Blender 2.9 Beginner Tutorial - Part 1

Blender 2.9 Beginner Tutorial - Part 1

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if you are new to blender this tutorial was designed for you together we're going to go step by step as you create your first 3d project [Music]
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[Music] if you're like me the first time you opened up a 3d package you might feel like you've just entered an alien spaceship there are so many different buttons so many different menus so many different tabs and this can be super overwhelming when you're first starting which is why we at cgfastrock.com are super passionate about really simplifying the process and building the courses that we wish we had when we first started this is the blender fast track series in part one we're going to get up and running with the 3d viewport we're going to take those skills and
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level up by building this minecraft scene in part two we will learn the basics of polygon modeling we're going to model out the sword we're going to apply textures and shaders in part 3 we're going to go over cinematic rendering and environment building utilizing the included rocket and as a bonus we're going to integrate the character and go over some basic keyframe camera animation if you would like to get to know me there'll be a link in the description to my demo row and with all that said let's get going
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we're gonna start working on building out our minecraft scene here so when you first open up blender you'll notice that there's a lot of stuff in the interface there's a million and one buttons for part one we're primarily going to focus on the 3d view so we can ignore most of the stuff just to get going and the 3d view is going to be right here in the center right there so this is where we're going to be spending most of our time and inside of this 3d view you'll see three strange looking objects right we have our cube right here which is going to be our mesh we have our little circle thing right here which is going to be our light and then
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we have this little triangle thing over here which is going to be our camera we're going to be using each three of these very heavily as we move forward the most important one we want to get to know is going to be our cube so if you notice as we move around and we click on these individual icons these individual objects you notice they get a little yellow highlight around them so that's how you know that an object is selected so why is selecting objects important whatever is highlighted is how we tell blender what we're going to be working with at this point and we can start working on these
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objects by working with our toolbar over here so these three main buttons over here are the most important buttons that we want to get to know for part one the top one right here is going to be move then we have rotate and we have scale and you'll notice that whatever we have selected is going to now have these little gizmos on them so i'm going to select my mesh to start and i'm going to play around with move so with move you'll notice that we have three different handles and if we just click and drag on these you notice that we can move our object around very very basic and if we start going down right here
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with rotate you'll notice that we have three more handles and if we just click and drag on any one of these handles we can now rotate our object very very basic and the same thing with scale so when we go to scale we get three different handles now we can scale our object for scale mostly what i use is just this outer white circle right here that's how you do uniform scale that's how you scale the entire object up and down now there are some other tools over here the most important one outside of these is going to be selection which is going to be at the
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very top and this is just how we basically select our objects but with that said we have our move rotating scale and you can also just select while those are inactive as well so for the most part you'll see me in part one just using these three right here and we'll touch up on some other ones as we go experiment with these get to know these three very well and then in the next shop what we'll do is we'll start talking about navigating our 3d view so navigation is how we move around our scene just like this and you'll be able to see my hotkeys with both my keyboard
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and my mouse right down here and what you'll see down here is basically we have middle mouse which is going to orbit around our scene so you can think of this as orbiting or rotating and then we have middle mouse scroll up and down so we zoom in and out build a mouse scroll up and down and then we have shift middle mouse button which is going to pan around so you think of panning as moving middle mouse scrolling as zooming in and out and then we have middle mouse alone just to orbit
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now if you ever get lost something like this you kind of flipped around maybe upside down if you just go up to your view menu up here and then you go to view and then just go to frame all it'll basically just reset the entire scene so that's just view frame all there's a lot of other really good stuff in this view menu that we'll get to in a bit and if you don't have a three mouse button what we can do is we can set up our preferences so if you're on a laptop we can do is just go to edit preferences and then you'll go down to input over here and then what we can do is just do
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emulate three mouse button and if you hover over that you notice it says alt left mouse button so you'll click that and then all of a sudden we can now use instead of middle mouse button we can just hold alt and then do left click to orbit around like that so most of you guys are not going to actually need that i'm going to go ahead and turn that back off so these three tools right here are going to take a lot of practice this entire part 1 and part 2 of blender fast track is basically going to be a toolbar and navigation exercise that's all we're going to be doing is practicing how to move things around
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and how to get comfortable moving around our 3d scene right here you're going to feel like you're stumbling around you're going to feel like you're having a difficult time maybe but just like riding a bicycle you will get better over time it takes a lot of practice to get good at this part all right and then in the next chapter what we'll do is we'll start building out the first pillar to our minecraft scene this is our goal right now we want to start building out the initial pillar to our scene and the first thing we're going to learn how to do is how to duplicate our cube around at this point we've been working pretty messy so we want to reset our scene so
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we have two tools whenever we get stuck in blender to reset or undo first one is just going to be edit undo but if you really get stuck if you really mess things up or you can just do a file new and then general general is just going to be the default blender file so if you click that file new general everything in the scene is going to reset you can go ahead and hit don't save everything is going to reset and you're going to be presented with the default blender scene which is where we're going to start now so we want to start duplicating our cube right so if we right click we have duplicate
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objects right here in the center so duplicate objects is really a three-step process we right-click duplicate objects and then we move it around and then we click to drop it right-click duplicate objects move it around click to drop it now if we want to get rid of cubes what we can do is right-click and delete all the way at the bottom so right click delete all the way at the bottom and the problem with this is that you know if we move this around with our move tool manually you'll see that okay it's going
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to be really really tedious setting up this minecraft scene having to manually place all the stuff right next to each other right so what we want to do here i'm going to go ahead and delete that is use our snapping tool so while our cube is selected and while our move tool is selected we want to come up here to our snap tool right up here so after you click your snap tool it's going to highlight blue blue means it's going to be active and now if we move things around you'll see okay now it's going to be snapping around it's going to be snapping which is going
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to make it a lot easier for us to line these things up if i right click here duplicate objects move this up you notice now we can line this stuff up pretty easily at this point now another tool that we want to do here to line this up is you know if we move this around at an angle like this it's this this kind of stuff scrap where we right click duplicate objects and it's going to be really hard to kind of make this stuff go where it wants to go right so what we want to do here i'm going to go ahead and delete object what we want to do here is look at this
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from a profile view we only want to be looking at this from one angle at a time this is three different angles this is two different angles this is one different angle right so we want to select that from one different angle right click and then duplicate objects and then move that up and we'll just go ahead and do that over and over and over so you can just continue duplicating this up the amount of cubes i'm going to leave off with is just going to be a number of 10 and then so 10 cubes tall and now if we want to start scaling these tops and bottom ones you'll notice
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that we can start scaling at this but the problem with this is that it's not going to be incremental so if i scale this like this and just edit undo or control z out of that you'll notice that as we duplicate it's not going to be lined up right so that's going to be a problem right so i'm going to go ahead and delete that and then the next chapter we'll start talking about our properties menu our properties menu over here which is going to help us out with that so goal right now is to set the exact scale values right here so that when we duplicate this that
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they'll line up perfectly so to do this we're going to need our properties menu so our properties you can think of node properties or object properties in blender as basically we have our 3d objects we have our mesh our light and our camera right here and each one of these objects are going to have properties that are within them that we don't that we don't necessarily have control over in the 3d view to set up so as i select these objects right here you'll notice that right down here our properties menu is going to change
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this is a very very confusing part of blender because not only do we have all these menus up here we have all these menus over here and it can be just one big confusing mess so the first step to understanding the properties menu is that these menus change down here anything that's up here is going to stay static right so all everything at the top right here these settings all these menus right here they're the way to modify the actual blender scene file or the world of blender whereas these bottom ones down here are
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going to be the way to modify the objects them that live within the blender file if you're ever wondering what any of these tabs do if you just hover your mouse over them it'll actually give you the text version which can be a little bit easier when you're first starting off you know we have like scene properties world properties object properties all these different properties that belong to things that in our scene so we're going to be diving into these as we go the one that we want to be focused on right now is going to be object properties right here
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now you'll see here that we have you know our transform values right here which is basically our location rotation or scale so instead of modifying these things with all of this over here we can modify them directly over here so this and this are the same thing and now what we can do if we want to just set the scale manually what we can do is just set that up right here so we can do something like 2 and a value of 2. so now that when we duplicate this
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right click duplicate objects they're going to line up exactly just like that i'm going to go ahead and delete that now we can do the same thing with the one below it right so we'll select that go to our object properties we'll do 1.5 and then 1.5 so you'll see that we have x y z x y z x y z these are all just coordinate systems they're 3d coordinate systems within this seam you'll see that up here as well x y z x y z so location rotation and scale they're all going to have
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their x own x y z coordinates you can also think of them as three dimensional coordinates so notice as as i move this up and down right here you'll notice that our location is changing right here because the location values for each one of these cubes are all going to be different so then what we'll do is just go to the bottom we'll set this to a value of 2 and 2 and 1 and then we'll go to the one right above it and we'll set this to 1.5 and then click that again 1.5
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so we're going to start setting up our lighting in our scene we're going to set up some basic textures we're going to start duplicating this around and then we're going to start building out the rest of the scene but first we're going to start working on our lighting so the first thing we want to talk about is solid mode versus rendered mode by default blender is in solid mode right up here if we click over to rendered mode we'll see okay now our lighting is actually doing something if we come over here to our light and start moving this around we can start to see some resemblance of a light now it's a little hard to see because
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there are no shadows there are no shadows in our scene because basically we don't have in a ground plane let's go ahead and add in a grappling and we'll do that by going to add menu mesh plane we'll be spending a lot of time in this ad menu up here basically this is how we get new objects into our scene that are not just the default camera the default cube the default light and we'll be touching up on this as we go but we'll just do add mesh and we'll add a plane in you see okay it's highlighted down here but now what we do is scale this up so
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we'll go to our scale tool and we're going to scale this up and now we'll start to see okay now we actually start to see that there's some shadows going on now this back side over here looks really flat right here the very first thing i do when i enter render mode is i come into my render settings over here and i turn on ambient occlusions so what is ambient occlusion ambient occlusion is just a fancy word for contact shadows so you can see right here in the cavity areas we're getting a more realistic result and what we can do here is if we
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go up on the distance say a value of two and then a factor of two so that's going to be spreading it out and applying more of that on there which now if we toggle this on and off you'll see is looking much much much more realistic hdris are going to basically help us get out of this grayscale world and into this more colorful more believable type of environment so what an hdri is i pulled up this website hdrihaven.com and what an hdri is is a texture or an image that we
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bring into our scene that we then use to light our entire environment and you can see here these are a bunch of spheres that are rendered with this hdri in them so you can see we're getting these believable reflections this believable lighting that's all because we're using this texture as our environment so blender comes with some hdri shipped already and to start using this what we're going to do is come up here to this little dialog box and we're going to turn off scene world right here and just by doing that it automatically enables hdris into our
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scene it's a little hard to see but if we click on this one right here we can start going through all of them right here and what you can do is just start picking and choosing and playing around with this and you can see here that we have a bunch of different hdris to play with it's a little hard to see but if we do this world opacity we bring this all the way up to a value of one it's basically going to allow us to see the hdri within our scene so i'm going to choose the hdri that's going to be all the way to the right which is going to be this sunset hdri i'm going to leave the rest of these values default values
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now what we want to do is get our physical light that we have in our blender scene to match our hdri light and our hdri light is going to be a sun so what we want to do is go down to our light properties down here so there's going to be another properties menu so you have to have your light selected and then come all the way down here we're going to be touching up on a lot of these properties as we go the most important one that we want to touch upon is right up here so by default our light is set up to be a point light which means the light itself is emitting rays from basically 360 degrees what we want to do is switch
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this over to sun there's a couple different ones you can feel free to play around with these one that we're going to use right now is just sun now uh it's going to be way way too bright out of the box so we're going to do is set the strength down to two and then our angle down to two as well so angle basically is going to be how soft the shadows are if we make this the value of like 10 for example then you can see okay we have really soft shadows um a value of two is going to be totally fine for us and then what we want to do is we want to rotate this light to match our hdri and you can see here
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whatever the brightest side is so our light is going to be over here so what we want to do now is rotate this so go to my rotate tool over here and i'll rotate this like this get that looking good great and then in the next chapter we'll start applying our minecraft textures to our objects so in order to take our scene from here to here we need to get to know materials and textures so what are materials and textures materials are going to be properties of our object and they're going to be properties that contain whether or not it's going to look like a chrome ball whether or not it's going to look like a piece of glass whether or not it's going
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to look like just a flat shader whether or not it's going to look like plastic all of that and a texture is an image that goes into a material so material and a texture they're technically two different things and that can be a little bit confusing we take our textures from our hard drive and assign it to our material all of these textures are going to be included you can find them and download in the description go ahead feel free to pause the video and download those and come back first i'm going to do is just get rid of our ground plane we don't need that anymore we're going to build out our ground plane with our minecraft cubes
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so right click on that delete and then if we select our bottom cube here we'll see that okay we have our material properties down here all the way at the bottom they're going to that's going to look like a little checkerboard shader this already has a material in it but some objects when you make them they don't actually come with material if you're using the default cube that comes with blender you'll have a material but yours might look like something like this it might just look completely empty if yours does look empty what you need to do is click this new button up here and what that's going to do is apply
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a new material to this object and you'll notice that as i click on these you notice okay this one has a material this one doesn't that's because i just got rid of that so i'll just go to hit new we're going to be getting to know a lot of these properties as we go you know specularity metallic all these things the one that we want to get to know now the most is going to be base color and base color basically allows us to change the color of our material very very simple so we don't actually change the color what we need to do is apply a texture to the base color and we do that by
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using this little yellow um dot that's next to the base color so we click that yellow dot and then what we do is go over to image texture it'll be in the second column the fifth one down and once you click that way you'll notice that you you now get an image texture node that goes into the base color slot and what that's going to allow us to do is now use this open button right here that's going to allow us to bring in a texture so i'm going to go ahead and do that hit open you'll need to navigate where to wherever you downloaded your files so
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i got mine right here and then i'm going to choose white.jpg it's going to be the very last one i'm going to hit open and there we go now we have our first texture assigned to our minecraft scene so you'll notice that the texture's going to be blurry what we need to do to fix that change this option right here over to closest now what does that do basically that's texture interpolation because our textures are going to be super small they need to be stretched up really big which is essentially making them blurry and changing this interpolation the closest right here it's allowing it to be sharper that's a
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little complicated we're going to move on from there now whenever you do this you might have all of these textures assigned already if your material was already pre-loaded in here your pillar might already be all done but if it's not what we need to do is take this material and assign it to all of these other blocks right here to do that before i do that what i'm going to do is change the color so before we do i'm going to just change the name of our material so i'm going to highlight this and change this to white and now what we can do is go over to another object right here and we'll just select this
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and then we'll go to our material assignment dialog box down here we'll click that and then we'll choose white and now we've just assigned that material to that cube and now we just need to apply that to the rest of them so i'm going to go ahead and do that i'm going to select this go material white and again there's more efficient ways to do these material assignments i'm going to do it the long way just to keep it really really basic for part one in part two and then as we go we'll talk about ways how to speed these processes up so so now our pillar is done now we need to
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create our ground so i'm gonna go ahead and duplicate two objects and make one brown and make one green so i'm gonna go ahead select this and then right click and then duplicate object move that down again i got my snap on still right click do the objects move that down and there there we go now we have two now what we need is we need to change the texture for these two at the bottom so i'm going to select this one right here i'm going to go over here and i'm going to click this little new material button right here and when you click this new material
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button you'll notice that okay our name changes here that's because we just copied that material so i'm going to select this i'm going to hit i'm going to change it to green and then what i would do here is go to my dialog box again and my dialog box is going to be down here so it's going to look like a little folder right there and then what we do is we just click that and we just click that right there and then we can just choose a different texture i'm just going to go ahead and choose green dot jpeg so again that one right there and then what we do is just we just rinse and
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repeat this process for the next one so go ahead and select this one down here i'll go ahead and duplicate the material right here i'll choose brown for the name and i'll go ahead and choose my dialog right here and then go to brown dot jpeg there we go and we're all set to start duplicating our cubes around and we're going to do that next duplicating these pillars around our scenarios is going to be a very tedious process so something we want to get to know before is going to be multi-selection
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so to look at the problem here if we simply you know do this one by one by one and we duplicate these around our scene like this it is going to take forever right so we want to get to know multi-selection we have a couple different ways to do multi selection the very first one is going to be box selection so up here in the top left we have our selection tool so if we click that you notice we are on box if it's not this little square icon right here what you want to do is click and hold and go to select box right there
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it should be on by default you should be good there's other ones as well select circle select lasso we're going to stick with select box for now if we simply click and drag like this across our scene we can now do multi-selection so multi-selection is how we tell blender to do an action on multiple objects for example if i click and drag on this pillar right here and then go to my move tool we can now move all of this around at once so that's multi-selection for the most part
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we can apply a selection without even using the actual selection tool itself we can still select things while we have our move rotate and scale on so i'm going to be focusing on just simply using my move tool right here and then we can select things as well as long as we have select box up here activated we can still do our click and drag selection the next way to do multi-selection is going to be shift selection so shift selection is clicking and then while you click you hold your shift button
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and you'll see this down here right down here you'll see my mouse hotkeys here as i do shift select we will select multiple objects like this and then we can start manipulating them after the fact just like that and then the last way to do multi selection that we're going to do in this one is going to be doing select linked so what we do here is we click are any of our boxes i'm going to click the white one i'm going to go to my selection menu up here and we haven't been in this one at all but there's a lot of really really good stuff in here that we'll get to know
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we're going to go down to select a link and then do material so select the link will be the second one at the bottom and then material will be the second one to the top and we're going to do this while we have our white cube selected and as soon as we do that you can see okay boom there we have it's going to automatically find those cubes within our scene so we don't have to actually do that mainly so select all the way at the bottom select linked and then select material now we have now we can go into our
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profile view here right click and then duplicate objects and then right click duplicate objects again so i'm going to do this six different times for this side and now you can see okay this is a lot easier to work with and again you might need to adjust things as we go i'm going to go ahead and continue doing this there we go now we have our first six pillars ready to go and there we go we're going to finish duplicating this out in the next chapter so we're going to finish out duplicating our minecraft scene so at this point you have all the tools
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that you need to be able to finish this off this part is going to be just more about technique so i'd recommend just kind of watching me as i work and then afterwards you can kind of pause the video and then follow along then the way you end up doing it might be a little bit different and that's going to be totally okay so i'm going to start by just taking these two blocks right here and then duplicating those over so i'm going to right click duplicate objects and then what i'm going to do here is just select this pillar right there so clicking and dragging right there and
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just making sure i only select that white pillar right there and then what i do here is then duplicate this over right click duplicate objects and then do that five different times and again the way you might do it is going to be a little bit different it doesn't have to be exactly the same feel free to experiment or feel free to match mine exactly so we go there we have five and then these two at the end i'm going to shift select these and then just right click delete great and there we go so now what i'm going to do here is select these ones and before i get any further what i'm
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going to do is just spread this out a little bit i'm going to move this light all the way over here and i'm going to move this camera all the way over here and that's just going to give me some more room to work so that when i'm selecting things i don't accidentally select the light or something like that and accidentally duplicate that so i'm going to go ahead and select this over here i'm going to select this like this to capture all of those and then right click and then duplicate that over right click duplicate objects and then move that over
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and again it's going to be a little tedious lining these up as long as you have your grid snapping on it'll be a lot easier there we go and then i'm going to select these center ones right here so just clicking and dragging on those and then go to my profile view again right click duplicate this over and again when you're doing these big stretches usually i'm going to have to re-line it up at the very end just to make sure everything's nice and tidy there we go so the pillars
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are all done and now we have to duplicate the ground so i'm going to duplicate this brown one i'm going to bring it down so duplicate objects bringing that down and do that three different times so it's going to be four deep and then i'm going to do is select this and then just start duplicating this out so i'm going to right click duplicate objects right click duplicate options duplicate objects so now this is going to be too deep and then i'm going to select these and then continue down and make just
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one line so right click duplicate objects and then continue that down and then just make sure everything's lined up and then just select this last one right click duplicate objects there we go so now what we can do is select this like that and just make sure we have all the right ones selected and then we'll just go ahead and duplicate that so if you're more of an experienced user and you're watching this you might be wondering why are we not using the array modifiers
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and for you new blender artists out there the array modifier is a faster way to do this duplication the purpose of this is not to be efficient the purpose is to get practice in the viewport though again a lot of things that we're doing right now is not necessarily the most efficient way but it's the easiest way to get going and then as we go we'll slowly level up our skills by adding more efficient ways to work so i'm going to continue duplicating this over
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and then just make this too deep there we go um so that's all looking good and then what we can do is uh cut some off the edges here so i'll just select this right click delete and i'll do a couple of them right click delete and i'll just kind of break it up make it feel a little bit more more minecrafty um again this is all going to be artistic decision at this point the way you do it doesn't have to be the same um you can feel free to experiment and all of that
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i'm going to wrap this up after this last corner right here and then in the next chapter we're going to have a little bonus chapter and then we're going to tear this down with some rigid body simulations all right so we're going to take our minecraft scene and tear it down with some rigid body simulation so to do this simulation what we're going to need to do is get to know active and passive rigid bodies so what are all these things rigid bodies this is just a fancy word for saying simulations right and then active
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is going to be simulations that are going to be moving and then passive is going to be simulations that are not moving so a lot of fancy words but very simple to do so the first thing that we need to do is set up our pillars to be active rigid bodies so we'll select a pillar we'll go up to select select linked and then we'll do material so same thing that we did before select select linked and then material and then what we need to do is after we click that is go to our rigid bodies menu
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and we're going to find that up here in object while all these are highlighted we're going to do object we're going to do we're going to do rigid body down here so object menu rigid body and we're going to do add active so this menu you know we haven't talked about this at all yet but we will be getting into this more and more the right click menu that we've been accessing gives us a lot of these properties because whenever we right click on an object in the viewport it's going to give us some shortcuts to things that are in the menus up here
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in long story short we've been using this menu with the right click we'll do rigid body add active and then what we need to do is select our green down here then we'll do select we'll do select linked and then we'll do select by material which will then select all of the green objects in our scene then we'll do the same thing object rigid body and then we'll do add passive so instead of doing add active which is going to be to move we're going to do add passive which is
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to not move so go ahead and click that so we still don't see any simulations right that means we got to click this little play button down here and before we do that you know if you're on a slower computer what we're going to want to do is switch over to solid mode um we're currently in rendered mode and you know this can get heavy even just by itself but doing animation with this is not necessarily ideal so i'll go ahead and click on solid mode up here and we'll just go ahead and hit
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play and again yours might be a little bit slower because you might be on a slower computer but you can now see things are moving and as we play down here by hitting this play button we'll see this time slider moving this is our time slider moving through time essentially and this is our timeline if you work with a timeline like a video editor is very very similar but if you haven't long story short we have frame 0 over here and then we have frame 250 over there and that's just what we have set up right here within our frames
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so if we want to reset all we have to do is now hit pause and then we'll select rewind right here so this rewind button is going to be just to reset the simulation now i'm going to go ahead and turn back on rendered mode and do simulations like that for you you might want to stay on solid mode so to make the simulation a little bit more interesting what we want to do is a little bit of sabotaging of our minecraft scene here so i'm going to go ahead and come in here and start moving some things around so something like this where we just move this back like this
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and now whenever we move that out now this has the opportunity to fall down right and then all of a sudden we see okay this thing becomes much much more interesting in the sense that it's going to be interacting with each other so i'm going to go ahead and move some things around we'll go ahead and move this around like this and if we just do like two blocks like this and maybe one over here on the side um that should be enough in terms of getting something going with our scene so it's moving a couple of the way towards the bottom on one side
34:33
you know one go in this direction and then we'll go in that direction and then we'll go in this direction it should be enough so i'm going to go ahead and hit play and there we go pretty fun so there's going to be one more setting that we're going to want to do and basically you notice right now everything kind of feels like it's in slow motion um that's because our scene scale is really really really big and we'll talk about scene scale as we go it's a really important topic but since we're working really really big what we want to do is just
35:07
set up gravity to be to be a little bit heavier what we want to do here is go to our world properties right here and if we go to word properties we have this little dialogue called gravity and if we expand that we have our z property right there now it's set to negative 9.8 which is physically accurate we're going to look at work a little bit physically inaccurate right now and just set it to negative 30. and now if we reset our simulation over here and hit play we'll see okay now it's going to fall down much faster
35:38
and it's going to look a little more believable it's not going to be anywhere near physically accurate but it's just just enough to get our scene moving around so if we want to save out our frame here what we can do is just scrub with our little blue timeline slide right here pick a frame that we like and what we can do is go ahead and render this out so we can post it on social media so i'm just going to pick a frame right there and then what we do is just go up to view and then all the way at the bottom down here we'll have view render image so
36:08
we're going to use this render image for now there is another way to do this which we'll get into specifically up here in the render menu for now we'll just do view viewport render image and you notice we get this really big image so what we want to do is set this up to be a little bit more social media friendly so what we want to do here is go to our output properties and our output properties right here are basically where we set up our render resolution and our render resolution is going to be the size of the image
36:40
after we render it so i'm going to set this up to be 1080 by 1350 which is going to be a little more social media friendly i'll just do view viewport render image and there we go it's a little bit big for my recording right now but what we can do right now is just image save as and then from there you can save it anywhere on your computer and then hashtag it with cg fasttrack we love seeing everyone's work specifically we check instagram nearly every single day and we love seeing your guys's renders and now it's time to build out the sword

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