front side as well and first of all we defined this front part which was the most complicated in terms of the mesh and then these corners and bevels to define the outer shape of the bus and the rest of the work will be just figuring out how to connect all of this to create the rest of the model basically so let's look from the side now and i can see
16:56
right away i need to move this up a little bit so you might see me sometimes doing these adjustments here and there if i don't like the particular shape of something okay i think this works better okay let's look from the side go back to the edit mode and now i will select all of these bottom vertices and press e and z and extrude them down while holding ctrl and snapping them here so we match this cut right here and
17:28
we'll do and we'll need another cut to create this line here so let's press ctrl r do a cut here and bring it up like this okay and now we can select this once again now let's press g then z and move it up snap it here because i want to create a little bit of a slope here so let's select these front vertices press g then y move them towards the front a little bit and now we can create this loop cut here and by holding
17:59
ctrl snap it on this vertex right there and now we can just connect this and close this one so you can see how quickly you can close the entire model just by snapping some vertices around and matching the topology so now we just need to connect the front part here so let's zoom in a little bit we will probably need to create a little bit of a radius there
18:29
and we can do that just by moving things around a little bit so first of all let me move this edge so we have more space here and now these two edges like this and this one here so press g then y and move it to create the radius there and now we can move it on the x-axis as well a little bit and move this one here and if we now rotate this we'll need to match this a little bit better so select this edge right here first of
19:13
all let's press s and y s and y 0 to make sure it's aligned and then press g then y and snap it right here so if we look from the top we have nice flat surface there now rotate this click here ctrl click here to select the whole loop press e then z and extrude this up okay and s and z to zero to scale this and flatten and press g and z to move this down like this um be careful to not
19:45
touch here and this way we were able to connect the hood and create this part right here maybe this is too high up so you can optionally select all of this press g then z and move it tiny bit down and then i'll click the loop up here and push it down as well so we better match this line and we'll create a new loop cut right here so ctrl r click here to create a cut but we can press e to make this even
20:16
with the back side and move it towards the front and hold ctrl and snap it right here okay this didn't match perfectly but we can additionally press g then y and snap it right here okay and now if we select this loop and press g then z and move it up and snap it here these vertices should connect so if you select this one here it should be connected and now only thing left here
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is to create an end gone so let's click here control click here and let's select the rest of the loop and press f just to fill the end on so we have disconnected and now you can select this part right here press f and close it up we can check it from the solid view and this is almost ready as far as the shape goes now we just need to close some things up so additionally we can select this loop right here press e then x and close this one and
21:18
right here we need to do something with this first of all we can select these edges press f2 fill and then select this little tiny bit and press e and extrude and connect there we'll probably need to clean that up a little bit more later but so far i really like this and we can now proceed and create some details here that we need to do in the remote because later we'll need to separate some parts of the bus because they're not symmetrical like the
21:49
driver's cabin so right now i want to extend these wheel arches a little bit and create insets for the windows for the wheel arches um this should be fairly simple we'll just need to alt click to select this loop press f to fill here as well but don't do it at once just deselect this one first and then fill the rest and i'm filling them because it's easier to create an inset then so now we can select these three faces
22:21
and press i to inset press b to enable boundary and inset them like that okay and now we can press x and delete these faces and now select these new loops and additionally we can select these two edges right here let's look from the side extrude them down on z like that press s z and zero to flatten press g then z and snap them to this vertex right here and extrude this part
22:52
as well and here we can just match the height so we end up with something similar and now we can select these loops right here and push them outside a little bit but here i want to go down as well and now we can just press g x and push them out tiny bit so this will give that cool look and now we can press e then x and extrude them inside to create these arches so when you're looking from the side it
23:32
looks like it's finished the next part i want to do is to define windows so let's look from the side and toggle the x-ray up here we're okay basically we have all these parts selected with this radius but down here we need some additional cuts and ctrl r wouldn't cut it here because there are several handguns and blender wouldn't know where to begin so we'll use the knife tool so press k for knife click here and let's press c then z so we're cutting through
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and we are snapping the angle now confirm with enter and now we can do the same down here so press k again click here c and z click and enter to confirm and we can see the windows end here um but i want to kind of replicate this radius right here going from the bottom and that will give some of that i don't know like futuristic look and we can do that very easily again so let's press k and we can start right here above the
24:34
center of this back wheel arch and just create something like this okay confirm and now we have this whole part for the windows and what i want to do right now is to control click right here and then shift click here and ctrl click here so we have the window part selected now we can toggle the x-ray we don't need that and we'll just extrude this we don't need to separate these windows again this will support that futuristic
25:11
look so let's press alt e and extrude faces along normals and this works perfectly but we need to enable even thickness so press s for even thickness and let's hold shift for some small increments and inset these windows like this and now we'll need to break that model because we need to create that driver's cabin right here and probably this opening in the back
25:42
so we'll need to apply the mirror modifier at least at some parts and continue from there but before we do that i want to finish um with the lights so let's zoom in a little bit and we don't need to do inside here we can just create the loop cut because here on the loop ends so press ctrl r and create two cuts right here right click to release and press s and z to scale them on the z axis like this
26:14
you know i want to do a similar shape here i forgot to do that so let's push this outside as well okay and this one a little bit down and now we can just extrude this so press alt e and extrude along normals and we'll extrude headlights like this we can additionally push these faces down and match the height on some of these
26:54
okay i think this looks great and now we can get rid of some excess edges we don't need so let's go to the edge select select these two and here as well and ctrl x to dissolve so we have more simple shape in place we can maybe move these two towards the front a little bit okay i really like this and now we can create some lights in the back here and we don't need the lube along um the whole model here
27:30
so i will delete this face for a second and just create two cuts here and now press ctrl b and bevel them with just one segment create the geometry like this and now we can select this loop here and cover it again and now let's go to the face select select these loops and press alt e extrude along normals don't forget to enable even thickness with s and extrude them like that so we have some cool futuristic backlights there and we'll
28:03
now need to break um some of that symmetry so let's go back to the edit mode and go to the face select look from the side let's talk the x-ray now let's select all of these faces in the front don't forget this one here and now i will just press p and enter to separate this so now we have separated this to a separate object basically and we have still the symmetry here and we can apply it in the front this way we don't need to modify the rest of the
28:33
bus and let's talk about the x-ray again let's go into the edit mode and we'll need to modify this so first of all i will delete some of these faces here and here as well we don't need those we'll need to extrude some kind of cabin here let me delete this as well okay and i think we can use a knife tool here once again so let's press k for a knife tool and
29:04
we'll start here connect it right there here we can do two cuts like this okay and let's press enter and we'll need another radius right here but to better match with the first one let's hide this with h let's look from the top we can press k for knife tool again and continue cutting in a similar way so we at least try to match that radius
29:38
like that okay and now all we need to do is to delete these faces here we won't need those anymore and we have a nice hole for the cabin let's look from the top i think we need to modify the shape of this okay maybe slide this a little bit okay looks fine now we can select this loop right here and continue
30:20
along these edges let's press e to extrude z to lock on the z axis and again s z and zero to align this and now we can press g then z and move it down and snap it right here and we can now continue but we need to account for this inside of the window so let's alt click right here to select this loop and the select here and now we can press f to fill and let's press i to inset
30:57
and set it like this okay this looks fine to me so we can press e z and extrude this up and snap it right here okay right now we'll need to delete that back face and this one as well and let's connect this right here okay and here as well so this is a little bit tedious but you can see i'm not doing anything new here i'm basically just
31:28
extruding some existing part of the geometry and connecting it by snapping to the rest of the model and let's press alt h right here and now we can just go ahead go to the face select select this loop right here press shift d z and snap it right here again okay and now click here select this loop all the way up until this point right here and we'll press
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e then z and hold ctrl again to snap it right there and right now we can delete this large face at the bottom so press x and delete the face and this one as well we are almost ready to create and large hang on there um but first we have some overlapping edges here we need to get rid of that or we need to connect that so what we can do right here is to select
32:32
this long edge at the bottom with this one right click click subdivide we can now align this a little bit better so s y and zero press g then y snap it here now we can delete this face and we can additionally fill this handgun here so press f and now we are ready you can see this is connected here and we just need to select it manually
33:08
so by holding ctrl we can continually select the loop like this and press f to create an angle there and the only thing left to do is to fix this gap so first of all we can go here and press g then y and snap it so we already on the other side as well and now select this part here press g then y and snap it here now just tab out select both of those objects tab in select all and press shift and to clean
33:40
the normals you can see some parts were flipped let's talk about the x-ray and this is now your base low poly mesh for the bus and i don't think we need to create that opening back here um it wouldn't give much sense anyway i did it on the original one but there was a strange opening around this wheel arch and it wouldn't be really usable for getting on the bus so let's just leave it like this it will be from this isometric view
34:11
anyway and we wouldn't probably miss it so i would just leave it like this in case you want to create some details go ahead play with this a little bit more but right now i just want to go ahead and finish with some of the technical details and give it some smooth shading and get ready for the next part of the tutorial and i've just noticed one thing i want to create a little bit of a slope for that driver's cabin as well so let's go into the edit mode let's look from the side top of the x-ray and to be able to do
34:42
that we'll need to probably manually select these faces so ctrl click here and at the bottom as well like this press g then y and move it back like this so it's a little bit of a slope we can check it from the side maybe not so much so we match this angle right here okay i like this a little bit better now and right now i want to connect this to the rest of the bus but before i do i want to clean this
35:12
up a little bit so we don't need to do this on the both sides and here i think this is really not necessary to have all of this geometry here we are better off with ngons so just go to the edge select select all of these edges here press ctrl x to dissolve we don't need the density there i'm probably here as well so you can go ahead and dissolve some of those edges here and there
35:54
okay i think that was enough so we can just connect these two let's select both of those first of all apply mirror modifier here and now just press ctrl j to join those objects go into the edit mode let's select all press m and merge by distance you will see the blender remove 37 vertices so this is all connected now and we have one bus object right there let's now create some additional technical parts you know that will support our cyberpunk
36:24
theme and first of all we'll create an engines here so let's press shift a and we'll add the cylinder here and let's modify a number of segments to something like 12 and we can go maybe higher we can go 16 and let's now scale this down and move to the side here like this okay and let's scale this on the z axis just something like this and let's press ctrl a and apply a scale
36:56
and move it towards the front and a little bit up okay so this will serve as a base for our engine and now we can go into the edit mode select the top face press i for inset extrude it up and scale it like this and now do the same thing just not that much scale it down inside once again and extrude inside so this will work great i think
37:27
so now we can tab out press r y and rotate 45 degrees minus inside the bus like that okay and we can maybe position this a little bit better okay and let's look from the side it all looks great and now we'll add the modifier and let's pick the bus as a center of the mirroring so we have it on the other side as well and now press alt d y and move it towards the back
38:01
and once again like this okay and now we'll create some additional details and since we link to duplicate them they will be changed all at once so let's go into the edit mode and i want to create some additional details here so let's control click here to select this kind of loop press i to inset and alt e and extrude along normals like this and we can do the same thing here so create a loop ctrl b to bevel
38:34
and let's extrude this a little bit outside so there is a little bit of that bump there and they'll create some additional interesting detail and maybe down here as well so ctrl r create the cut and extrude the long normals like this let's go inside okay so this will serve as our engines and now we can make additional details because you know this is empty down here first of all i would like to
39:06
have some pipes here um they'll look great so let's press shift a and we'll add a single word if you don't have it here go ahead and enable extra objects add-on now add the single word let's look from the top target the x-ray let's go to the vertex select and move it towards the corner like this now we'll press e then x to extrude it e and y to extrude it towards the back
39:39
and on x again okay and now we'll create two cards with ctrl r here scale it on y axis like this and now bevel these vertices so ctrl b then v to create this kind of bevel and now bevel these corner vertices so ctrl b b and create larger number of cuts like five or four now tab out and let's convert this to curve so object
40:14
convert to curve and we'll go to the curve settings geometry section and give it some bevel depth like this and now we can go into the error node we can select these two inside and press alt s to scale them up like this and we can now select all of it and move it up tiny bit so it's outside the bus like this and i really like this kind of detail here
40:45
and one last step here is to go ahead and add the mirror modifier and since we moved on the curve in the edit mode it's mirrored along this origin point and now just to finish the bottom of the bus with something it won't be really visible but at some places it might peak out so we'll just create a simple object like cube so let's press shift a add a cube let's move it out a little bit so press g then y to move it outside let's scale it down and additionally on the z axis
41:17
and now we can just alt control click here to select these outside edges bevel this a little bit create an inset now let's look from the bottom create an inset and extrude and now maybe on the sides we can create some detail so let's insert this and press alt e extrude on normals so something like this and we can move it right here so i don't know this might be some
41:56
battery or something um the important thing is a little bit of it will be visible so it doesn't look like it's cut here but at the same time if you don't rotate from the bottom it won't be there if you'd like to have more details at the bottom here if you plan to animate this or something you know you can create all kinds of details like this or cylindrical objects and mix and match them and place them under the bus you know parent them to the bus object
42:26
and have some really interesting you know devices pipes cables whatever you want basically and so right here i will just add the array modifier and along the y axis so let's set x to zero and y to one and let's just duplicate this few times more and maybe scale it down a tiny bit okay so this will do for our purpose here and right now we can take care of the
43:04
shading um i think it looks great as a flat shaded low poly but as i said in the beginning of the series um i want this to have a little bit more smooth look so we'll define some sharp edges first of all i will right click and shade smooth and now we can go ahead and mark edges that we need to be sharp so that's really easy to do you just select some edge ctrl click to mark the loop and then press ctrl e
43:34
and mark sharp and additionally we'll need to go object data properties normals enable auto smooth and go all the way to 180 degrees so we have a full control over this now if you tap out you can see this is a sharp edge here and we'll take care of all the other edges here so let's select this one here as well mark it sharp and after a while you will get my point it's really easy to do you'll just you
44:10
know check the object if it's shaded the way you want to be if not you know you can mark some additional edges i will now probably fast forward this but if you exactly want to see what edges am i marking you know you can slow down the youtube video playback or something so it's totally up to you okay so the edges are marked sharp and now we'll need to take care of some of
45:50
the details um first of all i've noticed that here on the other side um i've mismatched some of the vertices and that's mostly due to the fact that we inset this manually and here on the side it didn't matter because we extruded the geometry there but here it didn't match and the easiest way to connect this basically is to just select some of these vertices and press g then hold ctrl and snap it in place and here as well so this will connect and now you can see we can move this at
46:21
once so that's just a little mistake i made along the way and right now while marking these edges i've noticed these weird shading issues and this is mostly due to those large handguns we have in place um you saw i tried to keep this geometry as simple as possible and did a lot of shortcuts basically and there are some people that will tell you that this is a bad apology they wouldn't be wrong probably for some cases most of the time
46:51
i create something i always look for the use case i create the model for and this time this is a simple low poly model that will be used in a simple diorama illustration so i don't see a reason to obsess about the topology and do everything in quads and stuff like that of course it's doable and you can do it if you want you saw me using these tools like knife tool and loop cuts and stuff like that so you can go around your model and connect some of these vertices
47:22
and cut some of these faces to create a perfect topology made out of quads um this will take a lot of time so right now i'm looking for shortcuts and what i need to do here is only to fix those shading issues and we just need to get rid of some of those complex edges because blender have a trouble um shading that so first thing we can do is look from the side here by pressing three on a numpad and let's get the knife with k click here don't forget c
47:54
and z to snap to angles and cut through the whole model and let's do a loop cut like this confirm and you can see this is now shaded properly because we simplified this geometry right here and the next thing we can do if we look from the side we can add another cut right here so press k and do a cut somewhere here let's confirm and right now you can see how the shading changed so if you don't like these
48:26
um small shading issues you can go ahead and connect some more of these faces to create the more complex geometry but i suspect in the end this won't matter that much if we use the simple principle material and render this in our diorama it will be hardly a problem and if you want to know how to do this in detail you know you can just go ahead and for example try connecting places like this or picking a knife and connecting places like this
48:57
and you will see how the shading changes here so every time you add a little bit more of the topology um the shading gets a little bit better so this is just something to keep in mind i will just revert this i really want to keep this simple as much as possible maybe i will keep disconnected and yeah so this is the bus and right now only thing left to do is to shade some of these other models as well so let's select the engine here and let's enable auto smooth and right click
49:27
shade smooth i think 30 degrees will do here and here we have a curve still so go to the object convert to mesh and right now we can do the same thing here shade smooth but the slope is too sharp here so we can additionally select these loops right here press s and y and scale them down until we hit that angle maybe a little bit more and now we can do this to 31 so we hit those angles on the side as well
49:59
and the one last thing i want to do is to parent all of this um to the cabin so control p and parent so right now we are able to move the whole object at once and let's call this bus okay so that's the bus for you i really hope you enjoy this part in the next part we'll go ahead and create the rest of the layout put all of those things together and prepare for some materials and some lighting so i'm really looking forward to that and again if you're new to the channel
50:31
and you like to see content like this in the future please hit that subscribe button and the bell button so you get notified when i release something new and thanks to our sponsors again for providing a laptop for this tutorial series thank you all for watching and i hope to see you in the next part [Music]
51:24
you

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