Create Realistic Holiday Terrarium in 3D Blender | Sasha Luvr | Skillshare
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Create Realistic Holiday Terrarium in 3D Blender

teacher avatar Sasha Luvr, Work in third dimension

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      About that class

      2:14

    • 2.

      Lesson 1: Snowman body

      4:35

    • 3.

      Lesson 2: Face

      11:31

    • 4.

      Lesson 3: Hat

      10:44

    • 5.

      Lesson 4: Realistic Terrarium

      6:40

    • 6.

      Lesson 5: Christmas Trees

      5:00

    • 7.

      Lesson 6: Dope Materials Part 1

      17:19

    • 8.

      Lesson 7: Camera settings

      3:56

    • 9.

      Lesson 8: Dope Materials Part 2

      13:29

    • 10.

      Lesson 9: Dope Modifier

      7:55

    • 11.

      Lesson 10: Fur or Particle System

      9:27

    • 12.

      Lesson 11: Elevate it! Lights

      15:40

    • 13.

      Final Lesson: Render

      3:00

    • 14.

      Congratulation! You did it

      0:37

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About This Class

New Year, fresh opportunities! Ever felt like you're ready for a better version of yourself but clueless about the 'how'? My class is your answer. we'll step into the world of 3D—easy, exciting, and a perfect start to your journey into the 'new you' this New Year!

And there's no better topic that aligns with our goal than creating a Realistic Holiday Terrarium.



But what can you expect?
Firstly, dull explanations are banned here. Get ready because in this class, you'll learn:

  1. Mastering all the important foundational tools in Blender 4.0, from navigating different interfaces to modeling, detailing your works, understanding modifiers, and much more.
  2. Unveiling tips and tricks for better textures that will have you feeling like a Pro, exploring realistic materials, and discovering hidden gems within Blender's software.
  3. Discover the art of creating realistic fur. The Particle System will become both exciting and easy to understand by the end.
  4. Exploring dope modifiers that can elevate your work through their imperfections.
  5. Breathing life into your render by establishing various sources of light.

As you can see, this class is packed with all the necessary information that will lead you to your first final result, marking your confident debut into the world of Blender 3D.

But what if I'm a beginner? 
This class is beginner-friendly and suitable for anyone interested in 3D animation, illustration, or design. No prior knowledge of Blender or 3D modeling is required.

To get started, you'll need:

  • A computer with Blender 4.0 installed (freely available at Blender.org)
  • Download the zip file with references and textures under this class. 
  • Your imagination and enthusiasm for creativity 

In just 2 hours, you'll go from "I've never touched Blender" to proudly presenting your first finished project  and Feel free to upload it in the project section gallery to inspire others.



Even if you're not planning to go pro, you'll pick up a cool skill that'll jazz up your free hours. Jump into my Skillshare class now, and let's kick off a new chapter of getting creative together.



Meet Your Teacher

Teacher Profile Image

Sasha Luvr

Work in third dimension

Teacher

Hi there, my name is Sasha Luvr. I'm passionate about 3D art and love creating illustrations using Blender. I'm constantly striving for self-growth and self-education, always eager to learn and improve my skills.

In addition to my love for 3D art, I'm also a professional yoga teacher. I find that practicing yoga helps me stay focused and centered, which allows me to approach my work with a clear mind and open heart.

I believe in the power of sharing knowledge and helping others improve their skills, which is why I'm excited to be part of this online community. Whether you're a beginner or an experienced artist, I'm here to support and encourage you on your creative journey.

See full profile

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Transcripts

1. About that class: Ever feel like the new year is your chance to hit the upgrade button on life? If you're better sure where to start or simply want to elevate your skills to a new horizon, well I have an invitation for you in that skillshare class. We're diving into the world of three D. No complex stuff. Just a fun way to explore and kick, start your journey to a cooler version of you in the New Year. And there is no better topic that aligns with our goal than creating a realistic holiday terrarium. But what can you expect? Firstly, explanations are bent here. Get ready, because in this class you'll learn mastering all the important fundamental tools in blender. From navigating different interfaces to modeling, detailing your work, Understanding modifiers and much more unveiling tips and tricks for better textures that will have you feeling like a pro. Exploring realistic materials and discovering hide and gems within blender software. Discover the art of creating realistic fur. The particle system will become both exciting and easy to understand. Be the end. Exploring dope body fires that can elevate your work through their imperfections. Breathing life into your render by establishing various sources of light. As you can see, this class is packed with all the necessary information that will lead you to your first final result, marking your confident debut into the world of blender three D, for whom everybody, this class is beginner friendly, is suitable for anyone interested in three animation, illustration or design. No prior knowledge of blender or three D modeling is required to get started. All you need is a computer with Blender 4.0 instead from Blender or for free to download the resources file that you can found under this class in just 2 hours. You'll go from, I've never touched Blender to proudly presenting your first finished project. And feel free to upload it in the project section gallery to inspire others. As you can see, this class is definitely worth your time. Even if you're not aiming to turn it into a profession, you'll lock a new skill that will make your spare time more enjoyable. Join me in the skillshare class today. And together, let's turn that page to a new chapter of our creativity. 2. Lesson 1: Snowman body: Hello everyone and welcome a friend. The lesson number one. The golden rule of every successful project in blender is having fun. Bring your coffee, tea, or chocolate, or whatever you drink. And let's start, of course, everything that a press you can see on the left corner. Let's start with small tips and tricks in case if this is your first day in blender. So if you want to move yourself around the world, just hold the mouse wheel. If you want to keep the same angle and to move yourself around, hold shift and mouse wheel. Zoom in, mouse wheel forward. Zoom out, mouse wheel a back. Okay, This is more than enough for our start. And a few more things, but I'm going to tell you about them later. Let's click on our point, This is the source of flight and delete it. Then choose your cube and press control to which bring the subdivision surface modifier, long story short, blender contain a lot of modifiers that can make our work better, doper cooler and all of that subdivision just increase the amount of polygons around our object. Bring yourself in that window where you can find the name of the name of each object and double click Snowman underline Head, Create. Then let's apply our subdivision surface modifier. Apply right click, shade smooth. Now one more time, control two. And he even is more smoother than it was before. But don't apply that. Why did I told you you can move yourself around the world or you can press 100 empt for the front view, 300 empt for the side view, and seven to take a look above. Instead of trying to somehow catch that angle, 13 or seven. Let's go with one. Zoom out, let's bring this one a little bit higher. Another thing, how to move objects, Three main functions to move around, to rotate and to scale. Also, blender contain three Xs because this is a three dimensional world. Green one, K, red one, X, where is blue one, the blue one. We check our snowman head, move this one above. As for scale, create, Then to duplicate our objects, shift D, and that's how you can duplicate, but we need to move this one below. Press now. You'll move your object only around the z axis, or in other words, blue one. Let's go here and make this one a little bit bigger, a little bit higher. Let's call this one snowman body underline, which means middle, then shift. As for scale, that's what we have. Let's choose all of them. Let's keep this one above of these three cursor or the center of our world. I also think that we can make them a little bit smaller. As for scale, this is what we have. Snowman body, I call this one, which means below. Let's save our file Control Safe. Choose wherever folder do you want? Wait a second, I'm going to create a new one. I'm going to Skill share Snowman. Let's call this one Holiday Safe Blender File. I think it's more than enough for the lesson number one. Yes, you will say that it's too fast, but I don't want to keep these lessons very long because otherwise it's going to be tedious, boring, and all of that stuff. Think less. Think, let's bring them in other collection. Or do you see here the collection Double click. Let's call this one Snowman. And let's remove our remove, but move another collection. How press M, which mean move to collection. New collection. Let's call this one Camera Acts. Okay, now we have two collections where we're going to keep all of our files. Thank you so much for your attention. In the next lesson, we're going to create all of these face attributes. I'm going to see you in the next one. 3. Lesson 2: Face : So let's number two where we're going to create the face of our snowman. Under this class you can found a zip file with a few references. At the end of this class, you'll have a personal project that you have to share with other members. I encourage you to share. We are here to support each other. That's why I would like you to apply all of your new knowledge and skills. Choose one reference and to create your own work that you're going to share with us. But through that class, I choose reference number three and just drag and drop in blender. Then let's move this one in the center. We press out to move this one at the center, out to make it flat. Then let's make a rotation x 90, which means we turn our image on 90 degree on the red, or x x. As for a scale, remember that we don't have a purpose to make a completely the same, we'll just use this one as a small inspiration. Then one P is move it up 300. Move this one back, create. Let's go to, I'm going to even move this one GX, because how I say this is just a small reference. Let's create another collection. Let's go to the window. Right click New collection, double click face. Let's bring our first object. Let's start with our Ice. How to bring new objects in Blender. Shift a mesh here. We can choose, for example, in our case sphere, that going to be our ice. But let me show you another thing. Let's create our ice straight right here. Did you notice that the object appear where the three dicursor is placed? Let's place our three decursor right here. Shift click and now when we're going to bring shift a mesh sphere, it's going to appear right here. We're going to save a little bit of time in order to not move it up scale and all of these things. Let me delete. Let me zoom in. I think this one is great. Shift a mesh and sphere, right click, shade smooth. Where is my screen? Because of the white background you can see. Okay, let me make this one a little bit smaller. Don't repeat after me because you otherwise will not see the key that I press. So that's why I decide to make it smaller. Let me do this 11 more time sphere. Make it smaller with, with S right click, shade smooth. And then let's go with, make them like that. Smaller, like that. Seven ped. Let's check. Let's make Greek on the green one a bit smaller, and then Greek. Let's move this one a little bit forward. Yes, it's good. Then let's duplicate. Let's call this one. First of all, I underline left and then we go with the ship X. This is going to be our underline, right? Good. Let's go with this. I think this is how you call them. Shift, Right click on the side shift, and guess what? Of course, sphere, right click, shade smooth. What I think we can do is to make a smaller rotation x 90, then we go make it smaller. Then let's go in the solo mode. How to work with one object apart. You press slash on the Np. Let's make Greek, bring it like that. Yes. Out of the solo mode, that's caused seven to take a look above and move this one around another way. Did you notice that usually we have three Xs, You think so, but actually there are six because if I'm going to press, for example, X, I'm going to move like that. But if I'm going to press X one more time, I have another Xs. The same thing we can do right now. Now we can move on that, which will be a little bit more comfortable. Move this one a little bit more forward, and create controls to save one ped. Let's duplicate, but not with shift D. Let's mirror our blush first. Let me call this one blush, blush. Let's go to the modifiers and modifier search and mirror. Press one time, left click, then mirror object, and choose the head of our Snowman V. Now we have an object. Another blush, right here. Let's make this one a little bit more. Thicker on how you can see. You can think this is two objects, but they actually, because this one mirror, if you will make some modification here, the same modification will be applicable here. Remember that on one pat, I think to make this a little bit more smaller, more toward each other. The mouth which let's duplicate our go down. Let's go with the and make it more like a sphere. A little bit smaller. Let's coach it a solo mode. Do I like it? Yes, Rich. It's oh, let's make a smile around his head. The good right now, don't copy straight after me. Just make a smile around his face. You have to move around and let's go shift one here. Shift on here, here and here. Take a look from the side. Three P you like probably to move them here because there is no gap. They don't fly around the air. But I will not recommend to do this one right now. Why? Because a little bit later we're going to bring the particle system, the hair around the fur around our snowman. That way let's keep our mouth on that space a little bit more farther. When we're going to bring the hair around, we're going to move them in the right place right now. Don't worry, just keep this one like that. Good. One more, the carrot, which is going to be in the middle shift. Right click to bring the three dicursor. Now we're going to learn new things, especially if you are a beginner shift a mesh and cube. As for scale, make it smaller then 300 peds Greek on the green one Greek and keep it somewhere like that. Then we go with the control two subdivision surface modifier. Now let's play around at the moment. Right now I agree we are in the object mode, but there is another way, another mode, which means edit mode, where we can play around with our object. Long story short, every object contains three main aspects. This is vertices which is 101 on the keyboard, which are these points there, Edges two on the keyboard, which are these lines. There are faces, which is three on the keyboard. These are our faces. All the three aspects is what you're going to use in order to make it, for example, bigger somewhere. Or if you wanted to move some edge around, it's going to help us to make it more interesting things. Let's go in the solo mode. There's a thing like adding loop. Let me show you control air. And if you're going to move your mouse around, you can see something appear or here or here. Bring the vertical 11, time left click. Bring this one on the right, like that. The press one more, time left click. When you set the place one time left click, and this is how you accept the place of your loop. We added additional edges, additional points, which make our work more detailed. Then I want you to do the same right here, but I want to make that part smaller. Choose phase three on the keyboard. Choose this one face in front and for scale three for the side view. Let's bring control a one more additional loop. And bring this. I think here going to be great for me one more time. Make it smaller, even more smaller control save. I think this one is good in case if you don't like where you do place. There is no necessity to bring control. And then to do this one again, let me show you. Let's choose the entire loop. For example, you want to move this one more on the right, two, then left click on the edges. That's how you can choose the entire loop. Out, left click out, left click out, left click out, left click. Choose the entire loop. Three for the side view Greek. And move this one a back. How you can move it, how you can make it bigger, smaller, and all of that stuff. I actually even a little bit smaller or no, I like that a little bit more. Great. Right click, shade, smooth out of the solo mode and our carrot look now a little bit better than it was before. Greek. Make this one like that. Greek place this one inside. Yes. Don't repeat. Let me check. Subdivision Surface Modifier. There is no necessity. There is no necessity to apply our subdivision surface modifier the moment right now. Let's call this one carrot Nose. That's what we have. Again, you can think that I don't like it, don't worry, a little bit. A little bit later, we're going to place everything on the right place. But this is number two problem. I'm going to bring our mouth a little bit higher. As for scale rotation, this is my decision to keep it like that. The same thing with ice. I personally want to make them a little bit smaller, a little bit higher, more like that. Okay, I'm good. Thank you so much, my friends. In the next lesson, we're going to create the head of our snowman. And I'm going to see you in the next one. 4. Lesson 3: Hat: Lesson number three where we're going to create the head of our snowman. If you are complete beginners, this will look a little bit complicated, but don't worry, like always, the golden rule, have fun. Right click, New Collection, and let's call this one head. Then go with a shift A, and this time we're going to choose a cylinder. Then right click, shade, smooth, it look ugly. I'm agree go to this green triangle which is the data properties. And there is a normal, open normal check in on auto smooth. And now it's better. As for scale t then 300 p. Let's set this one above his head like that. Great, let's go to the edit mode, which is the hot key tap. I'm, I already did hear some things. Let's make the part above a little bit smaller, choose the face, and then scale just a little bit smaller. Now, take a look, and then we're going to do this one together. I'd like to make that round of his head. If I'm going to choose the entire loop below, which is out left click, which we learned from the previous lesson for scale, this is not the result that you want to achieve. There's two important functions that you're going to use pretty often which will help you to make your object more detailed. Let me go to the solo mode, which is slash and empt. There's a thing like extrude, which is that how you can build new extrude, build new meshes, new shapes from objects that you already have. Control, Control, control. You can try if you want one more time control, but we need to make it around how? Go a little bit above. And then we press, let me check. Yes, we go for the trot and for a scale, and that's how you can achieve that shape. Then go on one ped, let's make it a little bit more thicker. We go the z and bring this one below like that, great. Now it's something that look more as our head. But there is another function, the second function that will help you also back to the edit mode. You can try, you can put this video on post, try this one alone, or re watch one more time with me. The second one is insert. Actually you have all the functions right here. For example, extrude, you can go from these buttons. But why I don't show you why I don't tell you because honestly, no one used that. Every professional beginner intermediate, they are going with the hot keys because it saved your time because I don't want to waste your time. I tell you from the start about all of the hot keys. Yes, you can press here, but for the extrude, and this one is way more easy. Then go to the solo mode. There is another function, I suppose in English it's also A, or I call that one. That's how you can insert face into your face. I know it sounds a little bit weird probably, but you probably noticed because I want to create a gap in our head. And that's how let me control that. We have a simple phase and then bring this one inside. Then extrude the previous function and move it up as for a scale, and now we have a gap right here. Let me show you something. Don't repeat, because we don't need this one at the moment right now. But just for future, to make you know, let me choose, for example, this phase. Let me go like that. I choose this phase. Or actually let me go Shift left, click, shift left click, shift left. For example, don't repeat. I can press one time A. There is two options. If you're going to press E, you can insert like that or two times. And you can insert phase. Inside of each phase, you can create one phase or you can create phase for each one. I hope it does make sense in future. If you'll work or think, just remember there's like two options. If you want to remove what you already did, just right click and that's how you undo your actions. That is our head. But of course it's still as for scale. In some lessons further, I'm going to show you some dope modifier that's going to make it look cooler, but we don't need it at the moment. Right now there is a red thing, red loop that we have here in the middle. Let's go with the edit mode control air, remember for the loop. And now move your mouse wheel forward once to add additional loop. So you can go like that, we need only two of them. One time left click, move this one below. And then accept with another left click. Then let's make them a little bit more close to each other to, to choose edges. And then out left click to choose this one. Below this one, a little bit above the same thing with this one, move it a little bit lower. As for scale crate. Now we can, in the same way, how we can choose a loop of edges. We can choose a loop of faces, three on the keyboard to choose face mood, then out left click. And how you can choose. Probably if you're going to bring yourself more close to the edge above, you're going to choose the vertical edge. But if you're going to choose a horizontal edge, a horizontal loop, then choose one of these from the site left or right val. I hope it does make sense then. And then the same function that we learned, I think 3 minutes ago for the extrude S for a scale and make this one a little bit more thicker one in a keyboard control save. And that's what we have at the moment right now. There is another thing that we can try, not the subdivision surface modifier but Bevel. Bevel is a dope modifier modifier search for Bevel. I already have this one. And if you go to the edit mode, there is the two ways of how you can call bevel. Okay, if I say that this is class for complete beginners, let me explain this thing. If you're intermediate, please be patient for our beginner friends. Let me remove only watch and then you're going to understand. Let me, for example, choose this edge. Just as an example, I can call the Bevel modifier with a hot key of control B. If I'm going to drag my mouse how you can see I add additional loop. It just help us to make the corner more smoother than, for example, this is sharp and this is more smooth transition. If I'm going to add additional loops, just moving my mouse wheel forward, how you can see, I can make it even more smoother than it was before. Let me remove, so that's how it was before and that's how we can make right now. I hope it does make sense, but I don't need to choose each one of them. It is an option, especially if you're looking forward to be a hard surface three artist. But at the moment, right now, it's enough to call a bevel modifier which will help us to build the shape in general, to make it smooth everywhere. I hope you understood. In case if you didn't, you can create a discussion or ask me under this class and I'll answer you with a big pleasure. Right click, shade smooth. We already did, but I don't need it. Then you can bring the amount on the left or on the right. I'm going to keep it on zero. I think three segment, number of segments, that amount of segments that we're going to have in between of that corner, I already showed you segments more smoother or less smoother. I think 1010 is great. Let me look with, without width, I would like to probably to make this one. Let's work with the loop above two. For the edges out left click, choose this one above. And then we go with the control. This one. Let me decrease the amount of, let me make it three in between, like that scale. What if this one do not make it so perfect? A little bit on the right. Okay. Now I don't like it what we have a scale, we're going to choose this one below. As for scale, just make a little bit more bigger. So let me check. God, great, Zeke bigger. I think the snowman, for me personally, is too big. It's okay that you don't make it perfect from the start. We aren't here to make it perfect. We are here to make it pleasant for our eyes. Okay. That. Okay. Now I like him more than it was before. Now let me choose all of them to move this one right here to the bottom line. Let me bring the carrot above. I say a little bit smaller again, that only what I told you. Don't have to repeat. Thank you so much. I hope you enjoyed that lesson and I hope you found a lot of useful things. Tips and tricks. And let's go double click cylinder. Let's call the swarm head control save. And I'm going to see you in the next lesson where probably we're going to create the trees and backgrounds than. 5. Lesson 4: Realistic Terrarium: Hello, my friends. Lesson number four, where we're going to create the terrarium for our snowman. Probably, I did something not really in the previous one. I'd like to make it a little bit more bigger. Yes, sometimes you have to play around that time. Let's use our snowman and bring this one higher. Let's X. Okay, let's start with creating our background new collection. Let's call this one BG. And Tim. Good, let's move our three cursory in the center. How? Shift cursor to world origin. Now shift a mesh and plane first scale, make it big. And then we go to the edit mode, which is step on the keyboard. And choose this edge, a back extrude which we learn from previous lessons and move it up control to call bevel modifier. And this is another example of how we can use that. Choose this one in the middle control, drag your mouse, increase and bring some bigger amount of segments moving your mouse wheel forward, left click, create. You see how everything is applicable. Right click, shade smooth, background is done. Let's call this one B, G, which means that round control is to save. And let's go with the terrarium part, shift A mesh. Wait a second, wait a second. I think cube. Let's go in a solo mode. Let's make it bigger, make it smaller. Control two. Then we go in the edit mode. And let's add additional loops. Control er, bring this one right here. One more left click and then here, and one more left click. Shade smooth. Then let's choose the phase below. As for scale, actually let's choose these two edges, how we already have our edge loop right here. Then shift out left click and that's how you can choose both of them simultaneously and make it bigger like that. Okay, What if we'll apply subvigion surface modifier? Let me try one more time control to you. And now the form is more smooth than it was before. And how you can see, the topology is a little bit more complicated than it was, but it's good if we'll try to add bevel modifier. Do I don't see the big difference? Or actually, if you're going to move our bevel above. Because the same system you can see in the Photoshop in many other creative programs, the layer system, which one is below, which one is above, it can influence on your final result. Honestly, with I like more, bring your Bible above, let me try to decrease problem. I'm going to keep this one on 020. What going to increase the amount of segments? Three? No one is good for me. If you want to make your own form. No problem. Control safe. Let's call this one for the Terraium under line and basics. Let me call basic level one, level one control safe, out of the solo mode. As for scale, I think we need to move everything a little bit more, more higher. Let's go for the 300 and P for the side view, choose everything. Let's go a little bit more higher. Great, let's go with the terrarium basic. Make it like that. Don't worry, we can scale a little bit further. It's not a problem right now. Just something like that will be shift down a scale one, I'm going to keep a small distance in between, but this is the shape of our terraium basics. Let's call this one, double click and two. Great, I told you that we're going to create the tree. Yes. Okay. We're going to create trees in our next lesson. But now the glasses that glass going to be shift a mesh UV sphere, make it bigger. There is a right click shade smooth. And there is a very cool function that we have in blender like transparent mood, which is the hot key at that help you to make everything transparent. In our case, we can see what is inside of our sphere. You can see that icon right now, this is transparency in display shortcut al zet. When it's blue, it means that you turn on. When it's gray, that means that you turn off. Let's go with the Alt. Let's make this one a little bit smaller. Let's bring this one inside. Probably, I would like to choose our basics to make them. Let me get out from the transparent mood with Az. This is the form of our terraium. Let's call this one not sphere, but glass. Let's actually call this one for the terrarium. Underline glass. Great 300 and empt transparent mood. Choose everything and go above of our background. Create very easy, very fast. I know probably if you are a beginner you struggle a little bit to repeat this and that, don't worry. But we use the same functions that we lead in our previous lessons. I hope it does make sense. Rewatch one more time. Remember that you can see everything that a press in the left corner we do with that lesson. Let's go to the next one. 6. Lesson 5: Christmas Trees: I hope you're excited to share your project with us because I'm looking forward to see your projects. We already have more than enough, actually. Oops, Control that we have a Snowman terrarium. But let's add our trees. Always new collection. Oops, with 2.1 good shift a mesh. Let's go to the solo mode. Let's go Edit mode, which is step for example. Let me show you another way how you can use Smart Transparent Mode. Let me, for example, bring one for the points and I'll choose this one. But let's say that I want to choose all of the points below. What I can do is to move myself around whole shift left click, but it is a waste of time. What you can do is transparent mood. Drag out of transparent mood and take a look. He choose all of them with transparent mood of, I'll choose only this one that I see. But when transparent mood is on, we can choose each one. I hope it does make sense then as for a scale and make it bigger. Then let's go to the three on the keyboard to choose faces. Let's insert the face into our face. Then let's go the and move it up as for a scale. Then control two, right click, shade smooth. Then we go back to the edit mode. Control additional loop, and bring it somewhere above the middle. As for scale, then scale. This one also that form, what if transparent mood chose this one below? For a scale, let me try. Don't repeat to extrude then. As for scale, what? Let's try together. One more time. I emphasized all of the points below as for a scale, and then we go with the extrudes scale and make it lower, that one is more wider than this one below. Let me choose all of the points below. A little bit more higher. The same thing, transparent moot on. Let me choose these points for scale that or like it was before for scale crate that, what we have at the moment right now what we got to next. We shift, make it bigger, shift to duplicate and make it bigger. Now let's go a little bit more inside of each one. Create your own scale, your own rotation. How I say there is no necessity to copy my steps. Let's call this 13 level, copy this one and at one then then let's go here two and paste three. Then we go to the shift a mesh of course, cylinder. Go down right click, shade smooth. Then we go to the data properties which is green triangle and auto smooth. Check in for scale Steam. Good out of the solo mode with a choose all of them and bring set up on the side. 300 keyboard, Greek. Move this one back of your terrarium. I'll personally would like to make them smaller and then duplicate with the shift D X on the left. I'm going to drag this one a little bit more on the right that we ladies and gentlemen have at the moment, right? Now, in the next lesson, I'm going to show you the materials. That part going to be pretty interesting, but we've done with another lesson. We created our tree. Let me hide or not actually, let me move like that. Control to save. Thank you. Another lesson. Another 5 minutes. Let's go to the next one. 7. Lesson 6: Dope Materials Part 1: I hope you're very excited for this lesson, because right now we're going to bring the colors like this is the same feeling as a kids when we have to color our paint. What we've done, the materials, are going to be an exciting lesson. But we need one source of light. We'll have a lesson apart about our lighting, but just to see our colors, we need one of them. Shift, I shift, and go to the light and choose Sun. Then we go with the X on the side. Let's switch. We have here formuts in our blender view, push the 123.4 The last one display the same image that you'll see at your final render. Another thing is that, let's go to that. I can render properties and here in the render engine instead of V, which is Dope. But let me quickly tell you again, if you're beginner cycles for more realistic, you can actually achieve amazing results. Amazing realistic results also. But V, it's mostly used for cartoon fortunes. For that more tune shading, we are switched to the cycles. You can clearly see the difference Greek, and move this one toward everything else. Then let's go here to the light properties, which is that green icon. Let's make the strength toward two. Let me move this one K. That's what we have at the moment right now. But honestly, let me show you what Move to the new collection. Let's call this one Light. That's what we have. There is another technique that I mostly use, especially in all of my classes. Hide this one. Let me show you. We go with the shift, a mesh and plane as for scale, move it up. Then let's go to the material properties, which is this red sphere material create new, which means to create a new material, Our first material, let's call this one light plane. Instead of principal BSDF, choose emission. And there is another way how you can bring lights. I like the technique because it helped me to create a general lighting in comparison to sun is dope also. But I don't need it at the moment right now. I don't need it for this specific lesson. Choose your plane and, and move in the light collection in case if you don't see this one, be sure that you are rendering gene cycles here. One more time, Surface emission. And let's bring this 11.6 it's more than enough, or probably 1.3 Great. Let's go with our materials. Let's start with our background. Choose your background to make it more comfortable for us. Again, there are different displays where, for example, you can go in the shading workspace, and here you work with your shadings, with your materials. For beginners, it can look cool, but mostly, trust me, most people who are very comfortable with planter, they create just another window. I don't need you to feel like you are a beginner. You are, you understand. Go here you have two arrows, right click, vertical split and drag this one on the left. That's how you can create two windows. Then let's switch here on the render moot. Be clicking on this icon or another way, the hot key, and then choose above, Render it. That's how you can switch in between of all of these windows. Let's go right here, because at the moment right now, blender contain a lot of things. Don't worry when I say that, blender have the blender have that, you'll remember. Don't worry. We have an icon right here in the left corner. If you are somewhere here, how to scroll yourself around that menu. Just mouse wheel forward, down forward, a back. Let's go in the left corner and choose here, Shader Editor. Now let's hide this one. Let's start with our background. We go to the materials, and then here we're going to bring new, let's call this one BG. They don't have to share the same name. You can call this background background material. I just call this one BG because it's easy, take a look my friends, because it will be way more easier for you to look once and then to repeat base color, which means you can add some color, but it's too boring. Yes. Let me make this one white. How? Just bring the saturation toward zero. And you're going to make it perfectly white, shift a texture, and we're going to search for wave wave texture. Just take a look. Then color ramp. Then I'm going to connect the color with the base color. And I'm going to connect the wave texture color to the vector. Now it's more interesting then we can bring some things. If I'm going to click on the wave texture, I'll emphasize this one. I'm going to press Control and it will help me to add texture coordinated mapping. In case if you press and nothing appear, you go to the edit preferences, you go to the Dons. And here is here for Wrangler. Be sure that you have a check in and then come back. Let me go this one more time with you Control and now you have it. Great. What does it mean? It help us, for example, this is some additional settings that will help us to achieve the result that we are looking for. For example, scale scale, one Gri scale on the rotation. Yes, you have to play the location and all of that stuff. But at the moment right now, don't worry yourself too much with that. Mostly we're going to use these settings again just because there is a lot of buttons. There is a lot of settings. It have to make you excited because all of that will help you to make things color ramp. It's something that help you to set the color. Let's drag this black part in the center. White more toward the black. The more farther they're going to be from each other, you can make very thick black or very thin black or wherever. Just drag and get the result that you want. But we're going to have not black, but we're going to have red, strong red because it's Christmas is party and all of that stuff. I know some of you probably I'm to be honest with you, to be honest, I'm not a very holiday but I would like to increase your disposition be via that work. Let's make it red. Let's make it top then. Let me just make it more toward each other like that. The color is flat. There is the thing like roughness, roughness, even going to drag this one toward zero. It's going to be very reflective. If you're going to have a source of light, you can see like the reflection is on a very high level. If you're going to make it not shiny at all, just keep the value on one. Let's go to the roughness toward zero, then let's play around with our wave texture. So first of all, we can make this one toward 30. Just scale is something that you have to set under your own taste. What if I'm going to keep this one toward 13? I think it is too much, but something like 15 going to be great. Then the distortion. Let's go to the solo mode with our background and lighting shift left click on lighting. We have emphasized both of them. Solo mode via slash on an empt. Let's move this one more closer, choose distortion. If I'm going to drag on the right, you see the difference. If I'm going to drag on the left, this is what we have. I think something like five is too much, but two is also 1.20 0.9 I don't want to distort them very much but small distortion want to be very pleasant? Then we go to the details. Well, details is something that you'll see more in the border but there is no big difference because not in our case details, you can keep on the same value. Detail scales, also detail roughness. You can make it again more shiny or less shiny. I'm going to keep this one on 0.4 that what we have at the moment right now. You also can play with a scale here and there, but it's more than of the settings that we have at the moment right now. You also can switch the direction, for example, on Greek on to make it horizontal. I'm going to keep this one on X. Also sine or triangle. No big difference, but it is what it is. Then let's get out from our solomde. Let's go to our terrarium. Okay, click here. Let's call this one underline base. They will share the same. Don't worry right now, it will be enough. One material for both of them. What we can do is to save your time, go to the background and copy color ramp control and then go here and control color to the color. And that's what we have at the moment right now. That time instead of wave texture, we're going to use another one which is grave control. Oops. And connect height with factor. At the moment. Right now, there is no big difference. Let me go again, choose the plane and let's go to the solo mode, one on an M ped and move this one more O. Now take a look because there will be something that I would like to tell you. Texture coordinate will influence very much in your final render. Your material can be created, the normals be the UV, the objects. There is a lot of things. I hold control, left click and direct this one toward the window. You think there's no big changes. But if I'm going to increase the details, let me increase the details toward 45, for example, Let me drag this one more on the left, this one more to each other. Now let me, for example, come back to the generated, how you can see the results are very different, how you can see if you bring yourself from the window, if I'm going to zoom out, the texture is different, zoom in. There is more of them. It helps you to attain more able, more pleasant result, in my opinion. Which will help you to save your time because we don't need right now to work a lot with the UV, With the topology, what we have, it's enough window connect to the vector. Then let's play around with our mass grave texture. For example, we have scale. I'm going to keep this one on 45 details. It's something that you can keep on five dimension. I don't know how to pronounce this word. I'm sorry, Lecarity. This is the thing that can bring us some dope results, you already can see. I personally want small points. I think that one look interesting honestly, but I don't really need it at the moment right now. I think the small white points is more than enough for me. What if I'm going to keep this one on 1.3 antral S to save? And then let me adjust the colors. The red, I'm going to make it a little bit more darker like that. Let's play with roughness. We can make it very reflective or less reflective. I'm going to keep this one on 0.250 Let me increase a little bit our color and out of the solo mode. Then you go to the Terarium below here. Search for the materials and bring the base. Now they share the same material and you don't need to repeat all of these steps. Well, we have a lot of things where we have to bring our material. What if we'll finish with our tree? Then in the next one we'll have another part where we're going to work with our snowmen and many more just to not make this lessons very long and more easy to approach. Let's go to our tree. Let me show you one thing. Let's go here and choose our abase. But let's duplicate our material. This is the can run heel duplicate and call this one tree. Now I can just switch the color and that's how I save myself a lot of time. There is no necessity to, you can repeat these steps just for your own practice. But if you can save your time, always save your time. Let's go here, let me decrease. But because all of this is like toys, I think a real tree, it's not very shiny. But because it's a toy tree, well, we can keep this one on the same roughness level. Let me make a green one more darker, more something in between of yellow and green. Adjust your own colors. I want the points to be more toward yellow, like that. That's what we have then, Ralph, what if I'm going to keep this one on 3.5 That's good. Take a look. Instead of going to everyone and adjust the color, there is another solution. This class is packed with chips and solutions. Choose all of that, don't have the material. Just press shift, left click, shift, left click, shift, left click, shift, left click. The last one have to be this one with the material. Yes, you can even see the difference. These borders are more orange and this border is more yellow. Quantrol L and link materials. That's how, just in a few seconds, you make them all to share the same material. Okay, let's make our tree steam also right here. Choose the three duplicate. Let's make this one more toward brown, which is red, and decrease the darkness here. Instead of this yellow, let's again toward yellow. And let me decrease a little bit now. That's how we make it a little bit more interesting. Then we go to the second steam search for three, let's call this 13001, but three underline steam. Great that our results in the next lesson to not make it very long, I'm going to show you how we're going to place our camera, but I hope you enjoyed that lesson. I hope you found a lot of useful things. And I hope it wasn't very hard like always, if you have some questions, bring them into the discussions under this class. But to rest, I'm sure you've done an amazing result. Play around and don't forget that we will see your final result. I hope at least I don't worry. We'll all encourage you with like and good words. I'm looking forward to see your final results. 8. Lesson 7: Camera settings: Hello everyone. In the previous lesson I told you that we'll continue to work with materials in that one. But I decided, let me show you, let's establish our camera and then in the next one we'll come back to our materials. So let's go, let's set our camera and move ourselves more close to the final result that we're looking for. So let me go out, let me go to the V board shading and usually how all of the tutorials start, they like go into the camera, go into that icon. But you know me, you already know that I don't want to waste your time. How we can set our camera straight from that angle that we want. For example, from here the combination is control out and zero Ped, for example. Or if you go from the site, control out, control out and zero ped. This is an easy and fast way of how we can establish your camera from the viewpoint that you want. Control out zero Ped. Then let's say it's Ok. But we want something else. How to move yourself. How to move that camera, that camera angle to zoom in, zoom out. Because if I'm going to zoom in, zoom out or drag myself like that, I get out from that camera again, someone will told you that, but it's a waste of time. Control how to move yourself in and out of the camera is zero on an M Ped 000.0 Then we press and for the side menu here we have View Look. And here there's a thing like camera view. Check in and take a look at the color of the border. Now it's yellow and now it's more red. When it's red, that means that if we use our bowels, we'll move around, we stay in that camera. That's how you can establish that view that you want straight from the camera, for example. I'm good with this one. When you think that zoom, okay, it's cool. Check and close that, let me make the background a little bit more wider, X. Then let's go to the camera properties. But whereas we have a folder apart and here we have an icon green of our camera. Here we can change the focal length like in the real one. I personally will choose on 85. And then n for the side in camera view. Let me zoom out good, a little bit up. Check off another way, the type of perspective. If you want something stylish like fish eye or wherever, you can choose the panoramic. And you're going to see this one only in the render, but we don't need that at the moment right now, if you want to have the same angle like one ped three or the sharp one, then go to the camera and type choose orthographic and this is the same as one on an M ped, or they're very sharp, but I don't think that we need it. I think perspective is more than enough. Great, then it's all for our camera. In conclusion, one more time, we have control at zero to establish from whatever point we want, if you want to make some adjustments. And for the side menu, camera, oops, camera to view, check in, move around, then check off and close the menu. If you want to bring yourself in the camera and out of the camera is zero on Mbed. There are also some type of perspective, or potographic, or panoramic, but we don't need the focal length. It's more than enough. Now, in the next lesson, we're going to bring ourselves back to the materials. I decided to keep it like that to make it more comfortable for you. 9. Lesson 8: Dope Materials Part 2: Back to our materials. We're going to create our glass. Trust me, there will be a lot of useful information under this class. Not only the references, but you also can found another folder with some grunge textures that we're going to use in order to make our work way more cooler. Let's go to the materials properties and bring new, let's call this one, which terrarium underline glass? Please take a look one time and then we're going to repeat because there will be some additional things that we didn't make before. I will cut this connection. How I hold control? Right click, great. Then shift A and search for glass SDF. Connect SDF with the surface and voila, here we have a few settings. For example, we're going to make the roughness toward one. It will not reflect so much if I'm going to keep this one on zero with the OR is something like a distortional part. I played around before, the settings that I liked was 0.0 950 here, 02 or even 030.19 Okay, there's a small distortion because this is a toy and I really like the way how it look at the moment right now. These are my settings. But if you want something else, no problem. My friend then now take a look shift a mix shader and I'm going to drop this one here. I'm going to connect this one glass with the point below. And principle BSDF with the point above. Let me quickly explain you the factor show which node going to influence more if I'm going to drag on the left. In that case, let me just switch the color just to make, for example, principle DF is red. That means that principle BDF going to influence more than glass because it's connected to the point above. When you drop on the right, the point below going to influence more, which in our case is glass at the moment, right now, drop this one toward zero, back to white. Take a look, shift a image texture, one shift a color ramp, Two, control for the coordination. And let's connect color to the factor color, to the roughness, not to the base color. Then, open image, search for our reference grunge texture and choose the number one. For example there instead of repeat, we're going to choose extent. And instead of color space S, RGB non color. Then my friend, we go here and hold control left click and drop this one toward window, good. But there is no big difference you think. So let me drop the black one more toward the center. The white more toward the black. Now, if you'll pay attention. Small attention. But you can see that the color flat but still no big difference. Well, we go to the transmission in zero. Yes, we go to the transmission and wait, bring toward one. Now let's go together, Hold shift left, click on plane and solo mode one and empt, oops, let me drop this one towards 01. It looked like a flat color. If I'm going to bring this one toward one now you can see that grunge part, which I want to make it a little bit dirty. The glass ain't perfect in real life. This is exactly the same that I want to achieve. Also, we can increase the scale, for example, toward 08 to 09, toward 06, or actually the way how it was 0811 for me is good. Then you can play with the roughness, for example, to make it less emphasized or more emphasized. It's also depending with the color, if I'm going to make it white, you can see what we're going to achieve. If I'm going to make both of them black, it's going to be perfectly shiny. That's why you have the main role here is how far they are from each other. I'm going to keep the black some or more toward left, and I'm going to keep the white some or more in the middle or probably a little bit more in the center. That's how we can achieve more dirty type of class. This trick I compare without just a simple shiny part and width. You see the difference. Also, we can change the base color and to make it more toward blue. Now let's bring back our glass because now we see only principally D of glass. Don't have no influence because we direct the factor toward zero. If I'm going to direct this one more toward 09, in that case we'll see a small shading from our grunge texture, a little bit of blue, for example. Let me make correct, you can see the difference now. Slash on an empt, let's come back zero for the empt to bring ourselves in camera. Let me go, for example, toward 085. That's how we did our glass with small dirty parts, which mean more per result than it was before. I don't see the real influence because we have to play around with our lighting also. But it's a little bit here, a little bit there. I can drop this one toward 067. What if now it's more dirty? But I would like to keep it toward 079, more like that. Play with your roughness. I can make white more toward black. There is another thing, how to make it more reflective. There is a specular, let's increase the IRA level. There is a definition which means to increase or decrease the specular intensity. Or in other words, it influence on the way how the lighting going to interact with our glass. If I'm going to drop this one toward one, the result will be better. I'm going to keep this 1.8 like that factor to 83. Take a look once, if you need to see the nodes again, make a screenshot if you need. But I hope I explained everything clear and I hope you like the small changes that we already did. Actually, you can copy these nodes and bring them, for example, to the background. Why not? Let's go T, let's go to the background. Move this one above control V and connect here color ramp with roughness. That will also bring a environment difference. Then you can just drop white more toward the black. That's how don't see big difference. But trust me, in the final rezoned it will be. I hope you enjoy it. But the lesson ain't done because we have our snowman. And let's finish our entire work right now. Right here. Let's go back to the glass. You know what? Go to the Turarium. Let's hide our glass for the moment right now. Let's go to his face and let's choose our eyes. Where are our new material? We're going to make them black. What if the routines is going to be 035, Then where is our mouth? Let's go to the face collection. Choose mouth ice, right? And the last one, shift left click to make this one with a yellow order. Everyone else with orange one control control L link materials. Then we go to our blush blush shift left click on the mouth control L link materials. Then we go press on your blush once again and then duplicate our materials. Let's recall this one. Let's make this one more toward pink. We are going towards something like, where is the perfect pink like that, more toward red. I found what I personally like. Then go to our carrot. And let's go, for example, to the arm base shift. Left click, This one yellow, this one orange. Control L link materials back to our carrot and then go to our materials Duplicate. Call this one carrot. And let's switch our colors. Red one going to be orange, and white going to be completely black. Let's check, oops, where you are. Now we'll have the small points. Yes, we have small points, like in the real life, and the roughness, I'd like to increase toward 35. Let me play around, let me make more dots via increasing that setting. The lacarityI', 2.5 oops, 2.5 scale lets me decrease toward 35. And that what we have at the moment right now, the head. Well, let's go here and choose glass. Then let's duplicate and call this one head. Then let's remove our glass. Let's remove our mix shader. Let's connect principle SDF with the surface. Then let's make this one completely black. In our case, we'll save the roughness part, the grunge. Why not? It will be more interesting. So let's choose other image, for example, the grunge number three, SRGB. Choose non color, and then let me make white more toward black to make it more emphasized. The question could be how to make that part so you see the difference you see? I hope, yes. Let's make the black one more brighter, which means less shiny than it was before. I hope you see the difference. White more toward gray. Let's increase the scale toward 1.4 now. I hope you like it. The question is how to make this one red. No problem. Let's choose our light solo mode via slash on an M pat. Then go closer and take a look one time. We go to the edit mode via the face mode, via three on the keyboard. Where are my screen cast? My friends? I'm now you can see everything that they press in the left corner, 33. And let's out left click to choose the entire loop of faces. Then take a look. We go here and bring the additional material. Let's call this one underlying line a sign, that's how you can keep two materials on the same object. Let's make this one red and out of the edit mode. Out of the solo mode, let's bring back our Terrarium zero Mp. Let me drop this one on the right. Whoa. We've done a lot of work and the most amazing party that we actually didn't finish, we actually have some things that we can do. What we have in the particle systems is to bring the lighting. Then I promise you to show one dope modifier that we will use, don't worry. And then in the rest we finished. Thank you so much. I hope you'll learn a lot. Even this one already is enough for the final project. But of course, aim to your best result. And I'm going to see you in the next lesson. 10. Lesson 9: Dope Modifier : I suppose it's lesson number eight. Welcome. I hope you enjoy your time, and I hope you're satisfied, will be your results. So this is what we have at the moment. Right now, we have a few more adjustments and we are very close to finish our final project that I'm looking forward to see. I also like the reflection you can clearly see on our background. The reflect that work look more like toys. In that lesson, I'm going to show you about that dope modifier that going to make our work a little bit more interesting. So let's go here. And I don't think that we need to use this modifier on each one. I'll show you, first of all, I'll show you, then you'll apply your knowledge on objects that you'd like to see. Let's start with our tree. Choose, for example, this one above. Let me show you one time solo mode, like always. Take a look and then we're going to repeat. We go to the Ed modifier, search for displace modifier at the moment. Right now nothing special. Bring this one above of subdivision surface modifier. First of all, before we're going to go forward, let's apply our subdivision surface modifier. And one more time control two. Now we go here and press New Long story short, the displace modifier work. Why you don't move the displace modifier work right with textures, you can see that the icon right here and the icon right here, they are the same because this is icon of our texture properties. Let's go forward. First of all, let's decrease this one toward 02. Nothing special you think, but let's go to the texture properties here. Instead of type, let's choose, for example, clouds. Now you can see a small distortion appear around. The purpose of that lesson is to show you to tell you about this modifier that can add a little bit of distortion around or object, which can make it look more cartoonish or not so sharp, not so smooth, which can look very cool. Or for example, marble. If I'm going to increase the size value, you can see the difference. Also there is a big difference how I say before, a blender like Photoshop and many more, they got that layer system right here. If I'm going to bring the displays under subdivision, you can see that the results are completely different, but I don't need such a big, big difference. Or wherever. Let's just play around, let's move displays under subdivision, for example, back to the texture properties. You can just choose different of them. Take a look what you personally like more, but I'm going to stop on clouds. What if the size is going to be 03 and what? There is also noise basis again, you can see here the texture display. This is how the texture look like. When you increase the size, you see that the texture is increased and also it's not so detailed on our object. And the same thing vice versa here a lot of details and here a lot of details also. Let me keep this one on. Improved per line. What if I'm going to keep our displays on the value of 01? That value of strength show how strong our texture going to influence over our object. For example, if I'm going to keep this one on one, you see the difference. If I'm going to keep this one on 01, you see the difference. What if I'm going to move this one above and I'm going to make it, oops, I'm going to make this 102 or 03 small distortion without, if I'm going to move this one under. Now it's time just to play. Here's the thing above. I like personally more. I'm going to keep this one on 032. Great. I'm going to go to the texture, I'm going to increase the size a little bit more, not improve per line but let me check some of them on crackle or two f one is more smooth, I'm going to keep this one on 07. Here are my values. This is soft, hard, I'm going to personally keep this one on soft. And that is for our lesson. But now you can see the difference. Take a look on this one, It's sharp. And take a look on this one. It's not so perfect. And sometimes something imperfect look better than something perfect. I hope it does make sense. First of all, what you have to do is to go here and everywhere to apply subdivision surface modifier on our three parts. Apply, Apply, Apply. Then to save your time, you go here, Shiftleft, click, Shift left click, choose all of them. The last one have to be with yellow border, this one with orange border. We already do this one for a lot of times. Control L, again, I forgot my screen case please. I'm sorry. Control L and link copy modifiers. Not the materials but modifiers. Now in a matter of a few seconds, you copy all of them, but remember they all share the same texture and the same modifier. Which means if you're going to change something here, they all will be changed in case if you want, for example, this one above, to make more emphasized and this one less emphasized. For example, on this one above, here's the texture name. Let's call this one rims texture. If you have just to duplicate now this one will share another text. In the same way, like with materials, you can see we right now have two different textures you can play around if you want to make changes on each one individual, no problem, just duplicate because otherwise they all will share the same texture. Great 075. What you can do next, if we'll try this one with our globus, it shouldn't be so perfect to copy modifiers. I think we can. Let's try. Let's go to our textures, and let's duplicate this one. And let's call this one less. Now let's decrease this one towards 03. Let's choose not Veranoi but improved Perlin. Let's go here to 01 before and after. Not a big change, but it's enough change to make it look a little bit more realistic because in real life we have nothing perfect. That's why I think it's dope. Let's say like homework, if you want to play around. You can go, for example, to the basics just for practice because you don't need to copy me completely. I give you the tools, I give you the skills we try on this on our tree. If you want to move forward, no problem. You can even try this displays on our snowman. But in the next lesson, we're going to work with our particle system, So you can try for your own practice. But I'll not recommend this one because he'll be covered with fur in rest. Thank you so much for another lesson. I hope you enjoy our time. And let me move the background a little bit higher. Just a little bit like that. Great goodbye my friends. I am going to see you in the next lesson. 11. Lesson 10: Fur or Particle System: Close we are to finish our class, let's hide our BG and terrarium, Christmas tree even head actually, even face right now, we can hide and we are back to the beginning of our everything. Let's go in the viewport shading. Let's go to our snowman head. Here is where we're going to install our particles. Establish plus let's call this one snowman. Why not? Then we're going to switch from Emur to the hair. Not really what we are looking for here in the hair length. Let's keep this one on 04. Remember we're going to change. So this is not the final settings we're going to play around, but right now even 02. Good. Go down, children here choose Simple Most of the time in most of the tutorials they are used interpolated. I don't say it's wrong, I want Simple for our tutorial because there are a few settings that I personally prefer more here. If you're a beginner, this is very important. Because I remember I broke my head because I didn't understood why there is a display amount and render amount. Display amount is what you see at the moment right now, render amount is what you're going to see at the render and how you can see the value is different. That's why if you don't want to be disappointed why your final work, don't look in the way how you see right now. Keep them on the same value, 45.45 In our case, it's important because I remember I did want a little bit of hair and I have a lot of hair. I didn't understood why because my display and render amount was on different values. And then we go to the king or pardon. Here are types of hair curl, radial wave, Brad spiral like in the real life. Let me, let's check quickly. Each one wave, Brad spiral, we're going to keep ourselves curl always in the way. How I told you, there are a lot of settings but they don't need to scare you, they need to make you excited. Let's back to the hair length and let me decrease toward I think nine that we're going to see. Then there are usually, I don't use too much of the settings. For example, amplitude, this is something that you can increase for around 25.25 Then we go to the roughness here. Usually I use random and uniform. Let's check uniform. Going to bring a small distortion of our hair. 0.3 no too much, 0.150 random. I really like it. Random will bring your hair in a random shape. I hope it does make sense. If you're going to increase decrease, I personally going to keep this one on 035 control S two safe then we're here in the simple, we have radius and roundness. Also some small things that can bring a little bit of interesting result. I'm going to increase roundness toward 04. Let me play with radius. I think I'm going to keep the radius on 022 create and then I don't remember size. Do I use of size? No. End point? Not really. There is one very important thing, frequency, flatness. Okay, We just check with you together. We go to the hair shape. Here are some changes right here. Let me just show you. Let me show you. I press on zero, there's no changes but actually I come back to the value of one. And now I'm going to go to the render view. The hair make my PC to work. Let me connect. This is what we have at the moment right now, Not the best result that we are looking for now. Now take a look. If I'm going to switch this one on 001, you can see that our hair right our right now look more realistic. It's not so thick how it was before. It's more thin, it's more random. This hair shape settings are something that you can see in the render, not in the Viewpoart. The same thing. I'm going to keep this one on 02 and this one on 01. Let's take a look what we have. Tip is something that's going to make it thicker or thinner. For example. Let me go with one and take a look. Right now, you see the difference I suppose. Yes, come back to 01 and that is what we have create. This is the result that I personally like. If you're good with all of the settings, if you want you can still play around, but I'm personally completely Ok then there is no more thing that I'm going to use from here. This is more than enough for me. Probably I'm going to switch hair length a little bit later, but for now probably I'm going to switch this one even right now. 03. Because it's very big. Also another value that we can drag, that's going to influence on the length, it's called length. Let's go to the viewport and let's keep this 106. Now we go with a snowman body, choose the last one. Have to be in with a golden border control L and copy modifiers. That's how in a matter of a few seconds like we did what we did. Let me make the head a little bit smaller now let's bring everything back face, Let's go to our face. This is why I told you from the start that there is no necessity to be bothering the face position because we're going to move it a little bit later later. Let's go choose everything from our face folder. Holding shift left click, and then we go to the Greek and move it in front like that one on a keyboard. And now it's better. Again, if you want, you can drag, if you're a perfectionist, you can bring the mouth a little bit more inside. But honestly, I don't see the necessity for, I mean, it's looking good. This is our camera view. It's more than good. Let's go with our head. We need to make our head a little bit, I think a little bit higher, but I was good with that one. If I'm going to make it bigger, what if I'm going to make our head smaller? Then I can go with the grips grit. Good. Let's go with our terrarium, terrarium, Christmas tree camera and come back to our render viewport, what we have. There is one thing before we'll move forward because we don't with this lesson. But there's one thing that we can play right now. Go to the render icon right here and go below to the last one, which is color management. Here let me show you high contrast, medium contrast. This is something where you can play around with your exposure and to make it more emphasized, less emphasized. I personally am going to keep this one on. Medium, high contrast or high contrast, Medium, high contrast. I'm good also. There are a few other types like film standard Standard is what usually is used for cartoonish. Filmic is like, I don't know, industry standard. So I'm going to keep this one on filmic and high contrast and also their exposure and gamma. If you want to make them brighter or less brighter, no problem. It's on your own choice. But at the moment, right now, we are done with another lesson. And I hope it was another useful and interesting lesson for you, my friends. That is what we have at the moment. Right now, actually, we will do a few different renders, so don't worry because in future, we, for example, can switch the color of our background. We can make it blue, or, you know, toward gray, toward black, and we'll do different things. There is a lot of space for creativity, the same thing right here. We can make it blue or green or wherever, but we're going to keep it on red at the moment right now. Okay, I suppose the next lesson is going to be the last one before our final render. Because one more thing that we have to do is to establish light. Thank you so much and I'm going to see you in the next one. I hope you will be there. 12. Lesson 11: Elevate it! Lights: Again, lesson where we're going to establish our lights. Let's go here. And let's hide our plan light. Then one more thing that I'd like to recommend. Let's go to the snowman. Let's hide for this process, our particle system, go to the modifier window and then he height height. Why we do this one again, if your PC is very strong, no problem. My PC is a little bit broke, is a little bit sick. So that way, in order to save my time, I hide this one. For the final render, we're going to turn it on. Lighting is very important. This one on the right, if you want to close it completely, just when you have two arrows, right click, join area and on the right. Let's start with our world. Color, how you can see it's gray, but we can make it a little bit more brighter, red on world. Let me show you color. We go to the second column. Here we can play with different settings, the value they're going to keep here. Show who is this thing around. How you can see when I move my point, the hue is changed. Also something like 0.5 is more close towards the blue saturation is something that can increase or decrease the blue value. The color value, let's keep this one on. Zero to 250 value is something that go increase the common light or decrease the common light. I'm going to keep this one on 01. We need just lighting around our world. The strength is something that's going to make it very high, we can see or not really. I'm going to keep this one on one great control. If you haven't desire to keep other colors like red, yellow, green, no problem. But I personally going to keep this one more toward blue, a little bit more toward blue, like that. Great. Then we go a shift A. Now first of all, choose the light collection to make sure that our lights will appear straight in the right folder. Shift A, light sun T, move it up, X, go on the side. Now let's go with the air for the rotation and move the lighting of our sun more toward our terrarium. Let's go with the Greek a little bit in front actually, and seven Pz and move it more toward. Right. Another option, let's go with the second window. Right click vertical split. Go here, one on Ped zero for the camera view Z and choose Render. Now we can see the lighting right here. Meanwhile, we work with our lighting settings. What if, oops, let me above. I want a slight light shadow somewhere here. I'm good with that sun position. Then we go to the light propertings, which is this one, the green one. Let's make it more toward, or blue about strength. Let me try with two, which I think is a little bit too much, but something like 1.3 going to be great. Then what did I want? I'm going to tell you I want to have three sources of light under our snowman. Let's go with the shift A point. Let's go to the Viewport shading right here. Let's hide our terrarium for the moment. Right now where is open the light folder, series for the point and move it on the right, three under P. Let's move this one behind our snowman, that then let's duplicate, shift up X on the right side, somewhere here. Let's increase the power to 440. Right here, you can already see a slight shadow right there. Let's make the color toward something like bright red here. Let's go with 450. You already can see the lighting. And let's go with the light blue. Let's go a little bit more on the side. Great, let's try. Okay, let me activate our particle system. You can see a small lighting around which can make our work a little bit more deeper, but I don't think that it's enough. Let me go a little bit more. I need a little bit more light A let me make it a little bit more stronger like 550 gray. The same thing right here. Let me go a little bit more on the right. If I'm going to move this one more toward our snowman. Yes. Let me keep this one on 500. Good job, point Greek. Great. Let's have one more. Let's duplicate this one above shift Greek. Move this in front and let's keep this one in front but not so strong. First of all, let's choose another color. I personally going to choose again, blue and I'm going to decrease the lighting. Let's the power. What about 75? We don't need something very strong, but he look, keep a little bit scary. Move it under a little bit above too much. I honestly did like the position before. What if I'm going to even move it a little bit lower? That's great. That's very interesting. Probably. I'm going to keep it like that. Yes. I'm going to bring the blush a little bit more inside because the shadow is too big, so I'm going to keep it even a little bit more. Not really the same thing with our eyes. I'm going to keep the eyes a little bit more in. Let me check. Create, what are we going to bring the terrarium back? Our terraium glass and take a look. Now, our grunge is way more emphasized, which I don't think looking good at the moment right now. Because yes, because we don't see our Snowman. It is what it is. We're going to go back to the shader editor. Let's quickly change this thing. What we have to do is to make the factor toward 0.93 here we're going to make it more white, more brighter, white. Move a little bit a back the transmission weight, we can make it like 07. Now it's not so emphasized in the way how it was before. We also can play with our scale with rotation. This mapping is scale location rotation for our texture that you can play around and our image is going to move around that object. Good. Now I think is better now I think it's better. Okay, let's go back to the viewport and let's choose our points where they are. You can see these dots that show you where the points. Let's go with this one which is on the left X. I'm going to move this one inside. I'll do the same thing with this one behind our snowman also. Great. We'll bring one more additional light above of our head. Shift a light area and move it up, but it have to be inside of our Arial. Make sure that it isn't above like that inside. Then we're going to make the color more toward yellow like that. Let's again hide our terrarium, like this Greek. Move this one in front, move this one toward our head. Let's go with 100. What if I think it is too much, but what if I'm going to keep this one more toward white like that? I'm going to keep this one more toward 45. Let's increase the size, 1.6. Now back with our terrarium, now we have an additional light here. But I know what you don't like, you definitely. First of all, I don't like the fact that it's above of our terrarium. Let me bring this one inside of our terrarium. And that's what we have. Let me decrease toward 25 or 30. Lighting is always something where we have to spend a lot of time. There is no necessity to rush. I really like these scribbles around our class and how I say. Because without. Let me show you. If for example I'm going to emphasize, oops, shader editor, let me cut. And just a simple class, boring. But when we bring this one, it's such a big difference between a complete beginner and someone who spend a little bit of time in blender. Let me decrease this one toward 350 because I don't like, it's really very strong. The same thing here, 50, 50 and okay, because it was too strong for me personally. Then let's go forward, back to the three D viewport. Okay, we have a little bit more. Let's check our area, which we have right here. Let's duplicate X. Let's switch this one toward our glass with using a rig behind seven to take a look above and bring toward our terrarium. Let's make this one to 3.2 which means bigger. Now let's establish this one a little bit more closer. I need just a small outline around our glass. What if we're going to keep this one on 50? 50. And then we're going to keep the color more toward bright red like that, probably. I'm going to decrease this light toward 35, a little bit above control to save The last two things that I'd like to do to have in our scene is two points of lights under behind our tree. Let's check our point from from the terrarium inside 300 amped shift D and move this one A back under one tree. Let's go like that, we can keep it actually one behind. That will create a small outline right here. Then let's start with shift X, move it here a little bit, even more inside. Let's go with the color more toward green and yellow. And then shift X and then move this one behind right there. You can see the outline here. The outline there. The same thing with the other one. Just copy, both of them. Emphasize hoops, emphasize these two lights. And then we go to the shift D, X, and move it on the left for that one. What if you're going to do this one a little bit more stronger? What if shift D, move it on one layer behind? That's what we have at the moment right now. Then let's back to our camera view. Let's check there is the function, if you want to see, render your image a little bit more clear without all of the lines sun and wherever. Press here on the show, overlays. Turn turn off. Now your image is way more clear. I like the reflection of our background for real. Let me direct this one on the left. Let's go down to the color management. High contrast exposure, I'm going to keep on 01. What if I will make our world saturation a little bit higher, toward 0.4 Our sun, which is above, will be a bit more brighter, not 1.3 but 1.6 Or not 0.6 but 0.45 So my dear friends, this is what we have at the moment right now, and we've done with our last lesson. If you need to make some adjustments, for example, you want to make it closer or to set your camera in the other angle, there is no problem because in the next one we're going to render our work. Thank you so much everyone for the fact that you're watching. Take a look. I mean, the glass looking really dope, the crunch, the scribbles, this reflection of our toy, the reflection of our background. I'm very excited to see what you prepared. Probably one thing that I like to do, you know, blender is all about having fun, so that's why you always have what to do. I want to make them a little bit thicker like that. Or probably eight. Yeah. Because it was too much for me now, it's a little bit better for me. Make some adjustments and I'm going to see you in the next lesson. And don't forget that the final render you can share with us. I encourage you to do this one, especially if this is your first work in Blender. Bring it to our eyes. Thank you and I'm going to see you in our next lesson. 13. Final Lesson: Render : The final lesson, the render. And you'll be surprised how fast it will be because usually I don't switch on too many settings. Check one more time if you like the colors, if you like the brightness, if you like the lightning, the lights. Then let's go to the render engine here. Go to the render here, you'll have 4,000 and something. We long story short, the more samples you have, the more better quality will be at the end. The less quality if your PC is weak or very strong, actually something like 256, trust me, going to be enough, going to be good for an average quality. But then we can go, I personally go for 888, or you can go to 1,000 It would take a little bit more time, but the result will be way more better. Then bring yourself down. Check one more time if you like. The contrast medium, high. I'm going to keep this one on high contrast on the filming. Let me close this one. Right click, join area on the left side. Then very important thing, be sure that everything that you hide in the viewport going to be hided in the final render. Also how you can see we have an E and the camera is for the viewport, camera is for the render. So that's why make sure that they both are turned off or turned on. Let me quickly check. Okay. Okay, everything is on cat empty which was our reference. Then my friends, if you like, Everything is everything is cool. You go to the render and press render image. Now let's wait and I'm going to see you after our final render is going to be done. My render is done, my friends, I actually render it on samples 222 because I did before the render with a higher quality, so I didn't want to waste my time. But I hope your render is done. And then you go to the image, choose wherever folder do you want to bring the name? Choose Color, Depth 16, and Save Image. Then you can bring this image into Photoshop or wherever other Photodor. Bring some contrast highlighting and make it a little bit better than it is at the moment right now. But for now, thank you so much, my friends for the fact that you joined me on this class, that you went with me till the end. I hope you found this useful and very interesting. I encourage you to post your final result in our project gallery section. Don't be ashamed, thinking that it has to be better and better. Share in the way how it is. I'm sure you've done a great job in rest. Thank you so much. Have a nice day, have a nice year. Let's go together toward new levels in our three D skill. 14. Congratulation! You did it: So first of all, congratulations, this is your first step toward a new path hobby or who knows what if this is your future career. I hope you enjoy it. And let me review because I'm wondering, what do you think about that class, my teaching style and the information packed here. Also, I encourage you to share your final result here in the project section gallery. Don't worry, share as it is. We don't strive here for perfection. We strive toward better results. Each time in rest, I have other useful classes on my skillshare page that can improve your skill. And I'll be happy to see you there. Goodbye.