Modeling A Burger With Blender | Nodiken 3D | Skillshare

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Modeling A Burger With Blender

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

9 Lessons (1h 20m)
    • 1. Class Introduction

      0:51
    • 2. Importing References And Modeling Buns

      7:27
    • 3. Meat Modeling With Displace Modifier

      5:34
    • 4. Adding Cheese With Cloth Simulation

      6:54
    • 5. Deforming Mesh

      10:20
    • 6. Proportional Editing For Salad

      10:28
    • 7. Particle Systems For Seeds

      11:29
    • 8. Lights

      5:12
    • 9. Adding Materials And Final Render Settings

      21:15
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About This Class

Hello everybody and welcome to another Blender course. In this course, we are going to create a stylized burger with blender 2.82.

In this course, we are going to learn how we can use a blender and how easy it can be. I will show you how you can model basic burger ingredients(bun, tomato, cheese, and salad) also, show you how you can play with physics to get fine details and also some particles that will help you to create seeds for the bun.

In the end, we will set three-point light and put materials on our model. With some final render settings, we will finish our course and we will have a 3D model of burger that we can show to our friends or use it for a portfolio.

So let's begin.

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 back to another course. My name is Dina and in this course we're going to model this burger in blender toe pointed toe. So in this course, we're going to learn basic Nissan model link. And also I will show you a couple of tricks and tips how you can be better in blender toe pointed toe. I will show you told such a slightest this form, which is the forming your measures without destroying it. And those so I will show you a couple of basic modifiers that you will be able to use a DNT are going toe add seeds on top of our top bun with particle systems and later on we will add interesting materials and I will show you how you can under this out. So stay till the end and see there 2. Importing References And Modeling Buns: Hello, everybody. And welcome to another, Of course. So the first thing that we are going to do so as usual, we are going to get our reference images. So I'm going to go on my Internet browser and here concert for your burger reference images that you can use for your mother link so I would get this image and use. It is a reference image, but you can get any do you use? It doesn't matter. We're not going to do exactly the same burger, but we're going to use it as a reference image. So here you can get one of these. And now you're addict. Open our blender. So here you can see the time in a blender 2.8 dough, which is right down the latest version of the blender. And my advice. You should always get the latest version because goingto be better than the previous one, as usual. So here I'm going to create a new file under general. And here you can go. You can see, actually, that we are now having this default scene set up. And now I'm goingto go and create a new seen here and here under this editor type, I'm going to change to image better. So here you can also scroll up and down to move this money. And now I'm going toe open our reference image. So here this and now all the time in this layout will have this preface image right here. Also, I will need to turn on my blender spring guest, Adam. So now you can see here what I'm pressing. So the first thing that you are going to go, you can see that how burger is having it's having top bond. Also left estimate us and we have cheese, meat, some onions and also bottom part. So first thing that you're going to model is going to beat up and bottom back. So I'm going to select my default cube, and I will delete it by pressing X and confirmed elite. Also, one very important tip is if you go, let me just go on my desktop. You should always have created a new folder for each project and all necessary things that you need for that project. You should put in that folder because it will help you to organize your folders much easier . So now let's go back on our blender and the first thing that we're going to model is going to be bottom. But so here with the shifting day I'm going to tow, Bring news. No news. Circle toe are seen. And here it is, different people, properties many. I'm going to just change number over. This is to be 16 because I've later on at Subdivision modifier and we don't need much German tree for our basic modeling. So now I will go in edit mode, Intuit everything select. I can go e to extort it up. And Zito Luckett, undersea like this. And now I'm going to slight this bottom part and I will press Have to fill this button part . So right now what? I'm CanDo. I'm going to select this bottom part edge, look by pressing control and left click to select it or actually out for selecting agile apps. And here I can travel this by pressing command and be And here you can see how you can easily bevel these things out. So, with your school, we also will be ableto select number off that you would like to have on your model. So as I already mentioned either need to that much. So I'm going toe, Get on the fuel. Maybe something like this. So let's see harding toe look like I was like this, but both skilled down a little bit with double G, you can go and edge slight. So I'm going to move this a little bit up and now I will just kill it down a little bit. And now I was like this. Stop part and breast have to feel it. And and also I will do bevel also for the stop part. But this one will contain on the oh, and I will make it like this profit. So now I'm going to select this. But the birth and bread a precedent like to change shading from shade to shade smart and also under modifiers I will enable subdivision surface on and you can see here that I have perfectly created bottom part but the part of the body. So maybe we could just go and for example, bring this a little bit up and also you can add some agile oops, like to have more control. But I'm not going to do that for now. I'm going just to her name This but done so always. You should rename all their your assets because you will be easily. It's going to be easily organized and you will be. Sometimes this scene collection can be very long, and you will lose time searching for some specific things. So now let's create this stop one. So the same with shift in A. Actually, we can go and select this stop part and the shift Andy duplicated this stop circle. Now I'm going to get cancer later location by pressing right leg. And now I can go and rescue control. I can go on breast be. And now I can separate this. But Bonser Colby's second circle that I have and here I can go object mode and move this up so you can see that I'm having the same size off this those two, because it's usually like that. You can see here also on our reference images, so the dump, a bun and the bottom bun usually are the same size. So now I'm going toe again, extrude these up so I can see that also got the subdivision surface, which is what we need, and I'm going just toe extrude a couple of times. So something this maybe want here, towboat here and maybe the last one. So something like this. And here, with control and terror or Elton Air, you will be able to create a new agile up. And here I'm going to select this bottom part. And here I will select all the way down. And now you can see that we have this perfectly created bun. So now we can go and their name. It just stopped. So does it about this video. Stay tuned. Because in the next video, we're going to create meat, cheese and all other necessary ingredients for the border. So see you there. 3. Meat Modeling With Displace Modifier: blow everybody and welcome back to another video in discourse. So as you can see, we have our top bond. And also we have our but bond as well. So now the next check that we are going to do is going to create. We're going to create our meat. So with shifted, actually, we're going to select our top bun here. I need to changes. So now I was going I moat and it out and left click. I was like this thesis bottom loop and with shifting day, as I did previously, I'm going to duplicate the thesis as low put down on the Z axis. So now breast be to separate it from this original measure. And now I can go and select this stop about circle and I will go in edit mode. So now we day, I will select everything and er extruded down. So like this. And now I will just go and select. They stopped. Parton went up a little bit and with control and there I'm going to create a couple of edge looks like this. So now I have a need. Also applied this subdivision modifier with number off subdivision toe I will just press supply. And now I'm going to use on a drip modifier, which is displaced modifier. So this modifier is helped. It will help you toe to change the shape off your mashed by having control with Dexter. So here, compressed new. And here you choose what kind of texture you can use it. News image. Dexter can use all of these. Already made Dexter's. So here. I'm going to use Musgrave for my meat. And right now I'm going to move. This is all the way down because I don't need it now. And he can. You have different settings that you can play with. And if you go in edit mode to concede it with applying our subdivision surface, we have now more complex Gemma Tree. We should help this structure to have official happy toe have more control to the structure here. So here, for example, you can decrease in density play with that also, it can play with the size of it. So let's go. Ready, low. Something like this. And here. Completely dimension as well. Now I'm going toe add another subdivision surface with a number of salvation by two. Because I want to have more smoke control because here you can see how meat looks like. And now I will go back here and play with all the settings. So I'm going toe decrease intensity. Let's go and see the best way. So all the way down and now we can increase does it a little bit. And here you can play with size fit. So I'm going to keep event original. And also I will keep a type multi books fracture. And now I will just play Vittel the settings to get some meet mash like we have here before . So just subtle effect here. I'm going just toe creates a little bit, sighs some just trying to find the perfect perfect look for my meat. Later on, we are going toe ad more detail, sweet, our material under shading. So something like this will be fine. And now I can go and decrease my density a little bit and just a little bit. Play with Dr Octaves. This and now I created my meat so called this meat and as you can see we are done with creating our meat for are worker. So that's it about this video stay tuned because in the next video we're going to create our cheese, tomatoes and lettuce, and we are going. I'm going to introduce with a couple of deafness for locating cheese. And also we're going toe. Put some some some physics aren't so Stay tuned. 4. Adding Cheese With Cloth Simulation: everybody and welcome back to another We do in discourse. So as you can see here in the previous video, we created our meat. We used our displaced modifier and also we add another subdivision surface on. So now, in the in this video, we're going to create chase so you can see that cheese is covering part of meat and it's actually melting on this meat. So we're going to have the same effect. And now we are going to play with physics in Blender. So the first thing that we are going to go, let's go and change. Arjun, point off this need our press right click and I will set origin tow center of the mess. So now you can see that we pulled our order point right here in the middle. And now I'm going to hide my top of But you can go here. Breath is I Google it toe on height and height or compress shortcut age by selecting it impressed age and now you can hand it. However, if you rendered this out, your turban is going tobe a still visible. And if you want for some reason to disable it from being visible in render You can go and turn this option here. This camera here and now. And now you will have this camera here. And if you struggle it now, you will not be able to render this out. This stop one and you will not see it in the render. So I'm going to turn off, Turn on that back again because I want to have it in my render. So now with the shift in a I'll add and playing for our cheese. So basically, it's basically it's usually square. And now with the GNC, I move it up. So the next step I need to go in a dit moat And here a breast right click and I was subdivided And here under subdivide I will change number of gun cuts toe 20 So you can see that now I'm having more geometry and I will need that because I want toe include physics in distress. We could do it manually by grabbing this, for example here and for example Grab grab some of this and pull it down. Maybe right, they slightly and something like this. But let's go and make it with the physics because going to have to be much better. Then do it manually. So now the first thing that we need, we need to add collision physics for this meat. And it will help that toe interact with this chase here at the top. So I will select my meat and here on the physical properties I add to fix physics took our meat. So the 1st 1 is going to be a collision. And here I will go and change my actually, I'm going to keep in cities. And now the 2nd 1 I will need rigid body and this rigid body. I want to be passive. So, for example, if you played this animation now with space bar you can see that our meeting falling down because because we have gravity turns on. And I want my rigid body to be not passive, not active but passive. So now if you play this animation conceded, now grab, it doesn't affect this meat. And also, I'm turn on collision from source from shaped Toby mash. So now mash is our collision. So now I'm going to go back on my Jace and here I will go and they're on a collision and also the second, the second physics for my chase. I need to be blood. So basically, now this plane will behave but like blood, and also it will color me. It's very nice. So now if you play this animation, you can see death, our cheese perfectly falling down so you can stop any of these. So, for example, something like this. But I want to have a little bit of distortion. So I'm going to go at the top view by pressing seven top cartographic. We're pressing seven on a numb fit. And also I'm going to skill down and I will just move it slightly off center. So now I will play this animation and you can see that it's not perfectly in the middle. And I want something like this. I will keep here as it is. And here, under properties physics, I will just press apply to apply this Theis slut. So now if I play animation, these trees will stay the same in this position. This position is it is so I'll press rest like change, shading from shaped flat to shade smoke. So something like this. But you can see that we need more, jam it for cheese and we can go under modifier and go and at I find it it's so lived a fire . So basically, you can see that this modifier is adding extra geometry, which is sickness off this plane. And here you can play with size of it and also complain with offset a swell and a lot of a lot of options you have for this one. And I'm going to keep mine not inside but outside. So 0.3 will be fine, I believe. And also for more German tree. Always use subdivision surface and here can increase to number off subdivision or two. And we have perfectly cheese perfect case for our hamburger. So I'll press right click and change my order point because right here is at the top and I want to be in the middle off our mash. So also rename it cheese. And that's it about this video state doing because in the next video we're going toe, add tomatoes and lettuce as well. So we have our but but burned up bond. Meet Jace. And now we need to make dogs and let this Israel so see you there 5. Deforming Mesh: Hello, everybody. And welcome back to another radio in discourse. So as you can see in the previous course, three at J Star seen we also play with the physics and we had got simulation for our trees . So in this video, we're going toe, learn new things and that one is going to be left. This which is deception here, and I'm going to show you how you can use it for the forming your mashes without distort this Drink it. So now the next thing that we need to create is going to be our tomato slices. And with shift in a way, we are going to create a new tomatoes new cylinder towers here which will open and our tomatoes so you can see I hide our top about someone to return it for a while. And let's just bring it up a little bit. So now with the shift in a, we are goingto bring no cylinder towards fear to our scene. And here in this beautiful properties, many we are going to change number over ethicist Obey 16 because we don't need that much of geometry. And be careful because you will not be able to see this many again when you just breast once anywhere. So now you can see you cannot edit your default default mash anymore. And now for my tomatoes I'm going to scale this on the Z axis and let more days to the site . So here we have our basic cylinder and it's usually we need more geometry. So I will add Subdivision with number of subdivision to and I will change my ship Shadings from shape Let toe shade smooth By pressing right click on it in object mode So you will need to be in object mode. And now, in edit mode, I will add support edge lives by pressing control. And so now you can see we have only one at look. But if you move your school wheels up, you can increase number of sub off Absolutely You at and schooling dull. You will return it back toe one or any other number off absolute that you want to create. So I want to add to support lips so I just move it once up my scroll wheel and here I will create toe edge loops Soling this and I will accept it. Depressing right click and now with us. And see, I was killed those two almost older until stop. But I would not go and merge those two because I want to have those two so I can have more control on my mash. So now you can see that our tomatoes are not perfectly straight and we will need to deform it. So basically, we could go by duplicating this to the side, for example, and we could go and select some of these moving down GNC or making use proportional anything and something ideas. But I want to show you another way off. Three nicked, some going to delete the 2nd 1 and that one is at think Let the star seen so with shifting a we're going to add and we'll let this so you can see that we have now this empty box and now we can go and move it to our to our cylinder. And now we need to catch the whole ceiling there inside of it. So to about here and with SNC, we're going to scale it down so we don't need that much heart for this cylinder. And now we can go and scroll this down and here you will have let the settings. So here you confuse number off resolution on all three access in all three. The traitor directions. So for this one, the 1st 1 I'm going to select, let's say three, actually, let's go and make it five. Let's just go back one. So here, for the first setting, I'm going to select five. And for strike one, let's go and selected the same. Actually, let's keep it for because we don't need that much of control. And now what I'm going to do in order to control let this cylinder with this letters have need toe parent it. So I will select a boat by pressing shift, selecting both and now with control and be actually, I will need to select first mesh and then similar then lettuce. And now with the control and be or command to be. If you're working with the Mac, you will enter in this pair. This option here. So here you need to select this letters before and now this letters will control our object . So you concede we no longer see our cinder here. But if you if you go and press here. You received it. Now there, those two are parentis together. So now, by deforming this lettuce, you well, the firm also mesh so you can select this letters and in edit mode, for example, you can grab this and pull it down. So I'm going to turn up by proportional and think and you can see that we can easily be for our our cylinder and the good Think about it if you go in edit mode if you select cylinder . If you go in, there is more to concede that we didn't before our match. So right now I'm going to select my my lettuce and in edit mode, I'm going to cancel those those weeks that I did before. So with SNC and zero, you will aligned them perfectly. And now I'm going toe grab those two and for example, we could go and scale it down. And here, let's rename it tomato. And here we are going to place our our tomatoes in top of our cheese. So, like this, I'm going to hide my top of on again, and here you could go and select our tomato and let's give it up a little bit but that's exiting from Eddie smote. And now we can go on scaled up like this and it's shifting day. You can go and duplicate those store. So, like this one here and let's add one more here. But as you can see, they're all right now so we can go in each run, take some of the settings. So, for example, we could go and pull it this one inside and don't for you about decency far because they're not going to be visible in our render. So we're not going to model inner part of tomatoes, so don't worry about that. You can do it. But there is. There is no need for that because you could spent so much time working on something unnecessary because it's not going to be visible in the rent of time in a render. So now I'm going to deform it. I'm just going toe pull some of these vortices here. So like this, for example, go and bring this ultimate up. And now I was there in my X ray mode and pulled all this up so I would just die, make some variation off off it fled the stool for example. Pull it. But say food here and now I can go and they're my extra on and see. And middle mouse. I'm going to dislike those four. And, for example, I can go and select those stool at the but and at the bottom part and chancy put up like this. So maybe this one here, like this circus. See, With this, you will be able easily to control the look off your mash without losing how much time and also to scale down some of the parts self like this. Let's now and now I'm going toe skill a couple of times. So let's say here is well, to pull it down a little bit. Now we could go the same here for this up, scaled down and policemen here slightly here and also protects remote on one like this. But part is well, so I think I have enough variation for our two meters and they are perfectly laying there. So that's it about this video of ST John, because in the next video we're going to create our salad and the next we deal, we are going to add our seats for our but so see you there 6. Proportional Editing For Salad: everybody and welcome back to another video in discourse. So as you can see here in the previously dedicated our tomatoes, we added lettuce and we that we was able to perform our basic mash without losing without destroying it. So now I'm going toe go and tied them because I don't need them anymore in our scene. And the next thing for our burger is going to be solid that you need to create. So here I'm going toe, bring another circle star seen And here for our basic, for the number off worthless is we are going to increase. So let's say and go 50. And now I will go in and smote actually first in object mode because I want to move my origin point the same And now I'm going to go in edit mode. So here I'm going toe you see for extruding But I will cancel it by right click. And now with us. I'm going to skill this down a couple of times, so he But again, as for scaling again as for scaling again as for scaling and now actually I can go and large all this worthless is by pressing Gaumont and am actually Alton them for march and here I can merge them at the center. So now, for our letters, you can see that it's having a lot of different different shapes. So I'm going to go and select a couple off. Couple of alertness is so with the shift, I can go and select some of them or I can you circle selection. So every 2nd 1 or 3rd 1 So just random selection. Those edge adverts is like this and men want here and now I'm going to do and do enable my proportional added Think so. Now if I press GN z, I will be ableto you could see that I'm able to move all of this. But actually for this one either needs that option here. So I'm going to grab them and move them toe dizzy. And here under Monday fire also, I need to apply subdivision surface because if he looks better so I can see that we made it Look, it have some have that effect for solid and now you can select a couple of those and pull them a little bit more. Here I will increase number off subdivision in view port. Now we need to go and select our second as as you look so also the same as we did before. So every 2nd 1 or every 3rd 1 Because we want to destroy the smash to represent solid. And now this time I will go on breast GNC to move it up. And for example, I can go and change fortune toe change points. So it was usually medium point that I want to be individual and here I can go on skill these down. So I concede that we immediately have really cool shape for our salad and also here. Now we go and select a couple of those bullet Put them inside. Maybe some of those not for you, for this inner part, because it's not going to be visible anyway, Maybe some days pulled inside, So just a little bit variation. So something like this. So now the next modified that we need we need for our solid piece select fire because now it's a just basic plane and we need a little bit more geometry. So with solidifying waken, keep it is this are all actually less bullet inside and here for the offset. We're going to press zero. Let's see how it looks. Also, we could go and increase number off subdivision for three. And now we created our solid. So don't forget to rename it so we have salad and also we need to turn toe on Hightower Top bun. So now what we could do. We could go and grab this there. Now we could go and brings our sell it down and also top about so you can see that he created our burger. We did modeling. And now the only thing that I want to help I want to the seller Toby to behave like blood to cover everything. So I will go and select each of the s tomato and at physics to them. So I will add collision also here with this one and for this one. So let's move this up. And here let's at glut. And now, if you play this animation, you can see it's a little bit like it because we have high number off physics and we need to stop at some point. So maybe waken stop here actually little back and return one more time And now we can go and scale it. So here, under quotes, assimilation, you will have different options that you can use. But first we need to go and lower down our sub debaters on our sell it and later on became a plight after editing our plot so here can play with stiffness, and also you can play with the shape. So let's go. Higher number for stiffness. Let's go, for example, 40 like this. And now let's play this animation one more time. So actually, let's go and try lower attention off the stiffness. And now we can go and play middle of dissecting something. We are satisfying. And, for example, we could go on and select something like this that's cool and tied for to change our dumps . Don't accept Ing's Let's go and increase until we find the results that we need. So usually you will need to spend a lot of time playing with all of the settings to find the perfect one. But the anti will have really cool results, so don't not worry about that. And I think I will keep this one as it is. But as I already set, so actually we need toe now you consider what's going on. So first we need toe have our number of subdivision, as you would like to have. So it will take some time to be lauded. And now on the 15th Fame, I'm going to keep this one as it is. And here I was just, like, looked. And now I have my cell done. So now I can go and itchy and see my but down. And now we directly Carlos change order. Bring tow center the surface and intestines s I was killing down just a little bit to about here and here. You can see that we have created perfect poor girl. So the last step is going to be our seats for our bonds. So stay tuned. Because in the next video, we're going to use particle system for add Inc. See, It's on our workers. So see you there 7. Particle Systems For Seeds: everybody and welcome back to another video in this course. So the next thing that we need to create is going to be our seats. So I could see how they look and they're usually on top off our one. So we're going toe them by a dink particle assistant floor Bon. So I'm going to go and press right click, shifting right with toe change my three d cursor. So instead of being right here in the center and remove toe the start So with shift in A I'll bring another cube you are seeing and immediately I will fly our subdivision surface monte, fire on and increase number offsetting a number off subdivision to toe. And also I will change shading to smote. And now for seats, you can see how they're look. They're pointed on the one side. So basically what I could do, I could go and scale one of these faces service select one of these faces scaled and now I will select everything. Actually, I can slide just this part here and with SNC I can with down like this, so it to see that I'm having very simple shape for our seat and shifting D I'm going to duplicate those two together. And now I was like, both of this and press em and I moved this those two seats to new collection. So I called court called them Seeds like this. So now I created a new collection seats so allocated to type off two types off seats because I want to help variation on the color off off seats. And now we can go and add particle system to our top of bun. So I will select talked about and here his particle system system settings, 100 particle properties, and with us, I will be able to create particles. So now we have this basic shape for particles and play this information, you can see they are falling down, but because we have our But because our meat is having, uh, having, uh, created by the own and collision, they're jumping around so we don't need that anymore. I'm going call suit a turn off to turn off collisions from other from tomatoes as well. So all made to sweeten it, collisions and more. And everything is fine now. So now you play this information, you can see that they're falling down and also for the chase with the next collision anymore. So now let's go back and select our top of on. And here we are going to change, couple offsetting. So first thing that we need, the change is going to be our render. And here, instead of Halo, we're going to use collection and for danced his collection. You're going to see it. So now instead of that hail of balls Now, when there is anything our seats. So here we are going to increase size fit and also, let's play a little bit it random knees off the scale. So now the next thing that we need to go and turn on is going to be our field weight. And here we are going to turn on all all field rates because we don't eat, and any of these will not have any physics turned on. And here we are going also to turn on velocity to be here. Now, the next thing here we are going to change frame stuff because we want We don't need animation on this particles. So I want my particles to begin on the first friend and and also the first thing. So now all are particles are here on top off her body, so the next. But we don't want those to be here on top way. Just want to be here on the real top, but we don't want them to be on the bottom. So what I'm going to do, I will go. And in the race baiting I can go. And first of all, I will need just go and under under particles that things we need to turn on our density group. And now we can go pain Wait baiting. And here we can go and change our brush toe ed. And here we can paint the just the stop part. So on the location where we want our seats to be so something like this. So don't forget to breast at. And now you can see that didn't have We don't have any any issues don't if you don't have any seats down So now we can go back in object mode and play with number off our seats. So let's crazy toe say toe 100. And also we need to change our rotation of it. So let's turn on rotation. And now with this settings, you will be able tow to change location and rotation of it and understates you will be able to control the position of it. So actually, this is too much. Let's make it 100 with the need more And also we need to increase randomness to decrease Random s a little bit like this and let's kill them a little bit more about here. And I was like this big random. So now this particle system will pick a random seats and now we need the last things to fix is going to be rotation off it. So I'm going to go and irritation in this property in this particle settings. So I will close source. I need cash for now and here can play with irritation off our seeds and you can see that they are over overlapping each other. So something like this and I believe we have too many. So I'm going to select 50. And now I was just changed. Actually, we need a little bit more so 70 maybe we'll be fine. 80. Let's make it take 80. Finally our final setting. And now we have issues that some of those are laughing so we can go now and added to those . So I'm going to go and again full back in wait baiting. So now, instead of adding I've need toe sub strict and here with this substructure some of these north of to find Let's see with here maybe here there and now in object mode. And now we will need to try to find perfect and for some reason, they're falling down again. So let's see if we did turn it also way need to turn on turn off gravity separate from other of AIDS, other fields spates. And now we can go and play with scale a little bit, maybe a little bit bigger. And the issue that we're having now is with those overlapping See, it's we need toe bake those Toby mash So now I can we can go and press but first we need to save it and here we can apply that particle system. And now, if the press convert well, convert each settings and now we can go and select each each seat. So I'm going to hide this for now and try to find separate those they're interacting with each other. So here we have this one here, so I'm going to delete it and other ones are perfectly fine. So now we can go and return. Actually, we have one more here. So let's hide again. Our top deleted and let's turn it and expect again. So I believe this one here is also so that's highlighted. Let's leave this one. And now we can go and disabled this second part This this particle particles. And now we have our seat skated. So that's it about this video. Stay tuned because the next video we're going toe do materials for our Borger. So they sealed their 8. Lights: but the end. Welcome back to another video discourse. So as you can see, we are done with modeling our burger. And now the next step is adding material Dexter's. And also we need to set our render settings. So the first thing before applying material, we should okay, some some basic lightning. And right now I'm going toe move my reference image down. And for the lightning way are going to change our render engine. We will use cycles for higher quality off the render. And now we can see how are how are five final product project should look like. So now I'm going to select despite fight that I'm having and I'm going to delete it. So now with Shifted See, I returned my three D cards right here in the middle. So that's your useful shortcuts. So but shifted See, you will return Redecard coarser right here in the middle off our seen. So now with shifted a I'm going to bring new area light. So usually I'm using area light because soft and it's giving you nice, Nice details. So first I'm going to set up our three threes, drink three light settings, So first we need to be set g light and that's the brightest one and wish pointed toe our burger like this. So this is the strongest light in our scene, and I want to be coming from the left left side. And I also changed the power off off that flight toe 1 101,000 So now, with shifting D, I'm going to duplicate it and movie toe the other side with the air, I will rotate it, and this one is a fill light. So this one should be lower, actually the lowest. But basically this light is helping us to reduce the effect of the key light. So the last the last one is going to be our backlight, which will help us toe to see better the look. Actually, the I'll sign off our off our worker and this one should be less that daylight. But let's make it 100. And also I'm going to scale down a little bit. Let's see it. And now we should have something like this so you can see that we're hearing this biblical lightning for our burger. So now I'm going to select my camera or actually, I'm going to delete it. And with shifted A I'm going toe big new camera toe are seen if you breast cereal after in camera view and now with shifting okay, I'll be able to go in flight mode. So now with your we s a s at the shortcuts, you will be able to fly around your object, and you can set your camera the way you like. So now, while I'm in camera, I can go and change couple of settings. So the first thing I'm going to turn on my base part out to 100%. So right now I'm not seeing anything except my main target. I actually only the camera view also, For example, we could go and enable thirds and center, which will help us toe have better composition. So I would like mine to render something like this. So this is going to be my my main view off my final render. So let's see it. And now you can see that we have we're having issue with Sell it. So I'm going to go in solids view and here with this verdict select. I'm going to select this worthless and just move it down a little bit. So let's see if everything is fine here. Maybe this sit. I would bring a little bit up and maybe top to bottom bun. I will just bring it. It's a bit closer about here, and something like this will be fine. And I like the way how my burger is looking so far. So now I can go in there and settings and see the turn off my overlays and you can see the effect that we're having for our borders. So stay tuned. In the next video, we are going to apply material to our border, so see you there. 9. Adding Materials And Final Render Settings: everybody and welcome back to another video in this course. So as you can see here we did our lightning for our burger and now we're going toe ad material. But before that, we should add backdrop. So with shifted A I'll bring new plane toe are seen. Let's change you toe solid. You scale it all the way up and now in edit mode it I'm going to select those toe birth asses and with e. R. Extruded up like this and now I don't think that we need to do We need to bevel this edge here. Subs like this edge here and with control and be are going toe battle it and it's calling mouse up. I will be able to add at more loops this and now I'm restaurant week and change shading to smoke. So now if I brought zero, I will be able to see how backdrop look like ethno with G and C. I will bring it up close to the border and now let's go in our you poor trading are under its fading. So now we're going toe. Add our material for our body. So let's first ad material. But before that we should go and change some of the settings some some of the completely composition. So, for example, we can see that lattice discovering our cellar discovering cull tomatoes and I want to have one more tomato toe are see what we have here on our reference image. You can see it. So basically I'm going toe. Just pull some of these, but the part And here it is. So now we can go and add our materials. So first, we're going to add basic materials on all our assets. So the Taliban, something like this. Let's make it to about here. This stuff one is going to share the same day of it. But But now for our meat, let's get some brown picture something like this Next East years, obviously yellow now for sell it being an tomato is red Also for the 2nd 1 So like this and actually we can go and it on another one. The same and the good thing about particles way have our seats. So I'm going to go out and here we have two seats that he used for our. So the 1st 1 is going to be a little bit more yellow like this. And the 2nd 1 is going to be a little bit great, something like this. And now if you go and render certain things, you can see that some some of the seats are having different materials. So now we're going toe, take each of these settings. So first thing that they're going to do, we're going to change. Oh, are our bond material. So I'm going to select top or bottom. It doesn't matter. That's racked up one, and I'm going to go on the shading. But before that, we need to enable rental. Er Adam, So under preface, is under headed. We're going to go under Ed Adams and here we need to note Wrangler toe turn on because it will help us with shading. So now breast zero here and let's switch to render a few. So here I want to have some variation for our for our bread, for our one so shift day I'll bring no structure toe are seen. Now we need a rescue quality and immediately I bring extra cordant and back pink toe connected to nice texture. And now I will use call a ramp. Blufgan Dishneau structure in this principle be SDF So I will connect color to color and here I'll connect No, a structure with the color So like this. So now I had more right some noise to our bun And here I was selected this white color And let's say we can go and switch, for example, something like this. And we can add more radiation. Do it. So for example, we can go and make this fun a little bit darker. So to see what kind off effect we have and here can play with nice my settings for this No structure like this And maybe we should keep it something like this. I like the way how it looks. And now I'm going to increase a little bit roughness through both here and now. I use displace more defiant this place note to displace the look off my bun and I will go and at new laissez I'm going to do with the shift a day on the texture. I add Musgrave lecture and I like it until normal. And no, I was like this musket picture with note Regular added on, I will add texture, coordinate, mapping. So here you can see that I'm having a little bit of distortion on my barn. You can see all of this settings and here we can go and play play with it. And here, for example, we could go and increase the scale off it height as well. So here, if you press shift and control, you will see how you're this place is affecting. It's so now I'm going to delete it and I'm go n turn Connect again. This be stf. So to see that I'm having a little bit those edgy, edgy texture and for example, we could go and with shifting duplicate this and use bump note. Now I'm going to connect bump and this must grave and liken it to the normal. Actually, we don't need this one song going to delete it because we have enough geometry with that displacement. So let's see what else we could fix. Let's bring this dimensional get up And here we can go and play with all the setting. So, for example, you could change the color off this black here to be a little bit like a brown, and I like the way how looks so maybe the only thing that we could do, we could go. And that's strike this shift indeed, to duplicate this new structure here and connect it. So now those two are working together. And now we have more subtle effect on this bond, which I like it and I'm going to keep as it is, you template with subsurface color. So, for example, we could go on, make it a little bit orange like this, and you can play with the spectacular, and I'm going to keep everything as it is. Maybe a little bit roughness have been going down, and I will increase Spectacular a swell, because I want to have some lights on it. So let's see how it looks. And I like the way how my bonsai looking. So the next thing let's go and play with the chase. So the cheese is If you go, you can see that this is having a lot of reflection. So under shading, select my cheese and here I'm going toe decrease roughness. Older we don't. So now it's full defecting. So we have that here. But for example, we can go and had call a ramp and black in color and Now with shifting d, we can go and I have read interaction. So now we can go and connect those two together. And here we can go and select different yellows for our cheese. And this one needs to be a little bit more that so Here, considered on one side here having And here we are going to change to radio. And now we have perfect cheese. Jeez, material which is good. So I'm going to keep everything as it is. So the next we should go and play with tomato and tomato is also reflective, as you can see. So under shading I will do the same. So I had color ramp. I was connected to color to base color and here I recall it tomato because the 2nd 1 doesn't have the same material. So now they share the same deal and the shit shifted day. I will get it that great interaction. I will connect this and changed radio and here I will just go and put some red color and it and other one should the a little bit more like that. And that's the case number roughness down to about here and you can see that our lettuce is a little bit too much up. So I'm going toe, go solid you and pull it a little bit down. So with G and Z, I was like those two and pulled down also this part here because I don't want to see inside off fit. And now let's go in rented you to see if it's good. So next thing we have our meat and for our meat, we're going to use the same no structure that we had before. So now, with controlling T, we are goingto bring texture, concordant and mapping as well. And now we're going from The last thing is going to be our call a ramp and we need to work in No, its texture color. And here we are going to change the color. So let's make it dark brown and opposite Set I was to be what a debt for the roughness. We can go and decrease it. Or actually, let's make it 0.8. I think it will be fine and here can play with the speculum as well. So now I'm going toe go and press shift control and left click. So now I will have to control off my most lecture and let's say to increase, not scaling on the noise and a little bit on distortion. So now we can go and rest next to lead this one here and connected this principle, BIA's dear. And also we can go and use this place again. Displacement note, which will displace the mash and we need to plug in it toe displacement. And don't forget that this note is working on Lian cycles for now. So now I can go and shift the duplicate this new structure here. Control Daito, Drink Gordon and now I'll talking it normal. So here also way can go and it's the heart of it on a scale as well. And here with the plus, you can go and bring another colors. Toe are settings. So this one, let's make it a little bit more brown like this. And I like the way how that looks so far and the last thing that we need to do settings change. It is going to be our cellar. So for the solid, let's go and bring trying must great picture. So with shifting day that search for Musgrave picture, we need also called a ramp with control Anti way are going to bring Matt Beacon, texture Cordant. We need tools to connect those musket and color, and we need to pluck in here. So let's say this black color. Let's change it to some Dr Levin Soling. This and the 2nd 1 is just this white a little bit like this. So let's see house looks and we need to decrease roughness. And also, I think it's a little bit wayto way too dark. So let's change it. Actually, we should just lover the situation off. So something like this and waken go and play with the scale andl sort case of details, and I like how my bonds had looking so far. So the last thing that you can go and change you can go under cycles. And here under film, you can go and change the actually nothing. The film. It's under color management, so here it will be able to change contrast off it. So let's say we can go and make it something like this medium contrast and for example, we can go and scale this let us a little bit, and I believe it should be that also, you can go and turn off curves, and here you will be able tow, change the settings, and I believe that our bond needs to be needs to have a little bit more reflection. So something like this ample. So let's change the create spectacular on our meat. And now you can go and change the color off our background, some going to use some Notre Corps, so something like this will be fine. Let's make it darker and I'm going toe increase slightly roughness, and we are ready to render our burger. So let's go and do some final setting. So under under settings were going to increase number off samples toe, let's say 300 for her part of surrender. And also we can go and scale this but a little bit on the Z axis and bring it off down. So something like this done it. And now we need We don't need hair because we didn't use it, and everything's here should be fine. And I like how my burger looks like so far, and here can change under under property. She can change the resolution off your camera. So, for example, you can make it square 100 by 100 if you want to render it for your instagram account. But I'm going to use my full HD which is 100 of 1920 by 1000 and 80. So here everything should be the same for your 54 months. You should use PNG and he will be able to select your your output settings. I want mine to say here, call this Borger Final render and plus save it. Now we are ready to render this out so you can go and press render and Renton image and you're rendering is going to begin So that it about this cube discourse I hope you like it . If you have any questions, let me know The come is below and seal in the next one by