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.