Chromatic Distortion Magic: Creating Unique 3D Typography in Blender | Sasha Luvr | Skillshare

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Chromatic Distortion Magic: Creating Unique 3D Typography in Blender

teacher avatar Sasha Luvr, Work in third dimension

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      What to Expect

      1:19

    • 2.

      1. Typography in Blender

      7:23

    • 3.

      2. Dope Curves Around

      10:08

    • 4.

      3. Lights + Materials

      12:29

    • 5.

      4. Dope Chromatic Material

      7:17

    • 6.

      5. Let's Render

      3:14

    • 7.

      Congratulation

      0:25

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About This Class

Class Overview: Welcome to an exciting Skillshare class that will introduce you to the captivating world of 3D typography and design. In today's digital era, where words dominate screens and pages, understanding typography is essential. From websites to advertisements, typography is the visual language that communicates tone, mood, and meaning. This course is your key to mastering this crucial aspect of graphic design in 3D Blender.

What You Will Learn: Learn to transform ordinary text into captivating designs that resonate with viewers. You will:

  1. Unlock the secrets of 3D typography and bring your text to life with dynamic forms and styles.
  2. Learn how to apply captivating materials and lighting techniques to elevate your designs to new dimensions.
  3. Discover the art of creating a mesmerizing Chromatic Distortion material that adds a unique touch to your creations.
  4. Explore essential Blender modifiers that will refine and enhance your designs for maximum visual impact.

Why Typography Matters: Typography It's more than just arranging letters; it's the art of breathing life into words. Fonts and styles convey emotions, turning words into art. In a world saturated with text, designers wield the power to shape narratives through aesthetics. With this course, you'll learn how to make things look cool and match their meaning.

Who This Class is For: This class welcomes design enthusiasts of all levels, though beginners might find some concepts challenging. The world of typography is both fascinating and accessible, and our course aims to empower you with the skills and insights needed to create compelling, impactful designs.

Unleash Your Creative Potential: Ready to elevate your design game? Join us on this immersive journey into the world of 3D typography and design. Acquire the skills and knowledge to transform text into captivating visual elements that leave a lasting impact.

Don't Just Make – Create: Join this class today and discover the transformative power of typography. Elevate your designs, tell compelling visual stories, and let your creativity shine. Let your designs speak volumes, and turn words into captivating visual narratives. Your journey towards creating stunning designs starts now.

Meet Your Teacher

Teacher Profile Image

Sasha Luvr

Work in third dimension

Teacher

Hi there, my name is Sasha Luvr. I'm passionate about 3D art and love creating illustrations using Blender. I'm constantly striving for self-growth and self-education, always eager to learn and improve my skills.

In addition to my love for 3D art, I'm also a professional yoga teacher. I find that practicing yoga helps me stay focused and centered, which allows me to approach my work with a clear mind and open heart.

I believe in the power of sharing knowledge and helping others improve their skills, which is why I'm excited to be part of this online community. Whether you're a beginner or an experienced artist, I'm here to support and encourage you on your creative journey.

See full profile

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Transcripts

1. What to Expect: Welcome to a skillshare course that delve deep in the art of three D, typography and design. In today's digital landscape or words dominate screen and page. The importance of typography cannot be understated from websites to advertisements. Typography, the visual language that communicates tone, mood, and meaning. If you are eager to start, but don't know where this course is, your gateway to mastering this crucial aspect of graphic design. And under 40 minutes we'll learn three D typography and bring your text to life with dynamic forms and styles. Learn how to apply captivating materials and lighting technique to elevate your design to new dimensions. Discover the art of creating chromatic distortion, material that add a unique touch to your creations. Explore essential blender modifiers that will refine and enhance your design. In other words, you'll learn how to make things look cool and match their meaning. Throughout this class, we'll dive into the essential tools needed to complete our final project that you can easily upload in project gallery section. In addition, the knowledge you gain here will help you apply them effortlessly in the future personal projects, while keeping you aware of your actions. I hope you are ready to elevate your design skills and leave your mark in the world of typography. Join us and let's discover this creative journey together. 2. 1. Typography in Blender: Hello everyone and welcome. Under this class you can find a zip file with a materials, phones and image background that you have to download. Then in the folder you going to found this Windows background image. Just drag and drop in our blender. Great. Then press on your image, you call it the algae to move this one in the center out there to make it flat. Then we go with the 90 for a scale. Make this one a little bit more bigger Greek and go behind with our image. Let's delete our light and shift left. Click on our cube. Delete, Great one in an Mp problem. I'm going to do this one a little bit more. Bigger. Good job control. Save our file, choose wherever folder do you want. Let's call this one from text and save blender file. Great, let's set our camera from the start, which is going to make our wow a little bit more comfortable. There is a hot key that's going to be very useful and save you a lot of time. You press control at zero P. How you can easily set your camera from wherever point do you choose? How you can see, there is nothing. I'm going to the one P, control out zero P. Now I want to adjust our image under our camera. I'm going with the a little bit more bigger and then I'm going with the X like that, which will stretch and make it a little bit wider, but there is no problem. I'm going up a little bit more wider. Okay, I'm good with this one. Great. Then we go with the shift at text a x 90. Go to the edit mode, which is step. Or you can switch right here and then just backspace delete this one. Our question is going to be why. Or you can press how or whatever word actually do you want. There is no trouble with that. Then I press Enter. Oops, I press step to get out from the edit mode for scale, but I don't like that our scale is from that point. We go with the right click. Set a region, region to geometry. And then as for scale, now you can see the difference. Let's go with the create. Go to the icon of, of our text settings. Let's first of all extrude were the geometry. Let me go right here and I'm going to keep this one on 03. Great. Then it's time for the most interesting part which is to choose the fund open right here. How I say under this class, going to be a few funds that you can easily download. I'm going right there and here we are, the materials funds. And I'm going to choose the first one because I like it. Mostly you can see you don't have even to scoop or to bring this one in. The illustration. This one is more than enough. Let me go to the camera zero and p. Let's adjust this one. I think this one is good. Okay, one more thing, one more thing that you can play around in case if you want you go to the paragraph spacing and here you can increase or decrease the distancing between of our letters. But honestly, I'm going to add probably one more additional three for me, it's enough. Now we have to turn our text into the mesh, which is very simple. When you adjust all of the settings, we have to increase the resolution, which is this. We go to the 12, and here we go to the 24. Now we can turn this one into the mesh which is right click, convert to mesh. If you go to the edit mode, you can see our word is a real mesh with the real topology. But also you can see that our topology is very dirty. We can easily solve this one. Get out from the edit mode, we go in the modifier window modifier, second column, here you have the Rems modifier. Then in the Vauxhall, I'm going to keep this one on the 007, press Enter. The quality is more than pleasant for me. I'm here. If you choose another settings, no problem. Remember that the more zero you have here, the more heavy it will be. Probably, You know what, I'm going to keep this one on 08, like that, great. And I'm going here and apply our modifier. Now if you're going to come back to the edit mode, you can see we have clean topology which will simplify the process of adding materials and less artifacts. Great control to save. Before we're going to finish our lesson, I'm going to make one more thing in order to achieve much better, much interesting, final shape. Back to the edit mode and here we have the proportional editing, which is you have to turn this one on or you can press on the keyboard. Now I deactivated. Now. Activated. Take a look one time. You can choose wherever. Right now in the vertex mode, you can choose wherever vertices like that. And then I'm going with the how you can see we have this sphere around which show the area of influence. If I'm going to move on with my mouse wheel, I'm going to choose less area, less topology. If I'm going to make it bigger, now I can work more. This is what I actually need. I want to make it bigger, and I want to move this one a little bit higher. Then I'm going to the W, I go Hoops X. I'm going to move this one inside like that. Here you have, you're allowed to be creative, you are allowed to do wherever you want. I just show what I do. You can repeat or you can adjust under your own desires. Let me choose this one behind. Also, let me go with the question. I'm going to decrease the space or I'm going to increase, actually I'm going to choose the vertices behind to keep it like that. To keep it like that, let me check. Let me go with this one a little bit higher. I think it's enough for me now. I like that curve, I like that shape out of the edit mode and this is what we have, great. It's so wavy and how I say, usually people, they go to the Dop illustration, play around there. But I think this one can allow you to have not less results, but saving a little bit of time control. Save for scale. Actually, for a scale go down. Great. This is what we have at the moment right now. Let's rename our text. We go here double click and call one Y and that all. Thank you so much. We finished with our first lesson. How you can see there is nothing card. And it's usually, it's way more easier than to look at the first glance. In the next lesson, I'm going to show you how to create the kinda interesting and weird curves around. Then material sun lighting, and our final render. So thank you so much for your attention and let's jump in our next lesson. 3. 2. Dope Curves Around: So that's number two, where I want you to show the main technique and not only a few additional tips that will elevate your work. And to say it more properly, I'm going to show you how we can create this type of weird curves around that, definitely going to be a great decoration for your three D typography. So let's dive in one important thing to say is it will be useful to watch one time to understand because it's very easy and then you can play around with your own creativity. We go to the shift and I'm going to choose curve, where it is, this one easier, Go with the x, 90. As for scale, Greek for the rotation. Now I'm going here in the curve settings and I'm going to in, first of all increase the resolution toward 24. And then I need the depth in order to make it more bigger. I think 09 is more than enough for me 12. And how you can see, we have a gap here, so we can easily solve this one. Just press on the field caps, that's all. Then I'll go back to my camera, the trick. The steps are very easy. First of all, we have to make some random shapes. Then we're going to turn this one into the mesh. And then we're going to apply some modifiers in order to get our final shape. Step number one, we go to the edit mode. And then for example, choose this vertices, shift each duplicate and move it somewhere here. And then we press to extrude, I think it's too thick so I'm going to keep this one on zero, F like that. Now I'm good press to extrude and just bring some random shapes around for example. Like that you can for the rotation and keep it here. For example, I'm going under the hash letter, Good shift D and you can bring it somewhere up. Again, it's on your own creativity, just play around. You can bring this one in between of the letters. There is no problem. Then for example, I'm going to keep that, I'm going to keep here under the question or under the Greek shift, each duplicate, duplicate, and extrude that. Then I'm going right there. I want something, the question letter here, here to play around intersect like this. I think I need a few more above. It will be more than enough for me. Here, here, here a rotation. I want to rotate this one too. I have to keep this one like that. Probably I'm going to decrease. I'm going to make it smaller. Now, I think I'm good with the shape. One more thing, I'm going to increase the depth toward 06 quanta. When you finish with your own shape, there is a step number two which is right click convert to mesh. We can see the topology is pretty clean so we don't have to apply the Rem modifier. Let's move this one to another collection. Let's go with the M collection. Let's bring this one curves. Okay, then step number three, which let's call this one. The main magic happen, we go here in the modifier properties. Let me make this one a little bit more bigger, add modifier in the third one. In the third column, we have displaced modifier. It's weird, I don't worry. Let's decree this one toward 0.3 Then the main thing, the displaced modifier work with the texture setting. How you can see we have texture properties right here and we have the same icon right here. What I have to do is to press on the N, which means we created texture for our mesh. Then let's call this one curve under line on E. Okay, the next step we go to the texture properties. And here in the type we switch, we have a lot of settings. What my recommendation is to choose what is the most pleasant for you. I'm going to choose the magic. This is one of the main technique that will allow you to achieve this kind of shapes. Of course, we have your materials and lighting. We don't have the moment right now, but we're going to add this one in the next lesson. At the moment, right now, we have to play around with our settings in order to make the shape better. One important thing that we have to do is control two. Subdivision surface modifier. And you can see clearly the difference between our shape before and our shape when we add subdivision modifier. I will not recommend to apply because it will be very heavy and there is no necessity in that one. The shape is good then we back here. I don't force you to choose the same magic. Let's go, for example, to the clouds. It's pretty nice also, we can go to the marble I like marble problem. I'm going to keep on the marble one because we have here a little bit more settings than with the magic one pattern. Sharp, sharper, I'm going to keep on the soft on the scene. Let me check the I like the 31 type soft, soft. And then we're going to increase the size toward 35. Then actually I'm just playing here with this size. I think 35, 37 will be good for me personally. But you know what, We can make one more thing in order to keep this one a little bit more better. It's back to the displaced modifier. Here you can play around with the strength. You can clearly see the strength show the way how hard the texture going to influence on your final mesh. That's why I want to keep it low to let me choose. I'm going to keep this 10,200.20 great control, safe. That's how you can play around and make your own shapes. But I don't want to finish our lesson right here. I want to show you one more thing in order to make this one a little bit more better. I'm good with that one. Take a look, let's call this one double click shape, underline on E and then shift to duplicate. Left click rig 180, move it up. Then we go to the solo mode, which is the slash and ped. Take a look. What we have to do is we go to the edit mode al to get the transparent mood. Or you can be sure that or to check if this one is blue. If this one is blue, that means that you are in the transparent mode. For example, choose vertices. We could just go randomly and delete some of them I'm going to delete. Now when we finish, we deal randomly, it looks weird. You are like what? That I'm going to show you back from the edit mode a show. We have additional things right here, right there. For example. We can apply two different materials to make one more lighter, one more darker. What we can make more is go to the displayed modifier. And it's very important to duplicate the texture because at the moment, right now, they share one texture. If you'd like to change the texture here, these changes will be appliable for this mesh also. That's why we have to duplicate. Let's call this one curve two. Now we can be sure that we'll influence only on this mesh. What I want to do is to choose, for example, the magic one. I'm going to increase the depth, I'm going to make it smaller. I'm going to move this one a little bit in front with the or, probably not like that. Create. Then I'm going here in the display, I'm going to keep this one lower or I'm going to keep this one higher. Create my last step. I'm going here from the magic, I chose clouds and now I like the clouds more that how I say. Usually people think that it's very hard. But it looks hard just because you sometimes don't know how to achieve that. It's actually way more easier than it can look at the first glance. The shape at the moment right now is pretty weird, But we're going to jump in our next lesson where we're going to apply our materials. And you'll find that the amount of thing that you can do and how it's going to elevate your creativity is going to be amazing. Thank you so much for your attention. I hope you enjoy these lessons and let's jump into our next one. 4. 3. Lights + Materials: Hello and welcome back. Lesson number three, where we're going to create lights and health of the materials. Why hell? Because the chromatic one is very interesting and I want to have a lesson apart. Shift a, excuse me, shift a mesh plane. Then as for a scale, and then we go by the, move it up. This is one of my favorite technique to add some lights where we go we call hearing the materials properties. We press new, let's call this one plane underline light. Then we go to the surface and change this one. Let me actually show you the difference in case if we do this one for the first time. So keep it like that. We go to the render mood, which is the last one here in the render engine. Switch to the cycles. Then let's switch one more thing. At the color management, I want to bring the high contrast and then back to the material property and switch from the principal DF to the emission. Now you can see the difference, probably going to increase this one toward 1.5 Then we go through the Petri. I'm going to turn this one and back to the front view. Let me go to the camera. Okay, great. It looked pretty interesting. The first one, double click, plain lights, and then we go to the M new collection. And let's call this one Lights Create. We can add one more here. One more here. We're going to do this one. But first, let's go with the material for our y word. Go here when you have two arrows, right click, vertical split and direct this one on the left side. Then we go here and Bread the shader editor here. Back to the render Mood Dig this one on the right side and let's bring the material for our Y word. Let's call this one Y. You're going to be very simple. Actually, I'm going to show you. First of all, take a look, this dig, this one on the right. Then shift A and search for glossy SDF and mix shader. Bring the mixed shader in between of them, SDF to this one below. What we have to do is let me drop this one on the right. I want to choose the pink color, this type of aesthetic pink. But what we will save you a little bit of time. You can go to the Google and, for example, search for some thetic pink colors, or wherever you can choose the blue one, the green one, it doesn't matter, it's your own choice. I'm going to choose this one, the third, which mean that one I like it and then I go here and X and control V, I'm going to make it a little bit more intense which means a little bit more saturation. Great. Then I go to the metallic, I'm going to increase the metallic part toward 0.7 and then the roughness I want to decrease toward 0.25 There is one more thing that we have to play around here in case if we don't know how this mix shader work. You can see we have this factor that if you're going to drag on the right, that means that a glossy material going to dominate over this node. If I'm going to drag this one on the left, that means we're going to see the principal BS, DF going to dominate completely over glossy. That's why you have to keep this one in balance. I think 0.45 and here the roughness, I'm going to decrease towards 02 or actually 35 like that. I'm going to decrease the intensity at the moment. Right now I have something like that. I have a good reflection. I have a reflection here. Reflection there. But I'm not very sure that I like it. Probably 0.5 Yeah, the metallic part was the moment that I didn't like too much, so I'm going to keep this one on 0.5 Great. You have these options, you can play around, but for me, it's more than enough. Let's jump into our materials for the wear shapes, which was the second one. Let's rename this one the second. What we can do is shift left, click on the Y word control L and link materials. Now back to press on our curve, go here and duplicate our material. Let's call this one curve. Underline to what you can do right there is just to switch the color. Probably I'm going to keep this one on the dark one, something like gray, light gray. And then I'm going to increase the metallic part on 0.8 I'm going to bring here 0.65 I'm going to decrease here toward 0.250 Good. One thing I want now, it's time to bring some light here here. I think we're going to have three or them. Let's check it out. We go the first one, shift a light. Aha. Let me go and go over the Erik and turn this one toward the Y word. Let me check, okay, Erik, a little bit in front toward our word. Let's go with the power. Let me first of all check 250. There is one trick that I usually use, and this is like my advice. Go to the color and choose the very high red, which will show you very clear where the area of influence of our light. I don't like it really. I want to cover this part also. What I can do with the Z, now I have more area of influence, now I can increase the power, for example, 555. And I'm going to come back to something like if you what we can do, how we can see our windows background contain two main colors, the green and the blue. Let's go with one here, that's going to be the blue one. And this one below going to be the green one. To fulfill our background image, I'm going to keep this one like that. I'm going to decrease the power toward 275, probably. I'm going to keep this one a little bit more inside for a small outline. Great, let's copy. We go with the shift, then left click, we go with the algae to move this one in the center out to make it flat air on the side and a erik on our word. Let me move this one a little bit more in front, Grit. Let's use this time a little bit more toward the blue one. What I want to do is to increase the power 350. That is exactly what I needed. I think I want to increase the power of this one above to two. What? I want some color, want some light behind them. We go, for example with this one shift, left click. Alex 90, no X -90 then just 300 and Pd. And move this one behind. Look, if this one is annoying, what you can do is to turn all this thing. Now you can see clearly our light. We have to move all of them in our collection in order to make it more easy to work. Shift left quick and switch to the light collection. Then this one. The third one, I suppose. Yes, this are I'm going to make it bigger. As for a scale a little bit more, I'm going to decrease toward 180, probably. I'm going to keep this one towards pink to fulfill our Y word. I, I'm not very satisfied with the Y word. I think I need more intense, less of the glossy part like that. Now I'm much better. We can go to the color management. What if you want to keep this one on the medium high contrast? Make it so sharp from the point of the colors, And let me hide this one. It's pretty nice. We have the outlines here and there. The green one, the blue light, and one above and one behind. We can add one more, I suppose right here, to emphasize the W word. Let's go, we go here, choose this one shift and keep it right here. But I'm going to decrease the color toward eight just for a small thing. And I'm going to keep this one more toward let me check which one I like. More yellow? No, I think something in between green and blue. And I'm going to decrease again toward 45. And that's what we have at the moment. Right now, there is one more thing is the outline that I personally am a big fan of, the grease pencil outline. Press on your word control S save. We go with the shift, a pencil and object line art. Now we have this dope black outline around our word. One thing that I'm going to do is go here, go to the settings of your line, of your outline, where we were in the strokes. Let me decrease the thickness toward 0.6 and increase the curve resolution toward 64. Probably I expect a little L, I'm going to increase toward 0.9 Okay, I think I'm very close to found 11676, great height. And that's what we have at the moment right now. You know, there is one thing that I'd like to make, and I hope you like this idea also back here in our simple viewpoint. Then choose the Y word only the Y word. Add modifier. Let's try to add the displaced modifier. I don't know how it will look like, so just our experiment in order to achieve something better strength toward 0.1 express texture, let's call this one y. Then we go to the texture properties image. And the clouds, one going to fit very good. The size probably going to have 0.35, I increase towards 06. What if I'm going to keep this one on 0506 was very good here. Instead of soft heart. Too much. Soft is great here in the blender. What I'm going to try Voronoi F two Voronoi. F one original Perlin. Okay, this is just a small change but if you're going to, for example, hide this one, this is how it was before and this is how it is right now. No big difference. But the summation of the small differences is what creates a gap in between okay work and good work. So let me back to the Viewport. Render the render mood to check one more time. Now the result is more pleasant for my eyes. Okay, great, thank you so much. I hope you enjoy that lesson. The next one I'm going to show you how we can create the chromatic material for the rest of our curve and then we're going to render our work. 5. 4. Dope Chromatic Material: Hello everyone. Lesson number four, which is probably going to be the most valuable one, because I'm going to show you how to create this type of chromatic material. Let's start, we go to the curve. We're going to choose the first one which is this white. Yes, and then direct this one on the left. My recommendation is take a look one time, understand the movement, and then it's going to be very easy for you to apply for your future projects. I press and I'm going to call this one Roma material. Great. Then I'm going to delete the principal BDF. What I'm going to shift at refraction. Sdf shift shift D. Then you go here, press at shader shift D. And let's go right there. What we have to do right now is connect this one to this one. This one to this, oops moment, allow connect, connect, and connect. Then we have to turn the colors toward red, green, and blue. We go here to the RGB and drag this one on the left, which is green and blue, which we have only the red one. Then we go here and air and blue for the green one. Then we go here for the red and green for the blue one. You start, you can see some shapes in the momentan some form of the material. Then we go to the roughness and we're going to increase toward 0,202.02 IO have to be here, 40 here, 1.5 Like with the difference of 50 in between of each one, we can start to see some type of chromatic distortion here and there, but we didn't finish. Let's go forward because it is in the final material. Drag this one on the right here. Bring three more which is going to be mixed shader for the first one. Then we go to the glass BDF for the second one and light path for the first one. First of all, let's connect our glass SDF to the shader, and you can see a very good difference in between of what it was before and what it is right now. Let me hide our collection Y line art. Let me also to hide this shape, you can see the distortion of the light around our shape. You can clearly see this red blue. I mean, it's very p, especially if you want to make some cover for artists, this is going to be useful. No matter 2d3d, it's going to be very useful. Let's decrease the lighting of our world. Let's make it a little bit more darker. Let's enjoy what we have at the moment. Right now, it's pretty nice. I really like this gamma of the colors here and there. It's not like one or two with the manifold colors, but we can make it even a little bit more better. How I'm going to show you, where is our lights here? Light path, you have to connect transmission depth toward the factor. Now this is how it was before and this is how it is right now. It's more clean, it's more sharpen in comparison to what we have till the moment right now, like always, how we can see, there is nothing hard. One thing that you have to do, let's call this one, like your homework is just to play around. We can increase the roughness here, for example, toward 0.3 which is going to make it less shiny. And then we can decrease the IO toward 0.3 There is a lot of things that you can do here and there. For example, to change the roughness here, to change the IO here. There is a lot of things, probably. I'm going to show you one more thing that you can mix in order to make it less transparent and a little bit more. Let's call this one colorful. Let's duplicate our mix Shader Shift D, bring this one here, and then we go to the principal SDF. Let's connect this one and this one right there. Let's choose the color. Something like very esthetic, Let's say blue. I'm going to drag the factor more toward this web of nodes. And this one, if I'm going to drag on the right, we're going to see on the blue one from our principal SDF. What we can do actually before we're going to go forward is to increase the metallic 0.7 roughness, 0.1 or 0.34 It's look cool even at the moment right now, but I'm going to keep this factor toward 01. Now you can see we have this, um, our shape is fulfilled a little bit with this blue color. Let me show you, for example, if I'm going to drag the red one, it's not only transparent, is the mix of transparent and some specific color. I'm going to keep this one in the blue. I'm going to keep this 1.6 this is how it was before, and this is how it is right now, you can clearly see the difference. Probably I'm going to keep this one even on 0.4 because I want to keep it close to the transparent one. Let's open everything that we have before this line. I don't know, green pencil. Probably some of you have this thing too. And I don't want to cut this from the final edit because this is the common problem. Sometimes green pencil just turn everything into black. I don't understand why you have probably to delete and then to add. Again, this is blender. Or let me open this shape. Let me open this one. Let's go to our final render. That's what we have at the moment. Right now, I think I'd like to make it a little bit more brighter, like the entire scene. What we can do is coach the world. Let's increase a little bit the light that we done with our final lesson where we create lights materials. One more thing that we have at the moment right now is just to render our final project. Thank you so much, I hope to the moment right now. This lesson, this course, was very useful for you and you found a lot of useful information, a lot of useful instruments that will allow you to create different things and interesting projects. But at the moment right now we do with this one, and let's jump into the next one we're going to. 6. 5. Let's Render: But we have the thing that we have to solve that when we're going to render, we will not see our image because it's an empty. Let's solve this one pretty quick. Let me hide this one, the shape one. Shift a plane and then we go to the x 90. Go to the simple viewport and just scale this one and adjust under the size of our reference image. Then we go through the pad, Move this one behind Greg like that. Keep it a little bit in front one in an pat. Then you go to the Material Properties. Press, let's call this one BG, which mean background here. Shift a image texture, connect the color to the base color. And go to the open and search for our material window that you can find the zip file under this course window. And let's go to the render settings. Now we have our background, let's open everything else. I really don't understand the thing with this line art. Then you go to the curves and let's check it out. Now when we check that everything is on, we can go to the render part with the render settings. First of all, be sure that you don't have anything here hided. So you have to have the eye and the camera both or turned on or turned off. Everything is good. Then we go to the render settings here and the render the samples in case if you know the more samples you have, the more quality your work will be at the end. But I don't have 4,000 too much. I'm going to keep this one on. Seven hungers, which trust me, more than enough for a decent quality check. In on the noise, I have the default settings which more than enough. And then we go to the color management. I can increase the exposure toward zero, even four I suppose or no. I'm going to keep this one on 03, medium high contrast. What about high contrast? I like it a little bit more control to save. Actually that is that I do for my final render. We can drag this one on the right one more time, check everything and if you're good, go to the render and render image. See after my render going to be done. So my render is done. This is what we have at the moment right now and probably that all. Thank you so much for your attention. I really hope you enjoy this class and I really hope that you get more than enough information in order to achieve what you want At the end. Now you can bring this image in the Photoshop or wherever, it's usually Photoshop to bring some noise, some LGB distortion. But in the rest, I show you everything that I wanted and I hope this class was useful for you. Thank you so much and have a nice day. Don't forget. Of course, to save your file image, save something. Let's call this one y, color depth 16. Now that all. Goodbye. 7. Congratulation: Thank you so much for your presence on that class. How I say before, the tools discovered here can be effortlessly used in your future projects. You just have to trust yourself and enjoy the workflow in case, if you have any questions, feel free to bring them here under the discussion section. Also, I'm looking forward to see your final render that you can easily plot here under the course in the project section. And the rest, enjoy the process and have a nice day.