Creating Realistic Horror Scene In Blender + 37 Photoscanned Stone Assets | šime Bugarija | Skillshare
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Creating Realistic Horror Scene In Blender + 37 Photoscanned Stone Assets

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.

      1 - Introduction

      1:50

    • 2.

      2 - Castle, basic shape

      12:18

    • 3.

      3 - Stairs

      3:45

    • 4.

      4 - Doors and windows, Boolean modifier

      8:52

    • 5.

      5 - Doors and windows, frames

      7:40

    • 6.

      6 - Lighting

      7:46

    • 7.

      7 - Stone material

      12:42

    • 8.

      8 - Details on the stairs

      4:53

    • 9.

      9 - Planks

      10:37

    • 10.

      10 - Skeleton

      4:12

    • 11.

      11 - Dylan Dog character

      10:08

    • 12.

      12 - Lighting, detail

      7:15

    • 13.

      13 - Lady in black

      23:54

    • 14.

      14 - Details

      5:44

    • 15.

      15 - Post-processing

      13:23

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About This Class

In this step-by-step tutorial we will try to make Dylan Dog cover realistic using the free program blender. We'll talk about modeling, texturing, lighting, unwrapping, composition, post-processing and more

Dylan Dog is a former Scotland Yard policeman and works as a private detective who investigates paranormal events. A long time ago, when I was collecting comic books, I especially remember this cover.

I'll show you my way of creating a realistic human face in blender, which is otherwise a very difficult task. We will also create the lady in black and of course the castle and all the details you see on this render.

The tutorial is step-by-step and suitable for blender beginners, the final blender file and all resources are includedThe first part of the tutorial lasting 12 minutes is free, after that you can decide if you want to buy the tutorial.

I will also share with you the Stone City asset pack. The asset pack consists of photoscans, mainly of old stone walls, grounds  houses, churches, and similar buildings, about 40 assets ready for asset browser.

Meet Your Teacher

Level: Beginner

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Transcripts

1. 1 - Introduction: The land is a former Scotland yard policeman and works as a private detective who investigates paranormal events. A long time ago when I was collecting comic books, I especially remember discover In this step by step tutorial, we will try to make discover realistic using the free program blender. We will talk about modeling, texturing, lighting, unwrapping, composition, post processing, and more. I will show you my way of creating a realistic human face in blender, which otherwise is a very difficult task. We will also create the lady in Black, of course, the castle, and all the details you can see on this render. The tutorial is step by step and suitable for blender beginners. The final blender file and all the resources are included. I will also share with you the Stone City asset pack. The asset pack consists of photo scans, mainly of all stone walls, ground houses, churches, and similar buildings. About 40 assets ready for asset browser. 2. 2 - Castle, basic shape: This is our reference image. This is my final result I get last time. We should get something similar like this. At the end of this tutorial, I will share these images with you and also all resources we will collect to the end of this tutorial. I also create this folder where I want my Blender file. I will start with blend. This is version 3.6 and I will now go with file. I will call this Land Tutorial. Okay, And where to start now? First I will bring this aspect ratio or resolution from original Lando cover so we can see dimensions here. And I will now type this here in blender. And I will switch from V to cycles. And under output, I will type here 450 by 600. I will also bring this resolution to double. I will type here 200% All these values will go double. Let's now delete this four cube. I will start with playing, this will be our shift. I will press here to open this step here. And I will type here 20 for 20 meters. Now we can set camera. I will select Camera, and let's go with Numpazero camera View. I will set this to 1.3 meter from ground. We can see on this reference that camera is pretty low. I will also set z axis to zero. Let's go out of camera view. If you type here zero, we line up this, the axis on x axis. I will go with 90 degrees here, but I will also go about 92 degrees. We bring little camera up. Let's now go with number zero. First I will go with number seven to top ortographic. I will bring this to about center on y axis here. Now when I have selected camera, I will set focal length to 35 millimeters here. Now we can start with modeling. First I will make this wall here. You can see this wall here. And I think this go to this direction. And I also made this in my last render. First I will go with num seven. Here is my blender file. This is how this wall look from my last blender file. And let's now make something similar like this. First I will go with shift and cube. I will make this wall on axis about 14 centimeters. I will type here 40 centimeters. And I will move this on y axis to about half of this camera. Now we can bring on axis. Now I will split this window, when you see this cross, you can move this on right, on left, I will switch to Render Preview here and I will just bring this samples to about 22. And also for render. Now this will not slow down too much. Our computer on left, I will press zero to go to camera view and I will press N to remove this tab. Now we can work on right and we can look what happened on left. Let's now go to edit mode. You can go here to Edit mode, or you can just press Tab on your computer, on your keyboard. And I will now go with control R. Let's add one loop cut here, okay? I will go with control. I think better solution is to just move this on x x about here. I just want to see this little edge here. And now we can go with control R about here. Now we can go with x x x. Let's now add another ball here where this skeleton will go. Later. I will go with control R about here. And I will now go with x and move this on x axis. Now if you want to move down, you can just select this and move this little down. This is okay. But if you want to also move this edge here down, I think better solution is to go with Numped one and x ray mode. Just select this. Edge select, and you can move all this down. Now we need make bevel here so we can select this agent. Go with control. But I will now undo this because I think there is better solution for this. First you need check scale to make bevel correct. Let's disable this x ray mode. First, we need to go with control A and apply scale. If we go here with control, we will make destructive bevel. If we want to change this shape later, we will not be able. If we go with control B, I will now go with control Z. We will for use Bevel modifier. But now we have one problem. We get level on all these edges. We want level only here. We can fix this if we set this limit method from angle to weight. Now in edit mode, select only this edge here. Now in under item, we have this level weight and we can bring this all to one. This refers to 100% of value here. If we hold shift, we can move this slightly on right. We can increase this value here, and we can also increase segments here. This is now non. Destructive. That means that we can in any time go to this value and change this value here. Of course, if you want to add, for example, bevel here, you can just increase this bevel weight. Let's now create another wall. I will go in Np seven. We have this cylinder type of wall here and also in our reference I go from about 5 meters from this wall with another cylinder wall with the dimensions. We can copy this here. I will go with cube. This cube will be just for measurement and I will type here 5 meters. Now I know that I want our cylinder about here. And I will go to shift a cylinder and I will keep this 32 vertices. And let's now press scale this to about 4 meters on the axis. I need a little more. I will press Z to scale this on the axis. We can move this about here. And now we can delay this cube. We have now this cylinder wall here on our reference. We can see that here is about middle of our scene and this cylinder is more on left. If you want, you can select camera and you can under this viewport display, you can enable the limits, you get this line. Or you can go with composition guides and set this to center. We get this line here. I will move on about here. We can move this light. This is just for preview. We will delete this later. But now it's useful. Let's now make main walls here, shift and cube. I will press to scale this. I also want to make about 5 meters from this cylinder here. I will shift cube. Let's type here five. Let's bring this wall about here. Okay? And now we can delete this bend. Let's scale this on Z axis. I think about ten meter is okay. First I will go with control to apply scale. I will remove this ceiling because we can now not see what is inside without zooming here. I will select this face selection and I will press first I think I will add Solidify Modifier to add some thickness. Here I look a lot of reference and thickness of costal wall is pretty big. I will type here 0.8 meters. Okay, now we cannot see, but we have thickness. And I will go to Edit mode. And I will now press P, and separate by selection, you can see this thickness of this wall. And we can bring this little up. Now I will rename this two ceilings. So we will know later that this is ceiling ceiling. We can hide this from port here. But I think this is not the best solution because you can see that this affect our lighting in Viewport render. If we press 12, this will not affect our lighting, but because we will look here on left, a lot of Viewport render, I don't want to make this disabled. I have another solution. We can go here under Object Properties, and we can click here Viewport Display, and we can set this as bounds here. You can skip this part, will, this is just for test. I will set this to 200 and I will do it orange light here, you can see that. Get this sound lamp here, for example in Viewport, click here. We now get this sun lamp here, because we just basically deleted this from Viewport. But if we press F, well, we don't get this sundlap here. Better solution is to back this preview. In Viewport, we go here under object properties and set this. This object is still here, but in Viewport is just bounce. 3. 3 - Stairs: Okay, now I will delete this sun lamp. And let's now create the stairs. Here we can see the stairs. And also in my last render here, I will go with nut seven if you hold shift and right quick you can change this origin point. So we can create first stay here mesh cube. I will go with x to scale this on x axis to about here on Y and Z axis. I will type here 20 centimeters. This is how one stay is big. You can go with, with holding shift, you can move this precisely. I will go with X and move this about here. Now we can now we can go with numpad key to isolate only this object and we can work with the taps. Or you can go with local view and toal local view. If we press, we can remove this step here. Now I will go with modifier here. Let's check scale First we need to apply scale control and scale. Let's now go with RA modifier and I will set this on X axis to zero and on Y axis to one. Now we can move this on the axis, this is one. And I will bring little down to intersect little, maybe 2.9 We can now increase this count. Let's back with pales key to our scene. And I think last time I go with value of 15. You can see on render preview that this is not visible. And that's because we don't have any bevel here. If we go with modifier here, you can see now that this is much more visible here. But I will bring this value down With holding shift, I will bring this maybe 15 centimeters level here. We can increase the segments, maybe just one. If we move this light, we can see this little better. We can also, from time to time, go with 12. I will just set this to slot one with 11. And now we can go with, we just to preview what happened here. And I want to move this little down. I will go with GC, and with holding shift, I will move this down. Okay, Now I just want to connect this stairs. We can move this maybe on y axis. Now I will go about here. And with shift, and I will set the origin here and I will go it. And y just to connect with this wall here and numpt seven and now X, okay? 4. 4 - Doors and windows, Boolean modifier: Let's now make whole for doors we have here. And for this window first, I will go with shift and right click about here. I will go with shift a mesh cube. This is about 2 meters. We can scale this little on y axis. Maybe we can type here on the 3 meters on Z axis. Now I will again go with numpkey. Let's scale this little more on yaxis control A applies. I will go to edit mode. I will add one look here. Now I just go on pictures.com to see how this type of doors look. And we want to get something similar like this. Okay, I will select this edge here and I will bring this on the axis. If you want, you can select the two edges. And with holding Shift, click here and shift is for Add selection. And we can go with X just a little. And now we can go with control B. I will say this for now to solid preview so we don't slow down our computer and I'll go six control for Be also, we can go with control but I will be careful here because I want to insert. I will go maybe just for three vertices here. Now if we press A, we can go with delete and limited the sole. This will delete all these unnecessary loop cuts or edges we have in this part. We can now work easier with this. Okay? Now I will go with Napes key. I think this bevel is to be here. I will go again with control Z. I will go with control B. Maybe just one loop, cut a delete, limited the. So let's back to render preview first. This wall here too big. Let's fix this numplashkey to isolate this numpad one. And we can now go to X ray mode and just select all this wall here. And let's bring this up. Okay, now we see this door better. And I will go with num key because we will use this object as bullion. I want to intersect this to another side. Let's place this here. Maybe here, one thing which is important here in render. We don't see this edge of this wall here, but in our reference, this edge is something about here. And here I will go to edit mode, and I will select this face here. Let's move this a lot on x axis. Let's move first to this door, and now go again to edit mode. And this edge here, we need this little more. And now we see this edge here. If we move this point lamp, we can see this better. Now let's place this lamp here. Okay, now we can clearly see this edge here. I will go again to edit more, then move this about here. Okay, now we can use this object as bullion. I will select this wall here, and I will go with bullion modifier. And I will now select this wall. Now we can see we get this hole from this object first. I will go with double here and rename these two bullion bull objects. Will always know that this is bullion object. Now, I will not apply this bullion object because I will be later. Change position of this door here. I think this is pretty big. So I will press S and move this down. Now this object work as bullion, but we cannot see hole here because we have this object. I will now just remove this from port and also from render. Now we see this hole here. When we need this object, I will go to edit mode. And I can always scale this down and move this, but this is only in Viewport Preview, we can see that this is disabled in Render. For example, go with 12, we can see this door here, okay. Now to add another hole here for window, you can see this here and also this reference. For example, if you disable this object and if we go with another cube, we need another bullion modifier here. But I don't want to do this. There is better solution if we go here to Edit mode. If you go with Shift and another cube. This cube is part of this object. Here you can see that we have selected this bullion object. This is same object. These two objects are part of same object, but in edit mode we can always select with L. Or if you want to select this one, we can go with L to select loose parts. If we go to object mode and if we disable this, we can see that we have one bull modifier. We have two holes. Now I will bake this to Viewport, and let's now press L to select this. We can make this smaller. We can now start shape this window here. I will go with, again to scale this a little, I will control to add look cut here. And let's go with Naples Key. And let's model something similar like this. I will bring this little up, we can go with maybe Y little and control B to add level here. I will go with L and delete limited the sole. Okay, we have another window here. We can see that this part here go up, so we can make this also here. If we go to edit mode, we can grab this edge here and we can maybe move this down and this little up. Let's see how this look. Okay, we get this edge here. 5. 5 - Doors and windows, frames: And we can now quickly make this frame of door here, make this bullion object in Viewport here. And I will go to edit mode. And I will first press L here and shift, they move this on y axis. Now this is still part of this bullion object, but I will go with and separate by selection. Now this object is another object, This is not null. We can rename this door frame door frame. And we now need back this visibility in render because this will be visible. We can go with Tricln, set origin to geometry with Mpsleski, we can start modeling this door frame. I will go to a mode, and I will select both of these sides. And I will press to Insert. Now I will press Alt to extrude along normals. Now I will go to insert this. If we go too much here, we get these intersections. But I will back this about here. There is one solution. If you press we now just scale this down. Okay. Now if we go with all you can extrude this along normal. If we go again with, we can again go about here and press now I will extrude along normals. If you have enabled, you need to enable this under added preferences. Ads just type here, loot, enable this ad. You can go click Go for Bridge. Let's now select few of these faces here. I will bring this down and also the two. Now I will select this edge, select will select this edge. And withholding control, you can find shortest path from one point to another. If here Blender will select all this line, I will select this one. And now to go to another edge, we need hold Shift Now we can go again with control Control here and control here. And now again shift to skip to this edge. And now again control. Okay, we can now go with control B to be level this about here. And let's also do with this edges here, control B. Let's back with non pales key. And let's disable this in viewport. Now we can place this to position here. Okay, now we have nice door frames here. Let's do same with this window here. I will back this for second and added model to select this lose part and ship the X mod little on X axis separate by selection. I will rena this to window frame and bag this to render preview It mode. And we can now nplakey isolate this set origin to geometry. And let's model. Okay, I will press L and X to scale this little x axis. Now we can do same we do before. I will press to insert this, all extrude along normals again and again. All x strut along normals. And maybe one more time now I will go with the bridge. But with bridge we get this problem. Because these two phases, let's select these two phases. These two phases are same dimensions here. If we go with bridge, this will not work correctly. I will just go with quick solution and I will just go delete phases. We can now continue working, so we can go with selection here. First edge withholding control, we select all the line here. And now shift to skip to another line here. This one I will also select this one here. Shift again with control. Let's now go with control to level this. Let's now just place this here to position. This is what we have for now. Let's model this metal mesh here. Shift right click and I will go cylinder and I will say this, maybe just to eight, maybe 12. I will now go with x 90 to rotate 90 degrees and now I will go with Y. Now I will go with Nps key and control R to add one loop cut here, control to bevel and scroll mouth down to remove the loop cuts. And now all ex along normal, now we can press L and shift D, Y, n, x, n to rotate x axis. In my last blender file, I'll also made this hole here. I'm not sure how this effect on our lighting, but let's now do this quickly. Just go to bullion object and edit mode. And if we now add another cube here, we can see that this affect bullion and we can just make this hole. We can make another hole here. But I will go with and scale this little down. 6. 6 - Lighting: This is what we have for now. And let's now set lighting. So I will go to slot two and we can compare later, before and after. And for lighting, I will this point lamp. And you can see that only light we have here is from this world, this gray color. Last time I go with slightly orange color and I will bring this about here. Okay, now I will go with Sun lamp. I will go with Shift click Place Origin About Here. Now I will go with lamp and sun. Now we can rotate this sun with X Y. Let's now say here under light properties. And I will send this also to slightly orange color. And I will say this, maybe to 15. You can see that this is not so visible, but it depends on angle. If for example we can see that we get this sun lamp here, I will go with num seven to top portographic view and I will rotate this about this direction because we will create this sun effect here. We see also on this reference here because we get a lot of lighting on the face of the land dog. We also have this here. I want to create this sun effect here, but we will play with this. I will now just bring some little more samples on viewport to see this better. If you like, you can also use the noise under Viewport, but I like little grain than this splatch is here. We can also increase this in render. In my render, you can see that I put a lot of focus in background. I don't want too much light here in foreground. Also go with area lamp here, shift light and area lamp. I will bring this about here last time. I go with value of 30 here. Let's see, in my last render I also go with slightly orange color. Okay, now I will press to scale this a little and maybe move about here. What I also do last time because this is not enough lighting here, I go with shift x, X minus N to rotate to opposite direction. I will place this in front of this wall here, this doors Y. Let's place this here. To scale the axis Y again. Now I will do same with this window here. Ship Y, L, Z, night, and X as to scale this down. And let's just place this here, this is before. And if you press J on keyboard, you can skip between slots here, but we have a lot of brightness soles on this area. If you look my lender, you can see that I made this part dark just to match this land. I will later show you how I made this in blender. If you don't know, we can also set a negative light. I will now go with Numpad seven to top orthographic shift. Click Place Origin here, and now we can go with shift and light point lamp. I will bring this up. If we go to negative about, for example, I will go with -1,000 We can see we get this negative light color here. But last time I go with -75 I know that this is pretty slow because I didn't say this to P. I will be sure to say this to GP. And let's press F 12 again. And now this is much faster. Only a few seconds on my system. You can see here, Okay. So this is before, with this negative light here, what I do last time, I also add two of the very small lights here. This is value of seven. And also one on floor. Just to get a little more details on this floor here and also on this edge here, because if we go here is pretty dark. We can do this now, but this is not so important. And I will go with shift and area lamp. Let's go with L Y. The Y minus might rotate to this direction. And I will now go to Ump seven. And I will press R Z to rotate about this direction. Now this effect only on this wall here. And let's bring this value also to seven. Now I will go with ship X, and let's go to this direction and bring this all about here to get this effect here. Basically, now we have the same lighting set up as I do last time. This here is still pretty dark. And what I do last time, I just go here, render properties and color management. And I said this exposure to 1.15 we get more light here. And I also increase this a little to 1.15 this gamma. While let's go with shade smooth for this object here. So I click shade smooth and we can under normal, set this auto smooth to 30 degrees, okay? 7. 7 - Stone material: And let's now add brick texture here or stone texture here for this main part of this stone texture come from polygon on. This material is free. If you search for polygon Don, you can find this link here. I will copy this address of this link. And I will also share for any case with you and I will make this links file. I will paste this here, just download this here to download this. After download the, just copy this address and go to Edit Preferences and install this Don. Select this and install this Don. And you should get something like this polygon Add. And if you now press on your keyboard, you should find this polygon here. Last time, search for I think Stone. I found this material here because I download this. I also have this here. And I will now just select this object. And I will click Apply A Preferences. I said this resolution to one K because I think this is pretty enough. I don't want to Big textures here. I will now press Apply. We cannot see anything here. We see that this effect to our render. But if we go here under Material Preview here, we can see that this material. But when we are in solid preview, we can do one thing. We can selected this material, we can go to Viewport Display, and we can change color. For example, this green color. And now we know that only this object have this material. Select this material, and I will just drag and drop to all these objects here. Also to the stay here in this wall. Okay, now I will check scale. I will select this object and I want all scale back to one control, A apply scale also we want this material to the frames, this one and this one. I will apply the modifiers because I don't want to change the stalls here, right. Convert this to, now we apply all the modifiers. And let's now again select all these. If you go to edit mode and press A, we can go with you. And Projection. Let's now go to Material Preview. And let's see how scale of this is too small. And I will bring this editor. And now I will press here A to select all end. Let's scale this down maybe a little more. Okay, this part is not correct, so I will press L to this part and scale little up. Okay, this is what we have for now. If we go select this material and go to Shader editor, we can see a lot of options for customization here. Last time I just change this saturation to minus two because we have a lot of color here. And make this more black or white brightness to 0.7 last time just to add a little more brightness here. Okay, We cannot make test. This is before and this is out. We can just create another material for this metal part. We can call this metal. And I will for now just maybe change color something like dark, dark brown. But because this stone texture is part of our scene, you can see this stone everywhere. And I'm not so happy with just this flat texture with this bump and displacement. I also want more details. I have one Photoscan I made maybe a few years ago. You can see how this look, I made this with reality capture. If we go to render preview, you can see how this look. This is material preview. I will share this Photoscan with you. I will not share separate file with you, but I will also share my last Blender file, which is this one. You can just go here and you can just select this object and you can go with copy objects. You can also do with all these objects in this. Let's now copy this. Let's go with paste. You get this object here and you can now starting to your what I want intersect with this. I don't place this completely to be only this part visible. I go with x and we shift just slightly intersect to get more details. You can also do this in solid. Okay, now I will just take some time to cover visible places here. I will go with one thing which is very important here. Don't go with ship D to duplicate this with a D to make instance of this object. This will save a lot of memory in our scene. If you go with a D and C, if you change something here in added mode, you can see that this is same instance of this object. Okay, now I will go with x and move slightly to intersect this. I also make one smaller piece because we don't have too much space here. I don't stretch. If we go with X, we also get this part which block lights. I made one smaller piece here. I will now grab this smaller piece here with copy object. And let's back to our scene. And let's now paste this here, Y. You can also go with air xs to rotate this if you want. This is before and this is after. Let's also try cover this part here. This will be much harder than this part here, but I will, I will go with shift D for now, because we will change this inedit mode, I will go with six. Place this here and now Z to rotate this on the axis. Let's go with Nopal key to isolate these two objects. And now I will go to x ray mode, edit mode. Let's place this here. Now I will select this part in middle and I will go with proportional editing here. If we now press, we get this brush. If you don't see this brush, just mouse down and we can now move this and try cover this one. Scroll, mouse down and RZ to rotate this on the axis. And just try place this here. Okay? And this part here also. And grab follow shape of this cylinder here. Okay? Let's see how this look. I will disable this mode for now. And let's see when we place this here, how this look. One thing we can do now, let's disable this render for now. We can go to edit mode and go with vertex. We can select few vertices which are not visible here. And if we go with, we can move this out vertices which are too visible, we can move side. Okay, and also this part here, I just want slide intersection with this cylinder here. Okay. Let's see how we can go with Y to move this little out. And what we can do, we can go to the, and let's go with z to rotate this on the axis. This now should also fit here, z to rotate this. And let's see how this look, let's bring this down. Okay, let's see how this look before and after we get some details here. 8. 8 - Details on the stairs: Let's fix the stairs now. They are perfectly flat, which is we want, and we can fix this. If we go to add mode, we can add some betters here. I will go to edit mode. I will go with control and add few loop cuts here. Now what we can do, let's go with this edge select control flop cuts here. We can go with control B to add bevel. If we go with all we can ext along normals. Now we can move this slightly in. Okay? If we now go with control amped, we can expand selection. And we can go with control B again to add one level here. What we can do, we can select this with this first phase and with holding control this last phase here. And I will now just press, you can keep this proportional editing, but you can also disable this, just make some randomization here Y. My recommendation is to take a look at some reference. You can see how the states in Castal usually look. Okay, now we can back here and we can continue and just rotate this and just make randomization. I will show you another method here. If we go with control again, control to add look cuts and control B again and add one more loop. Cuts in the middle with scrolling mouse up. You can go now with control amped minus to subtract selection. And now we have only this middle part selected. If we now scale from center of these objects here, but we don't want this, we need scale this on individual origins if we enable this here. And now press, we scale this from individual origin here. Now we can go with control numpad plus to expand selection and control B to bevels. And now we get this. And let's go again to edit mode and do same we do before, so this is before and this is after. I think we can also do more of this control nut minus scale this down. Just rotate this, okay? If you look render, I also made the wood plays here, because we have too much stone and I want to make something different. So I made the wood playing here. This is how this looks. And we will do this now. 9. 9 - Planks: And we can do this easy. I will go with shift right click and shift A mesh cube. And I will isolate now this object. Now I want to make this on maybe just two sent to M, and the x axis may be 15 sent. Okay, and now we have one plan. I will go with control a and apply skew. I will do, I will go with num seven and I will go to edit mode. Shift the x and move this about here. I want place this edge about this origin here. Now we have only two objects here. But if we go to edit mode, then we can shift the x to move this on x axis, I will make two more. And what I will do now, I will go with ray modifier here. We can array this on x axis. I will just go with holding shift and move this right to make a little offset here. Maybe 0.01, Okay, now if we go with another array modifier, but not on x axis, now I will go on y axis. We get another plan here. But I will move this until we connect this here. Maybe 665 or seven. Okay, if we go to edit mode, you can see that we have only these four different plans here. And another plans go to repeat. With this array, we can increase this count five or six times. And also on Y axis here. Okay, let's now deck Naples, key to our scene. And Y. Also move this here. And I will increase this one more time but on X axis here. Okay, let's go with slightly Z to bring this little up C. Let's now continue work with texture of the plans here. Now I will create new material and I will call the plans. I will open here. You editor. If I press and I will remove this tebeditor here. Now I download this from Texture.com but I think I will share this texture here. You can use anything similar like this. Bring this to Blender. I will now plug this base color. If you go to Material Preview, we can see what we get. They need to go to edit mode. Then let's just check scale projection. Now I will select the top faces of the four plans we have. Let's now project this correctly. It to rotate this on the axis. I will now care only about one of the plan. I will scale this down. Now we can select one by one and we can reproject this, maybe one here, another one is okay. Let's project this one here. This one. Just scale down scale on Zxiskay. Important here, bevel, very important. I will go to edit mode and press Select All. I will go with control B to add bevel here, and you can see this bevel, even in this solid preview. Let's go to Render preview. Okay, this look pretty good now, but you can see that we have same roughness in all these plans. So we can create another variation here with color M, color mp. And let's plug this, let's plug this to roughness. We now get a lot of shiny parts because we have pretty dark color of the plans here. I will now. Bring this dark part. D blender is value of zero which is shiny and white. Value of one which is pretty rough. I will bring this down. Okay? We can also make more contrast. If we move on left and this one. This one on right and this one on left, we can make another color Emp for bump color. Let's here to normal, but we need bump here. Let's plug this to height. And now we can control bump intensity. I will bring this to 0.1 and this down. Let's add one more array here. Let's move to about here. Okay, Now we can go to see how this look. Okay, This is how this look. Maybe we can bring this little more to white bump more to left. If you want, you can increase this array. But we will place here and this will not be visible. This look for now last time. I also the photos can so this peoples, if you want, you can copy these objects. And you can place in these corners if you want, just paste this here and let's bring this here and GC, bring on Z axis. But one thing which is important here, we also need to make some randomization here. This is too perfect. We can now go try and convert this to mesh. And now we apply this RA modifier and each of the part is now a table. If we press L, we can go with Z, Y and make some randomization. Here. I will press a few times L here, maybe z, y or x. But one thing we can also do here, let's see which one is visible. Let's select this one and add loop cuts here. If you now go with proportional editing, we can select this edge here. We can go with, and we can also change the shape of this object. But you can see that we affect all these plans at the same time, depend on size of this brush. But if we select here connected, we can it only connected part of this object because we have space between the plans. We will now edit on this plank here. Let's select this part. And we can now change shape of this plan. And we can do same with few of this. So this is before end. This is Ch planks. 10. 10 - Skeleton: Let's now import this skeleton here. Let's see how this looking. And this is from Blender. I will pay this link here if you want buy full version of band. This is a free version. You just need to do same with polygon. Download this ad here and go to Edit Preferences and install activate this ad. You have full instruction in this video here, you get this bar here. If you search for example, Skill, and this is what I do last time. You can see this locker here. These are paid, but you can find a lot of free stuff here. If you want to activate this paid version, you can do this link I share with you. I think about last time was only $6 per month. We have another one here. I think I use this one. Not sure, you just need drop here for example. Just place this here. And when you see this empty object, this is usually parent objects. So you can control or the separate object with this parent. So if you go with x, x minus np, x 90 and Z to rotate to this direction, and we can just place this here. This is what I do last time. But just be sure when you download objects from Internet, just check which texture this use and mesh of this object. This look pretty low poly object. This object is good. But just be sure if you have a lot of vertices here, you can go with me clean up and that's in my geometry. And you can bring this, for example, 0.5 to reduce mesh. But this also depends how close from camera. If this is something for background, I will always use this Decimate geometry option here. One thing you can use here, if you press Full Stop on your numpad, we will blunder, will navigate to this object. We have a I will go right, can select objects. I will delete this for now. I will copy this one from my last scene because I'm not sure maybe I made some modification with texture. Will stop here and I will go select objects in this skeleton collection. And I will just copy my object from last. Copy objects and I'll just place this here. Okay, I think I have selected more than just this. So I will go with control. You can go with Full Stop key on keyboard and Blunder will navigate to this object and you can just go with right click and select objects in this collection. And now we have selected only this to our scene Paste object here and just move this. This is what we have for now and I will continue with the recording tutorial tomorrow. 11. 11 - Dylan Dog character: This is where we stopped yesterday and let's now create land. If we go to my last blender file, you may not 13d model here. You may think, okay, this is land model, but no, this is just a low poly model and low poly model and I use this just scale and foreshadow, I found this in my asset browser. This is model from photo scans from an hubert, But this is not important. You can use any threat model here, but I will also share this blunder file with you. You can use this model if you want, but as I say, this is just for scale and foreshadow. Let's put for now this in place. So I will go with x and I will place this object here. If you select this object, if we go here, object properties and under visibility, you can see that I disabled this in camera view. This is reason why you cannot see anything here. I use this model just for shadow. Let's back to my last Bender file. Let's create this silouette here. If you select this object, you can see that we have one plane here. This is our silhouette here. You can see that this is playing with one photo. I found this photo on this link. This is the land movie from 94. If we go to Youtube, just take a screenshot from this moment here I take this screenshot and this is what I get. Then I go to I image up scaler and I get this result. This original photo is this resolution. And then upscale about double resolution here for image upscale to this tool is not free. You can try this tool, but to remove watermark from image, you need pay. But because I will share this image with you, you don't use any tool. You can just use this image here. But I will also show you how this works. I will copy this address here and I will choose this low resolution image. You have a few models here. Last time I used this sharp, I will show you how this look with a soft model. Okay, so this is before, and this is after. You can, you can upscale this all to 800% to this resolution. And let's try with Sharp Up scaler, also have desktop version with, I think, more options. Let's also this desktop version, you can see that we have here a few options and more options than this online version. Let's click here to Preview. And this is a sharp version and you can see how this look. If we zoom here, you can see that this back, all these details and also the tiny hairs, all these tiny details. Now when you know how I get this image, let's use this iplender Last time I just go with right shift. Right click here to set this origin point. And I go with shift with image images as P. Now I choose this resolution image, this is what I get. Let's now isolate this with Fasl K and with the material preview we can see how this look what I do last time I, I remove the specular. I don't want this to react with light. I plug this color tom. We basically take lighting from this image. I think this is a little too bright. We can control if we plug this to emission strength. And if we go with shift and search for Matt node now we can multiply this by negative value. If we go to less than one here, we get less light here. Last time I go with 0.8 I think if we go all to left, we basically take light from this image. Let's type here zero point. Next thing I do here, I go to edit mode. And just with K, or if I cut part I don't need from this image, it's a little hard to see what we don't care too much about this details here because it's all black and we add black color. This is reason we add black color here to merge this image better with our scene. Let's now just roughly cut this, we don't need from this image, but if you want, you can also just copy this object here and you can place this in our scene. But this is what I do last time, I just start cutting this part. I don't need. Okay, Something like this. And now I select these two phases and I go with delete faces. Okay, now this intersect with our three D model and I will just move this little. I will now just copy this last object because I don't want to lose too much time placing this in position with scaling. And these things. I will go with just based objects here. I will go with x last time. I just take more time to cut all these parts. I don't need here on left side. I don't need care too much about these parts because we have a lot of black colors here. But on right side, but on left, I need to care little more about these edges here. Let's quickly go to Edit mode. I will just move this part little down with x ray mode and we selected this part. I will move this little down. This is how this look for. Now what I do last time because we have here too much contrast between land and this background, I just place random cylinder objects with dark material. This is my blender file. If you look render, you can see some materials here, just basic cylinders. Let's copy this object and I just this in background to merge this land dog with this background here. 12. 12 - Lighting, detail: One thing I also do in my last scene to merge better this image plane with our scene. You can see that we have a lot of light on this right side on land, dog face. And I also put a little light on this threat model here. Now this light have much more sense I do with this small hole here. Let's now try do same in this scene. We just need make hole on the right place to put this sun light on this wall here. How we create holes last time we use this bullion object here, we can now break this object. If we go to edit mode and if we in edit mode create new object, this will work as bullion I will go with shift and cube. Now we create this cube place in this object here, this will be a bullion object, but for this we need disable this for second in the Viewport preview here. The only thing we need to do now is find right place to get the highlights on this area here. I will now back this in Viewport preview. Let's just move this until we get the light on this area. We can start scale this up. Okay, now we see that we get a lot of lights here, but I want to keep this as smaller as possible because now we get too much light here. What we can do here, we can basically select one phase and we can move this few times, okay? Now we get light only on this part here. I will move this now down. Let's try move this top part down. Okay, I need to move this up and this part down. Okay? This look good on axis. Let's now remove a light on this axis. Okay? This is too much. So now just back this little here. Let's move a little more. I think this looks pretty good. We just have this small hole here, which creates this light here. This is a little too much about here. If we move, for example, this model here, see that this will affect this shadow. If we move to here, you can see that we get this shadow here. But I think we don't need this for now. I will back this. That's because we disabled this only in camera, but it's still visible in shadow and all the passes here. Okay. Now I think this is too flat. What I do also last time I also play here one piece of this, small photos. If you want to play with this, you can go with all the. Let's now isolate these two parts. And you can go with minus T. You can just maybe scale this little down. What I need to do here, because this piece is too big and I don't want to stretch. You can go with shift to make a duplication of this object, and now we can go with npkympa three. We can just cut one part of this. I will go to edit mode. I will delete this. We delete vertices and also this part. Now I will go with set origin to geometry and we can now play only with this small part. What you can also do, you can go with a Z and you can go with Y. And maybe place this here to this corner. Just to get more details on this part. Let's go with all the X and Y minus night. Maybe place one part here, this is before and this is after. We also get some light on this skeleton here. I think this light here is too intense. What you can do, basically place something here to block this light. For example, you can go with plan y n to rotate this on yaxis. If we now go to edit mode with tab, we can go with subdivide this few times. We can set this as wireframe. We can add wireframe modifier and this will add thickness to all these edges here. Now we can increase thickness here. Okay, this is before and this is after. 13. 13 - Lady in black: Let's now create Lady in Black. This is how this look from my last blender file. If you want, you can copy this and use this in your scene. This is how this look in render. For this I go to am I use one of the free character? If you go to a am com and you just need sign up with free ado account, then you get access to all this character and animation. Last time I just found one of the character here. And let's try find this now. Okay, I use this a character here, we can switch to this character. And now you can go to animations. And you can pick any animation from here. Maybe I search for standing pose or something similar. You just need to watch reference. Here is our reference. I just want the fore standing pose, and I use something like this. But because we need only one frame, you can use any of the poses you like here, Then when I'm happy with the pose and character, I just click here to select this seven FBX 7.4 You can choose any frame per second here and just click download. But I will also share this FBX file with you. So you can use this blender. We can create another blender file. We can work only in black. For now, you can create another blender file If you go right click and click here to this blender to now I will go with file says I will call this lady in black. Okay, we can select press A to select all these objects. And we can delete this because we don't need this. And I will go with file, import FBX and we can import this FBX file here. This is what we get. What I do last time I deleted all these things. I don't need this part. And also now we create this address here. And how I create this For this, I use cloth simulation and some force field effect. Use a clot simulation. We need a collision object because I want to create this dress type of object and you can see this in our reference how this look. The last time for this is best solution is to use, to start with a cylinder, I go with mesh and I create one cylinder here. I think we can reduce this to only 16 vertices. Let's try the 24. And now what I do, I just place this here and scale this to right dimensions. I go to edit mode and I scale this part down. Now I try model this according to this object with one look at here and maybe as to scale and maybe control to be this part. Okay, something. Now we need something to create simulation. I go with shift a plane. I placed this above this object, and now I go to edit mode. And I go with subdivide maybe two times to create more mesh because we need mesh for this clot here. And let's just check scale control a and apply scale. Now I sat here under physics, I said this clot object, okay, let's first set this collision object. If you go to frame one, if you press with space, we will start this simulation. I will now press space on my keyboard to start the simulations, and you can see what we get. That's because we don't have enough mesh here. I will select this object and I will add here one subdivision, surface modifier. And I will set this to simple. And I will increase this maybe to three here. Okay, I think we said this before, this cloth simulation. Let's see what we have for now. This look much better. I think we need to scale this a little. Apply scale and maybe we can set this to four. Okay, this looks pretty good for now to get this wind effect here, we can see this reference. We can use force field. For this, I will go with shift and I search under force field, I think wind. Let's now place this here. Let's go with the Y minus to rotate this direction. Let's see what happened here. Nothing happened because more power here. I will go here under physics and I will say this, maybe 100 start. Let's see how this affect now. Okay, we need much more. Maybe 1,000 or maybe 10,000 Let's bring this closer to this object. You can see that this affecting this object here. Okay, I think this look pretty good. But we can scale this little more. Let's see how this look now. What we need to do now, I think this is now a little too intense. Maybe 800 here or 8,000 here. Let's see how this look now. We just need to press space to stop this simulation when we are happy or you can just move this key frame. Time line here. Okay, time when I was happy with this, I just go click and cover the two mesh. Now we apply all these modifiers here. Now we can go click and shape if you want more details here. We can add another subdivision surface with value of one and we can cover these two mesh. Let's go to Edit mode to see. I think this is pretty good. I think we can handle this mesh here. Okay, If you want to play with this, you can go to scalp mode. We have in blender brush to brush here. If you want to play with, you can add more details. You can play with radius and strength here. But I didn't play too much with this because I think this is pretty good for me. I think it is much important to spend more time playing with this clot simulation than this brush tool. Okay, Now we can go set origin to geometry. And when you are happy to this here, what I do last time because this skeleton have skeleton instead of head, I basically just duplicate this skeleton here. But this is not so visible in my final results. If you want to play with this, you can. I do last time, taste this object here. I go with Z to, to this direction and Y or X to line up this here. And now I just go to edit mode, to x ray mode, and I just cut head here. And instead of this head, I just place this skeleton here. This cool here. Okay, now we can place this to position. We also need this clot on this skeleton here, or this cool here. You can see how this look in our reference. What I try last time I go with shift X, I try make cloud simulation on this object. But before I do this, I go to edit mode and I go with mesh. Cleanup. Decimate Geometry. I said this maybe 2.05 or 0.02 but last time I didn't get the result I want and I will show you why. Because Blender have a lot of problem with clod simulation. When we have collision object look like we don't have a clean geometry here, then will have a lot of problems if we go, let's try make this collision object under physics. I will say this collision clot. Let's back to first frame added, mode subdivide two times and maybe one subdivision here. Let's say this here. Simple. And let's play this. You can see what we get. We have a lot of problems with this simulation. How I fix this, I basically instead of this school, I go with icosphere here. Or I think we can go with Sphere here. Now you can just, instead of this school, use this object as collision. So we can model this a little if you want, you can use this proportional editing. And go with, and maybe to scale to get something which is more similar to, okay, I don't care too much about this. And let's scale this down. If we now set this as collision object and if we now press play, I think pro why this don't work is because if we go to phase orientation, for some reason this is oriented in wrong direction. I will go to edit more. Then I will press F three and search for flip, flip, this normal. Now this should work correctly. Okay? Now we just need more one subdivision here, and I will say this to two to simple. Let's now see how this look, okay? This is better. And let's drive it three here. Let's bring closer this force field, okay? This head is a little too big. Let's scale this down. Let's see how this look. Now. Let's try to increase just quickly this force field, maybe 250. This value also depends how much vertices we have. If, for example said this to two, it will work completely different. You can see now this is pretty strong, but if we said this to three, it will not be so strong. Okay, I think this is a good effect. And we can now cover this to mesh. And we can add one subdivision here and shade smooth. Now we can use this object, and if you want you can go to x ray mode and you can scale this. Let's set this set origin to geometry and let's place this here, okay? So this is how I get this effect. We can go with y to scale list on y axis, and this is how this look. The only thing we need to do now is choose right shader. I will delete list for now. And if we go to Material Preview, we get this. But now we just need nice shader here. I found one on Choco for.com If you go here and I think we need click here to Store. Now, products here must be one free. Category. Okay, last time I download this Choco for shader bundle, you just need free profile and you can download all these materials. This is how this look, you get all the shaders we have here. Bricks, concrete, and fabric. We need a fabric last time. I just maybe this one, but you can choose any of this you like or maybe I use this black one. We just need to copy this object. So I can copy this. And what I do, I paste this object here. Now we can just go to Material Properties, and we can choose this material, and we can just drag and drop this here. I think this looks pretty good for now. But if you need, you can go to editor. You can just scale this up or down to fix this UV I also this shader here. Now, one thing is important here. If you look this reference, you can see that this is a little transparent. This should be transparent. And how I get this, I select this object and I go to shader editor. And if we first I go with color M, I use this base color to alpha value. Now we plug this to alpha value. What is white it will be transparent. And what is black? Not transparent. If we go with control shift and right here, you can see that we have a lot of black colors here. This is reason why this is not transparent for now. But I think we need to go first to Cycles Preview and GPU here and we can go to Render Preview to see how this looking render. Let's go for now point M to see how this react with light here. Let's increase this to 100 and maybe we can bring this world. I just need to play with this color lamp here. We need more white color here to make this less transparent. But what I do last time, I separate this to another object here, I will call this transparent, and this one will be less transparent, okay? I will first play with this one, and I will move all left to make this less transparent, okay? And I can keep this part more transparent, but not too much. I move this little on left and I get this effect. So you can see that we have some transparency also in this part, but not as much as we have here. Okay, And this is how I get lady in black. Let's copy this object from my last project. I will go to x ray mode here. I will just d and select all these parts here with control. All these parts I don't need. And I will now press them. I will add this to play imply collection. Okay, now I can easy with full stop key, find where is this collection? And I can go with select objects. Now copy objects and I will say this for you. Now I came back to my new scene and I can place this here. Let's now just place this two position Z. Let's place this here. This is how this look. One thing which is important here. Last time I use my last scene, I use this volumetric cube. So let's just see settings. If I go to Share the editor and press okay, I used the values last time and let's now create this. In our scene, I basically go with shift, a cube control, a apply scale. Let's with Full Stop, find this object and we call this Volumetric. Volumetrics. Now I will go to, okay, I will go to Share the Editor here and I will create new material. And I will call volume metrics also. And I will go here with volume scatter I used last time, okay? We can add little orange color here, and we can plug this to volume. Last time I go with 0.0 35 v, I also bring this anasotrophyup. Okay? So let's see how this look now. This is before, and this is a before and after. We can also say this as bounds. We now cannot see inside this queue. But if we go to here under object properties viewport display, we can say this as bounds here. 14. 14 - Details: My last scene, I also had some details here. I create this fence here, we can also create this very quickly. Basically, I maybe I go just with cylinder, let's set this maybe to 890 and Z 90. I scale this a lot down, y, to scale this here I think I go with x to rotate this on x axis. You can now switch from global to normal. Now we can go with Z to scale this in this direction. And now you can select this part with environ remote. And you can go with Z to ex this on axis. But I will move now, Just disable this proportional editing. Now we come back to global orientation. It is much easier now I just go with Y, okay? Okay, this is, I make big mess here. I will now go to global and I will move this on y axis here. And now we can move this down and maybe X to rotate this. Now we just need to create some dark material, maybe black, and just change color of this. One thing I also modeled last time is this candle holder or something. This is also very simple modeling. If you want, you can copy this object and you can this few places in our scenes, I place one here and view here. We can go with copy objects and we can place this. This lamp here is from Blender kid. I'm not sure what I searched last time. Maybe old lamp or something similar, but you can use any object you like and you can place in your scene. I will, for now just copy this object and I will place in minus. I will press and call this to New collection. And I will call this lamp this before. And this is after we get all these details here. I think we need change brightness of this land dog here. If we go with an Numpad zero, we can maybe bring this little down. I think we are mostly done with blunder and we can now render this. I will go 100 samples, maybe for post processing I will use maybe glossy direction and ambient occlusion. We can check this for now and we can now press 12. After 29 seconds, we can go to compositing, and we can see how the passes look. If we go with Control Shift and click here, we can preview this image. And this is past glossy direction, ambient occlusion. But I will go now with 11. And I will now save this. I created this folder here. I will go with Image save. I can save this main, now I can go with Control Shift and click here. I need to Node, because this is Node and this is Render Preview under View Node to save. And I can call this GL for Si direction and O for ambient occlusion. 15. 15 - Post-processing: This is our final result from Brand. I think we can do this better in post processing. For processing, I will use after effects, but you can use any graphic editing program because effects we will use in after effects are pretty simple. And I think you can follow this in any program, but I usually use a effects for this. This is my last after effects file. We will just now go through this file and see what I do last time. This is after effects file, this is before, and this is after. Let's first disable all these layers I created last time. And we will now go through all these layers one by one. The first step I do here, I just add some dark areas to this lady here. If you look before and after because I want to put more focus in this. I think this volume, this lady was to wash out. It is not too much folk how I do this. I basically add the lumetric color and I just bring exposure to minus one. This default one, if we go to minus for example, we just make whole image darker. Because I don't want the whole image darker. Just make this, I make this mask here. How I create this mask, basically I duplicate this original image. And I make this mask with this mask tool here. Now with levels, what I do, I isolated this black white color from this black color here. Now I get this mask and then I tell after effects that use this mask made here. If we said this track, get after effects this mask Alma made, we get this effect. This is before and after. And then I bring opacity to 50% This is 100% of this effect. But I said this just 50% here. But you can make this very easy in Photoshop or any graphic editing program. The next thing I do here is this glossy direction pass. We save this glossy direction here. Basically, I said this to screen blending mode if we said this to normal and if we increase opacity to 100% we get this. When we said this to screen, we add some glossiness to these highlights. Here I use only 10% of this. This is before and after. Not too big difference but we just back some details here. I use the same with this ambient occlusion. I said this to soft light. If we increase this to 100, this is affect what we get. But because let's now said this to track made. I don't want this effect to affect land. And this part in foreground I use this is pass Alma made. Basically I tell blender white color, put this effect, dark color. Ignore this effect. This is pass here, this is before and after. But I said again, this maybe just 20% or ten, this is before and this is after. I just add a little more details on this stone here. You can see before and after the next I use this collation and in almost all my renders, you can see when I increase this to 100, I get this red glow on the edges. I also very low value of this. Let's quickly create this. But I in my last tutorials also if we find edges after effects will find the edges here. Now I go with tint. I color these edges to red color here, orange color here. Now I click Invert. To invert this effect. And now I go with fast box blues, just to blue edges here, because now they are too sharp. And let's set this to normal. This is reason why we don't see anything here. If we now set this to 100, we can see how this look. Now I need les. Okay, let's see how this first. This is find edges. This is within the two red and now I add fast box blue here, maybe to six levels. Now we have too much this and with levels we can just remove some parts. Let's increase this to ten. Now if we set this to screen blending mode, we get this red glow effect on these edges. Okay, now I will set this maybe just to 20% this very subtle. After that, I use some overlay here, but you can see that this is not so visible if increase pass, you can see this fog effect here. I found this overlays on this link here. I will share this Youtube video with you. I will paste this here. Overlays. You can just click on this link and you can download this pack here. This is how this look, you get, I think 12 of the overlays. Now you can, for example, bring this one in any graphic editing program. If we said this here, we can press to scale this down and we can use screen, for example, screen blending mode. What I do last time because we have this missed past here. Let's say this. Okay, now we can set this luma mate. We will add this fog effect only where is white color. But we need to tweak this because we have a lot of white color. Also in foreground, we can go with levels under med pass. We use as lumasicly remove this from foreground. We can set this only in background. Okay, this is what I do last time. We can now bring opacity maybe to 50% Now we have folk in background. After that I add this film convert color grading. This is not free Don. This is paid Don. But if you don't have this Don which is not cheap, you can maybe go with Lumetri color and use some free ad bloods from the pack here. If you go here under Creative, you can find a lot of this. You can play with these values and you can use any of this you like. But all the effects are too intense, the slots are too intense. Just be sure to bring opacity down. But I will for now disable this and I will use this film convert last time with this here back skin tone on land dog, what I do last time. So basically I go with new and solid color. And I choose from here some skin tone color. Now I said this to color blending mode. We get this. After that, I create from this original image on this part here. When I said this to glumat, I get this effect only on this face here. Okay, I create mask on this part here, but I also use this original image as Alma, this effect only on this gland face. If I press for opacity, if I bring this up you can see effect I get this is before and this is after. But I use maybe just 10% of the 20. Next is this CC light. This is effect I found in after effects. If you go search here for light ray, you can find this effect. Now we can set this to position where we have a lot of lights. We can now just play with these settings. I will now set this to 100 so you can see better. If we increase the values, we get more. This effect, if I go here, for example, just for test, to 200. And if I bring this down, we get this effect. Now we can use this maybe screen blending mode. We can bring opacity maybe to just 20% and this is before and after, but this is too intense last time, maybe bring this value a lot down. This is just a quick way to add focus to this part here. But this is obviously too intense and I keep this value very subtle. The last thing we have here is this land cover. I made this overlay here, basically land title and this title down from strip. If you like this effect, you can set this over, okay? This alpha value, this part is transparent so you don't need to do anything here. This is how this, this is before and out, and this is the final result I get. I hope you'll learn something new and see you in next tutorial.