 Hello and welcome to the second part of this tutorial on how to create the scene with very few polygons with easy shapes. And in this second part we'll focus on the boat that you already see. So we will deactivate everything we don't need to see. Just the boat, it's all in groups. And if we actually look at the boat, it is a very simple shape. Let's just have a look at this one. Starting with the cube, then doing a loop cut in the middle using the mirror modifier. And then you can not just need to shape one side, have a few loop cuts in there any way you like. Shape it not very hard. Most of the stuff to have it look like a boat is then done with the materials. And now let's just look at the material, the most important material at the one outside. And of course it's principled shader, not much done with that. The important thing is the color. I UV unwrapped it before that. Now there's no different methods that it can use. Not going to go into UV unwrapping. There's a lot of tutorials on that one. Important is to use a brick texture and input it here into the base color. And then these are the basic settings that I used. There's a lot of different things you can use. But the important thing is that you have a lot of control over it. So if you want them smaller or bigger, you can do it any way you like. Important is that it kind of matches with your mesh. So it looks most realistic. The points where you want it to be, it has to be here. And you can of course change the colors. I used the same one for the thing up here. The same basic brick texture. Just change some of the colors and some of the sizes. And yeah, the important thing is then the motor size. If you see, oh, that's very much. Just have it a little bit. I think if I press the shift button, then it goes a little less. You can do it as much as you want. So you have a lot of control without changing many things. And I would also use a bump map. And connect the factor to the height and the normal to the normal. Also very simple. And you have this nice little 3D effect. Now for me, I would say the motor size is a little too big. I would make it a little smaller, but that's up to anybody. Watch the way they want it. And then you basically have the shape here. I then created this shape up there, which is also just a lot of basically modeling, extruding cubes and using a mirror modifier and also the bevel modifier, which I used here just to have the edges a little nicer even here. With a bevel modifier, you can change it any way you like, whether you want it sharp or really round works anyway. So this is just basic modeling. And let's see at some very nice tricks that you can use because modeling like the rope here, the rigging, that would be just a pain to do it by hand. And it's also not very effective and will take a lot of calculating time. So the nice thing and let's now put this away. We don't need it right now. Let's focus on here on the rigging on those ropes. It is basically a mesh, nothing else. So you can just put in a plane up here or down here, rotate it like this, make it a little bigger, make it even a little bigger in this direction, change this down here, make this a little longer. So this is basically the shape that I have. Then I inserted some loop cuts. You can insert as many as you want. Fortunately, this is something that you have to decide first. This is not easy to change afterwards, but as you see, it's very simple to get this shape. I'll delete it for now and I'll show you what I did with this one. You need basically two modifiers. I mean, one modifier you absolutely need and that's the wireframe. And that one already gives you a nice result if you take this, have the right settings. You can of course make it bigger or less big, which is just nice. If you look at it very closely, it doesn't look that good maybe, but rather from the distance, it looks nice. I'll show you how to make a nice rope later, but this is more for the distance. It works. It's absolutely all right, especially for this kind of theme that we're going for. And the bevel modifier is always helpful. I think it's especially helpful here if you use that one as well. You can also change that. And then from the distance, let's keep the shift key pressed. It looks also nice. As I said, not 100% realistic, but for what we're going, that perfect no problem works with that. So that's really absolutely all there is to this shape. Very fast and very much control. If you say it's a little too big, it's a little too small. You can change it afterwards very easily. Same thing is true for the sail, which is also just activate this again. Just a very easy mesh. Put a little bit in this direction and one modifier that you really need, and that's a displacement modifier. Once you have this displacement modifier, you have to have some basic settings, the direction, the group, and the important thing is, if you look at this group, only activated for a certain kind of mesh. So I just used all those meshes. I assigned them to a group and the modifier just changes those vertices. And the important thing is also, because you want it going in the wind, and maybe you still remember this one from the first tutorial, this empty that I created to have the waves of the ocean. Just very simple. You use the same one for here. You apply this displacement modifier to this empty. This is where it looks at to see how much it is displaced. Should actually even work. Displacement mode, here you have it. And that gives you enough of that effect that you need. So it's very simple, not very much consuming for the computer to calculate it, and you got the basic setup for your boat. Well, look at the whole thing a little bit more closely than in the third part.