Complete Blender beginner workflow for Cinematic Art 2025 | šime Bugarija | Skillshare

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Complete Blender beginner workflow for Cinematic Art 2025

teacher avatar šime Bugarija

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      2:48

    • 2.

      Idea and references

      7:44

    • 3.

      Start with Blender

      16:16

    • 4.

      Adding details

      5:58

    • 5.

      Adding details part 2

      9:11

    • 6.

      Entrance

      6:34

    • 7.

      Stairs

      12:22

    • 8.

      Windows and more details

      10:52

    • 9.

      Adding details

      6:25

    • 10.

      Texturing

      4:12

    • 11.

      Unwrapping

      13:04

    • 12.

      Unwrapping part 2

      10:49

    • 13.

      Unwrapping par 3

      7:50

    • 14.

      Shaders

      11:40

    • 15.

      Shaders part 2

      4:37

    • 16.

      Shaders part 3

      11:10

    • 17.

      Shaders part 4

      8:32

    • 18.

      Shaders part 5

      9:26

    • 19.

      Finishing the exterior

      9:07

    • 20.

      Bar interior

      11:29

    • 21.

      Bar interior part 2

      13:57

    • 22.

      Bar interior part 3

      11:59

    • 23.

      Start creating a scene

      5:08

    • 24.

      Lighting

      5:34

    • 25.

      Creating the environment

      14:18

    • 26.

      Trees

      15:14

    • 27.

      Ground

      16:12

    • 28.

      Finale

      6:41

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About This Class

Hello and welcome to a new class in which we will create the scene from the introduction step-by-step. 

This is a great exercise if you want to learn modeling and texturing in Blender.

I will show you how to model quickly and efficiently with the help of shortcut keys and how to turn a low-poly model to look as realistic as possible, creating about 10 shaders using only one collage texture.

After finishing the exterior, we move inside the bar.

Once again, we’ll use a single collage texture and create a super low-poly interior that still looks detailed from the camera’s view.

We’ll use a lot of emissive shaders here to bring life to the scene.
The idea here is to save time while still achieving a rich, detailed look.

The goal is not to waste a lot of time but still to achieve the effect of having as much detail as possible.

After that, we build the environment using various tricks that help us to get the best result

In this part, we w’ll cover everything you need to create a cinematic scene — from collecting reference images, camera and render settings, to lighting, animation, post-processing and more

I’ll show you how to achieve a cinematic, misty look using volumetrics, where to find great free models, how to create materials, and much more.

By the end of the tutorial, you’ll be able to create the entire animation and use these techniques in your next projects.

Everything is recorded step-by-step, so the class is easy to follow even if you’re a beginner, and you only need Blender

Meet Your Teacher

Level: Beginner

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Transcripts

1. Introduction: Hello, and welcome to a new tutorial in which we will create this scene completely in blender step by step. I got the idea while browsing pinterest. I like the vibe of this photo and thought we could build some kind of cinematic story around it. I decided to turn the house onto the right into a bar, and for reference, I used a random house from Google Maps, which we will model and texture from start to finish. This is a great exercise if you want to learn modeling and texturing in blender. I will show you how to model quickly and efficiently with the help of shortcut keys and how to allow pool model to look as realistic as possible, creating about ten shaders using only one collage texture. After finishing the exterior, we move inside bar. Once again, we will use a single collage texture and create a super low pool interior that still looks detail from the camera view. We will lose a lot of emissive shaders here to bring life to the scene. The idea here is to save time while still achieving a rich detailed look. The goal is not to waste a lot of time, but still to achieve the effect of having as much details as possible. After that, we build the environment using various tricks that help us to get the best results. In this part, we will cover everything you need to create a cinematic scene from collecting reference images, camera and render settings to lighting, animation, post processing, and more. I will show you how to achieve a cinematic, misty look using volumetrics, where to find great remodels, how to create materials and much more. By the end of the tutorial, you will be able to create the entire animation and use these techniques in your next projects. Yes, it is actually an animation. You might not notice, but there are people inside bar. The trees are moving and the lights are blinking. Everything is recorded step by step, so the tutorial is easy to follow even if you are beginner and you only need blender. I'm excited to share everything I learned so far so you can use my War proro for your future projects. 2. Idea and references: Hello, and welcome to new step by step tutorial. Usually, when I do step by step tutorials, I already have scene. So I first create a scene, and if I'm happy with that scene, I decided to record tutorial about that scene. This will be something different. This will be more spontaneous tutorial. So I don't have nothing for now. I just have idea and few references. I started last night looking for some references or something which I can do. And I think I will go with similar composition like this. So here we have city background. We have this house, which is in focus. We have actually one street, and I think this is a nice composition, but maybe to make this even more interesting, we can from this house, make some restaurant or bar or something with neon lights and big windows in this area, maybe here and with maybe bigger terrace, which will be terrace for guests. And later, maybe we can also animate some people inside here. So I started last night with finding references, and I created this collage here. So this is house from Google Maps. This house will be reference for this house here. I start with hat GPT and I asked them where I can found this classic American houses with old plans or something. And I think I get answer that maybe Pennsylvania or something, and then I go to Google Maps. And I just start walking around streets to find something which I like. So you can maybe just zoom to some of these areas. And when you find houses you like, you can just go down and Okay, this is not a good idea because we have a lot of trees here. But, for example, if you like this house, you can just take screenshots from a few angles. And that's how actually, I get these reference images here. I like this house, and then I start making coal ash here. So I just back to pinch chest and I search for maybe some restaurants or bars or shops, and then I just start cutting these pieces, for example, like this. And then I just start making colash from this. This don't need to be good or perfect. I just want to get idea how I can convert this house to bar or something. Then I like to pinterest, and I started collecting more reference images. For example, I like this image here. I like this sign here and also this part and this window, especially. So I copy this and then I paste this here. So we have here American flag and big window through which we can see what happened inside. And this can be reference for our door and this side here. So I can paste this here. Then I cut this part here. You can see how it was original, and I move this to make more space, maybe for guess here. And this part maybe will be our terrace. Because we have also a few houses here. I just save a few Google maps links, maybe we can model this house for ground. Maybe a few of these to have something to place in background. This is the first step I do. I just find composition. I find references and next step is to prepare textures. So we want everything inside, one image or one collage or maybe two or three. We don't want a lot of separate images because that will create mess later, and this is much more optimized. I copy one of collage I already do, and I just fill them with things I need. So we need these plans images here. Plants textures. So I go to texturing.com and download some of these. We have a few windows here and doors. So I also make sure that I have few windows here which I can project later textures. I put a few of these windows here, and I also have doors here. I also praised this reference images here. Maybe I will use this for projection. Let's see what we have. Me we need this wood texture. So I place one down this one. So we can use this for fence. So I want to make sure that I hear everything I will need later. Not everything. If I forget something, I can always go to this image and add more things. This part here. Let's see what I choose for this. Okay, we have here, classic America signs. So we can maybe use one of these. Okay, so this is first reference image and later when we create this bar. Which will be inside this house. I will also need something for inside. And for this, I need a lot of neon signs and glowing things. And this is a second reference image. So I see a lot of these black and white tiles. And because I cannot project on this part, this is very bad angle. We have a lot of destructive things. I made this texture here, so this will be for our bar. I also like this texture here. So I place this here. These neon signs are actually idea from this part. And later I can just make a few cylinders and project to this area, put in a missive texture, and I will easily get this part. I also need this dinner. So I place this texture here. We can also create Miss Nosign. For this, we also have something similar here, and we can also use this later for materials. Okay, so you get point key, I have a lot of these pieces I can place on walls. More neon signs if you need and more t texture or similar. And also, okay, I also play this metal texture key maybe we can use for this part. Good preparation is key for work fast later. 3. Start with Blender: When we have all this next step is to open Blender and start, this American house folder, not so creative, but I just know which project is this. Let's open your Blender file and let's save file inside this folder file, save. Let's call this again, American House. It will be more like bar or something. And let's see where we can start now. So we have this reference structure here. By the way, I will share all these textures with you. So this is more like collage. We will use for texture. This is just for reference. And I will import this now inside Blender, so we can always take a look at these references here. So right click here, horizontal split. I need image editor. You can use software like PureRef for keeping references on screen, but I like have references inside Blender. So I don't need to do any click to open new window. Let's load this image here. Now, I can always zoom and look what I need. We can use also this as background image or reference image inside Blender, if you go to shift you have this option reference. But I will not use that because this is just house is just cube. So with this reference image, we can just make correct proportions of this house, but this is not important because no house is same. I will just eyeball this and we will try and make something similar. Now when we have reference image here, let's see what I usually do, this timeline we don't need. We can join this down. Usually, I split window and left eye place render preview. But because we don't need render preview before we start placing šime I will not do that now I will delete this camera and point lamp. How big this house can be. So this door is maybe 3 meters, three, six, maybe 8 meters here. And on this side, maybe ten. So let's start on X will be ten, and on Y and Z, maybe 8 meters. Okay. Now I want I will go with M and one and let's bring this to world zero. So we have here ten, so on Z, we can type four, which is half of ten because origin is in middle, of course. Let's apply scale. And this is base for our house. Okay, let's now this roof type. We need to cars. Okay, let me enable screen caskey so you can see what I'm typing. Let's see where I have. Screen cases. This work. This is very small, but just not point to be destructive if you want. See, I'm typing, you can always pause do and you can see what I'm typing here. Okay, let's go. So we want to create this roof type here. I think I need control R to create cuts, scroll mouse up to get to cuts. And I think if I just bring this up with this move tool or you can just use G to activate this grab tool, G and Z, I want to stick on Z axis. Okay, we already have something similar. Maybe we can create this part here, easy. So this is, again, in middle of this house. Okay, I think I will maybe scale this a little more maybe on X axis, maybe 12 meters. Plc. Let's not go. With, you can go to edit mode or you can just go here, Control R, Tulo cuts. SX scale this on X axis. And let's see. We need one more cut here to separate this part. Let's see what we can do now. We can grab this easy Or we can just move this up. And now I want to move this down this part up. And I see this roof part is go little up. So we can add one cut here and maybe one here. Now, what I can do. Let's see. I think I want grab the faces, this up to get this part here. Now we can grab these two edges here and let's back this up. Okay. Now, how I can extrude this roof or make this go out. Not so sure, but if, for example, select all the So I'm holding Shift to selection and control is for select all phases between first and last one. So with the shortest path. So if I select this one, control, here, I select everything between. And there is one trick if you go with control Shift ten. Here, you will select everything between this one and this one. And now I actually just want with holding control, we can disselectTs we don't need. But this part here is destructive, so you can turn off this. Now you can easy dissect all things. Now when we have this of selected, one thing we can do, we can press Y on keyboard. Y actually two split phases. And let's see if I go with S now to scale this. Okay, that's exactly what we need. We can easily make this part bigger. This no problem. And now I will go with Old E. Extrude along normals to make this to extrude this roof, actually. When you extrude things, you just need be sure that you extrude this in correct pace orientation. For example, if I if I undo this cell and T extrude along normals, I get this problem. This can cause shading issues later or if you use modifier, it will some of modifiers will not work correctly. So you can always enable this phase orientation and okay, I undo everything. Okay. Now I need to scale this. Again, T alum nomars. Thickness is good. And let's now with L. Because this is now OSP, you can always use shortcut L to select this spar. Let's see. Now I want scale this maybe Sx Or maybe we can just use GZ to bring this GY, this one Y axis. Again, with this part here, I can go with Y to split this. I think this is maybe edge split. So edge and maybe edge split. This is say, like shortcut Y. Okay, now I can scale this EZ through this Z axis. I don't care about this intersection. It will not be visible from the center. Okay, so we have this, here. Let's now maybe continue with these windows. This should be easy. Now, I have small problem. I cannot ad cut in this part, which I want, but I will not care about it too much. What I can do here, I can select this part, control I, and maybe just press H to hide everything. Okay. Now we have this and now control R works. But if in some cases this don't work, you can always go with number one from totography. You can go with K and Z. To stick on Z axis now you can connect this here with Enter. No everybo Control Z, but because with Control R, I place this perfectly in middle. Now I can select these two faces, and we will, of course, insert this. If you press, if you press I, you actually insert this as one object, one phase. But if you press I twice, we can insert this face individually, which we want. Now I will go with EY. With cling shift, I can move this slightly. Now I can again go with I to insert this EY again. Let's now go with Control R. Now we have two options. We can go with Control B to make this part. But in some cases, maybe we will get overlap here or double vertices. In this case. We can just maybe select these two parts. Okay, now I get this tree which I don't like. With, I will select whole loop. I will go with Control B. Now what we can do, we can actually, I think, select this phase and this loop tool, you can enable this in extensions or add-ons. So first for Loop tool, install this, and then you will get this in add-ons and just enable this. We can go with just bridge. But bridge you have also inside Bridge loops option inside Blender. Okay. But I don't think I want touch this edge here, so maybe just one. Okay, we already have some overlaps here. I think this is not important for us. We can fix this, but we can also just continue working and let's see. Let's see. I will just make with grave one cut here. So in this case, when we want cut from both sides, we will go to X ray mode and I will go with Z and C. So you can see down cut through is shortcut for cut through. So I will go with C. Click and then and there. Now we have this cut in both sides. Okay, let's see what we can do now. I think I will in this point, just go with Knife tool. This stick this here. This is not so important. This will not be even visible. Maybe. Let's see. Okay, let's see. What I want. I want, maybe lower these windows. They are too high. Select all these points, bring this down. Okay, now we have enough space to connect these two points. Okay, down this one down is lower. So we can actually connect this. And we can now grab these two points, and let's just bring this little up. Not so perfect but not even important. You can use shift to add selection, shift here. Okay. At this point, we can go with all the XT along normals. Let's now disable this phase. Orientation, it is a little destructive for me. So this is only part. We will see all this little mess. Let's see how we can fix this mess. All this is not important, but because this is tutorial, we need to fix this. So in top orthography remote to be able to select everything as Y zero. Now this is perfectly on Y axis, why not this ax zero ax zero here. I forget to select this edge down. Now, SXC. Now this is perfectly lined up, which we don't want, but that's how it is. Let's see if maybe I can add even more details here. I can go again with K. Now this is Xx let's take this here. And let's go with EY, maybe. Add this small part here. Okay, I think we have enough for this part here. Let's now move on the next step. You remember that we use age for hide everything old cage to back everything. If you want, you can project this image texture here. I get idea to model according to these textures. Of course, we need more geometry here to correct this UV. Let's now join this down in this left end let's now continue model. 4. Adding details: Let's start with maybe this window here. We know that this is up a Z zero to line up this one world Z zero. Okay, something like this, let's go. If I line up this zero as Z zero, if I go move this up this will not work. So in this point, I just want go with K. And I will make this angle here because I will now correct this. If you, for example, try perfectly, you will never be perfect, so you can just make this angle. Now you know that this is not correct, and now we can go with S zero, and Blender will line up this perfectly for you. Now I can move this or you can just press G, G twice. For example, if you just press Z, G, you move this in all directions. If you want to stick on this direction, you can just press G twice. Okay. Now we can create this big window. I think this is too big, maybe a little too big. So I will go with Control R, S Y. EX to insert this EX again. What if I go with Control R? Now this works. Now I will select all the Control B. Okay, we have very small edge here. Now, I can go with TX through this on XX. One thing you can do here, you can just go with Shiv DX, move this here and Y to make this bigger and now we can extra this on XX. Let's make this part here. Control B. Maybe Y a little to make this little bigger. Px maybe one edge here. Maybe I want extra. This part out. Let's just maybe bridge this. Okay. This is too much. What I do. I actually think I want this part to go inside. And this one go here. It is another day or morning here, and I will continue with recording. So let's see what we have next. We can model these two windows. Actually, I will make space for this porch here. Let's go with Control R, and maybe we can just extrude this porch. Okay, I will take these phases, and let's go with EX, extro this on X axis. So this will be our porch and we want space for this window, and the door will be a little more down. Okay, now I will model this door. So EX actually, I will go in opposite directions so Ex here, maybe I to insert this EX again. Let's now add one look cut here. And I will throw this a little more. When we texture this later, we can add more details. I think this is enough for now. And let's see for this window. Maybe I will add Mago cut here and let's now make space for this window. Maybe Control B. Okay, here, we can place our window EX again. Maybe I again. Ex maybe we can go with K. You need to know that you have two edges here, so we actually connect all this part, which is not problem. So you can with one, two or three on your keyboard, you can switch between vertex edge and face that press two and select this edge. Now I will go with SZ zero to line up this. Okay, Control B. EX, and maybe we can add my cat here, three phase selection, EX again to add even more details. I think we can also add more details here. I will go with Tx EX. So to select sz0g twice to slide this three selection EX. So when you have some more experience, you can do this fast. I do this little slow because of recording tutorial, but all these repetitive things you can do pretty fast. 5. Adding details part 2: Let's see how we can make these stairs here. So we actually want start from this part, Control R. And because we make let's see, in our reference, we want move this actually here. So I will go with Control R here. Maybe one cut here. Okay, let's see how I can do this. I think I will start with edge, not this phase, but we will see. So I will grab this edge and she'll be Y if I now let's go with Tumpet seven. E Y about here. Let's go now with numpDO I want to bring this down to about here. And let's now go with numPed three to sideview. Okay. And because we want these steps here, so let's see how much maybe 12 or something. Maybe a few more. Okay. Let's see how we can do this quickly. If I press L to select OR, we can now go with edge split. And I press I think if I now go to say these to individual origins and a Z zero. Okay, I think now I need press Y to split all these phases. And now if I go with S Z zero, with phase selection S Z zero, this don't work. But when I select this one by one and press Y, you can see what I get. I actually split these phases. So I will just do this quickly one by one and Y. Okay, let me enable screen cast keys. So why? You can see here, why. But I'm sure that you can do this withhold this part not one by one, but not sure in this point where this option. Okay, now I will select VTL all this part, and now go with S Z zero, is this from bounding books to individual origin and S Z zero. B separate by selection now. This is separate part. S Z zero. Now, I don't affect this part. Okay, little complicate this, but let's see. Now I can go with easy to extrude the Zoxys and we get these stairs. But there is a lot of ways we can do this. We can also use RA modifier. But I will not care too much for now. Okay, with this selected, I will extrude this Okay, reason why I affect this part is because I have enabled this proportional editing before. Let's maybe do this thing. I will now set this press as zero. I will now send this to bounding box, maybe. S Z zero to line up this and I will move this to amount here. Okay, this is maybe not the best method to create stairs, but let's keep this for now. Let's see how I can add this more step on top of the stairs. If I select, we can do this one by one, but let me think how we can fast this process or maybe select similar normal. This should select all these parts. And if I now, press Y to separate this to scale this, but also on individual origin. Now I will just go with T extrude along normals. Okay. This is a little too big. 40 a suit along normals. Let's now make this fence. I will not complicated too much about this, so we can just maybe go with Sid DX. Let's go with two. Extend this a little to select this EX, M one playing here. S Z, bring this little up. She dY her Z, 90. Let's place one here. Okay. And now I will just bring this up. She as sex. Easy. Maybe grab this part with holding Alt. And if you hold Alt and click here, you will select this loop here. But if you go to this edge here and click ORT you will select this loop on X axis. So AT exclude alormals I will now duplicate this Shield x. We can go to top view, RZ 90, and now we can go Y. Okay. She'll be X Z net SX. Okay, so we have this part here, maybe SZ scale a little on Z axis. And let's now make these parts here. I will just grab this vital ShillX 19. Maybe scale this And now I will just repeat this few times. So she will be Y. And now we can to repeat last step, we can go with ShikanFew times. One more time here and Shiv the X Hees 90, and let's place one here. Shiv the X Shiv tar to repeat last step, maybe one more time. Okay, and later, we will add some imperfections here. Now I will grab this edge here and maybe bring this inside. Let's now join these two objects. I don't want here separate objects, so tab select this part. Let's move this inside. I will select both objects Control J. Okay, I think I will make one living area here, so I don't want close this for part, maybe. Like this, let's delete these phases. Okay, we will see later. Let's see how we can make this corner hedge. So actually, we have this shape here. Okay, I cannot draw here, but I can here. So we have actually this shape. So we can see how we can do this here. We need more space here. So if I grab this edge and go with Control B, we get this. Let's disable this view of this. So delete only these low edges. Let's do same with this one. I will just slide this here. So I need more space here. And I will also maybe dissolved edges, and now we have enough space here. So we want this type of shape. Get this type of shape here. Let's go down. So I will go with Control B. I need more space here. 6. Entrance: Let's go with Control R top cuts here. And I now with two, maybe G twice to make more space here. A six, I think we have something similar. We have here. But this is not so important. So let's just don't waste too much time here. Now, I just want create door. So I will go with Alt, extrude along normals, it out, maybe GZ to bring this down, Alt, extrude along normals. So we have a door here. And we also have this edge which we can see here. This part will be for this window, so we can as create this window also. Let's see what I want to do here. First, I will press to insert this a little Alt exclude along normals or this little I to insert this OT exclude along normals. I will just select this phase be separated by selection. And now I will set right click set origin to geometry. Let's isolate this part. Now I will go with control tep to go to edit mode, just add few cuts here. Maybe two on the axis or Y axis G twice to bring this little. So to select this loop G twice to slide this a little. Now, you can use Y for a modifier here, but you can also if you want quick for a modifier, Control F is shortcut, I think. And you can just select Y from here. And before you click anywhere, you can just increase this value a little something like this. And now, if you want, you can just go with Control B. Scroll mouse down because you don't want too much edges here like this, just one segment. And, okay, now we have this uh part here and see this phase orientation. Let's just disable this. First, I will enable this cavity. This is a good option, so we can see all these edges. So just at this to both. And even if you go with numbered one, three, or seven, you can see all these edges. Let's now create this big window here. So I will make one L cut here. Maybe we can use whole area to create this big window. First, I will go with Is now AT extrude along normals I want extrude this little more, and let's now go with I AT extrude alon normals. So this will be our big bindle. Let's now create this awning here. For this, I will just grab this phase HD, bring this Z axis. Sometimes I have this move tool and let's see X to scale this on X axis. And if I now go with EY, let's see. Okay, I will go with Control R. I will also exclude this in this direction. Y. And let's see how we can get this shape. If I now select all this and just bring down. Yes, I just bring down, we actually get this shape we want. I just want move this maybe to here and this one out. And if I now go with EX to extrude this about here, and if I now grab these two faces and reset, we can close this part here. And let's quickly create these friends here. For this, I will just go with three phase selection, shift the X, scale this, bring this down. SZ. And we will do what we do before, so P separate by selection, tab to go to object mode, select this set origin to geometry, numpP to isolate this. And let's add more details here. Something like this. Now let's maybe select only this part so we can see how this look, I will go with three to go phase selection, maybe face book pace to get a little more interesting shape. And if we now go with Control F fam. Okay, let's maybe make this thicker or thinner and I think I will not add one burger here. This look good enough. And maybe I will add one here. S Z to make this structure a little more strong. So SZ on these edges. Okay, this will be our door nape slash q or Local View and Toga Local view to back to our scene. Okay, so this will be our friends door. Let's move this here. And this is what we have for now. 7. Stairs: Now make this structure here. So I will again start with tab and let's see, we want our window here, and I will again just grab one of these faces edges, shift the Y ax to scale this. And now I will just start extruding. So the Y. This part is too big. These don't have too much sense. We make space for people who can walk here. Let's go with Control R. Now I will go with EX. Let's bring this down this here and let's go with number one. This should be on ground. And let's now see what we can do. EX maybe E Y. Now, bring this even more down. Now, I will again, do what I do before. I will go with Control R to add look cards here and also here. Okay, three for phase selection. And let's see if I select a few of this y again, these don't work. Okay, I'm not sure where is this option. I'm sure that this was before maybe they remove this from new version which don't have any sense, but let's do one by one again. So why select all this and why? This is not how we should do this, but it will take more time to find this option than we just selecting this. C, you can get this circle or brush tool, and we can sell this. Let's see. If I go now with S Z zero, we can get what we get before. Now I want. Go with E, bring this little down. Now we get this And now I hole Z to stick this one Z axis, we get these steps here. Now, this is a little different. We want to stick this to ground, but not this ones. Let's see what I can do. Here, I can now deselect with remote. I can deselect all these phases. And now I can just go with Shift D as to scale and with number seven, and we can now extra this on the axis. As the zero, let's go with number three. And now, if I select this bounding post and as the zero, we can line up this Okay. This is a little sloppy but not so important. Okay, we have these steps here. Now I want this edge. I think I will select this part and this one and now F back this phase here. Now I can grab these two edges and I can go with EZ to extra the Z axis. And now I don't need this anymore, so I will go with two, three, four phase selection. Let's just delete this. So delete faces. Now, what I will do. I will extrude this on X axis to about here. We actually want this one here, control this one here. If you have enable Look tool, you can just go to Bridge or you can just go F three. Reach edge loops. And now, with this phase, we don't need delete phases. Let's now start adding loop cuts here. Actually, first I want save this edge from selection. So I will go with **** DZ. Let's be separate by selection. So we will back to this later. Now, I will select this object and let's add a lot of the loop cuts here. Okay. Now, I will press L. And let's see what we want to do. Let's deselect this. Let's try with Y Let's first piece separate by selection. So this is separate object. Now we can go with maybe Y. Modifier. Actually, I go with wire for a modifier, but I don't like this angle here and I'm not sure how to avoid this wire for modifier. So I will just remove this. I think if I select all this, and if I just press I to insert this I twice to set this by individual origin, I can just delete these pass. This is a little too much. Delete faces. And now, if I go with L and OT along normals, I can get this shape I like. Okay, I save this edge from before, but I don't think I will need this because you have this nice edge here. Let's see. If I select this with holding control, I can select everything between Shift D S to scale, but I want to scale this from individual origin. Y. And now I can go with T true Dodomals. Now, I can go with OT extrude Dodomos. Now we can just create some of these big structures. For this, I will not complicated anything, so I will just go should Y. Numb at seven, let's place these two position to about here, X, scale this on the axis. E extrude on Y axis. He to select this part, h D x 90. Now we can test X to scale this on XX maybe SZ a little. And let's now move to about here. ChYPlace one here. Now we can maybe grab this one. Let's see how I can select this phase now. Okay. Actually, I want to bring this one now. CD Y. So X scale xx is Y and Z, and let's go with X 45. Actually, I will scale MIAxis even more. Rx maybe six. And if you not go with Y or X, X, you just stretch this. So if you say this to local or normal, I think you can now go with x. She Y minus one to flip this on YXs. I want to duplicate. Select this object and maybe duplicate this part. Now, Should be ZT this here S Y. Easy to exclude this on Z axis. L, and let's maybe bring this to about here. Should be Y. And if you want more details, we can always grab this part, select this phase, T one or extrude the long run mass, but this is not so important. So we get this structure, but now we need a place for race. For this, we actually want start from this state here. So I will, we need to extrude this EZ. Let's extrude this. This will be our porch structure. Now I can just maybe go with ShiYEY we want to bring this up, I think. Maybe I will just go control R and continue from here. EI move this out. Maybe from here, we'll start our grass little car to drop cut, but I will not care about that. Shave the X, break this down EX. Okay. This will be our grass here. So we have nice race here, control R. And if we want bigger ras, we can extrude this part. Okay, let's say this is our terra. Let's move this down. 8. Windows and more details: This chimney can be important from silhouette. So let's create this now. It should be maybe here. Sometimes you can just go with a new object. In this case, play Z. Let's bring this on the axis. This is too much too big. Okay, now we can just add random details, not so important. The phase for phase selection or three extrude along normals, maybe control R. Now I will just grab this edge, maybe scale this. Let's add one detail here. Shiv D has to scale. And now, if I go with subdivided with able loop tool, I can just convert this to circum, maybe make this type of chimney here. Shiv D has to scale. Es scale this down. Okay. Similar this can be important. Let's continue with creating these windows. I don't like these two windows or this window and door here, so I will maybe create only this door. Let's first make this one. I will add one edge here. And let's say this can be part for our window, the spaces here. So we do this before three or four times volt D. I will maybe set this even one more time and and I can maybe just read twice to slide this EY. I will just save this on XX. Okay. We have one window and let's see how we can fit this door. I will go I will place this in middle Control B. To bevel this. Now we have space for our doors. Let's see. Two. So I can maybe move this down. Now, this will be space for our doors E to insert this just a little and EI. And now I will insert this even more. Like this maybe move this down EY. Okay, now I will extrude this out and we can again duplicate this shield Y be separated by selection. Now, this is separate objects that origin to geometry. Two, let's bring down maybe one cut here, two or three here. Let's keep two. I select this loose part, shift f, quick wire, modifier. This will be okay. And now I will maybe scale this and GY, move this here. Okay. Now I will again, join this with Control J. And let's add one down. One window down. So straight to faces. Let's go to about here, Alt extrude along normals, IOT, again, extrude along normals maybe one more time. Now, I will grab this edge slide this with double tap G, Control B or extrude along normals. I will just scare this on X to intersect this. I don't know if we want, we can add small look at here. And you can three phase selection, extrude this G one. Okay. Let's see, we have a small window here, but not sure. Yes, I think more we have enough space to add this here. Control R, I will with GI like this Control B, make more space. Now, same process. EY IOT or E in this case. Let's now just grab this Control B E. Yes. Okay. We have now all these windows and doors. Let's see what we can create next. I think this type of structure don't have sense if we don't have this ground. Here, this part, the stairs here don't have any sense. So let's now just quickly maybe create this ground around this area. Okay, first, I will create this wall here because this affect our ground. I can just select this phase, chill the Y. And let's now make this wall. But we will see in our final scene how this will look. So this will be our wall. And now we can maybe grab some of these edges, and let's see what I will do. Shelly E Y. Okay. So this part will be our grass. I think I want to move this to our house, for example, about here. And one thing we can do here to make this easy easier to see in Viewport, I will for now create first material. So I will so all this is our base material. We can call this planks. Now I will create new material. I will call this grass. And I will not change anything because you will later create materials, but one thing I will change here is this port display color. Now, I will say this to green. And now, in edit mode, if I select this pace with phase selection or three on keyboard, I can assign all this material. Okay, now it is easier for me to understand where I place grass and where is the rest of house. Okay, let's now back to our reference image. And because this is grass, I don't want to make this perfect. So but later, actually, I will add imperfections. Let's now just now continue with placing this grass. I will duplicate this edge here and let's see where I want this grass. Let's assign this again. So we want this grass intersect with this porch here. And let's see. What I do actually before I select these two parts and be separate by selection. Now this is e, a separate part. And one thing we can do to smooth this, we can just subdivide this. And if you want more imperfections here, you can play with this fractile option here. But I will not use this fractile. I will just for now, add subdivision surface modifier because I want to keep this and said this too simple, I want to keep this non destructive, so we can always play with these options later. Okay, let's go with subdivide. Yeah, I think this is the same. So we can keep this smooth. If you want, you can always go with shade smooth, but we can also play with this optite. 9. Adding details: Let's create this gutter. I think this is important. So we can see this. Let's see how I will create this. Maybe with, let's see. I don't want to use curve now, maybe maybe plane. We can convert to curve later. X 90, maybe B 90. Actually, I want maybe select these three vertices, delete vertices. Now I get only one. And now I will just start extruding this PZ. Okay, this will all down. Let's see. Now I will go with EY extrude this on Y axis, bring this up. Now, EZ extrude this on Z axis. This should be about here. Let's bring this one down. But Now I can go with Control, Shift b2b1 vertices unit go with Control Shift B and scroll mouse to add more vertices between. Now, if I grab this, I can convert this to curve. And now we get these curve properties. And under geometry, bevel depth option is what we want. This is still curve. We can just grab this and move if we want. Yeah, I think this is good enough. So I can be these to mesh, and I can continue adding details. So control R maybe scroll mouse to time with edge selection. Now I need se this again. So with T holding Alt and Shift because we want to spip to another area, there will be scroll mouse down or T extrude along normals. Uh maybe we can just grab this part here. Or actually, I just want to one here. Exclude along normals, and let's now let's scale this down. Let's just go with shift right to place origin here. Actually, I think if we select this maybe shift a cursor to selected to place cursor here, if we want to be super precise, we can now go with cylinder. X 90. Now, Z 19. Scale bring this up. Scale this on X xis. We have too much vertices for this part here, but not so important. Now, I will isolate this and I will just delete top part of this. Let's see. So we are in mode, we should select the top part, delete vertices. Now we keep only this part here, and we can now back to our scene with NumpaK let's see. I want select both of these and place in position to about here. Control J to join everything to one mesh. We have one more on another edge of house to go to edit mode, L, lose part to select lose part, if the X places one here. And if we want, we can also place one here, Y minus one. I miss this friends here, so I can grab a few of this dY. Air Z minus first minute send these two bounding box and Z -19. Let's place few of this here. I don't want to forget this sign here, so we can re this easy. Cube SX, maybe Y to make this big. And let's see. I want how to create this edge here. Let's go to solid. I think you can create this easy apply scale, and let's now grab four of these edges here. If we go with Control B and scroll mouse up, we bevel this out. But we want this inside. Now, I will press P to change profile, and now we can level this in another direction. Okay, so this will be maybe later our sign, and let's now go to I to insert this or the extra dolormal and we will fix this later. I just want to be sure that I will not forget this. We can again join the two mesh. 10. Texturing: I think at this point, we are done with modeling. Of course, later, when we start with texturing, we can always add detail if we forget something, but next part will be texturing. Let's now start with texturing. First, I will open here, new tab, and I will split this tab here, and here will be shade the editor, and here on left, you'll be editor. Now I will switch to material preview, but I also like to have render preview here, so we will make some adjustments here from cycles. FEV, I will set to cycles GPU, and let's now just add little better lighting. Usually, in this case, I will load HDRI to get better lighting. But because we have this sky texture, I think this is a little faster, and we also get pretty nice result with this sky texture. I think, in my opinion, this is too bright, so I will change strength here to maybe 0.2. And now we can play with this SAR rotation. Of course, you can play with all these options. All of these change lighting. I will play with you can see how all this affect lighting. We can maybe add some of these atmospheric things. But most important option here is for me SR rotation. So we can maybe get some shadows with this Okay. And I will maybe even more down. Okay, so I have nice preview for my texture, so I can switch between material and render preview. And you can also do this if you just press Z, so you can switch between render solid material and if. Okay. And for texture, I say for the type repair texture for this, this is how this texture look, and I will maybe later in process update this texture. But this part will be maybe for roof and we have this big area. We can project on the rest of the house. And of course, we have a lot of little things we can also use like that. So I will bring this to Blender. And now I can connect these two. Okay, let's see. We already have texturing. We project this ins part of tutorial and let's see. This is nothing. So this is just blank. Let's remove this. So we have this grass. I will for now just make this greenish and I will set roughness to one. Okay, this is too much destructive, so I will make this. Okay, not Alpha we more darkened and dstated. Okay, now we can focus on house. So this will be these planes will be our main material. Mostly we mostly have planks on this house. Okay, one thing I need to change here. I want set this to reference house, and I will set this pin. So next time when I select some of the texture, this doesn't affect this part here. So we have mostly this plank. We have something for roof. So let's start with building materials. First, I don't need this reference, I will change this to texture. So reference is this image here and texture is something different. And let's now start with unwrapping. 11. Unwrapping: Actually, first part of this will be unwrapping mostly and later we will make texture variation or variation in shaders because we put everything into one image, we have a lot to do in UV Editor. Here, I also don't want this reference because I have reference. Here, I want here texture. So I can load texture here. And if you want, you can pin this and now we can start with unwrapping. Okay, so we have here this red roof tiles. I don't have here any red tiles, but I think we can use this one. This is not so important. But even later, we can in shade the editor paint this sr paint these two red. So to start, we need root edit mode with third. And now render preview is little better and more realistic than material preview. This also can be hard for your computer. Every time you move mouse or do something, you can see that render need recalculate all this, and this can be sometimes hard for your computer. So I like to work in material preview mostly. And when I need better preview, sometimes, I just switch to render preview. And one thing also, I want to change. You can see that we have 24,024 samples, which is maybe too much. So I will bring this down also. So this is port, this is render. Now you can see that my computer do this much faster, and I also get similar preview. It is not big difference before and after. Okay. So let's go to material preview, and let's now start with unwrapping. Let's see. If I select first one and maybe last one and hold control shift, I can select everything between this and this. And you can see that this work pretty good. And there is also one thing Okay, in this case, because we can select this with one click, I don't need to do this. But sometimes when I need, for example, I need to select this area and this take lot of time. Sometimes I like to save this text group. For example, I can. After a few minutes of clicking, maybe next time I will need this selection I just like maybe call this side part and assign. Next time, I don't need waste time to select all this, I just go here and I will here select. So I will remove this now for roof. We don't need this because this work control shift and two clicks works. Let's now see what we can do. I will go with Q projection. And now I will try find this. Okay, here we have these tiles, roof tiles. Let's now try match scale with this. Let's see. I don't know. I think this may be about real world scale. Usually, when we have these planes, we can just count. For example, the windows has about 15 of these planes, and we can easily adjust this to have here, about 15. But this roof is a little too hard and not so important. Only thing which is important here, I want to change rotation. So there's a 90 And now when we know that this is about real world scale, I don't want when I select this scale, rescale this, for example, if I select these two, I don't want to scale this up or down because it will change scale. It will not be uniform scale. So now I just want to select maybe these two and project this here. We will get some offset. It will not match perfectly, but this is not so important. Okay, so let's project this two here. This one here. So in this part, I just select this and on left press G to grab this and I can now just move all this to this position. Okay, we have some stretch texture here. I don't know, maybe we can fix this with more low cuts. Okay, this work, but I will not do this. This will not be visible in our case, but just to know how you can fix this, you just need more geometry here. Let's see if I go with subdivided a few times, yes, you can see that this works in case you need. Okay, so let's continue with G. And this part should also be part of this roof. Okay. And again, Z Mt. These types are a little smaller, so we need to scale this down. In this part, we just fix UV and later we will create different material. For example, from this plank, I will create roof material and so on. Let's now try to fix this main part, which are these planks. Now, I will if I press L to select, now I can just up all this part with Q Q projection. Let's see. I think I want these planks here. Let's see scale. Let's take this window as reference. We have about 15 of these plans. Where is this window. So we can see that this go in wrong direction. So Z, 90. Okay, what I do, I'll move mesh. I see that something wrong here. Okay, let's now back to material preview. Z, 90. And let's now see what we have here. So this white is correct. And let's now try count this win scale is down. We have too much. We have maybe 30 of this. We need only 15. Maybe a little more down. Okay, now, I know that this is about real world scale or something similar, like in this house, we have about 15 of these planes here and also here. Now, I don't need scale this anymore because if I, for example, select this one and scale this, it will not match this reference image. I just want to reproject this to this area. Okay. Let's see. If I select all this part and because we have too much geometry here, I will select this and trol Lampt plus. Now, I'm sure that I select all these small pass I have here. And now I can select this loose part and I can reproject all the here. Okay, I fix all this, and let's see this part of how we need to rotate this. So I will again go with with here and maybe Control Shift and click here, but I don't want this part. So I mostly select the whole of this part, and we need to rotate this LZ, again, screencast keys are disabled, so I will enable this so you can see here. Okay, let's now. When we rotate this now we fix UV. Mm. Let's see if I select these four windows and go with Control pet plus to expand selection, I can select all this. I forget to unwrap this, so just q projection and let's reproject this here. Let's continue with this part. Let's see. Control pet plus expanse selection. And let's not fix for this part. You can go with L to select these loose parts here. We can this part, maybe find something for D. Let's select all this and control ampadPlus. In this case, I can go with you, maybe Q projection. Let's see how this work. Yes, but we can also go to ampadT and we can go with project from you. But I think Q projection is even better. We will not get this stretch part. And let's see if I now select only this door I will maybe use this one. This is all up to you. You can play with this. Okay, this look nice. And let's see this part here, control mounted plus. This just need to be wood or something. Okay, this part here is important, but I think we need manual rotate this light This part is too dark, so I will project this here. And let's see what this shadow here is because of this part. We need to reproject this little better. So we need to scale this down. We can also project this window projection. Control amped plus to expand selection. With control, I will diselect these parts. I don't want. Now this move tool is destructive. Sometimes you can just move all this, so I will remove this let's see, projection. And let's project this window. We have a few windows here. Yeah, I think this one looks similar like this one here. We later, of course, create glass material. So with hold, you can select hole, this look. Not exactly hole, but with shift, you can just continue. And let's see. Now, I want again, this white part. 12. Unwrapping part 2: You can see that our house become better and better, and let's continue work, so it will be even better. Let's now go to tab. This part here is our sign. Let's see. I think I prepare something for this, this part here. Thursday 90. You can use some of these texturing here S Y minus one, and now SX to flip this. We don't have enough space to cover all the text. I don't want to stretch this because not so visible. But one thing you can do. You can stretch this in mesh here. So SY SZ stretch this Image, and now you can stretch this also here. I will now focus only on this part. Okay, let's now we select this part, but not this one. Here because now I can go with Control plus to select everything here, and we can just reproject this to red color. Okay. All this is too big. Maybe I will just presell, scale this little down to make this little less destructive. Let's back to material preview, and let's fix these parts here. We also need plans here. And let's see here we have our brands rotation is good, scale also good because we didn't touch anything. Here, rotation is not good. Okay, let's first fix this part. RZ 90. Let's try match these lines here. With folding shift, you can be more precise. And let's actually project this door. Here's a 90 and let's see I want something here, which can match a restaurant look. As the minus want to flip this another direction, I think this look you can always play with this a look nice. But maybe we can use this texture. This part here, actually, we have something like bricks here. We can yet this to some of the brick texture. We have here. This part here is separate objects. So let's join all these together. Now, I don't have anything which is separate object. I can just press. Let's see. I want to select this main part here and now we can. Select all the ta. Let's go with QQ projection and let's just project this to something which is done. Maybe to this texture here. This looks like metal or something. This window here window frame here. Maybe I will project this to this more dark wood part. This ugly stretch structure here with all Q projection. Let's project this here. So what I will do, I will go with delete limited the sort maybe to make this only. No, this don't work because we still get these vertices here. So I will make this mesh. Maybe I will just try the project from you and with similar angle in this house. So maybe something like this, you project from you. So I get this similar angle from camera from Up here, and I will try now project this here. But I think I will find better texture for this part. This part is pretty important. Even this will be later, this will be glass, so it will be half transparent. And we will just see some silt of this flag and all these. For now, this look le. Let's see. This part here should be something like metal. So let's select this projection. Let's see what we have. Okay, even if we project this here, look good, but let's see maybe we have something better for this I think this look good. I like this texture. So because we have one big part, it is not easy to cover all this. I will add one cut in middle. Now it will be easier to project everything. So we tell we can select this loose part, Q projection. Let's see scale. Okay. Now we can reproject this. Now, all this is just cleaning. So this part here should be here LZ 19 to change rotation. And we have this part here. This maybe should be metal structure which holds this big window. So I will withal, select this part, Control lumpet plus to expand selection you projection. Okay, and this part, of course, we need fix. Again, I will select these two windows. Control amped plus to expand selection. I don't know when I grow this texture here, but we will fix this projection. Let's see. Yeah, I think this look good at first. Let's now select this glass part. Now we can project some of these windows here. Maybe this one look like glass for this roof part. Okay, I will go one by one. So Let's project this window, and we have these curtains here. This should be nice detail if I select all these. Let's find this here. Let's see. We have maybe this part. Yeah, I think maybe let's see from distance. Yeah, I think maybe we can just use this texture here. Scale is proportions are much more similar than this one here. Okay, later when we apply glass material to this it will look much better. We have something to fix here. 13. Unwrapping par 3: The fence is big part of this subject, so I will go with Q projection. For this, I prepare this wood texture we have here. But because we don't have enough texture for this, I will quickly open Photoshop to redo this what I will do now, I will just duplicate this few times. So we have bigger projection area. So just control C control V, and let's project this here. Okay, I think this is enough. Let's see. We don't use this part here, so I will also make this even bigger. But we use this part, so I don't want to touch this Okay. Now, what I will do, I will save this M And this will not be automatically updated here. You can see this is not automatically updated, but we can open image editor with F 11, and now we can load this texture. And now we need go to image reload. Okay, now you can see that this is updated inside Blender. Now we have bigger projection area, UQ projection. Let's see one of these lengths here. Let's now just try estimate scale of the Z init. I will try to focus on this part here. Okay, maybe this is good enough. And let's see now I can just select one of these part. Scale is known. Let's see, this part. I just want line up this air to rotate this. But it will not be so easy to select all this. Let's see, this part. Just line up this. Actually, I want all of these lines here to measure this texture. Something like this. Okay, this part here is ugly. So we can manually select this Control mount plus. This is this part here. Let's see what I want. Okay, let's grab this part. So this part is let's now grab this part. We can select these cubes here. This should be easy to reproject. With projection. Let's project all here. AZT Okay, now we can just manually select these spaces. And all these stairs. Let's see how we can select all these stairs. I Q Q projection. Everything I. Let's see, not sure is this part made from wood, but we also have maybe some concrete part in this map here. Let's go with control not plus two. No, we cannot select this. Let's go with L. This is for now good enough. Okay, so we need to fix all these small things and you know process. I don't want this. Okay, sometimes I just take this and stretch a little. You will stretch only this small bit here. Nobody will care. But process is much faster. So let's go with this one. I want this as rotate this. Let's stretch this on the axis. And this part. I think I will speed up this process. This part. You need fix because we mess up this and maybe this is all for this unwrapping part. Okay, this should be rotated paras int and we rescale I need to rescale this. 14. Shaders: This is where we stop last time, and I see that we forget to build this fence here. But because it's the same process like this one, I think I will just record speed up process or something similar. And let's now continue with creating materials. I will just finish this part here before we continue with materials. I think we can just project this part or maybe this brick part here. For this part, you can see this texture here, which is this one. I will project on this texture here, and later, we will make this white part transparent in shade reeditor. So Q projection again. Okay, we need more geometry here, so control R. Now we can select this phase, grab and move here. Okay, later we can make this white part transparent and it will look like fence or something. And of course, we have stretch parts here, but we can fix this easy, and I think I will not lose too much time for now. So V net, and we fix this. Okay. And of course, you can always follow this texture here to add more details. Let's do this now Control R. And maybe we can just extra these along normals a little. And let's set this maybe to individual origin and maybe, I will do this one by one. Maybe R Y to rotate this on Y axis and maybe Control B to bevel this a little and here X Control B. Now, this is not so visible, but when we go to Solid view, you can see this part. Okay, this part is bricks. We place bricks here, but I also want bricks here. So let's quickly this Okay. And again, we can just follow this texture and add some random details. I think I will maybe just serve this easy. Let's reproject this and maybe this part out. Now we can start creating better materials, and of course, we will fix all these missing texture parts later. So we have this base material or plans which cover most of house. And I will start with actually, I will import another texture here, which will be something like concrete texture. I have on my computer this concrete AI, three K texture which which is nothing special. You can download any concrete texture, but this is what I have on my computer, and this is good for roughness and some details. So I think I will share this with you, but you can use any concrete texture, and I will import this now here. And if I go with Control Shift and right click left click on this texture, we can preview how this and I think this UI map, which we get by default. So this is called UIMap. If we don't plug anything here, by default brand, use this first UE Map. I think this Let's see. I think actually we need new one because we use different projection here. You can see we can see different projection here than here. So actually, we need new UV map. You can do this, but you don't need. Plug this UV map. I will plug this here so you know that we use this UV map, and we will use another UV map, which is called concrete. So hD changed this to concrete. And now, when we have selected this concrete, we can go to edit mode with tab A to select all projection. And now we can just play with this concrete projection until this look right. Let's see. I think this is good enough. Now we can just add some dirt maybe to this house for start. So shift shift control and right click. But to be able to preview this with Control, Shift, and click here and to merge this with shift, right click, you actually need No Wrangler. So under add-ons, just search for node Wrangler and click here to enable this or maybe under extensions if you install this first time. So just search for WngerEnable this add-ons. Now, you will be able to use these shortcuts. Okay. You can see that we actually now mix between this plain texture and this concrete texture which we don't want. Maybe we want here, add some small dirts. And for this, we want actually only keep these black parts. For this, we will use multiply blending mode. And now we add all these dirts here. But I don't want anything between because all these make this house more gray. So I will use ramp or color ramp. Let's now tweak this. I don't want these gray colors, maybe just this black so. I will make more contrast, and now this will be less visible. We have some dirt here, but not too intense like before. Okay. And for roughness, I will also use this texture, but this is too intense for roughness, so I will make another variation. Let's plug this to roughness. Black parts will be more shiny and white parts will be rough. Let's see how we can see this better. Let's try to render preview. We actually to preview this, we need better lighting or different lighting. Yes, you can see this black part is actually shiny or glossy and this white part is rough. We don't want to make this glossy, especially on roof, but we will change this roof material later. Let's now try see this on these plans. Okay, here we can see this. I will bring this black color more to gray. Okay, something like this. And the next important thing is bump. So we want to create bump mostly from this map. Let's bring this here. But I also want to keep some of this texture also for bump. Let's see how we can do this. We can go actually with Control Shift click. Now we have another texture, which is combination of these two. Let's preview this. And we can choose how much we want this dirt in bump, not too much. And I will go with another lamp. Call a lamp. Plug this here, and let's see. G, to make more space and let's go with bump, plug this to height, and this to normal. Let's back with control shift here, this material, and let's see what we have. Okay, by default, this Blender settings are not too strong, so we can maybe set this to 0.1 for start to see how this look. I think we have to mash this concrete. Okay, let's try click Invert to see what happened. Yes, I think we should not click Invert because now this part go out, we want to make this go inside. Okay. Maybe still too intense, so you can also play with the strength here. Maybe point C. Let's try see this in random preview. Okay, we didn't unrup this part, but I will do this later. Okay, this dirt here in color input is too intense, so I will move this to left. Now, when we have this base set here, we can actually continue with another variation of materials. This is what we use for bomb. 15. Shaders part 2: And now, let's continue with building material. So for the next material will be for roof. So we can just click Plus here and choose planks because we want to start from planks. And I will click here to create a new version of this material, and I will call this roof. Now, I will change VUPort color here to black. Later, when we apply this material, we will see that this part is black. And now let's now just go to the mode tab and we can click here and control shift and click here. And also this part, now I can just select roof assign. Now, you can see in viewport that this is black. So we also in viewport know that we have this material here. Okay, now when we back to material preview or render preview, we can start making adjustments here. First, I will go here with hue saturation value. I want to make this more darken. So I will go bring this value to 0.2. Let's see. Maybe we can paint these two red if you want. Mixed color. I will back this for now. And let's say if we pick this reddish color here, we want to make this more saturated. And now, this is just mix blending mode. So if you go to right, use all these textures, except this roughness and normal. But we want actually color blending mode. So we want just take this color, nothing more. Let's see. So blending mode will still keep these lines and all this texture, but we will just paint this. To red. Okay, 0.8 is good. Let's keep this. Okay, next thing I want to here is bring roughness. I want to make this more rough. So to do this, I will take these black parts and bring this more to white. But you can actually see that this react with light still a lot. So to change this, we can go to specular and bring this specular. If we bring this to zero, we don't have any reaction with light. So I will play with this specular lever. So we want to keep this more to left, maybe point maybe just 0.2. Okay. Let's now see what we can use for bump here. So we want to increase this maybe to one. We want more details here. Let's see how this. And let's play also with this texture here, which go to bump. So with this, we actually add more concrete perfections here which we don't want too much. Let's see what this I'll do. Okay, we want to make more contrast between these lines and this part here. Okay. But actually, we cannot get too much from this from bump. We actually need model, maybe some of these roof tiles. If this will be visible later, we will play with this later. I think this part, it is important that first color and the second that this roof is not too much reflective as before. Let's see, this is maybe too intense. We can bring maybe value here. Or bring this to left. 16. Shaders part 3: Let's now make another important variation, which is glass. So we have this roof. Let's start with planks. So plus planks, click here and make glass material. And let's now go to solid preview, and let's select all these glass parts. So with shift, we can just click here. And let's first select this glass and make this blue. Let's see what we have here. Maybe this part should be glass. This part. And let's see. This part here and we have one more here. This one and all this area. You can actually click Shift and Control Shift together and click here. Okay, again, screen cases. Let's enable this and let's see this part is also glass. This part here. Again, click here. Okay, I don't have anything here. I actually select inside house. Okay, this is enough. Let's assign this glass material. We can see that this is blue, which is good. Let's go to material or I like render preview here. If your computer can handle this, you can work in render preview. Let's see what we can do now. Actually, I don't want this bump because glass don't have these bump details for bump here. We can delete all this. We can just use noise. Let's see. Yes, let's actually use noise texture. **** click to here, let's bring this scale down. Let's actually go with AMP. Call a RAM to make this more visible. Let's see. I will go with Control T to get this texture coordinate and mapping road. Why this is stretch on Z axis. I'm not sure. I want to maybe stretch this little more on Y axis. Or rotate this by 90 or maybe here. Okay. And I also want to make this smooth. I don't want all these details. Let's play with roughness. And let's see if scale. Okay, I think this should be enough good enough. And let's now go with the bump. Plug this here, but not to normal to hight and shift left click here, control shift left click here, bump. Not sure why this is disconnected, so we lose all the color input. Let's see how this affect. So I will increase this. And let's actually make this way more glossy. So I will bring the blacks more to these whites more to blacks and also this part here. Okay. And now we can see this variation in bump and you can see before and after. Maybe 0.4. Okay. So this already looks glossy. I will play with this ramp, color ramp. Here. I actually want strong contrast here because this will be something like leaking or dirt, but not too much of this. Okay. And let's now preview this. If I bring these white colors up, you can see this dirt glass. But this is actually not glass shaders. This is principal BSDF and let's now go with the glass shaders. So glass BSDF and every time I use glass BSDF, I also want to make this glass more transparent. So I use transparent, BSDF and Shift Control Shift, right click, mix this. But now, if we plug this here, we actually get transparent glass. Let's wait a second to preview. But this is maybe now because glass is already transparent, I don't want to make this completely transparent. So maybe 0.2 here. Now we have this glass, but I also want keeping perfections from this principle, BSDF because we worked hard on this, and I don't want to lose all these details. Let's first plug this color to color. So we actually glass doesn't have color. Glass is usually white. But on glass we usually have stickers, dirt and all these imperfections. So actually can keep some of these if I plug this here. But this is too much, so I will make white colors here. So I will mix this with white color. So if I go all to left, I get what I have before. If I go all to right, I actually make this glass white as it should be. So maybe 0.7 here. Okay. And we can also use this for roughness. This roughness map we read before, and for normal, we can use this bump here. Now we have this glass shaders and we can mix this. So glass shaders plus transparent, and we have this principle BSGF. We can mix these together to get one final shaders. And let's see I want maybe more this glass less this principle BSDF. Let's see which one looks better. So this is before, this is just shaders, maybe 0.6 or 0.7. And you can also know that this work for all these parts. Let's see here. I think 0.6 wide. So we update, this maybe should not be glass. We project this on or. Let's up this length material. So we have glass here with all these imperfections. We have glass here. Okay. And this look good for now. And you can also, if we just place one cube, we also know that this glass is transparent, so we will be able to see what is behind this glass here. Let's select this house. Maybe this lighting is not good enough for this because inside is dark and outside is bright. But let's see if I select this glass and if I, for example, go to second shaders and if I increase this Okay, what I do, this is not transparent. This is translucent. So I will go with transparent SDF like this to second shaders. And if I move this to right, we see more inside. And let's now see. I want more this second shaders. So maybe 0.7. I want to make this quite transparent because we will build a bar inside. So we will inx part model things inside. And I want to see a lot of things inside, so I will make this maybe 0.7. But we will see this later. And I think writing affect a lot. So when we make this outside part, let's see. If you make this dark end, for example, if we put point lamp here inside, and this is just for test. Let's see. When we put light inside, we will be able to see even more. Okay, now we see that this is maybe two tens, maybe 0.4. Maybe 0.3 here. All the depend on lighting. But we can adjust these settings later. Now, I will back my original lighting. Even this doesn't look bad. Let's see if I incred this a little. Let's delete this for now so we can focus on house. 17. Shaders part 4: Let's see next material. This part should be metal. I have a reference maybe here. Let's see. Not so visible, but let's make this just more dark and more metal. So material, let's let's start from plans again, plus planks, Metal. Okay. Let's see. If I plug if you just bring this okay, we need to apply this material first. I will choose up or display cool or maybe something like pink just to make this more visible. In viewport. And if I press L, I can select hold this lose part sign. Now we know that this part is metal. Let's back to render preview. If you just bring this metallic hole to one, this should already look like metal. Let's now play with all this. I want maybe make this more glossy. Maybe we can make this more dirt. But this color input doesn't affect too much now. Let's see, bump. And I want to make this more dark. So let's mix this with another mixed color. So, mixed color. I will now just choose mix. Let's see if I make this more dark. And if I bring this 0.6 or something. Okay, here is mostly visible this roughness input. So I will make less contrast here. And maybe I want to make this less specular. So this is before, this is after. Okay, but this metallic affect a lot of things. So even if I change this color because of this metallic, I cannot control this how I want. Let's see if you just paint this completely to black. Okay. This metallic effect a lot and this roughness. So if I make this more black, this reflect a lot of environment. So I want to make this more rough. Maybe we can create bricks material. So again, I will click here plug choose planks. For bricks, I want to make this even more even more rough and maybe this bump I want set this all to one. And let's now apply some brick parts. So let's select this part here. I think I actually want to make also. So bricks here. Control R. And now I want first fix this new editor. So you projection. Let's see where I project this. Let's now just project this to the bricks. 90. And let's project this here and this part here. I know why I don't see it because we have selected this concrete map. You need to be careful about this because we affect only this concrete with this, and let's see I want project this to these bricks here. And this part here. Let's now fix this Let's see rotation. I think rotation is okay. And scale is okay. Let's make another part here. Move this to these bricks. And now I want maybe go with EX, I do this inside a little. And actually, let's first fix this brick texture, what I want here. I want maybe let's see. So this is dirt. We can increase dirt here. We can decrease roughness here. I want to make this no specular. Let's see this specular value. Okay, but we didn't apply anything here. Actually, we play with planks, material which is bed. So I will go with Control Z to undo all the Okay, so we play with this plex material. We want brick material here. So I will select all these and assign as bricks. And, of course, we will change this report color to red. So we know that we play with bricks. We can see this now in view for display and I also want press L and assign this brick material. Now we can back to render preview. Now we can play with this values here. So this look good. Let's see if I invert this. Yes, I should invert now this. Okay, this look a little better. If we want, we can add maybe reddish color here to look more like brick. And I will for this, again, use rending mode. Paint this little more to red. But not too much. I don't want to make this destructive. Okay, let's now make this uh transparent. So I will create new material, and I will choose plans. And let's rename this to maybe fans or some. Okay. Now I will again choose another Por display color, maybe yellowish. So I told this part assign this material fans assigned. Okay. And the most important thing here is this Alpha value. So we can get this from this image here. And I will go with Rem. Here we have Alpha. Let's bring actually this. With G, we can just move this. Let's now take this color input. Control Shift try click. So everything which is white should be transparent. Now, I want to just increase this contrast. And now, if I pug this to Alphas this opposite. Let's see. Invert, color Okay. Yes, I think now this is transparent. And we can also get better preview in material preview for this. 18. Shaders part 5: And let's see this chimney, I think we want bricks on top. So if I press L U projection, and let's just project this to the bricks. Okay, why? Let's first assign this brick material. Let's see. We use this UV map, which is correct. Yes, we have bricks here, actually. Let's see. No one will see this roof. But let's just assign this maybe as metal material. Maybe one more variation. I will make this wood material. I want to make this more dark and more dirt. So I will select again. Plains here Plains brown. Okay, now I want to make this or display color. Brownish color. Something like this. Now I want go. I will go to solid and I will just start selecting this with L. Let's see. If I go to number seven WF remote, I can select hold this part here with shift with odd selection. So I want also select this part here. And with control, we remove selection. So I want to remove this selection here. Okay, I think I select mostly everything. I want L to select these lose parts. This part. This part here. Okay, now we can manually maybe select these plans here. Okay. This should be also wood. Let's go to material preview. This brown wood. Let's now let's now assign this material and now we can start making adjustments. So we are in render preview, and I want to make this Let's see. We have here dirt. So this is actually dirt. I want to increase this So this is this concrete AI. Let's see how this look. I want to play with this, add more of this dirt here. And now with this slide there, I actually choose how much I want this. So I want this even more. And this part here, which go to input A, I want to make more dark and brown. So I will go with mixed color here and I want maybe some brownish color. I can pick from this image here. Okay. Now I want. Now I can choose change color of this or I can just set this to color Branding mode. Let's see. This is color, this is mixed. I think I like this colour branding mode. 0.7, and I want to make this more rough. So I will bring this roughness details here, and I hold this more dark. So hue saturation value bring this value to 0.4 or 0.6, not too much. Okay. Let's see what we have bump. Maybe we can increase this bump because this is old and dirt. And this is now much better than before. Let's just fix some parts here. Maybe this part. We didn't unwrap this at all, so I will press you. We have di selected map projection. Let's see where we can. This is actually white in this reference image. I think if we just scale this all down and said this white color, we will still get some imperfections from this concrete texture here. But let's see if I now assign this as metal. Okay. So we have actually white metal part. If I shade smooth, this doesn't look better, so I will go shade flat. When we switch now to solid preview, we can see which material is. This is render preview. And, of course, we need to fix these stairs here. Not sure in which part, I apply this. I lose these transparent flanks here, the fence here. So I want to actually make these planes brown material. Et's see maybe one more material. We have the bricks here but white. So we can maybe create another variation. We can choose bricks here. Bricks, call this white. We can now it mode. And let's see what I do here. I make this big mess here. Select those parts. And we can assign this brick white, maybe change a little UPort display color. Now if I go to material review, let's see what I have projection. I want project this. Let's see, which mark use. I want to project this to these bricks. And Okay, now we have these bricks. I want to make this white, not reddish. So first, I will say this saturation all to zero. Okay, let's see. So second input is this dirt. First input is this color. Maybe if I just remove this, this now become white. But actually, I want to keep some imperfections, so mixed color. Again, this is input A, input B is white. Now we can choose how much we want this white color or this Okay, not so important. And I think we are now done with creating material. So we have a lot of materials. One, two, three, four, five, six, seven, eight, nine materials. We create for this, and we can clearly see this in euportPrevi. This is how our house looks for now. I think in next part, we will model some of these planes and something for roof to add even more imperfections on this house. 19. Finishing the exterior: Hello. After one day rest, let's continue, or let's finish this house. I also have plan to finish inside bar. And let's see what we have for outside. I will just quickly fix this porch here. So click here and control shift and click here. Now I will just project this here maybe LZ 90. As to scale and G to grab. Now I will just move this part here. Let's see what with this part. Okay. And in this point, okay, we have small issue here. In this point, when I do all unwrapping and shaders, I just want to add some real imperfection or perfections in real geometry. Because you can see that this is completely flat. We have some bump here, but this is not so visible. So now I will just create some real planks here. And to do this, we need more geometry. So I will just COVID Control R. And I will switch to material preview here. I will just start following some of these plans. We can just grab a few of these and I will now go I want to go with Shiv D, so to duplicate this Shiv D, and this is why axis move little. No. G, is, this is X axis. But because I already do Shiv D, I will just press G X. Okay, let me enable screencast keys. So G and now X. And now I will hold Shift to move this slightly. Okay, now I will go with EX to extrude this on X axis and Air Y to rotate this on Y axis sight. I will grab maybe only this part, and this one here, and I will go with Control B to bevel this because without bevel, this will not be so visible. Okay. Now when we go to solid, you can see clearly this plank and this also will create some shadows later. This depends of lighting, and let's see if I can change the sun rotation. You can clearly see this shadow here. And for now, I will just bring this down because we don't need for now this shaders editor. What we can do now, we can maybe duplicate this few times, but we can also make more variation. Let's make more of this we can, for example, grab this part. Now again, shift the X shift to move this slightly EX, and let's rotate this RY. And we can just go with Control B here. And what thing you can also do, you can, for example, grab a few of these Now we can go with GX to move this inside. And if you want, you can maybe bevel view of the Control B. Let's see, in render PV, we should also see this small crease here. Okay, and if you want, you can select this control lump or you can just go with L because this is loose part, maybe rotate this little on YXsOXX to make some imperfections here. If you think that this is too much, you can go with GX, move this little inside. Now, what we can do, we can just press L. We can maybe go with Y maybe SY. I will stretch this a little, but I don't care too much about this. This will not be visible. And maybe we can just place to this here. You can also move this. Let's see. Shiv Z this fit perfectly. We can maybe rotate this a little. You can also duplicate this to this part. So S Y Z 90. Or you can just go with tab control R and duplicate one here. Y, in this case, E Y and X Control B to add bevel here. And now you can again duplicate this. What I will do here, I will press to scale this over this part. So this will also be nice detail. You can add some creases here. So Control B to bevel and scroll mouse up to add more segments. Now you can go with Control B again and control lumped minus, subtract selection. Now, I can go with a to scale this and maybe GY to make this even more visible. Now, you can go with Control LumpDPlus and add one bevel here. And now we get this crease here. Okay. And again, you can just go with DZ. Maybe the little I will not waste too much time for this. I will maybe add more details without recording, but you get point. And I also want to add here. Same. So same process. You can add more geometry and extrude this. And the good thing here is that when we add more geometry, we will fix this stretch part. You will see now. So Control R, and you can see how we fix this part. So now we can just go in this case, I will go with T extrude along normals. Control B. Okay, I didn't use Shift D, so I cannot select this part with L, lose part. I will just which is problem for now, but I will do this with second one. So Control R. Let's now go with Shiv D Z, move this slightly, and all T extrude along normals Rx to rotate this a little and now we can dove this. Now we lose parts like this. Let's see if I said this to normal, I can go with hi D Y move this and Y axis. So 20. Bar interior: Next part is inside bar. So we want to build also inside because this will be visible in our lender. Let's see how we can do this. I will back lighting or this rotation. I don't like this bright part here. And let's see how we can start to build inside. First, I will go inside this bar, and I grab this face here. So let's see if I go to edit mode, I can just grab this face with CVD X. Okay, I am in normal orientation. I want these two global GX. I will now scale this a Y. And I will select this phase here. I will go with PX. Let's say that this part will be visible in our render. So I want now RSP separate by selection. Set origin, right click set origin to geometry. And now I will press numptKO you can go with view a local view and tog a local view. Now we can focus only on this part because this will be our bar inside. And for this, I already prepared this texture, which is this texture here. So dinner inside reference texture. So this is the same time reference and texture. That's because I give this name. And let's see I want to open this here. And we can pin this. So I want to look on this reference here, and I also want open. Now, shade the editor and UV editor. I will open also this texture here. And let's see under material preview, let's remove all these I will just open this base plank material, and I will call the plank inside. Or actually, we can keep. We can just rename this to inside. And later we will build a few emissive materials for this. Let's go to Edit mode, and I think we need maybe more space here. Let's see. I want to unwrap this better. So for this, I will still use this texture here, projection. I need to subdivide this maybe one more time, so we can fix this Okay. Let's see what I want to do now. We can start with emissive material here. I will maybe duplicate this, maybe this part here, Shield dY. Now I will add here new material. So you cannot add this in edit mode. Or let's see. No, we cannot remove this in edit mode. So just press step to switch to object mode and I will again select planks here. Or this inside. And now I will make another variation which will be emissive. And for this emissive inside the material, I will change this. So this is concrete. This go to roughness. I think I don't need this. I will just remove this. Let's see. I want to change this to inside. And now, what we need to do we need to change this p display color maybe to red. And in edit mode, we can just assign this material. Now, when we go to solid Preview, you can see that we have different materials here. But let's now project this. I will select this inside reference, and let's see where we can project this projection, maybe we can project this to this part here. The 90 to rotate this and let's see S Y minus one to flip this scale is not correct, so let's see what I want to do here. Maybe I just want to project this part here and this part down. Okay, this will not be so visible. This will just create some lighting here. One thing I want to do I want to make this transparent, all these black parts. So I want to just keep this new signs and how we can do this. First I don't want this normal. I want plug this first to emissive. So if I take this texture here and if I plug this to color, I will get these emissive colors, but this is not visible because emissive is still first thing I will do here, I will bring this lighting almost to zero. So 0.02. This is already emissive. But we can also plug this to emissive emission strength here. And now we multiply, we can control how much we want this lighting. So M plug this here and let's plug this to multiply. Now with this slide there, we can choose how much we want of this lighting. But I also want to make this black part transparent and we can do this with color RAM. And I will plug this here. Let's plug this texture to color. Control Shift Tally here to preview this. So white part will be transparent, black parts will be visible. This is opposite of what we want. And if you plug this to Alpha, we will get No, I think this is invert, so we should invert also this Yes, this actually works. So you can see that when we press M to mute this, this is muted. We can see all these parts. But when we enable this, we can see that we just keep some of these neon signs. But this texture is not so good. It is not so easy to select anything except this neon sign here. Let's see. But we can do something like this so we can skip some of these parts here. Okay, now we can play with this projection. If you want, maybe another neon sign here, you can just place this here, maybe this part. All this is a little sloppy, but don't care about this because this will be visible maybe from this angle in our camera. So we just want much more details here. Oh Okay, and I seen this nice picado here darts. Sorry for my bad English. Darts. Let's see what we can do next. So we can just maybe grab this. If I go to material preview, I can just go S the Y there the t and let's see what if I grab this part. Now, something like this and I will delete this delete vertices. But if I now grab this and I go if I reproject this better, for example, like this. Now I can just Let's see. I will assign this side material here. We use different texture here, so I will create new material. Plus, I will call this inside, new variation inside bar New texture. Okay, now we can just change this to inside. But we didn't assign any material here, so let's just assign this and we can, of course, change here, you pour display color to see in solid preview this. Okay. Let's now go with EX, we can just extrude this and we can just add random details here. So I can just grab this, move this here, this down. And this will be emissive material, but I don't want make this transparent. So I will create new material here. And I will call this inside emissive but not transparent. Okay. So this is now transparent, and I will just unplug this Alpha in this part, and of course, we need to assign this material here. You already see that this is not transparent. And let's see how this looking render to you. So I also want to make this emissive, but not transparent. Let's see. What if I made this also a missive inside a missive. And now we can maybe place this on this wall, maybe scale this on X axis. S BX, Z, 90. Okay. But you get point. This part here is maybe too bright for me, so we can just maybe reproject this maybe here. What 21. Bar interior part 2: Now let's build this. I have this nice bar here. We can quickly model this. This is very simple. So what I will do here, I can I can go with new object here, mesh cube. Let's see. S Y. And now we can I will supply scale here. Let's see how we can model this. This is so simple to model, we can just grab these two faces, edges, Control B, B, D, control R, scroll mouse up. Not sure why SZ don't work. Let's just grab this one. Move this here, this one down. With art, we can grab this loop. And also this one and this one here, all T exclude along normals. Let's see which material we use for this inside. Inside, but not a missive. Let's see. Now I can grab this part here and I already prepare texture for this. A, to select all Z 90. I prepare this checkerboard texture, so I will project this here. Okay, inside, this is not good material. Let's see. Inside bar, new texture. Let's remove this inside the bar new texture. Okay, now we can grab this. I will reproject this again. Now, I will grab this part, and let's reproject this to this checkerboard texture. Let's now add one look at here. We need more geometry here to select this part, and now we can move this here. And one thing I also want to do I want to go, maybe duplicate this part. Make this bigger. And I will subdivide this. So we can press L projection. We can use these nice textures I prepare here. This is for wall. I see somewhere here. Here I see this texture. So I like this place on wall. Let's reproject this here. We can maybe go with DX, Zt. Maybe we can use this texture here and just place this on wall. This part here should be metal. So what we can do, we can just grab this. And I also prepare texture for this, which is here. So we have some small metal part. Let's grab this reproject this here and also with this part. Let's see what we want to build on this top part. We can duplicate this Shiv DZ, but not all of this step to go to edit mode. Select this step to go to edit mode, SVDZ. Now we can stretch this a little. So all these should be this metal part also. Let's see how we can create this neon part here. For this, I want to maybe make this. Okay, let's see. First, we can make this curves and then convert curves to real object and place neon emissive part here. But one thing we can also do here, we can maybe just duplicate this SD is to scale this. And if you just reproject this to this part here, and if we just assign, let's go to object mode, and let's select this less emissive. And let's see if I assign this here, and we already get this emissive and we already get what we want. Now we can just go with hDZ. But you can also make this real geometry with curves. Let me show you how you can do this. You can just grab this, make this part here, hi DX has to scale this. We need to separate this P separate by selection. And if I now go to right click set cover this to curve, now you get these curve properties. And under Beba, you can just create thickness here. And now I will cover this back too. First, I don't I don't need this resolution here. So I can play with resolution, convert this to mesh again. Now this is just mesh. And now we can in edit mode and X ray mode, maybe add one. Look at here, delete vertices to delete all this part. Let's set origin to geometry, and now we can just add some inside the missive material. Now we have same but with real geometry. And if you go to edit mode, to select this. Let's see. We want to project this. If we want same color like this, we can just project this to this pink pixel here, and this is now pink. Okay. So this is how you can create real geometry from this. And let's see. If I now select this, we can just go with Shiv DZ, duplicate this few times. Let's create now this dinner part. This should be very easy. We can just duplicate this phase, Shiv D, let's move this here and assign this material here, Q projection. Now we can project this to dinner. S Y minus one to flip this. And let's see, this is less emissive, but this is not transparent. So actually, we don't want this. We create this this is less emissive, but why this is not transparent because we unplug this from Alpha. Okay, you get points, so we have this dinner neon sign here. And what is good about this, we can just go with hid X Z IT. We can now just reproject this with this neon sign here, maybe let's rotate this. What you can do, you can just grab this with G, these vertices and you can reproject this here. And you can see that this look pretty good. And now, what you can do, if you back with Nampa key to our scene, we can maybe place one of these here, Z. And if you now go to render preview, we have this nice sign here. And that's actually how I build this bar here. So I will go to mode, Shi the Z. Here is my projection. Let's now bring this all down. Okay, I want to stretch this and also a new editor. A AC might want to flip this. And now we can just play with projection here. And now I will edit mode, scale this. This is already transparent. But if you want, you can make this is less emissive. You can make just another variation. Less emissive and let's make this more. And now we can maybe play with this emission here. And one thing you can do, you can also duplicate this to get this three D effect. This floating in A. One thing you can do, you can just maybe select this house, grab this part, shave the Y, make something, hold this Okay, this will look good from distance. And you can also see inside this bar. So we have a lot of random textures here, emissive textures. And one thing I also do, I also play with lighting. So if I switch this, I can maybe here, make preview. And now we can place few light inside this bar. Maybe I can go with Let's see light and aerial m here. And now, if we just increase this to maybe 1,000 for now, this is too intense, but let me just show you how this look maybe 200. So this was 10,000, so let's set this to maybe thousand. And let's make this world even more duck. So 0.002. This very strong missive textures which are very close to walls can create these fireflies or this noise. So you just need to be careful about this. Maybe we need to reduce this strain. This is not good for optimization. So maybe we just want to see some details here, but we don't want to make this intense. We now reduce some of this noise, but let's see, we also have nice noise option here. So this is for ePort, and this is for render. I don't think this is too big problem. That's basically all I do. So you can play with same technique and add much more details. And one thing I also do, if you think that this can be visible, you can, of course, model all these bottles and all these tiny things. But all these depends how this will be visible. For example, you can just go to edit mode or object mode and you can maybe model this part here, which can be maybe cylinder. Okay, this is too much detail, so cylinder maybe eight. And you can just randomly model some of these things. 22. Bar interior part 3: We can maybe just make one shelf here. O Let's see. Z Y EX, and we can now grab this object. Let's say this origin to geometry. These two objects are together, but I don't care about that. And we can just place this in right place or the Y. We can also duplicate this and edit more to get more of this D Y. Okay. Actually, we just get some random details. Let's bring this down. So if you want, you can just grab this **** the X, Y, and with G, we can just make a few of these posters. A six minus one to flip this. Let's see. Now you can just grab a few of the Shiv dY. If you think that this will be visible, you can reproject this one here, Shiv dY. And of course, if you make this emissive, you can just take this emissive texture, and you can see that now this is emissive. Let's go with GX actually GY, duplicate one here and let's make this Coca cola sign here. Okay. So you get point how I create this part inside. And if you have this vendor kit add on, you can maybe search for bar share here or something. Okay, here is on left. And you can just grab a few one of these three object here, maybe this one. And when I do this I care about one thing. So you can see that we actually import a lot of materials here, and I just want to be sure that this is that these textures which I import here are not big. And I already see that this is four K PNG. This should be big. I will just remove this. Keep this black. Let's see this one. We have here a lot of probably four K textures, which is crazy. So we don't need this. We just want to make this black. So I will make this black. And this is without any texturing or just we have this dust texture which we don't need. Just remove this. Let's see. Remove all these textures. Not sure which color was here. Okay. This should be something like wood. So you can just take this brown wood texture, plastic. Let's see. Okay. Now we remove all these textures and we didn't remove from this Blender file. We just remove this from sin. If you want to remove, you can see all these textures here. If you want remove from this Blender file, for example, if you want to pack this Blender file or something, you just need to go to unused data and perch. And if you now go with F 11, you can see that we delete from this Blender. You can now back to layer. And if you go to Edit mode, you can see that we have a lot of mesh here. We don't need this. So we can go to mesh cleanup that's šime geometry 0.1 to keep only 10% of this geometry here. Z 90 Z -90. And now we can place this here and with D, we can make instance of this object. So just be sure that you don't use Shift D, so Alt D Y, Shift R to repeat this process. And what thing you can do, you can go with Shift L. Select linked object data. Now we select all these chairs and we can go with Shiv DX and place. If you here near this window, Z 90. Now this is individual. So we want set these two bounding box, Z -90. Okay, and maybe we can build this small bar here. Maybe I can just press L. Let's see. L over this part chose the X Z minus nine and place one small bar here. Okay, let's see how this look in render T. Here on left, we don't want these overlays. Now, if you want to render this, you can just place camera inside scene shift and camera. Let's see. If I now go with Control, Shift Control or Control N zero is to switch to camera view. But if I want set this UP view to camera control or num zero, yes. Okay, let's now set this UPR display to pass part out or to break. So we can focus on the camera here. And we can also move this camera here. So GY. But we can also play with this can maybe 35. Let's now bring this down shift, and we can just change you here. I think I also like to do here, I can just select this item, and I can play here withholding shift and left mouse button, I just want to control this. Y axis I always give to zero. And X axis, we can maybe look little up here. And the axis you can play the axis. Okay, let's now just make one quick render maybe 1,000 samples here. And now we can just click Render Render Image. Let's also increase resolution for this test render. We have time to render this, but this should not be slow. Okay, this will take about maybe 10 seconds. This is my system. Okay, I have this 40 80 super and 64 gigabytes of Rum. So this is pretty fast on my computer. And these slides here are not too intense. Let's just fix this. So this is 14 seconds. Let's see. I think this is separate objects, so we need to go inside and select all these textures, maybe 12 here, maybe eight here. And let's see, I have this maybe I delete these lights. In this case, where we are not sure if we have lights here, one thing you can do, you can remove from visibility, everything except these lights. But because I already remove mesh, I can see these lights here. Okay, so we still have these lights here. Maybe we can duplicate this with SDX. Maybe we can place one big light here. You can see how this affect here. And I will just make this less intense, maybe just 100. And you can see that we have bleeding light here. That's because we didn't close this With J, you can now go switch from before to after. So this was before this was after. And if you don't want to make this bleeding to this top part. One thing you can do, you can just make one plane here. You can go to edit mode, actually, and you can just go with EX but I do. So EX to exclude this on X axis. Let's see where this go about here. And if we now make another test render. So this is before, this is after. So we make this part completely dark. Okay, this is all for this part of tutorial. In next part of tutorial, we can build the whole scene around this bar here. I think we miss some details here, so you can maybe play some random neon signs here. You can actually play with this positioning. So if you want, let's see. This texture here is separate object, but this texture here is also important. Let's see. If I grab this VZ 23. Start creating a scene: Hello, everyone, and welcome to second part of this tutorial. In first part, we build this bar or house, and in second part, we will build the rest of environment. You can see here. The first part, at least, already to a half hour, and I will try to speed up a little this tutorial because if you build everything from scratch, this tutorial will be too long. I think this part of tutorial will be deep breakdown of what I already do, and I will try to show you as much as possible I already do in this scene. You can note that result from Blender is similar like my final result. So I didn't do too much in post processing which is good, so you can note that we can also get good result directly from Blender, and we will try stay in Blender as much as possible. Let's now back to our file where we build our bar or house. And let's try start with camera. So first, I will select camera here, and I think this is little slow because of these trees which are little heavy. So I will disable this in Vu port here, and I will select camera. So we can start from aspect ratio or resolution. I said this default, 1080 B resolution, but of course, you can choose any resolution you like, and we can now take look on camera properties. I just set this focal length to 25 millimeters and all this is what you get by default. So perspective type and focal length 25. So we can just copy the settings here. This aspect ratio is what you get by default when you open Blender. So I didn't touch that, and let's just change this vocal in to 25. You can also adjust camera position by your wishes. But if you remember, we follow this reference image. And if you want to get similar angle in this image, you can always report this as reference image or background image in this case. So I will maybe open this so we have here this background image, and let's see how we can see this in Blender. This is visible in solid preview. Let's see. I think this is not visible here because I disable this overlays. So you can just enable this overlays, and in solid preview, you can preview this. Let's see, we can also put this in front or in back. So if you choose this back option, you will not see over these three models. And if you want to get similar angle, we can just now play with camera. We can just move We actually need to rotate this. I like to do this with this location and rotation tool here. So with holding shift, we can maybe just move the camera a little up and we can rotate this on the axis to place this in similar position like in this house here. Let's see what if I go to X ray or ara mode, we can see this little better. I think if you want, you can just copy settings I do last time, 3.5 meters on Z axis. I look little down. Let's see. Maybe we can just type here and half. We can just look a little. In this case, this angle match little better. This reference image. And you can adjust this Z axis. So I never touch this YOxis you don't want to rotate this on YAxis because you get this. Okay, this is actually all from camera settings. So I just change this focal length. If you want, you can also play with this panoramic to get more wide Dangle L here, wide Dangle camera. So if you br this to 25, this is perspective, and this is panoramic. With this panoramic, we just get a little more distortion on these edges. This is all up to you, you can choose everything you like. 24. Lighting: Let's see what is next. We can now set lighting. So mostly, in this case, lighting come from this volumetrics cube, which we can copy and later we can just look settings I use. So if I page this here and we are in render preview, you can see how this look. And now I will disable this background image. We see this architecture here. And let's see which settings I used last time. So if I go to world, I just use this 0.01, and SA rotation is this value, so you can copy this value. So I use this SR rotation and 0.01. Okay, this is not similar like in this render because I have another one another volumetrics cube, so we can also copy this one and see which of these cubes do. And I will disable this overlay. I see that we have this ozone very high and dust. So we can also try adjust this as I do last time. But all of these settings are up to you, so you don't need follow strictly. If you want to get exactly this result, you can follow strictly these settings, but all this is up to you. So I use here value of seven and here 1.7. So last time I use here, 1.7 and here I go to seven. And let's see what next affect lighting. So we have here. Let's back this to words. We have here one volumetric cube so principal volume with these settings, and let's first copy this one. Okay, and the position is not same. So what I use here. I have principal volume with this value and with this color. But I also bring this aotropy. So with this, we actually increase this glowing effect around the light areas. And I also have this emission strength, which is, I think, pretty important option, even if I use this very small value. So we have here four zeros and two. If I bring this, let's see, you can see how this effect. So last time I used four zeros. And two. And if I just remove 10, you will see that this have strong impact on C. But let's make these to four zeros, and I also use this color to get this bluish tin. You can see how this affect lighting. Okay. But I also use one big volumetric cube. Let's see how this affect our lighting. And if you see this harsh edge here, that's because of this camera clip, and we can just increase this. We can just add 10 here. But this is I think viewport we need also do this in render preview. Okay. And now we remove this edge here. And let's just jump to this big volumetric cube. So I use here, less density 408. And I also increase this anasotrophy, and this is emission strength I used last time. So this is before and after. I think it is not big different, but this is what I used last time. If we remove both of these, you can see before and after. My recommendation is to keep your Blender file organized. So we can with selected both of these, we can just press them and we can call this volumetrics we can put this in a new collection. So create and now you can because now it's little hard to navigate to this house because we have these big objects, you can always just disable this collection in Guport and render. And let's do same with this house. So I will select everything because I know that this is just this bar. I will dress. I will call this bar. So now we have two collections. One is this bar, and another is volumetrics. 25. Creating the environment: Let's for now disable this volumetrics because we can now start building our street or alley here. So let's open this reference first. This is our reference, and this is what I do. My final result, you can see that we have street which go down and we have here main road. And we have something similar in this reference here. And let's see how we can do this. We built this last time. I think this is maybe too intense, for now, I will remove this and we can just start with plane. And let's now go to material preview, and this will be very simple, so you can just make shape you like here too for select and now we can just extrude this. Okay. So we want this angle to get the effect of street which go down. And let's now see. I will now extrude this on YAxis and this will be our main road which go here. So EX and we can extrude this on this direction, and now this street go down. And I will go with EY here. And now we can also make space for this grass and this part on left. In this case, I will just go with E Z, maybe make one small step and not too big. And now I can extrude this. Axis. And we can, of course, add more edges here, and we can shape this later. Okay. I will add even more. Let's scroll this mouse. Actually, let's first make this part. Ex let's go with GZ, move this little down, and now we can extrude this on X axis again. Okay, so this part will be our road, and here we can place grass later. And now we can shape this little better. We can add more edges here and you can use maybe proportional editing. Okay, this is overlays, and here we have proportional editing. And now, if we add more edges here, we can. Okay, I want to grab all these. I think maybe we can grab everything here with all and move this part a little down. Just to back our race here. Okay. And let's just make more space here. But I will not do everything now. I will just show you what I do last time. Let's see next. So I model the house small houses without recording. Tutorial will list too much if I record process of these houses, but we already do this with this bar. So I will share this Blender file with you so you can just copy these objects. Let's see how this look. I think for this part, seeing these houses are too detailed. So we have a lot of things happen here. Let's maybe look one by one of this. So this is one house. Okay, this is one. This is second one. And let's try rotate, maybe this. Even this is not so important. What I will do now, I will back to my scene. And let's see if I press full stop or numpad, I see here that I put this in collection. So if I just go with Right click select Objects, I can select everything. And I will just paste this to my scene. Okay. And now I see that they are in similar positions like in my last renter. And this here is not in collection as I create here. So what we can do, if I now press full stop on Numped, I can see that this is in this collection folder. So I will just press M, and I will create another collection I will call this small rots these objects are not heavy, so I don't think I will disable this in Viewport, but when you have something which is heavy for render, for example, this volumetrics, it is always nice to have this organized so you can always disable this. And now we can focus only on building our scene. Okay, I think I need to bring this little up maybe like this. Let's see what is next. I think I will show you how I get these lights in background. You can also maybe see that we have something like hell here. In this video, you can also note this better. So you can see this hill here and all these slides on this hill. And I will show you how I do this last time. So I have these folder tectons and references, and I just go to Google, and in Google, I type something like city in background or hills with lights or something. So you can find a lot of similar images. And I download these three images, so something like this, this one and this one here. I think I use this one. I think this fits best in my scene. And let's see how I do this. I will copy other of this folder and you can shift like replace course or about here, and now we can go with shift A image mesh plane. Okay. And I will load this image here now. Now, I can scale this and let's see what I do last time. With Napa slash key, I will isolate this and I want to plug this too. Let's open this emission tab. I plug this to color and to strain. Now, I will go with MT and I will set this to multiply. Now, with this, we can control how bright is this Let's see which value I use last time. Okay, I use this value of 15. But I also use this Alpha value, which is pretty important here. So let's see. First, what I do last time, I don't want to see these clouds here. So what I do, I just go to edit mode and with K, I just try cut this here here. Okay, something like this, maybe I keep these lights on top this part here. But this is all up to you, and now I will go with three and delete faces. Okay, now we have only this hill. Let's see if I move this down. But there is problem we can clearly see. So this hill here is too visible for me. And what we can do here, we can just go with Ram. And now I will plug this here, and I will plug this to Alpha. Okay. And now, only bright parts of this image are visible, so you can see when we tweak, let's make this principle BSDF. When we tweak these lights, only bright parts are visible. And I don't want to delete completely this heel. I just want to make this heel less visible. So we can just move this and make this slightly visible, but not too much. And because I want to make this light visible, I will bring this white color about here. We can just maybe duplicate this **** the X. Actually, I will use the X minus one. To flip this, we can maybe fill this. Actually, I think we don't want to fill. We can just place this here. We can even overlap this or we can maybe make more layers of this. So but I didn't do this technique just for this ill part. I also let's see here. I also use same technique to paint lights on this area where we have these houses. Even if you look inside this house, let's see how we can select this plane. I have one plane inside this house. Let's see how this look. I think I actually just duplicate this and place something here, this part here. This is not the same image. Let's see how this image look this is just image of window, and let's try find this image here. Okay, I just download another image. Let's do this now. So I will go again, maybe here, shift a image, mesh plane. Let's load this image here. Let's scale this to see this better. And now we can just cut this part control R. And we can now set this phase, Control I delete another phases. And now we can just use same technique. We can just plug these to emission to color and to emission. And we can use color let's now plug this to Alpha. Now, we automatically delete this. We don't need to do anything here. Let's just delete these phases. But if you want, you can play with this slider. Here. You don't want to make this visible, you just want this line. And now let's send this origin to geometry. And now I will back to my scene and we can just place. This light somewhere here. You can already see this light here. Or even if you put this inside house, this should be visible because this glass here should be transparent. But you can plug this here. Okay, and I forget multiply this So we can control intensity of this light or brightness. Okay. You can see that we get light here. And if we want, we can just duplicate this ship the X, and we can put this inside this house here. So GY, et's bring this intensity to five. And if you know, because all of this you say material, we can go with select linked material. I will now press M. I can say this in another collection lights in side houses. Okay. And now we have another collection, we can always enable or disable this. 26. Trees: When we talk about trees, let's now import these trees. And I think I will give you one gift. So for this use smart trees. This is my add on or asset pack, and I will now show you how this look. This is my addon which I sell on Blender Market. I think I will share this with this tutorial with you. You can take a look on this link. So I actually photo scan all these small parts of trees. So all these leaves, these cones, barks and a lot of things. And then I make base of these trees. And with geometry nodes setup, we can scatter all these tiny details on these trees. I will show you maybe on these images here. And with this sedon you can get super complex trees which are mostly for close up shots. This is not super close up. We can see a lot of details on these trees, but maybe something here. But this is even for even more close up shots or maybe on the surrender here. Okay. You can take a look on these videos. So I photoscan all of these small parts of trees. You can see how this process look and all this is my photoscans. I think I made more than 50 photoscans or something. And then with the geometry nodes setup, we can easily scatter this on these three base. For this, I use this raptor, photoscan which is not cheap. I get this from sponsor, but I think it cost about 2000 euros or something. Not sure. Then, okay, this is modeling example which is not I just want show that this is not good result, but with photo scanning, we get all these tiny details, and the look super realistic. And you can see all these photoscans here, and here you can see geometry nodes setup. And now with this geometry nodes setup, we can scatter this all these assets to these trees. And I will show you now in this practical example how this works. Let's now open our Blender file, and I have this in my ast browser. Let's see. Smart trees. Okay. This is also smart trees node group. So this is, for example, if you have your tree and you can just bring this node group to your tree base, and you can scatter all these assets. But I actually have my YouTube channel video about this. If you want, you can search my YouTube channel. You can search my name, and you will find my channel and all these videos. And let's just bring one of these three bases here. For example, we can just we can import any of these trees. And I also explained this in Video. You will get instructional video how to use this smarts asset pack. I import this as link. So I suggest this link for preferences. And now you can see that when we import this, we cannot move this tree. We cannot edit this if we go to edit mode. We cannot go to edit mode. We cannot do anything with this tree. These three just copy location from original vendor five. About how we can use this. I can press and I can put this in your collection. For example, cheese, and I get this object here, which you can see that this is just link. But if we go we try click Library override, make selected content. With this, we actually get this controller, but we don't move this in our Blender file. We move this now in original Blender file. So if I now press and if I go over in this item tab, and if I move this, you will see the blue values. So we actually don't move this in our Blender file. We move this original Blender file. And if you enable this free addon, which you can enable edit here in edit preferences, we can just, for example, one click. Move to this original bender file, which is somewhere on my computer. And you can edit this tree here. But I will back to original vendor File or this Blender and there is one good thing with this library override. We can actually change the geometry node settings. So let's now go with Napa Key to see how this look. And now we can play with these settings in this modifier tab and we can shape our tree here. All these three are for animation. For example, if you want animation, we can just click here and render preview. And if I now press Play, you can see that this is animated. You can play with these options, but I think the fourth option is good. This is for animation trunk. So if we want also make this chunk animated, we can enable this, but I don't want this. This is good enough, and this is for animating branches. Let's see if there's something do. I think, yes, but we need play with these settings. You can see that this is animated. Okay, but most important thing, let's disable this is these particles. So if I enable this here, I can now shape these three my wishes. So these leaves here are actually just image plane. I put this as default, but you can disable this and then you get just the three base. And now we can add particles bar by our wishes. Here, you can add more subdivisions to make this mood. But I will skip this and here, you can also change this leaf color, which I will not do. Now, I will just now play with these particles here. So now we have empty tree. And for example, if I type here maybe on three, I put this mose bar here. Let's see how this look. Okay, for now, I will just increase this world. It to see how this look. Okay, I press space and I play this animation, but now I disable this, and let's see. So you can just play with these sliders. This is bark from pine tree. This is not pine tree, but nobody will know this. We just add much more details. Let's see this is another type of bar trees. Let's disable this maybe this is thin version. All this is from pine. Let's see oak, if you want to make oak. If you want oak, bark, you can just increase this and you get this type of bark. For this case, we don't need too much details here, so maybe I will choose just one all these. I think this is barely visible here. Almost no visible here. But just to know for your next project, all these options. Let's see. I will disable this. We have here. Another version of bark. All this collection is just bark. So we have a lot of bark here. This one is nice. This one is yellow. So if you want to get this effect, you can use this yellow one. So this is if you see this trunk, so this will be scattered on this trunk. And let's see this is mose. Let's see how this mose look. You can see this all the moss here. This is from oak tree. You can see this nice moss we get here. This is mostly white. Ms let's see from pine, how this look. Now we are still in the trunk collection, but twigs. So with this, we actually add the more twigs here. Twigs from different type of trees. So you can, of course, play with This one is too intense and doesn't fit here maybe to another tree, but not here. Okay. We can maybe just use here 0.1, and I don't need too much bar here. Because this is a little heavy for our computer, we maybe just want, two or three of this. So this is mushrooms. If you want to add mushrooms here, you can play with this. This one is less intense. Okay. This is ivy. This is pretty visible in our trees. So we have the old. This one is more mostly green. Yeah I think this one is nice. This one is old one. And now we get to leaves trunk. This is still trunk, but with leaves. Okay? This is you can see this effect. We now get to branch collections. So we have twigs, which will be scattered on this branch. So if I now move this, you can see we get more of these twigs here. You can see this effect. So we get more details on this. On these branches here. And now we get to leaf collection, which is pretty important. So if you want olive leaf here, you can just play with this slider and you get olive tree. This is, again, olive. And let's see. I cut a lot of these leaves here. If you want a little more light leaves, you can just clay here and you get this. And I think now you can play with this leaf coral here. This is just huge saturation value. So you can use this option, but if you want more details and more realistic leaves, you can just play with these sliders. In shade the editor, I also add a lot of details, so you can see this translucent effect. So this is pine leaves. So if you want to make pine tree, you can scatter this and you can see how this look actually. But I also made this punches base here. So we have here 38 bases of cheese. Okay, I think we lose too much time to all this. I also just to show you, I also made photoscan some of these fruits here. So if you want for example, add apple, let's see where is this. Let's see where is apple Okay. We have some apples here. You can add apples. You can add maybe pine. I add a lot of options here, and let's see how this tree fit in my scene. I want to make this maybe more dense and more intense, so I will make these leaves here, and maybe I will just add some of these photosca leaves here to add even more details. Or actually, let's for now, disable these leaves because this one looks more realistic. Maybe for here and maybe a little more branches or these twigs. Okay. And if I now go to render preview, you can see that we actually get pretty detailed tree, which is a little heavy for viewport. But we can use same trick views before. So I will now press GY. I will place this here. And I just need to say this three once. It is a little heavy. But when I am happy with result, I can just disable this for next time in Vuport and I can keep this in redder. So next time when I press F 12, this tree will still be here. 27. Ground: Let's talk about the next big part of this render, which are these tiles here, and I will show you how I get this. This is actually just free text from Ambien CG. We can go to Ambien CG, maybe I search for types or something. I will share link with you. I think this is fine. Yes. You can just download this. And you can see that this is not super realistic or super high quality assets, but I will show you how I made this more realistic. Okay. Now I will just copy address of this folder, and I will show you what I usually do before and what people usually do. So if I now click Plus and this will be based material and this will be tiles. And what people usually do, just go to principle BSDF and control let's see, control, no, Control Control Shift B and just grab all these maps. We can just grab one of these. And we can just now click Principle texture setup. Okay. And let's see. I need to go to edit mode and I need select this part where I want, assign this and assign this. And you get this pretty unrealistic. Okay, we need to unwrap you editor and let's load this texture here. Let's go with maybe Q projection. And you get this pretty unrealistic result, pretty flat. We can play with this normal map. Okay, we don't have normal map here. We can load this, but this will not help to make this look more realistic if we just go with normal map. And if you plug this here, and to normal, this will not look. I think when we use normal mop, we don't want this displacement map. But even if you play with these options, this will not look better. Let's bring this 0.1. Maybe just little, but this still looks pretty bad. Okay, this is just base color. Not sure why I didn't get this roughness, but let's import even roughness here. So I will plug this here. I will open a roughness map. And if I plug this roughness here, let's set this to. You should set all the to non color except this color input. So this is now non color, and let's see maybe this will help a little non color. Yes, just a little but not too much. And even if you use this displacement, this will not look better. Okay. But how I made this better. I actually made this real geometry. Let's see what I can do here. I will grab maybe just this part here with Shift D Z. And now let's separate this. I press P and separate by selection set origin to geometry, and now I will try to make squares from these phases. And now we can use this displacement mob to create real displacement on this. So I don't need normal map, and I don't need displacement up here. I actually just need this base color, and this is roughness map. So this is roughness map, and this is base color. I actually just need this too. And now, what I will do, I will go here, search for displace modifier. And I will load here. Actually, I will click New to create new texture, and now you get this tab, and now we can open and load here new texture. Let's see. MBN CG. Okay, here we have displacement texture, and let's actually go with NAPA kit to solid view. Okay. You can see actually what we get. We displace this by this texture here. But this is not correct. I think we need to send this to UV. So to follow this UV map, which is same, for this texture. This already work, but we need much more mesh here, and we can get this with subdivision surface. Modifier, but we need said this before of this, and let's increase this count here this subdivision level. And let's see. Now we just need to play with this strength here. I need said this to simple. Let's see. Now, I will add one more subdivision here in mesh. And if I now set this to four or five, we actually get real mesh here, and this is still too intense. And if I now go to solid Preview, we can see this even better. So this is actually before and this is actually before, and this is after. You can see very big difference here, maybe 0.7 or even just or even 0.1 here. And let's see. I think okay, this is grass, so this is how this should look, shade smooth. If I increase this even more, I get even more details, but I think this is pretty enough. If I now go try, click, convert this to mesh, let's see this too much mesh. So all these depends on your computer, how much mesh you can handle and what I do. Next, I can just place this with GZ, I can just play this in position here. And I will go with all D Y and maybe place another one here. Okay, this doesn't match this ground too much, but you can always maybe play with this ground, and you can just scatter this in all visible places. Let's see. When you get this hard edge here, one thing you can do, you can just go to Edit mode, and with C, maybe select these edges here. With this brush tool, and let's slide all these edges. And now, what you can do, you can just grab this proportional editing tool and you can scroll mouse down to affect less area and you can just move this to ground. And you can see, if you look on left here, you can see how we actually blend this with where we move this on ground. Let's see what is next. You can also see some imperfections here. If you just use this, this can look a little repetitive. And the next part is just to have good assets in your asset browser. And I will not share these assets. I will show here, but I think most of you have your asset browser and you can go to sites like Sketch fub Cg trader, and you can download a lot of these assets. And I will just tell you which assets I use, but this part is now all up to you. So if I go to my asset browser, first, I have from Ian Hubert, lot of useful thing, and I organize all these. Let's see, what I used last time. So I have here Antennas blinking assets. Okay, these ground assets are super useful. And you can download this on Ian Shubert Pechon. So if you subscribe there, you can download all these assets. And what I do last time, I just maybe grab one of these assets. So we have here like Asphalt part, something like, okay, I will send now this to append. I will append this to my scene. And what you can do now. I'm not sure why this is black. I think I just need to restart my Blender or something. Okay. Now, what I do last time, I just one thing I like to do here, I like change view or display color to something like this. And now I see how I blend this something like this. And when you combine few of these photo scans, you actually get much better result. Not sure why this is black. Let me try restart my Blender. Yes, this help. So you can see when I just blend this. When I import more than one asset, I can just get more details. Something like this. Okay, so I use few of these assets here. And let's see what I use for grass. I have also Weigel bridge mega scans. So I download when this was free, I download a lot of these assets. I'm not sure is this still free, but I think you can for not too much money, download a lot of these assets. Okay. And let's see all this is ground assets. I think I have grass assets. Okay, I have here some grass assets I download long time ago. And if I just now bring this here, I get the assets, but I also get this plane here, which is just particle system. And what I need to do now, let's see here, I have particle system. I don't want increase too much of these objects. I just want go to let's see where is this option. Under children Interpolate. Now I get on one of these particle, I get ten copies. Not sure how this works, but if you use this option, it will be a little lighter for your computer. Okay. And because this is just ground plane, one thing I think I can do here, I can under modify search for shrink wrap. Shrink wrap, and if I now sell this object as target, I can snap to this ground. Okay. Now what I do, I just go with all D Y S Y. Not sure why this go to A. I think I can just move this down. Let's see if this shrink wrap work. Okay. Yes, I need to rotate this. But this depends on assets you are using. And now I can go to render this particle system and I can maybe make this bigger and I can play with all these options. Okay. But there is a lot of similar assets, add-ons for grass and something. And I'm sure if you use Blender, if you are not completely Blender beginner, you have something in your asset browser. Let's see what is next. I also add this puddle of water here because I get this nice detail. This is nothing than just just a plane. So I just place this plane here and you can just create new material, and you can just add glass shaders. So if you just add glass shaders here, you will get if you place this to right position, you get nice reflection here. Okay, let's see. I also have this is also from my asset browser. Let's see. This industrial decoration asset pack. This is my asset pack. You can also search this on my Superhig or Gamma page. And with this, you get a lot of these structures and all the industrial stuff. These pipes, cables. I also place this part here. If I just grab here, I can place this here. And then with curves, I just add cables. You can see one cable here. This is not so visible, but there is one cable here. Let's Z 90. We have some stuff roof and small wall decoration, all these tiny lights. But you can also take a look on my super high word gam Rod page to download these assets. And I also placed this small trash, which is also form. You can also find this on my Pagean or Gam Rod link. And let's see what else I have here. Okay, I didn't use any of these assets. 28. Finale: Let's make this lighting to what we use starts 0.01 or something to make this night atmosphere. But if I set this all to zero, this is too much. Big part of this scene is this light here. And I also place one point clamp here inside this bar to get this effect. And what I do last time, I also place one point lamp here. So just light point lamp and this one should be red. We can also you can click Use Notes, and let's do this now. You can search for Black body, and if you set this to this value, you get this pretty warm light here. Now we can set this to 12 or something. And I think I duplicate this two times, one in front and one here, and I get this nice light effect. Let's see if I delete this one. This doesn't look realistic because these are block lights. So I duplicate this two time and maybe I can set this maybe just something like three or four. I get this nice effect here. And what I do last time, let's duplicate this one more time. And I place one near this house, but not red. I will type here maybe 8,000 or something to get this. Okay, this color still affect lighting. And let's say this 2000 or something. Let's see which value I use last time. Last time I used this, no, I use combination of this spot light with this value and small light. Okay, I know why I use this light here. Actually, this spotlight is most important. Let's see. I will set this to spot, and I will just increase this radius. Not radio, I think spot size to get this effect. You will not get this reflection on this tile with this light here. So I actually cheat a little. I duplicate this ChivD and I said this to aiaamp. And if I bring this lower to ground and if I rotate this direction, you can see that we actually get this reflection here. There is one important thing you need to know. If you want to get more reflection, here you make these tiles more reflective. And we can do this with RAM. So call RAM, and we want to make this more reflective by moving these black colors here and now you get this wet look effect on these tiles. I think this is mostly I do last time. Of course, I think I remove this door here because this block light from inside, so I just delete these faces, and of course, you can paste light here light point lamp and you can place something inside this house and you can choose color any color you like. Then you get this effect I get in this render here. And in my last render, because I made animation. This is very subtle, but it is still animation. You can see these people here are moving. You can also see these leaves are moving, and I show you how I do this. I made this light blinking, and I also made this light blinking, but I do this in after effects. So I just made variation with this light and just ill, and then I just got some of this light and I animate them. But this is not something too much important. I also add this lens effect here blinking a little. And let's see how I animate this people's here. This is I just actually did anything. I just import this from, let's see. We pro addon. If you have this add-ons, you can just import people or groups, and by default, these people are animated. But there is also a lot of add-ons with people. And for this case, you can just use Mixo. So if you just go to This is free. So you can just make free profile and you can download any of these characters. So you can click here under characters, you can download. You can use any of this character, and you can just choose animation setting or something. And you can apply this animation to this character, and then you can download this and ask maybe FBX or something. I think I use this one and just download this and you can import this if you want to make animation. Okay, this is all for this tutorial, I think I show you 90% of this thing. Maybe I forget something, but I think this is mostly I do in this scene. Thank you for watching this tutorial to the end, and I hope you'll learn something new and see you in next one.