Transcripts
1. Introduction: Hi, my name is Harry and I'm a professional 3D artists with over a decade
of experience. I've marked most recently
as a studio director of an award-winning architectural
visualization studio, where you're seeing
on screen now are examples on my past
professional work. In this course, I'll
walk you through this simple and beginner
friendly process of creating a jacket,
lantern, and blender. Jacqueline add-ins are
a classic symbol of Halloween and are actually pretty easy to make in Blender. There are also a
model that can be easily customized
to your liking. Will be going through
the entire process of creating this Jacqueline. And from a beginner's
perspective, to avoid as much
confusion as possible. That means I won't be
skipping any steps are going too fast for you
to keep up with me. We're using Blender
for this tutorial, which is an amazing and
totally free 3D software, the only barrier to entry is having a computer to
run the software on. In this class, you can expect to learn the blender
interface and its tools. Will learn about the
many basic tools and interface elements within blender while creating
our Jacqueline modelling. To create our Jack
London from scratch, we'll be using
modeling tools and modifiers such as Boolean
and solidify lighting. We'll set up a spooky
lighting scene including volumetric lighting, shading, which can give objects the appearance
of pumpkin, candle wax or flames. And lastly, we'll render
our final image in Blender. You can share it with
your friends and family on social media. When we're done, you'll
have all the skills you need to create a Jacqueline. And it'd be very good for our class project. You'll
be doing just that. I'd like you to create
a new Jacqueline with a unique face or design and
share it with the class. I'll personally review
every project uploaded to the gallery and give you feedback on what
you've done fantastic, as well as anything
that could use a little bit of adjustment. I hope you'll join me on this fun beginners journey
through blunder, but making your very
own 3D, Jacqueline
2. Setting Up Our File: If this is your first time
taking a Blender class, I'd highly recommend
you start with my complete beginner's
guide to Blender first, this class was designed for the absolute beginner to
Blender and 3D Art in general, we cover every single
necessary topic in order to get you up
to speed and running in Blender will accomplish
this with short and focus lessons that cover each topic from a beginner's perspective. Utilizing a well-organized
starter file, we end the class within
easy projects where you set up and customize your
very own cozy camp site. That out of the way. Let's continue with the lesson. In this lesson,
we'll be going over some settings to prepare a
file for future rendering. Let's begin. We're
going to select the general file type
to begin our project. We can click this. Let's start by going up to
Edit and then preferences. Now we're going to go to the
system tab here on the left. And then in this
top one new here, we're gonna be checking on
the different pieces of our hardware that the cycle
render will have access to. If you have the option
to use optics here at the top, getting use that. However, if you don't,
you can always use cuda. I'm going to switch
back to optics for mine because I have
the option to. The reason why you
would want to use optics over cuda is because optics is a bit more modern
and it's a little bit faster. However, if you only have the option for
cuda, that's fine. You're render just be
a little bit slower. Now with optics enabled, I just want to make
sure that I have both of these boxes here checked. Yours is going to say
something different here unless you have an
identical computer to me, which is probably unlikely. The top one here is my GPU. The bottom one is my CPU. I want to have both of
these boxes checked. If for some reason you have
multiple graphics cards, you'll want to have all
of these boxes checked. So you might have
three options here. So just make sure every
single option you see here, regardless of how
many other are, they all have the
checkbox next to them. With that done, we can
now close this window. Now let's set up our
render settings. Over here on the right side, we want to go to this
tab that looks like the backside of a DSLR camera. Then at the top, we're going to switch our render engine from EV two cycles instead. Now we wanna go
down to device and switch this from
CPU to GPU compute. Now this will allow it to use
our GPU as well as our CPO. Under the viewport settings, make sure you have noise
threshold turned on. So this little checkbox that
makes sure it's set to 0.1. Then for our max samples, we're going to change this
from 1024 down to 100 instead. This will just make
our render a little bit faster in the viewport. We don't need 1024 samples
just for the viewport. Now we're going to
scroll down here. And just below the
settings we changed. There's a little box
here that says D noise. We're going to check that
one. Twirl that little, that little arrow down. And we're going to
change the noise or from automatic to optics instead. The optic denoise or is just a lot faster than the other one. And we don't really
need quality so much as we need speed
for the viewport. Moving further down the list, we can now go down to
our render settings. So these are the
settings that we'll be using for the final render. Whereas the last ones where
the settings that will just be using within
this viewport here. Again, for our render
settings here we're going to have noise
threshold turned on. So little blue checkbox. Then we'll have
this set to 0.01, which will make our
final render a bit less noisy than the
viewport would be. Then we're going to change
our max samples from 40 96 all the way down to 200. So twice as much
as the viewport, but still much less
than the default. Then finally, let's go
down here to the de-noise. We're going to twirl
this down because it's already checked
on, which is good. We're going to throw down the options and just
make sure that you're de-noise or is set to
open image denoising. This case, we do not want to
use optics because optics is a little less high-quality,
but it's faster. In our case, we want
the higher-quality for our final image. So we're going to use
the open image de-noise for the de-noise are instead. Now we can change our
output properties, which are up here. So it's this little
tab here that looks like a printer printing
out a little photo. So we can click on this
to switch to that tab. Then we're going to come
up here to the top. The only thing we're
going to change here is just our resolution
of our final output. So we're going to
switch this to 2048. Make sure I type it right. 2048. And then the
same thing here, 2048. We're going to be making
a square render for this tutorial
because our pumpkin is gonna be mostly circular, so it'll fit nicely into
a square root image. Now let's save this file in a location we can find
easily for future lessons. We're going to go up to File. Then we're going to choose
Save As. So we can click this. Alternatively, you
can just click Shift Control and S at the
same time when your keyboard, where you can just
click this option here with this window up. Now we can use this
left side menu here to navigate to the location that
we'd like to save our file. I suggest saving it somewhere
that's obvious to you. Somewhere you're
going to be able to find easily next time. Because we're gonna be
using this same file for the rest of this tutorial. So make sure you don't save it somewhere that
you're going to accidentally delete
or possibly lose. With geolocation chosen. We can now get on here to the bottom and change
the name of Our File. I'm going to call my file Jack. Hyphen 0, lantern underscore 01. The reason I added this
underscore 01 at the end, it's just in case I want
to branch this File, saving new version of it, I can just call the
new version of it 02. And then if I want to
branch it again, 0304. So it's just a good habit
to number your files. That way it's obvious
which file is older, which files a different
branch of something. It just keeps things more
tidy with our file named. Now we can just
hit Save As we can now see that instead of having an empty bar
here at the top, we have the location that
we saved our file in, which means that we actually
have saved our file. This is a good way
to know whether or not you've saved
your file or not. If you see a location
up here at the top, that means you've at least
saved your file once. You do want to get
into the habit though, I'll just hitting
Control S while you're working to save your file. So you can see down
here at the bottom it says saved Jack-o'-lantern, no one dot blend. That way. We don't lose any work
while we're working in case something goes haywire, we make a mistake or the file
crashes for some reason. It's just a good habit
to continue saving your file once you've
done a fair bit of work. With these settings changed, we're ready to proceed
with the project. The next lesson, we'll be starting the modeling
of our Pumpkin. I'll see you there.
3. Modeling the Pumpkin: In this lesson, we'll be modeling the base
of our Pumpkin. Let's begin. We'll
start by selecting the default cube and then deleting it because we won't
need it for this tutorial. Now let's hit Shift
and a on our keyboard. We can give to mesh. Then we're gonna
go to UV sphere. We're going to select that. Now before you click off
or do anything else, we're gonna go down here
to the bottom left and twirl open this menu because we need to change the
many settings Quick. We're going to start
by just making this a little bit smaller. We're going to type in 0.4 m because this is a
little bit closer to the size of an actual Pumpkin. Then for the segments
and the rings, we can leave these
at the default. However, if yours are different, just make sure your
segments are set to 32. Your rings are set to 16. Now with that done, we can
zoom in here on our sphere. Then we're going to right-click and we're going to
choose a shade smooth. That'll make our sphere
look nice and smooth. Before we get into any modeling, let's organize Our
File a little bit. The first thing we're
gonna do is rename this sphere to Pumpkin. Instead, we're just gonna go up here, it's
at the top-right. Double-click on the name sphere, and that would allow us to
change the name to Pumpkin. We can type in Pumpkin and
then hit Enter to accept. Now inside our viewport, we can hit M on our keyboard
for move to collection. Then we're going to
choose new collection. We're going to name this new
collection pumpkin as well. We just type in
Pumpkin. Then hit Okay. We can see here that it's moved this Pumpkin object
to a new collection. These collections you can
think of is just folders. They're essentially just hold a bunch of different objects
that you put in there. It can be anything you want and it just keeps things separate. And that way you can
either easily turn off an entire layer or
turn own and entire layer. And also just visually
organize this things. Let's double-click
on the word up at the top here where
it says collection. We're going to call this render
scene and then hit Enter. So let me know anything
devoted to making the render scenes such as the lighting or the
camera can go here, and anything for the Pumpkin can go into the Pumpkin collection. The last thing we need
to do now is just click this little white
box next to the word Pumpkin on the
Pumpkin collection. What this means is anytime
we create something new, will automatically go into the Pumpkin collection rather than the render
scene collection, because this is now the default. With all of this out of the
way, Let's begin Modeling. Now we're gonna go into our
front orthographic view. That way it's easy to
model our Pumpkin. So there's two different
ways we can do this. So we can either click on
one of these orbs up here. So in this case
the front view is actually the negative Y orb. I click this. It'll just pop us
into this view, which is a perfectly, perfectly straight
from the front view. As soon as I rotate my camera, it'll pop me back out of that. Because I can only be in a perfect view when I'm in
one of these orbs here, if I click X, it's
a perfect view from the negative x-direction. And then same thing
for the negative Y. So in this case, this
is our front view. We can see that up
here at the top. Now another way to get into it, which is probably, probably
the better way to do it, but this way is fine too. If I rotate out of
this to make sure I'm not in the
orthographic view anymore, I can hit the Tilde
key on my keyboard, which is the sort of
little squiggly accent key next to the one and above
the tab on your keyboard. If I hit that, it'll
bring up a radial menu. And then this has all of the different views
that I can choose. So in this case I
can choose top, back, right, left,
front, bottom. I can jump into my camera, or I can do view selected. So in this case, I'm
just going to hit the Tilde key to
bring up this menu. So in this case, I'm
just going to hover over front and then
click that button. We're now going to begin
the shaping of the sphere into the general shape
of a Pumpkin will be doing this by pushing
and pulling the vertices using x-ray mood and
proportional editing. Now let's select our pumpkin. And then we can hit tab on our keyboard to
enter our edit mode, which is how will we
actually moving around these vertices and faces on our sphere to turn
it into a Pumpkin. By default, it started
us in Face mode. However, we want to be
working in vertex mode. So we're just going
to hit one on the keyboard to switch
into vertex mode. Alternatively, you can
just click on each of these symbols to switch
into the different modes. Now I mentioned we
were gonna be using something called X-Ray mode. Would X-Ray mode does
is it allows us to select entirely
through the model, to select vertices and faces on the backside
of the model as well. So by default, if I just click
and drag across this model It looks like it's selected through the entire model here, I've selected all the
visible vertices. However, if I rotate my camera, I can see here it
only selected what was visible from
the view I was at. And that's because we're
not in X-Ray mode. To enter your x-ray mode, hit Alt and Z together. And I will put you
into an x-ray mode where you can see through this model and it comes sort
of like a see-through gray. Now if I do that same thing and I select across the model, we can see here that it selects
through the entire model. And that's a really important
thing when you're modeling. Because if you're modeling
from the front view, so if I hit Tilda and then go to front view modeling
from this view and I think I'm selecting through it because I can't see
through the model. I'm doing all this
work on this side. Soon as I spend my model around, I realize I've only worked in
the front side of the model and all of these changes haven't been duplicated
on the backside. Which means you'll have
to go back through and redo all your work. So it's very important to
remember when you're working on your model to go
into X-Ray mode, if you're doing
things that you want to be done symmetrically across the entire model
on both front and back. So we're going to stay
in our x-ray mode here for a little while. We won't always need to be an X-ray mode and sometimes
will go out of it. But a lot of times, you can almost always
default to being an x-ray mode unless there's a reason not being
an x-ray mode, at least while you're modeling. The second thing I mentioned, we were using something
called proportional editing. Proportional editing
is a tool that allows us to move multiple
vertices at one time. This makes our model
act almost like clay, which makes shaping
it a lot easier, especially when we're
doing organic shapes. So as a quick example, if I just select one of
these vertices here. So I just select this. I switched to my move tool
and I move this vertices. We can see here it's just
moving this vertices. It's taking this single point and it's moving it by itself. I hit Control Z to undo that. Then I go up here to the top and turn on my
proportional editing. Now when I grabbed this, we can see here it's moving a whole bunch of
vertices along with it, but not, not all of them
all at the same time. So down at the
bottom you can see those are moving a lot less. And that's because
they're further from the selected object. In this case, this vertices, we can change the amount of
influence this has by using our mouse wheel and scrolling up or down to
make this influence. So we can see here
now we can see this ring either
smaller or larger. So the smaller it is, the less influence it'll have. So it'll be a little bit
more of a sharp pool. Then the larger it is, the
more influence it will have. So it will act a
little bit more, like I said, like clay and it'll be a little bit more soft. Again, you'll be using your
mouse wheel and you have to do this after you've
started moving something, you have to click on something
and then start moving it. And then you have
the option to adjust the fall off with your
mouse wheel up and down. Down will make it larger. Then Up will make it smaller. I'm going to place
that and then hit Control Z to undo that. So again, the way you turn on proportional
editing is up here. So it's just this
little blue bullseye. So when it's blue, that
means it's turned on. When it's gray. That means it's turned off. In our case, we're going
to turn this back on. Now we can use this to
start shaping this Pumpkin. So just double-check that
you're in X-Ray mode. So you should be able
to S3 your model here. We can see here that I'm seeing this grid through the edge. Also, you can just look up here. So this little blue button here, this is also a way you can
toggle x-ray mode on and off. So if it's blue, that means
you have it turned on. Now we can begin shaping this. So let's start by
dragging, selecting over this bottom vertex. We're gonna pull
this up while making our influence here good bit
larger because we went, this would be a pretty
soft, soft movement here. We're just gonna kinda
flatten out the bottom here. We'll pull it up to about here. We can see here now this
vertex here is kind of pulling up on the
inside of the sphere. Which in real life this is where the bottom is Stem of
our Pumpkin would be. Then at the top
here, we're going to select this one by
drag selecting over it. We can pull this one
up a little bit. We're going to make this
influence a bit wider. So that shape looks
about right now. Now we can pull this
one back down with a much smaller influence. We're just going
to scroll up when our mouse wheel
to make a tinier. We're going to pull that
down to about here, a little bit past
the first line. Now let's just like widen up the top a little
bit so we can just drag select across all of these vertex here,
this whole line. Pull this up a little
bit about there. Then let's widen
the middle here. So we're going to drag
select over the middle. And instead of moving this
time we're just going to hit S on our keyboard for scale To make this influence
a bit wider, then we can just scale this up. We can move that
up a little bit. So again, we're just trying to kinda give us a little bit of a sort of maybe a
cartoony shape, but a cartoony pumpkin shape. So it's a little bit, it's
flat on the top and bottom. It's a little bit wider at the bottom than it is at the top. And it has nice round sides. Now that we're done shaping it, Let's clean up the top of
the Pumpkin a little bit. We're going to hit Alt
Z to Exit x-ray mode. Then we're going to turn off proportional editing with this little
bullseye at the top. Now we can rotate
our camera so we can see the top of the Pumpkin. We're gonna do is
try to get rid of this really sharp point
that we here at the top. We're going to try
to flatten this out. We're gonna be doing something
called snapping in order to make this nice and
even a flat at the top. First, just select this
vertex here at the very top. Make sure you have
your move tool turned on. We have that turned on. Now we can click this
little U-shaped here, which is actually a magnet. In this case. We're going to click this,
which turns the magnet on, which is our Snapping. And then this menu here to the right will change
what it's snapping to. In our case, we want it
to snap to other vertex. So we're going to choose vertex. Now we can go back here. We're just going to grab
the blue handle here to move it up in the z-direction. Now whatever we hover over, you can see this
little orange dot is following us around. And that's what it's
snapping to me. We'll move this around. It's snapping to
different vertex. So in our case we want
it to snap just to the vertex ring that's
just beyond it. If we move over just one of
these little vertex here, we can see the little
orange dot moves with us. Now when we stop, we can see
it's nice and flat here. So it's perfectly lined up with this ring of
vertex around it. This will give us a nice
flat area for the Stem. Later on though we
modeled a sit in. Another. We're done
snapping. We can turn that off just by clicking this little icon up
here to turn off the magnet. And then one last
thing to point out is if the top of your pumpkin here doesn't look exactly like mine, don't worry about it. It really won't matter because we're gonna
be doing a bunch of other things that will
round out the top of this. So some of you might have the pointy shape at the top here where it comes to a ridge
around the top of your Pumpkin. Other people might
have a flat top on the Pumpkin where it goes
down into this flat spot. It really doesn't matter. Don't worry about it for now. We're going to be
smoothing it out anyway. Let's hit tab to
exit our edit mode. Now we're going to be
applying something called a modifier. We're gonna go over here to
this little blue wrench icon, which is our Modifier tab. Let me zoom out
here a little bit. We're gonna be adding
a modifier that will give our Pumpkin
thickness on the inside. So as, as if we have carved out the inside
of our pumpkin. And we'll be doing that with
a modifier called Solidify. So let's choose Solidify here. So it's in the second column
down near the bottom. This modifier will
make an exterior or interior shell
for your model. Will be using this to give the walls of our
Pumpkin some thickness. This will make the carving of the face into the Jack-o'-lantern
look a lot better. We can see exactly what
this modifiers doing by hitting Alt and Z to
enter our x-ray mode. Now we can see here
that says a bit of thickness going around
the edge of our model. If I just turn off the influence
of this modifier here in the viewport just by clicking this little computer monitor. We can see here this is what
our model used to look like. So we can see it just has a single orange line
going around it, which means it's just
a single wall here. Now if I turn this back on, now we can see that our
model has some thickness. Now in this case
it's much too thin. A Jack-o'-lantern
would have a lot thicker walls than this. So we can change the
thickness of these walls by going over here and changing
the thickness value. We're going to set this to
0.08 and then hit Enter. Now we can see here that
it's made the walls of our Jack-o'-lantern
a lot thicker and a lot more realistic. Now that are pumpkin
has thickness. Let's apply this
modifier to the model. So it collapses these changes down directly into the model. We're gonna be doing
that by just clicking this little drop-down menu
here on the solidify modifier. Then clicking Apply.
When we do that, this modifier disappears,
but it leaves behind the effect of the modifiers
still baked into the model. If we hadn't applied
that modifier when we hit Tab to go into edit mode would have actually made that
thickness disappear. Make sure you're
now in edit mode. We're going to hit Alt and Z to exit our x-ray mode me
because we won't need that, are actually make
this part a little bit harder if we're in X-ray. So we want to be
outside of that. Then we're going to
switch into face mode by hitting three on my keyboard, or just clicking this little
icon here at the top. We're going to start modeling
the ridges of our Pumpkin now by extruding faces outward. The way we're going to be
doing that is by selecting bands vertically
on this Pumpkin, then extruding them outward
to give them some depth. So let's start that process now So we're gonna hold down Shift
and Alt at the same time. Then we can click on
one of these faces. So if we click this face here, we can see it's
selected vertically. Now in this case, if you select a little bit too
far to the side, it will select
horizontally instead, the way to prevent that is to
select the sort of between the line of the loop that
you'd liked it to follow. So if I select too far left,
it'll select horizontally. If I select the top or the bottom, it'll
select vertically. Again with Shift
and Alt held down. We're going to click
here. Then here. The ALT is what is allowing
it to select the band, so the vertical or
horizontal band. And then holding down shift
means that we can add to the selection just by
clicking more of those bands. The first selection you make, you want to line up with
one of these axes here. So in this case,
I picked the part where it ran directly
into the green AXI. We have that one selected and now we're going
to go around to each of these four sides
and do the same thing. So remember it hold down Alt
and Shift at the same time. Or else you'll lose your
original selection. Going to click here and here. So we can see we have
two bands selected. Again. Now when the green
side Alt and Shift select it, and then I'm going to left-click Alt and Shift left-click
both of these. Now I have four of
these bands selected. Now going to select
the middle band between all of these as well. So still holding down
those modifiers, we can just go through
and select the two, leaving a two gap between
each of these bands. Now we have our Pumpkin
selected here and we have vertical bands selected all way around and sort of
a striped pattern. Now with all of these selected, we can hit Alt and E to
bring up our extrude menu. We're going to choose
extrude faces along normals. So what this does is it
allows the faces to be extruded along the curve that we originally
selected them. If we had just hit E to extrude and didn't
bring up that menu, they would have all extruded
in the exact same direction. So they would have all gone in the x-direction,
are all in the Y. So in our case, we want
them to actually all follow the curvature that we
originally selected them from. So while this is moving,
we can just move this out to just kind of an
arbitrary measurement here. So about here. And then we can see down
here, we're actually able to change what we originally
click contract to. We're going to set this
offset value here, 2.03 and then hit Enter. We can see now that it's
set it to all of these now 2.03 m. With that done, now we can hold Alt and Shift. And then we're gonna go through
here and select each one of these that we haven't
already selected. So Alt and Shift. And just go around
here and select each one of these loops here
that we haven't selected. Then you might be thinking,
why didn't we just select all of these
all of the same time? Why did we do them alternating? And that's because
if we had done all of them all
at the same time, it would have extruded
all of these faces out and it wouldn't have
left grooves between them. So by doing them in two
different steps and alternating them all the
way around the Pumpkin. We're ensuring that we leave the ridge gap between each of these ridges that we're
extruding and not just extruding all of the faces all outward, all
of the same time. We hit Alt and E again, let's bring up the extrude menu. Extrude faces along normals. Just drag it out to some random value and then go down here, 0.03 and then hit Enter. Now we can see here that if
we zoom in a little bit, you can see that
we've actually have a little bit of a gap
between each of these. And that's because like I said, when we altered them, alternated the selection
of them for each ridge. We've imposed these gaps,
which is what we want. We want to make ridges on
this outside of this Pumpkin. Now we can click off of it, and now we can see we
have something that's a lot more pumpkin shape now. Now we can get in the process
of smoothing this out. So we're going to hit one on our keyboard to switch
into our vertex mode. And then we're going to hit a to select all of the vertex. Now we can right-click and then go down here and choose
smooth vertices. What this is doing
is essentially just smoothing all of
these vertices out by averaging the distances them and pushing and pulling
them so that it's smooth as the shape
of the model out. And we can adjust the amount of smoothing down here
at the bottom left. So make sure you
have this menu open. And then we can slide this
smoothing value up or down. So if we start it all
the way down to zero, it's essentially doing nothing. And we're going to
want to turn our as all the way up to one, which will allow it to do a lot of smoothing
on this model. We're doing this to round off all of the hard
edges we made during the extrusion process
with the stone. Now we can just click off the model and see how much more this looks
like a pumpkin. Now. Lastly, let's finish off our basic Pumpkin by smoothing off the whole thing
using a modifier. So we're going to hit tab
to exit our edit mode. We're gonna go over here
to our modifier panel. We're going to go
to add modifier. We're going to choose
subdivision surface. So when we click this, it'll apply this modifier. This modifier adds cuts between each of the
edges on your model, then smooths between them. I progressively
more and more cuts as you set the subdivision
values higher. Over here we can see
we have our values set to one into the top. Our value here is just showing you what it's going to
smooth the viewport as. However, on the bottom it, this is what it's
going to use for the smoothing, for the render. If you want your value
to always be the same. So if you want it to
be what the render looks like as exactly what
your view port looks like. Make sure both of these
numbers are the same. However, if you need a
really high smoothing value, but you don't want your
viewport to be really slow because of all the
additional polygons it's adding. You can have your
viewport value set lower, and then you're render value set to the appropriate value. In our case, we don't need a
lot of smoothing for this. We can see already this
looks pretty Pumpkin like. We're just going to have both
of these here set to two. Other Pumpkin, nice and smooth. Let's apply this
modifier as well. So commits these changes and
bakes them into the model. We're gonna go up here, then
click the drop-down arrow, and then choose Apply. Now in most cases you wouldn't want to be constantly applying your modifiers here model
for normal projects. However, in the case of
this Jack-o'-lantern, there's a very specific
order of things we need to do in order to make sure
that the carving process, so putting the face and
the Pumpkin goes smoothly. So that's why we're applying
most of these modifiers. Under most circumstances,
you can usually leave your modifiers
just default as I, as they are just on the model. So you don't always have to collapse them in because
once you've collapsed them, you can no longer edit them. I just want to make sure
that you know that this isn't a super typical process. We're not always in every model always want to
collapse your modifiers in. But in the case of
this Jack-o'-lantern, we are gonna be collapsing
them in because it makes the carving of the
face a lot easier. In our next lesson,
we'll be modeling a simple stem for the top of our Pumpkin. I'll see you there.
4. Modeling the Pumpkin Stem: This lesson, we'll be
modeling a simple stem for the top of our
Pumpkin. Let's begin. Let's start by hitting Shift
and a on our keyboard. Then going over to mesh. Then we're gonna go
down to cylinder. So if we can see here and paint the cylinder really large, which is fine, we
can change that now. The option box here down at
the bottom left before we do anything about moving
or clicking or anything, we want to change
these values here. We're going to set this to 0.0 for the radius. Then the depth. We're going to set this to
0.15 and then hit Enter. Nobody can see here the
little orange highlight here is much more manageable, more of the size of
our actual Stem. So let's go over here on the
right side where it says cylinder under the
Pumpkin collection. We're just going to double-click
this name, this stem. Now we can go back
to our move tool. Then we're just going
to drag this up here to the top of the Pumpkin. We just want the bottom
of the stem here to just intersect a little bit
into the bottom of the top of the Pumpkin rather. Now we can right-click on this cylinder and then
choose Shade smooth. Let's begin now with the shaping of this
Stem into something a little bit more Stem
shaped instead of this perfect at least
smooth cylinder. We're going to hit Tab to
go into our edit mode. And then we're going
to hit Control and are tend to our
cutting mode here. We can see here wherever
we place our mouse, it's allowing us to place a
yellow cut wherever we click. In this case, we want a cut
going horizontally here. We can see this yellow line. We're just going to click once. And that will allow us
to place a cut here. And then we can reposition
this cut by clicking or by just dragging after we've clicked a place
of the first time, you click once when it's
yellow to place the cut. Now we can drag it
to where we want it. So we're going to move it
down here near the bottom. So we're gonna make an edge for this to flare out on the bottom. So we're gonna put
it about here. Since we click the
second time here, that'll confirm the
location of that cut. Now without doing anything else, we're just going to
hit Control. Enter. One more time. We're going to hover over
this top line up here, get another yellow
horizontal line. Click once to place the cut. Then we're going to drag
this one down again. And we're going to have
it about even in terms of distance with the
other one about here. So now we have two cuts
here on the bottom, breaking this bottom part up. We're going to hit three on our keyboard to switch
into our Face mode. Now we're going to hold Alt and click on one of these
bottommost faces here. So we have the bottom one here selected, select it around. And then we can hit
S on our keyboard. And we're going to scale
this up so that it goes out into these ridges
just a little bit. We don't want to super far out. And also if it seems like
it's moving too fast, you can just hold down Shift
while you're scaling this. And that'll allow
it to move a lot slower, a lot more gradual. I'm going to scale mine
out to about here. Again, this doesn't
need to be perfect. Everybody's pumpkin here is going to just look a
little bit different, which is fine. It makes sense. Pumpkins aren't produced
on a manufacturing lines, so they would all be a
little bit different. We're just going to
flare out the bottom here using that scale. Now let's rotate our
camera up a little bit. We're going to click
on this top face. We're just going to move this
down in the z-direction. It's a little too
tall right now. That's fine. We can that was the full length
of the stem we had there, but we're going to want
to pull it down so we can add a little bit
of a curve to it. I would pull it
down to about here. Then you're going to
hit E on your keyboard. This will just allow you to
extrude this line upward. So we're going to
extrude it up about the same length
that it is already. So about double
the length that it was about, about there. We can always adjust this after the fact that Let's
rotate around. So there were roughly in
the front of our Pumpkin. We'll remember that
the negative Y. So this little word here. So this is showing
us an orientation of actually how we're
looking at the scene. So we want to be looking so that the negative Y is the
direction that we're looking. This here is the
front of our Pumpkin. And then we're just
going to hit R. So we're gonna, I'm gonna
align myself up here, so I'm looking straight down the flat of the top of the Stem. Going to hit our way. I can just rotate
this and I'm just rotating this based
on the screen space, which is why I just rotated myself so that
I'm roughly flat. This really doesn't
need to be perfect. Which is why I
didn't bother going into an orthographic view. I'm going to rotate
it about there, about 30 ish degrees. Now I can move this over a little bit to add a
bit of a curve here. We can see now we're kind of bending this off to the side. I'm going to scale this
down a little bit, so tapers a bit at
the top because it looks a little weird that
it's so thick at the top. Will taper it down
to about that. You should look pretty
similar to mine right now. Now let's switch into
our edge mode by hitting to when the keyboard or
clicking this button here. We're going to hold Alt and then click on this
horizontal loop here. So this edge. Then we're going to rotate this
to almost match this. I would go about
half the rotation, so about 15 ish
degrees, maybe 20. Through routing, it's
silly to match this. Then we can move this
after we've rotated it to just make this
curve a little less, less abrupt, I guess
a little less harsh. We can also scale that
down just a little bit so that it continues
this taper upward. So it gets slightly smaller
as it moves to the top. Now that we have our
general shape set up, let's give this a little
bit of smoothing. And we're actually going
to model the smoothing in rather than just using a
modifier to do it right away. We're going to be
doing that is by using something called devil. So we're going to hold Alt and then click on this edge here. So we're still in edge mode. Hold down Alt so it's selected
this entire loop around. Now we can hit Control in B, tend to our bevel mode. Now that we're in Bevel
mode as we move our mouse, it will change the
distance of this pebble. This is essentially just cutting off the corner and adding new vertices in between a
new edges and new faces. As we move it out and we can change the size of the bevel. Then if we use our mouse wheel. So if we scroll up on our
mouse while we're doing this, we can add more roundness to
this by adding more cuts. We don't need to add a
ton of cuts to this. So I'd say it looks like
two cuts is enough. And we're just going
to round this off, rounded off to a
about, about here. We don't want to run
it all the way up to this edge because
we're also going to be beveling this and we need some distance in order
to bevel this edge. I guess in this
case it actually is three segments
because it's counting the faces, not the cuts. So it's three segments that
we've added to this bevel. Now we're going to hold Alt. Select this edge here, hit Control a and B at the
same time to enter bevel mode. We can see it remembered
the last settings from our last bevel. So we can just leave that as, as we don't need to add anymore. We're just going
to bevel this up. We don't want to run
any of these edges into each other and we always want to leave a little bit of a gap. Otherwise we'll end up
having overlapping phases. That's nice and level. We're just gonna do this
here for the last one. Control and be thinking
bevel this one out a little bit further about there. Then this middle one
here is our last bubble. We won't be bubbling
the top just yet. So let's switch back into our face mode and with
three on the keyboard. And then we're gonna
be adding the ridges to this Pumpkin Stem. Because of Pumpkin Stem isn't really nice and
smooth like this. It also is ridged, just like the Pumpkin itself. Let's deselect these faces
we had selected last. We have nothing
selected right now. Then we can hold down Alt
and Shift and our keyboard, and then select one of
these vertical lines here. And in the case of the stem, we're actually going
to be doing every other instead of doing
two and then skipping to, we're just gonna do one, skip one, and then
select another one. So we're just gonna
do this all the way around the Pumpkin Stem. So we have this kind of stripy look going all the
way around it. We're doing this to break
up the grooving on me, the Pumpkin from the stem. As well as the fact that
this stem has a bit of a different groove pattern
than the Pumpkin does. The Pumpkin is a lot
wider and more shallow, whereas the stem
is going to have more grooves and they're also going to be a little bit deeper. Now we have all of
these selected. We can hit Alt and E. To bring up our extrude menu, we're going to choose extrude
faces along with normals, just like we did
for the Pumpkin. We can extrude these
outward. Down here. We're going to change
the offset value 2.00, 80.008 and then hit Enter. And that's the value
that we're going to be extremely hazardous. And we're not going
to be extruding the in-between values here. We're just going to be
extremely every other. We can now switch back into vertex mode using
one on the keyboard. We're going to hit
a to select all. And now we can right-click, then choose smooth vertices. Then we're again going
to turn this all the way up to smoothing value of one. We can see here it's just
smooth out this bottom here. And it's also started to
collapse the top here. That will be adjusting that with the further modifier here. But don't worry about
this for now at the top, with the stem smoothed out, we can go back into face mode. We're just gonna hit
three on the keyboard. We're going to select
just this top face here. Then we're going to hit I
on our keyboard for inset. We're going to inset this face
here and we don't need to. Instead it all way
down to the middle, but we just want to
insert it a good bit. About half the distance may
be of the diameter here. So something like mine. And that's going to
make sure that our next modifier, the
subdivision surface, which is what we use to smooth the Pumpkin out in the last one, doesn't crush the top here. So the subdivision surface kind of gets weird
If you just have a huge face here with no cuts or any vertices
or anything in it. So by adding this inset here, we've made sure that
the subdivision surface knows where to stop. It's going to smooth
up to this point. Then it should,
for the most part, leave this part here alone. Now we can hit tab to
exit our edit mode. We're going to go over here
to our modifier panel. The little blue wrench
icon, click Add Modifier. Then we're going to choose
subdivision surface. We can see here we
really don't need to smooth at much more than
what we see in the viewport, which is one smoothing. We can turn down the
render value down to one. So we have both of
these set to one, which means they're
both identical now, both render end viewport. I think that's enough. Since we won't be
doing any further modeling on this Stem, we don't need to collapse
this modifier into it. So in this case, we can just
leave the modifier as is and let the modifier work on the model without
collapsing it into it. Now if we zoom out here
and we can deselect, can see here that are pumpkin is looking sort of like
a regular pumpkin. Now, it's now in
the next lesson, we'll be Carving the face
into our Jacqueline. I'll see you there.
5. Carving the Jack o' lantern's Face!: In this lesson, we'll be using a modifier to carve out our
Jack-o'-lantern's Face. Let's begin. The first thing we need to do
is hit Shift and a to bring up our Add Menu and then
go to Mesh and then cube. So we can see here as
soon as you make R cube, it's gigantic, which is fine. We're just going to
change the size here, down at the bottom left
and the option box, change the size from
2 m, two instead, 0.15 m, then hit Enter. Then we're good. So now
we can move this box here forward to
the front of our, our pumpkin here,
which will remember is the negative Y side. This side here is the front. Now we have it out in
front of our Pumpkin. We're going to make this
cube into a triangle, which we're going to use
for both of the eyes, as well as the nose of
our Jack-o'-lantern. They were gonna do this by going into the edit mode
and using tab. Then we're going
to switch to our vertex mode by using either one on the keyboard or just clicking the icon
here at the top. Now we want to select the
front two pairs of vertices. So we don't want to select
all of the top ones, we just want to
select to front ones. And then after we're
done with these, then we'll be selecting
the two back. Let's start with the front. So I'm just gonna drag
select over both of these. So make sure you have both the front vertices
selected and nothing else. With those selected. Now we can hit M on our
keyboard for Merge. And then we're going to
choose Merge at center. That's gonna do is combined
both of these vertices into one single vertices at the
center point between them. So you can see now we have a triangular here on the front, but we need to do
that on the back. So let's just select
both of these. We're going to M again
and then merge at center. So now we have a nice sort of prism shape that we're
gonna be using for the eyes for a
Jack-o'-lantern as well as we're going to scale this
down to use it for the nose. Now we can hit tab to
exit our edit mode. Now we're gonna go back
into our front view. Again, we can either
just click on this little negative
Y bubble at the top, or we can hit the Tilde key and then choose the front view. Okay, so now we want to move
this I, this I objects. Now it's roughly
where we'd like. The first is, the one thing we have to consider is how thick are the
walls on the inside? So we're probably
gonna wanna go into our x-ray mode using ALT and Z. And then make sure
that we don't drag the eyes so far outside of the walls that when we cut this through and
actually cut into the walls, we want to essentially just
punch straight through one side of the walls without intersecting any of the others. With your X-ray mode on, just make sure any of your
face elements stay with inside this smaller
cavity on the inside. That'll make sure that
when we go through and cut out these individual
elements that we don't run into an any
weird intersections here with the thickness of
the wall going backwards. We're just going to
find a nice spot for I. This is kind of
personal preference, but I would suggest you have
it roughly where I add mine. We'll say right
about there as fine. Now let's make a
duplicate of this. I, we're going to hit Shift and D to start the
duplicating process. And then we're going to hit
X to make sure that it binds it just to the x-axis so we can move it
just horizontally. We're going to
place this roughly where the other one was. Then we're gonna
go back here and make sure that these are exact, but just kinda get it
somewhere in the right spot. Now, just decide which
of these eyes you think looks better in
terms of the center point. So how far it is away
from the center. We'll say the left eye in our
case here, looks the best. With that selected. Now I can hit N on my keyboard to bring
up this side menu. Then up here I can see
that the X value is negative 0.12 and then a
bunch of smaller numbers. So we don't have to
really worry about that. Let's just make this 0.12. It's a nice even number. So
we know that it's shifted negative 0.12 m to the left. If we want to make sure
that the right eye is exactly as far away from the center
point is this one is we can just copy this number. So I just click it control C. Now I can click the
other eye and we can see here this
one was shifted a little bit too far over. So I'm just going to click here, paste that number in
which with Control V. And then I just need to
get rid of this negative, that weight stays
on the right side of the Pumpkin instead
of going to the left. It's now if I get rid of the
negative and then hit Enter, I know that these eyes are
perfectly symmetrical. They're both exactly 0.12 on either side of the
center blue line. It's now let's create the nose. We're gonna hit Shift and D with either one of
these is selected. It doesn't matter which. We're just going to move it down roughly where the nose is. Now we'll notice
this nose is really big and it doesn't really
leave much room for the mouth. So first let's make sure
this nose a bit smaller. So we're gonna go over
here with this side menu. Still open, which is N. By the way, just make
sure you have that open So down here at the scale, we're just going to click
and hold on the X and then drag down to highlight all three of these
at the same time. So click and hold
on the X dragged down and that'll highlight
all of them at the same time. And now whatever number
we type in here, which in our case
we're going to type in 0.6 and then hit Enter. It'll change all of these
values all at the same time. That way we don't
have to go through and hand type each
one of these N. So make sure your nose
is scaled down to 0.6 for the scale to
make it a bit smaller. Then also we want
to make sure that this is exactly in the center. So right now we can see
it's almost centered. But we just want to type in for the X value, just type in zero. But they zeroed out. Now let's zoom in here. And then we're just going
to drag this notice directly up and just
the z-direction. And we basically just
want to have it line up with the bottom of the eye. And this really doesn't
need to be perfect. Just have it visually lined up. So you want this bottom line to match with the top
point of the nose. Will pull it about here. We can see here
that the bottom of these eyes are just above them. This grid line for me, it might be different for
you, Don't worry about that, but you might be when
to use your grid as an example of roughly
what would be equal. I'm just going to have mine go a little bit past the grid. Means that they're
pretty much lined up with the eyes and the nose done. Now
let's begin the mouth. This case, we're
actually going to rotate our camera and to get out
of the orthographic view, the front view, we're going
to make another cube. So we can just hit shift and
a to bring up that menu, go to Mesh, and
then choose cube. Now it's going to remember
the last settings you had, Which is fine for this. So we're going to
leave it at 0.15 m. Then we're just going
to drag this again outside the Pumpkin
here to the front. Now we can go back
into our front view again using either
the negative bubble, negative Y bubble rather, or the Tilda, and
then choose for it. Now let's zoom in here. And then we're just going
to slide this mouth down below the nose. Remember we wanna make
sure we stay within this interior cavity
of the Pumpkin here. So just make sure you
don't go past this. So probably about halfway, kind of equalized the distance from the top and the bottom. So I think right about
here, it looks good. We can now hit N to hide the side menu we won't be
using it for right now. So just give us some more
visual real estate here. Let me zoom in a
bit on the mouth. Collapse this. Okay, So we're gonna be now
shaping this mouth here into the general generic
Jack-o'-lantern smile with the two teeth here. In the process I'm
going to be taking you through is going to feel
a little bit mechanical. It's going to feel a little
bit abstracted for you. But the processes I'm doing
here can be applied to pretty much any Jack-o'-lantern
geometric cut mouth for any the
Jack-o'-lantern's you might want to make for
the class project. The only reason this
is going to feel so mechanical is because
I've done this already. In my testing here. I've
went through and recorded all the values that are used for extrusions and
movements and stuff. So the mouth I'm
making now with you is going to be identical to the mouth that I've
made for my my tests. Now you wouldn't have to do this mechanically for your mouths. You can just wing it and just do whatever
looks good to you. But for the purposes
of this tutorial and to make it a little bit
easier to follow along, we'll be going step-by-step to recreate the mouth that
I've already made. So let's start by hitting tab on our keyboard to enter
the edit mode here. For these this mouth cube. Then make sure you're
also an x-ray mode, which again is Alt Z. To make sure that
you're in X-Ray mode. Or just click this
little button up here. Okay, so now you need to
switch into face mode, which is three on the keyboard or this little button here. Then we're going to be selecting from the front view here. So what I'm doing
here is a way to get around having to switch back
and forth between views. But you could also just
as easily do this from a perspective view and then
go back into the front view. But I'll show you how to do
it just from the front view here that we know how to do it without having
to jump around views. So start by just clicking off of the cube to deselect
all of the faces. Then we're going
to click and drag across the center
of our cube here. So we're going to
select basically everything going
around the cube, but not the top of the bottom. Now we're going to
hold down control, which will now de-select the things that we
drag select over. By holding control and
dragging over this. We've now de-selected
in the middle. So essentially
what we've done is we've only selected the far left and the far-right face while de-selecting
everything else. Now that wouldn't
have been possible. Typically from the front view
without doing that sort of drag select method where we select a bunch
and then deselect. But you don't have to
follow along here. But essentially all
we've actually done is if you were just in your
perspective view here, you could have just
selected this will shift Selected that and then gone
back into your front view. So it's a matter of preference. I just don't like hopping
views all the time. So I usually try to stay in
the front view if I can. Now we have both of
these faces selected. We're going to hit Holt and then E to bring up our extrude menu. Then we're going to choose
extrude faces along normals. Now we can start to
extrude these outward. So we're going to extrude these outward to make the smile
a little bit bigger. Then here at the bottom, make sure you have
this option box open. And the offset value that
we went down here is 0.105. And then hit Enter
without value set, or actually just
going to hit Alt E again to bring up the
extrude menu again. And then we're going
to choose extrude faces along normals again. And we're going to extrude
this out a little bit here. Then we're going to
change the offset for this new extrude to 0.058 and then hit Enter. Now we've extruded
out twice here. We have two more cuts
that we can work with. Now let's switch into our
vertex mode by hitting one on the keyboard or
just clicking this symbol. And then we're going
to pull this top here into the sort of a rounded shape here to
create the top of the smile. So I'm gonna hold, just drag select over this
left corner here. Then I'm gonna hold
shift and drag select over the right corner here. So I only have these
two corners selected. Now I can pull these up. We're going to pull
it up to probably about the midpoint of the nose. So about as high as
the halfway point in the nose, right about there. Then we can do the
same thing here. So we're going to
just drag select over these to deselect the others, and then select
these new hold Shift to add to that selection
to grab the other side. Then we're going to pull
these up a little bit less to make like a
rounded curve here. And we can see here
that this is making the top part of the smile
for the Jack-o'-lantern. So about there, maybe a little bit below
the bottom of your nose. You can see here I've kept
it a little bit below that. Now let's switch to edge mode, be either clicking this or
hitting to when the keyboard. Now we're going to drag select
over this portion here. So we're getting all the
edges going around this. And then we're going
to hold Shift. And then select
this side as well. So we have both sides selected. Now we can right-click and
then just choose sub-divide, which is just going
to add a single cut down here through the middle. Now we could change
that if we wanted to. In this case, we're going
to leave it on one. But if for some reason you
needed to and you could add more cuts by changing
this value down here. Again, we're just going
to be using one for this. Now let's go back
into our vertex mode. By hitting one on the keyboard. Then we're going to select
the top of each of these, these cuts that we just made. So I drag select over
this hold Shift, drag select over this one. Then we're going to pull these
down to create the teeth. Now we can see it's starting to turn into an actual mouth. Now, these teeth here you can pull down as
relatively as far as you like. You don't want to
make them really, really long because
it's going to make the bottom section a little
bit harder to create, but you could pull them
down relatively far. I'm going to pull
mine down, make them a little bit shorter. So it's a little less of a
spooky look for the mouth. I'll keep them a little
shorter, a little more blunt. So that
looks pretty good. Now let's rotate
our camera out of this orthographic view
so we can see the side. Then we're gonna be
combining some of these vertices here to make, making the rounded edge on
this mountain bit easier. So let's zoom in here. We're going to start
by drag selecting over just these front
two bottom ones. So we want the, the cut that's responsible for
the point of the tooth, as well as the cut
to the left of, in this case suggests
these front two. Then we're going to hit
M, merge at center. That'll merge those at center. Then we're gonna do the same
thing here on the back. So just drag select
over just these two. We only want these
two selected it M and then merge at sensor. Now we just want to do
the same thing over here. You might be wondering why we're not just selecting all of them. I'll show you. Why don't I don't
follow along with this. So if I select all of these here and hit em and
then merge it center, it's going to collapse
all of them inward. To avoid that, we need
to make sure we're only selecting the ones that
are on the same plane. So in this case these are
both parallel to each other. We can select just these. And then we're going
to hit M rigid center. Then just do the back
M merge and center. Okay, so now we've
combined these lines here. And that's going to allow
us to move them in towards the center to give us more
room to round the edge here. Let's drag select
over the right-side here to get both of these new
ones that we just merged, they're going to hold Shift and drag select
over these as well. Now we have both sides selected. Now we can use our scale tool. We're going to
switch to the scale tool over here on the left. We're just going to
scale these in the red or the x-direction. We're going to scale them in We're gonna move them pretty
close to the center line. We don't want to run
them over the line here. We don't want to run them
directly on top of it. We want to have it
stopped just before it. So right about there. Now, this will change depending on how long
you made your teeth. The longer you made your teeth, the less you're going to
be able to move this in, the shorter you made your teeth that further you'll
be able to move it. Now, either case, rather
they're short or long. You don't want this to overlap. If your teeth are a
bit longer than mine, you're not gonna be able to
move this over as far because it'll start intersecting
the tip of your teeth. Move this over as far as you
can without intersecting either the tip of the teeth or going over top of this
line here at the bottom. So in my case, I can
move them to about here. And as long as you followed a pretty similar length
through your teeth, you should be able to get
yours to about here as well. Now let's switch
into our edge mode. We're going to hit
two on the keyboard. And we're going to select
both of these corner edges. So I'm gonna select
the one hold Shift to select the other one
to add to the selection. Now I have both of
these selection. Then we're going to
hit Control and be, to start beveling
like we did before. We're going to bevel this
pretty much as far as we can write about the
same, same deal here. You can only bevel it as
far as these lines go. You don't want
anything to overlap. So I'm gonna move
mine to about here. And then we can move
up on our mouse wheel. So if you scroll up, it'll
start adding more cuts. And we're going to add
probably around 25 cuts to make it sure it's
nice and smooth. We can see down here at
the very bottom center, it shows you the amount of cuts. I'm not sure if you
can see that number scrolling around down at the
bottom it says segments. We'll do 25 segments. And then don't worry
if you didn't get exactly 25 here because you can always change it on
the option box here. So if you didn't get 25, once
this option box pops up, if it didn't pop up and if
it's, if it's collapsed, you can just click
this little arrow here to open this up. Either way you should see
the word bevel down here. Regardless of whether the
option box is open or not, you can just open it up
and then just type in 25 and then hit Enter. So with that done,
we can now hit tab to exit our edit mode. Then we're going to
also hit Alt and Z. To exit the X-ray mode. We're going to start
smoothing this out. Now. Let's right-click and
then choose Shade Smooth, which we can see it
makes it smooth, but it also ruins
the look of it. It kinda looks really lumpy
and kind of oddly weird. So let's, let's change that. We can go down here
to this green symbol, which is the object
data properties. Once you click this, we can go down to the
section called normals. Twirl that open. Then we're going to check on
the box called auto smooth. What auto smooth is going
to do is by default, when you just do
right-click Shade Smooth, it smooths the entire thing out. Visually, it smooths
every edge is if you want the entire
thing to be smooth. Which works really nice for
objects like our Pumpkin, which are relatively
round there, doesn't, it doesn't really
have any hard edges. So it works fine for that. But these things where
it has a combination of smooth parts as well as sharp
parts like these corners. Shade Smooth is
just going to make the whole thing really smooth
and kind of weird looking. So by checking on auto smooth, auto smooth, does it in a little bit more of
an intelligent way. So it looks at areas based
on an angle threshold. So this, this area
or this angle here. And it just tries to
figure out like areas here like this here would
be nice and smooth. But it knows that
this 90 degree angle here should not be smooth. So it's going to
keep this area flat. And that's based on
this angle threshold. So as we turn this up, more and more of our
models start to get smooth until it eventually hits, I believe it stops at 90, actually know it goes to 180. So we can see soon as we
went over that 90 threshold, it broke that Face all the
way up to 90. It's fine. Now in this case actually, we have some more angles here that it's trying
to smooth out. So as we lower this value will start getting
that corner back. There. We can see that that corner
comes back because it's roughly looks like
it's about 40 degrees. This is essentially telling it makes sure you don't
smooth anything past this angle threshold
for these phases. So we're just going
to leave ours at 30. But that's how the auto
smooth works and auto smooth, we'll solve a lot of
your issues when it comes to a complex
shape like this. So again, that's in this
little object data properties, eternal open normals and then
just check on auto smooth. And then you can set
the angle threshold. Now that we have our
Jack-o'-lantern face model, we're going to start using these objects to essentially use them as if they're cookie
cutters to cut out the Pumpkin. So now we need to start
moving these back so that the intersect the walls of
the Pumpkin completely. So all the way into
the interior cavity and then all the way
through to the outside. And then we're gonna
be using a modifier eventually to use these up, these shapes here
as essentially, it's almost like
a cookie cutter. So we're gonna be cutting out the shapes where they intersect. Let's start by going
into our x-ray mode, hitting Alt and Z. And we're gonna move
this mouth back. We're going to need
to start scaling these things here so that All the way through into the central cavity and then
all the way to the outside. I'm going to switch to
my scale tool here. I'm just going to
scale this one up only in the y-direction
in this case, don't worry about how skewed
this mouth is looking because it only matters what it looks like from the front view. So it looks like here, we have it going all
the way through. So I can see here, right here is the inside line and the outside line of the
thickness of the Pumpkin. So as long as you've
completely gone through that, but it's not intersecting the backside or the inner
walls here. You're good. I would make yours
about as big as mine. Now I'm going to go
back to the nose, move this in, switch
to my Scale Tool, and then just do the same thing. They won't all need
to be so large. We'll make the nose about there. That's plenty long enough to make sure it goes
through the walls. I'm going to drag select
over both of these objects. Move them backwards
using the Move tool. And then with both
of them selected, I can just scale both of
them at the same time. Then we're going to switch
to our scale tool and scale this only in the
y-direction as well. So it looks like now I can
see that it's every piece now is intersecting this
front wall of our Pumpkin. As long as yours are
doing that as well. And we should be
ready to start using these as our cookie cutters. But first we need to combine all these objects
into one object. That way we don't
have to click each one of these to use them
as a cookie cutter. With the top I selected. Basically we're just going
to select all of these. So you can just drag select all of them without
selecting the Pumpkin. You only want these pieces
of the face selected. Or you can just select
one and then hold shift and select
each one as well. So any of those methods work. I'm gonna switch back
to my move tool here. Just make sure
everything looks good. Make sure it's all
intersecting correctly. Then we're going to
hit Control and J, which will join these
objects together. So you can remember that with the J equaling
join in this case. Now we can see here they've all turned into the same
color highlight. So they're all the
same selection now. And we can look over
here on our list. And it just says cube O3 because now they're
all combined together. So let's just rename this. We're just going to call this
Face and then hit Enter. Eventually we'll be
deleting this object, but just to keep
it clear for now, we're going to name it face. We can now hit Alt Z to exit our edit or
X-Ray mode rather. Then we're going to select
the body of our Pumpkin. Then we can go over here to our Modifier Tab to this
little blue wrench. Click Add Modifier. And the thing we're
going to be adding is the Boolean modifier, which I'm guessing that this is probably the name of the person who invented this modifier. Honestly, I'm really not sure
where the name come from, but the Boolean modifier is what we're going to be
using as that sort of cookie cutter effects
to cut out the face of our Jack-o'-lantern
will choose Boolean. And then this is a relatively simple
process for this case. So all we're going to do is
click the eyedropper here. So this is choosing
the object that we're going to use as
the cookie cutter. So in this case we're
going to be using the face as the cookie
cutter for this object. So we'll click that. And we can see
it's started doing something here around the face. But we won't be able to see
that until we hide this. So we're just going to
click the little eyeball up here to hide the face
so we can see past it. We can see here now,
it's actually cut out the face of our Jack-o'-lantern. Now, in some cases, it really can't tell you
exactly why does this, but sometimes on the
exact model or solver. So if you see down
here by default it's set to exact some time. The exact, we'll
just omit a piece. So like you'll be missing one of your eyes
for some reason. It will cut out everything else, but it just won't cut
out one of the eyes are both eyes or the nose and mouth. If that happens, switch it's a fast and see if that fixes it. If switching It's a
fast, doesn't fix it. Try selecting individual parts of your face and just
moving them just like a millimeter to the left
or right, or up or down. And that will help the
Boolean modifier recalculate. It might just be
getting confused by a single piece based on the location because of the
way the geometry is falling. So just try shifting around any one piece of
your face and then go back and see if
you're Boolean modifier has updated correctly. We can see around the sides of her face here It cut out
the shapes correctly. But it's doing that kind
of weird shading where it's getting confused about what should be smooth
and what should be flat. And we just learned that the auto smooth can come to
the rescue in this case, with our Pumpkin still selected, we're gonna go down here to
the object data properties, go down two normals and then just audit our check
on auto smooth. We can see here
almost like magic. It just gets rid of
all of that weirdness and leaves nice smooth flat
faces where they should be, and then smooth faces where
they should be as well. Then the last thing
we're going to do is we're going to bake in this Boolean modifier
into the model. So we're just going to go back
to our Modifier tab here, the little blue wrench. We're gonna go up here, and then we're going to choose Apply. Click this little,
little drop-down arrow, and then choose Apply. Now we've applied these
changes to the model. And now when we go into tab
to go into our edit mode, we can see that we can actually
see this geometry here. Had we not applied
that when we hit tab, this would just look like
a regular pumpkin again, because it's not looking at the Boolean modifier when
we're editing the base mesh, I can hit tab to exit that. Now we're done cutting out the face for our
Jack-o'-lantern. We can go up here
and then delete the face object as we
won't need that anymore. Now we're just left
with our pumpkin and then our stem as well. In the next lesson,
we'll be modeling the Candle inside of
our Jack-o'-lantern, as well as setting
up our camera. I'll see you there.
6. Modeling the Candle: In this lesson,
we'll be modeling the candle inside
of our Jacqueline, as well as setting
up our camera. Let's begin. We'll
start by hitting Shift and a to create a mesh. And then we're going to choose cylinder for the measurements
for our cylinder here. We're going to change
these 2.06 for the radius and then
0.13 for the depth. With that done, now we can just right-click and then
choose shade smooth. Let's go up to the
top here and rename this cylinder to candle instead. You can just
double-click on that. Then type in candle. Let's zoom in here
on our cylinder and see what we
have to work with. It's a little small inside here. We'll have to peak kinda
close to this as we model. And we can see here
it's doing that kind of weird shading thing where it's, it's smoothing out
more than it should. So we're just gonna
go down here and turn on our auto smooth. So click your little object, data properties, this little
green triangle symbol. Then check on auto smooth. Now let's move our candle
down so that the bottom of it intersects with the bottom
of our pumpkin here. Because we want it to
look like it's sitting on the inside of the pumpkin. So we're just going to
slide this down with our Move tool until it just
intersects it a little bit. So that's fine that it goes through the bottom a
little bit, that's fine. Let's hit Tab to go
into our edit mode. And then we're going
to hit Control Enter R to start placing a cut. We're gonna be doing
a process pretty similar to how we did the stem. It will deviate
eventually here soon, but we're going to
start out basically recreating the stem. So we're just going to click here to make a horizontal cut. And then we're going to slide
it down here to the bottom. We're going to assign
it to pout here. So we're going to
leave a little bit of space here at the bottom. We're going to hit Control R again to create another
cut up here on the top. Click and then slide
it down to about here. And then click again
to place the cut. Now we can switch
into our face mode with three on the keyboard. Then we're going to hold Alt down to make sure we
select this loop. We're going to select one of
these vertical lines here. That way it selects
the horizontal loop rather than the vertical loop. So now we have this
entire horizontal loop selected here at the bottom. And we're just going to scale
this up by hitting S on our keyboard and then just
dragging this out a bit. So we're just kinda trying
to flare the bottom of the candle on a little
bit to make it look like maybe it's kinda ran down
and pulled at the bottom. We're going to be keeping this
candle relatively simple. So we're not going to be
adding drips or anything, but we just want to give that a little bit more of an
interesting shape. And let's rotate up so we can
see the top of our candle. We're going to select
this top face. Then we'll hit I on
our keyboard to inset. And then we're going
to inset this face in right about here. So essentially what
we're doing here now is going to be making this melted pool here in the middle where the catalyst
kind of melted downward. So you want to insert it enough that it looks like
the candle is melted, the center of it,
but not so little that it looks like it's
about to melt the outside. We're giving the candle
a bit of like almost like a thickness, like a wall. We've inserted about that much. In this case it was 0.01, but this is more or less
just personal preference. Now we're going to
hit E to extrude. We're going to
extrude this down to make the depth of this
kind of melted pool. Just a little bit. In this case. Very little. So 0.009. Okay, with that extruded down, now we can hit S on my
keyboard to scale this in, to round this out, because it wouldn't
melt it straight down in a straight line. It would melt it in
a spherical shape. Something like that. We can see here
now we have a very basic blocky shape
for our candle. Now let's hit two to
switch into our edge mode. And then we're going
to hold down Alt and then select this
bottom loop here. We're going to select all
the way around the loop. Then we're going to
hit Control in B. Just start smoothing this
out manually with our Bevel. We're going to move this
right around here and now I have a lot of cuts
leftover from doing the mouth. So I'm going to scroll
down on my mouse wheel. So severely less than
the amount of cuts here. We really don't need that
much detail on this candle. Will do something,
something like that. It looks like four segments, I guess is what I'm
making about there. Now. I don't want to go too far, just like when we were
doing the stem because I'm going to be
rounding this as well. If I make this too large, then I won't have
any room to run this I'm just going to hold Alt and then select this edge loop. Control will be again the bevel. That will this out pretty
close to the edge here. Same amount of segments. Then we can zoom in
here at the top. Click that control B. Then same thing here. And you really don't want to
go all the way to the edge because then you're not
going to be a little too round the inside out. So kinda go about half the
distance, right about here. Again, all click the inside, Control B, bevel about there. And then the last one
on the inside here, alt, click Control B. Then this one we can
round out pretty, pretty far because we want this to look like
a little bit of a kind of a smooth
melted pool here. So right around there. Now we're pretty much done with modelling and the
candle part of it, but we still need to make
our flame on the top. Let's hit Tab to exit because we're done modeling the candle
at this point. Now we're going to hit shift and a on our keyboard to
create a new mesh. Then what we're going to
create is called an ecosphere, which is essentially a sphere except it's made
up of triangles. So we're gonna go
down here so we can see it's gigantic right now, which is why we can't see it. We're actually inside
the sphere right now. So we're going to change the
radius to 0.03, hit Enter. And now we can see
it. It's roughly the size of the flame should be. We're going to change
the subdivisions here, which is the amount of triangles that the sphere is
created out of, up to four, so that it's a lot smoother and we have
more faces to work with. Now we can right-click on this. Choose a Shade Smooth to
make it nice and smooth. And then we're going to
rename this ecosphere to flame instead. Type in flame. Now we haven't organized. Let's move this flame
down so that it intersects with the
top of the candle. So it looks like the flame
is actually contacting it. Somewhere around there. It's hard to tell exactly whether or not
it's intersecting. I guess we can go
into our x-ray. So hit Alt and z and then see
how much it's intersecting, which even that is pretty faint. So this line here, which you might not even be
able to see in the video, is where the bottom
of my candle is. I'm just going to pull
this up a little bit, I guess around there. Now it's intersected. Now let's start shaping
this flame here into something more than just
the little, little sphere. Because we want
this to look like more of an actual flame. Let's go into our front
view by either clicking the negative y bubble or
Tilda and then front view. Now we can hit Tab to go into our edit
mode for our candle. We're going to switch
into our vertex mode with one to start editing vertex. And then we can turn on our
proportional editing up here so that we can move this a little
bit more organically, something like what we were
doing with the pumpkin. Let's start by just
zooming in here, just drag selecting over one
of these top vertices here. So this is kind of
top center one. We want to select that. We're going to start
moving this up, but we'll see it start moving. It's going to move the entire thing because we were working with a really large
proportional fall off before. Now we're going to scroll up on our mouse wheel to make the proportional editing
much, much smaller. We're just going to
pull this up until it's relatively flame shaped. Around there. I'm just kinda making like a
teardrop shape with this. Now let's add a
little bit of a kind of irregularity to the flame. So give it a little
bit of an S curve or a little bit of
a wiggle to it. So we're just going
to drag select over one of these points
over here on the side. We're going to grab
this little box here, which allows us to move it
in both of these directions. We can make our influence
a little bit smaller. We're just going to pull
this side and a little bit. Then maybe grab the
bottom one here, pulled out one in a little bit. And we're just trying
to make it look a little bit more natural. Give it a little bit
more of a like it's blowing in the wind shape. This is purely personal
preference here I would just shape the candle flame into whatever you
think looks good. If you want to follow along. This is generally the shape that I'm probably
going to leave it at. Once. You're happy with
the shape of your candle. You can go up here and turn off your proportional editing. Then we can hit tab to
exit our edit mode. Let's rotate here out
of our front view. And then we can hit Alt and
z to exit our x-ray mode. So at this point we
pretty much have our entire Jacqueline and model. There's really no other piece
that we need to create. Now we're going to start
setting up our camera. And then in future lessons
we'll be starting to adding color to this and
then letting it as well. So our first step for all of
that is going to be placing our camera and a place that makes a nice
composition for our render. Let's create a second
viewport that we're going to use just to devote to
what the camera sees. So we're going to do
that by going up to the very top left
of our viewport. So next to this button, and we'll notice
when we hover at the very top left corner, or mouse turns into a plus sign. Once it's turned
into a plus sign Just click and drag, and then we're going to
drag to the right to drag out a new viewport
here on the left side. We're going to put it about
here and we're gonna leave this right side a little bit
bigger than the left side. We can always change that. If you eventually find out you want your camera to be
a little bit larger, you can just grab the center
line and change them. We'll put it about here. Then on this side,
we're going to click this little tiny camera button. What that's going to do is show us what this camera that we've left in our scene from the
default is currently viewing. Well, notice that
our default camera doesn't have a very good
view of her Jacqueline. And right now, however, we can reposition it so
we get a nicer render. So first let's go over here and we're just going to
select our camera. We're going to change the
focal length from 55 or 50 mm. Sorry. We're going to
change that down to 36 mm, which will make a wider
view for our camera, which is essentially
just going to make our cameras have a little
bit more of a dynamic. Kind of stretched
may be distorted. Maybe it's the wrong word, but it's just going to
look a little bit better. It's gonna be a little less
flat for our final render. And we're going to change
that now so that it's already set up so that when we
start framing this, we don't frame it
with a 50 millimeter lens and then go over here and change it to 36 and then realize we
need to re-frame it. You want to decide what your focal length is first and then start
framing your shot. Now over here on
our left viewport, we're going to hit n
while hovering over this. And then we're going
to go to our View tab. And we're going to
turn on an option here called camera to view. When we check this box. Now when we move our
viewport view over here, it will actually move
the camera with it. So if we zoom out here, so maybe we can get a
view of our camera. So over here you
can see our camera. And then as I rotate this view, it also moves our
camera with it. Now by default, that
wouldn't actually happen. Normally, you would
have to move the camera and just move it manually over here and see what
the cameras viewing. I find that pretty tedious. So I turn on the
setting here to allow me to move it with my camera
controls over on this side. Because by default, soon
as you rotate out of your camera or as soon
as you rotate while in your camera without
that checkbox turned on, it just pops you
outside of the camera. Kinda like how our
front view works. I'm not a huge fan of that, so I like to turn on camera view while I'm
inside this camera. And then that allows
me to adjust it, basically just how I'm used to moving around within
the viewport anyway. Let's work over here
on this left side and just work exactly like you
normally do using your, your normal movement controls. Where you're going
to try to frame up the shot a little bit. I'd like to have the
camera a little bit lower than the pumpkin, a little bit lower than the
face of the pumpkin at least. So we're kinda looking up at it. I think that'll make
the pumpkin look a little bit more dynamic. You can back off a little bit. I'm going to see a little
bit more of the face. We want to have our view
right about here now. It doesn't have to
match mine exactly. But for the purposes
of this tutorial, if you've already
followed me along and match what I've done here, I would also suggest
trying to match this camera angle as well. Zoom out a little bit. You can see this a little
bit of a tedious process, but think of how much more tedious this would
be with having to move it on this side and then looking to see what
it does over here. So this is a very important step because you want
the composition of your final render to be nice. But at the same time, it's a little bit annoying
having to place it. So I'm going to say right
about here is good. Now there is one thing
I do want to change, and that's the bottom
of this candle. I think this candle
could be a little bit shorter in my case. I'm going to leave my
view as it is now. Once you get your view set, I would first get
your view setup so that the pumpkin looks good. If you want to adjust
your candle length. Don't do that until after
you've set up your camera view. Once you have your camera view, setup it N to go back to
the view and then makes you turn off camera view because
you really don't want to accidentally move your camera once you've set it up correctly. So I'm just going to
uncheck camera view. Now way I don't accidentally
move this camera. It's now I'm going to go back
over here on my right side. So I'm essentially
doing all my work now on the right side. And then just using this exclusively for
viewing my camera. Now that we've unchecked
camera to View. And we can also zoom in on this to make the view a
little bit bigger over here that you couldn't normally
do this with camera view checked on because then you'd actually be zooming
your camera in. Once you've turned that off, then you're allowed to
zoom in on it again. Okay, so now let's go over
here on the right side. I'm going to select
my camera or my, sorry, select my candle. Then I'm going to
zoom in on that. I think my candles a little
bit too tall for this view. I don't like how the top of
the flame is getting cut off. So if you've also
made your camera or roughly where mine is and your candle is
a little bit too tall. That's fine. So we're just going
to select our candle, hit tab to enter our edit mode. All z to make sure that we can select through
it with our X-ray. Then I'm just going to select
all of these top vertices, pull them down to make
them a bit shorter. It might shorten the
bottom here too. I don't like seeing quite
so much of this flare. I'm just going to select all of these, these middle vertices. I'm going to pull
those down as well. Now I can hit Tab to exit that. Then I'm going to select my candle flame and
then just pull this down to make sure that it
is intersecting the candle. And if I zoom in
here, I just don't, I don't want the tip
of the flame to go past the mouth here I want to see the entirety of the flame. So I think right about
there looks good. So as long as yours looks
good, like this, you're good. Or if you were fine
with your candle being a little bit
taller, that's fine too. That's really just
personal preference. Going to hit Alt Z to exit my x-ray mode here
on the right side. Then I'm going to
select the camera. I'm just going to click
this little eyeball here, which means it's just going
to hide it in this viewport. But it's still, as you can
see over here on the left, it doesn't change anything
about the camera. I just don't have to
see it and I don't accidentally select
the camera in the viewport because
it's kind of close to our Jacqueline and we don't
really want it that close. So we'll just hide it for now. In our next lesson,
we'll be adding a little color to our jacket
lantern with shaders. I'll see you there.
7. Shading the Jack o' lantern (Part 1): In this lesson, we'll be
adding a little color to our Jack-o'-lantern
using shaders. Let's begin. Let's
start by going up here to our Shading tab
and then clicking that. Now that we're in
the Shading tab, we can get rid of these
left two viewports because we don't
really need those. We're just going to go up to the top left of this
center viewport here. We're just going to
click on that and then drag over top of this
viewport to get rid of it. And then the same thing
here down at the bottom. Click at the top-left to
the bottom right viewport. And then just drag it over
to get rid of that one. On the top viewport, click this little
camera button here to jump us into our camera view. I can zoom back a little bit here so we can see
the entire Pumpkin. Now make sure that you're in the material preview
Viewport Shading, Which is this
little button here, which is why we're
seeing some lighting and also a kind of a blurry
background behind it. We want this one selected. And then we're
going to click this drop-down here and
we're going to change the background
that it's using. Hip do is just click on
this little orb here, which will change
the background. We're going to choose
this background here. So the second one
in from the left. Then we're going to change
some of these parameters here. Let's set the rotation
to 100 degrees. Rotate the light,
so the rotation of the scene behind it rotating
the light direction. Then we click this again
to bring that map back up. And then we're going to
change the strength down to 0.65 and then hit Enter because it's a little
too bright right now. We're just going to
dim it by lowering the strength with her
temporary lighting setup. Let's begin the shading process. We're going to
select the Pumpkin. So we have it selected here
in the viewport at the top. Then we can click this New button down here on the bottom. This is going to create
a new node group here for this shader
on the Pumpkin. First, let's rename this so we can just change
this for material a one to instead
Pumpkin outside. We're going to start by just
creating the outside skin. So the orange outside
skin of this Pumpkin, this view port on the
bottom is our node editor. So we can zoom in
and out on this. We can also click in
our middle mouse button here to pan it left and
right or up and down. Let's zoom in here. If this is your first time seeing the
node system within Blender, let me give you a really
simple explanation of how this stuff works. So each of these
blocks that we see here are called nodes. They're connected together from the left side towards
the right side, so they flow from left to right. Each node has these
little dots on them, which are called sockets. Sockets can be connected with wires to pass their properties
from left to right. We can see here this
little wire that connects these two
sockets is passing the properties of
this less left node here to the node on the right. By adding new nodes and SOC cutting them into
our node system, we can add new properties
to our shader. We're going to start working
here with this left node, which is the principled
be SDF node, which is kinda like
the default grab all, catch-all node for making
shaders within Blender, it has a whole bunch of
different properties and a whole bunch of
different sockets. So this is kinda
like the hub for all the things that
we're going to be creating and plugging into this. Now let's first,
let's just change the base color of
this mesh here. So right now it's
defaulted to wait. We're going to change
this to an orange color. So just simply select this
little white box here. Then this value here. So you can either go up here
to the top and then just click and drag this dot to
find a color that you like. Or you can manually type
in numbers down here. So if we wanted to match the exact orange that we're going to use
for this tutorial, we can just type in
here for the hue. So the H is the hue which changes the general color of it. We're going to type in 0.034. For the saturation. We're just going
to make this one. So we can just click
and drag this as a slider all the way up to one. Then we're going to
leave the value at 0.8. This is the orange that
we're going to use for the outside of
our pumpkin here. Let's explore some of
the other settings on this node that
we might be using. So as we move down, this node will see a bunch of
different settings here, but we're not gonna be
using all of these. So I'm only going to
focus on the ones that we are actually using. In this case, we'll
be using specular, which we're gonna be
leaving ours at 0.5. So you don't need to
change this value. But essentially what the
specular is doing is either increasing or decreasing the
reflectivity of our object. By making it a higher number, we can see our Pumpkin
gets a little shinier, make, making it lower. It gets much less shiny. In our case, we're just
going to leave this at 0.5 and then hit Enter. So our next setting
here is roughness, which will also be leaving
at 0.5, which is the default But just see you
understand what this does. It will either
increase or decrease the sharpness of the reflections caused by the specular slider. So if we lower the roughness, we can see our reflections
get a lot more sharp so they almost make it look like it's made of glass. So as we lower this,
we can see a much, much sharper, more
clear reflection. As we increase the roughness. These reflections
kind of go away. So it's still reflective, but it's making the reflections on the objects so rough and so blurry that you really can't make out exactly what
you're looking at. In our case, we're just
going to leave this at 0.5, which is the default. Now we can use our middle
mouse button here to pan down. The next setting we're going
to talk about is clear coat. So clear coat adds an
additional layer of reflection on top of
the base reflections. This is similar to the
clear coat on a car paint. You can think of this
as like a clear, shiny layer laying on top
of any other settings. By default, materials start out with no clear coat on them. However, we're
going to add a bit of a clear coat to this. To add some more
interesting reflections. We're just going to raise
this all the way up to one. Now you see here it
disappeared for a second. But that's just
because it was loading the clear coat on top of
it when it comes back. It's back to how it should be. We can see here we've
added an additional layer of shininess on top
of our Pumpkin. However, we're getting that
kind of mirror look way. We can adjust that by changing
the clear coat roughness, which only affects
the the blurriness or the sharpness of the
reflections caused by specifically the
clear coat layer. So we're going to change
are clear coat roughness 2.3 and then hit Enter. Now we can see here that we have some base level of kind of blurred out reflections from the regular specular
and the roughness. And then we're adding
an additional layer of clear coat reflection on top of that and making those just
a little bit sharper. So we're getting two layers
of blurriness and sharpness, which just makes it the
material look a little bit more complex, I
guess you could say. Now we're done with the
clear coat and roughness. We're ready to move
on to the next step. The next step for
our Pumpkin material is going to be add
some bumpiness to the outside of it
to make it look a little bit less smooth and fake. So by adding bumpiness, we're just going
to make it look a little bit more realistic given that wrinkly bumpiness that a normal Pumpkin would
actually have in real life. But in order to do that, we're going to enable a free built-in add-on within Blender, but you don't have to buy
this, it's already installed, you just have to enable it. So we're just going to
go up here to Edit. And then Preferences. And this menu here, we're gonna go to add-ons. Then the search bar, we're going to type
in node, so N ODE. Then we can see here that
Node Wrangler is an add-on. Do is just check on this
box next to Node Wrangler. Again, this is already
pre-installed. Blender, installed it
with the whole program. It doesn't cost you
anything at additional, you just have to enable
it if you want to use it. In this case, we
do want to use it. So we're going to enable it. This add-on has a ton
of different features. However, we're primarily
going to be using it to easily preview some of the
noise textures we're applying. This checked on. We can just close this window and now
we're ready to use it. Let's zoom out here a
little bit on the bottom. We're gonna be working over
here on the left side because we're gonna be plugging
things into this, that way they flow
from left to right. The first thing we're going
to do is hit Shift a. And then at the top, where
did the search bar is? We're going to type
the word bump. We can see here bump,
we just select bump. And then when we place it, we can create a new bump node. Now we're going to
hit shift and a, again, the search bar here, we're going to type in noise. We want the noise
texture, not white noise. So it makes you
choose noise texture. Then we're going to place that. Now let's start connecting some of these sockets together. And that way this can
connect over to this. First drag your color. So the little dot here just
click and drag on the dot. Drag the color over here to
the height on the bump map. And then we're going to drag
the little normal socket here over to the
normal socket on here. And we can see here after
doing a little bit of loading, now we've started you
started having a very, very bumpy, kind of pretty
ugly looking Jack-o'-lantern. That's because we
haven't changed any of these settings here. The first setting we're
going to change as the strength of the bump, which is why this looks
so bumpy down here. So first let's go to the
strength value here. And we're just going
to click on that. And we're going to type in
0.09 and then hit Enter. So we're using a significantly smaller value than the default. We can see already
right away this starts looking a lot more
like a pumpkin. We have this kind of lumpiness on the outside of
the Pumpkin skin. Now let's use that new
add-on that we just enabled the Node Wrangler
to preview what this noise texture actually looks like in black and white. We're just going to
hold down Control and Shift at the same time. And then we're going to click
on this noise texture node. Now when we do this, we can
see a little line shoots up. If we zoom out here It shoots over here to this
temporary viewer node. So it bypasses everything
here in just runs just this, this noise texture
directly into the output. So that's what we see up here. This allows us just to
get a better idea of what this noise texture
actually looks like. Because it's kinda
hard to tell what it's doing when you're only
seeing the result of it, not the actual image itself. So let's zoom in down here. So the noise texture again, and we can start adjusting
these parameters. The way the bump node works is it'll take these black
and white values that we see and
convert them into height information
for a Pumpkin, the white areas are going
to pop out of our pumpkin, and the black areas are going
to push into our Pumpkin. As we adjust the parameters
on this noise texture. Just the amount of black
and white in the texture, thereby changing the amount of bump in the height of the
bump one that's extra here. So first let's change
our scale here. We're gonna make this fairly
large, so we're gonna do 25. So by making this number larger, we're actually making the
noise itself smaller, which is a backwards
way to think of it. But essentially a
smaller number for the noise kit texture in the scale will make
the noise much larger. Higher number is going to
make the noise much smaller. So we're going to
have are set to 25. And then we're
just going to pull both the detail and the
roughness down to zero. So we can see as we pull
the detail down to zero, it just adds a little
bit more black in. And then we're going
to pour roughness down to zero as well. Which is a relatively
simple thing here. But we're just going to have
both of these zeroed out. Then our scale is set to 25. With these parameters set now, we can hold Control
and Shift down, and then click back
on this main node, which is our principal
would be SDF node, that sort of hub node. So hold down Control and
Shift and click on this. Now it'll go back to
how it looked before. We can see here. Now we
have this general sort of lumpiness to the
outside of our Pumpkin. Now it looks a little
bit odd right now, and that's because we're
not quite done with this. So it's looking a little
too strong at the moment, but it'll, it'll kind
of dial it back. Once we add another
node on top of this, we're now going to
add a second layer of bumpiness that will be able to mix together with
the first layer to make a more believable
Pumpkin shader. Let's zoom in down
here. We're going to click and drag
over top of both of these nodes and then just move them out to make a little
bit more space between. Now let's hit Shift and
a at the same time. Then we're going to search, we're going to type
in the word mix. Well, we want is a mix RGB node. We're going to place this here. So you can see when a drug that no directly on top of
this line and dropped it, that line highlighted first. And then it automatically
linked it up for us. So if it didn't do that, you can just manually
link it yourself. But anytime you drop
an empty node on top of another nodes wire, it will link it up for you. It's just a quick,
automatic way to do that. We're seeing up here
at the top that are pumpkin is looking
pretty weird again, that's because we're
not quite done. So it's mixing together values that are all over the place, which is why our Pumpkin
looks a little, a little odd. So let's start remedying that. So first let's select
our bump node. And then we're going
to hit Shift and D to make a duplicate
of that bump node. And we can just drag
that down here. We're going to plug
this normal into the color to channel
for this mixed node. So now essentially with
this mixed node is doing is it's combining
different values together into one value that what we can output that
back into the normal. Now let's create
another node here. We're going to hit
Shift a, go to search. This time we're
going to type in mu S. We're gonna be making
a Musgrave texture, which is kinda just a
different style of noise, is just a different parametric, I guess maybe it's the
word for it noise. So we're going to
place that node here. And then we're going
to plug the height for the Musgrave node into
the height of the bump. Now, when this new bump node, we're going to change
the value here from 0.092 instead 0.05. This one that's plugged into
the Musgrave here is 0.05. And now we can start adjusting
the Musgrave texture. We can hit Control and Shift and then click on the
Musgrave texture to see what this one looks like. Now let's start
changing the parameters down here to see
what that changes. So first let's set
the scale to eight, which will make it a
little bit smaller. We're going to set
the detail to five, which just gives it
a little bit more of a ragged edge along the edges, a little less smooth. And then we're going to
change the dimension to zero. Which is going to make
the biggest change here, which is getting rid of a lot of those gray values and making it a lot more splattering
and splotchy, which is where we're going to be getting a lot of the lake, kind of micro bumps and little tiny little bumps all over it. With the Musgrave's setup, we can hold Control
and Shift and click on the original hub node over here the principle would be SDF. Now we can zoom in
on our Pumpkin. See that the outside
of this looks a lot more like an actual pumpkin. Now, we have all
these kind of like little micro bumps
and dots all over it, as well as just a
general lumpiness to it. Now the Lighting for this
isn't really doing a lot of help for this
Pumpkin on the outside. And that's because it's using just a temporary ambient
light going around it. The Pumpkin texture is going
to look a lot more realistic once we set up our actual
lighting and a future lesson. If for some reason you
wanted the bump to lean more heavily towards
one or the other. You can do that by using the mix shader and by
switching the factor. If we slide it all
the way to the left, it's going to prefer the
color one, which is this one. So it's now using
none of color to, which is the Musgrave
texture and only color one. And then if I slide
it just all the way over to the one value, now it's only using the Musgrave texture and
it's not mixing them at all, It's just using the small bumps. So in our case, we're going
to still leave this at 0.5. But just in case you
wanted it to lean a little heavier into the small
bumps or the large bumps. You could do that
using this slider. So again, we're just going
to leave ours at 0.5. In the next lesson, we'll be finishing the shading
of our Jack-o'-lantern. I'll see you there.
8. Shading the Jack o' lantern (Part 2): In this lesson, we'll be
finishing the shading on our Jack-o'-lantern.
Let's begin. We're going to start working
in the layout workspace. Just the basically the
default workspace. So we're just gonna go
back up here to layout. We can see we're back here now
with her Pumpkin selected. We're going to now
go over here to the material's property tab, which just gives
us a really brief sort of simple view
of our material. It doesn't show all the
nodes and everything. So we're gonna go
back up here and ran and click the little plus
button up here on the side. Now what a new material
slot to our Pumpkin. The, we're going to click New. We can click here to rename it. We're going to
call this Pumpkin. Inside. We'll be using this texture for the inside with a cut
portions of our Pumpkin. Let's change the base
color for this texture. So we're just going
to click this. We'll set the hue to 0.1. Set the saturation to 0.88. And we're going to
leave the value at 0.8. So now when our left viewport, we're going to go up
to this top bar here. We're going to click in
our middle mouse button. So clicking the mouse wheel, then we're going to
drag across this bar and that'll allow us
to pan this bar over because right now it's being
cut off and that's because of this viewport is a little bit smaller than it should be. In this viewport,
we're going to switch back into that material view. So we get that
temporary lighting over here on the left side. Then we're going to be working
here on the right side. First hit tab to enter edit
mode here on the right. Then we're going to
go into our Face mode with three on the keyboard. What we're going to
be doing is selecting all of these
interior faces here, just on the inside
of the face here. So the actual
Jack-o'-lantern's Face, We're gonna be selecting all of these interior polygons that make up this interior
of the mouth, the nose, and both eyes. So there's not, unfortunately, there's not really a
quick way to do this because the geometry
on the outside is a little bit messy because of that cookie cutter baleen
method that we did. So we're actually going to
have to select these manually. Now there's not too
many of them and we can drag select over them so it
shouldn't take too long. But we're just
going to start by, I'm going to switch up here to just my selection
tool that way I don't accidentally
move anything. So this little symbol appear is just for selection
purposes only. And we can start
out just by drag selecting over this bottom here. Then we just wanna make sure
that we're as we're rotating around before we
select anything new, we hold down Shift so that
it adds to the selection. So just follow along with me
here and just drag select. In some cases you
can just click, you don't need to drag select
over these single phases. So we're just gonna
go through here holding down Shift when we select to make sure that
we add to our selection. Sometimes you can get a
better drag select if you rotate your camera
like I'm doing, you don't want to just
sit in one spot because then some places
you can't even see. So you're going to
want to rotate around and kinda get it as lined up as possible that we can get all of these polygons selected. Okay, so now I have all
of these selected here. This last byte one just
shows you the kind of like the last selection of
the loop that you did. That's fine. This is selected. And then we're going
to make sure we hold down Shift and select all of these interior polygons
on the inside of the nose. And the eyes. Rotate around each of these
and select all of them. Now you should have all
of the interior faces on the inside of the face and the Jack-o'-lantern
face selected. When you have those selected, we're going to go over here. We're going to select the
Pumpkin inside material. And then we're going
to choose a sign. We're assigning this material
just to the selection. And we can see once
we've done that, that we've actually applied this material over
here on the left side. We apply this light yellow material on the
inside of the cut. Now our next task is to select the inside of this Pumpkin. However, because of all
this stuff being selected, there's not really
a super easy way to select this without
hiding some faces. So we're going to start by
hiding the faces that we currently have
selected in order to separate the inside from the outside to make
this easier to select, to temporarily hide these faces. This isn't going
to delete them or anything adjustment
visually hides them. We just hit H on our
keyboard for height. Now what these faces hidden? We can just hover over any
of these interior faces. So this interior
shell of our Pumpkin. So let's just hover
over any one of them. And we're going to hit L,
which means select the linked. So this is selecting all
of these linked faces. Everything that's
touching is selected. Now if we didn't hide
these interior faces, this would have
actually selected the entire Pumpkin because
everything is touching, because it would
have been bridged by that interior face that we
just hid it since we hit them. We don't have to
worry about that. Now just make sure that you have the Pumpkin inside material is still selected over
here on the right. And then we're going
to click Assign again. Now we can hit Alt and H together to reveal all of
those hidden faces that we had And now we can just deselect. And we can see over here on
the left side that we have. Now we have an orange outside. And then all the yellow is
contained just to the inside, like an actual Pumpkin would be. We can now hit tab to
exit our edit mode. And now we're going to switch
back to the Shading tab. We're gonna go up here
and click shading. Then we're going to
make sure we have our Pumpkin selected. Now it should by default show
down here on the bottom, the Pumpkin inside material. However, for some
reason if it doesn't, you can change which
slot it's looking at just by clicking up here
where it says slot t2. So if you're seeing the
Pumpkin outside material here instead just go up
to slot two or more. It's a slot one and
switch it to slot two. Now we're seeing and working on just the interior of the
Pumpkin for this material. And we won't really
be changing anything on the principled be SDF node. So we're just going to
start by going right into making the bumpiness
for the inside. So let's hit Shift and a
go to Search type in bump. We're going to make that node. We can zoom in down here. Now. We're going to connect the
normal socket on the bump to the normal socket over here
on the principled be SDF. Now we can hit shift
and a go to search. We're going to type in voronoi,
we're going to type in V, or now the very top one
here is voronoi texture, which again is kinda like the Musgrave is just a
different way to make noise. The noise for this is going to look different than
the Musgrave and it's going to look
different than the noise texture that we made. But they're all pumping out a black and white image that's basically
controlled by numbers. Let's connect the distance down to the height on the bump. And we can see right away, it looks crazy because the
strength is very high. So we're going to change
this to 0.1 to six. Hit Enter. We can see it's a lot weaker
now, we can zoom in here. We can see what we're
trying to do here. So this Voronoi texture is creating this kind
of scooped outlook. So it almost looks like
somebody cut off the top. And then they use a spoon or something and they were
scraping at the inside. So you get all these kind of uneven areas where it's been scooped out more
than the others, which is what we're going for. Now we're not going to be
using this exact parameters. But that's essentially
what we're trying to accomplish with this Voronoi. This is Optional again, if you'd like to view exactly what this war
know it looks like. We can hold Control and Shift, click on the Voronoi texture and we can see
what's causing that. So the black areas
here are being pushed in and then the white areas
here are being pushed out. When we see this
cellular pattern, that, that's what was Kate creating
those scooped outlooks. So down in the Voronoi texture, we're going to change the
type of Voronoi from F1. We're going to change
it to smooth F1. We can see here it just kinda
smooth out those scoops. So it gets rid of the kind of hard ridges that we had between them and makes them
a little bit smoother. Then we're just going to
change the scale from five. We're going to
switch that to 15, which makes it a bit smaller. So there's gonna be
a lot more scoops, essentially out of the
inside of our Pumpkin. With that done, we can
hold Control and Shift. Click over here when
the principal be S, D, F, and that'll show at
the entire texture. Now we can see all these little
scoop lines from somebody scooping it out with a spoon or something to smooth out
the inside of the Pumpkin. Now we're pretty much done with the actual body of the Pumpkin. We're going to start
Texturing the stem. So let's select the stem. Then this case, instead of
making a brand new material, we're actually going
to be duplicating an old material
and then branching it so that we can
just start from the base of the old
material and use that. Instead of clicking New, make sure you have
your Stem selected. So don't click New instead,
click this drop-down. This will list all
of the materials that are currently in the scene. So we're going to
choose Pumpkin outside. Now, this is using
the identical clone, an identical copy
of the outside, and it's put it on the stem. Now, if we make any
changes to this, it's actually going to change the outside of the
Pumpkin as well. So in this case,
don't follow along. But just for the
sake of example, if I tried to make this green, It's going to make the
entire pumpkin green. Now I don't want that obviously. So I'm going to Control Z to
make it all orange again. And the way I can branch
this so that I don't have to worry about them changing each other is by clicking
this little number here. So this number two is signifying to us that
this exact material, this instance of
this material is applied to two
different objects. If I want to break
that instance and make this its own unique copy
with my Stem selected. I just clicked this two here. And now it's gotten
rid of that number, saying that this is
now a unique material. So I can see it added a
0.001 at the end of this, making this a unique material So let's change the name
of this to instead Stem. We know what we're
working with here. Then really mostly what we're
going to be doing here is changing the color
and then maybe some of these
parameters down here. So first let's make
this Stem green. We're just going to click
on this base color. Let's change the hue to 0.26,
should give us a green. Then we're gonna
make this little less saturated, 0.8 saturation. Then we're going to make
it a lot less bright. We're going to type in
0.05 for the value. We can see here I made a
much, much darker green, which is a lot closer to
the Pumpkin Stem color. This is a relatively small
portion of our Pumpkin render. So we don't have to go into
too much depth for this. Make it a perfect Pumpkin Stem material
because it's gonna be relatively dark once we
get to the lighting part. And it's also such a small
portion of the render. The last thing we're gonna
do is just make this stem a little less reflective by changing the specular value
from 0.5 down to 0.3, which will just lower the
overall reflection on the stem. Now we can zoom out here. We can move down
here to the Candle. So first, let's select
the candle flame. With our flames selected, we can click New. We're just going to call this flame so we know what it is. Then we're gonna go
all the way down here. So we're not going to change
any of the base color. We're actually just going to go down here to the emission. Going to change the
emission color. Which emission is essentially just something that
is emitting light. So we're changing the color of the light that
this is emitting. If it's set to black, that means it's not
emitting anything. It's emitting black light, which essentially is nothing. We're going to change this. So the hue, we're going
to change this to 0.12. We're going to change
the value here. We're doing the value
first just so you can actually see the
color that we're making. We're on the value here, 0.875. We've brighten this up. Then we're going to change the
saturation to 0.9 to five. We've made it into a
flaming yellow color. Then the last thing we
need to do here is change the brightness of the emission. So this is the color
that it's emitting. But we can also
change how bright, how brightly, and how strong
it's emitting that color. And we're going to
make this really high. We're going to set this
to 200 because this is gonna be responsible
for lighting up the entire inside of our candle, or the Candle rather is responsible for lighting up the entire inside
of our Pumpkin. So we need to have this nice and bright so that it fills up the entire pumpkin
and then also cast light outside of its
mouth and its eyes. Now before we
texture the Candle, let's switch our viewport
rendering up here to the actual rendered view
for the viewport rendering. So we're just going to click
this little button here. So we're going to stop using our temporary lighting and instead use the actual
lighting and the scene. This will make our
viewport much darker. However, it will now render the actual lighting
conditions of the scene rather than using those temporary settings
that we had set up before. This is a close
approximation to what our final render using cycles
we'll actually look like. Let's zoom in here on the
Candle in this top viewport. Let's zoom in on
the top view port here so we can see a
better view of the Candle. Now let's select the Candle and click New to create a
new material for it. We'll rename this candle. Then hit Enter. Let's zoom out on this node, will go up to the base color. We're just gonna give
this a little bit of a kind of a tan color here. So we'll type in 0.14, 0.14 for the hue. Then for the saturation, we'll do 0.5, such as a kind of an ivory
color for the Candle. We'll go down here and
we're going to switch the roughness to 0.65. Let's make it a little
less reflective. Are a little less sharp for the reflections,
a little more blurry. Then Lastly, let's make the Candle look a little
bit more like wax by adding a property
called subsurface scattering. Subsurface scattering
allows light to pass through and scatter
inside of an object. This effect exists in
real life on actual wax. So let's add it to
our Candle in 3D. We can do this simply by moving up to the top of this node here. We're going to change the
subsurface value here from zero to instead point
to and then hit Enter. We can see right
away now that this, the brightness of this
candle flame is actually going through the thin portion
of the top of the Candle. And then as it goes down, it's scattered is less and
less until eventually it's not emitting inside
the Candle anymore. With our last object textured, we can now switch back to
the Layout tab at the top. And then we can switch our
view port here on the left. Instead of using the temporary
material preview lighting, we can again switch this over to the actual rendered lighting. In the next lesson, we'll
be making our lighting a little bit more spooky.
I'll see you there.
9. Lighting the Jack o' lantern: In this lesson, we'll be
making our lighting a little bit more
spooky. Let's begin. First thing you'll wanna
do is make sure that your left viewport is using the rendered viewport Rendering. And again to pan this, this bar at the top, just click and hold your middle
mouse button. And then you can
slide it all the way over so that you can see this viewport Rendering and then choose the furthest right one. Now on the right viewport, we're gonna be doing a
lot of our work over here and just
looking at the left. Let's create a plane for
our Pumpkin to sit on. Let's hit Shift a, go to Mesh, and
then choose plane. Now let's hit S and then eight to scale that
plane up eight times. So it's much, much bigger. Now we just need to pull
this plane down in Z. So the blue handle, we're
going to pull it down just so the Pumpkin just
slightly intersects it. Right about there. We can see just a
little bit of the Pumpkin is poking through. Let's add a really simple
material to this Pumpkin. So down here in our
material properties tab, once we're in here
and we can just click New with the plane selected. We're going to change
the base color to black. So we're just going to lower
the value all the way down. Then we're gonna go down
here to the roughness. And we're just going to
set the roughness to 0.2. That'll make this plane
reflective down here. So we can see a little bit of a reflection of our Pumpkin in it. With that done, we can actually start adjusting
our lighting. Now. The first thing we're going
to do for the lighting is by going over to the
world Properties tab, which is this little red
globe icon here on the right. And we're going to switch
this color to black. So what this is doing is
this gray value we're seeing here is what's being
cast across our entire scene. So again, remember
from the emission talk where black is essentially
just no light. So if we make this black, now we're only
getting lighting from the actual lights
and are seen were not getting any of this ambient. Just projected lighting across the entire scene,
which is what we want. We want to be able to control everything about our lighting. Now let's go up here
to the top-right, and we're going to click
the little white box next to the render
scene collection. That way any lights we create will be populated into this. Instead of the
Pumpkin collection. We're going to select the light that we
left in our scene. If you've for some
reason, if you deleted the light, that's fine. It's really easy
to add a new one. So we can just hit
shift and a goto, the bottom here, right
here at the bottom center. So let me go to light and
then we can choose point. And that'll just add a brand new light here on the origin. And then you're basically
back to where we were. So I'm gonna get rid
of that late for now. And I'm just going to select
the light that wasn't are seen already in
which is way up here. Now, we're going to
rename this pain light. So MATIN light. So we know that this is the
main light for our scene. There are light selected. Let's go over here to the
object data properties. So this little green light bulb, we're going to first
change the color. So let's switch the color here. We're going to set the hue
to 0.075 and then hit Enter. Then we're going to
switch the saturation to 0.8 and then hit Enter. Now let's lower the
power of this late from 1,000 all the way down to 65. It's going to make
it a lot dimmer, but we're also going
to be moving this closer so we don't have
to worry about that. Then the radius, we're going
to make this a bit larger. So it makes the shadows from
this light a bit softer. So a larger light, We'll cast more evenly
dispersed lighting, but also create
less harsh shadows. With all these parameters set. Now we can actually
position this late. So we're going to move this down much closer to the Pumpkin. We're going to be placing it
to the far right side of it. We don't want it too far in the front because we want most of the lighting to becoming from just the side
that we begin, nice shadows being cast by
the ridges of the Pumpkin. We can adjust the
height of it and maybe we lower it down
just a little bit. Somewhere around here. So as long as you're
lighting over here looks like mine, you should be fine. If you'd like to know
exactly where this light is. These are the parameters here. So it's X is 1.8, Y is 0.001, so pretty
much almost zero. Then the Z is 1.06. Okay, I'm gonna hide that. Now we're done with
our main light here. We want to add some other
additional supporting lights to add some more colors to this. We're going to hit Shift and
D to duplicate this light. And we're going to move it
over here to the left side Let's change the color of this. So we're going to make
this one actually blue. So it has almost like a full
moon kind of color to it. On this slide, we're gonna
make the hue, hue value here, 0.63, and then it
entered the saturation. We're going to make it a
little bit more saturated. So 0.93 for the saturation. And then the value we can
leave at one for the power. We're going to make that 175 for the power because this
blue light has a lot more dim based on the color of it. Then we're going to make
the radius even larger. We're going to set this one to a full 1 m so that
it's nice and soft. Now we just need to
position this late. This one we're
going to keep LOW. So maybe about that height. Then we're going to move it
backwards a bit as well. We're going to move it
behind the Pumpkin, so we won't want a nice
reflection on the top-left of it. We don't really want to
illuminate much of the center. We want to keep this whole
sensory area kind of dark. We're getting some nice
orange lighting on this side. And then some kind
of almost like blue moonlight coming from
behind on the left side. Now let's add some fog towards seen to make the lighting
a little bit more dynamic. It's, we're going to go back to the world Properties
tab over here. We're going to twirl
down the volume. And then we're going
to choose wonder none. We're going to
switch this instead to the principled volume. So it's right about here, right below the other
principled values. We're going to choose principled volume and then click that. We can see right away that are Rendering got a lot darker. But you can also see we
have some fall get arsine, kind of giving it that spooky
look that we're after. Let's scroll down here
on the right side. And we can adjust
them as parameters to make the fog
look a bit better. So the first thing we're going
to change is the density. We're going to switch
this just to 0.1. So essentially we're making it a tenth of as dense as it was. So we lessen the amount of overall fog present
within our scene. Now, the render itself looks a little bit
more like it did bone. Now we have this
nice soft background that we're getting
from all these lights. Then the last thing
we're going to change is the Anisotropy. So this value here is a
little bit hard to explain. Essentially it's going to
focus the influence of the fog around the late more
as you turn the value up. So we can just, let's just start by dragging this up to show
you what it does. So as we turn this value higher, we can see that there's less
general fog in the scene, but the fog around the
lights is a lot stronger. So we don't want it
quite that strong. We're going to set ours to
0.7 and then hit Enter. So we're getting a much
more vibrant color here on the left side and a little bit less of that kind of just general fog across
the entire scene. Now that we have our
volumetric fog setup, let's add one more accent
light behind the Pumpkin. We're going to have our
blue light selected here. Actually, before
we duplicate this, Let's rename this light. So we're gonna change this
from main light 0.001. We're going to call
this blue light. So we know exactly what it is. Now we can duplicate it. So let's hit Shift and
D to make a duplicate. We're going to move it
here behind the Pumpkin. Then we can start adjusting
the parameters of this. So we're going to go
back to our material, or sorry, the object
data properties. So we're going to
click this little green light bulb here. We're going to click on the
color and we're going to make this one like a
really vibrant sort of like almost like a
black light purple. We're going to click the color. We're going to
switch the hue 2.7. It entered. We're going to make
it fully saturated. So we have this really
vibrant purple. We're going to lower the
power a bit to 125 watts. Then we're going to set the
radius to be much smaller. So it's a lot tinier and more
of a sharp light, 2.35 m. So it's much smaller. Now on the right side here, Let's position our light. So it's just behind
the Pumpkin above it. And then we're going to lower it down in the Pumpkin as well. Again, you can also use this viewport to
move things as well. So now that we're
in this viewport, we can just click and drag these things were just making
this soft purple glow, filling up this area that was originally just kinda black. If you want this
purple glow to be even more like pronounce, you can just increase the power. So if we wanted it to
be a bit stronger, you can just click
and drag on this and just make that purple glow even stronger
behind the Pumpkin. So if you wanted a
stronger purple glow, we could go with maybe 200. If you wanted the lower one, you could go with one-to-five. With our lighting
done, the only thing left to do is render
our Jack-o'-lantern. I'll see you in the next lesson.
10. Rendering the Jack o' lantern: In this lesson,
we'll be Rendering the final image of
our Jack-o'-lantern. Let's begin. We'll start by
doing a quick check when all of our render
settings just so we're sure that
everything is correct. So let's start by going
up to Edit Preferences. We'll go over here to the
system tab on the bottom left. And just make sure
you have both of your ears options here checked on or however
many you have, make sure they're all checked. And then make sure you're
using optics if you have the option to or cuda if
you don't have the option. Let me can close that. Now we'll go over here to
our render properties. So this little camera icon, make sure you have your
render engine set to cycles. Your device set to GPU, compute your noise
threshold set to 0.1. Max samples sets you
100. For the viewport. Your de-noise is checked on. For our de-noise or we
have it sets you Optics. For the renderer. We're going to have it sets up 0.01 for the noise threshold, which means the final
render will be less noisy than the viewport was. Then our max samples
we have set to 200. De-noise is checked on and or D noisier is set to open image de-noise for
the final render. Let's go to our
output properties, which looks like a little
printer printing out a photo, scroll up to the
top and just make sure your resolution
is set to 2048. By 2048. Without other way, Let's go up to our Rendering
tab at the top. So we're going to switch
to the Rendering tab. You can zoom out a little bit. And then this is where
we're going to be rendering the image. So there's two
ways we can do it. You can either just hit
F12 on your keyboard, which will start a
single frame render. Or we can go up here too
next to the Edit button, choose render and then
choose render image. So now we're going to sit
here and wait for the render to finish up here we can see where it's
counting the samples. Once it reaches 200 samples,
the render will be done. And then the, the DMARD
noisier will kick in and it'll smooth out all the
noise that we've left behind. I'll see
you in a moment. Once this renders finished, the render is done and
it looks pretty good. But there is one
last detail that we can add to make
it look even better. We're gonna go up here
to our compositing tab. We can go down here
to the dope sheet and just drag this down. So grab this little middle
line here and make it smaller. And we don't really need the
dope sheet for this process. Then we're gonna go over here to the top right and then click and drag out a new viewport
from the right side. Now we can just hit N on both of these to
hide that side menu. We won't need it
on either of them. We're going to switch this right viewport
into the image editor. So we can go up here to this
little symbol and the top, top-left corner of the
rightmost viewport. We're going to click this. We're going to
choose Image Editor. Then we can choose
this little drop-down here in the middle next
to the New button. And we're going to
choose viewer node instead of the render results, we're going to
choose viewer node. Now we can have that here. Now let's go back to
the left viewport. We can choose use nodes, and that will show us our node
system for the compositor. And this should look
pretty similar to the shader editor that we
were working on before. We can just space this out. So we have a little
bit more room because we're going to be
adding some nodes here. The first thing we want
to add is a viewer node. We're going to hit shift and
a to bring up the Add menu. And then the search
bar just type in. Viewer will create a viewer node in place that here we can see
it's gone black right away because this is trying
to view the viewer node, but nothing's
plugged into it yet. We just need to plug in the image socket into
the viewer node. Now we can see it
shows up on both. Now, the default
workflow is to actually work on top of the image
with the image behind it, which is using this backdrop. We don't want to really do that because we already have it. We set it up on the right
side to be viewed over here. So we can just click this Backdrop Button
to get rid of it. And now over on the right
side, we can just zoom out. So I find this a
lot easier to work with using it on the right side rather than having
to work on top of my image and have
things in the way. I'd rather just see
the entire image by itself obstructed
on the right side. The node that we're going to be adding to add a
little bit more of an additional effect to
this is called glare. We're going to hit Shift and go to Search and then
type in glare, GLA or we can see glare. Then we can just drop this glare node right here on
this first line. Now it's only going to
hook it up for this one. But we can just drag this
socket when the end of the glare node backup
to the viewer node so that it's being pumped
out into both of these. We can see soon as we do that. Now, our right side, it
looks a lot different It has all these streaks
going all over it. So essentially what the
glare node is doing is you can use it to
make light streaks, you can use it to
make echoed lighting. Or what we're going
to be using it for is just a soft glow, which we're going to
be focusing around the flame of the Candle. So we're just adding
some bloom and glow to that Candle to make it look
a little bit more realistic. Now we're first,
we're going to switch the type of glare
that it's using. So right now it's
set to streaks. There's a bunch of
different ones here. So there's ghosts, which does a whole
bunch of crazy stuff. There's streaks was the default. And then there's
simple star which does what streaks does except it
has more of a star shape. But the one we're
going to be using is just called fog glow, which is just kind
of like bloom. So you can see it's
just a nice soft glow coming outside of this. We're going to switch the
quality from medium to high, just so it's the
highest quality bloom that we can get around this. We can see it's kind of
tying it up a little bit. It was getting a
little bit messy around the edges
because he was trying to glow a little bit too much by changing it
to high-quality. It's doing a better job of interpreting what it
needs to have glow. And then if you'd like to
change the amount of glow, so how, how wide the glow is, you can either make
the number larger, which this unfortunately
only goes up to nine for some reason
it stops at nine. So if you have it set to nine, that'll be the most
glow it can have. Or you can set it down to one. And it'll make the
global really, really tight and really small, almost basically imperceptible. Actually six. So this is a six
to nine sliders. So six to nine is your options. We're going to set
ours to eight. I thought that looked fine. We can see we have a nice
glow around the flame here, making this flame look
a lot more realistic. It gets rid of those hard
edges on it and makes it look more like an actual flame. We're also getting a
little bit of glow, kind of peeking over
the edge of it. And we're seeing a
little bit of glow around here on the eyes. Now we can zoom out here, see what our entire
render looks like. As long as we're happy with
it and we can save it. We're going to want to save
it from this view port because this has all the
effects applied to it. It's, we're gonna go up to Image and then we're
going to choose Save As on the right
side over here, and we can change
the file format. These are all the different
final five-minutes that you can save it as JPEG and PNG would
probably be the best. I'm going to choose PNG because it's a little bit
higher-quality, quality of an image. And then for the color. So this just changes
whether or not it's a black and white image in RGB image or an RGB
with alpha image. We don't need the Alpha because this has no
Alpha channel in it. So we're just going to
switch this to RGB, or going to leave the
color depth that eight. And then compression
at 15% is fine. It's now down here we can
change the name of the file. We're just going
to call this Jack, Oh, lantern, underscore 01. That way if we want to
make different versions of it from maybe
different angles, we can give them different
numbers to differentiate them. With our name set, we can
just hit Save As image. Now that you've saved your
Jack-o'-lantern render, you're ready to share this with all your friends and
family on social media. In our next and final lesson, we'll be discussing
our Class Project. I'll see you there.
11. Our Class Project!: Congratulations, you've
completed your Jack-o'-lantern. Now that you've learned
how to make a simple Jack-o'-lantern with me. I'd like you to create
a new one of your very own and share it with the class. I recommend you look
through Google for some inspiration on what your new Jack-o'-lantern
could look like. When you've found one you like, use that image as a reference. Here are a few that
caught my eye as I was researching for my class project. I made this goofy fella. This Jack-o'-lantern was
created utilizing all of the same techniques we
learned during this class. After you've finished
your new Jack-o'-lantern, post the render to
the project gallery to share with me and all
of the other students. I'll personally review
each project posted to the gallery and let you know what I love
about your project, as well as anything that could use a little bit of adjustment. I can't wait to see what
you all come up with. Thank you all so much
for taking my class. I really appreciate it. If you enjoyed the
class and want to know when I release new ones, please click the Follow
button here on Skillshare. Please consider leaving an
honest review for the class so you can let other students know if it's worth their
valuable time. If you liked this course, please check out my
teacher profile. You might find another class
that you're interested in. Thanks again, and I hope to see you in another class soon.