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.