Let's model an OUTHOUSE in 10 MINUTES (WHY?) - ep. 69 - Blender 2.92

Let's model an OUTHOUSE in 10 MINUTES (WHY?) - ep. 69 - Blender 2.92

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00:00
hello guys and welcome to episode 69 of the 10 minute modeling challenge in this episode i'm just gonna model a simple shed you might have remembered a few episodes back quite a while back actually uh i made a saloon so western inspired and for some reason i'm back into the western inspired mood and i've been creating a lot of assets and animations for a little prototype of course again and maybe it'll turn into a game maybe it won't but the main thing is i'm creating a bunch of tutorials related to this and i've already recorded
00:28
about five episodes worth [Music] and the first episode is going to be modeling the character again which you've seen a lot lately that i do in the second one i'll do the clothes a little bit more in detail than in my last 10 minute video and in the third one i'll be doing a lot of keyframe animations all the actions that you see on screen right now i've keyframed those keyframe by keyframe and i've also put them into this nla
01:13
editor so the non-linear animation editor in blender and that was mainly to create this overview of all the animations that i could display when i was doing the intro for the video and maybe i'll do a video on the nla as well but mainly the video is about creating all the individual actions and animating these characters so they can be imported into unity or any other game engine and animated in there and in the fourth part i'm modeling all the assets that you see around so all the props and all the environment the buildings the stones hay bales barrels and everything like that and in the fifth one it's about
01:44
importing the into unity and more importantly how do you get these characters into unity the proper way and also how do you deal with this axis conversion so as you might know blender uses z up and unity uses y up so the axis there has always been a pain but there is a little bit of a better way to do it now if you do the export procedure correctly and you take this little new big access conversion tick box in unity it's a lot better than it used to be it's not perfect but it's a lot better anyway as i put all these video clips into uh
02:15
five parts yesterday enough switched over to davinci resolve to edit all my videos so i imported all the footage there and it turned out that the first episode i think is about an hour and a half the second part is about two hours and that was sped up two times so when i do all the clothes modeling and in the third video all the keyframing animations i didn't really want to speed that up because then you sort of lose when i stop and start playing back everything looks like it's fast forwarded too much and i thought about keeping it into in its natural shape and just talking through the whole video
02:47
but that's 10 hours of footage so i don't know if i'm gonna be able to do uh maybe i'll do it like the uncut 10 hour version of it and then i'll try to cut out all the most important bits so and and make that into a proper video that's hopefully going to be less than an hour so it'll be a bit of a beast video otherwise um not like mr beast but like just the beast video and the last video which you might find the most interesting out of this series maybe the animations will be really important because i haven't covered that so much and i've got a lot of different keyframe animations as you can see
03:18
so that white might be of a particular interest and then the last one the part five where i import it into unity and that's a shorter video as well about an hour where i go through all the details i set up a bunch of sample animations and how you transition those using the animator component so you can go from running into diving or and how you blend animations with the upper and lower body so i'm covering that so for this video though i'm just going to make a simple shed to go with this environment i'll hide this and of course everything that you see on the screen has derived from the original cube here which is in here
03:49
and this is what i'll be starting from again select an object select a different object with a shift key make sure that you have the different objects selected last press ctrl l and then do materials and that'll copy the material from this other object that you had active into the one that you selected when i tab into this one i'll have the correct colors and i'm using the infensia gradient palette here and you can download that from the description if you want to use this palette as well just go ahead and use it if you want to and i'm going to switch this to a brown color so this is going to be our starting
04:20
position let's just make sure i've got screencast keys running so a little bit different here instead of starting with the default scene i've got a lot of props around here sometimes i keep everything in in the view here while i animate or while i model so just to get the feel for it ready steady go i'm off yeah tab into edit mode and i'll just bring this one up hold the ctrl key to snap it i was gonna say it but i didn't have any vertex to snap it on so that's okay for buildings i usually go underground
04:51
slightly and so they stick down if i've got uneven terrain could be good and i'm going to do individual planks here so let's just uh scale in edit mode here x and then i can look at the reference roughly at the size planks i want maybe scale y and scale x so this is going to be the size of the planks should be good top view g and l plus so this is the origin of the center we'll just make a little shed here or an outhouse it could be shift d to duplicate that one and shift d
05:22
should we do three massive planks like this maybe and then top view shift d to duplicate that one rotate hold the control key to snap it you could have also of course uh snapped it in a different way actually i don't even have to be that picky i'll just uh because it doesn't have to look perfect in fact i don't want to go uh i do that mistake a lot where i model it try to get perfect angles l and actually looks better if it's especially for this time error here if it's not that perfect l rotate
05:52
that's just three basis is that even a word scale x i want to make these planks a little bit because i have to fit the door here as well so maybe like this and here apparently i only copy the top face which we didn't want so move those down and need to extrude them up there we go so that's going to be the rough shape i'll shift select all the top ones here now because we need it a little bit taller and there's quicker ways to do that of course i'll use the slow one and then now i can go to side view
06:25
apparently not there and see old zeb to see through that i can see how big the character is there shift space g to get the manipulator where okay apparently i lost my selection and controls that [Music] side view now we see how tall the character is so the shed should be about this high i think yeah and i want to have a roof like the roof should slant a little bit so one way to do that would be to rotate i guess uh but that wouldn't be any good so alt
06:58
said one to get the vertices and then i'll just wing this one a bit as well lower in the back a little bit bit higher here bring these up there's other ways to do this too there we go and now let's put a roof on so shift d let's just duplicate one random face there side view rotate and e to extrude that on l to select the length g and we'll do the same size planks here at the top up a little bit so that
07:30
doesn't poke through shift d to duplicate that and then just we'll slide these manually here and we'll make the roof a little bit wider here it's gonna rain through this thing but that's okay and there we go ll select those and maybe a little darker wood at the top there should we put some overlay planks here shift d scale x way we can protect this rain here just to there and i think i extruded this in
08:05
the wrong direction so i can do alt n and recalculate outside and that flips those normals so now we've protected the interior there okay and we need here shift d scale y so just press okay scale z press the z key to lock the rotations there to this z axis to z axis and we'll do it here and shift d to duplicate that one there we go
08:36
and we should do a door as well now so i'll just copy this one again shift the we'll do the door a little bit different scale x just to distinguish it from the others and select this face edit it we've got 5 51 on the clock so l i'll do a darker wood color there shifty duplicate shift v duplicate and shift d duplicate so it's a little bit wide maybe we'll select all of them
09:05
scale x compress them a bit scale z and there's the door and should we put a hinge on we should maybe we'll do a cut out here as well maybe at this point we'll do ctrl r control r put a little window up here we don't want to make it too open so delete that one basis shift select this press f to fill it shift select that f to fill that on and that should be all right and now we'll
09:37
put maybe a crossbar here shift d to duplicate that one scale z move it out hold this door together and there we go we've got 450 on the clock l shift b and for some character maybe we'll do some thicker corners maybe that'll look good scale x scale y and usually like i said the the video where i model all these props is a lot longer than uh so i don't really stress like this usually when i'm all i sit and
10:09
listen to some music drink some coffee and i just play around with different shapes and stuff and think oh what should i model next this could be fun this could be fun and i'll just go go with the flow so there we go shift d it's quite relaxing actually you should try it and just model something just something random scale x it don't have to be the perfect sizes that's the nice thing about this era it was just hand crafted with whatever wood they had or so i imagine anyway
10:37
so there we go and maybe we could even put some more character on this should we have a little hole here put some hinges on here as well maybe we should do a slight control r let's try to do uh oh control r ctrl r there's probably better ways to do this ctrl r ctrl r well this is one that came to mind control r control r control r control r and control r and then i'll just put a little peephole through here so you
11:10
can see if anyone's in there should probably be heart-shaped but sorry we'll do a little gun hole you can shoot out of there okay and then we need hinges so maybe we'll do shift d and these again like this is the beautiful thing with low poly they can look in whatever way you want so we could either either put uh move it here e to extrude that on and we'll just like do block hinges here so just like big iron clumps here shifty and you could spend more time on
11:40
them if you want but i think that's fine and then we could do the actually we need somewhere to have to dump things in literally hide those and pick here shift d duplicate that one and scale y scale x and here we'll just put the thing here simple simple as that's going to say simple as that that's where it goes anyway g a lid that's okay alt h to
12:13
unhide everything that we just hit and we've got two minutes 23 so i'll just do random control r loop cuts here rotate ctrl r rotate just to make it a little bit more interesting wood wise they remember these saw these them they them they saw this side of in there i was going to say they didn't because they used like trees of course so what i'm trying to say is that the less perfect it looks
12:44
the better it'll probably look so compromise here between number of polygons and the visual look of these things so i'm just loop cutting this there's a way to randomize this as well of course to to not do it manually but it's quite fun to just play around with it manually sometimes with a randomized feature you get some overlapping geometry which isn't always the best you can even scale here make it a little bit different ctrl r here as well scale control r and for the corner ones here i think i'm going to even
13:14
add some more character and do them even darker here [Music] 121 we can also do here's uh use with caution but sometimes i do this so k for the knife cut tool and you can add this but remember if you try to warp it afterwards it'll look less good so g can put some and when i say with warping is if you start to move around the loop cuts and stuff afterwards here then you'll have some distorted faces probably so be careful when you use this add this type of stuff at the end
13:45
if you must or you could just texturize it you could of course uv unwrap it and do it the old-fashioned way the nice thing about this method is that it'll scale indefinitely you can zoom for forever basically and it'll always have great quality i've got 37 seconds i think what i'm going to do is put some framing here as well so shift d duplicate that base e to extrude that one up l to select the darker shift d we'll just do a little peep hole here a bit higher up as well
14:19
there we go and shift d move it down rotate on the x axis scale z rotate again doesn't have to be perfect it isn't so this is what i get away with that i think shifty duplicate that on and we've got four seconds to go so i think that's it that's our little outhouse shed where you do your business oh this switched off on itself perfect [Music]
14:52
so let's see if it works it does what i would say is you'd want to separate this door into a separate object so everything in this is it's a separate object now and to do that you probably want to do tab into edit mode on this one l to select all these linked including the hinges i'd probably use p and separate that by selection and then call that cube door it could be renamed shed we'd do that after it said enjoyed its glory of being named uh cube
15:28
for a while and you need to change the pivot point as well because if you try to rotate this door now rotate around the z axis that's one flashy door for an outhouse back back in those days that would actually be super engineeringly cool how cool is that it's like a star trek opening of that door but let's change the pivot anyway but to get the center point of the door vertically here you could one way to do is select both of these spaces in tab in edit mode and then you do shift s cursor to
15:59
selected and that figures out the medium points between those and then tab out right click and then set origin to 3d cursor and now when you rotate voila it rotates nicely around that pivot point instead and you could do the same thing for this uh if you need to open that little thing there one more thing you could do when you import this into unity or in any other game engine is that you could actually separate all the planks and everything into separate objects you did either you could do that through this
16:30
way tab into edit mode a to select everything p and separate by loose parts and now y'all have a whole bunch of cubes that you should really rename i guess into like shed plank shed plank shed plank and the the nice thing with this is that you could explode this shed then if you throw a dynamite inside and blow it up all these parts could be having rigid bodies and that'll just explode all over the place that would work in any game engine of course i'll control that out of that one for now all right folks there we have it a quick little uh episode about another
17:01
western theme here i see a trend here i'm looking forward to releasing uh the tutorial videos in the end i'll see how detailed i'll go on the editing on those maybe i'll release the big uncut versions and just ramble a lot of uh junk throughout the video and try to add as many tips and tricks as i can during the modeling or maybe i'll do compressed versions we'll have to find out all right that's gonna be it for this week uh come back next week for another episode of the 10 minute modeling challenge it's gonna be episode 70. amazing until then take care and i'll see you bye for now oh hit the like button if
17:32
you liked the video and subscribe if you haven't already and i've also got a patreon page if you want to head over there and give that little bit of extra support and that's patreon.com until next time have a good one bye for now [Music] you

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