Cinematic Look With Blender 3. 0 - Step By Step Tutorial - Shells on the table | šime Bugarija | Skillshare
Search

Playback Speed


1.0x


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

Cinematic Look With Blender 3. 0 - Step By Step Tutorial - Shells on the table

teacher avatar šime Bugarija

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction to the tutorial

      1:11

    • 2.

      Introduction to Blender general

      8:17

    • 3.

      Modeling Mussel

      11:03

    • 4.

      Unwrapping and materials

      8:12

    • 5.

      Modeling the second shell

      6:05

    • 6.

      Modeling of the third shell

      7:35

    • 7.

      Cutting board - Modeling and material

      7:43

    • 8.

      Composition and lighting

      7:57

    • 9.

      Salt and parsley

      10:02

    • 10.

      Table cloth and oil bottles

      8:12

    • 11.

      Background and bokeh effect

      7:41

    • 12.

      Shelves and background

      8:03

    • 13.

      Creating a fire and a fireplace

      7:22

    • 14.

      Vignetting object and compositor

      6:48

    • 15.

      Post-processing - Grain, Glow, Chromatic aberration, Halation

      8:43

    • 16.

      Post-processing - Color correction and lens flare

      6:21

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

Community Generated

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

144

Students

5

Projects

About This Class

Hello and welcome to the new tutorial.
In this tutorial, we will create and animate a cinematic scene from the introductory video in the free program blender step by step.
We will talk about modeling, texturing, unwrapping, lighting, post-processing, and more.
The entire process of creating this scene is recorded, so the tutorial is easy to follow even for blender beginners.

Meet Your Teacher

Level: Beginner

Class Ratings

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

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

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

Transcripts

1. Introduction to the tutorial: Hello and welcome to the new tutorial. In this tutorial, we will create and animate this cinematic scene free program blender. Step-by-step. We will talk about modelling, texturing, unwrapping, lighting, post-processing and more. The entire process of creating this scene is recorded. So the tutorial is easy to follow even for a blender beginners. 2. Introduction to Blender general: If you are completely new to blend there, I'm going to share with to our terminal window I made for a pass tutorial where you can learn the basic of Blender. If you have experience with Blender, you can skip this part. You can download Blender for free at blender.org. First, I will introduce you to Blender a bit. After that, we will start with this. See, this part is intended for Blender beginners. If you have experience, you can skip this part. Since blender is a large and complex program, I will try to show you only the basic in about 10 min before we start working on to see when you open Blender for the first time, we see a lot of options. The good news is that you don't need to know most of them to create a scene. We will spend most of our time on the Layout tab. And we will also use shading for creating materials, UV editor for projecting materials on 3D objects. And finally, a bit of composite determine. All these tabs above are actually made up of these tools here. E.g. layout consists of 3D view port and timeline because we will use them a lot. They are here by default when we opened Blender. We can create a workspace according to our wishes or needs. E.g. if we separate this window, we can add UV editor or shader editor, or another 3D view port. Here. In the 3D view port we have three objects by default, camera, object and point line pass light source. To create a render, we must have at least one camera in the scene. To switch to camera view. We can go to view cameras, active gamer, but all these options have shortcut keys. Searching for this option, for this menu is waste of time. If you use blender, you have to learn some shortcuts. We will cover the most common shortcuts in this tutorial. And with time later you can learn shortcuts for advanced options as well, e.g. to switch to camera view, the shortcut is not at zero. Then we have our select a camera in the Properties tab we can find option for this camera, e.g. focal length, which is actually zoom, Depth of Field and others. Each object in the scene can be deleted by Delete key or x. In Daniel, one can be created with shifting or by going to add menu. We will mostly use the options under Mesh that we have basic geometric shapes from which we can model anything we want in the edit mode. Once we have the camera and object, we can make the first render. Shortcuts horrendous, F to L, or you can go to Render, render image. We now see our object because we have a light source, which is this point lame. If we remove the point lamp and press theft, Well, we still see something. And the reason is because in the word Properties tab, you have a darker gray color, but not completely black. Which means that our ward or environment ME, sunlight. If we switch to black, we won't see anything. Lighting in Blender can be from three different types of sources. The first is worth or environment. They're in additional to call. Or we can also use an external file called HDRI. We can find many of them on the internet for free. And we can also use procedural our sky texture with comes with Blender. We create the second group or flight with Shift D that we have a point, sun, spots and area. Each of these source emit light differently. We can also turn any object into a light source if you k tan emission material for this subject in shaded in red there we have to render engines. The first is EV and the second is cycles. Evs less realistic but is much faster than cyclist. If we can be very realistic, similar to cyclists, but you need to know how to set some settings manually While cycle C3 realistic by default, because it's a physical base path tracer render engine. Speed depends on the computer power and seen optimization. In the Properties tab, we have our different options. One that we will use often is the Modified tab. There we have a large number of modifiers that speed up the modelling process. E.g. the array modifier enable us to quick can easily duplicate soldier. With the mirror modifier. We can easily mirror everything we do on one side to another side. With the Boolean modifier, we can cut one object, hit another. There are many other modifiers. These are just up to you that we use. Most of the tools on the left allows us to quickly transform the object. E.g. we will often use the move, rotate and scale tool, but we usually use them with shortcuts, g for gravity, therefore rotate and S for scale most often combine it with X, Y, or Z for X, Y or Z axis. E.g. if we press S for scale and then x for x axis, you can scale the object only along the x axis or y to rotate only on the y axis. Or G to move along the z-axis only. To edit an object, we need to go to Edit Mode, the shortcut for this system. Then we have three types of selection, vertex, edge, and face selection. We can jump between them with 12 or three on keyboard. Now we can grab vertex, edge and face and scale, rotate or grabbed S or G. There are a large number of portion that we use in edit mode. Some that we use often is Control R to add a loop cut, extrude, and control B2B. Shortcuts that we use often to navigate through the scene is numbered one for the front orthographic view. Number three for the right, paid nine for the left, and the non-bird, seven for the top. You can get the same by clicking on this gizmo. By pressing the enter key, we open additional tips. You can find all this in Properties tab and much more, but this is sore cough, or these views over the first three types can be blender and the rest is the add-ons that I personally style. We will mostly use the transform tab. We can see location, rotation, scale, and dimension. There we can see the dimensions of all selected object. 3. Modeling Mussel : Hello and welcome to another tutorial. In this tutorial, we'll try create this scene from start to finish in free program blender. To create these shells. First thing we need here is texture of the shelves. And I made these colors in Photoshop. And I've shared this texture with two. And I will also show you how I made this. I go to Pixabay, Unsplash and Google Images and search for shelves, texture and I copy some of these textures and make colors in Photoshop. So we can use this in this tutorial. I will share these colors with you. I will now open Blender and I will save this file on my computer. I enable this screencast keys so you can see what I'm typing here on left. And I will now go with the numpad seven to top orthographic view. And I will import this reference image with shifts. This image is two-by-two meter by default, but or shell is about five centimeter. And I will go now with Shift a and I will add a plane. And I will type here five centimeter. If you don't see this tab, you can press N on your keyboard. Now I will select the reference image, and I will press S to scale this down to match this shell here. Now we know that this shell will be about real-world scale. You can go to wireframe mode or x-ray mode. To see this reference image. I will select Image and I will go to Image Properties. And I will bring opacity of this reference image. Now I will go into edit mode and I will select Edge Select. I will move this to match this shell. Now I will go with Control R and I will scroll mouse to add three loop cuts here. And I will add subdivision surface modifier. We can now start modelling this shell. I will select this part here and I will go with this and I will scale this. And I will go now with G and move this to match this shape. We can increase this subdivision value to, to get more smooth mesh here. Now I will go with vertex select and I will select this vertex and I will press G to grab this. And I will try follow shape of this shell. I will add to look cuts on the y-axis with Control R and scrolling maps. Let's follow the shape of shell a little better. Now I will try get this curve at the shape of this muscle. Now, I will go with solid mode. And I will select these two middle vertices with holding Shift. Enable this proportional editing and try with this sphere brush. Now, I will press G to grab and z to stick only on z axis. But we have problem, remove all up. And that's because our brush is too big. I will go again with G and Z. And I will scroll middle mouse button up until I see this brush. Now rescale brush and I will go with a G, and I will bring this up. Again J and bring more if you need. I will turn on proportional editing and I will bring this vertex down. And this one up. I would pay through more with this proportional editing. Now, I will try get this edge here. And I will go with the numpad slash key to isolate only this object. Now, our workspace is cleaner and we can focus only on this shell. If you don't have a numpad keyboard, you can go to view, local view, token local view. If we try move this vertex down, this will not work because we need support edge here. So I will go with Control R and I will add one loop cut here. Now we have more control with this edge. I will go down and lethal on y-axis. And I'm in those same thing here. Now we can go out from local blue with an op-ed slash key. And I say we lose some of shape now and I will back this. We can go to Edit Mode and select these two edges and j, we can adjust this. Now we can add thickness to this shell. So I will go again with NumPy slash key to isolate this object. And I will now select this solidify modifier, and I will type here 1 mm. Let's now create another side of this shell. First, when it moves Origin to about here. And in object mode, I will go here to auction, and I will select this origin. Now we can move origin to about here. With numpad one. We can check from orthographic also. Now turn off this origin. Now, we can rotate from this point here. I will duplicate this object, but not with Shift D. I will use the Soviet make instance of this object. So all day, move this down and now to rotate this, scale, this on the axis by minus one. So type S, Z, n minus one. Now we need to rotate this on y axis, so x and y. And those same with this one. And we can see here that they are connected to one side. So we can go with x and rotate lethal on x axis. Now we can go to Edit Mode, then we can connect them on this part. Because we use all today and we make instance. We added both at the same time. Now to another app, this, when it apply modifiers, we cannot apply this because we have two instance of the same object. So I will for now delete this one and apply modifiers. You can see that this shelves are very thin on this part. I will do this manually. 4. Unwrapping and materials: To make this thinner, we can add a loop cut here with Control R. And we can press S to scale this. And now we can go with right-click and say smooth. Turn on auto smooth. Now we can create material and I will call this shell. And we can go to Settings tab. We can bring this image in Blender. And we can connect this to the base color. And if we go to material preview, we can see how this look. We can go with number 72, top orthographic view. And we can go to Edit Mode and press a to select all and you project from you. Now I will go to UV Editing tab, and I will place mouse on left. I will press a to select all and G to grab an S to scale and dry place this on shale image. Now we can use proportional editing and shortcut is 0. And now we can select part of mesh. You want Edit. And we can now go with G to grab scroll, mouse to adjust brush and adjust mesh if you need. Now I want project this bottom side on this part of image here. We can use this gizmo to turn on shell. And we can go to Edit mode. And we can select one face in the middle and go with control numpad plus to expand selection. Or another method. You can select one face and we can go to Select Similar normals. And if we increase this value, we can select more similar normals until we select all we need. Now, I will rotate this gizmo to bottom orthographic and I will press U and project on New. Now we need place mouse and left. Press a to select all and S minus one to scale on the y-axis by minus one. S to scale and play with proportional editing if you want. Now we can create simple node setup in shading tab. Now I will go with Shift a and color ramp. And I will go with bomb and plug, color them to hide and bumped to note. Now we get bumped about too intense. And I will bring this down. And if you have enabled Node Wrangler, we can click on with Control Shift and click on this bump and we can preview this bump. And now we can play with this color ramp. I will go with another color ramp. And this time for roughness. I want to make this shell a look with in vendor Brett polar is zero, which means no rough or shiny. So I want more black here. This part here is look too perfect. I want to create another layer of bond. I will go with the noise texture and another bump like this to height. And I will go with value of 500. And I will plug second bump, bump. Now we have another layer of bump and we can bring this value down to keep this subtle. Now I can duplicate this with Shift D and S, z minus one to scale this on z axis by minus one. Right, to rotate this on y-axis. I want make variation in Bhutan party in UV editor because both sides now look same. Now we can create meat inside shell. So I will go with Shift a and I will start with Q. And I will scale this cube, Sx to scale this on x-axis. S5 for y axis and z for z axis. Control our for loop cut and turn off proportional editing. And move this edge down. Now a to select all right-click and sub-divide in down left corner. And we have this fractal option. I will increase this to the form, this shape. Now I will add subdivision surface modifier to smooth this. Now we can apply subdivision surface modifier and we can add here same material. Now we can grab this Bit. Edit Mode is to select all UQ projection or smart TV project. And we can project this on this texture here. You can scale this S, y, x, z. And you can also right-click Shade Smooth and you can go with proportional editing if you want. 5. Modeling the second shell: They can now start with second shell. I replace cursor here and I will go with Shift a plate and I will press S to scale this down. I will now grab this edge and I will press Sx to scale this on x-axis and add three loop cuts on y and three on the x-axis. Now we can go with subdivision surface and we can start shape this. I will now select these three edges and I will go with proportional editing. And I will go with a, G and Z to bring this fancy axis. And you can play with this brush, so you can scroll mouse up or down. Now, I will select this slide with called the control. Because this edge here is to round that for me I want scale this. And if I press S is zero, I scale this on z axis to zero. I don't want to go to zero, so I will press S z points to now, extrude this down. So I will press E or extrude and z for z axis. Now, I've unscathed by 90 per cent. So I will go with s, z 0.1. Now I will press S and I will scale this out edge. I will now go to object mode. And because this is too big for our reference, I will scale all this down. I will now go to edit mode and I will select this tree vertex. I will move this on y-axis. And I will move this one little n to get this shape here. Now we have basic shape and we can apply this subdivision surface modifier. Now, Ivan, select every other row. So I will select first stage and withholding control. We can select last edge and then that will connect all edges between. Now to skip to another row. I will now hold Shift, and I will again move with control. So Shift and Control. Shift and Control. I will press S to scale this. And I will move this little down on Z. And now when we go with Shade Smooth and we don't see a lot of depth here. So I will back to edit mode and I will go with Control V to bevel this I will also bevel these three lines in the middle. Now we can apply same material here. Go to material preview, up at seven to top orthographic view, edit mode. Select all of it, and you project from your UV editor. Scale this down. I think I don't wrap option for better for this than project from you. So I will go with you and unwrapped. And this part goes down. So rotate this on z-axis, S to scale this on x-axis. And we can fix this part with proportional editing. 6. Modeling of the third shell: We can now add thickness to this shell. So first I will apply scaled, so Control a and scale. Now I will go to solidify modifier. And I will type here 1 mm or even less. I will set origin here like before. We can duplicate this object with Shift D and move this on z-axis, little s, z minus one to scale this on z-axis by minus one. X to rotate this little on x-axis. I haven't duplicate this meat from first shell. So Shift D right to move on y-axis, X for X axis and scale and rotate. Because these three shells are very similar, I will copy this one and I would just make small adjustments. I will go with Shift D. And I want scale this on z-axis. So I will type S Z for intake. Scale this down. Now I will go to Edit mode a to select all unwrapped. And I will now go to UV editor. And I will project in this shell here. And if you want, you can use proportional editing. I will also make small adjustments in this 3D model with proportional editing. Now, I will again rotate this on x axis with x, duplicate with Shift D scale on z-axis by minus one. So S, z minus one and rotate again on x. Duplicate this again with Shift D. And this one here, this last part b here. S to scale this down, go to x-ray mode. Then we can press C to get this brush. And now we can select this last part. Now Gs to grab and y for y axis. And we have enabled this proportional editing. I will repeat this again with smaller brush. Now on this and the project in UV editor. Again duplicate this and scale on the axis. In this short, I use mostly this muscle. So I decided to make another variation of this muscle. I found this image online, but because this is not zero, I'm not sure if I will share this link with you, but I will definitely try take photo of muscles and I will share maybe another imagery to this link and we can start modelling another muscle. We can now import this as reference. So shift a image reference and we can scale this down. Now, duplicate this first shell with Shift D and rotate and try place this image. X minus one. Go to wireframe mode, Edit mode, and we'd see select part of this. Now with proportional editing, we can adjust this alley. It is really important to hide this white part. So it's scrolling mouse. We can make this brush bigger and with a G, we can move this. Now I will go to material preview and Material tab, and I will duplicate this first material, and I will call this shell to material. Now I will go to Edit Mode, select all with a new project from you and see you later in post-processing. Scan this on x and y axis. So S XX, XY and play with proportional edit. Okay, and we duplicate this material, but we forget to change this texture. So just select this new texture and this should work. Now we have two variation of muscles and I will now delete this reference image because we don't need this anymore. 7. Cutting board - Modeling and material: Now we will create this cutting board. I will just copy this from my last five to see how big is this. To have a nice reference. And I will go with Shift a cylinder and press S to scale this numpad one to front orthographic view. And you can copy these values here. And on z-axis is for sentiment. Now I will go to Edit Mode select, and I will say this metal part here. Now I will go with Control V to bevel this edge here, and e to extrude and y for y axis. Now I will admit holding Control, select this top edge. Then we are done with the top edge shifts to go down. And then I'll continue with control and select this bottom part. So control. And don't forget to select these two edges here. And don't forget apply scalar. So Control a and apply scale. Now back to Edit Mode and Control V to bevel this and scroll on your mouse to act. Philip cuts. I will add only to look cats here because we will use subdivision surface modify, right-click and shades for. I will go to Edit Mode, then I will add a loop cut here. But I think this is not visible in KML. This part is also not visible in camera. Model this. But you can always add a loop cut here and scale this on x-axis if you want. For our material, for this cutting board, you can use any wood texture you like. But for this, I will use this phrase shader from Chaco for.com because we get all maps are ready set. And I will show you how you can download this. So you will need to go to store soccer for.com and then two products. And then you can click to this free category and you can download this reshaped the bundle. But you need to first make free profile. And then you get a lot of this free shader so you can use in any project. I've been going this route category and I think I will use this one. So just double-click on this blender file and open this shape there. Now we just need to select this object, right-click copy object, and back to our that file and paste this here. Now go to materials and we can just drag and drop this to our cutting board. Now you can see that we have all shader setup here and if you want to can change some settings. But I think we don't need to do this now. We just need to go to Edit Mode a to select all and unwrap this with u projection. I will delete this one. Now we can set render settings and camera. I will go to Render Settings and I will set to Cycles render engine Few. And I will go with white cinematic resolution 1,280.557. I will find out camera and I will select camera, and I will select x-axis tonight. I will move camera to about here. I will go to camera properties tab and I will set this to 60 millimeter depth and filled with distance of 1 m. And you can turn on these limits in reports so you can see where it's 1 m. And I've said this viewport size 2.1. So we can make this camera smaller. Now I will go with LZ to rotate. This came around z-axis and for the shelves will be to about here. So I will bring this limits or focus to this area. And I will go with the lamp advantage front orthographic view and I will bring this camera now and also cutting board. And you can go with the ramp at zero to switch to camera view. And you can adjust this on z axis. And let's see, I'll reference. I will rotate this little down on x axis. But we can always adjust this camera later when we add shapes. Now, I will join this part of shells with meat, so we have only one object. So just hold, Shift, select all three parts and go with Control J. Now this is one object and repeat this for all shelves. I forget, make bottom part for these shells. So Shift D, Z, Z minus one and rotate this little annex. I think we make these shells little too small. They are about three or 5 cm, but I think in real life they are maybe seven or eight. So I will select all shapes and I will press S and I will scale this up. 8. Composition and lighting: We can now start placing these shells on cutting board. And I will split this windows here. So when you see these cross, you can move this on right. I will put the mouse on the left side, then I will press Samantha zero. So we have now on left side our camera view and we can work on right side. So we can go with number one or number zero. And we can start placing this on this board. And you can use X and Y or Z to rotate this and imagine this support. We can use only this top part of this shell. If we go to Edit mode, and if we press L over this part, we select the loss part. And now we can go with P and separate by selection. Now we can go with shaving D and we can move this on x-axis. And I'm enjoying this shell again. And I will select this object and I will set origin to geometry to make origin in center of this object. Now we can set lighting to make a first render. I will send this render samples to about 100. And I will send this to 200. So we will get a number resolution here. And I will press F2 to make first trend. You can see that we have already in our scene, and that's because by default we get to this point. I've been now deleted this point lamp. And if you go to work properly, you can see that this color is not completely black. So we also get the lights from this board or environment. I will make this a little darker. And lithium we can now go to start to so we can compare later and we can make another test with SQL. And you can see how this look now, I don't like this look. So I will go with Shift a and I will start with Ariel em. I bring this up and I've answered this slide to opposite sides of camera to get a nice shadows. And you can use x or y to rotate this slide. And I will go to another site and I want to just get the silhouette of these shells. So advice to rotate this on my axis, place to about here. And I will go to Properties tab, and I will bring this to maybe 70. And if you scale this slide too, will get softer shadows. If you want to shut off silver, scale this down. And I will now go with text well, to make another render. Now you can play with size, position, and the angle of this slide to get you like. And you can make test renders to another slots. So it can later compare before and after. Jump between slots. You can use J key venue or haven't opened this image editor. I think I like this one. Look more cinematic. To me. I decided to add the one point lamp here to another side, the value of ten. You can see before and after. So we get nice details here. And we highlight also this level here. 9. Salt and parsley: Next thing I will create here is little salt dots. I will place origin about heat and I will go with Shift and press N to open this temp and type here 1 mm. Now I will go with right-click and sub-divide. And I will use this fraction option. I can right-click Shade Smooth, and I will create new salt material. Now, I will open shading tab and I will press number slash key to bring this object here. With the transmission almost to one. And with roughness almost to zero. I will create a little variation in roughness with noise texture. So Shift a and search for noise. I will also go with color ramp. And I will scale this to two and I will make more conscious. Now, black area is roughness zero or shiny and white area is roughness one or Nora. When I get these two roughness and play with value until you are happy. I don't want to completely black or completely shiny part. So I will bring this black to white. Now back to Layout. And I will go with all today and I will start duplicate this. And I will use S to scale and to rotate. We can select one and we can go to select linked object data. Because we use all day, we will select all of these. Or we can use select the link material because they are same material. Now I will set this to individual origins so we can scale them on individual origin. Now, I will duplicate this a few times. And I will go with F 12 to see how this look. Negative tail I want to bring in this scene is this little parsley leaves or branches. I will start with plain scale this down with us. And I will choose this shelf material views before. I will go to Edit Mode and you project from you and I will now go to UV editor. And we have this parsley leaks here. Now I will go to Edit mode and I will press cage for knife. And I will try cut part of this here. So K and start clicking and just try cut part of this here and then press Enter. Now delete these faces we don't need, I mean, may cut inside this area with key and now we can deform this. You can use proportional editing, but very small brush and you can press G. Evelyn go now with shift day and cylinder. And I will scale this to 1 mm. Nike to rotate this on x axis by 90 degrees is right to scale this on my axis. But we have too much geometry. So I will go with mesh cleanup, and that's my geometry. I will go here with maybe 0.3. And I will go with Control R and add fuel up cuts. I will select this face and I will go with control. And we can select these shelves material, edit mode and you unwrapped UV editor, scale this down and place somewhere. Where is great. Now we can select this green parts and we can scale and with all the duplicate and place overseeing. If you want to separate this part in edit mode. So set mouse over this part and press L to select Close part and be in separate by selection. I think this looks too small and it is not so visible, so I will scale this up. We can also add here more geometry and they form these to make this more visible. 10. Table cloth and oil bottles: Next we will create here is table. I try with wooden table, but I think these don't work because it's basically murdered with this cutting board. I think we need more conscious and something darker to separate this from this cutting board. So I decide to put here something like tablecloth, similar, like this one I made in random before. I will now join this area with right-click. And I will go with Shift a and create playing. And I will scale this and move the numpad zero go to camera view. Control a to apply scale and the numpad one for front orthographic view and bring this down. For texture. I go to textures.com, which is free, and I sell it for more paper. But I think I will share this link with you. And I use this texture here, but you can use any similar texture like this. I will create a new table material. And I will go to Shading tab and I will select this plane and with numpad slash key twice, I will bring this object here. And I will also drag and bring this texture here. And plug these two base color. We can see that this texture is seamless. And if we select this and go with Control D, we can scale this texture up. We can see in this table is not so visible, but we can also create more details here. I will go with mask, grip, texture and color ramp. And I will plug these two roughness. And with holding Control Shift and click on this node, we can see how these look. And I will go here with 500. Because I want make this table more glossy. I'll bring this white color to black. And I will also use this to create a little bump details here. So plug this color them to height and this bump to normal, and bring this value all down. Next thing we can do here to improve this material, we can add some wrinkles. And I go to Google and download this texture. And I will now import this implant. You can use any similar texture and I will now create another layer of bone. I will go first with color ramp and plug these two height and the second bump to first bump. I will go with Control Shift and click to see how this look. And I will now go with Control T and I will scale this down and bring this value down. I want to make this more darker and less saturated. To put this cutting board and shelves more in-focus. I will go with hue saturation node. And I will bring this value and saturation down. Next, we will bring in our scene is this oil bottles. But we will not model this because it will take time. And this is something I made for my last scene. So I will share this object with two and I will show you how you can use it. This is surrender. I made the last time and we will use these two oil bottles now. So you can open this blender file and you can go to wireframe mode. And you can select these two bottles. And if we holding Control, you can select the objects you don't need. And now we can go with right-click copy and we can back to our blender file and we can just paste this. I will go with numpad zero to camera view, and I will go with Z to rotate this. For now, I will keep this here, but we will see later maybe we will change position of this. I will also use this two or three rows Marina branches. I will share this file with you so you can open this and select one branches and right-click and copy. Paste this in our same select this and we can now position this. You can use x or y to rotate this. This is not so visible because it is out of focus, but I think this is very nice detail. 11. Background and bokeh effect: And now we can start creating our background. And for background, I want create this nice bouquet effect. I don't want a lot of emission object in background to get this book here. And I will try to get this from one image. I tried different images here, and I go to pixabay.com or Unsplash and I search for something like Night Kitchen lights. And I found that this one work good for me. You can download this for free from pixabay.com and I will share this link with you. I will now go with Shift a. And under image you can find these images as plane. And if you don't have these images are spraying option, you need to go to Edit Preferences, Add-ons and you can search here for images and unit activate these images as plain editor. And I will now select this image. The images as playing already created this material for us. So we can go to Shading them with the double tap on numpad slash key. We can bring this image here so we can see what I will connect this to specular roughness and I will create bump. Bump is not so important, but we will get some extra details. One thing which is important for us is to connect these two emission. And I will now go to render preview to see how this looks. And I will go with the color ramp and plug this here. And to base color, which is important here, plug these two emission string. Now we can, This black and white sliders tell blender very light. Now, I want to position this image somewhere in background and this will create bouquet effect. And David rotate this all songs. Next I want do here, I want to create some real geometry from this image. So I will make this image material hit Control Shift and click on this image to see better what I do. And I will now go with Control R and add a few loop cuts. But because this is in background, will not be so visible, it is not so important to be precise. Just add some geometry here. Now I will go with Face Selection and I will select some of this phase should be kitchen and I will go to Extrude. And you can go with Control V to bevel this. You can also press K to bring this here and you can cut some parts here. Extrude this out then level with Control V. And then how to make this material just go with Control Shift and click on these principle-based year. I want to add more colors to this. I'm okay. We can go with hue saturation and plug these two, this image. And I will try go with this saturation to about ten. And then now we get this yellowish color here. But I think we have too much slice here. I think I will cut some of these parts. I will just bring this up to remove some of these lights here. And one trick here, if you go with separate RGB, you can split between different color channels and you get different results. So you can play also with this option. And you can see a difference in my test renders. I would just now for tests, try different images here and you don't need to do this. And let's see how this look with different images. Now, I will make same thing on the left side. So I will go with Shift a and I will create plane scan this move to about here. And I'm gonna rotate this on x axis by 90 degrees. And I will just bring this same material to this object here. But for this, I will use another texture, so I will duplicate this material and create new variation. And now I will use another image here and I will share this link with you. But if you want to can use any similar images like this. 12. Shelves and background: I see that we have too much lights here, so I will bring these legs up. I will scan this image and I will add a while loop cut in the middle with Control R. And I want to make a coordinate of this second edge. So let's move this on y-axis. And now we have another wall here. This strong glide here is from this area. I haven't put this Stormlight to another role to be less visible. So I will go to UV editor and I will press S x minus one to scale this on x-axis. And don't forget to make this material Control Shift and click on this principle. Guess. I would just putting saturation down because we have too much color scheme. Let's now create something more three-dimensional. So I will try create these shelves. I will start with Shift a and q. Let's scale this with Sx, S, Y, or Z to get a shape like this. Let's now apply scale with control a. I will now go to edit mode. And with Control R, I will add to look at some x and y-axis. You can use a wireframe modifier here. But we can go also in edit mode and with Control F, we can choose this wireframe option here. And on left bottom corner. Before you click anywhere, you will get this option here. And we can now increase thickness. But you can also use a modifier and you can find it here. I will now in edit mode, press a to select all and Control V to bevel this. And let's quickly create material. So I will call this black metal metallic to one, roughness almost to zero and color mode to right-click and say smooth. I think this is too dark to be reasonable. So I will put more white color here. And we can see something here. But I will bring this small town and I will duplicate these shelves. And then we'll put one on the right side. So shift D is E to rotate this. And with NumPy zero, go to camera view to see where we want to put this. And I think we have small problem. Both catch too much lights because we have very low roughness. So I'll bring it up mess with love. We have a lot of empty space between these two images. And I think we need to create something with another image. To fill this space. I go to textures.com and I search for shocks. And I found this image. But you can found any similar image because this will not be visible with just need this to fill this empty space. I will go with Shift a image, images as plane, and I will choose this image. Now we can just place this scale and place in background. And now I will, with an Ampere's slash key, bring this image here. And I will try create some geometry here. We can control our guts and we can, with Face Selection, Select surfaces and width. We can extrude this. You can see that this is barely visible. And let's now create this file in background. 13. Creating a fire and a fireplace: For firing videos without plane from pixabay.com. So you can go to Windows and you can search for Phi. And this is one I download last time. And I will also go with Shift a image, images as plane. And I will select this video footage. And if you press space, now, we can see that this is animated and we can play with this now in shading tab. I think this is too big, so I will cut this part and I will go to Edit mode. And with Control R, I will add a loop cut. And we can delete this face. We don't sneak. I will delete this principle VSTS. I would plug these two emission and I will bring this value to five to set the origin to geometry. And now we can just place these two position. Let's now look like a fireplace in background. And cool thing about this is that this is animated and this will bring a lot of life to our scene. Let's now try create real fireplace. So I will start with a cube. In edit mode, select this top face it to extrude and S to scale. When we select one phase, we can press I to insert it. And now it to extrude that vie for Vioxx. And let's for this use brick texture we download before from chocolate for.com. So just copy this object and paste to our scene. Now we can just bring this material here and we can delete this plane. First in object mode, go with the Control a and apply scale. And now in edit mode, go with a to select all and new Smart TV project. To unwrap this. I would just bring the saturation down. I think are seeing a little too dark. So I will just increase this to light source. But we can always make some adjustments here in color management. We can do this in real time. So I will bring this image editor here, and I will search here for random result. We can now play with these options here. And I think I will go with medium, low conscious. We can play with gamma and exposure. And I think I will bring this exposure little up. Now we can go to compositing tab and I will click here, use notes and make sure that this magazine of peace afterward. Now we can hold Control Shift and click this render layer to bring this view. Now with V on keyboard, we can zoom this in or all three. To zoom this out. I will start with length, dispersion and distorted or node. So I will search for length. So Shift a and less. And I will use here a very low value, about 0.01. Make sure that you turn on this fit. And dispersion also maybe 0.02 to get some chromatic aberration on this edge. Then repressed after we get rendered result. But this is plugged only to human node. So you can search here, you know, this is before and after. You can see this nice chromatic aberration effect here. Let's now add some globe or glare effects. So Shift a and glare. I will go here with focal glow. I'm going to bring this size down. If you select this node, you can press M to mute this. So we can see before and after. And when you are happy with the result, just be sure to plug this lastNode to composite. Now we can back to 3D view port here. 14. Vignetting object and compositor: Next thing I want to create here is some vignetting object in front of camera. I will go with Shift a and the cylinder. And I will bring this vertices to 16 because we don't need too much mesh k. Let's now scale this down with S and dry place to about here. S. To scale this on the axis. I will now create tweak materials. So I will just go with a light blue color. Duplicate this object. Then I will rotate this on x and y-axis. And I will play this in this corner. So this is before and this is after. So you can see that this is barely visible, but you can feel that something is here. If we want to make this vignetting object to more visible, you can move this out from camera. And if we want to make this more blue, can bring this closer to camera. Duplicate this one with Shift D and I will bring one closer to Kim and I looked at the list surrender and I think that these shells are still too small. So I scale this up and I think this looks much better. So you just need to select a few of these shells and press S and scale this. I want my animation least about 5 s. So I will go here with 120 frames. Now I will select camera and I will go to frame one. And now I will set mouse over this location and rotation and I will press I to insert keyframe. Now I will go to last frame and I will let mouse-click moon this z axis. And they will also play with this location. If you hold Shift on keyboard, you can move this slightly. Now, press I to insert keyframe. And if you press space, we can see that we animate our camera. Now I will use camera mobile add-on, but this is all version. You can find the new version, which is camera shaky fight. And you can watch this YouTube video to find the link and instruction how to use this add-on. And I use this Z preset with a value of one. Now I will prepare folder where we will say our Render. So because this will be test one, I will also create all that one. Now we need to go to Output Properties tab and we need to select this folder here. Because we will also use glossy direction in post-processing. You can go here to layer properties temp and you can enable this. See that action passed. And now you need to go to compositing. And now I will go with five output node. And we need to plug this. Now, I will duplicate this shape, the lens distortion, because this distorts our image. And I will plug glasses direction here. And I will plug these two file output. And now I will go to our folder and I will great GAL4 glossy direction. And now we can back to Blender and we can select this output folder, redirection and asset. I will select the heat J peg. And maybe I can increase this quality. Frame rate is 24, which is okay. We can save this and we can now go to Render, Render Animation. After test render, I decide to put one motor lump here, so I go with area alarm and with value of night. This is before and after. I finished with Render and my recommendation is to first go with low symbols value may be 50 to make test render. And when you are happy, you can increase maybe to 500 for final render and see you later in post-processing. 15. Post-processing - Grain, Glow, Chromatic aberration, Halation: Let's open After Effects and start with new composition from footage. Select a sequence of main render and check this JPEG sequence. Now select these sequence. And because we render this from Blender in 24 frames per second, click here and set this to 24 frames per second. Double-click here and select this first frame or loss election paths. And said this JPEG sequence and important this glossy direction paths. Said this also to 24 frames per second. Now I will bring these glossy direction on top. Right-click and rename this to glossy direction. And set this to screen blending mode. Now we increase reflection with this glossy direction. But I don't want the whole area. I will select this pen tool and I will drag mask over this shelf. Now we have this hard edge and I will search here for mosque and I will increase this whether this is before and after. But this is too intense. So if we select this layer and if you press D on keyword, we bring this opacity and I will set this maybe to 20%. I will now make this more cinematic with two black bars on top and bottom. And for this I will just use simple PNG image with black bars on top and bottom and transparent middle part. You can go to Google Images and you can search for PNG cinematic bars and you can download any of this image. Now we just need select this image and press S to open this scale. And I will bring this down. Now we can turn off this proportional here, and we can scale this on x-axis. And just be sure that this layer is always on top. Next we will add here is green. So search here under Effects to add grain effect. But let's first look here with right-click and make new adjustment layer. Bring this effect here and set this to final output. And you can choose here type of grain. And I will go with this Kodak ate D. And I will bring this down maybe to 0.8. Let's now try to lower effect. But we already had some glow in vendor, so I will not add too much load here. This is obviously too much, so I will try here with 90% or even more. So if you bring this value up, we fade this glow effect. And I will bring this low intensity, maybe 2.1. Let's now add some chromatic aberration effect. This is too intense, so I will bring, this may be two minus four. And maybe here for. Let's now create bluer or volumetric effect and create new adjustment layer. And I will call this blue. For Gaussian blur. I will set here value of about 300. And let's now press T to bring this opacity here. And I will try to get value of 20. I will set this to ten and we get more atmosphere here. Next is correlation effect. Collision effect. Basically take highlights and add the red glow. And you can see how this look. So first create a halogen adjustment layer and go with find edges effect. Next I will search for tint effect, and I will call out these two red. And I will check this invert button to invert this. Now we call these edges to read, but this is too intense, so I will search here for levels. Bring this like Scala to write, to remove some of these red edges. Now we need this. And I will search here for Fast Box Blur. And I will set here value of about five. Now we just need set this to screen blending mode to ignore blanks. And we get this red color over this highlights. I will draw this little more. But this is too intense. So I will bring this opacity maybe to 20 per cent. 16. Post-processing - Color correction and lens flare: I will go now with optical flares. And I will search for this effect here, but I'm not sure if this is a paid add-on. You can Google, but you can find createdOn, which is called Lens Flare. With Lens Flare, you will get less oxygen than with this a paid add-on. But maybe you can still find something you like. And I think I will go with this option here. And only thing we need to do here is set this to screen mode to ignore blanks. And then you need to set this main position and direction. If you want, you can animate the opacity here. So I will start with the first frame and I will set to zero. And click on this stopwatch to add a keyframe. Now we can move this timeline and we can add different values. We can now copy this and duplicate to this right side. Now we have animated optical flares, and I don't like this too bright part here. I just want to keep this part here. So I will go with the mask and I will select only this area here and add that to this mask. Let's now go with the color correction. So new adjustment layer, and I will call this CC. I will go with the Lumetri color effect, which is main color correction tool in Premier Pro or after effects. Basically, here you just need play with this value. So I usually go with up and down and see what is best for me. And I think I will here go to minus. With the tint effect. I usually go to minus to get this greenish look because I don't want purple look here. I will keep this exposure to zero. I think this is okay. I will go with black slip up to fade this black color. We can play with saturation. So if you go down, we get more black and white color. Look. And if we go up, we get more colors here. I will go here with Nike. But you can also play with predesignated loves Chrome or dog. I will go here again with Lumetri Color. And under this quadratic term, you can find a lot of these slots here. You can find lots you like, but all of them are too intense. So just bring this opacity down. Now when we are done, we can just render this out. So you can go with File Export. But for this I use Adobe Media Encoder. I will go to composition. Add to Adobe Media Encoder. You can download Adobe Media Encoder and it will be automatically connected to your Premiere Pro and After Effects. And then you can export your videos much faster. I would just play with this bit right here. And you can see that this window is only 40 mb. And if we export directly from After Effects, it will be much bigger. So this save time and space on your disk. And now we can just select folder where we want to export this. That's all for this tutorial. Thank you for watching and see you next time.