Transcripts
1. Introduction: I am current a creative
specialist with over ten years of
experience in design, TD visualization, and
corporate event production. In this class, I will
walk you through how to design an exhibition booth
in blender. Step by step. This course is for
intermediate blender users. So if you already know
the basics of blender, that is the interface and the
right tool, you are at the we will go from the blank skin to a professional looking booth, just like the one you have seen in any expo or trade show. Here's what you will
learn in this course. Planning and layout of the
booth, the decorative part, modeling the walls, texture the walls, adding chair, table, plants with just one click, lightning and cameras set
up for clean render shots, and at the end, render high
quality images for the client for your presentation or for your portfolio.
This class is for event designer, TD artist, freelancer, or anyone who want to work with
event agencies. By the end of this course, you will have your
complete TD booth. You can add this
to your portfolio, pitch to a client. Let's get started
and build something amazing in blender.
See you in the course.
2. Create basic structure of booth in blender: This is the first
lecture of this course and in this course, we
are going to create this. This is the booth that we
have created in blender. All the decorative part,
all the booth details we are going to
discuss one by one. Let's think of a scenario in which the client has
given the dimension to us, we have to think
about the booth and recreate this vari
booth in our blender. First of all, I believe that you know the
basics of the blender. We are not going to go into the very detail of
how interface work. We are going to create
it in the blender. But in the process, I will explain you each
part so you will not have to worry about the
advanced version of blender. I just want you to know
very basics of blender. Now, we have the, the
very basics of the queue. Let's change the
dimension of this queue. Let's take it the
dimension of ten. And five meter, and
the width is 0.3. Here is a surface we have, let's make it 12 meter. I keep it according to
the dimension of this. Let's make it a 15 Okay. And for this purpose, we are going to
create a back wall, we are going to create, as you can see, He is a back wall. Let's duplicate it. Shift D. As you can see, keyword button and mouse click, you can see left
and right click, you don't have to worry
about which keyword or shortcut key
I'm pressing here, so you don't have to
worry about that. Let's press rotation. Let's go to rotation. We have already duplicated it. Let's duplicate it to
rotation and make it -90. Move it upward and backward. Simple. Now, let's
change the width of it to 0.6 and little
bit move forward. Now, let's move it backward because we are covering the space of the
five meter width. We need a five meter width
and 15 meter height, width. Or you can say length. Right now we have two walls. Now let's create another
wall on the leptin side. On the leptin side, as you
can see, here is the wall. Let's create another wall here. It is a box room here, let's make a wall ship D, right click and
with the rotation, of 90 degree move backward. Now let's scale it down to ten. As you can see, we have
a five meter of wall. Let's make it pipe
and move upward. Now, we have a wall here. It is two side open
and two side close. Now let's create this box. Shift D, right click, move forward and make it half. Make it 2.5 move a little bit here and outside. Now, again, create again, shift D, right click, move it a rotation
of into the z axis, make it 90 degree
and with this, done. Now, move it a little bit on the lept inside
so it will adjust with the wall of the left
side and move it inside. That's all. Now, the basic layout
has been done, as you can see, the basic
layout has been done. So what we have to do here, we have to create a wall here. As you can see, these are the structure that we are
going to create here. How we can do it, let's
create a wall here. First, we have to
duplicate the layer, it D, and move it. That's all. Now, let's resize it to five and move to the
left hand side of the wall. Keep it 2.5. As you can
see, here is the wall, make it 2.5 to 12.5 and move
downward and that's all. Now let's go to our
object mode to dit mode, is our added mode,
and in the ddt mode, let's this slack this
phase and press I. Once you press I, it
will intersect inside. Now with this phase
selected press E, Now, go to object
mode by pressing tab. There is a shortcut for tab. Now, as you can see, blank side has been created
inside it, as you can see. Now we are going to
create a frame here. How we can do it. We will discuss it in the next lecture. Thank
you for watching.
3. Create wall and Table: We are going to create
array of boundaries here. How we can do that. Let's
create a simple boundary here. Let's create another
boundary precip as Q. With the Q, let's
make it 0.2 0.2. Now, as you can see, let's make it here now, increase the size of it till five it adjust to the wall. Now. With this, let's
make it like this. Now with this, go to
modifier, add modifier, search for array A a array
with the count of it, let's make it in the
factor of X or Y. As you can see, make it zero minus two and count 20, 30, 40, and make it 28. Now, as you can see, it's really simple to create. Now, as you can see, it has been created. Now we are going to create another cube go to
viewport shading. Now press Chip plus A mesh cube. After cube, let's
make it in between, make it about four in height. Or we can do in height, three meter in height and make it 0.5 in wit and move backward. Make it around three and four. A little bit downward, make it dunk or move backward
and make it around 4.5, 4.5 and move upward. Yes. Got it. Now move a little bit
into a left hand side. I will align to this. Now it has been aligned. Now, Control S, save. Always remember to save the Pi. Now with this, add a
table here, press, ship a mass cube make it around three and around two meter of
height, doesn't matter. Got it, and width is
1.5 or make it 1.2. Sharing. Yes. As you can
see, it's perfectly fine. Now with this, let's add ship deduplicate, right click, move upward. And make it 0.1 at the height and make it
downward. That's all. Now, let's add a
glass material to it. With glass material, how we
can add a glass material. Let's add
4. Create glass material for table: Now that we have created
the basic layout, time it's time to give
it a glass material. Don't worry that steps are really simple. How
we can do that. Let's select this material
that we have created. In the material tap,
let's go to new. After that, select principle
BSDF and go to glass PSD. Once you select it, you can see there is a change
in the material. After that, go to shading mode. In the shading mode,
you simply have to select V shade for and change the roughness
and ROI a little bit. There's a small catch here, but if it doesn't look the way it should, what
should we do then? For that reason, let's
go to random mode. In the random properties, let's select for E. This is how it will look like if you have not selected
the cycles here. You simply have to go to your render engine and
select for cycles. That's all you have to do and supported GPU compute.
That's all you have to do. Also in the render setting, you simply have to
select for time limit 2 seconds and
select for denoise. Once we get to the render part, we will explain it better. Right now, let's go to our EV again and we have created
the class material here. Also, let's go to our layout. In the layout section, now let's add material here.
How we can do that. Let's dive into the
material section. After creating a glass material, now we are jumping into another part that
is a decorative part. What we have to do in
that decorative part, let's get to our polygon addon that we have
already added. How we can add the polygon add on here, it's
really simple to
5. How to install poligon addon: So to add a add on, you simply have to go to
polygon website, polygon. In the polygon, you simply
have to create account here. After creating the
account after logging in, you simply have to go
to Blender add on, download this Blender add on. After downloading it, you
simply have to copy the path. After that, you have
to go to Blender. In the edit sexon
go to preference, and in the preference, let's go to add on. Here is a small arrow, click it, install from disk and
select the add on that you have already download
it, that is polygon. You simply have to install
from disk. That's all. After installing
it, you can verify it by selecting polygon. As you can see, it's
already installed. Once you install it, that tab will appear here
automatically. That's all.
6. Add decorative materials: Now we have installed a add on. Now let's get to another part
that is a decorative part. Now let's add plant
here, how we can do it. That is really a
simple one click away. That's all. After polygon, you simply have to select the category and select
for free category. After that, scroll down, go to third view, four, five, six, seven. As you can see, in
the seven section, you simply have to import it. Let's click it. Once you click it, the
import will appear, press S, shortcut S and simply adhere. That's all you have to do. Now, with the second part. If there is any, a
different plant we have, Yes, here it is. Let's import it again. Press move it backward and move upward. Yes. Now go to Viewport. Yes, there is plant that
already been updated. We will talk about it later on. Right now, I'm deleting it. Don't have to worry about this. We will recreate all
the camera angle, don't worry about that. Right now, let's add
chair and table here. How we can do that. Let's
select for table and hair. If there is any table and chair, we can find But before that, let's add lamp here. Simply click it and the
lamp will appear here. Move it. Backward. Yes. Now, move it to the lab, spreas shipped D, right click, leave it and now move it. Ship D for duplicate,
right click, release the duplicate and
move to the right, shipped D, simply ship D, right click, release it, and ship
D, right click. Now, we have a lamp here, right?
7. Add pole to support structure: Now let's add a pole here also, a pole that will be going
to support this structure. How we can do that, let's shift a mesh add a slender here, go to item 0.2 0.2 and five. As we already know, the
height is five meter, so I directly add
the height here. For the pole, let's move
it forward a little bit. Yes, the pole has been added, our structure is
supported by this pole. In the real world, it will
support this structure.
8. Add chair and table : So now, let's add hair
and table here by, go to our polygon addon and
select for Chair and table, if there is any, we can find. If there is any chair and table we can
find, we will use it. Yes, here is our table
and here is our chair. Let's click and add press S, increase the size and press
R and press Z into the Z. Axis, let's move it to the
right and make it a little bit up moved a little bit yes. It's not levitating. Now let's add this
one, import it, press s, yes, and move it here. Perfectly fine. Let's
add another table here. Shift D, duplicate, and
right click, move it, and press R and Z
into Z direction. Now, add it perfectly fine, press R and Z O it and
make it perfect. Got it. Now let's Move, shift, press Control S for save. Now our table and
chair has been added. Now let's go to our next part, that is a texture part. Go to our viewport shading in viewport shading,
as you can see, there is nothing we can
see press shift, A, mass, and go to
light area, press S, increase the area,
move it upward, and press R and Z Z N, press Y and move
upward a little bit down and increase the
power to 6,000 watt. It depends on you whichever works for you, you can use it. After that press shift A, another mess that it cube
and the size of the cube, it go to item and make it. No, make it 1.5 and 0.3, move it backward. This is work like a
plasma, one point. So it will work
like plasma for our both give you that texture, go to our objects, select object, go to
material and new. In the new secon, the material has been
assigned to this and let's change the color of
this material that's sold. Okay. Now, can we see? Yes, we have selected the EV
9. Add texture to front wall: Now let's go to another
part that is shading mold, and in this sad, let's select this one, as you can see, there
is no texture here. In the polygon section,
let's select food. This met, let's apply it. Yes, the texta has
been applied to this. Now set this table and
check for any material. Yes, there is a material, plywood. Let's apply it. As you can see with
just one click, you can apply the
texture to this table. To this platform, let's
add another texture. If there is any
texture, we can apply. Let's check it. Yes, we can apply
this texture here. As you can see, laser
view and shading. If there is a Yes. I simply have changed the
scale in the shading mode. That's all I have
done. As you can see, there is a change in the scale. Right now it looks
a little better. Now, go to this wall
and select this one, go to our material, crash new and make it blue. Dark blue Yes, a little dark. Yes, it's perfectly fine
and name it blue material. Slack this one, go to our material and slack
for blue. Slack this. This wall, select for blue. Yes, it look better. With just one click, we can change the
material texture. Right now, let's
select this one, go to our edit mode
in the edit mode, select this face and
give it a texture. Let's apply this
texture here, apply. We have select tab. So we have Aida texture here, but it's not looking like this. Let's select tab, select
this one and assign it. Press tab, select this,
select this material, go to our new
material and make it Is there any blue? Yes.
Select blue or slated blue. Let blue. With this material, let's simply press
tab, select this wall, delete tab, you delete,
press select this, press tab, select this one, now add material here, New assign By assigning it, let's now select this one. Apply. As you can see, the material has been assigned
to this specific part. Now press tab it looks simple. Now, select this array that
we have created before. After selecting this array, go to our polygon and
apply this texture. Yes, texture has
been applied to it. Selag this pole, and is
there any metallic flesh? Yes, there is metallic
finish here and apply this texture to
this specific pole. Apply. As you can see,
it's applied here. Now,
10. Add texture to side wall: Now, as you can see, the basic pass had been done. Now let's add a texture to this. Press tab, select this phase. As you can see, we can
select this phase, and another plus new assign
in the shading mode, go to our shading mode. In our shading mode, let's simply add this
texture to this material. Assign tab, select, assign this material. Now in this dding, connect
it with a base color. As you can see, it's
perfectly fine. If there is any change, you simply have to
go to UV editing and change by pressing
G and move it. By pressing G, you can
change the dimension here. It's really simple to do that. Now, the material has been
assigned to this, this wall, go to our layout, press Shift and middle click and
click it, press tab, go this phase, press
Plus and give it a name. Give it a name. Yes, Nu and Nu. Press tab, select this
phase material, assign. After assigning it, go to shading mode in
the shading mode. Now let's add this image. Simply connect it
to the base color. After connecting
it, as you can see, it's automatically errated here. By using the same step, we are going to add
this here also. By go to layout, let's
select this one, press tab, select this one. But before that, let's
make it halfway, why because it will appear automatically to the
Hall of the wall. We don't want it to be
stretched out to the wall. Let's see what it will look
like once we apply material plus new all three
and press tab, select this phase wall
three and assign it. Once you assign
it, go to shading. In the shading tab,
let's apply it. Once you apply it, you
will see the change here. As you can see, it's
appear in all of the wall. We don't want it to be appeared in the inside of the wall. Let's simply press
tab and go to layout. Make it 2.5 in width.
That's all you can do? Yes. Press shift D, right click, move
it to the wall. As you can see,
there is a cabinet. Anyone can go inside
and rest a little bit. Right now, let's press tab, slack this face, go to UV editing and change
the dimension here. As you can see, we have to
change the dimension here. Slack this one, press R, Yes, it's working fine. Select this, press G, move it. You can see the change here. It's perfectly fine. Now for this part, press tab, go to layout, this one and remove the material here. That's
all you have to do.
11. Lights Camera and Render our booth: So now let's move to another part that is
our lightning part. The light that we have
already created here, let's move to our camera part. This is the final part
we are going to create. Let's see what our camera
is looking for right now. Press zero in num lock.
It is a shortcut. After that, you can see this is what our
camera is looking. Press F 12, this is what
our camera is looking. Now let's cut it out
and adjust the camera. Go to item, press zero in um
lock and select the item, as you can see, you simply have to adjust the
camera, what it will look like. After that, press zero in num lock again and
select this camera, shift D, duplicate it, move it to the right hand side, and in the view section, select for this local camera
and select for camera 001. The camera number will
automatically appear here. You don't have to
worry about that. Once you duplicate the camera, the camera will appear here. Duplicate it again,
move it right inside, as you can see, 002 now appear. Now duplicate, let's undo it and right click and now
press zero in num log, as you can see, we
have selected a camera one or camera zero. Now, you simply have
to adjust the camera. What our camera will look, make it 45 degrees. No. No, make it done. This is what our
camera is looking from right hand side,
as you can see. Now, duplicate the
camera again, shape D, click, move, and in the view, slack for the camera
002, press zero. Again, in the item, you simply have to change
the angle layer that's sold. There is one more angle we have to add that
is from the above. Press this camera shape D, click above, move
forward, and zero. Press zero in num lock. No, we have to select the camera number three, press zero. As you can see, this is what
our camera is looking at. Let's change it by selecting the angle and the distance between our
object and the camera. Now simply have to Now, simply have two slab. Do. Recording. Bike. Wow recorded, no. Ed. It is Abaco stato Denker. Key main motif open gonor So no. So now let's select this. Now we have another angle here, as you can see, now
let's press F 12. Render view, as you can see, this is looking really nice. We have a booth here with the four camera angle with the light here
and with the light. Now let's render each part. Let's go to our view, select camera number one
in the render setting, let's select four cycles
time limit to 2 seconds. Why? Because we don't want it
to be really lengthy image because it will render the image as it is with the
shades and with the shadows. It will take around
ten to 15 minutes for one image to be rendered
that we don't want, we want it to be fast. We simply add a time limit
here to render our object. That's all we have
selected DNOIs. Now let's go to our performance and
film color management, go to our color management, go to our RGB, make it look high contrast. As you can see, there
is a change here. In the render setting, make it. The output should be with the
color management overwrite. View standard high contrast. Now, as you can see,
now, press F 12. It will take a
little bit of time. Now, here is our high
contrast mas. Let's save it. Save as a one, save. Now go to our camera
to press 12 again. Now, save as a two, now press Select camera
two, press a 12. Image save as a three, save image as now select
for camera three at 12. This is the upper view. This is what it will look
like from the above. Now you can share all the
images with your client. The booth images that you have created for your exhibition. Now let's go to our stall
and check for the image. Now, as you can see, it
is a high contrast image. It looks amazing. This is what we have created.
12. Project: Congratulations and thank
you for joining this class. You have just completed a
complete three D boo design in Blender or just want to sharpen your skills in Blender. Now it's time to share your
work in Project Gallery. Your project is to recreate
what you have learned. That is design your own event or exhibition booth in Blender. Customize it, add logo, add texture, it depend on you, add your own logo,
add your own texture, render the final image, and upload in the
project section. I would love to see
what you have created. If you like this
course, follow me on Skillshare and check out
my other courses on AI TD Brander Graphic Design. Thanks again for being here. See you in the next score.
Thank you for watching.