Transcripts
1. Introduction to Class : Hello, everyone, and welcome to this new course stylized
Anime room in Blender, where you will learn
to create a beautiful, detailed anime inspired
room environment from start to finish
just using blender. This course includes
over 5 hours of information packed content, along with all the required
resource files like the blend files, HDRIs,
textures, everything. We will cover every step
of the process from modeling and layout to
texturing, lighting, and final rendering,
learning how to achieve that signature
animal look with materials, lighting techniques, and outline effects for the handrawn look. We'll start by modeling the
core elements of the room, including the walls, furniture, windows, cabinets, et cetera. On top of that, we
will also create a wide variety of small
props like balcony chairs, wall shelves, books,
cup noodles, magazines, and many more details
that really bring the scene to life and
make it feel lived in. After modeling our assets, we'll focus on stylizing our environment,
adding lighting, adjusting color settings like the color space and
exposure to match the animal look and setting up outline effects for the
signature hand drawn style. Then we'll dive into texturing, creating a variety of
materials like glass, wood, and walls, all
designed to match the style. We will also texture
a wide range of small props like clocks,
books, cup noodles, lamps, chairs, and
many more adding those subtle details that bring the room to life and
give it character. Finally, we'll do a
bit of compositing and post processing using
blenders compositor and some photoshop tweaks to polish the final
render using effects like the glare and adding overlays to give finishing
touches to our scene. We'll finish the
course by setting up various camera angles and taking portfolio ready renders
of our environment. Whether you are a beginner or an experienced blender user, this course will give
you the skills to create eye catching stylized
anime scenes from scratch. So I hope to see you there
in the course. Thank you.
2. Creating the Room : Hello, and welcome, guys to this new course where we will be creating a stylized anime
inspired room in blender. And if you are
interested in this type of style or anime rendering, you can definitely check out my new course that is
just released on Demi. In this course, as
well, I create like two different very anime
inspired scenes in blender. So you can definitely
check out this course if you want to create
these type of scenes. So let's just close
this now and we can now focus on this course. So next thing you can open
up your course files, and over here, you
will find everything that is required to
complete this course. You have the HDRIs,
the blender files, the reference images, and
textures, everything. So let's open up the
reference images first, and you will find that I have added a lot of different
images right over here. So first, we have like these main reference images that we will be using to kind of base off the mood and
look of our scene. So this is the kind of look
that we will be going for. The rest of the images are just some textures that
we will be using to create some of our models or the props that we will
be adding in our scene. And some of them are also like these blueprint type
of reference images. We have the side views and
top views or front views for different types of models or objects that we
will be creating. So these type of
reference images help us a lot in creating these models really easily in blender. So let's just start. I will open up a
new blender scene, press A to select everything, and let's just delete all
these default objects. I've also enabled this software
where you can see all of the keystrokes that I'm doing so that you can
follow me easily. Alright, so now we can start with the modeling
phase of our course. And if you will just
quickly open up the reference images to kind of analyze what we
need to create first, you can just go
through all of them, and you will notice that
in every reference image, we basically have a room with an attached balcony to it and with some sliding
window doors so that we can actually see the
nice view outside and then followed by all these different props to
detail the scene. So now what we
will do is we will start by creating the
larger objects first, so we will be
modeling the room and the doors because that sets
the foundation for our scene. And then we can add in, like, all these medium sized
props like the TV setup over here and the tables,
sofas, things like that. And then at last,
we will add, like, a lot of different small props to detail the scene even more. You can check that out in the
reference images over here, we will be creating these
books, small chairs, some clock, some
food items, a lamp, like slippers, all these small objects to
detail the scene. We will be also creating
some wall props to add details to
the walls as well, like some hanging objects, some photo frames,
and a lot more. So now I will just
move this off to my second monitor so that
I can view that over here, and also it does not block
our video right over here. So let's press Shift A
and just add in a queue. And this cube will be
acting as our room. And first, what I will
do is I'll press tab, press three for phase, select and select this bottom face, press Shift plus S, and
then cursor to select it to bring the cursor right over here on the bottom face. Then you can go to object set origin and origin
to three D cursom. What this will do is it will
move this yellow point or this orange point that you see right over here to
this bottom face. And the reason for that is all the transformations occur from this origin point only. So let's say if I rotate this, you can see the axis is going
through this origin point. Earlier, it was in center, so it was rotating like this, and now the origin
point is at the bottom, so it is rotating
off the bottom face. And the reason I do that
is because it will help us control the dimensions
of our room a lot better. Press G then Z to move
the cube in the Z axis, and then you can hold Control. So control will
turn on snapping, and then you can place it
right on the grid over here. This gives us,
perfect placement. And if I just now press S
then Z to scale the objects. So S is shortcut for scaling or sizing the
objects up or down, and then press Z to lock the
scale in just the Z axis. You can see the height of the
cube is only going upwards. Similarly, if I press
Shifty add in another cube, this cube has the origin point
at the center over here, and if I press S then Z, it is scaling in both
directions like this. So that is the benefit of setting the origin point
right at the bottom. This type of technique is really useful when you are
creating rooms or buildings maybe
because then you have placed all of the
buildings at the bottom. Like, let's say we
have a city type of model and then we are
creating all these buildings. I can easily select any
one of the building, press S then Z and give
them different heights. So this gets really
helpful when you are pressing the origin point
right at the bottom. And if we had a cube,
something like this, then we are increasing
the height like this and then we have
to move it upwards. So it gets kind of
tedious and annoying as you have to do these
steps again and again, whenever you change the
height of the cube. But you don't have to do
these things over here because we can easily increase or decrease the
height like this. So let's just
delete all this now because this was just
for explanation. And as I said, this thing
will be our room now. So first set the z to 3 meters because 3 meters is like the
average height for rooms. So we can just put in
the three in the z. And also, if you want to
bring this sidebar tool menu, you can just press N on your
keyboard to bring this. N is for the right side and
T is for this left side. So press N, go to item, and then over here
in the dimensions, you can type in 3
meters in the Z. For the X, we can set
this is something like 5.5 and for the Y, we can set this is
something like 5.25. Also, these sorts of things are totally up to
your preference, like what kind of height or length or width you want
to go for the room. If you want to create,
like, a larger or a smaller room, you can
definitely do that. All right, so now before we actually start to
model our environment, there is one more concept
that I want to clear up, which is about
applying the scale. So applying the scale is
basically, let's say, if I add in a cue and I
change the scale for it, whenever you change the scale, you need to press
Control plus A, which is the shortcut to
apply, as you can see. So press Control plus
A and apply the scale. And now you might think that why it is necessary to do this, it is important to do this
step whenever you change, the scale of your object
because if you don't do so, blender can mess up the commands and the functions that we
are going to use, let's say, the inset command
or the bevel com these commands use the scale of your object to work properly. And if you don't
apply the scale, it can cause you some issues. Let me just quickly show you by an example and then it
would be much more clear. So press Shift A and add in a cue and move it
right over here. Then you can press Shift
plus D to duplicate this, press Y and paste
it right over here. I will select this cube, press S then Y and scale
it by three times. And similarly, for
this one as well, I will press S and Y
to scale it up and then press three to scale
it up by three times. I'm pressing the numbers on my number pad to give them
accurate measurements. All right. So now both of them do not have
their scale applied. So select one of them.
Let's say I select this right one press Control
A, and apply the scale. So one of them has the scale applied and one
of them does not. So just select this one now, and let's say I
press A to select everything and then
press Control plus B, which is the shortcut for bevel. And I will bevel it like this, give it a couple of segments
using my scroll wheel. And you can see we kind of
get this type of bevel. And you might think
this is okay, but let's see this
one as well now. Press tab, press Ao
selective with in press Control B and similarly, give it a couple of segments
and bevel it like this. And now you will notice the
difference between the two. This one has a lot more uniform
or exactly uniform bevel, which is equal on all
sides because for this, we have applied the scale. But over here, you can
see, as we have like stretched it like this by increasing the scale
on the Y axis, and we did not apply the scale, that's why the bevel
is appearing to be quite stretched
out right over here. So this is why it is necessary to always apply your scale. And this is just example
for one single command. But if you do, let's say, I select this phase by pressing
three for phase select, select this phase,
and I insert this. Again, you will see the inset is happening in a very
stretched manner, where these edges are very thin while these
are pretty wide. I will also just
go over here and enable shadow and cavity. This does not do anything much, but it just improves
the visuals of our skin as we can see all
of the edges properly now. Earlier, they were quite faint. So I just enable
these two options, and then I'll press
tab over here, press three for pace
select and press I, and you can see over here
the inset is perfect. It is uniform on all sides, whereas over here
it is stretched. So just make sure
you apply the scale, and how you can
check the scale is applied whenever you
select that object. And if you press N, you will see the scale over
here is set to 111. And if you select this one,
you will see the scale is messed up as it is increased
on the y axis by three. If I press Control A now
and apply the scale, it will again turn back to 111. So, just a rule of thumb. Whenever you change the
scale of any object, just press quickly Control A and apply the scale, and
you will be fine. So let's just delete them and come back to our
environment now. Select our room, press tab. Let's select this
phase right over here. And you can also enable edge
length in the edit mode, which will basically help you to see all the lengths of the
edges right over here. And now, once again, we have the practical
example of applying scale. You can see all four sides
have written 2 meters on them. And even though we
increase the size to 5.5 meters and 5.25
meters and 3 meters, so it should not have 2
meters written over here. So just select your Q, press Control A, and
apply the scale. Now when you press tab, you can see we get the correct
measurements now. Three meter, 5.5 meter and
over here should be 5.25. So I'll select this phase, press X, and delete the pace. And we are deleting this
phase because over here, we will be adding
our window doors and we'll be creating our
balcony on this side. And we will set up the camera
over here in the room, like inside the room like this. And we can create a
nice looking scene with this kind of framing. But yeah, that is for later on. Let's just quickly hit Save
on a blend files first, and I'll come back in the blender files
folder and then just save it as anime
underscore room. And then just hit save
and we can continue. Press tab to go
into the edit mode, and what we will do is we'll
just select this loop, so hold Alt and select
this complete loop, press Shift plus D to duplicate this set of word Cs and then hit right click so that
it gets placed in this like position exactly. Pretty simple. I will
just do it once again, hold all, select this loop, press Shift plus D, and
if you move it around, hit right click so that it is in the same position over here. Now you can press P and
separate the selection. What this has done is now this
cube is a separate object, while this set of words sees only the edges over here
is a separate object. And we can press tab, press
A to select everything, press F to fill out this pace, and over here, we can create R, like the doors or the
windows, whatever. Go over here, select
it, go to object set origin origin to geometry. So that the origin point is right over here
in the center, press Control R, and then you
can again hit right click, so it will get placed
in the middle like this and add one over here
and add one over here. This way we have created
four equal partitions. These two can be like windows, sorry, this one and this one. And these two can be like
the door for the balcony. And they both can open in this
sliding fashion like this. So what I will do next
is I will press tab, select these two faces, press X, and delete them. And the reason I'm keeping
only the half side of our Windows is because we can go into the modified
section right over here, and then we can simply
add in a mirror modifier, and you can see
it will mirror it onto the right side
automatically. So now if I just select this
word, see move it around, you can see it is automatically
moving over here as well. If this does not work
correctly for you, the reason for that
is because you have not set the origin
point correctly. Let me just quickly show you once again if I just let's say Hold my shift and right click placed like three d
cursor right over here, and select this
object, go to object set origin and origin
to three decussor. You will see that the mirror
modifier will also change its position according to this origin point
right over here. So the origin point
is always used as the axis for mirroring
the objects. So make sure it is
always in the center. You can fix this up by just removing the mirror
modifier, press tab, select this edge, press Shift
puss cursor to select it, and then just go to object set origin origin
to three decussor. Then you can add in a
mirror modifier and it should work
perfectly. All right. Now you can just select this
object, press Control it, make sure to apply
the scale first, press tab to go
into the Edit mode, select these two faces, and then you can press I to insert them like this and press I once again to insert the
faces individually like this. So just give it a nice
bit of insight till here, and then you can press
X and delete the faces, and you can see automatically it will work right
over here as well. Next, what I want to do is
I'll press tab and just select this phase to hold Alt and select this phase
loop right over here. So you can click over here
to select the complete loop. Press P once again and
separate the selection. And this will help
us to separate out the doors from the windows. Next, we can just
maybe simply add in, let's say, a solidify modifier. So a solidify modifier will give this
thickness like this, as you can see, because earlier it was just a flat plane
with no thickness. So now we have added
a bit of thickness. Let's set it to 0.05 for now, and in a similar way, we can select this, add
in a solidify modifier, give it 0.05 thickness for now. We can always adjust
this later on. That is the great
thing about modifiers. We can always adjust
these settings. Another thing, I will
select this door right over here and to make it a little bit different than the windows, select this edge,
press G the next, and just make it a little
bit thicker like this. What I also want to
do is I will select this edge right over here
and press G the next and make it just a
little bit apart so that we can actually see the partition between the doors. Earlier, they were completely
connected to each other. We don't want that. We do want them to have a bit of
space between the two. Pretty good, I think. And now to make these doors
look even better, just select them and add
in a final bevel modifier, which will give the
smoothness around the edges. Obviously, decrease this amount, so you can decrease it
to a very low number, something like 0.005. And then we can
enable harder normals to smoothen up the
edges, as you can see. And yeah, that's pretty good. You can see the bevel
modifier will kind of smoothen out your edges,
which look pretty good. Make sure to select this as well and add in a bevel modifier. Similarly, I will set d 0.005
and enable harder normals. For this one as
well set dis 0.005. And let's just sit save now, and I do want to continue, but we will be doing
so in the next lecture as this first lecture is
already pretty long now. So yeah, guys, I'll see
you in the next one. Thank you for watching. Okay.
3. Creating the Balcony : Hello, unwelcome guys. So let's continue working
on our environment. In this lecture, we will be
working on the doors a little bit and also creating the balcony part of
our environment. So first, what I want to do
is I quickly want to set up the camera so that
we can always just directly press zero to view
through our camera view, and we can kind of, like, work on a single angle
and make it look good. So just press Shift plus
A and just add a camera. It will be added like
randomly anywhere. You can press zero on
your number pad now, and we are basically viewing
through the camera now. So this is the camera view. So this is currently
what the camera sees. So in Blender, whatever
the camera sees will be rendered in
your final output. So let's say if I go to
render and render image, and let's just wait
for it to render. You can see, we
can just directly see what we are currently
viewing through the camera. So we need to set up
the camera properly. So one way is you just select your camera press G
and you can move it around and you can
rotate it around. Try to place it exactly
where you want it to. But I think the best
way is to just set up your view normally like you
would normally in blender, you can just navigate like this. So we want the view to
be somewhat like this. So I'll place my blender
viewbard like this, then press Control all 100. This will automatically set my camera view the same
as my blender viewboard. You can see the camera kind
of snapped into that view, and now we can just go into
the view tab over here. So just press N and open up the view tab and
enable camera to view. And now what you can do
is after enabling this, you can just move your camera
view around very easily, like you would do so with
your blender viewboard and you can adjust it. And now you will notice when you just hold Control and use your scroll wheel to zoom in
or zoom out with the camera, the camera is clipping
with the wall of our room right over here, so we cannot really get,
like, a proper view. So the perfect way
to fix this is just go into the camera settings over here in the object
data properties, we will be decreasing the
focal length so we get a little bit more in
our a field of view. So you can just start decreasing the focal length to
maybe something like 25. Don't decrease it too much because it can get
very stretched up. So I think 25 is pretty good. And then we can go
over here under the camera section and adjust the sensor size to take in a little bit
more of our scene. So we can set this to 50
and you can see now we are capturing a lot more of
our scene than like earlier. Earlier, it was
pretty zoomed up, and the field of view
was pretty narrow. Like a 50 or like
a 80 focal length is good for close up shots, but now we want to take in
a lot more of our scene. So that's why we will decrease the focal length so
that we can increase the field of view and increase the sensor
size as well to 50. Now you can press N, enable camera to view, and just place your camera
around somewhat like this. Make sure to always disable camera to view when you
are done adjusting. Now you can come back
to your viewport, easily move around,
do your work, and then press zero to quickly
view through the camera to see how everything is
looking at the end of the day, this is how we are going
to render our scene. We won't be seeing
it from the outside like this, but instead, we will be seeing it from
the inside because that would be how our final
render would look like. All right, so let's
continue now. Let's sit safe. And
first, what I will do is, let's just integrate
the doors a little bit better into the room,
so I'll select them. And first, let's
just move them a little bit inwards like this. Then you can press
tab and enable X ray and just select
it all over here, and then you can
just move it down. So now we can just
press Shift A and add in a cube right over here. Make sure you just select your door press
Shift plus cursor to select it so that it gets
exactly right over here. Press shift A and add in
simple e and we can just kind of create a frame at the top to incorporate the
door a little bit better. I think for the length of this, we can just directly set it
to 5.5 because that is the same as our room's length, and then just adjust
this right over here. What I will do is I will
just select this part of the door and just move it
ahead a little bit like this. Because as I mentioned earlier, this part of the door would
be like sliding open like this, like something like this. So that's why we can just
move it a little bit ahead of the windows so that we can kind of create a overlap
type of thing, and I think that would
look pretty good. You can enable Xray right
over here and easily do so. Yeah, I think this
is pretty good. Let's just sit save
and continue working. Next, what I will
do is I will press Shift A and add in a plane so that we can
set up the balcony. I think the better
way to do this would be to just
select your room first so that now we can press Shift plus S further
to select it, and now press Shift
A, add in a plane. And this will be like
our balcony part. Again, just press N and
open up the transform, and the X can be at 5.5 because the balcony is going to be the same length as
the actual room. Press tab and just extrude it up a little bit to give it a bit of thickness and just bring
it out right over here. Now, we do want to make it
a little bit like thinner, so put the Y at 1.75 meters. This much is pretty
good for the balcony. And, something like this. Let's just sit save now. And now we kind of need to add a bunch of balcony railings, as you can see in the
reference images as well. If you just quickly
go through them. We have these type of railings. We can create something similar. Let's just do that now. So for that, just press shifty and let's just start by
adding in a cylinder. Bring it right over
here, press R, the next rotated by 90
degrees and scale it down. You can adjust the size
of this according to you. Yeah, I think this feels
pretty good to me. Now, the nice part is you
can just quickly press zero, and we can just check how like scene is looking
through the camera. I think this is pretty good. You can, like, enable camera
to view quickly and just change the angle of the
scene, how it fits well. And let's continue now. Next, what I want to
do is I kind of want to add a boundary part
for the balcony as well. So before we add the
railings, let's do that. Select this, press tab, and just select
these three edges. So press two for select, select this edge, this
one, and this one as well. You can press Shift
plus D again, hit right click and then again, just press P and
separate the selection so that we can just separate
out these three edges. Press tab, press A to select
everything and press E to extrude it out and Z
and maybe this much. Now next, we can just add
in a solidify modifier to this to give it thickness and just
increase the thickness, something like
that, and you will see it is not really working properly because the thickness is not accurate on all sides. So first, apply the
scale for this, and the next thing to do is it is still not fixed exactly. You can enable even
thickness. That will fix it. And yeah, as soon as you
do that, it will fix it. Enable even thickness
and decrease the overall thickness for the boundary and just move
it a little bit downwards. Yeah, I think this
feels pretty good. We can add in a nice
bevel modifier as well and decrease the amount of bevel and enable
harder normals. If you want, you can just
select this edge right over here, and this one as well. Not this one, this one. Then press Control plus B to bevel it out like this as well to make it a
little bit smoother. Now, right click, shade
or to smooth this so that the shading issue
right over here gets fixed. And yeah, this
feels pretty good. Now we can again, continue to work on the actual
balcony railings. So first, what I want
to do is I want to, like, copy this part over here
on the left side as well. So if you remember, we can use the mirror modifier for this, let's just select this and
add in a mirror modifier. And now you will see
it won't exactly work how we intend it to. So for that, we first need
to fix the origin point. So for this object to copy exactly over here
on the left side, we need to have the origin
point right over here. So there are a couple of
different ways you can do this. You can just either
select this piece, press Shift plus
cursor to select it, and then select this
one, go to object, set origin and origin
to three D cursor. This will bring the
origin point of this cylinder to the
center of the room, and we can easily mirror it now. You can see it is mirroring up perfectly
according to the room. And there is, like,
a much better and a shorter way to do this. Let's just undo it
all and you can see the Origin point is
right over here only. We don't want to adjust the
origin point right now, so we can directly select
the mirror object. So mirror object is
basically the object that we are going to use as the
axis for the mirroring. So we'll select this, then click on this dropper icon and select the mirror
object as this. And we can directly
do the same thing without all those steps. So yeah, now it has been copied
on the left side as well. So let's create the curve
like thing over here. So first, enable X ray and
you can disable edge length, so that you don't see
all these numbers. Just bring it out
right over here, select it all and till here. Then I will show you a nice
way to create the like spin. We can use the spin tool. So select the spin tool and the spin tool works according
to the three D cursor. So first, you need to bring
the three D cursor close to this part because over here we are going
to create the spin. Select this whole shift
and use your right click to drag around
your three D cursor, and you can place it roughly
somewhere around here. You don't have to be precise. And then under the tool section, make sure to select
the proper axis. So you will see when you
select X, you spin it around. I will spin this way, but we obviously don't want it to spin it in this direction, so we will select the Z axis. And then you can just
spin it like this on the z axis and you can
see it works perfectly. And now we have this gizmo to adjust the spin that we have
just done because obviously, it is not really
perfect right now. So first, open up this tab right over here and set the angle to 90 degrees because we want
a perfect 90 degrees spin. Then you can use this gizmo. You just adjust the spin around. I think somewhere around
here is pretty good. Then you can just press E to extrude it out and
connect them both. You will notice what
is happening is a if I just turn off the X ray, you can press G then X and try to connect them
both in the middle, but they are kind of
going past each other. To prevent that from happening, you can enable clipping
in the mirror modifier, and as soon as you
connect them both, they will join in the
center like this. They won't go past each other, and now they are connected. So this way, we have created
a perfect balcony railing, and I think it looks nice. What we need to do is we need to just adjust it a little bit. Let's move it upwards. Right click and shade
Auto smooth this, and then you can just select it Shift plus D to duplicate it, and then just move it downwards. I think something like this
would look pretty good. Yeah, this railing
feels right to me. Maybe we can move it a
little bit downwards. And then to detail it
up a little bit more, you select this and first
press Shift plus S, cursor to select it so that the cursor gets
added right over here, press Shift A, and then
we can add in a cylinder. I'll place it over here, scale it down, and move it
right over here at the start. Increase the scale for this
I fitted between both of the railings. Just like this. Now what we want to
do is we want to duplicate it over
our entire balcony. First, let's just we click
shade or to smooth this. And then obviously we
can just select it press Shift plus D and
move it around like this, but that is not the
best way to do it. We can just go over here
in the modifier section and search for our array
modifier and add it. Now you can just adjust
the distance and then you can give it any number of
count for the railings. Maybe I'll set this to
20 and just increase, sorry, factor on the X. Let's set this to
9.5 to round it off. And yeah, I think personally, the railings look
pretty good this way. Make sure they are all
fitting how we want them to. Yeah. Now, let's
just duplicate this. So hit shift plus D, hit
right click and press R, then type in 90 to rotate it by 90 degrees so that we can place them
over here as well. Place them in the center
of the balcony like this and then just decrease
the number of count. Don't adjust the factor because we want
the distance to be same between both the areas over here on the left side and over here in the front as well. We can now just, like, move it a little bit ahead over here. I think this way the
balcony feels pretty nice. We can select this at last, and we can add in a mirror
modifier and select the mirror object as this again so that it gets
mirrored right over here. And this way, I think the balcony feels
pretty nice to me. Let's just hit Save. Maybe
we can do one last addition, press Shift plus A and add in a cube and scale this cube down first and just make it the
size of the balcony like this. Press G then z and
move it upwards just above this cylindrical
balcony part. Flatten it out like this. And we can just add this
squarish balcony on top of this. I think this would
look pretty good. First, select this and add in a mirror modifier and again, select the mirror
object as this. I now we can just press control or add
edge loop right over here, select this, and then just
extrude it out like this. Make sure to enable
clipping so that you can connect them
both in the middle. Now enable Xray and
just try to adjust it according to the
alcany over here. Bring it out right over
here, and then select this. Ah, this looks fine, but we just need to curve out these edges because
they look weird. So first apply the
scale and just select this part and this
part as well, I think. And we can just hit
Control B to bevel it out. Create something like
this. As I said, these things are totally
up to your preference, but I think the balcony
looks fine this way. We can add in a bevel
modifier to this to just give it that extra
bit of smoothness. I will also just press tab, and enable X ray. Just make it a bit
thicker at the top. Yeah, I think this way our balcony feels pretty good to me. Let's just sit safe, press zero to view
through our camera. And yeah, I think the scene
is coming out pretty nicely, and this is pretty
good for this lecture, we'll continue modeling more
props in the next video. Thank you Gs watching. I will
see you in the next one.
4. Modelling the Sofas : Hello, and welcome guys, so let's continue working
on our environment. And in this lecture, we will
be adding some props over here to populate our scene and detail it up a
little bit more. So if you will look over in the reference images, as I said, we can start by creating
the medium sized props now, so maybe the sofa, the table and the DV
setup right over here. So as you can see, in
every reference image, we kind of have a
sofa table setup with a sofas along with the wall on the left or on
the right side, and then with a table right
over here in the middle. So I think I will be creating
something similar to this, where I add two sofa sets
and a table in the middle. So let's do that quickly. If you will just see in your
reference images folder, we have a front view and
the side view for it. So we can add this into
blender to create that easily. So first press one
for the front view, and then I will press Shift plus S and then cause it
to world origin. The reason I do that is to bring the cursor point right at
the center of our scene. Press Shift, go to
image reference, and just go into your
reference images folder. We can view it through the thumbnail and just
select your sofa front view. Move it back over
here like this. And for some reason, if the
image disappears for you, you select the image
from over here, go here in the object
data properties, make sure to enable
perspective from over here. Sometimes perspective
is disabled, so the image is only viewed in the orthographic
view like this, and it disappears as
soon as you like, move around in the
perspective view. All right. Now we
can press three so that now we can
add the side view. So press Shift A, add in the reference image
and add the side view. Let's move it right over here. And now we have all
this in between, so we can just select both of the reference images
and then press slash to go into the local
mode so that we can work freely and create
our sofa right over here. If you press Slash once again, we will come out of
this local mode and we will be back into
our original scene. So yeah, let's do that.
Select them both, press slash on the number pad. And also, as you can see the reference image is
not aligned properly. The sofa is facing this way, so we need to select
the side view press S then Y and type in minus one so that we can flip it over here.
Now, it's perfect. So start by pressing one and we can just press Shift A add in a. Make sure your X ray is
enabled so that you can easily see and just try to match it
with the reference image. Place it right over
here, press tab, and increase the
size of it till here and just move it around to
match the reference image. Now, you need to press three to actually view it from
the right side view as well and just move it accordingly
to the reference image. Now you can see it is kind
of slanting down over here. So just select the top part
and move it down till here. We can maybe add a
couple more edge loops. So let's add three or four. Then we can just move them a little bit upwards like this. Yeah, that's pretty good. Now obviously, this looks too
blocky for the sofa seat. So we can go into modifiers
and just simply add in a subdivision surface.
This will smoothen it out. It does not look good
right now, so press tab, and for it to, like, appear a little bit better, you need to add some
supporting loops. So first, we can
increase the levels to two to increase the smoothness. Right click and shade
to smooth this, and then just press tab, press Control R and add edge loop right over
here in the corner. Or a better way press control and just increase
your scroll wheel, so move your scroll wheel
up to add two of them, and then hit right click, and then you can just
scale them up like this. This way, we can make
sure it is accurate. Next, we can add one edge loop right over here,
fix up this edge. And if you want, you can add one edge loop over here as well to kind of help it
form the shape. It's totally up to you if you
want to make it look alike. If you want to make it look
a little bit more fluffy, you can just move
down this edge loop, and it will kind of
smoothen it out itself. Yeah, in my opinion, I think this is pretty good. Now we can just select this. And what we do is we
just press Shift plus D, we duplicate this and
move it up over here. Press R, the next, type
in 90, press three, and just now move
this according to the reference image to
rotate it up first. You can press G Y and Y once again to move it
in the local direction, like to move it in the direction of the rotation, which
is pretty handy. So now to fit it better
with the reference image, we need to move this
upwards a little bit, so we need to
select all of this. I think the best way to
do it is to just press C to create this
selection and you can increase or decrease
the selection with your scroll wheel and just hover over them and select
them all right over here. Then you can just hit right
click to turn it off, press G z and z once
again to move it upwards in the local direction. Press R to rotate it a
little bit and just match it with reference image perfectly. And yeah, I think
this is pretty good. Let's just come
out of it and see. Yeah, I feel like it's fine. Now we can just select
this part right over here, move it in and select
this part and move it in. And this way, our seats
are set up perfectly now. We just need to add
the frame around it. So let's start by adding stuff. Press Shifte add in a cube, scale it down, move
it right over here. Just enable Xray and quickly match it with
the reference image. Press three and
extend it till here. Now we can just select it
and go to add modifiers and just add a mirror modifier and just select the mirror
object as this cube. Make sure to select this
cube and let's see. You can see it does
not fit perfectly. You can select this
cube, click on object set origin
and origin geometry to fix up its origin position. And now I think it fits
pretty much perfectly. Yeah. Now we can just again
shift, add in the cube. Let's create the seat
right over here, like the wooden part under
the seat, extend it up. And again, all these
things don't have to be exactly accurate to
the reference image. You can just roughly follow
it and create something like with your own design as well. That's
totally up to you. It up a little bit. Kind of fit better with
the reference image. All right. Now we can shift, add in a cue, scale it down, and create the legs of our sofa. Let's try and see if the mirror
modifier works with this. So we have just
created this one leg, and then we can select it, add in a mirror modifier, select the mirror
object as the seat. And select the X and the Y axis, and I think it fits pretty
good. Okay, it does not. So we can just disable the
Y and select it manually, and we need to just
press Shift plus D and duplicate it like this. That's fine as well.
And, you can see a very basic sofa is created
very easily as well. We can add in a couple of bevel
modifiers to smoothen out this like all these wooden
parts that we have created. Make sure to enable harder
nouns. Press three. We can just create this
small wooden flap over here. Move it right along
the legs just over here and give it the same
thickness or a little bit less. Yeah, I think that's fine.
Now we can select it, add in a mirror modifier, and select the mirror
object as this one again. I think the sofa looks
pretty good to me. We can continue adding a
couple more bewil modifiers. Make sure to apply the
scale of everything. Now we can also directly copy the modifiers from
one object to another. So you can see this
one has the bevel, so we want to copy
it to this one, this one, and this one directly. We don't want to add the
modifier one by one. We can do so just by selecting them and selecting
this one at last, which has the Bebel
modifier and then press Control C to bring the
copy attributes menu. If you don't see this appearing, you can go to Edit preferences and under the add on section, search for copy attributes menu. Just enable it. This is
a very useful add on, and it is added by
default in blender, so you can easily get it. If you don't find it over
here in your blender, you can go into Get
extensions and then just search for the copy attributes. You will find it over here. So over here in
the get extensions or in the add on section, you will find it in one of them. Earlier, it used to be in
the add on section only, but recently they have created a separate part where we can download the extra
extensions from. So yeah, you can find the
copy attributes menu over here and just enable that
and first select this, select this, select this where we want to add the
bevel modifier. And then at last,
select this one, which has the Bevel Modifier. Press Control C, copy
selected modifiers, select only Bevel and hit Okay. And now all of them have the Bebel modifier
automatically added. Make sure to select
all three of them, press Control A,
apply the scale. And you can see it
shows up perfectly now. So it save, and you can press first before pressing slash, I will select these two, press and move them to a
new collection and rename these two reference images so that I can just
easily turn it off. I'll select the sofa and
move it on the left side. Press slash and yeah, now we just need to decrease
the size of it, obviously. So before I do that,
what I will do is I will select this part, press Shift process
cursor to select it. Press shifte and add in a simple empty object
that is a plain axis. And the reason I'm doing
that is because I don't want to select each and every part of the
sofa again and again. Whenever I have to
move it around, this can get pretty
tedious when you have to adjust it around or
just create copies of it. So select them all, so select
all of them right now, and then at last, select
your empty object. So make sure it is
the active selection. You can see active selection
is this yellow color, and the non active selection
is this orange color. So make sure to select
the empty at last, hit right click,
parent an object. This way, you can see all
these dotted lines up here. So now if you just
select the empty object only and move it around, you can move around all
the objects or scale it down or rotate it anything.
That is pretty handy. So yeah, make sure you do that. Let's rotate this by 90 degrees press R z and type in -90. Now, I'm not really sure about
the exact scale of this. First, let's just
place it around. I think it's definitely
a bit too big. We can shake the transform
and it is 2 meters right now. So I say we just crease
it a little bit, not that much, press zero
and view through the camera. It appears to be fine to me, so just select the empty
object only and scale it down. I think somewhere around
here is pretty good. Yeah, that feels
pretty good to me. Let's just hit Save. And first, let's create the table ones, and then we can duplicate
it over here as well. Or maybe we'll do
it just right now. Select it all, and now you
can hold Control to deselect the extra objects
and just select this press Shift plus D
and move it over here. Now you can just
select the empty, type in 90 and move it
leave behind your camera. Press zero, enable
camera to view and try to just place around or frame it a
little bit better. I think something like this
would look pretty good. Disable it, I save. And I think what I
want to do now is I also want to add a
bit of nice flooring. So if you see in the
reference images, almost all of them will have this wooden blank
type of flooring. So I think we go with the same. So again, that's pretty simple. What we do is we just
select the room, press slash to go into the local mode so that we
can work a bit freely. Press shift test
further to select it, and press shift add in a cube. Scale this cube down first
freeze it on the x axis. Well here, I guess, selected, press S thin Y. Well here 0.175 meters in thickness just place it
right at the utmost corner. Now, once again, we can just simply add in an array modifier. We don't want to add it
too much above the ground, so just add in the array
modifier right now and set it to zero on the X
and increase it on the Y. So first set it to one
or sorry, minus one. And now you can just
increase the count. As you can see, we just don't see the partition
in between them. We don't want that. So first, add in a bevel modifier. And as soon as you do that, you can apply the scale and
decrease the bevel amount. You actually see the
partition between them, and then you can
keep on increasing the count until you fill
out the entire flow. All right, so yeah, I
think that fits perfectly. Let's press slash to come out of it and
see how that looks. Definitely select your
sofas and move them up a little bit so that they are sitting on top
of the flooring now. And let's save, and I think
that looks pretty good to me. And with that, this smudge is pretty good for this lecture, we will continue working on some more props in the next one. So thank you for watching. I will see you in the next one.
5. Creating the TV and Lamp : Hello, and welcome, guys. So let's continue working
on our environment. And first, what I will
do is I will just adjust the size for this TV
cabinet because personally, I think it is a bit too big right now. So just
select it all. So select all of the pieces over here at the
bottom, as well. And then you can
hold Control and deselect any of the extra objects that
you might have selected. Then you can press slash
to go into the local mode, and I'm selecting this big box and just reducing
the size for this. Somewhere around till here. Select it all, press slash, and we can just move it down. Also, let's bring it out in
the front and then we can extend it a little bit
from the backside. Enable X ray, press tab, and then just press G
the next and extend it a bit like this. Yeah, I think this
much is pretty good. Once again, I will just
select everything, hold control to deselect
the extra objects, and this feels a bit better. I'll also just press S then Y and squish
it in a little bit. And I think with this,
we are good to go. Let's select our table
and this sofa as well, and just move them
to the left side so that all three
of them kind of are in like a straight line. I'll select my camera next, enable a camera to view, just press to bring the
sidebar view and enable this. I'll just move it around a little bit to get a little
bit better angle personally. All right. I think this
feels a bit better. Now, make sure to disable this,
then you can move around. Otherwise, the camera can be disrupted if you keep it
enabled. Let's just sit safe. Now, once again, let's just
open up our reference images, and as you can see, I have added this
TV reference image, front and side view
in the same one. So let's just bring this in. So first, I'll select this one, press M, and move this to the
reference image collection. Press one for the front view, press Shift A, and add
in your reference image. Let's just directly
press slash to go into the local mode, press G then Y, move it back, press Shift
plus D to duplicate it because we are using the same image for the
front and side view. Let's bring it right over
here, press R then Z, type in -90, I think, a, rotate it like this. And this can be our side view. So now just press one
for the front view, press Shift A, add in your
cube, and enable Xray, press tab and just quickly, select all of the edges and match them with
the reference image. Now you can press
three and just select it and place it right over here. Press G then Y and
bring it back. I'll go over here and make sure to just disable edge
length for now. And now we can keep working. Press one, and you will see that the size is kind
of like disrupted. If you just select it back and decrease the size for this. Now press three, it would be kind of skewed off
in the side view. I think this is
happening because the reference images
are of different sizes. So what we can do is
we can just match it in this one single view,
and in the front view, we can keep it like this only because in the front view we don't really have
to do anything. There isn't much
detail to create. So yeah, we'll just
keep it this way. Press tab, select
this phase, first, go to object set origin
origin to geometry, press Control A,
apply the scale, and then you can press tab,
select this front face, enable X ray, and now just press I and inset
this till here. You can match it with
the side over here. So till here is fine. And then what we do is
we just press E and extrude it little
bit backwards to create this TV like
shape. Pretty good. We can now add in like
a bevel modifier. Enable hardened normals and just decrease the amount of it. I think this much is
pretty good personally. Press three for the
right side view now, press tab, and now press three for face select,
select this back face, press I to incent this just
a little bit like this, and now press three once
again and move it till here. Enable Xray, press one forward, C select, and bring it down. Another thing we do is we
just press Control R and add edge loop right over here and just scale it
down a little bit. Not like this. Instead, what we do is we just
select this edge, press three, enable X
ray and move it down. So that we create
something like this. Let's just move it
down over here. In this way I think that's fine. If we want, we can maybe squish
it in a little bit more. Yeah, this feels a bit
more natural, I think. Press tab, press three on
the number pad once again. And what we do is we press control R and add
edge loop, press E, and then press F to
flip it just so we can make it a little bit straight and place
it right over here. Now, you can just
press three for phase select, select this phase. And let's see. What
we do is we just press E to extrude
it out like this. Press two for edge select, select this edge and
now just move it down. And then you can press
Control B to bevel it out to make it a bit smoother. And now let's just sit, right? Shade on to smooth
this. First, I'll move this smooth by angle
on top of the bevel, and you might see we have a couple of issues going
on with our shading. First is we get this kind of blackspot over
here in the corner, and also we get a little bit weird shading
right over here. As you can see, we
get the sharp edge, but it kind of fades away and then we get this smooth area. And this is happening over
here as well a little bit. So let's fix that first. So first to fix this
area right over here, we can just add in a
weighted normal modifier. So search for weighted
normal and just add that. And yeah, as you can
see, that area at the top looks much better now, and overall, our shading
is a bit better. For these parts right over
here, just select this edge, press G then X, and just
move it a little bit, like a tad bit in
on the right side. And as soon as you
do that, you can see now the whole edge
looks perfect. And again, do the same
thing right over here. This time, move it
on the left side. And as you can
see, as you do it, now it looks much better. Maybe we can select this
edge right over here as well and maybe move
it on the Y axis, and then we get
this sharper angle, which we might have hoped for. Yeah, I think that's looking
pretty good now for the TV. What we can do is maybe we can make some adjustments here
and there on our own. Press tab, press three
for face to leg, hold t, and select this loop entirely, press I and insert it like this. Then you can press Alt
plus E and extrude faces along normal
and just extrude it out just a little bit to
make this kind of extrusion, which I think looks nice. The next thing to do
is you can press one, enable Xray, press tab, and just select it all, and then we can press G
in Z and move it down so that it has the proper
width and length as of a TV. And yeah, now I think
it looks pretty good. So press one now, and the last thing to do is
to create these stands. So press Shift A. First, let's select this press Shift
plus cursor to select it, press Shift A and add in a cube, scale it down and let's see
how we can create this. Enable Xray and make it roughly the size of the
stand right over here. Press three for the
right side view and bring it right
over here as well. So we can press Control A
and apply the scale first, then press tab and make
sure X ray is enabled, just move this down and
move this over here. Let's press Control R edge loop, and then we can select
these two parts, press E to extrude it out and just match it roughly
with the reference image. Then you can press one and select this bottom face and
move it right over here. Just kind of take a look at
it how it looks over here. I'll move this down press tab. Select this space and extend it upwards just a little bit so that it looks
something like this. Yeah, I think the
shape is pretty good. Now what we do is
we just press tab. One thing that you must know
is that in the edit mode, whenever you change
the location of this, you can see the origin
stays over here only. But if you move it
in the object mode, object mode is when
we press tab and we cannot really edit this object, we can just move it around,
scale it or rotate it. And now if you move it
around in the object mode, the origin point will
move together with this. But if you press tab, press A to select everything
in the edit mode, now when you move it around,
the origin stays over here. So the reason I'm saying
this is if I just press G, then Y and move it right over here so that the origin
point stays like this. Then I add in a mirror modifier, I can use this technique
to kind of mirror it how I want it to and
disable it from the X, and now we get the proper shape. Select it, move it back a little bit, and move it upwards. Might have to just make
them a little bit longer. So press tab, select this
phase and move it up. And yeah, that's fine. Then you can once
again select it, add in a mirror modifier and select the mirror
object as this, and it will mirror it over
here on the left side. Now obviously, we need to make it look a
little bit better. So first, what we do is we
just add in a bevel modifier, and then we can add in a subdivision surface
modifier to make it smoother. Now, first, let's right click
and shade to smooth this, and then we can just decrease the bevel amount to give it a little bit better
shape and form. Increase the subdivision
to two, press tab. So we do see, like, a little bit of shading issue
right around here. Press tab, press control R, and add edge loop
like this, yeah. That seems to fix that. And with this stands are
looking pretty good now. They are not looking as blocky. If we just disable both of the subdivision and
the bevel modifier, you will understand what I mean, as you can see how sharp and
kind of blocky they look. But as soon as we
enable them both, they look much
better and smooth. And with this, our TV
is pretty much ready. Let's just hit Save. And with this, we
can first press slash to come out
of the local mode, select TV and just
select this part. Press slash, press
seven for top view, press R, then type in -90 and
place it right over here. Press slash to come
out of the local mode, press zero for the camera view. And yeah, I think it
looks pretty good now. It fits pretty well
with our scene and our, like, TV cabinet as well.
Let's just hit save. And I think, yeah,
this is pretty good. Next, what we can do is we can create the lamp
right over here. That also, I think
is pretty simple. So let's just select both
of our TV reference images, press M and move them to the
reference image collection. Press one for front view,
again, press Shift A, add in image, and
select your lamp. Press slash to go
into the local mode, and we can just start simply
by adding in a cylinder. Place it right over here and match it with the
length of the lamp. Press tab, and as you can see, it kind of gets a bit
thinner at the top. So just decrease the size of this just a little
bit, not that much. Then we can press E
to extrude it out, S to scale it up,
and once again, press E to extrude it like this. And we can create
something like this. We don't have to go into
much detail for this. I'll select this
part, press Shift plus because it to select it, press Shift A and add in another cylinder and
scale this down, create the bottom part. As you can see, this reference
image is not perfect. But yeah, we can definitely work with this.
It's not that bad. Right think and
shade auto smooth, press Control apply the scale, press tab, free for face select and select this top face
and press I to insert this. And just create
something like this. Again, pretty simple and
now to create the top part, just add another cylinder, move it up, enable X ray, first, we need to scale it down. Press tab, press one
forward, C select, bring this down and just scale
it a little bit inwards. Select this bottom part and we can scale it a bit outwards. Last thing, press tab, select this face, press X, and delete the pace so that
we have something like this. Right click and shade
or to smooth this. You will notice
that we can kind of see some lines right over here. That's because it
is being stretched. So press control and add a couple of edge
loops to support it, and then it would be fine. Next, adding a
solidify modifier, because obviously, right now, it does not have any
kind of thickness. So we add a solidify modifier to give it thickness like this. Apply the scale for this. This much is pretty
good, honestly. Press tab, I'll
select the top loop, so press two, hold on, and select this loop, and press Control B and just
bevel it out a bit. I think this looks pretty good. You can add in a bevel modifier as well if you want to do that. Reduce the bevel amount, and enable hardened novels. For this one as well, right, and shade atomth this. And with this, our lamb
is pretty much ready. Again, I'll select this
press and move this to the reference image collection
and select the lamb, press zero, scale it down. Not really sure how big
I want to create this. I will definitely select
this part and scale it down, make it a bit longer. Also, I'm not really liking
this top smooth part. So I'll just delete it. And again, select it all
press F to fill it out, move it a bit upwards. And once again add that bevel, but not that much this time, just a little bit, so
that it looks like this. Okay. Yeah, personally, I think that's better. As I said, all these things are very much according to,
like, personal preference. I'll add a Bewl modifier
over here as well. Apply the scale, make sure
to enable harder normals. And yeah, with that, our lamb
also is pretty much ready, and the room is slowly
starting to take shape. Let's just hit save, and I think this much is pretty
good for this lecture. We'll continue working
and creating more props, so I will see you in the
next one. Thank you.
6. Adding the Table and TV Cabinet : Hello and welcome guys. So let's continue working
on our environment. And in this lecture, we
will be adding the table and the TV cabinet right over here to detail the
environment even more. First, let's just quickly go
into the reference images. And if you open this up, you can just quickly go through them and you will see that most of the renders do have a very simple looking wooden table in the center
of the scene. So we can create something
similar to that. We can basically just
eyeball this model. So I'll move this to the second
screen and start working. So first, press Shift plus A, and let's just
simply add in a cue. I will select these doors and windows and just
press H to hide them for now and we can
select this, scale this down. I'll select the room as well
and then press H to hide it so that we can just
work a bit more freely. You can also press S
then Shift plus z to only scale it up in
the XN rain like this. My we can bring it till here. Yeah, something
like that, I guess. Now we can just press Control A first and apply the scale. If you remember, we have
changed the scale for this, so just apply the scale, press tab, press three
for phase select, select this space, and
press I to insert this. I'll first press Slash to
go into the local mode, and now we can press I to
insert this just a little bit. I think this merge is
pretty good and enable edge length and just extrude it out somewhere around
here, I guess. You can also add in
a bevel modifier quickly to just smoothen
out the edges a bit, enable hardened normals and
decrease the bevel amount. Yeah, I think
that's pretty good. So again, we will
be just creating a very simple looking table so we don't have to do too much. Next, what I will do is I
will select this first, go to object set origin
and origin geometry to quickly fix up
the origin point, press shifts cur to select it and press Shift
A and add in a cue. Scale this down, and
this will be working as the legs of our Que or
sorry, legs of our table. So press seven or top view, place it right over here. P slash to come out
of the local mode. This much is pretty good. We can select it and
bring it up a little bit. Now, let's just
select it and scale it down on the Y axis. I still here, and then we can scale it
down over here as well. I'll just place
it at the corner. A again, you can just select it, go to add Modifier and add in
a mirror modifier and just select the mirror object as
this table or the table top, and then you can enable
the Y axis as well. And this will mirror it out
perfectly on all four sides. Select them both, press slash
to go into the local mold. I think this is pretty good. You can press Control plus
seven to view it from the bottom and just move
them around at once. I think this is pretty good. I'll go into the
modifier section and add in a Bevel modifier. Make sure to apply the scale
and decrease the bevel. And at last, we can just add in a simple cube and scale it down. I'll just enable X ray and try to fit it within the
legs just like that. Yeah, I think this
is pretty good. Slash to come out
of the local mode, and now you can press plus H to bring all of the
remaining objects back, press zero to view
through your camera. Let's just increase
the size of this a little bit also add in a
Bwel modifier to this as well. I think this way our
table looks pretty good. Happy with it. Let's just save. And we can continue working
on the TV cabinet now. Again, if you will go in
the reference images, I've added a very simple
reference image for the same. So we can create
something similar. This one is pretty easy as
it is just the front view. We do not really need the
side view as a side view is just like basically thickness only it does not
have any details. So what we do is we press one, press Shift plus because
it world origin, press Shift A and add
in the reference image. And we go into our
reference images folder and just select
the TV cabinet. Us quickly press slash to
go into the local mode. And now we can just
start creating it. So we add in a cue, enable Xray and scale
it up like this. Make sure to press Control, apply the scale, press tab, and now just add in like a bunch of edge loops just according to the like the reference
image right over here. You can also add in one
right in the middle so right click to place
it exactly over here. Yeah, I think
that's pretty good. Now we can just select
these two faces. Press control, apply the
scale first, enable Xray, press I and press I once again to insert
them both individually, and just give them
a very small inset and then we can maybe
first extrude it inwards, and now press I once again to insert it just a little bit, and then press E to
extrude it out once again. So that we create
something like this. We can add in a bevel modifier to make the edges
pop out a bit more. Next, we just hold out, select this complete loop, press Add plus E, and
extrude faces along normal, and just extrude it
out a little bit. Lastly, we just need to create this space right over here. So we can maybe select
both of these faces. Make sure to select both
of them in the front. Press I to inset this
just a little bit. Sorry. Make sure to press
I and press I once again. So this time it is not
in setting individually, but as a single phase only. Give it a very small inset and then just extrude it inwards. Be it like this
compartment inside. Maybe we can just make the edges a little
bit more thicker. Now I will also select the bottom faces and just
extrude it out a bit. Let's undo this first, hold
all, select it completely, press all plusE and just
extrude it out a bit like this to create this bottom edge. Hit save, and next what
I will do is press one. We just need to
add these stands. So press Shift A, add in
a cube, scale it down. Bring it right over here. He it up according to your
length of the cabinet. We need to also make sure that we kind of reduce the
overall length of this. I don't really know how
much we want to make that. Let's adjust that later on
when we add it in the room. Now select this part and add in a mirror
modifier to this, just to mirror it on
the left side as well. Then we also have something
in the middle like this. We can just duplicate this one, move it on the left, remove
the mirror modifier, and just place it
right over here. All right. It's pretty simple. Let's save. And what I will do
is I will select this press tab and select these two faces and just press E and extrude them
upwards a little bit, to create a bit of, like, part at the top, as well. And then we can hold all, select this loop
again, press All T, and extrude faces along normal. Just to create
something like this, I think this looks a little
bit better than earlier. Now I'm pretty happy with it. Let's just finally
create those handles. And for them, we'll
be just using a simple approach
just add in a plane. And first, you need to rotate
it by 90 degrees like this, scale it down and place
it right over here. A it up. Then what we do
is we first bring it out. Now select both of these edges, press E to extrude them, hit right click so that they get placed
exactly over here, press G then Y and move
them in like this. Maybe a little more, I think. Now, first, you can select this, add in a mirror
modifier to this. Select the mirror object as this once again to copy it
up right over here. Next, we give it a
bit of thickness, obviously, so add in a solidify, increase the thickness and
first apply the scale, and now make sure enable even thickness and just decrease the thickness
now to adjust. And we get something like this, and we can just prestab, select these two edges, press Control B and bevel them out to make it a bit smoother. I think these handles
look a little bit better than having
them perfectly sharp. Right, shade or to smooth them, decrease the thickness
to like 0.03 for now. I think this looks pretty good. Let's just sit save
and press slash to come out of the local mode, and this is obviously too large. So we'll select it all. Make sure to select
these three objects as well. Scale it down. Press seven for top
fume enable X ray, rotate by 90 degrees, rotate by -90 degrees, place it right over here. For now, we can kind
of place it in front of our table only,
right about here. But I am, really unsure about
the overall size of this. Let's just keep it
at this size only, and then we can kind of
later figure it out, how much we want to adjust it. Let's just sit safe. And with this, we are looking pretty good with
our environment. We added like a couple more
props in this lecture. We'll continue working on
more props in the next one. So thanks for watching. I
will see you in the next one.
7. Modelling the Fridge : Hello, and welcome, guys. Let's continue working
on our environment. In this lecture, we will
be adding a fridge next to our TV just to fill out this
empty space right over here. If you go in the
reference images, we have a very simple looking
fridge reference image. Let's just bring that into
blender and we can create it. I'll press one for the
front view and hold Shift and right click and place
the fred gaza right here. The Shifte add in a image. And go to my folder. Let's just bring this in. So it has both the front
and the side view in a single image only. So we can just press slash
to go into the local node. Let's move this one back, press Shift plus D and press R, then Z type in 90 to rotate it like this and
place it right over here. Then we can press one for the front view and just
simply start by adding a. Press Shift A, add in
a cube enable Xray. Press tab, press one for select and place this
edge right over here, and this one right about
here or here, I guess. Press three for the
right side view, and now we can match it with
the side view over here. Just like this. So
our basic shape is like said, for the fridge. Next, we can just
press Control R, add one edge loop
right over here. And add another like this. Then press Control R and add
a edge loop just like this. Or instead, what we can
do is let's undo this, select this part and
move it till here. Then select it all, press
Shift plus D, press Z, and bring it right over here, and then you can extend
till the bottom. So we do that just so we can get two different doors or two different boxes
for the fridge, and then we can add in
a bevel modifier first. So press control,
apply the scale. Let's decrease the bevel amount and enable harder normals. Enable tray back again. And what we can do is
we can first press tab and select this
part and move it up and now just select this edge and move it or instead of moving down,
we can just select this. Press three for a select, select this and press E to extrude it
downwards like this. Then what I will
do is I'll press tab and press three
for face select, hold Alt, and select this lobe, hold Shift t, select this loop. Maybe we can press I to insert
this just a little bit, and now presalt plus E
and extrude face along and just extrude this
inwards a little bit, maybe till here is pretty good. Just to create kind of a
partition right over here. We can now press Tab again, select this phase and try extruding it like
this still here. Create something like
this. I'll extend it just a little bit more. Next, what I will
do is I'll tab, select this pace, this
space, and this space, and maybe just give that
a bit of extrusion, add a little bit of
like this partition. Earlier, it was completely flat. That looks just a bit weird, so I'll just extend it
like this by extrude. I think that looks better. Now to copy this part like this thing that we just did
over here on the left side, instead of using
a miror modifier, we can do something similar. So press A to select
everything and just go to mesh and symmetrize. So symmetrize basically creates
symmetry in your model. So right now the direction
is from minus x to plus x, so it is using this side
and copying it over here. But if I select
plus X to minus x, you can see that is back again, and it is copied
over here as well. Yeah, pretty simple
symmetrize works this way, if you just again, press
A to select everything, go to mesh symmetrize instead this time
selected, let's say, minus z to plus z, you can see the bottom
part is copied up and pasted over here on the top. So this way, you can kind of use the effects of
mirror modifier. But the difference between
this is that it is permanent. With the miror modifier, we can adjust it whenever you want. It is non destructible. But with the symmetrized
command, it is permanent. All the changes are made instantly and you can edit
them whenever you want. So let's continue now. What I will do is we have pretty much got a
shape of the fridge. Maybe we can just press
tab and select this part. First, I'll just hold on,
select both of these loops, so shift at and
select them both, press X and dissolve
the edge loop, just so I can select
this part and this part, press Control B, bevel
it out like this. Make it a bit smoother. It's move smooth
biangle at the top. If you want, you can
select these two edges as well and rest control
B to build them out. I think that's fine.
You might notice that the Bevel modifier is not really working that
well right now. So what you can do is
you can go over here on the geometry, disable
clam overlap, and disabling clamp overlap basically unleashes
the bevel modifier and it is not really
now restricted, so you can just decrease the bevel amount and adjust
it according to you. This will also help
you to kind of figure out where the
problem areas are. Let's say we are getting a bit of shading issue right
over here so we can, maybe move this edge a little
bit far away to fix that. A little bit on the left side, and that fixes the
shading issue. You can do that
over here as well. All right, that's
pretty good. Press tab. Let's select these two faces and extrude them up
just a little bit. I do it and I will select
this part as well. Now we pretty much have a
pretty nice cooking fridge. What we can do is we can at last just add in these handles. I will also add in a
weighted normal modifier because that will help to, like, fix up the
shading a little bit. And yeah, I think this
looks much better. Press three for the right
side view press Shift tap and add in a single vertice, as you can see, you can
add it from over here. If you don't find these options in your Shift plus A menu, you can go to edit preferences. And now in the add on section, you can just search for extra. And now you can
just enable both of these extra curve objects
and extra mesh objects. This will basically
add extra options in both the mesh
and the curve menu. So now in the mesh menu, add a signal vertice, press one for words,
select and move it around. Enable Xray, and you can
place it right over here. And now this extrude
it by pressing E, keep extruding it and match with the reference image.
Pretty simple. As you reach right over here, just press E and move it like
this and then go inside. Now we can just trace
out this inside line. Select these two, press F, press A to select everything, and then again, press
F two, create a phase. Let's press one for the
front view, press tab, enable X ray, and move
it right over here. Press E and give it thickness. Now just add in bevel modifier
in the first right thing in shade or to smooth this
enable hardened normals and decrease the bevel amount. Pretty good. Maybe if
you want to, like, smoothen out a couple of edges, you can just select them
and then press Control B. That will help in
smoothing that part out. If you think that it is
like a bit too blocky. And with that out of the way, you can just select
this and enable Xray, just move it, download, duplicate it, and
move it downwards. And with that, I'm pretty happy with how the fridge is looking. But I do want to make change in this is
that I want to extend this backside of the fridge because I think that it is
a bit too thin this way. You just press G then Y, even though in the
reference image, it is like that, I
will just extend it a bit to make it a bit
thicker like this. Yeah, I think this proportion feels a lot better
in my opinion, and now you can just select it and we can press slash to
come out of the local mode. It's rotated by 90
degrees like this. Press seven for top
view enable Xray, and place it beside our cabinet
and first scale it down. I'll go over here and
select bounding box Center. Enable Xray. Let's press
zero for camera view. Right now, I do feel like
the scale is a bit off. Don't worry we'll fix that. Let's just save right now. And with that, our fridge
model is also done. I'm not too sure
about the placement and the scale of
it a little bit. I think maybe we can
increase it a bit more. I think this feels a bit better. What I will do is I
will just press tab, I'll just enable X ray, select all of the right side, and just move it a bit
inwards like this. Yeah, I think
that's pretty good. Yeah, I think that's pretty
good now. Let's just safe. And with this, our room
is pretty filled out, and we have almost created, like all of the major
props in our sea. We do have to create
a couple of chairs on the balcony and maybe
some other stuff as well. Obviously, we have got
ourselves a lot of, like, smaller props
that we have to create. Like some snack boxes, like some cup noodles. We also have, like,
slippers, remote, all these small props that will, like, give life to the sea. But all the major props
are pretty much done. So what I want to do now
is I do want to, like, texture all of this scene first, so add, like all the textures, give it some bit of lighting. And then we can again move
back to the modeling part, creating all of
the smaller props to fill out the s. So yeah, with this, our major part
of the modeling is done. So in the next
lecture, we will be working a bit on the
textures and lighting, and after that, we can focus up on the props in our scene. So thank you guys for watching. I will see you in the next one.
8. Adding Lights, Outlines and Fixing Colors (IMPORTANT) : Hello, and welcome, guys. So in this lecture, we will be setting up the
lighting of our scene, and we will also
be learning how we can add outlines to
our environment, which is kind of like a
big contributing factor in giving that anime
inspired look to your scene. So let's just start. I'll first just select these two images, press and move them to the
reference image collection. So now we can go over
here in the corner and select viewpoard shading so that we can actually go
in the render view mode, and everything is
black because we haven't really added any
lights to our scene. So first, you can go in
the render properties and change your render
engine from EV to cycles. Make sure to also set the
device from CP to GPU if you have one because GPUs tend to be a lot
more faster than CP. Enable denise because all this noise that
you see over here, it would be removed in your viewpod and it is a
bit easier to look at. Also, you can go over here
and edit preferences, and under the system section, make sure you selected
optics and just enable your GBU if you haven't
enabled from over here. You can also enable your
CV along with your GBU so that both of them contribute
in rendering your scene. But I've kind of found
out that it is faster to just keep the
GBU enabled for me. But yeah, you can
do whichever way you like. I'll close this now. And let's start by
pressing Shift plus A and just simply
add in a sunlight. So you can see a sunlight is this direct light which will
appear all over your scene. So even if you add a plane
right over here in the corner, you can see it is being
affected by the sunlight. If I just delete it, you can see the sunlight will
be all over your scene, and it does not really matter
where you place the light. You can press G to move it around. Nothing will affect it. The only thing that will affect the light is the
rotation of the light. So let's say if I just
press R and type in X, if I rotate it
around, you can see now it is affecting the
light in our scene. So the position of the
sunlight does not matter, but the angle of it matters. So press zero first to view through your
camera so that we can kind of get the perfect lighting according to the angle
we are going for. Another thing that I will
do is I will go in here in output properties and
enable render region. What this will do is it will disable all of the other things, it won't show you the rest of the scene as long as you
are in your camera view. So if I come out of my camera
view, everything is normal. But if I go in my camera view, I only see what our final
render would be looking like, none of this extra information,
which I think is better. It helps us to focus only
the things which are in the view and how we want
to place our camera view. You can just enable camera
to view by pressing. Bringing this side bar and
enable this and you can move it around if you want to
place it like a certain way. I'll undo this, disable this and just make sure
render region is enabled. Okay, back to our
light, you can just select the sunlight,
press R then X. First, let's rotate
it like this. So I think something like
this is pretty good, then we can press R
then Z and rotate it on the Z axis so that we get
something of this sort. I'll press R then X once
again and just try to get a nice angle working for us. I think this feels
pretty good to me. Yeah, I think this
angle is very nice. Another thing that we
can do is we can go over here in our object data
properties of the sunlight. And if you adjust
this angle option, so this angle option
is different. I will kind of control
how soft your shadow is. You can see right
now it is really harsh because I have
set it to zero. By default, it is
set to this number. If you keep on increasing it, it will basically make your
shadows softer like this. So obviously, we don't want to go too much with this value, but we can definitely
increase it to something like one or maybe 1.5 even just to get those
softer looking shadows. And next thing that
I will do is I will also increase the
strength of the sunlight to maybe something like three so that everything is
a lot more brighter. We can definitely, change
these things later on as well. If we feel like the strength of the light is too much,
we can set it to two. But now I will be maybe
going with three only. Alright. Next thing to do is to add a nice background
in our environment. So if you will go over in the
course files, open it up, and in this HDRIs folder, I have added a bunch
of different HDRIs. These are like anime
inspired HDRIs, so they are not really
like your normal ones. They are pretty
stylized and they will look really cool when
we add them in our scene. So you can try them
all out separately. You can go into the shading tab and now click over
this drop down. So right now, we can only, like, change the
materials for the object. You can select over here and send the shader type to world. This way we can change
the shader for the world. First, let's go over to the viewpoard shading
over here as well. Press zero to view through
our camera and under here, press Shift plus A, search
for environment texture, and you can just connect
it into the color. So obviously everything
will be pink because we haven't really
set any environment texture. So click on open
and you can just go through the HDRIs folder and you can select
whichever one you want. We will be using or sorry, I will be using the anime
GRI one for our course, but all four of them
are pretty good. You can select even this one and you will see
the effect it adds. So you can press
Control plus D now. So when you press
Control plus D, it will basically add
this mapping node. So mapping node will help us
to move our texture around. So you can see if we
get these nice clouds and you can move
around the z axis on the rotation to move the HDRI to whichever
location you want. So this is kind of like a
seaside view type of apartment. If you click on this cross,
click on open again, and let's say we
select something else like let's select
this fourth one. So this one will give you a
separate type of look with this high rise city
type of apartment. And definitely all four
of them are pretty good. And you can see they have
like this stylized look going on or like this painterly type
of look they are not really your normal DRIs. As I said, I will be
using the first one, so select the first one. And not only does it give a nice background
to your environment, it will also add
a bit of colors. Like if you just
disconnect it right now and add it back again, you can see it does add a bit of greenish and bluish tones
to your environment. You can just maybe
move it around. Kind of find the
perfect angle for it. I think this part is pretty good with all the nice clouds. So yeah, with this, I'm
pretty happy we can always adjust these
things later on as well. So let's just save on this. And first, let's move
on to adding outlines. So adding outlines is now way more simple with lender 4.3. It's pretty simple.
You can just simply add a three pencil object. If you want to kind of, like, know what are the
different types of ways to add outlines,
there is, like, the method where you add, like a solidify modifier
and give it like extra thickness and
change the color of that thickness to black. I think it is called the
inverted Hull method, but I don't think it is that intuitive and it is
pretty tedious to add. Another way is where we can just use this freestyle option. This option is pretty
simple to use. I will just quickly show you. You can enable this
freestyle from over here. And as soon as you do
that, you can just press render and you will see
the outlines added. First, we can go over here in
the render samples and just decrease this down to 200 so that the renders
don't take long. Go to render and render image. Just wait for it to finish. Alright, guys. As you can
see, the render is done. You can see over
here, freestyle, stroke rendering, just
wait for it to finish, and as soon as it is done, it will add outlines
to your environment. So, yeah, you can see, as
soon as we enabled freestyle, it has added all these, like, comic style outlines, which
I think look pretty good. You can definitely,
like, decrease the line thickness
from over here. So let's say if we go
with something like 0.5. If I press F 11 right now to
view my render once again, I can press J, so we can use JK to switch between
different slots. So this is currently
in slot one, and if I select slot two, you can press J to switch
between different slots. It is used to compare
between renders. So I will press JNw
to get to empty slot and press F 12 over here
to create a new render. This way, we can compare both of the old and the new
render by pressing J. This is like a nice technique. Let's wait for the render to
finish first. Alright, guys. So again, the render is done, and as you can see, this time, the strokes are pretty thin. And if you place J right now, you can compare between
the renders as well. This way we have
thicker strokes, and over here, we
have a lot thinner. So this is like the
freestyle method. I will close this now. We also have, like,
a lot of settings in the view layer properties
for this freestyle option. So not only we have over here, we have just a
couple of options, but if you go here in the
view layer properties, we have a whole bunch of
lot of options over here. Like, you can see
this whole section is for freestyle options only. So you can definitely play
around with this a lot, change the colors or add
different types of effects. But in my opinion, this method also is not
that intuitive because we cannot really see the changes in the outlines in real time. We always have to render
them to see the effect. So first come back over
here and disable freestyle. And the method that we are
going to use is just pressing shifty and go over here in
the grease pencil section, and we have three types of line art scene line art
collection line art, and object line art. Object will only add, like the outlines to a single object collection will add to a
certain collection, and scene will add to
the whole entire scene, so all of the objects. I think the best way to
go is to use collections. This way, we can isolate
different collections, giving them different types of line arts or even
if you want to, like, isolate some of the collections from
getting outlines. Select this, and as
soon as you do that, you can see we will get outlines in real time only in our scene. It works best when you are
viewing through the camera. So that is not a problem. You should only be
using this when you are kind of viewing
through the camera. All right. So first thing, you can go through your
collection and you will find this line art
object right over here. You can quickly
access it by closing the collection and just clicking the ine art right over here, and it will select
the line art object. So if we go into the modifiers
of this line art object, we can adjust like all
of the properties. So first things first, let's
just decrease the thickness. And you can see it
is pretty intuitive as we can do it
all in real time. So let's set this something
like five and you can definitely see how just adding a bunch of simple
outlines has added, like, a nice effect
to our scene, giving it that anime
inspired look or like the comic book style effect
that we are trying to go for. I'll definitely decrease
the opacity as well to 0.5 because right
now it is too dark. Or maybe 0.75 for right now. And if you open up the
edge types over here, you can enable or
disable certain things to increase or decrease
your outlines in a way. As you can see, over
here, it's pretty thick. Like, we have a bunch
of outlines going on. So we don't really want that. So what I will do is
I will just disable this crease threshold option overall on my entire
line art modifier. And this will reduce all of those bulky outlines that
we were getting earlier. And I think this way,
it looks a lot more cleaner and easier on the eyes. So I'll definitely
disable this option. And then we have a lot of
different other ones as well, like the intersection where two objects are colliding
with each other. So intersections can stay on. Rest of them are fine. Just disable this
one if you want to. This one makes the scene a
bit too bulky, in my opinion, with all these different
outlines going on, so I will definitely disable
this one. Alright, guys. So with that, we have
added our like lighting, and we have also
added our outlines. I also want to discuss a bit
more things about outlines, how we can customize
them even more. But before that, I want to show you a quick couple of
options which will improve the colors
of our blender a lot according to our scene. So in anime type
of scenes, we get, all these bright highlights and, like, very saturated colors. So we definitely go down here in the color management
section and we change the view transform that
is currently set to AGX which kind of gives
a lot flatter look. And switch it back to standard. You will see as soon
as we switch it from AGx to standard, a nice little thing will happen. All the colors and all the
highlights that we had in our scene will get
a lot more brighter. And although our scene
does not have any kind of colors right now like we haven't really
added any material, except this
background over here, you can still see the
kind of effect it adds, changing from AGX to standard. It makes the scene
pop out a lot more. And when we later on
add all the materials, the effect would be
even more prominent. So definitely switch
it from AGx to standard because that
looks a lot lot better. You can press Control Z and
Control Shift plus Z to switch between the two and just see the change
happen in real time. We will also set the
look from none to medium high to
increase the contrast. Again, it just
does a little bit, but it does increase the
contrast in our scene, making the blacks and the
whites stand out a bit more. So I definitely want to
go for this switching the view transform to standard
and look to medium high. And with this, we have
basically covered everything that I wanted
to for this lecture, but I would still do a couple
of things with a line art. So select the line art modifier. And let's say we want to
reduce or let's say we want to remove the outlines from
some of the areas or object. So as we selected the
collection type of line art, let's say I want to
remove the outline from this particular object.
It is pretty simple. I will just select
it press to move it to a different collection and set it to scene
collection, let's say. Or let's say we create
a new collection and rename this two no outlines. So right away, it
won't really change because the line art modifier
kind of needs a refresh. So you can select the line
art modifier and turn it on and off from this button. And as soon as you do
that, you will see the outlines over here
have disappeared on this particular
object because we have sent it to a
different collection. And now, once again, if
you select this again, press and move this to the
original collection, again, reset the line art modifier
by turning it on and off. You will see the
outlines up back again. So I'll rename this
collection to maybe outlines. And we can also have a no outlines collection
right over here for sometime later on
when we don't want to add outlines to
a certain object, we can definitely
move it over there. Another thing that I want
to show you is what we did right now is we just directly remove the outlines
from this area. But let's say we want to add a different type of outline
to a certain object. Like we want to make
the outline a lot more thicker for a few objects. So again, we can do that.
Let's use something else. Let's say I select this handle. So I'll press M and move this to a new
collection this time, let's say, thick
outlines. All right. And if I reset my line art
modifier right now, obviously, the outlines would
be removed from over here because it has been moved
to a different collection. Now what you do is you just
select your line art object, and in its modifier section, we just add another
line art modifier. So in one single
line art object, we have added two different
lin art modifiers. So right now it is
red because we need to set the collection properly. So we can set the source
type to collection and select the collection
as the thick outlines. Select our layer and select
the materialized player. And you will see just for
this particular object, we are getting all
these thick outlines. You will notice we are getting
them over here as well. You just go into edge types and disable intersections,
and that will fix it all. But yeah, this way, you can see, we have created like a separate collection with thick outlines. So this will be controlled by a different line art
modifier, as you can see. We can control the thickness
of this opacity or, like, things like
the color as well. Let's say if I go into the material and I
add a new material, rename these two, let's say, red and change the color to red and go back over here and select the material
as red this time, I will get a completely new type of outline for certain objects. So this is very
helpful as you can do a lot of customizations
with this Lin art modifier. If, let's say, now
select this object, press and move this to the
thick outlines collection, and again, just reset
my lin art modifier. And as soon as I do
that, you can see it will also get these
red outlines. Let's undo it all, or instead
just select this first, press and move this to the original collection
that is the outlines one, and select your
line ard object and remove this new
modifier that we added. And we can also remove
both of these collections, no outlines and thick outlines. We will worry about
that later on. Yeah, next thing that I
want to show you is you can also add some new modifiers
in your line art object. So select your line art object. And right now, we just
have a line art modifier, but we can select AD
modifier search for noise and add a noise modifier. You will see what
really happened. Basically, our
outlines have been added with a certain
type of noise, and you can adjust the amount of this noise and the
type of this noise. So currently it is set to
position where it is just adjusting the positions of all your outlines by a certain factor that
you are choosing. If I set this to zero
and change the strength, you can see we get
the noise factor this time in our strength. Some strokes are
pretty, like, strong. Some of the areas
are pretty faint. In the thickness as
well, some areas will be a lot thicker and
some will be a lot thinner. This is really helpful when
you want to create that, real comic book style of
effect because no one creates, perfect outlines
like these ones. Obviously, if outlines
are hand drawn, they will be having
a lot more noise in their strokes and like
all this randomness. So you can definitely play around with the
position little bit, little bit with the strength,
like the thickness, and you can play around
with the noise scale and noise offset as well. This will kind of give
you some random results, and you can see, now the outlines look pretty
broken. Let's undo this. I think this much is pretty
good like playing around a little bit with the position,
strength, and thickness. You can turn it on and
off and see kind of the effect it adds
on your outlines. Next thing we have
is we can also add in the dot dash modifier. So as the name suggests, it will create this dotted
line in your outlines. Obviously, it is a bit
too much right now, so you can increase this and you can play
around with the gap value, I think, to kind of yeah, if you increase this dash value, you will see now there
are a lot less of them. And we can definitely add, a couple of these
dashes here and there, just to add that authentic
feeling of outlines. Earlier, like, everything pretty much felt like a
bit too perfect, but adding these
modifiers will add that randomness
into your outlines, which I think is required
to a certain extent. And you can play around
with all these values. I'll remove this dot dash one, but if you want to, you
can definitely add it. I will definitely keep the
noise one in there because we want to add that bit of
randomness into our outlines. And yeah, this was all of the things that I wanted to
discuss in this lecture. It is a pretty long one,
but we added the lighting, added the outlines, and also improve the colors a
bit for our blender. So yeah, this is pretty
much it for this lecture, thank you so watching, I will
see you in the next one.
9. Adding the Materials : Allow welcome guys. So in the last lecture, we set up our lighting, added the outlines
to our environment, and also fixed up the
colors a little bit. And in this lecture,
we will finally be starting with the adding
of the materials. We can move over to
the shading tab so that we can also access the shader editor
right over here, and then let's just start by simply adding the
materials one by one. We can start by doing
the simple stuff. So just select your
room, let's say, and we can first move over to the Object shaded type
and click on New. We can rename this
material to Room. And we have this principle BSDF. So we can play around with the base color,
as you can see, or we can play around
with the roughness, which will basically decide how much light we want
to reflect or not. So for this, we
can go for, like, kind of a beich kind of
color, yellowish beach. So pretty light shades. But one thing that I want
to showcase you guys is that right now we
have this wall color, which I think looks pretty good, but I do want to add one
another thing into this. What I want to add is a
bit of ambient seclusion. So ambient seclusion is
basically shadows or kind of dirt in the corners
wherever we have, these corners and
crevices of our wall, I'll just show you in action, press Shift and add in an ambient eclusion node and plug this into
your base color. You can see, as
soon as we do that, it will basically add all
these shadows in the corner. Like, you can treat
it as shadows or just basically dust
or dirt particles. But the great thing about this is you can play around with this distance value and you
will see this thing reacting. Wherever you have your other
objects close to the wall, at those areas, this dust
part is being created. Which I think is pretty handy
and looks a bit realistic, as you can see over here
in the corner as well. So we definitely
need to add a bit of this because let's say
if we don't add this, the walls look pretty
flat this way, so we can plug this in. And now we need to add the
actual colors to our wall. So there is different
ways to do it. You can definitely
just play around with the color value right
over here as well. And you can see we get
the color for our walls and we can control like this
dust component very easily. But I think even
better way to do this is send this
color to white only, press Shifte and add
in a color ramp. So plug this color
ramp in between your amid clusion
and this base color. And what this will do is
through this color ramp node, you can not only choose
the color for your walls, but you can also choose
the color for your dust, and along with that, you can control the sharpness
of the dust as well. If you move these sliders close, you will see this dirt
part is increasing. And if you bring in
the white as well, you can see now we have created this very contrast looking dirt. So these sliders act as a way if you increase
the black part, basically, this black part would increase in the material. But if you increase, let's
say, the white part, you can see now this
white area increases and the dust part is very less. So this color ramp node is like a really nice way to
control this dirt. And also, we can choose the colors for the wall as well as this
dust part as well. If you click on here
and click on the color, you can see I can change the
color of the dirt as well. I make it really sharp, you can see now the dirt is pretty greenish color like this. So this color ramp
node is really nice, but obviously we will be
keeping it black colored only. Now let's put these
sliders both at their respective corners like this on the left and the right. I will decrease the
distance value from over here because we do
want the dust effect, but we don't want it too much. So we can set this to
something like maybe 0.8. Again, these things are
totally up to your preference, how you want to create them. And I will click on
this white part. So basically, white part is
the color for our walls. Now I will again, change
it to, as I said, something like yellowish
beach type of color. That is what I want to go for. Yeah, as you can see, now, if you just hold control
and using control, you can create this cut option which will basically
cut the nodes. So if you cut this node, you will see earlier we had this kind of color,
which looks nice, but we don't really
have any kind of distinction at the edges or
any kind of dust at the edge. But with this ambient occlusion, just with this simple one node, we have added this very nice like edge damage or edge dust. But definitely, I think it looks a bit too much right now. So what I will do is I will just click on this
dust slider right over here and click on the color and make the
color a bit lighter. As you can see, if
you make it lighter, you can reduce the effect of it. So we can definitely
just set it to something like somewhere around here. That way, it is also adding a bit of value
to our environment, but it is not that
much in our faces. We do want to add it
very like subtly. We don't want to add
it like too much. And with that, I think our
walls are looking really nice. We'll keep on adding some
other simple materials. Let's select this door. And first, I'll press tab and press A to select everything
on the right side door, press G, the next, and move
it to the right like this. I think this way, it looks much more interesting rather than keeping them closed. Click on here and click on New, rename this material to iron. And for the iron material,
it's really simple. We'll give the metallic to one, and we'll decrease
the roughness to 0.25 to make it shiny like this. And we will also
decrease the value just so it gets a bit darker. I think somewhere around
here is pretty good. Now what you do is you
just select all of the objects where you want
to add the iron material to. So obviously, over
here on a balcony, this part this part right
over here, these two, and then select this door, and then at last, select the part where you have
added the material to. Press Control L and
link materials, and you will see now
the iron material is added to all of the objects
that we have selected. Maybe we'll select
a couple more. We also want to
add it over here. So select this,
then select this, press Control L link materials. I'll press tab and move
it just a bit like this. And yeah, as you can see,
this way we have added, a couple of materials. For the balcony, I
think I'll just select it, create a new material, rename this two
balcony and just make it completely shiny so that it looks kind of like
tile type of surface. As you can see, earlier
it was like this, but we'll just make it very shiny and make it
completely white. Select this part as well, and just give it the
balcony material. So we are keeping
everything simple. We can move over to some
of the more simple stuff. We can texture our TV, which again is pretty simple. For these two, I think, again, I will select it and give
it the iron material. And for the TV, we
can first select it, click on New, and we name this to TV underscore
plastic material. And this will be the outside
part of the material. So definitely we'll be going somewhere around 0.25
with the roughness because it is still
pretty shiny and then just decrease this value
to make it pretty dark. Now, what we want is
obviously for the screen, we want a different
type of material. The screen of a TV is
pretty reflective, even more reflective
than this outside part. So the way we do this
is because both of them are part of a
single object only. So first, you go
into the materials, click on this plus icon to
add a new materials slot, click on New and rename this
to TV underscore screen. Now you can select
your TV press tab and just select the screen face. So press three for
phase select and just select these two faces
which create your screen. Now, select the TV screen
material and hit assign. And you will see as
soon as we do that, it now has that white
colored material. Again, give it a pretty
dark color and give it absolutely like
zero roughness so that it is pretty shiny. And yeah, pretty simple, we have created our
TV material as well. You can press F
11 and then press F 12 to quickly see how your render looks when
everything is like, done. Alright, guys. So as you can see now
the render is done, our materials are
looking pretty nice. Also, the outlines that are added on top of it
also look pretty good. So yeah, I'm pretty
happy with it. Obviously, our major
chunk of the materials is this wood material only that we will be
adding to the floor, to the sofa, to the table, and to this cabinet, as well. So the major part of it is
basically the wood material, which I think we'll create
in the next lecture. So let's continue for this lamp, let's say, select this part. And select this part as well and then select
your iron material, press Control L and ink materials to add the iron
material right over here. What you can do is you can
just select this later on, select this and
click on this icon. So 11 means this material is being shared by 11
different objects. So I click on here, and this creates a separate
iron material. As you can see, only
this is being affected. And we can rename this
to iron underscore. Lamp so that we know that this iron material is
specifically for the lamb. Let's select this as well and
give it the lamp material. And what I want to do is I just want to make
it a bit brighter, so we have a bit of
variation in the scene and everything is not looking
like exactly the same. For the top part,
what I will do is, once again, we can click on New and just rename
this to lamp only. And for this, again, I will be going for a beach type of color. But to give it that lamp look, what we will do is we
will go under subsurface, and then we can just
increase this weight part. What this will do is subsurface
is basically allowing the material to have the
light reflect inside of it. As you can see, when
it is set at zero, you do not see anything
right over here. But as we keep on increasing
this weight, basically, light is penetrating
through this lamp material and giving us this
red colored look. Let me just explain this
with a better example. I will select this thing and we can come back
over here first. Press Shift plus cursor to select it to bring the
cursor right over here, and then you can press Shift
A and add in a point light. So you select this, and you can see this point light is added inside of the lamp. And it is pretty much
reacting like a lamp. You can see it gives off
this like red colored look. If we decrease this
subsurface to zero, you can see now it does not give off that lamp kind of look because the subsurface is
set to completely zero. So subsurface basically
allows the light to pass through the object,
but not completely, it kind of goes
inside it and then hits like inside the surface,
creating different color. This type of phenomena is
also noticed when light hits the human ears
because human ears are kind of like translucent, so the light does not
fully pass through them, but it kind of goes
inside the skin of the ear creating that red
colored type of effect, or it also happens with
the tree leaves as well. So we can set this
weight to something like 0.5, and obviously, I delete this point light, and we will get a nice
subsurface material of our lamp. So pretty good. Maybe we can increase the weight a
little bit more to 0.75. And with this, our lamp
is looking pretty nice. Let's just hit Save. What we can do now is to make the lamp look a
little bit better. We can just make it
a bit see through. As lamps are kind
of made of fabric, they can be a bit see through. So set the Alpha value to 0.5. Alpha is basically if the
value is set at zero, it will be completely invisible, and at one, it would
be totally opaque. So we can set this to
something like 0.4 or 0.5. And you can see when we do that, we can kind of see
through the lamp, which I think is a
pretty nice effect. We can maybe increase it to 0.6. We don't want it too much. So again, we can press F 11
and then press J to switch between the slots and then press F 12 to give it a new render. This way we can press J and compare between the two
renders very easily. All right, guys. So the
render is done now, you can now press J and kind
of compare between the two. The only difference is we add
it like this lamp material. I think I will give this base a different type of material because I think it
is a bit too shiny, so we can just select it. Now we can just
click on this two icon to make this a separate material we can rename this
to lamp underscore base. And what I will do is I will just increase the
roughness a bit, make it a bit brighter as well. All right. Yeah, I think
that's pretty good. If you want, you can
quickly give it like a final render as
well. All right, guys. So the render is done now, you can once again
just compare it. Yeah, I think this looks a little bit better for the base. So yeah, this way you can
just make the changes and kind of compare between
the two quickly as well. And with that, I think this is pretty good for this
first materials lecture. In the next one, we will
be adding wood material. So thank you guys for watching. I will see you in the next one.
10. Creating the Wood Material : Hello, and welcome,
guys. So let's continue working
on our materials. And in this lecture, we will be creating the wood material. Before that, I will just disable the Lin art modifier
from our viewport so that we can only see
it in our renders because it can cause the
viewport to get a bit laggy, and it also causes a bit
of confusion as well. So make sure you
select it from over here and then disable
the Line art modifier. Don't just, like, disable the
visibility because it still calculates the line art modifier behind it if you disable
the visibility only. So make sure to disable
the modifier entirely. Just disable it in real time and keep it enabled in render. Alright. Now we can go into the shading tab and we
can just select this, create a new material, and give it the wood material. We can rename to Wood
underscore load. Let's enable viewpot
shading. All right. So before we actually start
working on a wood material, I just want to quickly discuss about the mixed color node, which we will be using a lot of times when we are
creating our materials. So let's just press Shift
plus A and search for the mixed color node and
add it right over here. So as the name suggests, the mixed color
node is basically used to mix two
different color inputs. So if I just set the A color to something
like, let's say, red, and B color to something like blue and plug this
into my base color, you will see that we get
this purple colored result. Now we have this factor value, which is currently set to 0.5, which means that it is equally mixing the A and the B input. So if I set this to zero, it is completely
the A input only. So right now it is only taking
the A input completely, and if I set the
factor value to one, it is completely
taking the B input, and anywhere in between is
taking a mix of them both. So this is pretty basic
of the mixed color node. Let's say this time we
had like a noise texture. So the noise texture just
to show you how it looks, let me just plug this
into my base color first. You can see it does not
really work properly because I think the UVs
of it are not correct. So just select your
noise texture, press Control plus T. And over here in the
texture coordinate, just set this to object. Yeah, I think that will work. Now you can see if
we can properly visualize the noise texture. So it looks something like this. Now this time plug this into our A input and now plug the result into
our principal BSD. You can see once
again it is like overlaying them on
top of each other, we get the noise texture
along with our color as well. So now if I press Shift A, and let's say we add
another image texture that is like a Warnoi texture. So again, the Worni texture
looks something like this, press Control plus D and just send the texture
coordinate to object. So it will give you the
cells type of texture. Again, I will just hold control, disconnect it from over here
and plug this into my B. And now plug the result
into base color. So this time, instead of having
very simple color inputs, we have like some noise
or image textures. And we can now again, play
around with the factor value. So at zero, we get this
noise texture completely, and one, we get like
the Warni texture. And anywhere in between, you
can see it is trying to, like, overlay them both
on top of each other. But we also have a bunch of these different
blending modes, which are kind of similar to the Photoshop blending modes. So you can just try them out. But basically, these
first three will give you like dark results like let's
say if I select multiply, overall, everything will
get a little bit darker. The next three are like to lighten things
up, as you can see, it will mix the two
textures differently, the lighten blending mode.
Then we have screen. So all of them will give you, different results
based on the type of blending mode that you have
selected, as you can see. So this is a really
powerful node, and the mixed color node is used a lot, too, just basically. Mix different types of color inputs to get
different results. Like, let's say you have
a simple base color, but you are mixing in some noise texture, some edge damage, and adding all those
things on top of each other to create a
nice looking material, which we will be kind of doing something similar in the
wood material as well. Like, we will be adding
some edge damage, then we will be adding
some noise on top of it, and then adding our base color. We can see that we have
all these different types of blending modes. And one last thing that I
want to go over is that we still have this
factor like input. We can also plug something
in over here as well. So just to explain this, let's say we right now have this noise texture
looking like this. We have these black
and white areas. So if we plug this factor
into the factor of our mixed node and then plug
the result into result, what will happen is
basically now you can see the white areas and the black areas are being
covered by this A and input. So the noise texture is
basically being used as a mask to control
this mixed color node. So I don't know if I am
explaining this well. But basically, the noise texture is like a black and white image. So this black and white
image is basically being used as a mask to drive
this mixed color node. So this is really
helpful as you can now plug this result in and
we can choose the colors. According to this noise texture, if you play around with
the noise texture, you can see, we are using this noise texture
node to control the colors of this mixed color. So this is something
we will be using when we are creating
our materials. And this is kind of
similar to the Photoshop or the substance painter
mask if you have used them. A mask is basically a
black and white image, which basically decides where which color input
should be showing. You can also, let's
say, add in like a color ramp in
between and adjust the contrast of this So yeah, I hope I'm making myself clear. This is pretty much very
basic stuff of the nodes. And yeah we will be
using this a couple of times when we are creating
our different material. Now I have discussed everything about the mixed color node. I will delete it, and now we can finally start working
on our wood material. So as I said, we will be adding some edge damage or
edge discoloration, and then we will be adding
some noise on top of this just to make it look a little bit
more realistic as a wood. Obviously, we are
going for, like, a stylized kind of
look so if you want, you can just say add in
like a wood type of color. So let's say
something like this, just give it like a low
roughness value so that we get the shiny wooden
plants type of thing. And then you get this very
simple wooden material. So if you want to go for
something like this, you can definitely
do that, but I will be adding a couple of
things to this material. So to start off, as I said, we will be adding some
edge discoloration. So for that, press
Shift plus A and search for the bevel note. So along with the
Bevel node, again, shift plus A and search
for your geometry node. And now you can just
basically plug them both in shift A and search for a vector math node and change this to dot product and
now plug them both in. Select the normal input from your geometry and
plug this over here. And finally, select this value and search for a map range node. So we have this
very simple setup, and using this setup, you can kind of mask out
the edges of any model. So if I plug this into
my base color right now, you won't see the
changes right away. But first, I will
set the minimum to one and maximum to zero. And when you start increasing
this minimum value like the top value over
here and bring it close to somewhere
around 0.9 or one, you will see we are basically
masking out the edges of our wooden plan. So this is what we exactly want. We have got ourselves a
black and white mask, which we can use with
the mixed color node to add colors to the
different areas. Like, we can add a different
color to this black part and we can add a different color to this white part using
the mixed color node. So using the concepts
we just learned, we have created this mask image, and now we can press
Shift A and search for a mixed color node and plug this thing into the factor and plug the result
into the base color. Once again, you won't see
the changes right away because both the colors are
same for A and B inputs. So A, if I change this
to some random colors, you can see exactly
that is happening. So now what we very simply
did was we just use this setup of nodes to
create a mask of our edges. If you plug this in, you can see our edges are being masked out. And then we use
that mask image to plug this into the factor
of the mixed color node. And again, we are using that mask to drive
this mixed color. And in these inputs, we can choose our wood color, let's say we choose this type of color, make it a bit bright. So now you can see we
get this type of result. So if you disconnect this
from the base color, earlier we had something
completely flat, but instead, now we get a bit of discoloration in our
wood along the edges, making it look a
bit more realistic. If you will notice if I
select this thing right over here and let's say I add the
wood floor material to this, you can see over here as well, the edges are being
masked out pretty nicely. So we have just used this
very simple setup of nodes to mask out the
edges of any of the model. So yeah, this is
pretty handy stuff. Let's undo this right now and
come back right over here. So we are done with the
first part of our material. Now we will be adding a bit of noise to make it look
a bit more realistic. I'll increase the roughness
to something like 0.1, press Shift A and add
in a noise texture now. So let's plug this
noise texture into the base color directly just
to see how everything looks. So this really kind of
works perfectly for us because for the wood
material to look good, we need these streaky long lines overlaid on top of our material to give it the feel
of that natural wood. We can increase the scale
from over here to make them even more smaller to
give that wood kind of feel. Now obviously, it does not
look that good this way, so we will see how we can, overlay them both on
top of each other. So once again, we will be using the mixed color node
for this as well. Press Shifty add in a new mixed color node
and plug this into B and plug this into A and plug the result
into base color. And you can see now
what is happening is we use this noise texture to kind of overlay
on top of our wood. The colors right
now are pretty bad, so let's fix the colors now. I will change this
from mix to multiply. And yeah, this gives us a little bit better results as everything gets a bit darker. And now we can adjust
this factor value to kind of control how much dark you want to
create your wood. Let's keep it somewhere
around here for now. Now I will just adjust the
colors right over here. If you want to use
the colors I use, you can definitely go for that. I will directly, paste the hex code over here
if you want to use this. So it is EFC 692 FF. So I will be using
this color for the main color of the wood
and this for the highlights. So again, if you want to use mine, you can
definitely do that. So this one is F E ACF. Alright, so now we
just need to tweak the color values a little bit
to get the perfect results. But even with this arwood
material looks pretty good. We get the faint, subtle
highlights along our edges, which we created through this
material right over here, we can change the color
of them if we want to. If we want to make
it a bit darker or, like, a bit lighter, you can definitely do that. What I will do now
is, let's see. First, I will adjust the
scale of the noise a bit increasing it from over here and increasing
this Y value as well, just to make it a bit thinner. As you can see, this looks a lot better and more
authentic as wood. Now, the lines are
a bit smaller. Next thing that I
will do is I will select this and make
it a bit darker, just a bit darker so that our edges look a little
bit more brighter. So, you can see this
looks a bit better. Now, I will decrease this value to something like, let's say, 0.45 to make it a bit lighter. And again, I'm just playing
around with these values. You can definitely do
these things on your own as well because these are
totally up to your preferences. Let's increase this to
something like 0.55. And we can start by just
pressing F 11 and press F 12 to give this a quick
render just to see how everything looks.
All right, guys. So the render is done now, and I think our wood
material looks pretty good. We can definitely
make some changes later along the way
when we feel like it. What I will do first is
I will definitely select the line art and select the modifier and just make
it the opacity at 0.5, because I think it is a bit too like a bit too
dark right now. Let's select it, select
our wood material. I just want to see a couple of changes that I want to make. You can also increase
this minimum value. Don't make it go
past one because that will make your
edges disappear, but you can set it to 0.999 just to make it very
close to the one value. And I think with this,
our wood material is coming along pretty nicely. Let's just hit Save.
And with this, we can add the wood material
to the other parts as well. So select this and add the
wooden floor material. So now for this, what we
will be doing is first, just click on this
two to make it like a unique material and rename this two wood
underscore cabinet. So this one is going to be a bit different from the
wooden floor material. For this, what we will
be doing is we will remove the noise component
from our wood material. So directly plug the result from over here to the base color. So that we get
something like this. And now we can click
on this color right over here and make
it a bit darker. Also select this and make
it a bit darker as well. Again, we don't need this
thick like edge detection. So we can decrease
this from somewhere around 0.999 to something like, let's try 0.8 or 0.85. I think personally, that
looks a bit better as we don't want that much edge
damage right over here. And we can make it a
bit darker as well. I think this will give
it a different type of look than the wooden
floor material. Now we can do the same thing, adding the wood material
to the sofa as well, select it, add it to the sofa. Again, just click on
this two icon and rename this Wood
underscore sofa. Select all of these
materials for the wood Now just select
this part at last, press Control plus L
and L link materials. Make sure you have
added it everywhere. And then once again, I
will just plug this in directly removing
the noise component. We can definitely make this
one as well a bit darker and decrease the edge detection
as well to something like 0.9 and make this a
bit darker as well. I for the table as well, I think we can use the same
material as the wooden sofa, select it all, press Control
L and link materials. And now we get pretty decent
looking table as well. Press F 11 and press J to
move to a different slot. Press F 12, and let's see
how the render turns out. All right, guys. So the
ender is finished now. We can press J to
compare between the two, now that we have added, all of the wooden
materials as well. And honestly, I think it looks really nice,
pretty similar, but still a little
bit different type of wooden materials
in the scene. And I think our scene is starting to come
along pretty nicely. Maybe what we should do
is, like, for this one, we should be
definitely increasing the roughness somewhere around 0.35 because for
the table or for, like, these type of stuff, I don't think it should
be that reflective. Definitely make
them a bit rougher. The floor can be
a bit reflective showing this wooden
plank reflection. That looks nice, I think.
But for these objects, I think we can definitely
add a bit of roughness. I will suggest you
guys to, like, play around with the
materials a bit more playing around with the colors
and things like that and trying to achieve, like, a bit different results. I will also add the
wooden material right over here as well. On the bottom part, we kind
of forgot to select it all and select this Bisk
control and link materials. With that, let's just sit save. And yeah, I think this is
pretty lengthy lecture now, so we'll continue from over here in the next one.
Thank you for watching.
11. Adding the Carpet and Sofa Material : Hello, and welcome,
guys. So let's continue working on materials. I'll move over to
the sharing tab, and I just want to
make some changes to the wood material that we
worked on in the last lecture. Obviously, that is not really necessary for you to do that. If you are happy with
how your material is looking, that's fine. First, let's just quickly press F 12 so that we can
render our scene, and then we can later on, kind of compare how we made the changes to
it. Alright, guys. So the render is done now although it is
looking pretty good, let's fix up some of the colors to make it look even better. I'll close this now and I'll
select the wooden planks. And then the one thing that I will do is
I will just switch the blend mode from
multiply to darken. This will give us, I
think, in my opinion, a better color for our wood, and we can also
just go over here, which is the main
color for our wood and just make it
a tad bit darker. Like somewhere around here. I think even doing
this is a big change. You can also select the table, which is the material for
the table and the sofa. And if you remember, we
kind of skipped out on the noise texture part
for these materials. But for this, we can just
connect it back once again. And you can see everything
will go pretty dark and we get these weird
lines all over it. To fix this, we can just
increase the scale of the noise to something
big like let's say 50. And over here as well, you can increase it to let's
say something like 14. And now you will notice that
the lines are pretty small. They look a little bit
better than earlier. They look like much more the
wooden lines that we get. Like, normally, if
you want to increase the scale even more,
you can do so. Then it kind of would
look like even smaller, so it won't be even visible. This way we can get
this type of material. So it's totally up to
you if you want to change the blending
mode over here as well, or you just want to
completely skip out on the noise texture part
and connect it like this. But first, let's press F 11, and now press J and press F 12. So we can render it now and we can just press J to compare
it between the two. All right, guys. So the
render is done now if you press J to
compare the color. So it's totally up to you if you like this one better,
but personally, I think this color
looks a lot better, and it looks much more
like wooden flooring now. And yeah, I'm happy with this. You can press J to
compare between the two. Now you can make another change. You can now select the table and once again, plug this back in. And it's up to you
if you want to select which blending mode? Let's try darken first.
I'll press F 11. So this is like
the newer render, so I will select this
one and then press F 12 to replace this old one and now we can
compare it with these two. All right, guys, once
again, the render is done, and this time we
change the color of the table and the sofa. And honestly, I think this
one looks a bit better. That is the new one.
I mean, personally, I feel like both of the
colors look fine as they are. It's just up to
personal preference how you want to go for it. I think I will be
going with this one, and let's just continue now. Let's save, and with this, we are done with
the wood material. Now, what I want to do
is if you press F 11, once again, this is our
current render right now. And what I feel like is that we have got ourselves
a lot of wood. Like we are getting a lot of
brown color in our scene, which kind of is getting
a bit boring to look at. So to break this up, we will be adding some
different color like we can add in a
small carpet over here, which will help us to break
up the material a little bit. So let's do that. And also, I am thinking that we missed the material
right over here, sorry. Let's select press
the dot key to focus, for some reason,
we haven't added the material right over here. So I'll select it and select the wood cabinet and
over here as well. Select the wood cabinet.
You can select this and give this the iron
material maybe. That looks fine. All right, so now let's select
this pressure plus S, then cause that is selected, and then you can simply
just add in a plane. You can start by adding in
a plane and scale it up, and let's see how big we
want to create this carpet. So we do want to
cover the table part along with a little bit of
the sofa right over here. I think this much is pretty good. This much for the carpet. Now to make it look
a little bit better, let's select this and add in a solidify modifier.
To give it thickness. You can now just adjust the thickness to whatever
you want to go for. I think this much
is pretty good. We can next add in
maybe a bevel modifier, apply the scale first and
reduce the bevel amount. And also we can add in subdivision surface
modifier as well. Obviously, it will
kind of smoothen out our carpet like this, or just the beber press tab
now and just press Control R, and now you can add edge loop just like this
over here as well, just to make the edges
of this a bit smoother. And this way, I think it
looks a lot more like the carpet we do not really want to get really sharp
edges around here. I think these soft edges look
pretty good for the carpet. So if you now view it, you can see that adding
this carpet kind of breaks up the look of
the scene a little bit, and we kind of get a relief from looking at
this brown floor. Obviously, we will
be adding, like, a lot of different props
as well with, like, various different
colors that will help break up the scene
a lot and add more, like, interesting parts to it. So yeah, I'll select this
carpet now, and let's see, first, I just want to select the table and move
it a bit upwards. And we can maybe select this as well and move these
legs just so they are not colliding with
the carpet over here. Now, select the carpet,
add in a new material, rename this two carpet. First, we can just start by
choosing in a simple color. And again, I will be going for kind of like a neutral color. If you want to choose my color, you can definitely copy the code that I
will be going for. So this is the code that
I will be going for, you can copy this up and use
this one if you want to. And yeah, this is the color
that I will be using. Next, make sure to increase
the roughness of this. You can see when the
roughness is at a low number, we get all these shiny
parts on the carpet, which I don't think looks nice. A carpet is pretty rough. So just set the
roughness value to one so that it does not like
bounce off any lighting. So now if I press S 11 and
just go into my render, press J, switch to my old render and press F
12 to see how this looks. You will see when
the render is done, it will be improved
a lot just by adding this small
carpet. All right, guys. So the render is
done now, again, you can just press J and compare
between the two renders. And I think the addition of
the carpet is really nice. Now what we will be doing is we will try to add
some dust particles onto the carpet
because right now it is pretty much like very clean. We can just add very small
surface imperfections just to make it
look a little bit, like used up and dirty. So for that, once again,
let's add in a noise texture. And if you plug this noise
texture in directly, you will see this is
how it looks right now. So to adjust it, you can
change all of the settings, you can play around with
the scale which will make the noise texture
smaller or larger. The scale can be
something like 5-10. We also have the detail, which we can I think set
like the full value. So you will see if you
set the detail to zero, the noise would be pretty
smudgy and blurry. But if you increase it,
it will be something like this with some
detailed patterns. And then we have all these
different like settings, you can also increase
the roughness, as well. I think that makes it
look more like a carpet. And with this, we are
pretty good to go. What we need to do now
is that we need to adjust the colors a little bit because obviously we
won't be using this. So you can press Shift A and just add in a mixed color node. So add in a mixed color. Put it right over here,
plug this into the factor, and now plug this
into the result. So right now you
will get, again, both the same results because the A and B color inputs
are right now the same. I will hold control and
deselect from over here, and we can select our old
color from here so that we can paste it in the A&B inputs makes it a little
bit easier for us. So plug this back in
and select the A input and paste this right over
here, the color that we had. And now you will notice that we are getting some
small dust particles. If you disconnect
the base color, you will see the difference. Select the B color input as well and just paste the
color that you use. Both of them have
the same color, but what you do is you select your B input and just
make it a tad bit darker so that we get a
bit of variation going on. Obviously, we still need
to play around with the noise texture a bit
to make it look good. You can decrease the
roughness value, I think, a little bit, we can play around
with the scale. And you can see how we
have added noise on top of our carpet material to make
it look a little bit dusty. What you can do is you
can also search for a color ramp null and
add it between the two. So what the color ramp
will do is you can try to adjust the contrast between
the blacks and the whites. If you plug this directly
into the base color, this is our noise texture, which is plugged
into the color ramp. If you increase the black, you can see the black
part increases. If you increase the
white from over here, the white will also increase, making a very
contrasting pattern. You can use this type of thing for various different results. If you now plug this
into the mixed color, you will see that we get
this very clear distinction of pattern between the
two inputs that we have because we have kind of used the color ramp node to
adjust the black and the white points of
the noise texture to make it look like
very contrasty. But obviously, for this type
of, like, dust patterns, we don't want it to be too
much like with contrast. So we will just move the color
stops away from each other so that we don't get that
much of contrasting looks. Make sure to have a little
bit of gap in between them. Select this color and
make it a bit brighter. We obviously don't want
the dust to be too much. Just like a subtle noise that is added to break up
the color a little bit. Now if you press F 11, and we can just give
it a quick render to see how everything looks. All right, guys, so the
render is done now. Once again, you can just press J to compare between the two. And although it is very subtle, you can see that we have added a bit of noise on
top of our carpet. Again, it is totally
up to your preference how harsh you want to
go with this effect. But definitely, I will
be just going with this very subtle
addition because I don't want my scene
to look like, very dusty or grungy. So yeah, I'm happy with how this has turned out.
Let's close this. We can select our sofas
now, click on New, and just rename this two
sofa and select all of these pillows and
select this one at last press Control L
and ink materials. For this one as
well, I will be just choosing a very simple color. Again, you can use my
coolor if you want to. So this is the color that
I will be going for. What I will do now is I will
open up this specular panel, and specular is basically to adjust these highlights
that we are getting. So you will see when I
play around with this, I can play around with the
highlights of my sofa, like when the sun hits this. So you can adjust this IR value. So I don't want the
highlights to be too bright because I don't know.
It looks kind of weird. So I will just decrease
this IR value to a very low number so that we get some of
these highlights, but not too much. Maybe something
like around here. And yeah, with this, I think our sofa material is
looking pretty good. Let's just sit safe, and we will continue adding more
materials in the next video. Thank you guys for watching.
12. Adding Glass and Fridge Material : Hello, and welcome, guys. So let's continue adding
more materials. Let's see. Let's move over to
the shading tab, and only a couple of
things are left right now. We can add the materials
to the fridge, and then we also need to add, like the window frames
over here in our door because right now they are like hollow. So let's do that first. It's pretty simple. We can come back to our layout tab and let's just select this
press slash to go into the local mode
and press tab, and then you can just
press one and hold all to just select this loop so that we can just press Shift
plus D to duplicate this, hit right click and then press B and separate the selection. Now, this is like
a separate object, press tab and press
A to select it all, and then just press F
to fill out this phase. Now we can adjust this
solidify modifier. To go kind of inwards like this. And then very simply, we have created our
glass right over here. Now in a similar way, let's just do it
over here as well. So I'll select it press slash
to go into the local mode, press tab and just do
the same things again. Press Shift plus D to duplicate, hit right, click, press B, and separate the selection. Select it all now and press
F to fill out this phase. We can adjust the thickness of our glass and just move it
a bit inwards like this. Let's put zero to go into the camera view and now head
over to the shading tab, and we have something like this. Now first, we can just select this and make sure to remove this material from over here so that we can create
a new material, and we name this two glass. Or rather we should rename these two windows or something. And we can add the glass
material very easily, you can do it from
over here as well, using the principle BSDF. So the way we do that is just select a transmission
and give it one first, and then decrease the roughness, and then you can
set the IOR value. So the IOR value for
a glass is 1.33. We can put that in. Now we have created the glass material. Let's add it over here as well. Search for Windows
and selecting. And, you can see very simply, we have created these windows, and the other way to do it
would be to just select it. It is also pretty simple. Let's delete the principle
BSDF and instead presif and search
for glass BSDF. So this is like a
direct shader that we can use for glass and plug
this in to the surface. And this will also will pretty much give you the
same results only. Make sure to just set the
roughness value to sorry, the IR value to 1.33. And with this, we
have our glass, but one problem that
we might be facing is that our light is being
blocked because of this glass. So if you just select them
both and press H to hide them, we can see like all
this light is being blocked because we have
added these glass. So it is pretty
simple to fix this. You just select it
and go over here in the object data
properties and under the visibility in
ray visibility, sorry, in ray visibility
just disable shadow. And as soon as you do that,
you will see light is being passed through
them and they are not really
casting any shadows. So we don't really
want our glass object to be casting
shadows like this. So we have turned it off. Now you might notice that the light is somehow really
bright for some reason. So what we can do is we
can just select our sun and we can go here and decrease
the strength for this. Let's see, we can go
with something like 1.5 or maybe a bit more. So around 1.7, I feel
like it's pretty good. Yeah. That feels nice to me. And then I will also
select our sofa, and maybe I'll decrease
the IOR level to 0.015 for the specular. If you remember we
discussed this option. This is basically
for the highlights. So if you set this to zero, it will be completely
flat like this. If you want it to look
this way, it's fine, but maybe we can increase
it to 0.01 or 0.015. We can select the wood right
over here as well and adjust the specular for it as well, because I don't want it
to look like very shiny. I think this way it looks really nice and the scene
feels pretty good. Let's just press F 12 once and quickly see the
render. All right, there. So the render is finished now, and I think our glass
material is looking right. Maybe if we want, we
can just increase the roughness for it a little bit so that it gets
a bit more like, let's say, visible because right now it might look like
completely transparent. So you can maybe just increase the roughness a tad bit like 0.05 so that it appears
to be a bit rough. Yeah, I think the
0.05 value is fine. Also, we can select our
sun right over here, and you can see we can
kind of see the sun disc. So we can just maybe rotate it a bit and move it
out of the frame. If you don't want
to see all that. But if you think it's fine in the scene, then you can keep it. But I will personally
just move it out like this by
rotating it a bit. All right, guys, I think the glass is looking
pretty good next. I will also add a glass on the top of our table just to make it look a
little bit better. So you can select the table
and select this phase, press Shift plus D
to duplicate this. Again, hit fight click and press B and separate
the selection. We can give this, I think the
same glass material or no, maybe we need to
create a new one. So first, select the
Bindows material and click on this icon to make
it like a separate material. Then we can just rename this
two last underscore table. We can go in our modifiers and first give it like
a bit of thickness. It's move it up like this. Yeah, now it's looking fine. Let's just press S and
scale it down a tad bit and we can move the bevel
modifier below the solidifier. Yeah, I think this
is pretty good. Let's see. You can see it is like a nice bit
of addition on our table. We can also maybe select the color and give it
like this blue color, decrease the saturation a lot. We just need a small hint of that blue color,
not that much. I'll increase the
roughness to 0.1. I think that is fine. We don't
want it to be too shiny. And, let's just give
it a quick render. So press F 11, press J
and then press F 12, we render it out and let's see the comparison. Alright guys. So now if you press J to
compare between the renders, you can see, our glass is
also a little bit foggy. Earlier, it was pretty
much like transparent. But now I think it's a bit
foggy, which I think is fine. And also we have
added this glass lab on top of our table, which I think is a really
nice addition as well. So yeah, I'm pretty happy with how the scene
is turning out. Let's just save and continue. We can now work on
our fridge material. First, let's select this and we can simply give it
the iron material. Rick this and select
this as well, press Control L and
link materials. Maybe I will just select this
and create a separate one. Name to fridge,
underscore handle. Select this one and give it the same fridge underscore
handle material, maybe we can make
it a bit brighter. So everything does not
look exactly the same. Yeah, I think that's better. Now we can select our fridge, create a new material.
We name this to fridge. All right, so now for the
fridge material as well, we will be doing
something similar. So we can select
our wood material, and I will just copy
this set of nodes so that we can use the same
edge detection method in the fridge, as well. So copy it up, come back
over here and paste it. Then we can basically just prehif and add in a
mixed color node. And we can plug this
thing into the factor, and this can go over
here in the base color. With this, what we
can do is we can set the color of our fridge
to whatever we want. And then we can also
adjust the color of the outlines right over here. Like, if we have
something like this, then we can make these
outlines a bit darker. Also, I will go from 0.999
to something like maybe 0.9, just so the outlines
are not a lot. As you can see
with this, we have a pretty decent looking fridge
material, right over here. Right. So now maybe
we can press F 11. This is our cold render, so press J and then press F 12 to give it like
a quick new render. Again, the render is done. You can just press J to compare. And I think this
material looks fine. I think it looks pretty good. We can also add a bit
of noise on top of it, like we have done with all of
the rest of the materials. I think that would look nice. But besides that, I
think even if you keep it this way as well,
it looks pretty good. So to add a bit of noise, we can press Shifty and
search for a noise texture. And first, let's just plug this in directly into the base color. So we get something
like this to make it appear a lot more
uniform on our fridge, we can select it and press Control and then we can just plug in the object
texture coordinate. Also, if you don't know
about this shortcut, I don't think I
mentioned this earlier, selecting any of the
texture and then pressing Control we'll bring this mapping and texture
node automatically. If this does not happen for you, you can go into edit preferences and just make sure to enable
node wrangler add on. This one is a pretty useful
and an important add on. So enable it, and it will
give you all kinds of different shortcuts in your
node editor. And yeah. And now you can see that we get really decent uniform scale for our noise using the object
texture coordinate. So yeah, now we can add this
noise on top of our fridge. First, let's just
decrease the scale so that maybe somewhere
around here for now. Then we can just also
press Shift A and search for a color ramp
node and add that. Using this node, we can control the contrast for our noise, like how sharp we want
these edges to look. I think that's pretty good. Let's try adjusting
the scale a bit. What I will do is I will
decrease this detailed value. So what this will do is this will make the noise
look a bit more fluffy. Earlier, it looks like pretty
like this way detailed. So just make sure to decrease this value somewhere around
0.5 maybe and that's fine. I maybe adjust a little
bit of the scale as well. Yeah, I think
something like this. Then finally, let's just plug this back in and then we can use another mixed node so that we can control the
color for our noise as well. So just press Shift A, add in a mixed color node. We'll plug this into the factor. And then you can plug
this result into the A and we get
something like this. So the edges part is still being controlled by this
mixed color node. But now the overall
base color for our fridge can be
controlled by these two. Like if you make them
first completely white, and then we can give
it first a bit of hue. So make it beige like this. And then maybe we can give
it the same color first. So copy this code from the top one and
paste it right over here. And then you can just
basically make it a bit darker to add some color
variation on top of it. Obviously, it won't be
that visible because a we are going for, like, a very
faintish like noise. We don't want it to
be too apparent. So that's why it won't be like
that visible straightaway. But I think even adding it a bit would give it like a nice bit of realistic
touch to our material. If you press F 11 now, press J and replace this old render with the newer one so that now we
can compare it. All right, guys, once
again, the render is done now if you zoom
in over here, press J. You can see we have added some areas of noise
on top of our fridge, which makes it look a bit more like realistic and
just a bit dirty. Earlier, it looks
like completely flat. But yeah, this way, I think
it looks a bit better. Obviously, again, as I said, these things are totally up to your preference if you want
to go for this kind of, like, cleaner look or
like a bit of noise. You can maybe make
it even, like, very grungy as well where
you add lots of noise to it. That's totally up to you
how you want to do it. Maybe I will just
decrease sorry, increase the saturation a tad bit to make it a
little more yellowish. Not that much. You
can maybe increase it to 0.18. All right. So with that, I'm
pretty happy with how the fridge material
has also turned out. One thing that I
will do is, at last, we can add in the iron material right over here at
this bottom part, just to add a bit of variation. So click on this new slot first, press tab on your fridge and
select these three phases. This one, this
one, and this one. Then you can select over
here, create a new material. Instead of creating a
new material, sorry, let's just select the iron
material from over here, and then you can hit assign. And this way, the iron material will be added right over here. Maybe we can add the iron
material over here as well, press tab and select
this hold dot, select this completely hole, shift enaugt and select this, and then again, hit assign on iron so that we get
this kind of look. I think this way it
looks pretty good. Let's just hit save
and with this, I think our fridge
material is also done, and we have added all the
materials on like like on the basic models for our environment from the
next lecture onwards, what we can do is we can
start working on the props. We can slowly start populating our scene because right
now we have created, like, all of the major props, but we still want
to make this room look a bit more lived in. So we want to add,
like, a lots of props. Like, we can add
some books right over here, some
stuff on the table, some stuff on the balcony, and that will give a lot
more life to our scene. And with this, you
can just press J, and again, compare your render. And yeah, I think overall,
everything is looking nice. So let's just sit save,
and we'll continue from here in the next lecture.
Thank you us for watching.
13. Modelling the Balcony Chair : Hello, and welcome guys. So now that we are done adding the materials to our main
assets, in this lecture, we will start by adding more small props
into our scene to detail it up a little bit more and to actually add
life into our scene. So if you go into the
reference images now, you will find this
chair reference image. Let's just use this to create our small balcony chairs that we can place
right over here. So I'll press one
for the front view. Make sure to press Shift
plus and then cursor to world origin to bring the
cursor right at the center, press Shift A image and
go into the reference and select your hair
front reference image. Let's move it back,
and then we can press slash to go
into the local mode. Then press three for
the right side view, press Shift A, and again, add the side view. Let's move it right over here, and then we can simply
start to create it. Press Shift plus A
and add in a queue. Press tab to go
into the Edit mode, press Control R and hit right click to just
add it directly in the middle and enable Xray and just select all
of it on the left side. Delete the vertices and
add in a mirror modifier. Then you can basically
just adjust it on one side and the left side
would be done automatically. Let's press three for
the right side view, and we can select all of
it on the top, press X, and delete the vertices, and then just select this, place it over here, select this, place it over here. Select them both and press
E to extrude it out. And just match it with the reference image
again, select them both, press E to extrude them out, place them right over here. And once again, we can
just extrude them. And this time just press
Control plus B to bevel it out. Make sure to press tab, press
Control, apply the scale, and you will see that
we get this phase in between like Q over here. So we can just
delete this quickly. So select this phase, this phase, and this phase. Press X and make sure
to select only phases. Because if you select ortics everything would be
deleted like this. So press X and
select only phases, and then you can specifically select these two
edges as well and press X and delete
the edges. All right. Now we can press three for
the right side, w press tab. Enable X rays, select
these two vertices, press Control B and bevel
them out like this. Okay. Make sure to just
select these two only. So just select these
two edges and then press Control B and
bevel it out like this. All right. Pretty good. Now what I will do is just to make
it a little bit smoother. First, right click and
shade or to smooth this and also add a
subdivision surface modifier. Now it will kind of
collapse like this, but we can easily
fix this by pressing Control R and adding one
edge lobe right over here, one edge loop at the bottom. Then we can just select
these three faces, press I to insert this. Then we can maybe extrude
it out a little bit. Then inset this once again, just to add some supporting
loops like this. And finally, press Control
R Add one edge loop right over here. Add one. Let's see. We can add one
over here and one over here. Let's increase the
subdivision two so that it gets a little
bit more smoother. And now I think it
looks pretty good. Press three for the
right side view and select this press
Shift plus D to duplicate and rotate it like this and match it with the
angle right over here. And now you can see that it does not fit in with the
reference image properly, but we can just press tab now. Press one forwards, select it all and just move it
back right over here. Maybe rotate it a bit
like this to kind of fit it better with the
overall shape of this. We can maybe press
Control R and add one edge loop right in the
middle over here and move it a little bit upwards like
this and just rotate it to kind of fit it with the
overall curvature of this. And now I think our seat
is looking pretty good. Kind of get a little bit
shading problem over here, we can maybe add one
more supporting loop that fixes that. All right. Now I think I'm pretty happy
with how this is looking. Let's create the rest
of the stuff now, press Shift A and add in a single word, add
a single word. If you don't get these options in your
mesh and curve menu, you can go to edit preferences and under the add on section, search for extra
objects and just enable extra curve objects
and extra mesh objects. This will basically add extra objects in your
Shift plus A menu. I delete this vertice and press Shift A and
add it once again. Make sure to press
one to go into the vertice select mode and
place it right over here. Press E now to extrude
it out and just move it like this and try to match with the
reference image simply. I select these two ends, press F to join them, press A to select everything and press F to fill out this phase. Now, if you move it
right over here, press tab, and sorry, press E to extrude
it out like this. Maybe this merge is pretty good. Go to object, set
origin origin Geometry. I will right click and
shade or to smooth this, and then we can maybe
add in a Bewl modifier. Increase the number of
bevels at just the amount. Enable hardened normals,
move this upwards. And yeah, I think
this is pretty good. We don't have to do
too much for this. Now just select it and
add in a mirror modifier. And to make sure the mirror
modifier is working properly, you just select
this dropper tool and select this cube
as your mirror object. And now it will mirror
the legs perfectly. Let's give them a little
bit more thickness, just a tat bit more. Yeah, I think
that's pretty good. Press three, and let's see
what we need to add next. We need to create these legs, so press one for the
front view for them. And I will select these two, press H to hide them. Select this as well,
press H to hide it. Let's create these
front legs now. So again, press Shift A,
and I will just add in a single word and move
it right over here. And again, press E to extrude it out and quickly match it
with the reference image. Let's make it something
like this right over here. Now, once again, just
select these two, press F and connect them. Let's just press
G and Z and move them upwards, press S and Z, and you can type in zero
to kind of flatten them out and make sure they are
perfectly a straight line. Press A to select everything and press F to fill out this phase, and you can press plus H
to bring everything back. Let's press three, and
let's select this first, press tab, and we have it
somewhere around here. We can just maybe give it
a bit of thickness first. And then we can just rotate it, go to object set origin, origin to geometry,
rotate it like this and match it with
the reference image. Scale it up a bit, press tab and make sure all of the
back faces are selected. Press G then Z, sorry, press G then Y and Y
once again to move it in the local direction and just
give it. Is much thickness. Yeah, now we can just add in a mirror modifier to this and select the
mirror object as this. And this way we have created
our table legs as well. Now we just need to
create the arm rest. So again, press
Shifte add in a cube. Let's scale it down,
enable X ray, press tab. Place them roughly according
to the reference image. Press one for the front view and bring this right over here, and this one right over here and just make them
something like this. Let's see. I'll press
seven for top you, press tab, enable X ray, and just move this back part
to the right a bit like this so that it does not
collide much with the seat of the chair like this. Now we can just add in another
mirror modifier to this. And you can select the
mirror object as this. Now chair is pretty much done. We just need to do a couple
of adjustments to this. We can select this bottom edge, press Control B
and bevel it out. Make sure to apply
the scale first. Press control, apply the scale, select this part,
press Control B, and bevel it out like this. Then we can maybe
select this edge, press Control B, and
bevel it out like this. I think this is
looking pretty good. Right click and shade out
of smooth, press tab. I'll select this edge and just move it to the right a bit. And yeah, I think that
chair is ready now. We can finally just add in
a bevel modifier to this. Add in a bevel modifier, adjust the bevel amount and
enable hardened normals. Press one for the front view. Let's quickly just select
it all and hide it. Press one now, and let's
create this part as well. So again, add in a plane,
rotate it like this. Enable X ray, move it down, and scale it down as well. Press tab, press Control R, and add edge loop
right in the middle. So hit right click and just
delete one of the sides. I'll select this press X
and delete the vertices. Now just select the right side, press E to extrude it out. Press S then Z and scale
it down just a bit. Again, press E, and X to
lock it on the X axis, and just keep on
moving it inwards while you are scaling
it down on the Z axis. Something like that. And we
can add in a mirror modifier. Press plus H, bring
everything back. Let's select it. First, let's
give it a bit of thickness. Place it right about here. I think we need to delete that phase here select
this phase carefully, press X and delete only phases. Now, rotate it on the
X axis like this. And we are good to go, I think. Again, shade smooth
this and let's add in a bevel modifier to
make it a bit smoother. And yeah, our balcony
chair is basically done. What I want to do at last is I just want to
make the height of this chair a bit
smaller because I think this back part looks
a little bit taller, so I'll just move
it down like this. Enable Xray and just move
it down till here roughly. I think this looks a bit more
proportional for the chair. Yeah, I think this is
fine, Let's just sit save, and now we can press Shift A, add in empty object, so add in a plain
Axis empty object. Select it all and make sure to select your empty
object at last, right click and go to
parent and Select Object. Now we can just easily
move this around. Press lash to come out
of the local mode. Let's press seven for top
you and bring our chair out. Let's go into the
viewboard shading. And I feel like this
is a pretty good size. Let's just select it all. Let's come back over here,
make sure to select it all properly and deselect any of the extra objects
by holding control. Then press Shift plus D and
you can place it around over here and just roughly give
it a bit different rotation. Or maybe we can make
it phase this way. Again, go back into your board shading
to see how it looks. And yeah, I think, personally,
it looks pretty good. I think it fills out
the scene real nicely. And now finally, we can just add in the materials
to this with that, everything would be perfect. Before that, make
sure to select them all and move them into
your outlines collection. Only that way we will get to see the outlines added to them. If you press F 11, Okay, we already have the
older render over here. So first, let's just
select our seat. Select this part and go
into your shading tab. And then we can give the
sofa material, I think, search for sofa selected, and now select all of
the parts of the seat. Then press Control L and L link materials so that all of them have
the sofa material. And for this part, we can obviously add the wood
material to this. So make sure to select
it all properly. Et's select this thing
also behind this. And yeah, now make sure
to select your wood, so we can select
this part, suppress Control L and link
materials once again. And now I think
chairs are also done. So let's just press F 11, press J, and then press F
12. Okay, first, sorry. Once again, I'll just quickly move them to my
outlines collection. So just select it all. Select
all parts of the chair, Hold shift, select it
all, hold control, and deselect all of
the extra objects. Now you can just press M and move this to the
outlines collection. Now we can safely press F 11, plus F 12 to render it
out. Alright, guys. So the render is
done once again now. And yeah, I think the addition of the chairs is pretty nice. It gives the scene
a bit more look, and the balcony was
feeling pretty empty. So now that we have
added these chairs, it looks pretty good. In the next video, we
will keep on adding more props like adding
some cardboard boxes, adding some books
right over here, some snack boxes or, like, cup noodle items. So yeah, we'll
continue from over there in the next video.
Thank you guys for watching. Let's just sit save, and I'll
see you in the next one.
14. Creating the Books and Boxes : Hello, A, welcome, guys. So let's continue adding
more props in our scene. But first, I just quickly
want to fix up a couple of things in the chair that we
created in the last lecture. So let's just select these two reference images, and first, let's just press M and move them to the reference
Images collection. And I will just
select my chair now. So just select all the parts, and then you can press slash
to go into the local mode. And what I basically
want to do is if you look over in
the Viewboard shading, chair currently looks
kind of like this, but what I want to do
is I also want to add the wooden material right
over here on this area. So let's just add
the wood material to both the seats over
here on the sides. So to do that, you can just hold out and select
all of these loops. So hold shift and ought and just carefully select them all. Select this as well, then hold Shift and just select
these front faces. And now let's just go into
the material section, create a new slot and search
for the wooden material, so select the wood underscore sofa material and
hit assign now. And this way, I think
Archer looks much better with the wooden part
added over here on the side. Let's do this right over here. Again, hold Shift andaut and just select all
of these loops. Then just hold shift and
select all of these spaces. Again, let's create
a new material slot and select the wood
sofa and hit a sign. And this way, our chair
looks much better to me. Let's just hit save, and then we can select
it all once again. Hold control to deselect all of the extra objects and then
press Shift plus D and copy it right over here because this one does not have the wood added
over on the side, so we don't want to do
it again and again, we can just move it over here and just select it
all and delete this one. And this way we get the chair added on both sides with the
wooden part added over here. Let's adjust this
up a little bit. I want to move it
right over here, and let's move this down
because as you can see, it was flying in
the air earlier and select this one as well
and just move it down. Let's see. I think something
like this looks pretty good. So let's just safe for now, and then we can continue with adding the
rest of the props. All right. I think this is fine. Let's just add some
books right over here so you can open up the
reference images folder. And if you look over here, you will find this
books reference image. So we can use this to
create some freed books, which is, I think, pretty cool. So let's come back
to our solid mode, press one for the front view, press Shift A and search for
the image reference and just select the reference
image of the books. Let's move it over
here on the side, press Shift A and add in a
single vertice like this. Press one for vertice select
and place it right over here at the start of this book, and then you can
simply just press E to extrude it out and kind of, like, trace out these
books like this. I'm roughly creating the
shape of the books just by pressing E again and again and tracing
out it completely. So this is a pretty
simple and nice method where we just directly
use this type of image, and then we can create whichever book we
want to using this. So let's just trace
it out completely. All right, guys, we
are done now and let's just press E and
extrude it till here, and then press E and move
it right along the X axis. And now you select
this one and this one, press F to join them together. Press A to select it all and press again F to
fill out this phase. And then we can just extrude it like this to
give it thickness. And now we have created
this tab of our books, and to give it
like the material, go into the shading tab, create a new material,
rename these two books. And then you can
just press Shift, go into your viewpot shading, press Shift and search for image texture and plug
this in in the base color. And then click over here and search for the books
image texture. Select this one. Right away, it won't really work
properly as we expect it to. But let's go into
the UV Editing tab, and then again, just
enable viewport shading. And now what we need to do
is we need to UV unwrap it so that we can match it with the image right over here. So you need to press one so that now you are
in the front view because we are going to be UV unwrapping it from this
particular view only. Press A to select it all, press U and go into the UV and wrapping menu and you can select
Project From view. This will basically UV and wrap this particular model exactly from this particular view
we are looking at from. So press and select
Project From View, and you can see we get this
exact shape that we created, and now you can scale it up or down to match it with the books. You can also select
the image editor right over here and select the books dot JPG so that you can easily match it
while looking at them. And you will see if
you just scale it up and now try to fit
it all like this. And yeah, as you can
see, it works perfectly. Now we have got our books model, and you can see it
looks pretty good. Obviously, it looks kind of like stretched from
right over here, but that won't really be
a problem in our case because we are
going to be fitting them inside right over here. So we will be fine from
that point of view. And with this, our books
are pretty much done. Let's extend this
a bit like this. And this is the great thing about using project from view. So make sure whenever you
are using Project from view, you are in the
appropriate angle. If let's say I selected
it from over here, press Tab, press A to
select everything, press U and then hit
Project from view, you can see it will give me the exact projection
of this angle from wherever I am looking
at the model from. And now we have got our UV
and wrap something like this. If I used it from this angle, then press U and
project from view, then I would have gotten
it something like this. So you get the point.
Let's just undo this so that we get back our
books like this. And now you can just
select this and select the TV cabinet, press slash to go
into the local mode. Let's press three for
the right side view, rotate this like this,
and scale it down. Go to Object set origin origin, geometry and scale
it down like this. Place it right over here. And you can see it fits
perfectly like this. Now, the only problem is that
the books are pretty small. We cannot really complete
the entire shelf. We can press S then Y and
scale them up like this, but that won't look good because then it
looks pretty weird. So let's undo this. We
can also duplicate them like this and create
multiple copies of them. This kind of looks fine, but it might look like
a bit repetitive. So if you don't want to do this, you have, like, a
couple of options. One of them is to just go
on Google and find, like, more similar images from
this angle and then create, like a couple of more books, and then you can have,
like, a bit of variation. But the best thing that
I will do is to, like, save up a bit of time is
you can, like, first, maybe S then scale
it up just a bit on the Y axis like this so that
it does not look weird. And then you can press
Shift plus D and press Y to duplicate it and
place it right over here. Now to switch up the look
of them a little bit, there is a nice little
trick that we can use. Just go back into
the shading tab and select your books over here. So let's select this
one and click on this icon and rename these
two books under score two. And what I will do
is I'll shift A and search for a hue
saturation node. Add in a hue saturation node
and put it right over here, plug this into here and plug the color
into the base color. This way, what we
can do is we can control the colors of
this particular object. So let's say if I increase
or decrease the saturation, you can see it reacts
right over here. You can increase or decrease the brightness of them as well, and you can increase or
decrease like the hue. So this will give it completely
different random colors. You can see earlier it
was something like this, but if I change the hue
value a little bit, it will give me totally
different colors now and the books look completely unique because we have changed the
colors a little bit. You can also play around with the saturation a little bit. And, you can see how easily we get a completely
new set of books. You can select this press
S and Y and type in minus one to flip the books
like this and then again, duplicate it, lays
it right over here. Let's scale it down a bit, just so it fits like the shelf. And then again, just select it, click on this once again and rename these two books
under score three, and then you can again
just play around with the saturation or sorry, the hue value and give it
completely new colors. This way, you can see, we get a really unique
look of these books. And this way, I think
they look even better because all of them look
pretty much similar, but because they have
different colors, it looks like we have different
volumes of the same book. So this way, it gives it
a really nice effect. And yeah you can see we have filled out our shelf completely. And I'm pretty happy
with how this looks. Let's bring this
out a little bit. You can give it up with
render if you want to. Press F 12 just to see how everything looks. Alright, guys. So the render is done
now and we can see the changes we made to the chair I think
look pretty good. And also the books right over
looks really nice, as well. This way, we can keep on adding more props to give a
bit life to our scene. Let's move ahead, hit Save. And next, I will create some simple cardboard boxes that we can place
around in some of these empty areas to make
it look like someone has recently moved into the house and yeah just
make it look that way. So again, cardboard boxes are really simple to
create press Shift A, add in a cube, and you
can scale this cube down. Let's go back to our
layout tab and select this press and move this to the reference
images collection, and then you can just select
the cube that we just added. Let's move it out.
Scale this down, and we can scale it
up a bit like this, just to give it that, like, a little bit of rectangle shape. And now just press Control
A, apply the scale first, press tab, press Control R, and add edge loop
right in the middle. Now you can just
press two for select, select this edge, press X, and delete the edges. This way we get
something like this. Now again, select
them both, press E, and hit right click, press, then Y and scale them
both inwards like this. We do this just so we can
create these two flaps that we can kind of control and
create this cardboard box. Look. And yeah, as you can see, this looks pretty good and pretty similar to
a cardboard box, so it was pretty easy to create. Now you can just add in
like a solidify modifier to this to give it a bit thickness, enable even thickness
and enable complex, I think, and decrease the thickness to a
pretty low number. I think this is
pretty good. We can also add in a bevel modifier if you want to apply the scale, enable harder normals and
decrease the bevel amount. A pretty low number. Yeah,
I think this is fine. Now we have created our very simple looking cardboard boxes. Let's move them in. Place
one right over here. Tail it up a bit. Duplicate this and rotate it like
this, scale it down. Press tab and just move around
the flaps a little bit, just to give it a
bit different look. Yeah, that's fine.
I'll duplicate this one and place it
right over here as well. And we can select these two and move them
right over here. Just move them around a
bit, scale them down. And again, you can just rotate and scale and try to fit them up a bit better in your scene. And this just with
these, some extra props, it kind of, like, fill out the loop of our
scene a bit better, and let's just simply give
them like a simple material, just the flaps of this a bit. So, that's pretty good. Let's just go back
into the shading tab. Let's see how it looks first, and then we can give
this like the material. So select it, click on New and rename this two
cardboard boxes. Again, the color that I
will be going for is I'll simply copy the code if
you want to use the same. You can do that. This is the
code that I will be using. Let's just paste it
right over here. And you can see this is like a pretty nice cardboard color. So let's select them all,
like all of the boxes we just created and select
this one at last, press Control L and link
materials. Just move this down. Yeah, as you can
see, the scene looks pretty filled out with
the addition of this. Yeah, I'll select this one. And I will, like, kind of
adjust it up a little bit. Yeah, I think this way
it looks pretty good. Let's just hit save
and we can press F 11, press J and give it a quick render to see
how everything looks. Alright, guys. So the
render is done now, and you will notice
that earlier, everything looks a
little bit too empty, but with the
addition of this, it looks like nicely filled out. And similarly, we
will keep on adding more props to populate
our scene a bit. And yeah, let's
just select all of these boxes and make
sure to move them. Into the outlines collection so that the outlines
show up on them, so press and move them
to the outlines section. Let's just sit save now, and I think this
much is pretty good. For this lecture,
we'll continue from here in the next one.
Thank you for watching.
15. Adding Cup Noodles : Hello, and welcome, guys. So let's continue
creating some more props. So if you will go in the
reference Images folder now, you'll find these cup
noodle reference images, so we can use these to
add them into our scene, I think it would be like
a nice bit of addition. We can add, like, a
couple of them on top of the fridge and we can add them on top of our table as well, like, showing that someone
was about to eat them. So yeah, let's create that. Press one for the front view, press Shift tape
and add the image. So add your reference image. Select this one, and then we can simply just press slash to
go into the local mode. And creating this
is pretty simple. You press Shift A, and
let's add in a cylinder, and we can press tab
and enable Xray. Just select the top part and scale it up and just
move it till here. Let's create
something like that, and then we can select the
bottom part and move it down. And again, just scale
it up like this. Perfect. You can now
select the stop part once again and just
extrude it like this. First press three,
select this face, press X, and delete the pace. Then you can hold all, select
this loop, and let's see. We'll just maybe
extrude it like this, hit right click and move
it upwards a little bit, scale it out, and then again, press E, hit right click, and then move it downwards
and scale it out once again. Just to create like
this a small lip and now we can just hold on, select this loop in between, and press Control B to bevel
it out like this. Perfect. Right click and shade
all to smooth this. And now we have our very
simple like cup noodles shape. Let's add a bunch of
edge loops over here. And then we can
simply U and wrap this to add the material
using this texture only. So how we'll do that, you go
into the material section, click on New and rename
this to just cup noodles. Let's come over to
the shading tab. I'll just press slash to go into the local mode and then press Shift and search
for image texture, add this and plug this
into the base color. Let's view it in our viewboard shading and then select the image
texture as this cup noodles. Select this, so
you can see it is not really working
how we want it to. So first, we need to UV
and wrap this properly. So come into the
UV editing space, and then you can just select your cup noodles and press slash to go
into the local mode. Let's remove the bookstore
JPG. We don't need it anymore. Press tab, press A to select
everything, and again, press one for the front view, press U, and then
project from view. Now you can just select the cup noodles PG so that you
can easily adjust it. Enable the viewboard shading. And if you now scale it up, you will see that
we have perfectly added our material over here. It might be a little bit problematic just over here
where the seam is present. It might be like stretching
out a little bit, but I don't think it
would be that big of a problem because we will
be looking at it like this, let's say, like, kind of,
like, pretty far away. So from over here,
as you can see, everything looks
pretty much right. If you like zoom in a lot, then we see a little bit
of issue along the seams, but I think this
much is pretty good. And now we can create
the top portion of this to cover the lid. So come back to layout. Now I will press seven
for the top view, and we just need to add this reference image to create the lid for
the cup noodles. You can press Shift A and add in your reference image like this, and then you can simply just
place it right over here. Then we can press shift and
add in like a simple circle. Let's move this to the side. I don't really
think we need this. You can just bring this
circle in, scale it up, press tab, press F to
fill out this phase. And I think this very
simple looking lid is fine. We don't really need to
do too much with this. I will adjust this part a little bit, move
it up like this. I think something
like this is fine, we don't really have to go into creating this
type of shape. I think this is fine. Then we can just simply select
it, create a new material, and rename this to cup noodles, underscore top and go
into the sharing tab now. Let's select them both. And then you can
select the top part, press Shifte add in
the image texture, plug this in and select
the cup noodles to image. Now, it does not
really work properly. So again, you need to U
and wrap this properly. So press A select everything, press seven for top view, press U and project from view. This way now you can just
select it all and scale it up cover in the reference image. I think something like
this is pretty good. We don't really have to be too accurate with these
things because obviously they will be a very
small prop in our scene. So now select them both, press and move them to the
reference image collection, and we can just select
move it right over here, press Shift plus D to
duplicate and create another copy of it and come
back to the sharing tab. Now we simply need to use the like these textures to
create the variation for them. Select this, click on here to create a new
material out of this. And then you can just
click on here to openimage and just
select this one, and you can see how
flawlessly it works. Now we get the different
type of cup noodles. Select this one now,
again, click on here, and then click on the open Image icon and just
select this one. And this way we have
very simply created these two different
cup noodle items. Also, if you are
wondering how I found out these cup noodles images and use them as
textures, basically, I just went on to
Japanese Amazon and just search for
this noodle box query, and then you can find all
these different types of noodles where you find these, like, nice textures, which
are perfectly straight, and you can use
them very easily. Like, you get the top part, and you get, like this
front part also. So you can use all these
textures to create like various different like variations of them if you want to
experiment with that. So yeah, as you can see, these are the ones that I use, but you definitely get a lot of variation right over here. This is a really nice
way to find textures. Just go on to Amazon and search for that
particular product, and you might find some nice reference images
that you can use. Let's close this now, and
then we can select them both and just press Control
J to join them together. Do it for this one as well, and then you can just scale it down and let's bring
them into our scene. Zero to view through your camera and bring it right over here. Where is the other one here? So what I will do is
I will place one of them like this
right on the table. Definitely need to at
just the size of them. Yeah, I think this
feels pretty good. Maybe increase it
just a little bit. Okay. Yeah, I think that's fine. You can also copy the scale
of two different objects by just selecting this one
and then selecting this one, press Control C, and
then select Copy scale. So I did it in the opposite way. You first need to select this one and then
select this one, press Control C, and
then copy scale. If you're wondering
where I'm getting this Control plus C menu from, basically, this is the
copy attributes, add on. You can go into preferences
and just select your add on section and then
search for copy attributes. If you find it right over
here, you can enable it. This is like a 80
nice add on to use. Both of them are
of the same size. I don't think we should be
placing both of them together. Let's just move this one right
over here on the fridge. Rotate it like this. Maybe I'll increase the scale of
this just a little bit. I kind of feel like
it was pretty small. Yeah, this feels
pretty good to me. Let's select this one,
scale it up just a bit. Now pressure plus D, move it right over here and
place it alongside this one. Instead of placing it like this, maybe we can just, like, give it this kind of
placement where we are just placing it
sideways on the fridge. I think that would
also look fine. You can press R then Y and Y once again to rotate it
on the local direction. Rotate it just like this maybe. Yeah, I think this
feels pretty good. Then we can duplicate this
one as well once again and maybe rotate it something like this and place
it right over here. Make sure they are
not really, like, uh, colliding with
the fridge a lot. Yeah, I think something
like this is pretty good. It adds a nice bit of
randomness to our scene. Place this one like this. It save. Maybe I'll duplicate this one and place it
right over here at the bottom and move it in so that we don't see it that much, just a little bit. Yeah, I think this
is pretty good. Make sure to select them
all and just put them in the outlines collection because then only we will be
getting outlines over them, select them all, press and move them to the
outlines collection. Let's sit save, and then we also have the snack
Box kind of thing. We can create this one as well. Again, it is really
simple to create. Let's just go into layout tab, press slash to come
out of this mode, and we can just
simply add in a cube. And then we can I will just drag and drop this
image in here. Enable X ray and kind of, like, scale it up just to match with this
front side like this. I think something like
this would be fine. We just need to UV
and wrap it properly to fit it with the texture. Now, you can just
create a new material, rename these two
snack box and go into your shading tab add in image texture and
just select this one, plug this in, and it will
give you this type of result, you can come into
UV editing now. Let's cross this out and
select the proper texture. Now what you do is you press one for the
front view first. This time, instead
of UV and wrapping it projecting from view
just press Control, apply the scale, press U, and then just hit like
a Smart UV project. Hit wrap, and you will get like this, like
all these phases. Then you can select
the front face. So this one is the front face, and now just try to, like, adjust it on your own. So press S then scale it up. Just like this. And you can see it is in the
wrong orientation, so I'll just rotate
it like this. You can do it even here as well, like rotating the
face in the UV. I'll just do it right over
here. Something like this. Then we can keep on selecting the faces to select this one. You can see now we can
just adjust it and move the face around to give
it the proper UV texture. So now, as you can see the face is in the opposite direction. So just select your
face in the UV space and rotate it like
this by 180 degrees. And now it would be straight. All right, that's pretty good. Then we can select this
face right over here, to select this one and
place it right over here. Can adjust the size of this. Now we get something like this. For the back face, I
think we can again, give it like the same as the front one. I think
that would be fine. Make sure to select it
all and rotate it by 180 degrees so that it is
like the proper orientation. And now simply for the
top and the bottom one, what we can do is we can
just press tab, select this, and just move it
right over here in the white space corner so that we just get a proper
white background, like for the top and
the bottom part. We don't need to,
like, glo too much. And yeah, very simply,
we have created this. Let's just move it
into our scene. Press and move this to the outlines collection,
scale it down. Let's rotate it something
like this and place it right behind our cup noodles
on top of our fridge. I think this way, it is fine. It adds a nice bit of
value to our scene. I think this way, it is
pretty good. Let's just save. And now we can just give it like a quick render to see
how everything looks. Let's come back to layout PressF 12 and just render it out. Alright, guys. So the
render is done now, and yeah, I think it looks nice. We didn't really render the
old version where we can see, like how it looked without
adding these props. But I think the addition of
these props is pretty nice. It fills out our
scene really nicely, and I think this
much is pretty good. For this lecture,
we'll continue working from here in the next one.
Thank you for watching.
16. Creating Tray and Utensils : Hello, A, welcome, guys. So let's continue working
on some more props. But before that, I just
quickly notice that the bottom of our cup noodles
is looking pretty weird, and I think we can just fix it by adding a weighted
normal modifier. So let's just do that. You can select them and add the
weighted normal modifier. And you might notice
that we still get some shading issues right
over here at the bottom. So we can either just
select this phase, press I to insert
this and give it like a close like loop just
to control it all. And as you can see,
that fixes it. So you can select them,
select the bottom part, and press I and
just insert it like this and give it like
a supporting loop. Let's do this one as well. And you can also add in the weighted normal modifier to completely fix all of
the shading issues. Yeah, these are fine.
Let's select this one. Move it upwards a bit. Press slash to go into the
local mode, select it, press I to insert it and give
it like a supporting loop, and then just add in a
weighted normal modifier. Pretty good. Let's do it
for this one, as well. And add the weighted
normal modifier. All right, so now we are done with this. Let's just sit save. And what I will do is,
let's try to fill up the table a little bit because right now it
looks kind of empty. So what I was thinking
was that we can add in maybe a bunch of
utensils and a tray. So if you go into the
reference images, I have created these very
simple utensils that we can add in and we
will be using these. So let's start first
what I will do is I will just
select this table, press Shift plus
cursor to select it, and we can simply
just add in a cube. So press Shift A
and add in a cube. Now you can just scale
this down obviously. And first, let's just create
a very simple looking trait. Scale it up something around here, and then we can scale it
up a little bit on the X as well to again
somewhere around here. Then scale it up a
bit on the z axis. And to make it look a
bit more interesting, first, let's select
it press Control, apply the scale, press tab
and select this top face, press X, and delete the phase. So that we get
something like this, I'll maybe reduce the height
of it just a little bit. And then we can apply the scale, press tab and select
all of these phases. Hold all and select it all and
then press I to inst them, and you will see it will
insert it this way. So press I once again to insert them individually and
create something like this. And now what I want to do
is I basically want to create a rounded shape
around these edges. So now if you press
Control plus B, which we usually use to smoothen
things out to add bevel, you will see that it
won't really work properly because it is
creating a bevel this way. So for this one, we need
to bevel the vertices. And the shortcut for that
is Control shift and B. You will notice now
when I bevel them out, I am beveling out
single vertices. I can increase or decrease the vertice count by moving
the scroll wheel upwards. So we can maybe give it
like one or two segments. I think anything more than that would be a little bit too
much. I think two is fine. Bevel it out till
here and now we have created these rounded
shaped faces. Now select them all, press
X and delete the faces. This way, we get a little bit
interesting looking shape for our tray, and then we can add a solidify modifier to give it thickness. You will see it kind of not
working properly over here. So just switch to
the complex mode and that will fix that issue. And we can just give it
like thickness outwards. Instead of going
inwards like this, go outwards this way. I think this much is pretty
good and we can move it down. This will be like a
nice look on our table. You can move it right over here. Next, we can add in a
bevel modifier, as well. So add in a bevel
modifier, apply the scale, enable hardened normals,
and right click and shade auto smooth
to fix these issues. So shade auto smooth
this and move the smooth bi angle modifier on the top to fix
this shading issue. And yeah, with that, we have got a pretty good looking tray. Now I'll just select it, press slash to go into the local mode, and we can start by adding in the reference image
for our utensils. So press Shift A, go
to image reference. And let's just add
this right over here. So let's just scale
it down to kind of fit it within the
reference image. I think this much
is fine. And these are pretty simple shapes. So select it press shift
plus cause it to select it, press shift A and start
by adding in a cylinder. Let's scale this
down, enable Xray, and you don't have to do much, you just need to
match it over here, press S to scale it up, match it right over here. Now press tab. Okay,
first apply the scale. Now press tab, select
this bottom loop. And just maybe move it upwards over here
and scale it down. Again, press E to
extrude it downwards, scale it down like this, and we can maybe move it till here. Press E and bring it out till here and scale it
outwards like this. You can see how easily
we created that shape. Now what we will do is
basically we will add in like a bevel modifier or maybe just manually add bevel to smoothen
these shapes out. So you can press tab and
select the top part, press X, and delete the faces, just to give it
that glass kind of look and then we can
maybe right click, shade or smooth this
first, press tab, press two for select, hold on, and select this loop completely, press Control B
and bevel it out. Perfect. We can create
this smooth looking shape, and let's do this right
over here as well. Just press Control
B, bevel them out, and I will do it right over
here, just a little bit. So hold on and select
this complete loop, press Control B and bevel
it out just a little bit. I think this is a pretty
nice looking kind of utensil that we have created. If you want, you can add
in a solidify modifier, as well to give it thickness. Obviously, we need to give it very low number of thickness. But that's totally up to you. You can maybe even add in a I think this much
is pretty good. You can maybe add in
a bevel modifier as well later on if you want to. Enable harder normals. And, I think that
looks pretty good. Make sure to apply
the scale for this. And, that's fine.
Let's move ahead. We can press Shift, add in another cylinder,
scale this down. Enable X ray, and again, just match it with the reference
image by scaling it up. Press tab, first press
control, apply the scale, press tab, select
this bottom part and move it right over here. Smooth this down like this, and press E, and extrude
it downwards till here. Now, to again, create a bit
of smoothness in the shape, first, let's select
this top face, press X, and delete it. And then we can start by
selecting this bottom loop, so hold all selected all, press Control B and just
bevel it out like this. I think this much
is pretty good. You can give it like a bunch
of segments to make it smooth and select it over here, press Control B again and
bevel it out like this. And again, we have very simply created a nice looking utensil, rightly and shade
how to smooth this, and we can just add in a
solidify and a bevel modifier. Let's move the shade smooth
modifier at the top, but just a solidify amount
and the bevel amount as well. I think we should
use the same values. So this is 0.020 0.002 for the solidify and like a very low number for
the devil as well. So 0.001 or maybe 0.0 001. Yeah, I think this
would be fine. All right, let's move ahead. Again, press shifte add in a slinder and place it
right over here now. Just match it with
the reference image, press tab, and bring
this edge loop up. Now you can press Control R, add one edge loop right
over here, and scale it up. And now press Control R, add one edge loop on the top
like this and scale it up. Pretty good. Now we can just
maybe hold shift and naught, select them both and just
scale them out a little bit. Press Control B to bevel
them out, not like this. Press two for select, hold all, and select
this complete loop. Hold Shift and naught and
select this one as well, and now bevel it out to
something like this. Shade to smooth this and let's select stop
face and delete it. I think this is fine for the
most part. It looks right. Ah, now I will just select the top loop so hold t
and click over here, press Shift plus D
to duplicate it, hit right click
and just move it a little bit upwards to
create the lid part. You can press P and separate the selection
if you want to. And now select the selection that you just separate it out, press tab, A to select
everything, E to extrude it out. Hit right click, now move
it upwards and scale it in. Again, press E. Hit right click to place
it right over there, move it upwards, and just scale it according
to the reference image. Okay. Something like this, I think looks pretty good. Press F to fill out this phase so that we get
something like this. Now rightly can shade
or to smooth this and scale it up just so it
covers the lid properly. Now, we necessarily don't really need to add the solidify
modifier to this. But if you want
to do so, you can add the solidify modifier. Apply the scale and apply
the scale over here, set it to something like 0.002, add the bevel modifier. And enable harder normals. Similarly, for this one as
well add the solidify and the bevel modifier and just move this smooth biangle
modifier to the top. Set the solidify to 0.002, and adjust the bevel amount to a very low number, 0.0 001. And with this, all three of our very simple looking
utensils are done, and now we can just
place them on our tray, press slash to come
out of the local mode and select this press and move this to the
reference images collection. Let's select this teapot
looking like thing, place it right over here. Let's scale it up a bit. Not that much scale it down. I'll select all
three of them press slash to go into the local mode. Select this one as well, prelash now we can just freely
place them around, so duplicate this one. Move this one right over here. Maybe we can duplicate this
and then to rotate it like this 180 degrees pace
this one like this. Create something like that. Yeah, I think this
feels pretty natural. We also, don't really want to, like, fill them
all up completely. Maybe we can move this
one right over here, or no, I think it
was fine right here. Let's press slash to come out of the local mode and just
take a look at it. Yeah, I think it looks
pretty good to me. Let's just now simply
add in the materials. So let's go into
the shading tab. Enable your Viewboard shading, select this and click on New and just rename
the two tray. Again, for this, I will
be simply using a color. If you want to use
mine, you can do so. It's like a very simple again, B yellowish kind of color, and I think this
would be pretty good. For these ones, we can click
on New and rename this two. Maybe utensils and just give
it a low roughness 0.1. And I think the
white color is fine. Select them all one by one. And now select the one that
has the material at last, press Control L and
link materials. Maybe we can give this
zero roughness only. I don't think it
matters that much. And yeah, with this, we have added a bunch of more
props in our scene, and I think they add, like, a nice bit of
value to our scene. Again, we should
select them all. And make sure they are in
the outlines collection. So now just press and move this to the
outlines collection. All right, guys. So
now let's give it a quick render to see
how everything looks. If you press F 11 right now, this is the old render that
we did in the last lecture. So let's just press J and press F 12 to render it
all out. All right, guys. So the render is done now, let's just zoom it up
a bit and press J. And yeah, this is the
newly added prop. Obviously, it is a
pretty small prop, so it is not a
super major change, but it is still a
nice addition to RC. And yeah I'm pretty
happy with it. Let's just end the lecture
here and we'll continue from over here in the next one. Thank you, guys for watching.
17. Creating Small Props : Hello, and welcome, guys. So once again, let's continue
working on some more props. If you will look over in
the reference images, we have a lot of different small miscellaneous
props like we can create a phone or like a remote for the TV,
or some slippers. So let's do that
in this lecture. I'll press one for
the front view. And let's press Shift A. First, let's select this, press M and move this to the
reference Images collection. Now we can press
Shift A add in image. And then just select
the slippers. Select the front view
or the top view maybe. Then we can I think press slash to go into the local mode. As this is the top view, press R then X and rotate
this by 90 degrees. So it is something like this. I will also rotate
it by 180 degrees. So it is facing this direction. Then press three for
the right side view, press Shift A, and add in another reference
image and select this. Just make sure to
place it correctly. Rotate this by -90
degrees like this. Now let's press seven
for the top and start creating this. So
it is pretty simple. We can press Shift and
add in a single vertice. Press one, and let's place
it somewhere around here. Now, make sure to make
it really low ally. Don't really add
too much vertices on it when you are extruding it. So press E and let's
extend this till here. Just use as few vertices as
you can, because later on, we will be adding the
subdivision surface modifier, so it will be
smoothened out anyways. I think something like this, let's just connect them
to press F to join them, and let's place it
something like this. Maybe we can add one
more right over here. Now what we need to
do is we need to press seven for the side view, and now just select
these vertices and place them like this according to the side view
right over here. So now, when you press Tab, press A to select it all and press F to fill out this phase, it won't really
work properly when we add a subdivision
surface, modify it to it. You can see it gives
us this weird shading, and if we extrude it like this, it would be pretty weird
because it is like a engon. So engon is basically a face
with more than four sides. So this is like a one big face
with all these word sees. So that's why it is causing
some issues for us. What we need to do
is we need to fix this up into a quad topology. So quad topology is
basically having all the faces in
square like shapes. Not exactly squares, but
they should have four sides. So what we can do is we can
just select these word Cs and connect them by pressing
J to make a quad. So this is like a quad, as you can see, it has four sides. Now we need to do this just on all of the entire
slipper like this. So just keep on
selecting these word Cs and then press
J to join them. And if you don't see any corresponding vertices
on the left side, just press Control R and add one right
over here like this. And then again, press Control
R, add one over here. Select them both press
J and join them, select this one, press J, select these two press J, and as you can see, if you select these
two and then press J, it will be a three sided face. So make sure to add one more wortic and then just place
it accordingly like this. And now you can connect
it by pressing J. Now you can see all of them have a proper qua topology with only faces with four sides. Now I will just adjust it
quickly so that they are kind of facing each other. Press control R,
let's add one more over here and give it,
like, a proper shape. And yeah, now it is perfect. Now, if we just go ahead and add a subdivision
surface modifier, it will give us nice
smoothness like this. Right click and shade or
to smooth this, press tab, press A to select everything, and press E to extrude
it downwards like this. You will get something
like this initially. But what you need
to do is first, we can just press Control R and add edge
loop right over here. And then press control our Ad
Edge Loop right over here. Now, we get something like this, press three, enable Xray, and just select all of
these words sees and place them according to
the reference image. This will basically give us a very rough shape
for our slipper, and we don't mind that because it is a really small asset, so we don't have to be
exactly accurate with this. We can be a bit more
forgiving here. We can create some
a rough shape, and I think this
much is pretty good. As you can see, it looks pretty nice and it
would be pretty small. Like, I think this much size, it would be like
visible in the scene. So for that, it is pretty good. Now we can press tab and
select this front face. And just press I to insert this and then press E to
extrude it downwards. You can maybe give it
like two levels of subdivision surface so that
it gets a lot more smoother. And yeah, you can see it
looks pretty good now. I'm happy with how
this is looking. I will just squish it in a
little bit, just a little bit. And now we can create
this flap on the top. Press Shift A, add in a plane, press seven for top view, and let's just press tab, press Control R, and add edge
loop right in the middle. Hit right click and
delete this left side. So press X, delete the word C and add in a mirror modifier. Enable Xray, and let's
place this right over here, kind of like using
the reference image. Make sure to enable clipping. What this will do
is it will connect the word C that
are in the middle. If you disable this,
you can see they can fly off like this. So make sure to enable this. Now we get like
something like this, let's try to adjust it up
a bit, move it like this. Press tab and move it up. Let's select this edge, press E, and extrude it downwards, and just move it a bit
inwards like this. Press three for the
right side view, and press tab, move this
one right over here, move this over here. Something like this
is pretty good. Now what we need to do
is we can press tab. I'll select this and move it
just a bit right over here. Press Control R, add one edge loop over
here and just move it up and a part like
this. Pretty simple. I think this is a
nice looking shape. We can now just simply add in a subdivision surface modifier, and it will fix up
the shape for us, give it two levels so that everything gets
a lot more smoother. Shade or to smooth this, and now you can see
it looks perfect. So the subdivision surface
modifier helps a lot. You can see earlier, the shape was pretty rough. But with this added, we can
make it a lot smoother. Now we can just add in a
solidifier modifier maybe, press Control A and
apply the scale for it and increase the thickness. Next, let's add in
a bevel modifier. Also, this is really
not necessary that much because this acid is
going to be really small, so the bevel won't
even be visible, but you can add it
if you want to. Let's decrease the
solidify a bit. I think this is pretty good. I'm happy with how the
slippers are looking. Maybe I'll just increase the size of this backside
a little bit like this. And now what we need to do
is just select these two. Let's shift D duplicate and
bring it right over here. Press, then X, then type
in minus one to flip it so that we can create the
slippers for both the feet. And this way, I
think it looks nice. We can select these
two reference images, press and move them to the
reference images collection, press slash to come
out of the local mode, select them both, press seven
for top, you enable X ray, scale this down and place it
close to our like the sofa. Spring this down
right over here. Now it's totally up to you where you want to place
these slippers. You can even place them in
the balcony right over here. You can place them like lying
around in the room as well. But I will place them just
below the sofa like this. I think it adds a nice bit of effect and they
look pretty good. Let's go into the viewpot
shading to see how it looks. Yeah, I think
that's pretty good. We can just keep them at
the default material only. If you want to change the color of them,
you can go for it. Select them all and
make sure to press M and move them to the
outlines collection. And, with that, we are
pretty much good to go. Let's keep moving
ahead, and let's see. Now we can just add a couple more props over here so we can maybe add in like a book. So let's press Shift
A and add in a cube, and we can create a very simple looking
book on our table. So let's scale it
down like this. Something like this
is pretty good. Now to create it a little
bit better looking, let's see how we can do that Bs slash to go into the local mode. Let's give it a bit
more thickness. Press tab, press three for phase select and select
these three faces, press X and delete them. Now we have the book cover, press Control, apply the scale, press tab and select
these two edges, press Control B and bevel
them out like this. To create a smoother
shape for our book cover. Right click and shade
how to smooth this. Now you can just
press Shift plus c to select it and add
in a cube right in the middle over
here and scale this down and scale it up
to create the pages. Extend it to the corners. We can maybe add in a
solidify modifier to this as well, decrease the thickness. And we can add in
a bevel as well. Apply the scale adjust
the bevel amount. Let's set this to 0.001. Yeah, that's pretty good.
Enable hard and normals. And we have created our
very simple looking book. Let's press slash to come out of the local mode and see
how everything looks. Yeah, that's pretty good. Let's just select them both, and we can maybe
disrotate them a little bit. And, that's nice. Let's add enough
material to this. Go into your Bubod shading, select these two first and
make sure to just bring them down just so they are
touching the table properly and not really
flying off the surface. Select this and give it a new
material, rename this book. We can give this like
a simple dark color. If you make it a bit bluish,
and yeah, that's fine. Yeah, I think this
is pretty good. Let's just hit save, and we can select the
book and the pages fresh Shift plus
D to duplicate it and paste it right over
here as well on the sofa. Rotate it up a bit to
kind of match with the orientation of the sofa. And I think this is pretty good. And yeah, this adds a
nice bit of effect. Rotate it like this, maybe. I think this was fine. Let's
give it a quick renderm. Make sure to select your
book and the pages too, and then just move them to
the outlines collection. So press M and move this to
the outlines collection. Alright, so now
time to render it to see how it looks, press F 11. And this is our old
render, press J, and then press F 12, you just render it
out. Alright, guys. So the render is done now, and I think it is
looking pretty good. The outlines look really
nice on the book and on the slippers, as well. You can press J to kind of
compare it between the two. And obviously, these are not huge props that will add a lot
of detail into your scene, but these are like
some subtle props that will make your room look a bit more lived in and obviously add
these subtle details. Which take your scene
from good to best. And yeah, I think
these additions are really nice and we
can keep on adding a bit more things to just
detail our scene up a little bit more because even as it is right now, it
looks pretty good. We can wrap it up over here and add some compositing and
some lighting effects. And we will end up with, like, a really nice looking scene. But let's just spend a bit
more time to add, like, some wall props, a bit more
props over here on the table. And then we can have
a really nice scene to put up in art portfolios. Let's continue
with this lecture, and what I will do is
we can create, like, a remote right over
here for the TV. So if you go in the
reference images, you will find this very simple
remote reference image. So again, let's
just bring this in. I'll come back to
solid mode, press one, press Shift A and add in image and select
this one this time, press slash to go
into the local mode. This is a really simple prop, so we don't really
need to duplicate this to add a side view as well. I'll create it very
easily, press Shift A, add in a cube, place it right
over here, enable Xray. Now just match it with the
reference image quickly. This is fine for
now, you can just bring it right over
here and rotate it by 90 degrees to bring it to
the side view, press tab. The job of the
front view is done. Now, you can just quickly
adjust it in the side view. Now, we get something like
this, press Control A, apply the scale and let's
select this edge first, and then we can press
Control B and bevel it out, give it like very less segments. Let's go with two,
something like this, press one and just
adjust it now. Press control R, add
one edge loop over here and just make it a bit
more smooth like this. Now you can just select
this edge, press control, B to bevel it out, and
there is a nice shortcut. While you are
beveling like this, you can also press the PK to control the profile of this and you can see you can
adjust the profile. And if you again, press control, let's bevel it till
here like this. Now we can just
press P to control the profile to give it a bit more control
and place it like this. You can also later on control
the profile from the shape. So I think it is pretty handy. Let's place it somewhere
around here and just adjust the vertices manually a little bit to give it
the perfect shape. And here, now you can see we get the proper shape
for our remote. We just need to add, like a bit more bevel
over here as well. So press tab, select this press Control
B and bevel it out. Make sure to apply
the scale first, and again, bevel
it out like this. Set the shape back to 0.5 so that once again you
get back to the default. And now let's just select this part and we can bevel it out a bit
over here as well. And, with that, we
get our remote done, right click and shade
or to smooth this, we can maybe add in a bevel modifier as well
just to adjust it a bit. Right click Open up the shading tab and
enable hard normals. And with this we are done. Let's just texture now, so go into your material, select this viewpoard
shading, click on New. And this can be the base remote. Just make it a dark color and then give it a
bit low roughness. Now to create these
buttons and all, obviously, we can
spend some time. We can easily add all
these, let's say, cylinders and we can spend some time creating
the remote properly, but I think that is a
waste of time because it is going to be a
really small prop. So the way we are going to add the texture on top of
this is really simple. You can select this,
create a new material, so add a material slot, click on New and rename
this to remote front. Let's come into the shading tab, press slash on the remote
and go into Vucd shading, add in a image texture
and search for remote. Just plug this into
the base color, press tab and select this
front face right over here. Select the front face, select the material remote
front, hit assign. Now we get something like this. The material is not
really fitting correctly, but you can go into
the UV editing, and now it's time to
work on the UVs a bit, select the remote GBG
and just select your UV. Select the viewpoard
shading and just place the UV according
to the remote like this. And you will notice that
pretty easily you will get. Okay, sorry, we need to rotate
it first, select it all, select the face and
rotate it like this, I think by 90 degrees and
now adjust it once again. So make sure the face is in
the current orientation, move it up, move this down. Okay, so I did it incorrectly. Once again, just press R, then type in 180. And yeah, that will
fix the remote. And with this, our
remote texture is done. Obviously, it is totally flat, but if you are viewing
the prop at a size, something like this, it
won't even be visible. You can see from over here,
it looks pretty good. Now, just select
the remote material and make it a lot more smoother. And with this, we
are basically done. Come back to your
layout tab press slash to come out of the local mode. Let's select the
reference image, press M, and move this to the
reference image collection. Let's scale the remote down. And we can place it right
over here on the table. I think it's a bit too
large in size right now. Yeah, I think this
is pretty good. And again, as I said, this
is like a really small prop, so it won't even be
noticed by someone, but it's definitely nice to
add these subtle details. And with this, we are
done. Let's just sit save. And in the next lecture, we will keep on adding a
couple more props. So thank you for watching. I will see you in the next one.
18. Adding the Clock and Wall Shelf: Hello, A, welcome, guys. So let's continue
making our props. In this lecture,
let's add a couple of props over here on our wall. We can maybe add a shelf over here and we can add a
wall hanging clock. So that would add a
bit of detail because right now the walls look a bit too empty, so let's do that. We can just start by pressing Shift plus A and adding a Q. Let's scale this down and
move it right over here. Et's come back to
the solid mold. We don't really need
the shading right now. And let's see. Yeah, maybe something like this, and then we can increase the size of this just a
little bit like this. And now we basically
need to add a couple of props over here to
fill out this space. So now what I will do is maybe we can reuse
a couple of props. We can add these
utensils on top of it. Select it all duplicate it
and move it right over here. Select them both press
slash to go into the local mode and displace
it right over here like this. But Maybe we can place them this way, and then we can create a
couple of other props. Let's see. We can create maybe a nice photoframe
right over here. If you go into the reference
Images folder now, you will find this
photoframe image. I have added. So
let's bring this in. I'll just press three and just drag and drop it like this. Scale this down, and let's see. We can create it. I think this
much size is pretty good. Then we can press Shift
plus because it's selected press shift
and add in a cube. So just scale this cube down and make it the
size of this image. Just make it a bit
larger because we do need a bit of border
for the frame as well. So I think this one
is pretty good. And then you just press
Control, apply the scale. Make sure to decrease the
thickness like this as well. Let's move it back. Press one for the front view, sorry three. Select this image and
select your image, go over here and make sure
to enable perspective. Because you will
notice whenever you go into the perspective
mode, it disappears. So just enable it from
over here and yeah, it is right over here,
so just bring it back. Also, if you just disable it, you can see it disappears, so make sure to enable it. All right. Now we
can press three. Select the frame,
prestab, press control, apply the scale, prestab and make sure to select
this front face. Now press I to insert
this and insert this still here and just extrude
it backwards like this. Pretty good. Now we can
just give it a bit bevel. Add a bevel modifier, apply the scale again. And yeah, that's pretty good. Enable hardened normals for this and go into
viewport shading, and let's just select this and we can give it
the wood material. So let's give it the wood sofa. You can select this
one as well and give it the wood
sofa material only. But what I will do is I'll
just go into the shading tab. Press slash and press zero
to view through the camera. And let's see. I do want
to make it a bit darker. So let's select this and
just tone this down. Undo this, sorry, select this part and click on
here and rename this to wood underscore shelf
so that we only edit the material for this and
just make it a bit darker. I think that's pretty good. Now we can select this, press
tab and select this phase. Click on This plus icon
to add a new slot, click on new material,
and hit assign, so that this gets the different material
and rename this to Photoframe Select this now, and over here we have this press Shifte add
in image texture and select the photoframe texture from over here and plug this in. Again, we need to just properly edit this in the UV editing. Press slash to come out of the
local mode, and let's see. Select this, select this phase. Let's close this image and
select our photoframe texture. Scale it up first to see if
the orientation is correct, and it is not, I think. So let's rotate it. I think rotate by 180 degrees. You know, again,
rotated by 90 degrees. And yeah, now I
think it's correct. So just make sure
to properly fit it. Yeah, now it's working. And I think our frame is
looking pretty good. Let's select it pre shift
plus because you select it, preste add in a plane and rotate this plane on the
y axis by 90 degrees, scale it down, bring
it out on the X axis, scale it up a bit, and we can
create a glass like thing. Click on new and
rename this to frame glass and give the glass BSDF and we get something like this. Pretty good. Let's just decrease the roughness to
make it a bit shiny. And now our frame
looks all right. Let's select it and we can just make it a little
bit tilted like this. I Let's select this part,
come back to shading. And I'm just trying out the
color a bit differently. Let's try. I'll select it and maybe decrease
the saturation a bit for both of them. Yeah, I think that's better. And also select the
utensils that we kept over here in the corner and maybe increase the
scale of them a bit because they do
look pretty small. They are not even
visible in the scene. Let's select this and we can add in a bevel modifier as well, apply the scale, and
just the bevel amount. And for the last prop,
maybe we can just create a simple Rubik cube. Select this press Shift
process cursor to select it, shift, add in a cube, and it is really simple to
create something like that. Yeah, I think the size is fine. You select it, come
back to layout. Press slash, and again, press slash to go
into the local mode. Press tab, first
apply the scale, press tab, and add three
edge loops like this. Hit right click, again,
press Control R, add three edge loops like this, use your scroll wheel, add three edge loops,
and hit right click. Again, do it over here as well. And now you select
all of the faces, press I to insert them and
press I once again to insert them individually and just
insert it just a little bit. Like this. I think I by mistake, added one extra edge
loop, so undo this. Just add two edge
loops hit right click. Yeah, because we need to
make a three by three cube. So now select it all,
press I and insert it just this much press all plus E and extrude
face is a long novel. Yeah, we have very easily
created our cubic cube. Let's add in a bevel modifier and adjust the bevel amount. Set this to 0.0 005. I
think that's better. Give it a material and
rename this cube base. Just make it like dark. And give it a low roughness. Next, keep on adding
new materials, rename this one to red. Give it a red color, press
tab and select all of these faces and select
red, hit a sign. Again, add new material, rename this to blue. Give it like a blue color. Press tab, select all of the faces and select
blue hit assign. Similarly, just
select it once again. Add a new material,
click on New hit assign, and this can be
just simple white. Rename this to white. Again, click on this plus icon. What other colors do we have? We have yellow and
green, I think. So select this,
click on New and hit assign and change the color to maybe yellow.
Yeah, that's fine. Rename this to yellow. Create a new material,
and this can be green. Press tab and select the
faces and hit a sign. Last can be, I think, orange. We have orange on the root cube. I'm not sure. And it a sign. The yellow and orange
might be a bit similar, so just make the yellow
a bit brighter and saturated like this so that
we can easily differentiate. Yeah, that's good. Just rename the
materials just to have everything organized
and we are done. Let's slash to come
out of this mold. I think the cube is a bit
too big, scale it down. I will rotate it like this
on the y axis by 90 degrees. Yeah, I'm pretty happy
with how this is looking. So let's just select it all. Hold control to deselect
all of the extra objects and just press M and move this to the
outlines collection. Select this one as well and move this to the
outlines collection. Just collapse this and let's see if we have anything left. So we have the remote, then we have what else? Like these boxes. Okay,
we forgot to add them. So let's select
them all as well. I'll deselect the books. I don't think I want to
add the outlines on them. So just select
these three, press and move this to the
outlines collection. Simple, let's press F 11, and this was our old render. Let's select this, press
F 12 and render it out. All right, guys, so
the render is done, and if you just press J now to compare it between
the old render, I think the wall filled out
looks pretty nice this way. Earlier, it was looking
like kind of empty, but now we have filled it up. And yeah, I'm really liking
how the scene is turning out. Let's just say
Save and continue. Maybe we can add in a wall clock right over here next to it, that will complete the
scene really well. I don't really like
the colors that I have placed right over here. We try something like this, and I will make the
green a bit less saturated to fit it well with, like, the overall
look of the scene, because it was looking just a bit too
bright for my taste. Yeah, that's fine. Let's
just save and continue. Now you can go into the
reference images and just select this one. Where is it? The clock, we can use this
as a texture as well, and we can use it as
a reference image. So come into the solid mode. Let's press one for the
front view enable X ray, press Shift A and add in the
image and select this clock. Press shift test cause
her to select it, press shift and
add in let's see, a cylinder, and then
rotate it by 90 degrees. Scale it up just to
roughly match the shape, scale it down like this. Right click shade
all to smooth this. Now we can just select
this front face and press I to
insert it till here. And then let's just extrude
it inwards like this, maybe scale it
down a little bit, and we have a very
basic clock shape to make it look a bit better, select this part
and bevel it out. Make sure to apply
the scale first, and then just bevel
this part out. I'll undo this. I don't
really like this lo. Instead, we can maybe press control add edge loop right over here in the middle. Let's bring this
out a little bit and then bevel this part. Then select this loop, press G twice to move it along
the edge and move it down a little bit and then bevel
it out, just a tad bit. I think that's better. I will select the clock,
move it out a bit. I think all this is fine. We just need to add
the clock texture right over here and select this press Shift plus
S c it to select it and just add like a glass
material in front of this. So maybe we can press tab and just directly select
this loop, let's say, press Shift plus D, right click and press P and
separate the selection. Select the selection, press tab, press A, to select everything, and press F. Fill out
this phase and we have our glass material. Let's go into the shading and we can select
the frame glass. And we have the glass working. Next, select the clock and
give it the clock base. And for now, we can
just make it anything. I'm not really deciding on
the clock material right now. Let's just keep it like this. Click on new material and
rename this to clock texture. And once again, just
select this phase. I'll hide the glass for
now and select this phase. And hit a sign on
the clock texture. Now we can come into
shading and just quickly where is our
clock over here, selected, and then
just press Shift add in image texture and
select the clock over here. Plug into base color, and now we need to go
into the UV Editing tab. And you can see this face is
kind of like weirdly shaped. So first apply the scale, press one for front
view, press tab, and just select this phase
right click or sorry, press U, and select
Project from view. This way, it should
be working properly. Let's just close this and give it the lock texture.
Yeah, now it is working. Just scale it up properly and match with the
reference image. And, we have our clock as well. Press plus H to bring
back the glass. And it looks kind of weird. Select the glass and let's see. We can set the IR to one to make it appear absolutely
flat like this. If you maybe give
it a bit of IR, 1.33, I think that's fine. Just move it a bit
close like this. I will select the clock as well, press S then Y and
squish it down a bit just to make it
something like that. Now let's go back
to the shading tab and a couple of things
that I want to do. Select this material, the clock
texture one, press Shift, add in a hue
saturation value node, and plug this between
both of them, so that we can control
the hue of this, but that is not
what I want to do. I just want to decrease the saturation a
bit, not that much. Somewhere around here and decrease the value a
bit to make it darker, so it goes off with the
overall vibe of the scene. You can select the
node and press to mute it and see
the effect it adds. Let's select this material next, and I'll just decrease
the roughness on this to make it pretty shiny. Overall, I think the material for it is fine with
something like this. Let's just select it
rotate it by 90 degrees, scale it down and bring it
right alongside our wall. Where is it? Just bring it in the room and place it with the wall and scale
it down, obviously. Yeah, I think it
looks pretty good. I will select it and maybe
make the color a bit, lighter. Not really sure what I want to go with
the color right now. I think it's fine if
something like this. Let's just render it out
and see the results first. So let's just select it all and just press and move this
to the outlines collection. Make sure it is not really
going inside the wall. Press F 11 and
press J once again, press F 12 to render it out, and let's see how it looks. Alright, guys, so
the render is done. Let's once again check it out. And honestly, I kind of like the overall
look of the clock. And also because we changed the material of
the glass a little bit, you can see it becomes
a bit brighter, and I think it looks
better this way. And yeah, with this overall, I'm pretty happy with how
the scene has turned out. I think I will just add one
more prop where I will add a small phone right
over here on the table. So let's go back into our
reference images and you'll find this simple phone
reference image. I've just added this because to get the proper dimensions, otherwise, the shape of the phone is pretty
simple anyways. Press and move this to the
reference image collection. Press Shift, add in the
reference image, select this. Let's just quickly
create this out. And then I think we will
be done with our scene, like adding all the
props and stuff, we still have to do a bit of compositing and fixing up
the colors and stuff to make it look a bit
better because right now it kind of looks a
bit dead in colors. Animes in general
have colors that are very saturated and pop out
a lot more in general. So we'll do all those things
in the compositing section, and we'll be taking
like screenshots and doing some compositing
in Photoshop, as well. So yeah, we'll be doing that. Let's just wrap up
with the props first. Something like this, and then we can select it controlling apply the scale and just select all of these corners so hold Control and all and
just click over here, select them all, press Control B and bevel it out like this. Really simple. Apply the scale, shade or smooth this, press tab, and let's select
this front face. Inset this a bit till
here and maybe insert it once again just a bit and then just move it
downwards like this. Be it like this sort of edge. I don't really want to go super detailed with
this phone model, and we'll just make
something really simple. Enable hardened normals, and just the bevel amount.
That's pretty good. Maybe we can add in like a
couple of buttons on the side, so place these edge loops
over here, over here. Maybe we can add one
over here as well. Like a small one and then
just select these two, press I to inset, and then extrude it out a bit. Let's select this one, press
I and extrude it out just to let let's select the bottom part and we can press control our
Add to gloves over here. Inset this a bit, scale it down and just
extrude it inwards, create something like this. I think this is pretty
good for the phone model. Let's just add the material
to it, again, click on new. Rename this to phone base. And again, I will just
make it a dark material. Click on new, rename this to spree and this one can be
again a dark material, but very low roughness. Press tab, select this, select the screen, hit assign. Just make the color
a bit more darker. And yeah, I think
we are good to go. For this one, I will select the base material and
make it a bit brighter, maybe, just so we can
easily differentiate. So press seven for the
top view now rotated by 90 degrees -90, I think. Enable Xray and
just scale it down. I think the size for it is fine because phones
generally come in, like all different
types of sizes these days. So we would be fine. Let's rotate it like this. And now we can hit Save. Maybe I want to one
more last prop. I will select this cup noodles back cursor press
Shift, add in a cube, scale this cube down a lot, scale it up like
this, then we can create some very simple
looking chopsticks. Rotate this by 90 degrees. Enable X ray and select this part and make
this part a bit wider and make this
part a bit thinner. Now, let's just duplicate
it and place them both right over here like this. I think it would
be a nice bit of tradition for the cup noodles. Yeah, it looks
pretty good to me. Maybe we can add some
spare chopsticks right over here on the table. Potato them like this. I yeah, pretty good. Let's select them
all and make sure to put them in the
outlines collection, so press M and move
them to outlines. Let's come over to Viewboard shading and select
this, select this, select all four of these, and we can select the sofa, press Control L,
and link materials. I think the color for
chopsticks is fine this way. Let's move this down. No, I think I will make
it a bit brighter. So I'll click on here and we name this to
chopsticks material. Now, just select
this where you add the material and select
the rest of them. Select this one at last, breast Control L and Li materials so that all of them
get the chopstick material. Come back to your shading. I'll just make it a
bit brighter overall. Yeah, I think this color feels
a lot better than earlier. Let's just save. And with this, we are officially done with the props and
everything of our scene. Let's press F 11
and give it like one last render. Alright, guys. So the render is done, and we can see how these things like these
small details add, like, a lot of value
to your scene. And we can see that we have come a pretty long
way with our scene. We have added all these props. And now the scene actually feels like lived in like
someone lives here, and it tells a small story. And now I'm pretty happy with
how everything is looking. So we are done with the modeling
and the texturing part. In the next lecture, we will be working on the
lighting a bit and doing some compositing and just taking some final
renders for our scene. So thank you guys watching. I will see you in the next one.
19. Adding Fridge Stickers: Hello, and welcome, guys. So I'm just making this
very quick video to add a couple more
things in our scene before we actually start to
take some final renders. So if you go into your course files and in
the blender files folder, you will find this
plan dot Blend file. This is basically like an
extra prop that we can add in our scene to make
it look even better. So just select it all, press
Control C and copy objects, and just paste it right
over here in your scene. We can select this empty object, which is the parent
of it to control it all and place it right
over here in our balcony. I think this will add a bit more like nice look to our scene. And if you don't want to
add it, it's totally okay. You can skip this one out. I'll just move it down like this and select the
parent object now. And let's see, we can
definitely scale it down a bit, something like that, and just
place it right over here. I think it looks very nice
in a balcony this way. Next thing that I want to
do is I want to fix up the colors of the
fridge a little bit, so go into the shading
tab and let's go into a viewport shading and select our fridge and select the
fridge material from over here. So right now it is like a bit
too yellowish for my taste. I'll just select this
mixed color note select the A and just make it completely white,
something like that. And then for the B input, I will directly
copy a color code. If you want to use that,
you can definitely do so. I'll be going with
something like this. And over here, which is
basically the outlines color, I will be going for a
little bit darker color, which is something like this. And yeah, that is what
I basically want to do. Maybe I will make the outlines
color a bit more brighter, so something like 0.6 A. Yeah, I think that is a much better look for
our fridge than earlier. Next thing that I
will do is I will add a couple of stickers on top of the fridge just to add a nice bit of detail. Select it. Press shift process further to select it and let's
add in a plane, rotate this plane by 90 degrees like this
and scale it down. Let's come back to layout for
now and in the solid mode, and let's place it accordingly. Scale this down a
lot something around here. Et's move it back. Let's place it somewhere
around here like this. Let's go into the
viewport shading ones and just make sure it is floating right above the fridge
surface, just like this. So somewhere around here. And right now it looks pretty weird like it looks very flat. So to make that work
a little bit better, you can go into modifiers and add in a subdivision
surface modifier. Apply the scale and just
give it two levels, press tab, and now add in a bunch of edge loops
on the corners. This will give it a bit
better look than earlier. And now to make it
look even better, what we can do is
we can press tab and select these corner vertices and just move them
ahead a little bit like this. Like just move them around in any direction, basically,
not backwards. You can move them in the
front or left or right a little bit to give
it that paper kind of look where the paper is
kind of curling around the edges so that it does
not look like entirely flat. This will really help a lot in making the sticky notes feel actually like paper and not really just flat
three D planes. Then come back to our
viewboard shading and just add in a
material to this. Let's rename these two
nodes and just give it like a yellowish color,
something like this. Now you can just duplicate
it, bring it down. Let's move it right over
here, rotate it up a bit. Again, just select
the corners and try to move them around
here and there. But but not a lot, just a little bit, so that it does not end
up looking weird. You can rotate them like this. Again, to begin
this one as well, press S then X. Sorry, S then Y
and type in minus one to flip it on the Y axis. Now we can just select this one, maybe click on here and give it a separate material like
a green colored note, just so we have a bit
of variation as well. Send the colour to
something like that. For the yellow as well, maybe I will make it a bit brighter. And now let's just
duplicate them once again. I'm just flipping them around
and rotating them up a bit to give it a
bit unique look. And you can see with
them added the fridge looks a little bit more
authentic in a way. I just make them a little bit curled
up around the edges, that should do the trick for making them look
a bit more random and actually like papers and
not just three D planes. And yeah, with this, I think I'm pretty
happy with it. I do want to, like, maybe reduce the scale of them a little
bit, so just select them all. And instead of scaling
them down like this, you can go here and select individual origins
and then scale them down so that they all scale down on their
individual origins like this. Now just move them around. Or the green color something
like this is a bit better. Yeah, I think I'm happy with it. Let's just move these also to our Outlines
collection only. Press and move this to
the Outlines collection. Let's give it like
a quick render to see how everything
looks finally. And with this, we can
actually start to work on the final renders after
this. All right, guys. I think, I'm pretty happy with how the final
scene is looking. Now, just to make it
look a bit better, we will be compositing
it in the next video. So thank you for watching. I will see you in the next one.
20. Final Compositing and Renders: Hello, and welcome, guys. So this is going to be the
last lecture for this course. So let's do some compositing for our environment
in blender and Photoshop and also take some final vendors
for our portfolio. All right, so to start off, let's just quickly press F 12 and give it like a quick render. Alright, guys. So the
render is done now, and if you look at it this way, I think our environment
looks pretty good. But let's just close this now and come over to the
compositing tab. Over here, you can
enable use nodes, and we can edit the
render even further. So to get more space,
what I will do is I will just go over here in the corner and
collapse it like this. And then again, go over
here in the corner and create a partition
so that over here, we can select the image editor
and undo the image editor, search for render result. So render result, selected, and this is the render
that we just made. So the reason I'm doing
that is this way, we can add the nodes over here and see the changes over
here in our render. So to start off, obviously, the render looks pretty good, but all these stylized and
anime inspired environments are pretty saturated in colors. And right now our environment looks pretty dead
in terms of that. It is really unsaturated. So press Shift and search
for a huge saturation mode. Just plug this in and
you will see what will happen when I start to increase the saturation nodes slightly. You can see the saturation
of the color increases, so not that much, we can go
with something like 1.2. And to see the change in action, you can select the
node and then press. And you can see even just adding this saturation node
is like a lot of help. Earlier, the colors were
looking like really dead, but now it looks pretty good. So the saturation works, then we can add in something
like a glaer node. So press Shift A and
search for a glare node. Add the glare node,
and instantly, you will see like these sparkles added onto your bright
spots of the light. And I think this looks
pretty cool as well. But let's just edit
it a little bit. So instead of streaks, we can go with something like bloom and what I will do is I will
decrease the threshold. So the threshold is
basically the option to control what parts of your environment
should get the blue. So if it is set to
one, that means only the brightest parts
will be getting the blue. But if you keep
on decreasing it, what will happen is basically
a lot more areas of your environment or the scene will start to get the bloom. So you can see earlier
when it was at one, only the very bright areas
were getting the blue. But as you keep on
decreasing it, slowly, you will see over here also,
it's starting to appear. On the lesser bright areas. So to get this soft dreamy
glow type of effect, we can decrease this to zero. And now we can adjust this
mix option over here. So the mixed option
will try to kind of mesh both of these
a little bit better. So we can set this to
something like -0.9. We get something like
this, obviously, it is not optimal, so decrease
the size of the bloom. And this will give you
a really nice result. So if you select the
glare node now and press to turn it on and off, you can see we
kind of have added a little bit of
brightness in our scene, and also the bright
spots glow a little bit. If you want to make
them glow a lot more, what you can do is you
can press Shift and add another glare node
and just plug this in, and you will see now
you have kind of layered two different
glare nodes. So one of them is for the overall brightness
of the scene like this. And this one is just for the really bright
spots over here. You can also increase
this color value to add some like these color effects over
here in the corner. I think they look pretty cool. Like a little bit of
chromatic aberration, as you can see. Earlier, it was not present. This is a really nice
small addition in R scene. You can also adjust the
type of your glare node. So bloom we have already used, you can also use a simple star, which will give you
this type of result. If this is what
you want to go for this sparkly type of effect. I think this would
also look right. You can now adjust the
threshold and a mix to adjust where you want
to add this effect. If you increase the threshold, it will basically
start to decrease. The effect would
start to decrease, and if you adjust
the mixed value, you can also control the effect. So it is totally up to you
which one you want to go for. I think I will be selecting
the streaks one only. I think this one looks cool. Ease this color value a bit. And yeah, I think that's nice. So you can see we have added, these two different
nodes to add a bit of, like, glowing effect
onto our scene. If you select all three of them and now press M to turn it off, you can see how we have taken our environment from
looking like kind of dead and gluey to a little
bit more bright and colorful. So it pops out a lot more and just a little bit of
compositing goes a long way. Now, these are like some of the basic nodes that I
was going to add. These are the only ones
that I will be using. But let me show
you like a couple of more that you can
use if you want to. So let's press Shift A and
there is a nice other one, which is the Quaa node. What this will do is
basically it will give your environment or the render
a kind of painted effect. So if you plug this in between, you'll see now the
environment is looking like really painterly. So obviously, this
is like a lot, so decrease the size to kind
of decrease the effect. When we are at
around two or three, I think then it would start
to look a little bit better and not as much like
these painterly strokes. Now it is starting
to look a little bit more less of a painting. And if you keep
on decreasing it, the effect would keep
on decreasing as well. So if you want to
add a little bit of this painted stroke type of effect, you can
definitely do that. You can see if I just
turn it off now. Earlier, everything
was pretty crisp. But having this enabled
like this Kujara node will kind of fuzz out the
details a little bit. So if you want to add
this type of effect, you can definitely go for that. I don't think I
want to add this, so I will just remove
this node and delete it. Next, you can also press shift and search for the filter node. Now if you plug this in right now it is sent
to the soften filter, which as the name suggests, it will just soften
out your edges, but we don't really want that. Instead, we want the
box sharpen filter. This is a lot, but it
will sharpen your edges. We don't want it at
this much amount, you can definitely decrease the factor to a very low number, so something like 0.1. This does have a really
nice effect as it will sharpen your edges out a
lot and make them pop out. So if you turn it on and off, you can see kind of the
difference between the two. If you want, you can
increase it to like 0.2, and it will look
something like this. Obviously, the edges are
looking really jagged, but that is because the
image is very small. If you press, let's say, if we just zoom it
up a bit like this, now you can see the
edges don't appear as jagged as earlier when
it was like zoomed down. Like this, because the size
of the image is small, that's why the edges
are appearing jagged. But if you just zoom it up a
bit, it would appear fine. So yeah, this is a
really nice effect. If I just turn it on and off, you can see the effect it adds. So if you want, we can
definitely keep this one in, but I will be adding
it at a lower value. So something like 0.1 is going
to be fine, in my opinion. Because we can add these things later on in Photoshop as well,
like the sharpen filter. And next, what we can do is
we can also press Shift A, and let's say we search
for color balance. The color balance node will basically help you
adjust your shadows, highlights, and
all those things. So if you plug this in,
nothing really changes, but we can change
the colors if I move them around. Like this. So this is a little bit of color correction
for your render. Now, the reason we have these three different
color dialysis. So one of them is lift. So if you hover
over it, you will see lift is correction
for shadows. So it only works at the
darker areas of your scene. So if I said this to
let's say blue color, you will see all
these darker areas are getting this
blue color defect. While if you just let's
set it back to zero. Now, this one, the gain, if you hover over it, it
is for highlights. So highlights are like the
brightest parts of your areas. So lift is for the darkest part, the shadows, and gain
is for the highlights. So if you said this to blue, now we can see the
really bright spots are getting turned
into blue color. And the gamma is
obviously for midtones the middle colors that are
neither dark or really bright. So all three of them
serve different purposes, if you change them
to different colors. You might be able to
see the difference. So right now, the
gama is set to blue. So that's why overall
it is appearing bluish, but if you zoom over the
really bright spots, they are appearing
like kind of pinkish. And if I set this to
red in the shadows, I think this is a bit too
much. Let's decrease this. Now only the really
dark parts have turned into that reddish tone. So these are like three
different options for color correcting your image, and you can also control
the overall factor of it. So if I set this to
something like this, then I can also control the overall factor
using this slider. If you really just
want to add 0.1 of this effect or a little bit more, that is totally up to you. And this slider, this will basically give it like
brightness or darkness. You will see if I set the
gain value to a darker color, only the brightest parts
stay a little bit bright. And if I make it bright, all the highlights, blow out kind of. Yeah, if I decrease the lift, you can see now the
shadows are really, really dark because the lift is for controlling the shadows. And this is for the
overall tone of the image. This is only for mid tones. So this is like
the color balance. But again, I think these controls are provided
much better in Photoshop. So if you know that better, you can definitely use
these things over there. We also have a color
correction node, which gives you, even more
control with these things. But honestly, I don't
understand it that well, so that's why I'm not
really going to use this you can control
the saturation on, let's say, just a
single channel. So now only the red parts
are being saturated, and this gives this, like, a totally different
look, you can see. If you turn it on
all three channels, this is like normal saturation. But let's say we turn
it on just two of them. So the red and green. So this will give us a totally
different look. And actually, this looks
pretty nice as well. If I decrease this to something reasonable, like,
let's say, 1.5, this can add a nice
bit of effect to your like this render. If you want, we
can definitely add this as well, let's say at 1.3. Yeah, let's just keep this
in I think it looks right. And yeah, these are like some of the nodes that I
wanted to go over. We also have then you also have all these
different sliders for, like, controlling the
colors of the image. So if you want to play
around with these to get, different results and
different types of, like, moods for your render, you
can definitely do that. But yeah, I'll just
keep it this way. And yeah, these were some of
the nodes that I wanted to discuss in the
compositing of blender. If you just select it
all and now press. You can see we
definitely have taken our render and
improved it a lot. By adding some colors and some bloom options just to
make it look a lot better. Now what we can do is we
can just save this image. So let's go back to layout, press F 11, and you can save this and take
this image to Photoshop, select image, hit save, and we can maybe in the Blender files folder or out over here, we can create a new folder
and being two renders. Name it as one JPG and set the quality 200
and hit Save image. Now I will open a Photoshop. Alright, guys. So now we have opened up our render
in for the shop, and I won't be
doing too much over here because as I said earlier, I don't really understand the image editing and doing all the color correction
things that will. So I will be adding
a couple of effects, like, let's say, adding overlay. So if you go into your textures
folder, you will find, like I have added these two different overlays that
we are going to use, and I think they would look
really well with our scene. You can definitely
find a lot more of these overlays online on
Google and Pinterest and get, different types of
effects with them. So let me just show you
how we can use these. So let's say we select
this overlay to and drag and drop it into our scene.
Something like that. And let's just hold
all and increase the scale of it so that it kind of covers
the entire scene. Hit Okay, and now it is
on top of our image. So what I will do
is I will go into layers and first select
this overlay layer, which is on top of
our background and basically just change the
blending mode for it. So you can change the blending
modes from over here. You can see if you
select different ones, you will get, different types of mixing between
the two layers. You can also do this
from over here, right click and select blending
options, and over here, you will get, much
more settings, and you can do the same thing
from over here as well. Well, let's just select a the blending mode
from over here, and the one that we
are going to use is the screen type
of blending mode, which I think works
really well with the look that we are
going for select screen. And what this has done is
it has basically added this type of sunbeam type
of effect on our image. It does not look
that good right now. But if you select
your overlay image, go to Image and set Autoton
and then maybe set autoclor. It will kind of fix up the
color and make it whiter, which I think works a
lot well with our scene. And then we can
finally just decrease the opacity to
let's say that low, something like maybe 60
60 or 60 maybe something like 60 or 70. And then you can see
we have added, like, kind of the sunbeam effect
on top of our render, which I think works really well and looks pretty cool as well. You can turn it on and
off and see the type of effect it adds and if you really want to even
add it or not. If you don't want to add it, you can definitely skip out on this. But next, I will be bringing in this overlay one and
dragon drop it like this. And let's just scale it up and place it just
around our windows, not over our entire scene. Let's just place it around
our windows for now. And then once again, just click on this tick icon
and select the screen, blending board, place
it a little well. Obviously, it does not kind
of work perfectly right now because we do see
a bit of these edges. But to fix that up, we just decrease the opacity
to a lower number. Like let's go with 40 right now. And now what we do is you can see we get like
these harsh edges. So select your overlay one and just select a simple brush. So the brush tool, select it and just click on
here and rashize it, and then you can select the black toler using
the black color, you can kind of erase
off these edges. So this works perfectly for us. We see a little bit over
here, so just remove them. And now we get it like perfect. So what this has done is
it has basically added, like the small sparkling
effect on top of our image, which looks pretty nice as well. So yeah, these were some of the compositing that we
can do in Photoshop. And I think it looks pretty
nice with our environment. Next, you can select your
background or the main render, go into filter and
under the noise, you can select add noise. So add noise is
basically it will add a little bit of this color
noise on your scene. If you increase
the amount of it, then you can kind
of see the change. But we don't want it this much. Let's say we go with
something like three. I think even three is a
lot, so let's go with two. And this will add small
little noise sparkles all over your environment. And it is up to you if you
want to add them or not. You can undo it and
see the effect. This does add a little bit of nice look to your scene
if you want to go for that. And next we can select
our background image, go to filter and maybe
select sharpen more. Sharp and more will once
again sharpen out your edges. So I think this much is a lot. So instead of sharpen mode, you can select simple sharpen. This will give you a little bit of sharpening all
over the edges, and I think it looks
pretty nice as well. So it is kind of up
to your preference if you want to add these
effects or not. You can also do obviously
all of the normal image editing stuff like adjusting the brightness or the contrast
or those type of things. You can maybe increase the contrast of the
image a little bit. I think that would
work pretty well only. Increasing the overall
contrast of it. Let's say something
like 25 or let's try. Let's go with 30. I
think 30 is fine. I think the brightness
is fine at zero only, so we will be going with that. Let's sit, okay.
All right, so yeah, these were some of
the changes that we have done in our compositing. If I come back to
my anime room and let's say I go to
compositing and select them all and just
press M and save this image, save and select two, set this to JPG. Let's just rename this
as one underscore 80 trade and hit save. Now open this image
in your Photoshop. U. Now you can hold Control and tab
to kind of switch between the two different
tabs in your Photoshop, and you will see the
effect that we have added just by doing some simple
editing here and there. So this was our older render, and I think it looks
pretty gloomy and dead for our anime
inspired scene. And this has kind of colors
popping out a lot more, and I think it looks
really nice, as well. So I am really happy with how the compositing has
turned out for this. And definitely,
there are a lot of different settings that you can kind of play around
with to get like, different types of wizards and I've already gone over them. If I come back to my
let the scene back now. What I will suggest you
guys to do is let's say we can also play around with the camera
settings a lot. So right now we just have
a single camera angle. This one, let's say
we press shift A or sorry let's just
duplicate this one only. Select it, press Shift
plus D, duplicate this. So now this camera
is already set up. We need to change this
camera's location. So first, we need to make
it the active camera. You can see this one has like a black triangle on top of it, and this one has like
a hollow triangle. That means this is not really the active camera right now. Select it and press
Control plus zero. Now, this has the black
highlighted triangle, so now this is the active one. So now that it is
the active camera, you can place it
around in your scene, let's say, over here, and
then press Control A 100. And this will give you a
different type of what do we call it like angle to look
at your environment at. I think this will give
you a different look. You can also increase the focal length if you're
trying to kind of go for, let's say, a close upshot. You can even increase
the focal length, and we can enable camera to view and adjust it a
little bit like this. And even this angle looks
really nice for our scene. Now, you might notice
that we are getting this really blurred out spot. So if you turn off
the depth of field, everything will kind
of have a crisp and, like, perfect outline. We don't really
have the depth of field effect now working. But if you enable this,
now you get the depth of field and you can control
it using the focus distance. So focus distance is basically where you want
to focus your camera. So if I decrease this a lot, everything is
totally blurred out. But if I keep on increasing Now the distance is somewhat set to the location of like
this cup noodles. So that's where we
can only see them properly while the rest of
the things are blurred out. And if you keep on
increasing, now, other things will
start to get in focus like now this is in focus. Or now let's say if
you increase it a lot, then the TV is going to be
in the focus like this. You can also select the exact
focus object you want to. So let's say I click on this
dropper and select this. So now these cup noodles are in focus while the rest of them
are totally blurred out, and the blender automatically calculates the focus
distance for us. Let's say I select this book
or I select the fridge. So yeah, that works. So yeah, the reason we are
going over all, this is like the ptofel is a really nice effect that
you can play around with. So now let's say you select the focus object and
select your cup noodles. But you don't really
want the rest of the stuff to look too blurry. So you can decrease
the F Stop option. And what this will do is now the cup noodles are in focus, but the rest of the objects
are not that blurry. You can decrease it to
get a proper effect. So let's say I said dio
25 so that this is in proper focus while the rest of the stuff are still
a bit in focus, but not that much. So they will appear
like a little bit blurry but not that much. So, this is a really nice option that you can
play around with, and definitely you
should be adding a couple more different
angles in your environment. So one is over here, then you can place one, something like this
and definitely try different focal
lengths as well. So right now the focal
length is set to 50. So if you keep on increasing
the focal length, it is basically for
more close up shots. So high focal length
like 50 or 80, you can definitely go for really close up shots if
you want to take. And the earlier one
we had, let's say, this one, hold control and zero to make it the
active camera once again. This is really a small
focal length 25, which is far more like
wide angle shots to take in the entire c. So yeah, just set up a couple
of different angles, maybe one over here to properly
see the uh, outside view. And then, yeah, you can take all these different
renders and make sure to composite them as well. Let's say we select this one. And let's just give
this a quick render. I will increase this
to 15 and just press F 12 and see how it
looks Alright guys. So the render is done
now and you can see this one gives off like a
totally different look. If you come back to
compositing and just select all of your
nodes and just press. To turn on the compositing, now the colors and everything
are working perfectly, and we get the proper
look that we want. So yeah, definitely, you
should be taking a lot of different renders from all
these different angles, adding different cameras, adding them in different
focal lens or depth of field settings to get
various different types of shots to show off the variation in
your environment and your portfolio as well. So definitely do that. One other thing
that you can do is, let's say you go over here
in the output properties. We have the standard
resolution right now that is 1920 by 1080. You can also increase it to, let's say, the QHD. So 25 60 by 14 40 P. So this is a little
bit higher resolution. You can also go for
four K as well, but that will just take
longer times in your renders. But what you can also
do is you can set, weird resolutions
like let's say 100 by Sorry, thousand by 1,000. And this will give off
like a totally new look. So yeah, as you can
see, this aspect ratio looks completely different
from our earlier one. So you should definitely be experimenting with
all these, like, different things we have a
lot of different options. We also, play around with
the lighting as well, like adding different
lights or making, like, a nighttime
scene or adding like lights to the lamp or changing the color
of the sunlight. Or maybe making like
evening time scene. So there are a lot of different
things that you can do. You can also create various
other props if you want to, maybe adding a lot
more things or making a different
layout for your room, like placing around the props differently to create a
completely new scene. You can do all these things. One thing that you can also
do is you can go to shading. And if you remember, we added different HDRIs. So you can also try
them out right now. If I now cross this one
and instead select, let's say, some other HDRI. That HDRI will totally give a different look to
your scene, as you can see. You can just rotate it around, and this will give off like a seaside type of environment. And if I select something else, something like that, again, you can see it will give off
a totally different look. And yeah, these were
basically all of the kind of customizations and
the compositing things that I wanted to discuss, and we are pretty much done with the lecture and the course. So I hope you guys
learned a lot. Thank you for watching.