Create VFX like a pro, even if you're a Beginner: In just 1 hour! | Nikdox Studio | Skillshare

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Create VFX like a pro, even if you're a Beginner: In just 1 hour!

teacher avatar Nikdox Studio

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.

      Introduction

      1:04

    • 2.

      Basic knowledge

      4:16

    • 3.

      How to install the addon

      1:20

    • 4.

      What is Fspy and why is it needed?

      10:05

    • 5.

      Modeling

      23:13

    • 6.

      Texturing

      18:23

    • 7.

      Animation

      23:49

    • 8.

      Lighting

      3:21

    • 9.

      Render Settings

      1:18

    • 10.

      Post Processing

      10:11

    • 11.

      Conclusion

      0:49

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About This Class

If you're looking to learn blender and attract more clients to your 3D services, this course might be just for you!

Many people think that learning blender is very difficult and that learning it requires years of hard work,

and this might be true if you try to learn on your own haoticaly watching thousands of tutorials and spending a lot of time and effort to go through them all, and in the end realize that you learned nothing

But in this course you will not only learn how to easily create eye-catching VFX animations but also gain knowledge that will help you create animations of any kind and taste without spending days on it, because in just 1 hour we will cover all stages of animation creation and create this animation for your portfolio, which will help you attract more new clients to your 3D services

And did you know how much even a beginning VFX artist charges for his work?

So don't waste your time and energy and click on this course to gain valuable skills that will help you attract more clients and increase your value as a 3D professional

Meet Your Teacher

Level: Intermediate

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Transcripts

1. Introduction: If you ing to learn blender and attract more clients to your Fredy services, this course might be just for you. Many people think that learning and blender is very difficult and that learning it requires years of hard work. This might be true if you try to learn on your own, how to watching thousands of tutorials and spending a lot of time and effort to go through them all, and in the end, realize that you learned nothing. In this course, you will not only learn how to easily create i catch and fix animations, but also gain knowledge that will help you create animations of any kind and taste, without spending days on it. Because in just 1 hour, we will cover all stages of animation creation and create this animation for your portfolio, which will help you attract more clients to your fred services. And did you know how much the beginner way fixed artist charges for his work? So don't waste your time and energy and click on this course to gain valuable skills that will help you attract more clients and increase your value as a free designer. 2. Basic knowledge: Lesson will be useful not only for absolute beginners. We have learned how to open a blender, but also for pros, because we will also learn a secret technique that will make your work much easier and save you a lot of time. This lesson, we will learn all the basic knowledge that will be necessary not only to create today's masterpiece, but also which will serve as a basis for you to create a free model, which will give you unlimited possibilities and create in masterpieces. Let's get started. The first thing we need to do is open a blender and create a new project. Congratulations, you have learned blender. We have a lot of new things to learn. But let's start with the theory. The f d world consists of three directions of length, width, and height, or x, y, and z axis. Bundle, we can notice them as red, green, and blue lines. You can also find out which axis you are on by looking here. In blender, as in other programs, you can scale, rotate, or move an object, along the x egreg or z axis. To scale an object, you must first select it by clicking on it, and then press S. In order to rotate, press R key in order to move G key. Also if you then press the egg or that keys, you can do these fe actions along a specific axis. Blender also has modes that you can choose here. As you can see, there are a lot of them, but today we will analyze only two of them, the edit mode and the object mode, in which we are by default, and which allows us to select different objects and make changes that I mentioned earlier. Edit mode is intended for more detailed changes to the object. To go to the edit mode, we need to press tab, and in it, we have the opportunity to choose between changes vtices, edges, or faces, which you can select using one, two, or three keys. And we can also rotate them, move them, and scale them. But in added mode, there is another new action available, and this is extrusion. To extrude, you need to select the vertex corner or face, and press the e key. Let's move on to how to rotate the camera and create objects. To see our object from different angles, you need to hold down the middle mouse button and move the mouse, or rotate the mouse wheel, to zoom out or move closer to the object. But how to create an object, Everything is simple here. To do this, we press Shift plus A and here, we can select a different set of things that we can create from standard ships to Suzan. You can play with it and find out where everything is. Now the trick I promised at the beginning. Now a question for the experts. Did you know that in edit mode, you can simultaneously select vertices, edges and faces without switching between them every time and without using the annoying menu or keys? Well, this is possible. And to do this, let's go to the edit mode, and withholding shift, select, for example, vertices and corners in this menu. Now we can select both. You can even not waste time and select everything at once to save a lot of time and save your fingers from hard work labor. In this lesson, we learned all the basic knowledge that is useful for creating a freed model, and also learned a secret that will make your work much easier and save you a lot of time when changing an object. In the next lesson, we will apply the knowledge again and create all necessary object for animation. See in the next lesson, 3. How to install the addon: L et's start. To start creating fix, we need to download two more applications in addition to blender, namely Fpi and fpi adm for blender. I believe all the files in description. But if you are creating Vafix for the first time, you may have problems or questions with the installation. I will show you how to do it correctly. First, let's download Fp itself. To do this, we'll just need to run the installation file and download it like a regular app. With the F spi blender addon, things are a little more complicated. To do this, let's open blender and create a new project. Then click on dit preferences, and make sure that you click on the addon. Then we need to click on the Install. And tack the S Pi blender addon file. Now once we have selected our file, we need to enter F Pi into search bar, and then check the box next to the Fi addon. Then we can close the setting window, and we can also close the blender for now. 4. What is Fspy and why is it needed?: So after we have installed all inventory programs, let's find out how FSP works. Open it. L here, we need to slide the image of R by fix reference. I will leave all the files in description below the scores. Let's just select the image and move it to the F spy. As you can see, this image is dm, so fixes, let's select the dm image. And to understand how a spy works and why we need it, let's imagine that this image is a free dendlin, or a them inside a blender. What we need to do is to show where the x and rec axis will be in this image, and we can do it with these green and red lines. The green line is the ecric axis, and the red line is x axis. Let's take the green line, and let's say the side of the screen will be the egret paxs. So align the green line with the screen, and we need to do the same thing at the bottom of the screen with the second green line. The x axis will go in this direction, so let's move this red line here. We need to find something in the image that goes straight in this direction. In this case, the shadow will be okay. Second red line, let's put somewhere here. This point also serve us as a FD courser in blender. Let's move it somewhere here. If we selected the X greg grit floor in the Free D guide, we can see that it is perfectly aligned with the screen. Now we can save it by clicking on file and save us and name our S Pi project. Now it's time to open the blender and create a new project, and we can delete it all Csd needs in the future. Now let's add our newly created Sp file. So click File p and now we will have the Fp option due to the installed add on. So click on it and select the recently created S file. As we can see, the image has become dull again, and to fix this, we need to go to the data. Then click on the pogrond images and increase the opacity to one. Now we have a shiny colorful footage. Now let's create a room or environment for the fix scene, and we create this screen. So press shift plus A and create a plane. Radiate it on limited decrease and the gre axis and move it to the screen. And we need to make sure that this plane fit the screen perfectly so that there are no problems in the future with the screen. Now let's go to the edit mode, select this edge, and move it on the axis. If necessary, we can also move the vertices a little so that they coincide with the reference. And now let's select this edge and move it the axis. Then extrude it along the x axis, a pressing E, and move this part along the ck until we line up with the screen. Next, we need to slide this edge and press Control plus B and B, and we can increase the number of cuts by rotating. Once we happy with the result, we can click and shade it smooth. Now, let's create a holdout part that will help us hide all unnecessary stuff. Select all these vertices at the top and extrude them all the z axis. And we need to do the same thing with the bottom vertices. A, now we can create an actual room inside the screen. For that, we need to select this edge and extrude it on the x axis. If we click here in this menu and select vertices, we can slap this edge to any selected verte. All we need to do is to move the edge on the x axis, and while holding control, select the vertex we want to slap to. After we've done, simply connect these edges by pressing F. Also we can connect this button and tub vertices. First, selecting them and also pressing F. Now we need to separate the screen from the room, because in the future, we will animate the screen separately. Let's select these faces, then press P, and selection. We can fight the screen for now, and this is what it looks like from the inside the screen. But there's a shading issue and to fix it, right click and select shade out to smooth. Now let's rename our objects to keep everything clean and save time in the future, and we need to find the object. Also, if you want, you can modernize the room and use your imagination. For example, we can extrude the bottom top to create the illusion of an endless. And once you're happy with the result, let's create some magic and add some hold out material. But before that, we need to go to the render and change the render engine to cycles and the device to GP. Now let's apply material to these places to hide them. Also, let me increase the strength of the light so we can see it more clearly. Let's add a room, go to the materials, and add two material slots. Va car on this plus. For each slot, we need to create a material. First will be the row material and the second hold out material. For hold out material, click on the surface and select hold out. As you can see, nothing has changed. This is because we need to apply a second material to these faces. Select the faces we want to apply to and click a sign, and we need to do the same with the button pod. And here we go. I will probably return the top of the room because I like it more. You have can trust your heart and leave that if you want. We can also create a collection and place all the objects there for more convenience in the future. To create a collection, press, Here we go. In this lesson, we learned what is the FS Pi and how to deal with it and even created the environment for our fix scene. It will be the foundation in our fix animation. In the next lesson, we will learn how to create free models from reference and we create packaging for our product and a lot of different fre models. That will serve us to boost the appearance of the product and see in the next lesson. 5. Modeling: In the previous lesson we learned about FSP and created a room for our fix inimation. And in this lesson, we'll learn how to create 3 moles and create all the necessary object for the scene. So let's get started. Okay, Let's press num three to go to the front view. Then press Shift plus A and import the Yogurt packaging image that you can find in the description below. For greater convenience, we can move the image a little along the x axis. Now I will show you how we can create every round package in a couple of minutes. This is probably the fastest way to create something from a reference in Blenza. To do that, we need to create a plane and rotate it n degrees. Then press and select at center. Also, let's move the image to the sensor and move along the Z axis so that the bottom of this package is next to the free courser. Now let's like the plane, press A, and e to extrude. I moved vertices a little because the reference in this part is dark and you might not see the faces. Let's move it to the reference, and we need ex and move the vertices to mar the reference, repeating each corner of the package. Just press to extrude and move the vertices according to the reference. Yeah. When we're done, it will look like this. And as you can see, it's not even close to a bottle of Yo code, but we can fix this in a couple of clicks. By coming to edit mode, press some A to select everything and select the spin tow. And this magic, we need to make sure that z axis is selected and now move this slide. In this menu, we can change the angle to 360 to make it absolutely. Now the packaging is most done. All we need to do is fill the holes at the bottom and at the top by pressing. And also to add more realism, we can select this phase and this proportional editing. We can move it along the z axis. And adjust the radius, by scroll, the mouse wheel. As you can see the proportional editing help other phases around the selected. Now to add more realism. Let's add a subdivision modifier. An increased level viewpot, to add more polygans. Also because of a subdivision modifier, these edges become similar, so we need to press control plus error and add loop cuts around the edges to make them. And we can also shade smooth. Now, let's create this part of the bottle. Now let's slid these phases. Pros shoot plus d to duplicate and then P selection to make it a separate object. Then we need to s this object and add a solid to add thickness to it. And we need to play with the thickness parameter, and also move the solidify medi far up. Now, let's repeat this potn on the lit and to do this, we need to plicate these phases and also make them separate object. Then go to the edit mode, select one of the edges, press Shift Control and plus, and click plus couple of times to select these edges and press Control plus B to Bavel it. Again, we need to select all these edges and bavel them again. But this time with fewer segments. Then we need to switch to the pass by pressing three, and here we need to choose ex along the normals and pull that yellow dot. All that left to do is to add loops and press control B to it and make the edges on the top and on the bottom sharp. Then select all and press shift plus S plus z. This will allow us to scale on every axis except of z axis. We need to add the last loop cut and scale it. If you have this problem, you can turn on the x ray and select those vertices and scale them up a bit. And this is what we ended up with, and we can simply connect this pattern to the lead by first slighting it, then we shift slighting the bottle and precin control plus j. Now let's quickly create a label. Go to the edit mode and select all the vertices with dd where we want your label to end. And then right click and select mark scene. Also, we need to do this at the top and select the edges where we want our label to start. And then select any phase, press L, plus d to duplicate it, and make it separate object. And now we need to add thickness to our label, so let's add a slitive high modifier. And again, play with the thickness prometer. And move solidify fire up. Here, we need to add loop cuts to make this a harp and fix the shading issues in the bottom as well. Now our main object is created. All that have to do is to select all object except the image and press and create a collection for this bottle. And let's also save the entire project by pressing control plus S. Let's create another object foreseen, namely the strawberry. To create a strawberry, we need to first create cube, then go to the edit mode and turn x ray, and this x ray enabled, select the bottom edges and scale them, and then create a loop cut in the middle and also scale it a little bit. We also need to scale it on the x axis to create the shape of the strawberry. After we're done and happy with the result, let's add a subdivision modifier. And set the level viewport to three, and then applied. Now we need to add another modifier called decimate. Then go to the n subdivide, I relations acres to one, and we can see this pattern and also applied. Now let's add seeds to strawberries, and with all edges selected, press Control plus B to bevel. Then press control plus I to invert it all, and then press e to extrude and to scale. All right, looking good and now we need to open this to inset of median points like individual origin. This will allow us to scale every selected phase individually. Press S and scale it. Then press I to int, and scale it to the size of the set. Now let's again open this menu at the top and choose Indian point again. Here we need to select stroot along the normals and extrude it. Then again, choose the individual origins and scale it, press. And to make it look more realistic, let's add a subdivision moi. And also shaded so. Here we go our strawberry is almost created. Last thing we can do is to change the shape is in proportional addit any phase you want and move it until you will have the shape of the strawberry because the shape is to perfect After you're satisfied with the result, we can also rename our strawberry and create collection for it. All right, let's create another object. And this time this will be Apple. Apple is very easy to create. All we need to do is to create a sphere and in it, s top and bottom vertices. And is proportional editing enabled, you just need to scale it on the axis. Let's make sure that you have median point as a origin. Otherwise, it won't work. And this is basically it. All we need to do is to add more polygons. For that, we need to add a subdivision modifier. To create the top part of the Apple, let's go to the edit mode and select these vertices. Duplicate them, then press P selection to make them a separate object, then select them. We can also set origin to geometry, and scale it again. Then we need to sl these vortices, go to the edit mode, and press A to slight everything and e to extrude. Now all we have to do is to extrude and scale these vertices until they look like they do in real life. Also, if you have this problem, just select A to select everything and press shift plus A. Here, press F to fill the hole and a loop. And also shade is smooth. Don't forget to shade this smooth the other part of the apple. When we are satisfied with the result, we can also create a collection for these two objects. All right, time, let's create a banana slabs. Let's add a reference of the banana, which you can also find in the description below. Here, we need to focus on the left image, so let's select this image and move it to the center. Next, we need to create a pla rotate it and scalt a little bit. For convenience, we can turn on the x ray, and then we need to go to the edit mode and just move the faces according to the reference. Here we can add loop cuts to add more geometry, and also move the vertices according to the fs. When we are satisfied with the result, select or attics and intrude them on X axis. And to make it more realistic. Let's add subdivision and as a regular, create a bunch of flop cuts to make the edges. And to make the edges even more sharper. We can sit all these phases and press. And we need to do the same on the other side. Here we go, the slice alterna is created. And also let's create a collection for it. And you can hide or even delete the reference. I know we've created a lot of objects and learned a lot of new things, but we don't stop there, and now you will learn how to create an ice cube very quickly. For that, let's create a cube. Go to the edit mode and add a bunch of loop cuts, papers in control plus r. Then in this menu, we can increase the number of cuts 10-17. Same thing we need to do on this side, and also on this side. And let's add a new modifier, which called Display difier and click on U to create a new object. Then we need to go here to pick a texture and type choose clouds. In size, we can make the texture more smooer or harder, and also we come back to the modifier settings, we can increase the strength and just play around with the parameters and see what you see best. We're happy. With the result, we can smooth it out, and also add the subdivision modifier. And as for me, I want to make these edges smooth, so I will just go to the edit mode, slit all these edges, and just press X, dissolve edges, and delete them. Also in the type, you can choose what to texture you want and then just limit yourself on Clouds. Once we established the look of the Qp let's apply the displace medifier. Also we can use proportional additive to make the shape even more realistic. This is the result that we got in the end, and we can also create a collection for it for more convenience. Now let's display all the objects that we created and hide them all and probably scale them to more realistic size. The cube will be probably this size. The slice banana will probably have this size. And the Apple probably this size. Also, we can select this part of the bottle, then select the bottle itself, press Control plus P, and click Object keep transform. And the same we can do with label. By doing this, if we select the bottle and move it, all the object will move the bottle. I almost forgot about strawberry. Let's also scale it. Also, we can select this part of the Apple and select the Apple itself, press control plus P, object keep transform. In this lesson, we learned how to create free models with or without reference, and learned many new techniques and created a food package, fruits and many objects that will create an amazing look for the main object in our animation. In the next lesson, we will add colors and textures to create O effect and amaze our potential customers. 6. Texturing: The previous lesson, we created all the necessary object for animation, and this lesson, we will learn how to add color to our s and create a valve effect. So let's not waste a minute and get started. All right, first, quick, first, we need to go to the Shady tab. And our first object, material texture will be the main object equal bottle. So select it and press slash to view only selected objects. I slate the bottle itself and create a new material. And we need to add a noise texture by pressing Shift plus A. And then create a Color Ramp. And connect nice texture with Color Ramp and Color Ramp connect roughness. If you press shot plus Control and click on the node, you can see what this node. Also click on the nice texture and press Control plus T and connect object instead of generated. Let's also create a bump net and connect it to normal. After that, we need to duplicate the noise texture and connect the color to the hg. And also connect object to the nice texture. Now all that left to do is to play around with nice texture parameters and bump node. Let's decrease the strength in the bump. And play around with the stickers. To connect the same material to this part of the bottle, let's select it, then select the bottle itself, control L and press link materials. Now let's apply a texture for the label. But we also need to select it and go to the edit mode. Here we need to select these phases on the back of the bottle. Then write mouse button and click mark sing. And select any phase, press L to select RF, then press, and unwrap. Now we need to go to the UV editor here. Yes, and there's a problem because not all IGs were selected. Select all of them, again, mark them. Now again, sled them all and then wrap it. And let's go back to the Shader editor and create a new material for the label. Then press Control plus T, and here we can open our label picture. Then we need to go back to the V editor. Here I have the problem because these vertices don't suppose to be there, and because of them, not all I just were selected. You might not have this problem, but if you do select them and delete. Press X, vertices, and just delete them. After that, we need to drop it again. This map is better than the previous one. Press A here to select and rotate this map on degrees, and we can also scale it. As you can see, when we move the CV map, the picture and the label also moves. Now, clad side all these edges holding shift plus t. Then right now the button and choose to strengthen. On this side, also, we need to do the same. Now we just need to scale it, rotate it will be satisfied with the result and apply our label properly. Also, if you want this part to be yellow, you can select these phases of the UV map and just move them up a little bit. As you can see, we have a little distortion here and to fix this. We need to select these edges, press right mouse button and click line. Also we can do that for a couple of near edges. And on the other side as well. If the text looks distorted, we can select these edges and move them a little bit up or down. Now let's go back to the shader editor to add more details and make this label looks more realistic. Let's create a noise texture and connect it to roughness. Then create a color ramp and place it between these two nodes, and while picking on the noise te press control T connect from object to. Again, as we did in the previous material we can play around with the noise texture and the color ramp parameters. I personally have these parameters. All right. Let's create a texture for the ice. A circular create a new material for it. For the ice cube texture, we need to create a noise texture. Press control plus t. Then create color ramp. Connect the noise texture to the color ramp, slide the sticker, put it somewhere here, and the ise sticker somewhere here. And the color of the color ramp connect to the roughness. Now let's create another node. This time is pump node, connected to normal, and from this noise ture from the color we need to connect to the height. And decrease strength to 0.08. Let's change the newest acture parameters. Scale, I will change to 4.1 t to 11.8. After that, also we need to change the transition to one. Then implicate the bump node and the noise texture. Again connect. Noise texture to the height of the bump node and bump node to the clear fot normal. The noise texture scale, I will change to five. The DTO to 2.8 and the roughness to 0.4. As I would increase strength for this bond tal pibit. And here we go, the cube material is created. Now, it seems like this, but the render port it will looks much better. Okay. The next object will be strawberry. Again create a new material for the strawberry and again to create a color ramp. And now we need to create a new node, which is gradient texture and connect them. P. Then select the gradient texture, press control plus t, and also connect color ramp to the base color. Then click on the plus in the cool ramp to add a stick in the middle. The lift stick, we need to change the color to dark red, For the middle, we should pick the same color and make it brighter. For the right stick, we should make the red color even brighter. The color should be dark on the bottom and go brighter to the top. In the gradient texture, change the linear to quadratic, and then change the rotation on to 90 degree. In my case, I need to play with stickers and colors. But when we are ready, we can decrease the roughness to 0.26. Now let's create noise texture and a bump note. Connect bump no to the normal and texture to the bump to the height of the bump. Decrease the bump strength for the ni texture chain scale to 26 and dt to 2012 0.9 and roughness to 0.4. Here we go, the strawberry is ready. We need texture two more object, and this time, let's texture and apple. This will be very easy. Let's always create a new material. Select this node, which is called principle BDF, and press shift plus Control plus C, and then select the texture that you can find in the description. That's it. If you want to can change scale the texture here. But this is pretty much it. Now let's create material for the wooden part of the apple. So we need to create a new material and here we can pick any wooden color. Brown color will be great. And then create a noise texture and the bump node. And connect them. All that remains to do is to play with parameters in noise texture and bump node. And here we go. Create, and the last object that we need to texture is the banana slice. For banana, we need to create a new material then press control plus T, and select the reference that we use to create this banana slice. Now when we go to the edit mode, in select this edge, withholding at the press shift plus Alt, and select these edges, and mark C. Also select this edge, and also mark C. Now let's go to the UV editor. Then click on any of these paces, press, then press O and nrop. Now we created the EV map for this part. A that we need to do here is to rotate and scale the V map to match it with the reference with this picture. When we are done on this side, we need to do the same thing on the other side. So Unwrap it, and just scale it, rotate it until you will completely mater. Now we need to add another material slot for the second texture and create a new material for it. For this material, select this node and press control plus t, and select the banana texture. Then to apply this texture to this sport of the banana, we just select this phase press L. Then choose the second material and click aside. Let's fix the position of the material in the UV editor. First, rap it, slight fine and wrap, and you can rotate it and scale it. And fix this. We need to add a loop cut and then babel it. This is the result we have now. But we can add memorialism to it by adding bump nodes. Connecting it to normal, and we can connect our image to the height of the bump node, and then change the strength of the bump to something very low. And exactly the same thing we need to do for the second material. Create a bump connected. Her chain industry. And here we go. In this lesson, we learned how to apply materials and how to create realistic materials for the object in blender. The next lesson we will bring like and then animate learning not only the, but also techniques that professionals using during their work. 7. Animation: In this oral, we will learn how to animate our object and bring them to life. So let's not waste a minute, and let's get started. Let's start the animation with the screen to create a transition between the footage and our fix animation. Let's turn all the objects to the scene. Then go to the first frame, press I and select location and rotation. Now we have created a key frame and apply the rotation and screen position. Then go to the frame 40. Now move the screen along the Z axis and create a key frame again. And this is what we have right now. Also, as you can see, we have overlapping here. Just select these vertices in edit mode and scale them. Now the problem is solved. Also here, I need to apply the row material for this face. Let's go to the frame 62, select all bottle, and mode inside the room. Somewhere here, so we can see it from the camera. And we also need to move all objects there. And then apply location and rotation to each one by pressing I. After that, we need to go to frame 80 or 100, then go to the Tapio and move the bottle toward the camera. Also we can rotate it towards the camera. The closer we bring an object to the camera, the larger it will be. Also, if you look at the label, we need to rotate it slightly by pressing r and x two times. And then apply location and rotation animation is too fast, so let's move this frame further. If we play animation, we can see these kind of problems. And to fix that we need to go to the frame in the middle, move the bottle up, and apply a key frame, and here what we have. For now, now let's animate the ice, and here we should do the same. Go to the 62 frame, create a key frame. After that, we need to go to frame 80 or 100 iced the camera. Rotated and go to the frame in the middle, move the ice up, apply a key frame. After we are happy with the result, we can duplicate the ice cube. Then go to the last keyframe and change the position and rotation of the cube. And apply location and rotation. Next, we can set the key frame in the middle. And also change the position of the first key frame. I want this cube to appear a little later, then the battle to do this, we need to select all key frames for this cube and move them further in the timeline. For this cube, I will do the same. And here we go. Now let's create a floating effect for the bottle. Select the bottle, go to 20, 30 frames further, move the bottle down and apply the rotation and location. Again, go to 20, 30 frames further on timeline, and now move the bottle up and apply location and rotation. And animation is too fast. Let's move the key frames. And when we are satisfied with the result, just copy and past the last two key frames every 30, 40 key frames, and if necessary, move the key frames. And this is what we got in the end. L et's create an animation for the cube. Go to the key frame 170 or 200 move the cube toward the camera, a little and apply location. When we are satisfied with the result, we can rotate it and apply rotation. For this cube, we need to do the same. And this is what we got in the end. Let's create an animation for the strawberry. I haven't framed the strawberries before, so I'll do that right now. Just go to frame 90 or 80 and apply the location. Then move to any other frame, and by pressing shift plus control, we can move the strawberry toward the camera, as well as rotated and set a key frame. I move the last key frame. Then between those key frames, we need to move the strawberry to the right and set a key frame. Here we need to fix the overlap by moving it up and applying the key frame. Then select any next key frame. Move it to the left side of the room. And apply the changes. This will be the end of the animation, and if you have overlap, just fix it by moving it up. And as you can see here, the strawberry is moving sharply. If we look at the animation of the strawberry from above, we can see why this is happening. To make the animation so, let's move it here, making this angle of the strawberry animation not so sharp. Let's move it a little more to the right. And also remove this key frame. If necessary, we can slow down the animation by moving the key frames. Let's see what we got here. It looks, but we need to fix the overlap here. This is an optional step, but I think the strawberry is moving too fast. So I will select all the key frames and just scale sine and move them a little further. Here in the middle of the animation, I want to create a slow motion effect. To do that, we need to set the key frames 35 frames before and further than this key frame. Then we need to select them all and scale. Yeah, I scale it too much, but you can play around and see what works best for you. And here we go. Now, the last thing we need for strawberry animation is rotation. And move to the first key frame rotated and set the key frame. And go to the middle keyframe and just set the rotation. And you can just copy and paste that key frame to the last one. And this is what we have at PT. I think the whole animation will end when the strawberry returns to the room, so I will move the key frames for the eyes. All right in the same way, we need to animate the banana slides. Just move banana, rotate it and apply the key frame. Then duplicate, if you want to add more than one slice to a scene and just change the location and the rotation of the key frames. For the rest of the banar animation, I will just rotate it on Z axis in one way, apply the key frame, then move 20, 40 frames. Further, timeline rotate it to the other side, and also apply the key frame. And after we're happy with the result, we just copy paste the last two key frames. For the second banana slice, I will do exactly the same. All right, and the last object you need to animate is the apple. As you can see, the animation process is very straightforward, and you just need to understand the principles of how it works. The apple appearing, I animate it the same way. And for the rest of the animation, I will just tate it on the axis to the bottle. All right, the animation is almost ready, and we need to make sure that the last keyframe and fruits and battle are ending on the one frame. In my case, I choose the frame 320. On the frame 350, I need to return all objects to the room. For example, in the battle, we need to copy first frame and busted to the frame 350. And also fix the problem with overlapping, if you have b. And the same thing we need to do with other objects. But if you don't have applied location key frame and the frame 320, like the Banana slice, you'll have some troubles. 320 frame and set location key frame. For safety, you can do that for all of the object. Again, we need to do that with all the objects. All right and here's the result that you've got in the end. Now let's animate the screen again and move it back and the axis. Go to the frame 350, then select the last keyframe and copy and paste it. After that, copy the first keyframe and pasted 30 or 40 frames for the heres of the cut in the end. Now let's add extra appearance to animation and create a milk stream. To do that, we need to press s plus A and create ser curve. And in edit mode, select this point and rotate it on 45 degree on the axis, and now let's create a plane. Scale it and again scale it on x axis. After this, we need to add a couple of loop cuts. By will them pressing control plus B. Next, select this edge extruded and this edge also. In this way. If we click here, we will be able to glue vertices. Let me show you, if we crab this vertice and move to this one with control, we will glue that and the same thing we need to do here. Also, let's add a lot in the middle and make this go. And this is what we have for now. Also, we can duplicate these phases and play them randomly, and they will serve us as a drop of milk. After we are satisfied with the result, we need to add a ray modifier and increase count. Also, we need to add solidify to add thickness. Play round to a thickness parameter, and after you done, let's add subdision surface modifier. Feel free to play with parameters until you're satisfied with the result. And if you have this problem with array, just con merge in array modifier, and it will be gone. And the last modifier we need to add is curve. As a curve object, we need to select by curve. Now when we select our curve, and edit mode move any votes, the plane will repeat the shape of the curve. All right now, we need to select curve, and then the shift select milk stream, and clave control plus P and select object ke transform. This will allow us to avoid problems with corvele moving it. Select Milk stream and rotate it on 90 degrees, and place it inside of the room. Now, let's let the curve and in edit mode by extruding and moving the vertices, we can create the path for the milk stream. Here what I've got at the end and to animate the milk flow, we need first slide the curve and press piled plus P, and select clear parents and keep transformation. And then select the milk flows and x two. In that way, we can animate the flow. Also, beside the words in curve and pressing control plus t, we can bend it, which will allow us to add more appealing look to the uation. All right, let's add the key frames to the milk fall. Select it, move it like this, and add a key frame for location. The second key frame will be at the end of the animation. Let's move the flow to the and add location keyframe. And here's what we got at the ADs. Looks great, but I think we can make it even better. Select select all object, except of the screen. If we grab here, we can create another window. In this window, we need to go here and open a graph editor. Here, we need to select all key forms by pressing A. Then click T and choose Z. Animation should look slightly different. But if you press a in this window, then go here and choose individual centers and scale it. We will see that our animation is much smoother and pleasant. Only now we have issue with milk flow. So let's fix that by moving it and setting a key frame. Selected press G, x, x, and move it a little bit. Here we go, our animation is. I also decided to change the label, and what I did, I just changed the picture of the label. 8. Lighting: Previous lesson, we learned a lot about how to animate objects and created this animation. In this lesson, we will learn how to add realistic lighting to our scene. This is what our scene looks like without animation, and it looks very sad. Doesn't it? So let's fix this. Li on the globe icon, and in color, if we click on this yellow dot, we can click on the environment. Here we can select our HDR. And to rotate the HG, we need to go to the shading, And here, instead of the object, select the world. Then select our STI and test control plus t. And here we can rotate it on X or QC axis. And I think I could have a better HTI, so I will choose another one. You can choose any D you like. And I will just play with the HTI rotation for this. After we decided on the best angle, we can add material to the room. I choose any color you want. Avts blue or dark blue. You can also increase the metallic in this material. And to add more realism, let's add spotlight. Rotate it, and scale it. And place it this way on this specific angle. And also increase the power to 1,000. If we have that reflection on the battle gesto of the multiple importance and the reflection and the reflection will disappear. Also let's add hold out material to the screen. By first selecting it and then here, choosing the hold out material. 9. Render Settings: Okay, our mine is ready, the lighting is lowing, and it's time to render. But before we do that, we need to change a couple of parameters to get the best result. So let's go here and we've already changed the engine to cycles and the device to GPU. And all that's left to do is to change the number of samples 200-62800. And if we scroll down in color management, I look, we need to change the contrast to medium height. If we go here, we can change where we save our animation and the file format. I would advise you to keep in G and not change to GPAC or to any other format. And the last thing we need to do is to return to the rendering settings and in film, we need to enable transparency. And then start rendering. 10. Post Processing: After the rendering, you will have all of these pictures and you might ask. What should I do with them? In this lesson, we will learn how to turn these images into a video and combine it with the footage. And also we'll learn color correction and a little bit of masking. So let's not waste a minute, and let's start it. First of all, we need a video editing software. In this tutorial, you will learn how to use premier P for post processing. So open it and then create a new project. Now we need to find the footage, grab it and move it here. And then grab it again and move it to the timeline. All right. Let's now import our animation that we render it. Click and file. Import and then point our PNG sequence, slick the first image, and make sure that image sequence is checked, and after that, click open, and again, grab it to the timeline above our footage. Usually it's supposed to be transparent, and as we can see, it is. But don't worry, it's very hard to fix. Just click on effect here and on the surge type luma key. And then crowd it and move to the animation. And here in effect controls decrease threshold to eight or nine. And here how it looks like. Now, let's do color correction. For that, we need to click on color here and let's increase the contrast. Also increase the highlights at and decrease the shadows. Overall, you don't have rules here because your animation and lighting might be different. Play around with these parameters to see what suits you best. These parameters I have in the end. You can stop and repeat after me if you want. If we click on the creative here, we can choose the filters. I personally like this one, but you can pick whatever you like. All right now when we made the call of grading, let's do masking to add realism to this footage. So click on our footage and with Id, grab it and move up. Here we can zoom in for more convenience. And let's create a mask by clicking on the span in opacity. What we need to do next is to drive the mask around this project. Let's o in even more. And just click here and here and by doing that, we can create A. And when you close it, we can decrease the mask feasor here in the settings, and basically, the mask feas projector is created. If we out and the video, we can see that this part of the lamp is no longer disappearing. However, if we play further, we can see that problem with Strawberry. The easiest way to fix that we'll be going to the frame before Strawberry will interract with lamp, select the ser tool here, and cut this footage on half. Then let's go to the frame when Strawberry is no longer intract with the lamp. And cut it again. Now we can just delete this slot, and let's see what we got. All right looks fine, but here we also need to fix the strawberry issue. And now we need to do the same thing here. Now let's create the last mask. Again, duplicate the footage, holding. Now we need to draw the mask a these lamps. Again, click on the pen icon in. And when we are finished, we're creating this mask. Let's also de mask father. And here how it looks like in the end. Additionally, we can improve this. It won't be very noticeable on the footage. But if you care about details, we can extend the scared piece and animate the. Then in Here we will click on this ter next mask path, we will create a keyframe. Slide the mask and now when we will move the point, will be created keyframe. Summer the points trying to repeat the shape of the strawberry. When you're done, just go to the next frame and change the mask again. And do that until strawberry will past this limb. And now, let's see what results did they achieved by doing this. Looks great and now let's export our file. First, we need to show where will be the end of this video, by click in here, and grabbing this thing to the place, where we want our video to end. Then click File Export Dia, in the format, make sure you have H 264. For Full HT resolution, you can choose the YouTube hundred eight pixel presets. And here you can choose output and the name of the video. And all the trails to do is to click on Export. 11. Conclusion: Well, unfortunately, this course has come to an end, and we have learned many different things from learning new programs, creating free models, animation, and texturing, to cool correction, creating mask, and post processing. And I can confidently say that with the skills acquired in the course, you are ready to conquire the peaks of free mountains. Create not only visual effects, but also other animations and renderings of various types, and impress everyone with your work and attract many client. I'm looking forward to seeing different varions of your works and being inspired by them. And if you have any questions about the course, I can always help you in the chat and personally answer any of your questions. And with that, I'll see you in another course.