Dark Alley scene - Full Blender Cinematic workflow | šime Bugarija | Skillshare
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Dark Alley scene - Full Blender Cinematic workflow

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.

      Class Introduction

      1:47

    • 2.

      Preparing the textures

      7:03

    • 3.

      Asset modeling

      4:34

    • 4.

      Fixing UV

      27:53

    • 5.

      Materials improvement

      9:26

    • 6.

      UV and materials

      2:57

    • 7.

      The missing part

      6:13

    • 8.

      Continuation of modeling

      22:24

    • 9.

      Asset two, fast modeling

      8:47

    • 10.

      Dark alley scene - Introduction

      4:47

    • 11.

      Buildings asset package import

      9:25

    • 12.

      Scene blocking

      10:03

    • 13.

      Ground, cables and details

      11:48

    • 14.

      Neon signs and decoration

      7:19

    • 15.

      Asphalt

      6:01

    • 16.

      Puddles, pebbles, garbage

      14:36

    • 17.

      Import assets from Sketcfub

      9:59

    • 18.

      Lighting, passes and rendering

      10:05

    • 19.

      Post-processing introduction

      4:25

    • 20.

      Smoke in post-processing

      9:36

    • 21.

      Shadow and ground

      13:45

    • 22.

      Emission and glow

      5:42

    • 23.

      Details in the sky

      11:20

    • 24.

      Boke effect

      8:52

    • 25.

      Post in Blender Compositor 1

      13:00

    • 26.

      Post in Blender Compositor 2

      15:39

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About This Class

Hello and welcome to a new step-by-step blender class where we will create this scene from start to finish.

The entire process of creating the scene is recorded, so the class is suitable for beginners.

Considering that a good part of the scene falls on buildings, and for the buildings I use my Editing Buildings Asset Pack (which I will share with you), I decided to divide the tutorial into two parts:

In the first 7 lessons lasting about 1 hour and 20 minutes, I talk about how I created the Building asset package. Although I will share the asset pack with you, I think the tutorial has much more value if you learn the process of creating assets, rather than just inserting them into the scene.

From lesson 8, the creation of the Dark Alley scene begins. In the following 16 lessons lasting about 3 hours, we create this scene step-by-step.

The post-processing part was done in After Effects but also in Blender Compositor.

I recorded the After Effects part because it's part of my normal workflow, after that I transferred everything to the Blender compositor for users who only use Blender so that only Blender is enough to follow the tutorial.

In addition to the Building asset package, I will share with you the neon sign asset package as well as the smaller garbage and ground package and the final blender file where everything is together.

Meet Your Teacher

Level: Beginner

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Transcripts

1. Class Introduction : Hello, and welcome to a new step by step lender Tutorial, where we will create the scene from start to finish. In this tutorial, I will show you my workflow for creating cinematic renders and share a large number of assets with you. Since the buildings make up a large part of the scene, and I'm using my editing building asset pack in Tutorial, I decided to split Tutorial into two parts. In the first seven lessons, lasting about 1 hour and 20 minutes, I talked about how I created editing building asset Peck. True, I will share the asset pack with you. I think the storia has much more value if you learn the process of creating assets rather than just inserting them into the sea. From lesson eight, the creation of the dark scenes begins. In the following 16 lessons listing about 3 hours, we create this scenes from start to finish. The post processing part was done in after effects, but also in Blender compositor. I recorded the after effects part because it is part of my usual workflow. But after that, I transferred everything into the Blender compositor for users who only use blender so that only blender is enough to follow the tutorial. In addition to the editing building asset pe, I will share with you the neon sign asset pack, as well as the garbage and ground photo scans in the final vendor file where everything is together. 2. Preparing the textures: Let's now build one of these assets and as you know, I build 212 these assets. For this practice, I decide to build this one with. Let's see how this look. This is solid preview. If I press z, I can now switch to render preview, and you can see how this look. First thing we need to create this work is texture. I found this texture on Google Maps. You can see how this look. Basically, what I do, I take a screenshot and I save this as texture. I will also share this texture with you, so you don't need to do this and this is how this. But I will also quickly show you how I made this texture. Basically, I have one small program, which is called light shot. You can find this pre program online and you can starle this quickly. And what I do, I basically I will just call the address of this folder, and I just press print screen on I try first line up this and now on my keyboard, I will just press Print Screen. I just save this part. I will call this test, and let's now save this. But of course, you don't need to use texture from Google Maps. You can find textures on a lot of website and most popular website is texture.com, but because textures.com is not anymore free. I talk before what I think about not free assets. I cannot share this assets with you. This is a reason I use Google Maps. And one big advantage using Google Map texture is that source of these textures are limited. Basically, you can find million of these buildings and you can take any of this you like. You can convert any of this building into a texture. Basically if you like this part, you can just take screenshot and you can start modeling. Only one thing you need to avoid here is sunlight. You can see that we have shadows here and satellite here. You need to avoid this For example, this part here will be good as texture, but this one here. It will not be good because we will get all these shadows here. For example, these four buildings here have nice texture. If I do my assets now, I will just try line up with my camera, and I will just go with print screen and maybe take screenshot of this part here. One note, this is not a high resolution texture, but I also don't need the high resolution texture because for example, I will model only this part here and to make building, I will just put this on repeat. This is not building pack, let's go. You can see it basically that we have here maybe five textures, we have texture for this part, this one, and this and all these are just repeat, and if we now go to render preview, this look pretty good. But if you, for example, Zoom, place camera to here, you can see that this is not a high resolution texture. I don't know why someone will use camera, for example here. This don't have sense. When we use buildings, we put camera pretty long from this building, and that's the reason why this resolution is pretty good. But let's back to this texture we download from Google Maps. This is our texture and we need fixed few things here. We have this tree here, and I will show you how I do this. For this use photoshop. I'm not photoshop expert, but I just do a few things here. First, I also try to avoid even we don't have sunlits here. I also try to make this texture more flat. I usually go to camera Row filter. You don't need to use photoshop for this any graphic editing program have these sliders. What I usually do, maybe if this is too dark, I just increase a little exposure. I like to avoid the shadow, so I usually move this right and these highlights to remove this highlights. If we go to right, we get more highlights here. I will move this to left. If you want decrease texture here, you can also add a little more details if the next step is to remove this tree from this image and also this part here. This day is very easy to do this in photoshop because we have this AI tool here. Basically what I need to do, I just need to select this part and I just click here to generate the feel. You can see what we get now, basically, we remove this part. Now generate feel and generate. Let's see what we will get. You can see that we remove this three and this look pretty good. We always get three options and you can choose one you like. Just to be clear with you, this is not a Tutorial. This will be blender tutorial, but I just want to show you how I get all these textures because textures is something we will use to create these models. Let's try remove these branches here. If you don't have a photoshop to use this AI tool, you can just try find buildings without this mess. For example, this one is clear here and also this one. This is before and this is after. 3. Asset modeling: But let's now start with Blender, so I will close these files. And I will open new file. Click. You can just click here or you can go with click and click here to blender four point. Now I will copy address of this folder where I want to save all these files. I will go with file save Let's just call this modeling practice. Now I will press A to remove all these things here. We don't need and delete. And now I will go with Namped one. So with Namped one, we go to front ptographic, or you can go with view viewport and front. Now I will go with shift A, and I will go with images plan. If you don't see this, you need to go to it references and you need go to dos and s. Images and just enable this add on here because this is add and I will now go with shift image images as plain, and I will navigate to the texture here and let's use this 58 here. This is number 58 because I I first made 72 of these screenshots before I start modeling. I just choose this one with number 58, and we will also maybe model this 73. But just to no reason why I put this name here. You can see that this is not line up as we want. I will go again with umpt one and I will go with r x. If you go with rx, you can rotate this on x xs, but I will press r x and night. To line up on 90 degrees. Let's first check normal. If you don't know, blender have one correct and incorrect side. If we click here under overs, we can check phase orientation. You can see that behind this red and red is not correct. We want in front of us this blue side. I know that this is correct and I will now just turn this phase orientation and we can now click here to go to material preview. Or you can just press z to open this step here and we can now click here, material plea. And now we can see how this looks, so we can start modeling. And to start modeling, we need to go to edit mode, or you can click here and go to Edit mode, you can just switch between object and edit mode with tab on your keyboard. I will go to edit mode, and we have here vertex s edge select and pase select. You can skip between this 12 or three on your keyboard. For this, I need edge select because we will now with loop cuts isolate the parts here. First thing I will do here, I will go with control r, and I will just move this left to separate these two parts, and you can, for example, now go with three to go to phase selection, and we can now if for example, just move this, we get this. We want extrude and the shortcut for extrude. If for example, select this phase and if you press E, we can just move this out, or you can also use this arrows here. And let's now go back to front putographic Q with amped one, and I will go again with two to switch to select, and let's first model this right side here. You can see that this is stretched. The lines are not straight here. We have big mess here and we can fix this UV editor. But let's first add Q loop cuts here, for example, to this line here. 4. Fixing UV: You can see that this is not straight here, so let's now open UV editor here. First, I will just split this window to half here. When you see this cross here, you can just move this on right and let's open shader editor, because we will also need to improve this material later. And if I press n, I can remove this step, I don't need and on left, I will open UV editor here. Let's now try clean this mess here. We can, for example, use this white concrete here. We don't need to remove this so we can add maybe another loop cut here. For example, we can go with E or E Y to extrude this on y axis. We don't need y for now, but in some cases, you will need also after E press axis, where you want extrude this. Let now when we have selected this part, we can for example, press A, and we can now reproject this to this area where we have concrete. I will go with G and move this do. Because I want to avoid this part out of this image and also this part here, I will just press S to scale this a little. Let's now fix this stretch part here. So I don't have any clean part with this bricks here. Maybe we can, for example, reproject this here. Let's see how this look, but this is stretch, I don't care too much about this. I will just also project this here on this. With the er, you can rotate this a little to line up with this part here. One thing you can also do, we also have here in the UV editor vertex select edge and phase. You can just with select this part here and with G. If you press G, we can move this. And we can also press S to scale this a little. Now we don't have this stretch part, and I forget to remove this part here from my image. We can also fix this quickly. I will try isolate this window here. Now we can select only this part here and let's now just move this maybe on left to avoid this flag here. Let's also do this here. L et's now fix this part here. I want to isolate this concrete or tile part here. Let's go again with control R and to cuts, and I will now select all this part and I just want to avoid this bed projection here. You can see we have door on this part. But let's select this and now with holding shift. We can at same time select Wit shift, we add selection. I want to select this and this top part. With shift, we can basically add selection. But you can also if you have a little more experience, when you select this part, with, select all parts between this part. If I go with control, I will select also this one here. Now I also want to select this part here. I will go with shift here and control here and maybe shift here and control here. Now I will go with E Y to true this out because this part on this image is that let's open this texture here so we can understand better. I think this is not the case here. Maybe a little out of these bricks, but let's extra this, but not too much as I do. Maybe just a little. We fix this UV projection here, but now also fix this part. What we can do, we can basically press A to select all of this and if you just press S, you can see that we don't have too much control. This is very sensitive, but if you press S and after S shift, you can be more precise. Now it's much easier to work when you hold the shift in the same time. Now I will just go with drug mouse and this is called box selection. If you press B, you also get this s. This is basically shortcut for box selection and now I will press G. I will now press S to avoid the bricks here. We can also select this part here and S. Just to be sure to avoid the bricks here and also we have. We can move this part. Let's again avoid this flag here. I can now press G to grab and if you just want to move on x axis, you can just go with G and x. You can see that now this is perfectly straight here. Let's also fix this part. I will go with control r. Basically, we line up this texture with what we do now. Let in this step also isolate this wind of ski. I already isolate this one. Let's now do with this middle one. Now we can continue line up this white part. I select all of these three, and now I will just select this as just be sure to project this on white color and avoid all these bricks. And Let's now fix this bricks here. You can see that we project also this part, we don't want here. We also need to fix this. Let's start. Let's select this one. You also want project as many of these bricks. You don't want to do this, for example, we have now only two bricks here. I will try take as many bricks here, but I also want to avoid this white part here, and I also want to avoid this shadow here. If we go, for example, with test y. I don't want this shadow here because blender will when we go to render preview, blender, will create shadow here. This is also important. So try avoid shadows and highlights. Let's select this one. Scale this down. We can also you can see this line here. I also want to move this little down to make this parallel with this line here. Let's fix this one. G to move this down to scale and S y two, stretch this little on y axis, and maybe try make this little more parallel. What you can do, also, you can just project on this area on top. Basically we have bricks here and here, and we will get basically same. We can maybe make this little bigger and little stretch on y axis. Now we can also fix this white part here. Again, just one thing you can also do we can basically select all these parts in the same time. If you now press S, you can see that we stretch from origin, which is in the middle of these objects. E go in center. But if you switch here from not here, from bounding box to individual origin, you can basically stretch from individual origin of any of this part here, and you get this. Basically, we can quickly fix with this tool here. But I will do this manually so Let's now just press S and we can play with each of this part. S and S is what I use now. We fix this part and let's now play with this one. What we can do here because I select all these parts here. We can basically just fix this part and we can select this top line here and we can basically go with G Z and move. But before I do this, I see that I have this part here. We can also model this and add more details. I will go with Control R, and let's isolate this part here. Basically you modeling according to the details you see on this photo. We can see that we have shadow here, and I want to avoid this V editor, so I will select this part and maybe we can just go with S Z, scale this axis and I will go with G Z. Now I will use the individual origins and just scale this. Little here. Basically, we get only this bright part of this texture. But later when we add bevel and when we go to cycles, preview blender will create shadows and all these things, and this will look pretty good. But I also want to extrude this out, so I will go with E and y to extrude this on y axis. One thing I will do before I click anywhere. I just want to create bevel, so you can go with Control B and with scrolling mouse, you can add bevel. I don't want bevel this part here, so I can go with E select and with withholding control and just drug, I can remove this part from selection. This is not so important, but I don't want to create more lots I need for this or more geometry. I can now just go with Control B. I now see that I forget press record when I do one thing. But what I do basically, I just add loop cut here with control R and fix this projection here, and also I add one loop cut down and what I do I basically. I also add loop cut to isolate this door here. Oop cut here and also this window here. So just add one cut here and also one loop cut here here and here to isolate this part down. And now I can continue with fixing. I fix this UV editor, and let's now with shift. I will now select this part and just the same process as before. Scale little down and maybe err to line up this at with shift. Holding shift, you can select this part. Scale to line up this a little. Let's also fix this part G to rotate this ale and let now. I think I reproject this before, so let's now fix this one. We have four phases here. A to select all S to scale this down and maybe G to move this up and maybe to rotate this sit. Now this part. I can also project this maybe here or let's project this to this area here, S y and let's go with to rotate this a little. Now this great part here, A to select all G to rotate and also the four phases here. A to select all G. And also this part here. A, G and maybe r to rotate. Select this part and with holding control, we can select all this. Now what I will go with E to on y axis. If you want, you can see that we have stretch part here, so what you can do with control. Select first part and with holding control, we can select all the sloop here. Or you can also use old. Basically control is for shortest line. If for example, click here and if we click here, Blender will find shortest line between these two phases. For example, if we go with control and click here, this is shortest line and now if we again go with control, Blender find this line here, but we need to click control a few times. But if you go with, Blender select all one loop here. But if you go closer to this edge here, Blender will find now this loop. We want. Now we can go with Q projection, and we can fix this part, for example, if project to this G, we can just project to this concrete here. And now we fix this stretch part. But if you want, you can For example, select maybe just these bricks and now, I will go with UQ projection to reproject this again, every night. Now you can just project this on these bricks here. If you want to keep these bricks. But let's now fix this do this door is to stretch. What I will do now, I will try go with S Z because we have this part down, we want to avoid. I need to stretch this door. This is the only way I can fix this door here. Now I will go with G. I just want to make this parallel with this image here. This will not be perfect, but it is much better than before. You can maybe move this little up. And Let's now also try fix this door at. We can now add line loop cuts following this door here. Let's add one more here and one on top. Now we can again start fixing this mess here. We want project this on this green. I will just go with S X to scan this on x axis and let's see so we can go with S Y and just be sure to project this on this green color. You can see that we line up this part here. Also here S y, just to avoid this glass part. We can add one look at here, and let's also project this part. This don't have sense to be glass on the bottom, so we can also. Project green part. G project down scale. We can now also maybe extrude in this glass part. E y and extrude this inside a little. If we now go with tab to object mode, we can see that this is lined up pretty good. We don't have any stretches anymore. Wit shift, you basically add one by one selection. With control, we select short line between these two phases. But if we go with both, control and shift and if we click to this edge here, we will select basically everything between this one and this one here. That's what we need here. Now I will go with A. S to scale, S Y, G and to rotate this And just project this to this green part. We can also go with S x to scale this on x axis. Now again, control shift and click here to select everything between. Now let's try line up this a little better S y. This is better than before. If you want to add more details, you can now start isolating this part here. And fixing V, so we can add maybe one look at here. But I think this is maybe too much detail for this thing, which is not which will be usually far from camera. But let's also add these details. I will go with S Y again just to be sure to project everything on green and e y, maybe you can extrude this out. Let's now avoid this green part from this glass. Move this here and move this down. Okay. We have a little green part here on this area. Let's now do same with this window here. I didn't extrude this and I also forget extrude this window here inside. I think I can fix this if I now again go with Z and material preview again with control shift, select everything inside here and let's go with I'm not sure what I didn't select this part. But what we can do, we can basically select with box selection. This just drag your mouse and we can basically select everything here. Let's now go with E Y. This is not correct from one reason when we use this box selection because we are perfectly on front portographic view, we cannot select this side part here. We can select this only if we are in x ray mode. We can be in same time in x ray mode and in material preview, and we can now just drag and select all this part. And this top parts. Now you can see that we select also the side parts here because we are in x ray mode. Let's now go with Y and now we can move everything here. Let's now again with old select all this sop projection. I will just we are here in individual origins, and now we need bolting box. We can now just project this on this wide part here. Now we fix this stretch part here, and let's now play with this windows, Numpd one, and let's select hold this part, this window, and let's select also with holding shift, we add selection. Let's select ad also this selection here and let's add also this selection here. Now E inside. Let's now fix this bit projection here, so I will just move thistle. This little on right side. This here and I also want to line up with this stretch image. This part here, so I will go with G Z. Stretch little this down and with R, maybe line up this little better. Again, of course, you can fix this projection here, you can see that we don't have anything green here, but that's because this camera angle cover this part. We can basically select this part here. This makes sense to make this green part here. I will go with Z and project on this green part here. And also you can do it on all these windows. I think this part is too big, so I will just take maybe this one A, z n, G and project on this green part. Project is down. And maybe also this part of. We can select all this with shift toward selection and just reproject this on this green rain here. You can see that this middle part is projected on left because this image is stretch. This is middle of this window here. Basically we can just reproject this here, and we can now fix this part here. Also this part should be green, so this window don't have this middle part, but we can make it here. Let's also fix this part here. 5. Materials improvement: Last thing is these two frames here, one here and another one here. Z n t. You can also maybe project this here in middle. Now what we can do now, we can select all these glass parts here. I will create new material, so I will call this building base. We rename this material now to building base, and I need now glass material. I will under material tab here, click plus, and I will call this glass. What we can do now, we are basically now in shader editor, and we have selected this glass and we can now delete this principle, and we can go with glass. This will be glass material, and we will improve this glass material later, but now we can now select all these parts. We want to assign this glass material. I will go with control shift to select all this part and now to switch to another area shift and control shift again to select all this part. Now again, shift and we can now go with just control or control shift here because the same now again shift switch to another part control. Shift Control shift control. Shift control here. Shift is to add selection again, and control is to select shortest line between the three. You can go manually 123, but you can also go with shift and control. Shift control. Because we have all this part between, we can go with control shift together and click here. Control maybe shift control. But if you are not beginner, you can just go control shift and select all this between. These are parts I want mark as glass and assign as glass and now I will select glass shader, click Assign. We have glass shader which doesn't look good in material preview, but we will improve this later. I just want to fix these little parts here, so this should be green also. You can see that we have big mess here in UV editor. I will go with shift and control to select this part here. Because we have this mess in UV editor, I will go with UQ projection. Again, to reproject decent let's project this on green, and this part should be also green. Q projection. Uniting and rotate this project this here. If you wonder what is this projection we see here, that's basically default mode caps, which comes with blender, so you can change this here to see how this look in another HDRI or this mode cap. I will back to this default one. But we are now in material preview, and let's now switch to render preview, so we can go from EVE to cycles. Cycles is more realistic than But the first minute go to render preview. Let's see in ev how this look. Now it's same, but we will now load the HDRI. I will go to cycles, switch to GPU, because you don't want too much samples, you can see every time you make change blender calculate to this 1024 samples. This is too much for just preview, so I will go maybe to 33. Here is final render, but we will not do any render here, but you can also reduce this down. You can see this gray color here. That's because in world settings here. By default, we have this gray color or lighting from this gray color here. But I once switch this to HDRI. To download HDRI, you can go to Poly Hen. Polyvn.com and you can go under assets and HDRI, and you can just choose any of these HDRI. You click here and just download this one K is enough just click here to download, and then you have this HDRI. Downloaded, but I have a lot of the HDRI already downloaded. I can just click here and I can click here to environment texture and now I can open this texture, but you can also go to world and you can see that this is basically same. This is just a simplified version of this node here. And I will also click here. I have a lot of this here and I will choose maybe this one. But I don't see this in background, so I can click here and I can go under film transparent. Now I will just see lighting of this HDRI, but not HDRI in background. But first, you need to go to edit preferences, ds, and you need search for node angular. Search for node and activate this node angular, and now you can go with control. Select this node and control T. And you get this mapping node. Basically, what this do. I will for second enable this. If you slide this z axis, you basically rotate this world, and this also affect your lighting here. You can see that we now get shadow Okay Let's keep like this and we can now change strength here, so if we want to add more light, we can just tap here three or maybe. For some reason, I unplug this because I pressed before control. Be sure to plug this surface. Now if you want more light, you can type here, maybe 35. If you want less light, you can go maybe 0.2, but I will take this maybe one. Maybe 1.5. Let's now improve this glass shader. First, I will go with Shift A and I will search for transparent BSDF, and if we have enabled node banglar, so you need to go to edit preferences add on and search for node and click here to activate node banglar. We can with holding control shift and right click. We can mix these two shaders, or you can just search for mix shaders and you can mix these two shaders. Now we have basically transparent glass. But I like to go a little more on left because this glass is already transparent. With this, we will just add a little more transparency here, maybe 0.2. Now I will go with image texture, and I will also plug. So now we have basically white color to glass. But what I like to do, I like plug this also in color input. So we basically back some of these details from this image to our glass. You can see how much details we have on this image here and if we just plug this to color, here we basically back some of these details here. Details. If we want to emphasize this even more, we can go with mix this glass with diffuse. I will go with diffuse BSDF and what is co roughness. If we plug this here, If we now with control and shift and if we mix these two shaders. Now with this slider, we can decide how much we want these details and how much we want this glass shader. But because we also have roughness zero to this diffuse, this will also look like glass. I will not go to maybe 0.1. 6. UV and materials: Next thing, I will do here, I will import another texture. I prepare for you. Texture folder, we have this concrete texture here. I will now drug and move this inside blender, and let's now go with control shift and click here on this node to preview only this texture. This look good, but this texture is stretch, and you can see that this is stretch. I now, for example, go to edit mode, you can skip this part, but if for example, select all these parts here and if you can see here that this is stretch and if you now, for example, want to scale this, where we back to this texture, you can see that we destroyed this main texture here. I will go with Control Z to undo this and now I back this UV projection. To be able to change this texture without destroying this one, we need new UV map. So I will click here under UV maps and I will call this I will just keep this Up name. If we don't have plug anything here, for example, if I go with Up and if I don't have plug anything here, blender by default, take this default UM or first one. So we can keep this empty, but we can just plug this here so that we know that we use this UV map, but without this blender also by default takes first UV here. And because we don't have plug anything here, Blender also use this UV map, but we need another UV map just for concrete. So I will call this concrete, and now I will go with another UV map. And I will select this one here, and let's now plug this here. In UV editor, we basically work with this UV map here. If I, for example, go to edit mode and, for example, press A to select all and also A here. If we move this, you can see that we now don't destroy this main U map or main texture here because we now working with this concrete UV map. I will go with control shift and click here. Now I will go to A, and Q projection. Now when we scale this, you can see that we play only with this concrete texture here, and we keep this texture untouched. Now I just want to scale this until this concrete look. 7. The missing part: This will be a quick update from future. It seems like I forget record one part in which I create this building base material. Let's delete all this, except these two textures. Let's also delete this concrete map. This is what we have in beginning and now, this is texture of this building here, and we have also this concrete texture which look like this. I will go with F 11, and this is how this concrete tur you can download any concrete texture from Internet. It is not so important. Now because these two textures are not the same dimensions if we go with control shift, in here. If we want, for example, scale this texture, if I go here under UV editor, and if I now go to edit mode. If I for example, scale this texture to make this look better. Now I destroyed this texture here. You can see what we do. I will go with Control Z. I make this U and to avoid affecting this main texture here, I will create new one, which I will call concrete. Now I will go with UV. This first texture is this main texture, and I will plug this here and now I will go with. I will select this concrete texture and I will plug this here. Now, when I select this second UV or concrete, I can go to edit mode, and I can now scale this concrete texture. Without affecting this main texture. Let's now improve this texture here. What I do last time is what we usually do in blender to improve texture. We can go with color ramp and we can use this concrete texture also in roughness input. I white part let's go with control shift here. White means rough and black parts means shiny. You can just now play if you want to make this bricks shiny, you can just move this right or you can add here more black color. But we don't we want to keep this pretty rough, so I will maybe bring these black colors more to white. We can also add little of this concrete in cool input. What I can do, I can go with another cool here. And let's plug this here. Now I can multiply this two textures. If I go with control and shift, and we try click, I can mix these two textures, but I let's isolate this texture. I want to keep on black parts of this concrete texture. To keep only black parts, I can go with multiply blending mode. Let's back this material and You will see what I get, so If I move this closer to left, I choose this first texture. If I go more to right, I add more of this concrete dirt here. And we can now use combination of these two textures also for bump. So I will go with bump. Let's plug this to height and this two normal. But because in bump, we want to plug only non color data textures, so we can go with cool and this will convert this to black and white. This is version with color and this is black and white version, so we can use this to bump. Now I will just bring this, and I think I want in this, you can see the bricks. Let's try in this. I think now this look. We can now just scale this down. Okay, so I think that's basically all. I forget to record, and now I create this metallic version, so I can just click here to plus and I can choose this building. 58 texture, and now I can click here and make another variation. And you can see that we get this 001, reme this two metallic two. Now we can use also the two add little metallic part. I think I record this part. Now we have another version and now we have metallic version of this base material, and now you can go to edit mode and, for example, se this part and click assign. But I think I record this part so you can skip this for now. 8. Continuation of modeling: Now I will go with amp at one end. Let's now try isolate these parts here. Let's see how this look. I want this door move inside. But let's first move inside, this big metal part here. We can first reproject this and now I will it this main material here and just be sure to back this main UV map because we now don't play with this concrete we play with this main UV map. Now et to scale this S. Let's now scale this to here and Just be sure to project all this to metal part. Now I can go with y to move this little inside. Now I want move inside even more these doors here. I will go again to arterial tribu and let's add one loop cut to about here and another one here. Now we can select all this part and we can go with y and move this inside. I will select all this part here. And withholding shift, I also want this part and Q projection. Let's now back these bricks here. Z 90 scale this down and just project to these bricks here. Let's also fix this top part, which is also stretch. I will go with click here and with control shift, I will try to select all this part. This now works, and I will go with projection. I'm not sure why Let's try go with. This part here is stretch a. This should be like this. I'm a little confused because scale is one. But let's go with project from you. And I think I get the same problem, but I will just try project this here to see how this look. We can also we have better part of this texture here, so we can go with z 90 and can just try project this here. But we can see that these bricks are too big, so I will add one c in mile. We can for example, I will select all this part, and now I will Go with as to scale this to make this bricks smaller. Now we can just select this right part here. This left part here. We can basically just move this down. I think this don't have too sense to rotate bricks to this direction. Let's go again with A. Let's project try find one nice piece here. Okay. This look now bet. Let's now continue with extruding all these parts here. I will go with amped one, and let's go to edit mode. Let's first make this extrude these doors inside. First, I will isolate this and so let's isolate this window here. But let's this door inside. E move inside, and let's reproject this We see only one small piece of this door. I just want to avoid these corners here. Now we can fix this part. Maybe we extrude this too much, so I will make this to here and let's now. I forget select this part here. G Y to move this back and now we can again, you can just all, select all this loop and projection. And now, I just want to project to this metal plaque here. So Z 90 this is now better than before. Let's also select this part here and we can project this to this white area. Here, and I will in this area, I will avoid this white co here. If you want, you can even, move this inside. And we have another type of door here. Avoid. Let's go select A and scale this down. S X. Just avoid these bricks. We can see here. We can extrude this white part little inside. Let's add one loop cut here. Just select this part here and let's now scale this inside. Okay. Let's try line up this with this part here. And I want to extrude all this part out. I will select this part here with control shift this area and shift and control this area here and also this area here. Let's go with E Y to this out. The windows here, you can see that this go inside a. We can now select this area. Et reproject this be scale this down. We can again add I will fix this part here. Let's see how this look. First, I want to add one look at here. Let's select this area, and let's now go with Q projection. And S x to scale on x axis. S Y, and let's try now rotate this with S Y again. Now I will just create frame to these two windows. Control are here, one in and one on site, and another cut for this part. Also one down. Now we can just reproject this area to make frames here. Select this middle part and let's maybe reproject to this area here. You can see how this look and we can also do same with this part here. We can now just select First, I will select all these parts here. With contro **** select all this area, and now I will shift, I will skip to another area and control here and now. All inside, and now we can select this glass. With shift and control and now E Y. Move this even more inside. Before I click anywhere, I just want to assign this glass material here, go to material properties, select glass, and click assign. You can see that we basically assign this glass here. But I move this at inside, so let's bag this here. Now we can just assign another part of glass here. We have glass to this area. I think this is also glass and this part. I'm not sure, but we can assign this also as glass. All this part here is glass, and let's also assign this glass and we can assign this glass with more diffuse. It will be also glossy, but we can see this texture here. I think we are almost done with this part here. We can just fix this with control shift, we can select all this part Q projection. Scale this down and maybe reproject to this black area. If you now switch to render preview, we can see how this look. We can make this metal material. If we now select this. No, I will just click first plus and building base, and I will make this metal. Building base metal. Now we can select all these metal parts here. We shift control shift together, we can just piece by piece, assign this metal material. Assign and maybe this part here. Basically, I go with shift to skip to another area and now control and to select all this area, but you can just go with control to select shortest line between two phases. Shift and control down shift control. L et's now assign this building base metal. Let's now change this view poor display color. Let's set this to green. We know that this metal material to this area, and I will also assign to this area here. We can also assign this as metal and also all this area. If you select more than you need you can select with holding control and just remove this selection. I removed this part here, so I can just go select this again and assign this material. Now when we have all this selected, can you can again go add metallic to this. But one thing you can also do, you can basically add this concrete texture to metal to define this metal texture here. Let's see how this one look. I will go with another cool. I don't need to touch these cos I use for roughness and. Now I will plug this here. And let's see how this look. All white part, White part in blender means value of one, and black part means value of zero. Because if we want more metal, we need move this to one. Basically, if we plug this metal. All this white part from this texture will be metallic. You can see that we get a lot of metallic here, but if you want to reduce this, you can for example, slide this or to write. Again, in real world material is metal or no metal. But because we have a lot of dust dirt and paint on this area, I think this have sense to put some variation in this metal texture. Let's see how this look in render p. We are almost done with this texture here. I think this bump is still too intense, so 0.1 is enough. But one thing is to increase realism here and that's bump. We have all these sharp corners here. We just need to go to edit mode and we need manually add bump to this area. What we can do, we can go with A to select all and control B to add bump to all this area, but this will create a lot of unnecessary loop cuts. I will go manually and I will go with edge select. Same as for phase selection. W select first edge here and with holding control, you can select all these edges between. First, I will select this most extruded part to add stronger beavel here. I will just select the parts here. Let's go with this one. Basically, again, I go with shift and control to select all this area between. Shift here to switch to another area and control. Shift control. Let's level here, shift, shift control, and we can also this top part select. And maybe this part here. Shift and control and just click here. We can now add one bigger level and later we will we will select all this smaller area. Let's select this one here. Now I will go with Control B. And I will hold shift to move this slightly, so I can now be more precise with shift, and I will add two loop cuts here. Maybe two is even too much for this low poly object, but for this part, I will add two loop cuts. Now if we go to render preview, you can see that we catch this light on this area. We get this nice reflection here on these edges. Now I will just quickly add the devel to these smaller parts here. Control to select all these lines here and shift control here and shift control. Now I will go with control B to add one bevel. With scrolling mouse up, you add more bevels. I think this is enough. Basically, this is a final result. This is how I created all the elements. I will go to act browser, and now you can save this piece in your act browser. I build this building with all these elements. First, I create model all these elements, and after that with all these elements, I make these buildings. And this is ground, so these elements are all elements for ground. For example, if I and one thing we need to fix here, you can see that if you press n, you can see dimension of this. And you can see that this is very small just 0.3 meter on Z axis, and we need to scale this a lot, these door are about two meter. We have maybe 5 meters here. So we need to scale this a lot. F and now control A and apply scale to the scale to one. Let's try maybe move this object here. A R. I think I make this too big. Let's go with control A and apply all transform. O Z axis is forten That's because I didn't apply to transform, so we need to 5 meters five or 6 meters on axis. Now if we want building, we can just play with this new asset. A. And some of this part can go on repeat. If I go with Control R, I can just increase this RA modifier to make this thing go on repeat. But I talk a lot in instruction video. When you download the asset pack building asset pack, you will find about 40 minutes long instruction video, so you can learn a lot about this asset pack. If we for example, import one whole building here, let's go with non plash key. Basically, you can see that this building is just consist of pieces ground and from this building base and for all these categories here. Basically all these buildings are built from this assets here. 9. Asset two, fast modeling: Didn't save my last update, so I lose all this information. But this is not important now because I record everything. I just lose all these bevels and these tiny things. Before we start working with Acine, I will just model another part with this texture here. But this will be very quick because I just want to show you that now you don't need to spend a lot of times in this object because we have all these materials. What we can do now We can basically go with shift image images as plane. Let's now load this material 73, and I will go with x 90 to rotate this on x axis, and what we can do now, we can basically remove this material, and I will go with building base here, and I will just rename this to building base. 73, because I call this material 73. One thing I need to do now, I just need to replace this 58 material with new material. Because I already lode this, so I can just change this here. And one thing you can note here. We basically have this because this is new object, we get the f UV map. But in new object, we don't get this concrete U and lender tell here that something works. You can see this red color and to fix this just add new UV here. Concrete. And now you can see that everything is okay now. But if we go, this look pretty okay. But what I like to do, I just like reproject this with projection. And we can now reproject this heat. And now I know why this is stretched because If we swish to concrete M, you can see that here is not stretch. That's because I get all time this problem. And you can also see that when we select here, we also get this in this UV editor. So when you can move this middle mouse button, and when you move this all to right, you can basically see with which you work. Now, we come back to this material here, and let's see how our roughness look here, so this is also k. We can just quickly start modeling, and I will now back here to this image here. I will now just try line up this. We can delete all the top part. Select this edge, delete vertices and we can just isolate this part here. And this part on bottom. Delete so delete vertices, and let's now select all this part. And Let's select this ma because we work with this main texture, and now we can go with G and we can just try line up this. This look pretty good and now we can basically just maybe extrude this E Y. We can go again with Control B to bevel this. Let's now line up this part. Now let's see this ness. We can extrude this on y axis, and we can on even more to get these steps here. Now we can s maybe this t too. And maybe we can bevel even more these two parts. Also, let's line up all this middle part. T line up this. But let's isolate this window. Now we can go with D out and control again. If you want to move this down, and you can see that we basically stretch this texture. To avoid this, you can go with double tub G. W double tub g, you activate this correct phase attribution. But you can also keep this activate all time and you can move this. But just be careful with this option. Sometimes you don't want to activate this, so you can go with double tu G and you can slide this. Now I will select this glass material glass part and go with Y, move this inside. Now, I can again go here and I can search for glass. Let's select this glass more diffuse. And click here to plus to create new variation of this 73, rename this 273, and if we now assign this here, we get this because we need to change this 58 to 73. This concrete now world because we add this to hold this object, and now we can just back to material preview assign this. We have this glass part here. We get this model very quickly because we have everything. We have all these materials already set up. And now I will just delete this part here, delete vertices, because I'm not in X remote, I get this problem, so be sure to go to Xramde, delete vertices, and now we have this part. What I like to do when I have this part with clean part, which can go to repeat, I can go with add one cat here and now I will select all this, the x and p separate by selection. Now, if I go with click and set origin to Geometry. I have two parts. One with this glass and one which can go nice on array. If I now add here modifier, I can basically make whole work from this. We can see this same here because this texture is not perfect. We have shadow on this side, but maybe we can try add here, and maybe we can delete this part, delete vertices, and now this is a little better we avoid the shadow here. Now we have three assets, we can re next time. We have now nice building base. With this, we are done with this first part of Tutorial, where I explain how I build this as assets from my asset building asset pack the next part of Tutorial, we will just use this building in our C. 10. Dark alley scene - Introduction: L et's now start with the main part of this tutorial with building this dark all sine. This is my render folder and from time to time I save some of this render, so I can compare before and after and you can see how progress of this look. This is one of first render and you can see that this look very bad, but then I start adding details and re render this and again, go to post processing. Most of these things happen in post processing. You can see how look render from blender. This is rendered from Blender, but I also export Blender all these maps, for example, emission, glossy direction, mist shadow, and later when I combine all these things together, I get better and better resolved. Of course, I also use some overlays. For example, you can see this. You can see how this work progress. And also I add new assets, of course, and I change this guy. This one is very bad. Later I add this one and I also add this head here and new lights and also new assets to new non sin assets. Boke step by step, this become better, and I hope I will show you how I get this in this tutorial. Mm. So this is last result I get and this is my final result. In this tutorial, we will do a lot in post processing because you can see how this look directly from Brender. And I think when I use a lot of volumetrics in my scene, I need to do a lot of post processing. For example, when I do my last autorial, the oldest few, so if you this tutorial, I didn't do too much in post processing. Basically, this result here is almost from Brender. I just do some color correction in to after effects, and that's all what I do in post processing. But when I use mist, I realize that I need a lot of doing post processing because these look pretty bad. For post processing, I use after effects. But because this is blender tutorial, I will try as best I can do in blender composite. I think in this tutorial, I will go parallel with after effects, and I will also try that effect in blender compositor because I know that a lot of you don't have after effects or don't use any other post processing program. It will not be same like this one because I also use some paid don and Color Correction tool. We don't have in Blender, but I will do my best to try do something similar in Blender. This is how my blender file looks like. I think I will share this blender file with you, but I will just adopt some things. For example, this guy here is from Blender market and I paid $5, and I use this guy a lot basically every time when I try remove this guy and another one. I always back to this guy because I don't know. I like this post and always look nice in rent. Let's this guy, so But I think most of you also have in your Asset browser human model, so you can use any of this, but I will replace this guy with free model. Just know, this is not affiliate link or paid advertise. I just use this model a lot in myc. 11. Buildings asset package import: Let's start with new Brander file. I will copy address where I want to save this file and I will go with Brander. File file save and let's save this file. I will call this coy. Tori. First, I will delete this cube and point lamp. We don't need this. Now I will go with select camera and I will press n. On X axis, I will set this to 90 degrees for beginning and I will press Nampa seven to go to top ptographic, and I will line up this with worlds world axis. On Z axis, I will set this to zero to line up. Here will be our buildings. If we go with amped one, you can see that this is camera on 5 meters on Z axis, and I will set this to one. I want to get this effect that cameras pretty close to ground and we look a little up because I want to put in focus all these buildings. I do this artwork to promote my building ASPE, and that's the reason why I want to put these buildings in focus. I want to go with camera down and look a little up. Last time I go with this rotation value. First, what I usually do. I split this window here. And on left, I will press Nap zero. We go to camera view and we can see what we do on left and we can work on right. I will press n to remove this step here. But before we start with the blocking scene, I will go to cycles GPU and maybe set this to 22 and also for final vendor. We want to speed up this ale. For resolution, I go with 1201600 to get this vertical aspect ratio. And let's now create ground. I will go with shift a plane. Let's make this big. Let's move this about here. But before we continue, let's talk about building asset pack because we now need important buildings in our s. I will share this asset pack with you. When you open this asset pack, you also get this video instruction listing about 40 minutes. If you have time, my recommendation is to watch this video. Phone. You will learn a lot how this work. I also talk here how to add this to Acid browser. But if you don't want to add this to Acid browser, this is also k, you can just open this blender file. And you can from here. If you want, you can click here to material preview, but it will take some time, maybe a few minutes depending on your computer to load all these textures. But to copy one of these buildings, you just need select one of this object, for example, this empty, and if you scroll mouse, you will see this selection, this gray part. For example, when I select this one, you see this selection. You just need to go with right click and select object and you can basically copy this object and you can paste this in your scene. Building is here. You now just need to select this empty cube and you can place this into position. But I will not do this because I save this to Act browser. And now I will open asset browser. So this is my recommendation to save this to asset browser and you can use this very quickly. You can just drag and drop this to your scene. So I save this to this holder, and now I can just choose building I like and I can just drop this to my scene. And I get double of each of these assets. I think that's because I have backup of this file. So I have this file here, and I also duplicate this. I don't know here. I'm not sure why, but Blender basically saved this file two times. Before we continue, I just want to explain how Asel browser work. So we have here building blend file, and we have here Asel browser where all these buildings are saved. So this is main blender file where I store these buildings. And when I take any of these assets, and when I move this inside my blender file, you can see what we get. If I click here, I only have this collection, which is empty. Basically, if I, for example, need to turn this light on, I cannot do this inside this blender file. Basically we don't have anything to edit. We don't have any material here. There is one thing we can do to change this, but don't do this now because this is not correct in my opinion. If you need to edit this building, you can do this inside this blender file, but you need to make this instance real. So basically, what blender does venue drag and drop this from asset browser, Blender basically just make instance of this object and place in this scene. So this object look like is here, but blender just copies settings from this blender file. And for example, if I change this is building nine, if I select here, building nine. And if I change light here, for example, if I switch from the version tonight version, so I will go to shape the editor. Now I will switch from the version tonight, you can see that now I turn on these lights. Blender will basically turn on also lights here. But I think we need to reload this blender file. We cannot see any changes now. If you need make change under this blender file, you need press F three, and you need for make, se he make instance real, and now you can see that we get all this wether basically copy from this blender file, all these assets and all these materials and now store this inside our blender file. But this is not good because we now get a lot of things in our scene and our scene is now heavier. Because we want to keep this optimized, I think I don't want to do this here. I will go with Control Z. And I will remove this building here. Instead of do this here, I will just go under this blender file and I will just turn on light because now I need this light on. Now when I back with Napa slash key, I know basically that these buildings have two materials, two different materials inside. One is night Apartment one and second is Apartment two. For this number one, I Now I will just move this to left. If you want, you can just click here to preview so you can see that we switch from day version to night, and I will increase this value to five because I know that this value of one is not strong enough, and's this is material. This is night emission apartment. I will also move to left and maybe increase this to five. If we now go just for test to render preview, I think all this building should have light on. I have a duplication of this material, so I will also move these to left and go value of five here. 12. Scene blocking: Now I will open dark all blender file. I think this should work now, so I will go to render preview and I will try to import one of these building here. You can see that this when we change in original blender file, this also affect our asset browser. Now we don't need to make this instance real and change any of this material inside this bender file and we will save a lot of memory. Let's now start blocking scene. Here on left, we can see how this look and I will now go with MampD seven. On left, we want render preview. But I will set this maybe just to ten. We have just nice preview and I don't want to slow down my computer too much. Now I will search for building, which looks like which fit in this scene. I want a lot of these structures here and these stages and similar things. I think this one is nice, so we can bring this here. Now I can just start placing this in our scene. On the right side, we don't need to render p, we can just be in solid. I just want to avoid these intersections here. And I will not take look in my original or last blender file. I will just randomly drag and drop any of this building because I don't want to make the same copy of this. But one thing I need to set here, I will select camera and I will go to camera settings here and last time I use 30 millimeters for focal length here. Here you can see difference. This is my re file. If you want to use this free program, you can go to Google and P ref. And you can download this from this link here. Next time when I need reference, I can just drag this and place here. I can in any time just Zoom and look for references. For example, this camera angle here is If you want to get similar look, you need to go with maybe panoramic and you need to go with eight something like this. You get all these distortions in this example here. All these references are something I save from time to time on my instagram, when I like something I just save and also on the pinches here. But let's back to our blender file. I will go with np seven and let's move this camera. Let's make this to 30 millimeters. So this is still and I will go with p. You can see that we catch on h of this building here, and I will move this to about here. You can see how this look on left. But if you want to dark this area here, you can go to camera settings and port display, I think you can just increase this wall to 100. We can now see only inside our camera. Let's try more nice buildings here. I like the tape, so I will import this here. I will go with Z n to rotate this on Z axis. One thing I need to do. You can see that this camera is on x axis perfectly on 90 degrees and last time I go up. I said before that I want to look up to see more of these buildings. I will increase this notation to check I go with 100 t. Now we can see more of these buildings here. But I think I will move out and let's Move this to about here. But I will place this building here. Maybe I can found a better building for this. Let's see our reference. Let's make a little more space here, and let's search for another building. Maybe this one. Because I also say these assets separate, not just buildings, I can just go to under decoration and I have this stage here, so I can easily add the stages to this building here. I can just drag this here, and I will go with Z 90 to rotate this and I can just place this stage here. Let's search for another building. I will this to this building asset pack. You can choose any of this building, but this last two are very old and I like this for this scene, so I will place one here. And z n to take this. We have the nice stairs here, so I will place this one here. With all these stays here and all these details, we get nice silhouettes. This is the reason I like these buildings with these things. Let's maybe this in front. We have some empty space here, so I will bring this building here and I will go with Z. I can go with G Y, G Y and Gx to move this on x axis G Z, to bring this little up. Let's see how this look. Maybe we can place this in background somewhere. Maybe we can go with n and place this here, le more in background. Wit Num I will now scale this up and let's bring this about here. Let's use another one with these stairs here, so I will place this here and let's place this here in fore ground. I will place this one. If you want, you can also duplicate this with all D, and we can now place. For example, one here, because this will not be so visible in background. We can keep the nice lights here, so we can just move a little inside and we can keep this building here. But this will not be so visible in background because we will add volumetrics later and we will basically see only these front buildings and all these things in background will be blur. The reason I don't see this building here, I think because of clip, so I will click here to view and I will type 10 here. Or I think under this is viewport clicking, this is what I see when I select the heres, but let's try under camera clipping. We need to add 10 here, not here. 13. Ground, cables and details: And now I will import my guy in scene, and I didn't decide yet which model I will share with you, but I will share with you one free model of human, and you can use this one I share with you or you can use any one you like. I will paste this here. L at time, I place this 12 meters from camera. If you want to get similar proportion in this render here, but you can also place this human where you want. If you want place closer to camera or further, you can do this is not so important. This is all about look you want to get. But last time I placed the 12 meters from camera, I will go with cube and I will type about 12 meters here. And I will move this camera a little out. Now it's similar like in my last C. In my last blender file, I use concrete or ground texture from let's see from Quill bridge. This is model texture I use. What I do basically, I go to Quicksel bridge and I download a lot of these assets I like and I save this also to my asset browser and the next time when I need some of this basically just drag this here. I can I will now switch to material preview. And now I can just drag this asset. For example, this material. Here and I can change quickly to new material. I also download a lot of these assets, not just surfaces. I'm not sure, but people talk that Quick cell bridge is not free. But every time when I open this application, I can download any of these assets for free. I think you need to sign up with Epic game account. If you log in here or sign up with Google account or Facebook, it will not be free, but for me it's always free. I use this more than maybe two years and every time when I open, this is completely free. But I don't to use this application. Even you have blender. When you have excel breach add on inside blender, you can just click here and you can download this side blender. This just don't work for me. Every time when I click here, sometimes I get this material inside blender, sometimes not. What I do, I basically spend a few days downloading all these assets. I need and I download this to my computer and then I save this to asset browser, and now this is quickly and easy. I don't need to download anything from Internet and use this son, which don't work for me. But because Quick cell bridge is not free, and I read these facts. I cannot share these assets with you. I will find one free material for you, which I will apply to this ground here. But let's for now just make this treat a little better. I will go with control r and I will add maybe one cut with control B. I will go with g x to line up with this treat a little. We can now go with easy to ext this down. And get this nice edge here, so I will go with GZ and with holding shift, I will bring this little up. I just want to get this nice edge here. You can move this with Gx if you want. On left side, you can turn off this overlays. We don't need all the overlays here, and we cannot see too much of this edge here because we need Bevel here to make this more visible. I will grab this go with control A and apply scale. Select these two edges and let's go with Control B, and maybe one cut here. Later, if you want to move this inside, you just need to select all this. You can again go with Gx and this will also work. With this object here, I go to local view and I do this with Nampa slash key. This is how I can isolate only one object, and you can select this object and go to local view and Tg local view. And Let's now continue with adding details. If we look at this reference, we can see that I add these cables here, and I do this with simple curves. You can find a lot of paid addons on Blender market, which for for the, which works on cloth or geometry notes. Basically, you just place origin here and another one here and blender. This add ons create these cables, but I do this manually last time. I will do this now. I will place origin here, and I will go with curve zer curve. Let's go with Numpad seven. Z 90. Let's move this here and Z. Now I will go with tab to edit mode, and let's now select this here z. Now I will just move to this building here. More inside, and let's move this here. Now we need select both of this and we need click subdivide. Now we get extra point in middle and we can just move this here. If you press S two scale, you can stretch this. One thing I like to do I want to line up this little so er y. Because you can say what we have here, so we need to go with er y two line up this salta. Now we don't see anything in P because this don't have any depth and we need to go to curve properties here under geometry bevel. We need to increase this bevel with holding shift, we cannot here. I will just create black material here. I just call this black and I will now choose black color here and I will bring roughness on left to make this more shiny because when you make this more shiny, you get more highlights on these edges here, which is nice. Let's just bring this thickness little down. I think this is value of 1.1 centimeter here. But we can also type here two CM, so 2 centimeters. Now what we can do, we can go with dy I will go with SZ to stretch this little on Z axis. I will now just if you want to change depth of this, you need to go with D y. Basically with s d, we make another variation with all D. We just make instance of this object, and now we can maybe make one of one centimeters thickness. I will also now move this little down and maybe we scale this down, and we can now also play with r x y, x to scale this on x axis and just make a lot of variation of this A to D y. Place some of this do. L d y, and I will select both of these and let's go with y. Maybe something like this. Sx alter divide. Let's place some of this down. Let's go with test z so we can stretch this source on the axis and dy. Place this here. X, you can do with you want. If we press F 12, we can always preview how this looking render preview. Sometimes you need to wait a more for first render. This is what I have for now, and this guy is not on ground, so I will fix this 14. Neon signs and decoration: Another asset pack I use a lot in this project is neon sign asset pack. This is also my asset pack, so you can see all these neon signs here, and I will now play with this, and I will also share this asset pack with you. Let You can also place this under asset browser, but you can also just open neon sign asset. I have here ne se asset. Now I will just start playing this assets here. I can basically place same assets I used last time, so I can place this gar logo here. I will go with old r to clear rotation because when you stick to these buildings, you can see that this change rotation. But if you press old r, you can basically cle rotation to zero. Let's place this logo maybe here. We have a lot of this. You can use any of this. I think I used last time this one. Yes, we have this one here. Let's place this here and the old R to clear rotation. Now I want to go with z z minus night to opposite direction and let's try to place this here. But I think I will place something here because I want maybe some store here or something, and we have only this clean wall here, which I don't like, but for now, I will just place this asset here, neon sign here. And Let's also place this coffee, which is in front. I will go place this here R. But you don't need to follow this image. You can maybe you can get something better than I get last time. And I like also this hotel neon signs. You can see this in background with this arrow, so I will place this somewhere in background or tar to clear rotation and scale this zn to rotate this. Here. Maybe we can make this big. Let's save this file. Let's just put some of the assets in background. We have this hotel. N sign here and maybe we can place this ice cream in background. R to clear rotation and let's place this here and with G Y, we can move this closer. We can also place some of these billboards maybe here and just make this. United to rotate this and let's place this somewhere in background. G Y and maybe we can bring this little up about here. My this open sign in maybe. And some random may be here. This Western Union, and we should rotate this z 180, but I think this will not be visible. Let's place one here. G may be somewher Z. But later when we add volumetrics, all these things will not be so visible. This is before and after. With J, you can switch between these slots. Next time when I need render, I will set these 24, and when I press 12, I will render this slot four. Basically, I have slot one, two, three, and I can compare before and out. We can also with these assets under building asset p and decoration. We can place maybe few air conditioners here. For example, this one and Z mighty. No Z -90. So we can place one here. T St 15. Asphalt: It is another day here and this is what we have for now. Let's now upgrade this ground floor or let's place here asphalt texture. I searched little on Internet and I found this texture here. This is on bg.com. I just click here and search for sword. You can download any of these textures if you like more than this one, but this is what we will use in this storia. Without registration, you can just click here and download, for example, one K or two K. I will use one K resolution, and I already do this. If you click here, You will start download and this is and I made this texture folder and here you can see how this texture look. I will now go with Control C to copy address of this folder here and I will just select this ground floor here, and I will now go to Shader editor. Let's also split this window. When you see this cross move this on right and let's open here UV editor. Now I will just call this AS and Let's switch to material preview. Now, when we have enabled node angular, we can just select this node and we can go with control shift and T. Hold control shift and T in same time and now I will just paste the address of this forder here, and let's now select this color roughness one of this normal displacement. Let's now click here, principal texture setup, and the node wrangler will connect everything in right place. Now we can go with. Let's go with P zero to camera vi, and I will move to see better, and now I will go with tab A to select all and now we can go with Q projection to unwrap this and now we can press A left and S to scale this. We can also switch here to render preview or material preview. Okay let's switch to material preview. Let's now try to make this to about real world scale. I will scale this even more. Okay, let's scale this little down, and I think this should be about real world scale. Let's now upgrade this texture here. If we go here under material, we can click here preview, and we can see that this doesn't look good. Let's see what we can do here. I think we need to play with this displacement. We get the default numbers here, but this is way too much, so let's bring this to 0.1, and let's bring this scale 2.1. This is still too much, 0.05 or 0.03. Maybe 0.02. I still think this is too much, so let's bring this maybe 0.005. Make this more glossy. I want to make a fact that this ground floor is wet because of rain, so I need to increase this roughness, or I need to add more black color to this roughness input. If I go with control shift here, I can see how this looks rough and I will now go with cool M. Let's place this here and now I will go with control shift and click on this node, and let's move this on right. When we move this right, we get more wet floor here. But this is maybe a little too intense, I will just bring this. I will just add little more white color here. If we move this all to white, you will see we get rough texture here, but I want pretty closely texture here, so I will bring this down. Let's now press F 11 to bring this image preview here and now I will go to slot two, and I will go with F 12. This is before and after and let's just make more contrast here. Let's see how this look. I will move this white color maybe a little on left. And I will add little black color here on whites and let's now make test. This is what we have for now and I will now do one thing I didn't do last time, I will make this little more bright. I will go to here under image editor and I will just go with search for render result. We can do this in real time. If we go render properties and under color management, I will just increase this exposure and also gamma. I will not go too much so I will set this 0-1 and maybe this to 1.5. Now we can see better what we do here. 16. Puddles, pebbles, garbage: Let's now add all this garbage here and all these imperfections. I will share with you the ground photo scans. I made these photo scans a long time ago, but they are still useful and this is how this look. I will share this blender file with you, or I will maybe upload this and I will past link here, Google Drive Link. I'm not sure. Now, when you open this file, this is how this look and if we go to render preview, or this is material preview, but you can also go to render preview. And you can see how this. You can take any of these photocans. Basically, this is just ground photo scans, people and similar things. You can take any of this you like, but I will try go with this one. I will go with copy objects. Let's set this to slot four. Now I will back to T view port and let's now just place this here. I will switch here to render preview, and let's now go with paste object here. And we have our object Here. Let's now move this right. Now I will go with paste key to isla atonic this object, and let's see how this geometry look. I think this is pretty dense, geometry, so I will press A and mesh clean up. That's in my geometry and maybe I will delete half of the vertices here, so I will type here 0.5. Now we delete the half of these vertices, but this is still high detailed object, and I will go with Ma Pestsk. Again. Let's now just place this in our scene. I will go with G Y, and I will go with G Z and with holding shift, I will move this light. I will just intersect with this ground. You can also go with D X and Z to rotate this on Z axis. You can also switch to solid preview. I add here this green Por color. I need to select this and you can see this up display color so we can easily see what we do here. And Let's go with all the X. Maybe scale this down and g z. Before I continue playing with this, I forget one thing, I want to add these water puddles. You can see here, and we can do this easy. What I will do now, I will go with shift and right click to place origin here, and I will go with play let's scale this S S y. I will now call this water. I will also add the under view for display blue color. Let's just quickly create water material, so let's move this here. I will just go with glass and transparent. Shift. Shift and transparent, and I will just go with shift click. To mix these two shaders and let's plug this surface. Let's move this more to glass, so you can see that we have a lot of transparency here, so let's maybe set this 0.2, and we can also add bluish color. Now I will select this water and I will go with G for z axis and with holding shift, just move this little down. We now just need make holes to make this water visible. I will select this ground here and I will go with tab to edit mode, Control R and move this about here. Let's disable this render preview because this just slow down our computer and I will switch to material preview, and let's now one loop cut here. Now I will select this part here and let's go with subdivide. I will add one cut in the middle to make this more square. Now I will select these two phases and click subdivide few times. I will go one more time. Now we need to make holes here. To do this, I will use proportional editing and I will select this vertex select. But you can also go with phase select and let's now just with holding shift, select few random phases here, and now enable this proportional editing. Now if we press G, We grab this and now we can move this down or up. But I will first press g and I will press shift to move this slightly. Now I can be more precise, and you can also scroll mouse up or down to play with this brush size. One thing you can also do, you can also play with the brushes here. I will maybe try this random. Let's see how this looks. G shift to move this slightly and let's move this down. You can see that we get different effects here. But for now, I will just move this photos right to see what we do. I will go with control Z because I don't like this brush here. Let's first move this right let's now go with tab. Let's go with this smooth brush. G, Z move this G Z and shift and move this slightly down. M one paddle here, you can see on left how this look and let's maybe with holding shift, select view of this. I think we need to make this bigger, so I will go with S X. Te to go to edit mode, and let's now go with G Z. Let's try play again with this random Brush here. Let's now try with this route. And you can also scroll mouse down to make this brush smaller. Now when we have these water puddles, we can play with this photo scans again. I will go with G Z, move this down. A to D x G Y. Z to rotate this, maybe scale to make this smaller to dy again. Let's place few in this tans here. L et's also play this view of this here. So G Z to bring this up Z. You can also go with S z to scale this on z axis. This will not work. A to D x and let's place this one here, r z. What you can also do Let's go with Sx to scale this on x axis. We can also try rotate this. If we go with x, no to rotate this on y axis. And if you now press J, we can see before and after. And Let's now open another blender file. I will also share with you. I will close this ground photos. I will now try found photocs here. I think I call this garbage. I will also share this blender file with you and you can open this. This is what you get. This is basically just photos of t. We can just grab a few of This is moly per and some random things. I will select a few of these things and I will go with copy objects. Now I will open my blender file and I will place this object here. Before I click anywhere, I will just press M, and I will call this garbage. For example, because we will put a lot of these things here. If we make this in one collection, we can select this easy so we can for example later.'s go here, right click and select objects. We will select everything in this collection here. Now I will press pass slash key to see mesh density here. I think this look, maybe we can reduce little this one. Mash clean, that's miometry, 0.5, maybe 0.1. If you press L over this object, you can hold this mesh and me clean, that's geometry maybe 0.3. Let's now place this in our scene. I will go with G Y. You can just random replace this object, so I will go with G Z and I will intersect this with ground. Let's make this object bigger and now we can go with By may be placed view of this in distance. This is how this looks. This is before and this is after. Last time, I also use three objects here on ground, this trash photos this is also my photo I will go with copy object and because I will share this blender file with you. I will just replace this guy here. You can just open this blender file and if you want, you can just copy this trash. Now I will add field here. If we select camera, You just need to go here under camera properties, and you just need to enable depth and field and select focus object. Focus object will be this guy here. Now if we go now when we go down with this F stop, we will basically get more depth and field here. You can see that this work under material preview, this also work under solid preview, just need enable that field here. But let's jump to material preview here. And that this value of 0.1 is too low, so I will bring this to 0.5. Even this is also too low. The last time I also add this one even closer to camera. I will just copy this object and I will paste this here close to camera. But you can just go with all dx and you can just move this manually here. You can see that maybe this is not visible, but I also play some things close to camera here so we get this blue effect here. 17. Import assets from Sketcfub: I also place this trash here so you can see how this look. This is photo scans, I download from Sketch fab and I will also show you how you can download this. But for now, I will just copy these objects and I will paste this in my C. So I get these objects here, but I'm not sure if I if I can share this object with you, so I will share this link with you. So you just need to go here under Sketch fab garbage, and you just need to taste this link here. Now you can click here, download three D model. I think you need to make free profile, so you can just log in with your G mail account and you can download any of these objects, but I will go with FBX. Let's now open this object and I will go with extract files here. So you can now copy this address and under sourced, we should have here our FBX object, and I will extract this again. Okay we have here texture and FBX object, and what you can do, I will for now just open another blender file to show you how this w. Let's copy address of this folder and Now I will delete all these objects because I don't need this file import FBX. Now you just need paste this address here and we have here our FBX object. We get this. First thing, I usually do, I go with tab to edit mode, and you can see that we have a lot of vertices here, let's reduce this with mesh clean up. That's im geometry, maybe 2.1. You can also go with maybe F three. Merge by distance. We can merge this closest vertices here. For now, I'll remove only one of this because blender will merge by this distance, which is 1 millimeter. I will increase this to 1 centimeter. Now I remove only nine. Let's now remove any vertices which are closer to 10 centimeters. Now we remove more than one and maybe I will increase this 2.3. So we now remove 24,000. I think this is now okay. And let's now just check a this texture here, so I will go under Shader editor, and you can see how this look. Because we don't have any normal map here. I will delete this. Let's now go under preview here, and let's switch to material preview. First, I will check this texture and how big it is. This is 2 megabytes which is, so I will not do anything here. But we can just add some roughness detail here. I will go with cool Let's plug this here and let's see how this look. All black color will be shiny, so this will be pretty shiny. All this part will be pretty shiny, so I will reduce this a little. And we can also add some bump details from this image. Again, just plug this to height and this to normal. We get a lot of bump here. This is too much, maybe 0.1 and 0.1 here. Now you just need to go to copy objects and you can paste this object where you like. You can switch to material or render preview, and you can play with these objects here. This is my blender file we're working on now, and I will just go with paste objects here. You will get something like this or G y scale this because this is too big and just a z rotate this on the axis. Or you can go with G, y. For example, one here. You can just go with D X and Z to rotate this on z axis and maybe place one here in distance. But I will for now dealt this. Now when you know how to download things from Sketch fab, you can search for a lot of free models. For example, you can search here for garbage. You can choose any of these models. I think if I click here, download, I will get more free models. When you see this icon here, you can download all these objects for free. A and you just need to check which model, you can find here, usually FBX OBJ. So if you go with file in port, you can see all these formats that bender support. You can also go to CG traders. These two are most popular. These two are two most popular website where you can find a lot of free objects. For example, if you search here for garbage and click free, you can see that we can find here a lot of free models. I also have this models here. I just model this last time very quickly, so I will show you how this look this concrete barrier or something. I will switch to material previ I'll just quickly show you how you can model this, but I will share also this model with you so you don't need to do this. Let's scale this little on y and little on x xis and little on. Apply scale. Last time I just go with control here, select this phase S X. L et's now also scale this S x. Control B to bevel this and this is mostly I do last time. Scale this a little more, maybe control B. And you can with just select all this loop here and maybe level this. Extrude this little down. You can also level this part. That's basically what I do, and then I add this concrete because in these buildings here, I use a lot of this concrete ture when you click new and when you go with shift and image texture. If you search here for concrete, you will find this concrete texture. You can just plug this here to base color. Last time, I also mix this with mixed color, and I also add this brownish color here. I will make this more dark. We can also go with blending mode. With this blending mode, we will basically put the color over this concrete AI material. Let's go with maybe u saturation value and bring saturation and value down, something like this. But let's first go with projection to project this little better and again, basic things with color ramp and plug this to roughness. And the two bomb. To height and this to normal, and we have a lot of bump here, so let's bring this 0.1 and this. This is how I get this basic model. I just put some seams here because this can be sometimes visible in render, so you can just go with control R. Control B s down all t, along normals, and you want bevel here to make this visible without, this will just be cut here. Select this part, Control B maybe add one level here. When we now switch to, so you can see how this level here is visible. And if we go all to 90 degrees, this one here will not be visible. 18. Lighting, passes and rendering: This is before and this is after. Now this is before and this is after. Now is the most important part lighting. This will be very quickly because for lighting, I just use two objects. I will set this 27, first, I want to create volumetric effect here, so I will go with shift, and I will go with cube. With this cube, I just want to co who s, I will scale this on axis a X. Now I don't want to make this to be this visible in render, so I will go control a apply Skage first and I will set I will select this object properties and visibility, I will set this no visibility por display and I will set this to bounce. Now I will click here and I will create new material and I will call this volume. Now I will just delete this. Let's now go to render preview, and now I will go here with Shift A. Search for principal volume, and I will plug these two volume. Now this will be completely dark because this value is too intense. Last time I go with 0.0 75. I also bring this anatotrophy to about 0.3 or 0.4. Now we have a lot of mist here and we need light which can go through all this mist. For this, I will go with shift and light point. Let's bring this up. To about here and maybe to about here. Now, I just need to increase this value until I see through this volume. I need million of this power here, so I will maybe go with 1 million. 60 and I think I will go with 10 million here. Yes, this is value I used last time, so you can see the effect we get here. Now you can basically play with position And you can see where I placed this last time, so behind this building and here, let's go with a numped one to see position. So let's now in similar place. But you can of course play with this and you can also add here color. But because I will do this in post processing, I will not play too much with this. But you can see that we get different effect when we place color here, and I will just place this 20 Okay. I think this look good for now. This is how this looks. So this is before and this is after. And you can see render time before was 20 seconds and after is like over 1 minute, you can see how this volumetric increase render time. I think this guy is too close to camera compared with this one. So now just move this further and I will make final render. G Y, Let's place this here. For final render, I will go maybe with 400. But before we make final render, we need render more than just one render pass because we need to convert this very bad render to something which look similar like this. We can do this only with passes. We can export from Brander. The passes I need I can enable here under layer, and I need mis pass But I cannot just click here and I cannot think everything will be okay because miss past have properties. We can change underworld. Te. We can by default here. Miss pass from 5 meters to 25 meters. I think we can switch here to material preview first. When I switch to material preview, I can click here and I can Preview here passes. We can see now here combined, but I will now switch to mist pass here. You can see how this look when we change this value, we get more depth here. Because I have very close object here. Near camera, I will set this all 20 to get more depth here, and I will now just quickly measure this distance. You can use this measurement tool, but I will just go with cube and let's see how big how much distance we have to this last building here. Let's scale this here. I will go with value of about 100 meter here. I will type here 100 meter, and you can see that we basically get gradient 0-100 meters, so we cover all scene with this mi path. Now I know that this mi path will be good and I will now back to layers here, and I will enable also glossy direction ambient occ here. I will also enable emission path, so must be here so emission path. Now to download these passes, I will go to compositing and I will click here, use nodes. If you have enabled this backdrop, you can go with control shift and click here and you can activate this backdrop and you can press V or V out and O V to Zoom. And we can now review all these passes. If I go with control shift and click here, I can preview these passes, but we need to re render this again because we activate these passes after render, so we need now go to render image. Now if we go with control shift and click here, we can preview how this passes looks. You can now download this one by one, but this is not my suggestion because for example, you can go with F 11 and you can search for UR node because this is UR node now and you can go with file, save S and you can save this one by one, but you can also save all this automatically. I will do this now. But before I do this, I just want set this to PNG 16 bits. I'm not sure if I select this at the beginning, but just be sure to select this because we need more information here and Now I will go. I will just make folder render two. For example, and I will now copy this and let's make this to composite. Now I will search for file output. File output and let's place this here. Now I will click here under nodes and properties. Now we have image output here. But let's first set this folder here, so Accept. All this we have here, we will save in this folder. I will plug image to image. You can rename this, for example, to main like main image, and let's now add another output here. I will call this mist Let's now plug mist here. L et's like this again, and let's add new one, which will be GL for glossy direction. Let's add AO for b into pluion. Let's pug AO here and let's add one more and this will be for emission path. Let's plug M here. Now we need go again with red image and let's do this now. Render image After rendering this, we sh get all these passes here. After one or 2 minutes, we get this. This is all passes, we need in post processing. 19. Post-processing introduction: This is what I get now directly from Blender and this is what I get last time with post processing. Even this image look better for I and more pleasant to watch this image is more realistic. For example, if you just go to Google and search something like Mist in Town, you can see that mist look similar to this image on left than this one on right. But even this image is more realistic and more physically accurate that we want to make something like this because this is art and art is all about cheating. We want to make something more pleasant to I than just realistic. For example, if we go in my pe re file, you can see that all these artworks are basically just cheating. All this is done in post processing because all you can see here is not realistic. For example, you can see how this person is dark here and you can see all this globe effect. For example, here, you can see contrast between blue and red color and all this folk, you can see this renders, all this is done in post processing. If you want to make something super realistic, it will not be good as this renders. Basically, to make this image like this one, we need to make few things here. First, we need isolate this man more from background because for example, if you just look this images here, like small tans. You can see that we cannot even read this image here. We can we need to put a lot of effort to see that this guy is here. But if we for example, look this mis pass, you can clearly see this silhouette of this guy here. To make this image better, we need first to know what we want to do. First thing I need to do here is make this guy more visible. We can do this if we make more conscious between background and this guy here. Something like you can see in these renders here. You can see contrast between the main character here and background and also in all these renders. Sd thing I want to do here is make more depth in our scene. We can also do with this mis pass. In this image here, you can see a lot of depth because you can see this dark part in foreground and this bright part in background. We need more depth also in this final render here. These two things are main things. I think, but to improve this image, we can add a lot of cinematic things like glossy ground and shadow. We want to highlight this shadow and make this ground more glossy like I do last time. And of course, this globe effect. You can see in a lot of this render this globe effect. I also want to add this always look cinematic, so we will add a lot of this misted later. Glossy ground be in background, and we want to make more depth separate foreground from background, and we want to put this guy more in focus. So we need to make more contrast here. Now when we have all list we want to do and when we know what we want to do, let's now start with after effects. But as I promise when we start this tutorial, first, I will do all this in after effects and later I will also try do what I do in after effects in later compositor. But if you don't use any of this program just blender, you can also just watch what I do in after effects and later when I finish this part in after effects, I will try to convert everything from after effects to blender composite. 20. Smoke in post-processing: Now open after effects, and I will copy address of these folders so I can import all these images in after effects. I will click a new composition from footage, and I will now just import all this inside after effects. But for now, I will just keep this main. So we can start with this main combined footage here, and I will say this to full. First, I will start with isolating this guy from background, and for this, I will use one package of fog overlays. This is how this look. I have this folder I save all this overlays. I found the from time to time. And I have this folk overlays from this guy here, so you can I will share this video with you and you can just go. And you can watch this video if you want, but here I found this link and you can just click here and you can download all this overlays for free. I will use maybe two of these, so I will go with this fog six and F ten. I will just put this in after effects and I want to separate this from the passes here, so I will click here to add the new folder and I will call this fog for just overnights. I will just move in this folder. Now, for example, if we set this over this composition, I will press cups to refresh this and I will press S to scale this down. I want to place this behind this man. I will scale this even more down and place here. Now I will set this to screen blending mode. Screen will delete all these blacks and keep only white colors here. But how we can put this in front of this guy here. We can do this with miss pass. I will now bring this missed path here. I will rename this I will click here to miss one because we will make a few of this, and I will now back to this composite here. Now I will go with levels. This level is similar like color ramp in blender, so we can play with the blacks and whites. If we now, for example, move more to right, this looks like we move in three this pace. We can basically use to t to tell after effects where to put the fk here. I want put this behind this guy here. I will now just move this until this guy is almost completely in black here. Now when I disable this, I can I can click here and after fax to use this as mask or. After a fa in blender, this is for, I will just click here, and I will enable this. First, I need to enable this main path here and I make one mistake. I need to one, not dismiss PNG because this Miss PNG is without these levels here. I will set this to miss one and you can see how this look. If I now click here to see to p here and I want to isolate this guy. I want to put this guy in black because this fog overlay will be visible only in this white area. I want this right and let's see how this look now. If I play with this, you can see that basically I put this fk more in distance. This look pretty good and I will now press S and maybe scale this to 18. Maybe bring this little down. Now I can also set opacity because this is too intense, I will press maybe 250. Let's now quickly put more f in background. For this, I will use this for ten. Now I will go with S. Scale this, may place this here. Screen blending mode to remove this black black and let's scale this little more down. Now, if I set this again as Luma made with this pass, which I control with this mis pass and enable this here. I basically get fog on the same position, but I don't want I put this more in the t. I will go with Control C and Control V to create another mis path. I will click here to preview. If I click here, I can only preview this. I can basically disable this for second and preview only this mis pass, and I will now play with this. Let's place this more in distance. Now I will disable this again, let's place this here and let's now set this second mis pass as mat factor. You can see that I basically place this more in distance. But you cannot see this effect clearly because this F six is on 50% opacity. If I set this to 100, you can see this better. But I will set this to 50 and I will say this f, which is more in distance to maybe 20. I will press t and I will say this to 20. Now you can see this effect, we have this in the foreground, which is more visible and one layer of fog in background, which is less visible. If I now click here, I can isolate preview only this main pass here. This is basically before and after. I will also show you how you can do this in blender later. You can see that this already look much better. Because we now can clearly see this guy here. What you can also do you can blue this fog, for example, if we search for fast box blue, we can just blue this fog, for example, with the value of ten. Let's save this pile. I will just call this tutorial and I will save this. Let's now continue with post processing with this glossy direction. Pas, we can just back some details, and we can back this glossiness here. I will go in after effects and I will just put this glossy here for this, I usually use screen blending mode. This is to intense, I just want back some of these highlights here. I'll press t and I will just go with maybe 10%. This is before and after. Last time I add the more this glossy part in for ground than in background. We can do this easy. I will just duplicate this. Let's rename this gloss for ground. And what we can do here, let's now set this to 100 to see this better. We can also use this one of these mis pass to set this only in foreground. And let's enable this. This is background and I want inverted. We have here inverted option, and we basically now put this only in foreground. Let's try with this misted one. I will use this first mist which is a little closer to for ground. This is mi one and this is mi two, which go more in dts. But this is too intense, so I will just use 10% of this, so this is before and after. If it disable both of this in same time, you can see before and this is after. This is before and after. 21. Shadow and ground: One I talked before is shadows. You can see that these shadows on ground look always somatic and nice. We can highlight this with one pass we don't have here. But I will try to render this path now. But to make this shadow more visible, I will also try increase this glossy part. We now need back to Blender to get these two details. I want more glossiness on this part here and I want shadow to this ground here. We are now again in Blender and to increase the highlights on ground, we need one light which go from this direction. To this guy here. I will go with shift light area. I will bring this little up and I will go with R x, and I will rotate this in this direction, and I will increase this maybe to 20 to scale a little. This now is not so visible. We can see this highlights here, but this will be even more visible in this glossy direction path. We will use this glossy direction path updated glossy direction path to increase highlights on this area. But we will not use this area lamp only for to increase this glossiness. Here, we will also use this to get shadow from this guy. When we have light which come with this direction and heat to this guy, it will make shadow on ground. But this shadow is not so visible here, we can increase this shadow catcher pass. But we will not do in this scene because for example, if I select this ground, and if I said this let's go to visibility. If I said this to shadow, this ground is not anymore visible in our ender. What I do last time to make this visible. I basically copy this light here, I copy this guy and I copy this ground here. I just go with right click and copy and what I do, I make another scene. With these three objects I need for shadow catcher pass. One thing I forget I will hold shift and I will also select camera. I also need camera in same position. With these four objects, this guy, and ground and camera, I will go with right click. Copy objects. Now I will basically duplicate this scene, but with only these four objects. I will click here and I will click here to copy settings. Get empty blender file with all these settings we have here. Copy settings, and we get an empty blender file with all these settings we need, and we can out paste this object here. Now I will also go with Nam Pe zero to camera review and what we need to do now, we don't need to export this render pass, we need to export shadow catcher. I will go here under layer and I will enable shadow catcher pass. I think we can also preview shadow catcher here. I need to select this object and I need set this as shadow catcher. We have this guy, which cast shadow, we have light because without light, we don't have shadow and we have shadow catcher objects. We basically set this as shadow catcher. Now we need go. We can rename this, for example, scene shadow. Because this scene is only for shadow and now I will back to main scene. I will now go to compositing and what we need to do now, we need to duplicate this because this is seen render layers. We need to go with if D. And we need to set this to sad scene shadow. You can see that we lose all these passes here because we set only shadow catcher in this scene. For example, if we back to this scene, we can see that we enable on this shadow catcher pass here. We don't have missed glossy direction this passes so I will back to scene and I will click here and I will add another output here. I will call this shadow. Now I will just plug this shadow catcher to this shadow. Now what we need to do, we need to go with render image again. After rendering is done, we can see what we get so we basically get more glossy part here, which will be automatically visible in after effects. Sometimes you need to refresh, move your mouth and to refresh this. I think this is maybe too intense. But we will fix this later and another thing we get this shadow pass. Let's import this in after effects and I will set this maybe here, and I will now set this to screen. Multiply. Multiply will screen or blacks and multiply ignore whites. I'm not happy with this because this shadow is visible only on this glossy part. I think because this part is pretty rough, I'm not sure why I put this rough, so I will improve this now. I will set this to solid preview and t's improve this material because this look pretty bad. But one thing I need to do here is I want to make this ground more glossy. Let's isolate only this ground. I will quickly just skip to material preview, and let's make this more gloss. I will also move this closer to black. Let's now again re render this. One thing which is also important here. When you make this light source bigger, you will get soft shadow, and when you make this smaller, you get this hard shadow here. I will scale this a, maybe also in this seen shadow path. I will make this maybe soft shadow here. I think this glossy direction is maybe a little too intense. Here, you can see that we get a lot of glossiness here. I will bring this maybe to ten. And maybe we move this little in background. Now I can go with and render image. I think I want to make this smaller in this shadow, not bigger to get this shadow here is too blurry now and I don't get too much information. To make this sharp, I will make this area smaller. And maybe more intense. I will now re render this. This now look better, so we get more information here. Let's now back to after effects, and let's refresh this. Let's first add increase this glossy for ground. I will duplicate this with D and I just want increased glossy on this part here. For this, I will just use simple mask. Let's set this to maybe 62 better, so I can just make this simple mask. Now if I press M twice, I get this mask feather, I will set this to maybe 100, and you can see before and after. I will go here, maybe 150. Let's now back to this shed of pass here. You can see that this dark and little hole image. That's because you can see that this is not completely white. We have a lot of gray color here and we want remove this. I will go with levels. Let's isolate only this mask here, so I will move this white on left to make this more bright. Now I will just maybe use a little blue here. I will go with fast box Glue. I will set this maybe to ten. No, I will go maybe just with two. This is before and after. This shadow here is not so good example. We get something, but not too much. You can see this shadow here. This is not so visible because we have this water puddle here and in this area where this should be much more visible. We have this water, so this is not so visible, but I just quickly open my last after effects file to see how this look here. Basically, I think in our case, I make a lot of puddles here, this is how this shadow pas look here and this add more to this image we do now. You can see how this look. But let's now close this and the L et's back to our after eff file. But I will also try again, improve this. I will remove some of these puddles here. Just for now, I will go with GZ to move this down. I will select this ground and I will maybe just remove some of these puddles from this area. And I need to enable this proportional editing and smooth. GZ, let's just remove some of these patterns because I get a lot of problem with this. My maybe I will just scale this in UV editor to get a little more details on this ground. This process of duping between after effects and blender and trying fix things and taking things are something I usually do. You cannot be satisfied with first version, you always need to try get some details and to try to make this better. You can see now when we remove some of these puddles, we get this shadow basically look better. We can again play with these levels, maybe add more black colors here. You can see how we increase this effect when we move this on right. We can add may even more blue. This is before and out. Maybe this is little too intense, so I will bring this on left. Again, because I remove a lot of puddles from this area because of to highlight this shadow here, I can again just make more puddles on this area here. G Z and maybe make more paddles on this. But I think this is enough for today. I will continue tomorrow. I'm here about two or 3 hours and we will continue with post processing tomorrow. This fora this is before and this is out. You can see that this start become better. Maybe this shadow is too intense, so you can always press and bring opacity maybe slightly to percent 22. Emission and glow: Hello. It is another day here, but two weeks later. The reason why I skip from this Dark Cali project do is because I see this nice animation from this guy here and you can find this video on YouTube if you are interested. I was so impressive with this video, so I decided to make my breaking bed animation, and I started with one shot and I finished with ten for now. This is how this look. This is just test versions. It is not finished yet. And if you wonder how this will be at the end, you can follow my YouTube channel, and I will also make I have plan to make breakdown video and maybe also tutorial about this. I don't want to show you everything, so just follow my YouTube channel, and you will see final animation. This is last shot. But let's close this and let's continue with tutorial. I will try to remember where we stopped last time. This is after file. I think we'll stop last time and let's see what we have for now. Last time we make this glo ground and shadow This is before and this is a and let's now play with this emission path. You can basically highlight this emission here, and we just need set this to screen and you can see before and after, but I will keep this maybe just to 20%. One thing I usually do with this emission path, we can highlight globe effect. I will go with control C and control V and maybe this to globe. For this, I will just go with Gasi We can, for example, set this to 100 and you can see this effect, this is effect we get, you can see this globe effect here, and this is before and after. We can maybe duplicate this one more time and maybe set this to 300 to spread this even more, and maybe we can set this maybe just 10%. This before this emission pass and this is. One thing I sometimes do, when I don't have this emissive pass, you can just go with new maybe solid and let's set this to red color or orange. Let's this maybe 50% to opacity. Now I will just drug some simple mask about this area here, this neon sign. Let's simplify this mask. We can try set this two screen, and with twice, we can open this mask properties and we can add feather here maybe 200 or maybe just 50. And we get similar effect. But this is to intense, so I will set this maybe just to. But this is just for test. I will now delete this. Let's see what we have from passes here. We have this ambient occlusion and with ambient occlusion, you can highlight these details and usually for this use of light. This is before and after. But I want maybe just keep this in foreground here. Let's check our mask. We can use this one mask. I will set this I will rename this two missed one front. Now we can find this front and let's now enable this mass here, so we can see we get. I think we get opposite of what we want, I will click here to invert. Now we have this ambient occlusion only in for ground. Let's now say this maybe th percent. This is before and this is after. We can see that now this pipe is much more visible and some other details like this part here. Maybe I will reduce this may be just 50%, 15%. 23. Details in the sky: Next, I will try add some for details we can see here. We have just flat area here. Let's see how we can do. Let's try with this Fk ten, and I will now press to scale this down. I want to rotate this to another direction, so I will press R, and let's type here 108. 180, and I will now bring this up, maybe again S to scale. Now I need another mask because I want this only where the sky here. We don't have this mask, so we can go with control C and Control V to duplicate this and we can rename these two sky. L et's now just preview this. Now I will just with these levels, isolate everything, and I will just keep this sky here. Let's now set this to mystery sky enable this mask and we have now only in skies. Now I will set this to screen blending modes, screen blending mode, will remove these black parts here. We get this, but maybe I want to make this black and background white. Let's try. Co with invert here, this will just invert color and make this black. But now I need also change from screen to multiply. Let's now press S or t for opacity and maybe 50%, and now we get some details here. But the last time I get this white clouds here and on gray background. Let's try do this now. I will back this to screen and I will just remove this in. Now we just need more dark background to see this sky here. I will increase this opacity and now move this down. Maybe I can get if I go with solid maybe dark gray color. Now let's now use this Ms sky mask to send this only very sky. Let's enable this. Now we have this gray color here and I will just use this solid on this area here. Mm twice and maybe big weather maybe 300. And Let's now try this for here. Now this is much more visible, but maybe a little too intense. Let's now bring opacity to maybe 70%. Maybe this opacity to this gray solid. I will press t and maybe just f p over seven. I think this is similar process. I get this detail here last time. We have some small highlights here. That's because this sc here mystery sky is not perfect. Let's try move this ever. Further, But sometimes we need to adjust this mask or mis pass properties in blender. I think this will be better if we open this blender file. This mis pass is not perfect, sometimes we need back to blender and re render this. For example, I think in this case, let's see. I said this to 16 bits. But I think if we update this mask here, for example, from zero to dismiss pass 0-150, we can get more control here. I don't have too much control in distance here. But again, process of jumping from after effects to blender is something normal. I don't have too much time for now to tweak all these tiny details, but this is how I can improve this tiny detail here. Or maybe we can just try with Brewer. I'll this to see is this effect. This part here. Yes, you can see that this is before and this is after. Maybe just one pixel here. I will now show you how we can get volumetric effect in after effects without rendering this in blender. I will now go with here with new adjustment layer. Let's call this volumetric, we can place this all down after main path here and we can just go with gasian blue. I will set this to 300. I put this to wrong g layer, so I will go with control Z, and let's put this here and I've said this 300. I think we can also keep this on top. Now I will just go with and maybe I will keep just 10% of this. You can see before and after I will go all down with this. This is before and after and if we increase this to 300, you can see that we get this volumetric effect and we soft this image a lot. I'm not sure why this happened. I think I move some layer here maybe. But I think this is not important for now because we need to switch to blender post processing, and I will show you one thing I do last time. I want to make this foreground to make this g in silhette. What I can do here I can go with new adjustment layer and I will call this dark. Now I will go with lumetric color. I will set this maybe two minus five. Now we basically get dark image, but I want to keep only in foreground and for this, I will again switch to mis one front enable this mask and I need again opposite. This is before and out. I will again keep maybe just 30% of this before and after. Maybe 40. This we just put more focus to this guy here. We make more contrast between this guy and background. Let's now add some grain. For this, you can find the overlay on Internet and just put on top, but in after effects, we have a grain effects. I will use this. I will set this to top. And maybe I will call this gray and I will search here for gray. Let's say the two final output and maybe here 2.6. This is before and after. Now I just want to add some color correction here. For this, I usually use one page don, which is film core. This is not cheap add on, but I will show you free option. You can use and I will also show you how this works. We just get more cinematic look color palette or gray. Here I have some predesignated options and you can see how this look. All this is too intense. Usually, I use this because this always look cinematic and I will say this maybe just percent. In this case, this is not too much, but I like this effect. But if you don't have this add on, you can just use adobe lots and I will show you how this looks. This maybe CC for color correction and let's go with metric and Under creative, you have these three lots here. This is first one. And you can choose you like. I think this first one look nice, but it is too intense, so I will say this maybe just to 20%. Let's maybe duplicate this 11 more time and let's another one. I think this one look nice, so we can increase opacity. We have a lot of contrasts here, but we can reduce this again 30% and maybe we can bring little exposure. This is before these two s and this is. 24. Boke effect: All this is too intense, but I want to show you one more thing here. You can see this nice boe effect I get last time. Let's see how we can do this. For boket effect, we need strong lights in background and let's make this now. I will go here in the background and I will switch to render preview here. I will go with Shift click and u. I'm not sure. I switched to shadow catcher here, so I need to go back to combine. Now I will create new material and I will call this maybe white missive and I will emission no plug this here and maybe 50. We can see something here. Now maybe the x, scale this move this down and just place few of this. G Y. I will sit this 102 c d. I will know, maybe duplicate this material and this red. Red emissive and let's now, set this to red color, shave the z. Shave the x, scale this down, and maybe shalate this one here. And I will go render image again. This is what I get after rendering and maybe this is too intense, but let's see what we get if we go to after effects. Now this automatically update. But if this doesn't happen, you can just click here reload footage. Last time I do this in photoshop and I will show you why because in photoshop I get boe effect I like. But I think in after effects, we have one effect which is call camera lens, blue, and let's see what we can get here. This also look nice and maybe we can set this aspect ratio to two to stretch this. When I set this to two, this go from left to right, I want the opposite to get anamorphic lens, but this is not this option. I think maybe this one. I'm not sure now, but you can also change type of this bocet. Here, this is okay. We change something with this option. Now again, we want to just put this in background, for this us mask. Let's try with missed two mask and enable this. This is effect we get with this and we can maybe just bring opacity to maybe 70%. We get this nice effect here, but I will just save this file, and I will try open this in photoshop. I will go with composition, save frame as file. I will call this final one. And I will hit. I'm not photoshop expert and I know that photoshop is not cheap, but I just want to show you what I do last time. I will duplicate this so we can compare before and after later, and I found this option under filter camera row filter. We have this new feature in photoshop lens blue. I will now apply this. Now we get all these options here and you can see if we increase this amount. We can preview this range. Now we put in focus this for ground want to move this and we need to play with this slider here, this is focal range. You can preview this here. Let's now play with these options here. With this second I get this rounded bouquet, which I like a lot, and we can also play with these settings here. This is maybe a little too intense, and let's play with these values here. This is maybe too intense, but let's highlight this detail or now and we just missed the past, now need back this foreground in focus. I will now go with file save copy and may PNG. And I will under render to save this boe. Now I can import this file from photoshop. We have this bouquet, Let's at this on top. I will again use this maybe missed two mask and let's see how this. I will create new mask here. Rename this to Mr. Bok. Let's put in focus only this background. I will tweak this setting here. Now we can change this mask here. This is before and this is after. Let's now compare with this camera lens blue. We can see before with ns blue and this is with photoshop. We add too much blue here. Now all this guy here look like miniature. Maybe we can just create mask to affect only this area here because I don't want this effect on sky, maybe just only on this area here. I will try mask this part here. I think we need the grain after this effect here. I will put the grain on top here. This is not perfect, but just to know how I get this nice rounded bouquet effect here. This is all for after effects. Now we can jump to blender and we can duplicate what we do here in Blender. What I do now in after effects is similar like I did last time, but last time I just have a lot more time to tweak all these settings. In this tutorial, I just want to show you technique I use, but I don't have too much time to tweak all these settings and make this even better. 25. Post in Blender Compositor 1: Let's now open blender, and we can now try make this post processing in blender. Now I will go to compositing tab and I re render this before, so I don't need to do this now. Let's see what we can do here. What I usually like to do, I like split this window here and on left and right, just press and to remove this tab here. Now I will just remove this right. Now I have clear picture here and I can preview what I do on. I can preview on right. Now, you can see this AO pass because MBA occlusion pass because it is connected to UR. You can just click with Control shift and click here. To plug this one more time. Every time you click, you go down and I just want plug this first one image here. Let's start from beginning last time, we create this dark in for ground effect first. Let's see how we can do this. First, I will go with mix here, and I will plug main for this image input or main input here, and I will go with you can go with curves. And Let's now make this second input darker. Now if we go to left, we have this image input and if we go with all to right, we have this second input, which is image and with this curve. This is basically darker image. But we don't want this slider, we want to plug something in for here. In ftor, we want to plug this mis path here. I will go with cool. Colm let's plug this miss path here. L et's preview this with control shift and click on this node. We can just preview this. Now I just want to isolate this for ground. I'm not sure why I don't have this nice range like in after effects. Let's try it this plane maybe to solve this ale. Now we can back this node to viewers Control shift and click here and to plug this here and let's now use this as ftor. We just need to invest this like in after effects. Now you can see that we have dark part in foreground. But we can also get more control over this if we go again with. Mix, and now if we to second input here and to first input, I will this image here without any editing. This is what we have at the beginning, and this is what we have after adding this dark part in foreground. Now we have much more control. If we want 50% of this, we can just move to 50, or if you want more tense, you can just move to. L et's keep maybe 0.80% of this. Let's see what next is volumetric. We get this with blue effect. What we can do here, we can go again with mix color, and I will plug this to second input, nothing change now because we have two same inputs here, but if we now go with blue or just blue. I will now say this. Last time in after effects, we said this to 300 and let's try go here maybe 300. Last time, we set this to 30%. Let's see if we type here 0.3. We get this volumetric effect, but I think in render this is too intense, maybe 0.1. Or even less 0.05, just a slight effect. If you press M here, you can mute this last node so you can see before and after. Let's see what is next fog. We have this fog overlays here. And Let's now import fog fog texture here. I have these textures here and let's try with this maybe fog ten. No to after effects, let's import this to blender. Let's now place this here and now we if we plug this here, you can see we get to big texture here. We need to scale this down. I will go with control shift here to preview this and I will go with scale. And I want scale this to render size. Basically blender will take these dimensions and put here. But now this is stretch, so I want set this to fit. And Let's now go with mix. This will be second input and this will be first input. Now we can again just choose between one value of one or two, but we want mask again here. But let's first bring this to position here. For this, I will go again with sh the duplicated scale and I will now set this to relative. Now we can type here 0.8 because this is too big. I think here we can move this down or. Yes. Let's place this to ground. Now we need mask which go after this guy here. We want this fk after this guy. I will again go with I will duplicate this color ramp with shift and let's plug again mi pass here, and with control she, let's preview this mask here. I want isolate this guy. I think with this spine, this is too soft. Maybe we can not constant, we need We need back this two linear and let's see what we can do here. Now, I isolate this guy and let's make maybe this little more soft. Let's now just try to use this mask here. Let's see what happened here. We need to set this two screen blending mode as we do in after effects because we want to remove this black color here. Let's set this two screen blending mode to remove blacks and now we have only this fk here. Now we have two ways to make this more transparent. If you just bring these white colors closer to break, we will make this more transparent. But I will not do this because maybe I will reuse this mask later. Let's do as we do before. I will go with shift. Mix and let's now plug this two second input, this mist and this one here is without dissed. Now we have again option one without mist and option two with misted and we can choose how much we want dismissed. We want only 0.03 about this. All this is too intense. 0.02. Let's see next. Fog, we have this glossy direction pass. Let's again go shift a mix. This is value one, and for value two, let's plug this glossy direction, which is here. Again, we have this slider. But now we want slider, we just want to set this first to screen blending mode. Let's see how we do this last time. Use just 10% of this and set this to screen. This is before and after and let's see. This is the same. But we have in this glossy direction path too much noise. If we preview this glossy direction path, you can see how this look and maybe we can go with the noise here. And let's try plug this denoise here and let's see what we can get. We now de noise this and now this look much better. Maybe 0.05. We get these nice highlights to these cables because these cables have a lot of small value of roughness here. We put these 20.18. If we move all to right, we will lose all these nice reflections from these cables. This is still two to 02 maybe. And with M, we can see before and after. For example, if we select Maybe we can select all these layers and we can press and we can see before and after. Now blender need more time to calculate this, so this is after. Let's see what is next. We have this shadow pass. I re render this shadow pass in this layer or a shadow C. We have this here, this shadow catcher, and let's now again go with mix. And now we want to mix this final result with this shadow catcher. Let's plug this to second input. Now we want set this to multiply to keep only Blacks. I think all this is now slow because of this the noise here, but let's keep this for now and you can see what we get and let's now just move this to left. I think I want to go with color M. Let's plug to this shadow catch to preview how this look. I think we have a lot of gray color here, even this is not visible, this is not white color, so I want this more to left because this make whole image more dark. We have some n shadow here. Let's maybe increase this little more. Maybe 0.7. A 26. Post in Blender Compositor 2: Next is glossy direction. Pas we put in foreground on here, so this is before and this is after. Again for this, we need a little more work. We need to make mask here, but let's first go with mix collar, and let's now again plug this glossy direction. Pass here. We have this glossy direction and let's plug this to second input. Now we have a lot of glossy direction pass. For now, we don't want just this slider, we want mask over this area. The shortcut for creating mask is under image editor here, and we can now set this two mask. Now I will render result. But you can also search for U node. If you don't see render result here. I have this composite here, so I can see this render result. Let's back this to render result, and now we can create mask and let's click here to new and I will call this round. Now to create mask, I think we need to go with control. Let click. Yes. I will now just make mask around this area. Let's now close this mask here. I think we have here feather scale feather. Yes, we get this green feather, but I'm not sure why this doesn't work because of normals. I think we don't need to fix this, we can just go with blue effect. I will now search here for mask, so we can find here this mask. If we click here and ground and with control shift, we can review how this mask look and this look good for now, but we need a lot of feather here, so I will go with bluer. To blur this maybe value of 50. Now this is more soft. Now if we plug this, let's make this node here, and if we plug this two factor, this glossy ground will be only on this area here. Now you can adjust and play with this must, maybe we can delete this point here to make this more simple. Now this mask should update also here. All this is too intense. Now we can just go with color ramp. We can just bring this white co closer to break to fade, this effect. This is before and this is out. Blender now become a little slow. I think this is because of the noise we use for glossy direction, we can maybe for now just plug this directly here and we make some noise here, but later we can just replug this here and this here. Let's see what we do last time. We get this globe effect with this emission path last time. We can also do this if we go with mix, and we need for now emission path. We have here emission pas. Let's plug this to second input and let's set this to screen by mode. Now we increase this neon signs, but last time we go with blue with gaussian blue and we can set this maybe 2100. You can see that now this is fast, this the noise was a big problem. Let's set this maybe 50. Or maybe we go with 200, we get a lot of this. Let's maybe to 70 and let's now choose how much opacity we want here. Let's see what we have here ambient occlusion in for ground. Again, mix color. Let's search for ambient, plug this here. Let's now Let's set this two screen, soft light blending mode. Light, but now all to intense, we just want this in foreground. Let's use maybe this mask here. Another mask here. This one is not so visible. Let's see. Now we get more ambient occlusion here and this is to intense, I will go with mix color. Let's pug thee two. This one with ambient occlusion will be input two and this one without ambient occlusion will be input one. Now we can choose how much we want this effect. Maybe just 30%. Let's see what we have here. Now we have this sky. But I think I will skip this part for now. What happened here, no, I know, I delete this fog texture here. I see that I don't have any texture above this part here. Let's try quickly fix this scale this down Air for a t 180. Let's place this here, maybe S again, maybe just scale this more down and let's set this to screen. We also need not fog, we need mi sky. Now we place this in background. Now, all these layers here are just grain and color correction. I will now to blender and let's try add grain here. Because we don't have any grain. I blender, we can try make texture with noise texture, but this is not a good solution. I will try found in my grain. I have this nice over here, and I think I will share this link two if this link still works. This link still works, but you can find a lot of similar packs on Internet, and let's import one of this grain. Let's try with this horizontal one. Let this into blender. Let's preview this again. Again need to go with scale. Render size fit. Now, in this case, I I will go with fit and now because this is too small, you can see how this look. I will go with shift and maybe relative and maybe 1.5, to make this bigger. Let's now go with mix. Again, this will be input two and input one is our last node here. We again choose between these two images. But for this, when you see this gray mostly gray, overlay, you want overlay blending mode. So Scream blending mode remove blacks, multiply blending mode, remove whites, and the overlay blending mode remove gray color. Be this texture here is mostly gray, overlay will remove all this gray color and keep only the whites and blacks. And you can see this grain here. I think this image is not so big resolution, so we get maybe little to blue grain, but let's now keep maybe just 0.2% of this or maybe 0.5. This also dark and whole image, so we can go with curves. We can maybe just back some exposure here. But let's try found something more interesting and let's see what we have here. Let's maybe try with this one. We can add another one or we can just try replace this one here. This one is too intense, and we need scale this, maybe 1.8 to make this to cover all this part. This one is a little more visible, so I will keep this one here. But you can also maybe add some of these scratches here. Let's try this one. L et's try again go with mix. This is first input, this input. This is second one, and I go with scale scale to and their size. For this, we need horizontal image, not vertical, and this is a reason why this will not work so good, but let's maybe over blending mode. We can again go shift the scale this to relative and maybe make this image double maybe 2.5 and keep maybe 0.2% of this. I will not play more with this. You can play with this overlays and you can put everything you want. This is just technique how you can put this. The last thing here is color correction. For color correction, you can find with shift. Under color, you have a lot of these adjustments and adjustments, you have a lot of these options here. Let's try with color balance here. Lift gamma again, I think this is let's try this here. One of the shadows, one of these highlights. Let's move this here. I think this one is highlights and this one is shadows, and this one is mid tones. But this is too sensitive and you need to be careful with these sliders here. When you find something you like, you can also play with this slider, this slider is basically opacity. Now if we go with F 11, we can open image editor and because nothing is plugged in this composite node, we have this composite node somewhere here. It is here. But here is plug on this image, and if you want, you can p this final node to composite, but I will not do this because now we can compare this. This is before and if we type view node, we can see after. Before post processing and after post processing. This is final result from after effects. I missed something with this missed pass here. I will not found the error here. This is all for this tutorial. I hope you learn something new and in next tutorial, I hope this will be breaking tutorial. And one little update. This is when I do this last time in lander compositor for practice to make practice for this tutorial. I just put one of this store from my shops asset pack, and you can see that this now look much better with just replacing some assets here. This is what we do now and this is what I do last time. I think it's all about tweaking settings. You just need to try things. For example, remove some of buildings, play some another assets and play a lot of with all these settings in after effects or blender composite. Now definitely this is end of this tutorial. Thank you for watching and see you next time.