Low Poly Looping animation in blender 3d | Nityam Patel | Skillshare

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Low Poly Looping animation in blender 3d

teacher avatar Nityam Patel

Watch this class and thousands more

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

Watch this class and thousands more

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

Lessons in This Class

    • 1.

      Introduction

      1:13

    • 2.

      Modeling of Low Poly Food Items

      19:49

    • 3.

      Appling materials to the Low Poly Food Items

      11:27

    • 4.

      Creating a Rolling Conveyor Belt with Animation

      9:48

    • 5.

      Modeling of the Scenery

      16:25

    • 6.

      Creating an infinite looping animation

      9:12

    • 7.

      Applying material to the scenery

      6:01

    • 8.

      Render and Output Settings

      2:29

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About This Class

Welcome to the "Infinite Looping Animation in Blender" class! This comprehensive course is divided into seven episodes, each designed to guide you step-by-step in creating a mesmerizing, infinite looping animation.

In the first episode, we'll dive into modeling by creating low-poly food items like burgers, shakes, and boxes. This foundational step will set the stage for our project. In the second episode, we'll apply materials to these objects to make them visually appealing.

Moving forward, the third episode focuses on animation as we create a rotating belt or roller for our factory scene. Episode four expands our scene, adding elements like trucks and other factory details to complete the setup. In the fifth episode, we’ll animate our food items and boxes to roll seamlessly on the belt, achieving the infinite loop effect.

The sixth episode is dedicated to applying materials to the rest of the objects, ensuring a cohesive and polished look. Finally, in the seventh episode, I'll guide you through the render settings, helping you produce a high-quality output.

Join me in this exciting journey, and by the end of this class, you'll have created a captivating infinite looping animation. I look forward to seeing your projects in the gallery!

Meet Your Teacher

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Nityam Patel

Teacher

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

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

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

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Transcripts

1. Introduction: Hey, everyone, welcome to the new series of infinite looping animation. In this series, we will cover an animation in such a way that it become an infinite. This series is total divided into the seventh episode. In the first episode, we will cover the basic modeling of the food item like a burger sake and the boxes. In the second episode, we will apply the material to that object with explaining each node that time used. In the third episode, I will make a rolling built, and from this one, we are start animate things. In the fourth episode, we will make the rest of the scene and complete the setup. This episode is totally about the modeling. The fifth episode, we will give the animation of the food item and the boxes in such a way that it become an infinite and also explaining about the graphs. In the sixth episode, we will complete the scene by applying the material in the rest of the scene. And lastly, I will show you the render property to make three D object to video. If you are the beginner of the blender, then you should work the video for the modeling likes how the different shape of the model can be done. So let's dive intwen and meet you in the first episode. 2. Modeling of Low Poly Food Items: Hey, everyone. Welcome to the first video. In this video, I will make low poly food items like a burger and sake this food item I will use in the factory as a production. So I start with by pressing a select all item and press x to delete it. Now, first, I change the name of the collection to burger. And here for burger bread, I'm first using a UE pier. And to give the shape. First, I decrease the scale size in Z direction by S and increase the scale size, except Z direction by pressing S N sap Z. Now I will create the shape like the umbrella shape from above. So if I select the single vertss and grab it, so it cannot properly work, but if I turn on the proportional adhering software, then I can easily make that shape. So here I select the spear shape for the proper umbrella shape from the above. And now, if I select the vertices and easily grab it by using the proposal editing software, and here I adjust the size by mouse wheel. And yeah, I need this type of shape and do it sit smooth by pressing rightly. So I think some little changes. I made the shape proper. So I again go to the edit mode by bracing tab and then adjust the size, and by selecting the one vertss, I select the nearest vertices by using the control plus. From the top, the sap is fine, but I have to ajust sap from the bottom. I again go to the edit mode and select the one vertss, and by using the control plus plus, I select the nearest vertices. And by turning on the proportional editing software, I grab the vertss by using G. So I think the shape of the top burn is fine. What I do, I select the burn and by pressing sift D, I duplicate the object, and then rotate this another bond by using r x and 180, and then grabbing it z direction by G with little distance. Okay. So first, I hide the upper one bond, and now I'm adding and spear again and decrease the scale size in z direction by S N Z for making a lettuce or maybe a salard. So first, I make the shape like totally flat and increase the scale size like the bon size by S N shift z, and to give a random sard shape, I'm adding a modifier, which is a displace modifier. I know it haven't take the shape yet because I haven't add any texture on the displacement. So to add the different texture, I'm going to the displacement section and here I select the cloud. I know it doesn't look good, and this is in the x direction. You can see that if I increase the strength, then it can move in the x direction. Here I change the direction like y or maybe a z. I think the z should be fine for us because of the random movement of up to down. For the checking of the texture, I simply hide the bur and check the different value of the texture by changing the value of size and depth and maybe the whole texture. I select another textur like a distorter noise and changing the value. For smoothness, I'm adding another modifier, which is a subdivision surface, and here I'm increase the level like two or maybe a three. I think we got the shape and I unhide the burn and grabbing the salad above the bon. Here, I changing or messing with the value to get the perfect result. I mostly change the value in amount value and I increase the little size in x and y direction by pressing a shift said. Here, I suggest you to messing the value by yourself or maybe try the different texture to get a different result. I'm just making a shape of random like a salad of the leaves. So yeah, I think it's look fine. Now I will make a meat or maybe a ticky. I'm adding a circle and grabing over the salad, increase the scale size by S, and to fill the surface, I'm going to addit more and press F. Now, I'm extruded in direction by E and give the shape like a cylindrical. It's looked too much hard to make a smooth. I'm adding a modifier, which is a level modifier, and here I increase the sagment, and then exit the amount value. For total smoothness, I select the stage smooth by right leg. Here I slightly increase the amount value to get the required result. So it take the ticky shape, but here I'm insert the vertisis, by placing I from the top side by selecting the top vertiss, and also the bottom side. Yeah, it's looked totally fine. Now here, I will make a slice of cheese and here I take the cube because I need to require a square set and here I decrease the z value, so it become a flat. By the way, it can be also be made by a plane instead of the cube. So now onto the cheese, I increase the scale size. So it can be slightly outside of the burger and here I slightly decrease the ad value because the slice of the cheese will be thin. Now, in edit mode, if I grab the vertisis without subdivide, so it cannot be cove properly, like a slimy cheese. Here, I subdivide multiple times, like 15 or maybe a 35. The more you increase the number, the more you get the better result. But the 35 should be the fine because we add the subdivision later. Now in the edit mode, I turn on the x review and here, I simply select some of the part, and by proposional editing software, I simply rotate it and grab it downwards. Here, I try to make the safe like a co part. Here I simple select some part and rotting by R and grabbing in downward direction with the proposional editing software. The other vertices near to its are also be grabbed. Here, I manually manage or adjust some of the part and grabbing properly. It's look like a cove cheese, and to look like smooth, I'm adding a subdivision modifier and give it to level three. And here I'm also adjust to the side part of cheese to a little randomness. So it should be fine, but here little downward, and yeah, the one sided corner look fine. And here I use the mirror modifier to directly copy the one sided corner. In the top view, I select the remaining three part in the x ray mode and delete the verticis, by pressing x. So now we have only this one sided cheese. So I'm adding a mirror modifier and simply make the copy of that one part. So I need x and y direction. And here you can see that a little cut off. So what I do. I simply select some of the vertices and grabbing towards the direction. And yeah, now it's look fine. And lastly, I'm adding another ingredient, which is a slices of tomato. This slice are circle, so I'm adding a circle grabbing above the cheese and decrease the size, so it's look like the slices of tomato. Now, to feel the circle by pressing F in edit mode and then extruded in z direction by e to make thickness. And by selecting upper part, I'm insert by pressing, and then trod under the set direction, so it creates a little border type. Here, it is two surf. So I slightly decrease the scale size, and then to smoothness, I'm adding a modifier, which is subdivision surface. So The sap is slightly changed because the lack of fertiss. So I'm adding a bevel modifier and place above the subdivision surface, and then increase the sagment like two, three, or maybe four and then slightly increase the amount value. Now it's look a little smooth. F to give little sharpness, I'm adding a loop cut by using controller and placing close to another vertss and also give little arpness to the top of the surface. I select the top of the surface, and then tracing I. So I think I pick up the wrong one. S be inner vertices, y, then place. So now from the top, it's the SR page. But for the tomato, I have to mess with the inner shape. So I'm using the scupting for this. So by selecting that circle, I'm going to the sclpting mode, and if I select any shape from the left side and give it to them, but you can see that there is no properly work because of lack of vertiss. So I'm adding a vertiss by using I to insert it again and again, and I can easily change the shape. So yeah, the number of tases are enough. Now I'm using the sclpting. Okay, so I'm already in sclpting. Change the layout and sclpting again, and here now, I'm changing the shape of the top surface randomly and create a messing effect. If somehow it's created too much, then you can simply use the control to back to its original form. Yeah, that's look fine. Now, here, I'm slightly increase the size by S and place at the one corner of the burn. Okay. So I'm placing slightly outside, so it's look like a loaded to the ingredients, and I'm simply use simply to duplicate it and place at four corners. So I think it's look fine, but here, it's slightly on the air. So I'm going to side view, select all the tomato slide and placing on the cheese slides by GSD. And now I unhide the top one and same way placing on the tomato slide. Okay, so it's look fine, but the bottom one burn is slightly to be flat. So what I do, I select the vertices, and by turning on the proposal edding software, I make the slightly flat shape by craving the vertices and nearest vertices. And whenever select the whole group, so make sure you are turning on the x ray mode. Yeah. Now it's look like a low poly burger. Now it's the same way, I create the new collection by right and new and here change the name to a sake. For now, I select the whole burger and place little right side. Now for the sake glass, I'm adding a circle and by pressing tab to go to edit mode and press F to feel it. Now here, I increase the slightly scale size and extrude it in z direction by E D. And here for the bow part, I'm slightly increase the scale size, so it's look like a glass. Okay. Here, the height should be fine. If you want to increase the height, then you can simply grab in that direction. Here I'm making a little strip. Here, first, I'm extrude it and place right to place it original shape, and then scale in size. After scaling it, here I'm extrude again and make a size like a strip, and then insert it to its original shape. Now here, I have to make a half circular shape, so I'm extruded like half circular shape height, and then control b to b. And increase the sage mad by using increase the mouse wheel. And yeah, it's look fine. Now I do sad auto smooth by placing rightly. So now the s cup is completed. Now we have to make a straw. So I'm adding a cylinder for that and then reduce the size by a to make a thinnest like straw. And then increase the scale size in order in z direction and place it like half of the straw is outside to the cup. Now here, we have to give the shape of the straw like a curve. I mean to say this type of shape. For making that. If you go to the edit mode and select the top vertiss in x ray mode, and if you add a vertiss manually like trod rotate, trod rotate, it won't be work perfect. Instead, you can use the spin tool. Here, we are inside view of x, so I select the x, and whenever you're moving the spin tool, it can be considered the radius to three d cursor. Here, to make the cow shape, I select the cursor from the left bar and then place in such a way that it can be considered as a radius and here I need a total six or maybe eight steps. I change it and use the spin tool to make the cow shape. After that, you can easily select the outer vertices and a ten in this way. It can look like a straw shape. Here, I slightly decrease the scale size, and then here by phase selection in edit mode, I select that phase and deleted by pressing x and also do a sad smooth. Now our straw is ready. For making the hole to the cap, I select that particular phase and delete that phase in added mode. And to create design, I select the extrude phase along the normal to nearest vertices by using lt E. By the way, I will apply the material to that cup to like a glass shape. So for inside liquid, I'm using cut by using control r and place at this level to like a cup filled with the juice. And by phase selection, I select that phase and sap to duplicate it. And placing its original shape. But you can see that there is a single object to make it another object, press P and select by selection. So you can see that there is two different object. First, I hide this curve and in edit mode, I select the vertices selection and select the upper part and press F to feel it, as well as the lower part and press F to feel it. Now it covered the whole area and it become the inside juice part. Here, I slightly decrease the scale size so it can be fit inside properly. Now, the model of the sake is also be completed. Now I select the burger and place close to the sake because now I'm making a plate for the combo. To make this, I'm adding a plane and placing under these two things. Then increase the scale size to like a plate size. I think it should be fine and slightly decrease in parallel direction. Here I'm going to add a little curve to the outer rate. I select the plane and x to d, then scale it, and then in the phase selection, I delete the phase. And it's looked too sharp, so I'm adding a modifier, which is a subdivision surface and increase the level. Okay, so there is lack of patiss it's changed the shape. So I add a Bavel and place above it and slightly change the amount value to get the proper square result. And to add a thickness, I'm adding another modifier, which is the solidify modifier, which is used for adding a thickness, and here I'm slightly increase the thickness and tick mark on the even thickness option. Lastly, do the sad smooth option. Now it's look fine. We have completed the burger sack and the plate. I think the plate inside the sack, so I'm placing outside, and now only thing remaining is to make a box. So to create a box, I'm adding a cube and increase the scale size in corresponding to the combo in particular x y and z direction. So I think the heights would be fine. And here I turning on the x ray mode to see proper to the width of the combo and make the box sa, which like a combo is contained inside it. Now we have given the shape of the box, but it's not look like it to give the proper look. I'm adding a loop cut at the middle and adding two loop cut, which is close to the center one by using control R. Now I select that middle one lo cut and slightly grabbing in that direction, so it make a little cut off. And to make the tape sap, I'm also adding a cut with keep distance by using control r. And also add a look cut horizontally at little top. Now by selecting the fase selection, I'm select that particular tape area, which is just made by the look cut. In both the direction and then E and trod along with the normal and then add a little thickness. It's look like a particular tap is attached to the box. Now our box is also ready. In this video, we are made four things, a burger sake plate and the box. If you want any other thing, then you can simply make it in blender. There is many possibility to make a single object in multiple ways. In the next video, we are apply the basic colors and material to that object that we just made So meet you in the next episode. 3. Appling materials to the Low Poly Food Items: So, hey, everyone. Welcome to the second episode. In this episode, we are going to add a materials and color to that object. So first, I'm going to the rendering view so that I will see the colors and materials. And then I'm going to the rendering view and change the gene to cycle and change the device to GPU compute. And here I'm changing the maximple to like a 50 in the viewport. You don't have a GPU in your device, then you can simply use the CPU. Now I'm going to the wall property and change the color two environment Texer here by pressing open, I'm adding an HDRI, which I already provided into the resources. I'm just using an HDRI for 360 lighting. Okay, now to add a material, I'm first go to the ceding view and here, the material view is open by default, so I change it to render view. Add a material on the bun, I select the bun and here, click on you to add a new material, and I'm simply give a color. By changing in the base color, I simply give the one color in the whole surface area. So I'm simply add some note to give the sad on the bun. So in the material area, I'm adding a node by using a site and serves for a color ramp, and by selecting the color m, I connect the color to base color. So basically, the color ramp is used for adding a two color. Here you can see that the mixure of black and white is become the silver, and that silver color is become the output of the burn. If I change the color like a brown to one side, so it can be mixure of these two color like a black and that brown. And you can also increase the strength by exhausting their bar. You can see that the black color is more powerful than before by exhausting its bar. And as the same way, I can also exhaust another color. But you can see that the both color are mixing. If we give the particular input like particular texture, then it can be work according to it. Here, I want a particular sad on that bar. What I do, I simply add a gradient texture by sift and then connect the color to factorial. And you can see that it generate a little shade, and you can also ajust the sad by exhausting their bar. So it's just the example of the sad. So what I do, I simply delete it by x and add a noise texture and connect the color to factorial. So by adding the noise textur, these two color of the color ramps are distributed randomly on that surface. And also adjust its softness of the color by exhausting its bar. Here, I adjust the gray color is comparatively more compared to the white, and here I also slightly decrease the roughness to slightly attraction of the light on the surface. Now just remaining thing is to set the color and ajusting its value to it look like a braid or the burn of the burger. If you try by yourself, then you have an idea which value is effect on the beach of the part. Okay, now or burn look fine, and I rename it to like a braid. And, so here I change a slightly darker and yeah, fine. Okay, so what I do? I select another bun and give it to directly bred material. So if I change the color, then it can be effect on both. Now onto the salad. I'm select that salad, give it to new material, and simply give the dark green color. Here, I'm just giving a normal color like lime, which is look like a leave and then change the name to it. Okay. Now select the meat or ticky and change the dark brown color. Yeah, it's fine and also rename it. Now onto the cheese, I select the cheese, give it to new material and change the color to like a yellow or maybe orange, and here I slightly decrease the roughness. So it's look reflective. And at the last ingredient of burger, select the tomato and give it to like a red. Or maybe a dark red and give the same color to any other slices. I think I forget to rename it, so I first select the cheese and rename it and then set the color to tomato slices and also rename it so that I can easily figure out when I give the same material to other slices by just finding the name of it. So yeah, by selecting the all tomato slices one by one and give it the same material so that our burger of the material is given now onto the sake. First, I select the cp of the sake and give it to new material, and here, I increase the transmission value to fully one and decrease the roughness value. It's look like a glass material. Now we have to give the material to the inside of the sake. I select it and what I do, I simply use the noise texture. I first copy the material of the bread. But if I change the color, then it can be also affect on the bread burn. If I change the pink, then you can see that the burn is affected to identify separately, click on the number icon. And if you now change the color, then it can be only affect on that part. So now for the sake, I simply use the two color like white and pink. So in the bar, here I keep distance between two, so both color can be appear. Here, I slightly increase the pink bar more than white. The pink part in the glass is look attractive and look like a sake. Then onto the straw, I slick the straw, give it to the new material, and give the color like a dark pink, and then change the name to a straw. Okay, so now I have to give the material to that class of the border part, which is the single object with the different material. So what I do, I'm going to the edit mode, and in the face selection, I select that particular row and by using the control plus, I select the nearest phases also. After selecting that area, I'm going to the material, and here you can see that the class material. Now by clicking on the plus icon, I create a new material, and let me go to the first tender view. Okay, so now by selecting that area, click on the new material, and here you give whatever the material you need. So Here I select the milk material. But you can see that there is no effect because here you have to click on assigned button. Now that material is to be assigned on that selected part, and that's how you can assign the different material in the same object. And lastly, I changed the name of the material to milk. Please do not forget to save the file after you made the progress. Okay, so now on to the plate. The plate look nice, but I slightly increase the white color, so yeah, perfect. And the last object is block. So here I give the new material and give it to like a brown color, like a cardboard type. So yeah, the slightly orange is fine. And as we did in the cub border to give a different material in same object, I also select the tape in edit mode and give it to new material and assign it and slightly give the dark color compared to the box. So it's looked fine. But here I play a little adjustment with the colors. So here I'm just trying to deferent darkness color and mess with the values and color to set the proper two box. So yeah, now it's look fine. But here I notice the left side of the area can contain the too much part. So what I do, I simply go to the top and by turning on the x ray mode, I simply select the left side of the vertices and grabbing by G Y and set proper. This may have been slightly put aside by when we add the cut, never mind. This now be perfect, and the material has to be given in all of the object. Okay. So now here I do one more thing. O burger fine, and I don't want to change the value in the modifier. So what I do, I select each object and apply the all modifier one by one. And also apply the all modifier in the plate as well. And that one thing is, I duplicate the whole combo for the factor input. So what I do, I select the whole combo and press S D to duplicate it and place right side. So now, a burger has a many object like a many ingredient. So what I do, I simply select all the burger part and then control j to join it. And as the same way, I also join the stro and their milk part by control J. Here, I duplicate the whole combo because the first one is used for the emergency purpose. Okay. So now our three object with the combo is ready. But you can see that if I want to give a key frame for the animation, then I have to give the three key frame for the three different object. So what I do, I simply add an empty and then parent it. Before I do that, I select each object and here I create the new collection and rename it plate so that I can put all three object in that collection and also put a empty object to that collection. So it is easy for the moment. So now in the collection, we have the three object, and what I do, I simply add an empty object. So I'm going to add and in the empty, I use the one of the empty like a plan axis. And after that appear, I can place at the center of the plate, increase the scale size so that I can easily select it and place proper at the center. And now I select the all three object and lastly select the plane axis, and then control P and object with keep transform. So if I move the plane, then the other three object will also be moved. So in the animation, instead of select all three object and give the key frame, I only give the key frame to a plane axis. Okay, so in the next video, we will start creating our factory and meet you in the next episode. 4. Creating a Rolling Conveyor Belt with Animation: Hey, everyone. Welcome to the third episode. In this episode. I will make the ruler for the factory with the emission. So I start with deleting all the stuff and first I'm adding a plane. Actually, I want a cow, but first I'm give the shape to plane and then convert to Curve. Here I select the plane and rotate in x direction by r x and directly right 90. So it become the proper standing position, and by G D, I'm grabbing in 1 meter above by pressing G and one. Now here are the main thing. I'm going to edit mode and then select the top two overss, and then grabbing in downward direction by G D and make a safe bi rectangular. And by selecting all vertices, I'm scaling in x direction, so it become the shape like this. And then pressing Control B and and increase the mouse wheel and make the safe like a circular from the side. So yeah. Fine. Okay, so why I call the main thing? Because if you give the safe without using edit mode, like, suppose I'm adding a plane and then give the safe without using an edit mode like manually by using S and z and also S and X, then the shapes become the rectangular like the left one. But if you give the bawl, it cannot proper work, cannot perfectly circular from the side. You can see that the difference between these two. Suppose I wanted to decrease the scale by S and x, then you can see that it's slightly stretching and cannot maintain the circular shape from the side. But if you select any one side and grab this, then you can see that it perfectly moving without changing any shape. Make sure you are grabbing the voltaics instead of scaling it. Here, I do right click and convert to the cove, so it become the cove and place yellow dot at the center. Set origin and origin to center of the mass so that the origin point, which is the yellow dot is placed at the center. Now I'm adding a plane for making a slab. My slab is also rectangular, so I decrease the scale size in x direction by S X, and which are later rotating on the cove. Yeah, fine. Slightly Yeah. And here, I'm adding a modifier, which is a A modifier. Here, I'm increased modifier numbers and slightly increase the gap, so it can be separate from each other. This gap is fine and increase the number, but it cannot follow the path to do this, I'm adding another modifier, which is a modifier, and in the object, I select that. Okay, so it follow the cove, but you can see that it cannot maintain the length. Like from the side length, it can more compare to the bottom one. So before I sol it, I'm first adding a modifier, which is a solidify modifier to increase the thickness. In the side view, I can better see. And here, the length problem can be solved by the gap between the slab and the array modifier. You can see that there is a little gap between them. So if I select that object and place totally on the cove, so the problem can be solved. Here, the lengthy problem can be solved, but you can see that it cannot bend because of the lack of subdivide. So I'm going to the added mode and by zing control. I'm adding a multiple look cut like around 13 or maybe 14. And if I go to the object mode, then you can see that it properly bend. And another problem is the thickness. If I increase the thickness, then you can see that it cannot be thicker from the side. To solve this problem, I'm placing above the curve, and yeah, this problem can be also solved. So basically, we tell the blender to first increase the thickness and then follow the curve. And yeah, now that's look fine. So now onto the array again, here, I'm increase the array number to complete the cow. Okay, so it's look fine. But here, the number of slabs is only 14. So here by selecting the cove and go to the edit mode, I'm simply grab the vertices and increase the space. I think the 18th slab is fine. I'm slightly increase the cow size to feed the 18th slab properly. Okay, so now fine. But if you rise the problem like two slap is overlap at the end or maybe the gap between them, then you can adjusting by two way. Either you can adjusting the cove like we did in before or you can adjust the slap size like me. Whenever you at the size of the slab, so make sure you can at the size in only in x direction by S and x. Whenever you try by yourself, then you have an idea which value actually do what. Yeah, it's fine. Now if you grab in x direction, then you can see that it's look like a moving. And by using the grabbing keyframe, we can animation. Now for totally smoothness, I'm just adding a modifier, which is a bevel modifier and grab above the curve here. I'm increase the segment and ext the amount value. And here, I'm slightly increase the thickness value. And just nothing but the messing with some value until it's look fine. Okay, now for animation, here, I pull up the bar, which is called the timeline. And by racing space, the timeline start moving. So I think the 40 frame is enough for the one plate. And just for extra moment, I'm taking a three time like 120 frame. Okay, so don't be confused for this. I'm explaining it later whenever we rendered it. Because we have to make an infinite loop animation. Okay. So before I do that, I first set up the camera. So I'm adding a camera and by pressing num p zero, I'm going to the camera view, and by pressing shift and tilt, I can move the camera by using W A S and D. By using W A and D, I can go forward, backward, left and right, and by using Q and E, I can go upward and downward. So here, I'm placing in camera in such a way that it can cover the whole factory and also exist it whenever we required. Okay. So now we have to animate the path. Okay. So here, I assume that the three dcursor is my starting position. And at the first frame, I give the key frame by pressing I. Now I'm going to the last And by tracking my first lap manually, I changing the location of x and place in such a way that it can repeat its position. So Frame zero to frame 120, the loop is moving to one round. And after setting up its position, I give the key frame again at 1:20. So if you play the animation, then it can be moving. And here at the timeline, I press t and select the linear. So it become the constant movement. So now I have to make another. So I simply select the path and the slab, and then press C d to duplicate it, and then rotate in in z direction by R z 90 and place in such a way that the one loop is ended and the second loop is started. Here, keyframe is also be duplicated. If I change the frame number, then it can be overlap the first one. Cause the keyframe is also duplicated. First, I give the keyframe at the first location. Now if I play the animation, then it can be moving on the x direction. For this loop, I have to give the same key frame for the first and the end of the position for the x location because we cannot move in x direction, and then I have to only set up the key frame for the y location. As we did in the first loop, we have to set up the y location for this loop. Now here for the one slab, I suppose the startm position at the three dcursor, and here I give the key frame at the first position. Okay. So it's somehow a little moving. So what do I do? I simply copy the key frame at y location and paste it at the end of the position. So it become the static. And now at the last frame, I change the position of the y location by keep tracking of the one slap and placing at the same position after the one round. Okay, so my slab is returning its position, and here I adjust it properly from the three D cursor, and then give the key frame. And in the timeline by pressing key and selectively near, it start moving. Okay, so now it's look fine. In the next episode, we will do our rest of the modeling part by making the factory and some other stuff. So meet you in the next episode. 5. Modeling of the Scenery: So, hey, everyone, welcome to the fourth episode. In this episode, we are making some another stuff. This episode is totally on the modeling based. In the most of the episode. We will add the object and giving the shape by using the method like a grabbing, scaling, extrude and insert. So I start with the making first factory. So I'm adding a cube and placing at the start of the first loop. Now here, I'm increased the scale and giving the shape like the factory hale. Here, I'm slightly placing inside of the first look because the main door of the factory start with that area. And now by going to edit mode, I simply select the side of the vertices and then grabbing in wide direction. So it become a little rectangular. So the main shape of the hole is given. But before I do that, first, I'm making a support for the rolling slab. For the support, I already have the shape of the cove. So by placing CFD, I duplicate the curve, and just for time, I hide the main hole. Now, onto the cove, I first convert the cove into the mace because the cove cannot model the save. So by selecting that cove, I'm going to edit mode, select all, and then extrude in y direction and place just like that. Now I'm select another part and same way, I'm grabbing in y direction in opposite side. With is fine. And now by selecting that part, I'm pressing F to fill that area. And yeah, make sure that the modeling part can be done in the duplicated curve. Okay. After giving the shape, I'm simply decrease the scale size in x direction first by using S and x like this. And now I'm decrease the size in z direction by using S N z. Yeah, it's fine, but increase the x direction. Okay. So now it's fine. Now to give the design, I'm simply select the area in edit mode and by pressing to insert it, and then extrude in y direction. So it make a little shape. And by the way, it is in the air. So I'm making the leg part to do that. I'm first adding a circle. Okay, so I'm in the mode by placing type again, I'm going to the object mode and then add a circle. Now here, I'm rotate the circle in x on by r x and 90, so it can be stand proper and then place at the design part of the support. Now, first I turn on the x ray mode, so I can see across it and decrease the size by and placing at the left corner. Now here I'm just bringing forward by G Y And by ese, I'm just existing its placement proper, so it can become the center for the width. Yeah, fine. So what do I do? I simply go to the edit mode and then extrude in y direction so that it's look like the part of the support. And by the way, it's open, by turning on X ray mode, simply press F and fill that area. So here, I have to make the cove leg. Here, what do I do? I simply go to the side view and then selecting the outer vertiss and turning on the X ray mode. I place the cursor over here because by using the support of the cursor, I'm using the spin tool. Here in the spin tool, I need only the six or eight steps, so I write it and then use the spin tool, so it become the cow leg. That's how by using the cursor as a radius, you can easily make the cove. And yeah, it's look fine. Now here by selecting the outer edges, I extend in that direction and make a length like it touch to the ground. It's look too much white, so I simply decrease the size and then after do at a smooth. Okay, now instead of making this all four corner, I'm using a mirror modifier. So I'm going to the modifier and simply add a mirror modifier. Okay, so there is no support. It is self dependent. So what I do, I select the object by the eye drop tool. But you can see that there is no perfectly aligned. So what I do, I add a plane as a support. Then here I rotate in 90 degree and try to place center bi manually. Here, instead of taking the support of the machine, I simply take the support of this plane. In the mirror object, I select the plane, so I can easily change the movement by changing the place of the plane. Here you can see that if I change the direction, then I can adjust its movement or place. And yeah, also check in y direction to the lax part are not very far from the machine. By the way, you can hide the plane if you don't satisfy, and if you're okay with that, then you can simply apply the modifier and delete this plane. And once everything is set up, I simply select this both part and by CFD. I duplicate it, and then rotate in in z direction by 90 degree and place properly for the second machine. And yeah, the first leg of the second machine is overlap to the first one. So in X remode, I select that leg part. So instead of selecting that box type, I select the last one vertises, and by using control plus I select a leg part, and then by pressing x to delete its vertiss. So yeah, fine. Okay, so now for the floor, I'm adding a plane by grabbing, it placed a little blow area and then increase the scale size. Okay, so now in the sine collection, I simply select that part which I have just made and place in the sine collection. By the way, it is not necessary, but it's used for id confusions. Okay, so now I'm adding a cube for the delivery truck. So I'm placed the cube at the left corner and slightly place in upper direction by G ZD and then give it to save like a rectangular box by increase the size in x direction. So In the side view, I can't see the floor properly. So what I do, I select the floor, and in edit mode, I simply slightly extend it. So I can see it. And yeah, I think the height should be fine for the upper area. Okay, by selecting the front part, I bring the cursor over here by shape test and cursor to selected, and now I'm adding a object, which is a cube. And then by increase the scale size, I simply make the shape like the engine of the part. So I think, yeah, that's fine. And now everything is on the cut. I give the different shape to the truck. I mean like a window shape or the slightly cross shape. So I'm adding a multiple lout by using controller and place like this. So here, I'm adding a look cut in such a way that it covered the window. And now in the side view, I select the top two vertices and then grab in x direction by gx. So it make a slightly different safe. Okay, so now I continue on the window. I simply add a loop cut like at middle. I mean two look cut for the with also, so it can be created two window like the front window and the side window which I have selected and by pressing a t select extrude along face normal, and by grabbing the mouse, I exit the window. And yeah, it's the same way, I add another lout at the bottom part, and after getting it, I simply select the pase area. And y. That's the same way, I press all t and select extrude phase along normal. And by adjusting its mouths, I create the shape like this. And now for the headlighting, I simply add some another lookert, and also add the horizontal lout by manually so that I can easily select the headlight area. And yeah, I also do in the opposite side by adding a lookert horizontally. So yeah, by adding some different cut to give the shape and by trod, you can make a different shape as you want. Now onto the wheel, I bring the cursor over here and add a circle and then rotate in x direction by R X 90. And at this place, I slightly place below and decrease the size. Now to make mas, I simply go to the it more by placing F to feel it and to give thickness, extrude it by E, and then insert by I after inserting it, extrude again to that cut out the thickness of inside, and then by placing I to insert again and extrude again, and by using control B, I give the slightly co sp. And yeah, also place little inside to the truck. Okay, so what I do exactly. I'm just adding a circle, but the circle is empty from inside. So I edit mode, I feel the circle surface by pressing F, and whenever I want a thickness or extra part, then I can extrude it and whenever I want to go inside to the surface area. So I simply pres I to insert it. And now I'm just nothing but giving some rectangular shape at the top of the surface. So I'm adding su loop cut. Like two or four and then scale in particular y direction so that it has a little space and then select some part and extrude it by T. Okay, so now here, I make a door. In the phase selection, I select this phase, and by adding a loop cut, I simply make a shape of the door. And after giving the shape, I simply delete that phase, so it make a little gap over here. So yeah, select this face and wel this face. Okay, so now I select the wheel and duplicate it and place behind it. The low ply of the modeling is not too much complex. In object mode, we can mostly use the scale, grab and rotate. In edit mode, we mostly use a cut to give some safe extrude for adding some extra part and insert it and also use the professional editing software. Extrude object. If you press T, then you can see the multiple option for the extrude. If you are try by yourself, then you have an idea which value can actually do what. Also in the edit mode, there are multiple options for the shortcuts like a spin tool as we use in the path or maybe the knife tool. And yeah, the Bavel is also important for the giving the smooth transition. And yeah, some of the modifier is also very important like A modifier or mirror modifier, and subdivision surface, solidify modifier, and not only this one, but other are also important if you learn to use in good manner. So now onto the factory model, I simply use the loop cut to give the shape of the door, and then in the face selection, I extrude inside it and delete the face. So it becomes the shape like this. Now in the top surface, I insert it by pressing and by selecting the rest of the part, I simply extrude in upward direction. So yeah, it's look like this. Okay. So what I do, I simply select the le part of the support, and then duplicate it. And after that, I place at the corner of the factory. And since it is duplicated object, it can be the connected part with the leg. So getting different object, I place P and select by selection. So now it is separated from the leg. And after getting that position, I simply duplicate it again and slightly placing left side. So it make a little design type. And by pressing sift tent tail, I can move the camera, so it's look fine. And yeah, also scale the plane so it can be cover the whole area. Okay. Now at the corner of the factory wheel, I simply make a rectangular box type where the food plate can be replaced by the boxes. And here I don't want the leg part, so I simply delete it. And since I want a rectangular, I simply select the part and grab in that direction. Okay. After giving the shape, I go to the top mode and adjust it proper, so it can be placed at center. And here I make a little window type so that the food plate can be entered and the box can be exit. By the way, it is not necessary, it can be not viewed in the camera angle. Yeah, maybe it's fine it's unnecessary work. Now here, I use a food item to little sew up. So here I open that file in which we have made a burger and the sake. So what do I do? I simply the burger and then press Control C to copy it and then go to our main file and here by Control V to paste it. So here you can see that the constraints are automatically copied. And I can do moment easily by using the constraint. So in the top view, I first placing the burger at the sop. I mean above the sop, and I perform all the tasks like the scaling and grabbing by using the constraint, not on the real object. Now here, I also copied the sake and also place at the sop, and here I slightly rotate to make a little stylish look. And here by little scaling and grabbing, I ages it's movement. So yeah, fine. And now it's the same way. I also copy the box and use in the main pile. Here, I slightly place behind the truck, and by pressing CF d to duplicate it, I simply make the copy of the two or maybe four box and to give a little randomness. I simply make one box above it. So, yeah, fine. In the next episode, I will do the animation of our main object. The food items are entering in the coat and replaced by the boxes. But for that, I give the key frame in such a way that it become the infinite by using only 40 frame. So meet you in the next episode. 6. Creating an infinite looping animation: Hey, everyone, here's the fifth episode. In this episode, I'm going to give the animation of food item in such a way that it's becoming infinite. To do that, first, I copy the all three items, include burgers, sake and plate, and paste it over here, and here, all the adjustment I do by using the constraint. I start with decreasing the scale size and place at the treadmill. Yeah, it's still dark. Here, I decrease again by using S and match pit the treadmill. And here I also exit its place by going to the top view and slightly decrease it. So yeah, I think it's perfect and place at middle. Here, I'm just nothing but adjusting its position from the first place where the animation should be started. So I'm placing slightly inside to the factory, and after placing it, I place at the screen and then give the key frame for the location rotation and scale. Make sure you are at the frame number one. And after giving the key frame, change the place of the object, where the animation should be. Here you can see that. I change the place of the object. At the left corner box. And I forget to change the frame number. So here I change the end frame and then place it at the left corner box. And then by pressing, I give you the key frame. So if I hit the space bar, then you can see that the animation should be start. By the way it is baser. So the timeline, I press t and select linear. And because of the animation is too slow, I select the last keyframe and grab at around 50 frame. Okay, so it too much fast. So I think 65 or maybe 70 is fine. So Yeah, I'm almost there. Okay, so I try around a closer one whether to check it match with the built or not. And I think it's yeah, it's fine. Okay. So at the left bar, I press right leak and select the vertical split, and at the right window, I select the graph editor. Here, you can see that it is the linear graph because we earlier select the linear in the timeline. So by selecting the one vertss, I changed to baser by pressing t, so I can easily change its movement, whatever I want. So at the starting, I wanted to like it forced come out and at the end, it's commonly follow a linear path. Forcly come out, I change the graph like a little cove at the below. Now if you hit the space bar, then you can see that it's slightly forcly come out. Okay. So by changing in the graph, it reduced to match with the built path. So here, what I do. I simply try the nearest vertices and also changing in the graph to match with the built. Okay, so keep in mind, whenever you change the graph of the object, try to make a linear graph by manually at the end keyframe and at the start keyframe, try to make a little type graph so it can be a little faster than before. In the graph editor, the vertical movement of the object is faster compared to the horizontal movement. After changing in the graph editor, adjust the keyframe by grabbing in forward or backward in the closer distance. And, so now it's look fine. And you can see that my key frame is starting from the one and ending it 70. Okay. So what I do? I simply select both of the key frame and grab by one frame. So instead of start with key frame one, I change to start with zero. Why I do that. Because in some time, I will have a multiple copy of the object so that every object of the key frame start with the even number, instead of order. Okay, now make the copy of the object. I simply select the constraint along with the three object and by pressing si d to duplicate it and by pressing right leg to place its original place. So you can see that the key frame is also be duplicated. So by selecting that duplicate object, I grab the key frame at the frame 40. First original object at the key frame zero is started and then it followed by the duplicate object at the key frame 40. Here, I have to do it around two to three times. So I duplicate it again and grab the key frame at the eight frame. Now duplicate again and grab the key frame at the last position at 1:20, and by also duplicating here I place at -40, at the starting moment, it's look like a continue moving. Here I select the time between the two object is around the 40 frame. There are total three objects which are fully travel between the 120 frame. I have object because it start from the half position. So now as we did in food item, I also copy the box and do the same thing for another direction. Simply copy the object and past in this side over here. Now, properly place at the starting position from the all the direction like x y and z, and whenever you can't able to see behind object, so make sure to turn on the x remote to C proper. Okay, that's fine. What do I do? I simply go to the first frame and give the key frame. And before I change the place, I first go to the 70 frame, chat his position and give the key frame, and also make it linear for the constant animation. And after that, I play the animation and see whether the box is faster or slower than the built. If the box is faster, then I set up the keyframe slightly far, and if it is slower, then I place it slightly closer. So yeah, after finding the keyword with the proper moment, I simply duplicate the object and then by keeping in 40 frame distance, set the animation of the duplicated object. Here, I duplicate the object around four or five time and place the keyframe at 40 80, 120, and -40, and also place it -80 because the starting animation, we already see the box placed at the end, and after that, if you hit the space bar, then you can see that animation is start working, and also the end of the animation is directly connected to the start of the animation. Yeah, another thing is, you can see that my collection. Here, I make the two collection for the food item and the box because of the four fi object to avoid the confusion. Okay. Setting up the keyframe is almost completed, and here I simply do the two things. First thing I notice from the camera angle. Our food item is almost in there. So here I adding a cube and make a table for them. Okay, so I think the height should be fine. And yeah. And here also aj the size by using scale and sip z, so it cannot affect in z direction. And after that, to make a simple design type, I'm going to the dit mode and by pressing to insert it and delete the face, so it can look like this. And here, I select all the element and slightly place closer to the built. And also adjust the position of the box. So by selecting that box, I grabbing in Ci Z direction, so it cannot be effect on the C direction. Okay, so it's fine. And the second thing is, I make a roof type at the top. So what I do, I simply add a look cut and in the phase election, I'm extrude a little area by using t and extrude along with normal. And for making the roof, I'm adding a cube, then decrease the scale size, place it proper and scale in only wide erection, for adding the width, and then in edit mode, I simply give the shape of the roof. So by turning on the x ray mode, I simply select the both of the axis like behind the axis and grab X direction, so it look like this. Okay, so now everything is set up, and only thing remaining is to do adding a material to the object. So now we are almost there, and in the next episode, I will adding a material to the object. So meet you in the next episode. 7. Applying material to the scenery: So, hey, everyone. Welcome to the seventh episode. In this episode, I will give the final touch up like a proper camera angle and set up the material. Okay. So here I start with existing the camera by using shift and tiled. And here I cannot give the animation to camera because it doesn't look like an infinite. Okay, here in the rendered property, I change the render engine to cycle and device to GPU compute. And in the viewport, I set the sample to like 50. And then open the render view. Here, I'm adding an SDR to eliminate this darkness, going to the wall property and change the color to environment texture, and in the open folder, I select the HDRI, which I provided into the resources. Here in the wall property, you can see the strength. By changing the strength value, you can increase or decrease the SDRI power. Okay, now give you to the material. Here, I'm going to the selling menu. And here I turn on the render view and select each object and assign the material to them. So first, I select the floor and then give it to new material and assign to a color. In episode two, we already give the color to the food item and the boxes. So now we only have to give the rest of the object. So this episode is nothing but just assign the material to the object. It includes assign the material directly to the object or assigning more than two material to the same object or maybe use the help of the different texer to assign the material. So here, first, I select the store and then assign a dark red color to them. And now I select the head of the truck and give to like a dark blue color. Okay, here is the object where we can assign the more than two material to the single object. Okay. So now if I want to give a different color to the window, so I'm going to the edit mode and here, select the window part in the face selection. And after selecting the window area, here, I'm going to the material section and create a new material and then hit a sign so that I can create a new material to the same object. And now as the same way, I select the third material to the same object. In the edit mode, I select the below area in the phase selection, and then create a new material and then assigned. If I now create a new material, then it can be only effect on those parts. And in the new material here, I select a silver type color. And after giving that here, I select another part of the same object for the headlight area, and then create a new material and then it assigned. So it can be different from other. Okay so now here, I select another object, which is the other part of the truck, and instead of giving a new material, here, I directly assign to like a material 0.9. So here, if I change the color, then it can be effect on both because it is the copy of the head of the truck. And as we did in the head of the truck, here, I select that upper part of the truck area and assign the new material, so it can be different from other. And for the tire, here, I give the black color and the inner part, make the silver type color and hit assign. And for the roof of the factory, here, I give the material 0.09, which is the truck head color and assign it. Okay, now here, I select the le part and give it to new material, and here, I increase the metalic value to look like a metal part and also change the name to identify as like a steel. Now here I select another leg part and directly give the material, which we just made and dename it to steel. And as the same way, I also select the two pipe of the factory and give it to the same material. After that, here I select the belt and give it to new material and also give the same color like a pink type and for the metal support here, I give the same material which we already did in a truck had part. Okay, so for the roof of the factory, here I give the lining color, and in the lining color, here I want a two color. For adding a two color, here I'm adding a color m, so I can easily add a two different color. Okay, so for the right area, I'm changing into red for the left area, here I change to white. But the color will mixing both color and make a pink type color. To identify different, here I'm adding a wave texture and connect color to the factorial. Now if you are zooming in, then you can see that there are some lining or printed on the roof. I think it's disconnect. Here I connect again, and you can see that and to print vertically, here I change x axis to axis. By changing in scale value, you can aj its thickness as according you want. Okay. So here I slightly decrease it, and I think it's fine. And if you are placing a color value closer to another color, then it can become a sharp. And to make a properly sharp, here I change a two value to like a 0.5 and 0.499. And after that, here I changing the color of the box and the siren type, which is above it. So yeah, we have just give the material to look fine, and we are almost there. In the next episode, I will show you the rendered property. So meet you in the next episode. 8. Render and Output Settings: So, hey, everyone, welcome to the new episode. We are almost there to complete the series. In this episode, I will so the render property. But before I set up the render property, I will show you the one thing. That is about the number of frames. Here, I have total 120 frame and in which three plates are transferred and become the infinite. But here, if I change the number of end frame to 40, then it can be only sored of the one plate and repeated. And because it is repeated, it still become an infinite. You can see that there is no cutoff between the end frame and start frame. Tire, if I take directly 40, then we have a very less frame number, and that is a little complex to exhaust it because of the animation of plate can be and around 75 or maybe 80. Okay, now we are continuing to set up the render property. But here, if you want to change anything, then you can change it before the render. Once you are final with the project or satisfied with your project, then you can ready to render it. In the render property, here I change the maximal to 300 and make sure you are changing in the render, not in the viewport. And also make sure to tick mark on the Denise option. Okay. Now in the output property here is my camera dissolution and verify the start frame and end frame for the animation. In the output folder, make sure you're creating a new folder and then change the name to like a render or anything that you want. And after making that, simply accept the folder. Okay. In the file format, change the FF ec video and in the encoding, change container to pec four. Okay, now we have ready to render it. After setting all thing. Make sure you are changing into the viewport. Otherwise, it can be take twice memory while render it. And now by using controllers, save the file and then go to the first frame, and after that, heat render and render animation. So here, it take too much time to render it. And once it complete to render it, our animation with infinite loop is completed. I hope you like this video. If you have any query, then you can come in down below. Okay, so see you in the next class until stay safe and stay healthy.