Blender Beginner Modeling Chair Tutorial - Part 9: Finale!
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- Опубліковано 6 тра 2020
- The finale of the Blender chair tutorial series!
In this video we'll:
-Make the wood photorealistic
-Set the metal material
-Set the chair to real-world measurements
-Prepare the chair for asset production
Download the final chair model .blend file: ezs3ac34a26aa3f5ce6650303da77...
Watch the Principled Shader video: • How to make Photoreali...
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Well done everyone who followed it this far! The studio lighting tutorial will be released early next week.
Next week? Make it early we can't wait for your tutorials. Want to follow more tutorias upcoming in 2020, I don't mind buying it if it is paid. Your explaination skills, teaching skills and humour is top of any other tutor in 3D Modeling world.
Hi Andrew, excited to get started on this series!
Would you recommend doing your anvil tutorial after this tutorial OR is this in place of the anvil?
Question: Do you know how to use Unity? If yes, can you do some tutorials on it?
Can you make the question box in blender?
Jarryd Muir - Creative Obsession anvil tutorial is in old version, so you may face difficulty if not familiar with blender operations.
Fun fact: The guy "inventing" bump maps (James F. Blinn) made a donut to illustrate it back in 1978! Everything is connected I guess :)
Wait, really?
@@blenderguru www.jimblinn.com/publications/ "Simulations of wrinkled surfaces"
@@readbird Amazing! :D Thanks for sharing the paper!
Wow, that's actually crazy...
That would explain the Blinn shading or whatever it was when I was using 3DSMax 2.5
My chair doesn't look very good, but I'm proud to be done. Chairing is caring, and I greatly appreciate you for both caring about and choosing to share your work, all for completely free. Chairs mate : )
so many puns in your comment! it's unchairable! :)
J y¡&’unun.
Oh my chair!
Andrew Price the Charitable
that chaired me up
Why is it that Andrew is one of the only Blender tutorialists on UA-cam that I actually trust? I always feel better educated after going through one of these series.
I'm going to choose to believe that it's related to how helpful the comments section always is on these videos. Y'all are the best.
This has 80% less views than the first one, congratulations, keep it going for everyone who came here.
Note about scaling multi-user objects (like the screws): you get an error message because you can't apply transformations to a set of objects with linked data ("multi-user objects"). You first need to disconnect them, and turn them back into "single-user objects". To do this:
* Select one of the screws and press Shift + L (select linked), and choose "Objects & Data"
* Now that all the screws are selected, go to the Object menu > Relations > Make Single User and select "Objects & Data"
Now your screws will be disconnected again and you can apply your transformations with Ctrl + A
how to go to object menu?
@@83rdgec17 It's at the top of the UI (one of the dropdown menus, at the far right I believe)
thank you for the tip!
very helpful, thank you
Thanks. I had no idea why this wasn't working
Me: it's midnight I'm sure I can quickly race through the texture video..
Also Me: Spends 10 minutes trying to work out how to collapse panels...
you just read my mind, bruh. :)).
and thats a fact
It took me like 20 minutes, googling how to collapse windows in blender 2.8 lol
Same, but it is 01:23 at the moment.
Here's a video that describes in detail: ua-cam.com/video/HSm-cq7zd2s/v-deo.html
Essentially, click and drag a corner to make another window, or right-click and select merge to get rid of one.
I was hoping to see a post like this!
For those who are interested in the mathematics of the normal map: normal maps are stored in the "tangent space". The three color components correspond to the three axes: red for the X, green for the Y, and blue for the -Z. Which in the object's local space correspond to texture U, texture V, and normal based on the geometry. The vectors are encoded in the unit cube so the values range from -1 to 1. A 128 for a color value encodes a 0 in this coordinate system which is why the most common color is (128, 128, 255) or a light blue: it encodes (0, 0, -1) meaning that the normal derived from the geometry of the object should be used.
Bruh
You're damn right, Big Booty Snake. Bruh.
what
these are words
I am assuming I understand this 🙂
if you're having trouble aligning the cube at 16:20
First click on the chair legs on object mode, then press Shift + S, then click Cursor to Active.
this will set the Origin Point to the Object point like he has in the video
Second you spawn the cube with Shift + A, then you change the snapping to increments like he did BUT then in EDIT MODE you move the cube up so the cube object point stays in the Origin Point
then you go back to Object Mode and press ALT + G to align it to the bottom line like he did.
thank you!:)
👍
wow you are very smart, thank you
god bless you
MY GUY! You're a life saver lol
The non-color data setting just disables gamma correction, as the textures that use that setting aren't meant to be viewed and it's much more handy to have their luma data encoded linearly for performance reasons and also because otherwise most of the detail given by the texture would be concentrated in its midtones.
Oh awesome! I had wondered about this for awhile, thank you :)
Non-color data could be viewed as "treat this as a matrix of pure numerical data"?
Beat me to giving the definition :) good job.
This should really be called "Disable Gamma Correction" then. I think that would be a lot less confusing.
Thanks for the explanation. Have wondered about this for a while too.
@@MatiasMeno Only reason I think they made it this way is because its for all images and not just data maps like normal or roughness etc. Its technically a colourspace LUT option for colour images, which is essential nowadays with ACES permeating in VFX!
With Node Wrangler
Click the BSDF -> Shift+Ctrl+T -> select maps
Texture done
It works. I cant belive this is actually a thing, great advice!
Nice bro thanks
Yeah I can't help but feel he intentionally didn't mention that to make people use his addon. Anyway can't even really be mad about that..
@@bofud nah, he probably didn't know. the addon is actually free.
@@peterhindes56 Of course he knows about it, every blender user who knows a fair amount about it knows about node wrangler and Ctrl + Shift + T. He didn't use it because he wanted to show how materials actually works. You shouldn't use shortcuts like that without actually knowing what is happening and what it's doing.
This workspace right here justifies my having multiple monitors.
The material of the screw may be steel, but the surface of the screw is not raw steel. They have a black oxide coating, this is an extremely common coating put on screws to protect them from corrosion, for instance. This makes them much more matte and highly kills their reflection, so the material made in this video is not very reflective of real life conditions.
I was 10 pages deep into my comment before I saw that you summed it up nicely.
@@MegaAdity1 you may have that experience, but I am a product designer, and trust me when a designer makes something like a chair like this they consider everything, including how the screws will look. The screws on the original chair are definitely black oxide coated. You can easily look up high resolution pictures of the original chair if you want to compare. Commonly even high grade machine screws are black oxide, because it provides corrosion protection as well, not just mild screws have black oxide.
@@SwitchAndLever This! :D in my experience 10.9 and 12.9 hardness bolts and nuts usually have that black oxide coating atleast. Soft bolts and nuts like 8.8 are "steel" color 👍
Not very “reflective”, nice
This is why I watch all of these videos, I learned at least one thing I didn't know in every single one, then the whole last 10 minutes of this one blew my mind! Thank you so much for the excellent tutorials!
Can't believe the amount of things i've learned in this tutorial, thanks so much Andrew!!
I’ve learned so much from this tutorial series and i just wanted to say thank you Andrew! If it weren’t for your tutorials I don’t think i’d be into 3D modelling/graphics. Hope your day is great as it’s 1:30 am in Vancouver, Canada right now haha.
I started watching Blender Guru months ago, and now I'm checking in, and I'm glad to see he's still making videos!
The efforts that you put in is really commendable !!!
These multi-part tutorial are excellent. Please do more. It doesn't matter what it is there is something to learn with each new project. Thanks for all your effort, it is appreciated
This whole time I felt like an idiot for adding in a cube as my object when scaling. I'm glad I'm not alone.
Honestly the quality of your tutorials is mind blowing, you explain everything, and it's free. Amazing job !
After two years of using Blender as a hobby, I watched this entire series and absolutely no regrets! It was great to see all the steps of making a professional model. Thank you!
Please do series like this more often! I get so excited to get to the computer and get to the newest episode every day when you do a series like this!
Your tutorials really are awesome :) The way you cut them into parts (and publish them **so fast**), your explanations and the little funny stuff, that's reaaaaally nice to watch! Thanks a lot!
I started donut tutorial on the 19th of April with zero previous experience, then I did anvil and now this. I was doing it almost every day and believe me, it's been only 2-3 weeks, but I already feel so confident in blender I've actually made a realistic looking horse and with a good topology. Andrew's tutorials are the absolute best!
That's good to hear. Another good source for beginner tutorials is CG Boost's apple scene, which is very good in my opinion, but not much known.
And also CG Masters has a good collection of intermediate tutorials, such as the carbon fiber material or the car weel modeling tutorial.
Curious to hear where you're at now after a year and a half since the donut?? :))
thank you for explaining the cursor functions, that's what majorly got me stuck on my last project before coming to this video.
Your courses are such high quality. Thank you. I wish all UA-camrs were as professional as you!
every time i think "ok, this is maybe totally finished now, maybe i should skip the next step and go do another tutorial instead" i force myself to continue and you blow my mind every time....opacity and bump maps are incredible :)
Amazing i've finished this serie. Thank you very much! Lots of pro tips and fun challenges. Great Work
Thanks Andrew for keeping me entertained in lockdown for a few days! I haven't played around with Blender for about 4 years but I think Ive just caught the bug again..! thankfully not THE 'bug' though! I've relearned loads already and learnt a lot of new tricks too. Looking forward to part 10! 👍
I like very much when you walk to yourself, very good teacher, takes a bit longer than needed but all is fun. keep this good action
Your videos are the only software tutorials that I actually found fun to watch
So excited to see the Gumroad file and where your seams were placed. That is one of the hardest things for me to understand right now. Thanks for this series. I've learned some new short cut keys and see why scaling is so important to good design. Bravo!
Thank-you for these tutorials. Really well explained and I've learnt so much from them.
This tutorial series are amazing! Love it
Thank you so much for this series Andrew. I've learned a lot of very useful stuff from it.
who was waiting for the "non color Dahtah"?
He should make a t-shirt of that
But therre was not a single verticee this time
Some British people speak like that too.
@@SamyasaSwi there is already a T shirt I believe
It depends where you're from. I say dahtah too, and most people from Victorian cities say that. We say Dance with a hard 'A' while Sydney people say "dahnce", but most of them I've met say "DAY-ta". Being Australians though, even when we say "DAY-ta" we pronounce the T as a D. "Dayda". lol
I would guess Andrew is from from the south because of this. I could be wrong though, it's not a strict rule lol.
I'm so glad you showed the normal map vector. I had been having issues with black stuff being there and I had no idea what I was doing wrong.
I feel regret when don't find this Channel earlier. Bc It is really really good. I missed great something from Blender Guru. So now I will work harder to get knowledge. Thanks for everything.
Grazie Guru ;)
Per tutti coloro che cercano un chiara e approfondita descrizione del processo di creazione di un render in blender dalla A alla Z questa serie di video sono il contenuto giusto, buon diveritmento.
vero
Thanks so much for this course! It sure was a challenge but I'm proud for completing it :)
I've learned a lot by watching your videos. Thank you.
Thank you for the tutorial. Not only a was able to learn typology and UV unwrapping, I was also able to pick up a huge number of tip
Thanks! Great, mine looks like yours I'm happy with the result. Can't wait for the next part to give this piece of furniture proper render!
Thanks so much Andrew! Going to binge this course this week jajaja
thank you a lot i did all the other parts yesterday and they helped me a lot and now i can finish it :)
The amount of stuff i have learnt about blender about 70 percent stems from you!Thanks a tonne!
excellent tutorial series, thanks for sharing you're knowledge with us.
Best chair. Best tutorial. Thank you.
thank you Andrew! had a lot of fun modeling this chair with you:)
I have been mostly following these tutorials because I find it fun, but what clicked for me at the very end of this video is this:
If you followed these tutorials you have made a high quality asset that is worth something.
This is a real tangible thing you created and people will pay money for it.
12:33 this actually isn't quite true. While you may be right about most materials, metal alloys are more reflective because of the way metallic bonding works. Reflections are caused when rays of light excite electrons, causing them to vibrate at the same or a very similar frequency and magnitude, which warps the electromagnetic field to cause light rays of the same sort moving in a different direction. Because metal bonding utilises a sort of electron cloud to hold nuclei together, (meaning the electrons are unusually free to move around), the electrons can vibrate at a frequency and magnitude that is much more similar to the exciting light wave. THEN roughness comes into play.
I love the fact that I actually understood most of this.
Thank you Blender Guru. Awesome video series!
I just did a speed viewing of all 9 parts, I might go back and step thru this. Man, going from 2.7 to 2.8 is almost like relearning everything, but I'm slowly getting there.
Annd save. Chair done ! Many thanks for the fantastic tutorial!
Very excited to finish up next vid, already selected my Mogensen table to practice what I've learned :)
Thank you for this tutorial. Lots of good modeling techniques that I will use. On to the Anvil now!
In my four years of poking at blender this is the first time I've ever completed a tutorial end to end thank you
Awesome tutorial! Thank you my friend! I learned a lot!
If you find your screws jumping off the chair when you apply Object Data of the first screw, make sure the origin for each screw is set to the geometry! Retry and it should work.
thank you so much, another hero in comment section
Thank you for these tutorials.
Just finished! Thanks Andrewwwwwwww, it was reaaly cool!!! I will do the lighting now :)
It's a good thing I saw your BSDF video like a year ago, I can vividly remember how confused I was by different texture maps. Watching that video and tinkering around with Materialize helped significantly! Great stuff and I hope to see more content coming your way
Btw. I use Pie Menu add-on which enables the shortcut Ctrl+Alt+X
What this does is bring up a menu to set the origin point to the bottom center of the mesh. I use this very often with face snapping on (and set to center because closest is quite clunky) to get precise contact. Enabling Rotation is also useful for curved surfaces.
I did have to disable the pie menu for A (select all), ctrl+s (save), X for delete and a couple others. Really the only useful one is Ctrl+Shift+X. Maybe there's one other but who knows.
Thank you so much for this series tutorial
Material node tip for when you have a group of textures (diffuse, roughness, normal etc.). With Node Wrangler installed, click on the Principled Shader, then press CTRL+SHIFT+T. An explorer window will pop up, choose all of your texture maps. NW will apply all of the textures with their respective settings too (like, non-colour data) plus normal map node etc. Very cool.
A faster way is to save a blend file containing all your materials into your asset library. Then you can append your entire material library into your scene. Obviously, you'll want to use the control+shift+T shortcut when setting up the material file because it's faster than doing it manually, but here's another tip.
Blender Guru, your the best guru. Thanks Andrew sir.😊
Thanks Andrew , very entertaining....
Awesome tutorials!!! I dindt know anything about modelling and now I can do it :)
You can save your own shader layout as a new workspace. Or use more than one Blender, one for your daily work and one for tutorials.
Great tutorial series, thank you for sharing.
This felt quite easier to model after doing donut and anvil, so now I'm able to follow the Blender 2.6 tutorials on cg cookie and other channels, Thanks Blender guru
Thank you for this, I learned a lot, and your App is great.
Awesome man I definitely learned allot this week thanks
I appreciate you using the default screen layout for the tutorials. It's much easier to follow what you're doing that way. However, a future video covering the screen layouts that you do use, how they're set up and your reasons for doing so would be very interesting.
Thanks for a great course !😀
Dude, I am from Argentina and I just used to model staff in Blender as a hobby, but if I could be paid for doing things in Blender and I had access to a steady amount of dollars for it, I would just purchase everything that you guys produce in Poliigon, I watch and enjoy your videos for a long couple of years already
I love your work :)
13:23 not only talking but within feeling it for us. Thank U , Great guy
Thanks so much for the tutorial!! the hex screws by the way - yes they are made out of metal but they have a black oxide finish on them like many factory hex bolts do - so just a matte black finish (which is what black oxide looks like) works perfectly for that - if they were just solid stainless steel or mild steel with no black oxide coating - then giving it a metallic material would be appropriate - but as they are just mild steel with an black oxide coating (which is a deep blue/black matte color) i went with that. A small thing - but just figured id share! thanks again!
Thank you, you are a great teacher.
The screws are a perfect example of why you should teach us object instancing workflow where editing one object will edit all it's instances.
Could be nice to see this in the next tutorial, thanks!
"Yeah I convinced myself"
*I go to thumbs up the video to appreciate Andrew's personality*
just a month in blender and I learned a lot from watching Andrew's tutorials
Great Course!
Thank you so much. :)
Very helpful, thank you very much!
I 100% use the Cube-becomes-scale trick in every model I do - when you did that I was thrilled that it wasn't just me :P
It's been a long road... Getting from there to here...
Thanks for providing the final model! I've been a 3D model artist for almost 20 years now so I know how to make all that stuff but kinda trying to work out UVW unwrapping in the Blender interface LOL.
I've never been so proud of a chair before. But I'm proud of it, and of myself
yay i did it!
Thanks this was a great tutorial now I know how to follow blueprints
If you don't want to use the polygon add-on, node wrangler has a nifty shortcut to speed up your PBR texture workflow. Select the Principled BSDF shader in the shader editor, then press Ctrl+Shift+T, it will open up a file window where you can shift select all your textures, click the button labelled "principled texture setup" and bish bash bosh all your PBR textures are imported connected to the correct nodes with the correct shaders in place (Note: this will only work if your textures have a valid PBR naming convention, ie: texturename_metallic, texturename_gloss, texturename_rougness, texturename_normal, texturename_specular, texturename_height, and so on).
Hi Andrew brother. I learned many things from you.Especially sauing something that makes anyone laugh.😊😊😊
Great tutorial, thank you a lot! :)
This is the end of another great tutorial.
Rendering aside, you scrub up well! I think you've found your style! Although I personally cannot grow a beard to save my life. Thanks for your tutorials!
Thanks a lot, man!
Something you may wanna show, and truthfully I’d love your take on it. I usually center my origin to the center of the object. The reason I do this is so when I rotate my object it’s rotating from the center of the object and not from a chair leg. I’m sure there’s a better way to do this but you could take your cube ruler, have half of it sticking out of the floor and half of it sticking below the floor, grab the chair, pull it through the floor on The Z axis, then 3D cursor to center, set origin to 3D cursor, and now the chair will rotate and scale on all Axis’s just like when you add a new object. I’m sure you already knew that or maybe you didn’t but for my channel, it makes it easier for me to import my object into something like element 3D for example and use for dialing rotations for animations. Also, if you were to use a particle system to drop a bunch of chairs, the animation would look a little odd because the origin is slightly off from the center of mass. I have my way of trying to center it but I model for fun, I’m more of a grip and electric guy so I’m sure you might have a better way to do it? Love your channel btw, you’ve taught me everything I’ve wanted to know so far. Thank you
i would go with center of mass in XY and then point of (most likely) contact for Z. this allows you to snap the object to a surface without the object intersecting it.
for your use case of particles i fully agree that center of mass is the way to go
DISCLAIMER: i am neither a professional nor did i actually use blender or 3D modeling for anything productive yet...
Thanls for the tutorial. you got my sub bro
love the blender community
Part 8 and part 9 is like that meme, Andrew and the cooler Andrew
P.s. Great tutorials, I don't remember everything but a few things sure stick and now and then I come back to a specific video to find a useful tip I may have overlooked earlier
Thank you so much. After the Donut tutorial this is my second one. Two years later since you recorded this video it is sometimes a challenge to find the right menu options. So at the end I watched each video at least three times. In this video I have the problem of scaling the chair. Even after pairing the mirrored leg moves around. So I applied the mirror and it worked. However I don't know what effect this has, but the chair still looks good.
Didn't follow along but I watched to learn how to improve my own stuff and I learned lots