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00:00:00
Hello everyone and welcome my
00:00:02
name is Andrey Sokolov
00:00:04
I am a computer
00:00:06
graphics specialist in automation and optimization of
00:00:07
projects
00:00:09
thank you very much for your support
00:00:11
thank you everyone who subscribed to the channel
00:00:13
shared the previous videos let's go in
00:00:16
this video we will talk about
00:00:18
modeling first of all I want to
00:00:20
look at two different concepts
00:00:23
modeling is
00:00:24
destructive and procedural modeling, what are
00:00:27
procedural and what is such a destructive
00:00:29
approach? With a destructive approach, we take
00:00:32
certain steps, we cannot return to the
00:00:35
previous step without deleting all the
00:00:37
subsequent ones.
00:00:38
With procedural, on the contrary, we can
00:00:41
take several steps, then go
00:00:44
back a few steps to redo
00:00:48
something there. and this will influence all
00:00:50
subsequent steps, that is, we do not delete them;
00:00:55
for those who have already worked in the blender program, the
00:00:57
editing mode of these
00:01:00
can be applied to destructive modeling, in which we basically do all the
00:01:03
modeling in the form in which we
00:01:04
imagine it, and also partially
00:01:07
sculpting procedural modeling
00:01:10
includes modeling using
00:01:12
modifiers and also, again, partially
00:01:15
sculpting using the
00:01:17
multiresolution modifier for those who are familiar with
00:01:21
all these aspects of blender, in
00:01:23
principle, today there will be nothing new,
00:01:25
you can watch the next
00:01:27
video if it was released at this moment for
00:01:30
those who doesn’t know today we’ll talk in
00:01:32
a little more detail let’s go I’m using
00:01:35
blender version 2.9 0.1 click outside the
00:01:38
loading screen and go to the
00:01:41
main scene last time we looked at
00:01:43
how navigation occurs in
00:01:45
the scene and how we can
00:01:47
move a separate object today we’ll
00:01:50
talk first of all about
00:01:51
destructive the method of modeling is
00:01:53
modeling in the object editing mode, you
00:01:55
can get into it in two
00:01:58
ways, the first way is to click
00:02:01
here on the object is young and switch to
00:02:03
this mod of these mods and that is, the
00:02:05
editing mode, the second method is
00:02:07
faster by pressing the tab key,
00:02:10
I will not focus on it
00:02:13
very much for a long time because we can talk about it
00:02:16
ad infinitum, this is a very big
00:02:19
topic that requires not one or two
00:02:21
lessons, many people have been doing this all their
00:02:25
lives, today I will look at some
00:02:27
main points that will allow you to
00:02:30
start modeling at least something, and so
00:02:33
there are three modes modeling I will bring
00:02:35
the object a little closer the
00:02:36
first mode is when we select
00:02:39
the vertices points the choice is made
00:02:42
depending on how your
00:02:44
program is configured either with the left or right mouse button
00:02:47
in me they trample on the right button
00:02:49
you most likely have the left one to select
00:02:52
several elements we hold shift
00:02:55
in this way we can select and
00:02:57
deselect elements; this is the mode for
00:03:01
selecting points or vertices; the second
00:03:03
mode is the mode for selecting and j, or
00:03:07
if translated into Russian rapper, in this
00:03:10
mode we select and edit
00:03:13
individual
00:03:14
and g; the third mode is the mode for selecting and
00:03:18
working with polygons we select
00:03:20
whole polygons at once hot buttons for selecting
00:03:22
these modes 1 2 and 3 are
00:03:24
not on us, but those that are
00:03:27
on top of the keyboard the first mode is
00:03:29
vertex 2 and g and 3 are faces polygons
00:03:35
after we have selected a certain element
00:03:37
we can carry out basic operations with it
00:03:39
just like we did with
00:03:41
whole objects, we can press
00:03:44
r to rotate g-grip to move and
00:03:48
with scale to decrease and increase
00:03:51
the size, in the same way when we click
00:03:54
after we click for example with the
00:03:56
left mouse button we confirm the
00:03:58
actions and the object remains as it is
00:04:01
we leave it
00:04:02
or if we press iOS and press the
00:04:04
right mouse button, then the change is
00:04:06
reset in the same way as for
00:04:08
objects, we can limit the change to
00:04:11
one of the axes, for example, we want to
00:04:13
rotate this polygon which we
00:04:15
select only along the y and or y axis, we
00:04:18
press r white
00:04:20
and thus it will rotate
00:04:22
only around the wi axis r x rotates
00:04:25
only around the x axis
00:04:26
moving the gleb x works in the same way
00:04:30
and resizing
00:04:32
with z works in the same way for example and it will
00:04:35
only change vertically only along the
00:04:37
z axis also in edit mode there is a
00:04:40
very large number of different
00:04:42
tools in addition to these basic
00:04:45
operations, I will consider only some of them
00:04:48
that will allow you to start making
00:04:50
some simple models, some simple
00:04:52
shapes, the very first thing you may
00:04:54
need is this extrusion operation, it is
00:04:58
called using the letter e on
00:05:00
the keyboard, we press ed English and
00:05:03
pull the new polygon towards the
00:05:06
direction where it is looking and
00:05:09
more additional polygons are created around it,
00:05:11
so I press p,
00:05:14
for example around the y axis, I turn you
00:05:17
a little bit, I press e again, it stretches
00:05:20
again in that direction per y&r
00:05:24
y, this way we create new
00:05:26
polygons and we can create certain
00:05:28
shapes, another useful command is this
00:05:31
insert command
00:05:32
in polygon mode, it allows you to
00:05:35
create polygons inside a polygon, we
00:05:37
press
00:05:38
a and English and create a polygon inside
00:05:42
this polygon and around it there is a ring of
00:05:44
other polygons, another very useful
00:05:47
command which is called in English
00:05:49
splint from and in Russian it is translated as a
00:05:52
ring slot, but it doesn’t sound very
00:05:55
clear, so I’ll call it and
00:05:57
then look at I press control air
00:06:00
and a yellow frame is added that
00:06:02
determines where the slot of the
00:06:05
new ones will go and jay, I press the left mouse button
00:06:08
to confirm and then I have
00:06:10
the opportunity to drag them left and right,
00:06:13
adjust their position and confirm by
00:06:17
pressing the left mouse button or right
00:06:19
mouse button to reset,
00:06:20
this way we add new ones
00:06:23
and separate polygons, you can delete elements by
00:06:26
selecting them and pressing the x key,
00:06:29
after which you will be offered what exactly you
00:06:31
want delete either vertexes
00:06:34
or jelly baff flights and several
00:06:36
other options, what does this
00:06:38
represent, for example, if we delete
00:06:40
only the edge here, then
00:06:41
all the polygons
00:06:44
around will remain, let's delete it, we'll see what
00:06:48
happens, and 2 faces were also deleted because
00:06:51
this floor was part of them we
00:06:52
will return both of them back control z if we press
00:06:55
x and delete to vertices
00:06:57
then it will delete these two points so
00:06:59
it will delete this edge and the neighboring
00:07:02
2 and jai all the polygons fix vertices to
00:07:06
create polygons between the two cores we will
00:07:08
go to the mode and jay we will select two edges
00:07:11
more precisely, we will select as many and g as we
00:07:13
need and press the f key on the keyboard;
00:07:15
it adds a polygon; also, if your
00:07:19
geometry obviously allows it,
00:07:22
which we will talk about later, you can select a
00:07:24
separate edge, press f and the blender
00:07:28
will try to create an automatic face in the
00:07:31
direction between the current and jim and two
00:07:34
located nearby, which can be very
00:07:36
convenient, for example, if you need to repeat
00:07:39
this operation, it’s a little crooked, sorry
00:07:41
if you need to repeat this operation
00:07:43
several times, for example, like this, you
00:07:45
press e and it will continue to create these
00:07:47
and g, this does not always work and not on
00:07:50
all types of geometry, but however, for
00:07:52
convenience, sometimes you can try so once
00:07:55
again control-r adds a splint from
00:07:57
let's select polygon a and adds a polygon
00:08:00
inside the polygon and allows you to extend
00:08:03
polygons in the direction where it looks in the
00:08:06
direction of its normal oh again, well, for
00:08:09
example e and this way we can create
00:08:12
what -objects, figures, in principle, of any
00:08:14
complexity,
00:08:15
this is what people most often
00:08:17
call modeling, it happens
00:08:19
with the help of these commands, of course
00:08:22
there are many more commands, a
00:08:25
separate issue could be devoted to a
00:08:27
way to select individual elements
00:08:29
because in blender this is very important
00:08:31
now the model is very simple
00:08:32
it consists of only a few
00:08:34
polygons, but when you have a
00:08:37
lot of polygons, let’s say
00:08:40
let’s make it warm
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several times just to
00:08:44
see how it will look, in
00:08:48
this case, choosing these polygons
00:08:51
becomes problematic if you
00:08:53
choose one at a time
00:08:55
then it will take you a very large
00:08:57
amount of time and will be very difficult,
00:09:00
but about the selection of individual
00:09:02
elements, I will tell you in other videos it
00:09:05
turned out to be a very strange
00:09:08
tab model, delete it, this is what I
00:09:11
just showed and this
00:09:13
is called destructive modeling,
00:09:15
that is, everything I did it works, it
00:09:19
works very well, it’s possible
00:09:21
to do some things very quickly, but the problem
00:09:24
is what if we want to return to a
00:09:26
commune comparable to the
00:09:27
stage if we remember that when we
00:09:29
created this inter, when it was still a cube itself,
00:09:31
yes, it had it here.
00:09:33
We deleted it, but now we need
00:09:35
it back here, here are the edits from
00:09:37
the customer, sent to you, he says I
00:09:38
liked it. come back I want to break down
00:09:41
here it was and we got like this
00:09:44
because for this we need to
00:09:47
remember where it was there and either
00:09:49
create it again or somehow return
00:09:51
to it we can no longer based on this
00:09:54
it’s good if we are still in the process of
00:09:55
working here we can there's a feverish reaping
00:09:57
he's a coward contra control z control z
00:10:00
cancel cancel we run into the fact that
00:10:04
actually in blender there's a
00:10:05
very stupid cancellation system,
00:10:07
if we look at that number of
00:10:10
cancellations, besides, it's here by default, that
00:10:12
is, it's not Zibro in which there
00:10:14
you can return to this step from the first point
00:10:17
and redo something there, no, there is no
00:10:19
such thing in blender, if you have already
00:10:21
changed something in this mode, it will end
00:10:23
up all the same, it remains
00:10:25
forever and ever, for which he is very scolded, but no
00:10:27
less for that, everything happens here
00:10:29
very quickly, mainly
00:10:30
modeling, and many people love blender
00:10:33
precisely because of its modeling system, there are a
00:10:34
lot of all sorts of tools here,
00:10:37
which you can, by the way, also
00:10:39
twist and see for yourself, but the point is that
00:10:41
this is all destructive modeling
00:10:44
what I understand by
00:10:47
procedural modeling, let's add a shift object and bags
00:10:50
and add a modifier to it in blender
00:10:55
there is a system of modifiers here there is a
00:10:57
tab with a wrench and there is a button
00:11:00
itmo defaire
00:11:01
this is a list of all modifiers in your
00:11:03
free time you can poke at them
00:11:05
all
00:11:06
especially pay attention to the
00:11:07
generate tab for the generate class and for the
00:11:10
deform class, well, in particular,
00:11:12
I’ll tell you the most common
00:11:14
modifier that we use is the
00:11:16
division itself sour freeze, probably the service
00:11:19
itself of the divisions interface, it adds
00:11:22
polygons, after that we add
00:11:24
another modifier, for example, the
00:11:27
flight modifier, which allows you to duplicate this
00:11:30
object
00:11:31
several times, we indicate how many times
00:11:33
we want to duplicate it, it has
00:11:35
some settings, I won’t
00:11:37
touch on them now either, help which also
00:11:38
makes sense to make a separate video after the
00:11:41
or modifier and we, for example, can
00:11:42
add cows first, this is another type of
00:11:45
object shift and cows and sparkled, I
00:11:48
added now
00:11:49
after that we can add a
00:11:52
carpet modifier to our object with a ball, which
00:11:56
means a curve, select this curve and the
00:11:59
array will place objects on this
00:12:03
curve in this way, we imagine,
00:12:07
yes, to do this using
00:12:09
destructive modeling, to
00:12:12
arrange the balls so evenly, it would take a
00:12:13
very, very hard effort
00:12:15
to put them in the right position
00:12:17
here this is done very quickly, everything
00:12:19
firstly before modifiers allow you to do
00:12:21
many things much faster and
00:12:23
secondly you see that I am now
00:12:25
strict the array modifier which
00:12:27
is located in front of the actors corf modifier
00:12:29
so it is updated in the
00:12:32
same way if I do something then the modifiers
00:12:34
sap division which is at home diffe
00:12:36
qatar array
00:12:37
then the er will be updated and accordingly too, that
00:12:40
is, we can change something at any previous stage
00:12:43
and this change will be
00:12:46
displayed at all subsequent stages
00:12:48
all these modifiers they have a huge
00:12:50
number of different settings, for
00:12:52
example in particular we can
00:12:55
use the ray modifier in such a
00:12:57
way that the object is duplicated on more than
00:12:59
one axis, for example, create
00:13:01
additional empty
00:13:03
plain access and use it
00:13:06
as an object to shift
00:13:08
all subsequent copies of the object, we can
00:13:12
click objects set select in the ray modifier
00:13:15
select the empty object
00:13:18
at the moment we have nothing we see
00:13:20
because we need to make some
00:13:22
change, for example, gleb x j x also
00:13:28
x, but at the same time we can, for example, make
00:13:32
some kind of madness, raise it with more
00:13:34
grips from the z axis and make a
00:13:37
spiral like this, we can change it
00:13:39
also, for example, rotation, rotation, I always
00:13:42
want to say or scale and, depending
00:13:46
on this, some changes will occur
00:13:47
with modifiers that need to be
00:13:50
dealt with separately, but the point is that
00:13:52
they allow you to do a lot of things,
00:13:53
firstly, which would be
00:13:55
extremely difficult and problematic to do without them,
00:13:58
and secondly, their huge advantage is
00:14:01
that we we can always return to the
00:14:03
previous stage and make some of
00:14:05
our own specific edits there,
00:14:06
even including destructive
00:14:08
modeling, that is, we can
00:14:10
make some other figure instead of this ball,
00:14:11
and all this will be updated at
00:14:15
all subsequent stages. This is the difference between
00:14:18
procedural and destructive
00:14:20
modeling that’s all for today, but in the
00:14:22
next lesson more
00:14:25
interesting topics will begin that will be of
00:14:27
interest to a more advanced
00:14:29
user thank you very much to everyone who
00:14:31
subscribed to this channel thank you for your
00:14:33
support leave your comments
00:14:34
ask questions write what you
00:14:37
would be interested in learning about and see you in the
00:14:40
next video all the best bye
00:14:43
[music]

Description:

Стать спонсором или задонатить можно здесь - https://boosty.to/as.blend Обучение работе в самом популярном бесплатном многофункциональном 3D редакторе - Blender. Скачать Blender - https://www.blender.org/download/ Развитие канала напрямую зависит от вашей реакции Меня зовут Андрей Соколов, я специалист по компьютерной графике, оптимизации и автоматизации проектов, работаю в Блендер с 2014 года. Поскольку уровень у всех разный, мы начнем с самого нуля, чтобы могли подключиться даже те, кто только собирается заняться Блендер, но параллельно я буду также затрагивать концепции, не лежащие на поверхности и дающие понимание Блендер на более глубоком уровне. Во втором видео я рассматриваю деструктивный (Edit Mode) и процедурный (с помощью модификаторов) подходы в моделировании. Видео, так же, как и первое - для тех, кто только начинает работать в Блендер. Ссылка на плэйлист: https://www.youtube.com/playlist?list=PLOVSu7-KesPiqiNIqh6ZSfqLN6VpiivkU Буду рад видеть в подписчиках: Yt (рус.): https://www.youtube.com/c/AndreySokolovRu Tg (рус.): https://t.me/andreysokolovofficial Vk (рус.): https://vk.com/as.blend Boosty (рус.): https://boosty.to/as.blend Англоязычные ресурсы (временно не обновляю в связи с санкциями): Инстаграм (eng.) - https://www.facebook.com/unsupportedbrowser Твиттер (eng.) - https://twitter.com/so_records_rus Фейсбук (eng.) - https://www.facebook.com/unsupportedbrowser Английский канал (eng.) - https://www.youtube.com/c/AndreySokolov

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