Transcripts
1. Introduction: Have you always been
interested in creating 3D animations and illustrations but had no idea where to start. Well, you just found
your entry point into this fascinating world. My name is Harry. I'm a top teacher
here on Skillshare, and I'm here to guide
you through your very first steps into 3D Art. I've been making
Blender Beginner Tutorials for awhile now, but this class will be
a little bit different. We'll be starting this class with the assumption
that you have absolutely no knowledge of
Blender or 3D Art in general. And then we'll work
our way through interactive demonstrations
until you feel confident enough to set up and customize your very
own cozy campsite. This class is meant to be
the perfect starting point for every one of my
many beginner classes. Alright, Have I
mentioned that Blender is when 100% free and all you need to have is
computer to start your journey. Yeah, free. Not a trial. Completely free. I designed this entire class to follow a premade starter file. You'll have access to
every single model that I'm using in class. So you'll never need
to worry about missing out on an important
feature or tool. All you need to do is download the Blender project file from the project
resources section. Then let me guide you
through each lesson using this easy to
navigate Blender file. Please note Blender 3.6 or newer is required to
use this starter file. This class is meant to teach you the basics of
Blender and as such, won't focus heavily on
version specific features. That means if you're
watching this class and the current version
of Blender is 4.04, 0.5 or even higher. You can still get a
solid foundation. I've also included a handy
cheat sheet filled with important keyboard
shortcuts that you can reference during the
class and in the future. Throughout this class, we'll
get a basic understanding of almost every important aspect of 3d artwork during
your time with me. These topics include things like Downloading and
Installing Blender, Interface, Navigation, editing Objects,
organizing Your File, Common Modeling Tools,
Materials, Modifiers, lighting, animation
Basics, cameras, Saving Your Final
Image And much more. After we've set up
a solid foundation, I'll lead you through
the class project, where you'll assemble
and customize your very own campsite utilizing
a premade project file. The goal of the class
project is to give you an easy entry point to creating your very first 3D illustration when you're done
crafting your perfect Campsite posterior render to the project gallery and
all congratulate you on a job well done at the
finish line of this class. I hope you'll join me in
taking your very first steps into the amazing world
of 3D Art in Blender. I'll see you in
the first lesson.
2. Download and Install Blender: In this lesson,
we'll learn how to download and install Blender. Don't worry, Blender
is completely free. To start our journey
through Blender, we'll need to make sure
we have it installed. First, let's head over to Blender.org so we can
download the installer. Right at the top of the site, we'll see the current
version of Blender. In this case it's
Blender 3.6 LTS. Please note, this class is meant to teach you the
basics of blender. And as such, won't focus too heavily on version
specific features. That means even if
you're watching this class and the
current version is for example Blender 4.0
or 4.5 even higher, you can still gain
a solid foundation by watching this class. Let's click the download
button at the top of the screen to lead us to the
installer download page. We can find that here, the LTS at the end of our version number here
means long term support. That means Blender has promised to provide consistent support for this version of Blender for two years from the
time of its release. This is mainly meant for larger studios that utilize Blender, but it's also a
good thing to know if you're running a
Microsoft Windows computer, you can simply click this
large blue button here at the top and that will begin
downloading the installer. Don't worry if you're using something other than
Windows though, just click this
small drop down menu here and choose the
version of your computer. So if you're using
a Mac computer, you would use one of
these two options. And if you're using Linux, you can use one of
these two options. After clicking the download
button here at the top, you should see the download pop up somewhere within
your Internet browser. This will change
for each browser. However, it should
hopefully be obvious. In my case, I'm using Google
Chrome and it pops up here, down at the bottom left corner. Now we'll wait for the
download to finish. It shouldn't take too long as
Blender isn't a huge file. When it's done, simply click on the downloaded file to begin
opening the installer. You might need to
find the installer file in your downloads folder. If you don't see it pop up in your web browser with
the installer open, simply follow the guided
installation process here to install the program. It's really easy and shouldn't
take very long at all. And the next lesson, we'll be opening Blender for
the very first time.
3. Opening Blender for the First Time: In this lesson, we'll open Blender for the very first time. And learn how to
save our progress upon launching Blender
for the first time, you'll be greeted
by a splash screen. This little screen has a lot
of useful information on it, so let's discuss that now. First, we'll notice a large
piece of artwork at the top. This artwork is unique to
this version of blender. At the top right
corner of the screen, we can see the exact version number that we're
currently running. In this case, it's
Blender version 3.6 0.0 though your exact version
and artwork may differ. If you're watching
this a bit later, don't worry if that's
the case though. As I mentioned earlier, this class is not dependent on using this exact
version of blender. Down here on the
lower right side, we'll see any files that
we've recently had open. If you just installed
blender for the first time, you likely won't
see anything here. But as you begin to work
through these lessons, you'll start seeing files
pop up here for easy access. Below the recent files section, we'll see a link to
the release notes for this version of Blender. It'll go over any changes made to this version so
you know what's new. You'll also see below this a link to the
development fund for Blender if you'd
like to donate to the continued
development of blender. As I mentioned before,
blender is entirely free. This isn't a trial version of this program. There
is no time limit. There is no usage limits. So if you decide to
donate to Blender, it's purely because you'd
like to support the program. Over here on the bottom left, we have an open button which
allows us to navigate to a specific file on our computer
and then open that one. We also have a recover last
session button below that, which allows us to reopen a
file assuming it's crashed. Blender in general is a
really stable program. I don't have crashes
all that often, but if it does
happen, this is how you would reopen a crashed file. And then lastly, we have up
here our new file section. This area has a few
different presets for creating a brand new file. Each of them will
start your file in a different state that makes it more useful for
different types of work. As you can see, Blender
allows you to do a staggering amount of
completely different things, such as two D animation, V effect video editing, sculpting, or we also have the general file
type up the top. The most useful new file type in 90% of situations however, is the general file type. Let's choose the
general file type now and see where
that starts us. We can do that by just clicking the word general here
on the left side. Blender has given us a
few basic items to start our work and set us to
the layout workspace, which is basically the
default workspace. Don't worry about what the
layout workspace is for now, We'll learn about that
later in this class. This general file type has given us three
different objects. By default, a camera, a light, and a cube. We'll learn about
each of these objects as we progress
through this class. But just know that these
three types of objects make up the building blocks of
virtually any three D scene. Let's end this short lesson by learning how to
save this file. To save our file, we
simply need to go up to file and then choose Save. This will bring up your
file browser and allow you to navigate to a desired
location on your computer. To save the file, we can give it a unique name down
here at the bottom. In this case, let's just call
this test underscore 01. When you've decided
where you want to save your file and what
you want to call it, you can click Save Blender file. After your file is saved once
you can simply hit Control and at the same time to save over that
file and update it. If you'd like to save
a brand new version of this file without saving
over the original, we'll need to use the
save As function instead. To get to the save As function, we can go up here to file
and then choose Save As. Alternatively, you can
hit Shift Control and at the same time to also
initiate the save as command. Now navigate to the location that you'd like to
save this file. Typically, it's the same
place as the original file. Lastly, change the name of the file at the
bottom of the window. Something like test underscore
02 would work fine. It's important to note that if you don't change the name of the file and leave it the
exact same as the original, it will overwrite
the original file just like the regular
save feature. That's why this name down
here was bright red to let us know that the name was still the same as the original. When we've chosen our new name, we can just choose
save as we're now operating in this new test
02 version of the file. And if left the old
test 01 version, as is with our test file saved, we're ready to continue our
exploration of blunder. In the next lesson, we'll learn how to navigate
around the Viewpoard.
4. Viewport Navigation and Views: In this lesson, we'll learn how to navigate
around the Viewport. If you have any questions at
all throughout this class, please let me know down the discussion section
below this video. I'll do my best to
help you out with any issues you encounter
during this class. Before we begin this lesson, we'll need to open up
the beginners guide. Underscore starter file I provided in the
project resources. I custom built this
file to help make it easy to follow along
during each lesson. Each collection, basically
folders at the top right, has been labeled with the number for every lesson it's used in. Since this is lesson four, we'll want to have this
collection enabled. We can check on this little box here to enable the collection. And then we need to uncheck any other collection that's
currently turned on. We'll uncheck this
collection here so that the only
collection enabled is the lesson four collection with the correct
collection enabled. Let's discuss keybines quickly. Keybindes refer to the
specific keyboard shortcuts that are built into blender. These keybines will
allow us to quickly access some of the most
common and useful tools. You'll notice as you watch
this class that I have a little keybine viewer down here at the bottom
center of my screen. You're not sure what
button I just pressed. All you need to do is look
right here and you'll see the last key I pushed
or the mouse click as well. These little dark gray boxes correspond to my mouse clicks. If I click my left button, you'll see left pop up and then this box here on the
left will turn green. If I click my right button, same thing, except the
right box will turn green. Then the small button
here in the center, that's when I click in
my middle mouse wheel. You can see that this class is built with the assumption
that your mouse does have three buttons, The left, the right, and the middle mouse
wheel in the center. If your mouse is missing
a middle mouse wheel, there are ways to simulate
having one within blender. However, I'll let you explore
those settings on your own. I do have one last
disclaimer to make. However, I have changed three of the default keybindings and blender to match my own
personal preferences. I'll be teaching you the
normal blender keybindes. However, you'll
notice a different keypress show up down at the bottom center for these
three specific keybindes. The ones that I've
changed are really minor. And I'll point out
all three of them so it's obvious which
ones I've changed. With all of that out of the way, let's dive into
navigating our viewport. You may be wondering
what exactly the viewport is by this point. Well, you're currently
looking at it. The viewport is
this large area on your screen that is the view into the three D world
that you're creating. The vast majority
of what you do in three D is inside this viewport. In order to use this viewport
to its fullest extent, however, we need to learn how
to move around inside it. What we're creating
in blender for the most part are
three D objects, meaning we're concerned
with how they look from multiple angles. To see around our object, we'll need to use specific
keybinds to rotate, pan, and zoom into our objects. Let's start with rotation first. As I mentioned a moment ago, I have changed a
few of my keybines. This is the first one to
rotate around our viewport. You'll simply need to click
in your middle mouse wheel. So click in that button and then move your mouse side to side, And that will look
something like this. We can see here as we move
our mouse back and forth, we can start to rotate around this camp fire to see
the other side of it. The next thing we can
do in our viewport is pan the view
from side to side. This is essentially just
moving our view left or right or up and down with
no rotation involved. This is also another
keybine that I have changed to pan your view left, right, or up and down,
you need to hold in shift and then click your
middle mouse button in. Then you can move your
mouse around to move the view that looks
something like this. We can see here, we're
not rotating anything, we're just moving
our view around. You can see how we can combine together pan and rotate to get a lot more fine
control of what we see of our model and where
it appears on the screen. Next up, we have our two
different zoom modes. Zooming allows us to get closer or further
away from our object. The easiest way to do this
is to use your mouse wheel. Just simply scroll up on it
to move closer to our object, or scroll down on it
to move further away. You can see as we
scroll in and out, it moves in these small
incremental jumps. It's a little choppy,
but it's relatively smooth to get closer to your
object or further away. The other method for zooming involves using your control key. If you hold down control
on your keyboard, and then click in your
middle mouse button. Now you can slide your
mouse up and down while holding both of
those two keys down. This will move it
a lot smoother. You can see here, it's not
jumping back and forth, but also takes a little
bit more effort to get it to zoom into the
spot that you'd like. Then our last key bind
is how we focus a model. What it means by focusing
is if for some reason we zoom way out of our model
and it's off to the side, or it's over here in the corner. And we want to just get
a really quick way to jump right back to the
model without having to manually move it
to the center and zoom back in to get it back into the center
of the screen. We can instead select the model. We just simply need to
left click on the model, then you're going to hit
the Numpad period button. This is the last keybind
here that I've changed. And that's mostly
because I don't actually have a num pad on my keyboard. I have a shortened
modified keyboard. I had to move this because I simply don't have this button. But again, you're going to
hit the Numpad period button. So the far right period
button on your Numpad. Then when you hit that, it'll
zoom right into the model. And it'll just zoom
in nice and close, and center it on your screen. Now that we know
these few shortcuts, we have pretty much
everything we need to know in order to see any
part of our model here. Really, we can zoom
in closer to it, we can rotate around
to the different side. We can pan it off to the left
or the right and so forth. If it ever gets way off screen, we know the button to hit it. And then it'll zoom us
right back into our view. Before we end this lesson, let's discuss something
called orthographic views. Orthographic is a fancy
word that essentially means something like
perfectly from one direction. It also removes
all indication of perspective and how far away something is
from the viewer. What this means to us
as three D artists is basically a view that is
perfectly from one direction, such as the front, the top, the left, the right, et cetera, That flattens the
three D view into a perspective less two D view. These orthographic views
make fine adjustments and precise layout easier due to their very clear view
of your subject. Now currently we've been
using the perspective view, which is the default
view for your viewport. This is where you're
going to be doing most of your modeling
and other things. To get into the
orthographic view, we have two main
ways to enter it. The first and most
graphical way to do this is using this little
thing up here at the top right called a gizmo. We'll notice that as we
rotate around our viewport, this gizmo seems to reflect how the world is
displayed here as well. We'll also notice
that as we hover over these little circles
here on this schizmo, that they essentially
turn into little buttons. The quickest way to
enter into one of these orthographic views is to simply just click on
one of these buttons. Let's click on this
Y button here. We can see that as soon as
we click on this button, it jumps us into
a different view. In this case the back
orthographic view. Which means that this view is from the back of the object. We can tell this is specifically the back orthographic
view by looking over here at the top left and seeing where it says
back orthographic. Now if we wanted to switch
into any of these other views, we could also just click on one of these little
buttons here. If we click on this
little X button here, this will switch us into the
right orthographic view. If we click on Z, this will jump us into the top
orthographic view. The other method to get into these orthographic views is
using a hidden radio menu. We can enter this hidden
radio menu by hitting the accent or tilda key at the very top left
of our keyboard. It's below the escape button
and above the tab button, and it's to the left
of the one key. If we hit this button here, we'll see that this
little radial menu pops up, Tor, where
our mouse was. Then from here we can just hover over the view
that we'd like to see. We can see either
the left, the front, the top, the back, or the right. We also have a few other
options down here such as bottom the camera and
then view selected. In this case, let's
choose the front view. We're just going to hover over front and then click
the word front. We can see how this would be
a really easy way to just jump around between
the different views that you want to see. All we have to do is
just hit that button to bring up the menu and then
choose the view you want. It's entirely up to you
which method you choose, whether you prefer
the visual aspect here of this gizmo at the top right or if you prefer the ease of use
of this radial menu. Either method is fine. Now that we're in this orthographic view, you'll only be able to
pan around using shift, middle mouse putting, or zoom in and out using
the mouse wheel. If you try to rotate
this view at all, it'll pop you out of
this orthographic view and put you back into the perspective
view because an orthographic view
cannot be rotated. Now that we know how to navigate around inside of our viewport, we're ready to learn how to
affect the objects within it. In the next lesson,
we'll learn how to use simple transformation
tools to change objects.
5. Transforming Objects: This lesson, we'll
learn how to use simple transformation
tools to change Objects. We'll be using this
campfire again to explore the
transformation tools. So make sure that you have
this collection turned on. Again, it's the lesson. And then in this case,
five collection. Make sure you have
this one checked on and then all the
other ones checked off. If you're following directly
from the last lesson, you should already
have this turned on. Transformation in the context of 3d programs refers to
the action of moving, rotating, or scaling an object. It doesn't mean
that we're turning one object into another object. As you might assume
when you hear the word, the most simple form
of transformation is moving an object. If we left-click on our
campfire to select it, will see this orange
highlight around it. Now we can go over
here to the left side. We can choose our move tool. In this case, it's the tool with the four different arrows pointing in all
different directions. So when we select this, we can now see that we have
a Move Gizmo on this object. Now we can simply
grab any one of these colored arrows and move it in that specific direction. In this case, let's just grab this green arrow
and we can click it and then move it in
the screen direction. One important concept
to understand when referring to
transformation, particularly moving object, is the 3D world is based on
a three-dimensional grid. This means that every
single object has a specific coordinate
within this world, measured on the
X, Y, and Z axis. We can see these axes up
here at the top right on this gizmo that
we were using to get into the orthographic views. So we can see here that
this red axis that we're seeing here in the
viewport is the x-axis, the green is the Y, then Z is the blue, which in this case is
hidden within the viewport, but we can see it here. This green axis, the Y controls whether it's
moving forward or backward. In the world. The red X is left and right, and then the Z is up and down. These coordinates
are measured from the origin of the world, which is represented
by the intersection of these red and green lines, as well as this hidden blue one, as we see in our viewport. We can get a better
look at that if we just uncheck this
collection to hide it, we can see right where
these lines meet up. This is considered the
origin of the world. So I can turn this back on now so we can see
our objects again. This world origin point is
located at 0x0y and zero Z. So when we move any objects
within the viewport, we're actually changing its coordinates
within this world. We can see down here at the
bottom-left that if we twirl open this little option box
that says move at the top, we actually move
this campfire here, in this case about
one-and-a-half meters. This is measured from its
original starting point, which in the case
of this campfire, was directly in
the center on 00. If we'd like to move
this campfire anymore, we can just grab one of
these colored handles and move it to the
desired location. Will also notice that there are these little squares
in-between these handles here. These arrows are moving it
just in a single direction. Then there's these little
tiny Xboxes between them. And these will
allow us to move it into different directions. So this little green box here will allow
us, if we grab it, to move it in both the X, which is the red,
and then the Z, which is the blue
at the same time. Then that's true of all
these other ones as well. So whichever one that
it's hovering between, it will allow you to move it in both of those
directions at one time. Any action than we've done
that we went to undo, we can hit Control and Z at the same time to undo the
last thing that we just did. And every time we hit
it, it's gonna go back one more step. So I keep hitting Control Z. I'll eventually get it back
to its original position. Now using this move
tool and the gizmo is a great way to visualize exactly how you're
moving an object. However, it's not the
only way to do it. We can also use
the quick key bind to start moving the object. The key buy-in for moving
an object is actually G. So G for Grab. So we had G on our keyboard. We'll see our
object turns white. And then now as we
move our mouse, it will move the object as well. Well, notice though by default, it's not actually respecting
any one of the axes. So it's not moving
just along the green or the red
are the blue axis. It's moving along
where screen is. So it's always staying about the same size within our screen. We can tell by this plane
that it's actually going down and going under this plane as we move
our mouse around. And that's because by default, just hitting the G
key is only going to move it based on our
screen orientation. So basically whatever
direction we're currently looking at
it in the viewport. This is good for
minor adjustments and little small movements, but it's not great for
really precise movements. Luckily, there is a way to bind it to just one of the axes. So after hitting
G, and then you're starting to move
it around just on the screen space like this, we can now hit the letter of a specific axis we
want to bind it to. So in this case,
let's hit the X key while we're still in
that GI movement mode. We can see this little
red line pop up. And that's telling
us that we're now bound just the x-axis. It's now we can move
it just over here, maybe on the x-axis. And then we can hit
G. And then maybe why to move it just
on the y-axis. And we can see that it's
bound to that axis. It won't let us move
it anywhere else except for this green y-axis. Then we can hit G and then Z. Maybe to move it
up a little bit. We can see here that's a
relatively quick way to move it. As long as you get used
to these key binds, you can just hit G,
X, move it closer, GY, then maybe G and then Z to kinda move it back down to roughly
where it was at. So again, if you'd like to undo those changes here and we can hit Control Z a few times to
pop it back to the center. Now that we've explored
this move tool in detail, Let's quickly go through the last two
transformation tools as they share a lot of
the same key binds. The next tool we'll discuss
is the rotate tool. We can get to that by going over here to this button
on the left side. And it has a little
square in the center with these arrows
rotating around it. So we can click that to
switch to the rotate tool. And again, we're greeted with a different gizmo in this case because it's
a different tool. In this, gizmos just has a
few different colored rings around it that allow us
to rotate the object. So depending on which
colored ring me grab, it will rotate it on
that specific axis. So in this case, if we
grabbed the red ring, click and drag it,
we can see it's rotating it just
on this red axis. Then again, we can
control Z to undo that. And then again we
have the y-axis. And z-axis will also notice that it has this
white ring around it. The white ring doesn't
really seem to be bound to the object in any way, just always faces us. And that's because
wherever we're facing, if we grab this white ring, it will rotate the object based on the way we're
looking currently. Whatever way we look, that's the way it's
going to rotate it. I don't find this white
ring super useful, and you'll see why in a second. Let's Control Z,
those changes here to get it back to
roughly the same spot. Just like the move tool, there is a quick button
for this as well. This one makes a
little bit more sense. We're just going to hit R on our keyboard to
start rotating it. We can see here
just by hitting R, it's going to rotate it
based on our screen. I find this to be a lot
more useful way to rotate an object if I'm
only concerned about rotating it based on
the screen space. That makes this white ring
here a little bit redundant because it's a lot
easier just to hit R and rotated on the screen space if that's what you want to do. I'll Control Z these to get it back to a little bit
more of a normal state. Then again, just
like the move tool, if we hit R to
start rotating it, but then we bind it
to a specific axis. So in this case, if we
hit Z on our keyboard, will bind it just to the
rotating on the z-axis here. We can also just hit
Y to switch it to the Y or X to switch
it to the ECS. If you right-click while you're rotating that at least with the quick mode heres by hitting the R key
to start rotating it. If you just right-click, it
will turn off any rotation and set it back
to however it was before you started rotating it. If you accidentally start
rotating something, just right-click in
and that'll stop it. And if you move it to
somewhere and then you left-click,
that'll confirm it. So now let's go to our
last tool, which is scale. We can get to the scale tool
by clicking this little box here that has an arrow
showing it growing in size. So we'll click that. And then we're greeted
with a, another gizmo. And this one kinda looks
like a combination between the rotate and move. This gizmo works pretty
similarly to how the move works. So if we grab one, any one
of these handles here, we can scale it just in
one specific direction. So it's going to
be stretching it out just in whatever
direction you choose. So in this case,
the x-direction. So we can make this flame a
lot wider if we wanted to. We can also use these
little boxes between them to scale it just in
two different directions. So we can make the base
of the flame much wider, but leave at the same height. On do that. Then lastly, we have
this white ring, and if we grab this white ring, it'll scale it up uniformly. So it'll just make it uniformly larger or uniformly smaller. Now again, this is another
situation where this ring, I find it a little bit redundant because of the quick key option. I'm going to undo that. And
then the quick option for this is to hit S
to begin scaling. So as soon as we hit S, it will do the same thing
as that white ring. So in this case,
I find this a lot easier if I'm just
planning on scaling something uniformly
to hit S and then just start scaling it up and then left-click
to confirm it. And like all the other tools, if we hit the quick key, so S and then hit an axis, we can bind it to adjust
that access if we wanted to do it a little bit
quicker without having to bring up the gizmo. One thing that's
important to note about these quick keys, as you don't actually
have to have this tool selected while you're
using that quick key. So even though I have this
scale tool selected right now, I can still just hit R and then maybe Z to
start rotating it, then G and then Z to move it up. So I don't actually have
to have these tools on. So that's one of the
major kind of upsides to using these quick keys
and getting used to them. As you don't have to
always switch back to this tool to move it, and then switch to the
rotate tool to rotate it, and then switch to the
scale tool to scale it. You can just remember
these quick keys and do all of them regardless of
what tool you have selected. So I'm going to undo
these changes here, get it back to the center. But with all that being said, I would recommend against saving this file has we'll be using this campfire again
in the future. If you've moved your
campfire off to the side and scaled it up and rotated it and he can't
quite get it back to where it was in the
beginning with the undo key. That's fine. Just don't save your file. Will be using a lot
of these collections multiple times, as
you can see here, by the amount of lessons
that are used in, we don't really want to
be making changes to this file during
one of the lessons, saving it and then having a out of place and
out of sorts for the next lesson to use that same exact collection
between lessons, you can feel free to just close this file and choose know
when it asked you to save it. If you have, however, already saved over this file, it's really not a huge issue. You can always just read,
download the file from the project resources and you'll have a fresh
copy of it each time. If you've accidentally
saved over it already. Don't worry, it's
really not a big issue. Just read, download the file. In the next lesson,
we'll learn how to add new objects to our scene
6. Adding New Objects: In this lesson,
we'll learn how to add new objects to our scene, will again be using the
campfire for this lesson. However, it's not
entirely needed if you'd prefer to have an empty viewport
for this demonstration, we'll be adding New Objects. Two are scene. So the campfire is just there for
something nice to look at. The easiest way to add a new
object to our scene is by hitting Shift and a
at the same time. Then looking through
this Add menu here and choosing the
object that you want, you'll notice that
this list contains many different
categories of objects, not just new models like a cube. There's things like curves
or lights or cameras. In most cases you'll be using this to add things like meshes. For the moment,
we're only going to focus on adding meshes, which are things like cubes,
spheres, and cylinders. Let's start by adding a
new cube to our scene. So again, we'll hit Shift and a to bring up this Add menu. Go to the mesh section
at the very top, and then choose cube.
Will notice two things. When we add this new
cube to our scene, the cube is made directly
in the middle of the grid. More on
that in a moment. And it popped up a
small option box down here at the bottom
left of viewport. If for some reason you
don't see this option box, it's most likely collapsed. To open this menu,
all you need to do is click on this little
tiny arrow button, and that'll open up the menu. First. Let's start
with this option box at the bottom left
of the screen. This is where we will
see the options we have while making this cube. The most important setting
for this object is the size, which will make our cube either smaller or larger depending on the number that we have here. We can either click and
drag on this number when we see our mouse turn into this
little left and right arrow. And I'll work something
like a slider. Or we can click on
this number and then hand type and exact number
in here if we'd like to. In this case, we can type in one and then hit Enter
and it'll set it to 1 m. We do have some other settings
below that we can adjust, such as the initial position
or rotation of the object. I don't personally
use these settings down here at the
bottom, all that often. However, in this case,
you might want to set the X value a little higher. That way it's slides this
cube off to the right side, so it's not sitting directly
on top of the campfire. When we're happy with the
object that we've created, we can click into
this empty space surrounding it and this
option box will disappear. If we click this cube again, we'll notice that
that option box is no longer available to us. This is important to remember
when creating a new object, we need to change the
settings Prior to clicking off this
cube or moving it, rotating under scaling it. This doesn't mean that we can
adjust this cube anymore. We just can't do it
using that option box. Now that we have
a new cube made, Let's add another object. So we'll start by
hitting Shift and a to bring up the Add menu. So a for Add. Then we can go up here to the
top under the Mesh Section. Then we're gonna go down here to cylinder, and then click that. We can now see that
each object has its own unique set of
options when creating it. The cube only had two
options for size. However, the cylinder has
vertices, radius and depth. In the case of the cylinder, the vertices slider will change how smooth the outside
of the cylinder is. As we make it
higher, it will make it smoother and more round. As we make it lower, it will make it as far down
as a triangle if you'd like. Then we have our
radius which changes how wide this cylinders. Then lastly we have the depth which changes how
tall the cylinder is. Then just like the cube, we also have these
initial location and rotation Settings. So in this case,
maybe we will select this one off here to the left. Feel free to explore
the other objects in the meshes menu if you're curious about
what they look like and what options
they have available. Now that we know how
to Add New Objects, Let's learn how to delete them. There's two easy ways
to delete an object. First, we need to select the
object we'd like to delete. Then we can either
hit the Delete key, which is above your arrow
keys on your keyboard. So we hit that. It'll
just delete the object. Now we can control Z to
bring the object back. And then the other way
to do it is by hitting the X key on your keyboard, which has all the way
over on the left side. And then when we hit this, it's going to bring up
an option box which in this case only
has the option for delete depending on which part of the software
you're currently in. Sometimes the
delete option using the X button will bring
up more than one option. But since we just have a
single object selected, we just have the
option to delete it. If we want to delete it, we can just click the button, Delete. Both the Delete key and the X button both basically
do the same thing. It's really just a matter
of personal preference. If you're more used to
hitting the Delete key, you can hit that. Or if you'd like
the convenience of the X key being all the way. We're on the left
side where your hand is normally sitting, you can hit that instead. You'll find as we move through
this class that there's a lot of different ways
to do the same thing. It might be two different keys that both have the
same function. Or it might be using a key on your keyboard versus
using a button on screen. It's all a matter of
personal preference and just choosing what
feels right to you. The next lesson,
we'll learn how to select objects within our scene
7. Selecting Objects: In this lesson,
we'll learn how to select objects within our scene. We'll be using this mug, stool and campfire collection as our example for this lesson. So make sure that you have
the campfire collection hidden in this
collection turned on. And again, the
easiest way to know which collection we're
using is by simply matching the number on this collection to the current lesson that
you're following. Selecting Objects
is probably one of the most basic and
important things we'll learn aside from how to
navigate in the viewport, we really can't interact with
anything in our scene if we don't know how to effectively
select the objects, I'm sure you've already
figured out by now, but the most basic way to select an object is to simply
left-click on it. This will select a single
object that you click on. If you have one object selected and then left-click
another object, it will deselect
the first Object and select the new object. This is useful if
you want to only have a single object selected, but it's endlessly
frustrating if you want to have both objects selected
and you don't know how. If you want to
deselect an object, simply click into this empty
space around the objects, and that will deselect any
currently selected object. So how do we select multiple
objects at the same time? There's actually a
few ways to do it, so let's go through them now. The most obvious
method if you're familiar with other
computer programs, is to click and drag with your left-click
and your viewport. If we click up here and then
hold down our left-click, we can drag out this box. And then anything
that falls within this box will be
selected when we let go. This is an easy way to select groupings of objects
that are close together. So if we wanted to just select
these left objects here, but not the campfire, we can just drag select over these and let go
of the selection. And it will just
select these left two and leave the
campfire unselected. We're also able to
change the shape of this drag selection by using this menu here
at the top left. If we go up here and click and hold on this button at the
very top of this list. We have three different
options here. So select box is the default. That's what we were just using. There's also select circle. So if we choose this, we can see we have a
little white circle now around our mouse. If we click and hold
our mouse down, will notice it doesn't actually
create a drag selection. However, this allows
us to paint over objects and select them. I don't personally find
this one that useful, but you might find it useful
in some applications. Now we can go back up
here to this menu. Click and hold on this button to bring up the other options. Then we can choose select lasso. I find this one a
little bit more useful. This one if we click off of our model here and just
into this empty space, that'll deselect all of them. Now we can click and drag, and we can see here that
we're actually drawing out a shape that we'd like to
select the objects from. This is better for getting a little bit more
complex selections around certain objects. If we wanted to, we could
select just these objects here by making sure that they
go inside the selection. And we can omit the stool
here on the left side, which might be a little
bit difficult if we went back to the
select box method. Depending on how
close these objects were or whether or not
they were overlapping, it might be a little bit
difficult to avoid selecting this stool without
using select lasso. So what if you went
to specifically choose each object
in your selection, rather than just dragging
a square over top of your scene and hoping you only select the
objects you'd like. But first, let's
make sure we don't have anything selected by clicking off the objects
into this empty space. Then we can hold
down our Shift key. Then left-click on an object. So we'll see here that
just selects the objects. However, if we
keep holding Shift down and then select
another object, we'll notice that it
adds to that selection. Now we have two objects in
the selection rather than a de-selecting the first and then instead selecting
the new object. This is a particularly
useful way to select things when you're working
on a complicated scene. As long as you're holding shift, you can continue to
add to your selection. However, if you let go of Shift and then go back to selecting
just a single object, such as this mug. It'll just select
the mug it and it'll deselect the first two objects. And that's because we
weren't holding Shift, which was telling Blender
to add to our selection. The last way I'm going
to show you just select multiple objects
within your viewport, is by hitting the a key. For all. If we just hit a
on our keyboard, it will select all objects. When I say, Oh, I
mean all objects, it will select every mesh, every camera, every light
and etcetera in your scene. You don't get to pick and
choose what gets selected. Now that we have all of
our objects selected, how do we deselect just a single object similar to holding Shift
to add to a selection. We can also hold
Shift and click and already selected object
such as this mug. To deselect it, you just have to remember to hold
Shift while you're doing so or else
you'll actually just select that object and
deselect everything else. Shift is essentially
the modifier key. That means add to or removed
from a current selection. By doing this, this allows
us to make large selections, then simply exclude an object or two from the
selection to refine it. This D selection process also worked with the
Drag select method. However, will need to hold
down the Control key and drag over a grouping of objects to deselect them instead of Shift. So if for example, we drag select over
top of all three of these objects and then decide we don't want
these two selected here. We can hold down
Control and then drag select over just
these objects and let go. And that'll deselect anything
that was inside that box. Lastly, how do we deselect
every object in a scene? We know already that's
simply clicking into the empty space
surrounding an object. We'll deselect all Objects. But what if there is no
easily clickable empty space, such as on a more
complicated scene where there isn't just this
massive void around it. So let's start by just drag selecting across these objects. That way we have a bunch
of objects selected. Now you can hold
down the Alt key and then hit a at the same time. So alt and a, and
that will deselect every object in
your scene without having to click into an
empty space to do so, Alt and a is essentially the opposite of just
hitting a for select all. It's the alternative
to a in this case. That's pretty much it
for all the useful ways to select objects
within your scene. You'll find that these
selection methods work in many places
within Blender, not just the viewport
that we explained. In the next lesson, we'll
learn how to organize our file using the
built-in outliner
8. Organizing Your File: In this lesson, we'll
learn how to organize our file using the
built in outliner. Let's start by enabling the correct collection up here in the outliner
for this lesson. This is lesson eight
and we'll need to have the lesson eight
collection turned on. Make sure you have all the other collections
turned off right now. With this collection enabled, we can hit this little
tiny arrow here to twirl it down and
see what's inside it. In this lesson, we'll be organizing this
grouping of trees, bushes, clouds, and a moon. I mentioned that we're learning the outliner in this lesson. What is the outliner? Well, you've actually been using it for quite a while now. The Outliner is
this list here at the top right that contains
every object in your scene. I've already done a
pretty good job of organizing this file for
you, so it's easy to use. However, in a typical
personal project, you need to do this process yourself. Let's learn
how to do that. First, let's discuss the two
main parts of the outliner. First up, we have the
objects in our scene. In this case, it's
primarily meshes which are displayed with
these orange triangles. Other types of objects will
have different symbols, such as a light
bulb for lights or an old Timy camera for
your three D camera. Next we have the collections. Collections are
basically folders that contain objects
in your scene. Collections are noted by these little white file boxes
next to the names for them. For the most part,
collections are just used to organize your file and
keep things tighty. But they can be
functionally useful for more complicated things
such as modifiers, which we'll get into later. Lastly, let's discuss
how to rename things. Right now, everything in the
scene is named correctly. However, by default, objects will start with
their default name. This means when I
make a new cube, it's just going to
be called cube. However, when I work
with this cube and turn it into say,
a camping tent, it will still be called
cube unless I change it to rename any
object or collection, simply double click on its name. In this case, let's rename
this lesson eight collection. We'll just double click on this. It'll turn blue, allowing
us to type something new. I'm just going to put a space, a little hyphen and then type in test in all caps at the
end just as an example. Then once we're done
typing our name, we can hit Enter to confirm it. Renaming your objects
in your collections is a really important way to
keep things organized. You don't want to just have
a whole bunch of objects in your scene named cube
and cylinder and sphere, and not really know what
any of those objects are. With the basics out of the way, let's get our file organized. Our goal for this
organization is to separate the three main objects on our screen into their
own collections. This will make it easy to hide
or select any one type of object without having to
interact with the others nearby. We'll start with
the trees first. Our first task is to select all of the
trees in our scene. Obviously, given
the last lesson, we know a few ways to do
that in the viewport. However, this lesson is about the outliner. Let's
use that instead. Head over to the Outliner and
then use your mouse wheel to scroll down this list until you start seeing
the first tree. In this case it's
named pine tree. Now that we've
found these trees, we're going to click on
the very first one in the list, pine tree 007. Now scroll further down this list until you see the
last pine tree in the list, in this case, pine tree 013. And then we're
going to hold shift and then click this
last pine tree. This will select
every single object here between these two points. Now let's put them into
their own collection. The easiest way to
move these into their own collection is while
you have them selected, hit M on your keyboard
for move to collection. We can see that here at the top. This will bring up a
new little menu here. And we'll have a list
of all the collections that are currently in the scene, as well as a button here
that says new collection. In our case, we
don't want to move these objects to
another collection. We want to make a brand new collection and put
them inside it. We're going to choose
New Collection. Now it'll bring up
another menu here that we can just type in the name
of this new collection. We'll call it trees. And then hit okay.
After hitting okay, it looks as though our trees have disappeared from the list. However, they've just jumped to the very bottom of this list. We scroll all the way down here, we can see that we have a new collection here, named trees. Then all these objects here
are inside this collection. We also notice that it named
the collection trees 001. And that's because
this file already has a collection in it
named just trees. It had to give it
a unique number at the end of it to make
the name unique. Now we need to move
this trees collection back into the original
collection we had it in. A cool thing about
collections is that you can have a collection
inside of a collection. This allows you to
make your file as organized or as
messy as you'd like. The easiest way to move
this collection into the other one is
to just click on this name up here and
have it highlighted. And then we can click and
drag on this word here. And just slide it up and then place it anywhere
inside this collection. I can see here that I'm seeing
the word bush and cloud. I know this is the correct one and I can just drag
and drop it here. Now if I scroll up to
the top of this list, I'll see that lesson eight test, because I renamed it,
now has these trees, collections inside of it. Now that we have our
trees organized, let's quickly do
the other objects. The next one in the list,
here are the bushes. We'll select the first bush. Scroll down until we see the last one hold
shift and select it. Select all the
bushes in between. Now we can hit M to ring up. Move to collection
new collection. Rename it Bushes. Hit, okay. It's popped it all
the way down here to the bottom into
its own collection. Now select this new collection. Click and drag the name
all the way up here until we see our
lesson, a test folder. And then just make sure we're dragging it down to the
right spot this time. In this case, we actually
have the trees collection. If we drag it here, it'll place the bushes inside the
trees collection. We don't want that. We'll have to go down a little bit down this list and then place it here right
where the clouds are. Now if we scroll up,
we can see we have the bushes collection which
we can troll closed now. And then we also have our
trees collection as well. Then lastly, let's
organize these clouds. We'll click Cloud and we're going to go all the way
down to where it says Moon. We're going to put the clouds
and the Moon together. And M New collection. We'll type Clouds and Moon. Click okay. Click the name and then just drag it
up into lesson eight. We can actually just
drag it directly onto the name as well
for this collection. And it'll place it in there too. Now we can twirl this Clouds
and Moon collection closed like the others with
the organization done. Let's discuss a few
remaining things. Let's twirl open the
trees collection now, so we can see some of
the objects inside it. This eye symbol here next to
the collections or an object allows you to hide
this object or collection just
inside the viewport. That means if you
click this eyeball to hide an object or collection, it will no longer be visible
in only the viewport. However, you will
be able to still see it in the final
rendered image. This is useful for
cleaning up your viewport, so you can see objects better without other
things being in the way. As I mentioned, this works on collections to turn off
an entire collection, or we can hide just specific objects within this collection. Next up we have the
little camera icon. If we click this camera icon, it will hide this collection
only in the final render, but it won't do anything
inside the viewport. This toggle is a
little bit less useful than the eyeball
and will often lead new blender users to
be confused about why their objects aren't
showing up in their render, even though they can see
them in the viewport. If you can't figure out why your objects aren't
showing in your render, check to see if this little
camera icon is unchecked. Again, just like the eyeball, you can do this to both objects individually or
collections as a whole. If an object is inside
of a collection. We also have the option for this little checkbox which we've been using throughout
most of this class. This checkbox functions as both the eyeball and the
camera icon at the same time. Meaning that if you
uncheck a collection, it won't show up in
the viewport and it won't show up inside
your final render. This essentially completely
turns off a collection. Lastly, let's discuss what the active or default
collection is. These collections
all have little white boxes next to them. And you'll notice
on this box here, there's a subtle highlighted
square around it. That means that
this is the active or the default collection. Whenever we make a
brand new object, it'll automatically be put
into the default collection. This is useful if you'll be
making a lot of objects at once and want them to all go
into the correct collection. You don't have to
organize them later. We can change which
collection is the default or the
active collection, just by clicking on
this little icon here. We'll see if we
click on this one, it'll make this one highlighted. Which means any brand new
object we create will go directly into this trees
collection, for example. A collection can only be
active if it's also visible. I can make this one the active
or this one the active. But I can't click on
this one to make it active because it's
not currently visible. Now that we're familiar with the Outliner and
how to utilize it, we're ready to continue our
exploration of Blender. In the next lesson,
we'll learn about edit mode in the different
parts of the model.
9. Editing Objects: In this lesson,
we'll learn about the edit mode and the
different parts of a model. We won't really need a model
on screen for this lesson. However, if you'd like
to experiment with one after we've learned
more about editing, you can turn on the
mug collection. We can find that here
in our outliner under the Lesson 910, 1,113.20. We're going to go
through this explanation with a much more simple model. Let's start by
adding a new cube. We can do that by just
zooming out a little bit. Then hitting Shift
and a to bring up our Add menu, going to mesh. Then choosing Cube. The only setting will change on this cube is its
initial X location. We get down here where
it says location X. We're going to type in
three and then hit Enter, and that'll move it
3 m to the right, just so it's not sitting
on top of the mug. Now that we have a more
simplified example model, let's jump right in. First, let's discuss
the difference between Object Mode
and edit mode. Object Mode is the default mode. This is the mode that
we've been using for this entire class up
until this point. Object Mode allows us to
select different objects, as well as do things
like move them, scale them, or rotate them. It's also the mode that displays this orange highlight
around our selected model. We can see that we're in object mode by looking up here at the top-left and seeing where
it says Object mode, Edit mode is accessed by hitting the Tab key
on your keyboard. You can find this
key to the left of the Q key and above
the Caps Lock key. Now select the cube
that we just made and then hit the Tab
key to enter edit mode. Now that we're in edit mode, you'll notice a few
things have changed. The interface has changed around the edges
of the viewport. You'll see three different
buttons at the top-left, which denote the edit mode
that you're currently in. Your model will also
appear a little bit different than
it did before, depending on which mode
that you're currently in. In our case, the model is
turned completely orange because it is
defaulted to having all of the faces selected. So now that we know how to enter edit mode, what is
the point of it? And it might sound
a little obvious, but Edit Mode allows
us to edit the model. Editing in the context of 3D modeling means
we'll be adding, removing, or altering the
geometry of this model. In order to edit this
cube will need to understand a little bit about
the anatomy of a model. The three little
buttons here at the top of the screen correspond to these different parts. Let's go through them
one-by-one so we can get a better understanding of
how a model is comprised. The first mode is vertex, and that's the symbol here
on the far left side. It looks like a little box
with a small dot on it. We can either click
this button here on the interface or hit
one when our keyboard. In order to jump into this
mode using a key bind, a vertex is the most
basic piece of a model. It's shown on the model
when it's not selected by these tiny little black
dots here on these corners. A model can technically
have just a single vertex. However, most modeled objects will have at least three
to make up a triangle. If we select one
of these vertex, we can adjust it just
like any other model. If we just select this tiny
black dot here on the corner, we can now move this vertex and we can change the
shape of this cube. We can see how this
differs from just moving the cube or scaling or
rotating it in object mode. We're actually changing the
shape of the cube here. This is something that we
wouldn't normally be able to do without using edit mode. We can also select
more than one vertex at a time by either drag selecting over two of them like that and then moving
them together. Or we can select one
vertex and then hold shift and select another
vertex somewhere else, just like selecting
multiple models. Then we can move those
together as well. Now let's discuss
the second part of a model called edges. We can get to edge mode by either clicking on
this symbol here, which is a box with
a line across it. Or we can hit two on our keyboard and ten
through the edge mode. We can now see our model has
changed appearance slightly. The little black dots on
the corners are gone, but we have black lines running across the edges of the cube. An edge is always made
up of two vertices. You can't have an edge without having two vertices
on either side of it. If we select these edges
and then move them around, we'll see that it's
moving both sides of these corners here because
they're attached by this edge. We also have the ability
to scale an edge. So we can hit S to scale it, or are to start rotating it. Again. You could also
use the gizmo by switching to this specific
tool for those as well. If you want it to be a
little bit more precise, or just if you felt more
comfortable using this gizmo. Lastly, let's discuss
the face mode. We can answer face mode by going up here again to the
top-left corner. Then choosing this box here with the large white square on it. Or you can hit three on your keyboard to
jump into face mode. So as you can see, each of
these correspond to a number. So 12 and then three face mode mono appear
to different than Edge mode, but they do function
pretty differently. This mode will allow
us to select the square faces on this cube. Now if we hover over a model
and then select an area, you can see it selects
this entire flat surface. A face is made up
of a minimum of three edges in three vertices. Most often though,
you'll see faces created with four edges
and four vertices. In order to make a
square, we can move, rotate, and scale faces just like any other
part of the model. So now that we know a little bit about what a model is made of, what is the point of this mode? Well, it's your main way to create the model that
you'd like to make. I'll explain all the tools
that I just used to make this simple model
and a later lesson. But I just wanted
to give you an idea of what you quickly do inside edit mode in order to make the
model that you'd like. For now, I'm going to
hit Control Z to go back until we get to
the original cube. So we can just hit Control
Z a few times to undo all these changes
that we made while exploring the different Modes. And eventually we'll get
back to our plane Q. If for some reason
you're unable to control Z enough times to undo all
the changes you've made. That's fine. You can just hit Tab
to your edit mode. And then hit Shift and a and then create
a brand new cube. I was able to undo
enough times though. So I'm just going to use
the cube that I have. Now before we move on, let's discuss one last
important tool for edit mode. First switch to your vertex
mode by hitting one on your keyboard or by clicking this icon
here at the top left. Now, zoom out a little bit
and then just drag select over your entire cube here
and select all the vertices. Now let's rotate
around our cube. And then we'll notice
here at the bottom corner that we didn't actually select every single vertices
because this vertices here wasn't visible from the direction that
we selected from, which was the side. It wasn't able to select this vertices because it
just couldn't see it. This is the default mode for selecting parts of your
model in edit mode. However, there is a
mode we can toggle to allow us to select through
and see through our modal. The easiest way to enable this mode is to hit Alt and Z at the same time when your keyboard that will enter into X-Ray mode, if you'd prefer to use a button on your interface to do that, you can go peer
to the top-right, and it's this little
box here with the two squares
overlapping each other. So you can click this button
or you can hit Alt and Z at the same time to enter
and exit your x-ray mode. Now as we rotate around
our model, well, notice that we can actually
see through the model. It's kind of sort
of transparent. This x-ray mode, however, allows us to not only
see-through the model, but select through it as well. Let's go back to a similar
angle that we were at before. And then drag select
across our entire model. Now when we drag select, we'll notice that this corner here, the one that wasn't
able to be seen before, was still selected because
we're in X-Ray mode. X-ray mode is really important
when building your models. I typically default to
using X-Ray mode while Modeling and only turn it off when I have a
good reason to. X-ray mode works in vertex, edge and face mode. And it also works
outside of edit mode. So if we hit tab to
exit or edit mode, we'll see that our model is
still X-rayed in object mode. X-ray mode serves a
little bit less purpose in object mode, however, as it only really allows
you to S3 a model, it doesn't really have
anything to do with selection. Now that we understand
how a model is made up, feel free to play with
either the cube or select the mug here that we
have in our example file. And just adjust the
shape of this by either moving vertices are selecting faces and pushing and pulling them just to see
how an actual model, such as a mug, reacts to
these different adjustments. Don't worry about
messing up the shape of this mug as you can always
just close this file, not save it, and then reopen it. And the Mughal will be
back to how it was. After you're done experimenting
with these models, you're ready to move on
with the rest of the class. The next lesson, we'll
learn about shading Modes
10. Shading Modes: And this lesson,
we'll learn about the three different
shading modes. We'll be using this mug as
our example for this lesson. So make sure that
you have the lesson ten collection turned on, which has this mug inside it. So why this mug? What makes it a good example for explaining shading modes? First, let's explain what
we mean by shading modes. Shading in this context refers
to how blender displays each face of a model and
how the light reacts to it. Each of the three shading
modes I'll show you will handle the transitions between
these faces differently? This mug makes for
a good example because of the variety of
different faces it has. We have areas that we want
to appear smooth and round, like the outside of the
mug and the handle. But we also have areas that
we want to appear flat like the liquid inside the
mug, as well as the bottom. This makes this mug a good testing ground for
showing each of the shading modes
and how they'll affect the appearance of
these different faces. Let's start with the most basic
shading mode, Shade flat. In object mode, select
your model, in this case, the mug, and then
right click on it, and choose Shade flat. Shade flat is actually the default when creating
a brand new model. When we create a new
cube or a new cylinder, it'll start out with
Shade flat enabled. If we zoom into our model,
we can get a better look. Shade flat essentially removes all smoothing from an object and displays each flat face as if they weren't
connected to its neighbors. The shading mode is the
most useful in models that you would like to be
naturally flat in real life, like machinery or architecture. It's also widely
used in a style of three D art that focuses on
retro low poly aesthetics. Next up, let's look
at Shade Smooth. Again, we'll right click on
our model with it selected, and then choose Shade Smooth,
and that's at the top. Now we can see that
every single face is perfectly smooth and
blends into its neighbors. This causes issues though
in areas like the liquid, where it has this
weird concave look. Otherwise, the mug looks
pretty good though. This shading mode
is generally more useful than Shade
flat in most cases. More often than not, this is the mode that
you'll default to, unless you have a
specific reason to use our next shading mode. Now let's right click
on our model again, and we're going to choose
Shade auto smooth, which is in the middle. In Blender 4.1, auto smooth
has changed slightly. For this example, you can use Shade Smooth by
angle found here. This will produce a
visually similar result to what Auto Smooth used to do. Auto smoothing, as
we used to know it, prior to Blender 4.1, now exists as a modifier
called smooth by angle. For the sake of this example, that's not particularly
important, so I would just recommend you
use Shade Smooth by angle. We'll see that this mode does
a pretty good job smoothing the mug and leaving the
liquid on top flat. However, there are areas
like the mug handle and the rim of the mug
that still seem odd. Luckily, Auto smooth gives us some control over how
it smooths an object. Down at the bottom left corner, we'll see this option box that may or may not
be twirled closed. If it is twirled closed for you, just click this little tiny
arrow here to open it up, and then inside this option box, we can adjust the angle. As we increase
this angle number, this will move it closer and closer to the equivalent
of Shade Smooth. If we make it the
absolute maximum, which is 180 degrees, it looks exactly
like Shade Smooth. Instead of that, if we move
it all the way down to zero, this is the equivalent
of Shade flat. You can see Shade Auto smooth
is a best of both worlds. It allows you to choose
the exact point in between these two to get your
model looking correctly. So in our case,
let's move this up. And I think the
value for this is actually going to be 32. So if we type in
32 for the angle, it's a little bit higher
than the default, which is 30, but we
can see that it's cleared up pretty much all the issues we had on the handle, as well as the rim of the mug. So we've just pushed this shade auto smooth a little bit
closer toward Shade Smooth, which is the one that did a little bit too much smoothing. Auto Smooth is by far the most powerful of
the shading modes. However, it does take a little bit of adjustment on your part. The last important thing to note before we wrap this lesson up is none of these shading
modes are actually adding new geometry
to your model. All these modes do is change how the original geometry
is perceived. We'll notice that as we
zoom in on this model, no matter how smooth it looks, it is still a little bit
jagged on the edges. And that's because these
shading modes don't add any new geometry in order
to make it smoother. So you can safely
smooth your models out as much as
you'd like to using these shading modes without
having to worry about making your models really dense
and polygon heavy. In the next lesson, we'll
learn about some of the most common tools. Oh.
11. Common Tools: In this lesson,
we'll learn about some of the most common tools. Now that we understand the
building blocks of a model, what are some of
the different tools that we can use to
edit the model? Let's go through just a few
of the highlights here so you have a brief
understanding of the most commonly used tools. Again, we don't really need any special model for
this demonstration. However, if you'd like
to mess around with the mug model after this
lesson, feel free to do so. You can find that here in
the Lesson 11 collection. Let's start out by creating a cube that we can
play around with. We're going to zoom
out a little bit here. Hit Shift in A. Let's
bring up our Ad menu. Go to Mesh, and
then choose Cube. Then down here we can set our initial starting
location on the x axis. Here, set it to three, so it moves it off to the right. It's not sitting directly
on top of the mug. Now, with our new cube selected, we can center it
in our view here. Then we can hit Tab,
Enter our edit mode. And then three,
enter our face mode. And then we can just click off the model here to deselect it. One important thing to note that while you're inside
your edit mode, you can't actually
de select the model regardless of whether I select
off into this void here, my model is still
technically selected. Inside the edit mode, I just don't have any faces, edges, or vertices selected. The first tool that
we're going to learn is called extrude. Extrude will allow us
to select a face or an open edge and then extend the geometry
off from that point. Start by selecting the very
top face of this cube. Hit on your keyboard
to begin extruding, and we can see here that it's actually extending this cube up by adding more
geometry on top of it. We can decide where
we want to extrude it two and then click our mouse
to confirm that change. Now with this top
face still selected, let's delete it so we can hit either Delete or X on our keyboard to bring
up the delete menu. Now we can choose Delete Faces, that will delete the face
that we just had selected. Now hit two on your keyboard
to switch into edge mode. And then let's select
each of these edges here. So we're just going to
select the first one, then hold down shift, we're going to select each
of these edges at the top on this new hole that we made
at the top of the model, I have all four of these
edges selected because I was holding down shift
while I was clicking them. Now we can hit again
to begin extruding, except this time
you'll notice that the extrude behaves a
little bit differently. It's still extruding
off new geometry. However, it's not bound to just moving up and down
in the z axis. We're actually going to have
to hit z now after starting the extrude to bind it
just to the Z axis. It's just a slight difference between these two
different methods. Again, we can just move it up to here and then click to
confirm the new extrusion. With these edges still selected, we can hit on our keyboard to fill in this hole in
the model for fill. This will add a new face into this big open border
that we had before. Let's go back to face mode by hitting three
on our keyboard. And now we can learn about
a new tool called inset. Make sure you still have
this top face selected, the very top of this cube. Then we're going to hit
to begin insetting. Once we hit I, we'll see this little dotted
line connect from the center of that face
to wherever our mouse is. As we move our mouse, we'll create a smaller face
inside of the original. Let's move it to about here
and then click to confirm it. Instting is useful for
making things like tubes or maybe that coffee mug that we saw in the last example. We can combine the
inset with extrude in order to push this face down into the bottom
of this cube. So now that we've int this face, we can hit to begin extruding. Then instead of going upward, we can go to extrude it down. Inside of this, we make this cavity at the top
almost like a cup. We can again combine
this with the inset. Let's hit with this
face still selected. We're going to inst
it in a little bit smaller than the original
hole that we made. Then we're going to hit
to extrude this back up outside of the cup shape that we made for our next tool, we're going to go
back to Edge mode. So we can hit two on our
keyboard to go back into edge. Now let's click off
the model to make sure we don't have anything
currently selected. And we can just click anywhere offside the side
of the model here. Now hold down your Alt key, which is next to your Space bar. We're going to click
on this edge here. By holding the Alt key, we're selecting every single contiguous edge all at one time. It's selecting this
entire line of edges all the way around until
it can't go any further. We can also combine Alt and Shift together to do
the same function, but add to our selection. Let's hold down Alt and Shift, and then we're going to
click on this edge here. Now we can see that we've
selected this entire edge, every single edge that
was connected to it. We've still kept our
original selection on this side with both of
these edge loops selected. Let's round them off using the next tool called
Bevel to begin beveling. Just hit control. And at the same time then again we'll get this
little dotted line. Then as we move our mouse, it'll change the size
of this rounding. Your rounding also might not have the same amount
of edges as mine, and that's because it'll start out usually at a lower default. By using your mouse wheel, we can increase or decrease the amount of edges
inside of this rounding, which will make it either
more or less round. For our example, let's just
add a few here just by scrolling up on our mouse wheel until it looks relatively round. Then we can decide
how wide we'd like this rounding and then click to confirm it, just
like most tools. After using them,
you'll typically get an option box over here on the left side that
allows you to further adjust the settings
of the bevel, in this case, that
you just made. If we wanted to adjust it
to a very specific size, we could say type in exactly
0.5 And then hit Enter, and we'll make
this bevel exactly 0.5 We can also change
the amount of segments, which is the amount
of cuts here, which changes how round it is. Maybe we want more cuts on ours, so we'll type in ten
and then hit Enter. In general, for Bevel, the width and the segments are the two most
important settings. When you're happy
with your bevel, simply click off your
model to confirm it. Now let's learn about the
next tool called Loop Cut. While we're still in edge mode, we can just hover over
anywhere on this model and then hit control in
R. At the same time, this little yellow line is showing us where we're
about to place a cut. By cutting the model, we'll increase the amount of geometry. We have to work
with the amount of faces, edges, and vertices. However, before we decide
where we place this cut, we can still make
some changes again. We can use our mouse
wheel to scroll up to add more or
less cuts to this. Maybe we'll increase
it up to two. Then once we've decided
how many cuts we want, we can click once,
just start sliding our cut now we can actually choose where
we want to place it. If we wanted them closer up towards the top, we
could place them here. Or we can move them further
down towards the bottom. Or we can leave them just
roughly in the middle. I'm going to move mine
back to around the middle. And then I'm going to
click one more time, left click, to confirm the
placement of these cuts. As I mentioned before, adding more cuts to the model gives you more geometry to work with that would allow us
to do things like maybe select off the model
here to deselect everything. Now we're going to hold down Alt and select any one
of these edges here. I'm just going to select the one that's roughly in
the middle for me. By holding Alt, I've
selected it and it's selected all the
way around the model. And now I could hit to
start scaling this up. I could change the shape
of this model doing that. And I could choose any one of
these different edges here. Just continue to
do that to change the shape and the
look of this model. For our second to last tool, we'll be enabling something
called snapping to do this. Go up here to the
top center and we're going to click on this
little tiny magnet icon. Once we've turned this on,
it'll turn blue and it'll show this highlighted
magnet snapping allows us to have our
tools and parts of our model magnetized to
different parts of our scene. If you click this
little drop down menu next to it
with the four dots, you'll see all the different
options that you have in order to change what it's
going to be magnetizing to. Right now, I have our
snapping tool set up to snap to vertices. Let's
see how that works. We're going to hit three to
change into our face mode. Then we can select this
very top face here. Now we're just going to grab
this blue handle here at the top to move it up and
down in the z direction. Then we'll notice as we do this, it starts bringing
up this little tiny orange circle that seems to snap to different vertices on our model wherever we drag it. Once that little circle pops up, that's where it's
snapping at exactly two, but only in the Z height. If I drag it to here
and then let go, I've now successfully moved this face to be exactly in
line with this face here. That's because we
snapped to this vertice. That's a part of this face. Snapping is a really
powerful tool that has a lot of
different options. As you get more
comfortable with three D, you'll find different uses
for these different options. For now, let's just click this little magnet
icon to turn it off. Again, that way we're not using snapping when
we didn't mean to. Now let's hit tab to exit our edit mode on this object
that we just created. Then lastly, we're
going to discuss one last common tool called
proportional editing. For this explanation, let's make a new object that will display this effect a little bit better. We'll hit Shift
and A to bring up our Ad mode and then go to Mesh. And then we're going
to choose Cho Sphere. After this sphere is created, let's go down here, down
to the bottom option box. And we're going to set
the subdivisions to five, which will make this sphere
a little bit smoother. We can leave our radius at one. And then we're going
to set our location to negative three, this time just to move
it off to the left. With these settings changed, let's zoom in here
on our Sphere, and then hit Tab to
enter our edit mode. We also want to switch into our vertex mode by hitting
one on the keyboard. We intentionally made the sphere really smooth and give it a lot of vertices to make this demonstration
even more obvious. For the sake of the example, let's just say that
we wanted to make the sphere into a little
bit more of an egg shape. Meaning it would have a
slightly pointier top and a larger round or bottom. If we just use the
normal move tool, we'd need to select
every single vertice by itself or enlarge blocks. We'd have to do something like this where we'd actually grab every single vertice and
move them up individually. And you can see how incredibly tedious this would
be or we would have to drag select over it and move them up individually, Then try to round
it out ourselves. And you can see how this just isn't a feasible way to work. I'm going to control Z, these changes that I just
made to undo them, it's back to a
regular sphere shape. Now we're going to enable a tool called proportional editing. We can enable that by
going up here next to where our magnet icon
was for the snapping. And we're going to
click this little tiny bull's eye icon, so these two little
circles inside each other. We just click this on, and that'll turn on
proportional editing. Again, for this example,
let's just choose a vertex here that's roughly
in the top center of this. You don't have to
worry about being perfect just for this example. Just select a single
vertice here at the top. This time we're going to move this vertice upward in
the blue direction. So the z direction. Then we'll notice right away
as we start moving this, it's not moving
like it did before. And that's because of the
proportional editing, this gray circle that
we're seeing around here. Hopefully you can see
that in the video. This gray circle
that we're seeing, that's actually the fall off for this proportional editing. And we can change the size of that proportional editing by scrolling in or out
on our mouse wheel. While we're moving it, we won't be able to change it
prior to moving it, you have to start
moving the object, or the vertice, or the face, or the edge, and then start
adjusting this falloff. And the falloff
determines how much of the model it moves along
with that original vertice. Let's adjust our shape here. I'm going to make my
fall off a little bit bigger by scrolling
down on my mouse wheel. Then I can pull it up just so
it's roughly in egg shape. Something a lot closer than the first time I tried to do it without proportional editing. This tool allows you to move your model in a lot
more organic way, as if the model
was made of clay. It won't move just
a single vertice, it's going to move
everything else around it based on that
fall off dimension. The further out it gets away
from the original selection, it'll move those parts
of the model less and less, until it down here, say at the bottom, when it was well outside of that range, it didn't move these at all. Now let's turn off
proportional editing by clicking the symbol
again to turn it off. And then we'll hit tab
to it, our edit mode. We're back in object mode. Before we finish, let's
show you how to make a duplicate of this egg
shaped model we just created. Making a duplicate is
actually pretty easy. All you need to do is
select the model you'd like to duplicate
within object mode. Then we're going to hit
Shift in D for duplicate. Just start making a duplicated
version of that object. Now just like all the
other move tools and transformation tools that we can bind this to a specific axis. If I hit x after starting
to duplicate it, it'll move it just
on the x axis. Maybe I'll move it over here. And then once I'm happy
with where I'm placing it, I can just left
click and then I'll make a brand new identical
copy to the first egg. After making your duplicate, you now have two completely unique versions of
the same model. Meaning I can go into
the edit mode for this new duplicated object
and make adjustments to it, and it won't make any
changes to the original. Then when we're done,
we can just hit Tab to exit our edit mode. That's certainly not
every tool and blender, but it's a great set of
tools that will help you make a lot of
different types of models. In the next lesson,
we'll learn about the importance of
applying transformations.
12. Applying Transformations: In this lesson,
we'll learn about the importance of
applying transformations. We'll be using these two log models for our demonstration. In this lesson, make sure that you have them
enabled in the Outliner. You can find them here in
the Lesson 12 collection. We've already learned about transformations in
a previous lesson. What do I mean by applying
them as a reminder? Transformation in three D, modeling refers to moving, rotating, or scaling an object. When we use these
transformation tools, we leave behind traces of
these changes on the model. Many cases, this isn't
really much of a problem, however, for some tools it
makes a huge difference. One of these tools
that's heavily affected is the Bevel tool that we
learned in the last lesson. Let's start with an
example on the left log. If we select this left log here, make sure that you have the
applied scale log selected. Now hit Tab to enter the
edit mode on this log. Then hit two to
enter our edge mode. We're going to zoom in here
to the rim of this log, right where the
bark is broken off. Click off to the side
of your model to make sure you have no
other edges selected. Now hold down the Alt key. Then we're going to select
this edge here that goes around the very
outside of the log. So we'll just click
on this edge here. And then that'll select
the entire loop, all the way around the log. Now let's begin beveling
this to see what the bevel looks like when
it's behaving correctly. To do this, we just need
to hit control and for bevel and then move our mouse slightly until we
start beveling this edge. It doesn't really matter how
many edges you put on it. So you can just scroll
your mouse wheel down to lessen the
amount of edges. We'll just bevel it out to
about here. That's fine. These measurements
really don't matter. We're just wanting to see
some bevel here on the edge. We can now see that this bevel is nice and even all the way around the log and does a good job of rounding
off the sharp edge. Let's hit Tab to exit our
edit mode on this log. And then instead we're going
to select the other log. This is the non
applied scale log. This other log, I intentionally
messed up the scale. It looks pretty much the
same as the other log. However, we'll notice that it behaves much differently
once we start bubbling. Let's zoom in here on this log, roughly to the same
spot as the last one. Then we can hit Tab to
enter our edit mode, then two to make sure
that you're an edge mode. In this case, we already
have this edge selected. However, if it's
not, just click off of your model to make sure
you have nothing selected, then hold down Alt and then select that same edge that
we did the last time, this outer edge here. Now just like last time, let's begin bubbling this edge. To round off this corner, we'll hit control and
to begin beveling, then we'll move our mouse away. Then we'll see as we
start beveling this edge, just like the last one, this one is behaving much
differently than the first. It's really squished on the inside and then it's really stretched
out on the outside. It's making this even
unpleasant looking bevel let's just move it around here and then confirm the
change by clicking. One last thing
we'll notice about this incorrect bevel is that the distance between these
edges also seems to change. This distance here is much shorter than
this distance here. That's also attributed to the stretched out
nature of this pebble. Now let's hit control Z. Undo this bevel, we're
back to how it was before. Then we're going to hit
Tab to exit our edit mode. This stretched out
bevel is because we haven't applied this scale
correctly on this log. Let's learn how to determine
that this log hats an incorrect scale
and how to fix it with our logs still selected. Let's hit to bring up
our side menu then. This menu here has
a whole bunch of different tabs that
do different things, but the one that we're
concerned with is the very top one called item. Now if we look down here
at the scale section, we can see that our scales here for the X and the
z are set to one. However, the y is set to four. If we look at this
object here, the y axis, which is this green axis, is the one that's incorrect. These should all by
default be set to one. However, R Y is set to four. This means, as far as
blender is concerned, this log is stretched out four times longer in the y
direction than it should be, even though it looks pretty
much like the other log. Now let's zoom out and then select the other log to see
what this one looks like. If we select this log, we can go over here
and look at the scale, and we can see that these
are all set to one. Which means that the scale
has been applied on this log, even though that this
log is much longer in the y direction than
it is wide in the x or the Z blender still
thinks that this log is exactly how it should be and isn't stretched out
in any one direction. Which means that our tools
will behave correctly. Let's go back to the other log. By selecting it, let me, can zoom in here so we can
get a better look at it. Now we're going to
apply the scale to this log to fix this issue. We'll start out by
hitting Control and a for Apply to bring
up our Apply menu. In this case, we
know that the scale is the thing that's
currently incorrect. We're going to choose
to apply the scale. After applying the scale, look over here at the
menu and see that the X, Y, and Z are all set to one. Now by using this supply menu, we've told Blender to
forget that we scaled this object and now consider its current state as
the default scale. We can do this for both
location and rotation. However, scale is what
you'll typically use the most as it's used
to fix most issues. We also notice that the
look of this log has changed slightly because
of fixing the scale. If we'd like to
fix the shading of this quickly before
redoing the bevel, we can just right click on it and then choose
Shade, Auto, Smooth. It looks pretty much
like the other log. Now with our shading fixed, let's hit Tab to
enter our edit mode. We already have our edge
selected from the last time. However, again, if
it's not selected, you can just select off
the model Hold Alt, and then click this
edge on the outside. And then we're going to hit
control B to begin beveling. Then we can start
beveling this edge. We can see now that
it behaves much more similarly to the first log than it did when it was
all stretched out on the original non
applied scale log. We can just choose any
distance we'd like. Here, click to apply it, and we can see we have
a nice round pebble now that isn't all stretched
out in any one direction. One last important
thing to note about the side menu and
applying transformations. Blender will only consider
changes made to the model while in object mode,
not in edit mode. If we're in this edit mode
here and we hit a to select all the edges on the model and then we hit to
scale them all up, we can just make this log much
bigger than the other one. Now we can hit Tab to
exit our edit mode. We'll notice that the
scale hasn't changed. It doesn't reflect
this new larger size. That's because we made these
changes inside edit mode. Any change made inside edit mode will not affect these
parameters here. This is true of rotation
and location as well. However, if we
scale this log back down roughly to the
same size as it was, we can now see that our
scale here has changed. As you get more familiar
with three D modeling, you'll learn ways to make this interaction work
to your advantage. However, as a
beginner, if you feel like a tool is
behaving incorrectly, I'd suggest the first place
you look is the side menu to see if you need to apply a
transformation such as scale. In the next lesson,
we'll learn about how to adjust the object origin point.
13. Adjusting the Object Origin: In this lesson, we'll
learn about how to adjust the object origin point. We'll be going back to the mug again for almost the last time. This class, make sure that you have that
collection enabled. You can find it here
in the Outliner under Lesson 13 and then turn
on that collection. Now, what is an origin point? You might remember, we
discussed the origin of the world earlier
on in this class. That's the intersection of
this red and green line within the viewport that represents zero x
0.0 z in the world. An origin point on an
object is similar but also different. Select this mug. We can see here that
the origin point of this object is represented by this tiny orange dot
here in the center. The origin point is
how blender knows what coordinate an object exists
in within the world. If we hit n to bring
up our side menu, we can see here that the
location for this mug is 0x0y and then just a little
bit above zero here on the Z. If we select the Z
and then type in zero to match all the other
ones, then hit Enter. We'll see here that our mug
drops down a little bit. Now this tiny orange dot is perfectly centered on
this intersection. For the axes, the origin point is also used as the pivot
point of an object. Let's switch over to our rotate tool to see an example of this. If we rotate this mug, we'll notice that
it rotates around that little orange
dot that's centered in the middle of the
body of the mug. We can hit control Z
to undo that rotation. And we'll notice
that it's the same for every other
rotation as well. Anywhere we rotate it, it's always centered
here on that little orange.in the
middle of the mug. And that's because that's
where the origin point is. Why is all of this important? And how do we change it if
we don't like where it's at. The origin point is the
heart of your model. It dictates where Blender thinks your object is and how it
rotates within the world. How do we change the location
of this origin point? Then there are three main ways
to move the origin point, but some are a little bit more common or useful than others. Let's start with
the first method, with your models still
selected in an object mode. Go up to the object menu here, and then go down to Set Origin. There are a few different
options here, however. The most common ones
to use our origin to geometry and origin to
center of mass volume. Now let's select
to the first one. We're going to choose
origin to geometry. And then keep an eye on that little orange
dot on our mug. After we select
this, we'll see that this little orange dot
has actually moved over here to the right
side of this mug. In this case, it's
actually moved our origin point closer
to the mug handle. Because this setting
doesn't really concern itself with the logical
place for an origin point. It just looks at the
overall dimensions of the parts of the model and chooses a point
that's exactly in the middle of them for our mug, this makes the pivot point
worse than it was before. Now let's try the other option. With our mug still selected, we're going to go back up
here to where it says Object, and then we'll
choose Set Origin. And then we're going to pick
the very bottom one here, origin to center of mass volume. Let's select this and then watch where our pivot point moves. We'll see after selecting
that option that our pivot point has moved basically back to
where it was before. The center of mass volume option looks at the overall volume of the mug and does its best to put the origin point in the most voluminous
part of the model. In this case, the body of the
mug with the liquid in it has a much higher volume
than the smaller handle. It weighs the movement heavier
towards the larger piece. In many cases, using the set origin to geometry
will work pretty well. However, if you have
an odd shaped model, in this case a mug with a really thin handle
off the side. You might have a
better look here with the origin to center
of mass volume. Feel free to experiment
with the other options in this list to see how they affect the origin in different ways. Now let's move on to
the second method. Rather than relying on Blender to guess where we
want the origin, actually manually
move it into place. If we'd like to do this, we're going to go over here to the right side where it says Options at the
top right corner. Then we can click on
the Options menu here. And we want to check on Effect Only Origins.
Let's select this. And then we'll see a
different gizmo pop up here. This is actually
a representation of the origin for this object. Now let's switch over
to our move tool. Then we can zoom in
down here on the mug, and we can pull this origin
point wherever we'd like. We can see that our
mug is staying in place and we're only affecting, in this case, the origins. Let's move this
origin point down here to roughly at the
bottom of the mug. We now have the origin point relatively close to the bottom. However, if we'd like to be
a little bit more precise, we can go up here and turn
on our snapping tool. In this case, we
have it still set to vertex like we had before. Now if we move this, we
can move this origin point down and then hover over any one of these vertices here on
the very bottom of the mug. And it'll snap it to
that very bottom face. Now it's at the very
bottom of the mug. And we can tell
that it's actually lined up perfectly
with the bottom. Then when we're done,
we can turn off snapping and if we're happy with where the
origin point is currently, we can go up here
two options and then make sure we turn off
effect only origins. The last method is probably my least favorite way to
adjust the origin point. However, I figured
I'd show it to you as you may see it
in other tutorials. This method focuses
around the use of the three cursor that
blender utilizes. The three cursor in
blender is represented by this small orange and
white dotted circle here in the center of our scene. Very simply, the three cursor is used in a lot of different
functions within blender. The main one being
it's the location that any newly added mesh
will also be created in. However, it can
be used to adjust the location of
your object origin. To do this first,
we need to go into the edit mode here using Tab. With our mugs still selected, we'll hit Tab to
enter our edit mode. Now you can switch to any one of the three modes using 12
or three on your keyboard. In my case, I'm going to use
one to enter vertex mode. For example, let's
say we wanted to move the origin point using the three D cursor to the
edge of the handle here. Let's zoom into the handle and we're just going
to pick any one of these vertices here that's
centralized in the handle. In my case, I'm going
to choose this one. Now we need to shift
and S at the same time. I'll bring up this radial menu. There's a lot of
different options here. However, we're going to
choose cursor to Selected. This will move the
three D cursor to wherever we had selected, in this case the
single vertex here. Now we can hit Tab to
exit our edit mode. And then we can go up here
to object set origin. And then we're going to choose
origin to three de cursor. This will move the
origin of our object to wherever the three
decursor is within the world. After choosing this, we can
now see that the origin for this object has moved to where that three decursor was placed. We could have placed
this three decursor anywhere, and then
done this method. If we placed the three decursor way off over in the distance, and then did that same exact method origin to three decursor, it would have actually moved
this little orange dot, the origin point of the mug, way off into the distance, wherever that three
decursor was at. Artists who have gotten used to this three de cursor
workflow that blender is known for may find this easier
than the last method using the options and
origins checkbox. Personally, I prefer the
options origin check box over the three D cursor method, but feel free to try both and see what's
comfortable to you. Now that we've moved
the three D cursor, we should probably
reset it back to the world origin point that
it was at prior to do this, simply hit shift and at the same time to reset this cursor back to
its original point. Hopefully these methods give you a little bit more
confidence in making your models move and
rotate how you'd like. In the next lesson,
we'll learn how to join parent and
separate objects.
14. Joining, Parenting and Separating Objects: In this lesson,
we'll learn how to join parrot and
separate objects. We're back to using the
campfire for this lesson. So make sure that
you have the lesson 14 collection enabled. Now let's jump into
our first example. We'll notice in both the
outliner as well as selecting the model that this campfire is actually made up of a
few different models. We have the fire and then both of the logs as separate objects. This method works well while
building the campfire model. However, after we're done, It's a bit inconvenient
to have to select three different models
just to move or rotate the campfire
to a new location. For our first example, let's attach all
three of these models together into one single mesh. Once to select both of the logs first while holding Shift, and then select the campfire, the actual flame last, we'll still holding shift. The reason we're
selecting the objects in this order is by selecting
the campfire last, we're making it
the active object. We can tell the flame is
the act of objects because the other objects have a slightly darker
orange highlight. We can also see that
reflected here in the outliner by the names
being different colors. The campfire has a
lighter orange highlight versus the two campfire logs. This means that after joining
these objects together, they will all inherit
the origin point on the last object, the act of objects, in this case the campfire. This will keep the origin
point nicely centered in the middle of the flame
rather than off to the side. We're either one of the logs
origin points used to be. Now with these objects
selected in the correct order, we can hit Control and J to join these objects
into a single object. While this has taken
away some of the ease of editing for this object
and has made it much easier to move around the scene
as well as rotate without having to worry about rotating each log and the
flame individually. I'd suggest you wait
to join your models until you're confident that
you're done adjusting them. Let's hit Control Z
until we get it back to the point before our
logs were attached. Our next method to attach these objects is
called Parenting. Parenting allows us to join
Objects Transformations together without combining
them into one single mesh. This method is best used for objects that should
move together. However, they don't
necessarily want to be made into a single object. This process is very
similar to joining. So let's start by
making sure that we have our logs selected first and then our
campfire selected last. If you've de-selected your
objects, that's fine. Just hold down Shift, select the one log first, select the last log. And then while still holding
Shift, select the campfire. Now we'll hit Control and P together to bring up
the Parenting menu. We'll be choosing the Object
option here at the very top. As you can see, there are
a few different options. However, in most cases, Object Mode should
work just fine. Now let's choose object here at the top with our
Objects parents. And together we'll
notice a few things. First, in the outliner, we'll notice that we don't see the logs and the
list here anymore. They're not actually gone them. If we twirl open the campfire objects by clicking
this little down arrow. We can see here that the
campfire logs are listed inside of the campfire Object. This denotes that the campfire is the parent in this case, and the logs are the
children of the campfire. Will also notice that
if we hit Alt and Z, enter our x-ray mode so we
can see through the Objects. And if we rotate
to the side here, we can see these little tiny
dotted lines going from the logs origin points towards
the campfire origin point. This is another way to tell
that these objects here, I'll lead to this object, which is the campfire, meaning that these are
the children and they lead to the parent,
which is the fire. We can hit Alt and Z to
X at our x-ray mode. Then zoom out so we
see a better view. So how does Parenting
differ from Joining? If we select and transform the parent object, in our case, this campfire, the children
or the logs will follow. Let's just select
only the campfire. And we can see here that
the logs are not selected. Now if we move this campfire, will see that the logs
go along with it. And that's because they are
parented to the campfire. This also works for things like rotation as well as scale. So we can control Z to get it
back to its original point. But Parenting them, that
means as long as we select just the parent
or the campfire, that they are
essentially kind of like one object
for most purposes. The biggest difference, however, is if we select
just the children. So we select one of these
logs and not the campfire. We can move, rotate, and scale these objects
independently of the parent. This allows us to reposition
the logs as we see fit without affecting the parent
campfire in the process. Let's Control Z, these changes here to get the log
back to where it was. The easiest way to
understand the relationship between a parent and
child object is, wherever a parent goes
through, child must follow. However, a child is free
to move around on their own without the parents
chasing them around. Now that we've parented
these objects together, how do we separate them if
we've changed our mind? First, when you just select
all three of these objects. In this case, the
order doesn't matter. So I'm just going to
hold Shift and then make sure I select all
three of the objects. Don't worry about the
order in this case Now I'm going to hit Alt and P. To bring up the
clear Parent menu. We have three different
options here. However, in most cases you're actually
going to want to use the second one will want to choose Clear and
keep transformation. By choosing this option
will ensure that the children don't jump back
to their previous location, rotation, and scale prior
to us Parenting them. This is important if we've transformed the
parent object at all, such as moving the campfire
to the left or right, or scaling it up larger. If we choose just clear parent, the logs would jump back
to their original position and scale prior to the
parenting process, which would likely mess
up their grouping. Let me quickly show you a
difference between the two. The first example here, I'd just move this
campfire off to the left. Now if I select all
three of these objects, hit Alt and P. And if I choose just
clear parent will see here that these logs jumped back to where
they originally were at. However, if I Control Z, that change hit Alt P and then choose Clear
and keep transformation. There are no longer
parented together, as we can see over
here on the list. However, these logs have
stayed where they were moved to along with the original
campfire movement. I'm going to move this campfire here back roughly to the center. It doesn't matter if
it's perfectly centered, just basically
backward used to be. Then lastly, let's discuss the last way to
separate objects. For this last method,
let's use the join method again to combine them
into one single mesh. Again, we're going
to want to select the logs first while
holding Shift, and then select the fire last. Now hit Control and J
to join them together. Now we're going to
enter our edit mode for this new single mesh
by hitting Tab. And then we'll hit
310 to our face mode. Now let's deselect all of these different
phases by clicking off the model to deselect. Now let's hover over
just one of these logs. In this case, I'm
just going to choose the right log while
hovering over it. I'm going to hit L on my
keyboard to select linked. So L for linked, this option we'll select
all linked faces, vertices or edges to wherever
you're currently hovering. Will notice that it didn't
select the other log or the flame because
these objects are not physically linked
to each other. Even though they're
joined as a single mesh, they still exist as
separate entities with inside this object. Now that we have
this specific log selected, we're going to hit P. To bring up our separate menu. We have a few different
options to choose from. But in this case we're going to choose by selection because we want to separate off just the object that we
currently have selected. So just this right log. So let's choose the top option
here, separate selection. After doing this, well, notice
that the log we separated is no longer part of the
original combined object. Let's hit Tab to
exit our edit mode. We can now select this
separated log individually. One thing we'll notice however, is that it did retain the Object Origin point
of the connected objects. In this case the flame. The old origin point
that used to be in the center of the
log is now lost because it was moved to the center of the flame before
when they were connected. And that's the last method I
have for you in this lesson. As a reminder, don't
save over this file has we'll need to use this campfire
again in another lesson. You can always read download the starter file if you've
already saved over it though. In the next lesson,
we'll explore the many workspaces
built into Blender
15. Workspaces: In this lesson, we'll explore the many workspaces
built into Blender. We won't really be using
any particular model. For this lesson, let's enable
the entire scene so that we have something
interesting to look at while we explore
these workspaces. You can do that by turning
on the full scene collection here at the very top.
What is a workspace? A workspace is a preconfigured
UI that is purpose built with the
intention of being useful for one type of workflow. That doesn't mean that
these functions are only available in
these workspaces. However, Blender has
pre built some of the most useful ones for you
to save some set up time. Let's go through all
of them quickly. Just do you have a
basic understanding of what each of them
are useful for? Where do we find
these workspaces? At the top of your
user interface, you can see an entire line
of pre built work spaces. We can tell by the
highlighted tab that we're currently in,
the layout workspace. Let's start with this
layout workspace. Layout is essentially
the default workspace. When you open a new file using the general option like we did at the beginning
of this class, you'll start in the
layout workspace. This workspace has
a large viewport, as well as the outliner panel, the properties panel, and an animation timeline
Down here at the bottom. It's the default workspace
because it has most of the panels you'll need to get started with any
three D project. Now that we have an idea of panels a workspace can contain, let's give a brief
explanation for the others. We'll be going through
them from left to right, up here on this top line. First we have the
modeling workspace, and we can switch to
it just by clicking on the word Modeling
up here at the top. This workspace is very
similar to layout. However, it makes
some panels a bit larger and shrinks
or removes others. Mainly the timeline
at the bottom is gone and the property
panel is much larger. As I mentioned earlier, using these different workspaces is really just a
personal preference. Virtually everything
you can do in these workspaces can be done
inside the layout workspace. Don't feel the need
to always model exclusively inside this
modeling workspace, but if you find this layout
useful, feel free to use it. Now let's move on to the
sculpting workspace. We can do that by just
clicking up here. This workspace is purpose built for sculpting
within Blender. Sculpting is a particular modeling method that
allows you to push and pull parts of your models almost as if they
were made of clay. In this scene, the
campfire would be the most likely
candidate for sculpting, as it has a flowing
and organic shape. Which sculpting is
best at creating. To begin sculpting and object, simply select the
object you want to sculpt and then go over here to where it says object
mode and then switch to sculpt mode instead. This will allow you to use
the different sculpting tools here on the left to grab pieces of your model and adjust the shape of it Utilizing
the different tools. I'm going to control Z, these changes to get it back
to how it was before. Now let's switch to our
next workspace, UV Editing. This workspace is meant for
the action of unwrapping your three D models in preparation for more
advanced textures. Unwrapping is the
process of taking a three D model surfaces and arranging them completely flat so that two D textures
can be applied. The right viewport shows
you your three D model, and then the left
viewport shows you the flattened two D UV layout. We can see an example of
this by going over to our right viewport and hitting Tab to make sure that
we're in object mode. Now select one of the logs and then hit Tab to
enter our edit mode. If you hit A to make sure you have everything
selected on this log, you can look over here
to see what that log looks like when it's laid
out as a two D view. We have the two ends of our log as well as the length
of the log here. Let's hit tab to
it, our edit mode. Then switch over here to the
texture paint workspace. This workspace
allows you to take these unwrapped models and
paint directly on them. This process is like painting on a little
figurine in real life, but with all of the benefits of digital tools such as
different brushes and layers. Now let's switch over to
the shading workspace. We can do that by
clicking this tab here. Aside from layout, this is the
first workspace we've come across that you'll
more than likely use in almost every single
project you create. Workspace is the main
place that you'll be creating shaders or
textures for your models. Shaders are what give your
models colorful surfaces, like green grass or
rough brown tree bark. We'll be exploring
this workspace in particular in more detail
later in this class. Now let's switch over here
to the animation workspace. This workspace gives us
a more detailed view of any animations we're
creating for our projects. On the left side, we can
see our camera view, assuming you have a
camera in your scene. On the right side, we can see the viewport to actually
interact with our models. At the bottom here, we have
what's called a dope sheet, which is essentially just
a more detailed view of the timeline we saw at the bottom of some of
the other workspaces, Both the timeline and
the dope sheet will display any key frames
your objects have on them, which are the building blocks
of any animated object. We'll discuss animation in more detail in a later
lesson in this class. Now let's switch over to the rendering workspace
here at the top. This workspace is
made exclusively for you to see the product
of your hard work, the final render, this
box in the middle is where your final render will
appear after it's complete. You don't need to follow
along for this part, but this is what the final render for the
scene will look like. I've sped this
rendering process up, as this part does take a little
bit of time depending on the complexity of the scene and the computer you're
rendering it on. We'll be discussing
this workspace in a bit more detail
later in this class. We can move on to the compositing
tab up here at the top. This workspace is closely tied to the rendering workspace. This workspace, we'll be adding additional effects to
our renders to create things like soft glow around
the fire in the moon. It works using a
node based system, similar to how the
shaders are constructed. We can see the nodes making up this effect over here
on the left side. Unless you also rendered your image in the
last workspace, you won't actually
see the image here. Now let's move on to the
last two workspaces. Next up is geometry nodes. This is one of the
more complicated workspaces that we
have access to. It's preconfigured
to work on a built in system called geometry nodes. The system is incredibly
powerful for creating procedural geometry effects for things simple or complicated. You could use this system to
do simple things like just scatter an object like
a rock across a plane. Or you can create
a complex web of nodes that creates skyscrapers
from a single line. The sky is really the limit when it comes to geometry nodes. If you're interested
in learning it. This is the workspace to do it in due to its complex nature. We won't really be touching on it at all during this class. Lastly, we have this
scripting workspace. This is another pretty
complicated workspace, unless you have prior
knowledge of coding, to rely on this workspace
is meant for you to write your own code and create your own plug ins to bend
blender to your will. If you have a
background encoding, you might find this
workspace a fun place to play and make custom tools
to make your life easier. As an artist, I don't personally write my own code and rely on the amazing community
of blender artists encoders to make these
custom tools for me. Now let's switch back to
the layout workspace to reset our scene. And that's it. We've now explored all of the
preconfigured workspaces in Blender and gave a
brief description for the purposes of each. You can also create your own unique workspaces
up here by using this little plus sign
button at the end of the list if you have
something special in mind. In the next lesson,
we'll learn how to customize the user interface.
16. Interface Customization: In this lesson,
we'll learn how to customize the user interface. We'll be using the full
scene again for this lesson. Make sure you haven't
enabled in the Outliner. Now that we know about all
the preconfigured workspaces, how can we adjust any of these workspaces to make them
work better for our needs? We're going to use
the layout workspace as our example for this lesson. The easiest thing we can
do is resize a panel. We can do this by hovering over the border between two panels, such as the viewport and the
timeline down at the bottom, waiting until our
mouse turns into the up and down
arrow in this case. And then click and drag between these borders to resize
either of these windows. This allows us to make a
panel larger or smaller, depending on how useful
it is at the moment. What if we want to add a new
panel to this workspace? We can do this by going up to the top left corner of
any one of these panels, and then waiting until our mouse turns into a little plus icon. Once it's turned
into this plus icon, we can click and drag. And that will drag out
a brand new panel, which is a duplicate of the
panel you just dragged from. It doesn't necessarily need to be from the top
left corner either. We could drag from the bottom left corner if we
wanted to as well, or the top right or
the bottom right. We can also change
what's displayed in this new panel by using the dropdown menu in
the top left corner. Let's go to this far left panel, and then go to the
top left corner where this dropdown menu is. And then we can choose
a new panel type. Let's make this into
the shader editor. Now we've made this panel into the shader editor instead of the viewport, which
it was before. This would allow us to
work on a shader at the same time as working on the layout work space
if we'd like to. There are a lot of different options for
these panel types. And you can see all of
them by going up to this top left menu and then looking through
the different options. Feel free to check some of
them out if you're interested. Lastly, how do we remove a
panel once we're done with it, to remove a panel, go to the panel that you'd like
to keep in this case. I'd like to keep
this panel here. Now I'm going to go back down to this corner where I
drug out a new one. And then instead I'm going
to go to the corner here. Click and drag. And then move it down into an already
existing panel. And we can see as I do this, it starts highlighting
the top panel, but it makes the
lower one darker. It also turns my mouse into an arrow facing towards the
panel I'm going to remove. Once it's turned into the arrow, and I have the correct
panel highlighted, I can just let go and
it'll remove that panel. We can do that again up
here at the top left. Move up to the top left corner of the panel I'd like to keep. Move it to the corner and then drag over to the left side. And then let go to
remove that panel. With this knowledge, you
should be able to customize any workspace to meet your needs and make your life a bit easier. In the next lesson, we'll learn about the power of modifiers.
17. Modifier Basics: In this lesson, we'll learn
about the power of modifiers. We'll be using the rocks from our campsite for
this demonstration, so make sure that you have
that collection enabled. Now, find it over here in the
outliner under Lesson 17. What is a modifier? A modifier is an effect
that we can apply on top of a model to do numerous useful
or interesting things. These modifiers are editable
and can be turned on or off if we need to see what our model looked like
before we applied them. Let's start out with one of
the most common modifiers you'll use while modeling. We can see here that our
rocks aren't very smooth. They have jagged
edges that don't look great for the
aesthetic that we're after. Let's apply a modifier that can make them
nice and smooth. We'll start by
selecting the rock, and then we're going
to go down here to the modifier panel. It looks like a little
blue wrench icon. We'll select this
and it'll switch us to the modifier tab
within this panel. Let's apply our
first modifier now. And we can do that
by going up here to where it says Add modifier. If you're using
Blender 4.0 or newer, this menu has changed slightly. Now, instead of seeing all of the modifiers laid out
in one large menu, we instead have categories
that we can look through depending on the
type of modifier we want. These categories match
the columns from the previous view if you
already knew where they were. But if not, you can use the new search feature
here at the top. Simply type the name of the modifier you want
here at the top. And it will filter the
list for you and find any relevant matches with that quick explanation
out of the way. Let's head back to the lesson. And then we have a whole bunch
of different options here. But the one that we're
concerned with at the moment is down here
in the second list here. And it's called Subdivision
Surface, we'll select that. Now we can see after
applying this modifier, that our rock is a lot
smoother than it was before. The subdivision surface modifier divides all of the
faces on an object, then smooths out the transitions between them to make
the model smoother. Unlike the shading
modes that we discussed earlier like shade smooth
or shade auto smooth, this does actually increase the amount of geometry
on the model. This means that we need
to be a little bit more careful with how we
use this modifier, as it might make
your computer a bit slow if you increase
the settings too high. Now let's go over the main
parts of this modifier. It's broken up into two
different sections, Viewport and Render. By increasing the
viewport levels here to a higher number, we'll make our
model smoother and smoother only within
the viewport. Now this is the setting
here, both of these numbers. We want to be careful
with making them too high because every time
we increase this number, we're making our model
increasingly smoother every time, which is adding more
and more geometry, which makes this file harder
to run for your computer. Your goal should be to set this number as low as possible, but still getting the results
that you're looking for. Now let's set this
back down to two. The other slider here
is the render slider. This number determines
how smooth the model is, only within the render
increasing or lowering. This number has no effect
here in the viewport. We can see that here by
setting this to one, it still looks just as smooth
as it did set the two. Typically, you'll
want these numbers to be either equal
like they are now, or you'll want your
viewport number to be a bit lower and then have your
render number a bit higher. Using this method here with the lower viewport number and
a higher render number will allow you to work in
your viewport without it being too slow because of
the high smoothing value. But then when it
comes to render time, you'll still have a
nice smooth model, which is what
you're looking for. We can also choose to hide the
effect of this modifier if we want to by using the
buttons above the settings. If we uncheck this little
computer monitor icon, this will turn off the effect of this modifier only
within the viewport. This would allow us to have a complicated modifier
applied to our model, but not have it slowing down our viewpoort while
we're working. It will still, however, be
seen in the final render. Let's turn this
back one for now, so we'll make sure it's
checked on and turned blue. And then the other
option we have here is this camera icon. So if we uncheck this, we won't notice any
change in the viewport. However, this disables
this modifier within our final render. This option is a bit less useful than the viewport toggle. Much like the camera icon in the outliner over here that hides an object
only in the render. You might want to
check this toggle if your modifier isn't appearing the way you had hoped
in your render, you might have this
turned off by accident. Let's check this back one. For now, we have two other
things that we can do with this modifier before we move
on to our next example. First, we could just click
this little X button here. And that will remove
this modifier and set it back to
how it was before. We can see that that modifier had no lasting
effect on our model. If we want to remove it,
we can simply remove the modifier and it goes
back to how it was before. Now we can hit control Z to undo that change and put the
modifier back on the model. And then secondly, we can do something called
applying the modifier. This is a similar
concept to applying your transformations that we discussed in a previous lesson. When you apply a modifier, you are taking this
editable effect that we can change or
remove if we want to. And instead, you're
baking these effects directly into your model
and making them permanent. To apply a modifier, you have to go up here to
this little drop down menu. And then you can choose Apply. We can see now
that this modifier has disappeared from the list. However, our rock still has remained smooth
and that's because we baked these effects and made them permanent
on our model. You might be wondering
why you would do this if you can just leave it editable and still see the effects and you'd be
right to be wary of this. There are, however,
sometimes when you're making a
specific model with a specific effect
that you'll want to or need to make a modifier
effects permanent. You won't really know when
you need to do this until you come across this specific
situation that demands it. But in general, I'd suggest that you leave your
modifiers as is. When in doubt, applying them
should be your last resort. Before we move on,
let's hit control Z to undo the apply effect that
we just did on this rock. Now to discuss our
next modifier, let's create a new object
that will make this effect a bit more obvious.
Let's zoom out here. And then we're going
to hit Shift and A to bring up our Ad menu, go to Mesh, and then we're
going to choose Cylinder. We'll leave all of
these settings here the same as they are
for the default. The only thing we're
going to change is the location for the x value. We're going to type in negative
two and then hit Enter. That way it moves
it off to the side. Now you can hit Tab to
go into your edit mode. Then three to go
into your face mode. We're going to
select the top face and then rotate around to the bottom hold shift and
then select the bottom face. That way we have both
of them selected. Now we can hit Delete or X, whatever you prefer to
bring up our Delete menu. And we're going to
choose Delete Faces With those faces deleted, we can hit Tab to
it, our Edit mode. And then lastly, we
can right click on the model and choose
Shade Auto Smooth. Now let's head over
to our Modifier panel to add our next modifier. We can click here,
choose Add Modifier. And then we're going to be
adding a Solidify modifier, which is just above
Subdivision Surface. Let's click Solidify. Now the solidifier modifier adds thickness to all
the faces on our model. This will allow us to take
the paper thin walls of our cylinder and give
them thickness so it looks more like a
realistic tube shape. We can adjust the
thickness of these walls here by adjusting the
thickness slider. If we make this
larger, we'll make the walls of the cylinder
thicker as well. We can also choose whether
or not this thickness goes inward or outward from
the original face. By adjusting this offset slider, right now it's set
to negative one, which means the thickness
is going inward. If we change this
to positive one, now it's taking
that original face, which is this here, and it's making the
thickness go outward. Just like the last modifier. This has all the same different toggles that we had before. We can turn it off just in the viewport or just in the render, and then we can also apply it or click this X to remove it. There is one last
thing I want to show you regarding modifiers before we finish this lesson with your cylinder
still selected. Let's apply another
modifier to it. This time I'm going to show
you a quick shortcut to apply the subdivision surface modifier so we can smooth the cylinder. All we're going to
do is hit control in two at the same time with
our cylinder selected. And that will
automatically apply a subdivision surface modifier with both values set to two. This key bind allows
us to just save a little bit of time to apply this frequently used modifier. As you can see, you're
allowed to have multiple modifiers applied
to the same model, and they'll interact
with each other as well. We can see that the smoothing
is taking into account that thickness that we added from the solidifier modifier. What might not be obvious
though is that you can re order these modifiers
after you add them, and it will often
change how they work. Over in our modifier panel, we can click these
little dots here next to the subdivision
surface modifier. And we can drag it above the solidify to see how
it changes the look. We can see that
after doing this, the smoothing looks
like it's disappeared. However, it's not
actually the case. Modifiers work from the top of the list and then move downward. This means that it
will do the effects of each modifier
one after another, starting from the top and then moving down based on that logic. That means the smoothing
is happening first, making the paper
thin cylinder walls smoother than they were before. And then it moves
on to the solidify to make those new
smoother walls thicker. If we reorder them
back to how they were by clicking these
little dots here next to the solidify modifier and dragging it above instead
how it used to be, We'll see that it's
adding the thickness first and then smoothing that thicker result using the subdivision
surface modifier. That's what's giving
us this weird rounded pointy shape
here at the top. It should be pretty
obvious to you now that reordering these and changing the way that
these are applied can dramatically affect the
outcome of the model. Hopefully, you've
gotten just a taste of how powerful modifiers can be when used in the correct
order on your model. In pretty much every one
of my other classes, we use modifiers to do really interesting
and useful things. Feel free to add or remove new modifiers to
see how they work. You might just find a really
interesting combination of modifiers that make a
really unique effect. In the next lesson,
we'll learn about the basics of
animation and blender.
18. Animation Basics: In this lesson,
we'll learn about the basics of
animation in Blender. We'll be using this
cute little frog for this lessons demonstration, so make sure you haven't
enabled. You can find it here. In the Lesson 18 collection, I'll be showing
you the basics of animation utilizing our
little friend here. First, what is
three D animation? In its most basic terms, animation is the changing of properties such as a location, rotation, or scale over
a set amount of time. Essentially, it's how we
can make this frog move forward 1 meter over
the span of 3 seconds. If we wanted to, How do we
add animation to this frog? Let's start by making
the time line at the bottom of the
viewpoint a bit larger. We can do that by just going down here to the
border between them, waiting until our mouth turns into these up and down arrows. And then just dragging it up. This will make our
view of this time line and key frames a little
bit less cramped. Now, make sure you have
your frog selected. And then we're going
to go over here to the Object Properties tab. This tab has a little orange square with orange
brackets around it. This is where we'll be
setting our key frames. This isn't the only
place we can do this, but it's one of the
more simple places. I've mentioned keyframes
a few times now, but what exactly are they? Keyframes are like
little pushpins along our timeline that lock up property at a certain value at a
certain point in time. As we add more keyframes to a property along the timeline, we'll force Splendor to animate the object between these values. Now let's place our
very first keyframe. The first thing we'll want
to do is determine where on this time line we're actually going to be placing
this keyframe. This blue line here determines where that keyframe is
going to be placed. Let's move it over here and
make sure it's set to zero. We can do that just
by clicking on the top and then
dragging it over. Now let's place our
first key frame. Go over here to the right side in your object properties panel. And then for our y location, we're going to place our
keyframe here at 0 meters. To do this, we
just need to click this little white dot
next to this property. Once we place this,
this value will turn yellow and we'll now
see a diamond down here. We can also look down here
on our timeline and see that we have a little yellow diamond right at frame zero as well. This keyframe tells Blender
that the y location of this frog should be at
0 meters on frame zero. Let's zoom out a little
bit so we can see a little bit more area
in front of our frog. Now we're going to move
this playhead all the way to Frame 90,
which is right here. Frame 90 is exactly 3
seconds after frame zero. I know this because our
file is currently set to 30 frames per second
in animation. Both two D and three D time is broken up into
frames per second. There are a variety of
standards for frame per second based on the type
of media you're creating. For example, big
screen movies in two D animations typically
use 24 frames per second. While three D animation typically uses 30
frames per second. This means that every
second of time is broken up into 30 individual
frames on our timeline. 3 seconds would be 30
frames times 3 seconds, which equals 90 frames. Now that our playhead
is set to 90, we can go over here to
our object properties. On the Y location,
we're going to type in negative one and
then hit Enter. We'll see our numbers changed
from green to orange. The green was letting
us know that there are key frames already
applied to this value, but there isn't anything
currently there. Once it's changed to orange, that means that we have changed the value of this key frame, but we haven't actually
applied it yet. Let's apply it by clicking this little hollow
diamond icon next to it. After doing that, we'll see it's turned to yellow
like it was before. Now down here on the timeline, we can also see a
little yellow keyframe. We typed in negative
one meters instead of positive one meters because we want our frog
to move forward. In this case, forward
for our frog is actually moving negative on the
y axis, not positive. If we had typed in positive one, he would have moved
backwards 1 meter. Now that we have two keyframes
placed on our timeline, we can slide our
playhead back and forth to see how the
animation looks. So we can see as we
move our playhead, 0-90 the frog moves
forward exactly 1 meter. We can also hit this
little play button down here to let it play
through automatically. So we can see 0-90 it
moves forward 1 meter, and then it stops because
there is no more instructions. After that, it's told
to move up 1 meter, but then it isn't
told anything else until it rolls around back
to the beginning again. Let's give our frog some
more keyframe so it makes a little bit of a jump
at the end of its movement. First we're going
to head to frame 60 by moving our playhead here. And we're going to place
a zero meter key frame on the z location. The z location is
what determines how high in the
air this frog is. Now move to frame 75, and then set this z value
to 0.15 And then hit Enter. This will hop it up a
little bit into the air, but we have to remember to
actually place this keyframe. We'll click this little symbol here to place the key frame. And then lastly, let's
move it back to frame 90, and we're going to
set our key frame for the Z back down to zero. We'll type in zero. And then click this little
button here again. Now let's move our
playhead back to zero, so it's at the beginning
of the animation. And then we can hit
the play button to see what our
animation looks like. We can see now that our
frog moves forward a little bit and then jumps off
the ground into the air. And then lands on frame 90. As it stops its forward
movement as well, if we'd like to shorten
this timeline so there isn't so much dead
space here at the end, we can change the length
of the timeline over here. Let's type in 100 for the end of the timeline.
And then hit Enter. This will shorten it, so there's only a small pause at the end before it rolls
back to the beginning. Now we can hit Play again
to see how that looks. So it's a little bit more pleasing to watch
because it doesn't sit there motionless here
at the end for so long. This is a super basic
form of animation. But I'm sure you
can see how a three D artist could overlap multiple different key
frames and timings to create complex and
interesting animations. You can also keyframe
other properties, such as sliders on a modifier. All you need to do is hover over any property and blender and then hit the key to place a
keyframe on those values. If you're interested
in learning more about animation and how to make it look a little bit more natural, I have multiple classes teaching the basics while
creating fun projects. In the next lesson,
we'll explore the different viewpoint
rendering modes.
19. Viewport Rendering Modes: In this lesson, we'll explore the different viewpoint
rendering modes. We'll be going back to the full scene again for this lesson. So make sure that you have
the collection enabled. You can find it up here in your Outliner under Full Scene, and then just remember
to check it on. Up until now, we've
only seen our scene with the models displayed
as the shiny gray. Let's go through the different
ways that we can view our scene utilizing the
viewpoint rendering modes. First up, let's discuss the mode that we've been
using this whole time. Up here at the top
right, we can see four different buttons that correspond to different
rendering modes, as well as a drop
down menu here. Using this arrow, we can tell by hovering over this highlighted button that we've been using, the solid viewpoint rendering
mode this whole time, solid view is basically
the default mode. When you open a new file, it will start you
out in this mode. Opening a previously
saved file will also default to the solid view
most of the time as well. This mode does a
great job at being an all purpose view meant
for modeling and animating. It gives us a nice fast
preview of our models, while also doing a good job at highlighting the
forms of the models, such as the ripples
here on the Camp Fire. The main downside to
this view, though, is it doesn't show any
true lighting information or shader information. It uses a default, even lighting across
the entire scene, and this smooth gray
material on everything. Each of these four
different viewpoint modes, their own unique set of
options that we can adjust. We can access them via this dropdown menu over here on the far right
side of these modes. Now let's check out the
settings for the solid view. And we can do that by clicking
this little dropdown here. To bring up the
settings, I won't be going through every
single option here. However, I'll go over some of
the most useful highlights. First, we have the lighting or mat cap settings
here at the top. If we leave it on
the studio setting, we can click on this icon
here and then choose different default
lighting schemes if we click on this
and then we have a few different options here, as we change them,
it changes that even default lighting that
we have within our Viewport. And then if we switch
back here to the far left one, this
is the default. We can also switch it
from the studio mode to the Mat cap mode by
clicking this icon here. Just like the studio options, we can click this icon here to change the different
types of Mat cap. There are numerous different
options here that might make modeling certain objects
easier than others. You can go through each of these here and just see
if any of these stick out to you as
being useful for any particular
object In general, these are usually used more for the sculpting aspect of
blender rather than modeling. However, some of these have
rare specific functions that might make your job
a little bit easier. One thing that's important
to note is that these are not true materials
on these objects. They are simply filters that
we apply to our scenes so that we can see them with these specific matt caps applied. When I choose this,
I'm not actually texturing my scene with
this shiny green material, It's just an override
that's applying this material inside
the viewport. I'm going to click
on the Cycon here, choose the top left one to switch it back to
the default mat cap, and then I'm going
to switch it back to the studio as I
prefer this mode. Lastly, we have the flat mode, and we can switch into that by just clicking the
word flat here. And this mode just
applies a default color, in this case white
across our entire scene. In most cases, the
default studio mode will work just fine for modeling
and animation purposes. The last thing we're
going to discuss in here is the cavity settings
down here at the bottom. This setting applies
a faint shadowing and highlighting to the
edges of your model. By default, this setting
isn't actually turned on. However, I have it enabled
for you in this starter file. If you'd prefer
to turn this off, you can just click Cavity
and it will turn it off. And we can see the difference it makes inside of our
viewpoard here. Everything has a little
bit less shine to it and there's a little less
shadowing between objects. However, if we turn it back
on by just checking cavity, we can see our scene
brightens up and it brings a little bit more
shadows into the crevasses. You can adjust the
brightness and darkness of these shadows and highlights by
adjusting the ridge or the valley values down here. Ridge will make the
highlights brighter, then valley will make
the crevasses darker. I always have mind set to 0.5
I like that view the most. I'm going to set these back to 0.5 I think this looks nice. Now let's move on to the next
viewport mode wire frame. We can get to wireframe mode by going up here
to the top right, and we're going to choose
the leftmost bubble here, and it's the one that
looks like a cage. Wire frame works in a
similar way to x ray mode. However, it completely
removes the surfaces of your objects and leaves
behind only the wire frame. The wireframe of an object shows all of the edges that that
object is created with. We can see here on this rock, we can see every
single individual edge that creates this rock. If you select an object
in the viewport, it will change the
wire frame color into an orange highlight color. This mode is the most
useful when you're doing the same things that
you use x ray mode for. You might prefer this view when selecting through
an object or doing some detailed modeling that requires the view of
the entire object. Zoom back out on our scene here so we can get a full view. Now let's go up here and
discuss some of the settings. We can get to the settings
by clicking this dropdown. The only useful options we
have in the dropdown menu for the wireframe mode are pretty much just
the color options. If you go down here to the
color and then you can switch it to objects or random, you might find one of
these modes here a little bit more desirable
than just the single, which is the default
color option here. Up next we have the first
viewpoint mode that will display the lighting
and materials in our scene. The Material Preview mode. We can get to that mode
by going up here and it's the third icon here
in from the left. It's this one that has
like a checker board across it. Then we
can select this. Now this mode might take a moment to load as it processes
each of the materials. Just give it a moment and you'll eventually see the view
that I have on screen. Now, it might just
take a minute or so. It typically only takes this long upon opening the file for the first time after you've opened the file and
switched to this mode once, it should be a lot quicker to switch back and forth
between them again. What's the point of this view? As the name suggests, it's mainly used to
preview your materials as you work on them after the
materials have loaded. It's a relatively fast
view which makes it great for making quick
edits to your materials. We'll also notice that
this view has started giving us an indication of
the lighting in our scene. However, it feels
a little bit off. It's all ambient and it doesn't really have
any specific direction. You also know,
based on the intro and thumbnail to this class, that our campsite is
actually a nighttime scene. Not this brightly lit, evenly lit daytime scene. So how do we change that? Again, we'll be
using this drop down menu to change some
of these settings. Right now it's using this
forest lighting scheme displayed on this
mirrored ball icon. If we wanted to choose a different default
lighting scheme, we can just click
on this icon here. And then choose any one of
these other preset options. So we have a few different
ones to choose from. However, none of these are the actual lighting for our scene. They're all just default baked in lighting schemes
that come with blender. This ultimately isn't
really what we want though, as we want to actually
see the lighting that we placed in blender. I'm going to switch this
back to the default, And now let's learn how to
actually show our lighting, not this default lighting. To enable the actual
lighting in the scene, we need to check both of
these boxes here at the top. First, we'll check
on scene lights and then we need to
check on scene world. By enabling both of these boxes, we remove the default
lighting and allow our viewport to display the
actual lights for our scene. There is one small
caveat in this case, as the campfire light isn't
displayed correctly due to some settings that it has enabled more on
that in a moment. Overall however, our scene
looks much closer to the actual look of our
final render material. Preview mode, with
the scene lights and scene world check
boxes turned on is a great alternative
to our next mode as it still retains all of the
speed this mode is known for. So we can see here
as we rotate around, there's some flickering
that we're seeing here because it's processing
it each time we move, but overall it's a lot faster. We're not really getting
a whole lot of lag here. Now let's discuss our last
viewpoint mode, Rendered mode. To get to that mode, we can
go up here to the top right, and we're going to
select this icon which looks like a shiny ball. This mode will use whatever your current render engine is to display a preview
render of your scene. Rendered mode is the
most accurate mode in terms of the
lighting and materials. However, it's also
the slowest to render and the most
taxing on your computer. Depending on how good your
computer hardware is, you might want to
only turn this mode on to check something quickly, then turn it off and switch it back to the material
preview mode with both of the
lighting check boxes turned on to help
speed up the viewport. As we can see, when
we move around, there's a pretty significant
lag between moving our viewport here
and then it cleaning up the render and showing
what it should look like. And we can see that up
here at the top left, it's actually going through and rendering this
viewport mode here. Overall, it makes this
viewport a lot slower. However, it is a
lot more accurate. One of the biggest things
we'll notice about this view is the camp fire is displaying its
light correctly. Now this is because this glowing material
that we have applied to this campfire only works correctly when it's using
the cycle's render engine. The cycles render engine can only be displayed in
the viewport though, when it's using this rendered Viewport mode that
we're currently in. The Material Preview mode, which is the previous one. If we switch back to it, this is utilizing the EV render
engine to display our scene. Which is a much
faster render engine. But it has limitations such as glowing materials don't
actually cast light. We'll learn a bit more about the two main render engines and a later lesson
in this class. Now let's switch back to the
rendered viewpoint mode. And again, we can do that by clicking this icon
here at the top right. The main thing you'll
notice about this mode is that each time you
rotate your viewport, just see a different
part of your scene. The scene gets really
fuzzy all of a sudden, and doesn't start clearing up again until you stop moving. That's because this mode
isn't able to display this quality at all times and requires you to stop moving, so it can quickly render a preview of the new view for you. This is another
good reason to use your Material Preview
mode instead, if you're going to be moving
around your scene a lot. As for the options and the
dropdown menu over here, they aren't super useful. It's doubtful that you
would ever want to use this preview mode without
using your own lights. However, if you did want to, you could uncheck both
of these boxes here and now it'll switch
to using one of these defaults that
we saw before. However, in almost all cases, you'll want to have both of
these checkboxes turned on, as we do actually want to see the lights inside our scene, especially while
using this mode. At this point, we've explored all four of the viewpoint modes. So now you can better look at your scene in exactly
the way you need to. In the next lesson, we'll learn the basics of
materials in blunder.
20. (Blender 4.0) Material Basics: In this lesson, we'll learn the basics of
materials in Blender. This lesson has been
updated for Blender 4.0 If you're still using Blender 3.6 you can skip this lesson and
proceed to the next one, where we go through
the same topic, but in Blender 3.6 instead. On the other hand,
if you're using Blender 4.0 watch this lesson. Then you can skip the
next lesson as it explains an older version of blender that isn't
relevant to you. With that out of the way,
let's proceed with a lesson. We're heading back to a more simplified example
For this lesson, Let's get the correct collection
enabled before we start. We can do that by going up here, turning off the full
scene collection, and then checking on this
Lesson 20 collection which has our mug inside of it. Now we can head
up to the top and switch to the shading workspace. Now we'll switch to our
Material Preview View. For this top viewport,
we can go up here, select this button
here at the top right, someone with a checker box
icon on top of the circle. Then this dropdown menu
here to the right. Make sure you have both of
these checkboxes unchecked. This will give us some nice default lighting for our scene. Lastly, let's change
this default lighting to something a bit more
useful for this mug. We can do that by clicking
this button here, So we click on this little orb. We're going to
choose the one here that looks like the inside of like a living room or a bedroom
or something like that. We'll select this if the
background of your scene here has a blurry version
of this lighting in it, you might have your world
opacity slider turned up. If you don't like
that blurriness in the background and you
find it distracting, go back to this drop down menu. And then below, we'll
see here world opacity. You can just drag this
all the way down to zero and it'll make
it gray again, but it'll leave the
lighting behind. With our lighting set up, let's zoom in here to our mug so we can get a better look. Okay, now that we're all set up, let's start exploring
materials and blender. First off, what is a material? Materials in Three
D software give your object surface
details such as color, reflectivity
or bumpiness. The two materials on this
mug make this cup look like a blue ceramic and then this liquid on top look
like a dark coffee or tea. Let's explore this
new shading workspace and a little bit more detail. On the top left, we
have a file browser where we can locate image files
if we'd like to use them. At the top center,
we have our three D viewport that we can get a
preview of our materials with. We can also rotate around
remodel to see it better. This works just
like all the other viewports that we've
used in the past. At the bottom center, we have our shader editor. This is where the
bulk of the work is done in this workspace. If you haven't already, you
can select your mug model. Then that'll show the material that's currently
applied to this model. Lastly, on the right side, we can go to our
Material Properties tab, which is this little red circle with the checker
icon on top of it. If we select this, we'll get a little bit more
simplified view of the material that's currently
applied to our object. Now let's start adjusting this blue mug material so we
can get a better idea of how a material is structured due to this mug having two different
materials supplied to it. We'll need to make sure that
we're viewing and editing the blue material and
not the coffee material. We have two different
ways that we can do this. We can either select it from
the list on the right side here in the Material
Properties tab here, we can see mug test, and then we have coffee test. You'll notice down
here in the bottom when we select the
different options, this preview down here changes. That's because we're
actually editing a different material. In our case, we want to be on the mug test material because that's what
we want to edit. If you didn't want to use
this list on the right side. Instead, you can go down
here where it says slot one. We can click this drop down, and then we'll see the exact
same list as here as well. Again, we can just click
on this or this to switch back and forth between the two different materials
currently applied. Again, we'll want to be
on the mug material. The shader editor
at the bottom of your screen can be navigated
using your mouse wheel. If we scroll up and down
on our mouse wheel, we can zoom in and out
to get a closer look. We can also click in the middle mouse button
to slide the view around the shader Editor
operates based on a node system. If this is the first time you're seeing the node system
within Blender, let me give you a rundown. Each of these squares
that we're seeing here, both this left green one and the right red one, are called nodes. Nodes pass their attributes from the left side toward
the right side. Each of these nodes will have colored dots on it,
called sockets. You pass the properties
of a left node to the right node by connecting their sockets
together with wires, which are these lines
connecting them. To add more complex effects, you simply add the
appropriate node and connected to the other
nodes in the system. You'll be layering together a bunch of different
nodes and then outputting them to
a single material with more complex effects. In the case of
this mug material, we're only really
using this single node here to create this
simple material. Let's explore some
of the properties on this node to see how they
affect the material. First of all, this
principled BSDF node is basically the default node. It contains most of
the basic properties that almost any
material will need. We could connect more nodes to the system to add
more complex effects. But for this simple material, a single node has
a lot of power. We'll start at the
top of this node and explain the most useful
and common properties. I won't be explaining
every single property. However, I encourage you
to mess around with all of these different sliders
on your own and see how you can affect
the materials look. If you'd like to make
the shader editor bigger so you have
more space to work, we can just grab
this line between these two viewports and drag it up to make this
window a little bit larger so that when we zoom
in, we can get a better view. The most simple
thing that you can change is the base color. This property is pretty much
exactly what it sounds like. It changes the color
of your material. For this mug, I have it
set to a light blue color, but we can easily change it by clicking on this
little color block. If we select this, we'll
get a color picker pop up. We have a couple
of different ways that we can adjust this setting. First, the most simple way to
do this is to go up here on this big circle and then just click and drag
anywhere you'd like. And that'll move this
little white dot to somewhere on
this color wheel. Wherever we place this dot is what color our
material will be. If we wanted to make it red, we could drag it all
the way down here. You also notice
that the outside of this color wheel is more
saturated than the inside. If we wanted to make a
more desaturated red, we'd move this dot towards the center using
the same method, if we wanted to make the
material lighter or darker, we can go over here
to the right side and then drag this dot up and down to add more black
or white to the material, we can make it a dark,
desaturated red color, which in reality is
basically brown. We can see down here, this
little color block at the bottom has turned to
the color of our material. The other way to
adjust your color would be to use these
sliders at the bottom. You'll notice as we
move the dot around, that these sliders are
also moving with it. These are connected
to each other. This hue slider will
change which color it is. So it will slide it circular around this big circle
icon appear at the top. Saturation will
move it closer to the center by making it desaturated or further
to the outside. As we increase the number so it'll make it more saturated. And then we can
adjust the value, which will control
the white dot on the right side on that
black and white slider. These sliders are the most useful when you have
an exact color in mine and you know
the hue saturation and value of this color. I typically use this
big circle at the top here to find the basic
color that I want. We'll go with like a
warm orange color. Then once I'm pretty happy
with the color and I want to make some fine
tune adjustments now, I can go down here and maybe lessen the
saturation a little bit. Maybe make it a little
darker and then decide I want it to be a little closer to red instead of orange. Some of these fine
tune adjustments are a little bit easier
on the sliders, whereas the just picking your color adjustment is easier on this big
circle at the top. Lastly, we can switch the
way that this color is calculated by switching
to the RGB or hex mode. Down here, we have different
ways to choose our colors. We have RGB, the default is
hue, saturation and value. Then we have hex as well. These modes will produce
the exact same colors. However, they allow
you to select the color in different methods. For RGB, you're
choosing the balance of red versus green versus
blue of your color. And then for hex, you're
actually typing in an exact code for the
color that you want. Hex codes are a standardized
system of color picking that people familiar with web or graphic
design might prefer. However, in general, the
most common way to use these color pickers is just the hue saturation
and value sliders. I'm going to set my mug back to a blue green color
that I had before, but you can make your mug
whatever color you'd like. Next up we have the metallic
slider down here below. Again, this is another
slider that just says what it does if you
have it set to zero, Your material is not metallic. If you have it set to one, your material is metallic. I won't be going into the
exact differences between metallic and nonmetallic
materials as I think everyone has at least a basic
understanding of what it means when you say something
is made of metal versus not. I will say, however, you don't generally want
this number to be 0-1 You either want it to be set to zero or to be set to one, because in real life most
things don't exist in a state between being
metallic and non metallic. It's not that realistic to
have something set in between. However, feel free to play with values in between
if you'd like to, to make a more stylized look. They wouldn't have made it a slider if they didn't want you to use these middle values,
at least some of the time. For now, let's set this
back down to zero. Next up we have roughness. Slider controls how
sharp or blurry the reflections caused
by this IOR slider are. Let's zoom in on our
mug here and find a nice spot that has
some reflections. Right here, we can see
the reflections of some windows or doors
or something like that. We can see these white
lines going down it. If we take this roughness slider and we slide it
all the way to the left, making it zero, we'll make these reflections as
sharp as possible. They almost look like a mirror. And that's because they're
not blurry at all. There's no roughness to
the surface, however, if we slide them all
the way up to one, we'll make them as
blurry as possible. Now currently we're
actually competing with another setting in
this list here. I'm going to go down here
to where it says coat. Twirl this open and then I'm just going to turn this
down to zero for now. And we'll see why in a second. We can see here after turning the coat down to zero now we can see that we have actually pretty blurry reflections here. There is some light
reflecting off the surface. You can see it's a little
bit lighter over here. But as we lower this value
and get it closer to zero, making it zero roughness, our reflections will
begin to get more and more sharp until they're
eventually like a mirror. Let's set our roughness back
to 0.5 which is the default. Now we can move on to
the IOR slider here. This slider controls
how much reflection is present on your material. Ior stands for index
of refraction, which is a scientific way of calculating how much light is reflected off of a surface based on its angle
relative to the viewer. This is a fancy way of just saying how much light is
reflected off of the object. Most materials will reflect more light on the faces that
point away from the viewer. Like the edges of our mug, we can see here on the
edges of our mug here, it's actually a little bit
lighter and that's because it's reflecting more of
the surrounding light. Then here in the center, you
can see it's a bit darker. And that's because the face is pointing directly towards us. Typically, we'll
reflect less light if we increase this
value from the default, which is 1.45 So if we
just make this go up, we'll see here that the
center starts getting more bright and then the
edges get even brighter. By increasing this value, we allow more and more
light to be reflected back to us on the faces
pointing towards us. Meaning the object will look
overall more reflective. If we drag this slider
all the way down to one, which is the lowest value that'll make all
of the reflections on our object disappear. All we're seeing now is just
the shadow on the object. Typically, setting this
slider to one and removing the reflections is meant
for a more stylized effect. Almost nothing in real life
has no reflection at all. This would even include
things like concrete, sand, paper, or fabric. They would all
have some level of reflection on the opposite end. If we increase this slider, we'll make our object
more and more reflective. We can see here, as we
start raising this up, it starts looking
more like metal. And that's because
metal has a very, very high IOR value. Technically, this
slider goes all the way up to 1,000 However, you really won't
notice any changes on your object past about 50. Once you get to about 50, that's probably about
as reflective as you can make your objects
within reason. There's diminishing
returns as it get higher. So if we lower this down to something a bit more realistic, maybe we'll set it
to about three. We can also mess with
our roughness above it and then make a really, really shiny, really glossy
mug if we wanted to. That's just by combining
these two values. For now, let's set these
back to their defaults. So we'll set roughness back
to 0.5 then IOR back to 1.45 The rest of the settings in this principled BSDF node are collapsed into their
own little sections, and we can see those down here. Let's go through the most useful settings inside these sections. Now our first section here
at the top is subsurface. Let's twirl that open by clicking this little
triangle icon. Now we can zoom in here to
see our settings better. Starting from the top here,
we have the white slider. This weight slider adjusts
whether or not light can scatter around inside the
surface of your object. To best view this setting, let's set our color
for our mug to white. So we'll go up here
to base color. We can just turn
down the saturation and then turn up the value. We'll make it a nice
bright white color. And they're also going
to rotate below our mug. We want to see the shadow side
on the bottom of the mug. This will be the most
obvious place that we can see light scattering
inside the mug. Now, if we go back to
our subsurface settings, we can adjust this weight slider to determine whether
or not light will pass through and scatter underneath the surface
when it's set to zero. That means our surface
is completely opaque, light is allowed into it and
it can't scatter around. However, if we turn it
all the way up to one, we'll see here after the
material is updated, now we're getting some light scattering around
inside of our object. We can see the light hits
the side here and then bounces around and illuminates
these corners here, where the light is
passing through it and then bouncing around
underneath the surface. This is another example of
a slider that you usually want to have either
set 20 or one, and you want to try to
avoid values in between. Subsurface scattering is the most common in real
life for things like candle wax, milk, or skin. Subsurface scattering
is a different effect than things like water or glass. Water and glass allow
the light to go completely through the object
depending on your settings. Whereas subsurface scattering is more of like a
translucent setting. It allows light to go into the surface and then
diffuse and bounce around. But it doesn't really come out the other side like glass would. If you shine light directly on a glass of milk or
even candle wax, you'll notice that the
light passes through the object and illuminates
the inside of it. Now that we have our
weight set to one, we can go down here
where it says Scale. Then we can increase or decrease the scale size to change how much the light bounces
around inside of our object. If we have a really small value, it won't bounce around very far, it'll go in and then
fade out really quickly. And then if we
increase this value, it'll bounce around a lot longer and it'll go further
into our object. Let's lower this
down to something a little bit more realistic. Somewhere in like 0.08
range should be fine. Then we have these three
radius sliders here. We'll notice that the light
bouncing around inside of our object has a warm
pinkish glow to it. And that's because
of these radius sliders from top to bottom. Here we have the red light, then the green,
and then the blue. Based on these numbers here, we have a lot of red,
a tiny bit of green, and then even less blue, which is why the
predominant color of this light bouncing
around inside is red. By adjusting these sliders, we can change the
color of the light bouncing around
inside the object. To start with, let's
just make them all zero, which will basically remove the effect because we're now trying to bounce
around black light. Which black light doesn't really exist so much in three D, so it's not really
bouncing anything. However, if we now increase
just the red slider, we'll see that this
light gets really red. And we'll notice if
we go above one, it starts scattering
further into the object. In general, we'll
try to keep this at one even though the
slider can go above. Now we can see here,
it's pure red. It's not that kind of orangey
red that we had before. If we set this down to zero, now we can increase this one to the middle slider,
which is green. If we set that to one,
now it's green here. And then if we set this back to zero and then increase
the bottom one, we can see the
light now is blue. You can combine these colors together to make
the color you want. If we increase just the blue, then the top one
which is the red, we'll get a pinky color because blue and red mix together
make a pinky purple color. Then as we add more green, it'll start desaturating
that light color. If you wanted it
white, you could just set all of them to the
exact same number. Now one thing to keep in mind
is that the base color of your material will suppress some of these scattering colors, which is why we
changed it to white. Because white will
allow pretty much any color to scatter through it. As an example, if we set the red slider to zero and
the blue slider to zero, and we make the light
just green inside here. And then we go back to our
base color up at the top, and we set this back to our blue green color
that we had before. We'll notice that this
green effect is a lot more muted on top of the blue, and that's because it's
mixing with this blue color. If we can adjust these colors
and see how some colors have very little effect by increasing our
red slider here, we're essentially
seeing almost no value of red being produced
underneath the surface. That's because this blue is
suppressing that red color. The color that can scatter
underneath the surface is pretty heavily dependent on what color of the
object actually is. To turn the scattering
effect off, we can just turn this weight slider all the way down to zero, and that will completely
remove the subsurface values. Let's collapse the
subsurface menu and then move on to specular, which is directly below it. Specular section has settings
that adjust the look of our reflections if we rotate around a little bit so we
can see our mug again. Now we can adjust
this IOR level slider down here to fine
tune our reflections. If we slide this all
the way up to one, this will double the amount
of reflections on our object. Now our object currently is
not particularly reflective. Let's first we'll set
this back down to 0.5 We can increase our
IOR up a little bit, then let's lower our
roughness down a little bit. Now we have a really shiny mug. Now if we adjust this IOR
level and increase it, we'll see here
that it's doubling the brightness of
our reflections. And that's by setting this
all the way up to one. Now technically, this
does go above one. If we wanted to type in two, this will just
continue to increase the effects of this
IOR slider up here, but this is basically just fine tuning the original
base IOR slider. On the other hand, if we drag this all the way down to zero, we'll remove all of our
reflections as well. If we set this IOR slider
back to the default of 0.5 it's making no adjustments to what this value is doing. It's not decreasing it by going down or increasing
it by going up. It's just showing exactly what this IOR slider currently says. In general, I would get
your reflections looking correct using this
top IOR slider. And then if you need to, you can fine tune them a
little bit down here. But in general, you can get
your reflections pretty much perfect using
just this top slider, and you won't really
need this one. Below this slider here,
we have the tint color. Right now it's set to white, which makes our
reflections white. However, we can adjust this color to a
different color and that will change the color of our reflections to
a different color. Tinted reflections are typically reserved for metallic materials. You won't typically see tinted colored reflections on objects in real life
that aren't metallic. Now again, this can be completely used for a
more stylized effect. If you like the look
of this red reflection on your blue cup, that's fine. Just know that these color
reflections aren't super accurate if you're
trying to go for a realistic ceramic material. If you want to set it
back to your default, you can just change this back to white By lowering the saturation down to zero and then
leaving the value at one. Now we can close
the specular menu and then we'll go
back up to the top. Set our roughness back
to 0.5 then our IOR back to 1.45 Our next menu
here is transmission. Let's twirl this
open, and then we see it's just a single slider. The transmission
slider is what you'll be using to make your
materials into glass. Currently, it's set
to zero which means it's completely
opaque and not glass. If we increase this
all the way up to one, we'll see here our material
preview will update. And now we have a
glass material, so we can see the
light refracting going through this handle here. That's probably the
best place to see it. Here in the center, we're
seeing an effect as well. But you can see here now that this light is
actually coming through this mug and then coming out the other side again. This is another slider
that in general, you usually want to have
set to either zero for not glass or one
to make it glass. But feel free to
use these values in the middle if you're looking
for a more stylized effect. The color of this glass material is determined by
your base color. If you adjust your base
color to something different now we'll
have red glass, or orange glass, or green
glass, whatever you'd like. Then the blurriness of
this glass material is handled by the roughness
slider at the top. This roughness slider will
both control the roughness of your reflections as well as the frosted look of your glass. If we lower this, we'll get a more clear and less
frosted looking glass. Then if we increase that, we'll get a more
frosted looking glass. But again, remember that
this is also affecting the roughness of the reflections
on the surface as well. Let's set this back to
0.5 Then we can lower this transmission value down to zero to make our mug back
into an opaque material. I'll also set my color back to the blue green color as well. Let's collapse this
transmission menu, and then we can go
down here to coat, which is something
that we saw earlier. The setting is very
similar to IOR, as it adds a second layer of reflection on top
of your material. This weight slider down here
is meant to simulate a thin, clear coat applied on top
of your base material. In real life, you'd see this
on things like wood varnish, or clear coat on a car paint. As with most of these
weight sliders, this is typically
one that you'll want to have either set to zero for no clear coat or set to one
to make it a full clear coat. But don't let that stop you from using these middle values, especially on the coat one, as this one has a little
bit less of an effect on the physical nature
of your material. We can control the blurriness or the sharpness of the
reflections from just the clear coat by using this roughness slider
here in this section. We can increase the roughness to make these clear coat reflections a little
bit more blurry. Or we can lower them to
make them nice and sharp. We also have an IOR value here, which can make the clear coat either more or less reflective. And this is independent of
this IOR value up here. This only affects this thin, clear coat that we've applied on top of the original material. Then lastly, just like
inside the specular section, we also have a tint color here. This allows us to tint the
color of this clear coat. Now in the case of
the clear coat, it's not actually
tinting the reflections, This is tinting the
clear coat itself. It has a bit more of
a pronounced effect than the specular tint did. This will make your clear
coat not completely clear. You can make it a light blue
clear coat or a light red. And we can see here how this mixes with the color beneath. You can use this to make
some pretty cool effects. I'm going to lower
this IOR value down to something a
little closer to normal. We'll set this back to 1.45
It's not quite as reflective. Now we can collapse this
menu and move on to Sheen. This weight slider
here for Sheen. Will you can think of
it two different ways. It's either fuzziness to the outside of it or dustiness
to the outside of it. It's the same exact effect. It's more or less the type of material is how
it's perceived. In the case of this mug, this might look like dust
on the outside. But if this was a fabric, this might look
like a little layer of fuzzy fibers on the edges. This works similar
to the IOR slider and that it places more fuzz and dust on the edges
of the faces that point away from us than it
does here in the center. We can control how far
into the model this dust goes by adjusting this
roughness slider. If we lower the roughness, this fuzziness or the dustiness will stay closer to the edges. And if we increase
this roughness, the dust will start moving
further into the center and start applying it to
the center faces as well. If you'd like this dust controlled by the sheen
to be a different color, we can adjust that color here. For now, let's turn this off. And we can do that
just by turning this weight slider all
the way down to zero. We can see here that by
setting this to zero, none of these effects here
have any change on the model. And that's because
we've basically turned off the sheen
that they're applied to. And then lastly,
if we close this, we have our emission section. The emission color block that we have here and the
strength slider are how you make
glowing materials such as the camp fire flames
from the other scene. To start with, you'll just choose the color
that you'd like. It starts out with black. Which black won't glow at all? First, we'll have to
increase the brightness up to something
other than black. And then we can choose
the color that we want. Let's say we wanted
to make it orange. Once you choose the
color that you want, you can increase
the brightness of this glow by increasing the
strength of this slider here. One important thing to note that inside the EV render engine, which this current
material preview mode that we're in now is using, the object will glow. However, it won't actually
cast light into your scene. We can see here that
this object looks like it's got some
internal lighting, which is in this case orange. But it's not casting
light outward. That casted light can only be seen when using the
cycles render engine, which is what the
original full scene the camp site is using. That's why we're
able to get that glow emanating from our fire. For now, let's just set
this strength back down to zero and that will turn off
entirely the glow effect. Then when we're
done, we can just collapse this emission slider. Before we move on, I
want to quickly show you how you can add a new
node to your system. To do this, we're just going to hover over here
on the left side. Then we'll hit Shift
and A at the same time. Shift and a for ad. Then we can click the
search button here at the top and then
type in Noise O I. Then up the very top here,
we can see noise texture. We'll choose noise texture
just by clicking it here. Then we can click to place
it inside our system. Now that we have this
new node created, we need to connect it
to the system as well. To do this, we just need
to click from this socket. So we're going to click
from the color socket, this little yellow one, and then drag it over
here and plug it into the base color socket
on the principled BSDF. Can see here, after
we've plug it in, our material will update. And then up here now we can see this rainbow noise
texture that we have one here which looks
like rainbow clouds. By plugging this node, this noise texture into
the socket for base color, we've now overrode the blue
color that we had before. It's now no longer looking at
the blue color that we had, and instead it's getting all of its information here from
this noise texture node. This would be true
with any single socket that we see here on this principle BSDF
node or any other node. Every one of these
little dots here. Instead of using the slider, we can instead plug
another node into it and then have that node determine
what the slider does. Now let's go back to
this noise texture then. Here we can see
this noise texture has a bunch of
different settings. Just by changing the values
here on these sliders, we can change the look
of this noise texture which is currently
applied to our model. We can see here some
of these settings have pretty interesting effects. We originally connected this color output
to the base color, but if we instead use
this factor output so the FAC socket and then drag
it over here to base color, instead of having
a rainbow image. Instead get a black
and white version of that exact same
noise texture. You'll pretty often see color outputs and factor outputs right
next to each other. If you need a black and
white version of it, choose the factor output. But if you do want that
color rainbow effect, then you can choose
the color output. We're also able to
use pictures from outside the program
to use as textures. Just as an example here, you can just watch me do this if I go to a folder here
that has a picture in it. So I'll just grab
this picture here. I can drag and drop
that right from this file browser down here
into the shader editor. And now it's drag that
image into our shader. Now if I move this
down here and then replace this wire with
this one instead, we can see here, it places this image directly
onto our mug. This image is a bit
stretched out on our mug, as this model wasn't prepared
for an image texture. But you can see how we could use some really interesting
pictures to make really interesting materials
if we wanted to go back to using just this
original blue color that we had in our base color before we need to disconnect this node from the
base color socket. The easiest way to do
this is to hold down the control key and then click in and hold
your right mouse button. Then you'll notice as you
move your right mouse button, while it's being
clicked in and held, it turns into a knife. And we can just drag it across
this wire to cut the wire. This will allow us to
sever this connection and go back to the original base
color that we had before. Alternatively, if you knew you didn't want this image anymore and it was still connected, you could just select the node that you don't want anymore and hit either delete or X
to just delete that node. But if you wanted to keep that node around
for some reason, but you just wanted to
cut the connection, then instead you hold
down control and then click in your right mouse button to drag across the
wire to cut it. There are countless different
nodes that you can add to your materials to
create unique effects. They can also be combined
together to make infinitely more complex effects by filtering them
through each other. I suggest you take
some time exploring these nodes to see how they
affect your materials. If you're looking for a
simple place to start, I'd suggest you hit Shift and A to bring up your
Add menu here. And then you can go down to
this texture section here. Then any one of
these textures here, just drag any one of them in. In this case, maybe we'll
try the brick texture, place it here, and then connect it to our base
color so we can see it. Because until it's connected
to this node here, we can't actually
see the output. And then you can just
start messing with any of these settings here to see
what it does to your material. If you'd like to learn more
about materials and blender, every one of my other beginner classes walks you through how to make unique and interesting materials for your projects. In the next lesson, we'll learn about the
basics of lighting.
21. (Blender 3.6) Material Basics: In this lesson, we'll learn the basics of
materials in Blender. We're heading back
to a more simplified example for this lesson. So let's make sure that we
have the correct collection enabled before we start. You'll need to have the
Lesson 20 collection enabled, which has this mug inside it. Now we can go up
here to the top and switch to the shading workspace. And we can do that
just by clicking the word shading at the top. Now let's switch to the
material preview mode over here on the top right. We can do that by clicking this little checkerboard
circle here. And now that that's loaded, let's open up the options
and then make sure that you have both of these
checkboxes unchecked. You want to actually be using this default lighting scheme. We will however be changing which default lighting
scheme it uses. So let's click this
little mirror ball here. We're going to switch
it to this one which is the interior of a room. That'll give us a little
bit more accurate and more interesting
reflections for this mug. We'll select this and
it'll change the light. If you have a blurry
background behind your mug, you might have this
world opacity slider turned all the way up to one. You can leave it on if you'd
prefer to have that sort of blurry representation and where the lighting is coming from. However, if you don't like that, you can always turn this down
to zero and that'll leave just that gray background
behind it that you're used to put it will still have
all the same illumination. Now let's select our cup. Then we can zoom in to
get a better look at it. Okay, so now that
we're all set up, let's start exploring
materials inside Blender. Your first question might be, what is a material? Materials and 3D
software give your objects the surface
details such as color, reflectivity, bumpiness,
and transparency. The two materials
applied to this mug make the outside of the cup look like a reflective blue ceramic. And it makes the
liquid inside the cup look like dark coffee or tea. Now let's explore
this workspace and a little bit more detail so
we know what's going on. On the top left here, we have our file browser, or we can locate image
files if we wanted to use them on the
left side here, and we can see all the
different hard drives. We haven't our computer as well as some default locations. Then over here we can see the different folders and
then we can go into each of these folders and pull out an image file or whatever
it is you'd like to use. At the top center, we have our 3D view port that we can get a preview
of our materials with. This function is pretty
much identically to the 3D view port we've been
using in the past lessons. At the bottom center, we have our shader editor. This is where the bulk the work is done within this workspace. Lastly, over here
on the right side, we can see our material
properties panel, which is this little circle icon with the red checker
on top of it. This gives us a
simplified view of what this workspace
down here is showing. Let's start by adjusting
this blue mug material so we can get a better
idea of how a material is structured due to this mug having two different
materials applied to it will need to make sure
that we're reviewing the correct material and we're
editing the blue material, not the coffee material. We have two different
ways that we can do this. We can either select
the material on the right side while we're in this properties panel
for the material, we can choose either
the mug material or the coffee material. Then we can see down here things change when we select them. Or down here at the
bottom center where we see the word slot one. We can click this Drop-down. Again. We'll see basically
the same menu. So we can switch to
the coffee material or the mug material. In this case, let's
make sure we have the mug material selected. The shader editor
at the bottom of the screen can be navigated
using your mouse wheel. If you click in
your mouse wheel, you can pan the viewer around. If you scroll your
mouse wheel up or down, you can zoom in and
out of this view. The shader editor at the bottom operates based on a node system. This is the first
time that you're seeing a node based system, especially with inside Blender. Let me give you a quick rundown. Each of these squares that we
see here are called nodes. Nodes pass their attributes from the left side over
to the right side. And then each of these nodes has these little colored dots
on them called sockets. You can pass the properties
of a note on the left side by connecting it to the node on the right side utilizing wires. And these wires flow
from socket to socket. In the case of
this mug material, we're only using a single node to make this simple material, this material output node and
that we're seeing here on the right side isn't
like the other nodes. This one is basically
just the output for all of the other
nodes in the system. So whatever is plugged
into this node is what's actually displayed
on this material. If we remove this connection, then we'll see here that
are mug turns black because it doesn't have any material actually applied
to it right now. And that's because
nothing is attached to this material output. So I'm just going to click
and drag from this top here. And I can plug it
back into surface. And now we can see
this blue mug again. Now let's explore some of
the properties here on this green node on the left to see how they
affect the material First of all, this
principled be SDF node. We can see the name
here at the top is basically the default
node with inside Blender. It contains most of
the basic properties that almost any
material we'll need. We can connect more nodes to the system to make
more complex effects. But for simple materials, this single node
has a lot of power. We'll start with the top of
this node and then explain the most useful when common
properties as we move down. I won't be explaining
every single property. However, I encourage you
to mess around with all of these sliders on
your own and see how they affect the
look of the material. You can learn a lot just by playing around with the sliders. We'll start with the
very first thing, and that's the base color. This property is pretty much
exactly what it sounds like. It changes the color of
your material for this mug, I have it set to this
light blue color, but we can easily change that by clicking on this
little colored block. So we click here,
that'll bring up a new option box that allows
us to change the color. We have a couple of
different ways that we can adjust the color
for the setting. The first and pretty much
the easiest way to do this is to go up here to this
colored block at the top. And we can just
click anywhere on this and then move
our mouse around. After clicking, we can slide it around this color wheel
and pick anywhere we want, wherever this white
dot is sitting. That's what color it's
going to end up being. If we wanted to make
it red or orange, we could just move it
down to about here. And then like over mouse. And now we've
cemented that color. We can also adjust
how light or dark it is by clicking this
little dot over here right side and slanting it up and down on
this white and black track. So we can make it
a darker orange, almost brown, or
we can make it as bright as possible and
make an almost yellow. The saturation of your color is determined by how close
it is to the center. So the further you move
it towards the center, the more it is towards
this white spot here, which is making your
color desaturated. It's a little less vibrant. If you move it further
towards the outside, you can see your
color gets a lot more saturated and colorful. The other way to adjust
your color would be to use these sliders
here at the bottom. These sliders are the
most useful when you have an exact color in mind
and you know the hue, saturation and
value of the color. I typically use the
color circle at the top to get a basic color. And then I go down here
to the sliders and make any fine tuned adjustments
to that color. So if I wanted to make
this a green mug, I can move this dot up
here to around green. And then we can go down each
one of these sliders here. We can adjust the hue, which pushes the color left
or right on this wheel. If we move it to the left, it's going to move it
down closer to yellow. If we move out right, It's going to move it closer to blue. So maybe I want to make it
a little bit more blue. So blue, green. And then saturation,
like I said before, that just moves
closer to the center. If it's further out,
more saturated, if it's closer to the
center, it's less saturated. And then value that affects that slider
on the right side, the black and white slider, it's not going to
make it a nice forest green by making it a bit darker. Then alpha here, this will
change the alpha, the color. In most cases, this isn't actually going to
be doing anything. And you won't really
be using a slider. You basically just always
want to leave this at one. You can leave your
alpha here set to one. Lastly, we can switch the way
this color is calculated by switching to the RGB
or the hex mode. These Modes produced
the same colors. However, they allow you to select colors in a
different method. If we switch to RGB, it's
going to change it from the hue saturation and value sliders instead to
red, green, and blue. So you can make any
color you want just by combining different
quantities of red, green, and blue together in
order to make your color. And then lastly, we have over
here that the heck system, the hex mode, allows you to use hex codes in order to
choose your color. Hex codes are
standardized system of color picking that
people familiar with, maybe web or graphic
design might prefer. Every color you can create
has a unique code down here. If you know the exact color
that you want to create, you can just type in
the hex code down here and it'll pick
that exact color. I'm going to switch
it back to HSV, hue, saturation and value
because that's the default. I'm also going to switch
the color here just to something a little bit
more, more appealing. I'll switch it back to that sort of bluish color
that I had before. But feel free to make your mug
whatever color you'd like. Now let's move to our next
setting, which is sub-surface. This slider here,
as we increase it, will adjust how the light
scatters through your material. Subsurface scattering
is the most common in real life
for things like candle wax or milk
or humans skin. By increasing the
number on this slider, we allow light to
scatter further into the surface of our object. So as we lower this, it's going to make
the light scatter a little less inside of it. So we can notice here that
sort of nice thinner areas and around the rim of this cup, the color appears
lighter and that's because light is
hitting the surface. Then it's going into
the surface itself. So it's actually going
into the mug and then kind of bouncing
around almost making it kind of like a jelly
material or like I said, milk. Like if you shine
light directly on a glass of milk or
even candle wax, you'll notice that the
light passes through the Object and illuminates
the inside of it. That's what this slider
here is trying to mimic. You can also change the
color that's scattering around inside your object
caused by the light, by changing this color here. And this works just like the
other color sliders did. So we could change this to
a green color or red color. In the case of
this, we don't have a very high subsurface value. The higher it is, the more
noticeable this color will be So we can move it to like a light blue, blue-green
or something. And we can see here
that this value is making our glass keV, this milk glass look to it. If you're familiar with
that type of glass. This isn't really what I'm
looking for for this mug. However, I'm just going to set the subsurface
back down to zero. And that will remove all
the subsurface scattering, which means that this color
isn't really doing anything. You don't really need
to change it back to white if you
don't feel like it. Because if this value
is set to zero, this color isn't
affecting it at all. Anyway. Let's continue
down this list. So we'll move further down. We're going to see
metallic here. Again to move down your list, remove this view around. You can just click in
your middle mouse wheel, turn it into a button, and then just click and drag
it and it'll move it around. You can also zoom in and
out using your mouse wheel. The next property is metallic. This is again
another slider that basically just
does what it says. If it's set to zero, your object is not metallic. And if you turn it all
the way up to one, your object is now metallic. We can see how that adjusts
what it looks like. I won't really be going
into the exact differences between metallic and
non-metallic materials. As I think everyone has
a basic understanding of what metal and
nonmetal means. I will say however, you don't generally
want this number to be anything but zero or one. Anything in the middle isn't
really all that realistic. A whole lot of things
in the real-world that are half metal. So either things are metal
or they aren't metal. And that's how you want
to use the slider. If you're going for a
stylized look though, and you're not concerned without sort of matching reality. Feel free to adjust the
slider wherever you'd like. It might make the effect
you're looking for. Just know that you're breaking
reality in some ways. Doing that, I'm going to
set mine back down to zero so that my mug
is not metallic. Directly below metallic,
we can see specular. This slider affects how
reflective and Object is. The higher this number, the more reflective
an object is, then the less this number is, the less reflective it is. Now we're actually currently competing with another setting. So I'm gonna turn
this off for now. So don't worry about this. You can just watch
what I'm doing. I'm going to turn
off clear coat. Now if I go back
to the specular, you can see specular
set to zero. It makes it very
chalky looking up. And then if I
increase my specular, we can see here that I have a much more reflective
and shiny looking cup. If you'd like to follow
along with what I just did, just make sure you turn off clear code by setting
it down to zero. We'll get to the
setting in a minute. One thing about this
specular slider here is it's important
not to think of reflectivity as the
sharpness of the reflections. Even things that you might not assume have any
reflections at all, like sandpaper or concrete, still have a value above
zero on this slider. So it's relatively unrealistic
to have this set all the way down to zero unless
you're trying to do something very specific. In most cases, even for very
non-reflective materials, you would still have
it somewhere low, maybe 0.1 or 0.2. I'm going to set
mine backup to one. That way it's as
reflective as possible. The next setting we'll
discuss is the roughness. This slider controls
how blurry or sharp your reflections are caused
by the specular slider. So as we adjust this
roughness slider, if we increase the roughness, it'll make our reflections
even more muted. So it's really blurring them out and making them
more similar to something like concrete
or sandpaper are pretty much anything you can think of that you
wouldn't really consider as reflective
in real life. As we lower them
closer down to zero, this mug starts looking more
and more like a mirror. So it's making it shiny
or in shinier until it's almost completely perfect,
flawless reflection. This roughness slider here only affects the reflections
caused by the specular. If we have no reflections at all and set this specular
down to zero, this roughness slider
really doesn't do anything because there's
nothing to affect. You need to have some
level of specularity, some level reflectivity here. The specular slider,
in order for this roughness slider to actually have an effect
on your material. Now let's move further down
the list and we're gonna go back down to where we
saw clear coat before. Clear code is very similar
to specular as it adds a second layer of reflection
on top of your material. Right now we have
it set to zero, which means we have
no clear coat. Then if we increase it up to
anywhere past zero, really, if we set a to 0.6 or
all the way up to one, we can see our object now is a little bit more shiny
than it was before. This slider is meant
to simulate a thin, clear coat applied on top
of your base material. In real life, you'd see this on things like would varnish, will make a table or
something like that. We're clear coat on
top of a car paint. We can control the blurriness or the sharpness
of the reflections caused only by the clear coat using the clear coat
roughness slider. This is the same thing
as the roughness slider above that worked
for the specular, except this only works on
the clear coat reflections. You can combine together
the clear coat, clear coat and roughness, and then your specular
and specular roughness. To make a little bit more of a complicated
looking reflection. Let's continue moving
down the list. Now we're gonna go
down to transmission. In order to see the
effect of this letter, we're going to need to switch our viewport Rendering Mode. We can go up here,
so the top-right, and we're going to switch to
the rendered viewport mode We'll click this first and
we'll see it's going to turn all black and that's
because there's no lights currently turned on. So twirl open your
option box here. Then this is one of the
very few situations where it's actually
going to be useful to uncheck these boxes so that it's not using the scene
lighting for this. You can double-check
here to make sure that you're using the correct
default lighting, which is this one here that
looks like a living room. So just make sure you
have that selected. The reason we switched Rendering Modes here just for the setting, is because this transmission
effects doesn't really show very well in
the EV render Engine. We needed to switch to the
rendered viewport mode, which in this case is using
the Cycles Render Engine, which shows the
transmission effect better. Now that we have
that all set up, we can adjust the slider here. If we adjust transmission and we start sliding it further up, we slide it all the
way to the very top. We can see now that our
mug has turned into class. So this transmission
effect here in this transmission
slider is essentially, you can think of it like
your glass lighter. So one turns it into glass, and then zero makes
it not glass, so it makes it
completely opaque. We can adjust how
blurry this glasses. So whether or not it looks like a nice clear glass
or if it looks like a frosted or etched glass. By using both this
transmission roughness. If we increase that,
it'll make it look even more cloudy and kind of
like a frosted glass. Or if we set this
back down to zero, we can also go up here to
this roughness slider. So transmission and
roughness are tied together as well as we lower
our roughness. This class is going
to look clearer and clearer when top of
the fact that it's also making these
reflections also more sharp. So if we wanted a frosted glass, we would need to increase
this roughness as well. Let's set this
roughness back down to roughly where it was at
before. That gives around 0.3. Then we can come
down to our list and then lower transmission all
the way back down to zero. So our coffee cup is no
longer made of glass. Lastly, we have the emission
Settings here at the bottom. This is how we make objects glow similar to what our
campfire is doing. By default, the emission
is set to black. So if we select
this color first, we'll need to slide
this slider up. So right now it's set
as dark as it can be, so it doesn't really
matter what color it is. It's still going to show black. So we need to raise this up. I'm going to lift it all
the way up to white. Now I can go down
here and choose which color I'd like it to glow. Maybe I want it to
glow bright red. Now that I've chosen
the color that I like, I can also change the
strength of this glow. Sorry, now it's
defaulted to one. If I make this any
higher than one, it'll start glowing
even brighter. As it gets brighter, it's also
going to lighten the color up so it's turning more of
an orange or yellow color. Now, before we move on, Let's go up here to the top. Go back to our render settings for the rendered viewport mode. And then we're going
to check back on the scene lights in scene world. As we don't want to
forget that for later. Now let's change
our view port mode back to the material
preview mode, as we don't really need to
see this version anymore. Let's change our emission
strength back to one. So we can just type in one
here after clicking on it. And then we can change the
emission color back to black. So it's not glowing anymore. Before we move on, I
went to quickly show you how you can add a new
node to our system. Let's zoom out
here on the bottom so we can see more
of this node system. Then over here on the left
side and this empty space, we can hit shift into a
to bring up our Add menu. Each of these menus here as a whole bunch of different
nodes that you can add. However, you can also use
this search box at the top. So let's just click
on the word search. Then we can type in noise N, 0, S. We're going to
choose noise texture. Now that we've done that, we
can see a new node as popped up and it's attached
to our mastery. Now, if we click anywhere
with our left-click, it'll place that node. Now let's zoom into
this new node. Then we're going to connect
it to our system here. More, remember before that
attributes are passed from the left node
towards the right. And it's done via these
sockets using wires. Let's click from this color. We're going to click on this
little yellow dot here. And we're going to drag it
to the base color slot here. We can see as we get it close, it magnetizes to it. So we'll just click and drag
it here and then let go. We can see now that it's
applied this kind of colorful cloudy material
across our mug, and it's removed the blue
color that we had before. And that's because
we're no longer using this color box which
has now disappeared. Instead we're getting all of our color information from
this new noise texture node. Any parameter that you see
here that has a socket next to it means that
it can be overridden. So all these sliders can be overwritten with a
whole different note, such as in this case
where we're overriding our color with this
noise texture. If we look at this
new noise texture, and now we have a whole
bunch of different sliders that they can affect to change the look of this texture,
such as the scale. So we can lower the scale here, make the numbers smaller to
make this bigger over here, just kind of counterintuitive How this case works, we increase it will make that
noise pattern a bit smaller. We can address things
like the detail to make it sharper or more cloudy. We can change the roughness, which is pretty similar
to detail in this case. Then we can also
adjust the distortion, which kinda makes it look
almost like a water ripple. We can also instead choose
to use the factor or FAC socket here and drag
that into the base color. Will see after doing that, instead of having this
rainbow cloudy material, now we have a black and white
version of that instead. In most cases, the
factor socket, wow, put a black and white
version of the texture. While this color socket, while put a rainbow
version of the texture, there are countless different
nodes that you can add to your materials to
create unique effects that can be combined
together to make an infinitely more
complex effect by filtering them
through each other. You can also add things like
images to your textures. If we go over here
to our file browser, we can navigate to wherever
I have an image saved. In this case, I'm just
going to use an example of this orthographic
projection JPEG that you saw on a
previous lesson. If I click on this
little icon here, so I actually have to
click on the icon, not the word itself. So I'll click on this
and I can drag that down here and then drag and drop it. And it will create
a brand new node. In this case, an image node with this image
preloaded into it. Now I can drag this color socket here and place it into
the base color over here. Now if I spin around
in my viewport, I can see this image
as applied to our mug. Now it's not applied
correctly and that's because the mapping is not correct for this mug and it
hasn't been done yet. However, you can see how
you would be able to apply any image you'd like to, any object that you'd like. Another method for
dragging in an image such as this orthographic
projection JPEG. Just bring in one of your
final browsers and just drag and drop the image directly
into the viewport here. Now also just basically do the exact same thing as this file browser at
the top-left did. If you're starting
to get a bunch of nodes here that you're
not using anymore. You can just select the node and then delete it to remove it. So we can delete both of these. Then if you have a node that
you no longer one convected, we don't want to
delete it either. You can hold down Control and then click in your
right mouse button. And that will turn your
mouse into a little knife. And then you can just
drag across this wire. It's a cut it, and that
will remove the connection. Instead it back to whatever
it was by default. If you wanted to reconnect it, just click on the socket
that you want to connect, and then drag it to whatever
property you'd like. So in this case, I'll just
drag it back to base color. I'd suggest that you take
some time exploring a lot of these different nodes and see how they affect your material. If you hit shift into a, you can bring up your menu here. Then the most useful section here is probably
going to be texture. If you're just going to do kinda mess around and play
with different things. If you go to texture and there's a whole bunch of different
options here that works similar to how the
noise texture worked before. So we just pick any one of
these may be checker texture. We can choose that. Place it down here, and then just click
and drag from color to base color to replace
this connection, you'll see it on
cooks the image. And now it has a
checkered texture on it. Then you can just mess
with these settings and see how they affect the
look of your texture. Every one of my other beginner's classes walks you through how to make unique and interesting
materials for their projects. If you'd like to know
more about this system. The next lesson, we'll learn
about the basics of lighting
22. Lighting Basics: This lesson, we'll learn about
the basics of lighting in Blender will be heading back to our campfire for the
last time this class. Let's make sure that we have
that collection enabled. You can find it up here under Lesson 21 and just make
sure you haven't enabled. We'll also want to switch our viewport mode to
the rendered view. We can do that by going
up here to the top right, Choosing the furthest
right cymbal. And then just twirl down
this drop-down here and make sure that you have both of
these checkboxes turned on. I've intentionally
made the flame on this campfire not glue
for this example. We'll get to that in a moment. For now, let's start with
the world Properties tab. We can get to that
tab by going down here to this little globe icon, little red globe icon. I'll click on this
tab and that'll bring up our world properties. The most basic form of lighting in Blender
is controlled by the surface options here in
the world Properties tab. This color and strength
slider are responsible for the ambient lighting you find
in brand new Blender files. For this file, I've
already adjusted their parameters to match
a dark moonlit night. But let's make some changes
to see how it works. First, let's increase
the strength value. Right now it's set
really, really low, so it doesn't have a
whole lot of effect. Let's increase the strength all the way up to one. For now. We'll just go to
strength, click it, and then type in
one and hit Enter. We won't notice any change
happening because it's competing with another setting and are filed called volume. For now, let's
disable this so that we can look at the surface
lighting on its own. To disable it, we can go down here under this volume options. So if you don't
see this, you can toilet open where
it says volume. Then we're gonna go
down to density. Then we're going to type in zero for density and then hit Enter. We'll come back to these
volumes settings later. But the volume disabled, we can see the full effect of
our ambient late strength. If we increase or decrease the strength slider
here at the top, we can see that it
either makes the light dimmer or if we increase
it, it'll make it brighter. I'm going to set mine
back down to one because that's a
nice medium value. What exactly do I mean
by ambient light? In this case, ambient is
referring to the fact that this light has no
real strong direction. It's not clearly casting late
from one side or the other. And it just creates really soft and almost
invisible shadows. In reality this late isn't truly ambient as it does come
from above the Objects. But it's so subtle that
it's nearly directionless. This type of lighting is similar to what you might
see on a really, really cloudy or overcast day. We can also change the color of this ambient light by
adjusting the color bar here. So if we click on
this, we'll see the same exact color
settings that we've seen before and things like
the Material Editor. So if we want to
change this color, we can set it to something
like green or yellow or red, whatever color we'd like to. In general though,
if you're using this ambient lighting
for your scene, you do generally want to keep these lights
a little bit more desaturated so you don't
want to go really saturated. It makes it a really
strong effect. Typically you'll want to hover here in the middle around maybe like 0.4 for your saturation. And then you can just slide this hue and find the color
that you're looking for. I'm going to leave
my settings here as a really sort of pale blue. So I'll set this to 0.6 for the hue and then 0.4
for the saturation. And my value, I'll leave at one. I'm also going to
lower the strength down to a really low value, so it's not competing
too much in our scene. So for the strength value, I'm just going to type in
0.075 and then hit Enter. Now let's create a
brand new lightened are seen to start exploring how a more typical light behaves
to create a new light. And we're going to
hover over a viewport. Hit shift and a to
bring up our Add Menu. And then instead of going
to the mesh section, down here, to the late section, and
we're going to choose. So what does click this and
it'll create a new point light using your move tool. Let's move this light outside of the center of this campfire. We're going to move it
over here off to the side. We can now see as
we move the light, the illumination in the
shadows move with it. The point light is the most
basic type of light objects. It's just a point in
space that casts light outward in all directions
almost like a glowing ball. The slight object isn't
actually visible though, only the illumination
that at cast. If we'd like to change
the settings on this light, we can go down here. So the Object Properties tab, which is this little
green light bulb icon. So we'll click this. Now we can see the
settings for this light. This is where we can change
things like the color of the light as well as the
brightness of the late. If we wanted to make
this light maybe red, we could choose this color here. And then slide it towards more
of a reddish orange color. Then if we wanted to
make it brighter, we can increase this power. So the higher this number is, the brighter or late will be, the lower it is the
dimmer it will be. Another important
thing to notice about these slides is the closer
we move them to objects, the brighter they'll appear. So it will seem really bright if it's really close to this plane. If we move it further away, that light spot is
going to be dimmer This is typically how lights
work in real life as well. The last thing you
might want to adjust is the radius of our light. If we increase the
radius of our light, will notice that the shadows casted by this
light gets softer. So the bigger this light is more soft, the
shadows will be. Then the smaller it is, the sharper the shadows will be. There are four
different types of lights that you can
make by default. And you can convert
any single light into any other light by
clicking these buttons here. Each time we click
one of these buttons, they will convert our currently selected late until one of these other four types won't be going through
every single light here. But just as a quick example, if we switch it to spot, move our light up and we can see how the spotlight
differs from the point light. The spotlight is projecting
light only in this cone, instead of projecting
it in all directions. It still has the
same color and power sliders like the
point light did. However, it also has
these unique settings down here for the beam shape. If we increase the spot size, it will make this cone larger. So it emits in a larger area. If we change this blend, it will either softened or hardened the
edges of this cone. You can get this specific type of light that
you're looking for. This light can be rotated either using your rotate
tool like this. To Angola where you'd
like to see it. Or alternatively, this
little tiny yellow dot can be moused over and then
grabbed by clicking on it. Then if you click and drag
this yellow.it will snap to your scene and point wherever you're placing this
little yellow dot. So this is just a quick way to place your spotlights here, so that's angled at the
subject of your render. We won't be going
through each of these light types in this class. But I encourage you
to play with each of them and see how they
differ from each other. I've actually made
an entire class about the topic of lighting. If you're interested
in learning more about each of the light types
and how to best use them. Let's switch this light
back to a point light. We can do that just by clicking the word point here with
this light selected. Now let's go back to the world
Properties tab and we're going to re-enable the volume setting that we
turned off earlier. To do this, we can go down
here to where it says density. We're going to type in
0.025 and then hit Enter. We can see after enabling
the volume again, that the blue ambient light
is pretty much disappeared. But the point light
in our scene now has this cool looking
glow around it. I'm going to switch back
to my selection tool here, just so we don't have the
gizmo in front of it. So we can get a better
look at this glow. This glow is caused by the volume setting that
we just turned back on. Volume is sort of like
placing fog in our scene. We can adjust the density of
this fog and how it behaves in order to illuminate the
error around with lights. This can give you a
renders are really interesting and moody. Look if you use correctly the two main
parameters that you'll adjust in this volume section, or the density and
the Anisotropy, the density slider
is pretty obvious. The higher the density, the thicker the fog is. Right now we have a very
thin fog in our scene, so it's not too overpowering. If we increase this density, will start making this fog thicker and thicker
inside our scene. So it's almost like there's a
thick smoke surrounding it. Now let's set it back to 0.025. Hit enter. So it looks
back to how it was before. Then the last slider
here is Anisotropy, which is a little bit less
obvious than density. This slider changes how
concentrated the glow effect is around your lights as you
raise this number past zero. So if we set it
back down to zero, we'll see that our gloves kind
of dispersed render scene. But as we increase this value, we'll see there's less glow in this general kind of
further away area. And then the glow around
our light gets brighter. If you want the glow around your lights to be really intense, be don't really
want it to affect the rest of your scene as much. You'll want to have a
higher number here. If you liked that kind
of general foggy look, then you'll want this, set
this down to closer to zero. I'm going to set
this back to 0.5, which is what I had it before. Then with our light
still selected, we can go back to our
object properties here. Then we can see that
if we switch to spot the shape of this, this glow here, this fog changes with the
shape of the light. Now we're not getting this
glow around the late, we're only getting it
inside this cone here. We can see that the
shape of the light actually affects the, the wave is fog is
displayed in our scene. Before we end this lesson, let's learn a little bit
about emissive materials. I'm going to select
my light and then I will delete the light
because we don't need that. We don't want to compete
with the emissive material that we're just about to apply. Now select the campfire in
your scene if you can't see it here in the actual
viewport because it's too dark, can always select it over
here from this list. So to select the
word campfire here. Now let's head over to the
material properties tab, which is down here, this little checker on top
of the ball icon. And this campfire only has a single material applied to it. And it's the
campfire flame test. The only thing that
we're concerned with on this material is if we scroll all the way
down to the bottom, we're concerned here
with the emission. The emission color
for this flame is not using just a solid color, it's actually using a texture. We won't worry about
the color for now. The only thing we're
concerned with is the emission strength. Because it's set to zero, it's not glowing at all. So let's increase
this up to a value of 1010 and then hit Enter. Now we'll see that our flame is actually glowing
within our scene. If we increase or
lower this value here, the emission strength or
flame will get brighter. Hartle get dimmer
if we lower it. So if we want a
really dim flame, we can lower it down
to like one or two. Or if we want a really
bright flame that casts a lot of
light in our scene, we can raise it all
the way up to like 50. I know that I've
mentioned this before, but it's important to note that this illumination we're
seeing being cast from the flame texture is only possible in this
Cycles render Engine. I know we haven't explained
what that means just yet, but I wanted to make
sure that you're aware of why this won't show up in the material preview
viewport mode has a utilizes the EB render Engine
to preview the textures. We'll be exploring more on
the differences between these two main render
engines in a later lesson. In the next lesson, we'll
learn about the basics of camera properties in
Placement in Blender
23. Camera Basics: In this lesson, we'll
learn about the basics of camera properties and
Placement in Blender. We're heading back
to our full scene again for this demonstration. So make sure that you have the correct collection enabled. You also want to make
sure that you have the little white box icon next to the full
scene collection checked on and highlighted. You can do this just by
clicking on this icon. Will be making a new
camera in a moment, and this will make
it easier to find. You've gone through all
the effort of modeling, texturing, and
lighting your scene. And now you want to
find the perfect angle for your final image. That's where the
camera comes in. The camera in your
scene is how you get the perfect shot of your
newly created 3D world. It's basically like you're a photographer walking
around inside your scene, trying to find the most
pleasant composition. To start with, let's
make a brand new camera. We can do that by
hovering over our report, hitting Shift a, and then heading down
here to the bottom of this menu and choosing camera. Your camera is created
on the 3D cursor, just like every other new
object in your scene. We'll need to move it out using our move tool to get a
better view of the scene. So let's switch to
our move tool now. Let me can rotate
our view port here, and then we're just going
to pull this camera back. Now let's zoom in on the
camera to get a better look. The camera icon is a single point in space
that has a direction and aspect ratio displayed by this pyramid that
extends off of it. Whichever way this
pyramid points is the direction your
cameras currently facing. Right now our camera is actually
faced towards our scene. We know already that we can move our camera with the Move tool. But how do we see what
our cameras sees? To do this, just click this
little white Camera icon here below this
gizmo at the top. So we'll click on this and
we'll notice right away that the view through
this camera doesn't appear to match the one
that we just created. We can tell that explicitly
because we can actually see the camera that we
created in this view, which means it can't
be that camera. And that's because our
active camera is set to the camera that I included
in the starter file for you. We need to go to this camera
that we just created, and then click on this
little green camera icon to turn it into the
active camera instead. So we can click this. Now we can see that
our camera view has jumped right into
the new camera. Inside our viewport, you'll see a faint dotted orange line depending on whether
or not your cameras selected that shows the
bounds of your camera view. Anything outside this square in the slightly darker
areas surrounding it will not be inside
the Final Image. It helpful knowing what's outside of your view
when positioning your cameras so that
you know how far or close something is from
the edge of your frame. In other word of
viewing the scene from inside our camera, how do we continue to adjust
our cameras position? Well, unfortunately,
it's not quite as intuitive as
you might expect. However, there are
some tricks and tools that we can use
to make this easier. The first thing
we'll notice while inside of our camera is we can't just rotate our pan or
viewport like we're used to. If we try to pan, it's just going to move the
view back-and-forth, but it doesn't actually
move the camera. And as we rotate, It's going to immediately jump
us outside of our camera. So we can actually adjust the position of the camera
wall inside the camera. Let's learn our first trick to make placing our
camera a bit easier. To do this, we're
going to need to drag out a new viewport. We can do that by going
up here to the top-left, waiting to our mouse
turns into a little plus sign and then click and
drag towards the right. And we're going to drag
out a new viewport. Now that we have two
identical viewports, left side, we're going to
click the camera icon here. Now we'll jump us into the view for our camera on
the left viewport, but leave us in the regular
viewport here on the right. Now let's zoom in here to get a better view of our camera. And then on our right
viewport, well, notice that if we
move our camera, it actually updates the
view on the left side. This allows us to move
around in our viewport, then move our camera
wherever we'd like to. We can get a better view
of what it's actually seeing over here
while moving it. Now that we can more
successfully place our camera using the
transformation tools. What if we still want an easier
way to place our camera? Luckily, there's a
setting just for that. Over on our left viewport. We're going to hit N to
bring up the side menu. Now we'll switch to the
View tab here on the side. Then we're gonna go
down to this checkbox here that says Camera two. And then in this
case it's actually cut off because it's
a little too small. So if I make this
bigger, you can see it says camera to view. So let's check that box
on and then hit N to hide our sign menu again
with a setting turned on. Now we'll see that the edge
of the camera bounds are also dotted even though
the camera is selected. This is just a clue to tell you that you
have the setting on. The whole point of this
setting is that it allows you to move
around in your camera, just like you're used
to inside the viewport. Now if we zoom back, it will actually move
our camera with it. Or if we pan to
the left or right, or if we rotate our view. So this is a lot
more intuitive way to move your camera if you're used to
using the viewport controls that we've
already learned. We can really have a
lot of fine control here over our camera to get it to the
position that we'd like. You also have noticed
that it didn't pop up out of the camera
while we're doing this. And that's because of
the setting allows us to do are moving inside
the raw camera. Once we find a view that we're happy with inside of our camera, we can bring up that
side menu by hitting N. Then we can go here and
turn off camera to view. Then hydrocyanic
menu again within. That means now that our
camera is cemented in place, we want to worry about zooming in or out, moving the camera We can also pan left or right, so we can actually
zoom into a part of our camera here,
part of our view. Get a better look and
then zoom back out after having already placed
our camera and the exact position we like. Just don't forget to turn off the setting when you're done
placing your camera or you might accidentally move
a Camera Placement that you are already happy with. Just remember to turn it
on, move your camera, and then when you're
done, uncheck it and unhide the menu again. Now that we have our camera
in a position that we like, what else can we do with it? Let's select our camera again from either the viewport
here on the right, over here in the eyeliner too. We can select it from the list. Then go down here to the
object data properties, which is this, this little
green and Camera icon. And then we can see
the settings for it. One of the most impactful
changes you can make to a camera is by
switching its type. An example of the
different types are, we have perspective, which is what you're
typically used to. That's what our viewport
is being viewed in. And that's what most
cameras would be used as. But there's also another option
here called orthographic. So if we switched orthographic, it's going to put our camera
into an orthographic mode. This is a stylized mode
for your camera and that will convert it into
an orthographic view, just like the front or top view that we discussed
earlier in this class. This is a very stylized
effect and should primarily be used with a
specific purpose in mind. Feel free to play around
with it though and see what kind of cool
angles you can find. You can change the zoom of this orthographic
view by changing the orthographic
scale slider here, which is directly below
the word orthographic. We can lesson it to zoom in or we can increase
it to zoom out. Let's switch back to our
perspective mode though, so we can explore some of
the more typical settings. The most common setting
that you'll adjust on a perspective camera
is the focal length. This corresponds to real
camera measurements. In our case, all we really
need to know is that a higher number will make a flatter and more
zoomed in render. A lower number will
make a more distorted, but also zoomed out render. Typical real-world ranges for this value would be somewhere between 18 mm up to
around maybe 300 mm. I'm going to set mine
back to the default of 50 and then hit enter. One of the last things you
might wanna do is make your foreground or
background blurry. To do this, we'll need to use the Depth of Field Settings. First, let's check
on the depth of field Settings here
on our camera. We can find them by
scrolling down and then checking on this
box here next to the word depth of field can also twirl open the settings
here with this arrow. Will notice nothing has
really happened here on our left side,
inside of our camera. And that's because
we haven't enabled another setting yet in order to actually view this depth of field that we're
going to be adjusting, we need to change some settings here inside of our viewport. So over here on
your left viewport, go up to this top bar. And we're going to click
inner middle mouse button to pan this thing
over to the side. So we're painting all this
option box is over here, over. That's because we need to
see these buttons here. So we'll stay inside
of our solid view, but we do need to
check on an option. So we're going to twirl
open this option box here and then go all the
way down here to the bottom and then turn on. Depth of field will
check that on. And then we'll start seeing this blur inside of our viewport. Now this option that
we just checked on didn't actually enable
depth of field. All it did was allow
for this step, the field to be visible with
inside this viewport mode. Even if we didn't have
that option checked one, we would still have depth of
field in our final render. We just wouldn't be
able to preview it here inside the solid view. Find enabling it in the solid
view for our camera to be the best way to find
the measurement for the distance of our focal depth. So what exactly is
depth of field? Depth of field is a property
of real cameras that causes the areas outside of
the focal point to be blurry. This focal point is typically
the focus of your render. In our case, we might
make it the campfire. By adjusting our depth of field, we can make the objects
in front of and behind the campfire blurry to help make the campfire
stand out more. The first thing
we're going to do is lower the f-stop value, which we can find over
here on the right side. The smaller this f-stop value is the blurrier your render we'll be right now it's set
to the default of 2.8. Let's lower it down much lower. We're going to set
it down to one so that the blur
is really obvious. So we'll type in one
and then hit Enter. Now that we have a
nice blurry render, let's decide where that
blurs starts and stops. To do that, we'll need
to adjust the distance. We have two main
ways to do this. We can either manually type in a value or slide this
slider back-and-forth, define this distance manually. Or we can use this
little eyedropper here on the focus object. So we can click
this eyedropper and then choose an object
with inside of our scene. In this case, maybe we'll
choose the campfire. If we click the campfire, it will automatically choose the correct distance
to make sure that the campfire
stays in focus. Lot of cases this focus objects
by using the eyedropper, does a pretty good
job of choosing exactly what to be in focus. If you're using
really low values though sometimes you'll need to actually manually choose
the value for the distance. If you needed to do that, you can uncheck this. So just click off
this X button here. Now clear that object out. Now it's using this distance. The best way to really hone
in on the distances to zoom in on the objects that
you want to be in focus. So I'm going to zoom in here right on this edge of the flame. Now I can start
adjusting this distance. Right now it's set to 10 m, which is a little bit too far. So we're going to need
to Lesson this value. We can just click
on this and start sliding it down to
lower the value. And we'll see here
that are eventually our campfire is gonna
be coming into focus. So once we get it pretty close, we can now zoom in
a little bit closer on our, on our fire here. So right on the edge, find
a spot that we want to make sure it's
definitely in-focus and maybe this edge right here. Then we can start sliding this. And then while we're sliding
it, hold down Shift. That will make any slider
within Blender move a lot slower so you can have a lot closer and more
fine detail on it. Let's slide it around here. And then maybe right
about there is probably the right value for our
campfire to be in focus. We needed to have
it set to 2.8 m. Now we can zoom back out and see what that looks like
for our full-frame. With this last
setting discussed, hopefully you feel a
bit more confident getting the perfect
shot of your 3D world. In the next lesson,
we'll explore the biggest differences between the two main render
engines in Blender
24. Render Engine Differences: This lesson, we'll explore the biggest differences between the two main render
engines in blender. This lesson will
be a bit more of a discussion than
a demonstration. You won't really
need any collection in particular enabled. If you'd like
something on screen while we go through
this lesson though, I'd suggest the full
scene collection. So I've mentioned render engines a few times throughout
this class. However, we never
really got into what they are and how they
differ from each other. In simple terms, a render engine is a set of properties that tells blender how to generate the images of the three
D files that we create. There are three different
render engines inside blender. However, two of them are used significantly more
than the third. If we go over here to
our render properties and scroll all the
way up to the top, we can see a list here
for render engine. The two main render engines
we'll be discussing in this lesson are EV and cycles. We won't really touch
on workbench at all. EV and cycles are the
two render engines you've heard me mention a few
times in this class so far. Now that we know what the
two main options are, how do they differ
from each other? The most basic difference
between EV and the cycles render engine is how they handle generating
your image. Let's start with the
EV render engine. And we can get a preview of
that by going up here to our option bar at
the top and then panning it over using
our middle mouse button. And then we can switch to
our material preview view. Now that all of the textures
have finished processing, this is a pretty good
representation of EV. The EV render engine is a
real time render engine. This means that it's generating
your image in real time, and there's very little
processing time, if any, aside from
that initial load. This is pretty similar to
how video games operate. The visuals are processed
in a way that's fast enough for it to
be done in the moment, rather than waiting for
an image to be created. We can see a representation of how fast EV is by going
over to our rendering tab. And again, you don't have
to follow along with this. This is just me showing
you as an example. We'll discuss this rendering tab in a bit more detail later on. Now I can go over here
to my render engine, switch it from cycles to EV, and then I'm just going
to hit the render button. And we can see here
after rendering it, I only took 12 seconds
for this to render. We can see here the
time that it took, and it was about 12 and
a third second or so. Now, in this case, the image
doesn't look quite correct because this was built
with the intention of it being rendered in cycles, but it renders really quickly, and we could always
adjust this image to be better suited towards
EV if we wanted to. So how does EV differ from
the cycles render engine? The Cycles render engine is a path tracing
production render, meaning it has to generate each image over time
using sampling. In basic terms, the cycles render engine is
unable to generate images in real time due to the slower process it uses
to create these images. Images are generated slowly and refined over time to
create the final output. To see an example of this,
we can go over here, switch back to the
Cycles render engine, which is what this
was built for, and then I'm going to change the slot and then
render this image. We'll see that this image
takes a lot longer to render. Now that the render
is done in cycles, we can see that
there was a pretty massive difference
in the time it took. The last one only
took 12 seconds, whereas this one took a
little over 2.5 minutes. Now, there was a significant
increase in quality here, but that's mainly
because this image was built with cycles
in mind and not eV. If we switch back
to our layout tab, we can also see a
pretty big difference in the way it behaves
in the viewport. So if we switch back to our
rendered viewport mode, which is going in this
case, use cycles, We can see that there's a
lot slower response time of cycles inside the viewport
than there is by using EV. So EV is a lot faster,
a lot smoother. Even if we check on these boxes here to make it
look more similar, it's still much faster than switching to the
rendered viewport, which is going to use cycles. We can see it has this kind of graininess that it
eventually clears up. So that's a major
difference between the two different
render engines. So how does this
difference in speed affect the overall
quality of our images? While both render engines are capable of making
amazing renders, there's a clear winner
if you're looking for the highest quality images. The cycles render engine may be slower than the
EV render engine, but it makes up for it with superior lighting,
shadows, and reflections. As I mentioned before, both are capable of making
awesome images. But EV will require a lot
more work arounds to achieve a similar quality and will hit a ceiling of quality
well before Cycles does. The extra time
devoted to creating your images isn't wasted when using the Cycles
render engine, and for the most part, requires a lot less tinkering with
settings to make it look great? Now that we understand the
most basic differences, how does it affect our decision to use one over the other? Let's start with animations. Due to the massive speed difference between
these engines, in most cases, EV will be your
best choice for animation. If you're planning
to make an animation that's more than just
a few seconds long, using the EV render engine will save you countless
hours of render time. That's not to say that
you can't use cycles for a higher quality and
more realistic output, but you'll be setting
yourself up for render times that are magnitudes longer
than EV would have been. How about material
differences in each engine? Well, the one we already
know is emission. This is something
that we ran into with the campfire texture. When displaying emission
using the EV render engine, the campfire flames
don't actually cast light into the
scene around it. It has a sort of unnatural glow that doesn't interact
with the world around it. This can be overcome by adding another light into your
scene to mimic this glow, but by default, it just
doesn't work the same. And we can see a quick
example of that just by switching back to the
material preview view. This camp fire doesn't
actually appear to be casting any light
out into the scene, whereas it does, when
we're using cycles. Transmission is
also another effect that doesn't look
great inside EV. This is something
we noticed when exploring the
materials on our mug. The transmission slider is what we use to make objects
look like glass, and it doesn't look
good inside EV, and requires some
work arounds to get the same look that is easily
attained with cycles. Lastly, we have NPR textures. NPR stands for non
photorealistic, meaning textures that have no grounding in the real world. This is most commonly used
in cartoon style shaders. I actually have a
class that uses this exact same effect to make a cartoon bumblebee animation. NPR textures like
this cartoon effect can only really be made in the EV render
engine without some significant work arounds to get it to look similar in cycles. So in this case, EV is actually the clear winner for
materials like this. With all of that said, which render engine is
better or worse? Well, that honestly depends
on what you're making. You can see by all the
different caveats that I've mentioned that there's
no clear winner for every single situation. If you're making a long
cartoon style animation, you'll probably want to
use the EV render engine. If you're trying to
make a stunningly realistic cabin in
the forest render, Cycles is probably
your best bet. That being said, don't
be afraid to try each render engine
and see which one you prefer for your
style and workflow. In the next lesson, we'll learn the basics of render
and output settings.
25. Render and Output Settings: In this lesson, we'll learn the basics of render
and output settings. We'll be using the full
scene again for this lesson. So make sure you haven't enabled
here in the collections. We'll also be switching to
the rendered viewport mode. So we can click that
here on the far right. And then lastly, let's
jump into our camera. So we can click
this camera button here to jump into
our camera view. If you still have
your old camera set up from the last
couple lessons, we can go over here to our camera and lights folder
inside the collection, and then click the camera
here inside this folder, click the little green icon here to make that
the active camera. Now that we know about
the main differences between the two common
render engines, how can we adjust our settings to get our image
looking a bit better. We won't be going through
every single setting, just the most
commonly used ones. Let's start with
the cycles render engine as that's what
the scene was built for. First we need to go to the
render Properties tab. We can find that
here by clicking on this icon that looks like
the back side of a camera. This tab contains almost all of the settings we need to
optimize our render. Let's start at the top and then move our way down the list, picking out the most
useful settings. First, we have our
render engine, which we've seen in the past. This is where we can
decide whether or not we're using cycles or EV. EV is technically the
default for brand new files, so you'll need to switch it into cycles if that's
your preference. Let's stay on cycles
for now though. The first setting
will come to under cycles is the device option. The setting allows us to choose if the render engine
is going to use only our CPU or if we'll allow it to access
our GPU as well. Adding the GPU to
the render as well will significantly speed
up your render times. I won't really be getting into the specifics of
computer hardware, but just know that every
computer has a CPU, and most mid range
desktop computers will have a GPU as well. If you play modern video
games on your computer, you'll very likely have a GPU. Typically, only higher end
laptops will have a GPU, so you may need to use the CPU mode if you're using
a more standard laptop. We can change that here
by switching it from CPU, which will only use
the CPU or GPU, which will use the GPU. The default is actually CPU. So if you want to use the
GPU and make it faster, you'll need to switch to that
once you switch the cycles. Now let's move down here
to the sampling section. We have two different
options for sampling. We have the viewport,
and we have render. The viewport options will
only affect the rendering of our viewport and have no
bearing on our final image. And conversely, the
render settings will only affect our final image and have no effect
on the viewport. The settings between these
two are largely the same, so you can apply the
same knowledge to both. First, we have our
noise threshold. Noise threshold determines how much noise blender
will leave in your image. Noise refers to a sort of static TV effect that you'll see over top of your image if your settings
aren't high enough. Lower the number, the
less noise blender will leave behind
inside your image. Lower in this case,
being closer to zero. The closer it is to zero, the higher quality
the image will be. The further away it is from zero in the positive direction, so as the number gets bigger, it will begin to leave more
and more noise on your image, which will leave
more of a static looking effect over top of it. Now we have our max
and our min samples. I won't be explaining the technical aspect
of these settings, but in basic terms, MC samples determines how long you're willing
to let blender render a specific area of your image before giving
up and then moving on. The min samples determines
how long you're forcing blender to render an area before moving on
to the next part. In the case of the min samples, zero means that
it's actually using an automatic setting determined
by your noise threshold. It doesn't exactly mean zero. It means that it's going to be looking at this value and then determining what
an automatic value for min samples would be. In most circumstances, you can pretty much
always just leave men samples set to zero and just let it use
the automatic value. Of the two values here, the Max samples has
a lot larger effect on your inval image. Now let's discuss D noise. We can twirl open
our D noise settings here so we can see them. By default, D noise is not
checked on for the viewpoard. In this case, I have
it checked on for you, but it is checked on by
default for the render. Turning the D noise setting
on allows blender to create an image that's a bit
noisier than you'd like, and then use a post processing effect to smooth out all of that static left behind to make your image look better
than it did before. Using D noise is a
great way to shorten your render times while not
sacrificing a lot of quality. The main settings
you might change for the noise are the D noiser, which changes the way
it's handling this noise. The default is open
image de noise, then there's optics, and then
you can also just set it to automatic and let it choose
whichever one is faster. In general, optics is a bit
faster and lower quality, whereas open image de noise
is a good bit slower, but also higher quality. From my viewport, I tend to prefer using optics,
so it's fast, and then down here
for our renderer, I typically prefer using the open image de noser
because of the higher quality, even though it's a
little bit slower. The last setting we'll discuss is at the very
bottom of this list, and it's called
color management. These settings change
the way blender displays the colors and
the values in your images. You can adjust these
settings to make your entire image more saturated
or brighter or darker. The primary way you'll
be doing this is through the view transform dropdown and the look menu,
which are here. Filmi is the default
view transform and generally works pretty
well for most scenes. It's primarily meant
for photo realism. It does tend to make your
more stylized renders a little dull or washed out. The other common option for
view transform is standard, which in some cases gives
you a little bit more of a contrast look while also keeping your colors a
little bit more saturated. This scene was built with the
intention of using filmic, so I'm going to switch
it back to that. Regardless of the view
transform that you choose, whether it's filmic or standard, you can also change the look
of this view transform. This will let you
decide if you want to have a more contrast the image, or if you'd prefer a bit more
washed out and dull image. We can change that
here by choosing look, and then the default here
is actually set to none. But we can see as
we turn this off, it's really changed
the look of the image. But we can choose a whole
bunch of different ones here. There's a very low
contrast which makes it really washed out and gray, we can choose very
high contrast, which is the exact opposite. It makes it really dark
and really saturated. Then in my case, I
think this image here looks the best
with high contrast, which is what we had
it set two before. At this point,
we've gone through the most common cycle settings. Now let's switch over
to the EV render engine and go through some of the
settings quickly as well. So we can scroll all the way up to the very top of this list, and then render engine, we're
going to switch that to EV. If you're using Blender
version 4.2 or newer, you can skip to the
time one screen now. If you're still using Blender
version 4.1 or older, you can continue
watching this video, and then I'll tell
you when to skip the version 4.2 explanation. In general, there's a bit more
work you'll need to do in the EV settings to really fine tune the
look of your image. Again, I won't be
touching on all of them, but we'll go through just
a few of the highlights. First up, we have our
sampling settings, which are also broken into
renderer, as well as viewport. The setting is similar to the sample settings in
the cycle render engine. The higher the number for
each of these settings, the higher the
quality of the image. That being said,
though, in many cases, these default values work
perfectly fine for most renders and rarely need to be increased unless you have a
specific reason to do so. Before discussing
the next setting, let's go up here to our
rendered viewport mode, and we're going to
adjust the settings here and uncheck scene
lights and scene world. Because it's going to be a
little bit easier to visualize this if the scene isn't
quite as dark as it was. And this next setting
is ambient occlusion. So we can just check
this on to turn it on, we'll see right away, soon as we turn it on,
we're starting to get these little shadows here
that are underneath objects. So as we turn it on, our
scene gets these little tiny, like sharp shadows
underneath like the log, underneath the rock, and each
of these pieces of grass. And that's because
ambient occlusion is a type of shadowing. These ambient occlusion
shadows help ground objects to the surface and make them feel like they're actually
making contact with it. It's usually a good idea to turn this setting on
for most renders. It generally just
makes your images look better because these shadows
just add a bit of realism. There's some additional
settings here for immune oclusion that
you can adjust, such as the distance
and how far out the shadows move
and other settings. I'll let you explore
those on your own though. The next setting is down
here, and it's called Bloom. So we can check this on, and we'll see as soon as
we check that on, we get this glow now
around our fire. The bloom setting enables a glow around the brightest
areas of your image. In this case, it's the fire, as well as the moon,
although we're seeing that a little bit
less so in this case. If we twirl up in
the options here, we can adjust how large and
how bright this glow is. We can change things
like the intensity, so how bright the glow is, as well as things
like the radius, which just makes the
glow bigger or smaller. You can also change
the threshold, which will make more or less
things in your scene glow. So basically lowers or raises the threshold in order to enable the glow on
top of the object. The final render
for the scene is actually enabling glow
in a different way. So I'm going to turn off the
bloom settings for this. That way, we don't have two blooms sitting on
top of each other. We'll discuss that
alternative way to add glow to your renders
and a later lesson. Then lastly on this list, we're going to discuss
screen space reflections. So let's turn that on. By turning this
on, we've enabled slightly more realistic
reflections while using EV. These reflections aren't
perfect, but in general, they are a pretty
large improvement over leaving this setting off. I'd recommend you turn this
setting on for most renders. To see an example of the screen space
reflections difference, let's zoom in here
on our fishing rail. We can zoom in all
the way down here. We can see this blurry
little piece of metal here. If I turn this off, you can see it doesn't really
look that metallic, and then when I turn it on,
the reflections here are a lot more accurate and make
it look more like metal. We can also see this
back here on the stool, so the legs of the stool
are made of metal. If we turn it off and then on. So we just get more
accurate reflections if we leave this setting on. Now let's zoom out so we can
see our whole image again. Center it back in our screen. If you're using blender
version 4.1 or older, you can skip to the
timeline screen now. The EV render engine received a massive update in
Blender version 4.2. Luckily, for us, this
actually improves nearly every aspect of this render engine and makes
our lives a lot easier. This new version of EV is significantly better
looking and resembles the quality of cycles much more closely while still maintaining the speed that we're used to. Let's quickly go over some of the most impactful settings. So you're a little bit better
informed of what they do. First up, the most
important setting in this entire menu is this new ray tracing
setting found here. Let's turn this on now by just checking on
this little box. This one setting packs a lot
of useful features into it. The main things that
we'll notice when enabling this setting
is that the lighting, the shadows, and the reflections are all improved in quality. However, due to the
darkness of this scene, it's a little difficult to get a great look at this effect. Let's go up here to the drop down next to the render
viewport button. And we're going to turn
off these scene lights and scene world buttons
here just temporarily. Now if we go back down here
to this retracing option, and we turn it on and off, we'll get a lot better look
at what it's actually doing. You should be able to
see the difference right away when we turn this
setting on and off. Everything has more
accurate lighting. There are deeper shadows
between objects. And if we zoom in on
a reflective object, such as this coffee cup
down here by selecting it, painting our view around and then zooming in
closer to the liquid. We can see when we turn
this setting on and off, the reflection of the rim of the cup disappears
from the liquid. So by having this setting on, we're getting more
accurate reflections here. We can also see things changing
around the scene as well, so we can turn this back on. And then the next
setting we're going to check is by twirling open this retracing menu to see more of the
options below, and then the main setting that
you're going to be really changing is basically just
this resolution here. By default, this
resolution has been set to a one to two ratio, meaning that this
retracing effect is being generated at 50% of
the normal resolution. This helps speed
up the render time and lessens the burden
on your computer. However, if you wanted a
slightly higher quality effect, you can click on this drop down, and then instead choose
the one to one resolution, meaning that the resolution
of the effect is at 100% of the normal resolution. So there's no downgrading
going on here. If you wanted to make the
effect lower quality, to speed it up for
your render times, or if you have a weaker
computer and you need it to be a little less
heavy on your computer. We can go over here
to the resolution and then switch it to something
like one to four, one to eight, or one to 16, one to 16 being the worst
in terms of resolution. So if we switch it to here, we can see how much blurrier
this effect has gotten. That's because it's rendering it at a much lower resolution. In general, you'll want to keep this resolution as
high as possible, so meaning as close to
one to one as possible. You might not need to
run it at one to one, but one to two should be
a good place to start. If for some reason, though, it seems like it's really slowing down your computer or your
render is taking a while, then you can lower it here to make this effect
a little blurrier. For now, we can leave
ours at one to two. If you zoomed in on
an object like I did and you wanted to go
back to your camera view, we can just click on this
little camera button over here to jump back
into our camera view. If you're at all familiar with the previous versions of EV, you'll notice that many
of the old settings that you recognize over here
are no longer there, such as ambient occlusion or
screen space reflections. This new retracing setting is the replacement for
both of those settings, as well as other improvements
to things like lighting. One setting that's been
removed entirely, however, is the ability to add a
default bloom to the image. Bloom is the term for
a hazy glow that you see around really bright
light sources or reflections. Bloom is now generated in the compositing step
of the rendering, rather than applied
directly on the image. This is the same workflow that the cycles render has
used for a while now. You'll learn more about
compositing and a later lesson. And then we're going to scroll all the way up here to the top, and we're going to
switch our render engine back to cycles, so we don't forget
about it later. So let's switch it to cycles, and that's what this
image was made for. And then lastly, we'll need to go up here to our top right, and we're going to change
our rendered viewpoint mode, and we're going to check
back on these boxes. That way it's actually using the real lighting
within the scene. Now let's quickly discuss the output settings
within blunder. We can get to those settings by going over here
and clicking on this white tab that looks like a printer
printing out of photo. Output properties
refers to the way that your final rendered image will be saved when you're
done with your project. They determine things like
the resolution of the image, the frame rate of the animation, and the file format that
the image is saved as. Starting from the top, let's
hit the most useful options. Under this format section here, the most useful things
here are the resolution, as well as the frame rate. We can set the resolution of our image here by
changing these values. Right now, it's set to a
square by making your image 2000 pixels wide by
2000 pixels tall. If you wanted to
change this image into a more standard HD resolution, for the x value, which is
the width of the image, we could type in 1920,
and then for the height, which is the y, we could type in 1080, and then hit enter. And now this is more similar
to the same aspect ratio as what an HD television would be or an HD monitor
for your computer. I'm going to set my
image back to 2000 by 2000 as this was made
for a square format. And now we can go down here
to where it says frame rate, and this is where we would
change the frame rate of the animation that we were creating if we were making one. We discussed this a little bit during the animation lesson. However, this is where you would actually change
the frame rate so that your timeline down at the bottom reflected
the correct frame rate. The standard value
here when you make a brand new file is actually 24. However, I've changed
this file to 30, so it's a little bit more standardized for
three d animation. And then lastly, at
the very bottom, we have the output section. These settings
here are primarily used for exporting animations. If you're just saving
a single image, you can do that from the
rendering workspace. We'll discuss how
to save a single still image in our next lesson. If you were, however,
saving an animation, this is probably where you would want to adjust your settings. If you click this little
white file icon here, you can navigate
to a location on your computer tell it that's where you want to
save the files. And then you can also
change the file format, so the type of file that it's
going to be saved out as. If you're interested
in animation, I have other classes that
focus on that topic. At the end of those classes, once you've created
your project, I'll show you how to
set up your file so that it saves out your
animation correctly. However, when in doubt, you can save your
still images as a JPEG and your
animations as an MP four. These two formats are
pretty much universal and will work on any platform you'd like to upload them to. In the next lesson, learn how to render a final image in blender.
26. Creating a Final Render: In this lesson,
we'll learn how to render a final image in Blender. We'll need our entire
scene for this lesson. So make sure that you
have that collection enabled and you can find it
up here at the very top. Now let's head over to
the rendering workspace to begin rendering our image. We can find that up
here at the top sensor. So we'll click
this and that will switch over to our
rendering workspace. The first thing we'll want to do is actually render our image. We have two easy
ways we can do this. The first easy way is to go up here to the very top left
where it says render. We can click this button and
then we have two options. We have render image or
we have render animation. In this case, this
isn't an animation. We only need to
render the image. We can either click
this button here or the second way is to hit the
12 key on your keyboard. Either way you'd prefer,
you can do that. Let's click this button here. Now we have the
file set to cycles. This image may take a few
moments to finish based on the render settings we're using and the strength of your
computer's hardware. I'll see you in just a moment when my image has
finished rendering. My image is done
rendering at this point. And we can see up here at
the top left that it took about a little over
2.5 minutes to finish. Luckily, we can adjust some of these settings to
make this render faster if your computer took significantly longer
to create the image. Let's head over here to
the Render Properties tab, so we can adjust some
of these settings. You can find the render
properties here in this tab with the little
backside of a camera on it. The main settings we
need to change are here, specifically the noise
threshold and the max samples. Let's adjust these values to see if we can speed up
the render time. We're going to increase
the noise threshold from 0.01 up to 0.05 We're increasing the amount of noise left behind
inside the image. Now let's go down here
to the max samples. We're actually going to
lower this down to 50, We're having this number, we'll type in 50 for
our max samples. Then these two are
the only changes that we're really going to make. By changing the settings here, we should make a pretty
noticeable difference in the amount of time
it takes to render. Mainly, it should be a bit shorter if you're
really pressed for time and you don't want
to wait around and try to figure out what the best settings are for your image. You can just change the
time limit down here. In this case, you
can just tell it to render for a
certain number of seconds and then it will stop regardless of where
the image is at. If you're not worried about quality and you
just want to make sure that it only takes
exactly 1 minute, or 30 seconds, or 15 seconds. You can type that in here. Instead, I personally don't
use this setting all that often because I want
to have some control over the quality of my image. But if you'd prefer this method, feel free to try it out. Now, before we render
this a second time, let's go up here
where it says slot one and we're going to
switch it to slot two. This will allow us to render another image without
overwriting the first image. We can then compare
the differences in the render times and quality by flipping back and forth
between slot one and slot two. Now let's render
our image a second time to see how these
settings made a difference. This time I'm just going
to hit the 12 button, which you can find directly
above your backspace key, And I'll see you
in a moment once the second image has
finished rendering. Okay, our second render is
done and we can see appear at the top left that we've knocked off over a minute
of the render time. So the last one took 2
minutes and 40 seconds, this one took under a
minute and 30 seconds. That's a pretty
noticeable decrease in the amount of time to render. Let's zoom in on this image and see if it made any
difference in the quality. Now I know it did make a
difference in the quality, but let's actually compare
the difference between them. Right now, we're
looking at the lower quality image that
rendered faster. We can tell that because
we're on slot two. Now let's click this
drop down up here, and then choose slot one. We could see when we
change the slot one that the image has a little bit
less of that staticky, cloudy look over top of it, but it's not a
massive difference. If this is something
that you're willing to accept on slot two, the shorter render time
with the lower settings, this might be better
settings for your computer, you might be willing to
accept for your project. The image doesn't need to be incredibly high
quality and you'd rather prioritize faster
speeds of rendering. This is especially true
in things like animation, where you render times for each frame really
stack up if you can get to a point where
your quality is good enough for your presentation
or whatever you're making, and then the render
times are much, much shorter than an equivalent
higher quality render. You might prefer that,
especially for animation. In the case of animation, typically render speed is
prioritized over quality. Now, that's not true for
big budget Hollywood films, But if you're just an
independent artist and you want to make
a cool animation, you don't usually have
weeks and weeks to render. You just want to get
it done in a few days. In those situations,
you might be willing to lower your
render settings, something similar
to what I did here, or even lower, as long as it doesn't degrade the
quality too much. In order to get your
render to go faster, feel free to look around this image and switch
back and forth between slot one and slot two to see
the differences in quality. You shouldn't notice
anything too drastic, but there will be a
noticeable difference. I'm going to switch mine
back to slot one because it is slightly higher quality and we've already rendered it. Now we can zoom out to
see the full image. Before we save this image, let's quickly
discuss compositing. To do this, we're
going to go over here to the compositing tab, which is right next
to the rendering tab, if you're not seeing your
render here on the right side. Go over to this button
here that says Backdrop, and turn it on by clicking it, and then turn it off
by clicking it again. That should hopefully
make your image pop up here on this block
here on this node, as well as on this
right side window. This workspace here is
meant for compositing. Compositing in three D refers
to adding effects on top of your render to add things such as glow or distortion
to your image. It can also be used to adjust things like value
and saturation in your image if you'd
prefer not to use a program like
Photoshop to do that, the current layout
you're seeing now on our compositing tab is not
actually the default layout. I've adopted this work flow from the fantastic teacher
blender guru. I walk you through
exactly how to make this compositing tab layout and many of my classes such as my Mushroom
Terrarium class, what effect did I actually
add to this render? The only additional
effect is the glow that's present around the camp
fire as well as the moon. I added this using
the glare node you see here on the left side. This compositing editor over here on the left side works very similar to the
shader editor that we discussed earlier
in this class. The main reason I had
to add this glow with compositing is the cycle
render engine that we're using doesn't have an easy way to
generate it directly into the image like the EV render
engine does for this image. I had to add it in
with compositing. For the sake of example, if I wanted to increase the saturation or
value of the scene, I could add a hue
saturation value node to the system here
on the left side. Let's walk through that now
and see how we can do that. We're going to drag Select over both of these nodes
here on the left. And move them over
so that we can make some room for
this new node. Now inside this Viewport, we can hit Shift and A to bring up our ad menu just
like all the other editors. And then at the top
we can go to Search. We'll click that,
then we're just going to type in U, H, u. We can choose hue
saturation value. We'll click that, we'll
generate this new node. Now we can drag it over
here on top of this wire. And we can see as we drag it on top of the wire, it turns white, which means once we
click to place it, it will automatically
connect it up for us. This automatic
connection feature also works in the
shader editor as well. Now that we have it
added to our system, we can just zoom in here
to see our settings. And this has hue, saturation and value
that we can adjust. If we wanted to make our
image more saturated, we can just increase
the saturation value. And we can see that reflected over here on the right side, we increased it a really
large amount here, so it made it really,
really saturated. So maybe we wanted to
make it something a little bit more realistic. The default is one
for the slider, I'm going to type in
1.2 and then hit Enter, and that'll make it about
20% more saturated. Which in this case is still probably a little bit too much. But we'll just leave it
like that for the example. We can adjust the value down here so we can make the image a bit
darker if we wanted to, or a bit brighter
if we go above one. And then the last slider
up here is the hue slider. So this is going to change
every single color in our image and shift it
along the hue scale. If we move it anywhere in here, it's really going to
deviate our image. If we move it all the way
over here to the left, it's making all the
oranges into pinks. It's making the blue
green into more of a normal green and it's just sucking out a lot of that
blue that was in our image. Now as a post processing effect, this actually works
pretty well as making the scene look more
spooky or magical, or however you want to view it. But we would still
have access to our original image just by setting these values
back to the default. So this is a way you can make
variations of your images just by adjusting some of the settings here in
our post processing, but not actually
having to adjust the actual image itself. There are a lot of different
nodes that we can add here. I won't be going
over all of them, but I'm just going to show
you how to add one more that's a favorite of mine,
so I'm going to hit shift. And up here at the search
bar we can type in lens L E N S. And we'll
see here lens distortion. So we can choose this then
rather than moving these over, we can just drag
it over here until this little line here on
the right side highlights. We'll place it and it'll just start sliding things around
to make room for it. Now we can go down here, then this slider at the
very bottom here, it's a little cut off,
but it says dispersion. I'm going to set my dispersion
to 0.2 and then hit Enter. Now we can see over here on
our image that we're getting this cool motion blur and chromatic aberration
effect on the edges. It's the colors here on the outside split into
almost like a prism effect. A lot of the renders I
do are pretty stylized. I actually use this effect
pretty often to get this interesting effect
here on the edges. We can see it all
around the image and it's mostly focused
on the edges. This is just an example
of what you could do with just a single node inside of your compositing workflow
over here on the left side. Feel free to look through this ad menu by
hitting Shift and A, and then going through each of these different settings here, these different categories, just picking out any one of them
that seem interesting to you. And just dragging and
dropping them into this system here and seeing
how they affect your image. I'm sure you'll find
a lot of different cool and interesting effects. For now though, I'd like to set our image back to default, so I'm going to drag Select over these two nodes
that we added. And then just hit
Delete to remove them. Our image is going to disappear
and that's because it's no longer connected to
these last two nodes. All we need to do is
just click and drag from this socket here at the
top of the glare node. And then drag it
to this dot here. And that'll reconnect
it to these two nodes, which sets our image
back to default. Now that we're done playing
around with the image, let's actually save the image. The easiest way to
do this is to go up here where it says image. We'll click this and then
we can choose Save As. Now just navigate to wherever you'd like to save your image. Typically, I save it in a folder wherever my blender
file is located. But feel free to save it
wherever you think makes sense. Then down here at the bottom, we can change the
name of our file. Maybe we'll call this
camp site underscore 01. By adding the 01
at the end of it, we leave it open
for the option of making a second version
or a third version. And we can easily just change the number at the end of it
to make different versions. And then lastly, you
can go up here to the top right and then choose the file format for your image. The default is set to PNG, which works perfectly fine. However, if you'd like to
change the file format, you can go up here and
click on this drop down, and then we have a whole bunch
of different options here. The most common two would
probably be PNG or J Peg. If we wanted to
switch to the J peg, we could just choose Jpeg
here, we can see down here, it's already changed
the name for us, Then for our quality, I would probably
increase that to 100% if you're using
the Jpeg option. And then when you're done,
just hit Save As Image, and that'll save your
image out if you're not doing any compositing
effects or you've already handled your compositing
effects on a smaller render or a test render and then you render your final
image afterwards. You can do that
same save process here on the rendering tab. Instead, you can just
switch back to rendering. And we can see here that
glow is still in our image. That's because the
compositing already existed prior to
this being rendered. If we had done the
compositing after the fact of rendering it
for the very first time, we would need to
either rerender it or just save it out from the
compositing tab instead. But because I already had all of the compositing set up prior
to rendering this image, it's automatically applied
it to the render here. Instead, you could just go up here to the top left
and then choose Image, and then choose Save As. And it would go through
the exact same process with our final image saved. We've officially made
it to the end of our instruction for the
beginner focused class. We're not quite
done yet, though. In the next lesson, we'll
discuss our class project.
27. Our Class Project!: In this lesson, we'll
discuss our class project. You'll need to open the
class project underscore, set up camp file
for this lesson. This is a different
blender file from the one we've been using
throughout most of this class. You can find this file in the
project resource section, the same place you downloaded the starter file we've been
using this whole time. I've reconfigured this
file for you to make completing this class
project as easy as possible. As you can see, I've removed
the original scene I had set up for you and placed all of the pieces
of it to the side. My intention for
this file is for you to use it almost
like a toy diorama. You'll be using all of
the different models to set up your
very own campsite. You can place all
of these pieces wherever you'd like
and then change their colors and adjust your camera angle to make a camp that feels unique to you. I'm going to walk you through
a very quick explanation of how you can
accomplish this project. You can share with us all
in the project gallery. Let's click on one
of our objects here. And then zoom in so we can get a better look at what
we have to offer. The first thing you
want to do is consider a few key aspects of your camp. Think about things like, where
would your camp fire be, if there even is one? Are
you going to have a tent? If so, how many, where's
your camera going to be? Will it be high above your scene so you can see the whole camp? Or will it be a lot
closer and more focused on a single part of it?
How about time of day? Will it be nighttime or daytime? After you have a rough idea
of what you want to make, start playing with
the objects in your scene and assemble your
camp however you'd like to. Don't be afraid to change your initial plan if you
have a better idea while you're setting up this file is meant for experimenting,
so have fun. If you want to make
your own unique objects using the knowledge and tools we've learned, please do so. I'd love to see
all the new things students make for
their class project. I'm going to start
this quick walk through just by
moving a few objects here into the camera
view, we can zoom out. I'm going to move
over my camp tent, a log, and then also a tree. These objects here
and everything I'm doing in this video is meant just as a helpful guide while doing your class project. Please don't feel
the need to follow along exactly with
what I'm doing. Your goal for your
class project should be to make a camp
that's unique to you. Just use this video as a way to get an idea for some things, as well as a few different
helpful tips and tricks. After you have a couple objects moved into your scene here, you might find that
you want to make a duplicate of some of them. We know from previous lessons
that if we just select an object such as this tree
and then hit Shift and D, we'll start making a duplicate. But we also remember
we have to bind it to either the x or the y axis. In this instance, we don't want it to
lift off the ground. We need to make sure
that we bind it just one of these horizontal
axes as we move it. Maybe I'll move it
over here to the left. And I can keep doing this. Hitting shift D, then
X, move it over. Maybe I'll slide this one back. You can see it's tedious
to make a bunch of different objects if we're
making a lot of duplicates. There is, however, a
trick to doing this, when we're making a
bunch of duplicates that we don't want to
lift off the ground, such as these trees. It's easiest to do
this in the top view. We can get to the top
view by either clicking this little bubble here to jump us into the top
orthographic view. Or we can hit the
tilda or accent key. Bring up this radio menu
and then choose to. Now that we're in the top view, we'll notice that if
we hit Shift and D, when we move this, it only
moves in the x and y axis. That's because we're in
this top orthographic view, it's binding it to just x and y and it won't
let it move in the Z. This makes moving around trees and making duplicates
a lot easier. We can just select a
tree, hit Shift and D, and then really quickly make
duplicates without having to remember to bind
it to either the X or the Y while we do it. It also makes it
really easy to see how much objects are
overlapping, if at all. In this case, if I
accidentally move this over here and I didn't know
that it was overlapping, it's really obvious to tell that it's overlapping
in our top view. Now I can go round and
just select some objects, scale them down if I want to. And it's just a really
easy way to blueprint out your scene without having to do all the tedious work of binding
things to different axes. So I'm just finish placing
a tree over here as well. Maybe scale that one up. Now I've really quickly filled out the background
here with trees. You also find that
in the top view, it's pretty easy to
just select an object and then quickly
hit R to rotate it. That's because it's only letting it rotate on this Z axis. We don't have to worry
about rotating it lopsided and having it tilt into the ground
or anything like that. Whenever we move an object, we'll also notice that
it's only moving it here on the x and the y axis and it's not
lifting it off the ground. This is a really easy way
to quickly lay out a scene. The tedious nature of having
to bind things to axes. I'm going to quickly move in
my campfire here as well, because I'd like to still
have a campfire in my scene. And maybe I'll place
it around here. After you have a few
key objects in place, now would be a good time to place your camera in the scene. You don't want to go too far
creating your scene without at least a basic idea of
where your camera will be. You have a few options when it comes to placing your camera. You can either make
a brand new camera and place it in your scene
wherever you'd like to, or simply use the camera
that I've already included. Feel free to use this included camera that I have over here on the left side if you don't feel comfortable compositing
a brand new shot. But I encourage you to
at least try it out. You might surprise yourself with an awesome new camera angle
of your new campsite. For the sake of
this example, I'm going to make a
brand new camera. Before I make my new camera, I'm going to go over here and click this camera in
lights collection. That way when I
make my new camera, it'll automatically jump
into the right collection. Now I can hit Shift and A
over here on the viewport. And then go down to camera and then make a
brand new camera. Before I start moving my camera, I do need to make it
the active camera, so I'm going to click this
little green icon here next to the brand new
camera in my outliner. And that will jump us into
the view of this new camera. Now let's rotate around
in our viewport here. Can move our camera up
and we can see because we were inside the top view
when we made this camera, the camera pointing straight down, just like the top view. That's not a big
deal as we can use our rotate tool to rotate
it if we'd like to, or we can use my
preferred method, which is to go over to
your left viewport, the one that's currently
looking through the camera to bring
up your side menu. Go to the view tab and then check on this camera
to view button here. And then hit to
hide the tab again, so we can see a
little bit better. Now we can just use our
normal viewport navigation and this left viewport
to place our camera. I'm going to find a different
angle of our scene here. Maybe I'll make it a
little bit closer, a little bit more intimate, and then maybe this
is my new scene. Once I'm happy with
my camera angle, I can hit to bring up
the side menu again. And then just
remember to uncheck that box and then hit N
to hide that menu again. If you made a brand
new camera or you moved around the
original camera, don't forget to adjust
your depth of field. In my case, I made
a brand new camera. So I need to go down here
and actually turn on depth of field if I want it, you
don't have to turn it on. If you don't want to, then I need to choose a
new focus object. So I'm just going to use
the eye dropper here. And I'll select my Camp Fire, that's now the focused object. Then down here I can adjust
the F stop and I'll set it to maybe 1.5 to make the background
a little bit blurrier. If you don't see
the depth of field represented over here
in your left viewport, at least inside the solid view. You're going to have to go
up to your settings here, the dropdown menu,
and then go down to the bottom and just
check on depth of field. Now we can see on the
left side here that my background now is
a little bit blurry. I'm going to finish placing
the rest of my objects for the scene and getting my camera
in the place that I like. I'll be speeding up this part of the video so you can
see the process, but don't worry about copying
exactly what I'm doing. The whole point of this
class is for you to experiment and create a campsite that feels unique to you. Just have fun placing your objects in your camera for now. I'll see you in a
moment when I finish. Okay, I'm done placing the
objects in my scene now. Now that we have
everything placed, let's decide on a
time of day as it will drastically affect
the look of our materials. First, we need to
switch our left viewport into the rendered mode. So we can do that by
clicking this little button here to turn it into
the rendered mode. And if you're not
seeing this button, you might need to pan
this tool bar over. To do that, just hover over the tool bar and then click
in your middle mouse button. And that will allow you to
slide it left and right. These buttons here
are on the far right side over in our outliner, I've already given you a pre made nighttime lighting scene, as well as a daytime
lighting scene. For the sake of this example, let's switch ours to
the daytime scene. I'm going to check one daytime and then uncheck nighttime. We can see that by
switching the time of day, we've really changed
the look of our image. Now let's change some of
the materials in our scene so we can choose what color
some of the objects are. Now let's choose an object. I'm going to select
this right tent that I created with our object chosen. Now we can go down here
to the bottom right and we're going to switch into
our Material properties tab. This will give us a
simplified view of all the materials on
the selected object. If you're only concerned about changing the color zone object, in most cases you'll
be able to do it here if you don't see this color
block here on the texture. To change the base color, you'll need to go into
the shading workspace and adjust the colors on the
gradient node I have plugged in. This isn't too common and only appears on a couple of objects. As a quick example of
what that would look like is if I select
the ground plane here, then I select the background
material here which controls the dirt as well as this green grass we're
seeing in the background. Well, notice here I don't
have a base color to change. It just says color ramp. Now if I go over to
the shading workspace and I zoom out here
on the bottom, you can see here, this is where the colors are coming from. For this, it's plugged
into the base color, so it's overriding
that basic color that it has, and it's using Es. Instead, if I wanted to make my grass a
little bit darker, I could select this
green block here. I'll have to switch to
my rendered viewpoint at the top so I can
actually see it. Then I can collect this
color box down here. And then I could
just make the grass a little darker if I wanted to. And we can see it's
changing it up here. I'm going to undo
that change because I prefer the color
that it was before. But if you wanted to
change the color, this is how you do it. And then also down here
at the bottom, if you, the little triangle
above this brown square, that'll allow you to
change the dirt color. And again, you could
change the color, or you could just make it
brighter, whatever you choose. But I will undo that. And then I'm going to go back to my layout work space
where we were before. Now let's go back to this
tent for this example. Zoom out a little bit here
so I can see everything. If we wanted to have two
versions of a material, in this case for
two different tents and we wanted to make
them different colors, we need to branch that material. To do this, select the object that you'd like to
change the color on, in this case, the right tent. And then find the material
that you want to change, which is tent fabric. So we'll have that selected. Then we need to go down here to where we see this little number. This number is corresponding
to the amount of objects currently using
this exact material. Right now we have three objects. We have the top of the stool, the right tent,
and the left tent. And we'll see as an example, if I change this color, it's going to change the color of all three of those objects. Now if I hit control
Z to undo that, if we click this
little number here, this will make it
into a unique version of that material just
for this object. This number is going to
be different depending on which object you're selecting
and how many of there are. But if you click this number, we'll see the number disappears. And now our tent fabric
material has a different name. And that's because it made it
unique to just this object. I'm going to rename this by cutting off this
number that it added. And I'm just going to
put test at the end of it just for the
example of this video. Now if we select the other tent, we'll see it has just
tent fabric on it still. And it says two here because
we branched this one off. Now let's go back
to the other tent that we want to
change the color of. And I'm just going to
change to any other color. I'd like maybe I'll make
this one a ready pink color. We can see here
it's only changed the right tent now
in this viewport. And feel free to
to make this color whatever you'd
like if you're not a fan of the pink or you can
make it yellow or green. And really it's just going
to depend on per object. So maybe I'll make mine
more of an orange color. I think the orange probably fits a little bit better
in this scene, so sort of a reddish orange. Okay, so now that you have
a color that you're happy with in the case of this
specific tent material, we are going to want to
change this subsurface color. That's because
this tent material had some subsurface
scattering on it, which allowed some of the
light to go through it. So the easiest way
to make this color here more similar to the
orange that we changed it to, is to just mouse over
top of the orange. Hit Control and C at the
same time to copy it. Now mouse over to
the next color, in this case, the
subsurface color. We can hit control
and V to paste it. And now we have the exact
same color in both slots. And then if we wanted to
adjust this bottom color and make it a little less saturated like the last one was, we can do that here
with this slider. And we'll notice it only changes this color and it leaves
the original as it is. As another example, if we
select our stool here, currently this is still using the original tent
fabric material. But what if we wanted
to make it match this new orange tent that
it's sitting in front of? The easiest way to do
this would be to select the tent fabric
material on this stool. And then we can go down here to this little drop down
menu next to the name. And then we can choose
a different material. We'll choose tent fabric Test, because that's the orange one. And then when we select that, it'll swap that original
material to this other material. Now we have a matching stool
in front of this tent. Feel free to make as many
changes as you'd like. When you're scene change
any color you'd like, swap materials around and just make it feel
more unique to you. With your scene created
and customized, all that's left to do is
render your final image. We're going to head over to our rendering tab up
here at the top. And then we can go over to
render and then render image, or you can hit 12 if
you'd prefer that. Now let's start
rendering our image. Okay, My render is
finished and it took about 2 minutes and
15 seconds to render. This time will vary though, based on the power
over your computer. You'll notice that after
your image finished, it applied the glow that we
saw earlier in this class. If you'd like to adjust that
glow or remove it entirely, you can go over to
the compositing tab. Then here we can
adjust the glow. It's likely that the glow looks pretty good on a
nighttime scene, if you decided to
keep that lighting. However, on your daytime scenes, it might be a little
bit too much. The two main things you
would want to change on this glare node here would be the threshold as well as
the size. First, the size. If we lower this, it just makes the glow a
little bit smaller, it just doesn't go out
as far from the object. The second thing you can
change is the threshold. If we increase this number, it will apply the
glow to less objects. If I double it to
0.6 in this case, and then hit Enter,
we'll see that less of the objects in the scene
will get glow on them. It narrows it down to just
the brightest objects. As you raise this number up, it makes less and less
objects get the glow at all. For the case of this
day time scene, maybe 0.8 for the threshold and eight for the size
looks a little bit better. This would also be
a situation where you could add a new
node if you'd like to. Maybe we'll add again, one of my favorite nodes will hit
Shift and A go to Search, Type in lens L E and
choose lens distortion. And I'm just going to drag it in this gap between these two here, it automatically hooks it up. And then I'm going
to type in 0.1 for the dispersion
at the bottom. And this will give
this render just that rainbow distortion
around the edges. Again, this is
entirely optional. It's just something I like
adding to my renders. And if it's too much,
you can always lower it. Maybe 0.025 is better
for this image. Just add a tiny bit of
it at the very edges. Then once you're happy
with your image, you can go up here
image and then save as if you didn't make any changes here
to your compositing. You can simply save
your image here, right on the rendering page. However, since I
made some changes, you can see this image looks
more like the old one. Since I made changes
to my compositing, I need to go back over to the compositing tab and
then save this image. Instead, I'm going to go
up here, Image, save As. Then at the bottom I
can change the name. I'll call this class
project underscore 01. That way I can make different
versions if I'd like to. Then I can also change
the file format. I'm just going to switch mine
to Jpeg and then increase the quality up to 100% And
now I can hit Save As Image. Now you're ready to share
your render with all of the other students and me
in the project gallery. For this class, I'll personally
look over every project uploaded to the gallery and congratulate you on
a job well done. If you have any questions while making your class project, please feel free to ask
anything you'd like down in the discussion
section below this video. In the next and final lesson, we'll end the class with some
conclusions and farewells.
28. Conclusion: You've made it to the
end of the class. Congratulations, I want to thank you all so much
for taking my class. It really means a lot to me. I hope you found this experience valuable in learning
the basics of blender. Hopefully the knowledge
you've gained throughout this class
leads you to exploring the exciting world of
Three D art in blender by making your own fantastic
renders and animations. Don't forget to post your
project render to the gallery. I'll personally
review every project uploaded and congratulate
you on a job well done. For my class project, I created this cozy
little campsite. It was made using all
of the same techniques we learned during this class. If you like this class,
let other students know. By leaving a review,
your feedback really helps me understand
what you found most valuable in the class. You can leave a review
easily by going to the Reviews tab just
below this video, and clicking the Leave
or Review button. I appreciate the support
after leaving a review, you might want to follow me
here on Skill Share as well. You can follow me at any time by clicking the follow
button above this video, or by going to my
teacher profile and clicking the
Follow button there. Following me is the best
way to get notified when I release a new class or make
important announcements. Lastly, I want to
thank you all again, so much for taking my class and supporting me by participating
in the class project. I can't wait to see what
you all come up with farewell and I hope to see
you in another class soon.
29. Skillshare 1-on-1 Sessions: I've been working on a new
project with Skillshare and I'm really excited to finally share what it is with you all. Starting today.
You can now book a Skillshare one on
one session with me. If you're not familiar with
what a one on one session is, let me give you a quick rundown. These 30 minute sessions are personal video
meetings with me where we can discuss your three D
art portfolio. At this point. This session is meant
exclusively for inspiring three D artists looking for targeted feedback
on their portfolio. As a beginner to three D art, it's difficult to know where
your natural strengths lie and where you could use some guidance to
improve your artwork. This guidance is what I'll provide in these
personalized sessions. These sessions are
great if you're looking for targeted feedback on your artwork to determine where your skills
are the strongest, where they could
use improvement, and to build your confidence
on your ability to improve your three D
artwork at the moment. These beginner three D
artist portfolio reviews are my exclusive offering. However, I hope to add new
session types in the future. So be sure to check
back often to see what types of
sessions are available. You can book your session
today by heading over to my teacher profile
here on skill share. My availability and
bookings are limited, so check it out now
if you're interested. I can't wait to connect with
you all. I'll see you soon.