Cyberpunk London Tutorial Part 1 in Blender 2.9

Cyberpunk London Tutorial Part 1 in Blender 2.9

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00:01
[Music] hey everyone welcome to my new video so the cyberpunk game is finally here and you might remember that the first commentary series i ever did on youtube was the cyberpunk split into multiple parts so i thought it would be nice to take this opportunity to make another cyberpunk scene in form of a commentary series like before and we can explore the scene a little bit right now as you can see this will be fairly low
00:38
poly work so i will enable wireframe overlay so you can better see this here um the geometry is only in places where it's necessary for the details and we'll use some smooth shading instead of flat shading and even though this is fairly simple low poly illustration there's quite a lot of work ahead of us you probably need to have some basic knowledge of blender and some basic commands and stuff like that but if you follow my commentary tutorials you should have no problem following this and as i said before this will be
01:09
split into multiple parts and will start by modeling the landmark today we'll go ahead and create this low poly representation of big ben that we can then build our cyberpunk city around and before we jump right into modeling i have a few words about the sponsors of this series this video is sponsored by nvidia and scan computers as you know i always talk about how i use my nvidia gpu in blender to enhance the blender performance so i'm really happy about this partnership nvidia studio is basically
01:40
the initiative by nvidia to help content creators like me and you to create with best possible tools by certifying computer systems and laptops nvidia is working with the laptop or system manufacturer to make sure the right components are selected and you get the most out of studio features you can enjoy the best possibly gpu acceleration no matter if you need to render 3d or encode the video in case of blender this is mostly viewport and final frame rendering using rtx ray tracing acceleration with rt cores and ai powered by the tensor cores so you can quickly and easily visualize
02:12
your designs real time in the viewport and this product is then tested and if it passes nvds test then it's a certified nvds studio products and gets a studio badge and you can find a range of nvidia rtx studio laptops and system on scan computers website that scan.co.uk there's a link in the description to a laptop that scan computers send me to help create this tutorial series so i'm very excited to get my hands on this system and this bad boy arrived just recently and this is the badge here we are
02:43
looking for this right here the geforce rtx studio badge and i have to say when talking about high performance laptop i always imagine these large unwieldy gaming setups and this one really surprised me i think the design is quite decent it looks and feels like a solid piece of engineering it's quite sturdy and i can imagine taking this on a business meeting um no problem and it has a top of the line hardware so
03:15
there is i9 10 980 hk cpu that has eight cores with 16 threads um there are 32 gigs of ddr4m and of course geforce rtx 2070 super max q so that's very important here in the setup and there is two terabytes of super fast nvme storage so yeah as i said it's top of the line and the one thing that's really important here is this beautiful 4k oled display and
03:46
it has 100 rgb gamut it's pantone certified and it's that kind of a display that serves very well even to a professional photographer or video creator um i like these like thin bezels here and i really have to say the image looks wonderful with the scene loaded up here i will probably use my external monitor keyboard and mouse for the extended recording of this tutorial because of my habits and muscle memory to really be comfortable but i really
04:17
look forward to set up like the final colors lighting and final render setup on this display um the image is really beautiful and there are several things involved with the studio badge here and the first is of course the range of nvidia rtx cards but in this case they are also supported by nvidia studio drivers and this is basically just a different driver installed in your geforce experience mostly to achieve the highest level of reliability
04:48
so the studio drivers go through extensive testing of multi-application workflows in the top creative applications ranging from blender adobe autodesk and tens or hundreds more there are probably hundreds of supported apps now so you can be sure you always have the most stable and efficient performance and let's look into blender settings now we can see i have the optics enabled with geforce rtx 2070 super with max q design so
05:21
and it runs just flawlessly here with our scene loaded up it has a beautiful fps and if we now go and enable cycles preview we get almost instant rate race preview with denoising so again we can look around our scene you know zoom in a little bit and you will see how this updates in real time and the noise is almost instantly and this right now is
06:04
only possible in blender with nvidia gpu with the use of the optics rendering and ai apis that are part of nvidia studio platform and you know enable us to use rt cores for ultra fast preview and final frame rate tracing as well and to use these rtx tensor cores for the ai enabled denoising like this in the viewport and all i had to do is just install blender switch to optics in the preferences and you know check the viewport the
06:35
noise inc right here in the render settings and that's all it just works and you can see now how fast this real-time ray trace preview is even with the volumetric fog present and if i disable volume matrix now you can see how this becomes even faster if i rotate this you know the preview within the noise is really almost real time and of course the volumetrics are one of the most demanding things when 3d rendering but even then it runs great and this is a laptop so
07:09
i can just shut the lid and run for a meeting or launch and continue my work there as this laptop should do 8 hours on battery so i have to say i'm really impressed but to really see how this performs around some benchmark to compare cpu cuda and optics performance on our scene as well as on the well-known bmw benchmark scene and you can see the model of the laptop and i did this on blender 2.91 so it's the newest version and you can see i've rendered two scenes the card demo and our current cyberpunk scene and i've
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rendered them on gpu both with optics apis and cuda and on the cpu that's the newest generation intel i9 that has 8 cores and 16 thread and you can see yourself the results are pretty impressive we were able to do the bmw scene in 41 seconds as opposed to almost five minutes on the cpu so that's
08:10
more than five times performance on the gpu optics enabled rendering and you can see our cyberpunk scene took a little bit longer and that's because there is a lot of volumetric fog in the scene but the comparison stays basically we did the scene in around three minutes and more than 11 minutes on the cpu so the rtx studio enabled laptop really gets you a lot of a lot of precious time if you imagine you would have to do more
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complex scene or even animation those seconds will add up so this is really almost desktop grade performance from a 15-inch laptop that you can take away and it will last you a lot of hours on the battery and i did a little bit of a comparison with my desktop i didn't do a full benchmark because that would be unfair it's a full high and desktop setup with 32 thread cpu and stuff like that but it did the car demo in 30 seconds so it's only 10 seconds
09:14
faster than the laptop and i have a 2080 super that's basically a whole tier of gpu above and it's only like 25 increase and it's desktop versus laptop so i have to say i'm really impressed with this so those were the few words from our sponsors nvidia and scan computers thank you for sending over um this piece of laptop and let's now connect it to those peripherals and jump right into blender so let's get comfortable now and jump
09:46
into empty blender scene and i have to say lately i have a feeling that the default cube is really underrated so we'll make use of the default cube right now and create the whole tower out of it but we need to get rid of these other objects so just select them press x and delete and let's zoom in a little bit on our cube 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
10:17
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 possible it's guaranteed so if you're interested please go check it out and now we can jump back to this and i've prepared a little bit of a reference of the elizabeth tower or the big ben and as you can see this is quite detailed structure
10:47
so if you would like to model this in really all the detail you can see here this would take a lot of a lot of hours a lot of time and here for this illustration i wanted to go into a more simple stylized approach we will skip over a lot of details and we'll mostly use this to create the right proportions but you don't need to spend all of the time modeling the tiny details so let's now jump back into blender and start modeling when i'm creating these more complicated
11:18
structures architectural structures i like to separate all kinds of geometry to be able to easily slice up the geometry and reuse the geometry all around the place so that's the approach i'm gonna use right now so we can select the cube tab into the edit mode and i will toggle the x-ray and select all of these back vertices and delete them so this way we end up with just one face and we can now add modifier and we can
11:49
add the mirror modifier to the other side on the y-axis so let's check the y and disable the x axis and now we are able to create just one side of the structure and then just duplicate it all around to create the whole object so let's tap back in so first i want to cut this in the middle so press ctrl r for a loop cut and create the cut here and i will delete this other side as well and turn on back the mirroring we can play at least geometry as possible
12:19
to create the desired result and now we can press ctrl r again and create the loop cut right here and two more on the z-axis so press ctrl r and increase with the mouse wheel let's release with the right click and press s and z to scale this up to something like this okay and now i will select this part here and let's separate this from this main object so press p and enter to separate and now if we tab out and select this new part we can tab in
12:51
and let's slice it up some more so i will create the two new cuts here like this and delete these faces so we end up with just this one part we can slice it in the middle select all press i and i again for individual inset and extrude it inside with e and now we can add an array modifier and let's set the offset on x to zero and on z to one and let's create
13:24
one more object here so this way we are using just this small part here to define a lot of geometry for the whole tower and now we can tab out go back to this main object and we'll continue in this matter so let's tab in and i will separate this part right here so let's press p and separate it and now we can tab out and tab into this new object and split this into multiple parts so i want to do a two cuts here ctrl r and create the two cuts with the mouse wheel and release with the right mouse click i
13:56
want to have six even parts here so now we can delete these two and we are left with the one that we will then duplicate around the place and now we can press i for inset create an insert like this and then select this bottom face press x and delete this and now let's go here and switch the snapping to vertex and now select this bottom edge press g then z and by holding ctrl we
14:26
can snap this here and now we need to remove some additional faces so let's select these three press x and select only faces so we do not delete the edges and now select these two edges and delete once again only edges and faces so we are left with this kind of geometry and now we can go back to the vertex select select these two vertices press ctrl b then v or ctrl shift b bevel them and increase the number of segments with
14:58
the mouse wheel i think this will be enough here and now select these two at the top press m and merge at center and now we can select these two and bring them down tiny bit so we are trying to create some kind of alcohol here and right now we can go ahead and delete this edge at the bottom so press x and again we'll select only edges and faces and we are left with these set of edges that we can now select with
15:30
alt click and press f to fill so so we really simplified the geometry and created just one and gone for the whole alcohol and now we can select this edge right here ctrl click here to select the loop press e and y to extrude on the y axis and press f to fill and we want to add another array modifier here so let's add that one and before we do anything we need to move this array modifier over the mirror modifier here so it actually gets applied before the mirroring
16:01
and now we can set up the modifier to -1 on the x-axis so it goes inside and let's increase the count and we have a nice set of alcohols there so we can now tab out let's toggle the x-ray and we can continue with the model let's now select the original plane and tab in and we'll delete these top two faces we won't need them anymore so press x delete faces and we can select this face right here and separate it as well to another object so let's step
16:34
out select this new object tab in and we can extrude this by pressing e and now just to be safe just press a to select all and shift n to recalculate normals and let's go to the edge select select this edge right here and use shift s to snap cursor to select it that way we know we are center of this object now we can tab out and add a new one let's press shift a and we'll add cylinder here we can now tab into the edit node press s to scale this down
17:08
so it fits our object a little bit better like this and then press rx and 90 press enter to rotate this 90 degrees and now press s then y and scale this down like this so we'll be cutting into this rectangle so we can create a space for the clock but before we actually do the boolean operation i want to go to the face select select this front face press shift d to duplicate enter and p enter
17:39
to separate i want to save this for later and now we can tab out and with this cylinder selected we can shift-click the rectangle and remember you need to have the bull tool add-on activated so just go into the preferences and activate the default bull tool add-on and that way you can use the control minus shortcut to create a quick boolean operation and to better see what we have done we can now select this face that we separated press h to hide it and you can see we have an opening there
18:10
but you can see there is a problem here the resulting object is not manifold and i suspect um there will be problem with mirror modifier so if we check here i forgot to enable clipping and this didn't get merged in the middle so let's enable the clipping first let's disable the modifier in the viewport for a second and let's rotate this a little bit and you can see that this object has face inside so that makes the mirroring quite complicated so
18:41
let's now select this face here and delete it so right now if we enable the mirror modifier this object is now manifold and the boolean works properly and now we can press alt h to unhide that circle let's select it go into the edit mode and we can press a and scale it down a little bit and press g then y and move it inside the structure a little bit more and then extrude the clock itself so we have a little bit of the gap there
19:12
that will give a little bit more of that visual interest so and again we can select all press s then shift y to scale this on x and z axis a little bit more if you want but i think this will work fine so let's leave it like this and we can now tab out and we can now proceed and create the cylindrical shapes on the both sides of the clock so let's select this object right here select this edge and snap a cursor there once again and now we'll press shift a
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and add a cylinder and we can reduce the number of segments to something like let's say 12 and now we can tab in and scale this down so it sits in the corner like this and now we can scale it on a z axis so press s z and scale it up and now we can give it some structure so let's create a new loop cut drag it down here go to the face select alt click the loop right here and press alt e and extrude faces on normals you can press s
20:14
to enable even thickness and just scale it to something like this and now we can create a new cut up here let's press ctrl b to bevel it but reduce the number of segments to one and again we can press alt e and extrude along normals press s for even scaling and do a structure like that and now we can alt click here to select the top loop press ctrl b and bevel it with two segments to create a little bit of the
20:48
rounded edge there and now we can extrude this create a cut in the middle right click to release and scale it up and i think it's a little bit bulky so we can press a to select all press s and shift z to scale it only on the x and y axis like this okay now tab out and we can mirror this to the other side but we have origin point right here so we need to use object as a center of the mirroring
21:22
so let's create a mirror modifier and select the mirror object and any of these objects would do basically because they have origin point there in the middle of the original default cube so let's just select this one here and we have this on the other side as well now and we can now proceed so i'll press shift s and reset cursor to world origin and let's create a new plane so press shift a and add a plane and let's move this up a little bit so we can tap into the edit mode and start moving it up right
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up until here and we can now scale it up a little bit so it covers the whole object let's rotate a little bit and let's press e to extrude like this and we can cut this in the middle here move it a little bit down go to the face select alt click the loop right there and extrude along normals like this and additionally we can select this face press e and extrude this down and we can additionally press g and z to
22:28
move it down a little bit more and now we can again use some of the mirror modifier to help us model as little as possible so let's create a cut in the middle here and here as well let's look from the top by pressing 7 on a numpad i will switch to the wireframe view press 1 for vertex select and select all of these back vertices and these on the left side as well so we are left with this quarter and now we can add the modifier and enable y mirroring as well
22:59
so we have this corner object and now let's go back to the solid view and we'll need to define this corner a little bit better so we are able to slice it up in even spaces so let's press ctrl r create a loop cut here and we can press e for even loop cut but you can see it's even with the other side so we can additionally press f to flip this and move it here towards the corner like this and i want to do the same thing on the
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other side so press e and if necessary you can additionally press f okay and now i want to slice this up a little bit more so let's create six cuts here so press ctrl r and increase number of cuts to six like this and right click to release and here on the other side as well so let's create the six cuts there okay and now we will select some of these edges so go to the edge select by pressing two
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and select these edges and we'll move them up a little bit so press g then z and move them up and this way we created the zigzag geometry that resembles a little bit of the tiny detail on the tower there and this will look very nice from afar but we don't need all of this excess geometry here in the middle so let's go to the top view by pressing 7 go to the vertex select and select all of these vertices here and press ctrl x to dissolve them so we
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are left with one large and gone and now we can tab out and continue with the structure but i feel this is the place where we need to complete this part so what we can do right now is to just duplicate these mirrored parts and rotate them 90 degrees on the z axis but before do that for easier manipulation we need to it will be good to parent them to something so select all of these objects here and we'll need to parent them to something that has origin point here in the middle
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and for example we can shift click right here but the select this one and press ctrl p and parent so right now all of this is parented to this object but before we duplicate anything we need to fix something because there is no clock on the other side so first of all let's select this boolean object and let's add a mirror modifier to that as well and now let's switch this to y and let's pick some of the other objects that have center in the middle
25:35
as the mirror center so let's pick this one for example and now you can see the object is mirrored to the other side as well and the boolean works there and we can mirror this one as well so the same thing add a mirror modifier pick this object as center and switch to axis so now we have the same thing on the other side as well and we can move it freely by just moving this object right here so now if you press shift right bracket to select all the children of the object press alt
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d then r z 90 enter you duplicated the same objects 90 degrees around their axis so right now this is everything linked you can edit only the one object to edit everything around and same applies to these little details so anytime you do an update to a tiny detail like this it will update all around your object so that's very useful when you're dealing with this
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really complicated architectural structure like this and it's very easy to prototype objects this way okay the good news is the bulk of the work is behind us and we will now reuse a lot of existing geometry that we have already created to finish this up and we can continue upwards by finishing up with the roof and some other details so let's just select this bottom part by holding shift and i want to select the duplicated counterparts as well so we move everything at once and now press
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alt d and move this up so press g then z and move this up like this so we barely touch the ground there and now we can press s and shift z to scale this towards the middle a little bit more okay like this and now what i want to do because this is still linked to the bottom part and i want to modify this geometry a little bit so we can go to the object and let's find relations make single
27:40
user and click object and data so right now this is no longer linked but it wouldn't be so bad to have these counterparts linked so what we can do right now is to shift click this one here press ctrl l and object and data and for these two as well shift l object and data so this way we separated this geometry from the bottom parts but re-linked their data for their respective rotated
28:10
counterparts so this is now still linked and this now as well and one other thing they are still parented to this object here as well so we want to select them all press alt p and choose clear and keep transformation and now we can find a new place for their origin point because i don't like it up here so let's select this object right here and this vertex in the middle snap the cursor there so now select these objects right click and set origin to 3d cursor
28:41
okay so after this cleanup we can continue and modify this even further so let's just select these two right now that we know are linked and let's tab in let's look from the front and toggle the x-ray and we will select all of these vertices up here press g and z and move them up tiny bit like this okay and now toggle the x-ray again and i want to delete this excess geometry right here i want this to be open
29:11
so select this face this and gone right there press ctrl plus to expand the selection to the sides as well and press x and delete faces and right now i want to select this angon and press e to extrude inside like that okay and additionally we can extrude this one as well and to make this look a little bit more interesting we can hover over here press l to select linked press g then y
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and move it here like this so there is a little bit of that step now if we tap out we have this geometry modified all over the place and now we can cover this so press shift a add a plane let's look from the front by pressing one on numpad i will reset the cursor to world origin press g then z and move this up like this we can additionally tab in press s and scale it down and press e to extrude let's inset this
30:18
a little bit to give it some more structure and extrude down so we have another level here so what we can do right now is to snap cursor here again so cursor to select it and now tab out let's press shift a and add another plane and we can tab in press s and scale the plane inside like this and maybe scale this down a little bit more and now extrude so let's press e and extrude a base for the roof and we can scale
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this down like that and create some loop cuts there so ctrl r increase with the mouse wheel and create loop cuts right here right mouse button to release and press s to scale this down so there's a little bit of that curved slope maybe we can make it even stronger a little bit so let's scale this down here and additionally scale those parts okay but i feel like we might have to increase the height on this part
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here as well so let's look from the front select these all of these objects basically we can tab in toggle the x-ray and select all of these vertices here press g then z and move them up so you can see how easy it is to modify structures like this and with blender enabling us to edit multiple objects at once it is really easy to make changes to existing structures so let's talk about the x-ray again and we can continue with another level so let's tap here
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and switch cursor to select it and we can add another plane here let's scale it down and we'll create another level here so let's extrude this with e inside again and extrude it down and now we'll create similar geometry like down here and i think this will be easier to create from scratch than to modify because i want different number of columns there so let's press shift d to duplicate this plane b to separate
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so we don't need to create an exact same plane in the place and now scale this down okay and let's extrude to something like this okay i think this will be great and i think i want to scale this up so s and shift z you might see me tweaking the proportions here and there so just bear with me on this please and right here same as before we only need the front face here so let's select
33:03
that one and separate it and we can delete the rest of the object and now let's cut it in the middle and delete this face as well and let's create one cut here and delete that one as well so we end up with this one part and we'll continue in a similar way than before we can just press i to inset let's talk about the x-ray and now we can snap this to the bottom vertex
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and let's delete these faces so press x only faces and now these two only edges and faces so we can freely bevel this like this let's select those two press m and merge at center and now we can move this down a tiny bit like this remove this edge right here and create and let's alt click the loop
34:08
and press f to create an angle there and we can additionally create an array modifier here and set the x to -1 and let's extrude this inside tiny bit okay something like this and we can add the mirror modifier and we read this on x as well as the y type out toggle the x-ray and now we can press alt d enter and rz 90 degrees to rotate this 90 degrees and if we don't like the
34:40
shape of this we can also go back into the original mesh and reduce this tiny bit so we have a space for those corners there so yeah this works fine i think let's now finish up with the tip of the roof so let's press shift a and add the plane here once again let's move it up and we'll scale this down let's extrude tiny bit and scale it up to create
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a little bit of a slope then i to inset and extrude once again and we can create a cut here release and then alt click the loop and alt e and s for even scaling to extrude this out like this and once again we'll select the top face and extrude down a tiny bit and let's press now i for inset and e to extrude the tip and then press s to scale we'll cut this
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twice again similar than before and scale it down and let's alt click the loop here and bring it down like this so this way we'll finish the roof and the only thing left here is to extrude this once again scale it up one more time scale this down and the final extrude and final scale and basically this is your roof so the structure is almost complete now
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we only need to go downwards and that'll be very easy we'll again reuse a lot of geometry here so first of all let's press shift s and reset the cursor to the world origin and now press shift a and add the plane and we'll move this down so let's look from the front so we better see what we are doing and move it down now tab in and scale it out tiny bit and we can extrude this down create two cuts here and go to the face select select this loop
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scale it by pressing shift z so we are scaling only on x and y and do something like this okay so that will be the first part and now we can tab out and select these two objects go to the front view once again press alt d z and move it down like this and additionally we can press s and shift z to scale it inside a little bit and now we can snap a cursor there
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so press shift s cursor to select it click away to deselect and we'll add the cube once again and again we only need one face so select one of them press p to separate and delete the rest of the object and now we'll need to fit this cube so it fits the scaled object so let's press so let's scale it down first now apply that scale so press ctrl a and apply and we'll need to snap these corners to
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the other geometry so let's go to the edge select by pressing 2 and we can enable the x-ray again and we'll need to snap this to the corner here so press g and by holding ctrl you can snap it there and same at the bottom so select this one here press g and snap it there and now we'll select this edge right here press g and by holding ctrl snap it down here so we placed it
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exactly where we want it the origin point is still in the middle and now we can press ctrl r and increase with the mouse wheel to three cuts so we create four identical planes and now let's just select three of them and delete them so again we'll use the same approach as before right now we can select this one press i to inset and you probably know the drill by now we'll create a similar alcohol here with similar approach so delete this bottom face go to the edge select
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press g then z and snap it here now we will select these excess faces press x delete only faces now we'll select these edges delete all the edges so we are not deleting any vertices and now go to the vertex select select these two press ctrl b then we and bevel it out we can create one more bevel maybe here and let's merge these two at center and now we can move this
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around the place so this is a little bit sharper like this and now let's remove the bottom edge so we have the edge loop and press f to fill that now select the loop inside by holding ctrl and press e then y to extrude it inside and press f to fill and now only thing left is to add an array modifier with -1 on the x-axis and one more thing to do here is to add
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mirror modifier and mirror this on the y-axis so it goes to the other side as well and let's press alt d r z 90 enter so this is amazing how in blender you can quickly chain these shortcuts and issue commands complex commands like this in matter of seconds and now if we toggle the x-ray again this is basically complete right now and only thing left to do is to select this bottom part let's look from the front press alt d and move this down
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like this so this is basically the whole structure now the only thing left is to add some clock here so that'll be very easy to do let's just select the clock shift s cursor selected and now let's add a plane so press shift a add the plane tab in rx90 to rotate 90 degrees and let's scale this down and move on the y to move it out a tiny bit like this and now select this top edge press
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g then z and move it up okay that's the first one now tab out let's press shift d to duplicate an r y and let's say 120 degrees minus to set some clock and we'll press g twice in the edit mode to slide this inside a tiny bit and what we can additionally do is to select both of those go into the edit mode and extrude them and then we can hover over the smaller one press l to select linked and press g
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then y and move it outside a tiny bit more and now you are able to set whatever clock you want you can just press r y and rotate this and now we want to move them to the other side as well but mirroring won't work here um because we need to see the same exact clock from every side but we can link duplicate and rotate them like the other objects we just need to do it three times but they have origin point here so if you try to rotate them around the z axis they will rotate here so what we
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need to do is to press shift s reset the cursor to world origin and now hold period to switch the pivot point to 3d cursor and now we are able to rotate them all around the tower and let's press all the r z90 enter and now to repeat this you can just press shift r to repeat the last command and once again and we distributed them all around so again the magic of shortcuts in blender and to be able to move this object
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around a little bit better we can now select these clock hands and parent them to the original object like before that's this one so ctrl p parent to object and now if we try to move this you can see some of the other objects are parented there as well and what i want to do is to parent this additional object as well and parent them to to this ring up here as it's one of the easiest selectable
43:04
items here so press ctrl p and parent it and now let's see what we are moving it's almost done so now the only thing left is to select all of those at the top and parent them here as well so ctrl p keep transform and now we are able to move and scale the tower by manipulating just one object let's switch back to medium point and what's amazing about this is that when you select an object like
43:36
this and go into the edit mode you can just edit this tiny little detail and you can see on how many places it got distributed same applies for these alcoves and all of these parts as well so it's very easy to make changes and i really love this workflow you might not like that it's all split into different parts and that this is not a manifold geometry um of course if you would like to export this into some game engine or something like that you
44:07
would need to make a lot of changes and actually apply a lot of these modifiers and clean up the geometry so you have one manifold object but for quick prototyping and making an illustration like this i really like this approach and i love the workflow i use it often as you know so this was the big band for you or the elizabeth tower whatever you prefer um i know it was handful i know this was quick but as i said in the beginning
44:37
this will be a more intermediate stuff if you imagine i would really go over every tiny command and every single thing and try to explain it would quickly go to three hours for the single part only so thank you for staying here all the way i'm trying to repeat what i do here i hope you like your result next time we'll go and create that london double decker so there will be something a little bit different i hope you look forward to it so after this kind of a tedious
45:09
architecture modeling we'll go and create an actual car model hovering car model so i think they'll be a lot of fun so please stay tuned for another part of this series i hope you enjoyed this one and if you're new to the channel and you like to see the whole series and you like to see series and tutorials like this in the future please hit that subscribe button and the bell button to get notified when i release something new and again big thanks to nvidia and scan computers
45:39
for making this series happen for you thank you all for watching and see you in the next part [Music] you

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