[flow_default] Transcription for audio/AITJJSORT/Blender Course - Advanced Interior Visualization Training/3 - 3D Modeling/5 - Kitchen Cabinets.wav
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audio_AITJJSORT_Blender Course - Advanced Interior Visualization Training_3 - 3D Modeling_5 - Kitchen Cabinets.json
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"file": "5 - Kitchen Cabinets.wav",
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"transcription": {
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"audio_file": "5%20-%20Kitchen%20Cabinets.wav",
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"text": "In this lesson, we will model a section of the kitchen cabinetry in our apartment. Elements such as the kitchen, floor panels, moldings, walls. These are elements that, regardless of the design, almost always have to be modeled from scratch. This is due to the fact that in each topic, in each project, the arrangement of these elements is different, and most often it is not possible to adapt something ready made to it. The situation is different in the case of other models, such as a sofa, chairs, table, etc. Where we can import these models into the scene and arrange them appropriately. The kitchen though, definitely. I would say that you can't do it this way, or there are very rare cases where something fits perfectly into that space and is made in the form we need. So even though we don't cover a lot of modeling in the course, I think these basic elements are worthwhile, so that you can master them. The kitchen in our scene looks like this. This is an L-shaped cabinetry layout with a freestanding island. In this part, we will model the island itself, meaning we will model the body of our cabinets, the fronts, and the countertop. Let's start by modeling the fronts. To do this we will use a template. The template is located in the catalogue 1 templates and is called Kitchen Front. We'll move it aside, and here we don't have any dimensions provided, but we do have the thickness of the board to attach it. In simple terms, 2cm, we'll model a front with a shape like the one at the letter A. We'll add a plane. We'll set its thickness, 13cm, and we'll scale our portfolio accordingly. It needs to be significantly smaller. So that the thickness of our front, which is exactly 2 cm, matches the thickness of our funnel. Of course this is roughly it. It doesn't have to be perfect to the tenth of a millimeter, but it's good for it to be done quite accurately, quite precisely. Okay, let's assume that something like this is good enough. Now we need to model a groove like this one here. Of course, there are many ways to model. I am, however, a proponent of modeling something as simply as possible. We will be adding divisions. Divisions, then we will remove some parts and round the edges of the remaining ones. We'll add the first division. Next, we'll add the second division right here. We can remove this part now because it's unnecessary. We'll add a division right here. And a division right here. We're removing this part. Here, we're moving a bit in this direction. Then we can select all the relevant elements and components and with the limited dissolve command, dissolve it. All the faces so that we get one cohesive shape. Now we need to round this shape in a way that is appropriately so that it looks visually appealing and aesthetic. So we round the top in this way. Here I'm not specifying a specific number of divisions. It is important that it is not too sparse because then everything will be angular but also not too dense so we don't create geometry that's unnecessarily complex. So we're doing this to put it colloquially by eye. Here we'll give more divisions. We'll simply round this part like this, and we'll round this part like this. I simply round it, using the keyboard combination of Kotrelshift-B keys. The current flow in its current form doesn't perfectly resemble our shape, but it's sufficiently close enough, and it will be so inconspicuous that it doesn't matter at all. This shape is completely acceptable here and I'll leave it like that. Everything is perfectly fine. The plant is rather quite tall and therefore we need to reduce its height. For example by sitting its height, let's say initially 65 cm. We will of course adjust it to the heights that will actually be in our kitchen. We'll give the plant some thickness so that it becomes three-dimensional. We'll set the origin and rotate it by 90 degrees. Having the front, we'll move on to modeling the body of the cabinets. The design doesn't specify what dimensions our island should have, so we need to decide on something ourselves. We'll assume that our island will have dimensions of 210 cm in length, which means we extend the dimension by 10 cm. Next, the width will be 60 cm, and the height will be 83 cm. In modeling, we will not bother with modeling the exact divisions into cabinets and glass inside. We only get the very simplified version. The fronts will be placed on this side anyway, so you won't really see anything from the middle. We do need to model a bit of metal, meaning that the center of the kitchen furniture, as is always the case in practice, is slightly recessed. Just the bottom, of course, such a cover strip is found in kitchen furniture. To create such a cover strip, we'll do it here. First, the divisions on the side, which is 2 cm because the board always comes down to the bottom here, on both sides of the area and beyond. And we'll introduce a division at the back. And we'll do this procedure that will extend our kitchen cabinet upwards by another 10 centimeter now. Since the height of this cover strip will be 10 centimeters, to create that space underneath, right at this moment we'll mark those faces that have formed as a result of the division from the bottom and pull them down by tens in the memenithert. This way we achieve what we had earlier underneath, while also maintaining a good geometry of our body. Kitchen cabinets. We'll also create the element underneath, which is the cover strip, using a planer. We can do this as a thin strip, or we can create a hole enclosure. It won't happen anyway. Visible. We're assuming that this cover strip will be recessed about 3 cm. And then we move this strip down and extend it all the way to the bottom of our kitchen cabinets. So naturally, of course, as you can see, we need to pull it back here, slightly in this direction to achieve that 3-7-meter recess. Now we need to arrange the fronts of our cabinets. I'm assuming I'll do it this way that I'll divide the whole cabinet into three parts. And on the left side, there will be two drawers. On the right, there will be two drawers. And in the middle, there will be one large cabinet that opens. It will be like this because there will be a sink in the middle. And usually you don't install drawers under the sink. To divide it into three, I'll use my simple method. It might not be super original, but it definitely gets results. I'm adding a planar across the entire width. KB knits. I'm dividing it into three. And I get three equal pieces. Thanks to that, I know how to divide my fronts. I rotate the front by 90 degrees. And I bring it closer to the front of my kitchen cabinet. I'm moving it to the beginning and I move it away from the edge by minus 0.5. Then I move the front to my first division and pull it back by a value. This time, I move it by 0. That value because then I'll move this current. I'll copy the left side. And here I'll be creating another sequence. And because I have a distance here, from the division of 0.25, I'll also pull back by 0.25, which gives me a total value of 0.5, exactly like here, because I want the distances between my fronts to be 0. S. This is a value that visually looks very good, and in reality it's probably even smaller. But in the visualization, if we accept that value, it will be just fine. I'm moving the cabinet up. From the top, I'll also set the value of minus 0.5. And now we can also divide my cabinet in terms of height, right in half. I'll use exactly the same simple method that I used earlier. I'll model a help of plane that I'll move down slowly and carefully to my kitchen cabinets. Next I will set the height up precisely and divide it in half. Next I choose my front and I set its height accordingly. I move it to the edge of my division. Up by a value of 4.13 and the front, I copy it down. Moving it here towards the edge or even towards to the bottom of the front and moving it, then by a value of minus 0.5. The bottom should give me a value here, 0.px. That's exactly what's happening to me. So I achieved the effect I was expecting. I can now select my helper play and remove it from the scene because it won't be needed anymore at this moment. I'm now selecting my two drawers and copying them to the left side. I move from the edge by a value of... and I have them positioned exactly the same as these. Then the front, one, this time I'm copying to the right. To the front, the previously modeled one, and I'm moving it by a value of 0.5 cm. Here I'm making a small adjustment. And I'm moving it by a value of 4.5 as well. Then I switch to the wind from the side and I move the whole thing to the house. Thanks to this I got what I wanted, which is two drawers on the left side, two drawers on the right side, and a large drawer that opens in the middle under the sink. In the end, there's the kitchen countertop left to model. It will obviously be nothing more than another plane. So let's choose the plane. We're carefully modifying its position to our kitchen cabinets and slightly extending it forward by two sun matineer so that it just sticks out exactly like our drawers. We're adjusting its dimensions and we give it the appropriate thickness. In this case it will be 2.5 thickness. We've just modeled our countertop. It's worth adding a BW modifier to our elements now. We're adding it so that the edges are nicely rounded and we don't end up with sharp, ugly edges that look unappealing in the visualization. We select our kitchen cabinet body and choose BW. Since we have good geometry, nothing bad should happen here. We choose a value, for example, 0.2, a rather small one, with five divisions. We'll apply the same thing when it comes to our fronts. We mark each of these elements and we'll copy the modifier. Everything rounded off nicely. It looks really great. We'll do the same with the kitchen countertop. We'll copy the modifier. And the whole thing, now it is tidied up as it should be. We will still cut a hole in the countertop of our island for the sink, but we will deal with this at the stage of importing models. Since we're going to import a sink model, and this model will be a sink that is recessed into the countertop, or more specifically sunken into it. So, the cut itself will be specifically tailored for this model that we'll be using. As for modeling the kitchen elements, that's all for this lesson. The remaining models, please model it yourself, exactly the same way I showed you here. It's nice to go through this step by step, as it will help you gain some experience. And this will definitely be useful when working on future projects. However, if you're feeling a bit lazy, or just a little lazy, just open the file with the ready scene. And you can copy those elements for yourself. In the file with the ready scene to the file you are currently working on. And how do you copy that the quickest and easiest way just by selecting in the file with the ready scene? Model by pressing ctrl C. Switching to the file you're working on and pressing ctRL V. The model will be pasted. You just need to locate it properly and fit it into the place where it should be.",
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"language": "en",
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"duration": 897.1,
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"timestamp": "2025-12-10T17:35:16.692213"
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},
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"timestamp": "2025-12-10T17:35:16.696551",
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"processing_time_seconds": 206.68832349777222
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}
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