Complete Blender Beginner friendly workflow for creating cinematic animation (5h step-by-step) | šime Bugarija | Skillshare
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Complete Blender Beginner friendly workflow for creating cinematic animation (5h step-by-step)

teacher avatar šime Bugarija

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Class Introduction

      2:56

    • 2.

      01 - Introduction to Blender

      9:05

    • 3.

      02 - Modeling cabin basic shape and render settings

      10:15

    • 4.

      03 - Modeling cabin big details

      27:28

    • 5.

      04 - Creating doors and windows

      22:17

    • 6.

      05 - Lighting in Blender

      7:28

    • 7.

      06 - Adding details

      16:51

    • 8.

      07 - Materials and unwrapping

      25:41

    • 9.

      08 - Covering cabin with planks

      25:34

    • 10.

      09 - Blender Kit

      12:28

    • 11.

      10 - Procedural materials in Blender - Chimney

      10:41

    • 12.

      11 - Creating ground

      14:09

    • 13.

      12 - Car in Blender

      15:25

    • 14.

      13 - Trees in Blender

      8:08

    • 15.

      14 - Volumetrics in Blender

      15:46

    • 16.

      15 - Post processing in After Effects

      18:54

    • 17.

      16 - Animating with Mixamo

      8:17

    • 18.

      17 - Camera animation

      20:11

    • 19.

      18 - Creating a scene 2

      20:20

    • 20.

      19 - Transition and glitch effect

      11:55

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About This Class

In this 5-hour-long class, we will create the 3 cinematic animations in Blender from start to finish.

The entire process of creating scenes is recorded step by step, so the tutorial is easy to follow even for beginners.
The class is separated into 19 parts to make it easier to follow.
This is the workflow that I have learned in the last 4 years of using Blender.
All resources and links are included in the tutorial, and subtitles with shortcuts are also available.

Meet Your Teacher

Level: Beginner

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Transcripts

1. Class Introduction: hello and welcome to the new tutorial in this 5 hour long tutorial we will create the animation you saw at the beginning in free-program Blender from start to finish the entire process of creating three cinematic scene is recorded step by step so the tutorial is easy to follow even for beginners the tutorial is separated into 19 Parts with an average duration of 15 minutes to make it easier to follow first we will cover the basic in a 10 minute introduction to help you understand blender better. After that, we will learn modelling techniques and we will create cabin to the smallest detail. We will use shortcuts to make the modelling process easier. In the second part of the tutorial, we will talk about lighting and materials. I will show you where to find free textures, how to blend textures and create bump, roughness and other maps. How to unwrap and create procedural textures. We will also work with objects, import that into Blender from external sources. I will show you the best place is to download objects, materials and the most useful I use in blended. I will show you how to combine volumemetrics and lighting in a blender to get a dark, cinematic, night mood. After that, we will animate the human and the camera, and we will create and render three animations. At the end, we will do post-processing in After Effects and we will make more interesting transition between clips, with glitchy effect and with passes from blender All resources and links are included in tutorial, subtitles with shortcuts and also available. 2. 01 - Introduction to Blender: Hello and welcome to the new tutorial. In this tutorial, we will create several different animation you are watching right now in Blender and After Effects using several different methods. Also, we will work more with volume metrics, animation transition, glitchy effects and similar. The tutorial is also intended for beginners because we will go through all the steps. I also want to make an animation for YouTube channel. So I decided to try to combine different aspect ratios together. So let's start with Blender. You can download Blender for free at blender.org. First, I will introduce you to blend it a bit. After that, we will start with this scene, this part is intended for Blender beginners. If you have experience, you can skip this part. Since blender is a large and complex program, I will try to show you only the basic in about 10 min before we start working on to scene when you open Blender for the first time, we see a lot of options. The good news is that you don't need to know most of them to create a scene. We will spend most of our time on the Layout tab. And we will also use shading for creating materials, UV editor for projecting materials on 3D objects, and finally, a bit of composite tab. All these tabs above are actually made up of these tools here. E.g. layout consists of 3D viewport and timeline because we will use them a lot. So they are here by default when we open Blender, we can create a workspace according to our wishes are needs. E.g. if we separate this window, we can add UV editor or shader editor, or another 3D view port. Here. In the 3D view port we have three objects by default, camera, object and point lamp ass light source. To create a render, we must have at least one camera in the scene. To switch to camera view. We can go to view cameras, active camera. But all these options here, shortcut keys, searching for this option, for this menu is waste of time. So if you use blender, you have to learn some shortcuts. We will cover the most common shortcuts in this tutorial. And with time later you color shortcuts for advanced options as well, e.g. to switch to camera view, the shortcut is Numpad 0. When we have our select a camera in the properties tab we can find option for this camera, e.g. focal length, which is actually zoom, Depth of Field and others. Each object in the scene can be deleted by Delete key or X. And new one can be created with SHIFT+A or by going to add menu. We will mostly use the options under Mesh that we have basic geometric shapes from which we can model anything we want in the edit mode. Once we have the camera and object, we can make the first render. Shortcuts for render is F12. or you can go to Render, render image. We now see our object because we have a light source, which is this point lamp. If we remove the point lamp and press F12, we still see something. And the reason is because in the word Properties tab, we have a darker gray color, but not completely black, which means that our world or environment, emit some light. If we switch to black, we won't see anything. Lighting in Blender can be from three different types of sources. The first is world or environment. They're in additional to color . Or we can also use an external file called HDRI. We can find many of them on the internet for free and we can also use procedural sky texture with which comes with Blender We create the second group or flight with SHIFT+A that we have for sun, spots and areas, each of these source emit light differently. We can also turn any object into a light source if we create emission material for this subject in shading tab in Blender we have two render engines. The first is EEVVVEE and the second is Cycles, EEVVVEE is less realistic but is much faster than Cycles. EEVVVEE we can be very realistic, similar to Cycles, but you need to know how to set some settings manually. While Cycles is realistic by default, because it's a physical base path tracer render engine. Speed depends on the computer power and seen optimization. In the Properties tab, we have our different options. One that we will use often is the Modified tab. There we have a large number of modifiers that speed up the modelling process. E.g. the array modifier enable us to quickly and easily duplicate subject. With the mirror modifier, we can easily mirror everything we do on one side to another side. The Boolean modifier, we can cut one object, hit another. There are many other modifiers. These are just up to you that we use. Most of the tools on the left allows us to quickly transform the object. E.g. we will often use the move, rotate and scale tools, but we usually use them with shortcuts G for grabbed. R for rotate and S for scale, most often combine it with X, Y or Z for X, Y or Z axis. E.g. if we press S for scale and then X for X-axis, you can scale the object only along the X axis or R, Y to rotate only on the Y axis. Or G, Z to move along the Z-axis only. To edit an object, we need to go to Edit Mode, the shortcut for this is tab. Then we have three types of selection, vertex, edge, and face selection. We can jump between them with 1,2 or 3 on keyboard. Now we can grab vertex, edge and face and scale, rotate or grab with S or G. There are a large number of options that we use in edit mode. Some that we use often is Control R to add a loop cut, E extrude, and control B. Shortcuts that we use often to navigate through the scene is Numpad 1 for the front orthographic view, an Numpad 3 for the right, Numpad 9 for the left, and the Numpad 7 for the top. You can get the same by clicking on this gizmo. By pressing the the N key we open additional tabs . You can find all this in Properties tab and much more. this is shortcut for this views often  the first three tabs come with Blender And the rest is the add-ons that I personally installed . We will mostly use the transform tab where we can see location, rotation, scale, and dimension. There we can see the dimensions of all selected object. 3. 02 - Modeling cabin basic shape and render settings: Now when we learn basic of Blender, we can start creating our scene. So I will open Blender. And first thing I will do here, I will save this file. So I will go with File save. And you can choose folder on your computer where you want to save your file. I will save this here, and I will call this cabin. tutorial him. Next, I will delete this cube so we can create new one with Shift A. And you can go to Add mesh and cube. And this cube will be based of our cabin. So I will press N. And I will type dimensions here, 8 m on X-axis, 6 m on the y-axis, and 2.7 m on Z axses. So now I will press an Numpad one to go to front orthographic view. I will bring this, the beginning of this X-axis. So we can just grab this and move here. Or if you want to be precise, we can just type here, half of this value because the origin of this object is in the middle. So I will type in 1.35 and I will go with Shift A, and I will go with plane and scale. Press S to scale. This will be our ground. Every time we change scale in object mode, we need back scale to one because we can have problem right there with modifier and textures. To do this, you need to CTRL A and apply scale. And you can see that scale is now 1 one end or modifier and textures and unwrap will work correctly Later. I will do same with this object here. so I will go for now with objects - apply scale. But if you do changes in edit mode, e.g. if we move this up, we don't need apply scale because scale is already one. So I will go with Control Z. To undo this step. I will now select camera, and I will sit here 90 degrees on X-axis and Z-axis to line up camera. And we can separate this window. So just click here and hold your mouse and move this one right And now we can press N to remove this tab here. And we can press also Numpad zero to go to camera view. We can go to View camera and active camera. Now, I will position this camera in the middle of this object here. So I would go with Numpad seven. And we can move this in the middle of this object here. And we can bring this down on Z-axis or so. But you can also grab this bit left mouse and move this down. I will go with about 1.2 while you're here. Now we can set the resolution, and for now, I will go with this Instagram or mobile resolution. But later we can try something more cinematic and more white resolution. So I would go to Properties tab and I will set here 1,500, 1,500px. And if we now press F12 for first render, we get this and very fast you can see only 37 milliseconds. And the reason for this is because we are now in EEVVEE render mode, which is less realistic bus but much faster. So I will now switch to Cycles here. Now I can change here slots so we can compare this result. So I will go to slot 2 and I will press again at F12. And you can see that. This will take about 11 min in cycles. This is so slow because we have too much samples here. And samples they terminate how clean our image will be in this value is too big. So I will bring for now this about 30 samples sample. So in viewport, display to turn. And later when we're happy with our scene, we can bring this to maybe two or 300, but for now, I will keep this to 30. And we can make another test now. And you can see that this takes about 10 s. But we can speed up this a lot because this is very simple scene for now. So I will go with slot three and I will set here to GPU. And if you have this optics and the noise that you can set this to optics. And I will bring this noise threshold to 0.0, 0.2. We can now make another test. And you can see that this now takes only 1 s. Before was take 10 s. We speed this scene a lot with just two settings. So this depends on your system. If you have GPU, always go with GPU and always go with optics denoiser, flow sample value when you make test renders and later when you are done and happy with your result, you can increase this final render. And also resolution is important for render speeds. So if you bring this to 200, then this value will be double 3,000 by 3,000. If we make another render, we can see last time is 1 s. Now this wouldn't be, this will be 8 s. But we have double resolution. If we go with this value up to 750 by 750, if we make another render, we can see that this take 77 milliseconds, but I will make this to 100. So this resolution here. Before we start modelling cabin, my recommendation is to search for some reference images, and I search on Pinterest, and I find some reference images here and I will share links with you. So you can download the same reference images that I download. And you can e.g. just open this link and right-click and copy image address. And you can just right-click and save this image on your desktop. You can do the same with all these images here. We can import this image is in Blender, but my recommendation is to download this simple program called PureRef. So can go to Google and search for pure ref. And you can download and install this program for free. This is a very simple program. You can move this with right-click and you just need to import this reference images here. So you can just select all these images. And you can just bring these images here. Okay, and then now when we back to Blender, we can always click on this program and we can easily scale these if you. Want more space. You can zoom easy to our referencing. So we right-click, we can move this wherever we want. We can change the dimensions. So this we can always work on Render and you can just click here and zoom to details we want Next part we can start working on details. 4. 03 - Modeling cabin big details: First I will close this window here. So just right-click here and join areas and click on it. I will try creating h these roof for starts so we can select this object. And if we press Numpad slash key, we can isolate only this object. And we can work only with these subjects here. In deep, I press again Numpad slash key. I can beg to our scene. Or we can go with View-local view and toggle Local view. I always use this option because it's much too simple. E.g. if we have, this is simple scene, but if you have a lot of objects here, and it's very hard to work with this object. We need navigate through all these objects and we always stick without camera to one of this object. Then we can just press Numpad slash key and we can work only with this object. And later we can back to seen. Now we can go to pure ref and look for our reference images. I will choose this one for roof So we can go to Edit mode. And if we go with Control R and move your mouse, you can choose a loop cut on X or Y axis, and I will add one. Loop cut here. Now, I will select this edge select tool and I will just bring this up. Now we have roof shape here. And I will go with Face Selection, and I will select these two faces. I will go with Shift D to duplicate this space because I want to separate this face for rest of this cabin. So when I duplicate this face, I can press P and separate these by selection. And now you can see that we have two objects. One is cube and another is Cube 1 If you want, you can just double-click here and you can call this roof. And you can see in this reference image that this row is bigger than the rest of this house. So we can just select this here and press S to scale. And I will bring this down to position. And you can also see that the origin of this is almost the same point as this house. Because when we duplicate this object here, they take same origin from before, haven't set origin closer to geometric. So I will select this object and I will go to Object set origin to geometry. Now we can go to Edit mode. And if we press A in edit mode, we select everything of this object here. And we can now extrude this to add thickness. So if I press E to extrude and move this up, we add thickness. We extrude this face, but on global Z-axis. And I want to extrude this along normals. And if I select this face and go to normal, you can see the direction of this normal. We can back to global and press A to select all. And we can extrude this alone normals if you press ALT+E instead extrude face we can choose Extrude space along normal. And now we extrude this along normals No, I will not do this one more time to get this piece of roof here. So I will go with ALT+E - extrude along normals. And now we can expand because we want select this part here. We can go manually one-by-one holding control. But if we have all this already selected, as before, we can also press Control and Numpad plus control and number plus two, Expand selection. And now we select this. And now we can hold Control and just deselect this. piece we have selected only this part we need. Bu can also. Hold Control and Shift and select this line here. Now I will go again with ALT+E extrude along normals again. And we now make this part here. Now I want to make this tiny detail here so you can go to edge select and we can select this line here. And we can go with CTRL B to bevel this. And now I want to select only this, this face, this and this one. And we can go with E to extrude and Z or Z axses. And now I want to select these four faces. Notice on this one. And I will now move with CTRL B to bevel this. And with scrolling mouse, you can add Loop cut Motor loop cuts here and I will go maybe two look cuts. And we can see that inside here we can empty space. And I liked this detail. So we can easily. So we can go to Edit mode and we can go with Control R and add one loop cut at here and move this all to about here. I also want to get one loop cut and on the right side. So we can now select this face selection and we can select these two faces and we can extrude this on Z. Just be sure that you don't go over this roof. So to be sure, you can go to Numpad one, you can select this X-ray mode. Now you can see where it's this line. So I will go to about here. And I will now turn off this X-ray mode and we can see how this works. You can note that this little hard to see these edges here because we don't have bevel. will later create bevel but This is just e.g. if we go with select these two faces and hit Control B You can now see this edge clearly. But because we will not do this for now, that is one option. Here you can go, you can click here and you can go to Viewportand turn on this Cavity So now we have this nice bevel and we can clearly see these lines have been tried in this tree piece of wood here. So I will go with Numpad 1 to front orthographic view. And I will set origin here. Now, I will go with Shift A and create cube in the press S to scale this down. And now y to rotate this on Y-axis. I would try match this angle here. scale little and G for grabs. So we can move this here and I rotate this. You don't need be so perfect because anything in the real world is not perfect. So just try match the a little. Now, I will move this Y-axis here and I will press S+Y to to scale this also on Y-axis Now, if we move, we can duplicate this shape. And we can move this X-axis then little on Z-axis and and try and line up. And this is not the best solution, but you have a better solution here. You can just switch to normal orientation. And now you can go with Shift D, duplicate this object and you can just move this along this X axis, normal X-axis. And we can put one here. And we can also duplicate this one more time, and then we can move one here. And now we can select these three objects. And we can go with Numpad one. And with Shift D, We can move back to global Z-axis. And we can move this on right side. and now R and Y to rotate this on Y-axis I will just place this two position here. Let's now take this porch here. For this one, look nice. So we now have two separate objects. So we need select this one. Here. I will go with Control R, and I will add my loop cut here. And you can see that in this loop cut between this part up and this part down. But we want straight line here. So we need press S, Z and T to line up to scale this on Zero by Z-axis. Now we can bring this down. And we can select these two faces and we can go to E Extrude and Y for Y axis. And let's give these tiny part here. So Control R to add, Loop cut at about here and then this little up. And now we can select this part here. So I want to bring this more up. So I will come back to edge, select and with hold ALT We can select all this line. Now I will bring this little up. And now I will select this part here with holding Shift. And I will go with ALT E to extrude along normals. and to extrude this move your mouse and extrude this little Let's now add this part here. So select this object and Control R. And again S,Z,0 to scale this on Z-axis by zero. And movies about here. I will go with Control B to bevel this. I will go with Shift D to duplicate this object. And I will scale this one X-axis a little to get this part here. And now I will go with I will set by this object here. So I will go with P and the selection. And now we have separate this object from this one. So I will select this object and set origin to geometry. I will go to Edit Mode and press A on keyboard to select all. And now we can extrude this Y-axis. E, Y You can see this angle here. So I will be in this little down. Okay, let's get this piece of wood here. These columns here. So we can go with SHIFT+A and with cube. But what I usually do, I like to select this, e.g. this face here, and I can go with Shift D to duplicate this space. You can see that this is now separate face. And I can go with S+X to scale this on X-axis and scale this one Y-axis. Scale this more. And now I can go woth E extrude and Z for Z-axis And pressing L, we can select this loose parts here. So we select, we don't need click one-by-one. We can just press, put mouse over this part and we can press L. If you press L here, we select all this. But if we put mouse on this part and press L, we can select this. I will now scale this down and scale this one Z-axis. so S+Z. And bring this to about here. And now I can go with Shift D to duplicate this object, moving this one X-axis. But if you want to repeat this last process, we can go with SHIFT R to repeat. This will repeat this last process two times. Again, we SHIFT D and move this to about here. And now SHIFT D our two times. And to create this piece of wood here, I can go to Edit mode and I can select one of these face with. Well, I will select all this and I will scale this later on Y-axis. You can see here on reference image. And now I will select one of these shift and move this on X-axis here. And now we can press Y and Nike to rotate this on Y axis by 90 degrees. And now we can select this face here, and we can just move this here, and we can move this little out. And also this. I will now press L over this part and move here too position. Let's move this along Y-axis. So let's move this. And let's give this little on Y axis and S, X to scale a little more next. Now we can get this edge here easily. You can just go to Edit Mode, select this edge, select and Control V to bevel this and also this site here. Let's gain this part here. Now. We can go to Edit mode and we can grab this face here, which face selection. SHIFT+D now this is separate  object scale this on the Z-axis scale more and we can bring this here and now E to extrude on Y or Y axis. Okay And then we can press L over this part and we can scale S this little more on X-axis and Z-axis. Now with Numpad one, I will go with Shift D and move on X-axis. Here. We can turn on this X-ray mode to see, but again, SHIFT+D+X to about here and the SHIFT+D+X And next is this part here. And I think we need to bring this down. So I will go to Edit mode. And I will select all this lose parts with L We need to make more space for this part here. So I will go with that. We'll just bring this down. In this part here, we can select all these non faces if we go to X-ray mode. And with this edge select, we can select all these edges here. And we can bring this up. Okay And now I will duplicate this face here. Because this face angle I need, you can see that this is rotated all sauce, this part here. And I will go with Shift D to duplicate this object and scale this on X-axis. and move this about here Scale this on X-axis and extrude on Z-axis. And I will select this L, select this lose part and this S to scale this. Let's fix through this. We can, we need changing our orientation. We can extrude this on global axes, but you can see what we get. So I will go with normal orientation. And we can now move this Z-axis here. along to global. I would just bring this down to about here. And let's go with D and X for X axis and duplicate this four times. Now, we can duplicate this five times SHIFT+D X SHIFT+D+X again. And now we have seven of these species, like on this reference image here. Now I will just select it and all these little spots here, and I will bring this little. Now I want make this little piece of wood here and I will go now with a new object. So let's put the origin here and go with SHIFT+A cube and scale S this down. I will not scale this one Z-axis and on x axisscale on Y a little and on Z and now we need to apply scale. Every time we make a change scale in object mode linear scale. They will move this here. Now, I want to rotate this on the Y axis by 45 degrees. Press R for rotate Y- axis and 45. But I want to rotate this in opposite directions. So I will go with Control Z and Y for Y axis and -45. Now I will change this to normal orientation and we can now move this one Z-axis here. And now we can duplicate this two times. So no first back to global orientation and Shift D to duplicate this and X for X-axis. and SHIFT+D again an X for X-axis Now we can duplicate these three objects and shapes. The more this on X-axis. If you set these two individual origins here, we can rotate this. Please press L and white and rotate this on Y-axis. We can now move this here. Just be sure to make these two bounding box center so we don't have problems later 5. 04 - Creating doors and windows: Now we can create doors and windows. And I will go with the Numpad one. But before we continue, I will just go here to Cavity option and I will change this from screen to world or both. So we can see these shadows and lines here. Now. Door width is about 1 m, so I will go cube and this will be just for measure. Set here one. And now I will select this object, go to Edit Mode, Edge Select, and I will go with Control B to bevel this. And now we can delete this cube. And the next I will go with Control R to add one loop cut. Here. with face select. So I will go to reference image and I won't create this type of door, this barn door E to Extrude. And now we can go with I to insert. And I will grab this edge here and then we'll bring this down. Now E to extrude again and again. I again and E and Y-axis for move this on Y-axis I would just grab these two edge and I will bring this down. Now to create this board here, I can go with Control R. But I don't want to create. Loop cuts through all these cabin here I want to create only on this door here so I will separate this door so face select select this  door and P by selection and now I will go with Numpad / key to isolate only this object and you can see where is our origin so I  will go to object set origin to Geometry and I will select this with a and I will extrude this on Y-axis now I can work only on this door so I will go with CTRL+R CTRL+B to Bevel this and to create these two boards here I will go with Numpad 1 and we can go with  K work knife so if you press K we turn this knife tool and now I will just cut from here to about here and now click and press enter and another cut here enter and key to stick to this Edge and enter here and another and we can now select this two faceand we can go with E to extrude and Y for Y- axis and I will extrude this one little more so E and Y and I will bevel these edges here to be more visible so just select all these edges and go with CTRL+B I will go with the nly one Loop cut so I don't want too much geometry here because it's far away from camera and we don't need too much geometry. Now we can get the Numpad / slash key back to our scene. We can now create Windows  and I will go with Numpad one edit mode. and with this edge select we can add one Loop cut here But I have problem. I cannot add the loop-cut on this bottom part Mostly reason for this is because we have double vertices. And I can try merge vertices by distance. So I will go with a to select all and F3 for search. And I will search here. merge by distance And you can see we delete one double vertices. And now I can try with Control R. and we can create Loop cut now but if this don't help you can always go with K for knife and hold Z for Z axis and you can create this Edge menu But I will delete this now and go with CTRL+R because this create Loop cut in the middle Now, I will select these two edges. I will go with Control B and make space for my windows about here and CTRL+R to add loop cut about here, and we can now start creating windows. This is my reference for window. And I will go again with E for Extrude and Y for Y axis, and I for insert. And again Again This, again we tie and Y for Y axis and one more time. Okay, and now I will press P as same as as a door to select these two separate this object. So P - by selection. And now we have only this window here. So objects - set origin to geometry. And now we can okay this part inside. So I will go to Edit Mode, then Control B to bevel this and create one loop cut in the middle and one on both sides. So Control R here, contr R here, and one here. Now, I will extrude this part in the middle. - Let's insert this again to create more details. And so this again a little. Now, I will select this face. I will go with I. If you press double I so I I we can insert individual faces. And now I will go to Extrude Y for Y-axis Repeat this again. I I and save this and extrude on Y-axis and now I will delete these faces I think this part here is too big, so we can go to Edit Mode. X-ray mode then I can select this part in the middle and S, Z and scale on Z-axis And with control plus I can expand selection and I can scale this on x-axis so we can create seams here. If we go to Edit mode and grab these four edges. And now I will go with Control B to bevel this. And if I scroll mouse up, I can add another loop cut here. And with control Numpad minus, we can subtract selection. So if we go with control plus three, Expand selection and minuses. And now I have selected only this stage in the middle. And I can press G for grew up in y for y axis. And I can now move this on Y-axis. Okay, But this is too big seams, so I will go with Control Z. And I will make this smaller Control minus on Numpad. If these don't work for you, you can just manually select this with holding Shift and click. Now G for grab and Y for Y-axis Let's create this part here quickly. So I will set the origin about here, SHIFT+A Cube and scale this down. And scale this on X-axis source, scale on Y-axis. And now I will select this part down and I will press I to insert and extrude this on z-axis. Now I will select these two edges by holding Shift. And if I go with Control B, You can see that I get bevel but this don't look proportional. That's because we didn't apply scale here. So control A applies Scale and now they will work correct Scroll, mouse button to add cuts. Let's move this in. And we can grab this first edge if you hold control, when we try to find the shortest path from first to last. And now we can click here. So you can see that this is shortest oath, this edge. So I will go with Control Z and I will hold control and click here. And now we can click here again. So here, and now we select this edge and go with Control B to bevel this. We can also bevel these edges here. So Control B and few Loop cuts Now you can see that this is a 3 diferentobject. And I want to join all these window in one object. So I can select this one. And this, and I will go with Control J to join this. So now this is one object and I also want to separate this window frame. I will go to Edit mode. I will select this part here, these four faces. And if I go with control, plus, I can expand the selection. Okay, and now I select all this window frame and I can press P to separate by selection. And now this is separate object and I can select this object and this one with holding Shift. And I can go with Control J to join this object. And we can see that now join all these window objects. And I will now go with objects setToOrigin to Geometry. Select this can cabin and go to edit mode delete this, select this face here and press delete to delete this. And I can now duplicate this object with Shift D and hold X for mode this on X axses So let's now create this little window here. So I will select this object and Numpad one. Go to edit more than Edge Select. And you can see if we grab this edge and with Control B, we have a little problem here. So I will add another loop cut, one here on the right side. And we need to loop-cut on X-axis So Control R. And if I press now +S,Z, 0 to scale this to 0 on Z-axis, we get this problem here. So I will go with Control R. Sometimes it's a little hard to create this on X-axis because we have only this small area here. But you just need to be precise and hit Control R and try put your mouse here. And now we create this loop cut. And now I will select only these two face, these two edges. And I will go with S to scale only these two edges and one another one here. And we can make space for our window. Now I will repeat the process for so select these two faces E for Extrude and Y for Y axis I. To insert this, again, we're extrude var Y or Y axis. Instead again and repeat this process. and let's press P for separate by selection Set origin to geometry. And just add one little cut in the middle we already have. And one here. Select these four faces. I twice. Instead this on individual origins before extrude  and Y for Y-axis and delete this space we can separate this part here. So if I select these four faces here and go with control, plus I can expand selection one more time. Selection. And I can now hold this. So if I press A to select all I can also control B to add one loop cut here to add one devel. Okay And if you want to can go hit Control R here. And G, Y. To add the seams. I forget to join this window frame and this part here. So let's set origin to geometry and select this part here and Control J. Now we have separate all the three windows. But I want also join this door frame here with this though. So I will go to Edit Mode and select all these spaces with holding Control, Alt or Shift. CTRL+ to expand Selection be separated by selection. And let's now select these two objects then Control J. To join this object and set origin to geometry. We can try create this window shutters. And you can see that this is similar, like door, I can try duplicate this door and use these shutters. SHIFT+D and move this on the X-axis Then move this on y-axis source and scale this down. I would say because this part down. So we can go to Edit Mode. They select and we can grab these two face and bring this up. I want to rotate this window a little. So if you go with the rotate Z grid, rotate this from the middle of this origin. But if you go to Options and click here to origins transform from origin, we can move this origin here. And let's turn on this option now. And now we can press rotate Z. We rotate this from this origin here. And I will rotate this just a little. Let's now duplicate this with Shift D and move this on x-axis to about here. And that's it for this part. I think the next part, we will create those lighting and try first renders. 6. 05 - Lighting in Blender: In this part we will create lighting. But just to know that later when we add volume metrics to our scene, here will change lighting a little. And that's because volumetric effect a lot to our lighting. And I don't want to create volumetric now because this feeling slowed down our render and we will not be able to see clearly all these details. I will press F12 to make for a render so we can compare before and after. And I will now change to slot two. So next time when I press F12 this will render in Slot 2 So we can compare slot one and slow to close this window, you can open this with f11 so F12 is for render and F11 open this open this image editor Now I will split in this window here. So when you see this X icon, you can just move this on left and left side. I will press Numapd zero to go to camera view, and I will press N to remove this tab here. And I will go here to render preview. And just be sure that you are in Cycles Render mode and create night atmospheres. So I think I will keep this slide because I like these details here. And this can be something like street lamp. So for now I will go towards the Properties tab, and I will just bring this color to more dark to create more night atmosphere and more conscious. And I will add a little bluish color here. Next, I want to see more details here, and I want create also shadows here. So I will go with area lamp. And here in light properties, I will increase this value to 1,000. And I will add bluish color here. I don't want too much light in front because this gate very fled to look. I will bring this on-site. And I rotate this on y-axis, so x, y. And if we move this on y-axis, you can see clearly these shadows. How sharp this shadow depends. How big is this light. Scale this up. Can we get soft shadows and scale this down We get this hard shadows here. So I want hard shadows, but not, not as this hard Shadows here So let's scale this a little bit S and I will bring this about here. So you can see when we move this on y-axis, how this effect on this part, especially so I liked this detail here. I think I will keep this for now. Bluish color. Always go nice with a reddish orange color. So I will create like inside, then I will go with zero point claim. We are now inside this house and I will add here orange color, and I will bring this value to maybe 300. and with SHIFT+D I will duplicate this light Again. One to turn off a light from this area, from this window here. So I think it's this way or this is to create a wall here. I will go to Edit mode and I will grab this face is here. You can grab this edge here. Holding Control we, select shortest path from this edge to last one. So if I press E for Extrude and white or y-axis we create  wall here And I will bring to an end. And you can see that I would like to disappear now. And we can now press F12. And we can compare before and after. So if, if, if you press J key on keyboard, you can switch between these slots so j to j. Let's now make one test with samples. So this is a 30 samples. And I will try now with maybe 500 and press F L. You can see that this is still too fast, even if you bring the samples to 500 tenders because the scene is very simple and we don't have trees here, volumetric textures and lots of details. But later this difference in time ran the time will be much bigger. So now this is 14 s, which is not too much. And we can now compare the difference between when there's quality. So you can see with 30 samples and this is with the 500. We can see more details here. In the render time is important when you make animation. It's not so important when you're making just one still image, e.g. for Instagram, you can wait ten or 20 min. But if you have maybe two frames by 5 min, and that's 16 h. So you need to be careful when you're playing to make animation. Now we have simple but to better lighting and we can continue working on details, scintillator textures. 7. 06 - Adding details: We can now continue adding details to our cabin. So I will join this area. And if you look at this reference, you can see that all these cabin stay on or not on ground. They stay or some columns. So we can create this easy. And I will press now a to select all. And I will now hold Control and just drag and remove parts. We don't need to effect. So I will deselect camera and this ground tools So now we have selected only this cabin. And now I will move this little up. Okay Now I will go with SHIFT+A and create cube and just bring this to about here. We can go with Numpad 7. let's scale this down And with number one or number three, we can see right orthographic view. And I will scale this one z axis, so S, z. And I will now apply scale. I will go to Edit mode and I will go with Control B to add little bevel here. Okay, and now I can duplicate this with Shift D and X. For X axis. I will now go with Shift R to repeat, repeat a loss process. Last step. And I didn't just make some randomness here, just rotate little this end smooth And I will go again with the white and make another row here so SHIFT+D X and SHIFT+R  and duplicate this a few times. And let's make another render. Okay, In this before, and I will bring this simplest maybe to one. This is too much for now. Next I want to create this stairs. I will select this part and go to Edit Mode, Face Selection. And then let's duplicate this one. Shift D and move it along y-axis and and S, X to scale on x-axis and scale z on the z axis. Also. I will now let's give this a little more. And E for Extrude and white or y axis. Now, I will press L to select this part and I will go with number three to side view. And I will go with Shift D and Z to move on z-axis and on y and z. Z, again, I think three is enough. So I will select this and I will bring this little down And now I will duplicate this face with Shift D. And I will select this edge select tool and select this bottom part and bring this down. And bring this on y-axis. And now I will go with Control R. And I will add a loop cut on these lines here, one here, and another here. Okay And we can face selection, select this part window and delete basis. Means we select this part. Extrude E for Extrude then X for X-axis Now again, we tell to select all this part and SHIFT+D and move this on x-axis. I will also duplicate one in the middle. So let's go with Shift D again and with one here. And let's scale this little down. Or we can just grab this face and bring this down. And this one also. Okay, I think this is good enough so we can make another render. And I think I will scale this on x axis. So if the press L, we can select all these cards. Actually, I will just move this leg and this one. And now I will just scale these three parts. So this is a before and after. And the next is this fence. First I think I will just extrude the little text tool. I will just scale this part here because it looks too thin. So let's just move this width along x axis. And now we can start creating this fence. Select this object and go to Edit Mode. Select this face and SHIFT+D and scale S Z scale on the Z-axis Scale is, again, Let's put about here. So I've asked scale is on y-axis and scale on z. Ok, and now we can go with E for extrude them. E extrude X for X axis. Press L to select this. And I will move this more on z axis. And now we're SHIFT+D. We can duplicate this part. So Shift D, Z. I will bring this down a little. Ok, and now I will go with Shift D and move on z-axis. R,Y, 90 degrees and scale this down S,Z to scale this on the Z-axis And let's now scale this y-axis. Scale on X. Okay, and put one here. And we shift D duplicate this object. Move on X-axis. Something about here, and Shift R to repeat this process. Okay, I think I want more these columns here. So I will go with Control Z to undo this process again and make less space between them. no no last process is this move So I will go delete this and press shift D and X. And now let's do this again. so SHIFT+D+X - SHIFT+R And just make some variation here. I don't want this to be so perfect. So let's select this. And let's rotate this one y-axis. This one rotate on z, so z, and rotate our next little, too much. So R, X r, y I will make some variation also here. So I will go with Control R and let's scale this S to scale and we can go with. CTRL+B I will also add bevel here now, L and selectl all this lose parts Go with Control B to bevel. Just one segment. Okay. And then let's make test render no. Okay. I think they are a little too thin. So we can go to It's more than we can press L to select all these parts here. and if you are now bounding -box centers and if you press S, X we scale all these from one individual origin, which is in the middle here. And but if we go to individual origins, we can scale on each of these separate. So if we press now Sx scale each of these. And I will do same with this one. Let's scale on y-axis. okay okay this is before and after And next I'will select this again with L. And I will press P separate these by selection. Set origin to geometry. And we can duplicate this to another side. And I will duplicate this. Again.SHIFT+D , rotate Z, SHIFT+D, Y - R, Z, 90 Place one here and And I will go to Edit Mode and x-ray mode. And I will just go with Control R to add one support edge here and one here. Now, if we select this part, we can press Delete and vertices. and SHIFT+D and move this also on X-axses okay let's create some details  here on this small roof So I haven't just go with this edge select Control R and add loop cuts five. And let's add five here. And now I will select these edges here with holding Shift. And let's go with Control B to bevel this. Let's now select these faces with shift and E for Extrude and z for z axis and CTRL+B and odd one segment. We can nice details. quickly here I think I extrude this too much, so maybe I can go to Control Z. Okay, I didn't bring this down and now hit Control B. Next part we will start with materials and unwrapping. 8. 07 - Materials and unwrapping: In this part we will start with texture and unwrapping. I download these two texture from textures.com. And I will mostly use this white texture. And the reason I want to use white texture instead, this brown darker texture is because this background is really dark. And when I use dark and brown texture is it was hard to separate this from my ground. I will share these links with you so you can just copy this and download this for free without registration. And this one is for roof material we will use later. But if you want, you can search here for wood. This first textures are PBR and they are not free. But if you scroll down, you can download, don't need these textures. And instead of these two textures, if you want, you can try any of these. Or you can type here, White This is texture I download, but all these are very similar and you can try any of this if you want. Now we can open Blender and I will select all cabin and I will go to materials, the new material I would call this wood And now we can go to Shading tab. And just make sure that to our material preview here. We can now open folder, download these textures and just grab this and bring to blend them. And I will rename this to White. So we can easily separate by the Brown wood And you can also go with Shift A and search for image texture. And I will copy this adress here, paste here and select this brown And I will rename this to Brown. Now, we need to activate one add-on, which is called Node Wrangler, and which come with Blender by default. So just go to Edit Preferences and here on add-on step, just search for node Wrangler. And just be sure that this add-on is activated. So just click here and activate this and you can hear, save preferences. So when you open Blender next time this will be activators. Now, if we plug this color here, this white texture here, we can see our texture, but it's not projected as we want, so we need to go to editing. Here on left, I will select this white color, texture. And one switch to material preview. So you can just hold middle mouse button and you can drag this menu here. And I will switch to material preview here. Now on right, I will go with A to select all. And I will press U to unwrap. And here we have few options. This is predefinated, unwrapped options. We can try with this option. And you can see that this unwrap don't work very good. But because this object is mostly built of cube, best option for this is if we go with cube projection, Here is me from future and I forget. Record one piece of this tutorial. So on right side, when we unwrap this, we can press A to select all. And now we can also press A on the left side. Then we can scale this. And I want here three-piece of these planks, just fixing this problem here. So I can go with A on left side as I can go with on left side R, Z, 90.  and rotate this in a different dire. R, Z, 90 and just place this here We need to fix all these three columns. We can pick this unwrap problem later. But for now I will go to Shading tab. Reason I chose these two texture is to show you how you can mix two textures together. If you look these two textures, you can know that they are pretty similar. And I count these one of these planks and this one has nine. And if I press Control Shift and click on this texture, we can preview only this one. And I want to preview this brown texture. So Control Shift and click on this texture. We can see that this first one here, three planks here. And I also want to match this one. So if we select this texture here and press Control T, we get this texture coordinate and mapping node. And we can scale here our texture and I will type here point 0.8. And now I get similar like this white texture. So we have three plank here. If you just drag this, you can change this three value at the same time. So if I type e.g. here 3, I scan this three times and I will make 0.8. And you can now see that scale of these two texture are pretty similar. And these don't need to be perfect because we will use just a little of this brown texture. And to make our material we can click Control Shift and click on this principle bdsf the half note. I will now mixing these two texture together. So Shift a and search for mixed node. Now, I will plug this to color one and this one to color 2 this base color. You can see that we now choose between one, texture one, and texture two. And we can use different blend modes, e.g. multiplying. But I don't want to use this slide that I want to use this factor. To use factor, we need Map and I will create map from this texture. So I will go with the color ramp. And I will plug these to color ramp. And I will go with Control Shift and click on this node to preview and there is black color will be this first input  and where is white color will be this second input So because I don't want to match this brown color, I want more black texture here. So I will take this black color here and and also White something like this. And now I will break this principle bsdf with Control Shift and click here. And we can use this as a factor. But I will make to mix. okay we have too much of this black color here I will tweak this You can see how this brown texture on this slide. so let's tweak this and to  get little brown color here I'll make more contrast between this and this white texture here. So I will go with bright contrast here. I will bring this brightness little . So before I will make first render to see how this look and we can now go to slot 2 to and I will just bring brightness little and contrast And now we can compare before and after. This is before and maybe a little too much. So I will bring this close to zero. Now, I will use same texture for roughness than normal or bump. So I would go with another color ramp. So roughness the determinate, how shiny object will be. If we bring this all down, it will look like a mirror. You can see this reflection here. And if you bring roughness to one, it will be complete rough. So I will use this texture here. With Control Shift and click on this node, we can see how this look. This black color will be shiny and this white part will be rough. And we can now plug this roughness. And we can see this difference between reflection here. So if we tweak these settings so you can see more nice difference between reflection. This is to shine here. So I will bring this black color to more, more to why something like this. And now I will use same texture. I will go with another color ramp and use this for bump. So we can go with SHIFT+A bump node And this texture is always go to height. And we can plug these two normal. And we get all these details here. But I wouldn't bring this 0.1 and also this all down And this is how this look now, I will just try make one render how this before. So this isn't before end after. And we can make no difference between these windows and doors and rest of this cabinet. So I will select this door here and I will go to material properties step. I will say this material here. But I will also add, duplicate this material and create a new one. So you can see that this is now wood white material. And I will rename this wo "wood more brown". And we need to unwrap this. So I will go to the edit and A to select all and U - cube projection. I rotate this by 90 (R,Z,90) degrees. And we can scale this. Now. I will fix these three planks here. So I left there and z to rotate this and z axis. The Nike. Let's project this here and also fix this one, Z to rotate this on the Z-axis R, Z, 90 And it's parked. Okay. This to okay this looks pretty good  and I'm back to shading tab And we can see that if we click here, this is we have another material here, and this Wood more brown material. So now I will just add more white color to add more brown wood material. So it could bring this on left and add more white color. We get completely different material here. Okay, now, to add this material to this window, we can just select this object. And select this material. Or you can also grab this material icon here and bring this object. ow we can go to editing and select this object with a select all and U cube projection. On the left also to select all and G for grab. R, Z, 90 to rotate this move the Z-axis by 90 degrees and fix this problems here so R, Z to rotate along the Z-axis to line up this a little end also R, Z, 90 to rotate this and the Z-axis by 90 degrees. You can select all these three with holding SHIFT and R, Z, 90 Okay, I will now just duplicate this. And I don't need to do this same on the left side. side so should be X and move this here. And also fix this window frame here. so U - cube projection scale this and let's rotate on this. So I will press Numpad slash key to isolate on this object and we can all work only this object. So the Nike. Okay, this looks pretty good. Then I went back to Layout. And I will just duplicate this object again, see if the x and mode is on x-axis. And back to our scene, just press Numpad slash key again. And now we can make test render here We forget this, these parts. So I will select all this. And the last selected is this one, Control L think materials. And now just fix this UV. So it'll go to UV editor and U cube projection. Then scale this. In this part here also would end. I will go with Select All and U cube projection. And I want to fix this object here. I will rotate this on Y-axis (R, Y) L and so I will press L over this  part and and rotate by 90 degrees And also L over this part and line up this. And we have here two objects, so press L twice to select all that we can also go with. U smart UV project and for this and for this object with angle we get better result So I will now select all and R, Z, 90 Okay, so U smart UV project and just rotate this by 90 degrees. (R, Z, 90) And now I will go with this texture here. And I will use this for roof. So we can select this object here and we can add another material. And I will call this metal. We can go to Shading tab and we can bring this metal material. I will plug this to base color and now I will in edit mode. Then we have two materials. We can go to Edit mode and we can select part where we want to apply this texture. I will select this part here, and I will go with control plus to expand the selection. Now, when I kept selected this part, I will select this material here and assign. And just in UV editor. We can choose this texture here. And we can scale this scale on x and y and try to project this. Okay, something like this and I will call so this part here. So another texture and choose this method texture here. In UV editor, select all this. You can select all this part here. I will select this material and we can beg to Shading tab and we can improve this material. So we'll go to color them and plug these to roughness. So this black is too shiny side and bring this more too wide, too much reflection here. So I would think more of this white color here, and I will bring this more toy. We can use same texture. Bump. Plug these two height to normal and bring this value of 0.1 and bring this all down Last thing without materials I think is this fence. So we can fix this now. And the next part we will create real planks, not adjust with texture. 9. 08 - Covering cabin with planks: In this part we will cover all campaign with planks. So I will put the origin about here. I will go with Shift A and cube. Scale this down. And scale this. I will type on y-axis, two centimeter, three centimeter. Scale this on x-axis. Next, I will isolate only this object with Numpad slash key and apply scalar CTRL, A Apply Scale. Now, I will bring this white material to this object. I will go with U cube projection. And in UV editor right side, I will press Numpad slash key / key to bring this object. nd I will unwrap this so scale on left side And I will go here with bevel modifier to add little bevel here. And I will type maybe 1 cm here or 5 mm. So I will add here 0.005 Next, I will take this on x-axis. So press L and X to rotate this little on x-axis. I will see in layout how this look. So we can go to Viewport Shading here. And I will bring this to about here and Shift D and Z, duplicate this object, and duplicate this one more time. Now, I will back to UV editor and I will just select middle plane here and I will reproject this to about here and also this one. And let's duplicate this one more time with Shift D, Z. And now also make some variation left in UV editor. Okay. We can now back to layout and we can again isolet only these three objects. And we can make few seams here. So I will go to Edit mode and I will turn off this material preview, and I will go with Control R. And I will add two segments here. And we can go with Control B. Scroll mouse to add one more segment and Control minus to subtract from this selection. And I will go, I will move this. Now. I will first select only this middle edge here, and I will move this inside the leaf. So we can see better in this solid preview. how this look And with this one we can add only one seam here so CTRL+B , CTRL Numpad minus and we can just scale this here Maybe we can add three bevels so CTRL+B  control Numpad minus And just scale this a little and we can press G, Y to move little along Y-axis Let's add one here and another one. So let's go with control B. CTRL Numpad minus scale this G and Y. With holding Alt, we can select all this line and now Control B And we can grab only this edge here and move along y-axis. Now we can back to our scene with Numpad slash key. We can go here, hit Control R, and add one segment here and another one here. If you go to X-ray mode, we can just add another one. Loop cut in the middle. And if you press Delete and vertices, we can delete only this part between. I will copy these two objects. These three objects also go with Shift D. To duplicate and Z this along z-axis. And we can do the same. We can x-ray mode add, few Loop Cuts here another one on that side. And if we select this middle part and delete vertices, we will delete this middle part, but I also selected this down. Okay, let's add this blank. One, support loop cut here and another on the left side. Let's now delete both of these vertices and we will delete all this part. And the same with this one. R and one support loop cut here and delete this. Just be sure to select this x-ray mode. So let's select these huge and delete. Now we can select this little spot and scale x-axis. Let's now duplicate this. The objects and Shift D and Z. Bring this up. Let's do this one more time, Shift D and Z. And we can fix this little problems here. But this is not so important. We can move this, let this little intersections here. So just select this in x-ray mode. Okay, We can use, so delete vertices and let's move this and this one on the right. and also delete this and just fix this Let's now duplicate this three parts here and go with Shift D and Z. This one z axis. I will now go again with SHIFT+D. and X move this little on X-axis I've been moved this all to end and Shift D and Z and move this down. And they can also duplicate this part here. And Shift D and X. This part down, Shift D and also planks here. Let's duplicate this three parts here. SHIFT+D, Z this to about here. And I will now go to edit mode and add to lopp cuts. Okay, and we can now go to x-ray mode and we can delete these parts. Now we can make one test render, so I will go with F12 and see how this look. So this is a before and after. And we can now real geometry. You can see here, especially on this Shadow of how this reacts with light. Okay, I think I will move this door Now, lift up out. About next. I will do here. I will add a lot of imperfections here. So we can go with Control R and add a loop cut here. And add seems. So Control Minus and scale this down. And just repeat this process. I will also grab some of these faces and time. Along the x-axis, y-axis. We can rotate on this part . here and, if you hold Shift, you can slightly move this and just repeating this process. R, Z to rotate along the Z-axis We can also, maybe we can delete this and see boundaries. okay let's now compare before and after And this is a before end after And I think I need scale this door Now. Too much light to go through, so just press S to scale But I think I like this detail. maybe it's a little too, you can compare these this detail before. and after And I will covered also this part. We can duplicate this three objects. And we can go with SHIFT+D and Z and let's just move this I will move this on X-axis and this one here. so we can duplicate this again with SHIFT+D and X Okay, I will move this all to end and this one also stream the X and scale this on X-axis And maybe we can duplicate few of these SHIFT D Z And we can place this about here. And let's in edit mode, select this part and move to about here. Okay? Now I will also duplicate this so part here on the Z-axis and place this here and we can delete this part So delete vertices and with L and SHIFT+D so scale this on X-axis SHIFT+D+Z let's scale this on X-axis to cover this part here and we can also with SHIFT+D+X move this maybe here and here so scale this on X-axis SHIFT D Z and S, I will leave this part empty so we can see how this slope now. I like this imperfections here and we can clearly see these shadows and details here. So I will continue adding more imperfections on this area and see you in a few minutes. And one thing we missed doo before and I will do now is add Bevel on these hard edges. So turn this cavity, we can see a lot of these hard edges and I will go now to edit mode and I will select this piece of wood and just go with Control B to add to this object also. So L and just go with CTRL B to add bevel No, I think I will select this edge. So if we hold control, we can find shortest paths from one to another. Now to skip to another part hold shift. And we can go with control again. Now we can go with Control B to bevel this. Okay, and this part also. I will select this with Shift and Control B. And maybe we can extrude this part here. So I would select this basis. And let's go ALT+E and extrude  along normal and just move it out. and I will now go with CTRL B This Windows also. So I will go to edit more than select all. And we can go with Control B and add one segment Before. After. Now I will show how we can add more imperfection with leaking texture from textures.com. So if you search on texture.com leaking, you can find this PNG transparent images and I will download this one, and I will share this link with you. So we can now import this in blender So I will go, I will put the origin here. And I will go to material preview and Shift a and import image and images as plane. If you don't see this, you need to go to Edit Preferences and install this addon images ad plane. Just activate this. So let's again with SHIFT+A, a image, images has plane. And I will select this. Select this one. And we can scale this. I will rotate this on x-axis to match this thing here. so SHIFT + D + Z and I will also scale S this I can cut this part here. So delete this vertices. This is centric and duplicate this shape. So this is before you can see all these details here. Recall we can also add the graffiti on this links, even if this is not a PNG and transparent image. So this is your appetite download from textures.com and you can search any one. And I will make two blender. I would check just one head on. We need for this. So search for heating, Edit Preferences, search for add-on send. You may just helps clean activating this. I don't know if it will be shipped. And image image plane. And I've been loving gate here to my folder. And I will go with this one. Now. I will bundled product and I will delete this one. I need only one origin to geometry and we can go to Shading tab with NumPy slash key. I will bring this object here. Now you can see that we have Alpha value. But because this is just a JPEG image, these don't work. So this is just pick a value here. And we can create an output value if we go with Shift A, go with follow them. And white color means that it's completely transparent and black is not transparent. So if we plug these two, alpha and we can now, we need invert these colors here. And we can now tweak these settings. And you can see very slight, it's transparent and it's not transparent. and we have our graffiti here. But we can improve this if you want. We can rotate this on x-axis to line up a little this plank here And we can add a few Loop Cuts here. We can move this out to match this planks here. Just to make one test render. To see is this too big? I will keep this and I will go with Control R and support edge here. And I will move this side, just like fall out with this geometric one here and another one here. I would now go with double resolution. And more samples to make final test render This is what we share for now. And the next part we'll talk how to import objects for external sites. 10. 09 - Blender Kit: In Blender, we don't need modal everything because there is a lot of free things on internet. We can download. And I will show you my favorite way for quick and easy important things seem blender and that's an add-on blender kit. so you can go to blenderkit.com And you can download this add-on for free. And I already download. And now we can go to blender and go to Edit Preferences. And you can click here to add ons will start and just select this add-on. So select this zip file and install them. And you should get something like this. Now we can use this add-on for importing objects in our scene. We will use only free version of Blender kit. But if you want, you can buy assets and for $6 per month, which is not too much. But for now, we will use only free version of blender kit I ever searched for chair. And this icon are not three assets, so I certainly would this icon here. And I will see what I can found here. And I search for old. You can see how many assets we have here, and lots of them are free. And I like this one here. Having just drag and drop this to our scene. One thing I like to do when I important object for x, then our site, everyone, edit mode. And I like to see mesh density here. You can see that this is low poly chair and we can even this is not low-poly We can go with a to select all. And we can go to Mesh clean up, and - Decimate geometry We can reduce geometric. So I will type in 0.5 and this will delete 50 per cent of vertices here. So if you now back to our scene, we can see that this chair is still good because our camera is far from this object and this will be good enough and next I want to do here, I want to check material. So if we go to Shading tab, we can see that this chair used for different image texture. And some of this texture can be high resolution texture. So I don't want to use this material because this can slow down my render time. And I already have good material here. So I will just remove this. And I will use my brown material. And if you want, you can duplicate this material and we can remove this white texture and just plug these two base color. And we have nice material for all chairs. now we can back to our scene  and we can place this chair here and rotate along z axis and the x. SHIFT + D + X and And let's duplicate here. We can see how this looking when the preview let's search now for plant So we can bring this here. Okay? So we can bring this over scale this. Okay? I will now isolate only this object  and we can see that we have a lot of materials here with lot of texture So I will delete this I don't need. So we need this plant leaf texture. And let's see how this wood texture is. Nice because this was only procedural textures. and we are sure that this will not slow down or render and this is only one .jpeg texture so we can also keep this. Okay, this is one metal texture. If you go to Edit mode, we can see that this is also a poly object and we can use this. So I will duplicate this one other SHIFT + D the X and I replace one here. And let's make another test render. Okay, I will keep only one, left one. So I will delete this one and I will move. This may be a little on x-axis. and now I will search for skull And I will download this one and place it here. I will scale this. I will. Let's see how this object looks like. so if we go to Edit mode. You can see that this is high density mesh object and I will go with mesh cleanup. Decimate geometry and I'm going type here 0.1 So we will keep only ten per cent of this geometry or even less, 0.06. And you can see that this still looks pretty good, but you don't have too much vertices. Let's make this even more. So I'm now back 60% of these vertices. Okay, let's see this material. So we have here two textures and this loop high resolution textures. I will remove this texture. For now. I will create new materials. So let's add white skull. And we can add just little noise texture here to add little dirtiness, so SHIFT+A and search for noise And if we press Control Shift, click on this, you can see how this noise loop and I make more contrast with with color-ram them in here. Maybe one brownish color. Okay, and now we can play with this. Why do here? Just to add some dirtiness. And I will add a few little yellowish color. and we can plug this to base color Okay, and another material here, I will find same texture and duplicate this material. And I will call this skull dark, and I will just go to Edit Mode and select this part here in x-ray mode. So we select both sides with x-ray mode. And now I will assign this material here and now we can hear more dark color. This part. in X-ray mode so we select  both sides with X-ray mode And this is not so good texture from if gamma is too close to this object, but for them, this will look nice. We can now make another render here. Now, I want put something inside or cabin, because we can see that this looks so empty inside. Ever searched for cabin and I will use this one so we can import this. And I will remove this material. We can use our metal material from before. And we can place this on z-axis. We can place here very visible. So I will always shift D and make smaller version here. And I also searched for Kindle and I found this nice one. So we can bring this here. And let's scale this. Okay, this is the week. So scale this down. I put things inside. How so? Just to make ilusion that something is inside, then you can see this handle here. And just wanting, you can also search here for materials. So just go here to material and you can search e.g. metal material. And you can just drag and drop any of this material to our object. 11. 10 - Procedural materials in Blender - Chimney: We are almost done with modeling and texturing cabin. And before we continue with the next part, last thing I will do here is chimney. And I want to make this completely procedural . That means that we will not use any image texture here we will create this material using only nodes. imported in blender to create chimney we can go with SHIFT+A and with Cube and I will place it about here  and scale and scale Something about this. I will bring little this part down nd I will now go with CTRL+A apply scale and now I will create new material  chimney and go to shading tab and Numpad slash key twice to bring this object here and we can start with so if we go with SHIFT+A and here texture we have a lot of procedural texture  and one of this is will be brick texture here and I will plug this to base color Now. We can see how this looks. And if we press Control T, you can see that this is generated, this procedural texture is generated Projection. I will now try with object This is still not good, so I will go with UV  so image texture are by default projected by UV but this procedural texture are by default are  projected with generated So we need to change this to UV. And now we can go with in edit mode, select all and U - cube projection. Now this look better and we can now play with this scale. I will try playing with x and y value. Let's turn on. Here. We will go the material preview to see how these look. Maybe a little more detail about 1.4, 1.6. Okay And now because this is perfectly flat , but I will use, I will mix this with noise texture. So Control, Shift and click here to see how this look I want more contrast here, so I will go with color ramp And I want lots of tiny details here. So I will bring this scale up. Okay, maybe something like this. And now I wouldn't mix these two texture. So you can go with mix RGB here and and plug one here one another here or you can go with Control Shift and right-click on my mouse. Just drag. And you can connect this to texture. Now we mix these two texture together and I will go with multiply blending mode. You can bring this factor to 1. Okay And I will say it was this box. bump so I will go with bump and I will  plug this to height and to normal But to add some details here, I don't want to completely black color. So we can just change this color then. We can affect this area. And now for base color, I will do it color ramp. I will add more colors here. And let's change these colors to something like reddish. Or brown. Okay, this first one is this part here and make this white. And now I will add and redish or brown color here. okay and let's use also this for Roughness to get some tiny details here to here, and let's see how this look. So this black color will be shiny and this part will be rough I will don't want too much shining here, so I will bring this to about here. Now we can plug this roughness and we can make our material. So this principle bsdf, because there always must be last one connected here  So Control Shift and click. Okay, and then this will look pretty nice from this task. This is not the best solution for close-up camera because we see all these tiny details here. But when we are far from camera, this will look nice. now I will back to our scene and I  will go I will add one bevel here control B and odd one or two segments here. And let's create, let's create more details here. will go with SHIFT+D and Z to duplicate this face I to insert this and bring this little up CTRL+B . And let's add one, got here, control B. and I will just quickly grab this four edges Let's go with Control B and select these four faces. Now it to extrude and just bring this down And to create pipe from here. So we can just, I will insert this and scale this down. And now I will scale this more and I will go sub-divide two times. If you go to Edit Preferences. And if you search here Loop tool, you can enable this loop tool. And now, when you go with right-click, you get this add-on here and you can just search circle. And this will convert your mesh to circle. And now we can go to E to extrude then Z For the z axis. I will delete these faces here. And now I will add another material and I will call this metal. I will just move it metallic or to one and the roughness to almost to zero. And this here more gray color. And no in edit mode. I will select this face and go with control plus Expand selection. And now I'm going to assign this metal chrome material. And also I will select this pipe here And let's see how this looks. This is before and after. So we create chimney very easy with procedural texture. And we're done now with this part creating cabin. Next part we will add forests around this cabin, floor, car, volumetric and finally animation. See you in next part. 12. 11 - Creating ground: Now, when we are done with cabin, we need something for ground and I will go to ambientcg.com And here you can find a lot of materials, send us sets. And I will go here and all of them are free. So I will click on Materials and search for ground. you can download any of this I think download last time this first one gravel 33. And I will go to 2 K. Resolution. so you can  just click here without registration and you will download this folder. But I already downloaded this one. And this is how this look. Next, I will copy these others when I download this texture and I will back to Blender. And now I will select this ground and I will add new ground material here will go to Shading Tab and Numpad / to bring only this material Actually we can just go to Numpad 0. now I will select this  Principle BSDF and press CTRL+SHIFT and T Now we can paste these others so our material and I will select with holding control, ambient occlusion, color, displacement, one of these normal and roughness. And if you click here principle, thanks setup. Node Wrangler, automatically connect all this on right place. Now I will go to UV Editing and with Numpad / slash key just bring this and let's try match real world scale here o I will press A on right  and A on left and we can select this gravel here and I will on left just scale  this and I will go here with Numpad 0 to bring to camera view And let's try scale this until this look natural. Now I would back to Shading tab. And if you see this ambient occlusion material, to improve this color, base color, we need a mix these two together and I will hold CTRL+SHIFT and right-click. I will just drag to mix these two textures together. nad I will go to factor alt to one And I will just use here multiply. Okay, and now I will make a test render. I will jump back here to render the result to Slot 2. and I will make  one test render with extra And this is before and after. And this is good for start, but we need to cover this with more details. And the next thing I will do, I will go with having to zoom out to these cabin. And so I will go here, select camera, go to camera properties and I will bring this to all to 25 mm. So we can see before and after. So this is before and after and now we can can cover this ground with more details. And for this purpose, I made this photo scans. So I go around my house and I make this Photo-scan. And now we can import this to our scene. I will share this file with you so you can use these assets for free. But if you want to learn how to make this Photoscan, I already have tutorial about this and you can search for this tutorial. But I use only my mobile phone and take photos around my house and then I use reality capture program. And this very cheap because I spend less than $1 for all these photo scans. And another nice solution for photos, photosscans for free is is this Qixel Bridge program You can download here, Qixel bridge And you also need to download this uh on Qixel Bridge plugin You can download Blender plug-in here and then you can go to Blender to Edit Preferences, and to add ons, install and just select your zip folder. And then you can search for Quixel and activate this mega scans like. And then you just need to go search back to Qixel Mega's is constant search, e.g. for grounds. Okay, this is already download so you can back to Quixel search for grounds. Then there you have three assets. And you can just click here and download and then export directly to blend. One thing which is important with Qixel Bridge, when you make account, be sure that you go with Epic game account When you go here to register, skip all this option and go with Epic Game account. Because if you sign up with Facebook or Google or you will not be able to download or these assets for gray matter, but this is not a Qixel Bridge tutorial If you want to learn more about this, you can go to YouTube and find a lot of tutorials about this. And we can back to our scene and we can now start using our Photoscan. I will back to Blender and I believe on left. Let's split this window and I will press Numpad 0 to go to camera view and to remove this tab. And I will go to render preview here. Now we can work on right and see what happens on left I will go to this asset pack here, and I will copy this object here and paste to our scene. And now I will just bring this closer to the camera. Now I will go with G to grab this, and Z to move on Z-axis. if you hold SHIFT you can slightly move this and be more precise. I will go with R, X to rotate this a little. Okay. now we can copy maybe this one and paste to our scene Let's play this out here. And I will also go with G, Z and hold Shift to be more precise. And now I will duplicate this, but not with Shift D. I I will use ALT+D so when you use ALT+D you make instances of this object. So if we go to Edit Mode and change it, the first one, we also have two second one. And this help blender to save some memory and this will not slow down our scene as we use Shift D. So always use all the instant shaved in this situation. And now I will rotate this and just stopped. Just play with this. so I will go with ALT+D again and move this on X-axis and maybe I will scale this down to make more variation and ALT+D again let's Place one here And all D again. And let's place one here. and I will go with F12 to see how this look Okay, and I will try maybe to this one. Now. I will copy this whole object and paste to all C and G and Z and bring this down ALT+D, Y and ALT+D and move this on X also and ALT+D, Y and maybe Place one here and you can also use R for rotate And let's see how this look. Now. This is before and after, and we just need to continue with playing these assets and until you are happy with your result. So I will try with this asphalt photo scans and I will place this closer to him get this is result. I get after a few minutes of playing with this assets. And later when I add trace and volume metrics, I will see, maybe I will change this later, but this is what I have for now. And one thing you need to know, if you want, make e.g. these stones more darker, you can always go. You can select this material. Then you can go to Shading tab in base color. You can go to saturation. And you can just bring this value e.g. and down. And you can see how this effect, I'll see I want to make this photo scans within this ground. So this is before and this is after ranting. I forget here I also made one grass object and you can copy this and we can also play with this. 13. 12 - Car in Blender: In this part we will import car in scene and I will talk about best free and paid solutions. For import car in Blender. options I use is transportation add-on And I buy this and blendermarket.com And I have this lite license, which is $69, but every few months on Blender market is sale. And I paid this about $40. This is the best option or market for me because you get a lot of vehicles, cars, bicycle, motorbike, plane and everything, or just the $40. But if you are just beginning with Blender and hobbies, my recommendation is not to buy profi Add-ons. You can always try with free assets and I will show you later how to import free cars in Blender. And later, you can decide what add-on you want to buy when you have more experience with Blender. And I will show you how this works. So you can find here category and we're example Classic Cars. bicycles, formula. You can choose here the type of car and, but I will go with classic car and I like this car and I like to use this last time. So I can choose this car and I will, because this is far from camera, I will use a low poly version. And here you can choose between three type of material. And you can choose between a lot of colors here. You can also add HDRI and the backplates and another options, and one of these is also for car animation. I will now import this car in my scene. And I will go with the G to grab. Because car is inside of this cabin. G and Y and I will rotate this on the Z-axis and only thing I need here is place card in the scene And I will press F12 for test render And this is low quality version. And you can see that this still have a lot of details. And the one thing you need to know to go to Edit mode, you need to click here, make a table for animation. Now we can separate this car and you can see that this is very low poly, but still look as good. And you can see here all these materials. Let's now import one high poly car for test. I will be another category, maybe sports. And let's import this car. And just and I will join this for now. And we can see how this look, you can see all these details also inside the car and Let's try change color here so I will go with shiny materials And you can see how this is. This is paid options. And you can see why this is paid because you'll get a lot of high-quality objects with a lot of options. And now we will talk about free options. but this Transportation add-on is not the only one high-quality options for blender. You can go to blendermarket.com and you can search for another options here. You can see here is 1900 options here. So you can look for them. And e.g. you can buy only one car for $10. And now we will talk about free options. If you've searched only for blend file, you can go to blendswap.com and here is all these are free and all these are Blend. If you search for car, you can see that here is mostly bad options, but we can also find three good options, e.g. this look good, okay And you can see that there is lot options here, and you can always find a nice model. And this one is not bad. And this one also. And to download this, you just need to login website with a lot of options for 3D models are CG trader and SketchFab. So if you go to CG trade that you can see that most of them are not free. But here you get a lot of options for downloads. So 72,000 just for cars. But now I will talk about Sketchfab. So we can go into sketchfab.com and you can just search here for car. And you can click here downloadable and you will get mostly three free. And with this Download icon is all free options. You can skip this with dollar because this is paid options and you can only look for this free options here. You can search for any of these options here. But I will share these two links with two. So you can download these two models. And I will show you difference between these two models is that this one here and blend file as options and this one don't have .blend file as option but this is not a reason to skip this car. Only difference is that car without Brent file here have not set material. this one with .blend file But we can fix this easily later and I will show you later how. Okay, So let's download this file. So just go here. I think you need make a free profile and just click here to download. And I already download this. So this is how this look. So you need to find a source file and this is this blend fight and I will now copy this. I will just click here because this is .blend I would just click here. And we can see how this look. But if we go to render preview, you can see that here's one mistake with this car. I think if you go to Cycles this will be black. This car is made in old version of Blender and you can see that there is no principal BSD or there is Specular bsdf, which is wrong. So we can just go with Principle bsdf and fix this quickly So this is base color. This is specular, and this is roughness. Now we can delete this and just plug this here, and this will work. Now. We can change color here and we just need to pick source of this because we have three materials here. And also this detail material. So just go ahead and simple be SDF, base color to base color, specular, specular roughness to roughness and normal. Now delete this and just plug this. But usually you will not get in this problem. So we can now just when you use .blend files So I will copy this object and I will try with this car in our scene. And you can see that this is not a real-world scale car, which isn't bad, but we can always scale this down S. Okay, and now we can make this another test render. And if you like, you don't have  .blend file as option you can always download OBJ FBX, and here I have OBJ option. I will download this. So this is how this look. And I will find this OBJ file and I will go, I will copy this address. Then I will go here. File. Important because I download OBJ. I will go here with OBJ, but here is also FBX option here. So what OBJ and others to your object and import this. You can see that this car is big. So scale this down. I will remove this one. You can see here that this car is made of few objects. so we need to select all of them. I think we can go with Control J to join this. I will go with Control J and I will join this to one object So we have here materials for this car, but there are empty, so I will isolate on it this car and I will go to Shading tab and see how this material Numpad slash key to bring this car here. You can see that we don't have anything that white color here. But if we go back to our folder where we download this car, we can see that we have texture mapped here. And I will copy this with Control C. And now we can go with , CTRL+SHIFT+T. And I will paste this folder here. And you can see that we have here both the material and we have here body color, metallic, normal and bold, the roughness. So we know that this is for this material because all they all they have body in name and if we now click principle texture setup Blender will automatically connect this because Blender will connect this base with base and metallic, metallic roughness, roughness and normal with normal. so we can easy back material here And we can do same with this material. So select principle BSD or Control Shift T. And let's search for tire, tire, base, metallic, normal and the roughness. And let's do the same to gloss. So Control Shift T and look for glass and back all material very easily so we can all get to our scene. Withz Numpad slash key, and we can scale this and place these two positions. And this is our car. And you can see that this looks very nice. And we can find a lot of options also for free. I think it's a little too big, but it next part we will talk about trees. 14. 13 - Trees in Blender: In this part we will talk about trees and in this version here I use botaniq from polygonic So this is one add-on you can find here on Blender market if you search for botaniq. And just make sure to click here where is poligoniq because we have also botaniq from ever motion here. And click here there. is polygonic, but I think I will share this link with you. good news here is that this botaniq have trial free version So you can just click here, add this to cart, and you can download this add-on. And then you need to go to Edit Preferences, Add-ons installed, and just select your zip file and then and install this add-on And then if you press N here, where is polygonic you have this assets. But we will talk about this later because I will show you now another free option and another three option for this pine tree I found on 3Dshaker.com, which is also professional company for 3D objects. And if we go to library and free, you can find this nice pine tree. And if you click here to download, you just need enter your email. You can just said here zero and you can add this to cart and you can download. And then you will get this email. And you can on this link and download your projects for free. If for some reason this link don't work for you, you can go through library, natural and no collections. You can click here on three collection and you can download this quick here, and you can download this version and you will get to this actually. This is what I get after I download these assets and I will now and just click here. And I will copy this object. And we can make simple scene with only this tree which is free So I will now go paste object here and here is our  three and he's very small so I will scale this up We can just duplicate this and rotate it there. always use ALT+D and move this and start placing this in our scene. so ALT+D, Y Just be sure to cover all seen with trees. I will do here because we don't care volumetric or no. I think I'm going to duplicate this light here and I will place one about here so we can make more contrast and putting focus on cabin for now so. SHIFT+D+X, I will put more trees. ALT+D and X I will also duplicate this light one more time SHIFT+D, Y, and I will put here to highlight this search trees are little and but this is too much. So I will go maybe it's one founded. Let's put this here. And we get this nice detail. And this is result I get with this 3Dshaker free trees And this is result with polygonic botanic addon But here I use two version of threes. So it's a little different. And this version is width volumetric and this is without volumetric. Lighting is different, but you can see that this tree also look pretty nice and if you want, you can use this one. And now we will talk about botanic edit. Now I will delete this whole this tree. So if we select one tree and go to Select, select link data. And because all of these views all day and all of these are same object that we select all this and we can now press Delete. Okay, we use the tool. And we can now press N. And we can go with this polygon, it botanic Endo. And I will click here. Because I have liked version. I have lot of these trees here. If you buy full version, you will get even more. And we can also find these flowers, even boats and rocks. So I will use this one. This first one, and third one. ne so I will click here to okay Now we can do as same as we do before. So just duplicate with ALT+D, Y, R Rotate, scale ALT+D, X, and just cover all seen me this. And now I will add another tree here. So I will go with this one. Now, duplicate this it ALT+D and try cover scene This is version with 3D Shaker trees  and this is with botanic add-on 15. 14 - Volumetrics in Blender: In this part, we will talk about about volumetric and lighting. To create volumetric, we need objects, we will fill with volumetric. I will for this create cube. And I will scale this cube over whole scene. So I will press S and scale this on y-axis. Scale this even more. Now I'm go to Object Properties here in viewport display set these two bounce so we can see inside in viewport and I will scale this little  more on X-axis and on Y-axis you note that these trees are slowed down a lot  our render time and this volumetric will slow down even more and this is price you pay for  volumetrics ut if you have slower computer or laptop, my sugestion is to turn off this viewport display because this can slow down your computer. And you can go here. When you make tests, you can go here maybe 50% of this value. But if you don't have harder for volumemetrics in blender you can always go with different types of lighting. And you can also create nice scene without volumetric. And I also don't have so. expensive graphic card, I have RTX 2060 and I still can make scene with volumetric and also animation. If we take look on the left, we can see that our scene is now completely in cube and I will scale this along the X-axis a little And you can see these corners here. And this is because we are in camera view. And you can see that all clipping and two 100 m and our scene is bigger. So I will add just one 0 here. And now these corners disappear. Now, we need to fill this cube with volume metrics and we can do this with materials. so I will rename this create new material and rename this to volumetric And I will go to Shading tab. We can switch here or render preview. and the Numpad / twice to back I  back our scene And now I will delete this principle BSDF and I will go with SHIFT+A and search for principle volume And we can plug these two volume. And I will bring this color to white. and I will bring density to 0.1 , which is a lot. And I will just make one test for now so we can compare this later. This is how this looks for now. And obviously it's too dark and we need a lot of lights here. I will go too slot 2 and back to layout and here I will go with SHIFT+A and Light Point lamp I will put this over this volumetric cube. and first I will first lamp I will put maybe over this. And now I will go to light property tab and I will set this color to blue and now I'm going to increase this value here, the value of 150,000. And this is still not enough. so I will go with ALT+D and duplicate one light here and one light about here and now we can make another test here And this is how this looks for now. And you can see that this is blurry and we lose a lot of details on this cabin. One reason is because this is low sample and low resolution image. And another reason is because of these mist. But don't worry, we we will bake some of these details later in compositor or Post-processing. I want to highlight this light here this is maybe not physically accurate but it look very nice. So I will go with SHIFT+A and Cube, I will go to shading tab let's bring only this Cube here so I will go here with I will record this material Emission orange. Now I will delete this principle bsdf and I will go with mission and they will select orange color here. Let's plug this surface. and I will set maybe five here laughs Now I will certainly this over this first window here. So let's get this on y-axis. And I will put this inside cabin, behind them. Okay? I will move this little. Well next sucks is to cover this window here. And now we can make another test render here. Okay, this is before and after. And I will now remove this right here, and I will place it. Maybe about here. This is too intense. I will bring this down maybe to 100. And I think I will convert this now to area lamp and scale this. And if you press ALT+R We will make this to default value here because we have rotation here. so ALT+R and now is all to zero  You can manually type here zero. And let's put this slide to about here and bring this down. This is before, and this is after. If you want, we can make quickly this street lamp here. I Will now join this area and I will go to Numpad 7. and with SHIFT+A I would add, cylinder here. I will bring  this vertices to only 16 and let's put this here over this one okay and scale this down  and scale this on the Z-axis And I will go to Edit Mode and x-ray mode I will select this part up and scale this Okay? And now I will go with Control R here. Okay? And then now we grab two of this and we can extrude this on X-axis and I will go with CTRL+R here and I will grab these two faces  and maybe extrude let's see Again. scale this on Y-axis and on X-axis send and let s subdivide this. we can make this convert  this circle let's scale this even more and extrude on z-axis and insert this. And just bring this up. Okay, This is very simple street lamp and I will go to material and I will add here wood more no more brown material. And also metal Chrome we created before. Okay, and then I will go more than it's Control plus I will add this metal Chrome and CTRL+ I to I to invert selection and add here mood material and select all and U - Cube projection to unwrap this Okay, this part is so small. So I will go again to edit mode Let's select this part here and go with CTRL + Numpad + and scale this maybe we can rotate this on y-axis. out okay and let's see how this  looks And we can go with Shade Smooth here okay this is not uh so visible  and I will now back to our scene and let's place this light down and maybe rotate this a little okay next thing I want to do I want to add little  depth and Fields I want blurriness to this this foreground. so I will select camera and in camera properties I will activate this depth and field And for focus object, I will put this car and I will go with this value of tonality 1.4. So this is before and after. We remove focus on this ground here and put this car. Now we can make post-processing. And later we can back to Blender and make animation and render this. And for now we need render only one frame. But for post-processing, I need some passes here. And if we go here to view their properties you can enable passes so I will go with Mist Glossy Direction and Ambient occlusion pass and now for final render I will set this to 200. and I will go here maybe 400 samples and now we can press F12 Render is done, and I will save this to my computer. So I make one folder and I will put the address to this folder. And you can also make for that. where You want. I'll go up here to Image. So first I will set this to Output Properties tab. I will send this to .jpeg and now I can go with image , save this. and I will navigate to this folder and I will name this main render. and we need also save other passes Mist Ambient occlusion and glossy direction and we can find them in compositing tab. So I will click here to use nodes And be sure to click this, highlight, this backdrop and Repeat. press CTRL+SHIFT and click on this We opened the viewer node and we can zoom out this with V or or zoom in with alt+V and if we hold Ctrl shift and click on this we change these nodes here this passes here I will navigate to this Mist pass here, and plug this to viewer node and if you press F11 and search here for viewer node We can see this pass here and now I will go with Image Save As I've already rename. This this to Mist and let's back to compositor CTRL+SHIFT and click or you can just plug in this here. so this Glossy Direction I will just rename this to GL and last one is Ambient Oclusion Now let me save all these passes here and we are now ready for post-processing. I will make post-processing in After Effects. but because we will use only basic thing like blending modes and color correction, you can do this in any graphic program. You use, e.g. Primer Pro, photoshop, DaVinci Resolve, or Bender composite. And the reason I didn't want to use this, do this in Blender compositor because it's a little too slow. And it's easier if we do this in layer base program then with nodes. 16. 15 - Post processing in After Effects: Okay, Let's now open After Effects. And I will go with new composition from footage. Here we can find our Passes and I will import all these to After Effects, and we can just click here. Okay, and I will now remove all these passes and I will go first with main Over this main pass. I will go with Ambient conclusion and I will set this to soft light blending mode and you can see before and after and how much details we get with this pas so before and after and I think this is too musch and I will press over this ambient occlusion if you press T, we open this opacity and I will bring this down to 50%. And let's first save this file. Okay Next I will go with , glossy direction. path I will set to screen blending mode And we can see before and after. we also get a lot of details here with this pass But I don't like this area in background, so I will use mask for this. Select the pen tool. We can make mask. and I want to highlight  this area where is car and cabin and this ground and remove this in background So I can see before and after and we have this hard edge here. you can see this hard Edge and if we press M twice so M M we open mask mask properties here, and I will set this  feather to make this transition smooth So this is before and after, and also it's too intense. So I will select this and press T. And I will make this to bring this opacity. Now we can go with color correction and I will, I click here go with the adjustment layer and I will  rename this to CC for color correction and main tool for color correction in Premier Pro or After Effects is lumetri color. Just drag this here And now I will open this basic correction and I will play with this value here. So usually I go with e.g. plus 50 and -50. I see what look, I like more. So I don't want to bluish color here, so I will go with the plus e.g. 50 and with tint if we if we go up, we get more magenta colors here. and if you go down we get more green tint here so I don't want magenta colors here So I will go with -15. This is the before and after for now. And let's expose these a little So if we go down, we get more black color here. And if we go up, okay, if you see this message just press Caps Look to refresh this and I don't want too much brightness here so I will go maybe with 0.3. I will go with the contrast, a little app made me just end with highlights. I will also go up maybe 20 or if you go with 100 This is too much, so I will do it maybe 20. And the shadows, if we go down, we get more darker shadows here and it will go up. we got more bright Shadows here so I will go with shadows a little up and I will bring this whites to maybe 15. and the black side will go down So we get more contrast on this area okay this is before color correction Let's add grain now. So new adjustment layer. we'll name this to grain And I will search here for add Grain and just bring this and set this to final output here I will choose here Kodak 800 T  type and this is before and after, so before and after it's too intense, so I wouldn't bring this to 0.8 or 0.6. so without Grain and with Grain and the next I will go with S-curve effect because  we have wo strong blacks here and this is not typically for cinematic and I will go no adjustment layer and I'll call this S curve and now I will go with Lumetri-color here I will go here to curve tab just create slightly S-curve effect. So I will bring this up, this one down, and this one up. and whites also down Okay, this is before and after, and I will bring this dark color to white. so before and after Next, I will go with glow. I search here for Glow effect and  I think I will go with this one Let's put focus only on this window here. I will bring these radius down if you go down with this value we get more glow and if we go up we get less than glow. Okay, I like these two details and you can bring this resolution to half so  it should be a little faster Okay? But I have a lot of problems here, so I will use mask here. I want only this, keep only this area Okay? Now we remove all this area outside and we keep only this area on this car and this window here and we can press MM to open this mask mask properties and I will set this feather to 100 Okay, this is before n. Okay, Let's talk how we can use this Mist pass we have here - we can use this as the depth map And I will now, I will use this smoke video texture I found on the Internet (pixabay.com) I think I wish I will I will try found this try this and share the link with you. But you can just Google smoke or dust overlay, overlay and you can find this for free So I will get to after effects and I will import this Here. I want the smoke to appear after this house. So I will this cabin. So I will bring this here and I will place to about here. and now I will go with this Mist past nd I will go with levels and levels is similar like color ramp in Blender. So we can now make more contrast here make our depth map so I will I want black color is value of 0 and white is value of 1 so I want isolate this cabin from background so let's bring this white color a little up And now we can set, we can disable this in our scene and we can use this. Mist.jpg as Luma Mate And I will set the smoke to screen to  ignore black colors here or Lighten And now if you isolate only this smoke, you can see how this will get smoke only in this area. after house and I will use mask to feather this hard edge here okay and I will press MM and I  will add a feather 200 so 300 Okay, just to remove this edge here. And you can see how this look. and if you now  back to our scene we can see this smoke here And because this is not just one frame, this is video frame We can press space and load this animation. You can see how this looks, but this is too fast so I can stretch this. I will even go with 400 here. But one thing I forgot to tell you, this whole composition is only 2 s. So we can increase this to 10 s here. And we now need to move all this to 10 seconds here We now need select all this passes we need increase this to 10 seconds here And now if you press Space for start you can clearly see this smoke, animation. Smoke. We know. behind this cabin, but this is too intense, so I will bring this, maybe just 20% or 30 I will Also download this dust overlay from videvo.net You can search for dust overlay with videvo.net And this is how this look and we can also bring this in After Effects. And we can set this over our composition. And I will press S to scale this this a little set this also to Lighten bending mode white then when we moved. and I will press T and I will bring this to maybe 20% Let's duplicate this one more time. And now I will bring this down and I will scale this, scale this up with T I will set this to maybe Ten per cent. Go with this one with ten and this one 6 And if you press space bar to play now we can see that we have a lot of life within this dust and smoke overlay in background to one still image. But this is obviously too intense So I will go here to dust overlay and I will go with fast box boxes blur to blow this a little bit. Maybe with five and also this one. And I will go with, I will bring this opacity to maybe 5% and 8%. I don't like this to orange color here, so I will go with selective color adjustment layer, bring this to top, and I will call this. selected colors and search here for selected colors And bring this here, here we can affect only  one color we choose here so I will choose this And I will try to play with this. I will go with 100 and minus 100 here one plus I wanted this color. So let's go plus one minus q. Let's play with these values. And here, what you like, mine will go also if minus maybe one, minus ten. Okay, this is before and after. And we can also now go again with this and we can choose science that we can affect this also. so just go with plus and minus  and see look you like and I like this, minus effect , but maybe this is too intense, so I didn't go with minus ten. And let's play this magenta value. -15. Minus ten, plus ten. I will go with minus, minus ten. So this is before and after. I think it's a little better, but maybe it's too much. So I'll press T for opacity and I will keep 70% of this. Okay, I think we are done for now it post-processing and later when we make animation, we can just replace this still images with our animation. And I will show you how. And if you want to render this one frame, you can go here. I will  bring this to see this and I will go into pi Milk composition and save ramus white. And I will, I don't want Photoshop file, I want jpeg. And I will sit here folder that I want to save this file and I will pull this screen. And let's render this. And we can, so this is directly from Blender. And now we can compare before and after. This is before and this is softer. And we can also, we can also click here for beforehand. 17. 16 - Animating with Mixamo: In this part we will talk about animation and I will show you how to animate this guy. inside and also camera I talked about animation in my last tutorial, and if you want, you can search for them. We need this guy and I download this human-based mesh from, blendswap.com You can go here to search and you can search for human base mesh. And I download this nice model for free. You just need to make the profile here. And then you can click download here. And this is what you get. Now, I will go to layout. And I'm deleting this Armature because we don't need this this in object mode just delete this and I will  go with Numpad 1 one and select this human and I will go to Edit Mode. and you can see how  this is high density mesh and I will select all with A But we need only low poly mesh because this is far from camera and I will go to Mesh, clean up - decimate geometry and I will type here 0.01. So we will keep only 1% of of this mesh. Because we will animate this to Mixamo We need FBX, file or OBJ, and they will go with File export FBX. and we can save this maybe on desktop  and I will export this human base mesh mesh now I will go to mixamo.com You need here free Adobe account. So I really have Adobe account and login. And here you can see that we have a lot of characters and animation. You don't need to download this human-based meshy like any of this here. But I will show you how we can import objects from. .fbx so I will upload our  character here And I will select, I will go to desktop and I will  search for human base mesh and now we can, we just need all of this instructions so we need to set these points here you have reference on right side so this one goes to knese and  this last one here And now we can click to next. and we can set here simple  bone structure We don't need this finger send all these details. so I will go with  this simple one with no fingers and now we have our guy animated  so I will click here or next We could go to Animation tab. now and we can choose any type of Animation you like And I will search here for walking. And I think I lost time. search for walking in circle I use this one because this one  have enough frames So you can see that we have here 500 frames but you can select any animation you like And the next, we need download this. so I will click now download And I was set here 24 frames per second and fbx 7.4. And then I will just download this. and you can save this on your desktop Next, I want to import this in Blender, so file import and .fbx here Let's search on desktop animation. so I will select This One Import .fbx And we can see our guy here. I think it's a little too big and we can scale this down to about 2 m or less. Okay And now I will set this guy. So first, play this animation. And we can say that this guy go in this direction. So I don't need this, all these keyframes here, and I will select this and delete. Let's select only this bone first. So now I will delete this part here. And we can also select these. And we can move this here. But I will go to camera perspective. Let's see how the look. so we need to move this left and I want our animation start  from about 10 frames here Okay? And I will delete all these keyframes here. And because our window, next window is far from this left one. So let's select this bone and this key frames here. And I think we need to put mouse dog and now delete this. Okay, I will now back to camera perspective with Numpad 0. okay we have a lot of keyframes we don't need here. Now because this another window is far from this one. I think. Easiest way for this is to just copy this human SHIFT+D+X and move this one here. Now I will just move this animation. Talk about here. so we have basically we have  two human in our camera So first one we will now and second one, I will start now. Okay, I think this looks good. And we need about 180 frames here. so I will set here 180 okay, let's play our animation one more time. So just press space and let's see how this goes. 18. 17 - Camera animation: Now we need animate the camera. And for this we will lose one free add-on, which is called Camera Shakify. If I end, I will share this link with you. So you just need to go to the code and download the zip. And then Edit Preferences. add-ons and Find this zip folder here and you will get this Camera Shakify if I add them, I have this old version and the new one. And I think for some reason this new one don't work for me. Maybe I need reinstalled this but it's almost same. I think I will use this camera wobble, but camera Shakify is the is almost the same. This one. Now, when we have selected camera, we can go to camera and you will find this here, camera Wooble or Camera Shakify Addon if I get some errors here so I will not use this one one and I will use camera Wobble And you have here different type of camera animation. So you can see how these look in the camera. Camera and e.g. if we select Investigation, we get this type of movement or bike on gravel. And you can hear change intensity e.g. 0.1. or walking 2d. You can play with this, but I think last time use this Zeek So we can see that this is very subtle animation. So I will, I will increase this to 20. Let's now add two keyframes to animate this camera a little more. So let's say the first 60 keyframes, nothing happened here. And now I will set here keyframes. So if we put the mouse over this location and rotation, and if you press, I we set that these keyframes. So you can also press I over over this viewport here, and you can choose here location and rotation. Now, I will go about 15 frames more. And now I want create feeling that when we see this guy inside, we hide behind this tree. Okay, I will go to about here and I will now move this on X-axis And maybe a little down. And I will press I to insert these keyframes. And they would also press, I on rotation so we get this movement now okay and maybe we can in the middle move this x axis a little down. So we looked more on ground. just a little and press I  And we can see how these look. next I will add Zoom here So I will go to about here. and if we go to camera properties here unless it's actually our Zoom. So I will put a keyframe here and there go five or six things more. I will set here to 40 so we  will Zoom to 40 millimeters And the bad thing here is that we cannot see the zoomed in view port, but we will see this in render later and you can see what effect we get so after we hide Behind these three we Zoom this And to be sure that this works, we can make to test render. So first I will go here and I will press F12 to them. And now I will go too slot 2. And I will change to this frame where we, when we zoom. So if you move this, you can see how this change from 25 to 40 Okay, we are now on 40 mm and I will make another render. Okay? And now this is before and after. And we see that this is okay. And then when we see that this guy go and we are safe now, we can set another keyframe and we can make back a little on the left. So move this X-axis on left just a little and press I and I And to slow down this, we can move this keyframe even more. Let's play this animation now. If we present this jump to keyframe button, we jumped to first keyframe, which is animated then e.g. if you don't know where our Zoom start with, just need to click here and see even here is yellow color. Okay, here started out with Zoom. And next is this one keyframe, also yellow. So we can change this e.g. or. You can rotate this even more if you want. And press. Okay, and let's now prepare this for render. last time we render only one frame And we have four maps and this look organized. But now we will have 180 frame is sent For four maps. So I will now set this folder for this so  first folder I will call Main second Second will be A0 for ambient occlusion and GAL for glossy. and last one is MIST or Miss pass Now I willcopy adress for this to this folder. And I will back to Blender. so main render is we can find output here for main render properties. And I will set this here. And I will select this main folder, and accept. Okay, and now we need to set other passes here. So this select and this passes here, misst, glossy direction and ambient occlusion. and I will use here use nodes and now I will go with SHIFT+A and file output So now I will plug this mist here and I will select here for here is mist folder okay accept and  now I will duplicate this two more times and I will plug this glossy Direction here and now I will select this gloss Direction folder. and now, ambient occlusion. And select this ambient occlusion. And now we can back to layout and we can check our settings. So my recommendation is to make test render with low resolution and low samples. And now we can go to Render, Render Animation. This takes 11 s for this test animation for me and I will just calculate how this will take. So let's say 10 s by 180, frames by six, which is 30 min. take 30 minutes for test render So low resolution and low sample render. when we are happy we can just go here and bring this to 100 or 200, bigger resolution here And we can increase the samples to maybe 200 or 300. And now we can see our folders and you can see that this works pretty good. So we have here ambient occlusion pass, glossy direction main and mist And then later when we are done with rendering, we can back to After Effects and we can replace one, still frame them with the animation. Just one note. If your computer cannot render this, and if this takes too long, you can always use render farm. And last time I use this garagefarm.net and you can find on YouTube instruction how to use this. And this is result I get, I get this high-quality 3K or 4K resolution and just maybe 30 min. And you can see how clear are these images. And the good news here is that you get a 50 dollar credit for free. And for this animation, I spend about maybe $15. So you can make maybe four or five big animation for free. And then you can buy credits equivalent unit, and then you can buy credits if you want And before you upload, you just need pocket this into blend. So just go here to external data and pack resource and then save your file and then you this to render garage farm. But you can find all this information on YouTube. After 4 h rendering is done. And I go with these values here. I go with this resolution, 200 samples. But the last time for final render, I go with double resolution and 500 samples. Now we can back to After Effects and we can replace still image with animation. So I will go here to project and I will add new folder. I will call this animation. Now, I will go with double-click here. And I will navigate my folder where I saved this animation and I will go hit main. So select first sequence and select this import .jpeg sequence and now click Import. So if we click here, we can see that by default is this animation in 30 frames per second render this scene 24 frame per second so I will  change here 24. okay And I will name this Main. Just one thing. So we have 180 samples, by 24. This is 7.5 a second. And I will check our composition settings is ten second, which is okay. So I will now bring this in this folder to keep this organized. And next is this ambient occlusion pass duplex sequence, 24 frames per second. rename this to AO and bring  in this folder and do same with glossy Direction and last one is mist okay and now we need to replace this still images with this animation so we have here Main and and I will bring this main here So caps-lock to refresh this and I will delete this one thing, I forget. I render this in half of  this resolution so you need to select one of this And now we can go to Composition and Composition Settings. I will bring this tool 1500 and now this match our new composition and I will set this to fit up this viewport so next is ambient occlusion So last time we go with with soft light and 50 opacity So just do the same soft light and T for opacity set this to 50 Next one is glossy direction. So screenand 50 So let's delete this one. And let's go with screen. 50 so t and 50 percent But last time we remove glossy direction from this series in background just make a simple mask here and by pressing M and we open these settings here  and I will add Little Feather here Okay, so this is a before and after. and the next layer is color  correction So we don't need to change this, but we can just scale this down grain also so just as to scale this so we need the we can set here 50 to scale this by 50 then ask her also so just type here 50. glow and next one is smoke So we use this mist mask behind we need to replace this mask so I will add another one and just be sure before we have these levels in this pass. So I will copy this and now I can delete this. And I will paste I will paste these levels here But I will just tweak a little this so we need, we want to isolate this cabin also so I will add more black color here Okay and now we can disable this and we use this Mist ass mask So I will bring this opacity down. so I'll go with 30 percent and Let's scale this smoke So if you press S, we can scale this down. and we can place this here Next is this dust overlay. So I will also press S and scale this down. And also this one. Let's play this and select the colors fits. So I will just scale this to 50 percent. And we are done. Now we can press Space to load this animation. You can wait, but I will export this. So you can go to file. You can export this directly from After Effects, but it will be slow and your file will be big. So my recommendation is to download Adobe Media Encoder program. You'll download this media on their end. When you download this program, it's going to be automatically connected with After Effects. And you can now go with composition and out to Adobe Media Encoder. You can use this program also for Premiere Pro. And now we can export this fast and we can save lot of file size. If I increase this bit rate, it will be bigger but not too much. And now I can just type here name of file and I can export here on desktop and just press here random. And this is very fast. It take only 2 min. But if we compare this result with the three K animation and with 500 samples, we can see how cleaner is this animation on right then  which I make last time even if it's not the same lighting and color correction and cabin and we can see how samples and the resolution. 19. 18 - Creating a scene 2: Let's now talk how I made this animation here. Good news here is that we don't need to start from scratch this scene. We can use this last one scene because we have trees and grounds volumetric car. So I haven't just duplicate this. Control C and Control V. And I will rename this file. to "camera_from_air" I will now open this file. and we can now  start making adjustments so first I will delete this camera because I will add another one. one and I will go with Numpad 7 and we don't need we dont have cabin in our scene anymore. So easiest way to delete this is if we go to x-ray mode and select all cabin. and now with holding CTRL we  can deselect what we don't need to delete so I will just drag this over these trees and this ground. And I will now press Delete. And now we delete all cabin Now I will select this car and I will rotate on Z-axis. Let's first start animate this car. So I will go about here and I will press I over location and rotation. And I will go to about 180 frames and I will press I about here. And if we press Space, we can see that our car is animated. If this car is too fast, we can bring this to about here to slower this car. And now I will try make road quickly. So I will move this trees and they will ALT+ D duplicate this trace. So we can scale, rotate and we can make more space for road. And I will now duplicate this asphalt texture and ground and I will go with ALT+D and just start placing to make. The next thing I will do, I will go with the ALT+D and duplicate this ground and just place this here. And this road is not so visible from a distance, but you can play with this a little more later when you add camera and when we see renders. Now I will add camera in the scene. So I will go with Shift a and Camera. And I will place this camera about here to about here. And because this, I will try imitate the drone camera I will go to it 20 meters on the Z-axis  Now if we go to camera view, we can try find this car. So this will be first frame camera. So I will set this first frame And I will try to rotate this to find car in the scene. I will keep y-axis to zero and I will try now. Rotate this to find car in the scene okay something about this here is  our car and I will now press I I OK. And now I've when his camera selected, I will go to last frame. And I will now change this position. So I will go back here to about 36 m. So before was 50 m, so we will go back about 15 m. the last frame and move this to about 35  And now I will also go back with this value. Also to about 35. So we will make 15 m and I will go with z-axis to about 35. okay and now press I and now  we can follow our car here You about 45 degrees on x-axis. I will keep zeros on y-axis and I will now try find car to our scene - okay something about this and I will press I to add keyframes. If you press space. now you can see how this look and we can see from this perspective. so this look like drone so our camera go back and do a follow-up car with this rotation. The next thing I will do here, I will scale this volumetric cube because camera take more area than before. So we need scale this a lot. Okay, something about this. I will bring this move this here because we don't see this. because we don't  see this area behind the camera I will keep half of this value So about 80,000. I will duplicate this few more times click ALT+D and I will cover more scene with this Okay, something about this. this and now we can make a first test render And this is the result I get and believe or not, this is a good result for me because we will take a lot more information from ambient occlusion, pass them this main render pass. And this is what I get to last time. When I render this. It's pretty similar, but just we need to  increase little this light Maybe I will make 200,000 and it will be very similar like before. But if we go to compositing tab, CTRL+SHIFT and skip this passes you can see how this look so it's pretty similar like before we just need more trees here and  we need to create These lamps here So this is good for now. But the one thing that I forget, I will zoom this out because this scene is big and we need to catch more from these scene. So I will bring this focal to 30 mm. And last time I go 1800 with wider resolution here. Okay, I will just show you how I create this street lamps. So I will go with light, area lamp. And I will bring this, scale this down, bring this about here. and now I will increase this to maybe 100  little orange color And I use this model from Ian Hubert patreon this is just one Street Lamp and now we can can place this here and we can I just go with ALT+D and Y and with shift We can repeat this last process. For cables. I go with shift a curve, Bezier curve, and I just. Rotate this on x-axis. In edit mode. rotate this on Z-axis Move this about here and this last point. And if we select both of these point and we go right-click sub-divide, we get one point here in the middle. And I can just bring this down. Let's rotate this little on x-axis. And now we can select this curve and curve settings. Here, we can go to geometry. We can add here that we get this cable. And we can create black color material here on black color and maybe bring  roughness little down and we have cable. We can duplicate this shape with SHIFT+D and make a little adjustment to this one. And now we can duplicate this with ALT+D place. over scene and just go to first frame and make test render with F12. And because we cannot see nothing here in main render I will go to viewer and now we skip to ambient occlusion pass. because ambient occlusion is connected to this viewer and now we can back to our scene and we can fill this scene with trees so ALT+D or we can duplicate multiples trees and go with ALT+D okay, I will now skip to frame 70 about here. And I will scale this So I will scan this or more to make more space here. And let's try test render now you just need to go to every 10 and or 50 frames and just make test render and cover this scene with trees and fix problems And now I open After Effects when I render this. I will for now turn off all these layers here So we can start from this main render. so this is main render and then I add glossy Direction and I get only a few details  here you can see before and after. so I go as before screen and let's see opacity 22 f you bring this to 100 we get this Which is too much The next is ambient occlusion pass, which is most important here. So this is before and after. So I go with soft light blending mode. And because this is not enough, I add a duplicate this one more time and I have 22% more to get more details and the next is Grain as before Selected Color Correction. so I add basically same values as before you can see here I go with temperature down and tint. to get this green tint I bring exposure lit up contrast and go down with highlights, shadows, whites and just bring, these black a little And if you want, you can add sharpness to get more details. But this is too much. Maybe. we can go with 10. and last one is just S-curve effect and that's all and last thing I will mention here you can see that this car  is little blured So you can just go here, render properties tab and you can turn on this motion blur and you can increase this value of your want. And how I get this animation. For this, I go with a new camera. add a new camera and I place this, I will go here with so no I will go with the 90 degrees on X-axis here on zero and keep also on 90 degrees so minus 90 and now I add, so if we have two  cameras in the scene you can see if we press Numpad 0 this camera is still the main camera, so we can now select this camera and go to View - cameras - set active object as camera and now we skip to this camera here And now I will move this camera in this wood and I will go with Numpad 0 And we can bring this on x-axis. And let's see, where is our car Our car is about here and I will now, Let's move this on X-axis little more and bring this down to about here, more close to ground. And I will now just try to follow our car. So I will just start placing key frames. So first keyframe on frame four and I will now, okay, Here's our car and move this little ONE y-axis. So let's make a feeling that we run for this car. Let's bring this about here and I will not try catch car with something like this and he didn't know, so I didn't bring this more on x and y axis and try follow-up car. Okay, Here's our car and just rotate this in just a place, more keyframes and we get this. Okay, and now I will add in camera, Wooble I will maybe go with this Handy cam run Okay, and we make a big difference between these two keyframes. okay and let's rotate this to about here bring this more on X-axis and Y Okay, this is my last file. So this is how I made last time. So it's the same principe, I just tweak a little more these settings Last time. I go with white wide resolution here So we can bring this to 800 maybe to get this white screen cinematic feel Then when you are happy with this animation, you just need to cover this ground with these photo-scans so ALT+D, Y and cover area there is which is in camera and here is very important this Motion blur so I increase this a little more  And when you are happy with this animation, and when you render this, just to jump to after effects and do same as we do for this last two scenes. 20. 19 - Transition and glitch effect: In this part, which is the last part of this tutorial, put these three videos together and we will try make more interested transition between them. All three videos have different aspect ratio, which is not usual. But I will try combine all three videos in YouTube, took a resolution, which is this resolution here. So we can go to After Effects and we can start a new composition. And I will find here these files. Let's save this file. And let's now import these three videos in After Effects. So click here on project and we can just drag and drop this here. and I will first go with cabin video And then I will press S scale and scale this down. and I will set this to 100 to zoom this in and I will set this quality to maybe half and next is "from air" and I will put this here let's move this timeline and press this S to scale this down and the last one is this car side Let's scale this up. So S and scale. And now I will just move this here and I will  cut this part so I will go to composition trim composition to working area and now you could press space we have full animation here Let's try make more interested transition between these three videos. and for this I use this pre-pack I found on internet this is from this guy Max Novak (link in description) And you can for free, and you can for free download  this free we can just overlay pack But you can also find on internet lot of stuff like this. And I liked this video here, like this part of video here. And I will import this to After Effects. And let's bring this about this and this video we can see that first is just black. So I will move this until appear something interesting here. Okay I like this part here. So if we press CTRL+SHIFTand D we can cut this part or we can go to Edit, split layer okay and I will take This part here. Let's take a little more CTRL+SHIFT and D let's now delete this part here and CTRL+SHIFT and D CTRL+SHIFTand D so I can take also this part and CTRL+SHIFTand D this part okay This part. Okay, This is enough for now. So I don't think these three parts here. And I will send this between these two videos. and I will now go with S to scale  this let's try fit this video here So if we unlink this scale, we can scale this z-axis here. to try and match this video here  so I will increase this a little and next thing I want here I would want to put just different blending mode I will play with these values here So multiply overlay, so this looks nice. I would just make this black and white. So I will go with saturation. I don't want to color these bluish color here, so I would just bring the saturation down. One of these start here so we can do the same. So unlink this and let's first scale this, and unlink this and let's scale this on the Z-axis And let's try a different blending modes here. Okay, Let's try this one. Let's now play this animation. And this is what we have for now. And you can use any type of video for this transition just be sure that it's fast and dynamic. And let's try now important passes we have for views for this video here So I will go here with ambient occlusion pass. So just select the first frame and JPEG sequence. And I will rename this to AO I will set to 24 frames per second here. Let's pull this over this cabin video. So you can see that the same duration. So that's good to refresh this. And I scale this one to 39% and I will also this one. Okay, Now they've matched together. and I will now with CTRL+SHIFT and D cut this one of this this, one of this part here. so let's take a little more Let's delete this first part. and now we have this effect Okay, and let's try with opacity here. if you press T and I will set keyframes to 100 here And now let's put this here and this go 100-0. And we get this. effects Let's now try similar with this. Mist pass so .jpeg sequence 24 frames per second and rename this to mist. So let's pull this over, this part and I will now cut one part here so let's try it from here to about here and delete this part here and set also scale to 39 here. And I will go here with levels. Make more contrast to this mist past. Okay? Maybe something like this. And I will now set opacity of positive from. So T for a positive zero. Just click here this stopwatch to record this keyframe and 0-100. Okay This is how you can make your videos more interested than dynamic. And I will share these three videos with you. So you can play with this. And this is all for this tutorial. I hope you learn something new. And if you want to look for my tutorials and see you in next five.