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How to attract clients for a newbie in Blender

teacher avatar Nikdox Studio

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

      0:45

    • 2.

      Basic knowledge

      4:16

    • 3.

      Modeling

      25:08

    • 4.

      Physics

      11:31

    • 5.

      Texturing

      12:14

    • 6.

      Lighting

      5:00

    • 7.

      Bonus

      4:33

    • 8.

      Render Settings + Color Correction

      3:15

    • 9.

      Conclusion

      1:00

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About This Class

Finding a client can be a challenge even for an experienced 3D designer, and building a solid portfolio can take months.

and many beginners think that it is impossible to get a client at the beginning of the journey, and some even quit for this reason

But you don't have to quit, because in this course you'll learn how to create eye-catching animations and product design renderings that will grab the attention of business owners and attract your first client!

And you don't need to have a degree in 3D design, because in this course we'll cover every step of creating eye catching commercials, from modeling to color grading, so you can create them even if it's your first time opening a blender.

So don't waste another minute and watch this course to gain valuable knowledge that will help you attract your first client.

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Transcripts

1. Introduction: Finding a client can be a challenge even for an experienced for the designer, and building a solid portfolio can take months. Many beginners think that it is impossible to get a client at the beginning of the journey, and some even quit for this reason. But you don't have to quit because in this course, you will learn how to create ie catching animations and product renderings that will grab the attention of business owner. Attract your first client, and you don't need to have a degree in Fred design, because in this course, we'll cover every step of creating ie catching commercials from modeling to color grading. So you can create them even if it's your first time opening a blender. Don't wait another minute and for this course to gain. Valuable knowledge that will help you attract your first client. 2. Basic knowledge: This lesson will be useful not only for absolute beginners. We have learned how to open a blender, but also for Ps, because we will also learn a secret technique that will make your work much easier and save you a lot of time. This lesson, we will learn all the basic knowledge that will be necessary not only to create today's masterpiece, but also which will serve as a basis for you to create a free model, which will give you unlimited possibilities and create in masterpieces. Let's get started. The first thing we need to do is open a blender and create a new project. Congratulations, you have learned blendser. K. We have a lot of new things to learn. But let's start with theory. The three D world consists of three directions of length, width, and height, or x, y, and z axis. In Bundle, we can notice them as red, green, and blue lines. You can also find out which axis you are on by looking here. In blender, as in other programs, you can scale, rotate, or move an object, along the x ecrig, or z axis. To scale an object, you must first select it by clicking on it, and then press S. In order to rotate press R key in order to move g key. Also if you then press the egg or that keys, you can do these three actions along a specific axis. Blender also has modes that you can choose here. As you can see, there are a lot of them, but today we will analyze only two of them, the edit mode and the object mode, in which we are by default, and which allows us to select different objects and make changes that I mentioned earlier. The edit mode is intended for more detailed changes to the object. To go to the edit mode, we need to press tab, and in it, we have the opportunity to choose between changes votices, edges, or faces, which you can select using one, two, or three keys. And we can also rotate them, move them, and scale them. But in edit mode, there is another new action available, and this is extrusion. To extrude, you need to select the vertex corner or face, and press the e key. Let's move on to how to rotate the camera and create objects. To see our object from different angles, you need to hold down the middle mouse button and move the mouse, or rotate the mouse wheel, to zoom out or move closer to the object. But how to create an object, Everything is simple here. To do this, we press shift plus A, and here, we can select a different set of things that we can create from standard ships to Suzan. You can play with it and find out where everything is. Now the trick I promised at the beginning. Now a question for the experts. Did you know that in edit mode, you can simultaneously select vertices, edges, and faces without switching between them every time and without using the annoying menu or keys. Well, this is possible, and to do this, let's go to the edit mode, and withholding shift, select, for example, vertices and corners in this menu. Now we can select both. Can even not waste time and select everything at once to save a lot of time and save your fingers from hard work labor. In this lesson, we learned all the basic knowledge that is useful for creating a free model, and also learned a secret that will make your work much easier and save you a lot of time when changing an object. And in the next lesson, we will apply the knowledge again and create all necessary object for animation. See in the next lesson, 3. Modeling: Okay, so the first thing we need to do is obviously open the blender. And after we open the blender, let's click on General two, create a new file. And here we can slide all of these objects and just delete them. And here at this left corner, you can see what button I'm pressing right now. So you can easily repeat after me. All right, so let's click numpad three, to go to the front view, and let's import the reference. For that, we need to press Shift plus A, then go to the image and click reference. And here we need to open the reference that you can find in the description below. After we opened, we can see the fins inside of the blender. For more convenience, we can select it, then press G, and then x and move it on the x axis. So it will not interfere in the future. And also lets press G and move on axis so that the bottom of our reference will be near the three D cos like this. Now let me show you the simplest and the quickest way to create round objects from a reference just a minute. For that, we need to press shift plus A and create a play. Then let's rotate it on the x axis by pressing r x in nine and we can also move it up a little bit. Then we need to go to the edit mode by pressing to, and in the edit mode with the shift held down, we need to select this vertice and then these vertices. Shift will allow us to select multiple vertices in that case, and then press X vertices to delete them all. Now we have this beautiful vertice from which we will create our. Select it and press G and move it to the bottom of the reference. Now we need to repeat the shape of the reference by extruding this 40s by pressing E and moving it. The step is quite simple, so I will speed up the process to not waste your time. Once we've finished, we have this with full result. You might notice that it looks different from the reference. And to fix that, we need to first go to the edit mode press A to select everything then in the left side of the screen, we have these tools. Now we need to select the spin tool, and here we need to make sure that the axis is selected. After that, just grab this plus Picon to see the magic. And here on the left corner, we can change the angle to 360 degrees. All right, this is the result that we cut for now. This is good looks, but I'm going to fix the pattern of the can because as you can see, we could make it more realistic. For that, let's select these vertices, withholding, and then turn on the proportional editing here. Or just press all on your keyboard. And as you can see the proportional editing, allow us to impact vertices around selected. While moving. You can also increase the radius of the spa with your mouse. And also let's feel this hole by pressing F. Now to add more realism. Let's go to the modifiers. And here, in add modifier, let's type subdivision surface. And click on it. This modifier allow us to add more polygonts to our object. But as you can see now in these areas, at the top and at the bottom, all edges become smoother. So let's fix that. Let's press control plus r and move the loop cut to the bottom. And as you can see, this edge become more sharper. And the same thing we need to do for the top. All right. Now once we're ready, we can press right mouse button and click on shades move. Okay. Now let's create the lid for our C. First thing we need to do is to select our C and go to the edit mode by pressing it out. And here we need to press two to select only edges, and with it held down, let's select these edges. And then let's press Shift plus D to duplicate them. Now let's click P selection to make it a separate object. I need to go out from the dit modes and select our recently created object. If we press slash, we will focus only on this object. And for more convenience, let's press Napa seven to go to the top view. Now let's also add the reference of the lid. I can see it's too big, so let's select it and press S to scale it until it will match with edges. All right. Let's let our edges and go to the edit mold. Here, let's press one to edit only vertices. F. Slide them all by pressing A. Then press E to, and then S to scale. Clog and let's do that again. Press e to extrude and S to scale. Here we can play with our imagination and create different patterns for the can lead. For example, let's these tices up, and we can also select these tices and move them down or we can press control plus B to bovel them and just extrude them on the z axis. Once you're satisfied with the result, let's create the rest of the lit. Slate the edges, go to the tab, and again, press E to extrude and S to scale until it to match the reference. Now let's again press one to edit ices. I'll just slide the portes and move them according to the reference. Y press in g. Now for more convenience, let's say our time. Select all of these vertices and just delete them. I didn't delete all of them. In that case, we can turn on x ray right here, and select them all and delete them all. Now we need to add another modifier, which a mirror modifier. Now let's move the Mo Medifier up and select the z axis and also select clipping. Now by doing this, we will save our time. So when we move any vertice, it will automatically repeat on the left side, and we don't need to change the vertices on the t and on the right side. Now let's like all of these cortices, extrude and scale them and move them according to the reference. Now we can press G and z and move them along the z axis. Now let's press to stroud and ST scale again, and let's match it with the reference. And this one, we can move somewhere here. Once we've done, let's let this edge, then press and move it to the center. And then let's select all of these g and just press F to fill them. As you can see here, we like the polygons. Let's press control plus r to add more geometry, and move the vertices according to the reference. Now let's just sl all of these vertices withholding and extrude them along the z axis, and also scale them a little bit. Okay. Now all that left to do is to connect them. Slip this edge and this edge and press F. And then slick all of these edges, and again press F. And V we almost ready. All that left to do is to unhide the subdivision modifier, as you can see, we have again the problem with very smooth edges. Let's create a loop cut a press control plus r in those places where we want the sharp edges. And also, we can click right pause button and shade it smooth. And once we done and satisfied with the result, we might notice this problem. To fix that, we need to unbox the clipping in the mi modifier, then select all these edges with alt, withholding alt and move them on the x axis a little bit. Just a tiny bit. Then check the clipping again and move on the x axis to the center. And as you can see, the problem has been solved. Let's hide it for now and the last object. We need to create is the opener to complete our can. Press so plus A and create a plane. Scale it by pressing S. Now let's go to the edit mode and create a loop cut just in the middle, by pressing control plus r. Then we need to select all of the or this is on the left side and press x and delete them. Again, let's add a Momdifier. Okay. Let's also scale it a little bit. And in the edit mode, we can turn X ray for more convenience, and all we need to do now is to match and move. These tics with the fra. It's really nothing complicated here, let them and move them. Okay, now I will show you how to extrude this edge according to the reference very quickly without changing thousands of times. I select that edge, press control and right mouse button. As you can see in the place where we point to the mouse, we will extrude this edge. Now, all that left to do is to do a little correction and move all these voices according to the reference. For example, here, if you don't have enough geometry, you can create a loop cut. As you can see, it's quite simple, and there's nothing complicated here. Again, modeling, it's not as hard and tough as you might here on YouTube, for example or other platforms, it's pretty straightforward. Again here let's do the same control down let's create this circle and connect all the phases. And we can also extrude it on the Z axis by pressing E again, and scalt ale bit by pressing S. Now let's add a subdivision modifier and change the level view 0.22, and what we like is a thickness. For that, we need to add another modifier, which is called solidify modifier. Here, we just need to play around with thickness. Also, let's move this modifier up. Again, we have the problem with the smooth edges, so just add a couple of lope cuts, and it will solve the problem. A and also don't forget to shade smooth. Then after we've satisfied with the result, we can click on this triangle and apply the M Mifi. While cycling these phases, we can press I to make this edge even more sharp. Now let's p our opener on the. For that, we need to go to this and click on phase. And we need to move it and then press control and point our mouth to the lit. And it didn't work as we expected because first we need to apply the solidify modifier. But you can also do it manually, just by pressing G and moving on the z axis. Let's apply the solidify modifier on the opener and then select the lit and apply the Mo modifier. Select the opener and we shift select the lit, then press control plus j, and by doing this, we'll connect this object together. All right, so let and height can and move the lit a little bit down as c axis. Here we can select all of these edges, withholding it and extrude them on the z axis, by pressing E and then z. Also, I personally will move the lit even more on the z axis. After we've satisfied with the result, We can connect the lid to the C. Again by pressing control plus j. Now it's one object. Also, we can lead all the references because we don't need them in the future. Now let's the can and press, and by doing this, we will create a collection or the file for our C. Let's also press control plus S to say our progress. Okay. And now let's create another object, and this will be the strawberry. So let's go again to the front by pressing put three, and let's create a cube this time by pressing shift plus A. And then we need to go to the edit mode by pressing tap, and with X three turned on, we need to s all of the button edges or faces, and scale them a little bit by pressing S. Now we need to press control plus r and create a loop cut in the middle and scale it a little bit. Also, let's elect everything by pressing A and scale it on the x axis to create a sheep with a strawberry. Once we've satisfied with the result, let's add a subdivision surface modifier, and increase the level viewport to three and apply it. Now we need to add another modifier, which called decimate. Let's click on the subdivide, and iteration increase to one. Now we have this pattern on our future strawber Let's apply this as well. Okay. Now let's go to the front view again. Go to the edit mode, press tool to dit edges. And then we need to impress control B and bubble all these edges. And unfortunately, this version of blender, which is the newest 14.1, we have all the edges selected. We have to select all these edges with shift plus I held down by ourselves. P. After we've cited all these pass, we need to press control plus I to insert the phases. Then let's press I and then S to scale. Here in this menu, we need to change to the individual origins. This will allow us to edit all pass as separate objects. After we've scaled it, let's press I to insert it, and scale it to the size of the sets. Now if we go here and hold our left mouse button on this tool, we can see all different version of this tool, and now we need to extrude along normals. Click on it and grab that dot until you will have the proper size of the seeds. And to add more realism and polygons let add a subdivision surface medifier. Increase level you put up to two or one, if you wish. Okay. We can also create a new collection or the file for the strawberry. So let's unhight our can collection, and let's also scale the strawberry to the realistic, more realistic size. 4. Physics: Now let's learn how to use physics in blender for your advantages. But first, we need to create one more object, namely the container in which our simulation will take place. So again, press Shift plus A and create a plane. We can scale it a little bit for now on x and on grixis, and in edit mode, we need to press I to insert the face. Now we need to add a camera to the scene. Again, press S plus A and click on the camera. And to go to the camera view, we need to press Numpad zero. If we press n, we will see this menu on the right side of the screen, and we need to check the box next to camera view. This will allow us to zoom in or out the camera with the mouse. Let them out to see our scene. And we will click here. On the camera settings, we can change the focal length. Usually, professionals use focal length of AT or even higher. I will go for AT. I will probably move the a little bit to the sensor. Now let's the plane that we created recently. And in it, let's scale this space to the size of the camera view. Just press S and scale it on x in Eric axis. Now let's extrude it on the z axis. Once we finished, let's add a loop cut right in the middle, then press control plus B to bovel it and bevel it to the size of the can. Also we need to create a loop cut for the side and also it. Again bevel it to the height of the. O. Okay. And once we've finished, we need to press free to select the phases and select this phase and extrude it on the Z axis. And here, our can will be placed. And also in edit mode, pick the edges and scale them as well. All right. Let's add physics to object. So select our player. And here in physics, we need to click on the rigid body. And here in type, we have two options. Active and passive. For this plane, we need to select passive, and we choose passive only when the object will not be animated and source as a base. In the active in opposite, we choose only when the object will be animated. Also in the shape, we need to select the mesh so that in here, we can place our strawberries. And we can also decrease margin to very small amount. Now let's add a physics to the can. Again, go to the physics, select rigid body, and in type, we need to select active. Again, in shape, we need to select mesh. And the same here with margin, we need to decrease it to very small amount. Okay. Now let's deal with the strawberry. And here before we will add a physics, we need to do one more thing. So let's go to the top and you click here. We can see the lines and where we need to put the strawberries. Okay, so let's move the strawberry and with Alt plus D, let's duplicate the strawberries. Then let's them all again. With Alt plus D, let's duplicate them. Again and again. We can also s all of these and again duplicate them. Duplicate the strawberries with d plus D because if we will do that with shift D, it will overload our confuse. As we have a slow. Future, the blundermit crash. And I will move them a little bit to fit them all in the sole. And we have this result now. Let's go to the front view and select all of the strawberries. Again, this output D, let's duplicate them along the z axis. You can choose the number of the strawberries by yourself. I think this amount will be uh. Let's select all of them. All of the strawberries, and we shift any strawberry that you want. Now let's go to the object. And in transform, we need to click on randomise transfol. Now in this menu, we can ran demise location and the rotation of all of our strawberries. For example, if we change the x location, it x location on grin and Z axis, and the same is rotation. You can play around with the settings. And once you've finished, we can finally add physics store object. So select object again. This time, go to the rigid body and select add active. This will allow us to add a rigid body to all of the strawberries. In the settings, we can choose the shape to the mesh. Then right click on it and press Copy to select to apply these changes to all the strawberries. And for the margin, we can do the same. Now let's press the spacebar and see what will happen. It might take a while for our stowberyes to fall. Okay Let's stop it right there, and let's see how it looks like from the camera view. Looks fine. Set all of the objects, all the stberys. And the shift, we need to select any strawberry you want. And if we go to the object and in rigid body apply transformation, we will see that if we go to the first frame. It will stay right here, so it will not fall from the skies again. For me, personally, I would like to wait a little bit longer so that strawberries will fall even deeper to that container. And after that, again, I will apply transformation for all of the strawberries. M Now let's return to the first frame and select can. If we click, we will apply the keyframe for the position rotation and location for the can. Now let's move the first keyframe that we created to the frame 40 and go to the frame, let's say 170. Now let's move the can up on the z axis until it will completely be visible from the camera view. Now let's press the i again. And the animation is basically created. Let's save it for now by pressing control plus S. It's very important, and we need to go to the scene here, and here we can change the simulation start and end. I would like to turn the simulation from the frame 40 and also we can change the speed of that emation. I would probably change the end of the animation to this, and all that to do is to click on ba. And left was a bake, we will get this result. F. 5. Texturing: Okay, guys, we have created all necessary object and applied physics to them and created this simulation. And now let's add some colors to seen and create materials and textures for object to impress our clients. And for that, let's select our C and press a slash to focus only on the C. And before we will create materials and textures, we need to do one more thing. So let's go to the edit mode. And here with lt, we need to select the places where we want our label to start Then press right mouth button and click Mark sing. And the same thing we need to do at the bottom. So I'll exam with It right mouth button and Mark sing. Also we need to do the same only with these edges on the back of our can. Now let's go to the shading here, and this is where we will create materials. Let's again, focus on our by pressing slash and create a new materials. By pressing new. Now we need to add an add on, which will be very helpful in creating materials. Topli on the dit, go to the preferences, and in addons, let's type node wanglar, and we need to plck on the node wanglar. Now we can close it. Okay. Now let's l the principle B SDF note, and then press Control plus t. Here in the image texture, click on open, and select the label that you can find in the description below, or you can choose your own label one. Okay. And as you can see, it's not looks any good, so let's fix that. Let's click here and go to the UV editor. In the UV editor, let's press free to select the faces, select any faces that you want. Don't press out. Don't press O and unwrap it. In here we have you map of the label. In this window, we can rotate it and scale it. As you can see, when we move it, we can see the changes on our can. Let's scale it to the size of the label you want. You can also scale on x and grec axis. If you can see at the back, we have this nasty problem, and to fix that, we need to add more polygons. And to do that, we just need to add some press control plus r, and add a lot in the needle. Now we can just press control and bevel it increasing the cuts with your mo. Right, and now let's improve our material. Let's go back to the Shader editor, and in here, we can increase the metallic a little bit and as well roughness. But I think we can do a better job this roughness. Let's press shift plus A, and in the searching bar, let's type a color ramp. And create Color ramp node. And from color, we need to connect to the roughness. Also let's create a noise texture. Place it there, and connect with color ramp. If we press shift control add, click on the node, we can see what this node does. Also, let's connect the object from the texture coordinate to the noise texture. And let's change some parameters in the noise texture. You can play round with it as you want. And let's press Shift plus control and press on the principal DF to see the final result. I think we need to play with the color ramp more with the stickers. As you can see by doing this, all of this, we created this freezing effect on the bottle. Once we ready with the result, let's go to the material settings and add a new slot for our can and create a new material for the slot. Here we just need to increase the metallic to one and roughness to something very slow. Okay. And as you can see, nothing has changed because we need to apply the metallic material to this. So I did not select any of these. I just press L. Click on the metallic material we created and click on assign. And the same thing we need to do with all these areas where we want to have the metallic material. And for more convenience, let's also rename our materials, this one to metallic and this one to the label. All right, it's time to create the material for the strawberry. So again, let's create two slots for the strawberry materials and create the material for every slot. Let's this one to the strial add this one to the. Okay. For the ST material, let's go to the edit mode and press Control and plus. Then click on the CT materials and click a sign. All right. Let's slide the strawberry material, and let's create a gradient ture. And let's also create a color am and connect grading texture to the color ram and cool ramp to the base color of the principal dF no. Now let's led the grading texture and press control plus t. Here in the cool ram, we need to choose the colors for the sticks. For this one, it will be dark red color. Let's also click and plus icon to add one more stick. And for this one, we need to also create a red color, but a little bit brighter. And for this one, even more brighter color. And these colors should go from the bottom to the top of the strawberry. And to do that, we need to set of the linear in the gradient texture, click on the quadratic. And in the mapping node, we need to change the e to the. All that lab to do is to around with the cos and with stickers. Now let's add another node. It will be a bump node, and normal, we should connect to the normal of the principled node. Also let's create at texture and connect color to the height. In bump, decrease the strength. Let's for now height to the subdivision modifier and play around with parameters. H I personally have these parameters, but you can play around and see what fits you best. Let's select all of these nodes. Press control plus C, and now let's cote the seats material and press control plus V. Just copy paste, all of the nodes that we created. Let's connect the bump to the normal and the color ump to the base color. What we need to do here is to just change the colors to the color of the sats. And also, we need to play around with the bump nodes, tetings, and this noise texture settings. For scale, I will set up 9.3 for the Ditle, also 9.3. And for the roughness, I will leave 0.5. All right and our strawberry material is created. Now let's create the material for this container that we've created. Let's select it, create a new material, and here we just need to a red color and play around with the metallic and roughness material. And here we go our materials screen 6. Lighting: Okay. Let's add some lighting to our C. To see the lighting changes, we need to go to the render view port. And by going to this menu, we need to change the render engine to the cycles. And in device change to GPU compute. If we have G computes muted here. That means that we need to change some peters in the preferences. So go to the edit to preferences, and this time we need to go to the system. In system, we need to select QDa or Optics or any other options. I'll personally go with QDa and here we need to check the box on our graphic card and on the processor as well. And now we can close. As we can see, it's pretty dark here, so let's add some lighting. Click sheet plus A, go to the light and create a spot. Let's warm it up and Ming changes because we need to go here and change the power to let's say 800. Also, we can change the spot size and to make the light smooer, we need to change the radius. Right now, let's add another light, this time it will be area light. Again, let's move it onto z axis, and here we need to place it by the angle of 45 degree on the right side. And scale it a little bit. And also change the power to like this. It doesn't have to be too because we will add more light store C. So let's dplcate this area light and move it to the left side and rotate it like this. Here let's increase the power. Now let's add the main source of light. Let's go here and in the color, you will click on this yellow dot. We need to click an environment texture. If we click open, we can choose R HTI, which we can also find in the description below. And I would like to rotate the HTI. For that, we need to go to the shading and here, instead of the object, we need to click on the word. And here we can see our STI. Let's click Control plus T, and in mapping, in rotation, we can change the angle and rotate RTR. All right. Once we are happy with the ankle, we can also change the strength. And I also decided to increase the power light for the pot light. I would increase to 1,700 For the left, I will increase to 350 or even 440. For the right, I will also increase the power a little bit. After that, I will also increase the strength of the HT I here. Just a little bit. And I also decided to duplicate the area light, rotate it and place it here on the top of it, and scale it on the ecric axis. And place it right in the center. I will also decrease the s light total bit, and again duplicate it and place it on the opposite side. Again change the power to 80 or even lower. Here we go, the light is basically created. 7. Bonus: And this is a bonus video where you will learn how to boost appearance and upgrade the look of our animation and impress the audience even more. So this is how our can looks right now. Looks pretty good, but we can make it even better. So for that, let's create a U sphere by pressing t plus A, and also scale it. And now we need to go to the particles here and create a new particle system by pressing on the plus icon. And here we need to switch to hair, and then click on advanced. And here we can change the number of the hair and also make sure that you have here enough geometry because a particle system depends on the geometry of our can. The more the geometry, the more detailed the particle system will be. I will probably increase it a little bit. And can also change the hair length. All right. Now let's go to the render and in render us from path, we need to change to the object. And here we can change the object. A are recently created U sphere. As you can see, we have something, but we can see it because it's too small and to fix that, we need to change the scale and probably change the scale randomness. I will probably decrease the number to 1,000, and also we can improve the randomness of the particle system by changing the seat, but as you can see, it's not changing that much. Let's go to the modifiers and apply the subdivision surface modifier. As you can see, it has become better. Now let's see what we got in the random view. As you can see, this particle system has no. First, let's click on our o sphere, shed it smooth, and go to the material settings and create a new material for the o sphere. And here, it will be pretty straightforward. You just need to click on the principal BS DF on the surface and change it to the class BDF. And here we go. You can also move the osphere away from the camera view. Now if we would go and render it right away, we have or might have an issue or a multiple blender crash during the render process. So to avoid that, we need to go to the particles and click on make instances real. And by doing that, we'll convert the particle system into objects, or water jobs into small spheres. Once we have all the u spheres selected, let's select can withholding shiet, and then press Control plus G to join them. After we've done that, can apply the particle system. Also we can delete the particle system here. Now we need to add one more add on. Let's go to the preferences, quick on add ons. Here in the sage board, we need to se for modifier tool and check the box next to it. And we can close. And let me show you what this advent does. Let's show all of the strawberries by pressing white Mouse button on the strawberry collection and clicking on the select object. Then this holding shift, we need to select any strawberry you want, and by clicking applying all, we will apply all the subdivision surface modifiers on all of the object. We don't need to select this modifier on each and every strawberry out there. I just click Apply all. As you can see, all modifiers were applied. 8. Render Settings + Color Correction: And the last lesson is render settings. So we already change the engine to the cycles. And what we need to do now is just change the max samples to something lower. I would go for 800, but you can change it to even lower amount if you have a weak PC or a laptop. But I would not advise you to go lower than 200 because the quality might suffer. Also in the color management here, we can choose the filter. You can try different filters. For example, this one, medium height contrast or base contrast, whatever you like. I will probably change the film and go for medium height contrast. You can also change the exposure and gamma manually. If we click here in output, it can change the file format. I would advise you change to the P G or to GPAC. I'll probably go for GPAC, and here we can also choose the output for our file. All that have to do is to click and render and render animation or press Control plus F 12. And after the rendering process, you have a lot of images in the GPAC format, and you might ask how do C word them into the video format. Well, that's quite easily. All that you need to do is to open the blender again, and click here on the plus. Con and in video editing, select the video editing. And let's go to the first frame and click on ad. And choose the image sequence. And here we need to find our rendered images. Then if we click A, we will select everything and then we need to click on add image strip, and here's how our animation looks like. All right. Last thing we need to do is to change the file format and the output and the output itself. For the file format, I would advise you to select these three file formats. I would personally go for FF PAC video. Here in encoding, make sure that the tainer is metroska, and in the output quality for medium quality, choose high quality. And we need to render the animation again. But don't worry, this render process will not be as long as the previous one, and we'll take only a couple of seconds. 9. Conclusion: I can congratulate you because you have successfully completed this course. And with the knowledge gained in this course, we have created this animation that you can proudly add to your portfolio and begin to attract the attention of clients and show that you are capable of and what value you can provide for them. And with this course, you will be able to not only create that particular animation, but also get creative and create something unique, like for example, this animation that I created for Instagram. And here I use the same principle and knowledge as in this course. I look forward to seeing your work and maybe being inspired by them. Also, remember that if you have questions, you can always chat with me and I will personally answer you and help you. And if you're interested in learning blender more and creating a strong portfolio that will attract clients to you and present you as a professional, just click on my profile, and there you will find other courses on how to do this. And that's it for now and see you in the next course.