Create 3D finance icon set with Cinema 4D | Paul Olusola | Skillshare

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Create 3D finance icon set with Cinema 4D

teacher avatar Paul Olusola, 3D Motion & Illustrator

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 to the Course

      1:01

    • 2.

      Modeling: Coin

      11:11

    • 3.

      Modeling: Cash

      16:54

    • 4.

      Modeling: Gold

      6:10

    • 5.

      Modeling: Atm and wallet 01

      8:53

    • 6.

      Modeling: Atm and wallet 02

      11:51

    • 7.

      Modeling: Sack

      6:36

    • 8.

      Modeling: Safe

      19:29

    • 9.

      Composition

      5:02

    • 10.

      Lighting explained

      4:11

    • 11.

      Lighting

      11:55

    • 12.

      Material

      13:35

    • 13.

      Conclusion

      5:27

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About This Class

Are you passionate about 3D icons but not sure where to begin? Well, you're in the right place!

Hi, I'm Paul Olusola, a 3D motion and illustrator artist, and I'm excited to guide you through this journey.

In this course, we'll explore the world of 3D finance icons together—starting with modeling, moving on to texturing, and finally, lighting in Cinema 4D."

And here's the best part—I'll also share some insider tips on how to turn your 3D modeling skills into a profitable venture.

So, are you ready to create something amazing?

Let's dive in and get started!"

Meet Your Teacher

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Paul Olusola

3D Motion & Illustrator

Teacher

Hello, my name is Paul.


Solution-driven 3D artist and graphics designer with a creative flair for transforming complex ideas into a collection of useful visuals and related designs. I've worked with creative studios and am now a freelancer that shares my experience on skillshare. Kindly follow me on instagram, LinkedIn and Behance.

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Transcripts

1. Introduction to the Course: Are you passionate about three D icons, but not sure where to begin? Well, you are in the right place. Hi, I'm Paul challa, a three emotional Illustrator artist, and I'm excited to guide you through this journey. In this course, we explore the world of three D finals icons together, starting with modeling, moving on to texturing, and finally lighting in cinema 40. And here's the best part. A we also share some insider tips on how you can turn your three D modeling skills into a profitable venture. So are you ready to create something amazing? Let's dive in and get started together. 2. Modeling: Coin: Hello, guys. Welcome. In this episode, we are going to be creating a coin. Furthermore, we are going to be creating different variations of the coin. At the end, we're going to stack it out together using the. So with no further do let's get started together. Start off by using the primitive shape of the cylinder, and I'm going to be walking with my reference right there. So that the ight segment is one and the rotation segment is 16. Because I'm going to be using the subdivision later. I'll make it editable by pressing C, and I'm going to be selecting the cp. I'm unable to use the loop selection here because the faces are not connected. I'm going to select all the polygons and I'm going to press U for optimize. Then it will be easier for me to select the cp. Of course, you can do this inversely by just selecting and the other faces the inverse it, which also works well. I put it in the subdivision so that to smoothing things up. But there's no defined edges, so it is in the subdivision, just run. We're going to be adding additional, additional. I'm going to be using the as you can see right are. It's look like our coin basis set. You can a additional details, but I'm going for something simple. The next thing is that we're going to be curing the coin symbol, and I'm going to be using the text. By using the text, I'm just going to change the text by changing the text I put the door symbol in there. You can choose a server symbol that you see fit. Also I change the font so that to give it the kind of a feeling that I'm going for. O And also I change the alignment to middle and rece it. H. So what I want to do next, right here is that I want to rename. It is important to always name your object. And also, I want to add additional details with he by giving it a Bv. I'm going to be duplicating these and to duplicate, it's easy. Just just hold on to the control key. Then it's going to duplicate the object for you. And write here we are almost done. We're going to be creating additional variant and I just duplicate it. Then the ont I'm changing is the symbol. You can create as many as you want. You can create different signs also for different ones that you love. Also, you can import custom ones likewise. Just by using Illustrator, if you use illustrator, you just create your symbol, then you import it in Cm f d or you can create it directly using Cinema four d. We are done with the coin modeling and right now we are going to take it a bit further. We are going to stack the coins together using the So I'm going to had the efecto. I'm going to be hiding the random e to the The random effector to create this variation so that our coin stack together doesn't look perfect. It is important to understand this because nothing is perfect in the universe. It's important for you to create this random aration so that it. I mean, it's going to feel different. Then I duplicate the and I change the count. You can do this as many as possible depending on what the look you're going for. Of course, you can duplicate the random effector if you want to create different variant, likewise, dl random effector and change the parameters. I believe you have learned one or two things from this episode. You're able to learn the modeling and also you are able to learn how to creative variation and Like, you're able to learn to use the Klout creat variant. Will advise that you pic and practice then see you in the next episode. Thank you. 3. Modeling: Cash: Hello guys. Welcome. In this episode, we will continue in our icon by modeling the cache icon. In this episode, we are going to be using the cloners, and also we will learn how to use the bender former. Without wasting time, let's get started together. We're going to start off by using the cube primitive. Now we just try to size it up to the reference. Of course, you can use whatever size that you like. Going to run off the number. So I duplicated just for the blocking out. So what I did there was that I s that I want and I invest the selection. F to get the best of the tutoria, I will advise that you can watch it twice. The first time you can just overview, then the second time you are practicing. This will really help you to really get the graphs of what's been. The reason why I made that cat was that I want it to help me to sub divide into COVID at that angle. It's important for you to try as much as possible as you can to try to model your model with polygons. This really is your subdivision. Because if you model with a lot of engons, of course, there's a way to go around it by using some of cinema for the tools to. But they don't really offer the best rest time. It is well advisable for you that you try as much as possible to model in polygons. O For the second part, I'll continue with the cut. So I don't want to use the bevel to, so I'm trying as much as possible to just make the cuts minimal, so that subdivision will do the he works to. Anytime you make a few code or few anytime you make a few code, it is easier for you to manipulate compared to you working with high density models. I believe we are getting I believe we are getting closer. Also, it is important to note that yours may not look exactly like mine. I'm just trying to show you that my process and fail to learn one or two things from it. Oh. Also, it is important for you to always name so that it will be easier for to quickly identify it and the object editor. We use the to stack the cache together. Oh For us to create the rap, it's simple, just you using the cube and just be re it up together and just to fit in. U Oh So depending on the look that you are going for, I mean, I believe that this is really relative to your taste. So you can keep on adding additional details. You can you can even simulation to make it more realistic but mine. I just want to keep things simple. Oh, Now let's use the bend deformer. We want the object to be, so we're going to match it together as one. Of course, you can still select the individual part by when anytime you are in the head mode, you can still select connected, you're still going to select the different part. We make the bend of the model. Also, it is important to know that anytime that you want to make any object, the child of another, all you just have to do is the you hold down the shift button. Whenever you hold the shift before you select that particular object, is going to make that object of a parent object. That's how it works. But if you want it to be, then you hold on the hot key or the option key on the ma. So it look as if our bend the former is not working well right, but all you just have to do is just simple. You just have to rotate it. Now you can see that it works well. We can increase the angle of the bend. Now, depending on the field that you are going for, it is important to always keep the length so that it won't add toes. The object will be precisely the shape. Also, it is important for you to make sure that you have enough enough polygons before you add the former because if you only have few faces a few polygons, it won't work well. Here's the process on how the additional details you are added. Of course, you can have the independence of doing what suits you best. I'm sure you have learned something from this episode. Of course, you're able to model this cache icon. We're able to add additional details. We're able to use lona and also we're able to use the de def. I hope to see you in the next episode. Thank you. 4. Modeling: Gold: Hello, guys, welcome. In this episode, we're going to be taking our icons a little bit further as we model, the gold. We're going to be using instances instead of using clues here. I would know further I'll do. Let's get started together. We start off with the blocking by using the cube. Also, it is important to always note that simplicity is the key to creating icons, especially three icons. You don't want to bug yourself down with a lot of unnecessary details. Of course, you can manipulate your model as you see fit. It is important to had edges for divination because of division is going to be headed later. Oh. So make sure that you put one in the linear presub division. That is going to make the hedge. So I want to have additional edge over there. Of course, you can see the difference. There are other ways you can really achieve the same result also, you can use, but I don't want to use that for now. Right now we're going to be using the instance to use the instance, select the object, then click on instance. It will automatically create the instance for you. The advantage of using an instance is that anytime you manipulate the original object, it will automatically update the information on how the instances. This really save you a lot of time in trying to make any changes or any type of manipulation that later comes later on. Oh. So there's liberty for you to do what is pleasing unto you. Mine, I'm not totally following the reference. And of course, you can add additional details with it. So, I believe you have ts from this episode, so I hope to see you in the next one. 5. Modeling: Atm and wallet 01: Hello, guys, welcome. In this episode, we are going to be modeling the ATM card and the wallet icon. So we start blocking out the wallet. That is important to practice with simple models so that from there, if you really want to scale things up to more detail, maybe hard surface modeling, and this is just a foundation. Oh. I'm adding additional cut because I'm going to be using the subdivision. For me to that out, I select the edge and I hold do my contro. It's simple anytime you want to particular, all you just have to do is hold down your contro just like duplicating object x. Now you can see that after we have this subdivision, we are getting closer to our reference. Anytime you experience whenever you extrude and you notice that they are intersection and you haven't got the depth that you're looking for. It is advisable to ext in the opposite direction. Sometimes it's really solved just make sure you resize the ship that you're looking for, then you extrude to the opposite direction, which is what I'm going to be doing. As you can see that there's now additional depth without me having an intersection at the moment. So that's a great step to always note. O As you can see, now, I think we are we are almost done with the wallet. Oh Make sure that the visible only is turned off. You can see that from my selection, the rectangle selection, my visible only is turned off so that I can correct the size of the as I see. So in the next episode, we are going to continue with the it. So see you in the next one. 6. Modeling: Atm and wallet 02: A, welcome guys. This is the second episode of the ATM and the wallet modeling, and we are going to start from where we left from the previous episode as we continue to model the card itself. To tug on and half the generator, that is the subdivision, only just the key you have to press as the Q key. Anytime you press the ke one, is going to turn it on, you press it second time you're going to turn it off. O O I don't want the button itself to have a sharp or hard edge. That's the reason why I switched the subdivision. We'll be hading the number to the card. I select the card and I hold and shift. I took it out of the group because I don't want it to be affected by the subdivision. Oh So you can change the font depending on the kind of the feeling you're going for. Can the bevel or the cups to give it edges. Of course, you can choose any of the profile in the set in. I split the face just to create this cheap detail. One major thing that has been stressed with creating an icon was that every of the illustration you are trying to depict, you just have to keep it simple, nothing complicated, nothing more detail, keep it relatively simple, and you're good to go. As you can see, I'm taking Liberty from the reference that we're using. O So we can make an by pressing I. O. So I delete the phases just by inversing the selection. So then I use the bridge tool to just bridge those edge together. So Make sure you select both edges before you use the bridge too. I'm going to be using the barefoot this former instead of using the subdivision. A we just have to do is that we make sure that the offset is low and give it a little bit of subdivision. It is important to name it with the name that you're going to be remembering data because when you are texturing the individual object, it's going to be easier for you. Since we extract the polygon, it is important for us to reset the xes. I think we are done in this episode and I believe we have learned things about the modeling and also how to really model things simple, yet effective. I hope to see you on the next episode where we are going to be taking the rest of the model also forward. Thank you see you on the next episode. 7. Modeling: Sack: Welcome, guys. In this episode, we will be creating I believe the fifth icon, which is the Moni sac. We're going to be starting with the sphere. We keep the subdivision low, 16 we do. So Let's start manipulating the object. After you select it, and we can go over to the scale and the soft selection, the soft selection, then we can reduce the radius. Anytime we scale things down is going to affect the corresponding phases also. So you can turn it off anytime you are done with it. Make an insert another name that is called ina extrude. We make sure that whenever we are extruding, we turn off the cup because we don't want it to create additional inward. So then try to manipulate our point or hedges, so that to give it a sack. I believe we are getting closer. So to create a simple rand it, just by using a simple primitive tours. So you just make sure that it is inside as a child of the object, then we just recize it. Of course, this is not necessary. If the look you're going for is already attained, you can just keep watching this episode just for reference. O And I m say this again, you have to keep your highs simple. That's the secret source. You have to keep it simple. Of course, you can go along and add the coins. The coins that you have modeled, I think in the first episode. You can go ahead and just add it as you see it. I believe you have learned something from this e. Plea it is important for you to practice and hope to see you in the next one. 8. Modeling: Safe: Hello guys. Welcome to this episode. In this episode, we are going to be modeling the last of the icon, which is the safe Lock, and we are going to be learning how we can use simple modeling method to achieve this. With no further ado, let's get started together. Like I always say, you don't have to use the exact dimension like mine, but just make sure that you keep it so that you can have similar results. We start simply by. Let me switch on the key so that we can see the keys that I am pressing. So we duplicate the in word for the door later on so that we won't be to to start all over. So just a simple in. O. Now with the door. I'm in the opening. I just ex it outside. And make sure that the create cup is ted on. Yeah. So we need to correct the axis. So press, press the letter. So make sure that the snap is on. Like I always say, it is important to keep the details simple, nothing complicated. If this is going to be animated, of, it can also work. Depending on the reference that you're using, you can make sure that you a possible to keep your simple. So we can correct the axis also because now the hinge has been inc. But because of the time, let us move forward. So as we can see the reference, it is just something simple. It doesn't have to look exactly like the reference. I'm just I'm just checking around so that I make sure that I didn't from the original one too. Just keep following along as you see me do it. You really really get the process of how it's been done. Oh. So I created a separate subdivision for him. I don't want it to share the same subdivision with the other model because, because of the linear pre subdivision. So that was the reason why I created its own subdivision. I don't want it to share the same linear subdivision settings. O. We are using a path selection to select some of the hedges that we are going to turn into to hit the additional detail. We can delete some point. Of course, there's different way to go about this. You can use the Celinda hussle, just to match it on together and some they can use the lona and just put it in the reader. But I just really want to show that it can also be done trough this way. Let's select our profile. Then let's elect our sweep with the fire. And this scale is small, so I have to scale it up. Oh As you can see, we are Homes Don. I'm going to be handing the hodo right now in this episode. Of course, you can watch it to the end because there are additional details that I keep on ding, which is also something that you also can learn from. Feel free to watch it to an end and also see you in the next episode. Thank you. O 9. Composition: Hello guys, welcome. In this episode, we're going to be compositing all our icons together after we finish modeling. I'm going to come to the render settings and I'm going to switch to V R. If you have other rendering engine like Octane or perhaps you are willing to use the native rendering engine, you can also follow along. So I'm going to create a camera. I will be using V camera. Of course, you can create camera also which is amphod right there. Now we make the f g s, the vocal length. I'm going to make the vocal length 80 millimeter. For now. Later on, I'm going to be changing it to 300, which is a forse perspective. I which is a fs isometric perspective. The reason why we change data will be explained also later on. Will start by tweaking my model to make it look closer to the reference that I'm working with to show the depth, and also I will recite some, we arrange some rotate some. This can be done as you see fit and the kind of look that you are going for. Oh Of course, to make your composition, you can use some compositions that are available in Cmap. You can see the g, you can see the triangles, you can see the golden spas, whichever one that you know that can really help you to compose, they are re really helpful. H. Of course, you can check run model to see things well. I can rotate run so to see the whole of your object and to train know what's really to be corrected. Also, it is important to make more ation. Sometimes you just don't want to make everything generic. I'm going to come over to the second object here and I'm going to drag down the bend the form to create a variation. So I believe we have learned something from this episode. So in the next episode, we are going to be taking things for that. Thank you. 10. Lighting explained: Hello, guys, welcome to this episode. In this episode, we are going to be explaining about the lighting. How the simple lighting was used to achieve the reference that we use in this tutorial. Yes, the original file. As you can see that I use four light in here. We use the overhead, we have the back, and we have the main light then the rim. Three wa light and one is a dom light. Can come over to the f and see the light. He has the dome light, and this is the overhead light, the back light, and also the main one, which is the three light in that we use. The fourth one, which is the ba ground light, when it is to lit up the background, which is not to use in the final output. So forward the one that active. We are going to be replicating these in our own scene also just a simple light. A over here is the, which is the first camera that we created earlier also, which is the 80 millimeter. Let us test the render that to see how things look. As you can see, we are able to achieve this lighting. Here's the back light, just using four light. Here's the back light. That's the purpose. Here's the feel light, which is also the dom light that was used. Over here is the main light, and here's the overhead one. Yeah, the materials that were used secreted two different textures. O and here's the render setting, I use VR V GPU. I turn off the auto exposure. Of course, you can use red shift. You can use the standard, S for the rendering engine, you can use physical. Depending on the one that is available for you and the one that you are using. But the principle cut across all the rendering engine. It doesn't matter the rendering engine that you're using. You can also a similar results. Yes, the camera. Because I'm using V I run to a bog whereby anytime I switch on the isometric camera is not going to be rendering. I use 300 millimeter focal lens to achieve a closer result also to give this isometric feeling. Also, the second camera is an 80 millimeter one, which is a portrait lens. Thank you and see you in the next episode. 11. Lighting: Hello, guys, welcome. In this episode, we are going to be lighting up our scene. Using V. Like I said, A, it doesn't matter what rendering software you are using the principal still applies. I'm going to keep everything just the same in view to changing anything. I created a new camera, switch it to super tally focal end. I'm going to. Then I'm going to to properly frame our icon. Of course, you also can create your light from standards and my 40 s, the a light and the selections ranges of light that are made available. But I'm going to be using V, so I'm going to be creating it directly from V. From DS, the chaos Cosmos browser, I have access to different lighting and also different divert materials. I'm going to be using the doom the doom light from V, which is a preset. To create a similar thing in Cinema 40 standard rendering engine, all you just have to do is to create a dom light and had an HDRI into the light. So it's going to work also exactly the same. So there's no exception. So we check it in our interactive rendering. Now we can see the effect of the dom light. I'm going to create a base texture. I'm just going to create a Vy based texture. I'm going to increase the intensity of the dom light as you can see. O Also, you can change different settings, you can increase the higher to make the sine more brighter. In fact, you can also go back to the rendering setting. Turn on the noser and come over to the camera and turn on the auto exposure. Anytime you turn on the auto exposure, it is vi that is going to automatically set up your exposure for you. If this really works well for you, then no need for you to crack up or to make any changes in your higher. So right now, we're going to add additional light. I'm going to add the area light, which is rectangular light in view. Of course, we can also increase the intensity. So, let's add the additional light. Still the same light, which is the rect area light. So here's the fot light, which is going to be the back light. I'm going to be adding the light mixing view so that I can individually switch on and have the light to see the relative effect. Also I can change the co light. Let's do this test render. At the moment, you can see that the the light itself is captured by the camera, so we have to make it invisible. Come over to the light and togo the visibility button on. So we can see the effect of in the individual light right now. This is the reason why it is important for you to your light. So I'm going to turn on the shin in the material. Oh We can see the individual effect of the light. Right now, we can see the feel light which is the dome light. We can see the effect of the main light. Also the rim, which is the back light. Of course, we can increase the intensity so that we can very well see the effect. And this is the overhead light. I'm going to end this episode right now and I hope to see you in the next episode. I believe that you have how to create your how simple light. I believe that you have take one or two things or tips in how to really achieve similar results. I hope to see you in the next episode. Thank you. 12. Material: Hello guys, welcome. In this episode, we will be creating our materials, and H i will will be sharing some important themes that can really help you in your own personal project. The first one is color dot.com. This website given to you different varieties of color themes that you can use. Over here, you can choose the color harmony. If you're working with a particular brand color, you can choose the x code, and it will create an appropriate color harmony for you. Also you can come to the explore aspect and see different themes that are already created. Pinterest give varieties we can use pinterest for references, and also we can use pin interest for colors. If you color it's going to give to you different color themes that are made available. This is very important in any design or hat creation for you to be inspired by already existing work. As you can see, we can narrow down our search and see different color themes that we used in di icon. So this is what you are going to be making use of in this episode. So at the f area, you can switch on and. You can make use of Seaport the content browser to search for materials, but I'm not going to be using that. In or, you can create different materials. These are the preset. The the Of course, you can also import the code over hair. The reflection. We have the code. We have the refraction, and the only settings we are going to be making use here is the sin. We are going to be using the and the s. Oh. At the chaos cosmos, there are different preset of materials that are made available. So I'm going to be using the gold. You can search for it or you can look directly in the categories. W This is how all these materials were created. I select a particular team, so I created the base materials. Then the only difference that the only materials that I didn't create was the good materials. So I only import that directly from the kios cosmos. After you have created all these materials, you can start applying it to your models individually. We can see the gold materials here. Of course, I took it to give me the particular look that I'm going for. And since we didn't do the U V and wrapping, so also you can come over to the model and correct the material projection. So you can set different material projection. Over here, we can select a particular phase and apply the material directly on it in the edits. We can see it a little bit closer. Though we have measure the pogons together, we can still s a particular ph and apply individual materials. I believe this is a bug. I'm going to find out what's wrong. I think I'm going to delete it and reapply the material. It works. Sometimes you can face different challenges when you're working with application. All you just have to do is just delete it and redo it. Hopefully it is going to work well. So we continue applying our materials one after the other. Go to the head mode, the polygon mode. For you to select anyone that is connected, it is simple, you just press U W. Anytime you press U, then W is going to select connected. Or you just select a phase, or you just select a phase and go and go over to the select, and you're going to see select connected. That's also works. Well you can select a phase, go to the select menu, then you're going to see select connected. You can just drag it directly. It's going to work. O As you can see, it takes a whole lot of work to really create all these icons in. I'm just trying as fast as possible to the basic without bugging them with a lot of details and unnecessary information. I think we have to make some correction here. When we are reducing the size, we'll make a mistake. I'm going to scale this one. Okay. I think it's better like this. I'm going to add it to material. We come over to the render settings, can keep the output. You can increase the output. Of course, you can save it also. Let's re render it in full. Oh. As you can see, guys that we are closer to the reference that we use. Of course, we can still continue to make some changes. I strongly believe that you have learned one or two things from this episode, how to properly text I mean, how to properly create your simple materials, apply them, and now you can leverage different materials also and use it in your scene. Thank you very much for watching this episode and hope to see you in the last one. O 13. Conclusion: Hello, guys, welcome. Thanks for staying to the end. In this last episode, I'm going to be showing some important tips, and I'm going to be making important conclusion. Here is our last render. I want to compare it with another one that I did. As you can see that the colors are different. I want to explain color management. One is rendered with SRGB, and the other one is rendered with ACs, which is ACES. SC is designed to provide more color control than SRGB. That's why the one at the right is more vibrant than the one of the left. So you come to render, So I'm using VA. So I come over to the color management. The former render we use SRGB. You switch on to the SRGB earlier. But the second render, which is the one at the right, I use. Whenever you use Ss, it is more vibrant, and in fact, it is the industry standard, a lot of professional love to really uses whenever they are rendering hot. You can check it out and you will be able to see the difference. RGB is also great because it is the standard color space that was created I think since 1996 by HP and Microsoft. So it is used widely. But this is more and more adopted by the professional. We always advise to always keep this in your mind anytime you're rendering the final render. It will really really help to help your model to really achieve the look that you're going for. Of course, you can render individual icons. You can render them out one after the other. Of course, you can plot them. I want to share some site that you can plow them with. You can upload in icon finders. I mean, sorry, icon finders. So we consider three D there's a category for three D llustration, different categories. So you could render it out in high quality and you can upload it here and you can get paid. As you can see that there are different icons similar to the one that you have created. Also, you can upload in CG Trader. A lot of artists may need your icons, you can upload it in CG Trader, create an account D and those that are interested in your work, they can download and you can get paid for it. Last one I want to share is that you can upload it in UI heat. And if view you can see examples of the three DS set. Anytime you create your collection, after you render it out, you can upload it here and UR it of course. I mean, the community is really really welcoming to your heart. It is not just that you created it for pasion, you can also make sales with it. It is important for you to render it in high quality so that those that are that needed either for UI or UX design or for any other other personal project, the they can use it. As you can see, Blender was the one that was used for creating this icon and you can see the highlight fully editable in Blender. So these are things that you can you can res and I'm ca you can really create from this. As we come to conclusion, my name again is Paul L. You can find me on Bans. You can see some of my works. You can check it out like, follow. Then time you plod your work on either ke ski share, or you loud it on bans, you can just follow me up. Also I'm on Instagram, you can search for my name, Gui Paul Oh. So deep me up and I will respond to any question you want, or you have you can upload your work. It is important to always share your work because so that others can be inspired from it. I'm also on rib you can see some of my works there. So I look forward to seeing your best shot. Also, I'm squire you can watch some of my previous tutorials so that you can get familiar with my teaching. So if you create we employ you to please practice and create your own creation with your own icons and feel free to please share, like and comment and read this class. And next time, p.