Transcripts
1. Class Introduction: hello and welcome to
the new tutorial in this 5Â 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 oftenÂ
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-Â 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 thisÂ
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 IÂ 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 withÂ
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 WindowsÂ
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 extrudeÂ
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 createÂ
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+RÂ 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 detailsÂ
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.Â
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 toÂ
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 goodÂ
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 thisÂ
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+BÂ
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 IÂ 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 extrudeÂ
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 sceneÂ
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 selectÂ
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 hereÂ
and scale and scale Something about this. IÂ will bring little this part down nd I will now go with CTRL+A
apply scale and now I will create new materialÂ
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 UVÂ
so image texture are by default projected
by UV but this procedural texture are by default areÂ
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 willÂ
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 IÂ
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 canÂ
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 thisÂ
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 rightÂ
and A on left and we can select this gravel here and I will on left just scaleÂ
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 makeÂ
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 haveÂ
.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 ourÂ
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 littleÂ
more on X-axis and on Y-axis you note that these
trees are slowed down a lotÂ
our render time and this volumetric will slow
down even more and this is price you pay forÂ
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 IÂ 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 IÂ 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 bringÂ
this vertices to only 16 and let's put this here
over this one okay and scale this downÂ
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 facesÂ
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 convertÂ
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 thisÂ
looks And we can go with Shade
Smooth here okay this is not uh so visibleÂ
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 littleÂ
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 highlightÂ
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 thisÂ
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 IÂ 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 TÂ
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 becauseÂ
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 soÂ
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 IÂ will add a feather 200 so 300 Okay, just to remove
this edge here. And you can see how this look. and if you nowÂ
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 IÂ 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 onlyÂ
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 minusÂ
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 willÂ
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 willÂ
go with Numpad 1 one and select this human
and I will go to Edit Mode. and you can see howÂ
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 ourÂ
character here And I will select, I will go to desktop and I willÂ
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 andÂ
this last one here And now we can click to next. and we can set here simpleÂ
bone structure We don't need this finger
send all these details. so I will go withÂ
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 oneÂ
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 IÂ 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 startÂ
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 haveÂ
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 IÂ 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 weÂ
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 soÂ
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 andÂ
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 willÂ
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 bringÂ
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 ofÂ
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 hereÂ
and I will add Little Feather here Okay, so this is a
before and after. and the next layer is colorÂ
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 thenÂ
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 nowÂ
start making adjustments so first I will delete this camera because I
will add another one. one and IÂ 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 isÂ
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 35Â 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 nowÂ
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'tÂ
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 toÂ
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 100Â
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 detailsÂ
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 carÂ
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 twoÂ
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 800Â 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, YÂ 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 willÂ
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 downloadÂ
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 scaleÂ
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.