Blender Master Course - City Environment And Car-2 Courses + Asset Packs | šime Bugarija | Skillshare
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Blender Master Course - City Environment And Car-2 Courses + Asset Packs

teacher avatar šime Bugarija

Watch this class and thousands more

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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.

      Introduction

      1:44

    • 2.

      Creating scene one part 1

      14:56

    • 3.

      Creating scene one part 2

      13:14

    • 4.

      Creating scene one part 3

      17:48

    • 5.

      Creating scene one part 4

      8:27

    • 6.

      Scene two - F-spy

      13:59

    • 7.

      Modeling buildings

      11:31

    • 8.

      Modeling buildings part 2

      13:42

    • 9.

      UV-project modifier

      9:53

    • 10.

      Lighting and cars

      8:29

    • 11.

      Asphalt texture upgrade

      12:06

    • 12.

      Bricks texture upgrade

      7:05

    • 13.

      Hotel modeling

      5:06

    • 14.

      Shops, trees, poles

      8:34

    • 15.

      Motion blur

      5:46

    • 16.

      Volumetrics, reflection on the car

      5:33

    • 17.

      Shadows and compositor

      7:26

    • 18.

      Post-processing

      5:34

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About This Class

In this Blender tutorial, I'm going to show you step-by-step how to create render and animation that will bring us back 50 years in time.

But I also recorded a shorter one-hour tutorial where we create one more scene as a bonus.

So in this master tutorial, we will create two scenes with a street and a car.

I decided to record the creation of two scenes because I use two slightly different methods

In the first scene, we don't stick too much to the reference image and I mostly use assets from before or from the Internet. In this way, we can quickly and easily reach the final result, in this case in only about one hour

In the second part of the tutorial, which is completely step-by-step, we stick to the reference photo that we will bring to life and turn into animation

I will show you how to use the photo not only as a reference but also how to use some of the textures to speed up the process, get closer to the reference, and get a realistic result faster and easier

In addition to the tutorial, I will share with you the final .blend files as well as the 2 assets packs that we use in the tutorial

Scene 1

Scene 2

Meet Your Teacher

Level: Beginner

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Transcripts

1. Introduction: In this Blender tutorial, I'm going to show you step by step how to create, render an animation that will bring us back 50 years in time. But I also recorded a shorter 1 hour tutorial where we create this scene. As a bonus in this master tutorial, we will create two scenes with a street and car. I decided to record the creation of two scenes because I used two slightly different methods in the first scene. We don't stick to much of the reference image and I mostly use assets from before or from the Internet. In this way, we can quickly and easy reach the final result, in this case in only about 1 hour. In the second part of the tutorial, which is completely step by step, we stick to the reference photo that we will bring to the life and turn into animation. I will show you how to use the photo not only as a reference, but also how to use some of the texture to speed up the process, get closer to the reference, and get a realistic result faster and easier. In addition to the tutorial, I will share with you the final Brand files, as well as two asset packs that we will use in the tutorial. 2. Creating scene one part 1: In this tutorial, we will try to recreate this scene. This scene is a screenshot from film or fake. Here is a link where you can find this film. Our animation starts from, I think 59 minutes. Here is animation. We will also do at the end of this tutorial, but I also cut one part of this window. We will recreate and I will share this in resources folder with you want to. This is a result I get last time. We can compare our reference and the final result I get last time. And in this tutorial we will try get something similar like this. Here you can see that we have a lot of a similar render and on this reference, but this scene is completely CGI, there is no background image and if we select camera, see that there is no any background image here. You can see all these buildings are real, these buildings here. But you can see how this look in material preview. We have a lot of stretch texture here, also here. But when we go to camera view, everything works pretty good. But before we start with this step by step tutorial how to do this scene with image projection method. Four weeks ago I made this and here I use a little different technique. I think we can maybe start with something similar like this. We can recreate this scene with technique I usually use before this tutorial. Maybe we can spend just five or 10 minutes recreating something similar like this. So you can see how this process hook we are now in Blender and we will recreate this using all technique, but you can skip this part of tutorial. I think this will as maybe five or 10 minutes usually. When I want to recreate something like this, I want to put this reference image in Blender so I can always take a look on reference image. We can just pleat this window with the right click and we can open here image editor. Now we can open this image, we can keep this image in this part of tutorial. I will not explain every step I do because I will do this as fast can. And this is not point of this part tutorial. It is point just to understand how this process of creating this similar scene with street buildings and car look. Usually how I do this before, I usually like split this window, we can just move on left, left side. I will press numpt zero so we can switch to camera view. I will also go here to render preview. And let's just set the two cycles and maybe samples on both on port and render. Let's set this to GPU and these buildings can be this motel or hotel here. I think this is about 15 meters. And I will press, and I will type here maybe 15. We can now move this here. I will also bring this on x axis, on zero, so we can type here 7.5. Maybe scale this on y axis, y, okay? Now I want to set camera, and I will set this to 90 degrees and maybe here zero. We can now move on Y axis with Y. In this process, I just want blocking the seam. Just place basic shapes I will do with shift. Let's start playing. This will be our street and S, Y. Maybe we can scale this on y axis here. Let's now place this building in distance. But I want to change length of this. Camera. Now it's 50 and let's bring this to maybe 35. Now we have this point lane, but I will delete this. Let's now load the HDR for lighting. We have just this color, but I will HDRI. We can load HDRI here. You can use any HDRI this process you like. But I will try this urban street. I will now also create this buildings here and this on right side, I will go with ship. Let's scale this down. But here and Shi the wine maybe make one smaller. Now I will maybe duplicate this to another side, so shi the x. Let's place few buildings here. Let's also try this road here. I will go to Edit mode and I will press control R and add cut here. And maybe with control B we can this here. And I will go with X to move about here. And now control B to add one small level and now we can just move this down with GZ and withholding sheet. This will be our street, our asphalt part later. Let's try line up a little. This camera, I will select camera and I will set this to maybe 1 meter on the axis. I want this camera pretty low. And let's now just bring all the closer to camera. Now when we know where is our street, where we want to put our buildings, we can start importing assets here. And I will now jump to asset browser for this, mostly my assets and I will also share this with you. You can also find instruction how to add this in acid browser, but you can also use this without acid. Okay, Now we can just pick some acts and we can place this in start covering our scene. I will place this shop here and let's now go. Okay, I need to send this origin to geometry minus N to rotate this in this direction. I also see this missing texture here. We can easy find this If you go to Material Preview and Material Properties. And here under Preview, you can just select few of the materials. When you see this purple material, just remove this material and this will fix problem. Okay, let's now continue with another assets here. Maybe we can use this apotechre, but I will use most of this. Building order is not important, there's T. Let's now place this here. Let's also scale this. Now, just quickly delete this with the control lumped part, plus we can spot selection. And now I will delete this part here. Okay, I will place this one here. Z mighty again, scale a little. Let's place this one here. Maybe we can go with all DY. Duplicate this maybe to another side, Z 180. Maybe place one here. I also made this block of shops and stores. And you can see how this look, we can cover more area with this Z -90 Let's press S to scale this. I forget, but I have video on how I made this shops asset pack. This video is only about 2 minutes and you can Stand better. How I made the shops and how I get these assets. Basically, this is just image projection method. I take photos of these buildings on street. Then I import images as plan or just project this on cube. Following images, I start adding loop cuts and adding details on the threat models. I also use concrete texture for roughness bump to get more details. All of these shops also have interior. I also model low poly interior with lights. Okay, now when you understand how I get these assets, we can continue with tutorial. So I will continue with just blocking this scene. Maybe we can copy this block of buildings with all y. Maybe we can just place this at the end of the street net, okay? And you can see that I cannot see this building here, only when I move this on y axis. And I think we need to fix this. In camera settings, we have this clip, and I will just increase this to 1,000 Okay, now we can place this, so here, now we can select one of these buildings. We can also use this texture to cover this part here. Maybe I can try this texture here for this one. Okay, just to cover the white parts. But what we can do, we can also duplicate, maybe this building with shift the Z if we want to make this bigger. And we can just move this here, and this will also look fine. 3. Creating scene one part 2: Now we can add some ground texture here. And I will jump to my asset browser. Here I have Quick Bridge Megaskins folder and this is from Quicksell Bridge. When you have this, if you sign with Epic Games account, you can download all these assets for free. And there is also ad for blender. Sometimes when I try for this blender just doesn't work. I spend some time and I just download all these assets I think I need. I just put this in my Act browser and now it's much quicker. I just move this here and this area works, okay? I will now jump this to surface and asphalt. And let's try find asphalt I like, okay? We can use something rough here and I will now place this here because this object is not material. I will just copy this material here and bring to this asphalt. Now I will go to, let's just check scale. So control a apply scale and UQ projection and now we can reproject this in UV editor. We can back later to materials. Let's now for some cars here. For this last time I used transportation Don, and this is paid Don. Later when we start building this scene, I will also suggest 33 car models and let's now go to maybe this classic folder and I will place origin here. And I will import this object but maybe this car but low pod Z 180. Okay. I think because we scale the buildings a lot, we also need maybe scale this car a little. And I will place one car here. And maybe we can add one in background. Maybe this one. Okay. With this set on, you can also simply change material. Maybe this bluish color and just apply or maybe this gray I think I will just building. I will holding control. And maybe this little on left and also the building. This one on left and this one on right. Let's now make first render. So I will press F 11 and slot one I will press F 12. We have here 22 Samples, which is okay. This is what we have for now. I like to use this slot, we can a compare before. When I make one render, I always go to slot another slot. And when we render this J compare before and after. Let's now make this side walk through all this street. We can reuse this one from this model here. I will go with GC. Let's bring this down. Now what we can do, let's numpy, bring this here now. I will just this face, this one and control Ump. I will select all this part. Okay, I have a problem here. I will do this now. Manually shift and control. Shift and control select all this. Now I can go with Shy. I can also separate and separate by selection and now set origin to geometry. We can now just go with shi y and cover all this area. And select all this, and shi x z 180. Let's also place this to another side. Before and after. Let's try with another camera setting. This is Focalin 35, but what if we go with White Focalin with about maybe 18 or 20? Let's try with 18. And let's now move camera closer to car. Okay, I think this can look more interested, and I think I will keep this for now. Now I can continue with the asset browser and next asset I will share with you is, here is my assets and new sides. We can just place some of these neon signs in our scene and let's place this apoteteon sign. This is before and after and you can see what look we get with this white camera with all these neon signs. I also from Pixel Bridge download all these decals and we can view of this. You can see this asphalt texture and I will place one here. Now in Viewport, the same color, this asphalt. I will go to Material Properties and I under Viewport, just select another color and now I can see that this intersect. I will go with GC and bring this here. You can already see how this look, but I see that this is too intense. I will go to Shape the editor. If in alpha go to alpha, if we go with color. If we just bring this white color means transparency. If we bring this transparency down, we can fade this. Okay, I think now this look pretty good. I will go with all D and maybe rotate this. I also have this white road line decal. We can simply add this line here, L Nike a little to avoid intersection. And let's scale this a little. Now we have this line here, Y. With old Y I can place one here. And now with shift R I can repeat Last step, okay. Also this dirt and leaves, but you can find a lot of these decals on pixel bridge or anywhere on Internet. All of these are just overlays, but I also have here some dirt decorations, pretty low poly. And I will also play now with this. Okay, this one are so big and I will place a few in these corners before and after. Let's now add field. Now everything is in focus and let's go to so five. I will now select camera. And I will select here enable field. And select this car and put this car in focus. I will go with very low, this stop value. Lower we go, it will be less area in focus. I will go maybe to 0.8 this is before and this is after. And you can see that we had the blow in background, but this car stays in place. And we know that because we cannot see any motion blower and any object which is moving motion blower. And we can now make this. I will go to slot six to make motion blower, we need motion. I will now open here with horizontal split, I the middle mouse button. We can move this navigation here. And I will open here Timeline. Now on frame one, I will place car here, press Set Location. And now I will go to about 1 second or two later. And I will place this car here. Press Cert Location. And now our car is moving. If you press, we can change the interpolation to linear. Now we avoid this start, slow start, and slow end. We have linear interpolation will stop to about frame 26. And now we can enable motion blower. Just click here and now with this slide that you can basically choose how much you want Motion blur. Let's make a test render. This is before and this is after. You can see how much this motion blur out in our scene before and after. I also animate this card to get some motion blower here. Maybe this is a little too intense, so we can always bring this, maybe 2.5. 4. Creating scene one part 3: Now I will just continue with decoration. So from an Hubert I have a lot of the nice thing, so we can bring some antennas here and I will also use this agreeable stuff. So I can bring this here and now I can rotate this maybe in this direction. I will just start placing this where I think this can look good. Okay, I can change lupole color here. In material properties, it will be easier to see where is this object and place this on this roof so it will look like a fence or some structure. Maybe scale the axis little and maybe a little background. I also have this street boxes. Let's place one where is this bench? Okay. Maybe one here. X minus eight has to scale and maybe Z 180. No. Okay. I think this is correct side. And let's go with all Y made one small here. Let's also place this model here Y and try line up this. One thing I like to do here, I'm not sure how big textures are, I download from Internet. I like to lender settings and under simplify I will enable the simplify. Now I will set texture limit maybe to two K, okay? Each texture which is bigger than the dimensions blender will just reduced to maximum of this size. And here is Newport. We can just bring this in Newport to maybe 512. We don't need the high resolution here, but this is rendered. When we press 12, we will get this high resolution texture. I will also bring few street lamps here, maybe this one Y 90, L, Y -90 Let's place this here and 90, Okay, as to scale a little. Now I can go with y p. Place one here. And if I go with shift R, okay, now I can go with Shift, I think. Select Linked Object Data or Shift Material. Blender will select all objects with the same material. And now I can go with all X, move this to another side, and Z 108, we have this Ms also on another side before and after. We can also maybe add some here. I usually do this with Curve object, so I will press Origin here Curve and Ieri num seven, edit mode, or you can just press temp to go to edit mode. Now I will press A to select all and Y z to line up this y axis. We can now go with X to scale this x axis. Now I will select we, just two vertices here. I will press Select all and subdivide. Now we have one here. And now we can press to scale this. But this one I want to scale down to scale this down. And maybe L Y also. This one. Scale this down, Y now cable here, but this is not visible in render. This is just line and we need add depth here in properties we can find geometry level and add here. I will hold shift and move this on right, I think this is 2.5 centimeters. This is maybe too much, maybe just 1 centimeter. We can also quickly add create material. I will just call this black and just add black color here. Let's see how this looking render. Maybe we can add more depth because this is not so visible. I will also bring a resolution down because this is not visible in background. Then we don't too much resolution here. Let's now go hid Y and just make some variation. We can go again iy both selected and maybe now we can add some haze or volume metric. And for this finite cube ship scale. And just be sure to cover whole scene to scale this on axis. Now I will go with control, A apply scale with the Full Stop key on your lumped keyboard. You can, when you press and hold mouse here, Blender will navigate to this object. Now we know that this is volumetric tubes, I will call rename this to. Now we can disable this in port render still here. But better option is also to set this under up display as bounds. No texture bounds, we can still see this our viewport. But this bounds, I will now go to share the editor and create new material for this volume metrics. Now I will lie this principle, BDF volume. Let's plug this to surface. Volume will bring density to 0.00 Maybe we can also add this anatrocophy, our case will react a little more with these lights here. I think this is a little too much. Maybe 0.04 Let's see before and this is before and you can see a lot of haze here. Maybe it's a little too much. But I will still keep this. I think I will remove these two poles there, maybe too close to camera. I will just on this corner here. One thing we can do here, when we have very low field, we can just put some object very close to camera. This will just add some shadows. Use this as vignetting object. I will duplicate this street lamp with hold y and I will just try place this very close to camera to see how this look. Okay, we now have this vignetting object, and this will add a lot of depth in our scene with x and the holding shift we can move this precisely so x. Shift. I will also try add one on the left side, all the X and maybe place this here. You can see what we get. And I think this is okay, but this one is too intense. Maybe we can just bring this later, Y. But I will for now go to Posit tab. Let's see what we can do here. Enable backdrop and used with control and shifting this viewer node. We can zoom this out and zoom in. Let's see what we can do here. We can do what we usually use here. Shift lens flare, lens distortion. And we can set this to fit. And if you want to make this even more wide angle, you can he distortion. If you pay 0.2 you can see what we get. We get this lens. But I will go maybe 0.02 selecting the snow, then pressing them. We can and out. But I think I will keep this on zero and I will just add dispersion. This will add chromatic aberration. If we go with crazy value like 0.1 we get a lot of this chromatic aberration. But I will go with 0.03 here m. We can see before and out this is, I think, still too much. Next we can add some globe glare for glare. Now we add the streaks. I will try Pawn and I will duplicate with glare and I will say this tool globe. Okay, now we add this globe, this is after. If you now press 11, this is render result and nothing is plunder result. This composite node basically render result. But if we search here for viewer, this is after, this is before. But when we are happy, we can also plug this here if you want. You can also add some color correction, color balance. I will plug also the two. Now we can add color to highlights, shadows and mid tones. This midtones, we can add some greenish effect here. I think this is shadows. We add some blue. This maybe highlights. We can add this orange to highlights, blue tone to shadows. This is before and after, but you can play with this color correction. I will put for now like this. Okay, this is what we get from lender. And I usually jump a little to after effects to add some grain and color correction and maybe some effects. For after effects, I need also maybe med pass. I will now go here. You can preview is pass here. If you go to Material Preview, now we can click here and we can combined it said to first we need is pass here. I will enable this is pass for composite or. And now we can go to World Properties and you can find this is pass here. We have said this from zero. We start from zero to maybe 40 meters because we have very long street here. Okay, this is about 35 meters. This value is, I think, better than default values. Now I will press again 12 to render this. Now when I finish render, I can go to Composite Or and I can press 11. And I will now just save this file as J peg on my computer. Okay, I rendered this before, so I will just overwrite this also. I will save this missed pass here. Okay? I think we need the noise for this, but I will just keep for now. Let's see if we go with the noise. Okay, This work I think I need to enable this in the noise in data, but this still works. I will go with 11 and I will save this is pass the peg. Let's now back this combined here. One thing I do I like to do usually is put something to block lights, which comes from this area because you can see that. Let's back to render result. Usually for composition reason, I won't make this in foreground more darker than in background. I can get this very easy if I just had a big plane here and if I go with X to rotate this about here, I will also select this black color here. Without this black plan, you can see that render here on right is more pleasant to watch than this one, and I will now just receive this. 5. Creating scene one part 4: Hello, It's another day here. And I play with this render without recording a little. And this is my final result. I play a little with lighting and I add this fog. And this is with color correction. And this one with fog is a little better than this one. I will show you now how I get this. This is a result from blender without post processing. And you can see how this look. Basically, I just change this volumetric cube here with principal volume and with the settings here. Big part of this create point lamp here with very strong power, with 1.5 million. When this light go through this volumetric cube, create this fog effect here. I also add little emission here. We have here with no fog fog because I was not sure which I like more. I mix this missed path here. Basically I put this surrender with fog in foreground. Background here is black color. I tell after effects to put this surrender with fold. Also get this ambient occlusion path from brand. This is how this look. So basically you just need to enable this in layer properties. Here is ambient occlusion. And then just go to compositing tab and just with control shift and clicking here, I download this ambient occlusion and then back to after effects. Then I said this to soft light, this is before, and this is after we get more ambient occlusion. And we can highlight some details with this, but this is obviously too intense. And I said this to 25% and this is before and after. I also do same with this glossy direction pass, so you can also enable this glossy direction here. And I also download this pass from lender and then I put this in after effects. And if we send this to 100, you can see what we get. Basically, we get more glossiness in our render for this Is pass. Also, if we remove this is pass, you can see what we get. I decide to put this glossiness foreground here. I said this to Luma, I also tweak this is pass with the levels. This is P here. Basically, I put this glossy direction, pass only in foreground here, and this is how this looks. So basically we add this glossy direction, pass only in this foreground with the screen blending mode. And I also bring opacity down to 25% this is before and after. Then I add blue effects, Basically I duplicate this render, and then I add gasium blue here with the value of 300. And if we bring opacity or to 100, this is what we have. But if move this opacity closer to zero, we basically get missed here. I said this just, well, this is before. And after we get a little atmosphere or volumetric in our render, then I duplicate this one more time. But I now said this to screen blending mode and I add mask just in the center of this render. This is before and after. If you increase this, for example 50, you can see what effect I get here, but I keep this very subtle, only 7% Next is film texture, this on Internet, you can search on Google something like this and you will find a lot of similar texture. This is how this look, I keep this very sub, maybe just 10% and with screen art blending mode or screen to ignore blacks and keep all these scratches here, then I use this film converted. This is not free. If you don't have the Don, you can try Lumetriclorselots from Adobe. If you go here to Creative, you have a lot of the slots here and you can choose one you like. But this film covered is a little more pro than just free. Lots from ad. I think you can download this Don for free and you can get all the option. But just with watermark over this render, you can try this if you want. The next is color correction. I also just change some settings. You can see before I basically add little exposure. I bring temperature down and add some contrast highlights, whites, and bring shadows down. This is before and after. Next is haalation. I talk about this before I bring opacity to 20% Let's see if I increase this to 100. We basically get this red globe effect around the edges for this. First I start with fine edges, then tint the red color these edges, then I blur the edges. After that, I isolate, I have too much edges now and I isolate this with levels. If I move this to right, I put only this on some parts here. Then I highlight this little more with these curves and this is what I get. Then I just bring opacity to 20% This is before and out. Last thing we have here is this optical composation. Get this more like fish plans here, but if you want to get this effect from blender, you can change in blender settings. In camera settings, in blender from perspective to panorama. So last time we use 18 millimeters, and if we now swish to panoramic, just be sure to add here same lens, for example, 18. And this is panoramic and this is with perspective we use last time. This is final result and I also put Paul on my Youtube channel and I see that you are more interested in this one I create last time. We will talk about this in next part of tutorial, But I also think I can do better if I put more time in this render. Let's now continue with Tutorial and with this render here. 6. Scene two - F-spy: Okay, let's start with the new Blender file. I will save this file, File save. I will say this in this folder and call this fake tutorial. This is the name of movie where I found this screenshot. I want to explain this files I'll share with you. This is our reference, this screenshot from film. You also can see this main reference here. And this is same frame, but I just try clean up these cars here. Because in this part of tutorial we will also use this reference as texture in Photoshop, I just use content aware fill and you can see that this is not great. We will cover this bad area later with new textures. And I don't care too much about this last part of tutorial. We just use reference photo and make something similar with new models and textures. But in this part of tutorial, we'll try get perspective of this photo and use some of these textures in our threat models. I will show you how we can do this. First we need set this photo as a background in Blender and you can skip this part. I will just show you how we can do this without spy tool we will use later. We can just select camera. If you go to numer zero to camera perspective, you can set background image here. We can try model this following this background image. But we will have hard time because perspective don't match with this photo. And if I try, for example, line up this, you can see how hard it will be. But if you don't want, you can also skip this spy part because I will share this py file with you if you want. You can just import this in blender and skip this p part of tutorial. But just to know to be able to work with pi in Blend that you need. Download this pid. Just click here to code download zip. We have here, this pid file. And you just need to go to Added Preferences, Ads install, and just select this zip file. And just installed, just click here, Activate, and then just say references. When you open Blender, next time you will see this Pedon. If you press, you will not see anything here because pedon is only here under file, import pi. Then you can copy address of this folder and then you can go to file. Let's first delete all this file. Import pi, just import this here. Now with this py file, we can just go shift a cube. And you can see this cube match perspective of this building. Very close, I show you how to enable this Spy in Blender, but you also need to download Spy program here. Just click here and install this program. Because I use Windows, I will choose here Windows. Then after downloading, you can find this C file. Just double here, I think you will be you already installed this program here. If you want to the two task bar here, if you want to find more information about this software, you can read this or you can just go to Youtube and find a lot of tutorial about this. But for purposes of this tutorial, we will set this in maybe 1 minute. Now we can open, I will now import this main reference. This is image without the cars here we can just move this inside Spy. This image is one vanishing point image. If you go to Google, when all points go to Center, you know that this is one vanishing point example. And you can see another example here. And all these type of images are one vanishing point. If you change this to two, you can see difference. Basically, when we have this building in 45 degrees angle, we have two vanishing points. One on left and another go on right. Another example here, another one. We now know that this is one ship point image. Another thing, we know that all lines which go from camera to distances yx and Z lines which go to A, we want here Y axis because we can follow this line of this street here. We also need axis to follow line of this building here. But you can also use x axis if you want. You can also follow this x line here. But I will change this to z. If you can see clearly this background image, I will open another one here. You can see this line here. And this one is not so visible, but we know that we have also one line here. We can now set this as our y axis. I will select this one With the holding shift, we place one point here in this corner and also here in distance. Zoom this scene, we can also see where is this line? Okay, I will now set this line here. Also here, we can see this white color a little. Let's now set axis. We can use this corner here. If you look at this building, you can see this brownish color here. This is of this building here. Now, if we move this point here, this should line up pretty good. But I think this is not the case here because focal length is only 24 millimeters. And I think this photo, this camera I use, may be 35 because most of film are 35 millimeters. And I will just change this here to 35. And you can see that now this is closer to our image. We cannot be perfectly precise with this. We even don't need because we will fix later. Most of these textures we project blend. In my last tutorial, when I use this pi, I get one problem when I said this to 35 and go to blend, I always get here 50. I'm not sure why this happened, but I, when I select some of camera with 35 millimeters, last time I changed this, can 60, then this works. If you just wonder why I changed this, this is reason. But I think this should work for you. When you change this value should also update blend. Of course, when you update this file, one thing which is important in P, where we set origin here in pi, it will also be origin in blender. You can see origin here. I want to place this origin in corner of this building. We can later start from this point first building here. If you look this reference, it is a little hard to know where this corner of this building, but I know must be somewhere when I move this z axis and this axis here, somewhere about here. We can see this wall here. I will try follow this corner here. And also on this one axis. Okay, now we can go to file Save. I will save this test. Let's now go to Blender. I will press A to select this camera and delete. So we can. New py file file, import spy and I below this test. You can skip this part, but when I now start building this motel here. Now when I select this cube here and press then you can see that how big this hotel is, less than 2 meters tall. This is a problem for us. I will show you how we can fix this pi. We can use scale of this building like this, about 2 meters. And adjust the scale of cars and other objects in our scene. We will have cars, maybe a few centimeters big to match scale of this building. But we will have a lot of problems with some settings. For example field because I want to use that field. If we set this to one, we will get all the look like miniature. Make this building about real world scale. This building should be about, maybe 15 meters tall. And I will try to get this. Now Spy. Actually we have one tool we can set about real world scale Spy. This is called here reference distance. And I will now choose here, maybe axis. Then we get this ruler. So we can tell pi how much some of these elements in our image. I can maybe place this to this balcony or what I can tell. Okay, this is maybe one meters or 1.5 meters. If I type here, I will try now go to file Save, and I will overwrite this file import and Spy and now I can load this pi here. Now this tal, about 8 meters on z axis. This is still too small and I will just continue playing this. When I am happy with the results, I will type here maybe 1.5 here. That's how you can get closer to this real world scale. But now I will just delete all this and I will now import this file, which I prepare for you, this fake fi. 7. Modeling buildings: Now when we know how to use Y, we can start modeling this hotel. And the rest of scene I will go here. When I know that this is corner of my building, I will go with shift and start with cube. I will now try set this corner of this cube to this origin. You can move this here, and also x axis. And with numper seven, I will also move this here. Okay, now we can select this side of this cube. If you have problem with selecting this, you can disable this remote and you can now select this part. Now I will go with Numpad zero to camera view. Or if you don't have Numpad, you can go with view Viewport and Camera, okay. You can use this move tool, but it will be hard to select y axis. Now I will go with for grab and Y to stick on y axis. The reason I don't want to use this move tool here is because if you don't select right axis here, you can move this along all axis. But when we use this type of modeling, we always want to move this along y, X, or Z axis. I will go with Y, and now I'm sure that I stick only on Y axis. I want Y, and we can move this about this line. One thing we can do to make this background image more visible is to select this camera here. Under Background Image settings here, we can increase this opacity all to one. Now I will select this top face here. You can go here to edit mode, or you can just press tab on your keyboard to switch between object and edit mode. And I will select this top face now, zero to camera view and x ray mode. And now we can move this. Okay, I have this problem because I have enabled this symmetry tool on the axis. Just be sure to disable this. And now we can continue with modeling. And I will now move this all up to about this corner here. Now we can select this site here. If you have a problem with selecting this, just disable this Pm mode. Now, Ump zero again. And let's move this to about here on this building here we can see that this wall is extruded out. We can also model this. I will select this edge, select and control scroll, mouse up. I will add to look cuts now Y to scale this on y axis about here. Now you can select this middle phase and go with X. I will control Z here because you can see that we have these pass here. And now we need to fix this problem. We can fix this, but easier solution is to just extrude these two phases out. I will go with X and move this a little out. And now I will go to numer zero. Now we can select a, a building and move out. Now one thing we can do here here, we can basically disable this from visibility and see better these lines here. You can see that don't match perfectly, but you can see also the distortion of this image here. This image is also not perfect. I will not care too much about this. I just want to get close to this image, and I know that I cannot be perfect with this image. Let's now create this small building here. I will start, I will go to edit mode, and I will select one of these faces, and I will go with Sid Y. I know that this building here is very close to this one. I will move this just a little. Now I can select this top edge here and go to Nupe zero. Now it's pretty hard to see because of this building here. What we can do, we can separate this object. If we press, we can select only this part here. I will press now selection. Now we have one object and another object. This object takes the same origin as this last object from which we duplicate this. And I will now just go to set origin to geometry. If we go to Nper zero to camera view, we can basically disable this for now. We can focus only on this object here. Now I will try model this second object here. I will select this phase here. And I will go with Y To extrude this on y axis, we can go to up zero. And let's try model this. Okay, let's select this face here. Let's go with Y to move to this corner here. You can see this corner of this building here. Let's now select top face and go with Z about here. Now I can model this part here. We'll go with control R. Let's now go with x to extrude this on x axis. Okay, We can now select this, Select and select all this top part. And we can move this little down. You can see this part here. Let's also move this little more on y axis. I think we have also small part of this building or small shop here. Let's now back this building here. Let's go with control R. Maybe add one look cut here in the middle or we can follow this balcony. We can follow line of this balcony here. And we also have this top part of this balcony. We can go with control R and add one look cut here. And now we can select this face here and go with x to extrude this out a little. Okay? Now I can select this face here and I can make this small shop here, Y. In this process we just want to create basic shape of this street and city. We cannot be too precise with this image and we don't need to be too precise because we will fix all these bad parts and cover with three D models later. We can now create this road here. I can start with this bottom plane of this building here, so I can go with X. I know that this road is connected with this hotel here. I will just bring this maybe little down. I will now go to number seven to top portographic view. I can just extrude this Z. Now I can go with X. Now this can be side, we have a small side here. All this is just our road. I will also move this little x. We can now go back to camera perspective. And I will now select this edge here and shift. We can select the three edges here. With holding control, we can select short line between first and last one. It will also select this one in middle. Now I will move this about here. I will select this one with holding control. Let's now go with Napa zero and Y to move about here. We can also select camera here and set this clip end maybe 2,000 meters because we cannot move this without disappearing. This part here, this part here is also parking maybe about here. We can also model this. If we select this edge here, we can move with X. We can move this on x axis to about here. Now we can go with Z and make side here, about here. And now x and move this on x axis. This will be our road here. And this is a, this is sidewalk here. You can see that this edge here is a little hard to see, but we can enable this cavity in viewport. And now this edge here is much more visible. It is still not visible. If we go to top portographic view, maybe we can enable set this to both. Okay, now we can see this edge here. 8. Modeling buildings part 2: Now we can continue with modeling this part of street. Here I will try model, this small shop I can see here. I can go to Edit mode and duplicate this with she x and move to another side. Okay, so this should be closer to camera about here. And let's now go to x ray mode. And let's press to scale. And let's try place about here. I will add with control R, one loop cut here. If we add one support loop cut here, we can move this face on x axis x. Let's move this here. Now we can make this part here with x. Let's extrude this on x axis. If you want, you can press x zero to line up this. I also see this part here. We can also select this edges here, and we can move this up. Let's make this big building we have here, this big white building. I can again, start with selecting this space and shift Y, move about here, because I know that I have also one small building between these two. Now I will select this edge here, and I will go to xy mode. And I can project to this corner here of this building. This edge here, and also this one. Let's also move this here. We select this space and we can go with Y, with Tmp zero. See that we have this edge end of this building about here. We can disable this from visibility. And we can see this edge about here, Y. And try match to this edge here. Okay. Now I also see that I have similar building here in distance. And between these two buildings, small building. I will press L and I will go with Shi Y. This is another similar building. And we can also, later, we can also create this small one, shift the y. And let's go with y to scale this on Y axis, because I see that this one is small. So I will also bring this face down. Let's see how this look first. I will maybe select this face here, okay? And let's go to xy mode. Or even disable this. I will move about here. I think this match. Pretty good without reference. Okay, let's select this middle of this building here. Let's bring all to this part all down. Now I can create this roof very easily if I just select this edge here. If I go with Z, if I just move about here maybe to about here, I think we need to extrude this pace out. I will add support loop cut here and I will now move this inside. Again, it is not easy to replicate this image here, but we also don't need care too much about all the details. I just want the basic shape of this city here. Select this edge here and extra. Okay. Now I see this billboard and neon sine here and also one. Let's first create this one because I know that this is on edge of this building here. Select this face here, we can go to x, y mode. And it shift x, I will move on x axis, because I know that this is on this same position as this face here, x z. Now we can select this edge here, and let's now project this here. We can see here is end of this sign here. We can also, if you want to text through this little on y axis y. Let's now create this one here. I know that this one is between these two buildings. So we can go with ship y and we can numpad seven, place this between, somewhere between these two buildings. Okay, and I also see this small one, it is very hard to see of these buildings here. We can only these two phases and separate by selection. And now we can hide these buildings we don't want see. And now we can model this easier. Okay, I will also go with control here in middle, and control B. We can now this column here, we can see here now we can go with Z to extrude this axis. Next, I see here this billboard on angle here on top of this building here. I will go to edit mode and I will select this phase and x x axis to scale this on the axis. And let's now we can see this billboard here. And we can see that this is maybe on 45 degrees angle Z, And let's rotate this about here. Now, we can try reproject this here, Let's see what is this part here. Okay? So this is another sign, and I think this is pretty good for now. We can also maybe duplicate this face here, select this face, and shi the Z. Move this here, and press to scale. We can also this small piece we can see here. Now we can create the small buildings we can see here. I will not care too much about these details because it is impossible to recreate this perfectly. We can select this building here, this space here, and shift the y. We can selection, we can set origin to geometry, and for now we'll just disable this O. It will be easier to see what we work here. I will go with Y. Y. To extra this Y axis, I will press, and I will just now duplicate this a few times shy. Okay, now I will just create this neon sign detail here, but for rest I will not care too much. I will go with ship Y. Maybe bring this axis. Let's just reproject to this neon sign here. Okay. And for rest I will just go with tell Chief and duplicate this few times. One thing I want to just avoid here is to project this sky here because later we will use HDRI for sky. And I don't want if we have projected this building here, we will also project this part of sky here. And that's what I want to avoid. I just want these cubes to cover the buildings here. Okay, I will press L now and shift Y here. Maybe one more. Okay, I think this is enough for now. I will also model this neon sign here because I like this detail and we can see that this is on this small roof. Let's also cate this neon sign weekly. I will go to edit mode here, select one phase and X. Let's now go to zero to camera view. Now let's go with x 90 Z axis. And now I will project this to this neon sign here. 9. UV-project modifier: Let's now project texture on these objects we created so far. First, I will disable this X ray mode and I will select all these buildings and I will go with control J. Now all this is just one object. To be able to use UV, project modifier and project this background to these objects, we need to share their editor and create a new material, and I will call this male material. Now I will go with Shift and search for image texture. From here I will select this fake five Pi. We use this in for our background image camera settings Here I will select again this object and plug this to base Color. If we now go to Material preview, we can see that we have something but not what we want. Now we want to project this background image from camera angle. For this, we can use UV project modifier. I will select Project, and I will now select this UV map. Because if you go with control, you can see that by default we use UV map here. But I will delete this for now. For object, I will select this fake five pi. And you can see that we get something here. But this is still not as we want. Now for this aspect x and y, we need this resolution here. Copy this resolution here. I will copy this value here and back to modify here and place this here. And also y. Now we have correct aspect ratio but still is not good. That's because to project the texture of three object we need mesh. But if we go to edit mode, you can see that we don't have enough mesh here, especially on this road here. Difficult to edit mode. And go with control R, we add some mesh. But I will now go with control Z because I will add here subdivision surface modifier. Now I will say this too simple and set this on top. First we need subdivision and later you will project modifier. Now when we increase this level to maybe for and also for render, we can see that we line up this pretty good. This is before and this is after the subdivisions we add, we correct this texture more, but I will I think I will keep this to 41 thing you can note here that these buildings look pretty good and also, but this road don't look good. That's because this road is stretched a lot on y axis. If we go to edit mode, you can see that we have few look cuts here on Y axis but not on X axis. We can fix this If we just add a few look cuts on this road and make the faces more square with control, I will add five or six or even more look cuts on Y axis. And if you now go to camera view, you can see, let's go with control Z. And you can see what we get if we add more look cuts here, okay? Now this look pretty good. Maybe if I go even to five here, I can fix this and line up pretty good here, okay? I think I can handle this. If for example, apply this for a second, I can see measure density of this, okay? I think this is a little too much, so I will go with control Z and I will keep this to four, but I will just add to look cuts here in four ground on this road. Okay, this looks pretty good for now. Let's see what happened now. When we go to render preview, I will set these two cycles GP and maybe here 10.4 final render for now, maybe just 22. Let's now split this window here. And let's go here to Render. I will press to remove this tab. You can see what we have for now. Let's go with 12 so we can see this better, but you can also know that this is too black. And the reason for this is because we have word light almost black. If we increase this, you can see that we get more brightness here. But because this reference image already built in in this image, I don't even want to this object here react with light here. I can fix this. If I plug to emission, we will basically take lighting from this image here. When we plug to emission. And one thing I don't want here is to react with light from our scene. You can see that when we add more light here, this reacts with this light here. We can fix this if we just bring specular to zero. No, it is not important. Lighting we have in our scene, this will not affect our buildings here. If you now go select this camera and disable this background image, you can see what we basically get this three DC projected to this object without this background image. And this object because of this specular don't react with this light we have here because we plug this to emission. We take lighting from this image here. We can now build rest of this city with three D models and another texture, but we can keep this for our base. I will also add a little more details. We add only details here in foreground. I have nice L I like here in background and also some parts on left back, this background image. And I will just continue with modeling. I will select this face now go with Y. Let's model this neon sign here. I see this neon sign here, and another one here, and also the Mcdonalds sign here. We can go with Sex and S Z to project this here. Now I will go with Y Control here. Control. And let's now select this phase, and EZ extollelect this phase, shift the Y, and project this one to this neon sign here. And let's also go with shifty and let's try model this Mcdonald sign. Now, I talked before that I want to avoid this sky background, but I want to keep this hill here. I will go with knife tool. Let's go with X to about here. And now I will go with K for knife. And I will try cut this hill here. Okay? Now this stick to this building. I will stick this here and I will continue with K here. Pork knife. Let's now just delete this Sky delete faces and okay, now if we press 12 we can see what we. 10. Lighting and cars: Let's now create lighting and the HDRI in background. Now here we are in Shader editor, but I will switch to world here for this. Let's now select Camera and disable this background image. I will go with Shift and search for environment texture. For this I will use HDRI from poly hen. Last time I use this one you can, I think I will paste this link or HDRI, but you can search this name on Polyhn and you can find this HDRI. If I forget now, we can plug this to color here. Here on right. We are in material preview. You cannot see HDRI, but you can see this HDRI here on left. Now I will try adjust this brightness of this HDRI. I will bring this down about 0.25 I think I used this value last time. Now we can also rotate this HDRI with control, you need a node wrangler here, just search here, node enable this node Brangular. If we go with control, we can get this texture coordinate and mapping node. Then I can now rotate this until I get something which is closer to this reference image, this background image. I think last time I go to the value, if you wonder how I get this HDRI, basically test maybe ten or 20 similar HDR. And this is closer I can get to this background before, and this is after, and now it's much better. But later when we add volume metrics, this will also match more this background. Now I think I will import cars in my scene last. In first part of this tutorial I use transportation. Do that, I will suggest one link where you can find high quality cars. I will share this link with you. I found a lot of nice and retro models on this link. You can download, I think all this for free. I already tested this, and I put this car here in my acid browser, so you can see how this look. This model is pretty high quality. This is a low poly version because I reduce this mesh density with mesh cleanup dens geometry. But you get very high density model when you download this object. But just be careful, you can see how much polygons, almost 1 million. But just be careful because this can kill your computer and just be careful with this polygons. My recommendation is to first reduce this meshed density here, but you can also check sketch B or CG Trader. For example, if you go to CG Trader, you can search for car. If you check this free check button, you can also find a lot of free and high quality models. If you want to learn more about car and optimization and textures, you can look at my tutorial. This one and I think also this one. I will now back to my, I will delete this car because I will not use this one. I will from transportation. And last part of tutorial, I show you how I import this car. So I can just select this category and import this car. But I think I will skip this process because this tutorial is already too long. And I will just jump to my last scene where I build. I will copy cars I use last time. We will lose a lot of time just importing this car and match these positions. I will just go to re promote. Then I will select all these cars. And now I will select all these parts I don't need. Okay, now I have selected all these cars and I will go with copy objects. And I will now paste this to my C. Now I will press M to add this to car collection, so if I need later, I can just disable this quickly. Okay, but this position don't match with my last render. So I will just now with this and also all these cars intersect with ground. I will go here under Car Collection, select Objects, and I will go with Z. To bring this up, you can see that we have sunlight here. That's because we get lies from HDRI. In this reference, we don't have the sun on this car. I will just block this now. We can basically make fake buildings here just to hide the sun lights here. I will go with Z Y until I see that I block this light from here. Okay, we can maybe duplicate this one more. Time shy. We are now sure that we will not get any light here. But also if you like this detail, you can keep this. I also get some lights here. Maybe I can go with ship D Y. Okay. Now I block this. Let's go also on this side here to be sure that's all for today and I will continue with recording tomorrow. But I think I will skip some or not skip. I will speed up some of this process because this tutorial already last too long and we still have a lot of things to do in this scene. 11. Asphalt texture upgrade: This is what we have for now. Let's try to improve this very low resolution texture of this. First, I will, on right, separate this ground from the rest of this building. Here I will go to Edit mode, and I will press L over this ground. Now I will press and separate by selection. Now I will go to Material Properties, And I will just click here to duplicate this material. And I will call this Main ground. Next I will go to, and I will change this color here. I'm now in Viewport. Also know that this is separate material. Now we can try improve this material. And I will on right go with number zero. And I will press and to remove this step. And I will switch from Viewport Shading to Material Preview. Now we left Render Preview and Right Material Preview. And now I will go to Shade the editor. And from World Switch to object, I will improve this material with two materials or two textures I download from Texture.com So this is the first one. I will use this for bump later. The second one I will use this in color input and roughness input. Let's start with this one. I will bring this in Blender. If we go with control shift and click here, we can see how this look. And that's because we have one UV map which is projected from camera. We don't want to change this map because then we will destroy this texture here under maps, create a new one. And I will call this concrete or something. We can, just to be sure, plug this. We don't need to do this because this is by default. But just to understand better, I will plug this here. Now I will duplicate this shift D, and I will change this to concrete. Now we can go with control shift and C here you can see that now this texture look different. And I will go to edit mode and projection. Now I can here on left, open UV editor. Now if we press and scale, we can see that we change this up here. But we don't touch this first one, okay? Now with control shift and click here will scale this until I think that this is a real world scale. We can even go with top view to see how this look. The cracks still too big. I will scale this up. Okay, I think this details here look nice. And now we can first add this in color input. To do this, I will go with control shift and right click to mix these two textures together. Now I just want to add the black parts of this texture. We can isolate this with color. Again with control shift and click here, we can see how this looks. Isolate this white black part from white. Now we can go here with multiply, blending mode. Multiply will keep only dark part of this bottom input. Let's go here to object mode and let's see how this look you can see when on left we take only this image. But when we move on right, we get this cracks here. This is before and this is after. You can see that we had some details here and some resolution here, but I think we have a lot of black colors here, so we can move this little On left, we have one problem. We have a lot of the repetitive textures here. We can see, I think we can fix this with Noise texture. I will go with shift and search for noise with control. Shift, click here. Let's see how this look now I will go with color M. We need more contrast here, let's bring this scale down, or up. Now we can mix the two textures. Let's see now how this looks. I will also go with screen multiply bending mode. I won't go with the screen. Now with screen, we keep only white color of this color m here. Let's back. We wash some parts with white colors. This is less visible. If we move this factor all to one, we wash more of this area here. Now we can also, I will back this material here and we can also use this as roughness. We should now get shiny parts where this black color. I tweak this also with color ramp if we add the black colors here, okay, I know that the reason why this don't work because we bring specular or to zero. I will now back some of specular here. You can see effect. We get basically where the black color is, we get the shiny parts. Now I think this is maybe a little too intense. I will bring little to white. Okay. And let's now make test render. Okay. This is without any texture in just color input and this is with roughness input. Let's also bring this texture I prepare for bump here and I will bring this to blender because these two textures are similar proportions. So you can see that both of these are square. We don't need new UV map, we can just use this concrete up here and it will work. If I go with control shift Cl here, I can see that this is pretty good. But if I want just change scale of this, I can go with mapping node. I can scale this maybe two times or maybe 1.5 Now we can go with bump, but because this is texture with color, I also need to convert this to black and white. And I can do this with color ramp. Now plug this to height and this normal here, maybe with control shift back this material so we can see how this look. Okay. You can see some bump details here. This is without, this is before and this is after. After we get some bump, but we also lose some reflection here because of bump. If you want, you can back some reflection. Let's try to improve this white line here. I will for this use decal. Last part of tutorial. I download this from Quick sub Bridge and let's see where I can find this. I think I put this in asphalt folder and road decals, okay, I have this white road line, this is before and this is after. You can see a big difference without improving this material. Now let's try as a second texture, heat in color input. Maybe we can get better results with this. I will again mix the two texture here. Let's see, now if I move all to left, I get only this texture. If I move this on right, I also get some details from this texture here, okay? This texture look too bright, so we can always go with huge saturation. I will bring this value little down. This is before and this is after. Let's see if we said this to multiply blending mode, we will keep only dark parts of this texture. This is without this new texture blending mode. And this is with multiply blending mode. I think I will back this to mix. I will also bring this all down to maybe 0.0 y just to keep 5% of this texture here. 12. Bricks texture upgrade: And last time I do something similar with this texture here, you can see how this is very low resolution. We cannot even see any bricks here. But I know that this is a brick texture. But complete this building look pretty weird. Last time I decided to model this building from scratch, but I will just keep this part of original texture of this wall here. I will first go to edit mode and I will press L will now we shift the x. We can keep this as back up. I will press and separate by selection, we just call this back up. We can now disable this from renderill. Also, do same with this part, this building here. And separate by selection now I will go to edit mode, Select this building, and go to edit mode. I will select this part here and maybe again and separate by selection. Okay, this works. Let's now improve on this wall here later. We will model this hotel from scratch. I will now press Key to bring only this wall here. I can go with Set or right click and set Origin to geometry. Now I will go to Material Properties here and click here to create new material. And I will call this Main bricks. Let's now report this bricks texture here. You can use anything similar, but I found this on Texture.com and I think I will share also this with you. Let's again go here with plug this here and Create map and call this bricks. Okay, now I will go here to select Brick. Plug this here, and now with control shift and click here, we can see how this look. And I will go to, let's just check scale. Okay, scale is one. I will go to edit mode, projection and open here, editor. If we go to edit mode and press A, we can select this wall here. And now I will scale this until I think that this look right. I think this look pretty good. Now I will go with color M and control shift to isolate this texture. And let's see, Now I will tweak these settings and because I will use this as multiply blending mode, I care only about this black color. All colors, which is white, will be transparent. Okay, I think this can look pretty good. And we can now bring this here. And with the control shift, right click, we can mix the two textures. But I hope you know to be able to go with control shift and right click, you need to activate not angular at, okay, now I will say this to multiply and you can see we basically get only the dark parts here. We can finally here that this is brick texture. We can see before and after, before and after. Okay, let's now make texture for bump. I will go with another color M. Now I just want isolate lines here for bump, I will go with this hole to right. I want this white color to be bright. Now we can go with, we can apply this to height and this to normal, okay? And you can see now what we get. Let's try invert this. I think this need be opposite. Okay. Let's see if we move this on all to left. This is before and this is after. This is, this is after. You can see some bump here. Now, after, we can also make some variation in roughness. But for this I will use very soft variation, calm. I don't want to make this too shiny. So I will bring the black sclars down and maybe make more conscious here. Okay? And now we can plug this to roughness. But nothing changed here because we have this specular hold down. If we bring this specular, we can see that this is pretty shiny. So I can bring this more down, but if you like this shiny bricks, you can also keep this. But I will bring this down. Okay? And maybe here, 0.2 13. Hotel modeling: And let's see what we can do with this very bad hotel here, Tim. This is my old blender file time. I basically start modeling this from scratch. I add this balcony here with completely new texture. This is from quixel bridge. I think I also add here glass shader. This building here is basically model from scratch, but basically I just go to edit mode. I just start adding Le cuts here, following the balconies, something like this. And now I can just extrude some of these parts. I can, for now, remove this texture here. Okay, so we can see better what we do here. Now, for example, you can add here one material and the second will be glass. If you just go with glass, SDF transparent, you can make transparent glass. If you mix the two texture, now we can maybe apply on this area glass material. And you can see on left how this look. Now for this rest part, maybe find some texture here in quick bridge or you can find this anywhere on Internet or for example, if you have this blender kit, you can just search here quickly. Bricks texture, you can load any of this texture very quickly. Just moving this here. Okay, so you can see how this look, we just need to unwrap this with projection. Now we can go to Shape the editor or UV editor. We can scale this down. You can also, for example, go with and send this to color. You can mix this with yellow color here, because in our reference here, we have the yellowish bricks here. I will now send this to yellow color and I will choose here multiply blending mode, or color. Okay, this color look pretty good. Let's quickly make this part here. We can go with maybe just cube here, shift and cube. And let's scale this all down. And S Z to scale this on Z axis. Let's see our reference, this go all to top about here. And I will just here some black color. Maybe we would shift y and now shift Art to repeat this last process or last step. Okay, let's see how this look now. This is before, very bad and very low resolution texture, and this is after. But you can invest more time and following this reference, you can add more details here. I forget about Blender kids, Go to Google and you can download this ad for free. Just download this here and you can install this under Edit Preferences. As install, you will see some of these textures or objects, materials, or even scenes are free and some of these are paid. But if you want get paid version, you can pay. I think last time when I checked this is about $6 per month. 14. Shops, trees, poles: Next thing I do last time, I import some assets from my asset browser and mix with these objects here. Let's jump to asset browser and now I will open my assets and shops assets here. I will share this pack with you so you can also use this. I pick some of these assets here and I bring on place where I think that I need a high resolution and hide some bad parts here. Let's go with 11. I want maybe something better here and also this part. So we can now go with R Z 90. And we can just bring this here. Okay? And maybe we can try bring this to another side, or you can use any of these assets here. I will go with all the D x z 180. And I will place this here. Maybe we can scale this a little, okay? Let's try measure this a little better. So I think this one is too big. Okay, I think I deleted this great part here. Let's do this now. We can just go to edit mode and we can maybe delete this top part here. Delete vertices. Now we keep only this part of this building here. Let's now move this maybe on with x, x axis because we use instance of this object with all the. We do same also on this part here. This is before and this is after. Next thing I use here to improve this scene is all these trees. This is my last scene. Last time I used this botanic D, which is not free. You can find this and market. I will show you how this looks. This is from polygonic. I just click here and now I search for some of these trees here. Okay, Here under tropical category, I found this palm tree. I also use one tree here, but we can try what we can find here under Vender Chit. Don just keep this here. Two objects and let's search for Palm. Okay, I need to look on left. Okay, here is 13 and another one, third one here. You can find a lot of this free stuff, but you can also search on CG Trader or Sketch up. Now, I will not lose time placing the Ches in scene. I will just select all the Ches from my last scene and I will go with copy objects. I will now past this here, I will press and I will say this to Ches collection. Okay, I need to move this a little on, right, but just be sure about mesh density of the object. I will go to isolate this object. I think last time I go with mesh cleanup and that's in my geometry, so you can reduce this geometry. I do this last time. I will now delete maybe just 20% of this. This is before and this is after we get a lot with these trees here. If you back this background image, you can see that we have here this electrical poles. Last time I modeled this cylinder object. Because the objects here consist project modifier, I just select this object and go to edit mode. Now this will be part of this object. If we go here with cylinder, I will reduce this maybe to 12 vertices, go with Z and X, and we can make one object on this pole here. I will press to scale and Z to scale this axis a lot, we can go to up zero and now we can just grab this top edge here and we can just project on this texture here. Okay, let's go to my last scene. This one here is same, but I just add this little cubes here. This cables curve modifier, modified curve objects. I just go with curve and now Np seven to top portographic view. You can just go to add more than y zero to line up this. Now we can scale this Z 90. Let's just line up this. We can now do same, we do in first part of tutorial. Just subdivide this here and now move this Z, move this down. And let's scale these parts here. Now you can just go, let's set this set origin to geometry. And now you can go under curve property and a depth here. You can now place this between two poles, but for now I will just copy this from my last project. We have one here, face this here. I will now line up with this one. I model, so I go with X and move this about here without the pulse. 15. Motion blur: Let's now animate this car, and we can add motion blur. I will select this car here, and now we are on frame one. And now I will move this with Y here. Now I will press Insert Location. You can choose key frames here you want and depend on you if you want to make animation or if you don't want. But I will for now just move this about here. And let's now move car here. And I will now press and insert location. Last time I animated this car to go all to the end of the street. But now I will press Space, and I will see how this car look. I think this car is too fast, so I will now just move this right. And I will also press and change interpolation mode to L. Okay? So this look pretty good, but for now I care only about one frame. And I will now move this here until my car appears here. Okay, about here. Now, if we go here when there are settings and enable motion blur. When we press 12, we can see what we get. This is before and this will be after without motion blur. We can see how this look and this is. And we can see that we get a lot with this motion blow. Next thing I add here is my sign at pack. Now let's try this neon sign here, X, 90 Y night. Let's press to scale this. You can see here how this look. I will go with Y. I will also share this asset pack with you so you can play with this. Let's also place something on this building. We can play Chinese neon sign. I will, okay, here, this intersect with this building. I will X night, maybe Z. Here we can see this neon sign. Okay. Here we have this motel neon sign. Okay. Here I have this hotel arrow. And I will place on this building here. So again, scale this and Y and rotate about here. Okay? And I also have this motel, this big motel neon sign. And I also last time placed this on top of this building, L Z 90 and BZ. And we can put this Mcdonalds sign on this Mcdonalds here. I will just bring this M here. And let's press to scale and 90 end. Y, nine minus N. We can also place something here in this building in foreground. This is before, and this is after. You can see this neon sign here. And this one here, I think this one is a little too bright. So we can also select this object and we can go here Material. So we can see this near signal and we can bring to values to about, maybe ten. We can see at the beginning how this look now. 16. Volumetrics, reflection on the car: I will go with shift a cube and just be sure to cover all scene Y. Now I will go with control, a apply scale here under object properties. I will set this in Viewport as bounds. We can see only these edges here. Now I will create new material and call this Volumetrics. Now I will delete this and I will go with Principle volume. And I will plug this to volume. I bring this density last time to a 0.0 005. Now you can choose color here, maybe some orange atmosphere. And let's just for bro 05, you can see that this is very dense. I will bake this to 0.005 We can also bring this atrosophy. Let's now see before and after this. Before and this is after we get some atmosphere here. Before and after. One thing which is really important here, I add the last time is reflection of this car. You can see that we don't have any reflection on this car. That's because we basically put this big white cubes here. If you look here, you can see reflection on this white cube here. Also, behind this car is not in real world. We expect maybe some cars behind this car here or maybe some city or street lights. We can now make this, I will basically project image texture behind this car. I will go to here and I will go with shift A images as play. Now I will, under resources, maybe use this image from our reference photo. Okay, I will place this here. And I will now press and scale this up. But I don't want this only in color input. I want this to plug these two emissions. This reference photo will emit lights here. Now I will go with X, but one thing we want to do here is disable visibility from camera. We can see this image here. I want to disable this camera. We will still be able to see this in glossy diffusion and all this stuff. I just want to be sure to remove this from camera. Okay, let's see what we get. If we bring this closer to this car, you can clearly see that this affect this car. I will remove this alpha blender create. By default we can increase this emission strength. If we go with map node multiply, we can now plug this to emission strength and we can multiply this maybe by ten. You can basically see how we increase brightness of this, but I think ten is too much. I need maybe two or three. Now it's all about positioning this. So let's see how this effect we can make one test render. Okay, so this is before, and this is after. We can see clearly some reflection of this photo. We put this here, but last time I put more time in this and I searched on Google night, car, street lamps or something. I found not just this one texture, I found four of these textures. I will now just copy these textures here and I will place my scene. You can basically search on Google and find something similar like this. Okay, this one is same. I duplicate, Just change angle of this to affect maybe this side a little more. I put also this one on top. Let's see what happened if I just past the objects here without the images as plain. And this is, we get a lot of this realistic reflection here. Okay, I think this red color is from this neon sign here. 17. Shadows and compositor: One thing I missed on this render is shadow. If we go to reference image, we can see that we have very strong shadow here. But we don't have here. Even if we have some shadows here, it is not what we want. That's because lighting of the HDR is different than on this image. We can increase this with shadow catch. If I said this object as a shadow catcher, it will not be visible in render. It will just disappear from render. I don't want this. I will now go with, I will now go with Z. I will just move this, Ali. Okay. Now I will call this shadow. Now we have basically duplicated this ground. Now let's remove this material because we don't need this material. And now we can see that we have only this white plane here. Now we have this nice shadow here, but we cannot see this asphalt texture we made before. If I now set, this shadow now disappear from visibility. But we have this weird thing here and I'm not sure why this happened. I decide to render this overlay. We can now later say this in Compositor. Now I go to layer properties and I enable this shadow catcher here. Then I press F 12 to render this. Now when I render this, I will go to compositing and I will click here. Use nodes with control shift here, we can activate this view node. Now I will press to zoom this out and I will navigate to this shadow catcher. You can see that we have some information here. Now I will go with 11 because this is plug only on in viewer node. I will navigate here, search for e node. I create this folder here and I will copy this. I will go with file, save, save this. I will keep this PNG. Okay. I will back to Blender because we use this only as shadow catcher. I will for now disable this from render and viewport. Now we need to go again with F well and rerender this. Now we come back to compositor. If we navigate to this image here, we can now just bring this shadow of catcher in our compositor. I will now go with mixed node. Let's plug this to second input. And now I will say this to multiply, to keep only dark parts of this color. You can see what we get If we go to left, we don't have any shadows here. If we go to right, we get a lot of shadows here. But you can also note that the whole image here. And that's because we have a lot of gray areas. We can tweak this with color ramp. Now I will add more white areas to remove these dark parts. If you want to make the shadows even darker, you can move this on. Right. But I think this is pretty good. I will even bright a little. This okay add of realism in our scene. This is before and if you search to viewer notes, this is after. My recommendation is to add scale and render size later. Decide to move this resolution because this is just over. This texture can be bigger or smaller later, but if you add here scale and fit to render size, this image will follow this resolution even if you change this when we are here in composite. Or let's also add some, maybe less distortion or just dispersion. Basically chromatic aberration. You can see if you press before and after and also if you want, you can add glare or glow. We get this glare effect here. And I will go with glow. Maybe if you want, you can duplicate this and you can also add this streaks or Simple star. Okay, let's go. I think Simple star is better. And let's say this a lot. Okay. This is 210. So we can always go, we can mix this without this glare here. We can now just control how much we want. If we go all to left, we add 100% of this. If we go right, we this effect, okay, maybe 0.8 Now when we are happy with this, we can also plug this to composite and this is also render Result here. If we go to render result, this should affect this, but I think maybe we need render because this didn't update here. Now I can save this render because I think we are done with Blender. You can know that this is only 22 samples and this still look pretty good. I will go with File Save, I will save this render. We have final result from Blender. 18. Post-processing: We are now in after effects and I basically duplicate my last file when I do this scene, but I just replace this from render we do today. This is our render. And let's see what I do last time just to know that this is not the same render like last time. And I should update some settings here, but I think this look also pretty good, this from red. When I put this in after effects, I start with color correction. And what I do here, I just change the settings and you can see what I do here. Basically, I usually go with, for example, -100 And I see what look I like more. If you want to add the temperature up or this orange tint you need go up. Let's now bring this down to get this bluish tone. Also, say all these settings. Just type here plus and minus and see what you like. If you go down, we get this green tone. If you go up, we get this purple tone here. I note now that we forget addint in blender, that's de and field, and you can see that this car is so sharp here. We have a lot of blue here. Let's quickly just this in second, I will enable depth and field will select this car. Now I will go with this value, maybe to about one, okay? This is pretty low. Maybe even three. And that's because these objects are not real world scale, okay? This is now much better. So you can see this car is pretty blue and maybe 3.5 I will now render this and update this in after effects. Now this is much, much better. So you can see this car, how this look we also bring out from focus also these cars here. And also this in background before sharp. Okay, let's continue with the effects here. A, a little grain effect but only 0.1 because also the film convert filters create grain. If I say this one, I will get a lot of grain. I give this maybe 0.2 Then I have this film convert without this. And this is I also have another one here, this preset, this. I use this preset, I disable both of this is before and this is after. Then I add some haalationffect. This is before and this is after. If I press and bring this to 100, let's see what we get. We get this red glow. But I will bring this to maybe 12% after that. I also glow effect here we are the same blender, but I add small value of this also here. Again, I go with color correction. Okay, this is one more film convert. I see here, I use this preset here, but I said this to 50% These two are again grain effect. If we go with double click here, we have this film grain overlay. This is video file because I use this for animation holes. I download this from premium bit website and I will share this link with you. This is how this look. I also, I think this one. Okay, I copy this link. I will paste this link here, so you can download this if you want. One thing I add at the end is this grading gradient effect. Basically, you can see that we add little black color and gradient from top to down. This is before and after. If I press and bring opacity to 100, we will be able to see better this gradient effect here. This is all for this tutorial. I hope you'll learn something new and see you next time.