Creating A Cyberpunk Scene In Blender - Tutorial | šime Bugarija | Skillshare

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Creating A Cyberpunk Scene In Blender - Tutorial

teacher avatar šime Bugarija

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:49

    • 2.

      Container house, base shape

      12:47

    • 3.

      UV and Windows

      7:08

    • 4.

      Finishing Windows

      7:48

    • 5.

      Adding imperfections

      8:05

    • 6.

      Fixing UV

      5:03

    • 7.

      Rain canopy

      7:18

    • 8.

      Side part

      7:55

    • 9.

      Stairs

      7:30

    • 10.

      Creating details

      7:55

    • 11.

      Fence

      14:17

    • 12.

      Texturing the fence a

      7:55

    • 13.

      Texturing the fence b

      7:53

    • 14.

      Floor structure

      11:19

    • 15.

      Creating more details

      8:08

    • 16.

      Reflector and electrical box

      6:19

    • 17.

      Cables and texture enhancement

      11:52

    • 18.

      Dust shader

      6:55

    • 19.

      Start creating a scene

      8:29

    • 20.

      Lighting

      7:41

    • 21.

      Importing Industrial decoration assets

      10:46

    • 22.

      Neon signs

      8:27

    • 23.

      Rendering

      10:03

    • 24.

      Post-processing

      9:32

    • 25.

      Post-processing part 2

      12:04

    • 26.

      Post-processing part 3

      9:28

    • 27.

      Finale

      5:16

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About This Class

Hello and welcome to a new class in which we create this cyberpunkish scene in Blender step-by-step.

The class lasts about 4 hours in total, divided into 25 chapters with an average duration of about 10 minutes, to make it as easy to follow as possible.

In the first part, we start from Blender's default cube and turn it into a detailed coffee bar, using only one reference image plus an additional concrete texture for imperfections.

This is an ideal practice if you want to learn modelingtexturing, and UV projection in Blender because we go through more or less all the tools and the whole process is recorded in real time, so the tutorial is also suitable for beginners.

After we finish our coffee bar, we continue with the scene creation. In this part, we use other assets that I created earlier and talk about the cameralightingpost-processing, and more.

Meet Your Teacher

Level: Beginner

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Transcripts

1. Introduction: Hello, and welcome to a new tutorial in which we create this cyber punksh scene in Blender step by step. The tutorial is about 4 hours in total divided into 25 chapters with an average duration of about 10 minutes to make it as easy to follow as possible. In the first part, we start from Blenders default cube and turn it into a detailed coffee bar, using only one reference image plus an additional concrete texture for imperfections. This is an ideal practice if you want to learn modeling, texturing, and UV projection in Blender, because we go through more or less all the tools and the whole process is recorded in real time. So the tutorial is also suitable for beginners. After we finish our coffee bar, we continue with the sync creation. In this part, we use other assets that I created earlier and talk about the camera, lighting, post processing, and more. O. 2. Container house, base shape: Hello, and welcome to tutorial. In this tutorial, I have planned to build this small container house. And after that, I think we will also recreate this artwork because in this artwork, I also use this house here. I duplicate this twice, so it looks a little different, but this is this model here. But I also with the same modeling techniques, build rest of this so you can see all these structures here. So when you learn how to build this small container, you will also know how to build rest of this. I also have plan to maybe animate this because we have everything here. So these three guys here are also animated because I download this from Mixamo. And for whole tutorial, we will actually use only these two textures. So let's open this. This is just concrete texture we will use for roughness bump and some other details, and this is our main texture we will mostly use for color input. I think I download this image from AsprerePixa Bay. I think I will also share link with you, and here we have some parts we can use later NUVditor. Okay, so let's start with Blender, and I see that I use 4.3 and a few days ago, 4.4 was released. So I think I will go to blender.org and download new Blender. Okay, so 4.4 is here and I hope nothing important changed because otherwise, I will have problem. But let's see how we can recreate this small home or small container. And first, okay, I forget to tell you so. I just want important reference images here because I don't want to open this image all time. So we can go with right click, horizontal split. I will open here image editor, and I can outload this image here. Okay, now I will maybe make more space here and let's place this image here. Now, I will also enable screencast keys so you can see what I'm typing here. So here you can see what I'm typing and let's now back this item. And let's see what we can do next. So I will delete maybe these two objects, and we, of course, delete default cube and now default cube again with Shift A. Let's now estimate dimensions of this. Let's say that we have here door but small door, maybe, I don't know, 1.6 on Xaxis and maybe same on Y axis and maybe same on Z axis and maybe 1.4 on X axis. Okay, I will try with these dimensions, and I will bring this here on X axis. I think I don't use this too much, but if we enable these increments here, we can snap here. Okay, now I will press Sen and let's start with modeling. But before we start modeling, be sure to save this file. So file save. And I already create this modeling container house folder. So I will call this I like the number. So this is, I think, about 167 project I do in blender and sometimes it's easier if I need search on computer, something for my old project type, this number. So I will call this Container. House. And save this blender file. Let's see what is best solution for start. So I did this model maybe one month ago, and I cannot remember steps I do, but let's see what is logical here. So I want you can see this angle here so we can do this easy. Okay, we need to disable these increments. Now we can move something like this, and I will project this texture on this object and we can modeling according this image. So to do this, we first need to go to material preview. Okay. I hope that this is not a bug for this new version of Blender, but my computer is frozen for now. Okay. Now this work. But let's continue with modeling. First, I will open here, shade the editor. We create new material, and I will call this may. And now I will just load this image because we load this image here. We also have this image here in shader I will load this image here like this to base color. And now I will separate this window here, and we need UV Editor. Okay, let's also load this image here. Let's now project this from view. I want to get similar angle on this photo, and I think this angle is about here. So we also see this bottom part. And let's rotate this. Okay, now I will try project this image. U project from you. A, to select all in edit mode. So you can skip between object and Edit mode with tab. This is shortcut or you can go here. A to select all project from you. Okay. Let's now try reproject this image here. Okay. I see that this angle here and this one don't batch. I will try to better projection. Project from you. But actually, this is not so important because we will project phase one by one. So we can actually just grab this. Because of this rust part, we cannot see where this finish, but we can guess that this edge finish here. So I will go with G. And let's now project this one here. Okay. Let's now project this here and this one about here. You can see that this projection from view is not so important because we can always we need to fix this manually. And let's maybe stick one here. And this part is not good for projection. So I think later, we will use maybe some of these textures. But for now, okay, this bottom part will not be visible. Let's project this here, but we will later make this structure. Before I start with adding loop cuts, I also want to make this top part and this bottom part when we have this clean mesh. So I will go with **** D Z and move this slightly up. Let's scale this to about here and let's go let's scale little down. Easy. So extrude on Z axis. And let's see this down part. So this one is much bigger. Child, again, as to scale, I like move this little down. I don't want this intersection. Let's see how big is this et's now press W L, we can select lose part. With A, we select, but with L, only lose part, and let's now see what we can do. I will go with EZ and bring this down. And now I will try add more details, so I will insert this with I, EZ, and with holding shift, we can move this slightly. To get this type of structure. I think this part here is separate part. With one, two, or three, you can skip between vertex edge and phase selection. Let's select this part. Let's create this detail here. I will go again with I or T, extrude along normals and move this inside. Let's just continue with adding details. We have this part here. We can create this if we duplicate this phase shift the SY. Something like this. And let's make this bigger. I want to move this down as X and maybe S Y, a little. Now, E Z, extra on Z axis. And what I will do now, I will press. Let's see how big is this L to select a whole, lose part. I. If you go with I In this case, I want press I twice to insert individual faces. So Ii and move this out. A click and T extrude along normals and move this inside. This is not the same like in this reference image, so maybe I want to avoid this phase here. So let's just select this three. Now, you need to press I once, not twice because before you press I twice. So once T extrude along normals, let's move this inside. Okay, let's try to recreate this more part here, maybe S Y. I don't care too much about this, so let's just maybe go with EX, move this inside. But now I will click here and I will click Dissolve orthogonal edges to remove these edges I don't need. And now we actually just keep this part. Okay. And we can maybe also move this little out to get something similar like we have here. I can press L maybe shift Z, and we can create also this detail here. XY 90. And we can stick this here. Maybe scale this a little. So if you want scale on X and Y axis, you can press Shift Z. Okay, so you need hold a shift and Z. So now we basically scale this only on X and Y X is not Z. We exclude Z axis. But this is not for beginners, so if you are beginner, just go with Y, X, and we can now just bring this little up. So similar thing we have here and let's now continue with modeling. 3. UV and Windows: Let's try fix this UV map, so we can select this part and maybe U project from you. So we can do one by one piece. Let's tick this here. Now select these two parts as to scale. G, to grab, let's maybe stick this here and let's see this one. Okay, this will be okay let's see this part. So when I select this, I want to go with Control NumpED plus to expand selection to select hold this part, project from you. Now, I will project this here to scale this down. S Z to scale this on Z axis, and we can maybe scale little here and let's see how this look. Okay, I think we want to fix these parts. So we can always look cards here. And we can now just select this part. Okay, select whole this part select this part with control, select everything between, and we can now just maybe move this to about here. This part down. I'm not sure if I want project this here because this part is in shadow. And here we don't have enough texture. So let's if I zoom this out. I think I will project on this area here, but let's see how this will work. So in this case, I will go with projection. And let's now maybe go with let's try reject this on this ras part to see how this look. I think this will not work. We can clearly see that this is much brighter. Let's see what we have down. Maybe I actually want to stick this here. Maybe later I will if this will be obvious, I can later separate material and make this bottom material more bright to avoid this difference in shadows. I will press maybe L just move this here. One thing I will do for now, I will maybe bring this specular little down because we have all these reflections and which are annoying. So I will bring this all to zero so we can clearly see this texture. Let's see what I want with this part here. Q projection. We will see later. Let's now continue with modeling. So what I do here, I want model this windows and this door. So I will go with Control R, add one loop cut here, and I will add a similar loop cut here. I don't care too much about this reference image I want the same distance between this one and this edge and this edge. So I will do this again, Control R. A Control Z to undo this control R, to a cat, scroll mouse up, and now SX now I stretch this UMA, so I will go here under option, correct phase attributes and now we can go with SX. Now we have same distance. I will now go with Control R same on Z axis, SZ. Because we made this edge here, we don't stretch texture. We actually stretch this mesh. So in this case, I will strike this one and I will go with G twice. So G G, now we can slide according this mesh here. So, click here, G twice. Let's bring this down. Okay, let's now add one look at here. X. Let's now follow this edge here or this one. But because we have this angle, it will not match. So let's find something between. Okay, and now control vie. Now I want to follow this edge here. And let's now just place one cut here and maybe isolate this part here. Control slide. Control R in middle, move scroll mouse up to add two edges. And now, again, I will not go with SZ because we stretch this mesh G twice, let's slide one here, G twice, let's place one here. We also have this part here. So let's go with Control R, place one here. Let's see. I want to select this one down maybe G twice to slide this down, and I want to add one more here and here. Now, I want, be sure that I can select all windows. So this is first window. We have second here. And with the shift, we add selection. So this is another window. Let's select one, this one here, and this is class window. Okay. Now, what I will do, I will go with EI the Y move this inside. And before I click anywhere, I think we can also create glass material. So I will go under material, tab here. And I will click here two plus, and I will select same material. And let's click here to duplicate this material, and now I will call this glass, and we can now click assign, okay? 4. Finishing Windows: Now create these buwels we have on these windows. So except this in middle, all these have this very intense buwel. We can select this only manually. So if I now click here with holding Shift, we can add selection. Or let's see, I think I want fix these stretch parts here. So I will go with maybe Shift G, No. Yes, Shift G, select similar. Normal. Okay. We select everything we want except this part we don't want so control, and just dissect this part. And also, here. And I think you should be in RF remote when you do this to see everything. Okay. So we now see also this part. And let's now go with projection. Let's now just project this somewhere here. So we fix basically this side, but let's now go with Shiv G, select these parts, Shiv G, select similar normal. Okay, now we select opposite side, and let's now go with remote. The select everything we don't need. Now, we don't have this stretch part here. We have better projection in this area. Okay, let's now add actually the beers. Select this part, this edge shift, and I will just go here with shift shift here. I think I select everything, but we can see this. If I can go to solid beauty to see this better. Control B. Okay. Let's see. Actually looks good, but I don't need to select this part. And I think we have stretch better. So that means that we need apply scale. Control A, let's press N, Control A, apply scale. And let's now back to this random preview. Let's go back to material preview. If I now go with Okay, go to Edit mode with tab. Let's now try create this better. Okay, so scroll mouse up to add more segments here and let's see how this look. I think this match our reference image. Let's see solid view. So this window also have this bevel, but this one don't have. I see that this door is little inside. So let's see what we can do here. Numbed one. And let's try select hold this area. This should be door. Let's see material preview. Let's now go with EI, move this little inside. Okay, this don't work. So let's see, F three merge by distance. So let's check double vertices. Let's now try and do this again. If I select this with naped one, you go to front Orthograph. You can see here. Now we can select this part. We also want select this part here. So let's go with Npet plus. Now we are sure that we select also this part. And now I want select this part I don't need so control to remove selection. And let's go with vertex select. First, I will go with face select. And now I also want to remove the vertices here. This one here. Okay, let's see what we will get if I go now with EY. Okay, this actually work. So we can move this door inside a little. One thing, which is my recommendation, so we can in a solid review enable this cavity option because let's see before. If we go with numbered one, we cannot see any of these edges. But if we enable this cavity, we now need this to both. So this is with screen, we can see this, but we need to move a little So this is world. This is screen, and this is both. With both, we can see this even in front orthographic view. I take small break and let's now continue. So this is where we stopped yesterday, and I think this stage, I will change from EV to cycles and I will load some HDRI. So we have better preview in cycles. So in shade the editor just switch the world and we can now search for environment texture. And we can now search for environment, texture, and I will load. So HGRI here. Maybe this one. So you can just go to poly Heaven and click to *** HGRI and you can here type this name if you want, exactly this one. But this is really not important. So you can take anyone. And let's now ploug this here, and I will go here under render properties film enable this transparent. Okay, and with Control T, if you want, you can also play with some rotation here. Maybe this one, but we will back to this later. I will now back to object and let's see where we stop yesterday. If I go to solid Preview and under materials, we create this material, but I will change Port color down. I see that I apply this material on these faces. And I want back my reference image here. This part will be glass. Now we can improve this glass shader. 5. Adding imperfections: Let's back to object. For now, we just have this, which we just have this base color and let's now Okay, under UV maps, we didn't create another UV map. Yesterday, I say that we will use also this concrete. So let's pour this concrete texture here. And because these textures are not the same proportions, we want new UV map. So if I now, for example, go to Edit mode and change this UV map, you can see that we destroy this texture here. So we need another UV map just for concrete. Now, I don't need plug anything here because by default, this blender use first UV map, but let's plug. So if I select here and this first UV map and plug this here, you know that we use this UV map, and for concrete, I will go with Shiv D to duplicate this and I will now and I will now select this concrete UV map, plug this here. Now, if I select this second UV map, we can actually just reproject this. We can just reproject this concrete texture. So if I go with U projection, we can actually play only with this. Concrete here. And if you now back this, you can see that we didn't touch this first UV map. Okay, so this concrete texture is good. So if you want, you can always play with this. And you also see here that we play with this UV map. If, for example, change to this first UV map, you can see that we affect this first UV map. So you can change this here or also here. So this concrete will be for roughness. And now I will go with color. You know that black part will be more shiny part, and this white part will be rough part. And let's now plug this to roughness. So I mostly want glass make more shiny, but also keep some imperfections with this white color. Okay, we cannot see anything because we are in material preview. Let's switch to render preview. Actually, I think we also in material preview can see something, but let's see. As you remember, we bring this pecular to zero, and when we bring this all to zero, we don't have any roughness information, so we need these two. We need back 2.5, which is default value, and now we can play with this roughness. You can see that in this preview, this now become shiny because we have a lot of black colors here. Actually, I don't need this principle BSDF. I want glass and transparent shader. So I will cut this shift right click. I will go with glass BSDF and transparent. Now, shift click to mix these two, and let's make more space. Plug this to surface, and we actually get transparent glass here. Now I will use this for roughness in glass shader. And in material preview, we finally can see what I too. So with this color ramp, we can actually affect how much we want this clean glass and this dirt glass. I avoid keep this perfectly shiny, so I will bring this little up and we can also bring this value little down. And you can see this effect here. Let's see in render preview. Okay, let's keep this material preview, and let's see how we can improve this glass shade. So now, glass is completely white, which is actually color of glass, but let's see if we plug this here. You can note the small imperfections we actually get from image texture. Even this is not physically accurate, we can get some more details. So I will keep this but maybe just 50% of this. So we can mix this with white color. And let's now create some bump. So for this, I will use noise texture, and let's see how this look with colorRamp. Let's make more contrast. And now you can use this for bump. We will get some distortion on this glass here. So let's maybe play with this scale. Okay. And now if I let's first scale this to make more space, bump. So this should go to height, and now this to normal. And this is effect we get This is too much. So let's bring this 2.1 still too much, and now we can maybe play with this strength. Some distortion here, and this should look okay now. Okay, but we lose all these details from this photo here. Is not physically accurate, but let's see if I mix this with this principle BSDF. So I will use this as color, and let's use this for roughness. Shift click. Now we use half of this. So if I go all to left, we just get this transparent glass. Okay, this new blender is pretty slow. I'm not sure why this take too long to load this material preview. But now, if I go all to one, we get this, and I actually want to keep maybe just small value of the second shader, so I will move all to left. No completely to left, maybe maybe 0.3. We now get this reflection from this. Actually, this is just a window from another side. And this is not physically accurate, but it just creates some more detail, maybe too much 0.2. From distance, just look like some shadow from inside or some reflection. And I always like keep, maybe just more value of this image texture in glass. 6. Fixing UV: Next, we need to fix this part, the U V editor. So to do this, we select this first UV map. And let's see. Now I will go to Edit mode and I will fix one by one piece. So let's see what if I select this I will disable this correct phase attribute for now. I think I want to go with. Okay. This will not work. So I want to go with K. We have this rust part projected here which I don't want. We can just with K. Go with K here and maybe select this part. And maybe we can bring this down. Okay, in this case, I have this stretch part because we add bevel here, so you can see that we have holes here. These holes create these stretch parts, so I will go with you project from you. Maybe perfect this here. Okay, it is better than before. And I will also do with this part. Actually, I just want to fix this two. So view project from you. Okay, and let's place this here. This is not a good idea because we have a hard time to match this. But I think, okay, let's reproject everything again. So I will select hold this part, but not this glass, and let's go with you project from you. Okay. This is now better. Let's see. This part looks pretty good. This part. Let's now fix this part down. So you project from you. Let's now fix this part. I actually just want to avoid this glass in this area. So I will just go with flex one vertex G, bring this up. And let's now also project this on glass. As to scale and let's place this here. And also fix this part. Here we have this green part. I want to avoid of this here. And now we get separation here. And we also get this shadow here. So we are too much in this shadow, which look weird, so I also avoid this. I will select I will select everything with A, ax and maybe rotate this GX of this here. You know what I'm doing, and I think I will speed up this part because this is just repetitive boring task. So I need to fix all the stretch part, for example, this part here with N 0.1 project from you. 7. Rain canopy: Let's now create this last part. We can create this very quickly, and we will then see what is visible here. So let's see how this look. In this case, maybe we can just grab this maybe just this edge. SZ. SX, move this about here. Let's see here this start and now E Y, extrude this Y axis L to selectl and SX scale this on Xaxis. Now, I will bring this down, move this down and let's see something like this. And now I will go with easy extra dist on the axis. Let's move this little inside. Actually, this is all we need, and we can now just add some imperfections here so you can see that this is not perfect. And let's maybe bring something like this. Control B to smooth this and maybe on X axis also some imperfections. Let's see Control R, maybe move this down. Control B to smooth this maybe also here. Little. I will go down. Again, throw B. If you want, you can press L and maybe scale this little on X axis or Y. Let's now reproject this here, so I will go with a similar camera angle like this and maybe project from you. Okay. This angle is good, and let's stretch this air to rotate. You can maybe select this part and maybe move this here. Let's see how, this part of texture look good, so we can do this. Let's place this here this part here and let's now select all this as to scale. S Z maybe. Okay, we should first project this texture and later on imperfections, it will be easier. You Veditor now we have all these vertices, and faces, but I think it is okay. Let's now add some thickness here. So I will press L, ft extrude along normals, move this little out. And let's now create this part. So to create this, I will go with Shiv D Y Y axis, E Y, extrude this out. Okay, this should go in half. I will press L ax to select this part. Let's now bring this here. S Z Y, and let's see how this look. I want actually move this inside more, and now I select this edge EX, extrude this on X axis, L. Let's now go with T extrude along normals. E, let's see where we can project this project from you. But I want similar view, in this case, maybe hear project from you. Let's see if we can project this here. I think this is okay. Or you can always, like, project this somewhere here. No, I like this before. Now, shift the move this to another side. And let's switch to Cycles preview to see how this look. Let's now create this on another side. Let's see this here. So this one is smaller and more rotated. So we can actually duplicate this one to speed this process a little, shift the X or Z 90, scale this down, maybe six to scale this on X axis. Let's switch to material preview. It will be easier for my computer and let's now maybe go with S Y. Maybe a sex Y again. And let's stick this somewhere here. Okay, this one is almost connected with this part here. So we can move this out and maybe you can move this a little inside. Now I want similar angle in this camera here, U project from you. Let's now try reproject this here. Okay, this is pretty good. I want fix. First, this part. Let's see. This part down is too much in shadow and I don't want that so I will project this here. And let's now just fix this part. We can use proportional editing here. Just grab this scroll mouse down to affect only this area. Let's now stretch this part a little. Maybe this o 8. Side part: And now I want to maybe create this part, this side here. So we have this big window, and we cannot reproject on this area, which is pretty bad, but let's see what actually we can do. Now I will go with Control R here. And now I want to rotate this or line up with the Y axis. Y zero. Y zero. And now I line up this. Let's see. Okay, here. This area is okay. Control R here, and again, control R S Y zero to line up this. And with double tap, G, we can slide this about here and let's add one part here. Okay. Now, what I will do in this case, I think I will select hold this area. You can also use C for brush to get this brush and we can just select hold this area. I think I will go with UQ projection. And let's call this area reproject somewhere here. Here, we don't have enough texture to reproject this good, so let's stick to this area to this door here. Okay, here will be my edge of my window, so I want this area move little on right. Let's actually see what if I set this area and a six mis one. Now I can also use this edge. Maybe here. Okay. And now this area will be our window. Let's see. So first, this go out, then inside. So we can go with EX, move this little out. Then we can go let's back these little sides I to insert this, but I twice in my case. Let's now go again with EX mood this inside again. And we can create a few details here. So let's I again, EX last time, maybe I. Now I will go with EX modi inside. Now, let's see what we can do. We need, again, this bubble here. So I will grab these edges. Let's first reproject this bed area, stretch area, select all these Q projection, and maybe just place this somewhere here. Okay. Now we can add this bevel. So I will go to Edit mode, phaselec selection. And with holding Shift, select hold this part. Let's now make this big Bwelow B. I want maybe apply scale. Scale is one. Let's see what this problem. This actually starts stretch when we hit this vertex down, this one here. So we cannot fix this now. We can, but I will not care too much. We have enough bubbl here. And let's see. So this will be our window, and we can maybe project this on window. So I will first assign this glass material here and let's now project this on this window. So similar angle project from you. Let's see what if we stick this here. I will move this little inside. A here. Let's now use similar ranger project from you. These edges look too perfect. Let's see what I can do. I think I can maybe project on this area here to get some texture on this and let's do same with this one. And this one here. Now, this actually looks like we have some edge on this window. And also, this part, I want to project on this rust area. And we can just rotate these two parts. Select first one which shift second one, HeZnty maybe project this here. And this one also. Now we can do same with this part. Now, this actually look that we have frame for window. And we also have this stretch part. This one. That's inside okay projection. Just rotate this or 90 SZ This look okay, in my opinion. And with another site, I will not model this. When I finish this site, I will just duplicate this part and move to another side. Let's see how this look in render Prim. Maybe some overcast day, but maybe or what we can do, we can add here sun lame. So we can see the glass and all these shadows. I will keep this for now. And let's bring this to two. 9. Stairs: Let's now create these stairs here, and this should be easy so we can for this use curve object and cover this to mesh later. So let's see our reference, I will go with just plain plane, x 90, Z 90, scale this down as Y. As Z about here. And let's now go with I will first apply scale, control R to add cats. Now, I think I will delete this first and last one, delete all the delete edges. Now, I will also delete these phases select all these delete only pass with L, we can select this part. I think we need go toward text Select and convert this to first piece separate by selection and cover these two curve. Now, because this is curve object, we can add depth here. So under geometry depth. I'm not sure why I get this problem. Let's scale this down. I think we can scale individual vertices, maybe all S. But this don't fix our problem. This is me from future, and I think there is a way we can avoid this problem. So if I now add Loca here, I can just go with Control F. Or you can add here modifier. But so this here is no destructive, but this one here with Control F is destructive. And now we can change thickness here, Control B to bevel this, and you can add more segments if you want. Okay, now I forget delete this part here. Let's see if I look here, delete vertices. And if you want to fix this problem, we can maybe look cut here a Z zero. And now we can delete these vertices, but you should do this in fremde. Control R, S Z zero and delete this. Now we avoid this problem and you can maybe shade out or smooth here. But I don't care. So nothing in real world is not perfect. And let's now back this to mesh. And let's see how we can now fix this. Actually, I know where is problem. So we can see that problem is rotation here and we have bad rotation of some of these vertices. So when I go with Control R, you can see this rotation. From distance, this will not be visible. Let's see what we can do now. I should extrude this four vertices here to get this part. But let's now do this manually. Shift right here. Let's go. Cylinder maybe just 12. I 90 scale down. We have this proportional editing and a sex h. Stick this here and let's see if I go with Nap key to sow, we can now just select this part. Ex scale this and EX to stick this here. Let's now just duplicate this. With L, we can select this loose part, Shap Y. Stick another one here, and we cannot see down, but I think we can also bring this down. Share the Z Nplaky back to our scene, and I think this is okay. Maybe scale all this down. I also want to join with this object to control J. So everything is one object. Let's now go to material preview. L to select hold this part. And projection. Let's now just project this to some rusty part. Let's see what we have here. Z 90, maybe just on this area. Okay, let's see where is problem. Why, this don't work, so let's go to material. Okay, I think I create new material, but empty material. But if I in edit mode, we cannot delete material. What if I read this here. Okay, now it's glass material, but I want this main material. And now, this work. And I think I think I can improve here. So you can see that we have rusty area on this part and this connection doesn't look good, so we can maybe fix this control R G twice to slide this maybe here. And also another side. Now, if I select these phases, I can maybe just reproject this to some rusty part. Okay, I think I want to select all this area, projection. Okay, this is not perfect, but let's keep playing this. 10. Creating details: Okay, we can duplicate this place to another side. I just want maybe create this detail here. Let's see how we can create this. So let's zoom to about here. Shift click plane. Ex 90, RZ 90, scale this down. S Y, SZ. Let's now EX do this on XX. Let's go let's first select these edges here. Control B to bevel this. Now we can go tell to select this loose part a x a Y. And move this here. Now we can join this object to get this material. Now we can select both objects and go with Control J. I'm not sure why. Again, I get new material. I want. Maybe this is buck of new blender version, and let's now get similar angle like this camera project from you. Let's again go with project from you. And I want maybe reproject this here. Okay. Not so important detail, but we create this now. And now let's see. I want to delete this part here. Let's go with C or brush. Select Let's go with fake selection. C, select, hold this area. Delete faces. And let's see if I go with num pack three, what I can do. I need select everything here, actually, everything from here. And let's see how I can now deselect Now I will go with Num pet seven, and let's go to R for a mode. I actually don't want this part here and this part here. Let's see. Now, I think we have selected everything we want. If I go with, let's see this Control umptPlus. We need to go with Control amped plus to select this before. You can see that so control amped plus and maybe one time Control lampd minus. Let's see what we have selected here. This look good. I will also select this lose part. Shift, shift, shift here to add selection with control select this part. Now, let's press L to select these tires. Okay. All these are small loose parts. But let's select everything. If I now go with, let's see, on this side, if I now go with Shift X, X minus one, I can flip this, and this should match perfectly. Okay, now we have everything also on another side. Let's increase this maybe to see this better, and we can change maybe this color of the sun. And let's fix projection of this part. Let's see what we have here. Not too much, but maybe we can also use this. So if I go to material preview, let's try get similar angle and select these two faces project from you. Let's try stick this here. Place this here and I will add one cut in middle. And I see that this should go down later. So Gs Now we can select this again and we can this middle part fix. Let's add one here. Select this move down. And let's see this part has to scale and move this about here. Let's start some perfection here. And let's see what we can do this part and also this part down. Q projection. Let's see what if you project this on this door. No, this don't work. I want maybe this rust part here. It will be stretch a lot, but I think colon will match better. Okay, this will not be visible from this angle, so I think this is okay. Let's see what if I put point lamp inside or maybe just area lamp. So I will make this point lamp and maybe just print. So we can see something. We can see inside a little better. And if you want, you can change color. Maybe we can make this sun bluish. So we have some contrast. Okay. But 11. Fence: Let's now build this fence here. Let's see our reference, and we will again start with YR Fram tool. So I will switch to solid preview. We can maybe grab one of these edges, and I will go with shave D Z, maybe move this to about here. Let's go with S Y. And now I will go actually, I will convert this to face, so E Z so hold Z to stick on Z axis. Let's see about here. Let's move this about here. Actually, this should go outside. So this should be here. Let's now extrude this on X axis to about here and EX again. And let's do same on another side. So EY and Ex. Okay, this will be base of our friends, and now we just want to follow these edges here. So we have one on top. Let's place one here. I want this loop cut here and let's add three on this side. So one, two, three. But actually, I want place one here and maybe another one here. Now I will add we have a lot of space here, so I will add maybe two loop cuts. Here. Let's do same on this part. Here, I will go with two. And here I go with three and one here. Let's see what we need to do now. I want to delete these edges. So delete edges. Let's do same here. And now I will press L over this part. Let's see. I also want to delete these vertices here. Delete vertices. Now I will press L over this part and delete only faces. I don't need faces. Let's now bevel these edges we want bevel. Okay, so this one we also don't need. We don't have anything here. Let's delete this delete vertices. Now, I will start beveling. So we want B, this edge here, this one here. So let's select these two, this one, and we also want bevel here. Also here and here. And also this corner. Okay. Now, to be vertices we go with Control Shift B. But my screen cas keys don't work, so I will enable this. So you will see here Control, Shift B. Now we can scroll with mouse up. Okay. But I have problem. I need to delete these edges. So let's go again to see where I get problem. Okay, this one, this one, delete, delete edges and also this one. Delete edges, and I also forget. And I also need to delete all this down. So I don't need this edge down. Let's delete all this part. Delete edges. Let's see what we can do now. So we want Bel this edge. So we want this edge here, this one here, this one. This one and this here. Okay, let's see what we will get. Now, control shield B. Okay. I think now this work, let's let's just see how much we want BF I will, we need apply scale. I see that this buwel is not how I expect. So Control A, apply scale because this effect on Bwel now if I go to Edit mode, Control Shift B, we now get smooth bebel. I think this is okay. And now because this is part of this object, we need to separate this with L. So select press L here and we can now be separate by selection. Let's see. Now we need to convert this to curve object. And under geometry, Bel can add depth here. I think thickness is okay, but I will not apply this for now. Now we can just move this down. Okay, maybe X a little. Move this down. I want to make this connection here. I think this is nice detail. And let's see how we can do this. I can just maybe grab one of these phases, shield dY. Y, scale this on Y axis. And I think I want extrude this EX. Let's add two loop cuts in this part. S Y, scale this on Y axis. And now, Ex move this on X axis. L, and let's take this here. Let's move this even more, and I will press L and SZ sce this on the axis. Okay, this should go to about here and let's bring this little up. Let's create this grow so. I think it is a little hard to navigate about this part here. So maybe we can enable Log to treat the cursor and now if I go with shift, for example, before cursor was here, but if I now place this here, it will be easy to navigate. So you can just rotate this to here and we can select this here. And for example, if you later model this part, we can click here and it will be easy to work with this part here. For example, we can just up here. Let's now with shift, try, click Place origin here. So shift right click. Origin here and now we can model this part. Now I will go with Control B to add one segment of bevel here. Now I can go ship here and place origin here and now I can go with cylinder with six edges. Scale this all down. Her Yale rotate this on Y axis. Maybe SX. If you want, you can insert this Ex to get even more detail. Shap Z shave the. Okay. Now, this is too big so Sx place this here. Now, I think I will unwrap this before I duplicate this to another parts. Let's switch to material preview. Let's select all. And now I will This is part of this object. So we have already material. Let's just go with you project from you. Maybe we can project on this part. Okay. Okay, and this part is bed. We can just scale, place this here. Okay, This not perfect, but it will work. Let's see what I can do here. I can just go here with you project from you. Place this here, maybe 6 miles one flip this. Let's see, this part scale a xjt this here. From distance, it will work. Okay. Now, what I will do, I will go with tab to edit mode, L to select all these parts. Let's now just think this W number three, we can go with Shift D Y, stick one here. Shift DiY another one here. Okay, now you can just go with again, Shift DY, but Zi and Shift click to back cursor here. Now we can go to this view. So you can click this Gizmo to rotate about here. Let's place one here. Okay, I look this one, which is prong this one here. Let's see, we need to move this about here and let's again go to the axis and shifd the X. Shield the X, and again, her Z 90. Shift right click to B origin here. Okay, but we should move this out. But this part called this part will not be visible from camera. Usually, I will use this part camera, but let's see what we can do. Shield the X or Y. Stick one here. Actually, what I will do in this point, I will just move this inside to make more space. Now I will go with Tell, select all these parts. I forget this part. Now I will go with control. Now we can move this here and Shi divY. Two of this here, dis select this part. Shiv diviY again. Shift click Shift click to place origin here, Sid diYERZ 90, enter, place this here, and last one **** the X. Okay, now we have all these connections, and let's see I want now maybe apply this curve object, convert this to mesh, and we can unwrap this actually. So let's see this is okay. I don't want play with that here. So I will go with right click, convert this to mesh. Okay, now, this is mesh object. If we select this object, this one, Control J. So we actually create with this new material which is nothing. So we need now we have applied this material here, which we don't want. So I will manually select all these, and now just assign this material. 12. Texturing the fence a: With this first UV map selected, let's see. This will be a little hard to unwrap. But I actually like this yellowish color. I will even try to project this. This is a similar camera angle. Let's go with you and let's try with project from you. This will be pretty hard to project on this fence here, but I will try. Okay, this is almost impossible. Let's see. I think this is not a good idea. So let's go with Q projection. Okay. Now, if I project this on this flat area, I will get the fence, which I don't like. What we can do here, we can maybe separate this material and maybe paint these two yellowish color. Let's try and do this. So I will actually clie to new material, main duplicate this and let's try go with yellow. Okay. Now, in edit mode, we have everything selected. Assign this material. Now this is main yellow, but we need to change this material. Okay, let's go to object mode. I will change viewpoint display color to some yellowish color, so we can actually see that we have different material here. Let's now back to material preview and what we can do. We can go with mixed color. We can maybe sample this color from here, if I now move this here, I actually want said this to color blending mode. So we actually get all these details, but we just change color. Let's see. I want maybe bring saturation. But if I just project this part from here down to this edge. Let's see what we will get. And what if I now maybe grab only this part. I can go with old and with Control Number plus, I can expand selection about here. I will even try. I will try project maybe just this part, you project from you. Let's see if I try project this here. Let's see how this look. Okay, this looks like we take dirt from here, but because this is too much yellowish. Okay, let's bring this to about here. Or maybe we can just this part assign us this material which is not so yellow. Let's see is this big difference. No, actually, I think this work. So we can just paint a little more time to fix this projection. Okay, so we fix this part, which is not so important very quickly. And now we can get also details from this area also on this part, which is close to camera. Let's see we can assign this and let's project this little better. We have some stretch area here. Okay, let's see what we have on this part. This will be a little hard to project. So what I can do, I can maybe grab this. Maybe you project from you. S X minus one, maybe we can just use this part here. Okay. And if I assign this material, let's see how this look. Okay, be sure that we avoid this bluish color here because it is very visible. So I want with proportional editing we can scale this Okay. I think this look good. I just want to play a little more with this yellowish color. I don't like this tone. Maybe more orange and maybe less intense. Not sure in which point, but I stretch this. Okay? Now, I think I cannot fix this anymore. So I will just press el delete vertices. Maybe I will fix this later without recording. And what I will also do, I will maybe just this part. Project on this area, we have nice area here. I think I will go with you project from you. You can now see that this better connect with this part here. Okay, now we can later compare this color. So you can see this is to orange. So we need more go more to yellow. Maybe I can try. Okay, it is not easy, but now they look pretty similar, so it will match with the rest of textures here. Okay, you can play with this. You can spend more time projecting this, but I think this is okay. I get a nice piece here. This part in background. I will not be so visible. Let's see what we can do next. 13. Texturing the fence b: One detail here, similar type of fence, which I didn't see last time. So let's try create this and we can start. You can see that this is connected to the fence. So we can maybe go to edit mode. Vertexelec let's grab one of these vertices. Shift dY. Maybe start from this point. Let's disable this proportional editing. And let's see if I go with EZ, I can extrude this on Z axis. Now I can go with EY. We can maybe stick to this rust metal part. Let's now maybe stick. This should go in the stairs here. We need to bring this a lot down to about here. I will also press L. I want to maybe place this here. Let's see. Now I can stick to the stairs. Ex move this about here. Let's see. Now we want extra this up, easy. Maybe to about here, easy. Again, now we can stick this with EX. So this one is plug in this part here so we can easy see with number three. Okay. About here, now we can shift click to place or cursor here, so it will be easier to navigate. And because we still have this locked 23d cursor, and let's now see EY. Let's stick one here. Now we can go with EY about here EY. So I follow this shape here. Shift the Y. Let's place one here, and this should go all down. Easy. This one here. And I think we are actually done. Now I can selected everything, all this part with L. We can press P separate by selection. Select this object, rightly convert this to curve. And let's now under geometry, add some thickness here. I forget to separate this part also. So what I can do now let's select this object tab to go to edit mode L, L and P separate by selection. So now we have two objects. And if I go with Control J, Okay, I cannot so this one is this one is mesh, this one is curve. So we need convert this to mesh again. Now, we can now both objects are mesh Control J now. This work. Let's now go convert this to curve again. Now, this should work. Okay. Now I will again, convert this back to mesh Control J join with this object. And I think we again get same problem. But now it's fixed, and let's just press l overhaul these close parts. Which is not so easy. Okay, I think you need place mouse where you have more vertices in this area. Projection, just project on this metal door. One thing we can actually do, you can see that this part here is too flat. With holding shift and we can basically select this loop. I want maybe project on this rusty area. So if I scale this maybe stretch a little on the axis scale. We will get more this rusty area here. And this one down is too flat. So let's just scale this This part up is rusty, actually, so you can see this here. Actually, I I now need select this again. You can also selects part you'll be edited with RZ 90. Mm. Let's see how this look. Actually, it looked good. So we can maybe I see this white color here, which I want to avoid. That's because we move to this part and this part here is bad. Not sure why. Okay, because of this area here. So Zt G to move this here, Zt, and let's also fix this. And this actually looks good, and we forget this one also. So art. So I told this, let's place this down. The reason why this is yellowish because we also need to assign this material. And I think this actually look good. This yellowish is maybe, again, a little too saturated, so we can or we can go with another hue saturation value node. Maybe this value make this little dark. And one thing we can also do here, maybe some imperfection. You can see that everything here is too perfect. So Control R here, maybe G, move this down. Control B too smooth. Maybe here. Control B. I will again play with this here in the RI. 14. Floor structure: I know one big problem. I'm not sure if I forget this, but I need to go to GPU. I see that everything is a little too slow and noisy because I all the time use CPU. And I have good GPU so if I go to system, I have this 40 80 and I know that my computer is struggling whole time rendering this but this should not be a problem. Okay, you can see that now everything is very fast. This part here little look bad. So let's see where we can project this. I also want to create maybe a little more details here. So I will select this one with holding control. We can select all this part, and let's go with projection. I think we don't have choice here. We need project to this metal part, this door here because this is only flat area we have. We can again maybe separate this material. If I go to material here, Maine, I can go with Maine and maybe make this more dark. More dark and less saturated. Okay, we need a sine first this material, select this assign can play with this value here. Make this little more dark, and I will also bring saturation. We have a lot of bluish color here, bluish tint. With this part down, we actually need the same. So I will select this part. Q projection, project on this door here, and let's now assign this little more dark material. And let's see how we can create more details here. If I know, I will select all these and delete edges. Let's go to solid Preview. Delete the low edges. Okay. Now what we can do here. Let's go to material preview. We can maybe go with subdivide. Okay, this will not work, but if I go with phase, book phase. I see here, we have all these vertices here. If I go with delete, so we delete actually edges, but not vertices. If I go with delete, limit and dissolve. What this does, I think nothing. If I again go with subdivide, it will not work. What I will do here, I will not care too much about this shift I click plane, scale this plane, SX GZ because this now intersect. Q Q projection, project this here, and we fix this problem. Sometimes it's easier to fix this problem than think how to remove all these vertices. Let's now, if I go with subdivide phase, I can get, I will not go with subdivide. This is too much mesh poke phase. And if I now press I twice, I can get structure like this. But before first I want extrude this EZ. Let's move this all down. Now, I twice. In this case, I once EZ. Let's bring this up. Okay. Now, first, I will fix all these stretch parts. Okay, I didn't hold Z when I extrude, so I will control Z. Now, E. What I do I forget called, but now Z is activated. Now I can fix this. Q Q projection. I want to project this on this rusty part, so Air Z IT. And I also want to project this on this rusty part. I will rotate this air to rotate and maybe project this here. This actually look good from distance and if you want, you can also follow these edges here and with tab, let's see. Okay, I should do this before. But what we can do, we can always take knife. Maybe cut this part. I enter. Maybe easy to get these details here. And if you want, you can play with this to extrude also. Maybe this part. Now I can just press L over for this area and add one bevel, Control B to smooth this a little. Let's see. Now, this actually look much better than before. So we have also nice part here. Let's see. This is still too blue. So let's see if I move this here and I need to bring value because when I slide this, I actually add more white color here, which look bid. We can bring all saturation down. Okay. Let's make this window a little better so you can see that this part is open. What we can do here. I will go to Material Preview and tab to go to edit mode. I think we can extrude this part to get this part here, E Y. Let's extrude this one here and let's add Control B one bel here. I still have no, I don't have enabled this correct phase attributes, but I didn't stretch this too much, so I will again go with phase selection, EY. Let's now just project this little better. I can go with you, project from you here. And I can project this here. And the second one also here. Okay, now I will select only this one so I can. Maybe I will also apply this main dark material. This looks too bright. No. Let's see in render preview. Okay, this is some bug. This should not be so black. Let's apply assign this material. And I think I know why I get this because we have overlapping phase if I extrude this little out. Okay, a little too bright, but let's see if I now, again, apply this to this dark end. Let's keep like this. This part here is maybe a little too dark 0.2. And we don't have glass here. One thing you can also do if you want to be more creative, you can maybe just with K or knife, make this glass broken, something like this. Okay, and let's see. Now I will select everything I want. Delete, delete pass. Now we have broken glass effect here. When we create glass, it is not the same if this glass have thickness or no. So if I go with EX with thickness, this glass should look a little different. But this also affect this pace orientation. And I see. Okay, this actually good. So this pass inside, we only need maybe fix this part F three. So edit mode, F three and flip. And I also see that this part intersect. Let's move this little out. We also need maybe fix this part here, which is in red, three F three flip. Let's see here. I have three. This can affect the shading a little. It materials can look a little different if we have bad face orientation. Ex I extrude this a little too much. 15. Creating more details: This part in front look a little too flat. Even we don't have this extrusion on this part, let's create this. So select this pace, maybe I and maybe just a little E Y. And we don't have any bevels here. So you can manually select everything, but all these edges, but I will just press L. I don't care too much about extra vertices we will get on this part we don't want. Let's just start. And it will look more realistic now because we actually get some highlights on this area. And let's add one bevel here, so we need bevel on this edge. So you actually one bevel on all these edges. Control B, smooth this. Now, it looks little different in render preview. So click here and with Control, select hold this line between. And now Control B. And don't forget that we use this lock to three cursor, so you can always go with three D cursor, shift try click and it will be easier to navigate. Let's create this small detail here. Shift click here, shift plane Irwine 90. Mood this all down. S Y. Let's tick this here and what I will do now, I will go with tab to edit mode. Let's scale this even more. Tap to edit mode, control R here. Now I will go to vertex select. I will go to R for a mode, vertex select and maybe SZ scale D like this, maybe move this little more out. Control R here, SZ scale about here. Control B, maybe to smooth this a little. Okay, this is actually shape. We want EX we can now maybe select this I. Okay, we want apply scale maybe here. So I Ex maybe we can select this edge here. But with two, I will go to edge selection and hold here, hold here. I will also select this one hold Shift, old here. Okay. Control B, smooth this a little. I think maybe we have hole here. We can also create this very quickly with Look tool with shift select this one. Now I hold Control, Shift. So click to this one. Shift click Select this one. I, maybe subdiv subdivide once, right click circle and right click bridge. Okay, I didn't get what I expect. But I will not care too much. I think these faces was not in the same position. But this also creates some details, so I will not care too much. I will maybe bevel. Okay, let's try with F three. Merge by distance. No this don't help. Let's manually select withholding control. And I work all time in render preview, and you can see that this is pretty fast. So we can now just bevel this. Okay, too much for this detail, which is not so visible. Now, select all this Control J, and now we have the same problem we create. Nothing here. And let's now just assign this material. Let's go with project from you. So I want now rotate this So Air X to place the same position. No, I want maybe get similar camera angle project from you and project to this part. Okay. Now, let's scale this on x mod here. Hello, it is another day here and let's see what we can do today. So I think we can make this part here, and we can do this pretty easy. I will go to edit mode. Maybe we can grab. Let's see, I will grab only this edge here, Shiv DZ. Let's move this about here and SY scale this on Y axis. And now I will go with EZ. Let's now, I didn't hold Z. So now I will press E and hold Z. Let's now go with EX extrude this about here. This part here is not visible. And now again, let's see. We can just select this part, assign this material. And let's go with project from you. I will scale this down. And with A, we can now select this and we can reproject this here. Now I will select only this part. Okay, now we have this part we want to avoid, so you can just go with Control R. You can select this phase. G, place project this on this area. And let's see, maybe this part here. Control R. Okay. And let's now go with L to select this loose part. As Z, maybe now just move down and all T extrude along normals to add some thickness. And so this is perfect now, and let's maybe add some perfection. So if I add one cut, maybe I will go with G twice to slide this. Now, maybe just move this little down, Control B. Okay. And if you want, you can add small bevel here. Control B. Okay, now we have one more detail here. 16. Reflector and electrical box: Next is this one detail here, and let's now create this. So we have one box. You can note here, one box, and let's quickly create this. I just cube. Z, bring this up. And let's now I see this seam here so we can quickly control R Control B to add bevel, all T extrude along normals. Let's now select everything. Control B to smooth, all this. And now Control J to join all this. We again get this material, empty material and now I will assign this main. Let's go with U project from you. Hey. Okay, let's now grab this part. Maybe project this here. Okay, so this is very low, polydtil but from distance, it will look good. Let's now create this small reflector, and we will again start with cube. So cube scale this down. SX, SY. Let's move this about here. And now, what I will do here, I will maybe control R R map card here. Maybe we can. I don't see behind, but let's maybe create something like this. And now I can go with I here. EX scale this all down, move this maybe up. And maybe some random details here. Control R to add cut scale on X on Y. Y and EZ. Okay, now I press L to select, smooth this a little. Let's now just make this in position. Z, maybe R Y. Again, control select both of this. Select first this one and then this one, control J. Now we again get this wild material, et's now press L assign. Let's now project this from U project from you and project this here. Okay, this will from distance also look good. And we have some cable which are connected from this object to this one here. So let's see how we can do this. I will go to okay. Let's see. I didn't do this last time with draft tool, but let's see, can I Now, I will place origin here and let's go with curve busier. And let's see if I go to edit mode then delete this curve. Now we are still in curve properties, but we get this draft tool here. Let's see if I just try and draw this to here. Okay. But I don't see perspective in three D space, so we can now maybe just select this. Maybe this move tool and let's now maybe stick this here. Okay, let's try follow our reference image so you can press to scale to rotate. We can even add one more point here. So if we select this and if we select this one and this one, we can subdivide this and let's now move this to about here. Okay And now we can do what we do all time. We can just go under curve properties, bevel and add some depth here. With holding shift, we can move this slightly, maybe 0.004. And I don't want too much resolution here. I will say this too, and I will bring also this down, and let's now convert this to mesh control J with all these subjects. Remove this material, and let's see, we can assign this material here and we can maybe just project on some white parts, maybe just on this sky, which is pretty white and let's see looks little too clean. So maybe we can project on this area here. Okay. I'm not sure in which point, but I close this UV projection here, and I will quickly just fix this. I think I have selected when I model this, but I'm not sure. 17. Cables and texture enhancement: And we have also down these cables. So we can do same what we do now. So if I now go with shift right cl here and curve busier, we can play with this curve in edit mode, but we can also go to edit mode, per se, delete everything and we can maybe drove here. Okay, I pick wrong tool. So here is drop tool. Let's see, what if I drove this here. Let's see if I now convert these two, if I now add depth here. Okay, so this is in A, or this is in A. So let's see what if I pick this and let's maybe smooth few of this. Et's see how this will look if I add that here. Okay, let's convert these two mesh and Control J. Again, add another material here and this main material with we can select all these loose parts and assign this material. Let's go with project from you. Let's see what if I project on this area. This rusty area down is maybe okay. And we just get some more details. We can make these more connections here to look everything is connected. And let's see if I go with just plain X 90. Now I can maybe just like this edge here, move this about here. I don't know, just something like this. And let's see if I maybe move this here. Let's maybe duplicate this one more time. Shape the X. Let's now again, join this with this object and let's see how this look from distance. This will not be so visible, but we have some details here. I think in this point, we are done with modeling. So we can look this reference image and find more detail. But I think we go through all these techniques I use for modeling, and all this will be just repetitive task. So if I continue modeling, it will be just repeating same techniques. And my recommendation is also to model something inside. And let's do weekly this. So let's see what we have here. If you just put some cubes inside and add some random details, it will look better because we will see something inside. So let's see. How this look. I S Z, let's go with EY. Again, maybe bring this here. I'm not sure what is this, but we can just make some random details, smooth this again, Control J. Let's again remove this material and add this first one. And now we can with s like this. Let's see if I go with you project from you, we can project this anywhere, but let's try project on this small part here. Okay. And now we can just move this inside. I will duplicate this one more time, maybe shift di, maybe place one here. And let's see in random preview this should be visible through glass. So you can see that we have something inside. Okay, so modeling part, I think it is done. This is what we have for now, and I think we now need improve textures a little. Let's see what we have with texture. So basically, we just in this main color in this main texture, we just have color input. Let's see what we can do. I mentioned that we have this concrete texture, so let's pour this here. And for this, we need another UV map. So we created this before, but I'm not sure where we use this. Okay, we use this in this glass material. Let's now use this also here. So UV map. Let's plug this here and let's take this first UV map, Shiv D. Let's now select this concrete UV map, plug this here. And this area looks good, but this one not so what we can do. We can just be sure to select this concrete UMP with A, select Q projection. Okay, let's just check scale. This should look okay. And let's now go with color what we can do we can add small variation of this in color input. So if I make more contrast and with shift try clique we can just multiply this. So now we have this input and second one, which is concrete. But if we said this to multiply, we will take only dark parts from this texture here. Let's see. This is too intense, but if we maybe keep I don't know 0.3, small value of this texture down. Let's now go again with color we can use this for roughness. So if I plug this to roughness, we basically have rough or less rough parts based on this texture. So if I now tweak this, let's see. So these dark parts will be shiny and these white parts will be more rough. Okay, this is not so visible in these lighting conditions, but I don't want to strong contrast here. I will bring this about here. Let's Okay, this should look good. And let's now see what we can do for bump. I think we can also plug this to bump. Let's plug this to height and this to normal. This should be more visible. So you can see all these details. Actually, for bump, I want to use this mix of these two textures. So here we have this main color input and combined with this. And if we now with colorm maybe we can use this texture for bump. So bump, plug this to height, and this to normal. Let's preview this. Okay, so you can see all these details and let's see. This is before and this is after. You can also note here. So we can clearly see this low resolution texture. And one thing I will do here, I will maybe make this concrete texture more intense. Let's just make another variation. So this is color, and this is concrete. Let's see. If I now preview this, if I now go through color here, let's now preview this so we add now more of this concrete texture, which is high resolution texture. Let's see if I said these two pick. Okay, I actually want mix because let's back to multiply. With multiply, we always take. We cannot fade these dark parts. You can see that just become more dark when we slide this. But with mix, we can actually choose how much we want. We can fade this effect here. And I think this is better bumper. Okay, something like this. And this is too intense. You can see here. Let's now bring this 0.1. Let's bring this slider. Just be sure to keep this very subtle. You don't want very strong effect here. Okay, and one thing we can also do, we can make this more metallic. And I'm not sure. When you use this metallic, you want to make this metal or not metal. But because these parts, we have paint over this part, we have this rusty part here. I think this also help sense if, for example, use this color input. So we can go with color ramp. If I now plug this here and these two metallic, we will basically get some variation. I will look more. Some parts will look more metallic and another part will look less metallic. Let's see. So white part will be metallic, white is value of one, black is value of zero. So what actually you want? If you want to make this more metallic, you want slide this more to left. Let's see what if I cut this before, this is after. Okay. This is not perfect, but I think it will add more details. 18. Dust shader: Let's see if I now add my dust shader, I will also share with you how I create this dust shader. I save this in my startup vendor file, and if I just now search for dust, I have two dust shader. This one is when I first create this and this one is when I record tutorial. Let's see what this does. Is this take a few seconds, but now we have this dust shader, and this dust shader I create last time is a little too intense. So you can just add small volume of dust. And you can know that we don't have dust here, and reason is very simple. This is another material. So we need to apply this to another material. Okay, let's see difference between this I created last time and this I create first time. It should be the same but with different values. So let's see how this look. And let's see this one. Okay, this color is maybe too bright and saturated, so maybe I will use this one. Just to add some small value of dust here. Okay. And what we can do, we can now just go to main yellow material. And I think I will select this one and let's, we should copy everything also to this main yellow. So let's see, we have here bump. So let's just paste. Let's go with Okay, I think I need to go with try click and cop now go to yellow paste this here. Okay, I think it will be easier if I copy everything here. I will just press A, copy everything. So this should be say material, this yellow, but just with yellow color. I will now paste this here. And it is easier to just copy these two nodes down Shiv D and paste this here. Okay, we should stick this here. And this here. Okay, now we basically have same, but just with this yellowish color. And we basically copy this roughness bump and metallic information, but just with this yellowish color. And let's see this is mail more dark, what we have here. So here is actually all important thing, this saturation and value. So I will just do same. A, to select tall, copy, mail more dark. Okay? Delete everything paste. And now I will just go with hue saturation. Let's bring this value and saturation down. And you can see that this metal part, I think this look pretty good. So it actually looked like metal, and this should be metal. And let's now just play now with this dust. You can see how we add this dust here. We can maybe combine both of these. But actually, this is almost same. I just see that I create some little difference in color. Okay, so let's see with glass, I think with glass is a little different. If I maybe add dust here. Let's see how this affect this glass. I think we add all the brownish color also. Maybe we can also plug here. Okay. And if you didn't watch my Last tutorial, you can clearly see here what this Shad does. So I will open here. Shader editor. Actually, we have four factors to add dust. First of all, Zoxiso, the d shader appear more on these top faces than down. We have this ambient occlusion. So this ambient occlusion actually isolate these parts, these holes, gaps, creases and parts which intersect with each other. For example, if we intersect this here, you can see that we get more dust on this area of intersection. So this is the second factor and third factor is camera facing. For example, when you look at dust from top, you cannot see too much dust because of camera angle. But if you move this down like this, we can see more dust. So this depends on camera angle also. And this randomness, you can maybe see this little noise texture here. Maybe we can increase this to see even better. We actually just create some randomness with this noise texture. You can see this here. And when I create this, I save this as node group, and I save this in my vendor startup file, and I can always add this in any material very quickly. But I record whole process how I create this, and I also record process how to save this in your startup file. So I will share this with this tutorial ho. And let's now back to to our container house. So actually, I think we are done, and I will not do anything more here. And we can now maybe skip to another tutorial, which is recreating this artwork here. But I'm not sure if I will record step by step because it will take some time, but this will be in depth breakdown. So we can go through all these steps, and I will show you how I do this last time. 19. Start creating a scene: Last part of tutorial, we model and texture this house, and now I will show you how I made this render. In this render, I use this small house. You can see here, and this will not be step by step, completely step by step tutorial, but I will try to show you as much as possible. And this is my blender file. You can see how final render looks. It looks a little different, but I will show you how we can improve this lettering compositor. Okay, so let's start with new blender file. Okay, I will work here, which is 4.3, but nothing different in 4.4 we will use. So first thing I do here, I start with this city background, and this is from my editing building a setback. Let's first start with camera. I start with I think with this aspect ratio, 1501 thousand 800. So this is aspect ratio more for mobile phones. And I will now press and I want to line up this on Xx is by 90 degrees and here, zero. And with numpet seven, I like play this here on YXs now I will delete both of these, and let's press to close this tab. Actually, I will place this camera 20 meters on the axis because if you look my final result, you can see that we are pretty high. We get this drawn looking footage, so you can see that this camera is pretty high in a last time I go with value of about 20 meters. Okay, so now our camera is here. We can move this maybe a little back and we can now make ground. And we need a big round here, something like this. So it is about 200 meters, but it is not so important, let's apply scale. And let's now see which camera settings I use. So perspective, 36 millimeter focal length, and I will now go with same value. And I also add some deptan field here. I put little focus here, but we will do this later. Let's now go with first, I will split this window, and let's go with N to remove this step here, number zero to switch to camera view. And what we can do here, we can move this to make everything black except this camera view. Okay. And let's now set this to 36. Let's now switch to cycles. And for lighting, I just make this black, maybe not completely black, but maybe just a little bluish tint and almost black. Okay. Now we can place some assets from my editing building asset back. First, let's close this timeline because we don't need this and also here. And now I will open my asset browser, horizontal split to remove this let's open asset browser here, and I have here, building asset. And of course, you can use any assets similar like this. And if you follow my work, you know that I also include here low pol cities. And what is this? I will now bring this here. This is actually one neighborhood I download from Google Maps, and I also add some texture here, so we have these lights. And I think if I go to, I will try Open maybe here, shade the Editor. So we have this day and night shader. Let's see if I select some of these buildings. We have this day and night shader so we can add more light here. Okay. I'm not sure if I which follow preferences. I use here, maybe Link. So this may not work with Link, but let's append this. So if I now bring this here. Okay, here is my camera. We now work with big scale objects, so it is a little hard to find. My camera camera is here. Let's see. So we want to maybe place this city here. And I will line up this with my world axis. So RZ, let's line up this a little. Okay, I just want show you before that we can add more like turn on or turn off these slides here. You can see how this affect if you want to add more lights. Okay, so for background, this is assets for background. So we actually cannot see more details here. You can see these few buildings are more detailed buildings. These are the low poly city, but for background, which is not so visible, maybe you can see some lights here. I don't want to use more quality assets, so I just want in some cases, you just want these low poly assets. Let's maybe place this one here. So I don't like this one. Let's make this bigger city block. Okay, so I will now go with RZ. Let's line up this and let's see how this look. Okay, I see problem. So we have this clipping problem. You can see that we cannot see these buildings in background, but they are here. And we have also the same problem in Viewport. So just press N view and just at here 10. Okay, so you can see before we have this clipping problem, and if you now add 10, we fix this problem. You can add even one more if you think you need. And let's now do same. So this is viewport, but this here is render. So we are in render preview. We need to do same here. Okay, one, zero, maybe one more. Okay, now we can see how I move now camera. Let's move. Sit here. Okay, this will be good for background. I think we can also now maybe place this city block here in foreground. You can see some buildings in foreground. Okay, so you can see with just two assets, very low poly. So if I go to edit mode, this is very low poly assets, we get half of our C. Okay, now I think I will just in for this as link. And I also talk about this method. You can find one video on my YouTube channel. Video here, difference between append link and append reuse data. So if you want, you can just watch this eight minute video to understand. But in this case, and here is video about building asset pack. So if you didn't watch I recommend watch these two videos. And let's now. And also here, I use a lot of this editing, building asset Pack, and you can also watch this video. 20. Lighting: Okay, let's now import more high quality assets, not completely for close up shots, but much quality than the use here. Okay, now we can maybe just randomly import some of these. Let's see how this look. Okay, this one can fit here. Okay, this is not so important. We actually see just some of these slides. And we also have some of these details, these small agreeable stairs and similar. Let's see. Okay, we have these details here. You can see if you go to Edit mode, how this looks. Okay, I cannot go to edit mode here because I just link this object. But we have a much more detail than before. We have all these bevels, these windows, glass materials, and we have also this inside these lights or rooms inside. And we also have all these grounds, shops and similar. Let's now back to andar preview. Now I will save this. I forget save this. Let's just place this on desk Let's see what I do next. Let's now talk about lighting. For lighting, I use volumetric cube, and I also add some lighting down on streets and let's see how I do this. So this will be actually final result from blender. You can see that this is not good, but later I will show you how to improve this. So we have this greenish volumetric here and you can see some lights here. On these buildings and also down. Maybe this is here is not so visible, but we have here some lights which actually come from street lights or cars and something. And what I do last time, I just made this plane, which is about 150 meters, and I just plug this texture, which I found on Google, and this is how this look. I search for something street from A at night or something similar. It is not so important. I just want some random lights. And what I do, if I go to render preview, I just plug these two. So this is plug by default in base color, and I plug these two emission, color, and now I can control strength with this slider. And let's see how this effect. This is for now very subtle, but if I set this to zero, you will see some effect here. So this is zero, and let's no set this maybe to 100. This is too intense. You can see that we get light from streets which these buildings here. I will now just copy this. So you understand how to make this very simple. Let's see if we place this here. I will here disable this overlay. I see this overlays. Okay, let's see. GZ. Let's move this little up to avoid this intersection and let's find out place this here. You can see some street lights. All the X maybe duplicate this a few times all the Y. Let's see if I duplicate this D Y and maybe rotate this Zt color these streets which I see here. Okay, maybe something like this. And now, if I go to shade the editor, if I click here to emission, let's see if I said this to 50. Okay, I'm whole time in EV, which is not good, so let's switch these two cycles and GPU. Let's now maybe bring this to 50 these samples. We want to speed up this a lot. Okay, so this is zero. This is two. We get some right here and this is I don't know, maybe 20. And this is with this noise. Okay, so you can clearly see difference between before and after. So this is one thing I use for lighting and the next one is volumetric cube. And in this case, I will just copy this one I used last time and we can see what I do. So this is just cube which cover C. And let's now go to copy object. And let's paste this here. So we just cover the whole scene with this volumetric cube. And let's see. And you can also maybe create this effect if you just cover half of this scene. So this look also nice. Okay, I will keep this light this fade effect up. And let's see, first, you will create solid cube. So you need set this as bound. So by default is solid. It will look like this, but you want to see this in viewport. Let's a this to bounds. And let's see what we have here. So I create new material and I create this principle volume which go to volume not to surface and I change this color. So again, copy this. If we now play with this, you can see how this affect our scene. We basically change tint with this. Let's make this greenish color. Okay, so density is 0.008. I think we can increase this strophy. It will make little glow effect around these lights here. Not so visible, but this effect is here. And one thing which is important here. So if you set this to zero, you will basically not see this effect because it is pretty dark and you don't have enough light. So you need to increase this emission strength. And if I go with a very big value like this, you will see how this effect. But last time I go with 0.004. Okay. You can increase this a little. But this is value I used last time. So 0.0 004. Okay. And now, this emission also affect a lot, so you can see effect we get this. 21. Importing Industrial decoration assets: Now play with Industrial decoration Asset Peck. So we build one assets here with the same modeling techniques, I also build a lot of this. And I share also this peck and I also made tutorial how I made more of this, not just this one. Okay. So you can see how this look I made 127 of these assets, but you can see how this look and here is home container. But I also have a lot of similar structures in this industrial decoration. So we have a lot of pipes here. Cables, all these wires, and a lot of these things we can use in scene like this one. And hold this part here in foreground just for industrial decoration, actually not whole. So these neon signs are from my neon sign asset pack. So we have one, two, three, four. And we have two shops from my shops, asset Peck. So this one is here, and I think another one is here. I think just these two. So, I also have this uh shops. Okay, I'm not sure why I also get the neon signs here. I mess this my Asset browser. I need to do this from start. So because I moved to another computer, I mess all these folders, but this is not important for now. So let's now back to our scene, and let's build let's place this industrial decoration here in foreground. First, I will hide this from Port. If you cannot find this here, now it's easy, but if you have a lot of these things here, you can just press can just press full stop on Numpad and vendor will navigate to this object. Now I will just hide this from viewport. This is not what I want. I now cannot see this in viewport. One thing we can do here maybe just disable this from selection. So now this is here, but we cannot touch this. Okay, not so important. Let's now build some maybe platform. We want to put these objects here. I do this last time just to make my navigation easier inside blender. So you can see this plane. Let's see where I put this. Okay. Let's now open this blender file and I will just maybe go with mesh plane. Let's now go to shade the editor. Let's call this Blue. Okay. Now I will go to POL display, and I will just make this bluish ep display color. Let's see what I do last time. I place this here. Okay, I have all these assets which intersect now. This is not so important. We can maybe move this to about here. And what I done last time, I just go to my asset browser. Let's go to Industrial Decoration and let's now start building this down. I have this bigger structure, so I want to use this now. Let's start with this one. This structure is pretty complex. Okay. For this, I will not use Link. Let's now append reuse data here. So we can append this in our scene. We can use Link. Let's see. If we use Link, you cannot move this for now. But if we now go with because this object read everything from this original Blender file, which is if you enable this edit link library, which is this Blender file. So to be able to move this, we need to move this here, and then we need back to our original scene. But we can also use library override. So if I go with RClick Library override make selected content. Now I actually can scale this so you can see this blue values are actually overrides. So we can maybe we can now move this rotate scale. And this have a lot of advantages. We don't store this object inside our scene. So this object can be very heavy and big, and this is actually stored in this blender file we can find here. Let's move this. So this is actually stored in this blender file, and we keep our blender light. But let's now back to layer. So this is advantage of use this important method. But I don't care too much. I have a pretty okay computer. I can handle all the memory. I go back this to a and reuse data in this case, and a lot of these are just slow polyts. Let's see how I place this last time. To about here. Okay, now, all this process is just placing assets in scene. Let's see. So I need all these structures here, actually, so I will maybe place this one here. Okay, I think I didn't apply rotation in original bender file, but I will not care too much for this now. Let's maybe place this structure here. I want these ts. Let's see where I didn't use this last time. We have these tires here. Let's place this here. Here's the 90. Okay, we get similar results like last time, maybe alter DX duplicate this. And now I think we have space for our container. So it should be somewhere here. So let's now grab our container. Let's place this here and let's now maybe scale this a little. Make this bigger, and let's place this maybe here. So I made this look like coffee bar or something. So I add also the neon signs here. We have people sitting here and this guy inside, we can do also this now. So I will make this even bigger. Let's place one, maybe here. And we can use this log to pred cursor. So if I click here, I can now just place origin here and it's shift right click. But we talked about this before. And now, where I place origin, lender will navigate to this area with your scroll mouse. So shift right click because we work in this area here, we want origin here. Okay. Now I will go with old DX, duplicate this one more time to make this bigger. Now I will add some light inside because we cannot see anything here. Shift A, let's go with light point lamp. Okay, I will maybe choose some orange tint here. If you want, you can click here, use notes and black body. So we get this kelvin temperature here. Let's plug this here. And now this blender ignore this so we can make this to white. Let's see where is our point lamp. It is here, you can see this color temperature here. Let's sell this maybe 100. I want to place this inside this. So I will go maybe with about 300 and it's still it is still a little orange, but not too much, maybe 250. So when we go up, we actually go closer to bluish tint. So if we go with maybe 7,000, we get this bluish tint. But when we go down, we get this orange tint, maybe 2000. Okay. And we can maybe increase this even more. We actually want to put focus in this area. This is too intense, so maybe 3,000 and maybe here, 100. Maybe she DX place another one here, but maybe with lower value, maybe just 30. What I also do last time, I also place a few of these area lamps in this area. Now this is almost completely black, but you can also see some lights here. Okay, this is from one store or shop here. I think here we have one area lamp. We can do this easy. If you just go with shift right here, shift A, and maybe small area lamp here. You can see this effect maybe 40 Si, maybe we can place one here. Okay, you can clearly see this effect, and let's maybe just scale this. 22. Neon signs: But what I do last time, I will quickly go to my shops Asset Tech. Okay, here we have this Apotech shop, which I can now just bring this in our scene. And let's place this here, maybe scale this down. And I do same last time so you can see this. We also get this nice neon sign here. We can maybe import this one on top. Let's try set origin to geometry and maybe scale this down. This light is too intense, maybe just ten. Okay, let's now continue maybe add some more this industrial decoration. We have all these small lights here. We can maybe place this one here. If you want, you can maybe reuse this for fence or something. So if you maybe plug this here, this can create this fence look or X. Okay, we can see something here if you want. I think I have whole structure here. Okay, this structure here. So this is just part of this object, but I separate this and save. In Act browser, we can maybe now reuse this here to make more space for our guest. So this will be like race for this coffee bar. And if I go with all the X, we can get this fence look effect or the Y L Z t or the Y. Okay. And let's add even more details here. We can also play these antennas or satellites. Maybe here, this will hit more detail. So we can see this antenna, maybe this satellite here. You can see all these details here. And I also place make this subway here, which don't have too much sense, but I think I use this structure for this. We have this glass shader here. I also want to put maybe some point lamp inside to see some details. You can see this light here. I think we get this orange tint because this structure here is orange. Yes, we have this orange inside. So this is reason why we get this orange tint here. But if we maybe add some bluish tint here, maybe we can get opposite effect. Okay, I don't want too much focus here, maybe just 20. All this is not so important, but one thing is important, this neon signs because the add a lot to the seed. So we have this one, two, three, four. We already this with these shops. Let's now create this effect. So I will go to neon signs. And let's see. I want this coffee. Okay, here we have this coffee. Let's place this here, scale this a because we use this append use data, we can change also. Value here. So this is intensity. If you say this to 100, it will be even bright. But I'm not sure if I play with this last time. Let's just place this here. And let's see what next. I also have another reddish, which is barber shop. I also like this one. Let's see. Where is this. Okay, here we have this barber shop, and maybe we can stick this here. Irvine 90 and now x night. Let's isolate only this to see which direction is opposite. So RZ, 180. RZ, 180. Okay. Now I need We hundred 80. Okay, I made little mess with this, but let's see how I want this scale to make this bigger and this actually looks good. And I also have this subway. Let's see. If I go search with Subway, we can find this here. And I place this one here X minus nine. Now, this is correct. Okay, and let's now add a few more. We can also add this burger here where is our coffee bar. Maybe just scale this x -90. Actually, you can just stick on this place here and you will get it will line up with pace you place. Let's maybe place this here and we have correct rotation. You don't need mess with these shortcuts. I think this is enough. So you can spend whole day just playing with this, but it will I don't want to take your time doing repetitive 23. Rendering: Now for rendering, let's see what I use. So for sure, we need underlying path go here and we need this miss pass. But this you need tell blender from where you want this missed pass by default. And you can set this here by default is five to 25. But because we have a big scale scene. Actually, in this first 20 meter, nothing happened. So maybe here is 20 meter, and we have our city which go or to here, which is maybe about 120 meter. You can just place cube. And scale this cube. Let's see. Actually, here is 120 meter, but you can see that we cannot see anything behind this building. That's the reason why I use these values here. Let's back to our thing to show you what I mean. So if we now enable if we go here. Actually, I think Evan go to material preview. Now, this can take some time to load all this texture. And now, if I go here under combined, send this to miss. We can actually preview this miss pass, and you can see, by default, let's see, first time maybe enlabel this or no, if I now go to World Properties Miss Pass, you can see that we actually get this range. If I now play with this value, we get this range, and we want to start maybe from 20 because nothing happened. Nothing happened in this area, and now we need more range to get all these buildings. Here. But I don't want too much, for example, if I said this to maybe 1,000, I will get all this range, but later in compositor, it will be hard with color ramp twig between these two values. So that's the reason why I last time go with this value here. Maybe I can increase this to 200 to get these buildings in background also. With 400, we can see all these buildings here. But I will try stick to maybe 200. Okay, I do compositor or post processing in after effects, and you can see before and after. And I will show you later what I do here. But I think most important thing is this fog here, and we will do this in blender. Let's see. So we have all these fog layers. This is when I disable this actually this source of fog. This is actually what I get from blender. And because this part with fog is so important, I will show you how you can do this in blender because some of you do everything inside blender. I do this in after effects, but I will also show you all these layers. If, for example, use DaVinci resolve, you will see that all this is very simple. So now we want to go to compositor. But before we go to compositor, I will just make this to combine. We can just go to solid preview for now. Let's save this and let's see from these passes we want miss pass, and last time I use maybe glossy direction and ambient occlusion, but we will see this later. For now, we just need this miss pass, and let's now increase this render here maybe 300 to get more details. For final render, I will go to maybe 1,000, but this will be okay for now. Okay. I will now save this and render image. After rendering is done, let's now go to compositing tell. And let's see, first, I will close this timeline down and I will press N to close this. And now we can click to use node and with activated Backdrop, we can preview this here. But let's see if I want to do this. So you can preview this Control Shift and click here, this node with V and V. You can zoom in or Zoom out. But I think I don't want maybe this newer node. So I will do this I will deactivate this backdrop. Actually, I want this VR node, but I want to maybe split this window here and open here image editor and UR node. Now, we have clean workspace here, so I don't want this mess here, we can preview what we do here on left. Most important thing in this composition is to separate the foreground with background. So you want high contrast. In this case, we want foreground, black and bright background. And we can do this with mixed node. Let's see what we can do here. We can go with mixed color. Mixed color and okay, this composite node, our render results. So this is what we get if we search here for render. Result. But we will plug this later when we finish everything. So we now look viewer node. And what we can do here, we can plug this in first input and second input is this white color. So this is before and after. And for factor, we can use our missed node. So I will go with color M. And if I now plug this here with Control Shift and click here, we can preview this. Now we can basically choose range here. And to preview this, we can actually plug this two factor, click Shift click Control Shift and right click to back this node, and we can actually see what we get. So because we want this greenish tone, we can maybe choose this greenish tint here. And now, this is actually with this, we can control opacity of this layer. So you can see that we now bright this background, and we can basically choose range here. This is a very simple thing you can do to separate the gground. But what I do last time, I will keep this effect, but maybe very subtle. So if I go completely to black, we don't have any effect here. But when we add some whitish color, we actually put this second input here. Okay, last thing, what I do, I use Deptan field to brow this background. We can do this now, so you just need the select camera and let's now add dept field here. And let's put in focus maybe this object here. And let's can preview this even in solid preview. So if I click here, I can enable this deptan field. So you can now see this effect directly here. Okay, this is too intense, maybe value of one. And you just need to re render this, but I will show you how we can do this in compositor. Let's see. If I go with another mix, color, this will be first input, and this will be even second input. And now, if for second input, I will just use Burt version of this. So I will go with Blue and if I said maybe this to 300, let's see what we get. Now, this background, whole image is actually blur, so we have this slide there. But we can again use factor for this. We can duplicate this and we can use mist and let's plot this here. Let's see what we get. If we now add this is actually transparency. So with this value, we actually control transparency. So this is this brow effect, and this is with this very intense effect. We can actually put some in foreground. So if we go to here, we actually add some br effect here. But let's add a little blow effect in foreground and a lot of this in background. Okay, and if you now select everything and press, this is before and this is after. 24. Post-processing: Actually most important thing I do here, you can see in after effects. I made this with folk overlays, and I will share this link to download all these assets, the folk overlays here. So this is from one YouTube you can search his name, and you will for free download all these four K or five images. Let's now report this inside the compositor. Okay, in this blender file. And now I have this image here. Let's see what we can do. If I now go with Shift track, we can preview this image here. You can see this image is big and we need scale this to render size. So if I go with scale, I can set this to render size. Now, we stretch this image, but we won't fit this. And let's see what we can do here. So this is our last node, and we can again go with mixed color. This will be first input. This will be second input. Let's control shift or just plug this here. Let's preview this. Now we can choose what we have before and after. One thing we want to do here, we remove this black color here. So we need set this to screen blending mode. So this is now just over, we keep this fog but not this black color, we remove this with screen. And let's see what we want to do here. Maybe scale this even more. With this, you can place this imposition. So this is actually X axis. This is Z axis. You can type here maybe 0.05, or you can play with this virus here. I think I want to also scale this again. So you can just duplicate this shift D, scale this, but now relative. So now we have this slider, wescroll mouse down, select both of this and with holding shift, we can move this slightly. Maybe two. Okay. And let's see what we want to do. Now, we want, again, this miss to control. Let's set this to factor. We control depth of this scene with this miss pass. Let's place this behind this structure, but in front of this building here. And how sensitive is this mis pass also depends on these values here. If you have a problem with this slider, you can also change these values maybe here to 150 and you will get more control. Okay. I like this effect, but let's maybe move this down. And let's see what I also want to do. Maybe blur a little This image texture is pretty sharp, maybe. Let's see. Okay, this word. Let's maybe just five, a little this, and maybe this scale is big. And one thing I also want to do I want color this to greenish tint, maybe with color ramp. Let's see if I said this white color to greenish, yes, I get this I want this ish, yellowish and greenish tint, something like this. And now we can with this also with this, we also control opacity. So if we go more to black, we fade this effect. If we go over to white, this is pretty intense. Okay. But what I do last time I made here in after effects, one, two, three, four, five, six of the overlays. In after effects, this is pretty easy. You can just move this with T. Okay opacity is 100, but I also control opacity with this miss passes here. So you can see here if I slide this, let's preview everything. So with this slide there I basically control opacity. Actually, same with color ramp here in Blender. Like this slider with color m. In after effects I just use layers. We don't have color ramp, but we have layers. Okay. So what I do, I basically made few of these layers. So what we can do, we can go Shift D. Let's again go with mixed color, this will be first input. Let's see, this will be second input. And now we can we need to set this again to screen. And now we can change this texture. So maybe this one. Let's see how this look like we the effect, let's see where I want to place this maybe here. And let's now. We can also play with opacity with this slide. But let's see. We need again again want to use this miss pass as factor here to place this in background. Or we want separate this because we don't want to affect both of these with just one color m. So let's just what we can do here, we can go with shift right click to make this re route. So we can maybe place this here. We don't want every time, take this. We can just take this and we can now use this as factor. Okay, now we control only this miss pass with this. So what you can also do, you can select all this Control J, make this one group, and you can maybe call this let's call this miss folk two. Folk two, this is Control J. This is folk one. Folk one. Now, it is a little more organized. Let's play this here. And let's now we can also go with Control J. This is like folk two factor f two. Okay, you understand point. This is composite node. We don't need this. Now this is plugged here and we can withFolk two factor control, this folk two here. Let's see, maybe we want to make look that this is more in distance, so we want faith this effect. Okay, you can see that we fade this effect. And we want maybe, let's see, put this more in distance. Okay, now this is more subtle and more in distance. And let's see this scale with this we control position. Let's make this more bigger and maybe more in A. Let's bring this little down. Maybe 0.2. Let's make this bigger. Maybe two. And maybe on X axis, bring this here. Okay, I want to make this smaller, not bigger. Maybe 1.5. And now I will fade this a lot with this color m here. This is saying what I do in after effects, but I just use six of these overlays. I see that here, I make this mask. So let's see what I do. If I delete this mask, I maybe get too much effect in this area where its restaurants. So what I do, maybe I just make this mask and delete to remove this area. And now I think I invert this to keep this area clean. But we will go through this after effects file. Later, let's see what I want to do in blender more. So I didn't do last time this in blender, but let's see what we can do here to improve this. So let's make more space, maybe some globe effect. 25. Post-processing part 2: Let's maybe scale all the down and maybe glow or glare effect. Okay, we have these tricks which look nice, but not too much. Let's pay this a lot. And sometimes you don't have too much control with these sliders, what you can do. You can just go with mixed color. Again, this will be second input and first input will be what we have before this glare. Now we have more control with this slider here. So these streaks, you can see that this is very intense. This is before, so very intense. Now we can move this to about here to keep this very Saka. But I want duplicate this shift D, place this here, and I want maybe more like bloom effect or ghost, not ghost. I don't like this. If you like this, you can also this let's see Bloom fo glow. Let's see difference between foglow and bloom. You can make multiple layers of this. I like this foglow more. So we can again Shift D. This is first input. This will be second input, and this will be first input. Now we can again choose how much you want this fact. Okay, let's now see before and if I select all this and press to mute all these nodes, this is before, this is after. But I do this last time in aftereffects. So let's now jump to aftereffects. So you understand point how to do this. We want to get this effect, we want more of this folk to cover all this area. So we want more of these overlays, but let's quickly see what if I scale these to two. So I'm a little lazy to duplicate all this may moreover, let's here, so I will just type here, too, and you can see this effect. Clearly, Let's see. These sliders here are so important. And this part here, we control with this slider. So this is just color overlay, not fog. Let's see if I make this more intense. No, this color lamp here control this overlay with just color. So we can put more this greenish in background to separate the Okay. I think this don't have sense to tweak this value because if I want to do this for final result, I will spend maybe a whole day tweaking these settings and adding these overlays and all these effects. But let's now skip this. So this is before, after. Let's now do this in after effects. Let's now jump to after effects. The first thing I will do here, I will disable everything so we can start from bottom to top. Okay, so this is what I get from Blender. And let's see what I have also here. So this is ambient occlusion. And this one is emission pass. So I also go to my blender file, and here under layers. I also extract this. I also select this glossy direction ambient occlusion and emission. So let's back to here. So this is a mission, and then This is my first result. Sometimes when I think I get something, I export this. So this is final two, three, four. So you can see progress. And this is without industrial decoration. I export this for my YouTube video. This is number seven, so I think this is last one. So you can see that I made a lot of version until I'm happy. This is glossy direction paths. This is miss pass, and this is solid. Okay. Let's open after effects file. Let's see what I do here. I do here what I do in Blender. I blow this with Gaussian blur 300. And let's see, this is not so visible. I use only 5% of this. So opacity is only five, but you can see effect I get. I just make all the little more soft, but only 5%. Let's see what is this. I think this look like ambient occlusion. So this is ambient occlusion, I should have this here. Okay. If we sent this on top of this and if you use soft light here, you can get more details. You can basically get this ambient occlusion. So if you now bring this down before and after, but you can use maybe just 10% of this or what you can do, you can use this only in foreground here. Only I don't want to put details in background, so you can use mask here. So this is same, like factor in blender. This is same, like we take this and plug this to this factor. So let's see, in after effects, this is called Roma mate. So let's see. I think I have this miss and missed one. Let's preview this one. Okay, they are very similar. So if I said this as luma mat and enable this, you can see that this effect this effect is more visible in foreground than in background. So this is before and after. But it is still visible in background because this color is this color is not completely white. Let's see what is next. So we have glossy direction, which is with glossy direction, we highlight this glossiness. So you can especially see on this background here. Let's see. Maybe I have some mask here now. Glossy direction, we want set to screen, and if I now go with opacity, you can see before and after. This affect mostly this background. So let's see how this mask look. So this is glossy direction. Okay, I think I use, I use also this mask here. So if I remove this mask, you can see this effect. So this is before, this is after. And if we now use this mask, so missed one, and let's see if I invert this, how this look. Actually, in this case, I use this to highlight silhouette of these buildings. I see now. But let's see with invert. Now we highlight basically everything. This is also not so important. I keep maybe just 10% of this. And now, this is what we do in blender. So this is just fog overlay. And you can see this one is just 50% with this mask here, which look like. So with this mask here, we put more of this effect in background. And only 50%. So we get down this. Let's see if I can isolate only this part. Yes, you can see this in background. Let's see. So this is first one. This is second one. You can see how this look, and let's see this one. Look pretty similar. In some cases, I just duplicate this with Control C, Control V to make this effect more visible. Okay. I think I like this effect, so maybe we can duplicate this a few times. Okay, so this is let's see, same and this one here. Look a little different color. Maybe, yes, this is what I do. So I paint this in different color. You can, for example, change color here with tint effect. This is same like we do in blender with color ramp. Let's see if we colorize this to orange, you can see effect we get. Okay. This is red. I call this red. Let's see why. Okay, I think I want great globe effect. I want to put focus over this area, and I don't like this tin. So what I do, I just, like, make mask to avoid this area, which I want to put in fogs. And now it's opposite, so I want invert this mask. Okay. And you can now see before and after. It affects this area here, but not this container. And let's see, fog ten, this is, I think, different texture of fog let's see if I duplicate this few times. Okay, and film convert is just color grading, but with paid addon. So I buy this a few years ago. This is before, and this is after. Basically, you can let's see, opacity is just 40%. You get this film look with this addon and you can choose here camera type. And you can now see how this affect. You also get this film grain and everything this set on. It is not so cheap, but it is one time purchase. So if you want, you can search on Google. I think I pay this 100 euros on sale. And all these are just black and white. And if we go down back color here, this one here is just a little more grain. So if I increase this to two, you will see this grain effect. You get this grain effect with after effects for free. 26. Post-processing part 3: These effects here are very simple to make, and I think they add a lot to our scene. I will disable this over so we can see this is before and after. I will now show you how I do this. So I will delete this. So this is with this, and this is when I delete this Okay, what I do here. I just go with solid color. So new solid. And I want this red color. It's okay. And now we just get this solid all this. And if I now set this to screen, we will be able to see behind this. And now I just want to create globe effect with this. So what I can do, I can just make mask here. And now we have this effect. And all thing I need to do now is with M, create this mask feather. So we have this feather, and if I now said this to 20, we basically smooth this. But maybe I want to go to 50. And this is actually before and after. We make this fake glow effect. And this is not physically accurate. You have better glow effect, but this look stylistically, I think, pretty nice. So we get this orange reddish tint here. And I think I want maybe change tint of this color. So just tint and I will place this here and I will maybe change color of this. So this is completely red, but I like this orange tint. Okay, so this is before it is too much reddish, now, it's more like orange. Now I can press to bring opacity down. I like this effect, so I will keep maybe 80% of this. Okay, we can place this down. And let's see. Okay, I still have this overlay. And let's say this too. Let's feed this and what I do here, I also add here green. So what we can do. Again, new solid this time, I want green effect. Okay. And now everything will be green. But if you send this to screen running mode, and now we can mask only this area here, and this is what we get now and twice to feather this mask. And now I will send this to 50. I will bring opacity here, maybe to 40 because I want to put this in focus, not this one too much, but this is before, this is after. And you can note here. Same effect. I also do same here and maybe this yellow is here. Let's do this yellow. Again, very simple new solid. Let's say this to yellow. Okay. And screen. Let's now place over this yellow area here twice. Mask feather to 50 and T for opacity, 50%. Okay. And this is before and this is after. Let's see next. So film convert green lots. So I don't use this. I tried this, but I don't use color correction. This is just lumtic color. You have this in any graphic editing software. So basically, let's see how this look. You can basically play with this temperature. So this add more orange tin, add more bluish tint tint on left add green tint and right add purple tint. Saturation, you know what saturation exposure. If I said this to 1.5, it will be more bright. I go down here, contrast. So basically, I play with these values, and then I compare before, after. Before, after. Maybe we can keep this maybe. So this is only 50%, but if it said this maybe 20, this is before and after. Okay, and here what we have. So we don't have nothing here. And these lots, let's enable this. So this is something from time to time download from Internet. Let's see how this look if I search here for lots lot. We have this applied Color lot, and I download this from. I'm not sure where, but you can find a lot of these lots. And so this is actually Color presets, which another people say on computer and with cube format and if I now bring this here. Let's see positive. Let's bring this on top. Now, you can see it before and after. So these lots actually make this more blue. And I can now apply another one. Let's see what this does. Okay, so we have this effect. And I think all these have names by movies. So you can actually I think in Photoshop or any graphic editing program, export lot. For example, you import one sequence from movie, and then you take like colors from that movie. Let's see. So all these are actually movies. For example, we can import this lot blade runner, and you can see that we get similar colors from that movie. But you can see that we multiply. Actually the effects we to this down and this don't work as we expect. I think you need export if you want to use these lots, it have more sense to export this from Brandera image. So with any colors and then you apply this color lot here. But if you like this, you can maybe 20% of the or ten. In after effects, you can do this. You can make new adjustment layer and lumetr with lumetri color. You have all these lots by Adobe. So you can play with these lots. But I think down under Creative, you have a lot more. As this also lots. So you can play with this and see what you like. For example, if you like this effect, you can maybe bring this 50. This is before and this is after. Okay, so this is actually all I do here, and this is my final result. And I hope you learn something new. In this tutorial, you can see that all these effects are very simple. Nothing you don't need, learn too much to do this, and you can easily recreate all this inside blender, except these lots and accept this pay they don't like film convert. But one thing I forget I will share in this YouTube video here, I took how to do completely post processing inside blender. So you can you will see here what we have. Here, I also show you how to import this gray overlays put over this. We have a lot of notes here. We have a lot more nodes than you can see here. So big node three. And I made this tutorial, and I said this as public. So you can see that now. This is not public, but I don't have too much interest for this video. People don't want to look too long videos. So I make this public. And now I will also share this link with you or if I forget, you can type this. And if you want to learn more about compositing in Blender, you can watch this video so 1 hour long video, and you can learn how to do all this inside blender. This is all for this tutorial, I hope you'll learn something new and see you next time. 27. Finale: One thing also, these two guys are just from Mixamo. So if you go to Mixamo. So misamo.com and you can search for characters here. I think I upload my characters. I have some human assets on my computer, but you can maybe use they look a little weird, but you can use maybe some of these, and then you go to animation and search for maybe sitting pose like this one, and then you can download this and import in blender. So you can just go to download. I use this FBX 7.4. I'm not sure why, but this work for me if you go to I will send this to 24 frame per second, and let's download this. So all this is free. You just need to make profile. Okay. Now I will open Blender. Let's open new Blender file. Let's actually import here. I will go to Layout. Let's now go to import BX, bx and download. Let's see where is my download folder. Here is my download folder, and now we can import this. And before you click anywhere, it is here, but I think it is too small. Maybe not. Okay. Sometimes they can be too small when you import from mix. But I think now this is about real world scale. Let's see if I now go with RZ, if I now press play, you will see here in timeline that we have animation here, horizontal split. Timeline, you can see that this is animated. If it's like this bone, you can see that we have all these keyframes here. You can even expand this. We have more than 1,000 key frames here. You can expand this if you want longer animation, but this is really nice. You can quickly make animation from this. For example, just put two or three people here and you can just animate this camera if I place this here and set let's press I here to animate these keyframes, maybe rotation a little, and if I place this here, I can make drone shoot or something. Let's rotate this on Z axis. I, I, let's see. If you have this, I think I don't have here this camera shake if I add on because this is a new version of blender. I need to reinstall this. You can add some random shake. So this is how this will look. And WT, we can change interpolation mode to linear. Okay, so this is just a quick example. I think we can make this faster if I. Let's go to here. And let's press N. Rotate this maybe like this. And this should now be faster. So we can even move this about here. And let's see if this low in random preview. It is not so easy because we have this volumetric, and this is not so easy seen, but let's see what I can do here. If I press play, And let's see now without volumetric effect, how this will work. Okay, now, this is all for this tutorial and see you in next one.