Animated Building Scene in Blender | Gytis A. | Skillshare

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Animated Building Scene in Blender

teacher avatar Gytis A., Motion designer

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

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

    • 1.

      Intro

      0:49

    • 2.

      Advices On How to Learn

      1:29

    • 3.

      Creating the House Shape

      5:32

    • 4.

      Modeling the Window

      5:46

    • 5.

      Creating other Windows

      2:05

    • 6.

      Adjusting Position for a Window

      1:47

    • 7.

      Modeling the Door

      3:13

    • 8.

      Modeling the Door Knob

      5:56

    • 9.

      Modeling the Balcony

      8:59

    • 10.

      Modeling the Roof

      8:07

    • 11.

      Windows on the Second Floor

      5:14

    • 12.

      Base of the Street Lamp

      7:19

    • 13.

      Details of the Street Lamp

      11:55

    • 14.

      Modeling the Bench Base

      9:04

    • 15.

      Modeling the details of the Bench

      7:55

    • 16.

      Modeling the Tile

      8:06

    • 17.

      Spreading Tiles on the Floor

      8:35

    • 18.

      Fixing Modeling Issues

      7:28

    • 19.

      Adding Colors to the Base

      5:09

    • 20.

      Adding Colors to The Windows

      6:40

    • 21.

      Adding Colors to Other Details

      9:48

    • 22.

      Damaging the House

      13:20

    • 23.

      Adding the Crack on the Wall

      3:58

    • 24.

      Creating the Camera

      3:01

    • 25.

      Lighting the Scene

      14:32

    • 26.

      Fixing Lighting Issues

      5:50

    • 27.

      Animating the Sun

      10:50

    • 28.

      Animating with Drivers

      12:28

    • 29.

      Drivers in Materials

      3:39

    • 30.

      Offset the Lights

      11:01

    • 31.

      Rendering

      4:08

    • 32.

      Compositing the Frames

      5:37

    • 33.

      Adjustments After Render

      1:04

    • 34.

      Final Adjustments

      7:26

    • 35.

      Render Settings for Cycles

      3:07

    • 36.

      Outro

      0:29

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About This Class

Together we are going to create this 3D scene in Blender.

And at the end of the course, we will animate a short animation.

I am going to use Blender throughout all of the course, you don't need any other software to finish the course.


I made it as detailed as possible. I tried to explain everything that could be unclear, so it is suitable for beginners. But if you never used Blender, I would recommend watching my beginners course first. There you will learn the basics like navigating through Blender because I do not explain that in this course.


If something is unclear, or if you are stuck at some point, feel free to leave me a comment. I will try to help you as fast as I can.

Meet Your Teacher

Teacher Profile Image

Gytis A.

Motion designer

Teacher

Hey! My name is Gytis. But you probably know me as sblga. I am creating videos on YouTube and social media.

By creating those videos I get so many ideas and so much experience which I am gonna share with my students here on Skillshare.

See full profile

Level: Beginner

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Transcripts

1. Intro: Hi, I'm leaders and Gladys, you in this quarks together we're going to create this 3D scene and advent of the course, we will animate a short animation. I'm going to use Blender through all of the scores so you don't need any additional software. I named this course as detailed as possible, so it should be suitable for beginners. But if you are using the blender for the first time, I would recommend to jump into my short beginner course where I explained the basics like navigating through viewport. And if something is unclear or if you stuck at some point, feel free to leave me a comment. I checked Skillshare almost every day and I will try to help you as fast as they can. So what do you think about jumping into the next less? 2. Advices On How to Learn: So before starting this course, I wanted to share my thoughts about the most effective ways of learning. I think that depends on your skill level. For example, if you are very new to the blender, I would recommend to follow me and do what I do it in that way, you will lend bad mind muscle connection and you get more comfortable in Blender. If you are a little bit advanced and you know what's going on, you can watch the lesson and after that, try to recreate it. In that way, you will think a little bit more and you will get better results. And if you are an advanced user, I would say you can watch all the lesson and then you can create your own scene by using the techniques that I use. Anyway, that's just my suggestions. Do the course in the way that you prefer. And there is no right or wrong way to do it. I just find that those techniques works the best for me when I'm learning something new. And yeah, I just wanted to share this. But we can jump into the next class and straightlining. 3. Creating the House Shape: In this course, I will try to explain everything as best as I could. But if you are very new to the blender, I would recommend you to watch my beginner course, which will give you a basic knowledge of at least a very, very basics of the blender. End. By finishing this course, you will have all the knowledge you need to do go through this course. And if you never openly blended and there before and UI and discourse, I'll try to explain everything as best as he could, but it would be better if you would have at least acknowledge how to move on, navigate in the viewport. So let's begin by removing all the objects from this scene. We can leave a cube, but it's easier for me just to select all by pressing a and just delete everything. We can insert Q by pressing Shift a and mesh in cube. And now we have a default cube. I wanted to create a house, so I would like to scale with cube on the z-axis. To do that, it will go into edit mode first. So I'll press Tab, and now I'm in edit mode, and I will press S Z. Now I can scale it, but I will press two. It will just double the size on the z-axis. And I'll press Enter or I can press the left mouse button. And now I have a cube which is four meters long on the z-axis, so four meters high and two meters width and length. So it's not very realistic proportions, realistic measures. But we're creating a stylized illustration and the vet would work for us. We just need to have the right proportions and we can change bad anytime soon if we, if we need that. So let's get back to Edit Mode. In the firstly, I would like to create two loop cuts in the middle of the object, which will separate the first law. The second law because it's going to be a two floors building so we can breath control. And when we are on the edge of our cube or figure, it will give me an option to add a loop, but if I will scroll my Wheaton mouse wheel bottom up, it will give me more loop gets in my case I need only two. So I will leave it on two. I will press left mouse button. Now I have those luke cuts and I will press right mouse button. It will stick voce in the middle. I have more geometry on my house right now. But was Luke goods are a little bit far away from each other. So to make them closer to each other, I can feel them a little bit down. So if I press S and I will press Z, I can scale them on the z-axis and they will come closer together. So let's make it something like that. It doesn't really matter how high this is gonna be. It's gonna be kind of a separator between the and first law and second law. And I need to extrude it on the sides. If I press E. And I will try to extrude it. As you can see, it doesn't really work as I would like. So I can get back by pressing Control Z because I created new gym geometry just by pressing E. So Control Z. And then now I don't have any new geometry. I need to extrude along the normals. To extrude it along the normals, we have a shortcut, Alt E. If I press Alt E, it gives me more options to extrude. And I need this option, extrude faces along normals. And if I press E, whew, I don't need to press anything. If I slide my mouse, you can see that it is extraordinary inside or outside. In my case, I need to extrude it a little bit outside and where it's perfect. If I press one, I numbered 1, I I will see the front of my house in here. 4. Modeling the Window: I would like to create a couple of windows here and here. I will need some more geometry. I will create a couple loop guts. So actually any free loop gets, will explain why free in a second. So I will press Control. R will scroll my, my mouse wheel button. And I'll create free leukocytes. I probably, I will keep them here. I don't know if proportions yet. And I think the bottom loop gut is on variety, position. I need to slide visit down, weigh more. So I need to select all the loop cuts. So I, if I press Alt and I select this, it will select everything around it. So I can press G, z and move it down to somewhere right here. And I probably need to move this down. So if I press Alt and this, it will select everything and G and Z, it will move liquid. So what I did, I said the ranges for my windows. Here is going to be a window and here is going to be a window slow. So that's basically the proportions for a bat. And I will create a couple of vertical loop cuts. So again, Control R to loop guts. I will move them somewhere here. And I need to move this loop got a little bit to the left. So I'll select everything G, and this time x and move it to somewhere here. And now I think that my window might be a little bit too low. Yeah, let's move it a little bit up. So let's deselect everything. Let's breaths out this one. And by pressing Shift, Shift and Alt, why it doesn't work. I can select this brush Shift. Yeah, I can move it GZ, a little bit up. And here, I think it might be a good place for a window. If I go to Face Select, I can press F3 or I can press this button. And I will have faced select, I can select faces. I will need to extrude the window inside a little bit. So I press E, extrude something like that. Because if you look at the houses, all the windows are a little bit moved, a little bit inside, and we have frames and et cetera, and we have window sills. So let's extrude this window. So a little bit outside my pricing, ie, Something like that. Let's select both spaces. And let's extrude both along normals. Because if we just extruded them, that wouldn't work. So I'll E extrude basis long normals. And we need to extrude them outside. And that's great. Now we have this face and I'll need to add couple of Luke guts because I want to add window frame. So I need one loop in the middle, vertical one. So control our vertical Lukert just in the middle. So I'll leave it right here. And one horizontal Control R. And I will need to move this, do well. Breast right mouse button by accident, but I can break GZ and move it in a place where a one. Now I need to select all of those faces. But first I need to go to Face Select mode by pressing F3 or this. And by holding Shift, I can select all of those spaces. And now I would like to insert both spaces. It's the shortcut for that is I. And if we press, I can certainly basis, but I need to insert individual phases, every face individually. So if I press it again, it will insert phases individually. And that's exactly what I need. And once again, I need to extrude the glasses of the window a little bit in science, so e and little bit inside. And that's our window. 5. Creating other Windows: Now let's create another window in the same way. I'm gonna do that a little bit faster than I did with the first windows. So we're gonna create two loop cuts, vertical ones, something like that. More of them somewhere here. I think we can move this a little bit closer to the first one by pressing G and X, I believe. Yeah. Again, we can go to the face select mode, select this and this. Extruded inside a little bit. We can create a window sill by extruding outside and selecting those spaces. And extruding along normals. Accidentally try to extrude it normally, but E, extrude faces long normals, extruded outside. And we need one loop cuts vertical loop that so Control R here. And we can select the faces. I do something like that. And that's our visits second window. So we created with Windows, you can save it by pressing Control S and save it like that. And now we will need just press Control S to save it. And that's it. 6. Adjusting Position for a Window: I think week rated this window too close to the side of house. So I would like to move it a little bit closer to this window. And we can do that by selecting those faces, not both species. We would need to select both pieces by pressing Alt. Now, if we're gonna hold Shift and Alt, we can select those faces. And we need to select all of the window faces. So if I still keep shift and control, I can select those BOS voce. Here's one unselected. I can select voce and I need to select window sill. That's too much control Z. So I'm going to select those for a minute. Just Bye, pressing shift. This, this, this, and this. So we selected all of the window thesis. That's a good exercise for moving through a blender. And we can press G and X or Z and X. And we can move this window wherever we want. So I think somewhere like here would walk, work much better. So again, just press Control S, save it and see you in my next lesson. 7. Modeling the Door: So in this class Let's create with door forum is house. And I think I would like to create this door at this wall. The process is very similar to creating windows. We can press Control R, n, scroll the mouse wheel up. In that way we will get ducats. And let's confirm that my left mouse button and right mouse by them. I think. I'm going to make the doors in his height, but it's probably need them to be a little bit narrower. So let's go back to them. Edge select my blessing to and select vote to. Look at edges by holding Alt and Shift. And now we can scale them on y-axis a little bit till the proportions is going to be something like the real door. Okay, let's get back to the face select mode by pressing F3 and select those three phases. Now, I would like to insert this a little bit. If I press I and I insert. Okay, let's keep it this way. But I would like to insert it and keep the bottom part of the door. Modern, Sarah, there is an option for a vat at gold boundaries. So I and j, we have most options. But it didn't work. It didn't work because we have elegant back control Z because it didn't work because on our house we have the ground and we don't really need that in our model. So I will delete that. I'll select this face and my shift and control. I will select this face and it will select all the bottom parts of the house. And if I breast x, I can delete faces. And if I insert this, now, you can see I have an option to have a boundary. So with all of the boundary and with it. So that's exactly what I need and minimize that. And now I would like to extrude both faces outside a little bit. So I will press E and we'll extrude it. Just tiny bits. 8. Modeling the Door Knob: So now we have the form for our doors. And the next thing I think we can create a very simple little door handle. So I'll press Shift and right mouse button where my door handle should be. So somewhere around here. And the blender will snap the cursor at that point. What that means, if I will insert any mesh, it will insert that mesh exactly at that place. So I think I will need to insert the circle. And the blender inserted a huge one meter circle. I need a little bit smaller one. So I need to scale it down to something 0.2. And I don't need that many vertices. It's going to be a very small object and we probably hardly even see that on, on our camera view. So I'll reduce vertices to something like eight. And I would like to rotate it on y axis. So our y and 90. So now I have a circle at a spot where I wanted to be. I just wanted a little bit smaller. So S and I will scale it down a little bit. And I will move this one a little bit. Just somewhere here. I don't want it to block my view. And I would like to extrude it a little bit outside. So if I press E and I will extrude, nothing happens. And the problem is because I am in the face select mode and the circle do not have any phases. It has only vertices and edges. So I'll go back to edge select mode. And if I will extrude it now, it works. So I will extrude on x-axis just a little bit. I would like to add another object on this part. And if I will add my object, it will appear right here. So I can press Shift S. And now I have a lot of options. What can I do with my cursor? And I would like to select the risk cursor to select it. And it will snap to this position. And now my new objects will appear at this exact position. I'll press Shift a. And I have this menu, so I need a UV sphere B's time. And again, we can't see anything because this UV sphere is one meter in radius. So I'll reduce met and I will zoom in again. I think this time we need something like 0.03. Probably if you press if you press Shift, you can be more precise with your scaling because it's very without shift is hard to scale and be precise. But if I hold shift, I can be more precise. And again, I don't need that many segments and rings, so I'll reduce both to 88 also. And yeah, that's cool. Now, I would like to move it a little bit outside. So I'll press one and I will see everything from the side. And I can press this wireframe mode, or I can press Z and move my mouse by holding z. And I have both options. So I'll go to wireframe mode. I'll press G, and I will move it a little bit outside. And I will press X and x, probably a mixed sex axis, and that's going to be our door handles, so G and move it here. How does it look? I think that looks quite great. So let's get back to Solid mode. Again by pressing Z, I can go through all of those modes. I will tap out. And that looks quite good. And it's actually a really good, It's a little bit low Bali. But we will fix that at the end. So vasco and we have our door. I just noticed that boasts windows are not extruded in, so let's do that right now if you didn't do that before. So extruded in, maybe I didn't save it or I forgot at the last lesson. I don't remember. Now it looks better. 9. Modeling the Balcony: So I think we need a balcony somewhere around here. I think I will place the balcony door in the middle. And some where Around here, the railings in the balcony. So let's create the balcony door. It's gotta be a similar process to the Windows. Let's create a duplicate my Control R and release those. We can select this one and the breast g, z and move it in the place where it's gonna be. The bottom of our balcony. I think. That's quite good. And the second one, hi. Again, I'm selecting with Alt and select is going to be the top of our balcony doors. So from leaves, good, I think that might be a good proportions for the balcony door. That's going to be the same process. Let's get back to a face select mode. Select this part inserted by extruding in TSO E and extruded a little bit. I think I will need a loop cuts ron here. So control our loop cut in the middle and have a look at some way or here, Control R and move it a little bit up. Let's insert those faces and go to your face select mode by three. That's select those faces. I, Let's breath I again and insert individual faces, something like that. And let's extrude those in a little bit. So bed, basically a one big window, which is going to be a balcony door. And now let's create a balcony. Let's go to edge select mode by pressing F2 or miss one. So let's select. I'm thinking about grading the balcony floor this wide. And since I don't know if that's the right size for the balcony. I will duplicate this vertices and I will create a new object. So yeah, I'll shoot you, press shift D and as you can see, I have a new vertices. I will snap back that to where it was, my breathing right mouse button. And it's year. I'll press P to separate it and breathe separate selection. And as you can see, I have another, another mesh, which is if I will get back to object mode, this cube, Let's rename it to house. And this cube is going to be Balkan a flaw. So house and balcony floor. As you can see, we have only this edge selected. So I will tap in into the edit mode and I'll press a to select all. And I will extrude it on the y-axis. So e, y. And let's extrude it. Just something like that probably. Yeah, I think that's good. Maybe a little bit more. So breast g, y. And okay, that's awesome. Now let's select both free edges. So this one, my person control. Let's select it here and here. And let's do the same thing like we did before. Let's separate this edge from the balcony and create a new, a new object. So. Shift D. Let's press right mouse button. Be selection. And let's name it. Balcony railings. I can space here. Again, let's damn about select balcony railings. Let's dive in into the edit mode, select all. And let's extruded up. So e, z. And it's going to be a balcony, railings. I would like to be both railings, even because we are going to create a bunch of Luke goods and create both loop cut. And we will create both loop cuts into the railings by using wireframe modifier. So I would like to select those and press X price service and we deleted with most edges. So now we can press Control R. Scroll the mouse wheel button up. And I think something like that, or maybe like that. Let's keep it this way. And that's going to be our railings. So let's confirm and let's do the same here. Control R. And we just need a little bit less verbose. So let me free. And let's create three loop cuts here. Great. Now we get tab out and we don't see anything. And let's go to this modifier option and let's add a wireframe modifier. Boom, is busy. We can change the thickness if we want. So I will make it something like that. So we have our balcony, our railings, and one more thing, I think our balcony floor is a little bit to, to, to, to, to slim, to do tiny. So we can select that in object mode. And let's go to the Edit mode, select all and extruded by pressing E. So let's extrude it a little bit to something like that. And I think that's good. One more thing, if we select the house and move bread g, we can move it, but our balcony stays in the same place. I would like to bearing to do house. So I will select the railings, the balcony floor, and then rehabs. You can see that house is selected in a little bit different color. This means that it is the main object. And that means that we bear in both objects, do this object so I can press Control B and said Baron to the object. And now all of those objects goes into this object. And I'll select my house and Bryce G, I can move it. 10. Modeling the Roof: Let's create the rooftop now. So let's select the building. Let's go into the edit mode by pressing tab. And let's select all of those edges around on top of the building. So it doesn't select all. So I'll select this way by holding Alt and Shift. And we have selected those edges. We already use this technique so you know how to do. We will separate those edges by pressing Shift D. So we have the duplicate of those edges. I will cancel action by Ri, right mouse button, and I'll press B, and I will separate with selection. So now we have here, Let's rename house railing. I will go to object mode. I will select on me only the railing, and I will go into the edit mode. Now, I can extrude it up by pressing E, or I need to select it first. So I selected by pressing a and I will extrude it by e. I will fix bit z-axis by pressing Z. And things, some things like that might work. We have voce edges selected, so I will duplicate rows again. So Control D. And I will separate. Both might be. And we will have railing, don't. So now I will go to Edit mode and I will select on liver railing. And I delete all of those edges in the middle of the wall. I don't know how to explain, so I'll select those xs and delete edges. Let's do much. X and the salvage. Let's select those. That was my mistake. X this old edges. Let's do the same here. And on the last wall. Okay, we will canvas same process like we did here. I'll press Control R. And I will add many Luke guts. I think something like that would work. So I'll keep better that way. If I will expand this. I see that we have 16 loop guts. So I would like to keep the same proportions on other sites. So I would like to do the same here of control are we'll do something like Matt and I did variety number. That's next. Actually we can change that if we missed. So I need 16. Same here, Control R, Something like that. Yeah, I mean 19. So I will fix it to 16. And will last. And last. Shouldn't be something like 17 m is by 1, 16. Great. So now we have all of those goods. Let's go back to the object mode by pressing tab. Let's select this and add a wireframe modify up. Yeah, that looks really good. I maybe I can increase the thickness a little bit. I think that's good. Okay. Let's go down. Let's go to the railing top. And we have this and we can add the skin modifier. And that will add the skin. And if we will go to the edit mode by tab, like we always do. And if we press Control a, we can adjust the thickness of the skin. So I think something like that would work very well. And I would like to add a little bit faker edge here on the top. So I will go back to the object mode, select the house, and go to the edit mode. And control are somewhere here. Now, I can go to the face select mode. And by holding Alt, I can select this. And I have the loop selected around it. And I needed to extrude along normal. So Alt E extrude faces along normals and extruded out a little bit. Now it looks a little bit strange, but if we press this offset, even, it will fix that. So I think we extruded it a little bit too much, but we can scale it down. So you can just press S and scale. Now, one more thing. Let's go back to object mode. Let's select house railing and the railing top. And I would like to move it a little bit down. I would like to move it inside of this block. So g, z, Something like that. So now it looks bad. It's going from the block. And I think we can do the same with the balcony. We can select this. I'll make it a little bit thicker. So I'll go to Edit Mode, a, s, z. Let's make it a little bit thicker. Let's select both railings. Will scale them down a little bit. And if I press F3, I can and just the position of them. So I would like to insert this inside of the wall and this inside. So now it looks like it's going from the wall. And here is from this block. I believe that's how balconies I made. Probably there are many different variations how it could be made, but at least mine, my balconies Min, in this way. 11. Windows on the Second Floor: Now I would like to add something on this wall because it's very empty. So I'm thinking about creating two new windows here, just like we did here. The same technique, same everything. So I will set up those lions. So I will get to the edge select by pressing too. And I will select, I will adjust both lines. This line is going to be the bottom of my windowsill. So I'll select Close, press G and Z, and I think it will going to be somewhere. Here. I think that's very reasonable. Height of a forum, the bottom of the window. So I'll select this one, also. Gz, that's gone, be something like that. And the top of my window is going to be maybe it can be at the same height or the balcony window. I think that's totally fine. And that's the window. So, and that's the window. Let's create a couple loop cuts. We basically need to. Loop cuts. Can be the right side of the window and we need left side for this window. And for this one, no, we need the other parts. So control RA here. And I think maybe here could be the side of the window. Here. Also, we need one loop cut. I will select this one by pressing Alt, and I will press G. And why? I'll move it a little bit to the side. Same with this. Gy. Most Windows doesn't have to be identical. So think of that, could be good. This one, no, this window. Maybe let's move this a little bit to the right G. And why? Because we will see this house from somewhere. Here. We can actually set up the camera. It would be easier for us to understand how this will look like. I'm not going to add anything on this side, on this side of the building because we are not going to see those things. We will look at the window from the house, from somewhere. Legs here. This is gonna be our perspective. And I think Windows will FitBit view quite well. So if you remember like we did last time, Let's go to the edge mode. Let's select both windows cells, breast e to extrude it out. Extraordinary window sills a little bit. Let's select those faces. I will do the same on both Windows. I'll extrude along the normals and extruded out a little bit. Now let's select those faces and let's extrude it in a little bit. Now, I need to loop cuts. So control are in the middle of this one and control are in the middle of this one. And I need a loop cut somewhere around here. Let's get back to it. Face select mode by pressing F3. Let's select those. Bose. Let's insert it by pressing I. And if it is inserting like this for you, you can press it again and it will insert individual faces. So save that. And let's extrude both a little bit. Once again. So this is great. We created during the windows and something like a minute or something like that, I guess. 12. Base of the Street Lamp: The basic editing far of a house is done. We will add some details for it. But for now, I would like to create the rest of this scene. I would like to create a street lamp somewhere around here and the bench somewhere between when both Windows. So let's start with the street lamp. For bad, I will create the ground. I will add a plane, so Shift a and add the lane and it adds in a weird position. So I will remove it by Control Z. If I will press Shift S, I can select the cursor to the war, to the world origin. And now I can add the plane at the center of the scene. I can scale that up. And my house is in the middle. My basically my house is too low. So I can select the house. I can press GZ and move it up and I already see the problem. My array, my roof railings are not parented to the house, so I will cancel the action by pressing right mouse button. I will select those combos. And house. I'll press B, control B, and said Baron to object. And now if I select the House, press G, z. Every film works fine. So I don't know where Mahan's the spirit. So GZ, Let's try it again. I'll go into the front view. I wanted to be a little bit more precise. Gz. So yeah, this is our scene, this is our house. And now we can create the street line. I'll press Shift and I will press right mouse button where I would like my street lamp to appear. Like to be here. We will be able to move that to the other position. We will need that. Let's add the circle this time. The circle is way too big and it has way too many or too much vertices. I think we can make maybe ten and reduce very ideas by a lot. Mu is 0.2, something like that. I think that's good. Let's extrude this. So if we press E and we can't extruded in object mode. So let's go to the edit mode by pressing Tab. Let's press E. And let's extrude it on the z-axis. Make sure that you are in the vertices, vertex select mode or in the edge select, because it does not go on to extrude in the face select mode. So I'll select this one and see if maybe let's keep the vertex select mode. Let's extruded a little bit. Again. On the z-axis. Let's scale it down a little bit. So that's the base off the street light ball. And we need I know that's the right proportions. It's loose, huge. But anyway, let's try to extrude it. I think my street lamp is going to go to there maybe. So we extruded z-axis. What's happened? Control Z, extrude on the z-axis to somewhere around here. And let's extrude it once again. So let's press E, z and then a little bit more and scale it up. And maybe like Van GZ. And it's extruded a little bit more on the z-axis and skill that. So we will have a little bit more control. We can go to the wireframe mode by pressing Z and lead. We can select those and we can move them down a little bit, my G and Z. And we can create machine that we want. Okay, I will get back to the solid mode. I think that womb street lamp oil is too thick. So I would like to scale it down a little bit. So let's press a to select all. Let's press S and Shift Z. I don't want to scale it on the z-axis only on x and y axis. So now I can scale it like that. Let's make it like that. And I think that's way, way, way better. Maybe this one. And this is a little bit too high. I need to go to the wireframe mode if I want to select all the, all the vertices, because if I am in this mode, whose vertices are not gonna be selected. But if in the wireframe mode, it's Select All. So GZ I've been in length that would look better. And that's great. So I'll press F3 and I will go into safe mode. I'll tell you about brands, shades move, and that's the base of our bowl. So I'll get back to the sidewall by addressing three number three. 13. Details of the Street Lamp: And I will create an ownership by pressing Control a. And this time I will create a cylinder. Again. Way too much vertices. Let's keep it. Dan. And radius is way, way, way too, too high. 0.03. I think that's enough. Let's keep it at depth at 0.8. Let's rotate it at 90 degrees. And we will place this one somewhere here. So it's going to be another part of the base for our lamp. I still think it's to fit. I will go to the edit mode and I will scale it down a little bit. And now I will adjust the length by going into the wireframe mode and will more bys on the y-axis and little bit and this one also G and Y. Two, something like that. We will be able to adjust that if we will need, if we will need. So let's go back and let's duplicate this object mode. So Shift D, We have another one. I will cancel the action by pressing right mouse button and I will rotate it 90 degrees, or maybe 270. I needed like rats. And I will move it on the y-axis, so G, and why? I'll go to the edit mode again to the wireframe. G, z. Nothing happens. G and Z. That's weird. Edit mode. Let's look both G. It's working now. And this one G and Z. And that's where we are going to hand our lamp. But this construction doesn't look very stable. I would like to add another shape here. So I'm probably gonna duplicate this one more time. So shift in D. I have this one. Will go to the Edit mode, select all, scale it down a little bit. I'll get back to object mode, will rotate it. Just something like that. And I will move it some way here. I'll scale it down a little bit more on the Edit mode. I needed a little bit tinier. So basically I am moving the object on the object mode and I'm scaling and editing it in the edit mode. Why I'm doing that? Because if I move this on the edit mode, for example, I'm in edit mode and I will moderate my orange. My origin point is staying at the same place. And now if I'm going draw dated, it is going to rotate around this one. So it's not one. It's not very cool. That's why I'm moving the object in object mode because the pivot point stays in the same position. So let's have a look how from other angles. I think we need to shade smooth ovals to make them smaller. And that looks quite goods. Maybe we will need to shorten those things, but let's add the lamp now. So would like to select this press Shift and right mouse button. And now if we will add new things, it will appear here. So let's add the circle. So we have a circle with n vertices. And let's adjust the radius. 2 is a little bit smaller. Let's go to the Edit mode. We'll fill it in my bracing F. And now we have this thing. And once again, we can extrude it. So I would like to extrude it down E and Z. Z, and maybe scale down a little bit. Let's extrude it down again. And once again. Let's kill it out a little bit. Let's extrude it once again. It could be our shape. I think maybe we can go to wireframe mode, select all of those, and move them down by G and Z. We can select this edge and scale it down a little bit. But that could be our lamp. Shade its move. We'll move this to here. And now I need to decide the proportions. I think this one is a little bit too big. It looks massive on most tiny sticks. So I'll go to Edit Mode, select all scale it down a little bit. G and Z. Does it look now? My name is too small now. So I will undo my actions. Yeah, it was better to first-time. One more thing that we need to do. We can select this, go to the Edit mode, go to a face select mode, and let's remove this faces at the bottom. And let's add a subdivision surface modifier. Because it has a lot of edges and that would fix a lot of things. It changed the shape a little bit and I think I kind of like it. We can adjust it a little bit. We can select. Let's add another loop on this side. Move in here. And if I go to okay, that looks quite good. I think one thing that I would like to adjust, I would like to make those a little bit bigger, a little bit more thicker, mean not bigger. So I will get back to the side view. Let's select this one. Go to the edge and go to Edit Mode. Select all S. And I would like to fix the scale on the y. I don't want to scale lit on the y-axis too, so I'll press Shift and y. And now it is scaling only on Z and X axis. So I'll scale it a little bit up. I will do the same with this edit mode. A mistake, either one is scale on the z-axis. So S Shift Z, something like that. Maybe let's go to the wireframe mode, select this GZ a little bit and just select this G and why. And let's see how it looks now. I think that's way better. We can keep it like that for now. And when we will add more details. So yeah, let's keep it like that for now. And if we will think about something, do not work with the scene. Or if something is out of proportions, we can fix bad anytime. And one more thing with this street lamp, we would like, we need to bear everything to the base of it because now if I mod it, everything, it has its individual parts and we need to remain, rename it to keep our project ID and symbol. So let's select this, this, this, and this makes sure to select the part of the lamp to the base of the bart. The last, it has the different color. Again, Control P set bearing target object. And you can see both lions. Now, it parented everything to this one. And if I am all it, everything moves together. And here I would like to remain, rename it to treat LAM. And now we can save its control. I just press Control D, but we need to press control S. 14. Modeling the Bench Base: In this lesson, we are going to model the bench. Thinking to add it somewhere here near the house. Let's add the cursor somewhere here by pressing Shift and right mouse button. And let's go to the side view. And Let's start modeling by adding the lane thin or cube. Let's do it with the blame. There are some reasons for that. First of all, let's produce besides it's going to be the leg for four-bit bench, so it needs to be kind of tiny. I choose the plane because the object origin is going to be on the ground. What I mean, if I will add cubic cube, it will have it or the origin in the middle of the cube. And if I want, if I will want it on the ground, I will need to go to the edit mode and move that up. And now I will have the world origin at the bottom of the office shape and on the ground. But when I have a Blaine, Blaine, I have this from the beginning. So let's delete with educational cube. I'll go to the side view by numpad free, and I will go to edit mode. And now I can extrude it. And I can extrude it to somewhere here. I can remove this fixation on the z-axis if I press Z. And now I can extrude it like that. And let's see how it looks. I'm not sure about the proportions yet. So let's keep it that way and we will scale it up or down later in the process. So we have one leg for the bench. I'll go back to the object mode. I will duplicate this by pressing Control D. I will rotate it on Z-axis, 180 degrees, and I will move it on the y-axis to something like this. And that's gonna be the base. Okay? I will need another shape right here. So Shift and right mouse button on, on this, this dime, I think I will add a cube. And it's way too big. So let's reduce the size of it to something a little bit bigger than the Venn. This we can navigate to have a front right now and we move it up and something like bad. If we will go to the Edit mode, we can scale it out a little bit. In object mode. We'll move it a little bit up. So we have a cube here, and I'll go to the face select mode, select this. And I will move it on the y-axis. Just some way here. I'll move this one also on the y-axis a little bit. And I'll go to object mode, select all of those, and I will move all of most barbs on the y-axis a little bit because I'm running into the house soon. So I don't like that. Gy a little bit more. And now I would like to to angle this a little bit. We can do that in many different ways. But this time I think we can use this tool share. So if I enable it, we can shear is we can angle this my moving those handles. And it's kind of the handy thing to do. Let's see the result, what we just did. That's cool. As you can see, we can move it on the directions we want. And we have many, many options. But I think I'll keep it like that, maybe, something like that. And I will get back to this and we'll extrude this. I'll deselect. This is the thing. Looks like that. And again, we will need the same tool, this shear thing. And just a little bit, we need to make it wider, wider, wider. Even why that we need to move it like that. And then a little bit why it up? Something like that thing is good. So we have one side of the bench. And let's select all of those. And let's create a duplicate. But this time, do not use Shift D, use Alt D. I'll show you what I do. I will go into the front mode and I'll press Alt D. And I will move it on the x-axis to somewhere like here. And by Aldi we have an instance. If I will select this. As you can see, both of those ghost into the edit mode. If n, If I will, select this part and I'll move it, both of both buyers will move symmetrically. And since we want both of the bench sides to be identical, That's exactly what we need. So I'll get back to the object mode. It looks a little bit blocky for me. Maybe let's select voce and move it on the x-axis a little bit. But we can try to add the Blaine's here and to finish the bench and see how it looks at as final broad. 15. Modeling the details of the Bench: I'll add my cursor here and I will add a cube. I think you might work. I'll go to the side view by free. Will, rotate it to match the angle. And I was gay, let's on the y-axis. But as you can see, this y-axis do not align. Files kill. It scales a little bit weirdly. But if I press Y and Y again, now it aligns to the object that I'm scaling. So once again, Scott, as I would like to scale it on z-axis and z again. So now it creates something like Matt and move it by g to some way here, I will rotate it a little bit more G. And if I go to some thin layer to the front view, I can select this edge, this phase actually not edge. And I can move on the x-axis, so g and x. And I can move this face on the x-axis to g, x to the side. Can move this G on z and z again. So we have that go back to object mode. And we need to apply with scale, because if we go to the item, you can see that our scale is chaotic. So if we select this object and if we press Control a, and we can apply locations, rotation and other parts. And if we will apply the scale, both values go to one. So control our control a and apply the scale. Now most values goes to one. And keep in mind that you need to do both if you scale a lot in the object mode. So let's duplicate this. Control D. Both a little bit too big. So I'll go to the Edit mode, select all. And we'll scale it on the z-axis. I'll do the same with this edit modes as on the z. Nothing happens because I didn't select all. So a, s, z and z again. And we can scale it and go to the object mode, and I'll move it up. Okay, Now it's bad up. And I'll go to a side view. I'll duplicate this. I'll add it somewhere here. I will rotate it. Something like that. Magnet little bit G, D and added here. So let's have a look at how our balance sheet looks like. It's not that bad. I think the angle is a little bit crazy. And doesn't look right. We can move this one up a little bit. Yeah. So couple of things I need I think we need to fix the angle a little bit. We need to mean make it a little bit steeper. And I think we need to make this a little bit taller. So let's try to do that. Let's select this, go to the Edit mode. Let's select this face. I'm going on sideview G, and I will make it like vat and a little bit taller. And we can again fix the angle a little bit. Let's get back to object mode. Let's select this. And just select this. And just this one needs a little bit more adjustment. And that looks way better. Instantly. It looks way, way, way better. There's a little bit too big, I think. So we can scale it down and we can select all the parts. No need to select this. Select this. And if we scale it down a little bit up, That's quite good. I like it. Now. I think we can join some parts. For example, this, this and this. We can press Control J. And now it's one object. We can do the same with this. So let's select those and Control J. And now it's one object. And we can barons all of those objects to maybe this pink, so this doesn't joined all the things. Let's select Visine this Control G. Now it should work this, this, and this to this. So Control B to object. And now everything is parented to this. And if I am moving, it moves together. And I think we can rename it to bench and ln, two browns because it's a little bit confusing. 16. Modeling the Tile: Now when we have all the objects, the house below the bench, we need to create the last object. That's going to be the tiles on the ground. So basically the ground for this scene. I'll add my cursor to somewhere like here. And I will press Shift a and I will add the plane. And this time I will make it a little bit bigger. And it depends on what size of the title you would like to to use. I think something like that will work for me and now I will extrude it. So I will go into the edit mode by pressing Tab. And I'll press E, and I will extrude it a little bit. So this is my tile, but it is very perfect. And I would like to make an old house or damage house and I would like to make me same with this treats. So let's damage mystyle quite a lot. Let's go to a vertex mode by pressing 1. And let's bevel this, this corner a little bit so controlled BY. And as you can see, nothing happens. So let's press V. And now we can bell the bell this corner. I can select this edge, press G twice. And now I can slide the vertice c on this axis, just some thing like that. This 12. We can do the same with this control B, V. And move this to this, this one to control b and v. And this one Control V and VI. I would like to add a little bit more damage to this tile, but I can't add a loop cut, for example, Control R, do not work it for me because I extruded with style and it doesn't work. So we can add a little bit more geometry in a different way. Blender also had the knife tool. It can be found right here. And it works like mad. We can select the vertices. It snaps Davos, and we can finish action by pressing Enter. And it added new geometry to us. So I would like to add some kind of the gut into the style. So let's go to the Select mode, select this vertices and bill it. Let's bevel it. So Control B. Nothing happens like with the corners. But if we press V, just bevels, it, it doesn't look like a crack right now because we have this phase, but we can delete this face. We can press X and delete faces. But now it has a hole in it. And to make it look like a crack, and we can select both freeze free vertices and press F to fill it in and do the same with this side and fill. So now we have some kind of a crack and into Warner we can adjust didn't by pressing, for example, GnG, this, G and this. So here is our correct in the tile. And that looks quite, quite good. Do we need to add more damage? I don't know. Maybe a little bit to this are this side. Let's add another crack like this. Just lets make it wider. So again, knife tool, the shortcut is key. And I will select this control V, V. Let's make it like that, and let's delete the space. Let's select most vertices and press F. Let's select both vertices and press F. And now I don't want it to make it this deep. So we'll press G and G and move it up. I'll press G and G and move this to this side, gene G, this side and probably this one by g and g looks different. And since I don't want it to make very flat, I can move the middle of this object a little bit up, so G and Z. But it looks a little bit weird. We can add the proportional editing, the shortcut for business 0. So, oh, it's select and deselect it g. And it moves all, all the tile because the diameter of the proportional editing is huge. And if we move it a little bit narrower by scrolling them, mouse, wheel button, we can adjust it and move it to something like that. Probably. It's not gonna be a bad flat. And if I tab it out, it looks kind of cool. Okay, so we have a style. And I would like to create a bunch of those. I will press seven to go to the top view and now decide, I think it's relatively too big for the skill of the house. So let's scale it down to something like mad. And let's apply the scale because as you remember, our scale is not one. So Control a and scale. 17. Spreading Tiles on the Floor: And now we can start duplicating it. So firstly, we'll add it here. And I will duplicate this time by Shift D because I might need to adjust most some of those tiles. And I don't wanna make them all as instances. And we'll start right here and shift D. Shift D. And either need to repeat that. Blender has an option, an awesome option repeater. So I can press Shift R. And it will repeat the last action. Awesome, right? So we have an awesome option because I accidentally can select the ground, my ground, and I don't want it to select it, I can disable it. But for example, I have this option, and if I click it, I can deselect the ground and I no longer can select it. So that's cool. Because if I accidentally drag like this, would definitely select it. So we have those tiles. I will duplicate votes. And before that I think I will need to add both into one folder because now it just creating the mess. So just by pressing M, we can add those into the new collection. And let's name it dials. And as you can see, both just Bowles was thrown into the tiles collection. And since we are going to create more duplicates, control D, Control D, control D, or Control D. Control D. And let's repeat whispering. I'll create a little bit more than I need. It's easier for me to remove the tiles by just deleting them, then creating new one-by-one. So let's go back to the side view and let's see how it looks. We have a bunch of tiles. I think we need a little bit more tiles in this part, and some rows here. And maybe one row behind the house. And that will look good. So let's get back to the top view, Shift D, and let's add it here. And I'll select Shift D. And bows. That looks not too bad, good. Anyway, I will adjust those. My g. We already know what's going on. I'm just selecting both. And by pressing G, I'm adjusting the position of the tiles. And let's add a couple more rows in front. Just to be sure. I duplicated the lamb by accident. Much we can delete it very easily. Okay, so let's go to front view. And what we can see, we created way too much styles when we needed. So let's delete all those three rows. And that looks quite good. Now, let's delete some of those tiles. Maybe this one, this voce. And that looks quite good. Okay? Now we need a little bit more variation because all of those tiles are the same. Male looks the same. But if we will rotate some of them bad, we'll add some variation. And that one's looked at Rabbet repetitive. So I will select random tiles, a bunch of random tiles. Every, I'm trying to be as random as possible. And I'll press R and 90 and that's a mess. I will disable. I will cancel this section by right mouse button. So let's change the transform option to individual origins. And now if we will rotate, every tile will rotate. I'm on its own axis. So let's breast are 90. And that looks a little bit different, right? Let's select a bunch of tiles. Again, as random as possible. I'm just clicking anywhere. They're trying to be random as possible. And again, r and 180. So bows will be rotated 180 degrees. Again, very random. Sometimes I believe I will click on missing tiles, but it doesn't matter. I'm trying to be as random as possible. And let's rotate wet on to 70. And now we didn't look all the same rights. Maybe let's suggest most. Whoa. Our Z, 90. And this one are Z1A. Our z just 70. Yeah. So that looks way better. We can also, So I don't know if we need to adjust for height. That looks quite good. I was thinking about moving some tiles a little bit down, and that would add a little bit more variation. What about looks quite good and I'm not gonna do that now. Maybe I will delete some tiles to have this more random look. We created the tiles and we can save the scene right now. 18. Fixing Modeling Issues: So before moving to texturing, I would like to fix some issues that I see in this model. And I would like to damage the house like we did with both titles. So let's start by fixing some things because I see some things that I would like to adjust. First of all, we have this edge and this edge of the house. I would like to add something similar at the bottom. So let's select the house and go to it and edit mode. And let's create a loop cut. And I would like to add just some where, maybe link here. And I will go to the face select mode, select this face BY, select this by control. I would like to basically to, to go around till here. But if I will select this and then go select this, blender will choose the the fastest way. So we need to select this, this, go a little bit around, and Ben select this. And that way we will select everything around this except for the doors. So now I would like to extrude it along the normal. So Alt E extrude paces along normals and extruded out. Now it looks a little bit weird, but we can select offset even. And maybe let's adjust the offset a little bit. So that's good. And that's what, so that's the first thing that I wanted to do. Maybe let's suggest offset even a little bit more. The next thing I would like to add the top for the balcony, railings, like we did here on, on the roof. So let's go to the object mode, select the railings. Let's go to the edit modes. Lacked this. Yeah, we need to go to the edge select mode. Select this control D, cancelled action by right mouse button. We still made a duplicate or I can move it. And now I would like to I would like to separate so we can press B separate selection. And if we go into the house where you can see we have balcony railings and balcony railings. 000 001. If we go to object mode, we are in wireframe mode. So let's remove the wireframe mode and add the skin modifier. And let's go into the Edit mode, select all by pressing a and Control a and reduce the size of it. Something like that. Maybe. Matt looks good. And the last thing that I would like to fix our votes doors, you can see that something weird is happening here. And I believe that I moved the door to the side or something like that. And I missed to select some vertices. So I'll go into VR TC select mode, and I will press Z to go into wireframe mode. And to do what we can see, I think we have those vertices which, which just in the wrong position. So if I press F3, I will go into a side view mode. And I can adjust those jazz by g. And same with this one. G. No, no, no, no, no, no, something wrong. No, it's good. Okay. Free. G. And if I move it here, pitch low. It should fix beds. And now everything looks good. And one thing we have is door handle, which is very low Bali. And I can't say sheets move it because I will sheets move all the house if I will do that. So I would like to select this and this was door handle and this door handle handle. And I would like to separate us from the house so I can press L. And that will separate this Vet will select this object, and I'll press L here, and that will select this object. And if I will press B, I will be able to separate selection. And now the same like we did with the railings three minutes earlier. So now we have house and house. One. We can rename it to door handle. And we can just go in, into object mode and shades. Move it. Okay, one more thing. This is clearly not linked to the house. So I will move the house a little bit and we will see what's not linked to the house also. So if I will move it on the door handle, is this out of the place? So beds good. I will get back my Control Z, select this saliva house, Control P, thread barren to the object. And if I will move house this time, everything moves together, but we are not gone and more the household, it doesn't matter that much, but it's a good habit to keep everything neatly. So we fixed the most things and I think we can save it, save files. So I'll Control S. 19. Adding Colors to the Base: Now when basically all the modelling is then I fought that it would be a good idea to break down the house a little bit. It's kind of perfect right now. Perfect shapes, perfect angles. And I would like to break a lot of things down to make it like an old house. Maybe put some holes in the walls. Holes in the walls. Yeah, nice. And a lot of stuff like that. But I think that the better process for it, it would be to add the color first, so to texture it, to add materials. And having fat would be easier because when we break down, we will add a lot of geometry which will be part to select basically end. It would be a little bit Bain invest to color it. So yeah, I think in this lesson it would be a bad idea to add with color first and then go into the details and then into the lighting. Let's switch from this viewport shading to material preview option. And as you can see, we don't have any material on our scene yet. Let's go to this material properties. So let's create the first material real. It is going to be the base of the house. So press New. And let's name and a house. House. We will choose very simple materials. In this course. Basically, we will change the color and some slight parameters. So far we house, I would like to use some kind of bluish material, maybe a little bit darker. Let's try something like that. I think that if we will add a different color for the second floor, it would give a little bit of character for 40 of your house. So we can go into edit mode and select one, go into wireframe mode by pressing Z. Or we can proceed, or we can press this. And let's select all the second law. As you can see, everything is selected and we can create a new material. So by pressing this plus sign and pressing New, and we will name it house. What's wrong with my spelling? House2. And now if eigenvector, this shaded mode, if I press Assign, it will assign this material. As you see we hit, our color is white, but if we will choose some kind of brownish color, it had gone on to be brown. Maybe it's too brown because I would like to have brown window sills, but we'll see this material is a little bit too shiny floor of a house. It looks like a fresh paint or something like that. I would like to add a little bit more roughness. So if you scroll down, you can see the roughness option between all of those many, many options. And if I reducer the roughness, it is becoming very shiny like I am. Then even though like glass metal, something like that. But if we will go into the, another side of the spectrum and we will reduce our roughness is becoming graph. It doesn't reflect that much of the environment. Our house is made from concrete. So I'll, will increase the roughness to a max. And the same with this material. Maybe on this color, it's not that visible, but also on the house one, I would like to increase the roughness to the mix. 20. Adding Colors to The Windows: Okay, now we can go to the windows and we select your house. If we will get into the edit mode, we can go to Windows. And now I would like to go to Interface select mode, and select on all the windows, windows cells, everything in this frame. K sides also is not selected. Let's select all of those. Here is not selected. And now when we selected everything, I would like to add the color of my window frames. I will create another material. So new material, new. I would like to choose the color or some kind of brownish like similar to the wood. Maybe something like that. I don't know if that's not too similar to the material that we have on the second floor, but we will be able to adjust that. And don't forget to press Assign because if we don't this material one be added to this frame. So if I press Assign, now you can see it's, it's brown. Let's rename it to window frames. So we have windows frames material. Again, I would like to adjust the roughness to Emacs. So that's good. I think we can change now the material for Windows. We are going to create the animation and it's going to be the day and night scene end tonight. I would like those windows to shine and emit the light. To do that, let's create another new material. And that's a little bit annoying at first when new creating those materials. But when we, when we will have all the materials, it's going to be very easy to, to just added to the scene. So a little bit of patience, and I'll name it glass. And now I can change it, do the emission material, but we can do this in viz be SDF thing. Let's try to select some kind of bluish color. And I will assign it to the glass so we will be able to see what we are doing. So the glass materials kind of Louis shaping and emission as black right now. So we can change their mission to pure white. And just some of the warmer color, yellowish, orangey, something like that. And emission strength. We can increase that, but we can see much yet. But let's keep it wet way for now. And we will adjust that later when we will add lights. And basically in my next steps, Let's add the materials to window sill. So let's select all of the window sill. If we press Slash on, on the numpad number slash, we will see only the house and Matt might be helpful for you. So keep in mind about this shortcut because in this position bench is is covering the window sill. So I can see it very clear. Here. I will add them. The window frames material for the window sill. So we are going to reuse a lot of materials. Here is the same process. Let's select, Well, let's select all of the window frames. Selected a little bit too much. We can actually select and the windowsill T2 because we will add the same material. And because we have a lot of details in my house, in the window, it's a little bit tedious process to select it and to select everything. And let's assign the window frames material. And four votes, four squares. Let's assign the glass. So that's basically the coloring process. Let's do the same here. And now we will see a viz brown material will work for window frames. And let's assign window frames material. And it has some difference, so I'm happy with it. And that's great. Let's select those and glass material. Awesome. Let's select this window this time. And one more time. With this one, we can press Slash again on binom pads and we have the material for for the house. Great. Let's go into object mode. 21. Adding Colors to Other Details: And let's select the ground. This huge blame. One thing I can select it because I adjusted this. I disabled the selection. So if I get it back, now I can select it. And let's create a new material for the backgrounds. Some kind of file name ID, VG as a background. And I will greens creates bluish our blue material for this. So for bench, we can reuse the wood material from a window frames. So select both window frames. No frames. For both. Also, I will add window frames. Great, So we have a bench grated and let's now add a material to the tiles for that, I would like to. I have a couple options. I can hide the house. For example, I will disable the ground selection again. And we can select all of those. Because now if we select that, we select the house too, so we can hide all of those mature, all of those things, objects, and select all the tiles or ORM we have greeted with tiles in a separate folder. So we can go into this and select both great new material. Let's name it styles. And let's add some kind of the concrete color or so. Some kind of a gray. We can't add the materials just by selecting multiple objects. There are other ways to add it, but let's add the material to this one, tile and Len, and then we will add it to the rest of it. Okay. So let's add the roughness because the concrete is very rough and that's probably good enough to adds material to the multiple objects. So if we select multiple materials, multiple objects, and we select the one that has the, for example, material that we need. As you can see, the object that we selected, the last he has. Let's, let me try again. The object that we selected, Velazquez, a little bit different color, bats, the yellow instead of the orange. So we want the object that has material that we want to copy to select the last, for example, this one, if I select it and press Control. Well, it gives me the option to link many detail from the active object, which is yellow. So let's link materials. And now, as you can see, all of those objects get your material from the active object. I hope it makes sense. It, it doesn't leave me a comment and I'll try to explain better. So now if we want to add material to all of those objects, we can select all of those. And a lot of planes here. A 150 Exactly. And let's select this or this, or any objects, but he has material are already the last. So by holding Shift, I can select any of those press Control L, N link materials. And now all of those tiles have the concrete material. Now let's go to the railings maybe or maybe less select this block and we can add the house one material I think magical give a little bit of contrast. And let's go to the railings. For railings, I would like to add some kind of a bluish but a little bit darker material then this one. So we will need to create the new or we can end this. So we have this material and we can press this, and we will create a new material from the existing material. So. By then, and now we have a house 000 001. I will rename it to house free. So that's the third material for our house and now we can adjust it. And let's make it a bit darker house material. So let's add this material to this railing top also. So how spree material? And let's do the same here. How is free? Free? We can think we can add a different material for the, the stop. So maybe let's add how spree also or house to hide. No. Let's go into the Edit mode. And if you press Alt and press like this, it's selected wrong. But if we do this, it's selected perfectly. And let's add the house material. So let's select this and assign its great, Let's select this and, and house material. The same is low. Museum is here we can use we can use Control Shift to select all. If we select this and this and we holding Shift and Control, it will select all. And let's add house material. So that looking good. Okay, what's left? We still have the lamp, which is going to be metallic. Some kind of black metallic probably. And we have the doors. I forget, I forgot the doors. So let's go into the Edit mode. Let's select this frame, and we need to select this frame. Also. Let's add the window frames material and four doors. We can change the material for both parts. We can create new material, and let's choose the house premature material and we need to assign it. Nice. Okay, So the door will have a house free material material and for this door handle, I don't know if we can reuse any material from MIT. We have, for example, if I will add tiles material, but we can create a new material really quick. Let's add a new material. Let's name its door handle. And let's choose the color to something like like vat. And we will be able to adjust it a little bit later when we will have the lighting. Right now, I don't know what material I would like to add to this yet. So it's a little bit tricky. So let's move to, uh, to our lamp. And we can create a new material lamp. And I would like to add some kind of Lachish, maybe a little bit blue color, but here I would like to change and I would like to increase the metallic look. So here, here we can see this option. And if I increase it, it, this material will look like a metal. And again, we can adjust the roughness. I don't want to reduce the roughness by a lot because it will reflect everything. So 0.5 might be great for this. And I would like to add this same material for both. So I'll select both and this one, the last Control L and link materials. So we have the materials for our lamp. And that's it. We added all of the materials right now. N Let's move to do the other part. 22. Damaging the House: In this lesson, I would like to make this house a little bit more cartoony. I would like to break it down quite a lot. And I don't want it to make it all this perfect with the perfect angles and perfect corners and edges, et cetera. So will, we are going to damage by a lot. So let's select the house, let's go into the Edit mode. And the first thing that I would like to do, It's just basically a perfect cube, scaled on the z-axis two times as so, I would like to select, go to face-like mode and select this is loop. Go into the proportional editing. And I would like to scale it down just a little bit. So it's gone to add a little bit of cartoonish look for it. So if I press S, you can see I can scale it up and down. And if I adjust the proportional editing by by scrolling my mouse wheel, I would like to make it sin basically to the size of the house. And now I can adjust and scale basically a little bit more proportionally. So I'll scale it down a little bit. Maybe something like bad. Maybe I need a little bit more so as a little bit more. And now it's not that strict. So that's really good. And and yeah, we can start to break down. The process is very similar to what we did to both styles. We added a lot of guts, a lot of bevels to the corners, and we are going to do something very similar to the house. So maybe let's start with this with this middle loop that we extrude it in the beginning of the course. And yeah, we can go into a faceless vertex, vertex select mode and probably beveled this Misko RNA. So Control B V. And we can bevel it. We can select this GnG and probably this GG and make this kind of cut in recording, I will go into vertex select mode, and I'll select this vertices. And one more thing, I would like to add a lot of details into VOS to walls. I don't care that much about the back of the house because we are not gonna see it. I projected with my scene will be visible from this angle. So I don't really care what's going on in here. So I'll select this bottom edge and I'll press Control. Beat, bevel it. So bevel it a little bit. I will do the same with this. B. I don't care how it looks. I don't even want it to look. Great. Old Bell will this edge and this case. So one thing that I would like to do with bevels and especially when I am breaking down things. So I would like to go into face select mode, select some kind of base and disable proportional editing and rotate it slightly. It immediately adds some kind of a wiggly effect. And our eyes notice is that it's not straight line and something happens. And that's what I wanted to achieve. Let's do the same with this. So if we select this control B, we can bevel it. Let's do this. Let's bevel of its vertices. And more details to it near near the doors. I think we can adjust that. And again, I would like to rotate it a little bit. Let's go into the window sills. Let's do the same thing. So let's move to other windows since we already working a lot when those cells. So maybe let's continue case. So that looks better. Already. Looks like low poly break down. We have this. So I'll go into edge select mode and select everything in here. I'll Bevel it. And we'll do the same with the top. That's Elvis. Do. And I'm not gone and break too much things here. Maybe I'll just rotate it a little bit. So I'll go into a pay slip mode and slightly rotate every two or free basis. So one be that straight. For railings, we don't have that much geometry here. We can add a bevel modifier. For example, here we can go to a Modifiers tab and add Bevel modifier. It will bevel this slightly, something like mad, so it won't have much corners. I will do the same here. Belmont, something like that. And that will be enough. Maybe I will damage by removing some of the railings, like it would be broken or something like that. Or maybe we can make them not Vets even. So for example, if I go to a front view by pressing numpad 1, and if I select Bose, I can rotate them a little bit. I can select a couple more random on those. And I can rotate them to the other side. Let's select them. Both. Rotate. I don't know. That's rotated like that. And let's see how it looks. It looks better. And maybe we can even take this one and press, press X naught z and dissolve edges. So one of those is even removed or broken. So that's good. We can do the same here. By pressing F3. We can go into here. And let's select no free or four. Let's rotate them a little bit. We can select either. It's possible that I'm selecting the scene. And maybe let's delete lists and dissolve edges. And let's see how it looks. And I think it looks better, right? It has a little bit more things going on. I'm not sure how much of those railings will be visible in missing, but to be honest, I will adjust those two. It's really quick process. So it's not very hard. Whenever fingers straight and perfect, it doesn't look very good. And it's not that interesting. We can do the same with both railings. My balcony and then my balcony railings are not connected to the house, Manhattan probably because I scaled the middle of your house in. So both paths left hanging in the air. So I'll select those and g and x axis, y axis. And I will move those in. Now let's Wall work a little bit on this balcony and go into the edit modes, maybe less bell this vertices. And let's maybe adds the crack some somewhere here at control B, control B, x phases. Select both filled by F and fill this in GG. And maybe let's move both a little bit closer. This one. G and G. It's going on next. Anyway, we can press Shift G and adjusted. And we can select those control be slightly. We can bevel this my Control B. And we can do a slightly, a slight bevel on this control and be very slightly. And I will go into face select mode. I will adjust the rotation a little bit. This Let's see how it looks. One thing I would like to probably add a little bit thickness into those railings. I can adjust the thickness here. I can add a little bit more and add the bevel modifier. So now house doesn't look that bad. Perfect. 23. Adding the Crack on the Wall: Another thing that I would like to add, I would like to create some kind of the cracks in the walls and it should look like the bane would be cracked and fall off. Somebody like that. So we can do that by selecting the house and going into edit mode. I will remove this cursor and selecting a knife tool. Live to old wall. Knife tool can be found here. And we can just press it and use the knife, or we can use the key, key shortcut. And we have an eye. With knife tool. We basically can draw any shape. It snaps to do the vertices. So that might be useful. And when we draw the shape of the loop, we can confirm it by pressing Enter. And now we have this shape. So what I would like to do, I would like to select all of those. And I would like to extrude it inside just tiny bit. So E. So GOP, and we have this and I would like to change the color of this. Justs Probably house1 assign. That looks like that. And I think that adds a little bit of character to, to, to be seen. I would like to add another one here, and I would like to add this on duals on, on this one and continue on this one. So in the corner. So let's press K, the knife tool, some kind of random wiggly stuff. And like that, enter. Okay. We can select the most. And both. This time, we can just extrude it. We need to extrude it along normal. So I'll do E, extrude faces along normals. And let's extrude it inside. And this time I will use House free. Maybe let's use House three in base 12. To keep it consistent. Across three, assign the darker color on my bed. And those you can create as many as you want. You can create as many cracks as you want. I don't think that we should overdo it. Two or three should be enough. And that looks quite, quite good. 24. Creating the Camera: I think we are nearly finished lane already. And I think we can greatly camera now. So I will center my Coursera. So I'll press Shift T, Shift C. And that will add it to the center of my scene. And I'll press Shift a and I will add the camera. It should be here. I will move it to some where here, so g and something like that. Let's try again G and something like that. And we can toggle to the camera view by pressing the number 0. And now we can adjust the camera by many ways, but my favorite is view navigation and walk navigation. And now I can walk with my camera, just like in, just like I am in the game. For example, if I press S and goes back, if I press W, it goes forward. If I press D, it goes sideways, I can move my mouse and I can view in different locations by that vats my preferable way to adjust the camera, for example, if a breast q, I can move down. If I press E, I move up. So that's super cool. It's just a little bit annoying to get into that walking, walk navigation, for example, view navigation, walker, walk navigation. So I added that into my a quick favorites, walk navigation and flight and navigation. And yes. So if you go to any any option in the blender, you can add it to your quick favorites, which the shortcut is q. So you can just press right mouse button and add two quick favorites. And now when I press Q button, it shows my quick favorites. So basically, I'm using that only for Quicken, for a walk navigation because it doesn't have a shortcut. And that's how I can choose it vary quickly. So let's adjust the camera. Week. We will be able to change bad anytime later, so it shouldn't be perfect, but it just going to be a good guide how our scene will look like. And it will be just easier for us to set up the lighting. 25. Lighting the Scene: So now when we have camera, we can move on and create the lighting. So we can move to this viewport shading. And as you can see, it's breaded dark. And our scene. Firstly, I will create one light here and it will replicate the morning light or something like that. It's going to be bluish light so less press Shift a and create the area light. I'll move it up. And we'll look from the top by numbered seven. Somewhere. Here. I will adjust the angle by rotating it. And I will increase in density. And you can see it. It is lighting the scene. I'll change the color to a little bit bluish color. In our camera, this plane doesn't work very well. We see the edges, we see the rest of the world. So I would like to cover all the camera area with this background plane. So I can select this right now because we disabled with selection for father ground. But if i will enable that, I can select it. I can go into the top view. I will write it a little bit to match the camera angle. Move it to somewhere here. I will go into the edit mode by tab, go to edge select mode. I will select this edge and I will extrude it on the z-axis, something like that. Let's see how it looks on our camera. It looks quite good. And I will select this edge and I will bevel it by Control B. I will add more leukotrienes. And that should work fine. Let's have a look from our camera. I'll go into edit mode. I'll press G and Shift Z. I don't want to move it on the z-axis, and I will adjust it a little bit. So now it covers all the camera view. Let's go back to our lamp. Only increase the power a little bit more. And that should be good fun. Now maybe I would like to bring a little bit to be fraud and to light this VC area better. But we will add a couple more lamps here and here. So I'm not sure how that will look when we add those most lamps Plus, we will add one lamp in a year, so that will look different, but we can move it a little bit to the front and rotate it a little bit. And I think I'm thinking about adjusting the background layer a little bit. It I think it's too dark. I'll make it more bluish. So I think that's better. And now we can add another lamp into the lamb that week rated. If you press Shift S and we will drag the mouse to any, any, any part. We will see votes options, and I will select cursor to select it. And now our cursor appears here. And we need to create the light bulb. So it's going to be just mesh and UV sphere. So we don't need that many, many segments. I think 10 segments and ten rings would be more than enough radius. Of course it's too big. Something like that should work. Now we can press GZ morbid. Down. And that's gonna be our light bulb for the pubis lamp. We can scale it up. Press Control a to apply the scale. And let's add the material. So go to the material properties, create a new material and select emission material. We can leave a color as white and increase the strength to something like 50, but we don't see any glowing yet. To see the glowing, we need to go to the render options. We will render the scene in EV. So let's play with those settings a little bit. If we enable bloom, it will enable the glowing thing on our scene. So let's see how it looks. So everything just glowing and we have light. That's great, but I think that's a little bit too much so we can go into the settings and we can decrease when density. That's quite good. And I was setting but I would like to adjust. I would like to increase the sampling. I have quite a good computer and it has indeed handles bigger samples very well. You can leave it as it is. But I will boosted up a little bit. I will make 512 for the render and for the view port, 120 for something like that. So I'll have a little bit bigger quality, but it will require more power form from the computer. We will get back to those when we will render the scene. So we needed the bloom effect for four and screen space reflections. That would be good too. As you can see, it's, it gives the reflections on, on other things, for example, on a lamp stand because it's metallic so it reflects, we made very rough material for the concrete blocks. So they do not reflect that much. But madame bad and adds a little bit more realism to be seen. Motion blur. We don't have many motion and now I seen so we don't need that. We can add hybrid shadows, but we don't see any shadows yet. Let's leave everything else as it does, and we will get back to this a little bit later. So we have bloom in, in, in this lamp, but I would like to add an additional lamp. It's just glowing for now, but it doesn't light anything. I'll press Shift a light and I will add the spotlight in here. Let's increase the power because ten modes do not lie at anything. I will move a lamb lower, so G and Z, two here. And now we have a spotlight. We can adjust the color, the power. And we'll add a little bit bluish light for this power. And with 50, maybe the thing that I would like to change is the blend and maybe the size of it. I would like to cover a bigger area and blend it a little bit more into it. I don't want to have that spotlight ring. So I'll Blaine blended. I wanted to say just tiny bit, but I'll blend it to a match to one. I think that looks good. And the next lights that I would like to add, I think that was sports. Here in here, a little bit empty. And it would be cool to have some kind of, of the hanging lamps in here. I'm a bit too, a little bit lazy and I don't want to model another lamps, so I will reuse this lamp for both. We will see how those look. So I'll select this, this and this, and maybe a lamp bulb. I'll press Shift D. And I will move that. I will go into the front view and I'll move at two somewhere here. I'll press F3. G in it see, it's huge right now. It's basically food. It's too big. So we can scale it down. If you press S and scale it down, it scales all the parts individually. We didn't invent, so we can cancel with the right mouse button or if you confirm that you can press Control Z. So we need to change this transform from vivid 0.2 bounding box center. And now we can change weekend scale objects and it doesn't lose its, its form basically. So I'll scale just something like that. Maybe I will move it up a little bit. Bad, should be good. A small, tiny lamp. Firstly, maybe I will link it to the house because now it is linked to this slide poll. So we'll select this, select the house as the last control P, the air into the object and now it is parented to the house. Let's select the lamp again. We don't need to select the house. Okay, let's select it again. Shift D. Let's move it on x-axis. We can go on top and we can rotated 270 degrees. And we can move it somewhere here. And again, we can look at from the front and move it closer to the wall. Okay. Well, that's good. We didn't duplicate this, so let's try to do that. I think that's good, it's in the right place. And now let's add the real lamp like we did here. So I'll select this and press Shift S cursor to select its shift a light. And this time I will add the point lamp. So we have a point lamp. Radius is huge and we'll make the color a little bit warmer. So yellowish, orangey, something like that. And I'll increase the this to something like 50 bad grades lamp. I will duplicate with by Alt D. And I'll end this lamp here. So the same settings, same everything. If I press Z and slide this top, you can see how it looks. I can go to a camera view and see how the scene looks like. 26. Fixing Lighting Issues: I think we need to move this bench closer to the house because it's too far away in the light, do not lie at it properly so we can move it closer to the house and see how that will look. I will select only this because as you remember and you can see those those lines, all parts of the bench is bearing to this part of the bench. So if I press G and I will move it, I can move it closer. And I will move it a little bit down. And let's see how that looks from a camera view now. And that looks way better. Now we have lied on the bench, which is goods. I see. And I'm a little bit strange thing here. This part of the door frame is painted in blue. Let's repeat it into, into into the door frame color. Let's select visit. Go into edit mode. Make sure you are in face select mode. Let's select this. And let's select those by pressing Control. Let's choose the window frames and press Assign. And that already looks better. So we still have those weird shadows. So it looks like the drawer is a little bit away from the house. We can fix bad by enabling contact shadows. And that already looks better. We can play a little bit with the distance and adjust the settings in the wave at we want. But now when we fixed those shadows, a little bit weirds. Shadows in here, up here. I think we can fix bad by adjusting the position of the lamp. If we move it down, it fix those on both parts and we have some shadows here. But those are fine. We usually have something like that with the lamps. And I will add I will adjust bet two. And let's see how it looks from our camera. Let's leave it like that for now. And if we want like that later on, we will fix that. Still. I think we need to adjust this Moonlight, but we have this one because this area is quite dark. And I want it to be brighter on overnight. So let's try to increase the power. And maybe let's direct it more to this bar charts so we'll adjust it, will rotate it a little bit. And let's see how it looks now. Now this part is a little bit better. I think we can adjust the emission of the windows or we can go to the EV settings and adjust bloom in density or the amount of emissions, emission from a Windows. Let's see how this emission looks like. I'll select that. And it should be glass. Emissive is this Emission Strength is fairly eight. If we will adjust it to something like 25, maybe it will be better. I think that it would be better. I think that it is better. We can even try to increase in density a little bit. So emissive parts from this lamp will be better. I will go to my camera view and now I like it. I like how it looks. Maybe my background is a little bit too blue, so we can adjust the grounds base color a little bit more. Firstly, try to increase the roughness a little bit so we want to have that much of reflection. And then I will make it a little bit darker. We basically light it was seen. In the next lesson, we will create the animation and we will grade the daylights. 27. Animating the Sun: So let's create this day and night animation. For bad, we will need the sun. So with sunlight basically, so we can press Shift a and nothing happens. And now it happening, but I would like to move my cursor to vCenter. So shift Fs, corrosive. Shift S corps to 0, of course would to a world origin. I'm sorry. And we can press Shift a light and sun. What's cool about a sum that it can be anywhere. We can adjust the sun. If even if it is below the house, it doesn't matter the position of the Sun, but I will move it up a little bit so I could see it better. And it works even if it is going to, even if we place it, for example, below the ground. So now the sun is lighting the scene. We can adjust with dram and I'll move it to a max, and that's gonna be the midday for us. And I will adjust the color of the sun a little bit. I'll make missing a little bit warmer just like in the summer. And I just noticed one thing, both both rows. We can fix those by enable shade, enabling sheets move. And that's it. We don't have those rows anymore. So I will select my son. Firstly, I will set up my mid day seen. So I'll go to the top view. Here is our sun. We can actually mold it to silo little bit so we can, could see it better. And now I would like to rotate with some a little bit. I would like to create the angle to something like that, or maybe even more. And that's how our scene will look when it is the middle. So that's good and we can set up our timeline. We will make an 8 second animation. But before that, I would like to go into the properties and set the frame rate of 25 frames per second. It doesn't change much, but it is easier for me to calculate the length of a scene. For example, if I need 8 second animation, that's going to be a 100 frames. So I will set up the end of the animation edge to 100 frames. You can hear setup the length, start, the end point. So it is going to be our animation. I can pray, press space bar and it is playing. I'll add a little bit more space here. So my mid day is going to be somewhere around with frame 10, 100. I will add a couple of keyframes here. Firstly, I will go to the, some options and I will add a keyframe on the length of the strength of the Sun. So that's when the sun is going to be the brightest and the strength is going to be strength num number is going to be the largest, so it's going to be ten. And we can add a keyframe by pressing this. Or alternatively, we can press i, then that will add our keyframe. Another thing that I would like to do, I would like to change the timeline to the dope dope sheet. It is easier in dope sheet to adjust the keyframes. We have strength of our Sun. And the next thing that I would like to do, I would like to keyframe the rotation of the son. So I will go to number 72, the top you will select with some, I'll press I, and I will insert on Lieber rotation key frame. I can serve many key frames for the Sun, but I need on liberal rotation. Here we can see some object transform. And here we can have the sun, basically lighting keyframe, strength keyframe. I will add another screen. If I am going to any corner, you can see that mouse is turning into this plus button. So if I slide this plus button, I can add another screen. And I can disable it again by sliding it into our scene, for example, like that. So we can add as much screens as we want. I will disable this. And in this one, I will have the view of the rotation. And here I would like to have a camera view. My camera view basically, and I wanted to see how it looks. Now when we have validation, Let's add up for nights. So I will get back to frame 0. It's gone on VM midnight and our sun strength will be 0. I need to add a keyframe here, because as you can see, we didn't add any difference due to this part. I will, I will press I. And the color of this just changed and we added the keyframes here in the mid night. I would like the sun to face the other side. So just throw data by a 180 degrees or something like that. It doesn't really matter because it is not going to be visible at night. So now we have this animation and we don't have a son animation. We just have only the strength animation because we didn't add a keyframe here when we rotated it. So let's rotate it and press I and rotation. And now we have this animation. The sun is rising, but it is rising in from West to East. Okay, we can fix bad by rotating like that. I are. And that should. Yeah. Now it is rising from the East to it, moving to the west. And it stops here. At the end of this scene, I would like to add another key frame and I will rotate it like that. And I will insert a keyframe of rotation. And I will more strength to the 0, and I will insert a keyframe. And let's see how everything looks. Now. It is rising and it's moving to here. One thing that I noticed, we have it just slowed down here. And I would like to sum, move constantly. I don't want this Bezier interpolation. Select the keyframes. Select interpolation mode, and it is now by default is Bezier. When, when we move an object, usually all the movement starts slowly and it gets speed, it gets faster and adventure, it slow down again. So that's the more natural movement. But for the Sun is rotating all the time and it doesn't stop, it doesn't start slow. So we need a linear interpolation. And now it should work better. It doesn't slow down, it stops at the end. We can move both keyframes to, but it doesn't really matter that much. Acclimate we want see the movement of the sun, we will see on live stream movement. So that doesn't mean that much. So that's good. But the night is very short. So I would like to increase the length of the night. So I will move the strength of the Sun. Both keyframes. I will move a little bit, a little bit, maybe 20 something, 20, 30 frames. Let's try 25, one seconds. So this is going to be night. And this term from the sun is 0. If the sun is still rotating like like it just naturally. And then we have an early morning sun is lighting. We have the May Day and we have evening. And again, somewhere around here, I would like to have a complete darkness. So I will select this and I will move here. Now we have the dark part of the night. And it repeats, it loops and repeats again. Let's see how it looks at night. And shining again. So great, that looks great. 28. Animating with Drivers: Okay, Now that sun looks good, but I don't want to have the lights open on day. We can do the same like we did here. We can add keyframes. When the lights turn on and when it lights, man-made lights turn down. But I would like to introduce you to one very cool option of the blender. It calls drivers. If you ever used something like After Effects. After Effects have expressions and drivers basically is the same thing. You can add the relation from one object to another. For example, what we are going to do, I will tell, for example, this lamb to be bright when the Sun's strength is low. And I will tell to turn off the slide when the Sun's strength is high. So that's basically what we are going to do. And what's cool about this. If we will decide to adjust, we'll amphotericin. We will be able to move both keyframes and we want to reorient, reanimate. All the other lights will turn on or turn off or based on myths, triumph of the sun, we will be able to make 400 keep animations. That's going to be 16 seconds. We just need to adjust those keyframes. We need to adjust all the above. All the animation will depend on the sand animation. I hope that makes sense if it doesn't keep up with me and I will show what I meant just in a second. So let's work with this lab. Let's select the lamp. That's the spotlight with we created. And I would like to animate this feature of the power. I will press right mouse button. We can insert a keyframe, but we will add the driver. So the shortcut is Control G, or you can just press right mouse button and add the driver. You can see that the color of this is changed and we had a window that's popped up. And there we can, for example, press Edit driver and we have this window again, it is a little bit annoying because if we press anywhere else, It's disappears again. So we can open drivers editor with basically the same window, just we have a little bit more controls. We have this window. It might look difficult to understand it. The first time you, you view at this, I'll try to show you and to make understand it better. I don't want to go too deep into those Driver things. In our case, we will use scripted expression. Here we need to do change this option to single property. Here we need to choose our sons. So first thing we need to change the type to the light. And here we see our lights. So we will choose the sun. And I will move this up a little bit. We have the path. The path is basically, we need to show this driver, but we need to look at the strength of a son. So here we need the strength path, but I'm not sure about the terminology of both paths. But Blender has a cool feature. For example, if we select my son and go to the strength and press right mouse button, we can copy data path, and that's exactly what we need. So let's copy this. Let's go back to the spotlight. And we can press control V and added. And our path for was energy, not a strength at all. So that's a little bit tricky, but when you can copy this bath, that's not that hard. So we have our energy and it already shows the value of the keyframe that we in. For example, at keyframe 1909, we have energy value of 9.995. Keyframe 100. We should have a term like we set up a keyframe and add a frame 25, it should drop to 0. So that's exactly what we need for our lights. We need to set the power to 150, about a 144, we said said it, but let's set it up to 150 or something like VAT. So how we can do this at a frame 100, it should be 0, but for example, add frame 200. It should be 150. So we can write an expression now, it's just a default expression. Var plus 144. So it's like that. And it's clearly do not work for us. Now. It, it is even brighter at the day and not that bright at night, which is not what we want. Usually when we need to reverse the values, we multiply everything by minus one. So for example, var, that's our energy we added with variation times S1. And theoretically, at reframe 100, we have minus1 power and at frame 200 we have 0 because our value is 0 and that doesn't work at all. So we need to make a difference. In our case, we can set up something like that. At this frame, we have the strength of den, that's our maximum strength. And to have the 0 light at, at this point, we need to set the expression term minus water at our variation, and that's going to be 0. At this point. It's going to be 10. But then is not enough for us. We need a 150. So we can multiply that by 15. And that's going to be 150. But it doesn't work because if you remember from your math classes, when we multiply, we multiply our first. But when we add the brackets here, like in the math class, now we have 150. And that works perfectly here. Here we have 0, and here again we have 150. One thing that I don't like usually delights in the streets do not decrease va value gradually, they are just turned on or turned off. It doesn't shine, add a half of a value in the morning. So we need to change that and we can go to F curve. And we see, you see we have those keyframes. By default we have Bezier interpolation, and we need to change that to two constant. And now we can see at risky frame when we need the full power, we have only one watt, and when we need no power, we have 0. So that part is good. But here is not that good. So we can change this one to 150. And here are our key frames. And we can set up when it is turning off basically. Because now we have 150. And it turns off only on the keyframe 100. So we can zoom in a little bit and we can adjust with keyframe. We can do it by hand or we can change this number. So I will have a look here and something like that. And I think at this point, we can turn on maybe a little bit later. At this point we can turn off the slide, right? So let's go to our graph and see where this point is. It is here, so it is AD something. And we can move it to this point. And it's actually 1904. And we need 150. And now Muslim does not yet visible. But if we play the animation, It's turned off. And now it's turned on again. So that's great. That's exactly what we need. We set up the first driver and the other ones will be way easier. We can just copy drivers. So that's super cool. We can, That's, I see the things that I don't want to see. For example, here we have 75 watts and I don't want to see that. Let's see what's wrong. Let's get back to the drivers editor. And we have this keyframe interpolation, which is not constant, the constant like we did interpolation mode and we need constant and now we have constant. I probably made the constant interpolation just for one keyframe. So now it's just 0 or 150. Now it's good. Okay, we can copy this keyframe. Copy driver, sorry. We can press right mouse button, copy driver. And we can do the same thing for Islam. But this lamp, we will need the same timing, the same everything. We just needed to make it less powerful. That one was 150. This one is going to be only 50. We can base driver. And it has everything. We just need to change the voltage and edit driver, not edit, sorry, open drivers editor. That's what we need. And let's go to F curve. Let's zoom out. We can select this one and we can just change, change this to 50. That's it, is busy. And now when we, we can select this, we see how smooth. So we have 0 here and we have 50 from here. Awesome. We can copy this copy driver, and this is an instance of Islam, so this one already have his driver. That's awesome. We'd need to add this anymore. 29. Drivers in Materials: Basically the last thing that we need to do, we need to add drivers to the emissive materials for, for the lights and for Windows because LTV, they are still shining and that's not what we need to make this process easier. I think we can copy the drivers from the lamps, but we have and we can add the same drivers to the light bulbs. So we can select both. We can go to the materials settings. We have a color and with strength, we can give a color, but we need to adjust the strength. Strength is about 54, so we have 50. That should work with 50. Let's base with driver. And it is shining on overnight and when the lights go out, this one also gets out. The problem that we have. A mission material goes black when it is 0 at the day, we need to make it something like 1. It is not going to shine, but it's not going to be black. At least. Let's open drivers editor. Let's go to F curve. And let's see. So we have this, and at this point it is 0, and here we have 50. So we can select this and enter a value one. Is it going to fix our problem? Yeah, met fixed it. So we have 50 and now we have only one and it is not blowing. That's what we need, this fixed already. And that's called, so that's got be the driver to visible or when we don't even have to compute this, have the same. We used the same material and we changed that for all of us. That's goal, and that was quick. That's very good. Now let's go to the Windows. I don't think that we need this window anymore, so I will disable it. Windows and we have a glass material. We can do the same with this one. And we used a little bit different approach in this. We didn't use a mission material. We use this principle be SDF, but the principle is the same. We have the emission material. At this point, we have about 25 of emission strength, so we will adjust that. But let's base for driver and open drivers editor. Let's go to F curve. And where our keyframes. Here. This one is good at 0, it's one. And here we need to change this keyframe value is going to be 25. And virtual work. Let's see how that looks. And it's like that. And then touched, we have lights. 30. Offset the Lights: Let's not keep everything bad simple. I think it would look way better if we would offset both light. For example, couple slides on Ben and I have a one and then another one and another one. And that would look way better than all the lights turn on at the same time. So first I think we can offset this most lights a little bit from the streetlights. It's okay when the street lights turn on at the same time, but I don't want to do non Windows at the same time. So we can adjust those open drivers editors where our keyframes. And here it is. We can go to F curve and we can make it appear a little bit later. For example, we can adjust this because street lamps lighting a little bit earlier than the lights inside the house. So let's see how it looks. How slides turn off. And a little bit later as the street lights turned off, Let's go. Again. Streetlights appear and then the home lights appear. That's cool. Now, I would like to offset those different labs. So we need to create one materials. Basically, we can go into the Edit mode. To our materials tab. We have one glass material and the weekend create a new material by pressing. Plus. We can create a new glass material by pressing this new material on the glass. And our default glass material. Now glass 000 001. But if we go to the new material, we can select the glass. And you see this 0 H, it says that this material do not, it is not used on any, on any mesh. So we can select this one. And for example, we can use this material, material on this window. So we can select all the windows. It's not very visible, so we can go into the shading menu and to be sure that we selected rows and we can select glass and assign. And now if we deselect everything, for example, we select blah 000 001 and press Select. We see that both Windows and both Windows ugly, that glass is 000 001. And if we deselect everything and select glass and select both Windows, eyeglass, so great. We need to offset most, create new materials for both T2. So we need two more materials. Again, great new material. And I will create new, this new. And here I will add the glass because bats to non changed into glass 000 tool. So this is going to be this one. And we need one more. So I will create one more. And we'll choose the glass so glass free and glass are empty. Because if we select nothing selects. So let's make this window. The last free assign in this window, glass assign. So let's see if we made everything in the way that we want make glass 000 001, select most Windows. Both I in the corner, I assume that this is the same room, so it has the same lighting. Let's deselect 000 to miss window. Great. 000 free this window. And just last visit window. Awesome. So we have our material, we can get back to the this window and we can work on our offset. So GLA 000 001, we can keep as it does. It is a beer on this frame. And 000 two, we can make it appear a little bit later. So edit drivers, not edit drivers, urban drivers, editor, f curve. And I want to see what I'm doing on the curve. So. I just slightly adjusted. And that's it. So now we have actually, I don't see many changes. It looks like they all appear at the same time. 000 two should be, can go into edit mode and select this window. Okay? So it should appear slightly later. But it seems that it's appearing at the same time. I'm not sure what's wrong. 000 to f curve. It shouldn't be offset it, but maybe it's obsoleted, not enough. Now. I need a big change, so now it's visible. This one lights up. And a little bit later, this one. Great. So let's do the same thing with other materials. 00. Again, the same thing. Let's go to F curve and offset this even more. And let's do the same with jazz glass. And let's offset it even more. And let's see how it looks. I think they are too close. One to another. We have this offset. For example. This appears, then this, then this, and when this. But I think we need to offset it even more. Let's go to first or maybe two free to be glass to the last one, which actually we have all of those glasses selected. So maybe we can adjust those at the same editor. So I think we can just select both and we can adjust both at the same editor, which is super cool. I even make this one a beer later. At this point, I would like to add last lamp, maybe address 180 points. So sad, the last line here. Let's offset this by two here and here. Let's see how it looks. We'll slide it a little bit to the side. And I will play the timelines. It's good. I will disable overlays. So just a little bit distracting for me. I don't think the last window is even showing. It should appear at this point, but it doesn't. So we moved it too far and emits and being here, which I didn't want it make. Yeah, Because our last keyframe is at this point. Maybe at this point. And we moved this for further away from even from bad. And this we know is never never, never, never shines. So yeah, we need to make it something like that. And that's good. I will disable this. And we have our animation. Let's go to the camera view. So we will see it better. 31. Rendering: So that's basically it. We add. At the last stage of our course, we created everything. We just need to export our animation so we can go to them Rendering tab. And before that maybe let's go to the scene tab and you can adjust those settings. You can choose the resolution. For example, if you want to export for social media, you can make it square for something like like that. And it's going to be square. You can, you can make it for k. It depends on your computer. If you make the larger resolution, it will render longer. File format PNG, which is which what we need compression to do. We are not going to change much in here. So let's go back to the render properties and adjust some things. And little in here, we can go to the color management and we can increase the contrast a little bit. So we have this look and we can change to medium high contrast, which will add a little bit of contrast. Let's say if we are in high-end corn, maybe I like the high contrast in this scene. Let's see how a look at how I think it's to contrast the ad day. So I will go back to medium high contrast. But at night, high-contrast light looks good. I think I will keep the filmic look, view transform. And yeah, I'm not going to change anything. Ellesmere on brand or I have 512 samples. It depends on your computer, but EV is rendering really fast. I expect that you know, the difference between EV and the cycles. Cycles is the photo realistic render which counts all the information and it gives more accurate lighting shadows, et cetera. Ev, speaking a lot of things, but it's super fast. And since we are rendering 200 frames, EVs rendering one frame at something like two seconds and cycles. It trainers something like it takes something like 20 seconds to render a frame for me. So it takes a lot of time with cycles, but it gives a better results. I made the scene for the EV, So I will render it in EV. And if you want to try cycles, you feel free to do that. Let's go to, to do this scene option. Let's set up the output where you want to export your files. For example, I would like to export it to. Here. I created the folder already and 51 format PNG. That's fine. So we can render animation by pressing Render. Render Animation or just pressing Control F 12. So I'll press Control F 12 and it starts to render. It takes a little time to prepare. And my first frame is four seconds, second frame is three seconds and is going down. Plus I have some programs running in the background. I will turn off and I will see you when this render is done. 32. Compositing the Frames: So now everything was rendered in ten minutes or something like that. Maybe even faster. And I have all of the frames render it. You can see to a 100 frames and you can compile those fame frames into video in any video editing software. But because we are working in Blender, I will do that in Blender. And I opened the new blender file. And if we press Plus button and we go to video editing, we can go into Blender video editor. It's cool that blender have this feature. I'm not using that in my project. I'm using Premier Pro for compiling frames into video. But since this is a blender course, let's do that in Blender. So to do that, when we can press Add image, sequence and select the folder that we have, our frames. Let's, we can press Alt H naught, we count. So let's select everything. First frame by holding shift, we can select the last frame and all the frames will be selected. Let's change the end frame to do hundreds because we render it 200 frames and add image strip. So we have this and make sure that the resolution is the same as your animation, as your animations resolution. So we made in 1920 on 1080, we made 25 frames per seconds. So let's change that. And let's change this frame, start and end our frame. Our animation ends at a 100 frames. And that's basically it. We can select the output folder where we want to put our animation. So for example, here, and the name animation piles accepts. And let's see, do we need to change anything else? Basically not, we can render it. So the rendering is the same as a J peg rendering. Or maybe we need, yeah, So we need to change the output a little bit. It was hidden behind this one. So here is the output. We don't want to have output PNG. Again. The reason why we rendered that sequence in PNG, because it happens bad to free the software is crashing. And if we are rendering at first in video format, like we will do now. And in the render crashes, we lose how all of our render data. So it's a good habit to render everything in frames, in JPEGS or PNGs, and then compile everything into the animation. In bed way, if something crashes, you can start from the frame that the last was sprained wrist. So it's not that big a deal with this short animation. And in EV, when everything is rendering really fast. But if you are rendering in cycles and for example, your one, it takes a minute or two minutes to render a frame. It's really disturbing if you lose three or four hours of rendered footage because something crashes. So as I said, it's a good habit, render in frames and then compile it into the, into the pile null video animation after everything is rendered. So let's change it to FM, BG, FFmpeg, probably. So it's going to be an MP4 weekend change to output quality to high or lossless. It depends on you. I will choose the high end, that's basically it. We can render it. So rendering is the same as rendering image sequence. We can press Render and Control F 12. So I'll press Control F 12. And it's gone. Brenna, that's going to be fast. This time is going to be fast because we have everything render it. So let's see how it looks. If we go to this, we have our compiled animation. And it looks like that. 33. Adjustments After Render: Sometimes it does happen that after VR rendering you notice some things bad. You didn't notice in the viewport or the blender. And that's noticeable. Most shadows are awful and I expected them to be better in the final render, but it is still awful in veranda. So I would highly recommend to disable them by clicking on the lamp and disabling those shadows and instantly look better, I will render another version of this scene with those settings, and I would recommend you to do the same. Here we can see how it looks. 34. Final Adjustments: So I rendered this scene and I have to say I'm not a big fan of it. When it is shown from the nearby, it looks quite good, but I added it on the thumbnail and the very small image looks not that good. And I think we need to add a couple simple changes to improve the quality of it. So the first thing that I would like to change is both lights, those slides over, lighting the scene too much. And I can, I think we can easily fix that by going into this lamp mode and changing the point lamb to have a spotlight. It changes both of those slides together because both are connected. And I think that already it looks better. I believe that it would be better if we would expand this area of lighting so we can go select the lamp, go to spot shape and expand it. I don't know. 65, maybe, something like that. And I will enable shadows. So that looks way better. I really like it. Another thing that I think is not that good if I go to a camera view, I think our background is too dark. It's cool to have a dark backgrounds, but our black lamp is not visible at all, basically at at this scene. And on Mondays seen it's okay, but I think it could be a brighter. So I will adjust them. Background on VDS seen. So on the frame 100, it is the brightest part of the day of the animation. So I will go to that and we'll go to Materials settings and change your background settings. First, I will increase the lightness of a color. By this. And I may be change the color a little bit to something more neutral. If I go this to the side of a circle, it gives me more color, but I will go towards been neutral. I think it gives us kind of almost white color, but tonight we have this slide, gives us this bluish color. And another thing I will move this to somewhere here. I don't want it to interrupt us. Maybe I will move it behind my house. I can do that by Shift and right mouse click. And I would like to add a nav allied here. Just for visual composition. This corner is very dark, and if we add variety, will give us a feeling that variable there is a window or maybe something like here. So let's add it in. We will see how it looks. So shift a, whereas our lights and let's add a point light here. I will move it up a little bit, maybe closer to the house and will boost to the power k. I'll make it a little bit more yellowish, something like that. Maybe not that much power. I'll decrease it. But this is how it looks with this lamp and without it. I think it's better with okay. Next issue that I found is the house. It's a little bit too dark. I think. I think we can add more light to make it more visible because on the small image, it blends too much to a bet with a background, so I think we can make it brighter. I have any DM maybe if we would change the color to a lighter color, It's better to change bet on B day lighting. Maybe I could make it a little bits like fats. And let's see how it looks at night. I think that all ready improves it. I love it so much better. I am considering to change the basis house color. Too bright or too maybe more contrasty. And let's see how it looks. It's not that good at night with with this bluish light. I will get back with control Z. Maybe we can light it up a little bit, but not too much. And to give even more light for your house, I think we can move this a little bit down and maybe increase the power of a power a little bit. So we'll move it down. I will rotate it. Let's see how it looks. I think it's a little bit too close to the house. So we'll move it a little bit away. And I don't think that we need to increase the power because than it is too bright. Or maybe we can add it to something like 180. It was 150 before. So 180 is maybe quite good. What about the color change? And I think this is looking all ready better. So let's keep it that way. 35. Render Settings for Cycles: I was planning to render the scene in EV, but recycles became quite good recently and they are white fast. So I think we can render it. And cycle acts in cycles actually, and we will see how it looks. So we can go to the settings, to the random properties and choose the engine two cycles. We can change the device to GPU compute. And let's go to the settings. There is not much settings that we need to change in the cycles, four cycles, I will enable this noise threshold. It gives us, it gives you a computer the options. For example, if there is not match that much noise in the scene, it will render less samples and it's going to be faster. So that's really cool. And I will enable denoise for ender. I can enable it for review port. And it just removes the noise, which is cool, but in viewport, tool looks a little bit clunky and I don't know if I want to add it here. Maybe I'll change my denoise or to optics. You can enable its optics if you have an NVIDIA GPU or maybe I think it's available to AMD now, but I'm not really sure. I'll do the same. For for render. I will choose the optics denoise or in the advanced settings. I don't think that we need to change anything here. I think we can press F 12 and see how this scene looks like because it just give us a better understanding in the render view. So it renders quite fast in six seconds, which is quite good. And this is our scene in cycles. And I think I like it. I can, we can keep it that way. And we can use both settings that we just adjusted. I will render both of those things in cycles in EV and in a second you will see results. 36. Outro: Congratulations for each band of the scores. I hope you are way more confident in Blender now. And if you created something, prove this course. Share it on to other projects here on Skillshare. Or if you share it on social media, tag me as, as LGA. And I just left to see my students work on land. Once again, congratulations, and see you in the next course.