From 3D to 2D: Creating Stunning Line Art Animation in Blender | Nityam Patel | Skillshare

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From 3D to 2D: Creating Stunning Line Art Animation in Blender

teacher avatar Nityam Patel

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:27

    • 2.

      Basics Of Line Art

      3:01

    • 3.

      How To Install BlenderKit Addon

      2:09

    • 4.

      Creating The Opening Scenery

      18:11

    • 5.

      Creating A Vending Machine Scenery

      15:45

    • 6.

      Creating A Window Scenery with Fluttering Paper

      18:04

    • 7.

      Creating A Scenery with Watermelon Slices and Knife

      19:08

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About This Class

Welcome to the exciting journey into the world of 2D animation with Blender! In this comprehensive series, consisting of 6 engaging episodes, you'll learn how to seamlessly convert 3D animations into stunning 2D masterpieces using line art techniques.

In the first episode, I'll walk you through the fundamentals of transforming 3D animations into captivating 2D visuals, setting the stage for the rest of the series. Then, in the second episode, we'll dive into the world of BlenderKit, exploring its vast library of ready-made models, materials, and more to enhance our creations.

Episodes three through six will each focus on crafting a unique summer scene, transforming them into dynamic 2D animations reminiscent of anime. From a tranquil tree with a sky full of clouds, bustling street scene featuring a juice machine, a charming home scene with a blowing strip of paper, and a close-up of a chopped watermelon in a plate, each episode will guide you through the creation process step by step.

With all the necessary references provided in the project & resources, you'll have everything you need to bring your creative vision to life. Get ready to unleash your imagination and elevate your animation skills with this captivating series!

Drop a comment below and let me know what you think about this one!

Thanks for checking out this video! Please 'Like' it if you like it and follow me to be the first to see my new videos.

Meet Your Teacher

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Nityam Patel

Teacher

Hello, I'm Nityam Patel, and I'm deeply passionate about the world of Visual Effects (VFX) and Computer Generated Imagery (CGI). Over the past six years, I've immersed myself in this captivating realm, honing my skills and pushing the boundaries of what's possible in digital artistry.

My journey began with a fascination for the intersection of technology and creativity. I've dedicated countless hours to mastering Blender, an open-source 3D creation suite, and various other 3D animation software. These tools serve as my canvas, allowing me to sculpt mesmerizing cinematic experiences that captivate audiences.

What sets my work apart is my ability to infuse soul into pixels, creating immersive narratives that evoke wonder and emotion. Whether I'm orchestrating complex particl... See full profile

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Transcripts

1. Introduction: Hey, everyone, welcome to the new series in which we are converting a three D animation into two D in the blender. This series is total divided into the sixth episode. In the first episode, I will sow you the basics of how to convert a three D animation into two D using the linet modifier. In the second episode, I will show you how to download a blender kit and install it and also explain how we can use the blender kit for our scene. In the third episode, we will create our first chain in which the motion of two tree along with the sky with the full of clouds and explaining about how you can create the different type of trees and also explain how to apply the material that's looked like a two D without any line att. The fourth episode, we will create another scene of the juice machine, in which we create some of the scene and also use the blender kit. In the fifth episode, we will create our third scene, in which we create a paper strip on the window and also explain how to blow the strip using win modifier. In the sixth episode, we will create our last scene of the slices of watermelon with knife. All the resources which I used in this video, I provided into the project and resources. Join to this amazing journey and learn something new and meet you in the first episode. 2. Basics Of Line Art: Hey, everyone. Welcome to the first episode. In this episode, I will show you how to easily convert any three D emision into two D. This episode is totally about a basic fundamental, which I used for all the scene. Now I start with deleting all the stuff in the viewport. So by pressing to select all and press X to delete it. First, I adding a cube and then also add a plane for the background by pressing to increase the scale size. It looks like a background and placing the cube, spear and tours above the surface of the plane. Suppose I'm creating a scene, and I'm placing and adjust all the object as I needed, but all the object are three D. To convert the two D, first, I have to add the camera and give position to it. So by pressing num zero, I'm going to the camera view, and by pressing Shift ten tal, I can move the camera by using W A S and D, like a gaming moment and also adjust upward and downward by using Q and E. The camera setup is important because every object I converting into the two D, which I can see perfect from the camera angle. Okay. So I will explain. Suppose I give the basic animation to the spear. So I give the two random keyframe at the different position and also give the key frame to the cube, so it also will be animated. So after giving the key frame, every object which I want to convert into two D, I have to place in the one collection. Suppose I want to convert this three object into the two D, so I have to place this three objects in the one collection. So after placing in the single collection, I'm going to add and in the grease pencil, I'm adding a stroke. So you can see that the curly black pencil sap is up here. So I placing outside of the camera. And by selecting the stoke, I'm going to the modifier section, and here I'm adding a line at modifier. And here, I'm select that collection, which I want to convert into a two D, select the layer to line, and select the material to black color. So you can see that our three D objects now look like a two D and the line can also perform the animation. And in the line att modifier, you can also adjust the thickness as you want. By the way, this line can only we see perfectly in the camera view. So by using this fundamental, we can create our most of the scene, but not every scene, like a tree or sky or maybe the cloud. Here the tree and the cloud is not the linet but it's looked like a two D. But I will explain it how we can create this type of scene. By using the linert and some other fundamental, we can create the scene like an anymF making the scenery, we will take the help of a blender kit. In the next episode, I will teach you how you can download the blender kit and use it. Meet you in the next class. 3. How To Install BlenderKit Addon: Okay. Hey, everyone. Welcome to the second episode. In this episode, I'm going to show you how you can download the blender key and for making the scene, we can also use it. So for download the blender kit, go to the browser and in the search option, simply set the blender key. Okay. So here you can see that the first website, blender kit.com. So I simply open it. And here you can see that the interface, it's look like it. I simply click on the download blender Kitopson here also provide the step of how to download the blender kit by the website, but there is no need it. I simply click on the download blender Kitopson here my zip file of the blender kit is start downloading. It takes a two minute to download it. Once it downloaded, simply exit the browser and open the blender. Okay, so we have to enable the blender kit. So here, I'm going to the add it preference and in the add ons and open the install menu. And here, we have to select the blender kit we have just downloaded. And then click Install add on. So you can see that the blender kit option is up here, and here you have to tick mark this option. So the blender kit is enabled. So in the layout menu, you can see that our blender kit is successfully installed. By using the blender kit, we can easily take a ready made object or maybe the material scene or HDRI and different type of brush for making the scene, we can use the blender kit. There is nothing wrong to use of the blender kit. The blender kit is totally made for working out the easy and fast. By the way, you cannot download the every object that you want. Sometimes you have to make by yourself, but most of the necessity object and the material you find easily. So in the next episode, we will create our first summer scene in which the two tree and the sky with full of cloud. So meet you in the third episode. 4. Creating The Opening Scenery: Hey, everyone. Welcome to the third episode. In this episode, we can create our first two D scene. The scene includes two trees along with the sky with the full of clouds. So I start with deleting all the stuff in the viewport, and for making the tree, I'm going to add a co sampling tree cove. If you haven't any option of sampling tree gen, then simply go to the edit preferences, and add on search the cow CURE, and here you can see that the air cove sampling tree on option. You have to simply take mark on this option, so it will be enable. By the way, you can also serve the diment tree in the blender kit, simply type the tree. And here you can see that the different type of tree are free of cost. You can simply use it. Onto the tree, if I select the tree, then the customization of the tree option is disabled. Here I have to add again, so I'm going to add an sampling tree and at the left corner, you can see the customization option. At first, in the geometry option, you can simply change the shape of the tree as you want. If you want a forest type tree, then you can simply take it. If you want any other type of shape that you can also select it. There are a bunch of different type of shape where you can fully customize the tree as your way. So I select the Japanese tree, and there are some option where you can customize or change you want. Now I want to add the leaves, so I change the geometry to leaves and here, tick mark on the sole leaves option, so you can see the leaves on the tree. Now I want a more leave, so I change the leave number to like 200 or maybe two 50. So you can see that the tiny leaves are attached to the branches. These leaves are so tiny. I simply increase the scale size. Here, I just simply mess with some property so I can get a different result. So the scale size is too much. I change the 0.55 value. Now, I think it's look perfect and I also mess with some property. I change the 0.5 value. And yeah, it's perfect. And there are a bunch of value you can mess with to get a different results. So I just simply check it how it can get reflected by the changing some value. Here I set the value to like spherical and yeah, it looks different. Now I'm changing the property in the spitting option, and here I simply increase the one level. Now, our tree is full of leaves, and it's good. The sampling tree en opson has a bunch of different value where you can simply change the value and get the different result as body one and make sure that the left property box can be appear only one, so you have to change only in one time. Now I'm going to the render view and change the cycle engine. And device to GPU. If you don't have a GPU in your device, then you can simply use a CPU. For now, there is no light. I simply going to the world property and change the color to environment texture. In the open menu, simply open a DR which I provided into the reference. This R is used to give a three 60 light. If you want only light not for the background, then simply go to the render property and in the film option, simply tick mark on the transparency. You can see that the background is removed, but the light is still there. Now you can see that the lint is suited for the object like the watermelon. But for the tree, the line that is not suitable. But for making a two D, we have to assign a material in such a way that it's look like a two D. Now for applying the material, simply go to the sading menu and we are in the material view to change the render view and simply select the leaves and click on the new option. The material property value is a here, and here you can simply change the color or maybe the roughness and metallic value and many more things. But these are making the tra realistic. So I simply delete it. And for making two D, I simply add a color rap by using Shift A. Now, simply connect the color two surface, so it can be become a silver, which is the mixer of black and white, which is already default value of color ramp. And by adjusting the bar, you can simply increase or decrease the mixing value of any color. To avoid the mixing of two color, I simply add a gradient texture and place left to the color m and connect color to factorial. By using the gradient texture, you can see that the black and white color is not mixing together, but it can be a sading type like a gradient. By using the color ramp, you can agt how much sharp a color you want. Now here, I select the gradient texture and press control t. Then you can see that the two nodes appear, which is called the node wrangler. To enable it, simply go to the edit reference and in add on serves the node wrangler. And here, tick mark on this opson that by pressing control T, these two node are appear. By the use of mapping node, you can change the location rotation and scale in particular X Y Z. Now I change the white color to a lime green type and change black color to a dark green. You can see that the color sad is on the tree. The most of the two D tree are nothing but the color gradient. But we have to acchat the color gradient in different angle. That's why the mapping node is too much used. In the color popson you can add a many color, like I want to add a third color. And here you can see how it can be worked in the different o son. Here it is the linear, so it can create a pattern like this. If you change the linear to a constant, then it will create the pattern like a constant color, and the B spline color is almost mixing the color. Here I select the opson it almost unable the color and slightly mixing it. And here I change the third one color to a purple type. I mean the dark purple type. Here, I had a purple type color because in the most of the part, the sad of the tree beside the sun is mostly the purple type color. Just assume that here is our sun. So I have to put a lime color to like above surface and place the dark green to like under the first one. So it appears to be a set of the tree, and the purple type is opposite of the sun. Here, that's how I adjust the color, and by using the mapping node, we can adjust the location rotation and scale in particular XYZ. And by using the color, we can adjust how much sarp color you want. If you want any another color of tree like a pink of cherry tree, then you can simply change a pink or dark pink color instead of green and dark green. After giving the color, I simply change the name. Now, I select the branches and copy the material of the tree. But if you change the color, then it can be effect on the leaves also, because it is the copy of material. To duplicate the material, you have to simply prese these two number, and now if you change the color, then it only affect on the branches. And now for the trunk, I only need the two colors, so I remove the one and give the color to like a brown and dark brown. The main thing is for the two Dimon, the color gradient or the sd of the two or more color that look like an an. Here, I simply mess with the property of mapping node until it's look like a tree branch or the trunk. After giving the material, I simply go to the layout view, and for better view, I simply add the camera. So by pressing num pate zero, I simply go to the camera view, and by pressing Shift and tail, I can move the camera by using W A SND. Here I have to place the camera in such a way that it can be looked from bottom to up like someone watching the sky from the ground. Here, the tree is too close to the camera, like the most of the view is catching by the tree. I simply decrease the focal length. Now, our tree is like a far from the camera, and I have to adjust in such a way that it can be only see the sum of the branches. Here I adjust the camera by using shift and teal and for forward, backward, left and side, I press the SD and for upward and downward, I press the Q and here I also change the position of the tree in direction, so it can be looked like a little far away. Here, the area, catching by the tree in the camera is fine. I just rotate in direction to see the perfect view for the camera, by pressing R and Z. Now, I have to place the tree right side also. I select the tree and branches and press swiftly to duplicate it and then drag it to the right side of the part. Now, it's look perfect. But here, I simply increase and decrease the scale size to see a better result, and it's look good. Now for adding a sky, I simply add the plane, increase the scale size too much and grab in jet direction by G j and placing above the tree and camera and increase the scale size too much so that it covers the whole area. Now for adding a sky and clouds, it's all about the material. In the setting view, I simply give a new material, and here's the principal SDF where you can change the color and any other property. But I do not require a principle SDF, so I simply delete it, and now I simply give the tree material. Here, I add the tree material because I want a sad on the sky, like a blue to white. Now, I'm just adding a sky sad, not a cloud. So I simply give the two material to sky blue and the sky white. So by changing the light blue and the sky white color, I simply add a sad on the sky. Here you can explore a different option with a different value. You can have an idea which value is affecting on which part of the sky. Here I create a shade on that way. After giving the material, I simply pre sift A and add a mixed cedar node. A mixed seder node is used for adding a two material at once. In the cedar one socket, the sky shading is connected by using the factor value, you can adjust how much powerful you want. And in the socket two, I'm adding a cloud material. So for cloud material, I simply select this part and duplicate it by shift D. Now, I connect the color to the bottom socket, but we haven't given any cloud material, so the factor remain the same. To make the cloud material, I simply add a muscular texture instead of gradient texture. And here, connect height to vector and vector to vector. By using the mix cedar, we can add a two material at once. In the Cedar one socket, we can add a sky cedar in the cedar two socket, we can add a cloud material. Here, I change the factor value to one, so I only see the cloud material at now. If I increase the scale size of the muscu texture, then it changed the size of the cloud. Here, I say six for big size of the cloud. Here I am changing the mapping value to a default. Now, for the sarp cloud, I simply change the dimension value to 0.5 and for more gluing add ison node. Here, I place the Emison node after the color mp. Emison node is containing with the strange value, where you can increase the strange value, then it can be more gluing or brighter. For increase the sarpness or the detail, I simply increase the detail value to ten, and the 15 is the highest number of detail, maybe a 15 value. So I think our cloud is sarp but it is not look perfect because it's a gray color. So I simply change it to pure white color, and yeah, it's look fine now. And for opposite of white, I simply dark the blue color. So most of the cloud is work on the dimension. If you slightly increase and decrease the dimension value, you can get a different result. Here, I recommended you to mess with some other value. You have an idea which value is affect on which part. By adding a musculo texture, you have a fully customizable cloud, where you can change the size of the cloud and also how much sharp and rough you want. Now, I change the factor value of mix cedar to 0.5 and for Cloud increase themson value. The changing of factor value to 0.5 is the 50 50% of a sky cedar and a cloud. And for the exit view of camera, select the camera and go to the camera property, and in the view part display, select the prospective value to one, so you can clearly see only the camera part. Here I mess with some property, so I can get a perfect result as I want. And the other thing is, in the musculo texture, if you change the three D value to like four D, then you can create a running cloud by changing the W value. So here I simply pull up the bar for the animation by using horizontal splint and change the window to timeline. So here I take the frame to 62.5 second or something. Here, I want animated cloud, so I will give you the keyframe in y location. So the cloud is look like moving in the y detection. So I give you the key frame at the first frame by pressing and now I'm going to the last frame like a 60 and change the position of the cloud and then give you the keyframe. So the cloud is moving too fast. So I decrease the last key frame value. So at the last frame, I change the value and now see it's too much fast. So I decrease the last position until it's look good. So now it's fine. And if you press the, then here you have to select the linear option, so the movement is now constant. And here I also decrease the value like 0.03 and give the key frame. Yeah, so now it's perfect. Now it's the same way, I have to give the animation to the camera movement. Here I select the camera and by placing I, select the location rotation and scale and then go to the last frame and give the camera movement a little And after giving the position, I simply give the keyframe and in the timeline, press T and select the linear. Now the camera is the constant movement. Cloud and the camera is animated. Here I am just changing the sky color to like a dark blue color and austate proper and make sure you are saved the file after made the progress by using controls. And also slightly decrease the speed of the cloud, y 0.01, yeah, it's perfectly fine. Now, everything is set up and only one thing is remaining is the render setting. In the render property, make sure you are the cycle engine and the device is GP, and in the render setting, I change the render sample to 200 and the denoise is selected. If you want more sample, then you can change it. Here is my camera resolution, which is default, and at the 24 Ps make sure the frame range is 1260 and the output folder, I recommended you to create a new folder for the each animation. And after making a new folder and accept it, change the file format to a FFmpeg video, and in the encoding section, change the container to MPEG four. Now, everything is set up, and the only thing is to do is render the animation. Before they render the animation, make sure you are in the layout view. Otherwise, it takes twice a memory. Here, each frame is rendered one by one, so that it takes some time and after that, it is my final result. I hope you like it. In the next episode, we will create another scene by using line at Modify. So meet you in the next lass. 5. Creating A Vending Machine Scenery: Hey, everyone, welcome to the fourth episode. In this episode, we create our second scene of juice machine. For this scene, I create a juice machine with the material, which I provided into the project and resources. And here I create a juice machine with the cube by using some basic modeling command like grabbing, extend and cut insert and many more. But here, the detailing takes some time. I already model and provide into the resources. And if you want to change any material, then you can go to the staging menu and simply change it whatever you like. In the most of the case, I use the gradient dexer so it's look like an ym. So now back to the layout view. Here, I go to the world property and add the HDRI, which I provided into the resources. I use the sunlight HDRI because it is the outdoor scene. After adding HDRI, make sure you are in the cycle engine. I use DRI which includes the sun, so I have to adjust the DR in such a way that the sunlight can come for the front. Here I'm adding a cube so that I know where the sunlight can come from. To adjust the position of the HDRI, I simply go to the sing menu and here I change the object property to word property, and by selecting the image texter, I press control T so that I fully control the HDRI position by mapping node. So here I change the rotation of z value so that I can move in. And you can see that the reflection of the light is changed on the cube. Here, I change even more rotation value, so the light can come from the right side. So you can see that it slightly come from the right side like an afternoon. For the second set, I also want a tree. What I do, I simply go to the first file and simply copy the both of the tree by using Control V, and you can see that the four object is copied. Now in the main file, I simply paste it by using control V, so you can see that both tree appears. So I select the one tree and place left side to the drink machine so that the trail use can be shown in the camera view. First, I'm adding a camera and by using ump zero, I'm going to the camera view, and by pressing Shift and tail, I can move the camera by using W A S and D, like a gaming movement and also adjust the camera upward and downward by using Q and. Here, I'm placing a camera in such a way that tree leaves can be come from the left side and I create a space to right side so that some other stuff can be placed later. Here, I adjust the size of the tree so that it looks good in the camera view. Now onto the second tree, I simply decrease the size and placing the right side to the use machine. And placing in such a way that it is look like a plant, and that plant is totally right side to the second juice machine. For the plant, we have to make a pot. I select the bottom one vertices and by pressing sip test, select cursor to select it. The cursors appear at the selected part. Now, if I add a circle, then it can be appeared to that selected part. Now, I grabbing in that direction by g z and placing like touch to ground and by pressing tab to go to edit mode and by pressing F to feel it. Now I am extrude in z direction by pressing and then scale in size by pressing S. Here I nothing but just create a shape like a pot. But it's look like so simple. By selecting the top fertilizes, I simply extrude in z direction, and then pressing to insert it so that it's create a little thickness and then extrude it in z direction. For smoothness, press tritic and sad to smooth. So it's look fine, but I have to add some little thickness to the top, so I select the top part and by pressing Alt, select extrude face along normal so that it creates a thickness in all four of the direction, and part is look nice. So here, our plant is ready. So now we create some other skin like a bench. For adding a bench, I use the blender kit. Here I select the free first and then search a bench. So you can see that the multiple types of bends with the different safe are available for free of cost. Here I select the one of the bench like this one. Add the three de cursor, benches appear. I select the bench and go to the top and adjust in right side to the pot. So you can see that the bend height is too much sort. So I increase the size in direction by S z and also adjust the size in y direction by S Y and place it proper. That's how the blender kit used for the fast work. Now, I'm adding a cube and place at the right corner. This cube is ad for making a home, not a proper home, just a back side of the wall. I start with grabbing in y direction in added mode. And then select the top face of the cube and grabbing in direction for the height. Now for the thin wall, I extrude it and then extrude again for the second floor. Now, select the left face and extrude it in x direction by and x until it's out from the camera. And for the thickness, select the back side of the wall and extrude it in y direction. That's the same way, select the side wall and extrude it. It's look like a home. Now here, I'm adding a loop cut by using control R and place it like this, and by phase selection, select this phase, and extrude, so it can create a little design. And at the second floor, I want a little gap. So I place the four look cut one by one and create a shape of that gap. And by selecting the phase selection, I select the gap and delete this two phase, and for feeling the vertical stuff, I select the edges and then right leak and select brig loop. So now our whole cenar is ready, except the material. And here, I'm placing a camera in such a way that it's look from below to top. Okay. So now for the ground, I'm adding a plane and then place under the object and then scale in size by pressing S. So you can see that our ground is also ready. And at the right corner here some space is left. What I do, I simply add extra vault. I select the face and then extrude in x direction and then extrude in y direction. Now all the extra space is eliminating by the camera view. Now I'm going to the render view and in the render property, make sure you are in the cycle engine and the device is CPU. If you don't have a GP in your device, then you can simply use the CPU. Okay. So here, I first adjust the tree, I select the tree leaves and rotate in direction by R z so that the lime green and dark green part in sown in camera and adjust the actual size. Now I select the part and then give the material. I go in to the shading view and in the camera view, I open the render view and change the wall property to object and simply give one of the color, which is mostly like a gradient color, and by duplicate it, I change the color to like a brown or a dark brown. And then after give the color, I simply mess with the property in the mapping value and also adjust the color. So it's look like a pot a soil pot. Now, I have to give the color to wall. But here, I have to assign the two different color. I select some of the part by face selection, like a pillar and a wall behind the juice machine. But first, I have to assign a single material. So I select the new material over here, and if I change the color or any property, then it can be effect on whole wall. Now to give the different material to selected part, select the new material, and in the edit mode, select those part and then select the assigned button. Now if you change the color, then it can be effect on the only the selected part. That's how you can create the different material in the single object. Here, for the selected part, I use the blender kit. By selecting the material section, I am simply type a wood wall, and here you can see that the bunch of walls and different type is available. I select the one of the wall. And for the other part of the wall, I simply give the cream type color, like a little yellow is. If you want any different color, then you can simply give it or if you want any different scenery, then you can simply use the blender kit or maybe a modeling technique. Here, I also adjust the z rotation value of the wall property so that the light is come from the different angle. Here I set it to value minus 1408, it's come from a slightly right. Now for the ground plane material, I simply select the plane and here in the blender kit. I simply write the road, and from the material, I select one of the road, and you can see that the material is up here. Now I want a little brighter road, so I add a rzBcve node and place between the base color and gesto graph in upper direction. Whenever you are applying a material from a radiant material, and if you want a little brighter and darker, then you can use this fundamental like placing the argyic cove and austin. I'm also using this argyic cove in my most of the project. Now our sun is too much brighter, here I adjust it and then decrease the strength value to 0.6. Now for making the three D scene to two D, I create a new collection, and then every object, which I want to convert a 3d2d. I place that object into the new collection. Here I want to convert a drink machine and the pot and wall and also a bench. Every object I placed in the new collection. Make sure you saved the file by using controls because the lint modifier is not perfectly work in the low end PC. Make sure you saved the file after I made the progress. Now, I'm going to the air grease pencil and select the stroke and place the stroke outside of the camera. And by selecting the stroke, I simply go to the modifier section and in the modifier, I'm adding a linear modifier and select that collection that I want to convert, select the layer to line and color to black. I think I pick up the wrong collection, so I select the pen and see how it's look. But here it's too much lagging. Okay. And yeah, it's look good. But first, I remove the collection, so I can make the change easily. Now I give the animation to camera. I pull up the timeline and select the camera, and here I adjust the camera position proper like not create too much space upward and downward. And after giving the position proper at the first frame, I simply select the camera and give the key frame. Here I change the end frame to 60 and at the last frame, I zoom the scene or change the camera position, and at the 60 frame, I give another key frame, and by pressing t, change the linear. It creates a constant movement. So here I turning back on a linear and by selecting this stroke, I simply increase the line thickness. I change the line thickness to 30 and here it is too much legging. I think 28 should be fine. So I change the value to 28. Now for the shadow, I simply duplicate the leaves and place in front of the scene. By using the DRI, the tree leaves can create the shadow, and it can be reflected on the wall and it pretends to be a afternoon. Here, I simply remove the linear for whenever I want to change because it's too much legging. And here, I adjust the shadow by grabbing its position in the camera view. So now, shadow is fine, and here in the camera property, I simply increase a focal length to like a p I mean a 55, it's slightly zoom in, and here I adjust it and at the first frame, I simply change the key frame. So, the animations look fine. Now, everything's fine and by turning on the linear, I simply change the render sample to 200 and in the output property, my camera dissolution is default and in the output folder, I simply create a new folder. And I also recommended you to create a new folder for each of the animation. So after exhibit the folder, I simply change the file format to FFmpeg video and in the encoding, change the container to peg four. And here foro the final touch up, I simply rotate the leaves in set direction for their based position. So after setting up all its property, I simply give the neut modifier and then go to the layout view and select the render and hit the render animation. So here, it will take time to render it, and after that, here is my final result. I hope you like it. In the next episode, we will create our third scene in which a paper strip are floating on the window by using the wind force field. So meet you in the next last. 6. Creating A Window Scenery with Fluttering Paper: Hey, everyone. Welcome to the fifth episode. In this episode, I'm going to make our third summer scene in which the paper strip are blowing on the window. So I start with adding a cube. I'm going to add a cube to give the shape of the home. So here, I increase the size of the cube by pressing S and then increase the size in z direction by SZ. I use the cube for just little shape. Not the perfect home. So for this scene, I require a window. So what I do? I simply select the one of the face inherit mode and then si test and cursor to selected. So the cursor is move on the face area, and now I search the window in blender kit. Yeah, there's too much window, but first I select the free first and select the one of the window. Yeah, like this. So now our window is directly appeared to the cursor part. Here, we can't see the proper because it's too small, so I increase the size by and it little inside to the face. I grab in wide direction and grab to outside. So yeah, it's perfectly fit on a middle of the face. Now, I want to require a class of the window. In the edit mode, I select the face and by pressing delete the face. But it's not look perfect. I beg to control that and I have to give some cut for the particular window area to cut out. Okay. So I'm adding a loop cut by using controller. So first, I'm going to the front view and by using controller, I give some loop cut of the glass size of the window. And it's the same way, give a loop cut vertically and give it to the size of the window. So now I easily delete the face of the particular area. But first, I have to delete the window of the glass. So I select the window in the edit mode, select the face and delete the face one by one. And as the same way, I select the cube and then delete the face. So now it's perfect. And I also delete some of the outer face because I don't need it because our camera can sew the window from inside to outside. So there is no require of the back side of the wall. So I simply delete it. So here, our window part which is attached to the wall is ready. Now, I want to add a circular safe ball on the window. So what I do? I simply change the cursor position, so I select the window and select the face and dens test and cursor to select it. So the cursor is move on here. And now I'm adding a spear, and I missed the property box, so I delete it and add again a spear. And at the left corner, you can see the property box where you can change the segment and the rings. So I change to 6030. By the way, the default segment and ring is 32 and 60, which look like that. But for the maximum detail, I change the 60 and rings to like a 30. So it can be a square size of the shape like this. I created the square shape because I easily extend the red shape. I grab in direction by g z and just the scale size by s and then rotate in x direction and r x 90. Now that square shape can be upper and lower direction. What I do, I select any random middle phase, so I can extend easily in upper direction. But it's even number, so it is not perfectly middle, but Here, I adjust in middle by rotating a little by r and y direction. So it's look like it is from the middle and also exist in x direction by turning on the extra mode and just like it is middle. And after the adjustment, I select this phase before I just selected and extend in z direction. So that's like a thread, but there is too much thickness. I select this phase and decrease the scale size in x and y direction by and Sip z. So now it's thinner and it's looked like a thread. And as the same way, I extend the thread in downward direction. So what I do, I simply turn on the x ray mode in the bottom view and select that phase, which is opposite of the first one and then extend in downward direction. So after selecting that, I'm extend in E and Z direction and also decrease the scale size. Now it's perfect and then pre right click and do s smooth. Now I will bring the cursor over here. I select this some of the vertices in X ray mode. And after I select some of the vertices, I received test and cursor to selected. So now cursor move at that point, and I'm adding a plane which is directly placed at that point. So I'm rotating in x direction by r x 90 and then scale in z direction by S and z's like a paper strip. Now, we have to do a blowing strip. So first, I make this plane to a cloth type. So I'm going to the physics property and then add a cloth modifier. So once you add the growth modifier, it's become a cloth. And if you hit the space bar, then it started falling down. So we have to attach in the upper vertices to do that, go to the data property and in the vertex group, select these two vertices and create a new group and then pres on a sign. Now, these two vertices are assigned, but we have to tell the cloth modifier. In the cloth modifier, bring down to the shape and in the pin group, select this group that we just added to the vertex group. Now if you hit the space bar, then it is not fall down, but it attached to the first two vertices. Here, our plane is become a perfect cloth. So now we have to add a wind so that it can be blowing. So I'm adding a force wheel and then add a wind. So you can see that the wind is appear at the cursor. I grab over here by using G and then rotate by r so that wind come from outside to inside. And by selecting the wind, you can see that wind property, where you can change the strength and flow and many other values. So I change the strain to like 20. Now if you hit the space bar, then plane start moving. But it's look kind of weird because there is no subdivide. So in the added mode, select all and press right le and then do subdivide, where you can change the value. So here I subdivide by level two, and then if I hit the space bar, then it's blowing like a two stage. So here I do say smooth and yeah, it's not perfect, but it start blowing. And there is too much strength, so little decrease like 15. So now it's looked like a blowing but not a perfect shape. So I think I have to add some more loop cut, I mean a subdivide. So what I do, I simply add some loop cut in edit mode manually by using controlled R. So it creates some square shape, but this is the plane. So Here I select all and then extrude it slightly. So it become thicker and then do it smooth. So here, the thickness is okay, so I increase the strength value of the wind like 50, so it starts blowing fastly. So yeah, the air flow is look nice, but I have to fix the cloth here I increase the mass value to like one KG and yeah, it's smoothly blowing. So now I'm adding a camera. So by pressing numbed zero, go to camera and by pressing Shift ten tail, I can move the camera by using the AS and D and go upward and downward by using Q and. So here, I'm adjusting a camera in such a way that someone looking at the window outside from the inside of the room. And I'm adding a tree that we just made in the third episode. So I select this file, and I'm going to select this tree and controls it to copy it and then paste it over here. But here, I mostly use the tree part. So here I grabbing in that direction and then increase the scale size so that the tree leaves look inside from the windows. Okay. So here I adjust the tree so that it can be covered the half of the window. And yeah, it's look fine. Now, if I open render view, there's totally dark. So I have to first add an HDR. So in the world property, change color to environment texture, and here I open one of the HDRI, which I provided into the resources. And if I open the render view now, and yeah, it's look fine. Another thing for the background scenery, I made a far background building scene to open it, go to the add image and image as a plane. And here, open that image which I provided into the resources. By the way you can enable a image as a plane to go to edit reference and in add on search an image, and here tick mark on the image as a plane. So now onto the plane. So here I increase the scale size and then drag in wide direction, so it can be a little far away from the window and cover the whole area to the window. So it's looked like there is city behind the home. And here for the cloud, I also copy the cloud plane from the first file and paste it over here and simply rotate and place over the scene, so it can be looked like there is cloud over the buildings. Now, I have to assign the material to the spear and tread, but there is a single object. So what I do? I simply select this part of bifase selection manually. But before I have to add a single material. First of all, I'm going to the render view and in the render property, I select the cycle engine and device is GP. If you don't have a GPU in your device, then you can simply use the CPU. Now for applying material, I'm going to the sading view, and by selecting the sphere, I first add a single material by pressing. Here I made a material to a glass type. I simply decrease the roughness value to a zero and increase the transmission value to fully one. And yeah, it's become a glass type. But the thread is also become the glass type. Now to apply the different material to the thread, I select the thread part in the face selection manually in edit mode and then create a new material and then assign. Now, if you change the color in new material, then it can be on the effect on thread part. I give it to a black color to the thread, and now I have to give the color to a paper strip. I select it and give it to new material. But here, I directly copy the material to the tree, so it can be gradient color, and here I change the color to like a light blue and white. Here, I just nothing but use the same color effect as we did in a gradient color. If you want any other color effect, then you can simply give it in a color ramp. And if you like any different pattern effect, then you can use the different texture instead of gradient texture. So yeah, it's fine. Now I give the color effect to a window. So I select the window and simply remove all the material to the window and select a new material or maybe I give a gradient texter material. By the way, it is the copy of material, makes it duplicated. Otherwise, it can be effect on both object. And for making it con, I give you a dark brown and the light brown color in the color ramp. And also making change in mapping, so it can be give a nice gradient effect. And it's look fine as a wooden window. So now I go back to the layout view and simply make a new collection and place every object in that collection, which I want to convert into a two D, like a spear, a paper strip, and the window. But I already have a collection, so I place in there. Here, I'm not placing a tree branches, a plane and the sky in collection because the linet is not suited for it. Now, before I give a linet modifier, I simply give a camera animation. What I do I simply select the camera and set the proper position at the first frame and give the keyframe by precing here I set frame to eight, so it can be like 3.3 second animation. Now I go to the last frame and change the camera position to like a little zooming in and then give the keyframe. And in the timeline by pressing t and change it to linear, so the camera animation become the constant movement. And now for making a two D, I simply add a stroke in the grease pencil and placing outside to the camera and placing in that collection. And by selecting that stroke, I simply go to the modifier section and add a line at modifier. Here, I select that collection layer to line and material to black. So that it becomes the outline and my animation will look like a two D. So yeah, it's look nice, but the line is too thin. So in the modifier, I increase the thickness value to like 30 and yeah, it's looked nice. First, I remove the collection because it's too much legging. And make some of the changing in the cloth modifier, I simply bring down the cloth modifier, and in the case property, I change end frame to like 80 because there is no matter after the 18th frame, and I simply make. Once you make a cloth modifier, then the blender can remember the movement of cloth. And at the last for the war material, I use the blender gate. In the material, I type the wall and find one of the suited material. So there are lots of material. By the way, you can select any material, like if you want a wooden type material or maybe a marble type material, then you can simply give it. So here I select that material, and I have to make it a little brighter. So in the sealing menu, I simply add B cove and then ajust in it. For making it brighter, I grab in upward direction. In most of the cases in my project, I use the sb cove for a little color difference. So by increasing the roughness. So I think it's look fine. So now back to the layout view, everything is set up, and I give the collection so that the line can be appear. So here I increase the line thickness to like 35 and now it's perfect, I think. And yeah, it's fine. So now everything is set up, and only thing remaining to do is gender setting. So I go back to the layout view and in the render property, I set the sample to a 200 in the render, and in the output property, there is my default camera resolution, and here for the output folder, I make it a new folder. Here I recommended you to create a new folder for every animation render. So after accept the folder, here I change file format to FFmpeg video, and in the encoding, change the container to pec four. So now everything is set up and only thing is to render the video out. Whenever you are ready to render the video, make sure you are in the layout view, not the render view, and after that, it render and render animation. So here, it takes some time to render it out. And after that, here is my final result. I hope you like it. In the next episode. I will do our last summer sort of slices of watermelon with the knife. So meet you in the next episode. 7. Creating A Scenery with Watermelon Slices and Knife: Hey, everyone, welcome to the sixth episode. In this episode, we will create our last scene in which slices of water melon with a knife is on the table. For the table, I use the blender kit and in the object, I search the table. There are many tables. I select the one of the table like a flat type with the safe texture. So here, I select the stable coffee table and the table is up here. So I increase the size in x and y x by manually, and by selecting the top by pressing shift test cursor tooted, I bring the cursor over here. Now, I'm making a test, so I'm adding a circle and here and here at the left corner, I change the vertiz like 16 property can only appears in one venue object and at the border so that direction by the inside. So take shape of the d by present to the t extradite inside. I taking the shape of the d. Now I have to make a slice of watermelon for making that I'm adding a cube and then decrease the scale size and for thinner, I decrease in x direction by and x. Now I have to make almost a triangular shape. What I do, first I turning on the x remote and in the side view I select the top ties and decrease the scale size and also rotate slightly by r. But it's too much clear from the top to the top scale in x direction by x and make the size like the bottom Okay. So yeah, it's perfect. Now I'm adding some pies and control and by Now the tiles and grab it and take some time. So to so can be very and I take the same then around the ages are also be according to the prop it did take a term slide. But I know mood mod after selecting the mole modic the segment I totally mood. And it here, I select some of the top side now it's look good. For the finishing, I place right lick and do sad to smooth. Now I touch to the dish, grabbing in jet direction by G that it's look like placing on the dish. Now, I will make a seat of the water melon, so I'm adding a spear and then decrease the scale size and in the side. I select some of the vertages in mode and then grab in that direction by turning on the proposed or object. Here, I grazing until it looks like a steed. Here I select some of the vertages by turning on the x mode that behind the vertices are also conected. Of the water water of the water water for the And now I simply duplicate it and place on the surface with the random rotation, so it can be stick automatically. Here, I dublicate the seed one by one by using a Shift D and then place to a random rotation and a random scale value, and also rotate in particular xy in dandom rotation. There is okay if some seeds are go inside the surface, and I place all the seeds to like half of the bad Now, at the same way, I have to place the sat to the front side of the watermelon slices, but there is a automatic mistake. So I automy pick and place, I'm placing both of them. And also cytize now it's covered the I simply duplicate it and grab it to the plate and place it horizontally. Now here, I simply duplicate the whole piece of the watermelon. First, I select all of this seed, which is attached to the piece of watermelon and then joining together so it can become a single object by control. Now I have to first make the parent so that It can be easily moved. I selected and then select the piece of the water and then control P and select object with keep trans Now if I rotate scale or grab the object, the heat will also keep up. Now I select both of the object, a slice of watermelon and seed and then give some random rotation and increase the size it ps and it can be comp and now by the part and by and x and then grab in x djection it can be a little left side. Now here, I'm extending the face for the shape of the knife, and then and in that selection, select the one of the corner and then control to bay. So it takes the shape of the knife, but there's no surfness what I do, I select this face of the corner part and then increase the scale side in that direction. So it can look like a little surf. And it looks like a knife. So now I'm grabbing on to place at the side of the plate and then grab direction and place on the table. And finishing and here, I'm grabbing the knife by n came to the now Yeah. It's Go to the word property of the DRI. Both of the DRI I provided into the resources so you can use it. The SDR is applied, and here I have to rotate the DRI so that the light can come from the right side to go to the sting menu and change the word property here by selecting the image text brise control t. Now, back to the layout view and here in the world property. I change the rotation z value. By viewing the actual seal. Here, I change the rotation value and place to the right side of the sea. And there is too much time. I something like 0.5 or maybe a 0.6. So now onto the material of a piece of waterm. I gave the material to green and suppose I add a material for the actual s now I'm adding a porter. And the. Now in and then apply the color and then node wular in the color, select the dark green and almost the black type of the color. It looks like outer part of the watermelon and also give the same material to the actual watermelon. I simply give it and duplicate it and give the red and white instead of dark green. In the mapping node here, I simply in wide and then scale inside direction. So it looks like a a part. And at the top surface, I also add one of the color and give it to the extra artl's now for the state, that is a new material and the color and for later so the same process again side of the and then the part by selecting the s now again, select this handle part, the material and then aside. Material material of the rest of the part like a knife. Here, I select the handle material and then give it to the gradient texture and here I change the color to a brown and light brown. Okay and here I mess with the mapping value. It's look like a shade of the brown for the knife part, I use the principal BSTF it to gray color and increase the roughness all the way down. I think the top part also be left. I select the one of the vertices. I mean the two vertices of the top part and then fail in direct to become that star part. Now the last part is remaining, which is the dish. I select the disc and ve great y color. And here I simply use the tree use for the seated brown and for the It's balance proper, and here also as a set of the tree. Now, to make the scene today, I select every object like a piece of watermelon plate and a knife in the one collection, and then add a grease pencil of the stroke. After adding them, place it outside and add a line and modifier and select that collection layer to line and color to b. And here I increases value of the line, so the line can look. I think the six would be perfect. So I fine. And these in the line at motif I change individuals. So the middle line would be e by the way, there is a brother of of the Now, I cyst from the camera view for the percept to the now to the render property in the render down to property. I select or create a new folder for each eimation. I also recommended you to create a new folder for each eimation whenever you render and after I accept the folder here, I change the file permit to pec video and in then coding, change container to MP four, it's look nice, but I think I have to decrease the sun strain. I set it to three, that's fine. Now, everything is set up and I go back to the layout and tender and animation. So here, it takes some time to render it out and here is my final rest. So there's my art summer scene. I hope you like it. So in the whole series, we mostly use the same fundamental of the linear and also use the most of the same. So I would really happy to try this ation O.