Animating And Modeling A Retro Camera | Nodiken 3D | Skillshare

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Animating And Modeling A Retro Camera

teacher avatar Nodiken 3D, 3D Artist and Animator

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

7 Lessons (1h 13m)
    • 1. Class Introduction

      1:00
    • 2. Adding Reference Images And Modeling The Front

      8:17
    • 3. Adding Buttons

      8:56
    • 4. Lenses And Details

      11:43
    • 5. Modeling The Back And Rest Of Model

      12:13
    • 6. Applying Materials

      11:17
    • 7. Animation And Final Render Settings

      19:32
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About This Class

Hello everybody and welcome to another blender course. My name is Dino and in this course, we will create and animate this retro camera as you can see.

This course is for beginners and if you are an advanced user you can use it as an exercise. At the end of this course, you will have a cool project that you can edit use it for portfolio and also knowledge to start creating and animating with the blender. First, we will import reference images that you can get from https://gum.co/Jwfxh.

Next, we will start modeling the camera with all details on it. Later we will use HDRI for lighting up the scene and render one single frame which we will, later on, use it for our animation. In the end, we will animate the whole scene and render it out.

So let's begin and I will show how easy it can be to animate and create something interesting using a blender. 

Meet Your Teacher

Teacher Profile Image

Nodiken 3D

3D Artist and Animator

Teacher

Hi, my name is Dino, a graphic designer, and 3D artist. I have a Bachelors's degree from the faculty of Fine Arts department Graphic design. I have done lots of work for a wide variety of businesses over the years.

In 2019. I joined Awesome Tuts (The Ultimate Game Development Academy)where I become a teacher and graphic designer and with my colleagues, together in our academy, we made over 80 courses about game development, graphic design, and 3D art.

I have a passion for art, teaching, and helping students not only learn but have fun while doing so. I've been passionate about art my whole life and look to instill that passion in my students through my teachings.

In addition to teaching, I'm head of design at Cycle (a start-up working on a n... See full profile

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Transcripts

1. Class Introduction: Hello everybody and welcome to another blender course. My name is Dina, and in this course we'll get an animated this retro camera, as you can see, this course is for beginners. And if you're advanced user, you can use it as an exercise. At the end of this course, you will have a really cool project, can edit uses for your portfolio. And also you will have knowledge to start creating and any meeting with the Blanding. First, we will start by importing reference images that you can get from the link of this description of discourse. Next, you will start modern that camera with all details on it. Later we will use HDI for lighting up the scene. And we will render the single frame, which we will later use for our animation. In the end, we will animate the Holstein and render it out. So let's begin and I will show you how easy it can be to animate and create something interesting using a blender. Let's begin. 2. Adding Reference Images And Modeling The Front: Hello everybody and welcome to our first study discourse. So before we jump into the blender and start modelling, we should always make folder where we are going to save all files for the projects. And also, let's jump on our Internet browser. And here we are going to search for our rhetoric camera. So here I've found, all right, one step, this old camera that brings forth dominated state can. And here you can get a lot of fs images. By the way, you can find all the references images that I'm going to use in my description of discourse. So here you can see the rector Luke Camera, and it's really cool and it will be easy and fun to animate something like this. So now we should go and open our blender. And here as you can see, I'm having my default seen opened up. And let me just show you my splash screen. So here you can see that I'm currently working in blind deaf 2.83. And if it can't get any version number of disks, you should get it because it's always the best when you work in the latest version. So here I'm going to create a new file under General and as our dimension mammal or the hearing, my default seen opened up. And now I'm going to get rid of my default cube by passing x didn't get. And before doing anything else, I'm going to real quick to turn on my screencast dead-on. So right here to see all the shortcuts, the template to use in this course. So now I'm going to import all the reference images that I will use. So with a shift and a I will search for the images. And here you can find the reference image. Now, i'm going to navigate to my folder. I call it camera animation. And here you can find all of this. So first we have this front of this camera and this is going to be our main reference image. So I'm going to scale it up a little bit. And also I will go under image settings here on these properties menu. And I will say disabled from being used in a human perspective. And also I will turn on transparency indicates of just a little bit. So I can see why Lomborg the link through this. So now I'm going to use another reference images handling port all of this. And now I'll use G2 motifs to decide. And I will import the rest of this. So here you see the fit. We are not going to be to follow the reference 100% because we are going to create something like stylized. So just for the shape, those are going to be very useful when we are, when we are modelling it. And the last one, I believe is this one here. So I'm going to import it as well. And now unselect all of these. And let's push to the side. So now I can go and select my thrust and my first image, image here and here and un-filter enable this. Select toggle, which allows me to disable this from being selected. Also, you can do the same for all of this. So now you cannot select any of these. And also I'm going to select all of this and I will press M actually ever need to enable it for now because I want to select all these entitled press M to maltose to new collection. I will create a new collection and I will call this reference images. And now all of these are in this new collection. So I'm going to, just to select this from, I'm going to disable the whole collection from being selected. And as you can see very quickly, we can go and disable it from the viewport, which can be handy sometime. So now I'm going to go back and back to my scene collection and now I can go and start modelling. So now with the shifting day, I will bring Duke scene. And here I'm going to also turn on x-ray mode so I can see through. And here I will go and try to match this reference image as much as possible. I will also scale and on the x as you can see. But if you go into photographic view, you can see that we need also to scale this on the y axis like this. And now I'm going to go and in edit mode, I will go and select this edge here and this on the site. So those two edges on the top end here in front orthographic view, I compress controlled B. And now I'll be able to Pebble this out as you can see here. And by the way, you can go up and down by scrolling up your mouse wheel if you want to add more, more bell to those edges, as you can see here. So also you can hold Shift force motor controls. And I will go and create a basis. I will bevel those edges like this. Now I can go and also scale this just a little bit on the x and pull it up a little bit. Now I can go and with that, I will be able to move this up. So maybe to about here. And now I can go and extrude this one more time down. And also I can just go in top orthographic view and extrude this one here as well. Now, I will be able to select this edge here, and with g and z, I will be able to pull this down. And I think we need to move this a little bit more in the front. So let's turn off our x-ray mode. And let's see our reference images. So here you see that this part is a little bit going up and here is shorter. So now as you can see this a little bit way too thick. So I'm going to go and select those two edges with g and y. I'll pull this in front. And also now I will go and this one here, this edge here, I will put it down. So at the press of g and y, now I can go and return to our reference images. And here I believe we should go and also select those and move it slightly down. And now we are done with that part. So let's see how it's looking so far. Right to pan around. Now, also, don't forget to check our reference images. And also you can go and press a and which controlled BY It can also Bell those edges just slightly down, but we are not going to do that for now. In the, in the end of the modern API are going to add those edges as well. So that's it about this video. Stay tuned because in the next video we'll start adding those details on this front of the cameras. So see you there. 3. Adding Buttons: Hello everybody and welcome back to our second video in discourse. So here as you can see, we did the dismantled part of that camera. And now we should focus on those details in the front. So first, let's go and make this red button. So with a shift in a, I'm going to bring no silane left are seen. And I will have updated for 90 degrees on the Y axis like this. And also now I can go and turn on our x-rays so we can see through. And now I will also position this cylinder where it should be. So first we are going to make this and this around plastic that covers the button. And later on we will add the button as well. So now I will go in right orthographic view. I was kill it on the y n also, I will move it into front. Precedent G and Y. I will also scale it just a little bit more. So like this. Now I can go in Face Selection and I will select this frontal face. And now in front orthographic view, I will press one. And here I will go and instance-based here. And now I can go end to extrude this invert. So ideas. And now I can go and add subdivision surface modifier on this one. And here as you can see, we will need some of the envelopes supporting edge loops. So here, first I'm going to go and create edge loop in the middle here. And now with the control and b, I will go and beveled these out. So now as you can see, we have this soft edges here and also I will add one actual inside of it. So now next we are going to make buttons Soviet shifting Day. We are going to bring another cylinder star scene. Now I can go once again, solid view and here avocado position it in the, in the middle of that other cylinder. Now I can go and as you can see here, how our cylinder is looking with subdivision. But it doesn't, doesn't matter because it's, it's not going to be visible anyway in our window. So here we have our button and as you can see, we need to have some smooth edges. As you can see, it's a very soft one. So here I'm going to go and let me just go and position it out more better. So something like this. Now I can go and select this edge here, this edge loop. And here I'm going to press Control nB to bevel the whole button. Like this, i will change shade into smart. And here I will go and insert it as well. And as you can see here, we are having some issues because we will need to get rid of this insight faces. And I'm going to select this face here. And now with controlled mg. Actually, I just find it. They can go and find it here. We are going to press grid fill. And now all this ugly, although slightly religious disappear as C. So we are done with that buttons. So the next we are going to make the second one, as you can see. So this button is for exposure. And once again, we are going to do the same with the cylinder. So with a shift in a, we are going to create an OCR on there. Let's start date it for 90 degrees and also let's position it in X-ray so we can see something. This is going to be fine. And now I'm going to go in right orthographic cube. As you can see, we need to scale this down. And as you can see also this button is more extruded out, then this one here. So I'll pull this out like so. And here I'm going to go Edit mode. I will select this face here. And here I will press I for inserting face. Now I can go and next to this, all the way out to about here. Now I will best AI for inserting once again pace and ie or extruding this inverter as well. So let's see how this one is looking. And so I'm going to see it right here. So here we have this extra extruded part, and now we need also to select some of these spaces here. So here I'm going to select now every second one. And I'm going to extrude those. So with the shift out, select the second phase here. So this one, and we are almost none. So this is going to be our last one. And here I'm going to exclude along normal. So just slightly. So we have those edges like this and I think we are done with that button. So let's see how it's looking. I'm going to go in and render at you to see if everything is a game. And I like this detail there. Also, I'm going to create one more cylinder because I want to, bear will. Actually I'm going to pull in this because I want to make the whole for this practice buttons. So here I'm going to scale down. Here, scaled all the way down. And now I'm going to get rid of my x-ray and unknown, slightly insight. And now I'm going to add the Boolean modifier here. And for this one, I will select the second one. So let's see. I'm going to change objects is ability here in Newport display. I'm going to display it as a wire. And I'm going to scale this all the way down. Also needs to scale this on the y as well. So as you can see here, we are making call or this button here. So let's see. We can also, I believe we can add subdivision surface modifier here. So I'm going to search for a subdivision surface, will also now needs to add edge loops and on the other side as well. And here we did that button there. So the next one is going to be, let's see what we have else here. So we have this button here, we have this one and now we need those one and these four lens. And also for the, for the, for this I look, that plays, that is looking through. And now let's focus on this lens. And we are going to do that in the next video. 4. Lenses And Details: So see you there, everybody and welcome back to our VT and discourse. So here, as you can see, we are done with modelling these buttons. So in this video we are going to make this lens and also this all small local here. So now before that, I want to add a little bit more details here. So first I will go in edit mode and I want to select this edge loop here and this one here in Taiwan, just bevel those because if we look nicer. And also you can base number of edge loops by pressing right-click bias called inductor mouse field. So as you can see, we are done with that, but so now we shall focus on modeling dislikes. So here I'm going to create a New Zealand. They're seen by pressing Shift and a, and a cylinder is right here. And now I will rotate it for 90 degrees on the x, xs. And now I'm going to scale it up and position it where it should be. But because this is on 0, x and y, I'm going to set this one the same. I'm not going to follow the reference like I did here. So I'm going to place it right here in the middle. And also I will scale down on d y. So now let's see how our lives should look like. So slightly out as you can see here, and got this round shape. So first, let's go and add subdivision surface. With number of subdivision two. I will train shaped into smart end. As you can see here, we need edge loops, spot at loops. So one inside n, we need one there. So now I'm going to go and scale this. And here I will add one more edge loop. So now I can go in x-ray mode to see. And as you can see, we need to likely it to scale this down. And maybe we can go and add one more edge loop here. So let's see. And going to go in to graphic q. And I will turn on x-ray mode. And here I'm going to go and to scale this up. So now I can go and I for inserting phase here. And here I can go and start extruding this invert. I can do it a couple of times. I am going to scale this down. May be one more time here. You can hold also shift if you want to have better control here. And also now you can go and turn in the cage so you can see all inside phases. So now we can get rid of these phases here and select this last edge, look, scale it down. And here I'm going to press Actually I can find here it Field and I will fill this insight. And let's see here. So as you can see here, we need to insert it a little bit more. On the end. We can have this clear glass. So we can go and pull this inversed by g and y. So like this. And also we can go up and add edge loops around like so. And now I'm going to go and select this middle vertex here. And also I can go now and then turn-on proportional editing. And here I will change this from smooth to sphere. And now I can go and slightly bit G and Y, pull this out. And as you can see here, we created that lens effect that we need for the legs. As you can see, it looks very small. Maybe we can go and return it just a little bit more insight. And I believe that we are down with less, let's see. And now we can go and create this small logo there. So with the shifting a, I'm going to create a new plane. I will rotate it and also positioning here. Now, I'll bet g and y to pull it in the front. And here I will go and match the reference images. I scale it down. Like so, I will scan it also dx. Now I can go and press Control and B to babble those vertices. So this one here, see, it's right here. So actually let go and select everything. And here I'm going to extrude this little bit invert. So now I can go and select those. Edges here on the sides. Rich, I want to babble. And the last one is the small part here. So now we can press control nB to battle those. And here I will in case a little bit more geometry. And I believed that I hear selected one edge by mistake, so C. And here it is. So I'm going to deselect it real quick. And now I will be able to battle this out. This. And now I'm going to go and turn off x-ray. And here I'm going just to position it where it should be. So let's see. So let's go there. So the last thing that we need to create is going to be this large, large flashlight. I believe this one is used for flashlight. We can do it by pressing, shifting a and creating a cubed arsine. And here I'm going to position it where it should be. So first I'm going to go and make this call for this piece here. So let's see. And as you can see, it's a little bit inside. So I'm going to go and add another boolean. But before that, I'm going to fissure that. I'm having rounded edges on this cube. So let's see. Now it's good. Scale down little bit. And here I will add on top of this another Boolean tool. And for this one we are going to use this cube here. And I will keep everything the same, so we need defense. And let's see. We are going also to switch this one from display has liar instead of solid object. So we created the whole for the last like n. Now we will need this this glass that actually we can go and I believe it came in duplicate the lens. So with a shift, actually we are going to do the different. So we are going to get a new cubed arsine. And here I will add a cube. I'm going to position it in the middle. I'll scale this up. And I will also pull this in to about here. Now this cube, I want to subdivide a couple of times. So here I'll press right-click and sub-divide. Let's make a huge subdivision there. And once again, I will do the same effect that edited proportional editing. So here first I was changed to select box. And now I can go and select this, this phase into middles. And now I can go and increase the size of it and pull this in the y axis. Like this. And also I can go and press click to change shading to small n. I will add also subdivision surface with number of subdivision two. And here I can go and actually this is way too much, so I'm going to return this. And now it's looking much better. So I'm going to go and this a little bit more insight. And I would scale it on the web graph G and Y. And now everything should be fine. So let's see how we'll turn off X3 and when to scale this more width on the X. So something like this is going to be just fine. 5. Modeling The Back And Rest Of Model: So that's it about this video. Stay tuned because in the next video we are going to make the rest of these Gemara associate there, everybody and welcome back to fourth video and discourse. So here as you can see, we are done with modelling this frontal part. And now I wish to focus on this Beck and below buttons. So first thing that I'm going to do, I will go and create this button by Soviet a shift and a I will get a new cubed arsine. And now I will go and pull this down to match our reference images. Solving this end also I don't need to go, actually ends up orthographic view K With up on do I like this? And now I can go and switch in x-ray mode. So now I can see also through this. Next I will go in edit mode, and here I will add edge loops where I need them. So I need one here for this, this frontal part here. And the second one is going to be here. And the fight that needs to be extra insight like this. Now I can go and create one here in the middle end, NB, I can Bell those, and now I have even edges. Dare. Next, I can go and select this frontal face here that needs to be extrude it. Make sure that you check the front faces and here out-breath E for extruding insight. Like so. And this front part, I am going to slightly just to x2 this out a little bit. Solid C. Next, I want to bevel these edges here. So I will need to double this edge here and here, so I can go and press Control and b. And now I think we are done with modelling debts, but I will also go now once again an x-ray mode. And here with vertex selection, I will try to match the reference image just betters. So here, as you can see your money to scale all of this. And now I will just go and scale it up as much as possible. And this part, I believe, needs to be scaled down. And this one is going up. This bottom part is, well, we've only to pull this down. Scale it. So I'm going to switch back to vertex selection. And I think we are done with modelling that part. So maybe we can go and add one more edge loop inside of it. And here with the selection, I can go and This is down as well. So less Fichte and see husband look like. And as you can see here, we have problem on the side. So I'm going to go and visit vertex selection. I'm going to merge those because either needed those edges. So I could dress em to merge those at the center, also here. And on the site as well. I'll press M to merge those. And on the backside as well, we can do the same. M now is much better as you can see. So the next part is going to be this back part of, of my camera. And here with the shifting a allocates a new cure once again. And this cube, I'm going to go and scale this on the x, like so. Also we will need to scale this on Z. And here I will go in right off the bat Q. And now I can go and scale this underlie Alice will be more. So about here. Now I can go and add edge loop. And here I will go and extrude this up. And also I will need now to move it back. But I will select this frontal phase here. And this one, I will extrude it, insert. So let's see. Now I can go and select this face here. Actually we can go in right orthographic view ends with x-ray mode reflection. We can go and scale this and move those closer to the front face. And now I will go and pull those back a little bit. Actually, we can go and select this and the whole front, and the whole, the whole side here and pull it just slightly back. And now, and we'll go and beveled edges here on the top as you can see, we need to match this front face as much as possible. So I'm going to go also to scale this on the x. And here I can go and select this face here. I can pull it up. And now with edge selection, I can go and level those. So I will go in front orthographic view and here I will double those out. Now for this face here. And press guy for inserting phase here. And I'll press g and y to move it into front. And now I can go and extrude it up. So as NCBI hadn't have these small nudge on the top. And now it, vertex selection. I can go and scale this down to much better, that reference image there. So let's see if everything is K here. And now the last one, the last box is going to be this part here. So this part here I will go and extrude it up. Now I will go in edge selection. I will select this back edge here, and v, g and z. I will put all the way down. And here I'm going to go in vertex selection. And I will select this first, this 1 second, and I will pass em to merge that first. Also, I will do the same on the other side as well. And here I will go and merge this one and this one. So make sure that this one is first. I will press M And at first, and also I will do the same here at first. So we got to that drop there. And now we need the space that is looking through the camera. So with a shift and DAY, I will create a new cube. And now I will go and position it where it should be, should be behind this one here. And now I'm going to go also and scale it and divide. Animal it badness. Well, let's see up a reference image. So basically it should be the same height here because this is different model. I'm going to follow this exactly the one that we are made, making, as you can see here. So here I will go in, in x-ray mode and with Face Selection, I'm going to go and scale this on the x, like this and select everything. And now I can go and move it a little bit to the side. Now, I will go back into edit mode. And here I will go and select this face. Back here, I'll press E for Extrude. Cancel the moment. With new faces are the scale those out. I will do the same here. Now I can go e once again. And now I will press I for inserting phase here. I can go and scale this all the way down. And something like this. It should be just fine. So now I will go in and now I can go and play with those. Let's see. I will also scale this and just more on the why, make it longer. And now we are done with modeling our camera. So the last that we need to model is going to be those small details here. So we need this solenoid lens camera and one step here. So now let us do that. I will switch back to x-ray. And here with the shifting day, I will create a new text. And here you will need to go into orthographic view. And I'm going to write down here one step. And now I can go back and I will rotate this to the site. And here you will have different font in front a settings here you will have different settings that you can use and try to match the reference image. So here we can go and increase share just a little bit. And here I will go and try to match the reference image as much as possible. So to about here, I will go now and turn off x-ray. And here I will also need just a little bit. I will need to delete this key frame here that I've inserted by mistake. And here I will go and extrude this just a little bit here on geometry in round, in font, actually in font settings here. And now I will go and drafty and pull this insight. So let's turn off reference image. And this should be just fine as you can see here. So for this bottom part, we are going to write down something different in the next video where we are going to add materials, entry will prepare these for being granted. So see you there. 6. Applying Materials: Hi everybody and welcome back to our fifth video in this course. So here, as you see, we are done with modeling our camera. And now we can go and add, start adding materials and also prepare it for final render. So first thing that I'm going to do and go and select this back face here. I will turn on auto smooth option here, and I will change shading to smart itself. Also here. Right-click and change it into smooth. I will do exactly the same here on this front part. So as you can see here, we have the smooth lines on the site as well. So now I will go and switch back to render that view so we can see it better out how our rendering is going to look like. And now I'm going to start adding materials to this camera here. So, but before that actually I want to switch to cycle because I want to have higher-quality of the render. So first thing, I'm going to set up my camera so you can pass 0 or you can toggle it here. And now I will enter in Flight camera view. So here you can see the shortcuts that I'm using. So this key is key above depth and you will be able to enter in Flight camera mode. And now you can use your keyboard to move your camera as you want. And if you want to increase, the speed of gay marriage is called up. And if you want to slow it down, you can just call down and your cameras p, it is going to slow down. So let's have it here. So now also let's add backgrounds. So with the shifted day, I will get a new plane and now I will just move it under the, under the camera, a scaled all the way. And here I will go and Swift for now. We are going to use some for now with number of strength to. And here I'm going to add just basic material here. You can go and immediately change the color here. Let's keep it. This one for now. And now I'm going to go in a loop down mode. And now I will go and start applying materials. So first I will select button and I'm going to change the base color of the button. I'll use either up to and here I will be able just to pick on this, on this button here. Now, I will do the same here for this as well. So it should be some black color. So I'm going to use the same either porto. And now for this one here, where the font I will just simple like material. I will increase the whiteness of it. Now for this bottom part, I will use the same material that I had before. So you can go and toggle it here. Also for this back part. We can use the same also for this one here. So all of these are shaping almost the same material. We can tweak those later on. And now as you can see, we need to add colors to lens. So first I will go in and add simple black color to it. So something like this. And here you can see that we have this white touring around. So we can go and switch to face selection. And now we can go and select this link here, press plus new material and assign that white material or that inside part. Now we will need to add for the lens. So I compress one to go in front of the graphic view and its surplus selection, I will be able to scroll up and down to increase the brush size. And here I will just go and decrease the strength of it. So here I will select the circle here, and here I will press plus new material. And I will assign that new material to tell to our lens. So now I can go and select that material and under shading, I can go and switch. I will delete that node there with the x. And here you can see that even we will need for this one. So with a shift and I will serve for glass because DF and here acting plugin to the surface. And let's see how it's going to look like. So actually we can go and see it better in Luke dev. And here you will be able to assign that. But as you can see, for some reason, it did change that white material. So I will need to select this one more time and I will go back here and assign that other material to that part there. So for now, I'm going to keep everything as it is. Now. We will need also this black material here on this button as well. So you can see actually how it's going to look like. So I'm going to zoom in. And now we will need also for this place that is camera looking. But as you can see here, we will need to go and I will need to switch this off saw here under this object's properties here, I will go and disable it from so being in render and show him viewport. So now I can go and assign the same glass material to this place here. And now you can go and make this unique. And here you will be able to play with the, with the color of fit and the roughness, and also with the index of refraction, reflection as well. So for now, I'm going to keep it just as it is. Let me see. And also I will go and create a new plane here. I will rotate it for one hundred four ninety degrees. And I want to place this behind that glass. Actually needs to go switch here. And also here, I know black material here, and I will assign it. So now let's switch and see how it's going to look like. And that's it about that. And now I will need to select this front element, this end here. For this one, we can see that we have rainbow here. So we have 1234567 colors here. So we will need to make seven colours as well. So I will go first and I will go in edit mode by selecting it here. And now I will select this front face here. And I will press I for incest face. Now I will go and scale this on the z. So now it goes under the, under the lens and now you can go and press Control and then ending case number of of loop cuts by adding them with control and dash. So here as l dimensional, we need seven. And we also need to extra for the white materials. So here actually we will need nine. So 123456789. So like this, you can confirm, confirm it. Left-click and I will press right-click to cancel any movements. So I want to be in the middle. And now you compress Sx to scale those on the x axis like this. And now you can go and switch two to measure the reference image. So to about here it just fine. And now we will need to create all of these materials. So first, I will go ahead and switch to look down mode. And here I will go and add just basic white material for the case n. Now, I will need to go in edit mode, and here we will need to select for each of the space and create a new material. So I will select this face here, create a new material. And the first color is it should be read. So here I will just press a red color and presses sign. Now I will do the same for the next one. So the next one is C. So actually the first one is red and second one is pink. So here I will go and actually we will need to go and turn this couple of times. So here I will go and assign that material and I will change the color of it to pink. Now, I will go and select the second material here. I'll press plus new material, and this one is red. I will assign it. So the next color is orange. So I can do the same. Select this plus no end here for the base color, I will change to orange. Next should be yellow. I'll press plus. And here I can go and assign that yellow color there. And we have left with green, blue, and purple. So the next one is green. And now it's going to be blue. And the last one is going to be purple color. So for the base color, we are going to find that both purple color and I believe the T, Actually, let's see, this green color. I'm going to use eyedropper tool for now to switch and assign that colour there. And now everything should be done. So that's it about this video. Stay tuned because in the next video we are going to start anew meeting the whole scene. So see you there. 7. Animation And Final Render Settings: Hello everybody and welcome back to our 6V and discourse. So here as you can see, we are done with applying materials to our camera. And now we are going to use HDI for lightening Gaussians. So first I will get rid of my default light and heat go and switch to render it use. So you can see that now we don't have any light and the whole scene is really dark. And for the shading, as I already mentioned, that we are going to use HDI texture. So here you can find on a dare, I haven't all different texture, texture did trickiness for your project. As you can see, the collection is really, really huge and you can use all of these for the lightening and also you can see the preview of those. So far my scene, I decided to go with something like this. And I'm going, you can just go and press them on each end here you'll be able to download in different resolutions. We'll go back on my blender and here for I will go under shading. And as you can see here, it's set to object. So here we will need to switch to Walt. And with shift and DAY, I will search for environment detector. Now I can go and plug-in color to color. And here you can navigate to the to that image that you download it. And you can also press control entity if you want to bring texture coordinate and mapping. And if you cannot do it by pressing control T, you will need to turn on this node wrangler add-on so it can find it under prefaces, add-ons, and here you can just check it and help you to increase your speed while you're working. So instead of searching, searching for texture coordinate and mapping and connecting all this, you can now just press Control and D, and it will immediately bring texture coordinate and mapping as well. So now we can switch back, and as you can see here, we have really cool lightning for our camera here. And now I will go and deal quick. I will hide our reference images. And also I want to change the base color here to be something like this. So I want to use this dark red color here. So also, I'm going to go and turn on denoising because I want to have clean image here. And also I want to increase roughness on the, on this button here. I will increase it just a little bit. And also I will I will move it slightly down because I want to make this a bit darker than it is. I will also do the same for this black material here. So I will make it unique. And here I will just go and create a whole black material there. And for this one you can do the same as well. And it actually is actually already there. And I will decrease a little bit roughness on the lens material. N for this Beck material, I will go and make it a little bit darker. And also for this white material here, I wanted to make it even more gray. So something like this, just fine. I will also select this part here and I will go in object mode. And here I will need to disable it from being you in rent there and also in the viewport. So now as you can see, we have this whole. So let me just go and see if everything is a k here. And it should be done. So I'm going real quick to return my reference image. And let's see. So here's o Polaroid Land cameras. So we are going to write that down as well. So now I will come back real quick to solid. You ended with the shift and DAY. I will search for text and I'm going to write down this. So here it should write down, alright, land. Now I can go back in objects mode and now you can go and rotate it. And here you can see that we need to write down all capital letters. Camera. Now I can go and position it. It should be. So you can switch to extreme mode. And here you will be able to see how it's going to look like. Sought to about here. And Nike scale it all the way and try to match as much as possible that reference image. So now we will need to bring this out. And I want to add a little bit more geometry here so you can go and extrude it just a little bit. And here in top orthographic view, you will be able to just slightly move this to the backside. Let's switch to re-enter it u. I will also add basic white material there. And now if you pass the 0, you will be able to enter it in camera view. And here I will also turn on this field there which says disabled from being rendered. And here I will disable the whole reference collection. And for now, I'm going just to go and select all of these. If you present first one and the last one with the shift. And now I can just press G and move it to the side. So let's see if everything is okay. Let's also return to our viewport. Under rendering. And now everything should be fine. And now we can go and generate the whole scene out. So here I'm going just to be sure that everything is a K. So for the resolution, I will pick the same resolution and don't forget to turn on denoising. And now also if you want to comply with the color management here. So here for example, the increase, the contrast if you want. But for Meyer and there I think everything is just fine and you can just go and press Enter and rendered image and your ending is going to begin. So that's it about this video. Stay tuned because in the next video we will start team the whole scene. So see you there. Everybody ends up come back to our last video. So here as you can see, we are done with tendering car image. And now I'm going to save this image as a picture that I'm going to use for our animation. So you can go under image Save As, and save it as a picture. Confirm. Now you can go and start animating Soviet the shifting a, we are going to create a new plane. So this plane is going to be our image that is going to be printed out from this, from this camera. And now I'm going to go in edit mode, and here I will go in x-ray mode as well. And now, like this image here, and also our best AI for inserting phase. And also I will scale it just a bit on the Y. And something like this. So this is going to be placed where our images is going to be printed out. And now I can go and select everything. And it e I can just sit through slightly down so it has some thickness on it. Next, I will go and move the whole image down. But before that, I will move it to the side and I will bill quickly locate the shading on it. So here, as you can see, it's already set to World Anti will switch back into objects. I will create a new material here. Now, I can go and select this inner site, and here I can create a new material and assign that material. So if you switch that, you can see that we have this kind of effect. And for this one, I'm going to search for images texture. Now I can go and plug into Facebook base64. And here, if you press open, you can navigate to that image there. Now you can also press control entity. And here you can see that we have image off our camera here that we previously printed out. And here I'm going to go and press UV Editing. And as you can see, we have this image here. And if you go back in render to the in Luke Dem mode, here you can go and select those. And for example, you can go ahead and start. Actually, you will need to select this face here. And here you will be able to decide the size of this inner image that is going to be rented it out. So you can just scale down and scaled up as, as you wish. And here you can toggle if you want to sync with the right side of it. And I believe that Is going to be just fine. So this is going to be perfectly fine. And I wanted this one to be printed out. So now I can go back in layout mode. And while I'm working for animation, I want to switch back to even because it's a little bit faster than, it's actually much faster than using cycles. So here, this is going to be printed out as I already mentioned. And first I want this image to be in the, in the camera. So I can switch to wireframe so I can see the middle part. And here you can press M If you want to set it on the X to B into 0. So now everything should be fine. So now I can go and move this timer timeline up. And first thing that I want to animate is going to be this part here. So here you can see that we need to animate the z location. So I want this animation to move this on the right side to the left. So here I confess, I compress I on the rotation or compress right-click to inset the keyframe. And for example, on the 20th fame, I want this one to rotate. For example, for 95 degrees on the Y, you can pass to insert a keyframe. And here you can go. And for example, on the 30th frame, we can turn it to, let's say, 60 degrees. And here, now if you play this animation, you can see that it starts rotating back and forth like this. And now I want to animate this button here. So first thing that I want to animate, it's going to be the position of its. So first I want to extrude it and move it a little bit in the front end here on the 63, I want to be exactly as it is. So now setting exposure and now on the 70 frame, actually, it needs a little bit to be faster. So on the 60th five frame, I want this to go inside and hear our blessing adclicks to insert base. And now I can duplicate this on the 17th frame. So now let's play this animation. Now is pressing the button and now we should animate the, the picture inside. So here on the 73, it's actually passing the picture. So I'm going to decrease number of frames to 100. Now, press the button, and here on the 100th frame, I want this picture to be right here and I want to be on the ground. So here you can press I for inserting the occasional rotation and scale as well. And for example, until 70 frame, I want this to be inside the fit. So to about here. Actually. It to slap tomorrow it Alison bit in the front. So now let's go and play this animation to see if everything is okay. And you can see that it is going out directly. But for example, on the in between 70 and this frame, we can go and for example, just slightly rotated the whole scene and the whole picture. And here I can go and press I4, inserting keyframes there. So I want to end a little bit. Here. For example, we can go and move this just slightly rotated. Let's try this and move it as well. So now I'll press 0. Maybe we can go and move this. Actually lets go and delete this key frame inbetween. So now it's pressing the button and the image is going out. But I think it's going cost very quickly. So let us see and see if everything is okay here. Maybe we are going to move this to start there. And I think this button needs to be pressed faster. So I'm going to select a button and here I can go and scale s for scaling. And also from the sixties till 70 frame, we need to have some some flashing lights. So here with a shift and a for example, we can go and create. This time. Let's try with bind flight, positioning in the middle of our lens. So here on the 60th frame, I want this to be 0. So here if you go onto the light properties, compress, right-click and insert keyframe there. And for example, let's go and here we can go and increase its very large number. So I'm going to switch to cycle in order to see it. Actually lets see how the Sun is effecting this. Or we can go and try to area light. So we need to. So the area light I think is going to be the best for this kind of animation. Going to real quick are actually pipeline. It's much better. So from the 16th stream, I want this one to go all the way to, let's say 2 thousand. Or maybe even higher number. Let's go 10 thousand. And here I will just go and scale these bonds, this effect. I'm going to pull this there. And here I'll press right click on it, and I will insert keyframe on the power. And now I can duplicate this there. So let's see. If everything is a k. Actually going to stay here. I will seek Show Quick to Amy. And as you can see, it's much maybe disliking. It should start a bit later than maybe few frames. Or I will attenuate as it is. So here you can play with all of the settings tried to find the best, best possible way to represent the flashing light. And that's it. So now we can go and switch two cycles. And here we can go and press Control and desk to save it just in case. And also don't forget to turn on motion. So we have 120 frames. And let's see if everything is a k here is wearing out and it's sitting there for a while. I'm going to select it and maybe ten frame there. So for frame rate, I will keep everything the same. 24 frames per second is just fine frame starting from one to 110 vented frame. And for file format, I will switch to a Vijay pick. I will increase the quality of fit. And here for the output I will select mine, be saved here. So here I'm going to save it to Animation. Once the desktop, I will precedence Accept and everything should be fine. Just be sure. Also, play with the curves if you want. If you want to change the look of your rendering. But I think is just fine as it is for now. And now we can go and press render and vendor animation and you're rendering is going to begin. So that's it about this video. And see you in the next one by.