Sweet potatoes taste better when you break them yap! Hello, I'm Lim My favorite character, Chunsik I modeled and worked on animations In the intro video, in the box
After Chunsik came out and walked An animation where you split sweet potatoes
I think we need a lot of time The delivery invoice was ripped off and fluttered When the box opens, Choonsik comes out and turns left and right I looked around and I was flustered because there was no one
Blinking at the camera I even put an animation In ab
out four videos
Simple Character Low Poly Body Editing The modeling of the character's eyes, nose, and mouth
After texture painting with a simple material After planting the skeleton and doing weight painting IK legging to express the movement
How to extract a video with a cycle render and how to do it in this video I'm going to use One shortcut is the initial setting of the blender
It's different. Zoom in on the selected object Use the keyboard shortcut on the right side of the keyboard
It's th
e number pad temperature. I like 3D Since I've been playing Max for a long time, I'm going to use
Use the z key on the keyboard to zoom in I entered it and proceeded, so on the keyboard display at the bottom right Even if it's Z key
Press the temperature I planted my bones in Chunsik's modeling and weighed If you haven't seen the IK legging video with painting You can click the card in the upper right corner I recommend that you watch the video before you come In this video, there's Chunsik in t
he intro I'll model the scene on the sweet potato box In the last video, I'll show you the example of Chunsik who did IK legging In pose mode, press a to select all Press Alt gr s to reset the entered value Object After coming out of the mode, there's an outliner window
I'm going to turn off the eye icon If you split the window after switching to solid mode There's a toolbox Use the mouse cursor in the top and bottom window on the left If you press the keyboard t key after you put it in Toolbox
will disappear for a while
I'll change it to "Matreal Preview" or "Renderer View" Let's move on
Mouse in the Thin Collection in the Outliner Window Right-click on the cursor, select New Collection, and then click Double-click the new collection
I'll change the name to Box With the box collection selected
If you create an object The objects in the box collection
I'll go in Create a shift a box and in object mode
I'm going to scale it with the key "S" Place on x-axis line
Press the Alt z key Turn
the X-ray mode on and off
Let's start editing When you do an animation, Choonsik's head needs to go into the box It's a bit bigger than the box I made in the video I recommend modeling
Press the a key to select all Press sy in turn to shrink to the y-axis In edit mode, the number 1 key on the top left of the keyboard Vertex selection mode No. 2 is selection mode
Number 3 is noodle selection mode If you model using shortcuts
Reduce time to work Press 3 to select the top of the box
Press x to face
off the top I'll add one more edge to the top of the box with the control r In face selection mode, shift the face to the left and right Select multiple and press x Select a face Remaining in line selection mode For the front and back, select shift
Press the English E key to extend it Press the s key to scale
I'm going to edit the box wings I'm going to make one more control aloe edge Place it up and then Solidify
I'm going to add a modi pie I'm going to put a number on the offset and the teakn
ess To do the animation where the box opens
I'm going to put a bone in the box I'll make a single version of the Shiftway
Tap the orange icon Check the infront to make the single bone visible in front of the modeling In the edit mode on a single version Reduce the head of the bone and place it in front of the box wing Replicate with shift d and locate on the wing behind the box in the light view. Click the tab again to switch to object mode Select the box first Shift to select the bone last Sele
ct Control p With MT Group I'll go into the control tab pose mode after selecting the bone
The wings of the box move even if it rotates No, we're not. As an MT group
It's because you set it up I'll send it to you. You have to specify the mesh you assigned to when you move the bone The wings of the specified box send to the rotational value
and move along First, I'll give you a name
Click the bone icon in the right pane The front part of the wing. The back part of the wing Specifies a name in bac
k In the edit mode, on the bottom right Press the triangle and choose the front of the box wing as the side Vertex Group's front is activated
While you're there, press "Awkward Silence" Choose the wings on the back of the box
When the bag is selected, I'll sign it When I'm in pose mode
If you move the bone, you can assign it to the specified bone The mesh moves when I'm working on it It moves parts besides wings, so it's unnecessary
I'll delete the noodles Select the box and in Edit mode select
mode Select the side on the left and right
Press x to select the face to erase it When you remove the noodles, you don't need to move the bone
The noodles won't move I'll make an animation that opens the box Turn up the bottom window a bit and then watch
Press the keying next to the icon of the shape Select Location and Rotation Scale When we do keying, we'll do location. - Location Rotation - Rotation Scale - Every time you zoom in
It means that I'm going to keep going Turn on the round auto ki
ng in the center to activate it Press the small arrow
I'll just put in the kick of the moving object Check the only active keying set And then again Press the clock icon and change it to a doff sheet Press the dope sheet to switch to the action editor, and in the center I'll press the new button and name it Box Put a small shield next to it
The box animation that we make I'll protect you from disappearing Present. The blue timeline bar is located at 0 frames In the pose mode
Rotate the bow on th
e forewings to spread the box wings Location rotation because auto keying is turned on The scale, or the position, moves
The action that rotates, gets smaller, and gets bigger If you do that, the keyframe will automatically go in So I'm going to do a lot of editing and do some unnecessary action When I'm working on something, I'm going to go to Autoki
I hope you turn it off and work Now, I'm going to rotate front bone It's an orange circle of zero frames
It has a keyframe If you choose a bone on
the back wing You can see that the keyframe is not in
Yes, we're going to turn on auto-keying You don't have to press the i key to take a picture of each key frame If you look at the back wing, you can choose and rotate it The keyframe of 0 frame will fit in
It is possible. Move the timeline to 60 frames
I'll send the box and change it The front bone is closed I'll make it into wings Lay the backbone over the front bone
I'll put it in a higher position I pressed the space bar and tried to play
It's not an animation where the box opens
The animation where the box closes It's working. Move the keyframe and turn it around I'll do an animation where the box opens Click the orange keyframe in 60 frames Drag to position close to zero frame
Let's do it. If you stack it on top of the Young frame If you put it down, the keyframe will be covered It's located close to the zero frame's The keyframe is moved by dragging 60 frames I'll repeat the keyframe of the front bone In the box animation that
I just worked on, Chunsik Open the door, jump up, and open the box I'll change it. I'll change the bottom left window into Graph Editor If you change it to a window, you can see a lot of lines
First, above the menu on the right Raise the mouse cursor and press the n key Close the menu
Put your mouse cursor over the graph above the direction of the keyboard arrow
Press the Home key to display the full screen Use the triangle arrow next to the front on the left Press it. The one with the front de
sk Open a graph entry on the location rotation scale Turn off the eye icon next to the front desk
It's in the front bone at the x rotation value
Turn on the shape of your eyes and press the Home button We're going to do the front bone and the back bone in order of rx I pressed it and gave the rotation value to the x-axis
Only items containing x rotation values I'll work with my eyes open
Where the two keyframes are taken Drag all of them to choose
Hold the mouse cursor over the graph Press the t
key on the keyboard to enter the keyframe menu window
Open it. It's under Dynamic Effect I'll choose Bounce and play The box opens and the animation bounces off with inertia It's reproduced. I'll apply it to the backbone as well I'll turn off the shape of the eyes next to the backbone
The value of the x rotation should be changed to the eye shape icon Turn it on and press the home button Allow the graph to appear on the full screen Drag and select two keyframes Press the t key to select Bounce
After playing it, I liked it The animation that opens the box is complete If the box animation is over Touch the Control tab to exit object mode Now I made a delivery invoice and the box was opened and opened I'm going to make a flying animation First of all, I'm going to model Chunsik at Viewport for a viewport
I think it's better to hide it and work on it From the right outliner window, it's Chunsik's Select Modeling and select
I'll turn off the eye shape icon I'm going to show the eyes of the
objects one by one Even if you don't turn it off, the eyes next to the body collection
If you turn off the shape, the body collection Objects located at the bottom of the list
You won't be able to see it in the viewport I'll model it after turning off auto keying It's a model that needs to be transformed
If auto keying is turned on Whenever I edit an object
There's a key value, so auto-keying It's convenient to work after turning it off Press Shift i to create a plan Press the g and z keys in t
urn to place the plan on the box Let's put it in place After scaling, press sx to the x-axis I'll stretch it out a little In edit mode Press "r" to make a loop cut
Raise the mouse wheel button After increasing the number of loop cuts
Click right to finish Shift a - Curve - Select Pass After making a line
Choose a plan Press shift s
Cursor to select 3D The cursor is centered on the plan I'll choose a pass
Select the cursor to locate the cursor I'm going to put the line Scale and in Vertex mode It
edits the path through which the delivery invoice is ripped After filming the animation keyframe
It's a place where you can edit it more dynamically So, you can edit it roughly Choose a plan by adding curve modifiles
Pass with the target edited for the curve object edited It's a line
If you press gx on the line and put in the movement The courier invoice moves along the pass
I can see that The path of the current parcel growth is not correct, so let's go to object mode Press gx to see the deliv
ery invoice attached to it Move it so that it becomes like this From edit mode to gx Place it on top of the package Looking at the invoice, it's black and other aspects I can feel the color is a bit different
I think the normal direction is the opposite If the normal direction is reversed
Use the arrow next to the show overlay in the upper right-hand corner Press to check face orientation Select an object that turned red in edit mode Press the a key to select all of them Press Alt n to select Fl
ip
Right-click on the Plan Object Shade and smooth your face
I'll turn off the orientation Divide the window of the lower timeline up and down
One is the timeline window Turn it on, select the pass line, and then the center new button Press it to make a name that's easy to recognize I'll turn on the shield to protect you
Viewport the mouse in the 0 frame state Put it on top and press the i key to make a keyframe Move the timeline to 5 frames animated
Path lines in object mode If you move to gx,
the keyframe will automatically
You will be filmed The way the delivery invoice is being ripped off
Editing in Edit Mode on a Path Line I'll do it. I'll extend it to e-key Rotate the vertexes with control t If you extend the vertexes, the line of the pass decreases The location of the delivery invoice will be changed
I just changed the location of the delivery invoice From object mode to gx as shown in Place the invoice on top of the box wing Do it and move it in edit mode I'll hold it Clear the
specified keyframe
Make sure that the keyframe aligns with the extended pass line I'll take a picture of it. Before the delivery box opens, the invoice If you want to create a fluttering and tearing motion
You don't need a lot of frames 10 frames of line
Go to gx and put in the keyframe The wings of the box are all grown up
I need to open it later Select a bone in the box
After you go into pose mode, the bottom The two keyframes that come up
Drag to select, 10 frames cough and move Anime and De
livery that opens the box
An animation where the invoice is ripped off Now that I'm done, I'll put the material in the box
I'll put it in The window on the left is divided up and down
Make it one and eyes of junk collection After making the shape
Use the viewport window on the left as a shader editor I'll change it to the right
Hold the n key on the menu bar that pops up Press it to put up the menu and on the bottom right Click the globe icon
Press the New button to create a new material I'll na
me the material Box Prince Edward, left shader editor
Click bsdf and then click Press control t to select the required nodes
I'll bring you here When you press the control t pressed
If the nodes aren't brought in Edit in the left menu bar - Freeplus - Addon's search box for Wra
by typing and mark the node wrangler Click New Image Texture and
Texture wave by pressing shifts Select Texture If you set the viewport to "Matreal Preview" You can see the pattern on the box Using this wave texture, vert
ically
Put the grain of the box in the matrials Let's take a look In the video I forgot to turn on auto keying in the middle of the bottom
I'm working on it, but you have to turn off the auto king I hope you work on it Before you put the matrials in the box, you put the uv in the box
Let me open it first in edit mode line selection mode
As you can see on the screen, you can click the alt Shift Click to select Press control e and right click mark
Press a to select all Press the U key and select U
nrap to do the uprap If you do this, you don't have to turn on the UV editor window It's unwrapped. In the shader editor window I'll increase the scale and make more texture The color of the wave texture
Connect to bstf normal When you raise or lower the number of items You can enter a number
Dragged where the numbers are If you move the mouse to the left and right in the state When the numbers change and you want to make a fine adjustment Press and drag shift Move your mouse to the left and rig
ht Drag and select the three nodes on the left Press G to the left
Let's move In the left pane, select Add Vector Pump In the middle of the line between the color and normal
If you drag and drop it, it automatically The node goes between color and normal The black part shown in the viewport
It's intaglio Make sure the white part sticks out at an embossed angle
Move Hate's line on top of the normal Drag the stress to the left and right
by adjusting the figures I'm going to make it into an intagli
o To be more realistic
I'm going to use a renderer for the viewport shading I'll change it Since you've decided on the degree of intaglio
You can determine the mapping of the colors that become the base So that there's a wave texture On the line where the base color of VSdf is connected If you right click and drag The knife shape comes out and the line that was connected is broken If necessary, adjust the eye shape of the junk collection
I'll turn it off and on again Add an ad-noise texture
Put
it on the pump node The mapping node has a vector and a noise texture
Connect the vectors And The color of the noise texture
Connect the base color of bstf If you wait a little bit, the viewport will calculate the nodes It works. It's a spiral shape like rainbow colors You can see that there's a noise texture Spiral by slightly increasing the value of the destorio
Twist the waves If you've decided on the detail and scale
Pack of noise textures Connect it with the base color Select the ad convert
er color lamp
noise texture and bstf node I dropped it in the middle
I'll choose the color at the bottom Click Black to select the desired box
I'm going to make it into a color and on the right Press the small arrow to turn the white at the bottom
Click to select the box you just specified It's a slightly lighter box color than the color The matrials are more of a cyclist than the eevee Lander engine the texture is more realistic Let's switch to cycle render
I'm going to fix the matrials also Wh
en you extract an animation into a video
I'm going to do it with a cycle render Because of that, Cyclender
I think it's better to make a final modification of the material Can be made into high-quality animation
There it is. The camera in the lower right window Touch the icon to enter the Render Settings tab Turn the ender engine into a cycle
The viewport shading is rendered That's why I press f12 to render it officially Even if you don't, the final result will be in the viewport
You can check i
t out The bump map with strong stress
It's the same. I'll make it smaller The scale of the noise texture and
I'll also reduce the value of the destorio Princesford bstf has a roughness value Put it on. Reduce the gloss Move the timeline to frame zero Close the box and look at the overall material Shader Editor Window Leftmost Pink Texture coordination with uv
After connecting the noise texture with the vector The scale value, etc., above that and make a box-shaped pattern that you want The shape
of the box is quite big I'll increase the scale and make it smaller If the material is completed in the box you want Change the render engine back to evee
This time, I'll put in the material of the delivery invoice I'll choose a plan that will grow delivery
Add subdivision mori files From edit mode to select mode, the edge of the four sides Select multiple with shift and press n to enter the item tab Put Min-Chris'
With Subdivision, make the rounded corners angled And add Solidify to the offset
Enter 0 and then
The new button of the globe-shaped icon Press it to make a new material
I'll write down the name of the material in paper Click control of Princepuld bstf
Press t to select the new image texture Press the open button
I'll get the image of the courier invoice You can send a parcel invoice to the downloaded folder
Please open the png file The top and bottom of the image are flipped over of the mapping node in the shader editor In the number of z in the location, enter 180 If you
enter 180 in the y value, it is normal
The image will come in I'll bring up the image of sweet potatoes on the front of the box
SHIFT A IMAGE ASPLAN From the file path that you selected and downloaded
I'm going to open up the image of sweet potatoes On the top of the box where the 3D cursor is located Image created successfully
by entering r x 90 in order I put the image of sweet potatoes on the front of the box
Scale with post-S key Rotate with r key and add shirring crab modifi Offset the targ
et to the box Raise it to 0.01 so that it doesn't overlap with the box Let's put it in place Using the image esplen If you bring up the image
In the shader editor window, I'll put the image myself Image without adding texture nodes
A texture node is created Box animation and material Since I made it, the one on the upper right
Turn off the Show Overlay I'll press the space bar to play it It was a production that I liked it Models objects in addition to boxes
I'll try it. From the outer liner win
dow to the body I'll turn on the eye shape of the collection
Turn off the eye shape of the box collection Press shift c to enter the world origin
Initialize and center Click Choonsik
Press the number pad origin on the right side of the keyboard To make Junsik fill the screen
Let them see it on the screen Create a shift a cube I'll make a tablecloth
in object mode Press the g key to move it to the -z direction It's located right under Chunsik's feet The viewport shaded mode is solid mode or
It's
easy to watch in matreal mode Select a view of the status, and then in Edit mode Press the a key to select all
Scales from top view to s key It's big enough to be a table I made an objet that becomes a table
It's an animation with a tablecloth I'll make a tablecloth Shift a Mesh - to create a plan Louder with the s key in object mode
After adjusting the scale In edit mode
Press a to select all right click I'll do "Subdivision" several times
[Music] If you do sub-divide too closely When you run t
he simulation, your computer might be having a hard time, so you can match your computer specifications to your computer's specifications You can do the sub-divide accordingly My computer is pretty good I'll go in and do Subdivide I did it 7 times
Select the table object and in the right pane Go into the round icon, Physics Properties step Conflict when turning the tablecloth simulation
Select the collisions to become objects Choose an object that will be a tablecloth
I'll select "Close" to set
it up Scroll down and press the collisions left arrow So that the mesh doesn't collide with each other
Check the self-collision I'll press the space bar to start the animation If it was made into the shape you wanted
Press the space bar again to start the animation Stop and do the right click shade smooth I added Subdivision Modi
Raise the viewport level to 2 I'll express it softly I
The table cloth overlapping each other is more I think it'll look natural. I'll try the animation again Keyboard
arrow with shift pressed
Press the left key of the direction The timeline bar is one frame at a time
We're movingFrom this position, the front view Look at it, rotate it with the R key, and go up
Let's move Increase the number of kilograms in the vertex mesh in the Claus setting The value of stiffness, tension, and combination
I'll designate it as 5 If you increase the number of mesh kilograms of Vertex
The vertex weight of the mesh increases and is heavy To make it look like the fabric is falli
ng
I can do animation If you have a favorite animation result that you like Press the space bar to stop the animation Apply Closs Modi Pie To give a more natural feeling of fabric
I'm going to do some skirting for you Press the Control tab to reach 6 o'clock
Select the squat mode Select the cloth brush on the toolbar on the left On the Tools tab, make sure that the deformation is dragged Check and press f to set the range of the brush Press shift and press f
Specify the strength of the brush Sco
oping where you want the waves to go in I'm going to use a grab brush that sticks out I'll organize the fabric and wrap it up Press the Control tab again to enter object mode Come out and add a solidie pie to thicken the tablecloth Body Collection and Box Collection's
I'll change the shape Looking at the arrangement on the tablecloth
You have to move the tablecloth and table a little lower I think so
Choose the tablecloth and set the origin Press Origin to Geometry to top
The orange origin is on
the tablecloth Make it stand in the center
Drag the tablecloth and table to select it Click Shift Click Multiple Selections - Move to the z-axis Now that the modeling of the big backgrounds is over, the camera
I'll specify a view and other objects I'll make it
First, the eyes of the camera in the junk collection Make the shape and let the camera appear in the viewport Split the left pane and place the mouse cursor over the partitioned pane Keyboard right number pad
Press the number 0 key to ent
er the camera view That's why I'm switching Click the Print Shape icon in the right pane Specify the pixel values for the horizontal and vertical If you turn the animation into a test
There will be a lot, so with relatively few pixels Specify the next light view and If you look at the camera view on the left from the top view Create a camera view Mouse up in camera view and control
Hold down the mouse wheel and go up and down Move or scroll the mouse wheel
If you lower it, the camera view will l
ook bigger An animation on a piece of cloth It's time to put the material in the tablecloth Split the window on the left and add one more window
After making it, shader the window on top Make a window with an editor and use the Matreal tab Press the new button to create a new material
I'm going to make it's Click Princepuld bstf
Press control t to bring up the node Select the following texture image Press shift to switch to checker texture The right main task window
If you change it to Matreal P
review, the checker texture Displayed in the viewport
Vector in mapping as vector in checker texture After connecting it and increasing the scale Specifies the color of color 1 and color 2 I'm going to use a color similar to the reference image
I'm going to choose a color that you want Let's name it The color of the checker texture
It's connected to the subsurface color socket Specify the following subsurface value as 0.01 So that the checkered pattern disappears on the x-axis
Enter 0 for the sc
ale x value of the mapping Drag the three nodes on the left
Press shift d After replicating under a node, the scale of the mapping node is set to Enter x again as 1 and y as 0 Add-Color-Mix color node and first Place checker texture color in a socket
The color of the first checker texture to the b socket After connecting the result of the mix node The sub-surface color and
Connect to each socket of base color I'm going to use the mix mode and use the horizontal and vertical mode I combined the s
tripes to make a tablecloth Raise the level of luffiness, so that it's shiny
After getting rid of the feeling Switch to solid view
I'm going to model the props on the tablecloth I'm going to make a stacked box of sweet potatoes The sweet potato box that's stacked with Choonsik If you replicate to shift d
On the wings of the front and backbones Mesh is saved
It replicates strangely First, the box and the sweet potato image
Shift Click to Multiple Selections Press shift d to duplicate
Esc or right
-click to get back in place and place it in the outer liner window Cube and GDD
You can see the new 002 001 The name and image plan of the box that you chose If you find it in the Outliner window by name
It is possible. Outliner a replica of the box
Select from the window I'm not going to use the app for the modifiles
Press x to delete Click a replicated modeling in the Outliner window Control click to remove two objects
I'll choose one more time Move the viewport to the desired location Only se
lected objects by pressing the Slush key
After making it visible on the viewport Edit it so that the front and back wings are closed In the light view
Press the Edit Mode Alt z key After converting to X-ray mode, on top
Drag to select and move the vertex I'll change the shape of the box's wings in Top View On the right side of the X-ray mode
I'll choose all the Vertexes Type s x 0 in order to the right
Make sure all the lines are straight The same goes for the left side. All the selected ones on
the left side
so that the line is straight Enter s x 0 in order
I'll edit it out and match it I'm going to express the tape on the box At the top view Put your mouse where the tape is going to be applied
shift Right-click to 3D The cursor moves Create a shift a plan and Reduce to sy and then in edit mode
Shrink the horizontal direction with sx Press and hold the control r and enter the number 2 Click to create two edges Use sx again to widen the gap between the edges Click the edge you created
in Select mode
After multiple selections with shift clicks, click Press control b and move the mouse
After beveling, I'll work on the mouse Put it up. After making 3 edges in total Click and edit From the front view
Select Vertex as Vertex mode I'll edit it in a tape shape Right click suede in object mode
and finish it off smoothly Click the globe icon in the right pane Press the new button to activate the tape material
I'll make it Let's switch to Renderer'
Adjust the alpha value on the princep
uld bstf
0:43:43.979,1193:02:47.295
If you finish 4 jigsaw jigsaw tape Change the blend mode to Alpha Heshide
Adjust the transparency The transparency of the eevee engine and cycle engine
There are different ways to control it Later, animations will be made into an eevee engine
The MCs are After switching from the current eevee mode to alphahesh, the transparency has been adjusted You can proceed in that way. Cycle
The engine The alpha-hashed on the eevee engine
There's no setting, so just the a
lpha value You can adjust it and do it briefly Base Color Color and Subsurface
The color is I'll set it to a color similar to the tape color The sub-surface color is a bit pink
I'll choose the color I have The numeric value of the sub-surface is 0.01
I'll raise it up a bit The box you're modeling now I'm going to edit the matrials
Replicate the original box material So that you can name it a different name The icon with two sheets of paper overlapped
I'll click it In the original box modeling, t
he material is preserved The box modeling that we're modifying now
Let's change the material to another material Even if you modify the material in the box The original box material will not change Reduce the stress value
I'm going to make the box dim Tape and sweet potato images
The box will make three objects After multiple selections with a shift click
Move the mouse cursor over the main work window Put it up and press the number 0 key on the keyboard number 0 key The scale of box modeling in
the camera view and
I'll specify the location at an angle To express it, use the r and z keys Change the angle a bit and then use the sz key Make it into a flat box As it is Press shift d and press g and z Place it on top of the box, with the r key Press the z key to rotate This time I'll model the mug At the top view Where the mug is located
shift right-click the 3D cursor Place and create a shift a circle In the menu box at the bottom left, enter the number of vertexes as 8 Let's do the editi
ng in object mode Adjust the scale with the s key and press the slush key Make sure you only see the circle in the viewport Press a in edit mode to select all Press the e and z keys to extract the -z axis Press f to cover the bottom in X-ray mode
Press the S key to scale Control B
Bevel the number of edges with the mouse wheel Then, we'll wrap up by clicking.k I'll add "Subdivision ModiFi"
Viewport Level 2 in Object Mode Apply the right click shade smooth
I'll add Solidify Offset enters a 0 Pikn
ix number Add the edge of the top with the control aloe to make it sharper So that you can feel it, place it at the corner of the bottom Where the handle is located in the light view shift Right-click to position the 3D cursor and
make a cube Adjust the scale from the front view to the object mode Position the handle where it will be, and then in edit mode Switch to X-ray mode, and then to Alky
by rotating and e-key extruding I'm going to edit it into a handle shape Add subdivision modi and righ
t click After applying shaded smooth
On the corner of Subdivision Add edge with control r to sharpen it Press the slush key again to enter object mode And it creates a new material Choose the cup and handle
Scale with the S key to match the ratio Base color and sub to model handle
Specifies the surface color and number If you specified the color of the handle
I'll choose the mug first Shift the handle to the last one Press the Control L key If you select Link Material, you can see the handle's
M
atreal is linked to the mug, so it's the same It's going to be a color matrilineal
I'll join the mug and the handle When you sign in, the modi-fi settings
in the same modeling results It doesn't deviate much
In a mug that's not on the handle, you can get Solidify Apply the app and add the subdivision viewport level to the handle Make it 3 Re-number the main task window
Press 0 to change it to the camera view I'll position the mug Camera Top view, front view, light view, back and forth It's a lot
of work to do
He's a workman and he's working really fast It slows down. Choose a mug Press g and shift z except for the z-axis
You can place things on the x and y axes I'll place it where I want it, and then I'll finish it After some modeling deployment
The angle of the camera in the camera view I don't like it. Let's fix it
I'll try it. At times like this Navigating views in the menu bar
3D using work navigation Move the Wasd key like a game and move the mouse Move up and down to adjust the a
ngle to move the camera view Outside of the camera view, the modeling is somewhat If you're confused because it's reflected, press the camera icon Viewport Display
If you raise the level of the asphalt to 1 The modeling outside the camera view is black
you can't see it I'll model sweet potatoes, too
It's good to have sweet potatoes in a sweet potato shift right-click the 3D cursor
Place and create an iKo Spear Scale with the S key in object mode Press slush to enter object mode Choose a vertex o
n the left
Click Professional Edit I'm going to edit it into a sweet potato shape If you press the g key To the extent that it applies to editing
The round range pops up. The mouse Move the wheel up and down to adjust the circle range I'm editing
I added Subdivision Modi Shade Smooth again in edit mode
Let's do the editing This time, we're going to replicate it behind the shift, and in squinting mode
I'm going to swivel it and change the shape I'm going to use a grab brush to make the shape you
want I came back to object mode
shift by rotating back with replication alky I'm going to make chunks of sweet potatoes I'll create a cube I'm going to make a plate for sweet potatoes From the front view and the light view
I'll make sure to put in enough sweet potatoes After editing, I'll do a loop cut in the center
I'll add it Erase the top of the cube Number one, number two, and number three
In dotted-line shortcuts and in X-ray mode Press the Alt z key I turn on and off the X-ray mode
Modelin
g speeds up your work It'll be comfortable when you edit Add subdivision and click alt I'll choose the bottom Press control b
I'm going to bevel it to get the edge I'm going to make it thick with solidify and edit it Let's continue I'm going to click on the edge of the landscape Press the g key twice after selecting and on the same line Move the edges and edit it Drag to select all objects Press the Slush key to exit object mode Scale with the s key
Let's place it where the sweet potato bowl is
located Image by splitting the outliner window I'll change it to an editor, and then I'll go to the downloaded file
I'll show you the image of the warehouse I'll bring him Let's change the viewport to Renderer
Choose a bowl for sweet potatoes I'm going to make a new material I'll choose a spoiler for the base color
Hold on. Put a plate on the image I'm going to extract the colors
Modify the color Reduce the value of the roughness to make the bowl glossy
After making a slight turn Click on the sw
eet potato objet
I'm going to make a new material Click and press control t to text the image Loads up nodes and required nodes
Open it Tap to download sweet potatoes to the file you downloaded
Open the image by raising the value of the roughness to the maximum
Let's make it less glossy and add the rest of the sweet potatoes Pick first and lastly
I'll choose a sweet potato with matrials in it' Select Control L Link Material to
Everything Link the material to the sweet potato objet
Adjust the loc
ation value of the mapping load I'm going to move the grid Replicate a sweet potato with a shift d
Place it on the left side of the box In the squat mode
I'll do squinting With a grab brush In the shape of the sweet potato that you want After skercuping, it comes out in object mode Replicate one more sweet potato and locate it While modeling, outliner
Specify a name for the items added to the window I'll organize it Outliner
If you click in the window, in the viewport It's shown in yellow border
The names Copy with the same name as Matreal
I'll paste it and organize it Outliner selected items in viewport
Outliner to find in a window at once with the mouse cursor over the window
Press the keyboard number pad on The sweet potato in front of the small box I'll apply shirring crab modi and organize them I'll use an app to clean up the solid pie
First, I'll take a picture of the sweet potato and tape Select and lastly shift the box to click Select and join with control j to make it one obje
ct Choose a chunk of sweet potato to control J
Join and name Press the x for the object that became the table
Delete it and in the Outliner window Click items to move to the box collection
Shift Click to select at once Press m to move to the box collection If you turn off the shape of the eyes in the box collection, the box All the objects in the collection
It disappears from the soil at once If I turn on the shape of my eyes, I'll go back to this viewport
I'll show you. I'll organize the collec
tion like this If you create a more comfortable working environment Work faster, and in a pleasant environment
I can work on it Now that we've completed the modeling on the tablecloth I'll make a chiffon curtain as the background Press Shift C to center the 3D cursor and create a plan The tablecloth we made earlier
I'll do the subdivide curtain like this Let's do a simulation
After increasing the scale, at Lightview Press r-90 one at a time You can rotate the flen at 90 degrees
Press rx - 90 to
click the plan Rotate it at 90 degrees
Place it on the back of the tablecloth Divide the surface by subdivide
If you play Subdivi a lot, the computer He's having a hard time
I'm going to use this subdivide for my computer You can do that In edit mode
at a distance between the curtains.k.a. curtains Shift the vertex to 2 points Press shift and control
Press the plus on the number pad Vertexes are selected according to the interval between dots Press the control h If you select the hook to new obj
ect, in the center
You can see a hook in the shape of a cross Touch the three lower right dots icon
Click the + shape of the vertex group, and then click the group I'm making one
The Vertex that you specified earlier is selected Press Assine in Status to One Vertex
in groups When you press the Select button in edit mode The specified vertexes are selected at once
Displayed in the viewport in object mode If the next timeline bar is in frame one If you don't, move it to the mouse
I'll put it's Pre
ss shift
Press the left key of the keyboard arrow Place it in one frame
I'll choose an object that becomes a curtain Press the round icon to select the cloth Scroll down to check the self-collider Press the left arrow on the shape above the collisions Vertex that just specified the pin group
as a group Scroll up and 3 lines to the right
If you click on the icon There are a lot of presets
I choose cotton I'm ready to run the simulation Before I turn the simulation, I'll save it Press the space ba
r to play Choose the hook object
S key to reduce the scale of the curtain Make it into a shape The simulation is in the shape you like
if it's done Press the space bar one more time
Stop playing and do a smooth shading Organizing the Modi-Fi on the chiffon curtain Change to Renderer first and cycle. Cycle
Let me set up the engine Cycle When you animate with a render, the computer
If you're having a hard time, you can go with Eve Switch the device to a GPU computer
EDIT - FREE FLANCE If you have
a graphics card, it's Optics'
Check your ndivia graphics card Either you don't have a graphics card or
For those who use Mac OS You can choose rice paddies Since I finished setting up the render, I'll clean up the modifi
I'll give it a try. Viewport by adding subdivision modi
Raise the level to 2 I'm going to apply the hook
Applies Closs Modi Hold the mouse cursor over the main work window Press the number pad number 0 key to switch to the camera view Add a new material for the curtain
The name
of the matrials and the outliner window I'll change the name, too Set the window on the left to the Shader Editor window Click on the Princesford bsdf window
Press the Control key to bring up the node After deleting the image texture
Adds a noise texture In mapping mode, the vector socket and
Base color of Princapuld bsdf Connect the socket first
The noise texture node is located on the connected line If you drag and drop it
The vector and color of the noise texture I can see that each of them i
s automatically connected to the required sockets Shift control of nodes in noise texture When clicked, only sets the noise texture It will be visible in the viewport Multiple nodes We exchange information with each other's money
Information on node values of principal-pulled bsdf Give a value and the result value of the matial output node It's a format that shows you, reporter
The node with the information value that Press and click on the control shift and immediately Connect to the node at th
e matrial output
If so, the information on that node is intuitive You can see it. It's a shortcut that I use often when I work on matrials Increase the scale to increase the amount of noise
I'll make it for you The black part is the transparent part
The white part becomes the opaque part I'm going back to Princepuld bsdf's node Click the control shift to
Connecting the Matreal Output node Modify the material by looking at the result value Connect the color socket of the noise texture to the alph
a socket add -convert - add color lamp to copy The white color lamp is the base color The black color lamp connects to the alpha socket The size of the curtain was increased I'm going to make the small items look like miniatures I made a scene In the next video, what I made in the first episode
Type the shape key into the action editor I'm going to animate Chunsik
I'll be back with a video that I print out :)
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