Transcripts
1. NFT 3D Car Intro.: Hey TJ here. If you want to learn how to
create your own NFT 3D car. I'll show you how to do
that in this course. Plus I'll show you how to
create your own ash fall road and background elements
for your NFT design. What that all out of the way. We're now ready to jump
in to our first lesson. And I'll also throwing
some pointers on how to frame your
artwork properly. He showcase it in the
best light possible. I'll see you in the next lesson.
2. Create 3D Car NFT | Part 1: with Asphalt Road.: In this lesson, we're
going to design our n of t using Blender. This is assuming you already
have a car model ready to use whatever you've created your own or imported
it from elsewhere. You don't have a car
model of the brain. You can check out
another course. I'll show you how you can
create one street from scratch. In the bonus section
of this course. Assuming that you
have a car to use for your NRT over
a few guidelines. These guidelines will help frame your artwork in the
best possible way. The key concepts to
designing your own NFP. Keep things simple. Metric car for focal point as the NFP means you don't want to add him too
much background details. They'll distract from the main focal point,
which is your car. If you go outside
these guidelines, but it may not always work out. With that in mind, let's
get started with creating our 3D car and a T. I'll show you how to make a rule for your car step-by-step, along with some
background elements to capture in your final render. Here we go. So now here is our car rate
that we have ready to go. We want to first create
a path for this car. Makes sure that the cursor's
through the origin. By pressing Shift and
press the world origin. We will see the red white dotted circle and
the standard error. Create our new mesh. So we'll create a curve, shift a curve path. We can rotate it on the z-axis by 90 degrees and scale it up. Pressing us. Make it too big since
we're just going to test out the path for a car. Next, what we'll do is
we will select the path, hit Control and
slept the car wreck. Next. Pose mode. We can see here
in the bone properties, we can select the
target for our path, which is the path
we just created. And click fixed position
and follow curve. When we have the offset to 0. As n increases their moves along the path all
the way to one. We've got our path
Sarah, working now. Next we can create
a plane for road. So shift a mesh point. Next, mover went to
the shading viewport. Hold z, go to material view. We can see half rendered how the rule will look
as we create it. Make sure to object mode and we need to add
a new material. New material. We
get this node here. But we're going to have
to add in more nodes. So either add by pressing the button on the top tab there. You can press Shift a
and add in a protection, which we'll need two of them. One of the protections
will connect the color to the base color is going
to look like this. White inquiry briefs. And we want both of the
colors to be white. Since that'll be our dash
length for our road. You can necessarily scale a bit. I find that about motor
size around 0.125 works. And you can adjust
the scale from there. Make sure the more
smoothest is 0. Motor size 0.1 to 0. This point as well. Here you can adjust
the port width, height to your liking. For now that's good. We can move on and we'll
come back to this later. Move to a second but texture
and put it into base color. Now, both colors will be black. Motor is going to be yellow, which is gonna be
our dividing line. Will also set the more smooth to 0 and just play around
with the values. But 0.014 for me, for motorcycle scale, just
to start out at two is fine. Come back to that later. In a mix RGB node. And connect the two
colors into it. This will mix the colors to
both work at the same time. We got something like this. We need more node, so we'll add a mapping node,
texture coordinate node. Place the vector nodes
from the mapping to the other vector nodes to UV and connect it to
a vector mapping. What this will do is allow us to change the scale
at the same time. For both of our protection. We can get the desired
road line result. To change a few other
values to make your work. Scale here for the yellow
motor to get to go, 5.1. That seems to work. You can also change the
scale of the x values to get as little or more
dashed lines as you want. To get rid of the yellow
lines on the outside, we'll go to the UV
Editing viewport. And we'll select the
cube on the left, press S to scale and Y
scale on the y-axis. This will allow you to trace the yellow lights
bit further out. So that looks pretty good. We've got the road
setup like this. We need to create some texture. Adding a color ramp. Noise texture will hook
up the factors together. We'll now need another mix. Rgb node will hook up the color in color
from the color ramp. Then we will shift some
of these nodes around. Connect the yellow
and white line to the new mix RGB node. Then we will mix the texture and color
together into our base color. Now, new, modified texture can look in the beginning before
we adjust something. So we're gonna have to add two more nodes so that we
can get a grainy texture along with this white
noise texture we've already put in. A bump node. Muscarinic texture will connect the height, the pump height, and get the bulb normal, connect to the normal on
the principled BSD f node. Because wait for it to load. You get now that grainy
texture with white noise. Now you can play
around with factors. Adjust the scale details
from the noise texture. If there's less or more
of that white noise, faded, look on the road. You can go to the most
creative texture. Scale it up to create that kind of ash
fall green texture. We're starting to get a
road that looks realistic. We can also increase
the roughness on the principal pdf node down, make it much more darker. Add some metallic value or Tad. Transmission will do much more
for creating glass effect. Believe that back at 0. There we go. We've got
our nodes all set up. Basically this is the
starting point for role. So that's looking pretty good. We can connect it to our
path, a curve modifier. But before we do that, we should rotate
the piece around. Since I'm going to line
up with the car properly. Undo, disconnect the path, rotate 90 degrees on the z-axis. And then now we can scale it up, press S to skew. Matching fits in. Then now we can connect
it to the path. Since it's all lined up, we can now scale the broad. Move it accordingly to
match with our car. Like pretty good. Then we can make the yellow
line a little bit thinner. To increase the value will make the line much more narrow. I wrote about 0.04
for this motorcycle. Here, for the white lines. Adjusted them again. I got motorcycle to 0.123 parts, which looks something like this. A lot better with
the scale quota. Another modifier,
an array modifier, which will increase the count. Merge it, increase the count of the road piece
along our path. That's it. That's part one, creating
our road on NFT. In part two, we're going to
go over and start adding in some background elements and camera angles to tie
this all together.
3. Create 3D Car NFT | Part 2: with Background Elements & Camera Angles.: We're now ready to create. The second part of our NFT design will be
creating background elements, like we saw in the
first video I showed. Replicate something similar
to that. To start off with. Just wanted to create a
simple mesh press Shift and a circle to create our light
source into edit mode. Press F to face fill. Then now we can go
into the material. New Material, name rode light changes
surface to emission, as well as the color of light, its own light source. Place it wherever you want. You please buy the
car on the road. Also need a camera. Shift. Select Camera. Bringing it up, bring it back. Press 0. You can see
what the camera sees. If you try to move out, move the mouse around
your exit camera, and the camera will stay put. Lock the camera to view that if you move
your camera around, the camera moves with you. To set up. Just press 0. Next to predict camera
to the car body. Select the camera and the windshield of the car or
whichever part of the car. Press Control, P, parent,
object, keep transform. Now, whenever the car moves, the camera moves with it. Duplicate parts of
our partner elements. Scalar down. Wanted to give
it a new material color. Since it's sharing the
one from the old one. The new material. And
different color like yellow. So that's looking good. Now if we go into
the render view, we see it's pretty dark. We should probably
add in a line. And you can set the
strength higher feedback. But I found one to
work pretty well. Now we've got our light. We want to make sure
our wheels are rolling. Select wire wheels toward play to see how
things are ruling. But in the opposite direction, I want to briefly wheels keyframe dollars
of 0.01 worlds, but I find seven more to me. From the start of frame
one to the end frame 500. All the cells looked at there. We hit play. We
see the wheels are rolling and in the
right direction. Now we're ready to start
recording our keyframes. To get the car to
the spot we'd like. Let us see the circle
we wanted to pop in and out for NFT. Keyframe here. Press I, selected to
rotation and scale. Move one keyframe
over two to seven. And that's when we can now raise the circle out of the shot so it will
disappear in the next frame. Key for a while it up there, stay up there for the
rest of the shot. We want to move back down to 28. Let's say we wanted
to move down, give it a keyframe at a 2.9. Exactly. That. It will grow our key frames in
the shot like that. You can do as much as you
like, but we'll do one more. We'll make it pop out
and pop back in again. Next few can add in
any other materials. So UV sphere, we can scale it
down and shade, smooth it. Do material. And this time we won't change it to a mission
where we bid as principal, BST F, same color, circle, increased metallic
roughness values. So it's kind of shiny like this. Just render you'll see a full
involved in the background. Or if you're MFT, which adds
some unique characteristics, you can use any other shape
or material you'd like. Now we've got some
background elements, set up. Cameras, set up road. We want to set up our
shot angles for camera. Around 100 keyframes. You can have the camera
starts to rotate. 200, rotate about another
quarter of the shot. So 90 degrees with the
person on the car. Just keep doing that. Every 100 keyframes till the camera gets back to
where it first started. 500 keyframes. It turns around 360
degrees in-between. You can always reach us
gamma 150 keyframes. Everything stays in the shot. More adjustments. Now we can add in another
background material. For the second part of our shot. Give it a new material
and color. Scale it down. The second part of our shot. So we'll set the locations for key frames as we've
done for the circle. Earlier. Cubed pop out to other locations
using a few friends. If you need to roll
back to figure out how to do snap factory keyframes. Just rewatched how I did
it with the circles. Moving on. Now we can add
in the third element, which could be text. The ending part of our NFP. Shift the text. Tab. The NMO, edited,
rotate it here. Test. They're going to start
off ahead of the road. The car comes down the path, the tester is going
to fly by it. To you a new material
we can tone color. I'll put to admission. So it's like a light
source keyframe. Or it is a current moves the
text to move down with it, set a new key frame.
As we move in. We're almost done. We'll add in a few extra light sources
since this is pretty dark. So press Shift to add
in an area like this. You can even add in backgrounds
with HDRI backgrounds, but they're pretty bright. Pretty distracting from entity. Just recommend sticking to
less background details. This background comes default when you're in the worldview. Shading mode. Or
something like that. Can also move the car. Delta transform the location z, type in, match the
wheels to the road. We'll probably add
in another light source at the end there. Now ready to render into the
video In video editing mode. This is our canvas. We can check the frame and the folder where
all our PNGs we'll go. We'll select PNG, overwrite. Blender ever crashes. You can start off
where we left off. Then. We can now call Render. Render Animation. Start copying all the PNGs to 500 frames. One says Doug reflect
the mpeg video encoding. We switch the MPEG-4
and perceptual laws. We add an image sequences, PNGs that we render. Settings are correct. We can render animation again. Until 500 friends
are done there. We can play the P450. Look something like this. There you go. There's
your NMT with background elements and
erode. Pretty good. If you want to
learn how to upload your NFT online to sell, I've got a video link you can check out in the bonus section. I'll show you how to
use minimum mask and verbal to hit set
up the proper way, which is another way to market your own NFT to earn
money for the RU create. Enjoyed this short
tutorial. Keep creep.
4. Bonus Section.: In this bonus section, your funds are links to extra material should
you need them? If you want to learn how to
build a car from scratch, there is a course
you could take. That course will also have a tutorial on how to download and use blender
on a basic level. Ready to go now and
market your NFP online. You can check out the
video link where I show you how to upload your
design using wearable. Also be sure to check
out the automotive for beginners channel to learn
how to repair cars for free. There'll be other
quality content on there you can
check out as well.