Now let's create the materials for our couch.
To do this,
I'm going to select one of the objects and then go over to the material tab.
You can name this material fabric or couch fabric,
whatever you want,
and then we'll open up the node editor.
So drag out a window,
come up to this menu,
includes on a shader editor,
then press and to close off that panel.
The first thing will add is a mixed note to go ahead and go color and then mixed note and
will place that here and for this first color,
this is going to be a white color.
So dragged the color up.
And for the second color,
weaken,
drag this down to about here or so and how we're going to mix these together is using a
friend.
L note suppressed ship Day will go to input and for now,
right here,
take the factor.
Hold on,
take the factor and plug it into the mix shader,
and then take the color and plug it into here.
So basically what this is doing is it's taking the gray values and applying that to the
edges of our spear right here or in this case,
our couch.
I might make this just a little bit darker and the roughness on the principle Chatur.
I'll drag this up to a value of 0.9.
Let's go ahead and go into rendered view on our couch right here to see what it looks like
.
And I think all of these have that fabric material.
Yes,
they do.
Let's go ahead and apply that to this.
This frame right here.
So go here and click on fabric,
and I'll duplicate this material and we'll just call it of base.
So we know that this material is the base of the couch,
and what I'll do is I'll just get rid of both of these and just change the base color to be
a darker gray Somewhere around there are,
so I think that would look pretty good,
and I'll drag the roughness down to a value of 0.6.
Now,
let's go ahead and apply that material to our stands right here,
so so like that.
Click on this and apply it to the base,
and there we go.
So we have a good looking materialist to see if we want to do anything else.
If you want to,
you could add a little bit of bump to this.
And to do that I'll be adding in a texture and noise texture.
Then brush.
If they will go to Vector and then bump,
take the color plug into the height and the normal into the normal of the principal shader
,
and you can kind of see what this is doing.
So this is looking pretty terrible.
What we need to do is change up the scale.
So probably for this couch I'll go with a scale of 1500 and we'll see how that looks.
You can zoom in and that's still too big.
So all go with 2500.
Let's try that.
And there you go.
You can see that looks a little bit better and actually kind of like how that looks.
I think that looks pretty interesting.
Let's turn off the detail and there we go play around with the strength of you.
Get something that you like.
I'm probably going to go with a value of 0.3.
Let's actually go point to and the distance we could go to a value of 0.5 now that we've
done that.
Let's go ahead and set up a quick scene and then render this out.
Okay?
I have set up a quick scene right here with a sun lamp with the strength of two,
and I set up a plane right here with a black colors.
We can see the couch pretty clearly in camera view.
If we go into rendered,
we can see what this is looking like.
I'll go ahead and talk,
go overlays to get rid of the grid.
And there we go.
We can see it that is looking pretty good.
Let's go ahead and render this out.
So come up here and click on Render Image.
Our render has finished and this is our results,
and I think it looks pretty good now.
What we need to do to import this into different blender files is we need to group all of
the objects for our couch together.
So let's go ahead and crazy,
go into solid view and I'll go talk over late so we can see what we're doing.
And what I'll do is I'll select this plane right here also like the lamp and the camera,
then a breast em and move them to a new collection.
And I'll just call this collection old because that's all the old stuff.
And now if we press one,
we should only see our couch,
which we did next.
What we'll do is all had in an empty and then parent all of these objects to that empty.
To do that,
I'm gonna press shift a go over to empty and playing axes,
going to front view by pressing one and all position.
That's right in the middle of our couch right here,
and I'll scale it up and then going to top view and just make sure it's right in the middle
.
So about their looks.
Good next box.
Select everything in your scene and make sure the empty is the active object.
And the active object is the one that has the letter orange.
Then press control P and go parent.
So now if we press G on this empty right here,
you'll notice it moves all of the objects together.
Next.
Let's go ahead and name this collection.
Modern couch.
Now we have to do is save this blunder file,
so hit control s and I'll call it Modern House recorded and then go State blunder file.
So now if we open up a new blender file,
we can go ahead and import this into the scene.
And once it opens,
I'll go up to file hit append.
Once you have found your blender file,
just go ahead and click on it.
Go to collections and you should see the old and the modern house collection click on the
modern couch and go a pen from library.
And there we go.
We can see it in our scene.
So there you go,
guys.
That is how you create a modern couch in blender.
If you enjoy this section or you created something cool,
I would love to see it,
to make sure to post it in the assignment after this video.
Also,
if you are interested in learning about how to render your modern housing in E.
V,
go ahead and view the next section to learn about that.
Thanks again for watching and also you guys in the next one