[flow_default] Transcription: 01_how_to_model_everything.json
Browse files
transcriptions/01_how_to_model_everything.json
ADDED
|
@@ -0,0 +1,7 @@
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
| 1 |
+
{
|
| 2 |
+
"audio_file": "01_how_to_model_everything.wav",
|
| 3 |
+
"text": "When you open up Blender and start modeling something, you may trust your brain to deliver the memories and information you need in order to create a specific object. Like in this case I try to imagine how a giraffe looks like. But very often this turns out to look not really like what it should be. If you compare it then with a real image, you realize that you are missing a lot of tiny details your brain can't remember. So the number one rule when it comes to modeling is to use reference images for everything. And when you don't have reference images, try to draw it first so that you have a reference or ask a friend to draw it for you. This not only helps you to get the shapes and details right, you also know what objects and elements you need to create in order to finish your model. And in this way you can better estimate how much time you will need in order to create the whole object. Then another important part are proportions. References helps you to get the proportions right on a single model, but you also need to get the proportions right when you have multiple objects in your scene so that everything fits together. Here it can be useful to use real units if this is possible for you or to use a reference model like a simple human 3d figure and then scale everything else accordingly. Then when you start modeling don't start immediately with creating your final model. The more complex your scene is the more it can be helpful to block your scene with very simple shapes first. In this way you get a rough idea on how your final scene will look like and you also have a good idea how much work it will be to finish it. This takes just a little time and you can quickly try out different things without spending too much time on modeling everything first because you easily can remove objects and add other objects until your scene looks right. And then when you're happy with your blockout you can start to replace all the simple elements with your final models. So, but how should you now start to actually model your objects? So it can also be useful to shoot photos from different sides of the objects you want to create. Or if you want to create vehicles, there are blueprints online, which you can download, which shows the vehicle from front side, top view and so on. And these images you can place directly in Blender's 3D viewport to have a direct reference to model from. And this we will also do by the way later on when we create our animated car scene. So now you have your references in place, but now is the question with what basic shapes you should start to model your objects. In Blender we have some basic shapes we can add to our scene like a cube, a cylinder, a sphere, et cetera. And if you inspect your reference images, you may see like abstract versions of this basic shapes in your object. And then you can basically start with, for example, a cube when you want to create a car and then slowly shape this cube so that it will look like the model in the end. If the shape is too complex, you can also start with a single polygon and then step by step extrude these and extend this so that you create the complex shape. So there are different modeling techniques to approach modeling different objects, but more about this we will learn in a separate video later on.",
|
| 4 |
+
"language": "en",
|
| 5 |
+
"confidence": null,
|
| 6 |
+
"duration": 214.38
|
| 7 |
+
}
|