Blender Beginner Workflow For Cinematic Art - Train station | šime Bugarija | Skillshare
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Blender Beginner Workflow For Cinematic Art - Train station

teacher avatar šime Bugarija

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      00 - Introduction

      2:41

    • 2.

      01 - Basic shapes

      6:11

    • 3.

      02 - Camera settings

      6:30

    • 4.

      03 - Continuation with basic shapes

      5:37

    • 5.

      04 - Tunnel

      8:03

    • 6.

      05 - Rails

      6:58

    • 7.

      06 - Rails, concrete part

      11:36

    • 8.

      07 - Train stopper

      18:48

    • 9.

      08 - Wires

      12:06

    • 10.

      09 - Lighting

      12:45

    • 11.

      10 - Concrete material

      11:48

    • 12.

      11 - Floor tiles

      14:00

    • 13.

      12 - TacTile

      6:36

    • 14.

      13 - Metal texture

      11:56

    • 15.

      14 - Pipes and mesh

      15:27

    • 16.

      15 - Big structures

      13:28

    • 17.

      16 - Small greebles

      10:05

    • 18.

      17 - Garbage

      3:49

    • 19.

      18 - Background shop

      9:17

    • 20.

      19 - Neon signs

      3:08

    • 21.

      20 - Importing a train into the scene

      4:43

    • 22.

      21 - Asphalt cracks

      3:21

    • 23.

      22 - Blender compositing

      8:20

    • 24.

      23 - Final details in the blender

      18:51

    • 25.

      24 - Post-processing

      29:09

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About This Class

After the tutorial in which we model the train, the time has come to create the environment in which we will place the train.

If you haven't watched the "train modeling tutorial", you can look for a tutorial on my profile, so you can watch it if you want, but it is not necessary for you to be able to follow the "train station tutorial" because I will share the train model with you.

In fact, you can watch the "train modeling tutorial" after the "train station" tutorial.

We'll talk about lighting and how to achieve the misty, cinematic look in a blender, which is the most important part of this scene.

We'll also talk about modeling, texturing, unwrapping, composition, post-processing and more.

In this scene, all models and assets were created by me, so we will not use any model from the internet, except for a few image textures.

All resources and links are included in class.

Meet Your Teacher

Level: Beginner

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Transcripts

1. 00 - Introduction: Last month, I recorded a step-by-step tutorial in which we create train out of your watched the tutorial. And I got a lot of requests for a tutorial where we create the entire tray station scene. Since I created to scene, in meantime, the second one get more votes. So I decided to recreate this scene and record the whole process. The entire process of creating scene is record that. So that's tutorial is easy to follow even for beginners. If we'll talk about lighting and how to achieve the misty cinematic look in blender, which is the most important part of this scene. We'll also talk about modeling, texturing, unwrapping, compositing, post-processing and more. In this scene, all models and assets were created by me. So we will not use any model from the internet, except for a few image textures in addition to the model. So you can see in the scene, I created a lot more models and divided them into packages. So I will share with you 100 Betty models and six Blender files which you can use in future projects. I'll draw, we will look model every object in the scene because it will take a lot of time. We will talk a lot about modeling, can create some object from scratch. That's tutorial is separated into 25 parts with an average duration or 10 min to make it easier to follow. Also, since we are using the train from the last tutorial in the same, I decided to include the tutorial where we keep the train in the package or support. All resources and links are included in this tutorial and subtitles with shortcuts are also available 2. 01 - Basic shapes: Before we start, first recommendation is to create a folder where you want to save all these files. And I create this some way tutorial folder under project file. So but this is more train station than Subway. So you can create your folder and call how you want. Of course, I will share all resources and files with you. This is some of resources and also links, but I would add also more resources and links in this folder. Right? Now we can open Blender, and I will use last stable version which is 3.6. And you can just go to blender.org and download Blender. And I will click here and I will go with file. Now first I will copy this address of this folder and hit Control C. And I will go it file, Save As and basically address here. And I will call this train station. First thing when you start getting scene is to find the reference. And I will show later what reference I use for this work. But for now this will be our reference. And the second thing you want do when you find the reference is to create basic shapes and objects. And also in this process we will set Camera. Okay, so let's now start with this train and this ground and all these structure here. We need this cube in our scene, but if you delete this cube, you can create new one bit, shift a, shift a and Q. In this tutorial, we will not model this chain here. Because if you follow my work, you already know that. Record. Full step-by-step tutorial, how I made this shrank. He and I will share with you this train model and also a train tutorial. So you can watch this late. But we will import this model later. For now, we just need basic cube that will represent this chain model here. And I hear dimensions of this train. This will be on x-axis 20 m. So first you need press N, and N will open this step here. And under item type huge 20 m and on y-axis is 2.5 m and all z-axis is about 3 m. And this is our train. And I just want doing this with numpad one. I will go to front orthographic or with number three, I will go to right orthographic. You can also, if we don't give a lamp and you can go Viewport Front or your viewport, right? I just want bring this on Y axis or x-axis here. So I will just type here 1.5 m because this cube, Big 3 m and origin is in the middle. Next thing I want create here is this round and this wall here. I will start to shift a plane. And now we have plane here and I will press S, scale this. I will go to edit more than we select. So you can skip between this vertex, edge and paste select if you press 12 or three on your keyboard. So for this minute to in edit mode, I will just bring this to about here. Okay, so we need this edge here. So I will select this part here and I will go with numpad seven or new viewport top to bottom up at seven. And I will just bring this to about here, about maybe one or half a metre from this string. So this increments here is 1 m, and I will go to about here, less than 1 m from shapes. Now I want create this step here, which goes down. And I want gave this to about maybe 20 cm. Now, I will just go here and every press E extrude and I will press now Z to stick on z-axis. And how we can know that this is 20 cm, so we have here. But I think this is not correct value because if you go to object mode, we can see that scale is six. So I want applies scale to one. So I will go with Control a and apply escape. And now this is one. And if we now press delete vertices, we can delete this and we can start with this again. In the and Z. We can stick to z-axis and I think this is now correct. So we can go maybe 22 cm here. And another method, we can note that this is 20 cm. If we relate these vertices, we can press E for Extrude, Z for Z-axis and point to this now, go to opposite direction we want. So I will go with Control Z and I will press Z. N -0.2 is the N minus point to. If this is too hard for you can just move this down and you can watch this number. Okay? And we can now press Y to move this on y-axis 3. 02 - Camera settings: Let's now start with Camera settings. And I will back to object mode. So you can back to object mode if you press Tab on your keyboard. So now we skipped between object and edit mode with them. You can just select here object mode. And I will now select the camera. But first I want to set Aspect Ratio or resolution. I go with this vertical aspect ratio because I haven't shaved this on Instagram. You can choose aspect ratio one. And I go last time with these dimensions here, 950 by 1,200. And I will be here to render settings. And I will set these two cycles and GPU. And these samples bring to about maybe five or ten. And this render settings may be ten. And racism, I want to go very low with this value here. Maybe we can go ten because we will use this in real time a lot. So you can just, let's bring this again here. So when you see this gross, you can just move this. Alright? And I will now turn left side, press number zero to switch two Camera View. If we now select these and move this to viewport render. So if you move this, we can middle mouse button and you can move this tab here and now go to render preview. And I will press N to remove this step. And every time we make changes here, you can see when we, for example, move these train, Blender will start rendering this in viewport. And if we, for example, careful here, 1,000 samples. And if we move this, you can see that your computer every time start counting to this number here. This is not the problem for now when we have very simple scene, but when you have more complex scene, you don't want to render all these samples just for treatment because this can be very hard for your computer later in the, so this is the reason I always keep this value, might be just to ten. If you want that this is my computer system settings. So you can see that I don't care, very strong computer, but I think this is good, these tutorial because I need to keep care about optimization. And we can now set our camera. And to make your position of your camera realistic, you want usually keep these two about human eyes to about 1.7 m from ground. But to create this illusion of this perspective, I will hold to 1 m from ground. So you can see that we are very close to ground. And I will type here one weakness. X-axis rotation. I usually go to 90 degrees, or maybe in some cases may be 90 to 93. If I want to go look up, what I will now move to 90 degrees. Y-axis is always zero, and we can now place this camera here. So if you want copy exactly this camera angle, I will go here to on the z-axis to 77 degrees. Now this is 77. And we can now start placing Camera here. But to find good position of Camera first-time new, set, this focal length here. And I will go to panoramic camera here, and I will set this to 27. So this is basically Zoom. If you go down, you zoom this out or if you want zoom this scene, you go up. In the last time I will. Usually when I create this panoramic type of renders, I go along with this value, so maybe from 22 maximum. And if you want create full fisheye effect, you can go down maybe to 18 or 16. But for this vendor I be worried 27. When we look this reference, you just want keep this train here in C. So this is about this distance. And also even make space for this train station here. But if you want exactly this cookie, exactly this value scale of Camera, I also right these values. So you can shift and right-click place origin to about here. I will go with Shift a and cube just for measure. And I will go now, I will type these dimensions gifts. So 5.5 on x-axis and 2.21 Y and Z axis. So you can just, so z-axis is not important here, but if you want, you can select both of these values with left mouse and drunk. And I will type here to point. Ok. Now, if I place this one, this coordinate, All Camera should be two about this corner here. And now we can delete this cube and we have same dimensions. Are us on this photo here? Maybe we can move just a liter. This is just if you want exactly this angle of view. But of course you can play with this and you can place your camera here or about here. You can also move this. But we need also space for this train station here. I will go to Z to back out gamma here 4. 03 - Continuation with basic shapes: Okay, so next, we will take this column here and I will place origin with Shift and right-click to about here. And I will shift a mesh and cubed. We can now type here 0.6. And also on y-axis 0.6 and on z-axis 3 m. So this is dimensions of this cube by I. So maybe 16 cm on X and Y and 3 m. So z-axis. I will now place this on this ground. So again, you can type here 1.5 because this is half of 3 m. And I will place this to about here. But we have one problem in viewport. We kept this edge here, which is not visible when we go to orthographic view, because this is now perfectly on 90 degrees. And we can fix this if we go here, click here in Newport and enable this candidate. But we still don't see anything here because we need change this from screen to now. You can see various disliked here. Okay, and templates this, so here's train. You can place maybe little more on x-axis and y-axis. Something about this camera. And I also have another one. Maybe it's not visible in Background, but we can be. And will this on x-axis, one here. And now I will create this, this more here. I will select this object and W can skip mode. You can select the Save select, and we can now move to about here. Maybe three or three or four dimensions of this column here. So 1234, something about here. And now I will go with E, extrude them Z or Z. We can move this up. Okay? And we can also extrude this part on x-axis, but to be sure to select all this line, you can go to number seven. If we go with if Select. And if you do this with just left mouse a drug, you will not select all these slides because it talk to you. You are not able to see this part here, this edge here because it's completely on 90 degrees and also this one here. So just to be sure to always go with x-ray mode. And now you can select this and you can move this out. And we can also move this little more out to be sold. To move this completely on y-axis, you can use the Move tool and these arrows. But you can also, if you don't have selected this move tool, you can go with G or grab and why for the y-axis. But I will make this move towards. And let's disable this x-ray mode. For now. Let's now create this ceiling key. Select this object and I will go Shift D and Z to move this one z-axis and just press Z to scale this Sunday. And I will bring this motif. And now we can go to edit more than we can. Move this to about here and this phase to this wall here. And this base amount here. I want to see this age. You can see in this, my last render is one edge here, not so visible, but this here. And I will move this on x-axis all down. And to make this more interesting, guy, just select this face. And I go with E and Z plus Z up here. And we can now select this shift for now. And we can select all these parts. Now we can press all the and extrude along normalcy and just move this up to scale. And we get nice edge here. But I think you'll need care about these scales. So I would go with Control Z for now, and I will first apply scaling. And let's come back to edit more than, let's hold the extrude along 5. 04 - Tunnel: And next is this tunnel here. Maybe is not visible, but it is there in Background because it is not so visible. We can make this very simple. And for this, we can move it shift right-click and we can place origin here and we can go with cube. And I will scale this. So I want maybe 10 m on z-axis. I will press S, and I will now plus SY squared, this one Y axis Sx to scale this to about here. And let's bring this me here. And let's go with Control a and apply scale. Okay, So to create this hole where train go, I will select this train and I will go Shift V and X. Move this on x-axis. And let's now select this object also. And I will now press numpad slash key to isolate only these two objects. So we can work without these objects we don't need. And you can also find this option here if you go to view, local view and toggle local view. Okay, or just numpad slash key. And we can isolate these two objects. Now, I want scale this cube because I want this hole bigger than this train. So I will just press S to scale this. We can press Z to scan this one z-axis. Maybe to about. I will now apply scale Control a. And we can now go to Edit Mode and select with holding shift. So shift out selection and we can select this two edges here and we can press Control V to babble. Okay? And now if we select this object and if we go to Modify tab here, we can add Boolean object. And for Boolean, for cat object, we can select this object here. And you can see that we make GOT here. But now I will select this object and I will set this scene view port. So in object properties, I will find viewport display and I will set these two bonds. So this object is still here in render. You can see this object here, but in real part is just displaying us bounce and we can now see how this look. And I will press maybe as Y, scale this on y-axis. Okay, let's see how this loop. And we can now select these two objects and local view. And I think this is pretty good. So I will just now back to Modifiers tab, and I will apply this Boolean and we can delete this. Maybe we should add more geometry here. But I think this is not important because you can see that this will not be reasonable. But still maybe we can add with controller. For example, we will look cats and move this to smooth this. But as I said, this is not important. And I will now add little more details even if this is not so visible. And if we go to Edit more than with Face Select, we can select all this space here. And if you now press I, we can insert this. And I will now just connect these edges here. If you press K, we can go with enable this tool. So K and I will click to stick to this point here, and I will not press Z to stick on z-axis. And when we stick to this edge here, just press. But this is also not so important. I just want to show you how I do this last time. So K, Z for Z-axis, Let's take this here. And we can also do same with this edge here. So this is not y-axis. If you are not sure which axis is this, you can always look on this gizmo here. You can see this. Here is y-axis, so K, Y or Y axis and stick this field. And we can now select first part here and withholding control, we can select all this slide here. This is shortest line, this part and just holding Control and clicking, you can select all this and you can press E X to move this on x-axis. And if you want add more details, you can always go with it twice. So when you press I, you insert all this AS one part. But if you, let's go again with the X. But if you press it twice, you can go with, you can sell these as individual face. So I can add these Small nice detail here. You can now go with a guarantee X and extra on x-axis. But if you want to cannot do loop cuts here. So you can see this angle here. You can fix this if you press Z, Z. Let's add one here so as zero. And we can now go to control our zero. With space selection. And control, we can just press now I and II X4, x-axis. And you can move this out. And if you press control V and also bevel this. But I just scroll your mouse down because you don't want too much vertices here, because we want keep this slope board. Okay, and we can see some details here. But later when we are missed in our scene, we will not be able to see anything. But I just want to show how you can quickly add some details. And maybe we can also extrude this part here with E X. And you can note one thing. So when we select this object here, you can see that this is not, the selection is not same as on left because I left we are in render preview. And to fix this, you need select this perspective camera and set the same focal length we use in panorama. So I will set these 227 and we can now back to panoramic. And then we select this object. You can see that now is selection, the selection match 6. 05 - Rails: Next is Rails, and we will outdo. Look Rails with a little more details then you see on this image, because I prepare reference image also. And I will not share this reference image with you, but I will share links with you. So you can, if you want to can download this image. But for now, I will just copy otherness of this. And I will import this here in Blender. I think you don't need to do this because you can watch this tutorial and you can see what I do. Nice way to important reference in Blender is to go here. And we tried click horizontal split. And now you can open image editor here. And you can press hope and I will go here to reference, enabling for this reference. Here we can see dimensionless of this Rails. So 13 cm on x-axis and 14 0 Z axis. To create this, you can start with you. But I think it is easier if we start with just with plain, I will go with sheep, take and play. And I will press F X, Y. And I will now type here on the y-axis. So this is my axis starting centimeters and on z-axis. So not z-axis. This is now x-axis. I will type here. Fourth incentive. I will go with my backslash key. And we can now go with Control a and apply scale. If we now go with number three, we get right orthographic view. Okay, so now we can start modelling this shape here. First, I will select this top edge and I will press S to scale this on y-axis to about here. So this is this top edge here. And I will now with Control R and odd one loop cut here. And I will go with Control R again and hard one. So this will be this part here, and I will press S, Y, scale this on y-axis. And the next is about here. So I want make this part here. So if you're selling this edge here, you can press Y zero to line up this perfectly. If you don't line up this perfectly, you can just move this out about here. If this also K. And the next, the loop guard type a lot about HIV. And they will press S, scale this on my axis to about here. And let's add one also here and scale on this. And also select these two. And here's why. Again. Again, this is not so visible, but we can just make something similar like this. I just want now with holding Shift selection. And I want this bigger levels here. So if you go with Control B, okay? So for level of vertices, you need to go with Control Shift B. Now we can bevel this and if you go with rolling mouse up, you add more vertices here. But I will want keep this low poly, so maybe just two or three. It's okay. We can select now these two and also these two here. And we can go Control V and I will add only one loop cut here. This part here will be completely in ground. So I will not thought new vertices here, but I will press a to select all and delete limit at the disorder. So this will delete this vertices inside this object and make this object scene. And now you need to go with E for Extrude and X for X axis. And we can just move this kit. Let's say dimension. So this, this is now z-axis, but we can move with control a and apply or transformation. And now this is x-axis and we can type here maybe just 2 m. This is now 2 m big and we can go to Object Set Origin two units. And you can make this bigger, but I think it will be much easier to unwrap this effect, keep this small like 2 m. Now we can go to modify this and we can go with a modifier. We can lay this on this x-axis. So just type here, maybe. Then can now move this. You can back with number slash key and we can move this to about here. So I think I need more of this. Haven't voted. Let's bring this up. So to move this up, press G to grab Z for Z-axis and shift to move this. It's like OK. And now I will go with D to make instance of this object. So Alton D. Let's move one reason I want make keystones of this object. So later when we add material to this one and unwrap this part, this will also affect this part here because if you go to Edit Mode, if you now, this one will suffice. This one, which is a good. I also Google this tunnel between these two Rails is 1.4 m. So I will add one cube for measure and I will type here once point for this second one should be about here. It is a very important to use real world scale 7. 06 - Rails, concrete part: Let's now continue with this. Another reference here. We have also this concrete part. And we can add this easy. So I will go again with numbers slash key. And we can present to remove this tab here. And I will important than other reference, you can also download this from, from Unsplash link for you can just continue watching this tutorial. So I will again start with, Let's place origin here, cube. And I will bless them. And I will type here 0.2. I think this is about point P, Q and maybe on the axis. And I now need glue with numpad one because we bring this down. And next is numbered seven. Place this in the middle and SY to scan this on y-axis. So you can see all these rapid and visible. Little out, maybe 30 or 40 cm. Something about this. Okay. I will now control a and apply scheme. Now, I want to bring this down to here. And let's model this. Because this is symmetrical on both sides. So we have one part and left and same part to write, I will go with control. More than control are odd. One loop cutting middle, click here and press Enter. Now I will delete the right side. So delete vertices. So this will delete this right side. And now I will go to modify, modify, and middle this on y-axis. And just be sure to enable this clipping to join this limit. And an hour everything we do. Let me also do one, right? Okay? And we can now select it Control R. You can see this, this part is fixed here. I want make this controller here and one controller here. Now we can just move this down. Let's see, call the scope. I will add the while loop cut here. We have this transition here. So let's select this edge here and this one here and just move this down. This little too hard transition. So we can move this before. We can bring this little up. Now we can make this metal part here. And I will go to Edit Mode selection and Shift D to duplicate this space. And now I replace P selection. And now we can separate this part and I will go right-click set origin to geometric. Because by default, this takes same origin as the subjects. And let's break these two geometric. Now I will press S to scale this on y-axis, and also to scale this on x-axis. Now let's bring just little up. Because now this intersecting. But just be sure to for now remove this mirror modifier because we copy from this object which can be smeared or we also coping this mirror modifier hit. Okay, and let's see this look. So we can just add random similar object like this. And it will look good from this. And I will now go to Edit mode. And let's go with E, Z, X through this on z-axis. I think I see one part go up so we can go with E, Y, move this on y-axis and maybe move this up, and maybe we can rotate this next one. Let's now duplicate this. Press I to insert this. And we can move this maybe on y-axis and let's six to this again. E and Z and control are here, maybe and x2, this part on z-axis. And we can now go with new object. And we can go with Shift, a place origin here it with Shift and right-click and sheep, they may be ceiling that in just before you click anywhere, just open this tab here. Now I will type here. Let's scale this down Suzy scale this one z-axis. We can now go with this top face only controlled beat, one bevel. Now we get this edge here and this one z-axis, maybe Control B again. And maybe we can plus L. With L in edit mode, you can select loose parts. And because this is another object, this is also loose parts. So you can press L shield the why. Let's place one here. Maybe we can scale this up. Okay? And I will now select all these objects and Control J. So now this is only one object to join this, we can be L plus this part down and we can go with Control V to add one Bevan to smooth this. And this look pretty good distance. But this is not so important. I will scale this little annex like this and apply scale. And now I will go with shaved me. Why this on y-axis and our Z 108, rotate this and z-axis buying 180 degrees. Or you can also move, use this rotate tool. So if you are Beginner, this can be easier for you to can just enable this and move this on z-axis like this. I will now select these two objects and move it Control J again. Now I will go again. Enable this move toward shave the right. Move this on my axis about here, and I remove this, G, Y and more. Okay, and now select these three objects and Control J to make this one. But first, what I want to do here, I want, before I do this, I want apply this mirror modifier. So let's apply this and let's now select these three objects and Control J. And now I also want that to this object here. Maybe you can think that we have bevel because we have this edge. This is because this is just scene viewport, because we have this cavity. You can see from top, this is not reciprocal. We have this very sharp edges here and I will make this cavity. I will go to Edit Mode, and I will press L over this part and let's now move it. Okay, for some reason I see that this overlapping face, I see that I kept doubling objects here. I will go with G, move this here and just delete vertices. Just be sure to check this. And I will not press L over this object. And I will go with control. Be an odd one. Barrack too small to this. Okay? And to make sure that you don't have double faces or double vertices, you can go to Edit mode, press a to select all and F3. You can search for marriage by distance. And if you now preheat, you can see that I removed zero vertices store. I don't have double vertices anymore. Okay, now when we have this object here, we can go to our a modifier. Let's now just holding Shift and left mouse drag. We can make space between these two objects. Let's see on our references, maybe a little more than this distance about this value and dialogue. Just count. Let's move this field to make sure that this is visible. Okay? We don't need more on this because now is not visible in this. Let's now go with number slash key back to our scene and now select these two objects. And also this train it shift and let's go with G, Z for Z axis and shift to move this slider. And move this to about here. But later, really odd Photoscan, so this ground here, so we will mostly cover this part. If you want to make preview of this render, you can press F 12 to make a first render. And you can see how this look scene that this part little floating here. So I will select this object and go to Edit Mode. And I will go with L to select this loose parts here. Zhe, Xie, move this. Now. Let's save this now 8. 07 - Train stopper: Next is this Train stopper, and we will now do something different than this. I do last time because I found this nice reference image here. And I also shared this link with you, so can download this image. But I will now important this. First I will click here to deselect this object. And let's place this object, the origin here, which shift right-click. And I will go with, I see that these dimensions is about 9.6. So I will type here 0.6. And now I will go with numpad slash key to bring this object here. And I will press S, scale this y-axis. And let's scale this to be this dimension and control a and apply skin. And now, because we care, same side, right? I will go with meat or modifying. Again. When we add mirror modifier, we need to first go on y-axis. And nothing happened here because both of this subject same origin. And to move origin. Alright, you can go under Options and you can just move this, right? And when we move this origin, this basically move this right part on site. And now I will go with numpad one. For now, I will disable this in a viewport so we don't need this object here. So I will go with number one to front orthographic and I will go to edit more than because this is not just playing, you need to be careful because if, for example, select these part here. We select only this site here. And I talk about this before. So we need always go cubed been X-Ray mode. And now I will select this bar, and I will press S to scale this on x-axis. And I will move this right because I see this edge here is bigger than this one. And I think I will also select this edge here, and let's move this to about here. We'll go with Control R. Again. If you select this face here, we can press S zero to line up perfectly on x-axis. And let's move it. To make this part here. I will now move with control are an odd one loop cut here and one on top. And I will select this edge here. And let's move this to get in this type of shape here. And the to select all these slides you can hold Alt and you can now select this part and move this up. But now we stretch this part, right? So I will go again and select this edge and move this to about here. If our enable this middle modifier, you can see that we get same on this right side. And let's move this little more here. And this edge. Also keep this type of shapes. The next thing I will do, I will select this face here. And then we've already E X more disconnect success. And mercury can do now we can read E, Y and X tilde and this part here. And also just be sure to enable this clipping. And now we can go with D Y and we can stick this. And I will now go to edge select. And let's see what we can do this parts here. So I will text to this also on the opposite to get this edge here, Z. And let's bring this up. And how we can select these faces and go with Shift D. And now we can press S Y, so we can scale on this part. And now we can place all so as to scale this down. I will now go with E, X this out. I will now go with I to insert this. Here. You can also add, can see this bevel here. So you can also, if you want. But this is not visible in this case. But If you want to can add this level with Control V. And I log back and select this face. And now we need this rounded part here. We can do this easy if you enable one had done. So I will go to Edit Preferences and under Add-ons, just unable, we stand on add-on which can be Blender, so Loop tool. And now we can, when we go with right-click, we can convert these to circle. But nothing happened now because we need mesh to create circles. So I will go with right-click sub-divide this three times maybe. And now we can go with right-click circle. We can now scale this little. And I will now press Delete, limit that the soul to delete this unnecessary mesh. Now we have only circle. Let's scale this little down and now mod. So next, I want this edge, nice edge here so we can press I to sell to this. Ecs, move this on x-axis, maybe press S to scale this little. And now we can go again with more this to about here. Now, I will go again with E and S to scale this to about here. And we can go again and make this part here. And now I will press control V to add Wonderwall here. With edge select that. We can select all this light here and Control B to beta this and smooth all torso here. Let's learn also this part. And also this part. I will go only with one cut here because I think is not visible. If you go with number zero, we can see where is this object and just be sure to remove these origins now. And now we have normal Move tool here. So we can move this to about here. Okay? This should be about here, but we will play with this later. Let's now who would come up especially again, let's play with this. I will increase thickness here. So let's select these faces with holding Shift, and let's move this. In this reference. We don't have this extra edges here, but we can create this because this always look nice. Okay? So if you press, I, insert this as one object. But I will go with it twice. So I now we can insert these as individual basis and we can go all the fixed toothpaste along normals. We can now extrude this insight. Then we get lots of nice. The text here. They will place now L to select all these most part. And then we'll go with control, be loud one. Now we can add these schools here, which is very nice details. So I can go with Shift right-click and again go with cylinder and just bring this to six. Scale this down. Makes it rotate this 90 degrees. Scale this down more. And SY, to scale this on my axis. Let's see how big is this. So you can remove this overlay equal to here. So you can see this clearly. This is overlaid button here. Maybe a little bigger. Now, I will again go with the select this face here after all, be. And maybe it's through this part out. And now I can go with the numpad, one different orthographic DZ. Maybe. If you go with shift or we just repeat this last process and we can go with shifted the X. And now we can make two bounding box because we don't want to rotate this by individual origin. We can rotate this by middle of this three objects, which is this part here. So bounding box and why? Today this maybe you can see again. Here. I will go share the results place. If you want to can go into dX and one here and shift down, you can repeat the last process. And to add even more details, you can maybe go hit Control R. And for some reason I have enabled this proportional editing just, if you have this enabled, just remove this and you can now with this X zero line up this edge here. And if you want to can hold Control V and maybe add one edge inside. So control me. Maybe we can also extrude this part. So EY can maybe be OK. And let's enable this. Another site here. And we can also add more details. If we select this face and place I D extrude along normal. Maybe also this part here. We have also this part in the middle. So we can create this easy if you select this face here. And now shift D in the front, I'll press S. We just came this one, scan this on z-axis. And if I press S, Z is not working because we have this word z-axis and I want to skip this to normal. And now we can see that this is not a Z, this is y-axis. But if we press S, why we scale this on this, not on my y-axis. Okay, normally sake, and now I will place their sex to scan. Next. Can just E. Now this is z-axis on normal orientation. So E, Z. Okay? I run this more, much bigger. So let's again go with Control Z because I now duplicate this S Y as X to scale this to about here. And let's move this inside the circle. Let's now the Z, Y, X, and Z. And now we can take this and we also have this more one here. So we can, again. So she the SY to scale this on y-axis. Let's go with E, Z, and let's connect these two edges. Okay? I think this looks pretty good for now. And when you are keep you can apply this mirror modifier. So now we can make variations here. What example I can just bring this down and move with control Big. So X-Ray mode and let's do this and we can now select this edge here. You can burn on this, make some variations. But I'm not sure if this is visible and Kim writing it is not visible. Here. If I see that this, this part here is too small. And how we can scale this. I can select this face here. Okay? We applied this mirror modifier. I think we should not apply this, but we can now select both of this and with control plus on an armpit, we can expand selection. And I will now move it. Let's make these two global sex. To make this smaller end, we can now press to make this bigger. But on individual origins, not done on bonding books on scale, this one individual and let's make this a little bigger. I think this part look pretty good for now. Let's now bring this render preview here. Let's back to our thing. And I see that this is, this is too small. I'm not sure why. But let's press S to scale this, make this bigger. You can scale this on y-axis. Then we dissolve this perfect rounded part. So I will go into Control Z and I will just bring this and z-axis because this part is not visible. This is not on this ray. Only things which are visible even that is important. So I will not care about this part here. Let's see. Let's move this little here. Gz and place. Okay. One thing I forget to do. Control Z. I forget join all these screws with this object. And now it's little hard, but we can go with the book select. So just left mouse and move to HIV. And now we just need to hold control to deselect parts. We don't control, remove this, controlled, remove this. And now we have only this part selected. Now Control J. And we can now move this GZ. Maybe to scale this little more. Place this. Okay, Let's reset. Well to see how this, we have this nice part 9. 08 - Wires: Next is this Wires here, which is important part of this. Randall. And I also have one reference for this. And you can download this image from links I shared with you. Just need the reference for this part here. So we can important to this here. I have about my last render, 1234567. It, okay? I will start shifting a cylinder, and I will bring this to maybe eight vertices. And now I will go with Y night. I will type here one. Maybe. This is about maybe one centimeters in one sentence. And now we have this part here and then we'll go with number slash key. So we can bring this object here. Just press S to scale the salad, maybe 1.1 point to 1.3. Now we can press S to scale this non x-axis. Let's make to our scene and let's place this first one, maybe. With the number one we can not battery. We can see where is this? I will place one may be in height of this part here. And maybe he'd only, you can see that there is this. And I will not go with S, S X again to scale this on x-axis until we cover holds. Okay? We can now go with Control a and applies key. Now to create this part here, I will go with Shift D. And now we duplicate this object, but it is on same position. Where is this one? So I will place number slash key to bring this new object here. And I will skip this one, SX squared, this on x-axis. So you can type here, maybe go centrally. We have this part here. And I will go again with six and press S to make this much big. Next again. And now we have only this part. Now from this part here we can try create something similar like this. And I think I will go to Edit Mode, Control R to add one loop, cut the middle and press S to scale this. And they will also, I can sell this and maybe move this inside in again, pull this out and just repeat this few times. Get this shape. Let's now I will just again to this and let's now just duplicate this times. So press L and I will go with ship the smoothies on x-axis. And if you press Shift R, you can repeat this process maybe four times. This one. I will just go with E, X and maybe scale this down. And maybe we can just randomly next to this z-axis and scale these to make SY, to add more details here. So this will be just in distance and very small and we don't need too much mesh for this object. Let's now with numbers, Let's get back to our scene. Let's see how big is this and how these look inventor, I will break one object here. Let's see, we will call this book. Okay, I think maybe a little too big so we can scale this down and maybe scale the x-axis. Tragedies. Apply scale and I will again Dx duplicate this. And let's see how the school I think this is a pretty good for now. When I'm happy with this, I will select this all three objects and Control J. Now, just make this as one object. And we can now non-fed seven and select this cable here. I will go with Shift D. Why? I will put one above this train. Just move this on x-axis to make this little more random. And I will go with shoe divide, place another bubble, this train or so. So we get this to achieve. And now we can use also alter the instead of shift D because we will not make changes on this object. So alter D Y and let's place to here. And I will be again. And to move this one z-axis, Let's just move this. I'll have to make some randomness here. Okay? I think this needs little more up. And if you want to can always go to Edit Mode, wireframe mode, we can select this edge here and we can move this out. And we have also these cables which connects these parts here. So we can do create this EC50, go to lump at seven. And I will now try Shift right-click place origin to this edge and that'll shift the mesh curve, Bezier curve. And now we can go to Edit mode and we can select this smooth tool. And let's place one part here and one here and just rotate this or why not as busy? There are Z and rotate this and try lineup this red line with this part. Okay? And now when we have this, this kind of object, we can go under properties. Let's bring this down. And now we can go to geometry. We can just bring this up with holding Shift. You can just scroll left mouse button and bring these two. So this is now value, then millimeters or 1.2 cm, which is good. And we can now, if you want to can bring resolution up, maybe we can go with 14 here. And now I will, when I'm happy with this, I can convert this to mesh. And now we have just mesh this object. Okay, I will go with control Z. I think this is thinner here, so this little more down so we can compare. Then we go to numpad seven. Now let's see. Let me bring this here where it's visible, how this look. We can now go with number seven, Shift D X and we can Sx minus one. So we can scale this on x-axis and we can add another in opposite direction. Ok? And now we can also duplicate this with shielded. And we can also place one the ground, but this is not on same location, so we can bring this down. We can see this if you go with now petri to write orthographic view. So let's place this here. Number seven. Just check from talk orthographic and bring this reference here also some z-axis. And I also had you here. And we can create this easily. We just place origin here, shift pay cylinder. So this is eight vertices, which is okay, let's bring this whole down Z scale. This one's the axis. So a number three to go to our eye towards orthographic. And we can just connect this, this, this one is visible here, so you can bring this to make this visit. And she would be for all the violent. Let's one here. Okay. One thing I want to do to make this little more organized, we can make a collection of this Wires. So we can just move with your left mouse and select all these objects here and holding shift, we can add selection so we can continue selecting this. And now when we have selected all this Wires, we can press M and we can call this. Okay? And now we have this collection and we can close this collection, so we don't need this for now. And if you want, for example, you can disable this in Newport or second-order in Blender. If you disable this cylinder, it will not be visibly rendered. And I will make these for now. And wanting, which is good. We can later just right-click select objects and all object is selected and we can add same material to all these objects. 10. 09 - Lighting: Before we continue with texturing, I want create lighting so we can better preview our textures. I talk about reference image I found for this, and you can see that this is pretty similar. So this is basically not my composition and idea. And this is reference. I create. This render. Most important thing I like from this image is this type of writing. And I just want to recreate this Lighting in myelin. I will share this link with you. And you can see on both of this renders, the most important part is dismissed or muscular here. And I will show you how I try copy this or recreate this render here. Which settings I used to get this atmospheric look. They come back to Blender and to create this atmosphere, I started few. And I need this cube to cover all this scene. And I will go now with Sx. So just be sure to cover complete scene. Let's now apply scale. And now I will go again to Object Properties tab and I will. So these two bonds, okay? And I will bring this up. You can see one problem here. We have this clipping here. So we need select Camera, so you can go to Lambda zero and select this plane here. So this is Camera. And now we can set this clip and two, 1,000 ft. Now we fix this program. If you think about missed in real-world, how missed work? We basically have volumetric water particles which are placed on ground. And we have very strong glides which come from x1 and go through these particles and make this visible. So son, or maybe it is night mode. But we can now try to recreate this in this example. I will. Now, I don't need this timeline here because we will not make animation. So I will join these areas and click down. I will open Keith shader brush to remove this text. Now, I will go here and I will knew material with selected this object. We apply this material here. And I will call this monument. And now I will delete principle be SDF and I will start principle volume here. And I will plug these two volume. And we have completely black color here because they have very strong density here, which is one. And I will bring this to 0.0 set. So this is value I get with lots of tests. And all of these values I get with just a lot of testing. And so basically you can just press F2 well and make one Blender. And now you can just go to slot two and we can just type here maybe 0.02 and see if I will this look. With pressing G on keyboard, you can skip between 12. And I basically made maybe 20 or 30 or 50 tests and I see which result I like. But in this tutorial you can just copy this value. So angle 0.0, 0.07, and I bring this Anisotropy up to about 0.04. So we get basically more misty. Look here. This was before and we can see after J, you can see that we get more missed here with this anisotropy. But we cannot preview this correct because we can only this one like the by default, which can be Blender. And we need sun or moon lights here. And this is place origin here and go with point lamp again. So light point lamp. And I go with the value of 1.2 millions. So if maybe 1.2 M, WE, we get 1.2 million. So we can just type here Okay, So this is basically volume. I try, you can maybe try here 3 million, but this is too bright. So you can try values you want. But I think I go last time we this value, so we don't need to make a lot of tests and we can just copy this value. One thing which is important in this reference, I don't want light, this warm front. So if we move this slide here, they basically get this effect. In this render here we can see that this part here, we have Lighting Background and this part here is little more dark. We have only these bright parts on these slides here. So this is also important thing, just bring this in Background. And one thing which is also important, this scale of this object here. So this radius here depends how hard will be these shadows here. And you don't want on this reference, you don't see these hard shadows here. And we want basically scale this radius up to get this very soft shadows. Okay, so you can bring this to about maybe ten. But I still want to see some shadows here, but not so sharp. And also position on this slide on y-axis is important. I think I want some lights on this area here, so we can now place this slide here. You also need little more light on this part which is less than Background. So I duplicate basically this light. She'll DX. I scale this down maybe to about 2 m and I go with 150,000. Okay? Just don't add space here. When you add space, you get error. If you now bring this to zero, you can see before and after this slide, don't add too much, but okay, we can make one render with less light and another just while you're zero. So be disabled this slide so you can see before and after. And we can now be to JC before and after. So we basically add little more light and a little more shadow Sweetly is another light here. Okay, so now we get lots of lights, embed code this train. And just one important thing is to not add lights on front because then we get this effect and we're not done with Lighting. I change this color to bluish, so we get this bluish atmosphere here. I think this is too intense, so I will bring saturation down. Just a small value, bluish color. And we're not done. So basically this is, I think daily scene with just a lot of haze or volumetric. And we can bring this to daily scene if we just bring this ambition. So if we add here 0.01, this is too intense. So last time I go 0.04. And because we get a lot of white color here, maybe I didn't do this last time, but maybe we cannot. So bluish color here. You can increase saturation here to add more bluish color, but this is, this depends on you. You can do what you like. So this is Lighting. We have for now. I think we have lots of bluish color here, so I bring saturation down. And also one thing you need to know, now, this render is much slower because of this volumetric. And this depends. So for hardware, you have another thing I do for lighting here, you can see that we have orange light on this ground. And this is this volumetric group. This is all for lighting. If we accept this. Now signs here and this slide here. So we can create this slide here. And I basically put this between these two columns. So I go with Shift, right-click here, and I go with light and Avialae. And basically scale this on y-axis and scale this on x-axis. And I go here with value of, I. Just put this here, orange color. And you can see that we get nice light on this string here and on this ground, which I liked. But there is one thing I don't like, we have a lot of lights on this background area, which I don't like. How I fix this. I basically placed one plane here and I go with night. Let's now scale this on X and Z. What I do now, I go material and I create new material. I will call this MOSFET. So if we add color here and if you bring specular down, this will not reflect any light here. So we can just depends how big or create display. We control this slide here. So I don't want completely remove the slide, but I will just show you before and after. So we can go to Scott for this is after and I will now delete per second this and this is before. So you can see before we have too much light scene Background and we put a lot of focus in this background. I don't want put focusing this background. So I control this with this plane here. And we will add later this small emission cubes here. And you think that these slides, all these slides come from the school, but this is not so strong to create any lights. So this is reason. I create this emission light here. I think I will scale is on y-axis and make this maybe smaller 11. 10 - Concrete material: We can now continue with materials. And I think I will just increase little image here to 0.005. Most part of this scene is concrete texture. So we have concrete texture on this column here, on these walls here and in Tunnel in Background. And the first I will go from a solid due to material preview. So we can see how this look in material preview. And I prepare this concrete texture map for you. So I will share this file. And now we can back to our scene. I will select this object and I will create new material and I will call this concrete. Now we can bring this concrete texture in Blender. So this is one way you can just drag and drop this here, or you can shift the image textures into can open and file. Find this file on your computer. And now we can plug these two base color. Now I want select all objects. I want apply this material. So I will with holding Shift select this column here, this part here, and also this part. And if we now with Shift-click here, we get this yellow line here. So that's mean that this is last selected object. And we can just with Control L link materials. So now we get, we apply material from this object to all these objects here. And also this one. Another method is if I go with control Z, I can just select this object and just drag and move this material here. Or I can just from this list, select concrete texture here. And we can preview concrete texture on left and also here. Alright, but I will, for now just disabled this volume metrics. And now we need unwrapping this. I will select all these objects again. And I will go first. I will check the scale of these objects. So here is one. Just be sure that all these objects scale one and you can see that this column don't care. So this is reason why this is a stretch here. And then we'll go with Control a and apply scale. And also here. And also for this Tunnel here. Okay, Now, when I showed that all one, I will select again all these objects. And I can go, go to Edit Mode and press a to select all these objects and you few projects. And now we need to try and match escape with the real-world. So I will go here and open UV editor, and now I will press a on left hand. I see that this details are too small, so I will press S and scale this down. So I don't want repeated texture here, so I will try scale this up little. I think this is about real-world scale. Now we can play with each of these objects separately so I can press L and I can move this here. Maybe we can try with everything it to rotate this in opposite direction. I think this have no sense. So this leaking need to go down. And I will just go with G, M, bring this leaking to this edge here. And maybe scale this down to our and this part. Okay? And we have decided this part. So we can just manually select maybe this two places. Let's go with GM. Bring this here. Okay, I will put this in the middle so we can later on maybe while loop cut here to highlight that this details here, this slide Let's now select this part here. And with G, Let's maybe move this here. And we can scale this slit along Z axis if we want, get more details. Okay, I think this looks pretty good. And rest of this scene is not so important, so this is not so visible. This ground, we will change later to another material and this in Background is not visible. Okay, let's now back here to run that preview. So 3D view port. And we can also plus F2. See how this make this maybe to 50. And let's now this set. Well, so this is before and I disabled this model matrix here. So you can see this without volumetric, but I will now break this here. So I just searched for volumetric and I will now remove this. And if you select this object, you can also press full stop key on. Now, I will just add more details on this structure here. So I will go with number slash key. And we cannot do weather satellites to make this little button. So we can go to Edit Mode, select, we can with holding Shift. We can select this part here and we can go with Control V and maybe add one barrel. And now I will go again control be, to add one small bevel on these lines here. Here I will just add one small level, console Control B and which shifts. You can control this and with scrolling mouse you can add one. Look at more. And also it in this column here. So you can just press a to select all and it's Control B. You can add Bevel. I will just add one loop cut here when I see this line. And I will also bevel this with Control B. And now I have one middle loop cut and I will go with control numbered minus to subtract selection. And now I can press S to scale this side. And now Control plus to expand selection and control be taught one bevel here. I will also add, maybe we will look at spheres, so control our, so control R on this part down. And let's move to here. And let's go with control me. I will scroll mouse down so I can go all the flux through a log-normal. The more distant site. Okay. And controlled plus again and controlling bit to bevel this part. So just hold, shift and move dislike. Let's now improve this material. So we will just add some roughness variation from this map. So colorRamp and plug this collector and let's hit Control Shift and click on this node preview how this look. But for this unit, activate node with English. So just go to Edit Preferences and onset type here node. And enable this add-on. Because the black parts will be shiny parts. I don't want too much shiny parts, so I will bring this down. Let's make this material and we can preview this in material preview. So if you plug these two roughness, we basically get this highlights various black parts. So we have black parts here and we get this highlights. I will bring this little down. And if you want to can increase contrast to make this more visible. Okay, So these parts are still too bright and I will bring more white color scale. And we can also use this for bumps. So I will go to shift the bomb and plug these two height and this to normal life and bring this distance 2.1. So I have more control with this slider and now I will just bring this home also down. Okay, so I will just bring this duplicate instance Shift D because I don't want high contrast on this map for bump because we get this flat area here. So I will bring this all to left and this all right, let's now apply this to white. Now it's much better. This is a before and this is after. We get lots of bumps here and a lot of this reflection, and I think this is maybe a little too intense. So I will bring just a little on left hand. Also this black color in roughness 12. 11 - Floor tiles: For this Floor tiles material, I use one free material from polygon and Don. And I will show you later how I do this. But if you don't want use this add-on or this material, you can find a lot of similar materials on many other sources. For example, you can do same as we do with these concrete texture. So you can go to textures.com and search for theists or something. And you can use this PBR materials. So just image texture, which are now you can go to NBS cgi.com and find a whole PBR materials with all these textures. So can search for theists lot concrete, and choose texture in your life. Or if you have quicksand bleach, you can hear a lot of texture. So I will go here under self-pace and you can search lot of free and high-quality textures. Key. I talk about pixel breach in some of my previous tutorial. So you can, if you don't have profile, you can make free profile, the Epic Game account, and then you can download all of these materials for three. But let's now talk about polygon add-on. And I will show you that I found exactly this material. To activate polygon add-on you just named go to this link. I will share this link, the two. So you can just click here and download this add-on. And then you need to go to Edit Preferences. And under Add-ons, just click here installed. You'll need to find your head on value download on your computer. So I will show how this look, I can pull that here or this. Just to select this end on end. Click here in stock. And after that you just need some support polygon and just enable this add-on here. And then you get this tab here. And I think only settings unit set for this add-on is, if you click here, you just need set for that very one. When you click here to download This, objects are material will download in this folder here. So we just need set for the very one, download all this assets. Here you can set resolution by default. When you click here, this, the default resolution will be download. And I think one case for most of this thing. So I put this to one K. Okay? I will not go with number slash key to buy 12 scene. And this is my old blender file. And this is name of this material I found. So we can maybe copy this and try find this material now. So if you just search here for three, you will get all these free assets. And under these three assets must be one of this. One material we need for this. So this Concrete Blocks people. But I will now search for free concrete. Reason why I cannot find this material because I already download this. So I need, I think on the show my assets. And here's my material I want. And after you download this material, you just need to click. You will get this link Apply. So I will now go to Edit Mode and I will select this face here. And I will now click Apply. And you can see that we get this material on this graph here. Reason I use this material from polygon in is because this material is little more complex than just one froms recites and the one we do with these concrete texture. And this material is more in focus. I want something more quality. And to be sure that this is wrapped correctly, I will just select this face and I will go with you your projection again with this material. And I will now open UV editor and let's just scale this up. And last time I rotate this 90 degrees. So just to rotate these two opposite direction If you want copies scale, I do last time. So you can just come to this. So to this column we have 1234 or five times. So you can just move it to scale and maybe to get these types key. Okay, so we have here 12345. Now, if in back to this material preview That's shaping shader editor, you can see that we have lot of things we can change. For example, we can change scale, aspect ratio, hue, saturation and hold this rightness and all these things. And you can see if you move this slider that you get. But you affect this material and you'll get something different. And you can play with this value scale and maybe you can get a better result. But for this tutorial, I will share this settings I use last time. So we can just copy and let's see what I change. So I go with separation two -7.8. So I didn't just type here minus eight. And with color value, I go to minus one. Brightness 2.12, 0.1, 0.2 pi -0.1, displacement to 0.5. Okay? I realized that we need to bring roughness closer to zero to remove this shiny parts. So -0.01. And now we have less this reflection, or maybe close, closer to zero. For now I will just set this to zero or maybe, let's see which one. We don't have any reflection here. So I will just make this to zero for now. Next I want do here is that real geometry here and all these imperfection. And to do this, I will first go with control arm and I will add long loop cut here. And left to consider is visible this in our render to about here. And later, I will know that I need focus to about this. Next, I will separate this material. So I will say these two faces and P by selection. And now we can easy with number slash key isoelectronic this object. And we can now work in this area here. And I will press N to remove this tab here. And I will also make more space here. And one thing I will also do because I will not add imperfection in this area. Now left, which are not so visible. I will just again go with V selection. So it wouldn't be much easier to navigate without this object here. So we can press the NumPy slash key twice to bring just this object and set origin to do no. Okay? And now we can follow these lines here and add you look cuts. So when you go with Control R, you will not stretch texture. But if you know, for example, move this, you will stretch texture. To avoid this, you can go with double-tap G. And now you can move this without stretching texture. You can just enable this correct base attributes option so you don't need use double tap G. You can just move this now without stretching any texture. Okay, let's add the for loop here on y-axis. So with holding Shift, you can move this slightly and be more precise. Now we can make some extrusion here. So I will select view on this example, these two and I will now move with E and Z to bring this on z-axis. But just be sure to not overkill with this. So unjust for this very slightly. So I was on this board here So G Z and move this spiking up. And now we can, for example, if P set these two individual origins, we can press L to rotate the salad. Maybe your Y on Y or X axis. So just be sure to move this very slightly because this will be, this will be visible light. So I will not go with Control D to add Bevel here. I can now maybe x-tilde this z-axis little down. So there may be why and Control V to bevel this. But I mostly want to extrude this out and not in because these have no sense to go down. And let's now select these three. So easy. Let's now maybe here X to rotate this salad and Control V to bevel this. So let's hot while loop cut maybe here. Okay, so you can see that this is very sensitive. You can see all these tastes. I think I went back to summer roughness here. So I will go to -0.05. Okay. I think this okay for now, but we will check also again this later. I think I little overkill release. So let's try how we can fix this. Let's see in a solid preview, you can see better. This I think this one is too intense and also this one, this too hard, too intense. Maybe I can just select this and Let's see what time do I want, bring this up. So GZ and maybe, and maybe why? To back this little more to position. This is reason, I said before that this is very sensitive and you'll need be careful with this 13. 12 - TacTile: Next thing we will add here is this TacTile texture. And if you go to NBS cgi.com without registration or anything, you can just search here for Pipes. And I download this, this 003 texture. So you can think I will share this link with you, but you can just click here and download these texture. And after extracting files, you get basically this. So now when you save this on your computer, you get this folder. I will just copy this address here and I will make to blend. Now we can back to our same numbered slash key. And before I continue with materials, I just want, but the viewport display color to this ground. So we select this polygon material. We can go under, down under view-port display and we cannot yellowish color here or any other color. And now we can just little better in viewport, Tatas tend which material is, and I will not go with Shift a and plane. And under item here, I will type on y-axis 0.1. So this is 10 cm. Okay? And I will scale this on x-axis store, so SX. And let's move this to about this dimensional here. Maybe a little more. And I will love, will lead to edit mode and select this object and object and go with E, Z and move this one z-axis slightly. And now we can go with control B2 and small level. Thus normal lung to add one. And now we can create new material. So I will select this object ten to heat. This time. I will call this also yellow. And we copy this address here. And we can now just go here. And with the Node Wrangler enabled, select this node and press Control Shift and T. Now we can import this material so I need base color, displacement, normal and roughness. Okay, in Blender will automatically connect all these two right place. Let's just material preview. See how this and we now need to unwrap this. Select. All right, hey, just check scale. Control eight, Apply Scale. And now you kill projects. I will for now just open the editor. And let's now press a and scale this and cover one or one this time. Okay? And now we can make two shader editor. And I want this displacement. Hold down this loop too intense, so maybe 0.1 or even less. Let's also bring this more lungs. So G, Zn bring this. Okay? And you can note that I have three variation of this. One is yellow, another is white and black. And I will do this now also, but before I do this, I will go with a modifier here. And I will go Shiva two minus one. You can go with it, one to go to this direction, just move this here and now you can increase this comp. So Gx to move this down, we need maybe six. So now we can go Shift D Y and move it, hold it, shift, move this. Here. We can just select this object. And if you click here, you can make another variation of this material. And I will go and call this white. And to change this material to white, just need to go with hue saturation. And you can just bring this saturation all down and this will become white. And maybe we can increase value to, point to and again shift the white. And to make this black, just again duplicate this material and call this blank. Now just decrease this value. Hold down maybe 0.1. And I think this yellow color is too intense, so we can also leak some duration down, maybe 0.8. And let's see how this look. So this is before, and I think this looks pretty good, but we can make little more variation. So I will bring this GZ and bring this little more down. Just like the end swipe to scale this maybe strange district along y-axis. I think this is black, so I will bring this value 2.3 main 14. 13 - Metal texture: The next texture we need here is Metal. So we have this Rails here and this object here, and also this part here. So I will select this object assembling these numbers slash key. And I will now click here, and I will create new material and I will call this map. With this, we will create same like we do with concrete texture. So I will share this file with you. We have here few variation of Metal texture and you can choose which one you want to use. But I will now bring this two Blender and let's now apply this to base color. Okay, So we apply only to this object and we can again select on these three objects and this one last selected Control L link materials. Okay? Now we need UV editor here. And just search here for Metal texture. Okay, and let's now go to Edit Mode. I will select this Rails or start go to Edit Mode. And you can see that we can edit only this part here because we use for this rest part views on a modified. I will go here. Just be sure to scale is one projection. And now we can reject this object here on this texture on that. So I think for this I will use this rusty metal parts so we can make the project this here. Okay, I think this looks pretty good. I want to avoid this part here, so just move this here and this now look pretty good. Okay, next part is this one. So we can this circle object project on different parts so you kill projection may be also this last part. So we have also here the last part. So you can select this with just left mouse and drag or just press B for book selection. Now you can press the G and move this maybe before book selection and just make this here. Or you can just press L to select a loose parts, but we have few rules parts here, and it will be hard to select this or just a boxer left hand. Smoke this here with G. And this structure here. I will go with Control Z to undo this because I select all these parts. So I just want select this part here. So your Q projection, and let's again unwrap this. And we get nice details here on this part. I think these look pretty good for now. And this object here, we need to material. So one is Concrete. I will click here on plus N, like this concrete texture. And now in edit mode, we need press L over these concrete part and assign these concrete texture, but just unwrap this with Q projection. And let's see how this look. Okay. Now for this metal part, I will go with L here and try select this loose parts. Can. Now select Metal texture and assign this and you do projection. And the null project also this on this last thing, Metal part. Okay, so just select this new can go with them or just select them, just bring this key. And we have lots of repetitive texture. But if you want change this, you need apply this. Okay, we can now apply this array modifier and we can now select these parts The project somewhere to avoid this repeated texture here, we need brings saturation to this metal part. And we also need our roughness and bump map. So I will go with this tool factor and these two roughness. And let's see. I see one problem here. So we have very high contrast between this part and this. I think for roughness is better to use concrete texture. So I will go with image texture and I will search Steve pour concrete texture we used before. Let's now reproject this and this look much better for roughness. We can now go follow them. Let's just bring this shiny parts more to white. Can plug these two roughness. Let's see how this book for bump. And basically we can use combination of these two texture. So if we will, right click the Control Shift and right-click, we can make these two textures. And I will now go to multiply here. So we can take only dark parts, black parcel, this texture dumps. So if you go with Control Shift and click on this node, we can preview this look. If we move, alright, we take dark parts of this texture here. Let's also now do this for mom. So she, if they bump and plug these two height and this two norm, Let's now bring this 2.1 and all this down. And I will now move it to hue saturation, bring some duration to maybe 0.5. So this is before and this is, I think now it's much better. And we can also for these wipes out this Metal texture. So if you know, we have collection of Wires, I will select all objects send. One problem is that we, we add this to Wires collections. So I will just select these three objects. This happened because the I have selected this object when I create new one and when I create these parts here. So I will now just press M and remove these two scene collections. So now this is not part of this collection and let's now select the objects. And I also make same mistake with this volumetric. So this scene collection, this part and this. And let's now check select objects, and now it's only selected this Wires. And I also make same mistake with this point lamps here. So just make these two scene collection. So you need to be careful when you add new objects. Always just select this collection and we will add new objects. So this scene collection, and you will not make a mistake. So let's select this object here and let's see if we can add all these to say material to all these objects. And I will, I think we cannot add this too easy. So I will first select this object and I will select this metal material. And let's, let's now and just change viewport color for this metal material. I will add bluish color here. So we can know that this is Metal material and also this object. Now I will go with right-click select objects. And last selected object is this one. If this is not case with you can always go with Shift and click here. And now Control League materials. Now all these wide-scale same material. And let's now just try. Select all objects and let's try and wrap this up. You'll projection. And we can go with tabs in it. I think this only this part is important, so we can maybe reproject this to this black color, but this will not be visible. We can also read project this two objects here. But we have problem. This is still kind of object. So we can go, we can convert this to mesh, and we can now unwrapping the seal, your projection and let's project leads to this black color. Now this is black and same program. So convert this to curve. Let's select on this subject and your projects. Now this is still current. So convert this to mesh before covert this to Carol again. And now we can go through projection. And now this is pretty good 15. 14 - Pipes and mesh: Next part is decorating this scene. And you can see that we have a lot of details from this Garbage to this big structure to Small greebles like this far, this condition, this Pipes. Good news is that I prepared some asset peg for you and I model all these details we need for this scene. I will share this V2 and we will later go through this asset pegs and we will import in this scene. But I also want, in this tutorial, I'll show you how I model some of these things. For now, we can model this Pipes very easy and also this mesh here, you can see and maybe this stage. Okay, so let's start with Pipes and I will it shift right-click and let's add one here. So I will go, let's bring this to render preview. So Shift a and I will go with cylinder. I will bring this to maybe. Let's scale this down to about here. And now I will go with number slash key. I will for now just turn here solid preview because I don't want my computer to render all time because we can see this pipe also in solid grip. So I will go with the SEC to scale this one z-axis about here. And let's little more. Okay? Now I will go with Control a and apply scale. And we can create this rounded part here with spin two. We have in Blender. For this, I will go with numbered one or with an arbitrary. It is not so important. For this, we need this pin tool. One most important thing is this origin. So we will basically spin this from this origin point. And I now want to place origin to about here. So Shift and right-click and place strategy here. And now we can select this pin tool. And you can see that now we have, we can spin this on z-axis. So I want x-axis. Now, we can, okay. We have selected all these parts. I will just select. We just see if I make duplicate. We now need to select only this part down. So this we need go to x-ray mode, select this edge downwind, and now we can spin this. Okay, so I want, may be able to jump to about here. Even more. I think I need to rule on the left. Or maybe here, okay? About here and now I can basically spin this. And now when I go tonight in about 90 degrees, I can just go with E, Y. Let's throw this solid if you want. Now we have nice pipe and we can just bring this to about here. And I will now go with metal shader. And I will pull here to UV editor. Let's check scale. So scale is good and you cube projection should work nice for this. So this is Metal and he met them texture. And I will now press the night to rotate this on the axis. And now we can just choose Metella. We like maybe this rusty here. I think I will choose this last part. So now we can just fix this part here. So just move this layer and move this to this texture also. Could fix this. Okay? And now we can add more details with this. If we go with control and control be we can know or we can go with just controlled, be here. Now we can go with this along normal. And we can go with all tend, select this line here and shift, we can skip to another part. And again we told select another line here and we can go with control B2, but we can also add one here. So Control V to bevel. All the extrude along normals And you can now go with Control V and bevel all these, but I don't want that all these parts inside. So I will go again with alt. Click here to select this loop and shift to skip to another part called the altar again and Control D again. Okay, let's now Blender this to see how this look. Okay, I'm not happy with this because this part is too big. So we can fix this remote and delete this part. So now it's little better, but I think I make big angle here and maybe I'll kicks later. I think it is important just to know how this tool work. And I think I don't like this texture, so I will mainly project this sheet. Okay, this is a little better. And we can also create a few simple Pipes here. So she, if they cylinder and why Nike scale this all down here. And now Sx, this on x-axis to about here. Maybe we can again create this Smith's pin tool. So if you go to Edit Mode, if we select this part in X-Ray mode, we can go with spin tool set origin here, and let's see, not on z-axis, y-axis. So let's place origin here. And okay, This look for now, pretty good. So I will go to 90 degrees here and E, Z to extrude this. And we have another pipe. And let's now just add details more. So I will go with Control V, and I was almost three times, so we get three levels here and now Control V to bevel this Arts scroll models down to remove this loop cut in the middle. Now we can go with control be all tie to extrude along normals and Control V to bevels. And now select this metal part. And let's go with you. Just check scale and your projection. The project this on this part of texture. I think these two printable. And we can now back to our scene. And let's rotate this z-axis by 180, 118. And we can place this pipe. Here. Again, we can go with Shift D, Vitamin maybe, place one key and the Y. And we can, with this one we carry project to another place on texture. So maybe we can make one this week, this texture here. So that's how I get this Pipes. And let's now create this wire mesh here. We can get a lot of details very quickly with this method. So I will show you how I can do this. And let's now make like something like more heat. So let's see where is this? So as X, Y, Z to scale to about here applies scale and let's go with Concrete material here. You pupil objection to unwrap this and now what I will do, I will do duplicate this space with Shipley, move this on z-axis. And let's place to about here. And let's also bring this up. Now I will select this face and selection. So separate these by selection. Let's set origin to geometry. And now I will go with more than with edge select. I will add to look class here Now I will press a and right-click sub-divide this few times and one more time. And now I will go with Facebook. And now again face to quads. And now we get to this squats here. We can just use VAR model to get what from this. Okay? So you can increase this thickness with holding Shift and move this left to right. You can enable this boundary to get this edge here. This is too big, so I will maybe leaving this part here. So delete vertices and maybe let's go with numpad one. Maybe we can leave this part here. And also I will move into Metal texture here. And you can see nice details here. And I also place one nice piece here. So what I do, I basically just duplicate this shape, the Z and we can now number slash key and I just need small part of this. So I will go to Edit Mode. Delete all these parts. Set origin to geometry. And let's now go My, to rotate this 90 degrees. And let's place this may be here. We can move this train little, expect to see this one more, little more. And let's now create this, stays here. So basically, I again use the modified just place origin about heat plane. Sx2 scale this one X axis, Z to scale on z-axis. Applies scale. Now, why to rotate this on y-axis? And basically what I do, I just go to Edit Mode bureaucrats here. And now we can add again why for a modifier. And let's apply scale and with this thickness. And now we can right-click and convert these to mesh. And if you go to Edit Mode, we can extrude this on x-axis way EX. Okay. Let's add the metal shader here. Go to material preview and you'll cue projection and just the project is. And now we can this stage in breakdown. I think this is too close to camera, so maybe we can move this box here. 16. 15 - Big structures: Next we will do here is this big structure in Background or greebles. You can see also in this reference image or this big structure in the ground. But we will not model this. We will import our setback I create just for this tutorial. Reason why we will not model this is very simple. I spent about three days to make this asset PEC. So here we have about 20 friend assets. And it is very time consuming to make all this. So if we make this in this tutorial, this tutorial, we'll lease maybe ten or 20 h, just making this greebles. Another reason is very simple. Using asset-backed like this or any asset pick you can download on Ethernet is just a normal process of creating complex scene like this one. This speed the working process salad. So imagine that we now need the create, this, the train from scratch. And if you look my tutorial, this tutorial, we're just creating this train is about 3 h. And I spend even more times to create all this asset peg here. And we don't need use all these, but I make bigger. So you can use this next time in your next project. All these objects here are just one object. So I joined all these parts. So it will be easy to add in asset browser. And if you look my last tutorial, I talk about asset browser. But if you don't look, you can find on YouTube lot of asset browser tutorials. So you can also this in your asset browser. And I think when I shared this file, I will already renamed this and I will already Martin this assets. So it can just go to current file and you can find this under unassign. And you can also add this in your asset browser. But if you don't want, are these in your asset browser, you can just copy few of these objects and you can, you like, and you can just paste this in scene. So just right-click four objects, and here is our blender file. And you can just go with right-click and paste these objects. I will now move this on y-axis and let's place this here so we can see this. And this is not the only one. Asset pick I prepare for this tutorial. I also prepared Neon sign asset pick, and I will share this as a take with you so you can use all of these Neon sign. And I also prepared Small greebles assets pack. So you can see this Pipes and this small things here. And also I made the few cables, but I will talk about this ad set back later and also make this ground photos can. So this is not my asset, but I will go and I will try capture and make Photoscan. I can share with you. And also I will share one small shop or you can see in Background. And of course I will share also these train with you. I think I'm not sure for now, but I will share six blender file with you. And I also forget this Garbage Photoscan I also made for you. So Garbage is one train is to this Small greebles is three. This big structure is four, and this small shop piece five, and neuroscientists six. So let's just take a look. Let along this asset pick. I prepare for you. So I spent about three days every day, about maybe 5 h to make this asset pick. It is not very hard to model these, but you can see that we have a lot of details here. And also if you go to it more, you can see that is still pretty low poly, so you choose on here, you can see that this low quality but also low resolution, I use a low-resolution image. If you go with F 11, you can see that this image is, I think three K, but I use only one image for like five models. If you click here, you can see that these two objects share same material. And I made from this one Image here, I made about five models. I also want share with you where I found this texture. So I go to Google Maps. I know one industrial area in my neighborhood. I just go to Google Maps and I will just try found this. I think it's about here. So what I do, I basically, I was lazy to go here and they take photo of this textures. So what I do, I basically brings screen and I just take copied this parts I like, and I paste this in Photoshop and this is how I made this scholarship. So this is a very nice Metal you can use to create all these greebles. And if you look this variable here, you can note that this is dysfunction. Nice thing about Google Maps is that you can go around this object and you can see this from more angles. So you can see the stapes from few angles. And you can also go here. And what example if you like this texture here, you can just go with print screen and you can take this texture and then you can paste in this collage, so this part here, and you can then very easily project this. Okay, let's look at this object here. So basically I found this nice small house here and I just take a screenshot of this. You can see that this is very low resolution image. I take this screenshot, but this then I just reproject this on cube and I just start cutting and adding details. Following this. You can see how this look in via remote very low poly but still Luca very good from distance. And I found reference from this for this structure. So basically make about ten or greebles just from this area here. And if you want found this area, you can just copy this address key. Okay, so I found this reference in this structure here. And if you wonder these two objects are, I add little more detail. So I spend little more times on modelling just these two objects. You can see that this is pretty complex objects, but still pretty low. Okay? This object is not good from this side, so just take care about this. So if you want to just use the site of objects various visible in Canada. And also this model here you can see we have all these details, even this small cables, all these structures. Let's now back to our scene. So you can copy any of these objects you like. And we can now start. I will also copy this one. And we can back to our scene and you can now adjust. Here. I'll let render preview. And we can start placing this assets in Background. But the first I will just select all these objects and I will press M and I will add this in your collection and I will call this structure. Okay? Now, you just need to take some time and start placing this in your scene and until you get the result you like. And I think I will speed up this process because this can take some time and you will not learn anything new. So basically you can just visible in Camera, I can look reference, I need something here and this part. So we can just made me rotate this. And you can also, if you want stretch of this or scale, it will not be visible because you can see that we can lot of myths here. So if you want to can press Z to scale this X, it will not be broken. This is before and this is often. So after few minutes of playing with this, I get this result. And if you know that this slow down your render time, you can go to this objects which are not so visible. You can go to Edit Mode, then you can even reduce this mesh if you go with a to select all and you can go to mesh cleanup, and that's image geometry, and it will type here 0.5. You will basically delete half of this work desist, but this will still look good in Background. For example, we can do with this one, so a and mesh cleanup and that's image geometry and now is these values still here? So we reduce this mesh to have 17. 16 - Small greebles: Okay, so let's now continue with Small greebles. So this is greebles and big structure and this is Small greebles. This big structure is pretty done. So I think I will not add more variables here, but I think I will continue work on this Small greebles spec so you can see how this look. This greebles are more for close-up camera because I add more details to the cerebral. So if you go to render preview, we can see how this looks. So this here, our photo scans from before, and this is Modeller. So I'm all done all this greebles key. You can audit. They are pretty connected with train and similar stuff. So all this is from one train station. And we can also feel Pipes here and one condition because I use this last time, so you can place one here if you want. Okay, I will now start with this cable. Even this object is may be forced object. I error made it look very good when I put this in my scene. So if we go to Edit Mode, you can see that we can just Small cables with this stuff. But if you go to render preview, this look pretty good in Blender. And if you know, in my last render I use different assets, not this one. I place one here and I will do same now. I will. Let's go to solid Cleveland. I will copy this object. And I will back to our scene. And I will paste this here. And let's just again click New Folder. And we can call this Small greebles enabled place one here where I put to these cables last time. But for now we miss this ground Photoscan you can see here. So it will not look so good before we add this ground water. We can try all to the right and we can rotate this on my axis by 90 degrees. And now, so at night, the night, no Z minus nine. Maybe we can try place one smaller piece of this here on the structure. So every press S to scale this and let's move to about here and we can see later how this look in R1. Okay, and what I want avant place also one here on this wall. So all to D Y. And let's go now. Nine. Now, just press S to scale this in place one here. You can go with the G, X and holding Shift, you can move this slide about here. Okay, Let's now go slow three and make one test. And I, we bring this down for now because I will place a condition here, so G, Z, and let's bring this. Let's before render just also copy this condition. And if you now see, we can select this small structure collection. And when we paste, this conditional will be in this collection. So now I will again go with Y and Z night ten. Let's place this a condition here. This is before and this is after. You can see this nice detail and also This sale condition and this gate. Let's now continue. So you can use any of these you like. Let's try copy this one. Also, this option key. So I will right-click copy and we can now back to how scene and I will just select this Small greebles Collection and let's paste this. Now it's the middle of this train. So I will place this object here. Maybe I will rotate this on the y-axis. And let's see how this look here. This is before and this is Art. Be also this pipe. So I will all lead to the store. And let's pick two all scene. So Small greebles and paste this here. In the last renders. I also thought this greebles here, so we can just find something similar. One thing you can also do, I like this part, but I think it's maybe too big for what I need. So you can always go, for example, I remove it. Just L to select loose parts. And I will copy few of these pieces here. Now, I can go with Shift D X press. Let's also take some of these cables. And maybe this part here. So we can select this loose parts. And then we'll go with shaved the X. And I will now let's move this here. And with x-ray more than box select, we can just place this here, maybe turn up at one we can go to from total roughly can we can just, it takes lay mode, select all these parts. And let's place this here. I will select all this and I will move it be selection. Now this is separate objects from this one. So we can select this one. And we can just go with set origin to geometry. And now we have small piece of this and let's copy this. And last time I put similar object here. So you can see these objects look pretty good. And we can now try similar paste object. And let's try phase this object here. And I will go with night and day two opposite side. And let's paste this here. You can go with all the X and maybe placemark. This is before and this is after. We get a lot of this details here. And this is without any greebles and this is week we will send you can see how much metal is now 18. 17 - Garbage: Next assets pack is Garbage. This is Photoscan sime made a long time ago, but it is still good. So you can see how this loop we can now just randomly copy some of these assets. So right-click and copy all you can add this scene castle browser. And I will now and just make to all scene. And I will paste this here and just press, Let's now move this here, what is visible? Let's now press M and, and call this Garbage. And now we can select again all this object but not in this volumetric use. So weed control and let mouse, you can remove this selection. And let's now paste this, start placing this here. So basically, you can just watch on left and you can move this and place in your scene. But I will now press S because I think most of these are two big. You can also grab this and you can go with all except just Background. This is before and this is out. And you can see also these tiny details here. So this is basically same Photoscan of this ground. Just the scale a lot. And we will add also these late. One thing I forgot to do before is that I feel, so we want putting focus this train, not in this part in foreground. We can get this easy. This I will go with Shift and right-click train here and that would go with sheep. They in hard, empty and play it out. Now we can just select Camera and we can that the field here and we can select this empty as focus object. Now, if we go all down, for example, 2.1, we get a lot talk, a lot of depth of field. But I will go, let's select the camera and I will go to 1.2 or maybe 1.3 or four. So you can see that now this part, these Garbage is not too much in focus, which is much better and this is before, and let's now run that. So this is before and if I press J, this is after. So basically remove focus on this part here 19. 18 - Background shop: Next asset type repair value is this app protect shop. And you can see that in Background here we have something happened here. So you can see some store or shop here. And I also working on on asset-backed which we'll call shops. So I want also make about five or ten Small shops. And for now I will just share with you this one. And you can see how this look. If you wonder how I made these two can watch my last tutorial, which is called Small shop tutorial. And I made one building similar like this. But with this we have nice emission material inside and I think this will fit pretty good in our scene. So we can now go to solid preview and we can go with try click and copy one object. I will back to our scene and let's also go to solid preview. And now I will place this object. And I will just remove these two scene collection. Okay? Now, I want to make space for this shop, so I will go to Edit mode and let's now go with Control R. You can see this line here. So I want place this amount, this, and I will go Control R again. And now we can just add one on top Control R. And we can now just select this face and go with E, Y and extrude this on y-axis. So basically now we make space for this shop. Let's now take this one z-axis been my 180, so 100, Katie. And I will just check mesh density of this. So you can see that this is pretty low poly, poly thinking can do is maybe delete this part. We don't need, so delete vertices, but just go to x-ray mode and let's now leave parentheses. And now we can place this scene. We can just isolate one, these two objects. So now it's much easier to work with. I think this object is too big. So we can scale this down and place about here. If you want to, can move this node. And these particles. I think I will move also this more on left. So this is before and this is after. So we can see that you should have this shop here. I'm not so happy with this for now. But we can isolate this object and let's see how we can add more lights here and maybe Small visit. If we now go here to shader editor. We can see material of this. So this is, we have this emissive material. I'm not sure. Maybe this, this part can be a missing and also this part here. So when you go to Edit mode and it's based selection, select this part. You can see that Blender Basic and navigate to this material. And I also add option to make this me see, if we add here, now this is zero, so it's not a missing, but if we decrease this to two, we can make this MEC. And you can see that we get a lot more light here. And I will for now tried it five. And I will also go inside this store. And if you go to Edit Mode and select one of this space, we navigate to this material here. If we find node which is plugged to emission, we can see that we have one more Multiply here and we can increase this may be two if we now add much more light here. And let's now see how this loop in new renters. So I will back here to render result, and this is slot seven. And let's now go to a So this is before and this is out there. So it basically add a lot, a lot more light here and now much better, but I think it is little too intense. So what I will do, I will basically just move this little insight to make this less visible and maybe bring this when T. And if we go to Edit Mode and select this, me, see, this red is missing material. We can now bring this, maybe 23. Now this look pretty good, so we have sunrise here, but not too much. One thing I forget to tell you, so you can see these lights here, so it share five or six these slides. This is my old Blender scene and would hear five of these slides. And I also have, we'll also share this small light here in this Small greebles asset. So if we go to render preview, you can note something very small here. And if you go to Edit Mode, you can see that this is very Basic mesh with projected this image here. So I project on this part of image here and we did this node setup. So very simple setup. We get this slide which will look good in Background. So I will copy this object. I will back to our scene. And let's paste this here. I will press M and move these two Small greebles. Okay? Now we can just paste this here. Where is this area land? Okay. I will now go with, Let's move this to about here. And now we can go with altered D and X, move to about here and now shift our to repeat this last process and five time. And I also last time on one key foreground. So I will go all the X and let's move one here. But one time, one thing I know that this here is too intense. So I will just know to change this slide, we need to shift this. So I will now select this object and go to Shift D and move this one y-axis. And now we can delete this one because we all TV will affect all these slides. Now we can click here and just rename this to life. Let's now we may duplicate of this material and I will now, here's maybe just ten or fine. So this is before and this is often, but this will look better later. Then we add some globe and glare effect. I think I want splitting this little, maybe 20. 19 - Neon signs: Next is Neon signs. And you can see here few of this. And I will share this file be two. So this is asset-backed. I made last time. You can just basically copy assets you want. And you can also find all these assets in the spec. But I will not do this because I saved this in us and browser. So I can just close this now and I will just, I will go here with horizontal split and I will solve for here for us and browser and I will affect my, my assets and neuroscience. And now I can just start putting this in my scene. So last time I use these tickets, so I will search, give can also use this search and high bound is assets and adjusting it, rotate this one Y axis or to -90 degrees. Okay? And now G, X, and let's this here. Okay? So you can see how this look. And next time it was this Western Union. And I can also search this well less than, and let's place this here. Y minus mighty. Let's see how this book, so we can take this to this poll. Okay? And I also use this one. I'm not sure how I call this. Just look for number one, locates here. And we can place this here. For now. I will update this Lighting degrees. So this is before and this is up. I think this one is called leak, so we can always scale this. And let's put this one more 21. 20 - Importing a train into the scene: Next object we will import here is this train. So this is from train tutorial and you can, I will also share this BEC with you. Now. This is by to get when you open. And I will now read all these objects is inside this Train collection. And if you right-click and select objects, if you press G, you can see that all it is inside and we can now go with copy objects. And now I will make to our scene. And let's paste this object here and let's go now, move this. And I will, I'm not sure which collection is this, so I will press M and I will call this. Okay? Now, this shouldn't be all in shrink collection. You can see here. But because this, all this is parallel to this big empty cube, we can just select this cube and now we can, with NOPAT seven, just move this cube. And so we can now easily control these train and longbow with it. Let's now just replace two position of this. So I will delete this cube for now. Let's just place this here. And I will go with Jay-Z and move this down GY and move this one y-axis. So this is before, and this is after. And I think one thing I need the fixed here is this lights here. So this is basically focus object dislikes here. And I kept problem with this slide. So let's see. If you select this object, then isolate this. You can go to render preview and see various program. So I think I will copy just disliked here. So if we select this object, we can see that we have this light material and I will cook this name and now we can just replace this. I will just go to this material here. So to say the editor. And now I will search for this flight material here. They will basically just copy. And now I will make this head light lights, and I will just delete this and paste this material. And I think we need UV editor now, so horizontal split and go to UV editor. And now Let's copy this material so big, I want to reproject this to heart and basically select this middle part of this. And I will go with control NAD plus to expand selection. And to be sure I will just assign this material. And now we can go with you your projects. And now I will just select this mesh here and I will reproject this. So you can see that now we get lights. Before we didn't get any light because this has projected on black color. And let's now select this part and just reproject to this part here. And now we basically get these slides here. And I think maybe we can go more bit reddish color with these rights. And of course you can increase this value to make seven. So this is before and this is Art 22. 21 - Asphalt cracks: One thing I also do last time, so if you go to textures.com and search for Asphalt cracks, you can find this nice PNG images. And I download few of this and I will show you what you can do with this. So basically, I will place, Let's now back to solid preview. I will now play origin here, and I will go with Shift T image, images as planes. So you need after you I decide on other add-ons, you just need search for images as plain and activate this set on. And then when you go with Shift a, and when you go to Image, Image Size plane, you can basically import this image here. And because this is a PNG image, so with the Alpha value, you don't need anything more. You can just re-project this on grounds. So if I go the air, why Nike Air Y minus fight? Because if you go to face orientation now, you can see that this is correct site. We can just place this here and you can see that we get this nice details here. So you can save these cracks here. But now we have two problems. One, this is too big, and another one is that this great shadow. So you can see this double line here, because another one is shed off. And we can fix this easy if we go select this object and go to Object Properties and you can in visibility in just disable shadow. Now you can see that this shadow disappear. And now we can just press S to scale. This will make this smaller. And you can go with D X and maybe rotate this scale and place one here. And maybe place another here. Okay, so maybe it's not so visible but it is there so you can see these cracks. And when we are the more samples later, so now it's just 35 samples. But when we add here maybe 300, it will be much more visible. I also do same with this graffiti. You can see on this train heat map for this, I use just shrink wrap modifier. If you cannot find the graffiti with alpha value, you can just plug the, you can basically do this. So if the select this object, this material, we can just plug these two color, this color input to colorRamp. And you can isolate this if we plug these two alpha value. And I talk about this in my previous tutorial. And the right colon means value of one, which means transparent. And basically you can be this method, isolate them, get the alpha white. But I talk about in this train tutorial scene, train tutorial. And now I will just plug these two alpha value here 23. 22 - Blender compositing: We are almost done the blender. And one thing we miss here is this ground water scans. So can I made this Photoscan? I will record the part of tutorial where I would this in this place and maybe I remember something more. But let's for now make a test render with more samples. And then we can do some compositing in Blender. I will go here, maybe it's 300 and let's now press F 12. So we can render this take less than 1 min on my computer and now we can go to compositing. And now I don't need this timeline here so we can close this. And I will place you to use notes and check this mesial to check this backdrop. And now I will go with Control Shift and click on this node and now we get this view, and so we get this in Background. And I will press V to zoom this outdoor. If you want, zoom this scene. You go with all three. Now we can just add some chromatic aberration, lens distortion. So if you want to distort this image model can maybe when 05 and if you press M, you can see before and after. But because we already used this fisheye panoramic camera, I will bring this to zero and I will just add little romantic operationally, maybe 0.03. So with them, you can see before. And so we basically get this blue around these edges here. And in Blender, I will just add some Anglo English. So if you search for glare, we can start with For glow. And this is, so if you go with height, we get less than, if you go with low, we'll get more globe. Let's go with meeting. And I will now just duplicate this one more time and time. We will go here with maybe streaks or stars can go with these streaks. Now. This a lot, so we don't want to match this here. Okay, we can control how much we want this glare and glory to God, one mixed node. And now first input will be picked out this glaring globe and second will be with. So. Now if you go all to one, we get all of this glaring globe. More difficult to left. We get to tau, this glaring globe and we can control how much we want this. Let's see on our reference image. I think this is okay. And if not, we'll be deaf 11. Render result is this composite node. But we need search for you overlay here. Then this is if you like this result, we can plug these two Blender result. So this is Final Render. And if now go with that 11 and search for ran the result. We also get the same here. So I think we need just replace these three random. Not sure why these don't work now, but I'm sure when you re-render this later, this will, this should work because all this is plug to composite. Now, let's talk about this anamorphic lens flare. So you can see this bluish lens flare here. And I get this with a paid add-on. So you can do this, maybe is Post-processing, maybe we will talk about this later. How we can do this for free in After Effects. But this flash flood result add-on is not free. I talked about this in my last tutorial and they said on it cost $25. And if you buy this in next month in August will be summer sale, maybe about $18. So you can get 20% or 30 discount. If you are just called, you don't need spend money. You can try get everything for free. This is not affiliate link because I don't have any contact with this creator. I just, like we said on, and this is reason. I use this and I will show how you can use this setup. So to be able to use the sudden you need light. This work on light. So I will add here point lamp, but I don't want the islam to create the analyte and I will just set this to zero. Now I will go to Lens Flare add-on and I will click here two plus. I will load these anamorphic light here. We go here to general settings. We can bring you tested it to 0.1. Nice thing about these add-ons that we can also control every aspect of this slide here. So if, for example, remove this globe, we can basically get just these streaks. If we disable this week, get only this **** man. Or you can also, if you will select this, you can also bring it density of this glow. For example, just if you bring these 2.1. Now, here is intensity. If you bring this 2.1, we can keep this butt low while you can control these streaks if we bring these. Okay. And if you want, duplicate this. So you can play with all these settings and all these splits reset. So you'll have a lot of these presets. But if you want duplicate this slide to this another side, you need to go to shift the why. And you can see that nothing happened now because now when you select this slide, you need here and go to duplicate to select that object. This slide here is select an object and now we just need the duplicate all these settings to select that object. And now click Okay, and you can see that we get another light here. So this is obviously going to dance. And I use very low one of these anamorphic lens here. And I also add very small value or on these slides here. But you can also get this in any graphic editor program in Photoshop or After Effects or any program you use. If you just search for an amorphic overlays or something similar. And you can just download something similar like this. And he could just set this to screen mode to ignore black so you can get similar result 24. 23 - Final details in the blender: Few days later I make my promise and I make ground Photoscan. And this is area where I take this ground. So basic Lego with my mobile phone and I take maybe 20 or 30 photos of this ground here. This ground here is connected with the train station, which is great. And then I use Reality Capture. So you can download this program for free and you pay only when you want. Download your object for this object here. So this is what I get when I download this from reality capture and I'd pay only $0.20. I talk about reality capture in this tutorial. So you can look for these tutorial, I think I call this as other city gate. And all these assets here are photos gains, and also all these assets here and part of this structure here. I think only this part on top because we model this part here. So this is what I get from reality capture. And you can see that I get big mess here. So you can see that this is not on same level. And I take a lot of time to fix this. So I clear, basically, if you go to Edit Mode, you can see that we get very high density mesh and you can see that Blender is very slow. So I go with mesh cleanup. Let's image geometry and that's Muddy's wanted to 0.1. So we delete basically 90% of this mesh. Let's open Final ground assets. So I will share this file with you. And this is final result. So basically I make this low poly. And also when you download from Reality Capture, you'll get very big texture, eight K PNG, which is about 100 mb. And I reduce this to one K JPEG, so this is maybe one or 2 mb. So you need to be very careful when you use program like Reality Capture. You get very high poly mesh and you'll get very big texture and it is not useful in C. Nothing which is also important. This is to check this edges here. It must. Steve congruent. So I'd see this area is not. So let's first go with G, Z and bring this down. Okay, I think this is, now, this looks pretty good. But basically you get, when you get this mesh is to go what example like this up, rotate this down, and stick also this n-gram. And then you do this in all these edges to can now go and just with the accent. You can intersect this. And you will not see these problems on edges. But you don't need know anything about this because I will share this file with you. So you can basically just right-click and copy objects. And now we can back to our scene and we can just paste this here. This object is here. So I think I paste this two times. So I will just go with Z, Y to move this here, and let's place this here. So I will go with Jay-Z and let's just bring this two position. So Jay-Z and with shipped to can move this slide. We can just duplicate these few times it old, the old D, and also the index. And you can rotate this whole scale, but we will not see any repetitive texture here. And let's go now also Dx and maybe we can rotate this from the axis and place one here. So this is before and this is after. And I think this looks pretty good. Maybe we can add one more. So all the X and move this here. Scale and maybe we can scale this a little. Again. I don't really test and scale this. Okay, So this is final result we get from Blender and wanting. I will show More. So if we duplicate this with all the and why and go with the GZ. So Jay Z for Z-axis and now scared is hold down. And we can get all these tiny details with these photos. Cancer. I recorded all DX and let's place this. Okay. And you can see all these tiny details. And last time, I also get these tiny details with this grand scheme. In next and last part of tutorial, we will do post-processing in after effects on Photoshop because this is just still image. But you can use any, you'd have to get it all program you want. But last thing I will show you in Blender. If you don't want to use any other program, you can also do color correction in Blender if you use any of these effects on the color. So let's try with this color correction. I think this is too complicated, but you can use color or color balance. You can basically change color of shadow, highlights and midtones. So you can just play with these values here and until you get Look you like. So if you want the greenish tone, you can add this in mid tones. I think this is, this here is shut off. So basically we get bluish shadows. And I usually want reddish color in highlights. But I think this or you can also try bluish tone, but I think I will go with reddish and these green effect here in newtons and ruin. Okay, if you press releases before and this is, but for now, I will remove this node. And because we will do this in Post-processing in, after xlab. And wanting to can also do, you can real-time use this color management tool here. So if you go here under image editor, you can float, achieve the result. And you can try here with. So I think medium medial quadriceps is this default. And if we change this to high partials, we get basically hypogynous here. And you can also play with this exposure or gamma value. What more? Brightness here. And now we can render this. I get this problem here. So you can see that this transparent part is not visible, it is black. And if you get this problem Art in anytime, you can fix this. I think if we increase this transparency here, and now we fix this problem, but we can set all this maybe to 12. So this will little slow down Blender time, but we will get a little more light in our scene. And I do this because we will not make any animation and I don't need care about Randall time. And now we can run that these four Post-processing we will need more than just combine at random. And I will now go under render layers I will miss. I will also go with velocity, direction. So we will need these three passes, four, Post-processing like you can control this mist if you go here under material preview, you can see how this past Look. If you go here and select Ms. past, but you can also check all these paths is huge, so this is emission and also we need the mission parcel. I will move it to miss direction and also emission. Emission. So this is how Amazon parcel can hear you can select also miss passed in by default is Ms path starts from 5 m and end to 25. And you can change this if we go here. Under world, I think, and under missed passive can see here. So if you change this to zero, we start from zero, but I think these default values are good for us. You can also increase this value Let's go quite funky. And I will not break his to combine it. And for final render, I will go maybe 300 samples. I think this is now we can just press 12 or you can go with vendor. Now, when render is done, I will now go to output properties and I will set these two J peg because I think you don't need the P&G. P&g is too big. And we can now go to compositing. And so now we can plug this image. So this is basically combine it and I will create the render folder. And we can copy address of this folder and we can rule here and I will move it image service. And I will call this main. Now I will make two Blender and I will go with Miss past. So if you go with Control Shift and click on this random less, you can preview process here. So this is Smith's glossy direction and me show. I will now break these two. Control Shift and click on this last node. And now I will plug missed. Here. We can go with F 11 and we can now save this as me. So now I will go with loss direction F 11 again. And let's save this as G. L. Last is Amish. And we will do post-processing in After Effects. But because we will not use any complex, you can use any graphic editing program you use. So for example, you can use Photoshop Bu, Da Vinci resolve or any similar program. I think we will be able to copy what I do. But because some of you don't use any graphic editing program, I will show you how we can use miss passed here in Blender. Let's first, second, remove these compositing tag because we will just be confused with this and we need this only when we are happy with results. Now, I will go with the color around. With color ramp. We can control. Well, nice to start. So I plug this here. And if you go with Control Shift and click on this node, we can see how this look. But because this lens distortion distort our image, we need also plug this here. So I will go with Shift D and I will plug this here. So you can see. So this is before you can see that this lens distortion, we basically move little this image here. This is the reason why we need this. Now I will go with Control Shift and click here to make our image and I will not mix. Now if we go left, we get input one. If we go All right, we get this white color here. But I will not use this slider. I will use this aspect. Now. Very black color. So if we preview here varies black color, we get this and various white column, we get this white color here. And now we can control whether we want our me with this white color here. We control how much we want dismissed. So if we go all to black, we get zero. This white color. If we move this up, we get more and more this second input here. And now we can plug here what we want. And if we change this two yellow which we get yellowish missed basically and looking also bluish missed, but I will go with maybe little yellowish or completely white color. But usually we see missed us brooch. So how we can add groove here in this input, we can go with Shift a and we can start. I will go with this Gaussian blur and I will plug this combined input to image and you can see how this look if we preview this and we again need this lens distortion. Here, we go with Control Shift and click here to preview this. And I will add here value of maybe 300, 100. Okay, we can try with 100. And basically now we get this image here and we can plug these two second input. And let's see if it's Control Shift and click this loop. Now. You can see that we now get blown in Background and we can see this better if we increase this white color. So you can see this blue background. But if you want to can also add delete the white color here. If you go again with mics and how we mix. Basically, if you go all to let via yet all these blower and it can create this. We get basically whitish blue. So we can go more to left, but we can also keep this white color. Okay, and now we can just choose dismiss start. So if we go to left, we get more of this scene, all scene. But I will more than missed from this area. So we can basically keep in focus this part of train and remove this background here. This offset scene Background does not visible. And I will now choose Opacity with this slider here. And we can see before. So this is before, and this is after. And now we can plug this when we are happy to composite node and we can go with 11. Just check. You will note, okay, this is now same, so this is good. And now I will run the result and we can just overwrite this may class here. And now we can jump to after effects 25. 24 - Post-processing: Now we have all these passes here and open After Effects. And let's copy this. Now I will go with new composition from footage, and let's now select this main here. So we can import this. And I will also import all these paths is so if you go with Double-click here, we can just important emission Los Angeles. And I will send this to 100. So with Miss past, basically we can do same. If we set this here and if we set this to screen blend mode, then we can now go mic levels. But you can skip these because we add this in Blender. And you can basically just choose very one to dismiss. And you can again go in after effects, we have the effect so you can choose, for example, yellowish color or basically all we get, all we do in Blender, we can do same here, we dismiss past. Or we can go Gaussian Blur. We can add here 12 or 100 as we do before. And we basically get the same we do in Blender. But I think I will skip this part. Let's see, before and after. I will keep this one. Only if you press T, we can choose Opacity. And I was good, maybe just 20 per cent of this. So this is basically not so visible, but we can keep this. And I will now hear to project and let's now go. Maybe me. And I will now go with curves. Curves and levels are basically very similar, like color ramp in Blender. But let's now move into curves. So I want isolette the only this bright parts from this background here. And we can do here, we can just bring these legs to here. And also I will just bring this Blake's two eyes on a totally this glowing parts here. Now we can just add glow effect. We have in After Effects. Use on this right parts. So I will go with this threshold, this glow radius to maybe 200. And you can play also with this intensity and all these settings here. And let's now try and go with the Screen blend mode. So we want to remove this by callers and keep point this globe. So I will go with screen and let's see before and after. And I don't like this part here, so let's now just mask this part tie line. Now we remove this globe from this part. So let's see before and Dr. and they also need further. So we see this edge here. And I will go with mask. And let's feather. Maybe too complex, too small to this. Okay, Let's see. The more we move this part also. We can now go with thee and bring opacity, make it all. So this is before, basically we put more focus, this Neon signs here. Let's now go back to project and I will go with glossy direction paths. With this, we'll also go with screen blending mode. And I will bring opacity or down. So it's D plus D. We can bring the opacity mainly just to 20%. And let's see, before and after. And I don't want this glossiness store, this scene. I will just try putting focus this train. I will press M twice to open this mask properties and I will increase this better 200. So let's see, before and after. So we basically are the more, little more details on this train. I think this is still intense. Maybe just amphotericin. Let's now go with color correction. So I will go and try glue here and no adjustment layer. And I will name this CC Color correction and we can go with Lumetri color, which is made color selection tool in After Effects. And if you see this message was asked press Caps Lock to refresh. And you can just copy this value so it is different for every image. You just need to play with this value. So for example, I usually go to plus 50 -50. And then I see what Look, I like more end last time I will read this value so you can just copy these values. So I will go with temperature to zero and pi over two -15. So we basically add Greenstone key. We can add little more exposure here, but not too much. Maybe 0.2. With contrast, I go with four. So two plus and shadow, sidewall minus sign. And with whites, I go to minus ten. And Blake's two minus. So this is before this effect and this is out. And you can find all these sorption in any graphic editing program. But I will for now save this. So I will navigate to my older station. Last time, I add little reddish color here. So I want to make this end. But I do. I basically go here with a new solid color and I pick this red color from here. Now I said this to screen. And now I just to make a mask with this ellipse tool. If you go all tend, scroll most, you can zoom this. So I add one mask here. And now we can go with this mask properties and I will be this mask feather to maybe when I'm not sure. Let's try. Let's take this to 100, few. So let's see before and after. Okay. Now we can choose up with T. You can bring opacity, maybe just 50%. Let's see before. Okay, so we can bring this maybe to center 2%. And I will try to go with Control C and Control V. And let's just bring this one. If you follow my tutorial, I usually aren't correlation, so this is basically red glow around this highlights. So I will go with new adjustment layer and I will station, and I will now go with five edges. So we basically find these edges and now I will go with thin color these two red. So I will go to read coulomb want, but I like little more this orange tones. So now I want the width this, so I won't read colon on this. Now I will go with two levels. So we can control how much we want to do is I don't want too much. Now we can go with blue. Now, I will go this maybe ten. And now we can also again go with curves, levels. And we can increase this to make this more visible. And if you now go to Screen blend mode, and let's just find this repeat edge pixel to remove these edges here. And you can see this dilation effect on these edges. So I think I will remove this. Just keeps more volume of this and maybe we can move down. Okay. This is too intense, so we don't want this thrombin. But I will go with D and bring the opacity to kick percent. So this is before and after. If you zoom this, you can see this effect on these files. I think this is still too intense or maybe just let's now add more missed in this scene Go, do this. If we go again, I click and go here and new adjustment layer and I will call this move. Now I will go with blue. I will place this time 200. So basically this scene and I will now still can set of positive maybe to 20 per cent. So this is before and after. So we basically add more atmosphere to this scene and make this more. And I will set this maybe to ten per cent. So I don't want overfilled with this. Not we can do, we can duplicate this Control C and Control V and VP. Change this to screen blend mode. We will basically add want lights. And we can also use this mask tool and we can just add this training focus. So we will remove this rule from this area. So I've been having for now increase this sense. So you can see this. But let's now play with this mask. And now I will go with them. And the mask properties, I will increase this to two families, too small to this. So this is before and this is, I think we can right-click and transform hunker point so we can now move these ones here. Okay, so before, before and after. And I will bring this D, maybe just can say this is before to blow the effects and how quickly here we can see our random from Blender. And this is all, after all, this affects. Let's now add the grain. So right-click New Adjustment Layer and I will call this. We have, I'll be writing in After Effects and we can basically set this to find an old butanoic. Can. I usually go with this Codec 800 T and we can add green here. So this is too intense, and I will bring this maybe 2.5. Let's try out more sharpening here. So this look pretty blurry. And I will go with New Adjustment Layer. And let's try. You've named these two shop. And we can find sharp perfect under Lumetri Color. Okay, here. So we can try doing this all to 100. But we can give this very subtle and maybe just 50, this is still too much. So maybe just ten. Last time I use one paint adult for color correction also. And they said on is called Film. So you can search for this if you want. But I will show you three alternative all this in later analysts. Now, I will start this convert now. I will show what I used last time. But you can choose if you want. By the sudden, it is not cheap, it is about $100. So basically with this sudden we get this Cinematic presets here. And I like this add-on because we get this whole cinematic feel. And I think last time I use this Codec portrait 400. So this is before and after, but I use only maybe 30% of this. So this is before and after. But I think you don't need to pay too much for descend on just to get this, maybe five per cent on this color correction. And maybe you can find the sum lots under adult plots here. So I will go again with the new adjustments. I will call these slots. And we can search again for the multipolar Blender, Basic Correction. I think you have some of these are the blood. And I think under gravity we have even more these slots. So we can all this list here. And you can try you on these slots and if you like, any of these two can just drink opacity. So if you press T, we can bring this maybe 50%. I think this is still too much. Let's try play more with this. I think this is pretty good, but maybe you can find even better. We have a lot of these places. But you can invest more time in this and you can find one line. I think this one is pretty nice. So you can just bring opacity, make 20 per cent, and we can also keep the spine. And we're done with After Effects. And now we can just go to composite, same name as file. And now we can just change this from Photoshop to J peg. And I will click here to resize to this original resolution here and, okay, and now we can say this lender and I will call this Final. And now just click here. This is my final render. And before I do, before these tutorial. And you can see that he's not saying because I made Final touch in Photoshop and I will show you what time do in Photoshop. And I'm not happy with these lights here. In this tutorial, I just showed you how I use this result, the add-on, and I didn't invest some time to make this Metal. And I get too much lights here. Basically, only difference between these two and nurses that I can much more time to invest in this scene. Alright? And if I invest, for example, 30 min, just waking these slaves, result settings, this tutorial, we'll take too long. But basically all process on these two since are similar or say, I just have more time to invest on this scene when I don't record tutorial. And for final touch, I just open this to Photoshop. Because in Photoshop we have, we have this Camera Raw Filter, which is very nice and tight. So I go with Control C and Control V to duplicate this. So we can see later, before and after. Now I go to flip that and Camera Raw Filter. Now we can just weakly move this on left and right and see what we like more. So basically what I do, I just play with all these settings, these sliders here. But you can find this scene any graphic editing program you don't need use Photoshop. So basically, I want here exposure. I don't want too much contrast, so I will bring this left to make this more misty and I think highlights are too intense. Also add more texture if you like this and if you want to make more misty, we can add this case let door. If you want removed, dismissed. You cannot move this. Right. And if you want add more color, you can bring this, but I think I want, but not too much. And here we have this color mix them so they can impact on any color here. So if you don't like this red color here, we can try play with this red, orange. But for this process, you just need to invest more time and you can Unit play a lot of 3D settings and you need compare before and after. But this is not obviously would result. And I just want surely what they do last time. In Photoshop. We also have same lots possibly do in After Effects. So I think here under color hookup, we can choose any of these slots here. And we can again play with this opacity. So, but this is not a good example. And of course you can also open this. That's fine. This render. We can, for example, go with this glossy direction. And if you now copy this and this over this scene, we can go with the Screen blend mode. If we now add black mask here. So we are now mask and I will place, now I know Control I to invert this to black. So now this is basically not visible. Now we can go with B for brush. And now we can make this brush bigger. With holding Alt and right-click, we can, we can choose scale on this brush and we now have white color here. If you don't have black, you can press X to invert this color. Basically, we can now paint, so we have here opacity of just 12%. Let's increase this. And you can now train to be this. You basically add this lawsuit direction. This layer here. We're example. If you want, put this more in focus, we can add more glossy direction here. So this is before and after. And I will go here maybe just to plenty croissant on this. But we basically do same in After Effects. So I will remove this or I will keep this maybe just to 10%. Let's now back to After Effects and I forget one thing I do all time. I have one folder on my computer where I collect overlays and I have this, for example, folk. And I found this on YouTube channel. You can search for this name and I think I will share this link. Well, you can download this, for example, for over lists. Let's try, for example, this one here. Okay, So if we set this on top, we can basically, I will press S to scale this down because this is too big. Can now go with screen blending mode. You can basically put this smoke effect here and you can see that this is very nice. Now we can use dismissed passed here. So basically when I said these two luma made this villa, This fled on there. So you basically, we can now go with levels. We can basically use this aspect or to affect this. So if we click here to preview this, Ms possibly can see how this looks. So basically varies white color, this layer will be visible. Let's now remove this. So from these abilities you can see that now affect this left undone. So basically I want this after this column here. So let's see how this look. So we can isolate score. And let's now see how this. So you can see that we removed this fog from this part here. Let's maybe bring this list here. So this is before and this is up. But this is too intense. So I will go with thee and bring opacity, maybe 50 per cent. You can any of this overlay. All you can find any similar backbone internet. So let's try this scene. Either being this key, if I will, again will be Control C and Control V. And said this over this book. And now I will send this again tomorrow. Okay. Let's now plus S to scale this down. So this is before and after. This is little too intense. So we can bring this facility maybe to 50%. Again. I have this also as I think I will share, this means that you can basically out of this on camera. I will set this on top. And I will not again press S to scale this down. If an oxide, this screen, we get to this effect and I will place the stone maybe 20%. And I think this is still too intense, so maybe just ten per cent. So before and after, and I don't want this over this train on the edges here, so we can make simple mask. And I now need to invert this. So just invert this mask feather might be to conduct. Okay, So this before and after and we get this, rain drops it, this color correction, you can go to many different direction. I think is important to save your renders and to compare before and after. And you can see when I do this, a train that I make a lot of forbade renders before I get to final result. So just save your renders and compare before and after. Then. Just tweak your settings until you are happy with your final result. This is all for this tutorial. I hope you learned something new and see you next time.