Learn Blender in 2022: Beginners guide | Thomas Potter | Skillshare

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Learn Blender in 2022: Beginners guide

teacher avatar Thomas Potter, 3D freelancer and content creator

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.

      Intro

      0:26

    • 2.

      Important: keybinds

      0:35

    • 3.

      Basics of the interface

      2:08

    • 4.

      Moving and object mode

      5:31

    • 5.

      Quick tip: Managing the outliner

      0:52

    • 6.

      Quick tip: Hiding objects

      0:18

    • 7.

      Basics of edit mode

      5:52

    • 8.

      Quick tip: Duplicating objects

      0:11

    • 9.

      Modifiers

      4:48

    • 10.

      Make a simple character

      1:52

    • 11.

      HDRI and Lighting

      3:02

    • 12.

      Materials

      2:33

    • 13.

      How to animate your character

      3:05

    • 14.

      How to render an Image in EEVEE

      4:25

    • 15.

      How to render an Image in cycles

      2:26

    • 16.

      How to render an Animation

      3:50

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About This Class

This class will be going over how to learn blender 3.1 to create awesome 3D artworks for free!

I will be going over all the things you need to start creating some artworks and follow along with more complicated tutorials.

If you want to download blender go to the blender website to download blender 3.1

Meet Your Teacher

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Thomas Potter

3D freelancer and content creator

Teacher

Hey, my name is Thomas.

Whether you're brand new to blender or have been doing it for a while, my course on low poly character creation will help you get better and create game-ready assets for any project you're working on.

I also have a youtube where you can get free videos on blender 

See full profile

Level: Beginner

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Transcripts

1. Intro: Hey, if you want to learn blender in 2022 with Blender three-point one, then it's a course. You, I'll be taking you through some simple concepts, going through everything that you need to know to make a very simple character. Animator add some textures and rendered out into a simple animation like this, water say, steel frame like that. At the end of the course. 2. Important: keybinds: When he first started in Blender, it will look something similar to this. So you will have an option of left-click or Rosling select. By default it will be left-click select, rocket select, in my opinion, is better. And this is what a lot of tutorials will be in. Sometimes quite hopeful to be on there. You'd have to click on Right-click select if you're really kicked off and then you like left-click and it will select stuff. Then you can just go to Edit Preferences and then go to K-map. And you can see select left rats, rats, and then you can leave the rest like this, okay? 3. Basics of the interface: So first off, I wanted to go over this, the kind of like a general interface. So basically this main parts of a here is called the 3D viewport. Now as the top-left of every single window, you see that I have this little square. You can see it's down here. It's appear as over here, and it's over. Each piece has this little link. Now, what you can do with this is you can go and change it. If you click on here, you can see this one is 3D Viewport. You can change it to a bunch of different things which we will be going over later and you can learn about in other tutorials. You can see this one 3D viewport. This one is called if the Outliner, Basically this will show every object that's in your scene. So if I have a Cuban here, you can see the cube shows up here and any object will show up here. And you can have collections to manage all of them. But whatever, you have this plot which is called your Properties tab, and this will basically have a bunch of settings. So like this is the Modify tab will have like your renders tab. Basically he just has a bunch of settings that we will be going over later. If they're relevant. You can also resize everything. I've got to drag like different parts. You can see how just going to hover over, pop up with a little arrow like this. You can drag up and down to resource. If you want to get rid of something, you can save it. I'll put my mouse over here on the top part and drag down. You'll see, you get rid of it like this. And now I only have one of them. You want to add one? So I can go put a cat and drag down. It's basically how it works is if your mouse is above and you drag down, that'll get rid of it. But if your mouse is above and you drag up, it will add, you can see it access or you can just right-click and then you can see virtual exhibit. Or you can right-click and join areas like this. And then you can change the properties. And that's just the basics of the interface. Now basically those has to be at the top. You can see it has a bunch of different presets, but we'll talk about that later. 4. Moving and object mode: So in the bottom right, you can see what I'm clicking over here with those little overlay. Just a better blender. I don't remember that much, but you can basically just see what our click and it just makes it a bit easier for you. Let's go through the basics of Blender. First off, when you're in your scene, you can use the middle mouse button on your keyboard. You can see like this, I've clicked middle and this will pan around your scene. You can use this little icon in the top right and just left-click and drag on it and we round. You can also click on these buttons and they will take you to different views. Or you can use one on your numpad, by the way, 37, non, non, we'll take it to the opposite. So one is in front view. So three is for sideview, seventh, which of you, you click None or do the opposite? So you can see one non will take you to back. You can see over here back orthographic three non would say you left, seven is top, down bottom. And the, now you can assert your shift middle mouse button. And that will do it like this. Pan. You can also click this little button over here and we'll do the exact same thing. Then you can scroll up and down, obviously to zoom in and outs. You can also do Control middle wasn't. Then you can just use this top little thing to zoom in and out. And also, if you see right now we're in perspective mode, you'll see it says user perspective. If you want to get them to a flat version which is called orthographic install Blender. Use click on five and now you can see that five of your numpad. And that will change you between orthographic and perspective. And you can also see up here, it will change between them as well. And it assumes useful tip is if you hover over something, you can see it will sometimes, well, a lot of the time, probably the shortcut that you need to enable it will activate it. You can see it says number five. Here it says number 0. Number 0 will take you to camera view like this. And then you can see up here, it doesn't actually publish, pop up with that. But a lot of the things, if you hover over stuff, it will show you what are the key boundaries. Now let's just quickly go through. You can also, using right-click selection, you just click on that and you can select stuff. It will be yet if it's yellow, then that means it's yellow. That means a selected. If you hold Shift and select something, you can see this is the orange or yellow outline is the axis of selection. The other one is the orange outline is the still selected but not the acts of one. If you select multiple things, you'll see the rest of them will be orange and in the main one would be yellow. If you want to de-select stuff, you can press Alt and select everything. Press a cool. Now, if you want to select something, if you went, at least you can press X to delete or you can express actual click button like that. If C Control Z works, what you wanted to, if you want to add in something. Firstly, you see this thing in the middle of the screen. This is called the 3D cursor. Now if you left-click, you can see, you can move it around like this. And if you're leaving the middle user Shift S, cursor tool, the origin. And this sigma basically told Blender where she's born in new objects you add. If I put my cursor over here with left-click and I can shift a NGO mesh cube. You can see it spawned over there. And I can delete this. So X deletes, Shift S curves, tool origin, shift a, mesh, and z, I can go get one of these. It depending on what you need. You can either get kind of just depends on what you're making to choose what type of objects you want. I'll show you here the monkey that is included with random. Now, you can see it's added in the middle because we have our 3D cursor in the middle. There's something called to actually change an object. So Rancho, you can see, we can press G and that will move it to rotate, an S to scale. And we can't do anything much else. Besides that, you change the actual object. With the moving, rotating and scale. You can always lock them to the axis. So you can see this orange line is the x-axis, those Greenland is the y-axis. And then the up and down and said, You can't see it, but you can enable it like that. So you can see we have the accesses in our scene. If you go to scale and I go into Z, for the z-axis, you can see we scale up and down like this or x. We're going to go Shift Z. And I'll scale on locking those it like this shift guar, you can see like their Shift X. You can see I like that. And you can use these to just lock anything if you didn't rotate because a watt or rotor on the waxes will shift. Why don't really do that much but rotate your bar. You can see it like this. And you can assume scale, move. It just a simpler way of doing everything with the movie in itself. That's just, that's just kind of how you can move, rotate scale stuff. And this will apply in edit mode. 5. Quick tip: Managing the outliner: So to manage your outline at the top branch, to manage it. So I'm just going to duplicate a couple of objects like this so you can shift even duplicate. You can see over here, we have a couple of objects and they all show up. Yeah. Now if you want to manage all the stuff in your scene, you can see we have a lot in the camera. So say I wanted to move this into its own collection so we can separate them from the actual objects. And we can just go m, new collection, name it. So I'm gonna say camera and lots. Let us, you can see now we have our own collection. You can rename it. So if I press F2, click on this guy was an object's something that you can start renaming stuff and reorganizing it. And you can just like hard whole collections. And just a quick way to organize your scene with the hierarchy of Atlanta. 6. Quick tip: Hiding objects: So if you want to hard and hard and object, all you have to do is press H and then Alt H too hard and unheard. You can do everything you can watch. And then Alt H, you're going to see in your top rots. You can see how hard and unhide everything. Yeah. 7. Basics of edit mode : Basically object mode is basically where you can set up your scene. You can change everything in it, the composition. Now your cameras set up your lats wherever. But edit mode as we actually can change the object itself, you can move around the points in this thing and change the actual shape of it. So let's show you about edit mode, okay, So all you have to do is go into edit mode. Firstly, I'm going to switch this out for cube, something that's selected with rock-like extrapolates, Shift a. And you can see we pull up this menu again. I'm just going to add in a cube. Now to get to edit mode, or you have to do is press Tab. Or in the top left you see object mode is clearly to edit mode. Now what you're gonna do is we're going to go over the basics. Right now. You can see we have each individual point and you can select it like this. These are called vertices. One is just a vertex to have the three different selection modes. You can see up in the top-left corner, we have the dot, which is the vertex select, Edge, which is Edge Select, and the face which was a face election. Now you can cycle through them just by clicking them. And you can see it's just like edges. And then you can see we can select faces. Or at the top of your keyboard, your best one, follow vertex select to CO2H select, and three to go to phase. Three, you can cycle through just quickly, going through instead of just swapping each time. But you don't really have to remember it all. And if you forget the keyboard does not show to you. Then there's a quite a few different operations that you do inside of enamored. I'll show you a couple of them. Yeah. So obviously G, R, and S still works over here. They are universal between enamored and object mode. And we can go over, and there's a couple of different tools down here. You can hover over them to see the keyboard. So you can see I just wanted to extrude region as this e. Click on E, you can see you have this extra part extruded out like this. You can also lock it to and access Serrano's automatically on the normal. As you see, it will always extrude like that. You can change it to like X, like their shift or something. You can just choose one of those options and what it down. That's extruded. It's pretty simple. You just do it like if you want to add a custom number, like as how much business you want, you can tap that earn and drop your keyboard like water visa or 12. You can do it like that or you can do negative. And it'll do the opposite of getting an opportunity back to positive and gaps you can put it into. If you had blackness specific distance, you want to extrude it. Now we have it. Next on the list is for inset. So you can see it basically just insets it and then have a separate face in the middle. So you can do the same bank. So you'd like extruded osteon. There's just insensitive slightly like that. You can do the same thing. You have a couple different settings. If you select something and it's edge, you can see at the top of your screen you have quite a few different options. So you can see confirm, enter or left-click. It doesn't matter that much, will escape right-click to cancel its thickness. So you can see if I take those down, the thickness will change. You can tap into custom number and I'll set up how much it once. Control. Control is basically to change the depth. You can see depth control to tweak like that. And then you can just hold it. You can't raise up a number, but whatever, I guess, if it messes up, you just go back. And then if outset, which is kind of like the opposite of it, you see, he was messing around with some of the tools. Boundary b will have it if you have like a mirror modifier. We're against that later, but it's fun. And then our individual, if you have multiple pieces that exit like this, these hold Shift and select them, you can use R. And then if I press I to insert, you can see Individual, you'll see you can extrude it. You can do incentives individually on each time. I'm just going to Control Z and undo. And we'll show you the next one. The next one is bevel. If I select this face, see how my face select mode of cycles, top face and then control B. Control B. Because he, it bevels it like this. And then you can scroll up and down the mouse wheel if you want to change it like this. And then you can tap on a custom number and jump left really that much. If you want. There are a couple of, a few old p, the profile. So you can see you can change it like this. You just pee and then you want to change back to width you use per se again. You can start really that complicated and there's a better way of doing it called the bevel modifier, but we'll get into that later. We'll talk about modifies. And then you have the next one which is edging, which is Control R. This one you just put your mouse wherever you want it and it'll pop up with this yellow line is left-click and then you'll see that will enable it. But you can put it in where you want. On the other line of phases, you just have to choose where you want it orders right-click and that will leave it in the middle. I have an edge droop that June dislike split southern half with it. Then you have this which is K for the knife tool. So you can basically you just draw a holding left-click. That's sometimes be useful if you draw like a custom shape or something like that, then you don't really need to worry about the other ones for now. But let's get into modify it. 8. Quick tip: Duplicating objects: Quick tip. If you didn't catch it. If you want to duplicate something, it just Shift D. If he's like something, you can just Shift D to duplicate it like this. Yeah. Just 9. Modifiers : So modifiers are very useful and very powerful. So basically what you can do to access them is going to click on this blue little wrench and this bull. Basically, if you go add modify, it will pop up with a bunch of different options. Don't worry, you don't need to know what they will do. Asked all the women what they will do be diesel blender for four years. There's only a couple that you rarely want to use. Let's get a better objects. So let's just go to object mode again. So just press Tab again, x the lease. I go Shift a and add in a cube. I'm going to add modifier. Let's add a subdivision surface. Once you can see, it just basically adds more resolution to object and make a smooth. You can see it kind of just like soft transitory. It has a box and then circle so it kind of smooth out the box. You can change the levels and the whole basic mean. How many subdivisions that is, how detailed, how complex, how many vertices it's added. Okay? And what you can do is you can add more. So it's like this is Mathura and some of them array or you can just change accounts and you'll see how many times they extrude it out. You can change the factor so how much it moves? You can see it like this. Then finally, just click the X, a pebble. Remember what I was talking about the bevel modifier. Let's delete that some revision and I'll show you how to use the bevel modifier. Basically the same thing. You can change them out segments. And the angle is basically, if you change it to be, you can limit the angles. So if something is lower than 30% of 30 degrees, then it won't be beveled. Profile. Same thing if I drag up the segments because he uses you can see you can change like that. That's called the Belmont via Berlin. Brilliant. Yeah, basically billion. We can get into that later. It's not very useful. Bold. So we add subdivision. And basically with modifiers, they always stack, say, I add a subdivision modifier and then I add a bulb. Basically what it'll build your space. It will play because it starts pulling up the object. Now, what happens now? If I drag this above the subdivision and I go back to the beginning, so you can see that the part is the tarmac and our space. You'll see it'll just pulled it like this. Now why is that? The reason is, is because the Modifier Tab is built on like a hierarchy, and it will go from the top to the bottom. So it does the bold first and then the subdivision. If I go, You can use these little lock icon so you see the screen that will hard it and you can enable and disable it. So basically if I go back to getting down and our persuasive, you see nothing happens. Choose this. Let me turn off the subdivision and put the belt on. Space. You can see in bold it piece by piece like that. Now, if you add some dimension back on, you see it as the same thing. But if we move the subdivision backup, you can see bold it piece by piece because it has a subdivision first and then does the bulb. You just got to keep that in mind when doing the stuff with modifiers. You can go through, you can test them on our decimates will basically just like lower the detail on it. Sigma is always a couple of them and another useful one. So say we want to mirror it because you want to use work one side and the other. We don't really have to work with like mirroring everything manually. So it's going to go Control R to add a control, to add EDU buggers. Left-click, right-click live in the middle. And I'm going to go to front view. I want to delete the left side. I was going to face selection, select the face x phases, phases, x vertices like this. And you can see we delete the left side and we add a mirror modifier like this, and we drag it back up to the top just to make sure that it works properly. And you see now we have emerging. And if we go select some edges like this. So you can hold left-click and you can drag select the box and g, You can see it mirrors on either side, which is pretty useful. And then something that you can see if you've got a clipping, you can see it will in the middle, if I select something and g, it weren't pull away, whereas it clippings off. You can see it will separate like this. I'm going to leave the clipping on because it's quite useful. 10. Make a simple character: You've got, so let's set up a simple character. We can go into more details of some more things. So what I'm gonna do is I'm just going to go, we're just going to set up a simple character set begins just render out something nasty. And I can show you some more details on Blender. I'm just going to go and delete these two things that I've seen. If you see here, I will just have a brand new scene. I'm going to select this camera, which this, this is what it looks like. They suddenly up. I'm gonna stick with them. So just shift, right-click both of them, X delete. I'm just going to select this cube and a mode and go to Modifiers, add modifiers, subdivision surface like this. I'm going to add an edge loop in the middle. Let's Control R. Then I'm going to go to Face Select like this, selected up here, and then select the top, select the bottom with Shift, and then just go scale z. Then what we're gonna do, you see with the Boolean subdivision a kind of like subdivides like this. So what we're gonna do is you want to select this middle edge, select an edge. You can just go alt rock click like this. And I'm going to Control B to bevel. Okay, so that we can just control how much you see, how much sub-dividing like this. You could just round off the corners a bit more. If you want more resolution, you can just bump up the levels and just make sure that they are not the same and the render, and we bought, if you want this to be soft, like a new edges, So you can just go w sheets throughs like that. And outcome data distribute only have like a bean cut a shape. You guys have changed it just by scaling up and down on the z-axis doctors. 11. HDRI and Lighting: If I go to Z rendered, you can see a bit of time. This is the rendered mode in EV. Ev is EV is a real Tom engine. Africa. After those render tab over here, you can see it says EV. Ev is real-time. So you can see if I go around the scene, it, It's all real-time. If I change this to cycles, you can see it kind of has like some green and it lags a bit like when I rotate it around. And this will obviously be a lot worse whenever more complex model. But I'm just going to leave it on EV for now. We can set up our scene. So if you go into this role tab, you can see that we could change the color of our background. You can do that. You can set up a HDRI, which is like a 360 degree image with lots of textures. And I was going to go to click on this little yellow button, change to environment extra open and then you can get an H draw from Azure. I have it. Okay. So if you, once you get H drive or you have to do is go to Google and search up HGRI Haven. 0 dates you polyhedron. You can just click on browse and you'll see a pop-up here. You can go through and you can scroll through and find a couple of different ones. I am currently using micro pop-up. Popular one that I use is I think I use this 11 of them, old Copenhagen six. And you can just go through this, find one that you lock and now you have your H drive and it's your changes trends. You can do that by changing the strength value down here. If you wanna get rid of the background, you can go click on this little camera again. I got onto film, transparent like this and add to render with a transparent background. Then let's go onto some materials. Let's add some lots now to add a lot. So I'll just go to front view again, go Shift a to add a lots area. This same thing applies with rotation, moving and scanning. You can just rotate like this. Softwares are rotated g to move. I'm gonna go to top view. Then we'll rotate G to move again. I'm going to go to the top, which is this green light bulb. I want to change this sauce and then drag up the power. So I see we have lots of here. I'm gonna go back to the top view. 79 pad again, Shift D to duplicate and put it down here, rotates again with R. And then we can change the size again. This, okay, so now we just have this cool looking lots in or I'll see. And now we can set up some simple materials. 12. Materials: In certain materials. So let's just click or add some simple Rs first, what we can do is just add a shift a to add an a mesh UV sphere. I'm going to go basically if you want, you can go z wireframe and then you can see it will take you like this. You can see three everything. And put the hours like here. I'm going to go to side view and then go back to solid view. So z solid G, and drag it forward. So that's the odds are coming through. Now, we want this to be able to us out as well. There's not just one. So we're going to add a mirror modifier. So I'm going to go to mirror the Modifiers add modifier. Mirror. As you can see, it's not really doing anything because we wanted to mirror it over. And mirrors will be based on this little origin point, which is this yellow dot. So the way we can get around this is with the mirror object. Click on this little eyedropper and choose the bean shaped like this. You can see now it's mirrored across like that. And let's add some Texas now. Obviously there's going to be on these ads on a second beam. Zed rendered and go to the Material tab, which is this little red circle thing. And you can see we already have the material applied on it. And let's just add a cup. It's exhibit base color. So we can choose any color here. So we're going to choose a simple blue color. You can change some settings like roughness. Do you see they'll change how rough it is. I feel to make a metallic metal texture. You can add, drag the metallic all the way up. You can see you can create a nice-looking metal. Specular or basically mean how much of the lots effects it was it. Yeah, that's really the only options you need if you'll make it large. So say we have these Rs and click New to make a new material. Scroll down and go to the emission. I can drag this up, give it a color. I'm just going to give it a yellow. And then drag up the strength and change this base color to black. And so it's just the hours. Now as you see, it's not really growing that much. So what we can do is go to this camera icon and go to blue. Maybe that's too much. Let's just drag the strength a bit down. We get to some measure on settings a bit. So it's not like a glow around the actual body. Okay, cool. So now we've got this glowing, ours and this blue character. This was looking kind of nuts. 13. How to animate your character: Let's go over a bit of animation. First off, you see if I move this body, you can see it moves around and the arms don't go with it. So what we're gonna do, we're gonna select the Rs and then just shift select the body like this. You want the yellow at the body to be outlined and go Control P, Control P and keep a transform. Okay, I see if I'm select the body and move it, you can see it moves around. Now when want to animate, I'm going to drag this up so we can see our actual Tom on. And this is basically like how many frames, so we have to see it properly. Yeah, you go, basically, what we can do is go click on keying and actually it's upstream. But firstly, if you want to animate something, you can see I'll press N and I'll pull up this rod panel. And you can see it shows location, rotation, and scale. Now what we can do is we can keyframe any of these values. So the easiest way to select r, you can see a pop-up with this whole thing. So you can choose one of these. So save our choose location. And you'll see it pops up in yellow on these locations, solders over here. And at the bottom you can see it has this little yellow dots on the first frame, which is over here. Now if I go to frame 20 and say, well, let's just say frame 30, I've got a g and drag it forward and oppress our location again. If I go back to the beginning and then press Space to play, you can see it moves in between these two keyframes. Now you can do this with anything. Now, if you want, you can keyframe the rotation to say at the end of your rotation keyframe for both sides and then go back to the beginning. Rotation at the end because our is zed, say 90, probably the other way. Negative 19 mutation. You can see now it goes like that. Yeah, that's kind of the basics of animation. And now what we can do is we can also, as you see it kind of like a smooth in-between them. So if you go press a to select both of the key or the key frames go T, linear. You can see it's like a straight line instead of like easing in and outs. You can use constant, which you'll see it will snap in-between. And then you have a couple of different effects. You can do like this. Looks quite nice. You have elastic. It will look weird, but if you want to, better, help so much, but then you have bounce like that. Okay? Also, if you wanted to move them in between, you can just drag selects, use hold rots and drag them. And you can just G and move them around like batch. If you want you have to press a insect, both of them when you change you them. So you can just go through them. Yeah. That's kind of just basics of how you do everything. Now, if we want. 14. How to render an Image in EEVEE: If I had to remove stuff around the viewport model, so many hearts to use some simple modifiers. We've gone over how to make this simple bean character like this. And we've gone over how to read lots it and add some colors. What we wanna do is we want to get this ready to render it out. I'm gonna give it a simple background. And then we're going to show you how to render it. What we're gonna do first is I'm going to go to front view so you can trace morning and I'm going to shift a and mesh plane. And you can see we have this paint around. I'll see now I'm going to drag this below him. Let us just g z. And I'm going to scale up and go tab to go to Edit Mode is going to go to edge select. And I'm going to select this edge and the back and go E, z. Actually going to undo. I'm going to select all three edges around the sides like this. You had an E. Okay? Now you see if we go out of subdivision right now, the curtain, the background box or curved. You can see here's going through the edge. So what we can do to fix this is you can add an edge loop, because if we go add edge loop, it will only go out like an edge loop around here. It will only curve from there. We're gonna go tabs go back into edit mode, or add an edge loop with Control R. And you can see like this, I'm gonna put it down in the middle and then just drag it back a bit and put it. There. Are no hard what is currently doing? You can click on this little icon here. And then I'm going to add another edge loop in the middle, like this. And you can actually scroll up if you want to add two of them like this. And then left-click, right-click. There you go. I would've enable it again with a little button. And you'll see we have this stuck seamless background. Now, I just want to animate several took. You can go to stereotype new. So maybe we want to make it darker, color like this. And then we're going to drag the roughness all the way up or even all the way down. Ready, Let's just drag this up. You can even drag the specular down if you wanted to not really affect much like that. Now, let's set up a camera so we can actually render those data camera. Just go Shift a and go add a camera like this. I've got a z wireframe. You can see there's the camera in the middle of senior and how you get those to be in your lacking from your view. So you'd get somebody that you like and then grab my full-size keyboard. You can just press control alt and 0 on the numpad. That's okay. Then if you wanted to revert, you can select cheese zed, zed, and then that will pull it in the middle. Like this. Then z rendered. You can see this is what our render will look like. Okay? Now I'm gonna go over the differences between EV and cycles and how to render out in either of them. With your output, you can change your resolution over here, you can see it will change the aspect ratio of your camera. You can change the render region which has any red, sorry, in cycles, get to that later. You can change your frame rate. So if you say like 240, you can see you tomorrow at the bottom will go very fast. You can choose it to something, you could change it to custom, but wherever you, how false it'll play if you press Space. If you go to the frame range will basically be like how long your town honest. You can see the output. You can change lag between JPEGs, PNGs, how the color depth, wherever you have a couple of different options on here, you can go through and choose whichever you want, and that will change when you export. As you can see, this is render itself. You can see it's all real time. You can move around and stuff like that. You can also go and add some effects like the ambient occlusion and bloom, or like screen space reflections or just sometimes makes more realistic. But yeah, so whatever. But yeah, it's fine. This will be rendered quite quickly. You can just go to Render, Render Image. And you'll see we get, as you can see, we get our final render just like this. Now if you want to save this, you can just go Image, Save As, and then choose somewhere that you want to save it, give it a name, and you're done. 15. How to render an Image in cycles : If you want to change the cycles, you can go rent agent cycles. Now, I'm gonna change this to my GPU. Gpu is better like there. So you can just change it down here with the reverse. So sometimes you have to just do it like that. You can see it has all these little noise dots that we can read off. Now if you don't want it to render outside your care review, you can just go over to this little printer and agreed upon render region. That's now also if you want to change your resolution, you can choose it under here. And you can just choose your file format under the output. If you're Indian animation, you can treat your frame rate, but that's not really that relevant. Basically with your cycles because he'd like every time it removes some noise, it's called a sample. If I change my samples to one move, you can see this is what one sample, It's like an average change this to ten. You can see it's already started removing samples. Maybe it's on the noise music, a denoising. So if you change it to like a 100 samples, goes all the way up, so it goes through, removes all the noise. Then you can add de-noising. Say it starts at 100, then almost has changed to something lower ten. You can see it goes through and then it gets to ten. You can see now it's a lot smoother and it's now just removing noise in the background. And this is basically quite cool because we don't have to render it completely, but we can still get it quite now us. And then what you'll do is go and set it up in your render settings. I want to choose let's say 100 samples. Denoise will use optics Ed better just from a GPU. But be careful if you have the wrong one in my crash. Remember, save your file Control S and you can choose like your desktop and I can name character, Twitter. Whatever. It doesn't matter. You can always misspell everything out also be van. And just in case it does crash and you just go render image and you'll see that it pops up with this thing like this. It will go through everything exactly the same edges, has high-quality and will take quite a bit longer to render. Then if you're rendering an EV. 16. How to render an Animation: We've set up all seen and reverse I have animation. What we can do is vertically the largest will change. You see if we move, the lights will change quite a bit. What we can do is if we go back to the beginning, we can go and what to set a, something called an empty esophagus. Select this. I'm going to go Shift a empty plate next Osaka. I'm going to select this. I'm going to go select these laugh, and then I'm going to select those emptying and go Control P, keep transform. Now if we move this empty, it works. Now I'm going to select this guy, copy the location. So obviously we're just gonna go selectively eat the empty cut our location. They go to frame, what do we end on frame 40 and then select it. And then copy this location value over here because we only moved onto the wall. So you're going to select OK, that is empty again, same value, paste it in. And then I again. I see If we go to the arrow view because you can have a 0 in and I'm proud, I go z rendered in space. You can see it will go in-between like this and the last one, she follow it. Now, if you want to animate, actually isn't lambda properly, because we changed the pulsar. I'm thinking of it so we just go T, I think I use cin, sorry, dough or whatever work out Lanza properly. Cool. Now to render out your animation, it will basically render out in a bunch of black frames. We're going to go, or you can actually rent it out to a movie, but you have to have FM big installed, but yeah, it's a bit of a headache. I'm just going to render out in frames and show you how to stitch it back together. Some are going to change this and choose JPEG. If you have a transparent background you confidential with JPEG, I'm going to change quantity to a 100% and choose a folder to render to make a new folder. If you wanted to make a new folder, you can just go click on this little folder icon at the top. Name it as a character animation selected. Except I've got I can go Render, Render Animation. Now it's better if you're rendering this all the cycles, because there will be a lot quicker. So EVs a lot better if you working with animations, because if you're doing cycles, each frame will take quite a long time to render. We have those, render it out. And now we can go and stitches altogether. So if I open up the folder that are rendered or frames to show you, okay, So you can basically see there'd be a bunch of frames like this bug, but wherever I can just go, you can see it just has the whole animation. So what we're gonna do here is can we go back to Blender? You can see over here, what we can do is we can control and I'll pull up a new file and just go video editing. You can see this is the video team workspace. Go Shift a and add a movie. I don't know, maybe your shift a at a image sequence. Then go find your folder and then go to character animation and just press a and then Add Image Strip, give you a space. See it renders like that. Now, what we're gonna do is we're gonna choose FFmpeg video and choose output to wherever, except gives you, give it a name, and then just Render Animation. And yet, That's your animation done. First. You have to change the end frame like this and render animation again. So it won't just carry on going.