Create Cinematic Scenes with Blender 3D | Chapter 3 | Kaiwan Shaban | Skillshare

Playback Speed


1.0x


  • 0.5x
  • 0.75x
  • 1x (Normal)
  • 1.25x
  • 1.5x
  • 1.75x
  • 2x

Create Cinematic Scenes with Blender 3D | Chapter 3

teacher avatar Kaiwan Shaban, Visual Artist

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Intro

      2:02

    • 2.

      Reference

      1:47

    • 3.

      Environment

      11:18

    • 4.

      Adding Trees

      4:42

    • 5.

      Adding Haze

      4:26

    • 6.

      Adding a car

      4:46

    • 7.

      Character

      7:10

    • 8.

      Lightroom

      4:25

    • 9.

      Outro

      0:51

  • --
  • Beginner level
  • Intermediate level
  • Advanced level
  • All levels

Community Generated

The level is determined by a majority opinion of students who have reviewed this class. The teacher's recommendation is shown until at least 5 student responses are collected.

2,000

Students

44

Projects

About This Class

THANK YOU FOR JOINING MY BLENDER MASTERCLASS SERIES #3

In this series, I will talk about my creative workflow, the decisions I make, and the reasoning behind those decisions. Keep in mind that this will not be a complete beginner's class. If you're just getting started, I strongly advise you to watch the two previous series. So by no means, this is full education material. It’s more focused on why than how. Because, in terms of technicality,You can always learn them from other sources that do a better job than me. 



WHAT YOU WILL LEARN

  • The importance of using reference 
  • Environment Building
  • Adding grass and trees
  • Adding Haze
  • Adding Car
  • Adding Character
  • Colorgrading using Adobe Lightroom

Meet Your Teacher

Teacher Profile Image

Kaiwan Shaban

Visual Artist

Teacher

Hi, I am Kaiwan Shaban, a 25-year-old visual artist. I blend digital art and cinematography to create unique and imaginative pieces. Throughout my career, I have worked with prestigious clients such as Apple, Jaguar, Adobe, Mercedes, Audible, and Sony Music, to name a few. I enjoy sharing what I know with the world

Find my digital assets here // https://kaiwanshaban.gumroad.com/

Get 1 month of Skillshare with this link

Click this link to get 1 month free access of Skillshare.

See full profile

Level: All Levels

Class Ratings

Expectations Met?
    Exceeded!
  • 0%
  • Yes
  • 0%
  • Somewhat
  • 0%
  • Not really
  • 0%

Why Join Skillshare?

Take award-winning Skillshare Original Classes

Each class has short lessons, hands-on projects

Your membership supports Skillshare teachers

Learn From Anywhere

Take classes on the go with the Skillshare app. Stream or download to watch on the plane, the subway, or wherever you learn best.

Transcripts

1. Intro: Hey folks, my name is Kaiwan and this is the third series of my blender masterclass. If you've watched the two previous series, you will know that we covered bunch of things like an overview of Blender basics, how to find your style or niche. And we created this scene from scratch. Well, the second one, we talked about the fundamentals of lighting and how to take full advantage of them in your work. In this series, I will walk you through my creative workflow, mainly the decisions I make and the reasoning behind those decisions. We will start with a blank project and ends up with a result like this. Keep in mind that this class will not be a bleed beginners if you're just getting started, I strongly advise you to watch the two previous series. So by no means this is like full education material. It's more focused on why Then how? Because in terms of technicality, You can always learn them from other sources that do a better job than me. Quick disclaimer, I will be using certain plug-ins and asset that are paid since it will save so much time. And it's just pretty much how I create my artwork to keep it consistent. You might be familiar with the idea of modeling every element in your scene. And that is obviously great, but it could take days or weeks, especially if you're going to make a detailed seen. Personally, I don't see anything wrong using 3D assets or plugins that could help your creative workflow as long as you modify them in your own unique way. Now that's out of the way. Let's talk about what you should expect in this series. In the beginning, we will talk about the importance of finding a good reference. Then we will jump to blender and start building our environment. Following that, we will learn how to add fog, a 3D car asset, and our main character. After rendering the scene, we will jump into Lightroom to color grade the artwork. And finally, we should end up with a result like this. Alright, so without further ado, let's get down to it. 2. Reference: Hi friends. We are going to start talking about the importance of using reference before you start creating anything. This is something I've only recently started doing, but it's already made a difference in my creative process. So these minor details contribute to a much more realistic outcome. And as you probably know in most of my artwork, I tried to recreate scenes that are based on real life scenarios. Not all the time. Sometimes I go crazy, but most of the time and having a few reference helps immensely with grasping and discovering all the details that you might overlook or never consider. So here, as you can see for this piece, I downloaded a few reference from a website called Shot deck, which is a fantastic tool for filmmakers and cinematographers to find inspiration and download stills from movies. So if you want to recreate cinematic scenes, which has a case here, this is a must-have for 3D artists. However, it is paid, but I believe you can get up to 15 days free trial if you want to give it a shot. So as you can see, I just downloaded some bunch of reference in a forest looking vibe. I'm not going to exactly recreate those scenes, but it seems helps a lot to see how real life works and how the lights contribute to the overall scene. And you can easily get inspiration and grasp all these details over here and basically get inspiration from those and apply them in your scenes. In the next video, I will start building my scene. Obviously, you can go crazy with this if you want to. I've only used five reference and I believe it works pretty well for these things I want to go for. So yeah, let's get to the fun part and start building on Blender. 3. Environment: We are now officially in Blender. A few things I want to mention before we start actually creating blender as a piece of software has definitely improved. Like right now we have the default denoise or here while rendering geometry and shader tap and many other features that are now available on the default nicer has definitely been a time-saver because now you don't have to go to compositing anymore and denoise it manually after rendering like we did in the first series. Besides from that, the design interface has remained nearly unchanged. I also discovered that your default startup could be customized. This means you're in full control of all the adjustments, layout, and panels. And then after that you can just make them your default startup. So you don't have to repeat the cycle over and over every time you start your blender, every time you start creating something. Now as you can see here, I customized mine. This is basically if I go to File new general, I have this same theme here. And this is very, very helpful and I strongly advise you to do the same to save more time and to do that, first of all, you need to adjust your setting. Anything you do, it will be saved as your startup. So here I chose GPU, obviously choose your Mac sampling for your viewport, your Mac sampling for the render. Here, I adjusted all the ratio, quality, the resolution, the word you want to save it, or what type of color and color depth you want to go with. All of these settings can be customized. And here, as you can see, I have three view ports. Here have shading tab. The reason I have shader editor here is because now I don't have to go to Shading every time I wanna do something in the shading tab, it's just right over here and it's big enough for me to work with. And I deleted the cube or you just don't need it. And yeah, so after let's say you've done all your adjustments from layouts and panels. All you have to do is go to File, default, Save Startup File. I've already done it and I have all my settings ready. So yeah, this is highly recommended and we'll save so much time from your creation process. Now, let's get started. I'd like to begin by making a road here. This gives me some kind of direction and guides in defining my next step, which is gonna be really helpful. All you have to do is just press Shift a mesh and then add a plane and just scale it up. I'm just going to delete it because I already have one. So now what I'm gonna be doing, I'm going to start duplicating this plane by holding Alt D and then middle click on my mouse and then slightly go to this direction. Now it's duplicated and we're gonna do the same process. The reason I use aldi is because I just want to duplicate the Mesh, not the data itself. That way we will have less space and it will help us to have less render time. It won't make any difference in terms of quality. So here we are going to do this. And the more you go, the more distance you go, the more you have to kinda duplicate, the easier it becomes to duplicate if you'd like to go further like this. So I think that's enough. And now we have like a, something to work with here. I'm going to my Render view port and I'm just going to add some light to the world so we can see what's happening here. Obviously so far, we haven't added any materials. But as I mentioned in the first series, I important most of my materials through Quicksilver bridge, which is a great software to quickly import 3D assets, surfaces, materials, any kind of displacement in your blender seen. So here I'm gonna go to the ones I've already downloaded on my search, mossy. Something that we can work with here. I think I'll go with this and see. So now, as you can see, it's exported to Blender right away. And here we're going to click to one of these planes, doesn't matter. It could be anything because they're all connected. And now we're going to change from the default material to Mozi ground. Can see we have something here by default, I don't know what has happened recently to quicksort bridge, you have to do some adjustment because this is not the actual look. They've made some mistakes in the shader Taft's. So here, roughness, As you can see, it should be linked to reference. All I'm just going to change from specular roughness. And they did the same thing here. So normal map should be linked to normal nodes. And here we have transmission. The same thing with this. I think this is a big downside for the software because not many people know about this. I think they need to fix this and they should be able to fix it. So yeah, if you've ever used the Quicksilver bridge, you will probably have this issue, but yeah, that's how you fix it. It's not that difficult. So now we have this muddy ground and those small details make a difference even if the ground will not be seen as much. In the final result, now that we have finished with the road, it's time to start building and laying grass. The botanic plugging is one of my favorite ways to add grass and trees. Obviously, there are many other plugins on the market to add grass, but I've been pretty happy with botanic so far. To add the grass, you can simply press Shift a. And instead of playing, I'm just going to add grid. But different is grid has some kind of subdivision already, which is a bit easier to work with since I'm gonna go ahead press tab and add more subdivisions to it. The reason I'm going to add subdivision cuts is because later on it will be easier for me to brush off the grass to give some realistic fuel to the grass and the forest. You'll understand them a bit. So now we have another plane all after it is just slightly make it under Position it under our main road plane. Now that we have that here, and now it's time to add the grass press N. And here you have all your plugins. And here you have, first of all, click on it, and then you have this plus button. And here you have all this time different type of things. Like different type of grass, maybe lily pads if you want. But I'm just gonna go with grass. And one of my favorite is European meet doll. Not sure if that's how you pronounce it, but yeah, click on that and click Okay, and you have the grass here. Now, obviously, I'm going to adjust the grass a bit. For example, I'm going to add more scale to it. Maybe add a bit more of the grass. Can randomize it a little bit. Two, that add more realism to it. This is quite interesting so far. And I'm just going to go a bit upper with my camera since we don't need shading tab and I can just drag it down a bit. Alright, so what I'm gonna do basically, I'm going to keep this grass for now. I can always adjust it later on. I'm going to add another grid. This time is I'm going to focus around these area from this side and this side, it's going to make my grid a bit bigger. And I can easily hide this, so you can call this front grass. The reason I'm going to hide it, it will make our creation process much faster right now, see I can move. It's smoother all of a sudden, so I'm just going to add more subdivision here as we did, we can brush it off easily. I think this is enough and I'm going to add the same kind of grass for the sake of realism. I'm just going to put it under this position is here. Again, I'm just going to add scale, randomization a bit, add more number. And now I can easily go to paint and paint on the areas that I want to be visible. I want the grass on. Make sure you don't go with one strength down. Just adjust these a bit. And here you should be able, so you could find some reference on how the grass looks. In real life, it's usually very random. Keep in mind that it doesn't have to be perfect and that's the whole point of it. All right. I think it should be good to see you have some kind of now let's unhide our front. You see where we are going? Yeah. So I think this is quite nice. Okay. I'm going to hide our front grass again. So now I can easily duplicate this by holding Alt D Again, we don't want the metadata of the grass to be copied on all of the duplicated parts. We just want the meshes, but the metadata will be linked to this plane only. Here. Just kinda duplicated. As you can see from a distance. It slowly gives it a more realistic look. And I'm gonna do the same thing for this side. I have to do is just rotate a little bit. Oh my God. I think we're in a right direction. Alright, so let's bring back the front. Yeah, I think we're done with the grass for now. We can always come back to it obviously and adjusted, randomize it more. But since later on we'll, we're also going to add haze that will probably hide the imperfections and it will add more imperfection, sorry. And it will hide the distant areas more that way. The main focus will be only in the foreground, which it should be. So I might just move the camera a bit as well. Just like this. Okay, so in the next video, we will be adding trees the same way we did and continue building up the environment. 4. Adding Trees: In the previous video, we added the grass. Now it's time to add the trees. I'm going to use botanic plugging once again to add the trees. Here. If you go to the plugin, you have an asset. And when it comes to trees, we have a number of options. I'm going to just quickly to show you how many options you have here. And you have even snow trees for your snow scene, and you have different type of seasoning trees, I would say so. Yeah, you have lots of options. So I'm just gonna go to the first one. I would go with this. Abby is con color. I think that's how you pronounce it. So I'm just going to click Okay, and you should be in my scene right away. Now obviously the scenes is pretty heavy. So what I'm gonna do, I'm gonna hide the front and all the other grasses just for now. So I can play with these trees freely, so much smoother. All of a sudden, what I will do basically I'm going to randomize the trees so they look more realistic. I think if I make this a bit big, bigger, just like this slightly this way, obviously, I'm going to duplicate them through Alt, pressing Alt D on my keyboard. So same reason to save more storage. So I'm just going to slightly rotate them, make them bigger bit. And you also can click on randomized variant. For example, I'm just going to click on it. It might not work, but yeah, sometimes it doesn't work. But now you see it's a bit different than what we had before. I'm just going to scale it down a bit. The whole idea of having this randomize it more, just going to put it there, this one on the backgrounds. So it shows that we have like a forest looking. You just have to rotate a bit. I know this might not look realistic, but it works when it's distance. I'm just going to add another one for the sake of randomization. So I think maybe this one, I think this one would look good. Alright, I see, I'm just going to add it here, make it a bit bigger. Now I'm just gonna do in duplicated, I'm going to add one more similar to this one, just to be here. For the sake of adding more symmetry here. That's quite nice. I think. Obviously make it, can make it slightly. I think we're in a good direction so far. I'm going to turn on the grass to see how they look. Actually. Yeah. Now you see we have other grasses in-between. So now what I'm gonna do, I'm going to push these grasses a bit on the site so they appear more here as you can see. And same for this side. And we can always customize it and adjust that later on. But I think so far we are in a good place. The only thing that I wanted to do, I want to just duplicate this big tree and put it behind this and behind all the trees so that way we cover the white spots in the background? Yes. Like a bush. It's more like a bush right now. So yeah, pretty cool, right? I think for this front grass, what I will do, I will paint a bit over it just lightly on the sides that I want to be. Let me just see how it looks. Now. It looks more like a road. I'm just going to push this. Yeah, I think it's so far, it looks pretty good. I'm just going to add more brightness to see what's going on. You can also change the viewport, the render view port to shading, to see the textures thing. That's a easier way to see what is going on. I think I might just push this a bit more. Yeah, so the car will be here. Alright, so now we add a trees and the grass. The next step is we are going to be adding haze or folk to kind of give some depth and more imperfection citizen to give that realism look. So, yeah, I will see you in the next one. 5. Adding Haze: When it comes to my creation process, adding fog or haze is probably one of my favorite things to do, and it is surprisingly quite simple to do so, so to add haze, all you have to do is just to start by creating a cube, Shift, a go to Mesh cube, and scale that cube up, skill it as much as you can possibly can scan to press S and then middle click and go. This way, the scene is slightly getting heavier, so it's hard, harder to work with. I would highly recommend you to check your normal, regular viewport. You don't need rendered viewport at this particular moment. As you can see, middle click on the other side and just make it a bit higher. Just make it a bit bigger generally. So now what we're gonna do, first of all, we can, you know, it's annoying to look at this, right? So we have to kind of make it not visible and just something there. So to do that, you have to go to the cube properties and here you have visibility. And then actually it's a viewport visibility. And from textured as a mesh, you can change to wire. And now you can just see some like corners and you can click on it, you can move it around. The best part is you can see what's happening inside. Now we can go to shader tab, by the way, if you don't know how to add these panels, I'm sorry. I should have mentioned that in the beginning. All you have to do is just go to one of these corners and add a new 3D view port. And here you can change to any tabs you want. Here you have shader editor, and that's how you can get it to close that panel or layout, Right-click close area. So here I have my shader tab. I'm just gonna go ahead and click New and make sure to delete the default principal B as the f, you always have that. So press X to delete, Shift a. Again, I'm going to be adding volume, principal volume. This way we can add our haze, so link it to the volume. And here we have the intensity. I would go with 0.1 and see how it's going to be. Obviously, if you go to render view-port, you will see it's quite dark right now. And especially if I go to the world and completely remove the strength of our light, the surrounding lighting, you have complete darkness right now. So how I can brighten my Hayes, how I can give it a forest, the dark moody look to it. You can simply add some kind of emissions by going to shift a. And here we have light. And I'm gonna be using point light. So what I'm gonna be doing, I'm going to position my point light slightly above our haze here. I'm just going to move it a bit to this. I think it's quite good. So what I'm gonna do here, I'm going to add as much as power as possible until we see something here. So first of all, I'm going to change the color to a bit like this kind of light blue. And here we go. I'm just going to add power until we see something. Usually it will take a while, but you can see we are slowly seeing some details and it's looking pretty good already. In a way, it's a light simulation or emulation for the moonlight. And I really liked this kind of vibe. So now I'm going to go ahead and duplicate the light and maybe duplicate it to more than just add another one slightly around this area and another one here, this one, it should be a bit higher. This one as well, slightly higher than usual. And obviously I can add more power to it. And now, just by adding the haze, you can see the shades of the horizon like the depth in it. Like you can barely see this tree here, and you can slightly see this tree here. You can see this. This is the beauty of adding haze. It creates depth and I really love it. It's one of the things I actually use a lot in my creation process. This is pretty much it. In the next video, we will be adding our main car asset, and that's where the real magic happens. And then later on we will add our character. So yeah, I'll see you in the next one. 6. Adding a car: Keep in mind that if you want to add a car, you can use pretty much any free car asset you find on Sketchfab or any other platform. But in this Scenes I'm going to add my own 3D car that I've completely customized it for myself, my team and I have been working on this asset for more than three months and I'm so glad it's finally here and can be found on KLM production.com. I probably sound bias, but this is without a doubt, the best 3D car asset I've ever used. It's fully rigged within interior and exterior. That is extremely detailed. It has all the practical lights and it comes in three different versions. Clean dirt and hide dirt. Overall, you're not entitled to go and buy it. But if you're interested, make sure to use the coupon code K22, get 20% off from the original price. This discount is exclusively for the students of this class. Now that's out of the way. I'm gonna go ahead and import the car asset. The best way to do that is go to File append. And here I have all my folders saved. I'm gonna go to 3D car model, go to the folder location that you have, asset, the projects, and here you have the clean, medium dirt and hide dirt version. For this one, it makes more sense to use the medium dirt version because the road is muddy, so I don't think the car should be very clean and polished. Here, once you click on your project file, you can go to object and you can basically append all the components, whatever you have beside the camera because we don't need it. Click on the first component are the elements of the car. Until you go all the way down, you don't need the plane as well. So you end here and hold Shift and click on this one. Now, you have selected all of them and all you need to do right now is append. As you can see, the car is already imported. For now, I will move the car a bit first of all, and I will hide my Hayes So the scene gets a bit lighter to work with. And I'm also going to change my viewport to just viewport shading. Here we have the car, now we can play with it a bit. We can also make it a bit bigger if you want. But I think the size is it fits with the scene. So we're going to keep the same size and I'm just going to position it a bit. Now. Lucky me. It already comes with lights on and I'm not going to switch those light. However, you can easily do that by just clicking on those lights here and by setting the power to 0. Now you have the car here, what I'm gonna be doing. So basically I'm just gonna get back to render view-port to see how it looks like. For now, I don't think I need the shader tap as well. So I'm just going to this I'm just going to rename it quick. This is the hay sides. So now all I have to do is just change the position of the car. The cool thing about this car as it is, you can also open the car door to add more storytelling behind a piece. Basically rotate it to the other side. If you don't want too much light on the foreground and you have technically something this, which I cannot really like to be honest. Maybe I'm just going to do it this way. Pose the, the scene is so heavy, It's almost impossible to see what's going on. Once again, I'm going to hide most of the grass and trees right now to see. Okay, so first of all, we have some problem with the positioning. The tree looks way bigger than the car, so I'm just going to make it a bit bigger and just move it on this side or bring it on this side. And now things look better. I think this should look better generally. Add the haze again. Yeah. Okay. Now we're talking now the grass is back. All right. So yeah, it looks pretty cool. You can also turn on D noise to see the viewport being the noise right away. So far I think it looks good. I think the tree is looks a bit bigger than usual. So what I will do, I will just make them a bit smaller and duplicate more of them. Maybe in the next video, I'm going to also change the ratio of this scene could look better than the four by five Instagram ratio. So yeah, I will see you in the next video. 7. Character: Characters can be added to your scenes in variety of ways. Typical characters can be downloaded from websites such as Sketchfab, CG trader and others. Human Jen, a blender market plugin is also another way to add your characters. However, for the majority of my fingers, I use a program called Das 3D. Studio allows you to make your own characters and they have a large collections of figures, outfits, and poses to choose from. When it comes to figures and clothing, I was definitely a bit pricey, but you can look around there's shop to see which figure you want to buy or what kind of closing uni, I spent a lot of money trying to find different figures, but I finally found what I was looking for. Now, I'm just going to open this 3D here. Obviously I'm not going to get too technical here. I will however, include some links in the project PDF to walk you through the download process, learning the software and how to connect to your blender. Now, this is the interface for the desk 3D. What I have is the saved files, Credit bunch of figures here. As you can see, that the one I use the most is this character, my iconic character, so high. So now we have the character is not going to show his face for the sake of keeping the privacy. But yeah, as you can see, it looks pretty decent. Usually what I do I imported to Blender and I also changed the shades of the clothes as well. That's what's cool about having a actual 3D model where you can change the layers of the clothes. So what I'm gonna do basically I'm just going to import it through blender. So to do that you have script bridge blender and then you have this plugin that you have to download. It's called Das to Blender. Here you can. I usually go with level-0. I don't check any of those. Just click accept. It will automatically convert like the pose, the clothes and everything into das to Blender. Plugging here, going to the plug-ins here you have das to Blender. Before I go ahead and import my finger, I'm just going to uncheck some of the things here. Updated viewport shading. We don't want to change the camera angle. Update camera. Yes. So these two just uncheck them, the rest you can keep them on and just like double-click and you should have the character in a minute or less than that. Yes, Here you go. You might have some kind of error, but I always ignore them. So now that I have the character, it will automatically change to the pose mode. So I'm just going to bring it back to the object mode. However, you can play with the rig to pose because it comes with rigging as well, which is really cool. Now. It's locked. If you try to move it, it's not going to move. So press N on your keyboard, and here you have the item, the coordination of your model. You just have to uncheck all these logs. You can play around with the figure. So in my case, I'm just going to move it a bit, put the character here like something like this. Alright? And now, as you can see, the hat is not positioned correctly, like you always have some kind of technical issues with the software, but at least it gives you something. So now I'm just going to reposition the hat. It might take some time here. You can see what's happening. Yes. Looks good so far. So let me just check the rendered viewport to see how it looks so far because I feel like there is some perspective issues we have here. It's either the grass is too big, whatever it is, we can fix it. Alright, so now we have the character there. I think what I'll do, I'll just push the grass a bit further. By the way, to see more of this, I can simply hide all the trees for now and also hide all the grass to just see how it looks. Just keep the front grass. Okay. Yes. I definitely think the front grass is a bit too too big for this scene. It is much better. I did scale it down right now and it looks so much better. Okay, so now I'm just going to add everything back the way it is. And I think we're pretty much done. I can't believe I'm saying this, but yeah. I'm just going to bring back the trees. Now, obviously that you have so many details here, That's the one of the reason why the scene is too heavy and it's almost impossible to see the full details in your rendered viewport, but you will see a much better result after rendering, especially if you're rendering at a 512 max sample. I'm just gonna go ahead and render to see how it looks. Yeah, I don't think anything else is necessary. Sometimes it just ruined everything by doing more stuff. I think we got to a point where everything looks good. So I just need to render to see how it looks. Obviously, I'm going to render in two different ratios. The first one will be this four by five Instagram kind of cliche ratio on the second one would be something that I'm very interested is would be 1920 with x 69 technically and on 80 here. That's why we have a way more cinematic ratio. And I just want to experiment with this to see how it looks, I think is very interesting here. This looks even much better. Oh my God. Yeah, I think this is the one. So yeah, this is it pretty much now all I have to do, I'm just going to render with this ratio for now. I'll do the other one later. I can also add some depth. Go to the Camera, click on the camera. Here, you have depth of field, so you just click on it. And I think I'm going to choose the car and I'm not gonna go too crazy. So I think somewhere around four aperture for is good. We'll see how it looks at the end of the result. So yeah, now I think I'm ready to render, but I think the last thing I wanna do, I think the intensity of the light is a bit too much. So what I'm gonna do, I'm gonna decrease it to 5 thousand w, which is the power of the intensity. And both sides, I think it's all connected. Yeah. Okay. It seems all connected on this one. Okay. This one again, yeah, should be good now. So let's see the final result. I'm just going to change it back to the viewport shading so they're seen as less heavier. Let me just save this as a final all right. So it's time to render this scene. I'm just going to close this area because we don't need anymore go to Render, render image. 8. Lightroom: In this video, we will be enhancing our final renders seen by adjusting the colors using Adobe Lightroom Classic, you can also use Lightroom CC or mobile Lightroom. I just prefer using classic sense. I'm more familiar with it. As you can see here, we imported our final render and what I usually do, I usually start by applying one of my presets over here, especially made for renders like this, cold cynics log cinematic preset for Blender users. Anyway, I planned to put this preset pack life back in the first series. For some reason I forgot, but it's officially out right now and can be found on KM production. However, you don't have to pay for the full pack because I am going to be including this preset that I'm gonna be using, which is called cynics 11. As you can see, this is the before, after slight adjustment. But obviously we're not going to stop here. But if you are interested to get the full pack, feel free to go to camp production and use the coupon code K24, 20% discount from the original price. A very important things to know about preset many people, things that you just have to click the preset and it will magically do the job. But that's not the reality. You don't necessarily get the best results just by one-click. So it is crucial to do some slight adjustment because each renderer should be treated differently from one another. Now, here we have this very nice moody look from just one click, but I don't want to stop here. So what we're gonna do, we're going to obviously bring back the colors of the light, the headlights back to more oranges. So to do that, I'm gonna go to the color grading here, and here we have the mid tone. So I'm just going to slightly go towards the oranges tone. And here you can adjust the brightness and darkness of the midtone. Yeah, I think I'm done with color grading now, if you see this is before, after, before after. I think I got like the orange tone that I was looking for the headlights. Now what I will be doing, I will go to masking here and we have liner gradient. This is one of my favorite tool that I usually use using Lightroom. So I just created a gradient on top and I'm just going to add some bluish tone to it slightly from above to kind of wash out the debt tones with this blue cinematic tone. As you can see, it's quite interesting. Obviously, you can see it looks much better now, before, after you have some contrast, the complimentary colors between the orange and the blue. And this is one of the things I usually do to make my artwork stand out. Now I'm gonna go back to masking, go-to brush and just brush on the light. You don't have to go crazy and slide details. I'm just going to brush over where we have the light and what I'm gonna be doing. I'm going to add a slight lean, more warm temperature here. So we have some warmer tones and add a bit of magenta, I think is quite interesting. I'm pretty happy with it. I, so far this is before and after. I think it's pretty good. I can bring down some highlight here, maybe add some shadow so we can see some details around the area. I'm just going to play with temperature, but so, yeah, pretty much, that's it. We have tone curve here. Now, the last thing I wanna do, I want to add some grain, one of my favorite things to do as well, just it gives a whole C. Now we added the grain, makes it a lot more interesting to look, at, least in my opinion. So here we have the grain and this is before adjusting on Lightroom, this is after. So as you can see, a Lightroom is a big part of my creation process and I hope this is helpful. Alright, so this is pretty much it. This is before Justin on Lightroom, after. And it all started by using one of these preset and just going over and adjusting it the way we want. So I'm pretty happy with the result and I would usually finish it off by going to Photoshop, but I don't think there's anything necessary to go to Photoshop or if there's anything to add. So this is the final result. 9. Outro: We finally have come to the end of this series. I hope you guys enjoyed it as much as I enjoyed making it. I am super excited to see what you guys create with the techniques I showed you. So tag me on Instagram or Twitter if you post your work, I hope you've benefited from the principal and the tips in this course, and they help make your workflow faster and inspired you to basically create your own unique stuff. Now, don't forget, experiment with everything you've learned and apply different elements concept to create those unique artworks. This serious will be the first of several to come. So stay tuned for that. Make sure to follow me here and all my social media accounts so you can be notified when I release the upcoming series. If you have any questions, don't hesitate to hit me up and I'll do my best to help stay creative and have a great one.