Project : Kindergarten chair

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Transcript

In this project we are going to model a simple kindergarten chair like this one. For us, we won't be needing this lamp and his camera for now, we can select them by pressing Ctrl I, which basically Invert the selection, then press X and then choose Delete. Now in this project we are going to model using a real measurement unit. Currently, the size of this cube is pretty large for a kindergarten chair. If we select it, and then press n to open the sidebar panel, we can see the size of it is two meters by two meters by two meters. We want to set the width to be only 35 centimeter for the length, I want to have 35 centimeter also, and for the height of the sitter, it should be 30 centimeter.

So let's input the dimension for the width 35 centimeter index input field, press tab then for the length It should be 35 centimeter also, then enter, we will fix the height later. Now before we continue, remember that every time we change the dimension, we should always apply the scale afterward. This is so the scale values are back to the default which is one. So press Ctrl A and then to scale here we can see the scale values are now back to the default. Next, let's go to the edit mode. Then select the upper face and change the z coordinate of it to 30 centimeter for grown ups 30 centimeter seater height is probably too low, but for small kids, this is just about right.

Next, we want to make the sitter thickness to be about four centimeter select the bottom face and then input the z coordinate value here to 26 centimeter or you can just type in 0.26 and then enter. So now we have something like this You may notice that the grid here is too big, it is set to one meter by default. If we want to set the grid to 10 centimeter, we can go to the overlays option panel up here, and then change this grid scale value to 0.1. Now this grid size is 10 centimeter by 10 centimeter. Next, if we go to the View tab in the sidebar, the viewport clip start here is too big for working on small objects. Currently it is set to 10 centimeter with this value.

If we zoom too close, closer than 10 centimeter, the viewport will start clipping. for working with smaller objects we need to make this clipping value smaller. Let's just enter 0.001 or one centimeter. This way, we can zoom closer to see the detail of an object. So to recap, there are two steps that you need to take when working with small sized objects first You need to change the grid size. And second, you need to make the viewport start creeping value to a very low number.

Now, before we move on, as I mentioned earlier, it is important that your object should always be facing the negative y direction when doing modeling. This is because this direction is the default front direction. And so the positive y direction, which is aligned to this way letter with a green circle here is that way to the back direction of the object. Okay. Next, we need to add several cuts this way and this way, so press Control R, scroll the mouse until we have three loop cuts, left click, and then right click. Then we need to do it again.

For this side also control our scroll, left click and then right click. Next, we want to mirror this object so we only need to work on the right side and the left side will follow automatically. So go to the The modifier panel, add modifier and a mirror measure we have the x axis and the basic x active also. And we also want this clipping option on. Let's start adding the legs. Go to the face mode, select this face and in this face also then press I to insert them, open the operator panel and let's just input the value for this gap I think 1.5 centimeter will be enough.

Then press E to X to them. Now we want these faces to be at the ground. So press and and measure we are in the item tab, and let's just input zero on the z coordinate. Next we want to add the backrest part of the chair. Let's select this face here. Press I to insert use the same values as before, which is 1.5 centimeter or 0.01 five meter.

Then we want to extrude this for 10 centimeter, so press E, then type 0.1, then enter. Next, we need to add another extrude for 20 centimeter, press E type 0.2 and then enter. Then Leslie for the top part, we want to add another two centimeter extension. So press E again, type 0.02 then hit enter. Next, we want to create the backrest, we need to extract this face for two centimeter again, press E 0.02 and then enter. Then extra this part.

I'm just using my mouse now. Next we want to extrude this until the mirror plane because currently we have the clipping option turned on. If we extrude this face all the way one cross the mirror plane. This is nice but after we confirm if we have Press Shift z to go to the wireframe mode, we can see we have this interior face. Now this is a bad thing. We will discuss why this is bad later.

For now, just make sure you delete the face. This way when later we apply the modifier, we will have a clean mesh interior. Okay, now we can already see the basic shape of our Chair Model. Next, we want to make some adjustments to the model to make it looks more comfortable. And also, I think we need to make the backrest a bit taller. So press three in the numpad to go to the side view.

Let's type the sidebar panel. Go to the vertex mode. Next, we need to select the whole vertices in a backrest area. If we try to do this in a solid view mode, we can only select the vertices that we can see. In render. You can only select sub objects that you can see anything that is not visible directly will be ignored.

To give you an example If I hold Ctrl, and then click drag with the right mouse button, it seems that everything is selected. But notice if you rotate the view, these vertices are actually not selected. So how can we select them easily? Well, we need to see the vertices to be able to select them. To do that, we can either activate the X ray mode by pressing of z, or by entering the wireframe mode here, or just using the shift z shortcut. Now, if we do another layer of selection like this, we have all of the backside vertices selected also.

But let me select the upper part only. And just move this up a bit. I think it looks better this way. Now select the whole back rest area. What we want with these vertices is to rotate them, but using this point here as the rotational axis location. We can do this with the help of the 3d cursor.

So zoom in a bit, hold Shift, and then right click on the spot next When rotating or doing any transformation in general Blender will use the pivot point. To set this 3d cursor as the pivot point. We can go up here and change this to the cursor, we can see the transform manipulator position now is at this 3d cursor location. If we press R to rotate the rotation, we'll use that location as the rotational axis, left click to confirm, make sure we change the pivot point back to the default which is median point. Next, we want to select these vertices press out a for us to dislike everything. Then lots of select these and then just move them to the backside like this.

Let's do this also for the front legs. Just a tiny bit. So now we have something like this. Next, we want to add some stretchers in this area. Also up here in this area. I don't think we need any for this back area because we already have some rail at the top.

So let's go back to the side view. Now we want to cut this legs straight horizontally, we can use the bisect tool or the knife tool for this scenario. Let's just use the knife tool for now. Let me close this panel first. So press K to activate the knife tool, click and release at this spot. Now when we move the mouse like this, press C to constrain it to the horizontal direction and then also press z to make the knife to cut everything including the faces at the backside, then left click.

Now remember how the knife tool works. We are still cutting the object now. To confirm we need to press spacebar or enter. Next, we want to cut this area also. So go back to the side view. Just like Before I press k, then C to constrain and then z to cut through everything.

Left click and then spacebar. Next, go to the H mode. We already have this H loop selected, hold Shift and Alt and click on this H low and then this H loop also, then press Ctrl B to bevel the edge loops beveling an edge loop will result in the H low to split apart like this. Okay, now go to the face mode and select this face here. Then this face and also this face up here. Next press is to insert the faces.

Let's input it in five millimeter we'll be fine. So let's type 0.005 and then enter. Next, let's select the two faces on the side, right click and then choose breech faces. So we get something like this. For the top face. We cannot breach This because we actually don't have anything at the left side.

For this, we can press E to extrude until touching the mirror plane, and then left click. Remember we need to remove this interior face here. So press X, and then choose faces. The 3d modeling process is finished, we just need some refinement on the corners. Let's center out the 3d cursor by pressing Shift C. The next thing we need to do is to make the corners less sharp. Because in the real world, we hardly find sharp corners like this.

Well, unless the objects are intentionally made sharp, like knives or swords, for example. Essentially, one of the key ingredients to make an object looks more realistic is to make the corners a bit blunt. In render, we can do this easily by using the bevel modifier. Now the bevel modifier by default will bevel all of the edges Just in the model, we can see this in wireframe mode. Or you can also display the wireframes while in solid mode by going to the overlays options up here, and then turn on this wireframe checkbox here, we can see that all of the ages are beveled. We don't want this we need the bevel to only take place at the sharp corners.

For this, we can go to the limit method options, and then choose angle here. With this mode, only the ages that form an angle above this angle value will be barefoot. Next, we want the width of the bevel to be only two millimeter. We can type in here to m m and then enter. Let's turn off the wireframe display again. The last step is to add the material if we go to the material panel, because we are modeling from the default cube we already provided with material here.

Let's rename this material to wood dot plain, just for example, and I think I need to make this UI area a bit bigger. Change the color to a bright brown color. And let's activate the material preview a viewport mode, reduce the roughness value to 0.3. If you want to render the scene then you need a light source. Just as we discussed earlier, we can put an hdri image as the environment light source. Here I have a folder where I put different hdri files.

I download all of these files from HDR I heaven calm. Let's pick this one. Or perhaps this one. Let's just see how it looks. Don't forget to use the render the view mode. I think the color is too yellowish.

Let me change this back to a more neutral color. Okay, I think I go with this one. Next, go to the Render Settings panel. And we want to use this ambient occlusion, especially a o or ambient occlusion will add subtle shadows on corners or crevices. So just turn this on. Now we can see the soft shadows appear on the model.

Next, let's turn on the screen space reflection. So we get this nice self reflection on the surface, then we don't want to see the background when we render it later. So go to the film section here, and then check this transparent option here. We finally have a nice setup that we can render, but I will skip the rendering part, as you should already know how to do that by now.

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