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Attract Clients with your portfolio, even if you are a Beginner

teacher avatar Nikdox Studio

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.

      Introduction

      0:56

    • 2.

      Basic Knowledge

      4:16

    • 3.

      How to create a Product in Blender

      14:13

    • 4.

      Creating additional objects

      10:12

    • 5.

      How to Create Materials and Textures

      12:09

    • 6.

      How to Animate

      10:20

    • 7.

      Lighting

      8:46

    • 8.

      Bonus

      4:03

    • 9.

      Render settings

      1:02

    • 10.

      What to do with JPG images after Rendering

      1:32

    • 11.

      Color Grading

      3:57

    • 12.

      Conclusion

      1:01

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About This Class

Have you ever wondered about turning your skills into a new sourse of income?

If yes then this course is for you!

Because in this course you will learn how to create animations and product renderings that will not only allow you to create a portfolio that will attract new clients to you, but will also allow you to satisfy your client and grow in the 3D field

And you don't need a higher education in 3D or supernatural abilities to learn this.

Because in this course we will get acquainted with 3D and will touch on all stages of creating content in 3D: from basic knowledge, modeling and creating textures, to animation, lighting and even color correction, and we will also share the secrets of professionals that will allow you to learn how to be one

So don’t miss the opportunity to learn valuable skills with which you can create a unique portfolio that will attract clients and help you respect from the client


What you will get:

Professional Renders and Animations: Learn to create animations and renders that effectively convey your message and attract your target audience.

Time saving: In just two hour of this course you will acquire all the skills necessary to create a unique portfolio and develop into a Blender

Learning the secrets of Blender: You can learn several secrets that will increase your efficiency and save you time while improving your skills

Creative freedom: Express your uniqueness with the knowledge you gain and develop your own unique style.

Methods and techniques: The course covers various aspects of creating attractive renders and animations, including modeling, physics, texturing, simulations, lighting and more.

Promote your brand: Create videos and pictures that will help you attract customers or clients, earn trust in your products or services.

Who will benefit from this course?

Beginners: students taking their first steps in creating renderings and animations and looking for a simple and straightforward start in Blender.

3D Graphics Professionals: People with 3D modeling experience who learn to apply their skills to create commercials.

Freelancers: Freelancers who want to add creating eye-catching animations and renders to their service offerings.

Business Owners: Entrepreneurs and small business owners who want to create high-quality video ads for their products or services.

Marketing Professionals: Marketing professionals looking to improve their skills in creating commercials.

Marketing Students: Those who seek to acquire practical skills in advertising and media production.

Efficiency seekers: Students who value effective learning and want to quickly master the skills of creating commercials, animations and renderings.

Don't miss the opportunity to gain valuable knowledge that will help you create a stunning portfolio and attract your first client!

Meet Your Teacher

Level: All Levels

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Transcripts

1. Introduction: Do you want to turn your skills into a source of income? If yes, then this course is for you. Because in this course, you will learn how to create animations and product renderings, that will not only allow you to create a portfolio that will attract your clients to you, but also will allow you to satisfy your clients and grow in the free field. And you don't need a higher education in Free D or supernatural abilities to learn this because in this course, you will touch on all stages of creating content in free D from basic knowledge, modeling and creating textures to animation, lightning, and even color correction? And we will also share the secrets of professionals. That will allow you to learn how to be one. So don't miss the opportunity to learn valuable skills with which you can create a unique portfolio that will attract clients to you and will help you gain respect from the client. Let's not waste a minute and let's get started. 2. Basic Knowledge: This lesson will be useful not only for absolute beginners. We have learned how to open a blender, but also for pros, because we will also learn a secret technique that will make your work much easier and save you a lot of time. This lesson, we will learn all the basic knowledge that will be necessary not only to create today's masterpiece, but also which will serve as a basis for you to create a free model, which will give you unlimited possibilities and create in masterpieces. So let's get started. The first thing we need to do is open a blenzer and create a new project. And congratulations, you have learned Blenzer. Just, we have a lot of new things to lower. But let's start with the theory. The three D word consists of three directions of length, width, and height or x y, and z axis. In bundle, we can notice them as red, green, and blue lines. You can also find out which axis you are on why looking here. In blender, as in other programs, you can scale, rotate or move an object along the x cric or axis. To scale an object, you must first select it by clicking on it, and then press S. In order to rotate, press R k, in order to move g key, and also if you then press the x equ. That keys, you can do these three actions along a specific axis. Blender also has modes that you can choose here. As you can see, there are a lot of them, but today we will analyze only two of them, the edit mode, and the object mode, in which we are by default, and which allows us to select different objects and make changes that I mentioned earlier. Edit mode is intended for more detailed changes to the object. To go to the edit mode, we need to press top and in it, we have the opportunity to choose between changes voices, edges, or faces, which we can select using one, two, or three keys. And we can also rotate them, move them, and scale them. But in edit mode, there is another new action available, and this is extrusion. To extrude, you need to select the vertex corner or face and press the key. So let's move on to how to rotate the camera and create objects. To see our object from different angles, you need to hold down the middle mouse button and move the mouse or rotate the mouse wheel, to zoom out, or move closer to the object. But how to create an object. Everything is simple here. To do this, we press Shift plus A, and here, we can select a different set of things that we can create from standard ships to Suzan. You can play with it and find out where everything is. Now the trick I promised at the beginning. Now a question for the experts. Did you know that in edit mode, you can simultaneously select vertices, edges, and faces without switching between them every time and without using the annoying menu or keys. Well, this is possible. To do this, let's go to the edit mode and withholding shift, select, for example, vertices and corners in this menu. Now we can select both. You can even not waste time and select everything at once to save a lot of time and save your fingers from hard work labor. In this lesson, we learned all the basic knowledge that is useful for creating a free model, and also learned a secret that will make your work much easier and save you a lot of time when changing an object. And in the next lesson, we will apply the knowledge again and create all necessary object for animation. And in the next lesson, 3. How to create a Product in Blender: In the previous lesson, we've learned the basic knowledge with which we can create free models. And in this part, we will create a pre model of a product as will become the center of attention and the main object of our scene. So let's decide it. Okay, ladies and gentlemen. Let's begin. The first thing we need to do is obviously open the blender. And I hope you have already installed blender. If you don't, just go to Google type the load blender and deload the latest version from the site. So with blender open. Let's create a new project. And in the left corner, you can see all the buttons that they press. So even if I say something wrong, you can see what I'm doing right now and repeat after me. Select all these things and delete them. Then press three on the und, go to the front view, press Shift plus A and select the reference that I have attached to this course below. And let's move the reference on the x axis so that it doesn't interfere with us when modally. And now I will show you a unique way of creating objects from reference using coves. So press Shift plus A and create a basi cove. Let's rotate on the x axis by 90 degrees. Go to the edit mode by pressing up, and similar to the penol in Photoshop, we will replicate the shape of the can by selecting this points, moving them, and scaling them, and also rotating them. When you're done with that ankle, press e two, duplicate the core then we need to repeat this process until we duplicate the shape of the can. To be honest, this tool takes a bit of practice and may take you some time to get used to it. Okay, we have already covered half of it, and we don't need to do the same on the other side. And now I will show you why. Okay, now that every Right click click convert two and select mesh. So now it is no longer a curve. Then go into the edit mode, select pin by pressing A, select the spin tool on the left side of the screen, and make sure that the ax is selected here, and the color of this line is blue. Then grab this las icon and move your mouse, and you can see that the can is magically appears on our eyes. Now, in the lower corner, there's a setting menu for the tool in which we can change the angle, which will be 360 and the number of steps. I'll set it to 17 steps, but if you have a slow computer, you can leave it less, but don't set it to a very small amount because our can will be too low poly for a realistic render. Okay, let's tweak our can a little. At the bottom of the can, let's select all these vertices by holding alt and turn on proportional editing here. Press G, and by rotating the mouse wheel, you can adjust the proportional editing radius and just move along the z axis. Thanks to it by changing the, vertices, we can influence and change those that are around to hide this whole press F. Let's go to the top part. Here we need to select all these potics Press, then to scale, then press again and move it down on the axis, and we can also scale it a little. Let's add more polygons to it and add a subdivision modifier here. Okay. Trade it smooth. I decided to get rid of all these vertices because I fought that we wouldn't need that many vertices. But later on, I was wrong because we will need them for a little bonus that will add more realism to our C. But if you have a low PC or laptop or weak PC or laptop, you can also do this by selecting all of them, holding and after you're done, press X and self dissolve edges. Let's add one more reference. Press num seven on the numpad to call the w. Then press s plus a image reference, and then select the second reference. Let's also scale it to match with our product. Next, select our product. Go to the edit mode, hide the division for more convenience and select these vertices. The shift plus d to duplicate them. And then select P selection to make them a separate object. Go back to the object mode and to select the reference and vertices we duplicated and it to focus on those two. Let's go into edit mode. Alex rode these vertices and then scale them. And to make our job easier, let's add look at here to add a center edge to the side. And then we need to select all vertices on the left side. Okay. And then delete them. I know the sounds weird because now we're missing how can. But when we add the mirror modifier, everything will be in a place. Just make sure you only select the axis in that modifier. Now when we do something in the right side, it will repeat it on the left side. Let's move the vertices according to the reference. Inside the vertices and extrude them along the axis. And let's scale them too. Oh, yeah, we also need to check the clipping in the mirror modifier and now move the tices to the center from this side and from the side. All right. Now we just need to move the vortices according to the reference. Okay, and when everything is ready, extrude and scale it again. As you can see, the process is not very complicated and quite simple. Again, move the vertices according to the reference, and here extrude this edge and select these two edges, and then also extrude them and move along the x axis. To fill this hole, select the edges around and press and the same here. Let's also add a loop cut here and just move it according to the reference. Let's extrude and scale it again. We need to connect these edges by selecting them on this side and on this pressing F and on this side too. Let's save our file by pressing control plus S. And then we put our subdivision modifier back, we'll see this terrible result. Okay. To fix this, simply take the mineral modifier and place it over a subdivision, and everything should work fine again. Let's make it more realistic by adding loop cuts around the edges. Pick and hide the subdivision modifier for convenience and add the lopcuts in those places where we need sharp edges. All right, looking great. But there's one more thing we need to create to plet our can. We need to create the opener. So go to the edit mode, Select that phase Duplicated press P, selection and make it a separate object. Now let's move it or even hide it for convenience. And here we again simply move the edges and extrude them according to the reference as we did before. The But here we need to extrude it up along the Z axis. And to add thickness, select then by pressing A and then extrude eth along the Z axis. And also, we need to add lopcts around the edges for more realist. Okay, ladies and gentlemen, we've almost created the can. The last thing we need to do is get our thing into place. To land this part exactly on our plane. We need to open this menu and click on this square picture and move this part on the z axis, and this hole control. Click on that plane. Let's apply Mmdifi store objects. Now, let's select all objects and combine them into a full by pressing control plus j. Here we go. O can is created. 4. Creating additional objects: The previous lesson, we learned a unique way of creating from reference and created a free model of the product. And now we will continue modeling and create new objects necessary for animation using new interesting methods. Okay, so let's hide all the objects and create a cube. Then we'll go into the edit mode and add a loopcs by pressing control plus error. And here, let's change the number to 17 in this menu. In this side also make 17 loop cuts. And on this side too. All right. And now we need to go to the sculpture mode. And with help of all of these brushes, we will create a realistic ice cube. I usually use these brushes. You can also change the strength, radius of the brush. Let's also add a division of fire to it. And use our imagination and the tools that we have. To give the shape of ice. We can also use proportional editing to form a Q. And this is what I got in the end. Now let's go back to the object mode and return all the objects. And scale our cube to a realistic size. Also, let's rename our objects. Just the object, and here we can give it a name. And also, let's unhide our references and create a collection for it by pressing M new collection and naming it. And now we can hide it. Okay, let's create an apple, press Shift plus A and create a with sphere. Go to the edit mode, slit vertice at the top and at the bottom. Now we need to enable proportional editing scalt axis while changing the radius of proportional editing. Okay. I also press S plus shift plus z to scale on every axis except Z axis. Let's also add a subdivision for more realism. And also using proportional editing, we can add more details for even more realism. Okay. When we're done, let's create the last object to complete our apple. Press s plus A and create a cylinder. Scale it and place it on top of the apple. Then co to the edit mode and add a bunch of loop cuts Select the top partices and with proportional editing enabled, rotate them. Now slide the top phase and extrude it. Now we can disable proportional editing, and we need to scale it a little. Okay. And for realism, we can add a subdivision modifier, and also a loop cuts along the edges. The last thing we need to create before we move to texturing and machine rendering and all of that good stuff is text. So press Shift plus A and create a text. Did it on 90 degrees on the axis and by pressing tab. Now we can change the text, and let's write something to attract attention. Here is this menu, we can change our text, how we want. For now, let's change the phonet here. I personally choose the Berlin sense, but you can choose whatever font you like. Let's also rotate it on Eric axis by an ty decrease. In this menu, we can also change the depth more and extrude it. But if we do that, we might see this bag. Let's do it another way. First, let's convert it to the mesh. And if we go to the edit mode, we will see this horrible topology. So let's fix it. And then we need to add remesh modifier. And change the oxal size to something less. But be very careful and change it gradually because less the number, the more words. And your chances of crash will rise. And also, this is why I want you to save your project because I didn't save it and lost all the progress. Usually, if you didn't save your project, you can recover if you click on file, recover and out to save. And here should be all the out to saves of your project. But for unknown reasons, my bladder decided not to save anything, so I had to create everything again. All right, let's back to our text this time, I set the oxal size to 0.006 and also added a solidifier modifier. And then apply all modifiers. And as you can see, the number of polygons is too high. So we need to add another modifier called decimate and play with the ratio until the number of polygons will be acceptable to us. Let's say 15-60 thousand polygons, and we need to also apply this modifier. Now let's go to the edit mode and select T letter with x rate turned on, which will allow us to see through the object, and then press P selection to separate this letter, and we need to do that with every letter that we have. Then exit edit mode, and while all the letters are selected, right click and set the region to the geometry. And so let's create a collection for a text by pressing new collection and giving it a name. And also let all the objects. Let's also scale to a more realistic size. And also make sure the length of the apple is less than the length of the can. This is very important for animation and our object created. Okay. 5. How to Create Materials and Textures: In the previous lesson, we created all the necessary objects. And now we will learn how to add color to the scene and figure out how to create and apply materials and textures to the scene to create a O effect. So let's get started. All right. So the first material that we'll create is the ice material for the ice cube. So go to the shading and select our cube. Then click on new and create a new material for the cube. And here we need to change the transmission to one, Now we need to enable one very important addon, go to the edit, then settings, then add on and typene branglar in the surge part and put a checkmark in front of it. After that, we can close the window. Then press so plus a type noise texture and create it. In the same way, create color ramp, and connect noise texture to the color. Then click on noise texture and press Control plus T. Let's also connect cool to the roughness. Now let's change the parameters of the noise texture. Scale, change to 4.1 itle change to 11.8 or so and the rest will leave as it is. And the color ramp takes the black stick and place it at the 0.45 position and the white stick position 0.8. This is the result we have right now, but we can do it. To do this, let's create another noise texture. And this time we will create a bump node and duplicate it. This noise texture connect to the height of the bump bump node connect to the normal. And, the strand is too much, so we need to change it to 0.08. And also we need to connect this nice texture to this bump node. And let's change the nice texture parameters. Detail, we can change to 2.8 and the roughness to 0.4. And let's connect the pump node to the clear code normal and also change the strength. But this time to 0.12. And our texture is ready. Now it's time to create the texture for an apple. So let's do that. So apple and go to the shading. Again, click on to create new material, then select that node and press Control plus Shift plus t and select the textures that I have attached to your below scores. We can also increase the ten of the normal map. And we can delete the displacements and the ambient occlusion textures. Now, let's create a new material for another part of the Apple. We need to go to this menu and here, click on plus, and here creates a new material. And here we need to change the color to brown or something that will remind us of the wood. And as you can see, nothing changed. This is because we need to apply this material to this particular part. And to do that, go to the edit mode, select any phase of this part and press L. After that, click on a sign. And as you can see the material applied to our part to this part. And to make it more realistic. Let's add a nice texture. And in addition to that, we need to add a bump node. Again, connect nice texture to the height. All that led to do is change the nice and bump no parameters. Now let's add colors to our text. Sld synle text, and go to the shading. And add the new material. And here, then is very quick and simple. We just need to change the roughness. I played around with this parameter and find that 0.45 is the best value for me. You can also try playing with it and see what suits you best. To apply this material to other letters, let's select them all. And the last one we need to select this letter is the material and then press Control plus L and link the materials. And the last but not least. We need to texture the can. But before we do that, we need to add Sams to the can in order to apply our texture correctly. Go to the edit mode, and now we need to select the vertices where our label will start and end. Just select them with right click and select M Sams. At the bottom of the can, let's select all these vertices by holding out right click and select Mark Sams. Also, we need to go to the back of our can and select the center line. And also mark the scam. Now we can add texture to our. Go to the material settings, click two times on the plus, and create a material for the second one. It will be a metallic material, so increase the metallic value to one or close to one and reduce the roughness to 0.17 or so. We did all that, but nothing happens. This is because we need to apply this material to certain parts for, which is why we previously created the seams. And to apply it, we need to go to the edit mode, select one phase from the top and press L. Here we need to select the second material and press a sign. And we need to do this at the bottom as well. Also, this whole part should be metal. Let's apply a material to it. Okay, great. And now it's time to add a label. So create a new material for the first slot, then select this node and press control plus t. And select one of the labels elite in the description. I will leave you three or four different labels so that you can learn how to apply them all. Because when rendering a product, this part is very important, and you need to pay attention to the details because if your label is too big or small and the original, it could ruin everything, and your client might not be happy with it. Okay, now let's go to the editor, the editor here, Go to the edit mode, click on the face, select them all, and now we need to press and click on rap. In the spin D, let's rotate the CV map on 90 degrees. And as you can see, we can apply the label to the can in this way. But as you can see, there's something wrong, and the label is mirrored. And to fix this, we need to press Shift plus on the top window, press and then wrap it again. And now we need to select all of these edges from top to button by holding chief to it. When you have selected them all, press the right button and select strength pen, and they would be perfectly straight. Now we need to do this on this side also. Now we need to just scale it, rotate it and move it until it matches the actual reference. Let's also increase the metallic and this material and the roughness. And here we go. You learned how to texture. 6. How to Animate: In the previous lesson, we learned how to add color to a scene and apply materials and textures to create above effect. In this lesson, we will bring our object to life using animation. So let's get started. Before we start animating, we need to add a camera to a scene. And by going here, we can change the resolution of your animation. For example, if you want to create animation for social media, you need to change it to 120 to 100 f. I will leave it at FHD by default. Let's also go into the camera settings and change the focal length to hundred and 25 to make our render look more professional. And if you press you should open this menu. And in the view, we will be able to check camera view. And now we will be able to move the camera using the mouse wheel. If we want to do it more smoothly, you need to press control, hold the mouse wheel and move the mouse. Now that we've decided on the camera position, let's move the Apple and the cube behind the can and let's duplicate them too. And our objects will go in that way. Let's also slide the letters and move it on the axis. So we can see them. And also let's play them in front of the can somewhere here. Let's move it a little bit on the axis. Now, let's animate the text. So to do that, go to the first frame and move the text down on the axis. And by clicking location and rotation, we have applied the location of this text and the rotation for this frame. Now, let's go to the another frame and move the text. And again, press location, and rotation. And here's the result we get. But I want the letters to appear one after the other. And to do this. I'll like the second letter and move the last key frame forward ten frames. Then we need to select the fourth later and move the last key frame forward, but this time by 20 frames. The fourth later, we need to move 30 frames forward. The fifth letter by 40 frames forward, and so on. Okay. And let's see what we got. Yeah, this is great. I think we need to make this animation faster. To do this, select all the letters and select all the key frames and just scale them. And by playing at scale, I have this result. Let's also go to the first frame and add key frames to the apples. Don't go to the 15th frame. Move the apple where you want it to be and don't forget to check the. Let's also rotate it. And when we are happy with the result, we can apply the key frame. Okay. Good. Now we need to animate the second apple. Again, move the apple to the right place and then add a key frame when you are happy with the result. And that's what we have right now. The next thing we need to do is animate the ice cube, and here we need to do the same. First, we need to go to the first frame and add a keyframe for all of the ice cubes. Then go to the frame 50. Move the eye rotated, and add another key frame. Now let's go to the frame 98 and move the eye somewhere here. And when we are ready with the result, we can apply the key frame. And let's see what we got. And also, if you want to simulate a slow motion effect of the cube, you can move the last keyframe further. This is probably too far, I think frame 130 would be enough. And I want this cube to stop at the end of the animation. So I will go to frame 89 or 90 a and add keyframe. And remove this one. And here we go. Let's animate another cube. This time, we will move it to the right. Again, we're doing the same thing. This is pretty straightforward and simple. You also need to check if our objects don't overlap. If they do, just move the object somewhere below or at the left or at the right. Then move to the last frame, and again move it and rotate it. And when you're ready, apply the key frame, and let's see what we got. Okay. And here, as you can see the object are overlapping and to solve this problem, we just need to select our ice cube. An the key frames a little bit to the right side. I also deleted the middle key frame because I like it more, but you can leave it if you want. By the same principle, we need to animate all the ice cubes that we have. In the process, I added a couple more cubes to fill empty space in the animation. And assess the result I've got in the end. And the last thing we need to animate is the can. And it's very simple. Let's go to the first frame again, but this time we'll move our can down a and add a key frame. Then go to the frame 40. Then move the can up. And add a keyframe. Now we need to go to the frame 60 and just copy and past the first key frame. Then go to the last frame, which is 98 and copy and past the second key frame. And you can also tweak the key frame a bit if you want. This is what we have at the end. 7. Lighting: Now, let's add light to our scene. But before we start, we need to create a background for our scene. To do this, create a plane scale it, and place it under the scene. Let's also duplicate the plane and rotate it 90 degrees on the x axis. This be ground will also serve as a slight reflector, and we also need to scallet on the x axis a little. Now, let's add a material to it. And the material will be very simple. Just let's choose color for any color you want. And let's change the specular to 0.26 and the roughness to 0.535. Now let's add light to our scene. First, click here on the globe icon and click on that yellow dot and select the environment texture. Okay. Click Open and you can deload the HDRI that I have attached below to the course specifically for the tutorial. Or you can go to a website like Poly heaven and load any HGRI you need for absolutely free. It's not an add in just a little tip. You can see nothing changed. This is because we need to go to the render vehicle. But before that, let's click on the TD icon and change the render engine to cycles and the device to GPO compute. Now if we click here, we'll go to the render window and see GR. Also, we need to add the ground material to this scene, here, let's change the HD strength to 0.5. Now we need to go to the shading. And here, s word instead of object. And I want the light from this indo to be on the left side of our scene. And to do this, select the HDI and press control plus T. And if we change the angle on the rotation, we can rotate our HDI. In my case, I need to rotate it on 62 degrees. If you're in another HDI, you can adjust it to your liking. Now let's add a background light. Shift plus A and create an area light. And rotate it -90 degrees on the x axis. And from the camera view, we need to scale it so that it follows the width and height of the can. And now we can move it closer to the background. Now I will show you a trick professionals using when working with lighting. We don't usually switch from the object mode to the rendering wheel, a bunch of times after a very small lighting change. But what do they do? A grab the t right angle from both and move it. Splitting the screen in two. And on the left side, there will be a view from the camera in the render viewport. And on the right side, we will edit everything. So let's go to the render view port here. And as you can see, knifing has changed in the background. And to see the changes, we need to increase the power of the slide. Go to the settings of the light and change the strength to let's say 800. And now we can see this amazing result at the background. And we can change the position of the light to your liking. Okay, let's add another light source. This time spotlight. And move it along the axis. And from the view of the tab, make sure that the radius covers most of our objects. Also increase power of the slide to 1,700, or maybe even more. And we can play with path size and make the light harsh or softer. The last number, the the light. Let's change the power to something more. Let's add another one a real light. Let's move it up, scale it, and place it somewhere here. And by clicking two times R, we can direct the light to can. And when we are satisfied with the result, we can increase the poller. I would say it for 530. Let's duplicate the light. And place it in the same way on the right side. And for this, we need to change the power to something low. Shouldn't be the main source of the light. The main source is the object that we created recently, the area light that we created recently. This one is serving for the right side tonight make it very dark. To make it a bit brighter. And as you can see, we need more light for the text. So duplicate the spotlight. Move it and rotate it in front of the text. In the light settings, we need to change the type of light to the area. And scale it along the x and z axis. Let's change the power to 53 and change the pride a little. Also, I think the slide is too bright. Let's breathe the power. And our lighting. 8. Bonus: All right, ladies and gentlemen, it's time for a bonus. I'll add more realism and visual appeal to our scene. First, we need to create a sphere. Spofit and scale it. And after that, we need to move the sphere outside of our scene. And also rename. Then click on the jar, go to the particles settings and add a new particle systems. Select the hair, click on Advanced, and in render. It will be all closed. But when you open the render, In the render as, change the path to the object. And here, you can select our objects or drop, and here is the result of the T Earlier, if you deleted the vertices here, you need to add them back because the particle system is based on geometry, and if you have low amount of tices particle system might not work properly. Let's go to the particle settings. In the scale, you can change the scale of our particles, and I scale randomness, you can randomize the scale of drop, And in number you can see in number you want. I will stick with 540, and that's basically it. And we can create the same particle system to the Apple. But instead of doing that all again, we can apply the same particle system that we created. You just need to know the name of the particle system. And if we go to the render view port, we can see that we need to create a new material for this drop. So select our drop and create a new material for it. Change the roughness to zero and change transparent to one. You can also change the OR to make our water drop more transparent. I think I need to change this particle system on the Apple anyway. So to do that, we need to click on this icon so that the changes that we apply to the Apple, not applying to, and now we can change the particle system. I will decrease the number and also play with scale parameters. And also, we can in the same way, apply the particle system of this Apple to this apple. This will add realism to our scene and we'll get way more attention. 9. Render settings: And all that have to do is to change the render settings before rendering. And we almost set up fine. All we need to do is to change mac samples 500-2 thousand. I don't recommend you to set it more because it makes no sense and we'll load your computer and your possessor. And also, don't set it too low because the quality is also important. If you have LPC, I would recommend you not go lower than 300, let's say, because it's below the 300 will be very poor quality. Also, in color management, we need to change the contrast to medium height. And here we need to change the file format to GPA instead of P G. Here we can change the file where our animation will be saved. Now all that remains is to click and render and render the animation. Okay. 10. What to do with JPG images after Rendering: After we finished rendering, we ended up with a lot of images. So did look like videos. And in this part, of course, I will show you how to convert those images into a proper video format. So let's get started. Click on the Plus button at the top, go to the video editing and click Video Editing. Then we need to go back to the first frame. Then click Add and image sequence and then select all the images you're under it. But before that, make sure you sort it by name. Otherwise, your animation could go backwards. And then slide at me. The last thing we need to do is change the rendering settings. This time, instead of the PNG format, we need to select the FPC video and change the contin quality to constant B trait. Also you can change the video file and name. Now we need to click on Render Animation again. But don't worry this time it won't take much time. 11. Color Grading: Post processing is one of the most important steps you need to take to impress your audience. Color grading is where the magic happens, and I will show you how you can improve your animation and make it even more beautiful. So let's begin. I personally use premier pro for color grading, but you can use any other software. But the basics are all the same. So don't worry if you have different software. Okay, let's open our program and create a new project and name it. And after we have created the project, if you use Premier Pro, you'll see this. Now we need to find our animation. Grab it and move it to this section. At the time, we can watch our video and now grab it again and move it to this section. And go to color. B and select our animation. And this is the place where we will be creating the magic. In the contrast, increase to let's say for free, and also increase the highlights. I personally like when the highlights is in positive numbers, not negative, but if you like more dark animations or dark style, you can also make it a negative number. But for this one, I think we need to change to something positive, like 70 or 80. And the shadows retroduc's say -50. Or -70, something like that. Also, we can increase curation and increase the exposure if the animation too dark. As you can see it already looks better than the original, but we can make it even better. Let's move on to creative, and here we can change the filters. Also we can change intensity. Personally, I like this filter, but you can choose whichever one you want. Now to render it, we need to click on this bracket and then grab this bracket and move it to the end of our video. Then go to file port. Sorry media, and then I the precet you can choose any precess you want. If it's a full HD, I either choose high quality or the UT preset. For this one, I will use the YouTube preset and click and use Maxim render quality. Oh, yeah. In the output name, we can change the name and destination of the video. As a final step, we need to click on the export. Okay. 12. Conclusion: Unfortunately, this course has come to an end. In this course, we learned a lot of useful things and are ready to create an aimzing portfolio and conquer our first client. We started the journey with basic knowledge and slowly but surely moved forward. Learning modeling, sculpting, and other techniques, and created our products and other objects. Then we learned how to create textures and painted our masterpiece. After that, we gave life to our object using animation and finished it all with color correction and made our video even more vibrant and attractive. And this is the result that we got in the end. I'll be glad to see different variations of your works and perhaps be inspired by your ideas. Do not forget to share your opinion and your work in the comments. And if you have questions about the lesson, I'm always ready to answer and help you. And unfortunately, I have to say, by and t in the next course,