hey guys welcome back to our Blender to HitFilm masterclass last time we went
through the user interface and learnt the various modes and panels were going
to be using throughout this class be sure to check out that first tutorial if
you haven't already today we're actually going to be making the basics for our
cargo container learning how to shape move a model then begin using a method
called cube projection for our texturing for which you're going to be needing
this texture which is available to download down in the description let's
begin with the basics of shaping a model when starting any project in Blender you
tend to delete everything from the default this cube lighting camera this
can be done by selecting all with A followed by X to delete not that there's
much difference but we want to be adding our own assets let's start off with a
cube but wait we just deleted it if we press Shift+A it will bring up the add
menu and once we enter the mesh tab we can select ourselves a cube I like to
keep my objects on the surface of the perspective grid so to do this we'll
need to move it on the z axis this can be done by pressing G and then Z a quick
tip is to use a values to move your objects this keeps everything nice and
clean as the default cube is a 2x2 meter cube only to half the distance one again
that's G to move Zed for the axis then the value that you want to move in this
case 1 cargo containers are an easy rectangular shape so let's stretch our
cube select the cube and press s for scale followed by Y to alter it on the y
axis you can go ahead and do this freehand if you like but like before
I'll use a value to keep it neat lets say 3 with a shape set let's go ahead
and add a material first let's switch our viewer mode by hitting Z and
selecting material preview this will show us a quick low res material output
and let us see what we're adding be sure to have your model selected and head on
over to the material icon select new to generate a material for us to work with
let's first give it a rename and the tab provided container texture then head
into the icon besides base color heading this brings up a menu of options for
materials types and inputs we're going to be using an image texture at first it
doesn't look like it's done anything but we now have these icons
if we click the folder icon we can now go and find a material map wherever we
saved it and again link in the description if you haven't got it
already once added you should get this weird layout
this is blender taking a guess at layout and now we have to realign it create a
new window by going left of the editors have till crosshair reviewer's itself
and drag it open until you have a 50/50 split in this new window we want to view
our material so hit the editor type and change this to the UV editor it may
appear blank at first waiting for us to activate the material by hitting the
browse icon it will allow us to load up any existing materials so let's grab our
container material to realign our model will need to enter edit mode hover above
the 3D viewport window and hit tab on the keyboard we can see the unwrap of
our cube display from the UV editor now switch the selection mode to faces press
a to select all of your models faces and then u to bring up the UV mapping
options we're going to go ahead with cube projection you'll notice the faces
all now have that stretched version the whole material what this is done is
taken each face and like the name suggests projected the material onto it
so if we select just one face or highlight it on the UV editor window we
can adjust the projection using the vertex points you can use the icons up
top to change from vertex edges and faces with move scale and rotation as
you would an object edit mode starting off with this face I think I'll make
this one the door highlight all your points and use s to scale down and G to
move it into position make sure to align all the edges with the door texture I'll
repeat this technique with the other sides for symmetry when altering the
sides grab both faces by pressing and holding shift while selecting this will
allow you to control and adjust multiple faces like in this example where we can
rotate the texture for the top and bottom material at the minute we're
looking very clean and it's not really metallic jump into the render view for a
better look let's alter the material properties go to the editor icon and
reset this to the shader editor this is a node base version of the properties
window may look a bit odd but it gives us a lot
more control to our materials first let's dial up the value or the metallic
and specular to create some shine for the roughness I think it'd be good to
add some patches of rust press shift+a to bring up the node search and type
color ramp now link the color output to the roughness input let's add another
node with shift+a this time finding musgrave texture link this to the color
ramp it doesn't look like much but by altering the scale detail dimension and
the lacunarity you'll receive these patches of scratches and damage it's
currently too reflective so to change this will raise the black of the color
ramp to an off-white there we go much better this now looks like it's been
around for a while as this rust is a new element we'll have to bake this to do
this we'll need an image to project it on to press shift+a and search for
image texture we'll place this down and select new let's also give it a renamed
roughness to see our image slide open a new viewer and we can change the editor
type to UV and then load roughness we're going to need a plane of similar shape
to bake this onto in our viewport let's create a plane and scale on the y-axis
to match up our container head down to the material tab and create a new
material naming it again roughness here we're just going to add an image texture
and load roughness saying roughness so much select both the models and head to the
render tab the default is currently an Eevee though in order to bake we'll
switch this to Cycles as Eevee doesn't have the option at this time head down
to bathe and open type if we were creating a texture from scratch here's
where we find all the options for the various layers we are going to need
roughness for today be sure to also enable selected to active it's time to
throw it in the oven and hit bake you can now see our UVs have changed
revealing the roughness we want to go up to the image tab and save this with our
file for when we eventually head into HitFilm
what we have now is good enough to be a batch of models in distance but this is
merely the beginning if you head on over to our other tutorial we'll be going
over modeling techniques to add depth and detail using the collection of cutting
tools be sure to subscribe the bell icon to avoid missing out on any other
masterclass tutorials we'll see you next time