Create Living Room From Single Image in Blender + Robot, beginner friendly | šime Bugarija | Skillshare

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Create Living Room From Single Image in Blender + Robot, beginner friendly

teacher avatar šime Bugarija

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Robot living room scene PROMO

      1:22

    • 2.

      Creating a room

      11:33

    • 3.

      Unwrapping reference photo

      2:20

    • 4.

      Planks on the floor

      12:00

    • 5.

      Table

      23:12

    • 6.

      Door

      27:10

    • 7.

      Camera setup and lighting

      4:43

    • 8.

      Cabinet

      19:50

    • 9.

      Creating details

      8:45

    • 10.

      Ceiling light

      11:35

    • 11.

      Creating details

      7:34

    • 12.

      Depth and field

      5:59

    • 13.

      Adding assets

      15:34

    • 14.

      Compositing in Blender

      3:13

    • 15.

      Camera animation and details

      16:01

    • 16.

      Creating robots

      10:02

    • 17.

      Details on the robot

      7:02

    • 18.

      Details on the robot 2

      5:58

    • 19.

      Greeble assets

      17:56

    • 20.

      Creating materials for the robot

      24:01

    • 21.

      Adding a camera to a scene

      8:56

    • 22.

      Lighting and bokeh

      7:23

    • 23.

      Rendering

      4:06

    • 24.

      Post-Processing in After Effects

      19:01

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About This Class

Hello everyone, in this 4 hours and 30 minutes long tutorial we will make a movie scene using mostly only one photo. I will teach you how you can achieve a realistic result in the fastest way.

After creating the scene with the living room, we will create and animate the robot and insert it into the scene.

Part of the post-processing is done in After Effects (the last half hour of the tutorial). If you're not using After Effects, that part isn't necessary.

In the tutorial we talk about: Modeling, texturing, lighting, UV-editing, animation, camera setup, post-processing and more

Meet Your Teacher

Level: Beginner

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Transcripts

1. Robot living room scene PROMO: Hello and welcome to a new 4 h and 30 min long step-by-step Blender tutorial in retrieval Kate, as seen with our robot in an old living room. In the first part, we will create the living room mainly using reference image that we will use for most of the texture. In the second part, really create and animate the robot and place it in the sea. Also talk a lot about lighting cameras, post-processing and more. You will also receive on all Apple Macintosh modeling and texturing tutorial listing 2 h and 40 min. 2. Creating a room: This scene is a part of my surfing created in blender that I will leave it to you now, if you are already watched the film, you can skip the next 2.5 min. I already made for tutorials on the topic of this film so you can look for them if you want. If you are completely new to Blender, you can also follow this tutorial. I will try to explain each step and adopt the tutorial for beginners. If you are completely new with Blender, you can go to blender.org and download and install Blender for free. Now we can open Blender. The first thing that we'll do here is save this file. So file save and navigate to the folder where you want to save this file. And I will call this. What's seen. We have three objects by default here. First one is Camera Cube and light source. I will delete this point lamp now. And it could delete this cube. You can add another object with Shift a. And because we want to create this room, I will start with a cube. If I press N on keyboard, reopen this tab here with all these settings for this object we have selected. And I will now enter dimensions of our room. I will set 3 m from z-axis and 6 m on x and y axis. And if I go with numpad one, I go to front orthographic view with numbered seven, top orthographic view. And you can also see this short class here in view, Viewport. And here you can see shortcuts. You can see that the right total traffic view is number three. You can also navigate with these gizmos here. You can rotate on x, y, and z axis. I will now go with numbered one to run total graphic view. And I will go to Edit Mode. And shortcut to skip between object and edit mode is on keyboard. I will select this face select. We can jump between vertex select, Edge Select and Face Select. And you can also go with shortcut. Shortcut is 12 or three on your keyboard. And now I will select this front wall. Because we don't see this front wall in our camera. We don't need this fall and we want to see inside. So I will delete this with just press Delete on your keyboard. Then delete base. Here will be our robot. And I want more control what is inside this room. So I'm going to go edit more than with Face Selection. Select this ceiling. I will go with P and separate by selection. Now we have two objects. One is cube and since our ceiling is cube one, so I will rename this to ceiling. So just double-click here and you can rename this. And I don't want delete this ceiling because we can see this in our render. But I can hide this in viewport. So just click this icon here and our ceiling is not visible in viewport, but it's still visible. And now we can battery what is inside our room. Before we continue, I just want fixed two things here. First one is scale, because we scaled this two times on x and y axis and 1.5 time on z-axis. We will have problem later when we create textures and modifiers. And just, this is just e.g. if we create new material with checker texture, if you go to material preview, we can see that our texture is stretch. This is saying with modifier. If we go with e.g. with bevel modifier, you can see that we have more bevel here. Then here. If we go with Control a and apply scale, you can see how now barely work properly. And this will be saying also the two materials later when we add texture. So now our scale is one and this is correct. I will now remove this because we don't need them this level now and also material. And second problem is with the face orientation. By default, Blender don't know, varies our camera inside or outside cube. So by default is outside the correct face, but our scene will be inside this cube and our camera. So we want to flip this. And I will go to Edit Mode and press a to select all. And I will now press F3 for search. And I will search for click. And now blue side, then correct side, this inside R cubed. So I will now turn off this face orientation and we can contain. Now I will go to front orthographic view with numbered one. And I will bring this on x-axis. Here. You can go with Move tool or you can just press G to grab and z for z axis. And now you can move. And if you want to be more precise, you can hold shift. And now you can move this slide. Or we can just type here 1.5 m. And this will be exactly on the x axis. Behind this door is another room. And we can create this easy. Just select this Edit mode. Select these three edges. We can go with E, extrude and hold y for y axis. And now we can press F to connect this face here. You can also select this edge here and go with the whole z for z axis. But it is much easier. And we also have one hallway in this direction here. We can see in this camera angle. Here is one hallway. So we can go with Control R. And if you move your mouse, you'll get to this loop cut on different position and high one. Look at here and I will move this to about here. And now I will select this face and E to extrude. And we can just move or you can hold x for x axis, but now we stick one x axis. And we can create this folder. If you want, extend this hallway. It is not a good idea to select this face and move because we get these problems here. And better solution for this is to go to talk orthographic view. And with this edge select and with x-ray mode, we can select on this line here and adjust this. And now we can turn off this x-ray mode. 3. Unwrapping reference photo: The first thing I would recommend before you start working on a siem is to find a good reference. I usually use Pinterest because it's best place for finding inspiration. This is the photo I use as a reference. I want to extract as many details as possible from one photon. Because if I use a large number of textures, each texture is photographed in different lighting conditions. Your render may look realistic because the textures and colors do not match. Haven't shared this link with you and you can just right-click and save this image. Now we can go to Blender. I will place, but as material here, I'm calling this reference. And now I will go to Shading tab. And you can see that we are here in material preview. So we can see our texture here. So I will go to file where I save this image and I will just bring this in Blender. And if we connect these two base color, we can see that we have textures on our walls. But this is not done projected properly, so we need to grab this. And I will go to Edit Mode and press a to select all, and press you to autograph and projection. And this is now better than before, but is not good. So we need to go to UV editor end. On the right. You can also turn on this material preview. And if you don't see this icon, you can just grab this with mental mouse button, scroll, scroll button. And you can move this and turn on the material preview and are left with a select all. And we can now project this better. 4. Planks on the floor: I will now create floor textures and I want to put par, cats or planks on my floor. So I will go to layout. And I will hit also turn on material preview. We can go to with Shift a and add one cube, and this will be one plane. So if I press Slash key on numpad, I can isolate only this object. And we can work only on this object. And you can find also this option here in your local, we'll toggle local view. So I will put the dimensions and this will be one playing this on z-axis, maybe 2 cm. On x-axis, 15 centimeter. And on y axis may be 1 m or 1.2 m. I will now apply scale with control a scale. And I will add Bevel modifier to this sharp edges. So go to Modify tab and then this is too much. So I'm sending this to maybe 5 mm, 3 mm onto another segment here. Next thing, I will look here and go to number seven and duplicate this object with Shift D and x or x axis. And I will move this to center of this object here. So you can see where it's centered. And if I select this one and press G and why I move this on y-axis. This. And now I can duplicate this again with Shift D and X for x-axis and move to here. And we can select all this object and we control J joining this. And now this is only one object. Now I will go with either a modifier. And you can see that these two objects are connected perfectly here. So I will just said here, little offset, 2 mm or four. And now we can write this a few times. We can bake with numpad key and see how much we need from this. We can also add this, add another array here, and just change this vector from x to zero and on y, on one. And I will just play with this value here. You can hold shift for slightly more than this value and just connect this. And now we can create discount. If we select this object and if you go to edit mode, you can see that we have only few of these. For this part gets. So if I go to none but seven to top orthographic view and press L over this one part to select Hello spot. So L is called key to select. Only one part of this. If we want to make more space between these two, we can go to select this one and move here. And this will affect all this on a modifier here. So we can play with only with these four packets and this will affect two or floor. Now we can create material for this floor. I will select this object and go to material. Then Ben, for this. I will go to Shading tab. And with slash numbered key, I will isolate only this object so we can see better what we do. And for these textures, I will use this one from NBN cgi.com. You can download this for free and I search here. And maybe you can try another one. But I will use this one for now. And you can just click here and download any on this. And I use two k image. This is how this look venue known all this. I will copy this address here with Control C. And in blender, you just need to enable this Node Wrangler read, don't just go to Edit Preferences and type here road. And then I met this add-on when you're selling this principle because df and click Control Shift T. You can paste here others to your section and you can open all these and make setup for this principle, BFF. I will select only call on normal. I think this one normal and the roughness. And now we have all this texture sent to our principle here. Now we just need unwrap this and I will go to UV Editing. And I will select all these four with a and go with u cubed projection. And I will let go with a to select all and z night. Rotate this by 90 degrees. And now I can select one-by-one this space. So I would go with a to select all and scale this. One of these. I can get this later on x-axis. And you can move this with a G. A G, and you can move this and scale this S to scale X or X axis and scale it along y-axis. Now we come back to Layout. And you can see that this four blanks are repeated two or our floor. But I think this is no problem because this will be barely visible in our render. So, but if you want to fix this, you can just apply this array modifier. Now you can unwrap more on this basis. Just go to UV and you can project this to any of these blanks. And I will now try to match this texture with this one. And this is what I told you before. If we use a large number of textures, we need much one texture with another one. So I will go to Shading tab and go here with Shift a and search for hue saturation mode. And I haven't been this value down to make this more darker. Something about this. And I will bring our saturation down. And maybe I can play with hue. So if you go up, you get and this bluish color and down, who get this reddish color? And I will go maybe 47 or 40. Maybe like this. I'm not sure how this normal map. So I would play a little more with this with Node Wrangler. If you press Control Shift and click on one of these nodes, you can seek out only this one node loop. And this is roughness and this is normal map, normal. You can see how these look. I will now add also written this roughness map. So I can move this here and I will go with a color ramp. And I can plug this here. And I will search for bump node and plug these two high-end to normal. And with Control. Shift and click on this. You can bake these materials here and I will now bring this all down. You can see how this looks. I just want a small volume of this. Okay, and now I will bet material here and I will also use this normal map. So I can just plug this normal to normal. And now I can vote, I have normal map here and this bump map here. 5. Table: Now I want to create this table here. And we can make to layout. Table is usually on the height of about 0.84 from ground. So I will set this to 0.8 just to see where I will put our table and I will now go with Shift a and add a few. And I will set z-axis to 2 cm, maybe on x axis, 1.4, and our z axis maybe 0.8 cm. Now I'm doing this to a bolt here. And now I will delete these two. Why don't need anymore? And I think this is maybe a little too big. So scaling down and apply scape. And because this is a clot, they will lose got simulation here. So I will back to Blender and with numbered slash key, isolate this object and shifting on one plane. And I will bring this over table and the number seven go to talk orthographic view and kilter know wireframe mode to save that down. And S Y scale on the y-axis. And it tastes x, k to x axis to about here. And I will now turn off this mode and with control a Applies k. Now, if we go to basic properties tab here and this clot and press space, we get this because we need collision object. So we need to select this object here and set this as collision. And you can now press Space. We get this. This isn't because we don't have enough information here. This is just one plane. So we need to go to Edit mode and with Control R, loop cut here in the middle. Now press a and sub-divide this two times. And if I press space, now, I get something, but this is not enough information here, so I need to subdivide this three more times. And now if I press Space to play animation, I get this. And I will go with right-click and say smooth. And I think this looks pretty good. And if you want more information here, you can go here in what, the far end, another subdivision surface, and this will be more smooth. Now we can apply, Okay, I think maybe we need apply this modified first and then someday. You don't need to do this, but if you want, you can go to sculpt mode. And here you have clot brush. So you can select this and you can just move in odd more orange color scheme. I think this is too intense. I'm bringing this down. And you can play with this radius. Also. You can see falling again, these more wrinkles here. This is optional if you want, I will not play this. And we can now set texture for this object, select this object and go to material properties temp and for this, go to shading here or press a numpad slash gave rise to bring this selected object key. For this table, I use this wallpaper texture I found on texture.com. So you can just search wallpaper and you can choose any of these, the shelling with you. So you can download this for free. Just click here. And this is my textures.com folder. So I keep this side, keep this organized for next time. Meant here is my more paper folder and I will bring this here and we can connect these two base color. I will just go to you edit mode and press U and U projection. And we can scale this in UV editor. But we can also not wrangler enabling just click here and Control T. And we get this texture coordinate and mapping node. And we can now scale this two or maybe four. And now I need something for roughness. So I usually use concrete texture for this. And I search for concrete and leaking and I found this one. And I will also share this link with you. I will bring this in Blender. And I will go, it will just Control Shift and click here to see how this look. If you want to go with Control T and scale this. But I think this looks pretty good. So I will move it here. And if I connect these two roughness, we get some roughness variation here. And we can tweak this now. And now you can see that various black color is shiny and various white. It's not fine. But I don't want too much black color here because this shiny area looked like a mirror. So I will bring this down. I think this looks okay. Okay, This is shiny. So I bring this more to white. And then this one is, I don't want this too rough area here, so I'll bring this more to black. Maybe we can play with the scale here. So I'm going to try to get this line here. So I've invented to one. And just to note that all these tiny details is not too much visible in this camera angle and also here because it's blue or red. But maybe you can use this for next project. So I will delete all these details. And I will now use this concrete texture to add more variation to this chlorine could, so we can go with another one of them with Control Shift and click here, we can see how these look. I want the more dirtiness varies in this white area. So I will I don't want too much this white area, so I will bring this about here. And I will now go, it makes RGB here. And I will connect this two factor. And now various, right color will be this one color and various black color is this first column. Okay, So I want here black color. And now we can control how much we want this black color with this slider. This is too much. So I've been doing this. If you go on to left, you can see that we added too much this dirtiness. So I will just add a little of this. Okay, we can increase this light color, so this is too intense. I'm bringing this to right, and, but you can also just move this more to Blake and to set the opacity of this. Okay, this too much. So something like this. Now we can play with normal. And I will start into a mass grave texture here. Control, Shift and click here. We can see how this look and I will play more with this because this is a stretch on this side. So I will move it to control T. And by default, this procedural textures are connected to generate it. And I will try with UV. But the new way I get this seems here that we try. We talked check. Yes, and this is the best solution. So I will now just play with this value here. And we'll hear written bomb search bar. And now I will connect this to height and this tone, normal. And just begging this material. And we can see how this looks. So I don't want too much of this, so I will bring this down. And we can add more of these sprinkles if we use some textures. So I found this texture here on data.com, and I will share this link with you. And now I bring this texture in Blender and see how this look. So we can go again with Control T and scale is maybe too. Because we need the black and white map for bump. I will go with color ramp. And now this is black and white and I will go with the mom and plug these two Pi. And you can see how this look, this is too intense, so just bring this down. And now we can plot this first bar here to the normal here. And now we can go through this in color from this texture. And we have this Moscow, Moscow texture or bone. And we can try also add. Tiny micro details on this bumpy surface. So I will try more with Voronoi texture. And I will increase this to maybe 500. And now I will go with Control T and try play with this. So I will try with objects. And here you can play with these values here. So maybe two. I think this is best solution. So I'm going to color ramp. And I will bring this more to a white. Okay, maybe something like this. And now we can add another bump. Plug these two height. And you can see how this slope. So I will bring this all down to 0.005. And I will play with this a little more. Okay, maybe something like this. And now we can connect this, this bond to this second bar. So we have 12.3 left of bump here. And now we can maybe increase this and you'll get all these tiny details here. Now we can back to Layout and create legs for this table. And I will move it to the non-bird slash key to this, to our scene and with material. And I think I will make this more darker. So I will work to shading. Here in color are inputted hue saturation and hue saturation. And just bringing this rather dark and four legs, I will move it to shift day in our data cube. And I've said this z-axis to 75 cm and x and y axis to 5 cm. Now, the number seven, I will say this. Here is two position. And I was selling this table and bring this now, but we have another part here. So bring this down. Select this leg and go with numpad slash key to isolate this object on go to view, local view and toggle Local view. And now I will scale this one y-axis, so S, Y. And do it the numpad one, go to front orthographic view and to x-ray mode here. And in edit mode, select this bottom part and scale, this scale, this top part. And now I will select these four faces here, four edges here, and move it. Control bill. And you can go right-click and say smooth. And just unknown here, all the smoke. And now we can pick two obscene. I think I will skip this on y-axis little more. We can make two material trivial and select these walls material and just drag and drop this material and also to flip. You want to wrap just done a row. Okay, I think we need first to apply scale. We can go now. You projection. Yes. And now we can project this. Let's bring this here and we can project this, maybe on this. Now we can just duplicate this three times. So non-fed seven, alter the x. And we can select this and also all the y or y x. I don't like this bright color here, so I will just project this. Will rotate this on y-axis by 180 degrees. So air y and y. And that will scale this a little and bring this here. 6. Door: Next we can use the door. So I will start with cube and this will be our reference shift, a cube and dimension. So Doris is usually about on x axis, 0.9 m. And on z axis may be 2.3 m. And scale this on y-axis. So S Y. Here, we'll be out to our door. And I see that this door is, this doesn't match with our reference, so I will just go to Edit mode and try mentioned this a little better movie to UV editor and just make this here. And we can just scale this little down. Here is our door frame. So I will scale is known and try and match with this one. Now we can add a loop cut in the middle of this door. So I will go with Control R Mutt. You can see that we cannot thought on this wall here, so we can go with number one, n with k Fortnite. So I will go with k and z for z axis. And now press Enter. And if this is not on the, in the middle of this volume, can move this. But you can see that this effect on how you remap. So we can activate this correct base attribution option. And now we can move this without effect UV. Now we can go with Control V to this. And we can add here the controller. You will cut and just move to a vote here. And we can now delete this. Now we can go with Face, Select and select this face here, and we can go with I to insert this. And this will be our brain door. So I don't want this render on the bottom, so I will go with key again and Z. Just connect this here. And G and C Again. I have here vertices that I don't need. So I would select first one and second one and how you will go with depth three and search for lost. Or you can type here and just click here. And now these two will be connected at the last one, the loop here again. So just type, just press F3 and connect this last one in the null. We can select this here and extrude this on y-axis. And we can go with Control V to Beverage Control V and just move end with scrolling Mouse. Add one more look at. And we can see here. So just select this edge here and hold Shift and this one and also shift. And we can move this y on y axis. You can use this arrow here or you can go with a G and Hawaii or y axis. Now we just need reproject this UV map a little better. So I will select this face here. And I will scan this on z-axis, so S, z. And you can select this vertex select and just select this part here. And there are small. Okay, and this one also, I project this here. So you can scale this and something about this. And this follows. I think I will project this one also here. Now, I want to remove this door frame on this side, so we can select this here and UV editor just more of this later. I don't know why I made this law too big. So I can select this, select and in wireframe mode, I can select this part and move little though. Okay. Now I can separate these doors. So I will go select this door, n plus P in selection. Now we separate these by selection. But you can see that our origin is here. So I will go with object set origin to geometric. And now our origin is here. I will go to Edit Mode and face selection. Select this door and go with E, extrude and y. For y axis. I will just move a little. And now I will go with I to insert this. And I will go with control are about here. And Control Alt and scroll mouse up to two more cards here. And I will select this tree with holding Shift and Control V. Select this face here. And I will extrude this on y-axis. And maybe we cannot hear bevel modifier. Just type here maybe three or 4.1 more loop cut. And now we can go to UV editor and fix this. We can either donate this object. So I will select this face here and check this here. And we can select all these side with holding Shift and we can project this here. And this one here. Just grab this edge with g and you can move this. So I don't want too much of this shadow here because render already create this setup. So maybe just to here. And we can also project this one here. So J to grab and move this and this one here. Okay, and I will try to do project this. Maybe here. It'll end this one. And maybe this part here. So Z to rotate along z axis and we can scale this. Now we can create class material for this part here, I will select this door and go to Material Properties tab and we are the new material I'll call this glass. Now go to Shading tab and double-tap numpad slash key to bring this door here. And now go to edit mode. Select this face and selling this material and than sign. But I want to delete this make face because glass is transparent, so I don't want see this part here. So delete face. And now we can either go with roughness all to zero and we transmission all to one. We can also project part of this image texture to all glass so I can go sheep, they image texture and select here. We can now see part of this image here. And I will go with a mixed RGB. If we mix this with white color or we can choose how much Yvonne this image here or white color. Okay? Just a little of this image. So the next we can add here is with a variation to roughness. So I will go with Shift a and image texture. And we can type here concrete because we use before this concrete texture. We can also use this, find this texture here. So I will go with color them this here. And to reflect, I want to go with Control Shift T. Control T to bring this mapping and load here. And I ran scale this to about maybe three. And you can play with this location while you're here. Okay, something about this major. For now we can choose how much roughness we want here. Blake is shiny. Okay, I want inverted this. Some bright color is shiny, so I will add more right here and made me more contrast. Now I want to play more bitten this route door material, but because we share the same material for all these vaults and door, I want separate this material. So I will go here and click here to make new material from this one. And I will call this door. And now we can go to Shading tab. And this is adjust e.g. if we try to extract from this material, you can see what we get. Solving get a lot of this pixel because this image is low resolution image. So we can not use this as mom. And for this, I will use this image from textures.com and I will share this link with you. So this is how this material. And we can bring this now in Blender. And we can use this for roughness and form bonds. Because this is a different texture than this one. We need another UV map. So I will go here and create new UV map. I will go here with UV map and select first one. Here, select another one. And now we can go to Edit Mode, select all and qp projection. And with Control Shift and click here, we can see how this will be my blue. So we're going to go with Colorado. And I will go to UV Editing and just scale this scale more. And we can make the shading tab. And now we can use this for roughness and we can connect these two roughness. And now we can tweak these black and white color to get the reflection. So blood cooler is shiny and Vi case. I don't want to shiny this part, so I will bring this down more to wipe. And this finally come to blood. Volume is same for mom. So Shift a and search for mom and connect this to fight and to normal. Now I will move a distance 2.1 and play with this coil here. We can also add a little of this color in color input. So we can mix these two colors. And with hologram enabled, you can just hold Control, Shift and right-click on my mouse. Just connect these two. And now if we go with this one, this one texture completed like is this one texture. So we can choose how much we want this texture here. But I think this texture here is too bright. So I mean, look here with hue saturation and bring this all down. And also saturation. So now we can add a little of this texture here. I don't want to match this second texture because I want to keep color for this one, because this match this reference. So I will just use a little of this. Or maybe we can play with these different blending mode. And I will try with multiply. We cannot heat or so little bomb. So go to Shading and double top number slash key. And just, we can use this little bomb. She stayed current. Mom, connect to hide. But because this is a low resolution texture, I want just a small volume of this 0.05. And read this down. I will also add this wood door material to this frame here. So because this is part of this object, we need to select all this and new material and select this door wood. And now we can select this part here. And with control and plus on numpad, we can expand the selection, so Control plus or non-fed and three times and assign this material. And you can see that this doesn't look good. So I will go with Control Z to select this again, because we need another app, this, but we need another UV map here because this object, this material, using this to UV map, and you can see that this one is red. That's because we don't have UV map one here. So just click here plus. And now we have this UV map. And now we can go with you, your projection. We can go to UV editor and the double slash key ring this object here. And let's just scale this. But I wanted this to go two different directions. So I will rotate this on z axis by 90 degrees, so press Z. And this one also maybe a little too dark, this material. So I will have him back in this video here, 0.8. And the remote will happen on this color. And this Luca more dark than it is because of reflection. So if we just remove this material, you can see that there is no variation in that flexion. So this, this is the reason why this look more dark. But we can also the art here, reflection so we can move it. I will go with color around here and plug this. Okay, but this is too shiny, so I will bring this to light. 7. Camera setup and lighting: We can set the camera now and let's try first render. So I will select this camera and I will go to Render properties temp and said these two cycles. And GPU. And I will go with 1,200, 850 resolution. And you can see how this look. This wide camera, I look more cinematic, so I will go with this resolution. And we'll now, if you don't see these options here and just press N. And I will set this x axis by 90 degrees rotation and here on the zero. And now we can split this window here. So just move this on right. And press numbered zero to switch to camera view. And now we can write a set gamma. And we can bring this z-axis down to about here. And I will go to camera settings here and I will set this to around. I will bring this camera more down. And they can also rotate this little-known z-axis like this and move on x axis only. When we said these two panoramic, this lens go all down to ten. And if you press this value can see what we get. So we need to make this to about 50. And I will also make to render properties tab and I will send the samples to Turkey. And also here. Now when we press F2, well for render, we get this. I see that we forget to bring this ceiling up. You just need to unhide this ceiling here in Newport and we forget to bring this up. So just bring this up. And now we get this. So we obviously need more light here. So I will set to slot three so we can compare before and after. We can now also activate this render preview here. So I will hide this for now. And I will add one area alarm here this long. So I will set the origin here and I will go with sheep day and with light and airy along here. I will try lethal mentioned Islam here. So I will scan this on y-axis and maybe building this tool. And we can see our render on left, but we can also press 12 to make rendering in a new window. So this is without light and this is a bit light. Now we can see our floor. And I will also add one area alum from this side. So I will go with sheep, they lump and I'll bring this. And let's rotate and X4, X axis. I will scale this to make this light. So now we can make test render. And this is before and after. 8. Cabinet: Okay, now we can continue with modelling and adding details here. So I will join this area and high this ceiling. We can create this cabinet here. So I will set origin here and I will go with sheep day, and I will set this to 1.4 m on x axis, 0.5 and 1.5 on the axis. Okay, I think this is too much, so I will scale this with this. And I will scan this little one z-axis. And maybe a little on why. Now we can control with control a Apply Scale and we can go with numpad slash key. And we can isolate only the soldier. Now we can bring reference here. So we can always take a look on our reference. So right-click horizontal split, and then out here I will choose Image Editor, search for reference. And now we can zoom here and see how this does not look. Now we can make this part here. And you can move this with the middle mouse button. I will go to Edit Mode and select this face and press E, extrude. And S for scale. Move this little up again with E to extrude and z, or z axis. And I will go again with E, S to scale and again for Extrude and z for z axis. And we can see also this part here. So I will select this face and go with I for insert. And then again we tie and the Extrude, then the y for the y axis. And I will now press S to scale. And maybe one more time, I will go with, I want to extrude again. And now we can press Control plus to expand selection. And with control, just drag and select this. And we can press E for Extrude and y for y axis to bring this side. Also this part here. I see this park in the middle, so I will go with the edge, select them with Control Alt, Control R, R1. Look at here. Now we have two phases here. And if you press, I mean, sell this boat together. But if you press I, I twice, we can separate this. And now I will press E for Extrude and x for x axis. Now add Bevel modifier here. And maybe one more segment. And now with the numpad slash key, we come back to our scene. And we can grab this material here with all these details. So this is good. Now, because we have here two uv maps. One UV map is this reference image and another UV map is a good image. So you can see if you go to shading term. We use UV map one for this reference and another UV map for this wood from textures.com. So we need also select this object and create new UV map here. And now, when he selected this UV map from textures.com image, we can go to UV Editing and edit mode, select this object on the right and go with you view projection. And now I will go with the numpad slash key to bring this object here. And we can now. On the left also select all this with a, and we can project this, scale, this on the left. And now we unwrapped all this lesson about the tastes. And now we can go to UV maps here and select this first UV map, which is for this reference image here. So we can go to UV Editing and search here for reference. When we go with u cubed projection, we can see that we don't touch this roughness and bump map. So we work only with this UV map one. And we can project this about here. So I will select these two faces and I will go with control plus and more. And I will now go with you, project from you. So we can now project this Robinett here. Okay, I will select this face here, and I will now play with this. So g or grab vertex select, and we can project this to about here. So I want to mention this line here. And now, because we don't have this problem, so I will also project this one. This 1234. Zhe, grab this here and project this here. And now I will select this face is here. And so I mentioned this. And maybe we can go with K and speak to this program here. So just move this and also this part here. So I will, I will go with these two parts here and bring this here, rotate on lethal on z-axis. These two parts. And I will just bring this part here is just grab this and scale. And also this part. And we can project this part here. So we can go to side view. And we can select all this. And you project from you. And we can scale this and bring this here. I will grab this part here and try project here. We can make this more three-dimensional. So I will set origin here and I will go with Shift a and not Q. I would press them here. So we can see dimensionless heat. And I will set y-axis to 2 cm and scale this on x-axis. And I will go now with Control a to apply scale. Now we can bring this material here. But we also need another UV map. This is for reflection and bumps. So I will go with UQ projection. And I'm now back to a steel beam up and I will project this. I will also go through projection and I'll project this here. So S, x and S to scale this. And we can imagine this little letter. And we can move it to the bevel modifier. And I will send this maybe three centimeter, two centimeter. Now this is too much, so I will go with maybe 5 mm. And I will add one more segment. We can go with Shade, Smooth and turn-on out smoke. And now we can just duplicate this with Shivani and move on to this one, e.g. and having just project this also here. So G and move this here. And we can make this a little more open, especially this one. And rotate little, maybe on an x-axis. And a little on why us. And we can just repeat this process. So she'd be z and x and move this huge project, this. Now we can make test render. So well. And I get this weird shading here, and this is because of shade smooth. So I will, I will go with straight flat for this. And I also want a more variable here. So I will go to level model type here, maybe 9 mm. And I will just copy this. And you can make this render preview with f 11. And now I will set to slots two and press F2. And if you press the G key, you can compare before and after. This is before and after. And I will now set slot three. And I also think that this roughness and Bob, the details are too small. So I will go to UV map here and I will select all these and I'll scale this down like this. And also with this one. Just select this second UV map and scale this. And maybe we can read all of this leucine. So another UV map, I think in this doesn't work. So we need one byte 1 s UV map and scale it. Maybe this bump is too intense. Here. We go, here. There's just little down. And let's try make render. Now. I will just move this to slot for and copy this, duplicate this slide here. Shift D and Y and bring this value maybe 215. Because these slides don't get to these levels here. So I just want little cheating and try and get this reflection on these bevels here. And this is before and after. So we get a nice reflection here for k, but we will play with the lighting later when we finish all this modelling. And now I see that also here projected. So I want maybe we can move this sweet alone. Let this table. Just select all and move this left end. Also this cabinet here. You can select all and just deselect old. You don't need to move this little or left or you can go to UV Editing and with the numpad slash key, just select this and deselect this x-ray mode. And now we can select this face and we can reproject this a little better. So just be sure to select UV map one because this is UV map for this reference image. And we can scale this and move on x-axis g, x. Now I want to scale this down. And now g and x mode is on x-axis. Now it's a little better. 9. Creating details: Because we have one other room behind this door. We can put some lights also behind. So I will just open this door and make this more interesting. So if you go with air and z, we can rotate this on z-axis. But we rotate this from middle of this door so we can go to auctions and origin. You can move this origin here. And then I will just remove this option and we can now rotate this door. From this point. Now we can put a light here. So Shift day in the life and limb here. But we can work this in real time. So left, I will go with the numpad zero and the non viewport render preview. So now I will increase this light, maybe two. And I will set this like yellowish color. We can play with this here and see what we get. So if I go closer to this door, I get this nice reflection. Roughness this. So I will go to here and maybe increase this value. Okay, something like this. And I will now just re-project this role because we see this calendar here. So just go to the editor and maybe scale this. Now I will make test run that. So this is before and after. And I think this is too intense. So I will just bring this value to. And maybe we can scale this radius, of course. But if we increase this, if you go more with this sample for about 100 here in render, we will see more details. So I will go with 200. And I will make this value to maybe. Now we can make test and when we increase this render samples, this will take more time to render. So last one was 7 s and this one is my second. I don't see enough details here in roughness, so I will play with or more. And I will increase this to maybe a T. And now I can see better this details here. And this is before and after. I like these details here, but maybe it's too intense, so I will just set this to make these 250. Let's add more details on this glass here. And if you look this thing here, you can see this rounded dipole does. And we can create this easy. Now. So I will join this area now and I will make this equal to zero. It will be easy. And later we can rotate again. And with lumping slash key, I will isolate all of this object. And now in edit mode we can duplicate this face here. So Shift D and P by selection. And just right-click and set origin to geometry. And now we can scale this on x-axis and control I apply scale and I will go to Edit mode, you Projection. And next thing I will do here, I will go to Edit Mode. Control odd, odd, one loop cut here, and move this on y-axis. Now weed control V, We can bet on this and shade smooth. And now we can add a modifier here. So we can level. Also. You can remove this and we cannot modify and just increase this call. I will also give solidify modifier to add some thickness. And we can go with 1 mm. Now, I will apply all the modifiers and doing this behind this glass. And we can now selected go to Object and go to Control J and make test. And this can pan because I click here, it will disable this in under previous. So we can go again. And I will, I forget, rotate this door. So I will make origin to objects or set origin to geometry. And I will move this origin here. And I will not rotate this door. 10. Ceiling light: Let's create this alarm here now. I will go with you. And just a note this origin here and scale this and X for X axis. And so I mentioned this object here, so I will scan this more on y axis and z equals z axis. Okay, and now we can go with the numpad slash key to isolate this object, to control light, to apply scale. And we can bring here this. I will go to Edit Mode. Now. Select this face and bring this down. This part here. And I will now press S to scale. And I for insert this and x2 and z for z axis. And extrude again on z-axis and scale. And I for insert again, extrude and z for z axis. To get to this part. And now we can select this edge here or this way and bevel. So I will select this edge, select and hold Control. Now first, the first select this edge and now called control for the shortest path. And click on the last one and to skip to another side, hold Shift. And then our control again. So shipped to skip to another part, then control for shortest path and shift and control again. And if you select one edge, you don't want and you can just hold Control and just drag to remove this. And now we can go with Control D to bevel. And I will now select Face, select and delete this part, this face here. And we can select, we can make this rounded edge here. So we can select this hole, this edge of it holding Alt, and just click here. And now we can e to extrude and z for z axis. If we now press S to scale, you can see that this is not a good idea because we get more extrusion here. So I'm going to Control Z and you can go with Alt S. Or you can go here to mesh transform shrink. And now you can scale this. And we can add that also here. So hold Alt and click here and Control V to bevel. All here, control V and heroes. And I see here some details. So we can just set origin here and we cannot want a cylinder. And I will bring this down to 60 vertices and scale this down. And they're slighted or no error. Why? And I don't say this sunlight axis by 90 degrees and scale this down. In edit mode. Select this face here and go with Control be tuberosities. And I can duplicate this on x-axis so shielded and x and S, x minus one to scale this on excellence is by minus one. And this will rotate this object. And now I will select all this and Control J. Now this is one. And now we can create material for this. My recommendation is to download this free peck from so-called full. You can go to. So colorful.com. And here on store and products, you can find this free category. You just need a first register for free and you can download all this shell shader back 43. And this is how this look. So I will go here to metal and I will use this material here, copy this object here, and paste this here. And now I can just go to Material tab and doing this. And just done over up this Select, go to Edit Mode a to select all and you do projection. And we have easy and free material weekly. And right-click and say small. If you don't want to register to Taco Bell, you can create similar material quickly and damages. So now we can call this metal and we can use this image texture and this concrete shader. We'll soon before concrete texture, last project this here and with color ramp. Plugging these two roughness. And here you can bring metallic to one. And also we can add some bump. Hello. We can just go with Bomb here and plug these two high and this to normal and bring this all down. And I will just ask a scale DC machine control T. And I will set this to five or three. And we can do projection and rotate this z-axis by likely degrees. So now this text should go in this direction. And we can make this brownish color ramp and just change color here. And you can also add more variation here. Okay, something like this. But I will make this so-called materials. So just remove this one and select this stroke of poor kid and go to Layout and lump at slash key. Just back to our scene. We can bring this here and I will scan this source. But I think this is too bright, so I will go to them. And we can just change the brightness here. Bring this down. Here. We can see a lot of emission, so we can add, let me see cylinder here. I will set the origin. She ran, go with shoot day and with cylinder. And now I will rotate this on the y axis by 90 degrees. Scale this down. And exports fell on x-axis. And I will create new material and call this emission. Now we can make to all seen it, not backslash key and you can create material for this. So I will just bring this down with G and C and G and X for X axis and scale a little more on x-axis. And we can delete this principle. We SDF and go with a mission and plug this here and bring this value to maybe 20. And now I will go with D and duplicate this on y axis with the left. Well, we can see how these look. I will select all these, all three objects and I will rotate this z-axis. To mention this image here. 11. Creating details: Now we can make this calendar here more three-dimensional. So I will go with set origin here. And I will go with the plane x, likely to rotate this axis by 90 degrees. And first I will try and mention this big calendar here. Scale on x and scale on z. And I will duplicate this material here. This material here, and now I will click here to duplicate this. And then we'll call these posters. And we can now go with toilet more than you project from you. And we can go to UV Editing. And we can project this hero colander. So just k this. And now I will just make some cuts, one loop cut here, and I will bring this to about here. And Control R to add loop cut here and bring this down. And with Control V, just smooth this. And also we can add thickness here. So modifier and solidify. And 1 mm. Just the first apply scale with Control a. And we can make this look more like paper. So I will go here with another bump. I'm not worried too much texture. And if we click here with the control and shift and we can see how this looks. So I will bring this. Now. I will go with another bump plug. These two high-end is to normal and make this material with Control Shift right-click here. And just bring this all down. And we can see now before and after. So just make two, well the result, and I will go to slot five and make test render. And now we get to this nice shadow here and all these details. So this is before and after. Maybe this mosque of texture bump is to ten. So bring this down. And we can do saying with this small one. So I will just duplicate this one and scale this down. Scale on z axis and on x axis. And we can go to Edit Mode and you project from view and just project this on this small one. So S, X and Z. And we can also create this little gear here. And this book says to add more details here. So I will set origin about here and go with number one and ship they end up cylinder and scale this down. And scared this little one z axis. And I will now bring this material here. And in UV Editing, just project this select. I will go for us to meet you. Project from you. And project this here. So G to grab. And now you can turn off proportional editing. Then just project this. And this box is we can just add you scale this down. Scale on X, Y and Z. Control a Apply Scale and the modifier maybe two millimeter and shift the z and the rotate this z-axis and maybe scale. And we can also bring this material here and go with it more than you project from you. And we can check this maybe here. Okay, I just want to fight this game here. So just bring this here and rotate with them. And maybe make this bigger. 12. Depth and field: Now because we can a lot of empty space on this right side and especially on this website. And I don't want to lose too much time modelling all these details to fill this empty space, I will create a vignette and go object and try hi, this empty space. So I will speed this window here and on the left side that will go with the number zero to switch to camera view. And the right side, I will go with the shoot day in our cylinder. I will scale this down and mouse scale on a z-axis. So S, z. I replace this object here in coordinate. You can press N to hide this tab here. Now just select this object here and drag and drop this material here. And in edit mode, UV editor, we can project this. So just sx squared this on x-axis and no first applies cake and novel. You unwrap or UQ projection. Now just project this here. Right-click Shade Smooth, and on the left side, I would go with cube. So sheep take you. And now I will go closer to the camera here. So I will go with s, z, scale on the axis, scale and level modify. And also bring this material and project. Or you can also project this here. And I'll select the camera. We can add that field here. So by default, mainly focuses on this distance of 10 m. And if you limits here, you can see where is our focus and it's almost perfect. But we can bring this value down and put the focus here. Or we can select the object that we want in focus. And I will put in focus this table for now, but later we will change this to compute that. When we add the computer here. And now we can go down with this stock. More, we go down. We will get more blue on this object in the foreground. I will go down to maybe 0.5. But first I will switch here too. And then the preview. So you can see when we go down, we get a lot of glory here. But I will go to zero point. And we can now make test render before and after. Okay, this is a before and I will now bring this maybe closer to camera. And this form also. But because I have lots of empty space here, I will try with smaller objects here. So Shift D, X and try skate this all down. And scale is on z axis. And I will move this closer to the camera. And she will be, I will duplicate this object. One more time. 13. Adding assets: Now we can bring some assets in our scene. And one great source for free, especially interior assets is this Bonnier News 3D gum road. And you can download this for free. And you have a lot of high-quality free assets here. And the last time I know that I will try to find this here. I download this one. And you can just open this link. And you can set here your donation or you can go with zero and download this completely for free. So I will just copy this object from this scene. But when you download this, this will look like this. So you just need to open another file and just copy object and paste to our scene. I'm going back to our scene here and paste this object here. Of course I will share this link with you. So we can place here also, I will go something about this. And we can see now on this looking render before and after, because we need the CEJ for this table of his child, I find great one for free also on 3D shaking.com. So you can go here on library and collection. Here you can download this chair. So just go here with download. You'll get to this render file. So you just need to open this file and copy this object and paste to all seen. So I will just rotate this z-axis. So z and rotate this and move to position. And later in tutorial, we will put the robot here in this chain. I will also download this banana plant or free. And we can put this in C. So copy these two objects. This is too big, so I'm scared is known. But you need to be careful with this object because when you select this, you can see that there is some keyframes. So just right-click here and clear the cramps. And now we can move this object. I will go with the render preview here. And maybe we can put this here. Last assets we will impose here is this asset I will share with you. So you can open this file, and this is how this look. This is all I made. I model this printer and computer. And if you want to learn how to model this computer, I will also share almost three hour long tutorial with you. So you can learn and make this computer from scratch. Now, you can just copy this object and paste to our scene. And these two are just photos cans. So I will go to this x-ray mode and select all and copy objects. And now I will close this window here and I will paste this scene. Before we click anywhere, we can just move and set this to position. So we can go with the g, x or x axis and y axis. Okay, this will opt to be perfect because there is some difference between this scene and my seam so we can like this. So all this computer and this mouse and keyboard is parented to this cube. So now we can just select this cube and place just computer. I think I need a scale, this table, let alone y-axis. We don't have enough space here. And move this printer. This one go into walls here and the slump go here. Now, I just want to make this cable 3D object so we can make this easy with curve. So put the cursor here and move it, shift a Bezier curve. And now here is our current, but I will rotate this on y axis by 90 degrees. So Aaron, why 90? And now we can go to Edit mode. And we have the two vertices here. And I will select this one and take this on x-axis. And they will also scale this all down. So press S to scale. And we can go to properties and geometry Melville and just add some that go with maybe 1 cm here for 0.06. And we can move this here. And we can create objects. Blake. And I will just go with roughness down with the black color. And we can also extrude this for the next four x-axis and maybe move this here and rotate on y-axis. And scale this down. Then we extrude one more time and scale this. And if you want, we can play more with this material. So. I will just add some here. And I will go with the Noise Control Shift and click on this node. We can see how this look. And I need to call a ramp here to make more contrast. And just scale this. Just add more details here. And now we can add more color variation here. And we can move it to the image texture and concrete texture here. And plug this roughness and move it to go ram. And I will go with Control T here and project this may be to object. Okay? And we can now play with this roughness. And they can also move it to mix RGB and plug this, making this to color and set this to multiply. Okay, we just get some more variation. This cable, this is before and we are done with this camera angle. Later we will add the more the tastes in After Effects. We can switch to this camera angle. Also Kit robot and this animation. The end we will, we will also created this, our camera shake and render this out. So for now we're done with this first part of tutorial. Now, I will just render this in high resolution here and I will go into hundred and maybe to five valid sample send them, just make one final render for this camera angle. 14. Compositing in Blender: I will now just go quickly to composite door and just add q fx cubed. So we can click here, Use nodes. And with Control Shift and click on this layer. We open this here and we can go with me to zoom this out, or all three to zoom this in. And we can go with sheep day here and search for clients. We can add some lens distortion here, 0.03 and lean lens dispersion here. And just set this to fit. I think this is too much. And I will also go with a left shift. They lash. And I will go with two focal glow to add some low here. And I think that we bring this down. And we can also add this simple star maybe or, or streaks. Then you can play with these values here. But because this glow effect is too intense, you can always go with mics. And one will put B will be this reduce glare and one and the second input will be without this glare. And now we can choose how much we want. So if you go more left or right to left, we will lose all these glare. And if we go all right, we will add these two gloves here. So I will go into maybe 0.2. So just a little left here. And below. When you are happy, you can connect this to compose. And now this will be our render paths. But more of this post-processing we are later in, After Effects. 15. Camera animation and details: Hello, It's another day here and I was not completely happy with this where we stopped yesterday. So I try and improve little list. And this is what I get. And this is after, After Effects, but I will explain this at the end of this tutorial. I also made shortly the animation about this. Okay, and I will just explain what I do yesterday in Blender. This is before and after. And first thing you can note here is this little atmosphere. And you can easily create this. This is just one cube, which we'll go over all this place. And I go to Material tab and create this new material and call this volume. And go to Shading tab. Simple volume. Plug these two volume and you can go with density with 0.01. And you can add a little yellow, orange color here. Now you can hide this view port here. And now it's enabled only in a render preview. Next thing is disliked behind this door before us, too bright and tuplets. So I moved this in this coordinate so I will show you before was bigger. And here I wrote here. So I just moved, close the door and just bring this radius down. And I get to this difference here. And the next two can notice this garbage on floor. This, this is Photoscan I made before and I will share this file with you. So you can just pick this copy and you can start placing this in C. So just so move scale and try positions. And you can duplicate this with all day and rotate and scale. This is before and after. I also add this, these posters here because I feel that this is so empty space. And you can just duplicate this would shift D and move on x-axis in scale. And you can note that we don't have handled here. So I model this quickly. This is so easy, so I will show you how you can do this. I put pulsar here and go with sheep. They thought that cube scale this down and we can scale this on z-axis. And non-paid slash key. You can either let this object and I will scan this on y-axis and apply scale with Control a. And now we can select this face and I for insert and SC for scale on z-axis. And now you can extrude this y-axis and control our while loop cut. Extrude this on x axis. We can now add the subdivision surface for the preheat. And if he cuts here, we can small to this. And I will select this face is huge. These edges here. And we'll go with Control V to Barbara this and just got ski. And I will also bevel these edges here. So with Control and Shift, you can just select all this. Control is for shortest paths and shift this if we just want to select Y one by one, Shift and Control key and control again. And now Control B to Bob Alice. And I think we don't need subdivision surface more. And now we can back to our scene and this material, I use this metal from chocolate. So just select this object and bring this material here. And go to Edit Mode and new and cool projection. And we can see how this look. And you can know that this door is rotated on z-axis by these values. So just copy this with Control C and they don't. So this then always aligned with this door. And we can also select these two objects and go with Control J to join this. And maybe with autosomal t. Next, you can know this too bright reflection here. And I reduce this a little. So you can. First thing you can do here is having just bring this render preview. If you rotate this war on the Axis, you can reduce this. This is first thing you can do, and secondly, if you will here to material and I will just bring this reference material. And you can make new material here. And you can just bring this back right. Now. This is second way you can reduce this, that flexion here. So this is before and after. To make this animation here, I made a few things. First, you can note this camera shake, just a small movement and I make this camera shake if I add on from Yahoo, but you can just add here camera shake type, but this new one, head-on don't work for me. I don't know why. Maybe I just made the reinstalled this. So I use this old version. So you can just choose type here. And if you press Space to play, you can see different type of movement. And you can just play with this value here. So if I put these all to one, it will be little more intense. So I go with this standard come and I bring this to 0.5. So just small movement here. And I will share link and so you can download this for free. Next, you can notice this light blinking effect. And we can create this is just select this light source, go to Shading tab, and I will delete these key frames for now. So we just need to put keyframes. If you don't see this timeline here. Just go right-click here and horizontal split and bring this timeline here. Just put the mouse over this value and press I. And I will go maybe 50 times more than plus cy again. And now I will go one or two friends small and go with the one. And now the top ten breaths. I again. Hi here. And now we can select all this and Control C and just bring this to all this timeline. And if you know, press space, we can see how this blend. But I also do this with this light source. So you can go to Shading tab and just make sure to click here, use notes and you'll get, you'll get these nodes here. One thing here, if you click here, you will use these keyframes. So visual to select this emission node. And just when I insert keyframes, so I go here with 1-0, 0.1, and we get this result. For render this, just make a new folder. So I will call this animation to. And you can copy this address here. So you just need to go to this random properties tab here to output properties and here in output set your random folder, or 70s. And I go with double resolution here with the 200 samples. Now, just go to Render, Render Animation. And this will take about 1 min to render 1 min for one frame. And I have 150 cranes here. We have this image sequence. And you can go to any video editing program. And I will just show you quickly in Premier Pro. So just select first phi and challenge. Check this image sequence. You can open this animation. And now you can go to File Export and Export this. Just select file where you want to export this and name and export. And in blender, you can go to here with all the editing. If you don't see this, you can go here to be the intent here, and go to Add Image Sequence. In blender, you just need to select all these sequences. Shift. And we have our animation here. You can set here output, folder and file format, and just render animation. And this file will be saved us, we Delphi. But we will do later this on this in After Effects and add some overlays here. And f x. We are done with this first part of tutorial. Now we will create robot and another camera angles. 16. Creating robots: Hello and welcome to another part of this tutorial. And in this part we will create robot then put them in this chain. But because this tutorial is already too long, we are here almost 3 h. I will not go to every step of the robot creation. And if you want, you can follow me and try create a robot. But if you don't want to, you can just open this file. You can select this robot here. This is already animated. So if we press Space, you can see and you can just copy this object and back to our scene and place them. This change. I will place this and I will press M to create new collection I like, I will call this robot. So if you click anywhere, you can just select these two objects here. And you can go with the smooth tool of orangey and takes what, x-axis and y-axis. And I will just place this robot here. Okay, here is our mouths and more of this robot here, and on the z axis also. Okay, We have some space here. But this part is not visible like this keyboard here. So I don't want the intersections here in this area. And I will now move this change to position and just gave it to okay, I will now save this file and we come back to this robot assets. And if you want to know how I get this object, this is from windswept, I download this object or three. But you can find this object also here in this file so you don't need to download is first I will delete this. All mature here. And I will rotate this axis by 90 and scale this down. If we go to Edit mode, you can see how density of this mesh is too high. So we need the radius. These are lethal. If you go to select all and go to Mesh. Clean up but decimate the geometry. You can see that this is not a good solution because we get a lot of these trees and the angles. And this is not a measure we can work with. But there is another solution in Blender. We can go here in modifier. And I will remove this modifier for now, and I will go with the mesh. And we can go with this work cell size. I will go with maybe 0.6. And if we now apply this modifier and go to Edit Mode, we get a little better mesh than before. So we can now go to shade smooth. And now we can try get this seems here. But if I compare these two mesh, I think I need more mesh here. So I will go again modifier. And I will go with. And apply this. I think now is the better. So I will go with Shade Smooth. And we can go to Edit mode and we can try select one of this line here. So I will go with, I will isolate on it this object with the numpad slash key. And I will go with control and try select all these lines here. But if you get to this problem here, you can just go with K and connect this vertices, so K, and when you stick to these vertices, and this is not a perfect line, but this is not so important. Now, we can try select all these with just all and click on this line. And now we can go with control here and just select this line and connect to here. And now we can go with Control V. And we need just one segment here. And now I will go with E, extrude along normals and more mouths down. Extra this in. And now with control plus to expand selection. And we can go with me to this electron. This is how we get to this seam here. Numpad slash key to beg to our scene and this scene here. I get all these methods. So you can also create this head. Just connect this parts here. And you can try it all. Select this line. Okay, this doesn't work, so we can go with control and just clicking on this line and Control V to this. All of the extrude along normal mouse now one-third plus two X band selection and just the solid. So this is how I get, this seems here. And this part here I skipped this step. Can also do this. Select the part of this like this, and then I'll go with Control B or E. Mouse down. And you can also scale this in. And now with control plus somber and control B. And we get this line. 17. Details on the robot: And to get this horse here, you just need to go to Edit mode. First thing you need in Edit Preferences. And they built this loop tool, search for loop and enable this here to enable this loop tool. And now we can select these faces here. And we can go to right-click and sub-divide two times. Now, right-click Loop tool and circle. And I will just send these two individual origins and scale. These are lethal. And now with all the extrude along normalcy and move this down and Control Plus. And just add a little better here. To get this metal part. Here I go. I will put the cursor here and go with Shift a and plane. Scale. This scale on the y-axis and rotate on x-axis. Applies k. And I will go to edit more than subdivide this one time. And now I can try and get this basic shape here. Setting these tortoises and scared on. Not even just more of this later. And this one. And this one. Oh, no, I will go here with a subdivision surface modifier and with those segments. And we can also move this. And now we can go with the shrink wrap modifier here. And for target, objects are in this human. And just said this offset a little unsure, I move this object little too much. And you can also in edit mode, try move this. Maybe I can add more segments here in the subdivision. When you are happy with this, you can go with the Shade Smooth. You cannot hear solidify modifier to get thickness here and with the auto smooth here. And then you can apply all these modifiers. Before I apply these modifiers, I will hide this solidify modifier and I will just make a few holes here. So you can go to, you can first apply these two modifiers. Go to Edit mode. And you can create false here. So just like before and just go to sub-divide two times and circle and scale this down. And now I will delete these faces here. And I will repeat this two more times. Faces. And now we can add the solidify modifier here and get some thickness. This is too much. And we can apply this modifier. And I will go here, select this line, control. And I will go with Control V to burn this. And we need also better this. We need to do this before, but I will just quickly, I will shove it all. And control, select this line here and go with Control be tuberalis. And you can see big differences between this hole here and this one. This is basically how I get this shape here. And we can add this material here. And just you smart UV project or projection and in UV editor, just project this on metal part here. 18. Details on the robot 2: And this one part here I get with this method. But first, we need the holes here. And I will show you how you can make this. We can go with cube, scale this down and scale this on y-axis. And you can rotate this glitter on x-axis. And those get this more on y-axis and apply scale. Scale is sweet alone x axis also. Now we can select this object and we can go with Boolean modifier and just select this object and apply it in this modifier. And now we get holes here. But if you want to get this nice shape here, I will go with Control Z and back this. You can play with this cube here. So I will go with Control R here. And also here. In x-ray mode, I will select this tool and just scale these are lethal. In with Control V, you can smooth this. I was just more of this later on Let, and with Control V, you can smooth this scalar a little more. Control me. And now we can go with Boolean modifier and select this object. And apply this. We get just a little. And now we can try get this part here. So I will go over it again. Plane. Rotate this on x-axis and y-axis by 90 degrees. Scale this down. Scale on the axis. Apply scale and we can try it. We can subdivide this one more time. And I will move this two vertices down and move this here. But to get this shape here, I will also bevel this one time. And we can now move it to the subdivision surface modifier. And we can shrink, wrap, modify, and target is this object and we offset this little 0. Now we can play it this shape here. I will add one more segment here. Or no, I won't try this shape. And I can scale this line here, S z zero. Okay? I think you get the idea of how this works. So we can just shade smooth this and you can apply these modifiers. And I will subdivide this one more time. And you can create some holes here with Loop tool, scale this and delete faces. And now you can add solidify modifier here and just turn on this auto smooth. And then you can apply this solidify modifier and you cannot some variables here with Control V. And also to this part here. 19. Greeble assets: Hello, It's another day here and I spend some time to make this as a PECC. We can use this now for this mechanical stuff in our robot. And wanting do need to know when you work with Blender. You don't need to know model everything. And you don't need to make every time everything from scratch. You just need to collect asset Peck and make your asset library. So you can just save these objects and in folders on your computer. So next time I need some plane, I can just jump in this folder and I can open, like if I want to display and I can just jump here and copy this object and paste to my scene. You can organize your stuff in folders, but there is better solution in blender. You can use this asset browser feature in blender. You can see how these look. I made this image folder because this is all assets Chrome, I mesh, and e.g. if I need a door, I don t need spin to model this door. I can just bring this here in my scene. And how to save this in your browser. You can just, first thing you need to do because this file is saved in this folder. You can see this folder here. I will copy this. But this folder and I will back to Blender, go to Edit Preferences and hearing file paths. I will add this others here, and I will call this my boss. And just say preferences. And now I can select this object and this object here. And just right-click here and mark US assets. And now I can create here. Okay, Here is my folder and I will just bring this. So I will go also all this. You're able to make another folder here and I will just bring this here and save. And next time when I opened Blender, I can open here awesome browser and I can find this object here. And I can just bring this to my scene. And you can save all of this. So you can use this for next time is just select this and mark US assets. And you can now just bring this in this folder. But this is not asset browser tutorial. I just want to show you this option and you can search in YouTube and you can find lots of videos about this oxygen here. And we can now back to our scene and continue working on our robot. So we can copy some of these assets and we can start placing on our robot. So I'm going to hit Shift D and I will go with non poetry to write orthographic view. And I can rotate this on y axis by 90 degrees and also on z axis. So Nike. And we can start placing these in our day. And I will go with non pet one front orthographic view and I can rotate this on y-axis with them. Maybe we can use these objects. So Shift V, and again with the number three and number one, skip from right ten different orthographic view and you can place this in our road. So I will rotate this by 90 degrees. And maybe we can place this here. And this don't care too much sense, but more details you add to our scene. It will look better and interesting. So I will add a lot of details here. And I will, I can rotate this z-axis and on the x-axis. And maybe I can put this. Okay, and I will shift the, duplicate this or with all the and I will go with S minus one to skip this on y-axis by minus one. And I will place this here. You don't need to copy every step here because I don't know also what I'm doing. I just try to be creative and you can do everything you want. So I would try to these objects, the z and rotate on y axis by 90 degrees. And maybe we can place this above here. Maybe rotate this on y-axis. And now we can use this object. And you need to know that this object is clearer. So we can copy this to object shift D, Z and place this about here and rotate y axis by 90 degrees. And rotate on y-axis again. And now we can place this maybe and rotate again on y. And because this is, this object is curved, you can play here with this. So if we go to geometry and Bevel, we can bring this value down and make this thinner. Maybe are more point. If you go to Edit Mode, we can grab this. This is only three vertices. So we can play with this vertices and we can change this current object. Okay, there is four vertices here. I will delete this one. And we can also duplicate this with Shift D and move this on y-axis. And we can add more level here. Maybe we can use this object also. Shift D, Z and move this here. And error why Nike? Number three and bring this here. I rotate this on y-axis. Scale this down, and we can scale this on x-axis and let alone x-axis. Now, when we are happy with this, we can select all these object and with all D and Y, move this on y-axis. And now press S Y minus one to flip this on y-axis. And now we can go with air. Why again, to rotate is no x. To rotate this on x-axis solid. And now we have same on both legs. I think we made a lot of space here between these parts. So we can bring this down. We can also bring this material here. And now we select all with a new projection. And we can project this maybe here. And now with all to D, shift D and Y, move this on y-axis, scale this on y-axis by minus one. So minus one to flip this on y-axis. And we can change a little this UV map. And now we can go same with this arms here. So lumping three. And we can place here and notate this on x-axis and scale, these are little on z-axis. And also on x-axis. Applies scale. And we can play with this object little more to get this rounded edge here. So it controls our scale is on y-axis. Okay? I get this weird shape here because we are, we rotate this object and we are now in global transfer or attention. So I will set this to local. And now I can scale this on the y-axis. And I can go with Control V. I was kinda small and controlling be odd to Lucas here. But this is too much. So I will scan this on y-axis and an x-axis, Patrol a and applies cake. And I will now back to global. And I will duplicate this with Shift D and move this on y-axis. We can just rotate this one -29 degrees. So just add minus, select this object, these two objects and with Control J, make this just one object. Now we can select this object and go to Boolean and pick this as the reference object. And we can now apply this boolean object and delete this. And we have holes with this nice shape. Now you can play with these green balls here. But I will try to copy on this object and go with she'll di and tri rotate this x-axis and also on z-axis. And I will scale this down. So you can go with the number 72 top orthographic view with an app advantage front orthographic view. And with non petri to write orthographic view and just adjust the rotation to all three axis. And we can now duplicate this shift D and Y. And just adjust this one left hand. And you can also copy this object here and move this on y-axis. This for c, I'm just kind of object. So you can create this curve, Bezier curve. And you can rotate these on y axis by 90 degrees. Scale this down. Then you can play with this curve and rotate this. And odd cannot nephew better, well, so just a line num this Z. And now you can apply this curve modifier and curve. And you can just go over to mesh and you can know the material to this object. Okay? And this falls here. We talked before about this. You can just select this face and suddenly my two times and go with circum and non-intensive gate is low and delete this face. But I will not talk more about modelling. You can play with this or you can just copy this object here and place to our scene. And I will now talk a little about material and texturing. 20. Creating materials for the robot: So we can create this new material and then I will call this test. And let's see what we have here. So we can start with bomb and we have scratches texture. I will back to this test material and I will bring this scratchy texture here. And this is from CCS textures.com. And you can download this for free. I will just bring this here. I will make this week's material tutorial just for learning. And you can copy this material. If you don't want. Do all this from scratch, you can just copy this material and you don't need to do this. So we can now go and plug this to normal. I will go here, we can call them. Okay? And one thing you need to know because we will use three different texture. One is these scratches. And I think this one is four plus t texture. And first one is this this graffiti object. So we need the three uv maps and I will go here. And I will call these scratches. Now I will go with UV editor. You will know then select these scratches UV map in front like this. And now I will go to Edit Mode, select all you feel projection. And now we project these switches texture to our object. But you can see how big is this scratches. So I will go to UV editor and just create these little more, something like this. And now I'll bring this down. But I don't want a lot of these details so we can tweak this with cholera am and remove this noise here. Okay? And let's see what is next door or this color input. I use this material, this texture. And you can see how this loop. So this is just a yellowish plastic. If you don't want to use this texture, you can just go with little yellowish color and it will look fine, but we can always get a little more detail. Image texture. So I will also use this one. And I will go with the image texture and probably these two base color. So we have this and I will create another remark here. And I will call this color because this is called input. And I will go with, you will know UV map node. Then select this UV map and plug this here. And now we can unwrap this with Q projection again. Now v, because we have selected this UV map, we don't touch these scratches, we work only on this. And I will find this texture here. And we can just project this on this yellowish color. Okay, and now we get this yellowish color here from this texture. And the four roughness. I usually use concrete texture. So you can download. If I find a lot of concrete texture. Three on textures.com, you can just click here and download some of these texture. I will use this one. Here. I would go with color them and plug these two roughness. And I will take the new map and call this concrete. You will note and select this UV map. Now, you go with you to projection. And we can see how this concrete texture look. So we can go to the editor and scale this, maybe this look better now and we can adjust these settings a little more contrast. So black color is shiny. And why color is? We don't want. If you pick this material here, we can see that this part here is too shiny, so I will bring this like color or more to y. And we can just make more conscious cues to get more details. Okay, this is too shiny, so just bring this down. And we get some variation here in that lecture. And maybe we can use this also to specular. And next is this sign here. So you can see how this texture look. I made this in Photoshop and we can make to shame them. And now we can select this material key. Then we can move it Image Texture and find this texture here. And now we can create another muffin, I will call this logo. So we can note here, select this UV map. Plug this here. Now if you click Control click and Control Shift and click on this texture, we can see how this looks. So we can go to UV editor and you, your projection. And now we can scale this on white-collar. We can back to Shading tab. And now we can make this texture. So this will be color two and this will be color one. And we can now multiply this, move this all to one. And because multiply, blending mode will ignore white color. And this is the project, this texture on white color. It will be visible only this texture here. And now we can go to Edit Mode and select part revamped, put our texture. And now I will go with you, project from you and UV editor. I will project this on this part here. And you can see how these look. And we can go with number one and we can also add this logo here. So I will go makes you, you. And I will project this, this logo and you can see how this loop. One more thing I will do here. I will just add a little color to these scratches to be more visible. So we can also input go to Color, to base color. And now I will go with another mix, RGB. And all these will be color one. And the second column will be for now, red color. And now we mix this to call on my 50 per cent. So if we move to right, this is all red. And if you want left, this is this. Take only this color. I will not use this slider for vector. I will use this input. So we can use these scratches texture here. I will just make a little more conscious and now we can. This material, and we can use this aspect of inverting these two color. So column one will be this red color. We get this red coloring, our scratches. But I will not use red color. This is just to show you how this works. And I will move it like for here. And now our sketches is more visible. This is all about texturing and we can now animate this. To animate this robot, we will use Mixamo and make some ways three, online service. And you just need to make free profile. And you can find here a lot of characters sent, a lot of animation. So I can select one of these just for tests. And now we can go to Animation tab. And you can find here a lot of animations. And I can search e.g. and you can find a lot of animation here and you can apply to our character. And one thing we need to do here, we need bring this color to mix them. And to upload this character to make some more, we need the fixed two things here. First, this must be one object. We have here a lot of different objects. And you can go with select all this and go with Control J. Now this is one object. But if you get the error message here when you try joining this, all these objects. And that's because you have modifiers here or you can occur objects here. And you can just select all this and go to Convert to mesh. And now you can move it Control J and you can join this to one object. And now we just need to convey this to FBX or OBJ. Because if you go here to upload character, you can see that we get only this MDX and OBJ option. So I will copy this and go with new file here. So File New. And I can save this and delete all this and just paste this here. And I will move this to center. I will go with File Export, and I will export this as OBJ object. And I will save this here, and I will pull this over OBJ. And now we have this OBJ file here. And we can go to mix some more. And I can select this line here. And I make a big mistake here because I didn't rotate this object properly in Blender. So I need this again. If you press numpad one, this is front orthographic view. So we need to rotate this on z-axis by -90 degrees. So f z minus nine. I will go with File export, OBJ. Export this again. Okay, and now I will go again, upload. And now this look correct. We can now click on Next. And we just need set points here. And you can see on the right reference image. So this is chin. I will place this here. Click on Next. And now our object is animated, so we can click here to next. And we can select any animation here. And I will search here for typing. And I think I use this, this animation last time. And we can all go to Download and select here FBX 7.4. And we will render this in 24 frames per second. So just download this object. You can save this on your computer. And now we can back to Blender. And we can go to File, Import and FBX. And you can find your vx objects on your computer and just import and VX. And when you see these points here, you know that this is important correctly. So one thing which makes some of this object is so small. So this object is less than 1 cm. And to fix this, just press S to scale and 50 to scale this 15 times. And we can see that this object is too big. So this no, this object is here is too small. So you can just select this bone and we can scale these little more. And this is now about two months size. And we can run program here. I don't know. Is there a chance to get object? Don't mix some of its texture, but we don't have texture to this object here. And we can just bring this texture weekly. So I will just copy all these maps. So I will remove from this object, this UV map. And so we have removed one. And another MOP is this number. So I will create another UV map and one is in these scratches. Okay, Just to note, this is all the material without these concrete and Okay, and now I can just select this object and I can bring this last time I call this body of material. So I can just bring this here. And I can select, I just need to select this first UV map. And I will go with you to projection. And Justin UV editor project this to this material here. Second, the UV map. I will go with these scratches and I will go with you. You projection. Now we project these scratches here. You can see this purchase and the last UV map is this number. So I would move it. You will projection again and project all this to white color here. And we can just bring this text here. So this number is skipped. So I will scan this and fudging this Here Weekly. And I've lost some project, this project from you and we can project this logo here. And on this metal parts, I will just bring this. So I will just copy this material and I will read another material here. And now I was just reading this. I will go to Edit Mode and first L over this part and I'll sign this material. I fix this problem with materials and you'll be maps. So I can just now select all this copy object then back to my scene. And you can just paste this object here. Now grab this bone here, and you can rotate and position this robot to our scene. And if you press space, you can see that this robot is animated. 21. Adding a camera to a scene: Now we can create this side camera. So we can make to our scene. And I will go with sheep day and create another camera. And I will press R to create a rotation. And now I will send this x axis, 90 degrees and z axis, also likely degrees -90 degrees. With numbered server go to top orthographic view and we can place them are here. And if you press the number zero to switch to camera view, we can see that this camera is still active. So we need to go to first select this camera here and go to view cameras and set active object as Canada. And now we can see that this camera is now Main Camera. Now I will split this window here. And I will press N to remove this tab here and turn on this viewport render. So we can see what we do here. Just, I will bring this viewport samples for maybe five because this is slowed down my computer and I will now bring this z-axis camera down on z-axis to maybe 0.8. And the four solid about here. And I will rotate this one x axis a little too high. This object here, we can find this in render preview. So if you can find this object here, so press on numpad give or full stop key or dot key. And now you can find this selected object here, and I will just write this in render and in viewport. The next time you go to camera properties, and I will send this to panoramic. And I will go a bit like this to fit this lens or maybe a little more to zoom this glittering. Maybe to 55. And move this little on that. And I will go here with depth and field and select this object, us focus object. And I will bring this f-stop down. Maybe zero point, sir. No, I will make one test render. So we have here 300 samples. So for test time, we'll go with 100. And I will bring this resolution 100. And I will not press the first time we said this slot to one. So we can later compare. I think we have to bright area here. So what we can do here is I will copy, duplicate this door with Shift D and move this on x-axis. And I will create vignetting object here. You can see here. I will rotate it some z-axis to make something like shadow here on left. And I want to bring this closer to camera so it will be blue, red, and we will not see what is here, but I will just create a dark area here on left. Okay, this is before and after, and maybe these too much, but this help us to bring this factor in-focus. Next problem I see here is this too bright area and a lot of light. Let me just remove this slide because I don't need this anymore. Maybe I'll bring this down to 15. And I will now select this object and go to UV editor. And we are here in material preview. And you can see that this part is projected on bright area. So I will pick this justice more, this one, this darker area here. And we can compare before and after. Okay, and I think now it's much better because we have more contrast between this object and background. I think we can add some details on this in background. So I went back to lay out. We can copy these posters here and go with Shift D and X for X axis and z. Nike LC -19, and rotate this axis by 90 degrees. And we can go with G to grab and X4 x-axis and hold Shift to slight move this. And now we can move this to this wall. We can also duplicate this. Again, we'll assume d and we can place this maybe on this wall here. Okay, this is barely visible, but we have some small details here. Before and after. 22. Lighting and bokeh: And because this computer emit light, we can put some area along here. I will set the origin to this computer. I will go with light and airy alarm. Now we can rotate this on x-axis. So x and the scale is down. I'll take more on x-axis to mention this computer monitor angle and scale this with blond x-axis. And we can set this bluish color. And you can see here how this effect. But I will bring this value and maybe just maybe I'll move this a little on x-axis. And maybe lethal also on y-axis and to see lethal this light on computer. Okay, or we can, I think he's better solution to rotate this computer algorithm. So z and rotate this one z axis. Now we can see this bluish monitor here. And I will bring this volume, maybe just three. Next I want to create is some bouquet effect in background. So we can go to another slot and I will set the origin to this wall and I will go with Shift a and b cube, and this will be our emissive objects. So I will go here to material and I will call this one. Now I will go to Shading tab and I will delete this principle. We're df and emission here, and we can plug these two sulfate. Now this is MAC object. And I will just scale this down because this is too bright. And we can see that we have already bouquet effect here. And now I will select this camera here and I will set this ratio to two. And this usually scale, this will carry on z-axis button. Now, we scale on x-axis. So I will, I don't know why this happened, but I will go with 0.5 and we get this anamorphic look over K effect. Or you can, maybe we can, we'll be cured with one and we can scale this slide on z-axis, so S, z. Now I haven't maybe 0.6 here. I will also duplicate this light here with Shift D and move this on x-axis. And I will create another material. So just click here to duplicate this first one. I will call this mock-up to, and I will just pick this orange color here. And if I scale this object, this object, go out our room. If I scale this object up or we get more light here. So I will bring this, scale this down. And we can duplicate this one more time with Shift D and y or y axis. And maybe create another material here and the reddish color here. And I will duplicate this one more time and more ones. And to see better this bouquet effect, we need more samples scaring render. So I would maybe 500 here. But I think this is too bright, so I will bring this down to maybe 0.5. And also here, maybe point to and for this one, maybe just 0.1. And we can now make a test render here. I play little more with this. I'm okay and I think we just need to keep this YOU down of this in this material. So just bring this to about 0.05. And this is effect I get. So this is before we don't want this destructive strong lights here. So just keep this subtle. And also I bring this saturation to this red color. Now. And this is before and after. 23. Rendering: And now we can set our camera animation here and we can render this. So if you look this camera here, you can see this small camera shake. And we can create this easy. So I will just now joining this area and select camera here. And we can go to this camera, shake if phi or this is the version of this. So I will just select this animation here. In this space. We can see this slightly moment here. So maybe I can send this to two. And now we can choose how much frame we want render here. So I think we can go with maybe start 80-150. And this is, and I will set this to 24 frames per second. So we have 70 frames by before, and this will take almost three-second. And this animation here is, I think 2 s and help second. And I think this is enough. Now I will go to my Render folder and I will create this animation tool folder. And I will just copy this address here with Control C. And here we can This others and select this folder and just click Accept. Now we can set this render properties here. We can bring this resolution to 200 and you can choose how much sam Plus you want here. Maybe I will go with 300. So this depends on your computer and how much time you want to spend to render this. And one thing we need here is this glossy direction. Then they're also saw just here. Layer properties step select this lawsuit direction and in composite set to this glossy indirection folder here. So I will go here in my animation to folder, and I will also be glossy folder. And now I can set this here in this file. I'll select this folder and click Accept. And now we can file a save this file, and we can go to Render, Render Animation. And now after rendering is done, you should get something like this. So I rendered this already before and I will not do this again. So we have here render paths and glossy direction path. And now we can open After Effects and make some post-processing. 24. Post-Processing in After Effects: Okay, we are now in After Effects and I will start a new composition of footage. And I will select this first frame and just check this JPEG sequence and we can import this. And I will just delete this sequence now and select this sequence here and set this to 24 frames per second here. And also in Composition. Composition Settings also set this to 24 frames per second. And I will just increase lethal this time here. And now I will bring this on position here. And now we can trim this. So just move this timeline to this sequence and go to Composition. Composition to work in area and aftereffects. We've got this unnecessary part. And I will save this file. So file save, as I will call this, are almost seen tutorial and just save this file. And now we can bring this glossy direction parcel. Just select for a sequence and the sequence. And for this, we can rename this and call this velocity direction. And we can bring this over this part here, but you can see that this doesn't match with our last sequence. So set here also ten for bringing this to end. Now I will set this to screen blend mode. So this will ignore blanks and keep only white color scheme. And we can see how this loop could before and after. I don't want too much reflection on this area, I just want reflections on this robot then maybe this computer. So I will select this, the pen tool, and I will make a mask around this. And we can delete this unnecessary point and just smooth this mass. Okay, and then now we have this glossy part of this area, but we can also this strong edge here. So just press M, select this or you can find mask here, or you can press M for mask. And we can now set this feather to maybe to plant it. And now this will smooth our mask. So this is a before and after. And you can see how much details we get on this robot with this glossy direction path. Next, we can go right-click and new adjustment layer. And we can call this law. And we can search here on effects, phenomenon for globe. And now we can play with this value here. We can increase this radius here and hold this low intensity. I will bring this little down. Okay, this is a before and after, but I think this is too intense. So I will press T for opacity and I will set this to maybe 20% or maybe 30. We can now create some red glow on the edges. So I will duplicate this composition here. And I will rename this to collation. Now, I will go with find edges effect here, and this will just fine this edges here. And I will now go with thin. I will call on this to read. You can pick these little red, orange color here and just invert this. And now I will go with the levels. Just tweak this. I don't want too much edges here. So I just want this highlights, select this highlights here. So something like this. And now I will go with a Gaussian Blur. And we can set while you're here maybe. And we can also select this horizontal here. And now I will go with books too broad, this a little more than maybe I will set this to two or maybe five. And we can now set this screen blending mode. So this will keep only this, this will ignore this black colors and keep only this red color scheme. You can see what effects we get here. I'm going bring this to two. And we get this red coloration effect on the edges. But this is too intense, so I send this to maybe 20 per cent. So just a subtle effect here. And next time we'll create a new adjustment layer and call this search for accumulating here. And willing this effect here and just send these two final output to cover all image. And I will go with this codec 800 t. And I will say this. If we increase this, we get a lot of green here. So maybe 0.80, 0.8 here, or 0.6. Now we can add a few color correction. So I will go with adjustment layer and I'll call this CC base. And we can search for Lumetri Color. And I call this base because firstly, we'll just play with this base color correction. And here you can just play with this value. You can go about 110 -100. I will go with the plus. To add more, this more color here, maybe just plus ten. And within you can go plus 20 or minus ten plus odd more magenta or pink color here. So I will go with minus, minus five to add then this green greenish tint here. And we can play with this exposure. I think I will go with plus, just a little maybe point to. And with contrast dye will, I will bring the contrast down and I will bring this highlight source or down. So if we go with plus 100, we get a lot of you wrote down, but maybe just minus ten. And shadows also I would go I think I will go hit the plus just a little bit twice. I will go down maybe to -30. And I think I will bring blacks to make it plus one. So this is minus one and this is plus. And we can now create another color correction. I will call this color correction because we will now play only with this tab. And the reason I want keep this separate so I can later easy check this and see difference. So I will, now, I would think I will bring this sharpness. If you go with all with 100, we get this sharp slope. But this is too much. So I will go maybe to ten. This is before and after. And maybe we can add this little vibrance key. So this will add color in our scene. And here I will set this bluish color to shadow. Just a little and orange color to highlight. This is before and after. So you can see how we get this bluish color to this dark area. And even this is too much. You can always go with T and set the opacity maybe to 60%. I will create another color correction layer here, C and I will call this S curve. And I will go again with Lumetri color here and here with curves, I will just be slightly S curve here. So this will fade blacks and whites. So I will bring these legs up and just add more contrast here in the mid tones. And bring also whites. And you can see before and after. And I think this is too much, so I will bring this to 50 per cent. Next, I will just bring two overlays here. One is this dust overlay. And you can find this for free if you search for the walnuts and dust overlay scheme. And I think this is this one, and you can download this for free. So I will just bring this in After Effects and I will set this here and just set this blending mode to screen or flight then or odd, I think like them is less solution. So I will say this maybe about here, and we can set this opacity to maybe just five per cent if you press Space. And when you load this, you can see how this loop, we just get this effect here. And the last time we bring here is scope or overlay. So this is just PNG image with these black bars here and with transparent background. So I will just bring this here. And you can press S and scale this. And this spring, just a little cinematic look. You can also find this on internet. Just search for P&G. P&g let bars. And you can download any of this and just bring this in After Effects. Now if we press Space, we can see how this animation loop, This is our animation. And now we can export this. So you can go to File export. You can export this directly from After Effects. But my recommendation is to search for Adobe Media Encoder and download this program. And this will be automatically connected with After Effects. You can go to File, Export and add to Adobe Media Encoder. And with other Media Encoder. You can render this quickly and you can save a lot of A1 A5 size. So you can see that you can, we can enter this only four megabyte. If you increase this betrayed. This goes only to maybe 20 mb for all animation. Which is great. So we can go here and hit Okay, and just press this star, then that. And then we are done. We get our animation. This is all for this tutorial. I hope you learned something new and see you in the next one.