Breaking Bad In Blender, In Depth Class | šime Bugarija | Skillshare
Search

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Breaking Bad In Blender, In Depth Class

teacher avatar šime Bugarija

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      2:05

    • 2.

      Introduction to the tutorial + grass asset

      5:21

    • 3.

      Grass

      7:00

    • 4.

      Swaying grass

      13:40

    • 5.

      Assets

      14:34

    • 6.

      Lighting

      9:53

    • 7.

      Post-processing

      9:17

    • 8.

      Car animation

      5:54

    • 9.

      Car animation - road

      17:05

    • 10.

      Modeling - Van interior

      13:15

    • 11.

      Modeling - Van interior - part 2

      12:47

    • 12.

      Modeling - Van interior - part 3

      21:46

    • 13.

      Modeling - Van interior - part 4

      14:51

    • 14.

      Texturing - part 1

      6:27

    • 15.

      Texturing - part 2

      18:19

    • 16.

      Details

      15:43

    • 17.

      Building the scene

      14:00

    • 18.

      Camper import

      13:24

    • 19.

      Human models

      11:11

    • 20.

      Environment

      8:16

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

80

Students

--

Projects

About This Class

I recently created a Breaking Bad animation about 1 minute long, which I published on my YouTube channel together with a breakdown tutorial video.

The breakdown tutorial is a short section of all scenes, but 20 minutes is too short to describe what the process of creating an animation like this looks like.

Many people have asked me if I can record a more detailed tutorial in which I explain what the process actually looks like.

In this tutorial, I did exactly that - I recorded a 4-hour-long detailed tutorial on how I created two scenes from my animation.

Meet Your Teacher

Level: Beginner

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Introduction: I recently created about 1 minute long breaking bed animation that you are watching right now and posted it on my YouTube channel together with a breakdown tutorial video. The breakdown Tutorial is a short section of all scenes. But 20 minutes is too short a time to describe what the process of creating an animation like this actually looks like. But now I have recorded a six hour long tutorial in which I explained the process of making these two scenes. In the first scene, we will talk in detail about the assets I use, lighting, post processing, animation, and more. In the second part of the tutorial, we will talk about the car or camper animation. We will model and texture the interior of the camper in detail step by step. We will import and animate human models, create the environment and much more. In fact, we will go through all the steps necessary to create these two scenes. In addition to the tutorial, I will share with you all resources and assets needed to follow the tutorial and more. 2. Introduction to the tutorial + grass asset: Hello, and welcome to new Blender Tutorial. In this tutorial, we will talk about breaking bed or breaking bed animation I created and posted on my YouTube channel. If you follow my tutorials from before, you know that I usually do completely step by step tutorials in which I talk about each step. I do. This type of tutorials are good for beginners. But I think most of you are not blender beginners, and if we do step by step tutorial for For example, one or two scenes in this short film, it will take too long. So I decided to little different approach. This will be more like deep breakdown tutorial in which we will talk about this scene here. And this last shot from my short film, this one. This tutorial will be detailed breakdown of these two shots. But we will also do a lot of practical work. For example, we will model interior of camper. I will also show you how I animated camper. We will also import Jesse and Walter, and we will animate them. I will also show you how I created desert environment, how to light these two scenes, and I will show you where I download all these assets, how to animate grass and clot more. Stay with me and the sewing tutorial. This links TXT file is file, which I will share with you, and here I will paste all assets I use for creating these two scenes. But this is not all as tutorial go, I will also paste more links here. And I think I will also share some of my project files with you. And this is my original blender file from which I render this final scene, and let's now open new Blender file. So I created this in Blender 4.1, but yesterday, I installed 4.2, and let's now open. New blender file. Let's start with camera, and you can see that I use the full bn camera setting for this scene. Basically, what I do, I go with Nump seven shift A and camera. Of course, this is top portographic view, so we need line up this on x axis. What I do I just type here, 90 degrees and I mode. Camera about here. But let's first copy aspect ratio from this last scene. Last time I go with four by three aspect ratio because I want to pose this for Instagram or Facebook also. Four by three is good aspect ratio. It is not too cinematic, but this is what I chose last time. But Of course, you can choose any aspect ratio you like. For example, if you want create more cinematic look, you can just increase this value and you can create this wide aspect ratio. But last time I go with four by three, so this is what I will do now. I will type here 400 by 300 and because this is very low. Resolution, last time I create this five time. But because I want camera in same position like last time I will delete this camera and I will copy this camera from here. So basically, it will just change position of camera in y direction. And I also see that but I forget mentioned before I said this camera 1 meter from ground, and I also look a little up. If you change x axis rotation, you can see that if we go less than 90 degrees, we look down, but if we change this to. I do last time, we look a little up. Okay Let's now copy camera and let's paste this camera here. I think this is rig from car and I don't know how this is car rig and I don't know how I select this, but let's just delete this. And now we have same camera settings like in this scene here. And if we go again to camera settings, you can see that all this is fault. We get from lender, but I will disable this background image and I will disable for now. 3. Grass: And let's move to another element, which is important here and that's this ground. I will go with copy objects and let's paste. This here. What I usually do, I like, split these windows. When you see this little cross here, you can just move on right and on left side, I usually go with Pe zero to switch to camera view and to remove this tab and we can switch to render preview here so we can see how this scene look. L et's now switch to cycles because I use cycles, G and let's set this maybe two. 52 speed up a little rendering and I want to see more this ground here. Last time I go with D y and you can just move this here. I see this part here, I can just go with x and maybe rotate this little on x axis. And maybe scale this on x x. Let's bring this viewpoint display, maybe just to 12. I will now show you where I download this assets here. We also don't need overlays here. I download this from I three d Shaka and I will now go to three d sha com so we can find this assets here, and I think I go maybe to library and three assets. I think I here This is where I found this ground assets, and you can download this for free. I will also paste this link here. You can also download these ***. I will show you how this look. This is just ground with all these particles here and how to use this. Let's press S to scale this a little. This is basically just a particle system. For example, if you disable some of the objects, you can see that you lose some of the grass or flowers, and you can just choose what you like. Now I disable all this and now back this grass and let's see maybe some of these flowers, but you can reduce value of maybe just 20. We have different assets. You can scatter on this plane here. This is what I do last time. I just use these assets here and I have this in my asset browser. And when I need the quick grass or something, I just move this here and this is what I do last time. I stop recording for a second because I see that in my scene, I just change this grass to more like desert grass, and I will show you how I do this last time. When you select this three shaker object, you can see that this consist of a lot of the particles and each particle use this collection, renders collection. You can see that collection this partic use this folder here in which is place, for example, For example, this folder here use this green grass. For example, if you like this two piece of grass, you can just press M and you can call this green grass. Then you can let's disable all these particles here and now we can just change these two green grass we created. Now, and we just have only these two assets here. And that's what I do last time. I imported this like desert grass which I download from Quixel Bridge. For example, this one, and then I selected assets. I like, for example, for assets, and then I press M new collection. Desert grass, and then I just select this base object from three D shaker. Then I go to render and I changed this to desert grass. What I do last time, I will for now delete this. I just start with this object here, which I also have in Asset browser. When I place this here, I didn't like this green grass, and then I just delete all this. Collections and I keep only one and then I just replace this grass from here and I created my new collection from this piece of grass. I download that from Quicksel Bridge. And then I create my new collection. Desert grass, and then I apply this collection here. If you don't have Quixel bridge, which is my recommendation, you can maybe do more like desert grass from these grass pieces. You can maybe change material and make this more yellowish. Let's see how this look. You can always change materials of any object if you go here to shape the editor. This is not correct way. Now I think we change color of this ground. You need to select one of these piece and here you can change color more to yellowish. You can find grass everywhere. So there is million blender dons for grass and a lot of free objects you can find on Internet. I just talk what I used last time, but you can use anything for grass. 4. Swaying grass: Thing we will talk about is this swying grass or moving grass. If we go to solid preview to speed up this a little, when I press space, you can see that this grass is animated. I will show you how I do this last time. Last time I said that in my breakdown tutorial on YouTube, I say that this is grass from an Hubert, but now I see that it is not. But one thing which is from an Hubert and why I think that this grass is from him is so if I press space, you can see that this grass is animated. But last time I didn't use this grass *** from him. I just use this preset animation from him, but I will show you how we can also do this inside blender. If let's make this overlays and if we select this ground, you can see what? This is just particle system with this value of this gross, multiply by 20 because when you set this to interpolated, you basically multiply each of this v value of 20. This is very useful because this can speed up calculation of all these grass. What we have here, we have here ten pie of grass. If we select this and go with numpad slash key, you can see that we have ten different pieces of grass, and we have 34 field presets. If for example, select this object, and if we go under field weights, we can change this from medium to heavy, and if we press space, you can see that this now This animation is now more intense, if we go to light, and we get now less intense animation. And if we now open one of these collection, we can see that inside, we have different force field. And what Ian do here, he basically create three collection of force field. If you select one of these force field, you can see that and if you go here under physics, you can see just different values here. Now when we know how this works, let's try create something similar. I will go with y new general and al cate new blender file. First, we need some grass. And as I said before, you can download any grass you like, but let's now maybe copy a few of these assets, and I will paste this here. We have grass in our scene. Let's go with plan. Apply scale, and I will call this graph. I will just move this to sin collection because I want this collection core grass. Now I will create a new particle system. We have 1,000 of this ha, but we want covert these two grass. I will click here advance, render collection, and I will choose this grass collection. We now replace this hairs with this grass. This is too small, so let's now make this bigger. My recommendation is to reduce this maybe to 200 and now we can go under children and interpolate this by value of ten is. What this does blender will calculate only 200 of this and then interpolate this value of ten. This will save a lot of memory and speed up blender view port here and also render. Now when we press space, nothing happens, so this grass is not animated. Let's now do what Ian Hubert do in his assets. Let's try go with force field. We can go with ship and we can go with force field and let's try with maybe force. You can see what happened. We need remove because this is inside grass collection, Blender e as particles. We need to move this force out of this grass collection in sin collection. Let's see what happened. You can see when we press space, nothing happened because we get animation only when this moves. In order to animate our grass, we need to move this and how you can move, you can go with more options. For example, you can just press keyframe here, if you press. Let's see if I press, if I rotate, nothing happens, this grass doesn't move. We need to move this. For example, if I go with G Y, this works. Let's try with G X. So basically, we can move this in any direction. So I will maybe move this I will just skip to another keyframe here, for example, to 40, and if I now press G and move this here, I can now press I and insert keyframe here. So I I now press space, You can see that we get our animation. But first thing I want to fix here. You can see that this star slow and then speed up. That's because we have interpoolation, please set busier and I set this to linear to make this constant. This is too fast, so I will now move this and slow down to about 100, then let's now see how this. New problem here is this 100, this top, and we can fix this if we go with shift E and set this to linear extrapolation. After crossing this last keyframe, this will just go to repeat. We now have constant animation of this grass. This is one way you can animate this force field, but let's try with another one. If we select this object and if we press n, we can see that when we move this, we change location on x y and z, and how we can also animate this without key frames here. We can just put mouse here and we can type tag frame. And what this does now go here. You can see that this value here is the same like value on our timeline. Basically this move. In this case, blender just copy this value here and place on this x location. You can see that we have now very fast movement here, but we can divide this if we just go with if we type here divide and for example, value of 100. This will be before but just 100 times slower. Now we can type same on this location so es tag frame divide by 100. Let's also do this on the axis. Now we have animation in all three directions here, if you want to make this even slower, you can just type here. For example, 200. And we get very slow animation here. But let's try speed up this maybe just 50. If you now press space, you can see that we get intense animation here. This is what an Hubert do, but he play a lot with all this I close this blender file. You can see that he used more than one force field. For example, he used this turbulence and maybe wind. For example, to go with, we can add wind here. Let's see, again, we need move this from this collection. To sin collection. How we can use both of these in the same time. We can select this two force field and with holding ship or control. Select this one, this one, and now we can create new collection, and I will call this force flight. Now we place this inside one collection and now we can select our ground and we can go under particle systems and under field weights, we can select this collection. Now both of these force fields affect our grass. But this wind is not animated, so let's see how we can use this When we rotate this on Z axis, z, nothing happened. Grass don't when we move this, again, nothing happened. We need to rotate this on y axis or on x axis. What I can do now, I can go with key frame, maybe here on zero, and maybe go to 100 and now I can go with y. And add another key frame here. I can also rotate this little on x axis. We can see what x axis do so I will go with x i, and we set location or also on x axis. Now when we press base, we can see that we have animation from this turbulence and also from this point. And I will go with shift E linear extrapolation. Now we have this light and we can maybe create intense. I will I will select these two force and I will go with shift d y. Now I will press M, new collection, and I will call this force. Intense. Now, we have this two force in this collection. Now I will just select this and I will just intense this maybe by ten. Let's select this one. Let's try type ten here and let's see what happened. If we now select this ground and go to particle system, we can now change this light to for intense. Let's see what this does. You can see that we have more intense animation here. We can also play with these settings. For example, we can speed up this rotation here and If you now press space, you can see that we have more intense animation here. And this is s light version. Now, when you know how I animate this graphs, I can just copy this and paste in our scene. I think I can go with select linked object data because I use D vender will know that this is the same object data. But I also have one piece here. Let's now just go to copy and paste. No. 5. Assets: L et's continue with Tutorial, and I will just copy Camper and Walter and Jessie, because I will talk about these models later in Tutorial. For now, I will just select this and copy, and this empty here is to control both of the human objects. This comper is more than one object. I will just go select this car g and select everything inside this collection. Let's go with copy objects. Pace this object here and let's now copy this human objects. We will talk about this later and for now, I just want to paste this in our C. Let's now talk about these stone objects. This blue one from Quickse Bridge and I will talk about this and gray one from Sketch. I share all the links with you so you can any of these links. I think all these are from the same guy, this guy here. You just need to login with your free profile and you need to click here, download three D model. Luckily, we have brander file here, so you don't need to connect materials or something you usually do when you don't have brander file, so you just need to click download. You can see that all these are similar from same guy. They are very useful because they fit to desert environment. You can see how this looks. You can just grab some of these pieces and you can play paste in your sin. Let's try to do this now copy objects. Paste object and we have one piece here. If you want to make this bigger, you can scale this on Z axis Z to make something like heal in background. Now, when you know how this works, I will just back to my main scene, and I will just copy these objects. Let's talk about this bluestone here. This blue is just a different color in viewport, and you can see this in material preview. Under viewport display color. I just changed this to know that this is not from same collection. For example, if you change color here, you can see that this affect only viewport here. And Let's see how this look. These objects from Quicksall are pretty heavy and what I usually do. I reduce this a lot, but when you download this from Quicksel badge, you need go to mesh clean up, that's mediometry and type, maybe 0.5 here to delete half of these vertices. But I already do this or you can go with maybe three merge by distance and also change this value here. I will show you how I organize this assets from Quicksel bridge. What I do, I import this to asset browser to make this much easier. I I now go to Quickell bridge, I download lot of these assets and here is how this looks. If I go to my asset browser folder, I have this Quickll bridge collection, and I organize this by blender files inside blender files. For example, this is if I open this concrete blender file. You can see how this look. So I have here 78 of these concrete surfaces here. And what I do, I go to Quicksel bridge, and I just go here under surface and for example, concrete, and what I do, I just started downloading assets I like. I didn't download all of them because there are a lot of assets, but I maybe choose a few of these and then I switch to another category and I downloaded only what I like. You need to sign in, and you just need to click download. When I click this Quicksel bridge, download assets in this pder where which I sit here, when you install, this add Quicksve, ask you where you want to save your files, and I set this folder. So I create assets quick cell bridge and this Quick cell bridge, will create this download folder. And every time you click, for example, select one asset, when you click download, Quick cell save here inside one of the collection, for example, surface, quick cell, save this objects from quick cell to your computer. You don't get blender file. I think you get FBX or OBJ and what I do then. I just go to let's open new Blender file. I think I delete this OBJ or FBX because I cannot see anything here. But what I do, I copy address of this folder, then I go to Blender. File import. For example, FBX, and then I just import this FBX object here. And when I have, for example, object, the ***** here, I just press create new material. Let's say this is object you download from Quick from FBX file, and you have material, you just need go to Shader editor and with control shift and T. When you have activated No, you can just Albedo is color so normal albedo and pness. I think this three are, you can use this placement map also instead of this normal, but let's now just click here and if we now go with to material preview, and when you go to material preview, you can see that we set our material and you can play with this setting, citing this look okay. Roughness map color input also, if you want, you can also use bent occlusion map. With Mentocc, you want set this to multiply with this main texture here. You need to set this to multiply and you can then add more Bent oc to your input. Now when I have this surface here, I can go this is not surface. This should be three D model, but let's say this is surface, I can just go with copy objects and then I paste this, for example, here. And then I call this like 79. Then I can add this to asset browser, so mark as assets. Then this should appear here under assigned folder and I can then save this concrete. Let's say that this is it is concrete and then I have this under my asset browser. One thing you can also do, you can save this preview from Quick cell bridge. You don't need to save, I think you get this by default preview. Here we have this preview, so you can just type n here to open this tab you select this n and you can just replace this preview. Now we have another material here. Next time when I need this material here, I can just drag this from acid browser and move here. I talk about this because with this simplify a lot this process and you can see how much of these things I downloaded from Quicksel bridge. I have this cactus and objects, for example, which is here. Next time, when I am in this D scene, I can also open this three D plans and let's select this desert collection, and let's just add this cactus here. I can press maybe old R. This doesn't work because it is not rotated in main folder correctly, x. Now we have quickly this cactus and we can add even more these assets. And I don't have only grass and these plans. I also have a lot of things. I also download some buildings from Quicksall bridge, but most of these things are just surfaces. For example, I also I have this asphalt desert asphalt, fine, and all these decals. Then I have bricks, concrete gravel, snow, Wood I have a collection which I just for this project, which is Desert 2024. I renamed this because I download this later just for this project, and then I organize this by big giant. This giant is very big. You can see how this look. This is called mountain here and let's see how this one look. Let's try import some of these big here. You can see that they are pretty big, so I rename, I create these categories by size. I also reduce this mesh before I import to ast browser. Let's see how this look. This is pretty low poly. But when I have small one, I think I keep a little more mesh. And you can note that I didn't change tubnil for this and which is bad and you can see that this look pretty ugly and it is much better when you save tubnail, and when you change the tubnil, but I didn't rename this by numbers. I saved this last year by numbers, and it was easy to find which for which object. But for this collection, I dolo Let's go here. For this collection, I downloaded the This year, I forget to add the numbers. You can see I didn't say numbers here and it was very hard to later to add the tablets for all these objects. One thing about Quick cell bridge, I know that it is not free, but I'm not sure how for me is always free. I use this baby five or maybe less maybe three or four years, but first time when I sign up here, I get all these assets for free and all time is free for me even with Blender Ed. So You can also download Blender add on and connect with your blender and you can put this directly inside blender. But I download this in Asd browser because it is much faster. I even don't need internet connection and sometimes when I use this directly from Fixel, just doesn't work, so I decide to download all this side blender and save this in Ad browser. I think you need to sign up with EP game account. Don't sign up with Google or Facebook account, just create EP game account, and maybe in your case, will also be free. 6. Lighting: But let's continue with tutorial and let's talk about lighting. First, let's go to World tb and let's see what I do last time. All this is not connected anywhere, so I will just delete this and let's see what I do last time. I think most important part is this sky texture, go to Shader editor. Let's go to World and let's go with sky texture. And I said this to Nishita. Let's now plug this to allow input and let's see what we can get here. Now you can just play with this and see what you can get. I think most important part is this air dust and ozone, and last time put all this about in middle here. I think last time I scale this size all down and the We can set all these 20 and we can see what we will get. Last time I said this to 40, two, and 18, and we can just copy these values because I'm not sure what I do. I just play with this values here until I get something I like. I like this gradient here and very strong colors here. This is I want touch. You can see that with sa rotation, we get different color here, so I will move to left. With air, you can see effect, we get more we go to right, we get saturated colors here. Let's go to about five with. We get too dark parts here, again go about here. Let's see what this ozone does. We can move this little on let. But the most important part in this scene is I get something like silhouette here. I separate these objects here from background. I do this with one node, which is called light pat. I will go with light pat and now we can duplicate this background here with Sf D. I will set for now this all to zero, all to black. If we now go with mix, you can go mix shader because the green ones are shaders. And you can plug here, this one here. Let's do this now. With the control shift plug last node here. But you can also just go with if you have node, the regular enabled, you can go with control shift and merge the two together, plug these two surface. Now we basically choose between black color, which is left and right cool right input, which is this sky texture. But I want set something different. I want tell blender, everything which is visible in camera, use this value two, and for lighting only this black color. I can use this if I plug this in camera ray to this vector. You can see what I get basically everything which our three D scene is this and everything which is visible in the sky or background this sky texture here. But I will not use completely black color here. I will plug same value in color input. But now I will just play with this strength here. If we go closer to left, you can see that we darken our scene. Last time I go with value maybe 0.01. This is may still two in 100.00 f. We can check this value here. I go with 0.0 18. But instead of this k texture, I use this color, but I think nothing happened if we just plug this here, very small change. Let's also try play with this color here. Instead of this ky texture, we can also use orange color. We need more volume here. You can see this orange tint. For example, if we change to blue, you can see this blue tint. But we can just plug this sky texture here and let's reduce this to 0.005 or even less. You can see that this is not same let's close this blender here. This is not same like this scene. You can see here. Let's make this use last time. We have clear separation between the hills in background and these objects in foreground. This is not the case in this scene here, you can see that this is completely black, and we can create this effect with volumetric cube. Let's create this here. We need a big cube which will cover all these objects here. Shift mesh cube. L et's scale this and I will now scale this on x and y until I cover all these object scale. Now I will apply scale and let's now go to object properties, and I will set this in viewport display as bounds. We can see what is inside. If you press on numpad keyboard, full stop key, you can navigate to this object. For example, you don't need to scroll all this here and find where is this object. Just select this and press full stop on your numpad and bender will navigate to this object, and I will call this Mt. Next time, for example, you can use search and search for volumetrics and you can define this object. Now to add shader to this object, we are now inside the world inside Shader and world, we need switch to object. Now I will also create a new material, and I will call this volumetric. Now I will delete this principle, SDF and create principle volume. Volume, we need plug to volume, and now nothing happened because this density is all to one. Let's try it 0.1. 0.01, Let's see what we said last time for this volumetric ue. I will switch to object and I go with value of 0.001 and with this orange color. Let's try set also this here, 0.001 with orange color. I also bring this anatotropy, little up. One thing which is very important here is this emission strength. If we now let's add 10 more t We need to change also this color, something reddish. I know this is not clipping, I just need to bring this down. You can see. Let's see which value I use for this emission here, one, two, three, four, zero and eight. Let's try with same value. I will go with 30s1. You can see without this, I will go with full stop on p then's see before and after. You can see that with this volumetric cube, we get this separation here. And I think also scale of this Cuba affect how this is intense. You can also play with scale. You can also play with all these values. This is without anaotrophy, and this is Let's try to make this more dense. You can see that then we get all this noise here 0.01. You can also play with color here, especially here in this emission color. Ight 7. Post-processing: In my final shot, maybe you know that this foreground is more dark, then here. That's because I do this in post processing and I do this in after effects, but I delete all these files because I render this in PNG and shot is, maybe like 5 gigabytes of memory because I render a lot of passes, and you can see that I also add a lot of effects over this. But let's try to make this main effect to darken this foreground inside blender. For this, we need miss pass. I will now enable this mis pass here. We can preview pass if you click here and go inside combined, t now select mist. We can now see how this look and we can now play with missed properties here under word tab mist, and let's set this to zero, so I start from camera to maybe 100. Until we cover all these objects here, maybe 150. Now I will back this to combined. We can now render this and go into compositor. I will set this to 100 and maybe save this. And I will just go with render image. Now we can go to compositor and click e notes with backdrop activated, you can go with control shift and click here. Let's close this with V V. You can zoom this out. I know that this look different than in my last blender. For this tutorial I download last blender version. Let's try switch from blender from filming to AGX co palette. This should be better because they update as you know, this color palette and consist more information, and you can see that this changed, but you can choose what you like. You can also play with all these settings here, but I will for now just try isolate this foreground background with miss pass. Let's try increase this a little. If we go with control shift, and click here, we can preview our missed pass. Let's now Let's try with the noise node here because we have a lo of noise. Let's see what this does. This now look a little better. We can now go with mixed. I will go with mixed color and let's plug this here and let's now plug both of these values in mix here. Now I want make this bottom value more darker. I will go with maybe hue saturation value node and let's dark this value. At. Now we can use this mist afector to say blender where we want this dark color where we want this bright color. If we plug this here, this should affect our C now, but maybe in opposite direction, so I will bring this here and here to see what we will get now. This is effect we get. Now we can go with color. If you want this effect less visible, you can just bring this black color more to white. If we now press M, this is before and this is after. I say that I add blue color here, but this is too slow because of the noise node. We can add this later at the end and let now back this station here and this now should be real time. With this slider, we can control how much black colors or dark parts we want here, so let's now play with this slider here. You can also play with this slide which determinate distance. If you want this effect only closer to camera, you can play with the values. But you can play with all these values. It is important just to understand this process. Of course, I do a lot of thing in composite. I talk more about blender composite in my last tutorial, so if you want, you can find this. But I think I also add some details on Sky. For example, you can go to Splash and find any here. For example, this one. I didn't test this, but let's try how this look. We can maybe go with download this image, and let's try. And see how this will affect our scene. If I now click this preview, this image, this look like similar dimensions, but you can always go with scale and fix this fit this to render size. Let's try. Maybe mix this with our render here. This is what we have from before. Let's go D duplicate this. Let's set this to second input. We need to move this little up, set this to relative and I think we need to play with this value here to set this on top. This is left right in this top bottom. Let's place this here 0.1 is. Me 0.9. We don't need this no different blending mode. You can see how this affects. This multiply will take only dark parts. If we try with screen, this will do opposite, so we need to multiply. Maybe we can play with color ramp to add more these dark parts here. But I don't want the dark parts here because this silhouette here. Let's L et's try move this more up, maybe 0.2. Now we get this cross section here. Maybe we can try with this one quickly. You get different effect with a different texture. In my case, ally when I do this, I spend a lot of time searching for perfect texture. You can find online. Now we have a nice sun here. I think everything look sharp, so we can always go with blue. Maybe I will search for bluer and let's add value of ten to make this. Also I think red too sharp, so we can maybe add value of two. C. 8. Car animation: We can continue with second part of Tutorial, which is this shot here. I will start this part of Tutorial with car animation or camper animation, which is maybe not so important for this shot here, but it is very important for whole animation. We can maybe make fake animation for this car. With noise modifier or something, and we can just place two keyframes to make this camper move. But if you look my short film, you can see that there is a lot of car animation and I want to start this part of tutorial with car animation or comper animation. I will not use this camper from my animation to show you how I animate them because mesh of this camper is very bad and we will have hard time to separate wheels from camper. But I will show you how I animate another car, which is much simpler and then you can easily convert this to any object or any car you find on Internet. And I have one simple car in my *** browser. So I will go to ASA browser and here under again, In Hubert, I have this car generator, which is very low polio and very simple car. One thing which this car have is this mirror modifier, so you can see that model just half of this and second half is just mirror modifier, so I will apply this. Right click and convert this to mesh. Now I will just check scale. You can see scale, is one and the origin is in the middle, which is good, and now I need separate wheels from car. To do this, I will go with L. This is the reason I use this car because it is very simple. With comp with brush select each of these vertices because these campers have very bad topology. But I think this comp I use from my breaking bed animation is CC zero, and I think I will share animated compa with you, so you can also use this even without following this part of tutorial. Let's now separate this so you can select loose part. Place mouse here, press and you can easily select all wheels. I will go with L P separate by selection. L P separate by selection and with these two wheels. Three and separate by selection. And the next thing we need to do is set origin in middle of each wheel. So rightly can set origin to geometry. Okay. And now we have a body of car separate from wheels. And the next step is to add correct name to the wheels and to car body. So I will join this area because I don't need this. And to do this, you need to go to this link here, bone names. And now I will place this here. And now you can see that we get a correct name. We need to set in order to our car b correct. So I will select this body select body here and double click. We'll now rename this. Now you can see that we have wheel front left. Wh front left is this one. Front and left rename this front right. Rename this and back left, double click and enter and back right. Enter. We have also a few of this, this is for break. For example, if your car have brake part about here, you don't want this part to rotate together with this wheel, so you can also rename this part, but this car doesn't have this part, so I will just ski all this here. Now when we add correct names here, we can select this object and shift a armature and car deformation rig. Now if we go with Zn i for mode, you can see that we get bones where we need. Now I will just back to solid view and now I will press n and when you press n you should find this gi car head on here, and I will just click Generate. Our car is now animated. And you can see that we are now blender jump to pose mode. In pose mode, we can make our animation. And you can see that all this works, correct. 9. Car animation - road: Now we want animate our car for this, I will use curve or pat. I will back to object mode. Let's deselect this car, press and now shift A and curve Pat. Now I will go to edit mode, and I will press z minus nine to rotate in this direction. Now with this curve, we can make road. For example, I will just press G to move this about here. When you move this, you can see this. Road is not this yellow line, road is this part here. You can also for example, select these two vertices with shift and add one in middle. You can also extrude this EY. But we will do all this later. Let's now animate this. If you want, you can increase little resolution of this curve. It should make animation a little smoother, but I didn't do this last time and still works. Now we need set this car to follow this curve here. To do this, I will select this rig here, and I will go to pose mode and select this rig again, and now we need here under bone constraints. I will select this follow path, and now we need to select this path here, which is this one and set this follow axis to minus y, and fix position and follow cer. You can see that this follow this curve, but our curve go in this direction. That's because I use g to extro this curve, and now we can fix this easy. I will select this and let's go with nape three. Let's just line up this little with z axis. I like this little depth here, so I will not fix this perfectly, and let's see what we get now. I will now select again this bone here and let's see this work. We because I now move, I think we make some offset here. I think this is not so important. We have some offset is not perfectly in middle, but you can see when we select this car rig, if we move this 0-1, we make our animation. Now to animate car, we just need to set I on first key frame here. I don't see this keyframe. Maybe I need to go to pose mode. Let's press here and let's go to last frame. Now I will set this to one and I will press. Let's see. We have now our car animation. You can see that the car start slow and speed up in middle, and then also again slow down. That's because of our extrapolation, so I will press t and set this to linear. Now car have constant speed. But you can see that this is pretty slow and to speed up, you can just move these keyframes here. Or you can make this road bigger. If we make this road, in the same time car need cross more of this road so that means that will be faster. So this is two way you can make you can control speed of your car. Let's go to pose mode and we can maybe move this to about here and now it will be much faster. But this is too fast, let's set to about 220. Now we have car animated, but we want also make road to make, I will go with shift mesh plane. I will press S Y to scale on y axis. Let's now go with tb. I will add two loop cuts. I want to make a square of these parts here because we will use displace modifier and you don't want stretch texture to be appear on this area. Just make this about square and now we can press A subdivide, maybe three times for now. But this plane need follow this curve here. To do this, I will maybe scale this little more control A and apply scale. Now we need to add the curve modifier let's select this curve and I will set this to minus y because this is minus y direction. Now we need a ray modifier because we want this object here. You can see that we need again y axis here, but I will sit curve. We also want to fit this curve, t now set this maybe 20 we didn't select curve here. Let's again click here and select this curve. We need array modifier before curve. First, we need long growth and then we want to follow this curve. Just bring this up and this work. Because we set here, to fit curve, we don't need to count this array, so it will follow this curve to the end. We can make a little offset because we make offset of this car and this car is not perfectly in middle, but let's scale this on x axis little. We can also make a little offset in this road. Now our car follow this road, but there is one problem. This look like car on this road because they are perfectly on zero, in this case. Not in this case because we move offset and we make some problems here. But if I select this part here, I can call this road. We can again, just little chat and move this road here until this touch car. But roads are usually not straight line. This one, and especially in our case, we want to make gravel road. Let's do this now. We want to add some displacement here for this, I will use displacement, modify. And we need something which will displace this road. You can you can click here new texture and you can import gravel texture or maybe asphalt texture. But in my case, when this is not so visible, I will use cloud texture for this, which I have inside blender. If I click here, you can see that nothing. Yes, we dip by this value here. But we want cloud texture to displace this road. To do this, we can now edit this texture, so we can click here or we can just click here it is same. I will for type choose these clouds here. All these are procedural arure that comes with blender. You can choose to choose your texture from your computer, but I will use the clouds here. You can see what we get. Now we can play with all these settings here. If you want small tiny details, you need to go closer to zero, if you want big details, you can you can also play with this this is car transition. Maybe you can also play with another recess here. But to see more details, we need more mesh here and I will now back these two modifiers and I will subdivision surface modifier. Non destructive, so we can in any time here. We can do the same if we go with right click and subdivide, but this is destructive and we want something we can control later. I will set this maybe 22. Let's see what if we place this before. L et's place down this and now we can back here and play with this noise modifier. Let's try maybe you can see this pattern here apply to our road so we can play with all these settings. But I will choose the clouds now. I think I want go all. Let's go with shade so, and let's now play with this value here. I will go with value of about 0.2, and let's now maybe make the details a little bigger. Maybe soft and little bigger. You can see this part here. We can fix this if we said this too simple. Now we have bumpy road. Let's add a little more details. But if we now press space, you can see that this car doesn't react with this ground. L et's make with GX little more offset here. That car is in the middle. Let's now make this car react with this ground. We can do this easy because we have this option inside gia don. Just press and select this gia and you can see this ground sensor option, which is actually shrink modifier. You can see that this is this is front left, which is this one, and if we now select this ground. You can see that this stick to our road here. Let's just do this for all of these wheels here. Now when we press space, this so react with the ground. You can see this effect. And we get a very nice effect car driving on Bumpy Road. Let's just for test, try increase this a lot. Maybe 0.3. You can see one glitch here, which happened here. If you get this problem, you can just smooth at this hard transition here. Maybe you can just delete these vertices and this will fix problem. I note when you have transition that sometimes. For example, if I add another subdivide here, if I do this, You can see this cargo through this road. But this type of road is not realistic, so you don't need to care about this, just move this transition and it will work correct. You can also try move this up. Little too intense transition. Let's try now. To speed up our car, you can again just play with these key frames here. Let's make this crazy fast. Let's see how this looks. And let's maybe increase this road. E, y Ex. We have full control now for everything. We, we can control speed. We can control bump and. Let's see how this look now. This is too fast. Let's move to end. Let's see how this look now. But there is one disadvantage here. So this ad on is not I think this is problem because this add on is not completely fixed. We have here bake wheels rotation. So when we click, this This should make animate these wheels rotating, but this doesn't work for me. You can try maybe you will work, but for me, it doesn't work for now. But in my case, because these wheels are not visible in camera in any shot, I just skip this part. But maybe you can find another solution to rotate this car. If we set this to local. We can maybe just insert key frames on x axis. If you press ir X, we can animate this car wheel manually maybe. X. Let's try place here. Her tag frame. This now works, you can see that we rotate the wheels. This now rotate. You can see on this axis. But let's be this to global. This is all for this part torial. Now we know how to animate camper, and the only reason I don't want to play with camper. I download for this animation is because wheels are part of this object here and it cannot be separate with L because of very bad mesh, I need go to edit mode with C, I select almost each of these vertices separately and this will take a lot of time. But you can use this technique to animate any car. 10. Modeling - Van interior: And welcome to new part of Tutorial, which will be modeling. At the end of this part of Tutorial, we should model something like this. This is interior of camper from breaking bed. Even today, when you can go online and find million of objects for download, you cannot find everything, for example, interior of camper from 80s, so that's why it is very good to know modeling skills in this part of Tutorial, we will practice modeling skills and at the end, we should finish with something like this. Okay, let's close this file and let's open new Blender file. So I will go with New General and First thing we need to do is find reference images. So model based on reference images, and I download some of this for this part of Tutorial. I think I will share with you. So this is just a screenshot from one video from YouTube. And this is how this look. S I will now copy this address and I like to have image inside blender. I have two blender files here and I will deal with this. We can bring reference image inside blender, if, for example, here in this corner, so you can just go with right click here, horizontal split. Image editor, and now I will click here open. Let's start maybe with this one where we see all this part here. You can also use software like PureRef. For example, you just need select all these images and bring this here. And now you can just click here and Zoom. And look on reference images, but I like more to have reference images here. So I don't need to click every time from blender to PR. Let's start with modeling. The first thing I want is base shape of this object. We can now estimate how big is this maybe less than 2 meters from this point to this one. I will go with shift A cube and I will press n and on x axis, I will type maybe one. 1.8 and on z axis, maybe. 30 centimeters 0.3 and on y axis may be 0.5. Now I can close this with n, and this should be our start point. I think maybe too much on the axis may be 25 centimeters. Now I will go with Control A and apply scale because you can see that now we change scale also. Let's first make this part, you can see that this is sharp in meal. We can go with t to edit mode. You can switch between edit mode and object mode with tab, and I will go with control r and I will scroll mouth up to add two of these loop cuts. We have vertex s e select and PA select, and we can switch between this with 12 or three on keyboard. Because we are now in vertex select, I will switch to edge select, and let's go with S x to scale this inside it. Now we can I will enable this move tool and we can move this out, but I take 0.5 meters from this point, so I want to move this inside. Et's now make this part here. Let's see maybe I have better reference image for this. I will select this image here. We can always switch between these two images. I will for now keep this image because I see all this part, and now you can go with a new object which, for example, ****. This is also good, but But I usually like to select one of these objects here. Don't select this one because you can see that this is stretch on this axis, but this one is not stretch. So we can just go with shift D. Now we duplicate this object and now I can go with S y, Sx, and let's move this to this place here. Okay Let's now switch to this reference image here to see how this work. Now, first, I want text to this up so E, and let's now go with two to edge select. Let's move this about here and I think I want to move this out and this 12 here. And let's now make this part here. I will strike these two phases, and I will go with Shift D. Now we duplicate these two objects and if you now press, we scale this from medium point here. But I want scale this from individual origin. Now you can imagine that we have individual one here, individual origin and another one here. If you now press, we scale this from this individual origin of each of these phases. Let's now maybe go with t and extrude along normals. Now we get this part. I will now go with control r. And I can now extrude this part here, but we also have the same part down. Let's add one here. We can go with all t extrude along normals. Let's now with control R make space for this part, this one in middle and this radio here. I will go with select, and let's just add cuts. Because this is in middle, we can just go with control r here and control B to split this. Now we know that this is perfectly in middle. This will be for this radio and this part here, this space. Let's add this spacing between the two objects. Control. Another one. Here. And also for this small part here. Let's first make this small part here. Now we can just go with all t extrude along normals. L et's now level this. I think this is little rounded here. If you want, for example, you extrude this a lot, you cannot now use these arrows here. We need switch from global to normal. Now you can see that this is Zax here, so we can just grab this and we can move this back. Let's now select the edges here, withholding shift, I will now back to global and the With the holding shift, you add selection. Select this one shift to add selection, shift here, shift here. Let's now level this. We can go with Control B and with scrolling mouth up, you can add more loop cuts. Something about this and less now, select this phase I to insert this all t to extrude along normals, click and move this inside. And let's go again with I. Okay. You can see that when we go with I, if we go too much, we get the intersection of these vertices. But one thing you can do here is just press and before you get this intersection, you can click and then press to scale. We now stretch this a little, but you can always go with S X to fix this and now I want to go with all the xt rode along normals. I again, all t route along normals. And putting, which is important here, we can see when we change camera angle to about 90 degrees, you lose this part. This is not visible to make this more visible and we need barrel. To do this, to edit mode, with select and holding old. We can s hold this loop. With holding old, we select loop and to switch to another area. We need press hold shift, and again, hold old and click here. Shift here, shift and quick here. Now we can go with Control B. I don't want too much loop cuts to keep this as much as possible low poly I will go with I think two is enough for this small part. Now you can see that this part is visible from all angles. I think I see something like ribs here, so we can do this easy. L et's grab this pace here, and I will go with shift the x, move this on x axis. We are now in global orientation. Let's go to normal. Let's move this Move this down. Z. Let's now press L to select this loose part and S to make this bigger on y axis. We can also, let's go with x first. We can rotate this maybe. Y. On y axis, this should be more visible if we rotate this, and now I will just add some levels here. I'll be And this is not perfectly align here, so I can go with r z to align this little better. But this is not so important, and now we can go with St the X. And to repeat last step, we can go with shift r. And this will just repeat last step, and we can ride this, but I add too much of this here. So I will go with control Z. I will go with S X to scale to make this bigger. Now, I can go with shift the x and make more space between these two and shaft R. Okay. This now look much better. And I think we need to move this out, so let's back to normal. But all this is very small and tiny detail and this will not be so visible in our animation. You don't need to take too much time for this very small object. 11. Modeling - Van interior - part 2: L et's make this radio here, so we can go again with tab to edit mode. Let's grab this or t extrude along normals. One thing we can do to make this circular part, we can go with if D S y to scale this on y axis a xx to scale on x axis, S y to scale on y axis. One thing one tool, I usually use for this to make this circle is loop tool, and I will show you how you can enable loop tool, but I will back this to global orientation. First. Because this is vender 4.2, they change something inside this version when we talk about dos, so you need to go to edit preferences. And now, if you search here for Loop tool, you will not find this Under Eds, you need to click to get extensions. And I think you need s here for Loop tools, and then you need to click install here. Because I click install here, I can also find this loop tool here and then you need to enable this loop tool. But let's first save this file because there can crash and one model. Now when we have op tool, when we go we try to click, we get all these options, and I need this circle option, but to make this circle, we need more mesh, so I will go with subdivide maybe two times and now I can click circle and I get this. Now I can press delete. Limited dissolve because I don't need this mech in side. Now, I can go with all t extrude along normals. I can extrude this out and let's go with control B. But all this you can also get if you just go with shift A and cylinder. But I like duplicating this object because then I get angle I need for this object here. Let's now with go to edit mode L to select this loose part and I will now move this little up with G, and I will go with chip dx to duplicate this to another side. Let's now go with Control R to add one loop cut here to make this part which is extruded inside. It is not so visible, but let's just do something and control B scroll mouse down. And we can now go with I will add one cut here. I don't understand this image clearly, but I'm not sure what happened in this photo here, but let's go with all t x along normals with adding more det to look better and realistic and let's add one loop cut here. Maybe we can press I here to insert all tong normals, this inside. Let's make these buttons here. Sh the S Y. S X and Y. L et we need to back this from individual to bounding box. Because with individual, we get this let's move this here, all the extrude along normals. Maybe we can go with control B to level this **** d y, S d y. Shift R. Now we can go with to select all these lose parts, s. Add more details and this will look and. Let's maybe Okay. Let's just go with G. Maybe we can bring this inside out. Let's level this. So we can grab this. Let's back to global and with shift. Just add selection. Let's go with Control B to smooth this select this part and withholding shift. Withholding or, we can select all loop, but we didn't select this part here. Again with holding shift, we add selection and again or. Now Control B. And maybe bevel this part just one time. We can go to edit more then also with shift, select this part here. Control B to bevel this. Lets with old, select all this part and now shift old. Again, shift old. With control, we can select everything between two edges in this case. If for example, select this edge here, and if we hold control and click here, we select everything between these two edges. I will now click here with control and here to select all this part. Let's click here. Here, and now we hold this loop and you can hold in control and just drag select edges you don't want. Now we can go with Control B. We get some problems here. Let's for a second, check this phase orientation. This is not problem, but we have vertices very close to each other. You can see in this case, when we cross this border here, we get this problem. I will not care too much about this, but if you want, you can go with G twice. G, you move in all directions, but with G twice, you can slide this. Let's just make more space here. G twice. And now this should work. I will again go with control. But all this is not so important, in this case, this will not be visible in our final render. Now we have more space to make bevel. L et's now extrude all this out. A t extrude along normals. Let's now select these edges here. I shift, shift here shift and shift. Let's now the control B, scroll mouse up. I see that we extrude out to, let's back to normal and let's bring this little out. Now I will press I. Again, all t extrude along normals. I If we now go with control r, you can see that we cannot get whole loop here because of these levels. You can maybe get this with K and you can just click here. You can try line up this and you can press enter and get this edge here, but I think it is much easier if we just go with new object here. You can go with click Shift cylinder, but then you need to align this perfectly with this phase, which is very hard. I will go to delete vertices to delete this. Now I just want to duplicate one. Of these phases, which is perfectly aligned to this phase here. But you don't want to select this one because we have a lot of loop cuts here and if we for example, duplicate this and scale, we cannot use loop for this object here because we have this vertices. I will select one of these phases, which is align to this phase here and which have only four vertices. **** the x. Let's move this here and let's move this inside. Let's now make space for this part round that part here. I want to make this square, so use S y to scale on y axis and Sx to scale on x axis. Something like this, and now we can go right click subdivide a few times and now go with circle. And now delete pases. Let's try with limited dissolve, and let's now go with all t x along normals. Now I will go with. A t x stro again along normals. Let's now select select withholding, select this loop, shift and old again. Control B and let's bevel this. L l to select all this may be S to scale this on axis. I think I duplicate this so z and let's move this inside. Now we can back maybe to global orientation and save the x scale this down to make this smaller and again, save the x and move one to another side. L et's now level all these parts here. Temp. We can just press L over this part and this one and let's try with Control B to see what we get here. Let's first level these parts here. Control B one segment, and now I will press L. L. Let see what can get now. This look good and let's now withholding control, select all this part and shift to switch to another area and control again. So shift control shift control. Let's go now control B to ban this. We need Bevel also this part here. But I think we have more space here. Now we can hold this loop with holding old. With holding old, we select loop, but blender, we select this loop here, not this one. To select this one, you need be closer to this edge here. You can see if I click in whether we select this one, be sure to you are close to this edge here. L et's now back again to normal and let's extrude this little out. Let's now switch to a select, old, shift old. Control B scroll mouse down. Okay. 12. Modeling - Van interior - part 3: Switch to this reference image here and let's extrude this part out. We can do this easy with tab control r, scroll mouse up to add cut more, and les bag to global orientation. For now, S Z, scale dis on Z axis. And now we can withholding control, select this part here and shift to switch to another area control E Y, trod this on y axis. Now I can go with Control B, but then I get unnecessary loop cuts in middle. I will select only these edges, I want Bevel. Shift shift shift control. Control B to bevel this and Let's now make this hole here, this will be easy so we can just make space for this whole here and the control scroll mouse up, in this case, y, but let's switch to global. S Z. L et's first text throw this out, so e y, a little I to insert e y, move this inside. Let's make this part here. I will add one look at here, maybe one here and another here. We can now just this out, so. But I use another technique to add details here, and we will talk about that later. So I will just keep this I will go with old to select all this loop and to switch to another area and with old. So hold the shift and old in same time, and let's select this loop here. Control B, scroll mouse up, and let's add also some als here. Control B. And Let's now just holding sheet, select this part here. Control B bevel this part here. Okay. If you hold control, you can select everything between. Let's now press, maybe move this little down to insert this and I think this is for ventilation system, so we have one hole here. Let's go with here. L et's go with Z. Let's to select this loop. Okay, this will not work, so let's just go with control. Bevel this We can also add some ribs here. **** d z, S y. Let's just line up this with air for rotate and so Z. I will now go with EZ to extrude this down. You can go with Nam seven to see how this line up and R. R Z to rotate this on axis, maybe S x a little. This is not perfect, but this is also not so important. Let's just bevel this here control B, one segment and the S D. Sh. From distance, this will just create some details. Let's make this whole here. This will be very easy, so we cannot add look cat here, but I will go with amped one and now I can use K fork. I will press k here and withholding z, we can stick to z axis. Now x to stick to x axis and z. Again, click here and enter. Now we can extrude this on y axis. Let's first extrude this to insert. Let's now extrude this inside. Again, with shift control B, and we get one detail more. L et's now create this big part and I have another reference for this. We can see in this reference how this looks. We get also this part and this holes for bottles. Let's go with tb. I will duplicate one of these phases, so the z. S and let's go with Sx. Now, I think I will just move this down and I will go with E y to create ground of this bottom of this caper. Let's place to select all this maybe S x a little. I will now duplicate this phase, d, S to scale this and place this in mile. S X y and let's go with to extrude this on the axis. I will bring this down. I will press to insert this. Let's now just bring to make this step here. Now I will again go with, and I will go with e to this. Let's make this, so I will press S y a x, I think we need to move this little outside. I forget the whole z, so I stretch this a little. You can also go with control lamp plus to expand selection, and let's bring this little up. Now, I think I will just go let's line up this L and the control B to smooth all this. I will bl segments one by one. Let's blevel this. Control B to bevel this. Now we can maybe add more bevel on this edge here. Control B to smooth this old and Control B. Lets smooth this. Let's select hold this face and let's go with Control B. I think we make now big mess, but this is not so important. We get something similar like this part here. We can always select this pace, control amp plus to expand selection. Maybe S z to scale this down. This is not so important and this will not be so visible, but let's now get this part here. We have four vertices here, so this phase will be good, and let's go with shift z. Shift D and move to axis, scale this down. E, to extrude this, be sure to hold. Now I want to select the edges here. I extrude this little too much. Shift here, Control B to bevel this. Now we can insert this bit I. A t extrude along normals. Let's move this down, and let's now just bevel this edges. Shift. Control B bevel this And now we can make holes here. I will go with shaft and cylinder. Scale this all down. Let's go with Namet seven to top portography, and let's now go with shaft d x. And we will use this object as bleion object, but you can note that this is part of this object. We are now in edit mode, if we go with t, this is same object. For bleion, we need separate this object, p to select this part, D separate by selection. Now we can select this object, and we can go here under modifiers and search for ban. Select this object for bulan object, and let's now just go with apply. Then we don't work. Let's check phase orientation, and I see that all this is red, let's press L over all these parts and let's press F three. Search for flip. Maybe this affect Ban. Let's try again. Ban. And one tie, I also want to check is double vertices, F three and merge by distance. So we remove 39. Vertices, maybe this also affect this bleion. So let's now select this object and apply. If I go to edit mode, I see that I got the hole here, but something wrong, and let's see what I'm not sure why this happened, but let's see what I can do here. If I go with and P separate by selection, I can maybe go with Num seven to top putographic view, and let's now go with control R will not work, but if we go with K, L et's first go to if remote. So I will go now with K, and I will press C to cut through. If you press K and if you look down here, you can see shortcuts you can use. And one of these shortcut is cut through. So we will cut through this object. K and after them, you can press C Now I will press y because this is y axis I want stick to y axis. Now I can press enter. This should cut this part here, and I I now select all these objects here, delete vertices. Now I get half of this object, and let's try just with set origin to geometry and shift the Sx minus one to flip this. Okay. This is not a perfect solution, but I fix this problem and this will look okay. Now I can go with Control J. To join this. Let's again go with F three, merge by distance and we remove some of these double vertices. Now I will go with cylinder. Let's scale this down. I just want to cover this part and go to X ray mode and wire remote. Now I will go with S Z. Scale this on z axis. Now I will just press I to insert this Z, move this all down. Let's now just quickly level this. A ten shift. Control B to level this up at seven, shift the x. Let's place one bottle holder here. Let's now select the two obvious Control J. I spend a little too much for this small piece because I get unexpected problems, but we fix this part now. Let's just move this G Z. L et's now place origin here, shift the cylinder, and let's reduce this vertices to maybe just well because this is not so visible. I want create this leg here. Nap seven. Let's first scale this on the axis. Named seven. Place one here, Shift the x one on another side. Little too much work for this small part here, but that's how it is. Next is this steering wheel, and let's import this image inside. Blender, maybe this one, so we have a nice reference here, and we can create this quickly. I will set origin you set origin with shift right click. Shift again go with cylinder. Let's now bring this to two. Let's see scale of this. Okay. S Z, bring this up. Now I will go with control A, and I will again select this phase and this phase down. Now we can press I to insert this. Let's now go with loop tool and bridge. Let's now pay this part in middle. For this select maybe the two opposite phases. This and all t extrude along normals and move this inside. Let's now move this about here or t extrude along normals. Maybe S y to scale this on y axis. Let's now try with bridge. We can go with control amped plus and we can maybe move this down. This will not be visible in our render because V will be here. I will not care too much about this. Now I will go with another modifier, which is subdivision surface. And this will smooth all these things. You can see what we get. Now we can add more details with more loop cuts. We can also go with maybe shade smooth. If we add one loop cut here, you can see that we make this transition harder. Let's scale this up. Let's select these two phases. Maybe we can insert with I, and maybe we can go with EZ, and I again. Control numpad plus, maybe we can bring this all down. Maybe one look at here. This doesn't look perfect, but as I say, this is not so important, maybe in x ray mode, select all this part. Let's bring this down. Now this is maybe hard to see what we select not in this case, but you can always disable this modifier per second and you are now what you select. Let's select another reference image here. This one.'s. We can now go with E Z. Maybe move this here, I to insert this and again, Z. Let's move this to about here, I again, S to scale and e is z. Move this down. I scale this two phases even more. S and e z. A here and I again to insert phase here. Maybe we can go with S X and maybe we can go with Control B. Okay. This doesn't look good, but this will not be visible, and everything which is not visible in camera, you should not take care about that, and you don't need to waste a lot of time to that part. Let's go to wire and let's move about here. And I will rotate this x to rotate this on x axis. Okay, I think this is good enough for what we need. 13. Modeling - Van interior - part 4: Let's now make sad. For this, I will go with cube, scale this down, and I will try to make base shape of this sat here. So let's go with S Z, Control A apply scale. I will now go with t phase selection. Let's go with maybe E y. Stro this on y axis and E. Bring this up. Let's go with S to stretch this on axis. I think I. Move this out, just make this bigger. Now I will select this pace. Let's make this handle here. **** d z. E x. Let's move this out. This is so big and let's go with S Z. Bring this up. T. Let's now duplicate this, let's shave the x. Let's now try make some imperfections here. We can see this part here. Let's try. Add one loop cut here, maybe one here, and we can may move this little out. This may be a little inside. Maybe we can add one loop cut here. Bring this little down. Let's now bevel this, so I will select these two parts, and let's go with Control B to bevel this. And let's now try select this edge here with holding with control. Control B and let's smooth this. I want to use displacement modifier to add some imperfections here. But because I will use displacement modifier, I need more. I will go with Control and cuts here. Also on this part. I want to get square over all this set, so you can see this big stretch part. This is not good, so we want to make squares from this like this one, and let's stop ct here. Now I will go to modifiers and let's for subdivision surface. We add this even more mesh and let's just now keep this to one. Let's try now with displace modifier, and you can see that we displace this, but I will use texture. I will click new and now you can click here or you can also click here. You get same for this, I will use cloud texture. This is procedural texture from lender. You can now play with these values here, but let's bring this strength to maybe 0.1. Or even less, 0.01. I think this is a little too intense, so you can maybe try smooth this even more with subdivision modifier, but I think this will be too much mesh for this. Now I will add the seams. We can see this sms here, we can add this quickly. What I will do now. If you want you can for backup just to shift the duplicate this because I will now apply this modifier, so covert these two mesh. If we now go to edit mode, you can see what we get. Now, I just want to select some of these edges here where I want the seams. I will go with old click here and let's see how we can select this. I think I will go with the control. Let's first go with old. We get this part here, which I like and let's go with shift. Select this part, which will be visible in camera and let's maybe select this part this loop here with all ten sheet. I think this will be pretty good. Now I will go with Set D to duplicate this escape to escape this selection and P separate by selection. Now, you can see that we can select this part and let's now select this part here, so let's try with this loop. And this one here. Maybe this one down. This inside will not be visible in camera, so I will maybe try with holding shift and, select this one. Now this one, have more sense. This one here and this is good, maybe this one down. We can select all this, y not so P separate by selection. No, I think I need to go with shift D P, P separate by selection. First, I will select this mesh here and convert this to curve. Now we get this curve option here and under geometry Bevel I will increase that here. This is I think 2 centimeters. I think this is too much, so maybe 1.5 centimeters. Let's do the same with this subject. Rightly convert these two curve. Let's increase depth here. Zero point fix. And we get ice seams here. Now I will join all these objects together. Control J, and we see it is not perfect, but it will work. I'm not sure if I convert this to mesh again. Now I convert this to mesh and we can join with Control J. I will not duplicate this for now because first we need to texture all this. One thing I do last time to add all these details. We have a lot of details here. You can see all these type of a gribbls. What I do last time, I import assets from my asset browser. I have from Ian Hubert nice assets for this. A Here I have this Cit assets and let's scale this and what I do last time. I choose one of this. I'm not sure which one. Let's try and port this one here. Now what I will do, Let's try with or, line up this. I, I will not change this anymore. Let's now move this here, and I will switch to material pre. Okay. What I do last time, basically, I try to find similar area like this one, and I just cut this with nip. I will go to xy mode. Let's go with K for nip and x for x axis, now for z axis, x again, x again and press enter. Now I can select this area here. Let's try with control plus x pon selection. Maybe select this one. I will select this, be more precise. This part here, W shift, I will add this selection. Now I can go with d x and I can paste this here, I can press p separate by selection. I have one nice piece. Let's cut even more of this. K for x for x, x again, again, and let. Let's now try, select all this part. So the x again, B separate by selection. I can spend more time to do this, but let's now just use these three pieces of set origin to set origin to geometry, and now we can on this model here. M L et's now go to solid let's disable this. But we can do, we can change viewport display color of this material. But this material consists of view of materials. Let's try, go to viewport display and maybe make this blue. This affect all. Now we know that we don't need these materials because all these materials are just this c. Now we can place this here. L et's take a look at this reference. We need one here and let's go move this on x axis. Mm PD one, you can switch to front portographic. Let's make this bigger and move this on y axis. Maybe we can also duplicate this d x, move this here, scale this to make this smaller. Maybe x minus one to flip this to another direction. Let's now try, switch to material preview to see how this look. We can also to render preview, so cycles, GP and now we can switch to render pre. This look for now, but we need to texture this. Let's try add some lam. And let's delete this part here. Okay, I think this is enough today and the next part next time when I start record, we will do. 14. Texturing - part 1: This part will be about texturing. Let's start with the main texture here, which is wood. I prepare this texture folder for you, so you can use these textures and now I will copy the address of this folder. Now I will go with try, click horizontal split, and I will open here. Shader editor, and I will press and to close this tab. But I will also open here UV editor. Next, I will click here to go to material Preview. Now I will click new and I will call this material wood. Let's also click here to material properties. Now I will go with shift image texture. I will click open and I will place the ares of this folder here. Let's plug this to base color. Now I will go let's just check scale one tab to go to edit mode, Q projection. I think I want to rotate this texture, so I will go with. Now we can go with S. Place mouse here, a new editor and let's now scale this texture. And Let's now add more details with concrete texture. I will go with shift image texture again and now I will here and I will blow this concrete texture. We can use this for also in roughness input. Let's go with. Plug this here and these two roughness. With control shift here, let's see how this look. We can see that we have a lot of repetitive parts here, so I will go control T and maybe 0.2. I think I want to rotate this texture so I will try here. G on z axis to 90 degrees, let's see how this look. Maybe 0.5. If we now make this material, we can see how this look. I want to make this more shiny, so I will bring this white color closer to black. Let's make more contrast here. And Let's now add some small bump here. I will move this down and let's go with cool ramp again. Let's use this texture for bump. And we need bump between this cool ramp and nor. Let's plug bump here and we need plug this to high. Let's say this 2.1, and I want very small value of this bump here because I want pretty flat surface here. So maybe 0.01. Let's now go with maybe huge saturation value. But I will for this switch to render preview to see how this look. We have only this flat gray color in world output, so I will go here to world and let's now load the H HDRI. I will search for environment texture and I will load one HDRI, which is this HDRI from here, and I think I will put link in Links TXT five, but I download this from HDRI here. Let's plug this color this look a little too bright, but let's now bring this vile to about 0.5. Now we come back to object, and I think I want to make this a little more dark. Maybe 0.7, and let's such right play with. If we go closer to 0.6, we get this yellowish tint, but if we go maybe If we go down, we get this purple tint, so maybe 52. L et's try with this while for now. And we can also render properties click here. Under film, click here transparent. I don't need this background here. What we can do here, we can add also this concrete dirt in color input. I will go let's bring this little back. Shift right click and now we can go with multiply to take only black colors here. If we go more to right, we can see what we get, we just want small amount of dirt here. Okay. And let's now add this material also to this to this object here. 15. Texturing - part 2: And let's now back to material preview because this random preview is little too slow. Let's now create maybe just black material for this. I will call this black and let's again go with image texture and let's go with concrete texture here. Control shift click here to see how this look. Maybe smart project for this type of object. Control, maybe add more details with file. Now we can plug this to roughness and for color, maybe I will just go with black color. Let's try with shades smooth. I will also go with cool amp here. We can also go with cool am I will also plug this maybe to color input. Just make this so dark. For bump, I will use noise texture, noise texture. Again, call them. Plug this here and we need bump. Height and this two normal. We need to change this scale from five to maybe 500. Now we get a lot more details here. Let's now t this a little and let's bring this 2.1 and now I will bring this closer to zero. Maybe 800. Let's go with Z, you can switch from material preview to render preview. I think this look good. Let's now make material for this part here. Let's bring our reference image. Let's create new material and let's call this maybe Spome. I have this texture here. I just make some screenshot from Google and we will use this for this part. I will bring this here. Let's plug this to base color. I will back to material trial, and let's now select all this part. I think I will go with control amped plus to expand selection. Now we can assign this material here, and let's now project this. First, I will go with S zero. I will just get this all do. Now, I just want to project this two black color. Maybe to about here and now we have just black color here. Let's now project these parts here. Now I will press S to scale this. Let's stretch this with S y, x. Let's project maybe this part here. Maybe we can use this middle part for this this should be all left. Let's select this object. We just now need to reproject this correct. With Z, we can rotate this. Now let's project this part, maybe here. I think this texture this part here is very small and we can see that this is very low resolution, so I will use this part here. Now this to flat. I want glass material here. I think we can maybe duplicate this. I will switch from global to normal and I will go Z. And I will try one thing. If we now go with phase, maybe p phase, we can get one point in middle here. Let's now select this and let's move this. We have enabled this proportional editing, so let's move this out. If we now go with control B, nothing happened because this is one point. We can level one vertices with control B. I think with this, we get bad shading, so let's go to render preview. This can work, but I think I will go to edit mode L, select this part vertices. Let now just grab this glass three parts, and let's make this glass. Bring this up. Let's add new material and I will this glass. Let's now assign this material. Now we can delete this principle of DSD and let's go with glass BSF and transparent. If we plug just glass to surface, we will get just glass, but we will not see through this object. I think same should be in render preview. No I red pew, we can see through this glass, but I think we need more transparency here. I will go with transparent and let's make this even more transparent. But I think I want also gloss shader here. O. If we go with sheep, right click, we can see how glossy look. I will now go again with S click to mix these two shaders and Let's now move this I want very small value of this glossy shaders, so I will move this all to. Let's just quickly improve this so we have very glossy part here, which is unrealistic. I will just add little more white color here. L et's now pack to this glass shade. I think this look pretty good. I want to make this glass more transparent, so I will go maybe 0.7. Let's bring this gloss to 0.4. Let's select this material. I want to make this. I think we can delete all the materials. Let's go with uation value and let's bring this value. Maybe 2.2 Next material I will create here is this chrome metal. We can see on these edges, maybe this chrome metal material, so I will create here to plus type here chrome and now I will go it again with image texture and I will load concrete texture here. I will again go com. And cluck this to roughness. For this material is important, this metallic, so I will bring this all to one. But let's apply this material maybe to this part. I will go I will hold all ten, I will click here. This will select this loop. Let's go with control amped plus and assign this material. I want to make this shy. To make this shy, I want to just increase this black color here. Let's go with te old control lamp plus, assign this material here, let's go with old here and control lamp plus assign this material here. I think this is pretty good for this very small detail. Let's just bring this little more to white. The next material, I need reproject this material, so you may be smart, you reproject. Next material, we will add here is for this fabric material. I have this choco Shader pack, which I download for free long time ago. And this is still useful, so I have a lot of this fabric materials. But because I cannot now share this with you because this now is not free, you can always go to MBN CG and maybe s for fabric. You can download any of these materials you like. I will just select this material here. I think I used last time, this one, and I will go with double click here. Copy objects and I will paste this here. Now I just to bring this material here. I don't need this object. Let's see how this look. Let's go with Tb to go to edit mode, and Smart project maybe. Smart project. Let's this a lot. I want to make this dirt, we get all these options here. You can play this stroke of for shader, we can play with change color here. Let's decrease saturation, brightness, maybe closer to left. But I will now concrete texture to cool input image texture. Again, let's bring this here. Color ramp and I will plug this back to. This is displacement. Let's back this he and this he. Let's see how this. We need concrete texture. I will go here with control of T again and maybe scale this first up. I want to scale this down, maybe 0.5. We can go with mix. We can go directly to mix. Let's plug this to u two, and now we set this to multiply. We can just go with all the x and we can just duplicate, place another seat here. We have also fabric texture here. I think t's Let's select this object I will this fabric tee and I will make another variation of this. Now I will Select this object. Let's go. I will go to select this part. Control lamp plus to select all this let's assign this here. Assign this here and now we can I need to select this and assign this. Now we can make another variation of this color just see how this projection look. We can now maybe de create this dirt and the when I select one phase which have this material, I can click select to select all these and let's now go with projection again. We can reproject this some variations, so I will bring saturation closer to left. Oh One thing I do last time, I place one here to make this sit on. I also use one asset from Hubert last time, so I will this asset now or similar. This don't have too much sense, but in render it will just look better if you play something here. And let's try rotate. This may make this smaller. I didn't make a glass part last time because I will show you later. I just import one from Internet, and then I place this inside that caper. That comp I download from Internet have also glass part and ceiling part and all these parts. I keep modeling all that. But what I do last time, I think I add the one metal part here, so we can go with Let's wish to material preview. S x scale this two x axis, and now I can grab small phase here, and I can go with E z. Now I have a space where I can place the last part. Maybe we can go with Control R and move this out. 16. Details: And one thing I used last time is this cooling fan model from Sketch Pub. So I a tried just now search this on Sketch Pub. And I download one of these objects here. I'm not sure which one, but I I find the object I used last time, I will share a link with you. But you can use any of this just click here to load all these assets you can do. But maybe you can use this one. This look similar I used last time. Let's see what we have here, we have here, I think FBX or O BJ object. Let's try import this now file import FBX. Now I get this object here, which look like this and cross I will go with Ma Pelagk to isolate only this object, and I want to delete all things I don't need here. I need to go with L. L, I don't need this part, this one. All these parts. Delete vertices. And let's see what this. So this is separate object, but this object is not separate, so I will go to xy mode, delete vertices. And now I want to reduce this mesh a lot. Let's go with A, edit mode A to select or mesh clean up, that geometry maybe 0.1, maybe even more 0.05. Now this collapse, so I want maybe 0.7. Let's see with this object inside, also, a lot of geometry, me cle, that geometry. This also works. One thing I can do here before I joined this object, I can animate this. So if we go with Z, we can see that we can animate this, and I will go with horizontal split timeline, and we have some animation here. I need to delete this animation, so now this is still object and I can now go to object mode. I can press and I can go here and Z. Let's press again and we get this. Last time, I just go to opposite. I don't want to this to rotate in we direction. I don't want to make this ine direction and so far, so I do this last time. And I think it look okay in my final animation. If we go to control, shifty linear extrapolation, let's see what we get. Now this now just continue to rotate, so I will maybe just few times. And we can go with A and maybe S x to speed up this a little. Now this loo, but we have one problem. If we go with control J, now we cannot join this because this will affect our animation. Let's go with Mumps kyb let's go with Mm seven, t's place this in position. Mm Per three to side view and let this maybe here. Let's now just make part which go to this ceiling, so I will go to edit mode. Maybe select this with C. I think I will go with another object here. Te shift click maybe cylinder, maybe just well. A Z to lotate this on Z axis, and let's now line up this. This is not perfect. But I think it will work. Scale this down. Let's bag this to lock. Let's now select this face here. Let's go with E z. E. Now this is not, this is y axis. Let's go now with num seven, line up this at. All this is not so visible. I just want to make that this is stick on something. So maybe I can go with select this loop control will be to better this I do one mistake. When I place key frames, I stick this to this position here. Later when I scale this, I can scale this in edit mode, but I cannot scale this in object mode. In order to fix this now, I will delete key frames and now I will scale this. I will for now join these two objects and t now place this in position. Num per three, and let's bring this up. And nump one. Let's now back this to global. One thing I will do now, I will I will go to edit mode, and I will select this part separate by selection. This part here will not be animated also this part, I will join this. Now this is one object and this part which I want to animate will be separate object. Now one thing I will do I will select this object, and I will go with control set object. And what we get if we now scale this object, we also scale this one here. Now I think t If we select this object and if we go let's place one key frame with, now z. This is now y, er y r y to another direction. Let's now copy the keyframes, and now we get our animation. But if we for example, move this or scale, this object will follow this object inside will follow this object here. Let's now place this maybe something like this. Now I can just place this here, maybe r z, and let's place one to another side. A to the x y. I think both of these are too big, so let's scale this down. Let's also apply this metal material to this part here. Control amped plus row assign. I think I want better this part control B. One thing I also add here is windshield wipers. For this, I use last time, this blender kit d. You can install this add on for free and you can for a lot of objects inside blender kit base. I will search for I I hope I type correct name here, but I see here that I have one object. Let's try, download this file. We have this nice object here for free. Let's select this. Let's. I see that I have a lot of mesh here and I will go select this part here. And I want to rotate this maybe, like this. Now I will select all this and I will go with mesh, clean up, sim geometry, and that sim this at, maybe. B this 2.2. Let's select also this part. Again, mesh clean up that's mejiometry. We have some materials here, I hope we don't have image texture here. This Yes, we have four e texture here, so I don't want this material, and I will just use metal chrome material. Maybe rom Now we just need to place this to position. And then we have some reference here. Let's try line up this. And let's scale both of these objects. Let's go. Control. Let's join all objects. We can. We can join these two objects, and we can also join this seat and this object down and also this. Let's now go with select all this control. Now we have one object and also all we can join. I this part, Control J. We have one part here, Control J. Let's also join this. Let's see what happened if we join also these objects here. We destroy this animation. One thing we can do here, we can go with empty cube, **** cube and L et's scale this axis, maybe little on y. Now we can select all this object and selected object is this cube, so we can select this with shift control pet parent to object. Now, let me move this cube, we move also this part, which we cannot join to this main part. If we now go to solid we can see that we have different color for different materials. We can also change this display color for glass, maybe some bluish color for, we can add different color here may be. Green. Let's for this public. Another I think we don't use these materials. One thing you can do to delete all these materials, we don't use in our scene and also textures, you can go here under unused data and you can just quick purge to delete all we don't use. Now if you go here, I think we delete some of these materials. We don't use our scene. Let's change for this wood. Now we know where is different material. Let's also just change this color of this black. We know that here we have this black material. 17. Building the scene: Now, when we have compared interior parent to this cube, I will show you how we can make this scene. But before we continue, I just want to show what link I found. I found this camper. I found this accidentally, so I found this camper model. I think you can click here. I think this cost only $3. This is my recommendation if you want to make similar animation I do. And you can see that the comp have topology. But you can find this link here and let's back to project. In this shot here, you can see that we have ceiling, we have windows here. We have all things we need to finish this camper. I import this from one model from transportation add on. But this is not so important because you can find a lot of similar models. On Internet, you can just maybe go to Sketch or CGT ador and search for model which have interior. To simplify this process, I will start with cube, which will be our comper later I will replace that cube with comp transportation do. I will start with a new blender pile, and I will delete all this. So here we have a car or camper driving through this road, so let's see how we need move, and we do this before, but let's now do this again. So I will go with Ship take Q, and I will press SX or S i to stretch this little axis. This will be our camper what we do before to animate this camper, we go with curve and the path. But I will go with NPE three to write autographic view, and we also do this before, we go with z minus s to rotate this part to this direction. Let's now go with S y to scale this solid. Now I will select this camper and I will go here under constraints, and I will select follow pat same as we do before. Let's now target this empty this curve, and let's go with minus one x position and follow curve. Now we have animated our comp. I think this go to opposite direction, but this is not so important. Let's now just quickly make this look a little more like comp. Let will just move this edge here. This will be our windows. I will press, maybe delete bases. And this will also be our windows. Delete pass. I will also maybe delete this to get more light, delete pass. But all this is not important. I just want to understand that this will be our camper and later we will replace this mot. Let's simplify this, so I will delete the refs here and let's move this about here. This will be direction where this compa goes. Let's now animate this. I think I need to start 1-0 because we do this opposite, but this is not so important, so I will just press keep them here in first frame and let's go to about 150 maybe, let's now go to zero and we have our animation. T and set this to linear to get constant speed. Now I will go with te to edit mode, let's just bring this to zero on z axis. Now you can control speed of this compare also this. This is too fast, but this is also not so important because we can change this in any time. We can also change this curve. We have model of Comper which is not visible from outside. This will only be visible from inside. Let's now import Cp interior or V j model. We need to select all this, but because if I press A, we have another object we don't need, which is the sun. What you can do, you can select this select here, and this will select all this object inside. Now we can go with copy objects. Now I will paste this object. You can rename this, for example, interior. Now when we select this empty cube, we can move this. Now I will go with Mum seven, and I will line up with this camper model. I think we need to scale this. Now I will go with Z. Now if you want, you can switch to local view, it will be a ei. Now we have our interior, but when we press pace, you can see that this interior stays in place. I want this to frame one. Select this object and this will be last selected object, Control T set parent to object. We have our interior fol this camera. What we need now, we need camera. I will go about here where I place camera, and we don't have any camera in our scene, I will go with shift and add one camera. And now camera is here. If you go with numer zero, we switch to camera view, but I want to place this camera in place where my viewport is now. To do this, we need to go with control or numer zero. And now we transform camera position to this where is our viewport. Okay. And now I will switch here and on left, I will go with n p zero to camera view. Let's now just change aspect ratio of views last time. Four by 3400 by 300, let's increase this maybe to 500 and now we can set quick lighting first time switch from V to cycles GQ, and let's reduce this from maybe 33 to speed up this a little. And we can go to Por shading here and now in P display, I will just bring this all to one. Last time, I use for this panoramic and I set this to Ac. If we now go with me zero in solid, we can see that this is not similar. That's because you need perspective or set this calm. Now this is similar. It's not same but similar in render. But let's now back to panoramic. Now I can position camera here in right side and look how this look in the left side. Let's disable this over, Let's now place camera in position. Let's see how I position this camera last time. Now we can press n and we can maybe rotate this on x axis on Z axis, and we can also move, grab this and move. Let's place this more to this right corner and maybe rotate this on Z axis again. We can change this angle later. Let's add some lighting here. Last time I used HDRI, I will share link with you. Let's go to share the editor world and environment text here. Let's now open this and if you want just lighting from this DRI, you want one K. But if you want this DRI to be visible outside, you need more than one K, for example, maybe four K. But I will use two k here and let's pug this You can see how this look with two k. Let's try, for example, 16 k. This will be much slower, but when this load, you will see much more details here. So this is 16 k. You can see clearly this image, but I will be now to one k to speed up this But because we will use motion, blue and depth and field, this sharp 16 K image will not be sharp like this, I think two k or I want maybe two k is enough for this or four k. I will show you how I animate this camera. This will be very easy. Let's back to horizontal split and to timeline and let's back to this two frame one. We need parents camera also to this object, control P set parent object. Now when we press pace, we get this glitching here is just in viewport, this will not be in render. Let's switch to solid preview so you can see how this look. But we don't have any feel of animation because camera is static and this ground also is static. We can see that we move, but nothing happened. Also HDR here is static, I think we can see this in E. If we switch to EV, this should be real time and we should see this HDRI. If you now press base, nothing happened, we have only this small rotation of this curve, and this HDR here is infinitely far away. Nothing happened here. But if we now select camera, For this, I will use camera shake by don from a Hubert. Last time I use this icon grab. Set 0.2. Let's increase this 2.5. I will also share link of this don in this links folder so you can download this. But let's search for this HDRI on HDRI here. Because I can't forget this link here. I will just search assets, I and I will search for this. This is link. You can download two K or from one K to 16 k, just c here without registration, you can download this. Past this link here. But let's back to our seams. Rest place, we have this camera animation, which now shot look a little more dynamic. But before I show you what I use for HDRI, let's now fix this very bad compri. We have just this cube to show you how I animate this. 18. Camper import: And we don't need model or these parts to get this nice compared interior, we just need to find a nice model on Internet. And the last time I use one model from transportation Adon. But this add on is not free. So my suggestion is just to go to Sketch Pub or CG trader to find some nice model and download this for free. I will go with delete and now I will press N and I have here transportation add on. I think I found in this category this nice mode. I will now just import this. I will go with copy objects and now I will place where I set this cube, I will set this nice model. Mm seven, let's place this here. Because all this is parent to this rig, I can just select this and move this some place. Z and let's place this here. But for now, I will just move right to make to delete this object here. But because I parent all these objects to this cube, if I know, for example, delete this, I will destroy our animation, and what I will do in this case, because this object. I will a just maybe select this part and we can go with 50, we can just move this up and let's now delete all this. Now let's also delete this part here. Now, let's imagine that this small piece of object is our camper. If we know, because we didn't delete whole part of this cube. We still have this camper. I will call this camper and all these objects follow this part here. But now we just make space to put this real camper here. Let's try position this. I have here. Let's make this again here. I have here a lot of things. I don't need. I will go inside this camper and I will delete seats because we model our seats. I don't need for this part. I don't need this and I just need this part here, this ceiling and all the small details. Let's delete this is too modern for our comer I think I will also delete this. Now we have only what we need. Let's see let how this look. This corner here will not be visible because we will put Jes here, so I care more about this corner here to avoid intersections in this area. I think this let's switch to. We are now in evil as b to cycles. This look good. Now what we need to do if we now dress pace, this camper here is not parent to rest of these objects, and we have here how comer object from before. Now I will select this last selected object is this one. Control set parent to object. Now this comp sho follow all these objects. L et's increase this rightness of world, maybe to five to see more details. We can also make test render. I will go with F 11, so we are in slot one, and I will press F 12 to rent at this. This is what we get. One thing, which is problem here. We can see that this is completely clear. This material here is just white. If we go to object, this is just default blender principle, SDF with y color. We can quickly improve this if we go with image texture and search for concrete. Let's pug this here. I see that we need to unwrap this. To go to edit mode, press I'm not sure if I select this object because I don't enable this overlays. Let's now go. Q projection tap again, and you can see that we already get something. Maybe we can plug this also roughness to bomb. Let's set this to non cooler because we don't use color ramp, we need to set this to non color and let's maybe also get some bound. Maybe 0.05. 0.05. This is before and this is after we have some intersections here, but we can quickly fix this. For example, we can just scale this. Let's send this to local and maybe SX make this bigger to avoid the intersections here. What I do last time, I just add more and more details. You can see this bottle here and also these bottles in front. This is very important to get the vignetting objects, and we have here a clear and empty space. We can try fix this easy. L et's just duplicate this with ship d x. You can see that this already look better, maybe set origin to geometry. I think, we have two objects here. But let's try just to tell maybe shift the x. X scale this on x axis just to make some vignetting object here. Let's add maybe black we do from this part here. I will search for black. Let's now go to edit mode. Assign this material here to make this less visible. But one thing I want to do here, I want at depth and field because you can see how this object is sharp. I will go with n p zero to camera view and let's now enable depth and field then put alter in focus. But for now, I will maybe s this wheel here. Let's now bring this all down maybe to 1.2 to make this brewer. Maybe I overkill with this black color here, but you understand just to understand how I do this last time. I have this weird rotation. Now this look much better. But I think this is maybe a little too dark, so I will make another variation of this material. I will just add more whitish color here. You can see, I put some something like table here. Let's do this now. H will go. Maybe we shift rightly here and let's place one table here. But I will not do this now. You just need to put more details in this like I do, so all these bottles, I put some th also down. So more details will make your s. We can see this glass here look weird and we cannot see through this glass. So let's see in my glass blender file, what I do. I see what I do. I make this glass completely transparent and then I put this leaking overlay, which is only visible. Let's try this quickly. I have this glass here, which I get from this transportation don, but what I do, I just this and I will search for transparent and I will make this completely transparent. This is with the glass shader, which look pretty bad, and this now is completely transparent, so we can see through these windows. But I missed some details here and you can see that maybe this is not visible, but we have some leaking here. We can see this leaking ordered here. What I do last time. I basically download from texture.com, this transparent PNG leaking overlay. If you go to image mesh plane. I think they changed this and now this is mesh plane and this is by default inside blend. Let's see gets this works. Now, let's try line up this, but for this to stick to this window here, we need shrink rap modifier. Have we just changed viewpoint display color, maybe to blue to see this better. Let's now move with S to scale down, apply scale. Have now set this to local and we need more mesh for a shrink rub modified. Now, if I search for shrink rub, I can just shrink rub this to this window here. You can see this dirt here, which looks really nice. Okay. One thing you can do, you can increase or decrease this alpha value with color RM. If the white color is transparent. If you go all to left, this is now opposite. If you go more with color, we will see this effect. If you want to make this transparent, you can just add black here. Or you can just move this lighter here. With this white color, you can basically control how much you one see this effect. You can see that this don't follow our object, so I will just I will now try parent to this las. Let's go with content to object. This works. Let's make now test render. So this is before and this is after. We just need to settle this little better, but this works pretty good. 19. Human models: Let's now import the Jesse and Walter, you can see how this slog. And what I do last time, because I didn't found Walter or Jesse in the TPs with Hazmat suit. I found this Hazmat suit here model, which cost only $2. And what I do. I just download this and I get OBJ object, and let's now open a new Blender file. I will close this I don't need. And I will go with new Blender file. After downloading, I'll go with file in Port OBJ I think this is right object and I think this is so small or so big, we cannot see this. What we can do, Yes, this is so big, so maybe type 0.1 to scale this down to be able to see this, and let's now make this about real human scale. Let's go to apply all transform. Z axis is this. Said this maybe to 1.8. Now I will go with this is important. We need to go with amped one to go to front ptographic view, and this should line up like this. Let's now bring this down. Maybe I will bring this origin. I'm not sure is this important, but let's bring this origin here. And now apply all transform. What I do last time, I go to edit mode and with X remote, I delete this part because I need to put alter head here. I search a little and I found this very nice pre model. I will also share this link with you. I will place this We have here Hazmat suit and Walter White. I already place this p this link here. You can download this for free. You can click here for OBJ or you also get material with this. You just need plug cool to color and maybe if you want roughness to roughness and normal to normal. If I go with f port and GLTF, I'm not sure how to read this and let's see what we get. We get very big model of Walter. L et's scale this down. And now, I just need the head of Walter and I to edit mode. This is already separate for this I need group to edit mode and x ray mode. Delete, delete vertices, and this is also part of this glass vertices. Now we can maybe go with control and set origin to geometry. We have something parent to this all three clear parent. But now our head go here and let's now. And just make right scale. What I do last time, I maybe select this part here, which is not easy to select. So I think we need to go with **** and It is very hard to select this because l doesn't help here, but let's now just with proportional editing scale this down. Now it will be easier to stick this head to this suit without intersections. Let's take this And Let's see if we get this format, we get also materials here. I see that we didn't get any material here, so we get only the principal BSDF. But let's go with control shift and T to load these materials here. Now I will go with this should be co input. Let's go with this material, so let's try load, this color input. For this material is different, should be heat different texture. This is not this one, but I'm not sure maybe this one. This will be. You can also load another maps like roughness bump and normal. But I will not do this for now. For this suit, so we get materials which don't have any texture here. Let's go again with image texture. We need load concrete texture here. I will load same texture here. We can now ply this two base color. Let's now use Smart project to unwrap this. We now get more details and now you can do it maybe color ramp to improve this texture, and let's now just choose yellowish color here. You can improve this and what I do last time, I searched for gas mask and on Sketch fab and place on Walter Scale. But I allow Control J to join this object. Now we can export this as FBX and import inside Mix for animation. Export Bx and I will maybe place this on desktop. I will just call this one. Now we can go to mix some. For this, you just need free profile. I get this model. I approach last time, so it is still here. But for this tutorial model, we do now. Walter, I have this multi model and we get our model here. I now go it next, we just need to place these points just following this image here on right. I need maybe I said this with no fingers only 25 bones, and here we have our ter animated. Now I will go it next. We can now search for animation. I will search for driving pos. We have this one. Nice, and this is how I get this last time. Now I can 24 frames per second and I download this HB 7.4. Now we get this here and I will copy address, this folder. Let's now back to our scam and now I will go with file file in port FBX pa here and now pa our v inside here. Let's disable this render to speed up this a little. And now we just need to place our va in place. Just be sure to select this bone, not object. We need to back this to global. Now we can use Z, Z and let's place va inside. And we can out with. Maybe scale this, bring this up. I will not care too much about this. I will just select this bone in this camper object and control separate object. Now, when we press space, we get this here. And for Jesse, I just import this Hazmat sui without heat. So for Jesse, I didn't delete this part of this Hazmat sud. And I just bring this in Mix summer and I just search for something like sitting pose, and I select one of these poses here. In this shot, Jesse don't have any head. Let's not just make one test render. This is what I get. I just need this material here. I'm not sure why this material is loose, but you just need concrete texture and with some yellowish color on this. You can adjust this head, this neck look too big so you can ea bring this. 20. Environment: Let's now talk about the environment here. If you now switch to render preview, here, you can see that we have this HDRI, but this HDRI is infinitely far away. When we move, we can see this effect. These stones are always here in the same place. Nothing happened. This environment is always infinitely far away. But I have one add on which is not free, which is called HDRI make. I will paste link for this ad on here, so I will just type HDRI. Make and I will later paste this link here if you want, taste this add on and how this look. I have this dom option here, and how this works, I will first save my HDRI, which I want to use. So with HDRI make you get a lot of HDRI you can use. But I will now switch to user library because I want import. My HDRI here and I already import one. You can see I add my name here, and I import this HDRI. This is 16 k, one k. Let's go with two K now. One thing we can do now, if I click here, add, we'll add this HDRI. If you now go to World tab, you can see that we just get more options here to control emission, exposure, and all this stuff, but we get one nice option which I need for this project, which is which is called Dm. If I now click add Dm, we add this dom object here. I will back to render preview and one ti, I will do now. I will play with this I want to make this way bigger, I will play with this k. What happened now? We are now this is not just HDRI infinitely, far away, this HDRI texture is projected on this dome y. Now when we move this can see that we get closer to this object because now this is real three D object, this is now dome. And effect you can clearly see on this example here. So when we move, we approach to something, so we approach to this was and this look like we are in sit three D space. For example, if I pod another object here, you can see that this object shadow on this ground because we have real ground here, and we can, for example, go with pla and we can set this to at ground. You can see that what we get, we basically get this ground with projected texture from camera angle on this ground. For example, if we go with sub by this mesh, and if we now deform this mesh here, we can see that also this texture follow this mesh here. We have another option, which is called hooks because you can see that this is little deform. We can add hooks. We can add this only to cylinder and let's see cube or cylinder. Let's now remove this dome here, remove dome and let's try with the cylinder object. I will select this maybe cube or cylinder. Let's now add dome. Let's now scale this a lot. To avoid this stretch part, you can always play with We can go with add hooks. You can try correct perspective of this. You can see clearly on this on that. You can watch instruction do from HDR creator which you will get when you download HDR Maker ad. This is just example to show you how I do this last time and last step to make this better, so we have a lot of blue. I use for this two k. But if we switch to 16 k, we will get much more details here. Last thing I do at time is this area where this go with the assets. I talk in the first part of two. Let's just quickly grab some of these assets. Now you can just go with based objects and you can in place where this compa go. A to the y x and place these objects where they are visible in camera. You can always so you can switch from world to object and adjust maybe uation to blend in. This one is too dark. We can always with these values to make this integrated with s better. But I use a lot of models here, so I place all these grass. We talk about in first part of torial, all these photo scans. So these are from Vixel Bridge, these cactus and all these. I didn't talk about smoke simulation in this tutorial, but this video will be my suggestion for smoke simulation. So I just watch this video and I get smoke simulation in a few shots just following this tutorial. It is not hard so all steps are here, so this is my recommendation. I think this will be all for this tutorial. Thank you for watching and see you next time.