Transcripts
1. Jet Fighter Course Intro: Welcome to this exciting
journey we will be designing this
Fit jet fighter from scratch and using integrate awesome and cinematic
animate in Blender four. I section number one. We dive
into the fundamentals of T modeling as we craft
the F 15 components, the cockpit, the entice engine, the wings, the
rockets and missiles. We'll be building this
beauty from scratch. Next up, section
two texturing real. We will learn to
unwrap paint brush the jet color and the
logo images with numbers, and material prosections like grunge brush the seams to make the jet
materials looks amazing. We'll also learning to texter
paint our jet missile. So basically, we're
going to be doing everything in just one software. Blend. In section three, we'll dive into blender
simulation system. We will learn firing smoke
simulation to be able to create an amazing
fire missile effect. We will dive into procedural
tectoryGive us control of our jet engine flames. You can change the size and color and control length
of these engine flames. Then we will create a
stunning jet tail smoke using the particle
system in Blender. Section four invites you to explore the art of
animation in Blender. We'll bring our F 15 jet to life with these threatening
and cinematic sequences, the rolling over animation. Firing missile animation, and the rise of
the sky animation. And basically that ethic
journey tough the creation of our F 15 jet fighter from its two digreprin to
become a cinematic marvel. Each section will bring
you closer to master umber modeling, texturing
tools, rigging, animation, and crafting
realistic animations that truly bring our 15 to life.
2. How to Align Jet Blueprints in Blender: This storal, I'd like to show
you the quickest method to align our jet blueprints
in Blender four. Here we do have three
of these blueprints. We have in the front, for jet, the right and the top. This is the first step
to do in order to model any complex object in blinder like vehicles, buildings,
even characters. All right let's get down to it. The first step to
do, I'll actually delete everything that
we got in our scene, so we can just press A and
x and delete everything. Next, I'd like to drag and
drop these blueprints. First we have in the
front. Back in blinder. To access the front, we are right now in the
user perspective. To press number one on the path. If you press one, you
can see here on the top, we are on the front autographic. What we need to do right
now is to drag and drop that front blueprint. This one, you can just
drag it and drop it. We can just make
sure that it's at the center, just like that. The next step is
going to be to add, let's add the right blueprint. To access the right, I want
you to press number three. Now as you can see we are
on the right autographic, so let's go ahead and drag
the second blueprint, the right and we can
try to align it a little bit down,
let's put it here. And lastly, we're having the
top of electric press seven. Number seven is
going to bring us the top to graphics, all
we have to do right now. Drag and trap this blueprint. I'm going to select
it, press G to move it and let's move
it here at the center. Nice. The next step
is going to be to all these reference images because right now they
are not organized, they are not cooperating
with each another. For example, this
one, it's facing this way while the side or the top, this one here, is
facing the red axis. What you need to do is
to make them all face the same axis or the same way. I'm going to select at
the bottom preference, this one here, and I to
spin it on the z axis. Let's press R z. Spend it, for example
here by 90 degree. Let's make sure that
all these pprins are facing the right direction. They are all facing this,
this greenish axis, which is the y axis. Perfect. Next, we have
to do some scaling down. You can see that the front
here looks a little bit here so we need
to scale it down. But I'm going to just
hide it for now, and I'll just work on these two. For example, this one needs to be matching the other reference. Let me show you. I'd like to
put this nose right here. Let me just drag it a
little bit down here. I can press shift
to go real slow, and we can drag it to
the left side here. Can press shift again to
go slow. There we go. We can press GY to go down just a bit.
Something like that. Next, I'd elect to put
the cursor right here, so shift and right Clect, put the cursor here,
and we can switch the pivot point to
this tree cursor. Right now we're
going to be scaling this image from this point, so we can try to scal it up
or down based on our needs. Here let's check this out. First, this is the
end of our blueprint, but here this is the end of the, this wing right here. Let's scale this
up, can scat it up until this end reaches
the end of the wing. Something like that it's
going to be reasonable. We can also check other parts. For example, the torch of
the wing, so it's here, it's aligned with this
one on the bottom, same there for the end,
so they are all aligned. We let's send it to the front, I'm going to bring back
this empty image check it so that we can bring
it to our attention. Here they should just go
back to the median point and we can take it
forward. Let's see. We have to drag it a little
bit to the right side, and let's align it
using those wings. Here I'm going to
just drag it down. L et's move it a
little bit back. Luckily we're having
a perfect match here. We can, for example, let me just drag it a little bit
to the left side. There we go. That is
the perfect match. For example, if you
have it like this, you can just ski it down until those wings are fitting the wings on the
bottom blueprint. Let me just move it back here. Last thing to do, we have
to align it on up or down. Let me just move it
a bit here forward. Let's make sure that the nose
are touching each another. The nose here.
There we go. Nice. All right so we've got the
scale and the position. For example, the
front blueprint. You should not be
moving it up or down, should be moving
only on the y axis, GY, can move it a
little bit back. For example, this
one on the right, on the right otographic, you have to move it
only on the x axis, so Gx, move it back like
this and the one on the top, it should be moved
only on the z axis. Let's press G z and
we can move it down. Now we are ready to start
targeting our chat. Also, I'd like to show
you the great way, so we can press
control and queue. This way we're going
to be dividing our window into four parts. Here we're having the top,
here we have in the front, and here we're having the right. While in this user perspective, we can check the overall
progress of our scene. But I don't like this. It
looks a little bit disturbing. I'm going to just go back
to my default scene, and we can keep
switching by pressing one, three, and seven.
3. Improve Blender Modeling Workflow Shading: Before we can start modeling, I'd like to show you a quick track that's
going to allow us to improve the modeling
shading in blender, so that we can go
from this to this. To create this
shading, I want you to go to the top here to the top, right, and click on shading. After that, first, I
want you to switch the lighting from
Studio to MTCp. Down below, I want you
to check the cavity. And make sure that to increase the rich value two as
well as the value. Immediately going to see that we're having more
definitions here. Our chat definitions and edges are looking more
bright and vivid. The last s is going to be to add some shadow so we can check
the shadow value here, and the past value
that I found is 0.4, can decrease it down
or increase up. 0.4 seems past. Basically that's it for the
modeling shading in blender.
4. Modeling the F15 Jet Cockpit - Front Nose : In this strial,
we're going to be working on the front
nose of our jet. This section right here. It's called the cockpit. All right, so let's
get down to it. So to create that, we're
going to need a cylinder. So we can press Shift
A to access this menu, and we can go to mesh,
and let's add a cylinder. So on the bottom left, we're
going to have this tab. So I want you to click on it, and I want you to set the
number of vertices to just 16. It's going to be 32 by default. Set to 16, so this is going
to be manageable to edit. So on the edit mode, we can spin this object, so our X can spin
it by 90 degree. Press enter, and we can press to move it and let's move it
all the way to the front. I'd like to have the center
of the cylinder aligned with this point start of our
jet, something like that. Next, we can press Z
and switch the frame, and we can select the front of our cylinder and we can
simply scale it way down. After that, we can take the right side and move it
here to form this shape. After that, we can
just scale this part down while move it
a little bit up. The next step is going
to be to check if this object is at
the right location. I'm going to press
one to jump to the front orthographic
and we can zoom back, can see it's off track
so we can select our cynder and move it to the right side until it matches
with the reference image. All right, so let's
press to reach, you go to the side
and let's carry on. I'd like to select
this edge line, and we can extrude all the way to the second
portion of our airplane here. After that, we can
press S to scale it up and let's move it up. Here. You can also press
one to go to the front. Let's say you can
see it's perfectly matching the reference
image edge line. Let's press three. Also here we need to add extra edge loop. Control R here, can
skate up like this. I'm going to select
again this portion, and I'm going to
extrude it all the way to this third
portion of our airplane, can skate it up and
move it up like this. Perfect. Same thing here, we can take this vertex, try to move it a
little bit backward. Something like this is
perfect. All right. Let's exit that mode, and let's check double check the shape. You can do right click
and shape auto smooth. You have it perfectly smooth. The next step, it's
going to be to extrude this portion again so we can press switch again to the frame, and we can extrude press, y, and let's go all the
way to this portion here. This is the third or fourth
portion of our airplane. What we need to do right here, we can select these verses, track them up like this. Same thing here. You
can check this one up. In the middle, we can
insert the first edge loop. Let's put it, for
example up here, and the second one here. All right. Next, we can select these two edge
lines, drag them up. Same thing here. Let's
take these up like this. Here at the middle, we can press control bar we can drag these two points
upward like this. Let's take a look at the
shape from the outside. It looks good. Now we're going to be adding
a new modifier. Let me explain. If
we go to the top, if you press seven,
go to the top, you're going to see that the
airplane is symmetrical, which means that this side is the same as the
other it's inverted. What we can do, we can use the mirror modifier and
only work on one side. Let's select our
progress right now. On the is mode, we can
press switch frame. We can delete one side. We're going to delete
the left side, x delete verses.
Let's zoom in here. You can delete these verses
again can exit is mode. And we can let's go to
the modifier properties, and let's add the mirror
modifier, this one right here. We need it to be on the x axis, so it's already on the x, so we have it here. The problem that we got
right now is the center of origin is here at
the center here. We should change the
center of origin from this point here to
this edge line. Any point on this edge
is going to work. Let's use this one, for example, we can select this point, shift curt to select it. We can exit mode,
go to the objects. Such origin and origin to the true decursor.
Okay, we got it. If we press Z and switch
back to the solid, we're going to have the
mirror working 100%. If you apply any change
to the right side, so that same change going to
be applied to the left side. All right, so let's carry
on. So on the side here, go to press Z switch
to the i frame. I'd like to align these versics with this edge line of
our reference image. So let's take it
this one, move it up here and continue like this. Okay, for this one, can
take it up. Let's use The move tool to move
things perfectly. Something like that
seems to be fine. All right, so now it's
time to make our front, our cockpit looks
more interesting. So what I suggest first doing is to add the subdivision
surface modifier. In the modifier properties, you can add a new modifiers can be the subdivision
surface modifier. So now we're having
more of those vertices, the duplicated, which makes our cockpit looks
fine, looks good. So what we need to
do next is to define the edge line of our
window, the cockpit window. Let me just show you. This line. But also, what we can do, for example, lift this part up. Let's lift it like this to make this new edge line works best
with our reference image. I'm going to hide the
subdivision surfers modifile for just now. You can click on this screen here to hide it and on the mode. After that, we can
switch to the face mode, and we can select these phases, can press shift and left
click to select them all. You can press to create an inset and we
can drag it just a little bit down like this. After that, we can move it down, we can move it here, just a bit down like this, we can press shift
to go real slow. After that, I want you to
delete these extra phases. X and let's delete them. We're going to need them anyway. What we need to do, we need to move these edges
to the left side. We're having this problem here. We can go beyond
the center point, so we can go back to
the metal modifier. We can check the clip in so that we can stop
right at the center. Also we can check
the subdivision, we can make it visible.
We have a problem here. This edge line,
it's not defined. It's smooth out once we use
the subdivision modifier. How can we fix this problem? On the e mode, I'm going to show you a quick trick to do it. Let's we can be
on the edge mode. I want you to select those edges that you
want to highlight. All of them, we can press old. Shift A to select them all, something near Shift Alt, and you can press control
and click on edge crease. You can click and on the bottom, I want you to increase
this factor to one, that edge line turn to be red. Now if we bring back the
subdivision surface modifier, you can see that that
edge it's going to be highlighted.
Looks really nice. We can also increase if you
want to have higher details, we can increase the
level view port to two. The last move that I'd
like to perform is to add those cuts on the front, this cut here and the
second cut right here. On the mode, let's
start Let me check. We have this edge line here. You can select this edge line. We can try to eval
just a little bit. Control B to val just a bit. You can press shift to
slow down this movement. Something like this can be fine, can collect left click. Let me just get rid
of this edge line. Next, I want you to extrude it, so we can press, extrude. We can do collect, to
cancel this movement, and I want you to scale it on the inside, so you can press. Let me go to the
inside and do it. Al And let's go like this. So I'm using the Alt S. So
I'm doing the Alt S instead of just as to make the
scaling down even. All right. So the next movie, it's
going to be to grab, C press to select this line, shift, select the second line. And let's go on the
inside, shifts. We need to select them all. All of those edges, and we can press control, and click on edge grease. Click and increase
this factor to one. If we go back to the solid, you can see that we're
going to be having this perfect cut in the
middle of our nose. I want you to do
the same thing to the front, this
section right here. Let's do that. Con
press Control B. Something like
this, really tiny. Al, let's go inward. Actually, we must press, to exclude first, Al, Let's go inward like this. After that, we can press Shift old and let's select
all of those edge lines. You can press control.
Let's click on edge case. Click, and let's
increase this factor to one, and basically
5. Modeling the F15 Jet Air Intake : In this orio we'll be
adding this air intake. We'll be modeling from scratch
and adding it to our jet. All right, so let's get down to it. So what we need to do? I'm going to expand the
bottom or the pack side here, Cress, try to extrude. For example, can try to
move it a little bit up, S Z and scale it up just a bit. After that, that's
what I want you to do. We can select Let me just
grab these tree edges. Compress three to check. Yeah, we have to select the
fourth one on the bottom. And I'm going to
extrude it on the x. X extrude it just a bit here and extrude for
the second time. Here on the back, I'm going
to press one to check. So we have to move
these verses down here. Okay. Simply on the side, the mi select these
on the right side, can try Sx and press zero
to have it completely flat. There we go. That's nice. Here on this edge, we can also
press old and try Sx zero. To have it flat, we can
hide the subdivision s 75. Just to see. Yeah, it
seems to be fine. Okay. The next step, it's
going to be to extrude can press old here. Shift, shift old to select
the entire edge line, and we can press and
extrude it way back. Can press three, and also can
try to scale on the z axis, S z something like this. Seems accurate. All right, so now for the front, I'm going to select these phases and I'd like to
extrude them outside. Let me press to reach, go
to the side, so frame, and we can move it for example here and try to
spin it on the x, and let's spin it
sideways like this. R x and we can move it down. All right, S y. Something
like this. Okay. Next, we can insert
an extra edge loop. For example, here,
can press tree, switch to the y frame. And let me take these
up, put them here. I think that, this
doesn't matter. Let me check again. Nice.
Looks pretty much decent. Let me bring back the subdivision
surface modifier, see. Obviously, we have to
sharpen these edges. Let's select them first. But before doing
that, I'd like to proceed by making
the gap in between. Let me just press one
to go to the front, can select Thank
these two phases. We can press to create an inset. So let's press, and we can can press each extrude right collect
to cancel that movement, and we can simply
drag it way back. All right. Next, we can try S y and press zero
to have it flat, and we can just
delete this phase, x and deleted. That is nice. Next, let me just
mark the seams. We can press all here. Shift, can press, go to item and increase
the mecrease to one. Samething here for the
bottom, press old. Shift old have this section
selected. Shift old here. Nice. Increase the
mean increase to one. Lastly, this part right here. This one. Increase
the met to one. Same thing for these
edges on the outside. So we have to increase
the meat to one, and we can keep checking the subdivision
surface modifier. So now you can see we're
having a perfect shape. We can try, for example, to do the same thing
for these edges. Increase that here. Let me
just hide the subdivision, so that you can see it better, increase out of these
edges crease to one. Let's bring pack
the subdivision. Here, it's a little bit tricky, so let's increase it
also here, there we go. Now it looks much better. What it actually do we need to drag this part down and
move it to the right side. Same thing here.
Let's move it down. Something like that
seems to be accurate. You can also press
three to check it from the side and basically
that's it. It's almost. Let me just move this one
up and basically that's it. All right, so what we can
do, on the edit mode. I'd like to expand press. Let's take this
part all the way to the back til it reaches
this level right here. Also we can press three to check We can scalt S and
let's move it down here. That is nice. After that, we can select the body of our cheat and let me
just find out the start. We have to start from here
all the way to this location. We can insert in group here on the back, and here on the front. Let's mark it by this vertex. We can select the press double G to slide this over
somewhere like that. After that, we can press control arc to
insert an edge loop. Actually just check
from the side. I think this is only to do that. I'm going to select these
phases and ex the outside. You can press one,
go to the side. Yeah, it seems to be fine. You can try to bring the bottom Let me
just put the bottom. Z, let's move it up. Okay. So the last move to do is to
let me just go to the top. I can make the top go well. You can move this one or
actually these two versus, let's move them back. Okay. The last movie is going to be to add make these edges a little bit sharper,
so let's select. These edges, we can press, increase the increase to one. Okay, now we're having
a perfect geom tree.
6. Modeling the F15 Jet Engine Socket: In this orio we'd be modeling
the engine for chat. Then we will connect it to the front section of the airplane. All right, so let's
get down to it. So on the mode, I'd like to press shift and
right click to put a cursor way from the center to avoid any
problems with the lipin, and we can press Shift A and let's bring a
cylinder shape. So we can reduce the number of vertices to something round 16. You can add the slash divided
two to get the 16 vertices. And after that, we can
bring it to the left side, and let's try to spin it so
x and we can type 90 degree. After that, we can
try to move it upward until it matches
with reference image, and we can try S
saved z so that we can scale it while
extruding the z axis, and let's it can move
it to the right side, place it on top of
the reference image. After that, we can delete
the front phase and the back face of
that cylinder mesh. Next, we can press seven to
go to the top and let me select that unit by pressing L and we can drag it
to the left side. I'd like to put it on top of
the reference image engine, something like that. All right. Let's put it over there.
We can press old Switch to the frame can extrude
Here press to scale down. Shift D two duplicates. You can scale this part down, extrude it on the y. We can scale this part a little
bit down and last we can extrude for the last time on the y axis to form that
last part of the engine. That is nice. We
can do right click. Sheet smooth. Here control, let's increase the increase to one make that completely sharp. A on the inside. Okay. I want you to delete
these in our faces, X delete them can select
this x ode to the side. So this is our engine. We must keep an eye on
the reference images. So this is for the top. We can bring that reference here so that you can
keep an eye on it. I'm going to split this
window from the bottom, can switch to the
image editor and let's bring the second
reference image. You're going to find
all these references in the resources to download. All right, so this is
what we got on the top. Okay. So the engines, start from here and the end at the start of the wings here. If you press seven,
you can determine where should those engines stop. I think something around here. She is about here or a little bit smaller,
this line here. All right, so we
can press all here. Spread seven, can drag it all
the way to this location, so we have to kill or to
smooth the engine here. Okay, so on the side, I'm going to also delete. These phases, x delete,
can go to the top. First, we have to insert
two edge loops here. Here on the bottom, we can
let's select these vertices. Try z and price zero. We
have to flatten them. After that, I wanted to activate the snaptal so that we
can drag these points and make them all aligned
on the same level. All right after that. I'm
going to start taking these vertices upward
without the snap, stick them here.
Same thing here. Okay. Something like that. So now we're having that
nice curvature. Here, I'm going to bring
them back to this level. There is nice, same thing here. Now we have to mix between
the body and this section. So the way to the weight, I'm going to just
tie the subdivision surface multifi for just now. So we can select this part or actually just
select this vertex, try x and extrude
it to this level. After that, we can
select these two edges press F to fill that gap.
Let's do the same thing here. We can select this vertex E x, drag it to the left side, and let's select
these two edges, press f to fill. All right, so here, I'm going to select these two edges,
press F to fill. Continue like this. Okay. So here we can
select these edges, and we can exclude
them on the x, so we can press E x,
exclude them outside, and we can select this vertex, shift select this vertex, we can press, merge at the last. So we merge that section. Also, we can try to bring. These up slightly
upward. There we go. Right click Set to smooth, can also increase
the level view port. Actually, we didn't, let's bring back the
subdivision modifier. Now it looks much more better. We can try if you want. Let's see if it's going
to be better or not. Press Shift. Shift select this
entire edge line, can increase the
increase to one, and let's see if it's
going to be better. Yeah. What about 0.5. 0.5 seems messy. Let's just increase it 21,
can leave it like this. You can also press
seven to go to the top and let's investigate
the engines. We have to inflate
the engine size. For example, here, here, let's select the contry Sx and exude them or scale
them on the x. Same thing here, can select, x, inflate the verses. Okay. Do you make the engine look flat or big a little
bit. There we go. Looks pretty much decent. All right, so we have
to fix the bottom two. For the bottom it likes to
bring another reference. It's going to focus
on the bottom. The first reference is great. I'm going to simply drag
it and drop it here. Let's zoom in. This
is what we got. Let's go ahead and connect. We can select this edge, try x, drag it to the right, we can move it up. Let me hide the subdivision, can insert an extra edge
loop and drag it up. Bring back subdivision nice. I'm going to select
this. I'm going to press slash on the keyboard, slash is next to the shift
so that we can focus only on this section without the reference images
of the bottom. All right, so here,
what we need to do? We can expand the
shape of the engine. S x, something like
this. Same thing here. All right. In here, I'm going to just fill this just press F. Continue
pressing F here. Might want to increase or to add an tra edge loop.
So we can add two. This one goes here,
second and the third. Okay, then we got the engines, spring back the
subdivision surface five. In the next came
of lecture, we can continue our work, so.
7. Modeling the F15 Jet Main Wings: In this stole, we're going
to be working on the wings. But before doing that, I'd
like to finish this gap. We have to work on
it a little bit. I'm going to press
seven to go to the top and on the mode. I'm going to use switch
the vertex mode. We can press control R here
to add a new edge loop, can drag it to the side here, and we can take this
vertex and de up here. Exude all the way
to the top again, and we can select these
two press F to fill. After that, let's select these four verses
and we can press F. This one you can drag it
to the side. That's nice. This one to Something like this. After that, let's
investigate the side. We have to delete or to get
rid of these two phases. Is going to need them because you can see it's continuous. Let's press x and let's
delete those x phases. Here, I'd like to check, I'm
going to press all of you. I don't think we're going
to need this edge line. I just get rid of it. S select these edges while present shifts and
we can exclude them. Here and another time on
the top. That's good. After that, I'm going to
select these two again. Or just this one, exclude
it up and another time. After that, we can select these edges and strive to
fill that space in between. Now we need to remove the
doubles because for example, if you select this
vertex without the snap, it's going to be
doubled, not this one. Let me this one here. We having two verses. We can select everything, press and verse by distance. Four verses are removed. Let me check the subdivision surface multifi to
see the bottom. I'm going to press again
the slash to focus only on this particular object and we can compare it
to the bottom here. It seems pretty much
straightforward. I'm going to just continue
extruding or these edges. I'm going to just activate
the snpsle Press, extrude like this, without the sub division
multifi applied. Extrude one more time.
Select this vertex Z and let's move it down
without again the snap. After that, we can grab
these three edges, activate the snap, extrude here. All right. Let's
select evidence, press merged by distance. Three verses are removed. Excellence. You can select this phase shift the duplicated, and we can snap it here. After that, we can just hide Those vertices snap
that one to the bottom. Select these two press f Press
F like that. Press here. We're actually just two
press F. After that, select everything, press
merged by distance. All right. Let's activate
the subdivision. Let's mphstigate the bottom. The bottom seems to be accurate. Okay. All right, let's go ahead and start
building two wings. But also here, I'd
like to sharpen. Before we can do that. I'd like to sharpen
these edges. Okay. Can select the mall. Press, increase the
increase to just one. Also here, we have to
check the normals. Let's everything, press shift to make sure that the
normals are well set. All right, let's go ahead and
start designing the wing. I'm going to press
seven to go to the top. Also here we forgot to
sharpen this edge like that. On the is mode, I'm going to select this vertect but so let me just go back
to the objects mode, can press the slash to bring
back all those objects. Press seven. We need to
see the reference images. On that this mode, you
can select this verse x. I'm going to exclude,
x to the right side. Let's activate the snapsole and we can keep doing like this. Td here because we're going to be rigging
this section here. Exclude one more
time. Let's make that turn this.
We can stop here. Also, I'd like to do something. I'd like to reduce the opacity
of this reference image. You can select our
reference image and we can switch to the object
that properties. I want you to check
this opacity and we can reduce it down to
something like 0.2 sprec. Now we can see the
vertices even better. I'm going to extrude
this vertex here. This is going to go aligned
with the top vertex, and as a last time, it's extrude it one
more time here. Now I'm going to
select this part, press F to fill that space. C press control r here, double G to slide it upward. Exclude one more time here. Without that, we don't need it, can connect it later. But actually, this one should
belong to this section, I'm going to press double G
two slide it upward here. Now it's good. E x draggage to the left
side. There we go. Let's select these four
versus press F one, two, three, four, and
let's press f again. That is nice, and we can
continue this way. PF. Okay. Let's select this part by pressing L. We can press
shift to flip the normals. That's nice. I'm going to just disconnect this
part for just now. Let me just can select this part press P
separate selection. This part, I'm
going to select it by pressing a extruded down. Can hide the subdivision
surface modifier, select this wing, shift to
flip the normals again. On this mode, I'm going to
press control R. Horizontally, and we can try or actually as to skate it outside
in an even way. Something like this.
On the inside, I'd like to get rid
of these faces. Let me just select
everything, move it upward. You can delete these phases, x, and I just delete them. Nice. We can activate the subdivision surface
modifier, press one. Select the wing, can
try and move it down here and y to spin it sideways. All right, so that is perfect. Now all we have to do is to
mix it with the jet body. I'm going to switch
the tag mode here. Actually, before we doing that, we have to merge between these. I'm going to select
this wing first, shift select airplane,
control J, to merge them, right click, she smooth, and let's figure out a way
to merge between these. I'm going to select
these two vertices, G Z to move them down, move them to the left side. You can select this one first
shift, select the last one, press M, merge at last. Okay. Let's this one here, shifts like the second vertex, press M and merge at the last. Also here, we have to fix
or to fill this space. I'm going to hide the subdisn to see this geometry
even better. Press F. I'm going to
try to fill the space, it's like these two
edges, and we can press F to fill that gap. All right here on the
top let's carry on. This one first, shift select or actually, it
looks a little bit. We can bring another reference. The seventh reference,
it's going to show us the top of the wings. I think we have, we have to
move these down like this. All right, so we can
select these two verses per merge at the last. All right. That seems right. These two merge at the last. Here we can increase
the new edge loop. S one first one,
merge at the last. We have to fill some faces
can select these two press F, and that actually seems
a little bit tricky. Some, we need to select four
of these edges, one, two, three, four, we can press F.
Now looks much more better. All right so here
let's carry on. We can insert a new edge
loop, drag it down. Like this. This vertex shifts the last vertex p m
and merge at last. Let's bring back the
subdivision surface modifier to see. Looks nice. Let's just fill this space here. You can press control or
again, strike it down. This one first shift
select the last one per merge at the last. Here we can simply
drag this vertex down, GZ move it down. Let's activate the subdivision surface modifier Let's see. Okay. So it looks decent. All we have to do
right now is to sharpen the rest of these edges. We have to sharpen them, press N, increase
the increase to one. Also, we can activate
the subdivision, but we can check this on cage. Now we can edit
these versus live. For example, this increase the increase to one.
Same thing here. That is nice, can
press alt here. Press al again or actually
just, let's press alt. Increase that. Press
al again here. Stretch those edges. Yeah, but I don't think the
front should be like this. So we can just reduce the
Merse on the front here. Make it smooth. All right, so let me check the front. This section here
needs some care, so we can press old
stretching that edge up. Press here. Stow it here. Nice. See that on the top. All right, you can
press also here. Okay. Yeah, that's it. It looks pretty much decent. So here for the top,
what I would like to do, press seven switch
to the y frame. Can drag this sideways. All right, so it looks nice. We have a problem here
at this location. On this moment, we
can select this edge, and let me just increase
decrease to one. So it looks completely fine. Here on the back, we
have two solutions, whether to smooth
out these edges or to get rid of the increase. I prefer this approach. I can even drag them double g. Can drag them all the
way to that location. Here, let me just
select this vertex, Z, can move it down
to make it smooth.
8. Modeling the F15 Jet Back & Vertical Wings : This al, we're
going to be adding two additional wings to jet. We're having these on the
back, the small wings, and we' rehving the
vertical wings that they are standing like this.
We have to add them. I'd like to start with this wing that we get on the
back of our jet. We can select our mesh. I'm going to press
step to switch mode and we can start
with a single vertex. Let's select this vertex chip the duplicated and
let's place it here. I just start our wing
from this location, so we can extrude
Here, trade down. I prefer to hide subdivision
service modifies as we can see our
progress even better. Trade the can here. We can make some kind of a turn. We can stop here so that
we can fill this cap so we can press F to fill
it and the scale. Basically, we're going to be
rigging this section here, this part of the wing.
We have to model it. I'm pressing control to
delete to raise that line. All right from
here, I'm going to extrude all the way to the pa. Here, I'd like to
press control to add the next vertex.
We can select it. And we can press
double G two slide it over, slide it here. Next, we can also extrude it all the way to this location, and let's select these
four press f to fail them. A here, we have to continue. I'm going to extrude
this one up here. Press control again, select
that versuG to slide it can select these four phases for pre f to form that phase, and we can continue like
this, this versax here. Select four and press F. Here I prefer to connect because
it's not connected, so we can press control R again, and we can take this vertex, shift this vertex, we
can press to merge them, and we can merge them at
the last selected vertex. That is nice. Now we have
to continue on the middle, so we can press control R
to insert an edge group, drag it sideways, select press
F. And continue like this. Press F also here. The next step is going to be to
extrude this phase. But before doing that, we
need to check the normals. You can see this
part here is dark, so we can press L to
select this unit and press shift to flip
all the normals. Next, we can switch
to the phase mode. I prefer I'm going to try
to extude it down so we can press to extude it down just
a bit, something like this. I'm keeping an eye on this side. All right. Something like
this seems to be fine. Can select the entire
unit by pressing L, shift to flip the normals. After that, we can
press control R. Click. I'm going to press old as
to scale this outside. Not that much, d S, just a bit like this. All right. Now the next move,
it's going to be to connect this shape with
the body of our chat. I'm going to select
it using L. We can drag it to the left side
here and we can delete. We can get rid of these faces. I'm holding shift while
selecting these faces. Press X and delete
those extra phases. After that, let's
slaxfy pressing L, and we can drag it here. We can keep it here until we make the connection and after
that, we can bring it back. I'm going to select this vertex, shift this vertex, press
M, merge at the last. Okay. Same thing here, we can add an extra
rage loop like this, and we can delete these
inner faces, x delete. Same thing here, can
press X deletes, this vertex shift this one, press merge at last and
continue like this. Merge at last. Same thing here. Okay so here on the bottom, need to add an ex
rage loop here. It's like these two
press merge at last. Same thing here. So
at this location, we have to add an
extra edge loop. This two merged
the last like the top one, do it this way. And here we can just move it. We have to find a way
to mix this part. Since we're going to
be rigging this part, so I can just connect it by pressing F
to fill it on the inside, and we can do the same
thing here, press. Now they are separated. Next, I would like to
press seven to go to the top and let's make
sure to align this part. I'm going to try press G, and let's move it here. Can try. Move it like this. Okay. All right. You can check
these backward, just a bit. Samin here, can select
these vertices, move them backward
to have them better aligned with the
shape of our *****. Same in here. Okay, something like this, seems to be accurate. Here on the back. Yeah,
we can check it upward. This one, push them inside. Okay, now we're good. So we can bring back the
subdivision surface modifier and we can try to
sharpen these edges. C press here, shift old Okay. And we can press N,
and we can increase the increase to one A here. Okay, select this
12. There we go. Press all tog There we go. Press increase that
increase to one, We also have to check
from the bottom. You can select these two,
increase the increase to one. That is nice. Here on the top,
what I'd like to do. I'm going to press seven,
I'd let's press all here, increase the increase
to sharpen that edge. Same thing here and we
can select these two, and we can double G, slide the way forward. Let's start by one by one. Let's select this double G move forward here because we're going to be rigging
this section here. Here we can move it back here. Select again this part,
increase the increase. There we go. That seems right. Press akin, sharpen that end. Just take your time with it. Track this one to the left side, G to move it dell. On the object mode, you can do right click and she smooth. Now it looks much more better. Now the next step is
going to be to add the vertical wings
that we got here. On the this mode, I'm going to press tree, to go to the side. We can select one vertex. Let's use for example, this one, if t, and we can
exude it upward. It reaches the top here. Go sideways, and Z to go do. Let's place it here. Okay. Okay, so let's
select this porch. C press seven to go to the
top, so it should it frame. This is where it should be long. So let's move it to the left
side here. That is nice. All control to select the
rest, invert the selection, and we can, for example, here, try to fill these gaps. Press f to fail. We can increase the
increase to one, two is completely sharp. Can press one, which
go to the front. Yeah, it's at the right place. Next, I'm going to
try to extrude it. Press extrude it sideways, selects everything again,
increase the increase to one. For example, at the top, I'm going to select this
edge and drag it to the left side like this to make it really tiny at
the top, really sharp. And also on the side,
can switch to the frame, control ar to add an
extra ridge loop. Again, this is the area we're
going to be rigging it. Now I'm going to
select these two, and we can try S x
and scale them real down to make them completely
sharp at the end. Add age to bring
back everything, and let's investigate the shape. Later, when we're going to
be creating the rockets, we're going to be adding the
small rocket on the top. So here right click shape to
smooth and basically that. Final tweak in to the wings, I would like to
reduce that increase of these two parts,
these two edges. Let me show you it's going
to look even more better. So you can press and decrease the increase
to something like 0.4. It's good to have
it a little bit rounded instead of just cubicle, even 0.25, let's see. This way, it looks
much more better. It's rounded at the top.
9. Modeling the F15 Jet Core Engine: In this new start going
to be developing or creating the core
of our jet engine, this section right here. We need to make it
look like this. I do have a reference
image that we can see. Let me show you this
one right here. This shape might seem to be complex, but don't
worry about that. We're going to break it down
tough this simple object. Once we create this, we can
turn it into this engine. Let me just go straight
through my blender scene. This one and let's
get down to it. I'd like to bring
this reference image both can just put
the scene like this. The top reference, let me just bring this engine modeling. To just put it here. On the bottom, we can bring
the second reference. You're going to find them
both in the resources. Then I'd like to do is suppress A and H to select
and hide everything. Here, I'd like to start
with the single cylinder. Shift A can go to mesh and
let's start with the cylinder. On this mode, I'd like to
spin this cynder on the x, x spin it by 90
degrees on the top. I'm going to just
keep these two faces. Control, x, and delete
those faces, the rest. All right, so next, I'm
going to add an x edge loop, Control R, move it here and
I'd like to drag it down. The next step is going to be
to add some gap in between. On the edit mode, I'm going to select this part, try control B, to p val, just a bit, can press x in the let gap. Also, I prefer to use the mirror modifier to
achieve a good result. I'm going to just
select this part, x delist and here
on the modifiers, we can add the mirror. Now, everything seems cool. The next step it's
going to be to add this middle object
that we got here. On this mode, press shift
to duplicate this object, we can drag it sideways here, can try x, and let's move
it to the left side. Also you can check the
lepian under the mirror, so we can stop right
at the middle. After that, we can
select this part, try shift to flip the normals, and we can extrude it upward. Let me just drag it up, can press to extrude it. Sething for other objects, that's this object
and we can press. To exude it down, select it, and try shift to
flip the normals. The next step, let me show you we need to
create this kind of a shape. On this mode, I want you
to grab this top edge, can move it back and
drag it on the inside, create that interesting shape. Something like this. Next, I'd like to add this side supporting column
that we got side bar. On this mode, we can
press control R here, strike it here to the middle, Control B to
bivalent after that, we can grab shifts like these two phases and
we can extrude them upward. There we go. I like the current shape. Now here at the end, I'd like to create something
that looks like this. Parts that. Control out here, move
it forward over there, and we can select this edge, can move it backward,
G to move it down. So it's completely flat, nice. The next step is to add these kind of
objects here at the end. So let's do that. I'm going
to select these two edges, shift the duplicate,
control, to extort them. Select, extort upward. Can try zp0rx,
spend it sideways. So. After that, we
can select this part, shifty to duplicate, can
move one here, shift can. So that seems accurate. At the end, You can
grab these edges, drag them down, move
forward. S like that. To smooth that end. The next step it's
going to be to form the top or the
beginning, this section here. On that this mode, we
can press t or actually, let me just select
these three edges, shift to duplicate them, can move them a
little bit sideways. After that, we can
press, and co. Here at the middle, can
just connect this part. Also, here we can try
something like this. Let's move this one up. Try to get that rounded shape. Here we can press control, click and drag all
the way to the top, and we can drag it down just to get the same shape
that we got on the top. Here we can press de faces and we can press here
and drag it down. Okay. All right, press again, try y and extrude, for example, here, as, go up again, not that much,
something like that, and YG inside, easy, go down. After that, we can
press shift control and bridge edge loops to
connect that section. Also here we can
make it interesting. We can add this edge
loop controlled to pivalent can extrude it outside just to create
something interesting. Okay. So here on this section, I'd like to hide or to
connect these phases. Okay. Something like
that seems to be fine. It's time to add this
middle part that we got in the middle. To add that. Let me wrap this face, can press period on
the numpad to them, shift two duplicates,
can scale it down, drag it to the left side. We can exclude it
outside like this. Lude one more time, scale
it down. S this object. Shift T two duplicates
and let's move it all the way here. Or, I can just spin it
on the x axis like this. I can drag it up. Okay. After that, we can
grab this face, shifts like this face, and we can press
control and click on bridge loop so now it's
going to be connected. I'd like to sca it
a little bit up. What we can do can
grab these faces here, shifts like these faces and we can move them
to the right side. Just a bit. Next
on that this mode, I'm going to grab
this entire section. Shift to duplicate it, and let's move it
Rx can press three. Let me place it here. You can switch to
the white frame. Select this section,
and let's move it up. Something like that. X then. After that, we can select
one of these phases. Shift D. Let me
select these two, shift to duplicate,
smooth them down here. We can ex to this location, can select this part shifts
to flip the normals. Okay. The next step is
going to be to make this object to orbit
around the center. We're going to duplicate it and make it orbit around the center. To do that, we need
first to add plane axis. Shift A can go to T, and let's bring this plane axis. After that, we can select this object and we need
to add the modifier. Since this plane
axis, it's an object, so we need to check the relative offsets and
use this object to offset. We can click here,
and I the object tab, you can click and select
that T. Right now, if we select the MT and we
try to spin it on the y. It's going to be spinning
our object in a perfect way. I think something between 25,
it's going to be accurate. All all we have to
do right now is to increase the count of the array. Let me just increase it
to something around. Let's see. 15 seems to be fine, but we have to spin it just a bit we can
press shift. Okay. Should not be having
any alpin here. There we go. It seems
excellent right now. Looks expression much
similar to this. Now all we have to do is
to bring back the rest. I'm going to press Alt H
to bring back everything. Let's select the
MT and the engine. Press seven to go to the top RZ and it's sinish by 180
degree and we can place it place here and we can scale it down until
it fits that shape. Just hide the reference images. Here, I'd like to delete. This part we can
press L x and the lest. Press control one. Let's move it up, try to scale it to make it fit inside
that engine socket. Shift to duplicate,
can move it here. All right, then, we got our
engine and it looks fabulous. We can continue our work in the next of lecture.
See you soon.
10. Modeling the F15 Jet Rockets: The next step is going to be
to design the rockets that we've got under the
wings of our jet. Let me show you the
reference image. We have the big rockets on the side and also we
have one on the middle. This one. Let's go
ahead and create them. I'd like to bring
this forge reference. Let me just drag it forge
reference, strag it here. This is the shape. It
looks straightforward, not a big deal. On this mode. Or actually, I'm going
to just go straight. I'm going to just shift A, you can go to mash and we
can bring a cynder keep the vertices down to
something like it's divided by two, 16 is fine. Drag this one sideways
on this model can try Rx spanish by 90
degree. Let's see. Since this shape is symmetrical, I'm going to just
design this health here and duplicate
on the other side. Let's that's on this
mode I'm going to press control R. To add that edge, press shift X delete this part. Can take this part move
it for example here. What I'd like to
do, I'm going to increase add some edge loops. For edge loops, we
can press enter, and I'd like to
select this phase, and you can skate it down. But I prefer to use I'm going
to be using this proportion indual let's use a
sharp type of this. Proportion intent is
going to be the sharp. Right now, if we try
to scale it down, it's going to
perfectly like this. Let me just press one actually
three to go to the side. Skate like this. Also you
can try shift shift to y. So this also let me just
go sideways, S shift to y. So like this looks perfect. Click. **** as smooth
on the s mode. Cry that's fine. Let's
select everything. Shift to duplicate
this port, contry S y. But actually has to do this without the proportion
in the enabled. S p minus one. Let's move here, shift
to flip the normals. And we can activate the
snap tool and let's snap. This part here. After that, we can press A to
select everything, press M and remove by distance. Basically, we need
to merge between these verses because we're
having some doubles. Let's select everything,
press, merge by distance. 16 verses are removed, perfect. The next step is going to
be to add this kind of a hook that we got on
the end. Let's do that. I'm going to select
these two faces. Phi d two duplicates. Hide the snap tool, can
extrude this one upward, charge a scale on the x. Can bring the select them both bringing the
mescalsis possible, select the Z, can
scale them down, nice, and what we can do so we have to I'm
press Control R. Spring select this vertex
can select this tree, try to move them down. SX Okay. All right. So like that. Here on the back. Movies stretching up that edge. Right click sheet to smooth. So here, it looks a
little bit funny. Let me try. Yeah. Can move that to move it down. Keep it sharp like
that. That is nice. We might want to straighten
up this part, check it up. Move it forward or x,
something like that. Okay, so the next step. It's going to be
to scale it down. And we can make a
part of our chat. Shift select the chats, control. Okay. Why it's not, we have it on the other side. All you have to do
right now is to add the hook that's going to
connect it with the top. I'm going to select these phases here. Let me check the hook. You can put shift
the scale on the x. X. I can select this porch Press and let's increase
the me grease to one. All right. For these
sides, let me select. These edges, we can decrease
T increase to zero, to have it smooth sharp.
Next thing to do. I'm going to select this
object can press one, shift and spotge on the bottom. But as you can see, we have to divide this
part into the health, so this can merge
with the other side. I'm going to switch the frame, switch the vertex mode. Here we can select this part, the to, I'd like to do
the same thing here. X delete ose verses
and we can select this part and we
can drag it here. Intellect merged
with the other side. Next, let me press. We have to move it forward. And the little bit
up. As a final step, I'd like to add these
additional rockets. I'm not sure if they are
just for design decoration. This one on the top, we can add this design
here. Let's do that. Can I select this on this mode, you can press L to make sure that only this objects selected, shift the two duplicates, and let's move it to the top. Can move it back here. I'd like to delete. Press
all delete that section, can press L x deletes Can
press alter try, e on the y. Something like this, you
can press F. After that, we can increase the
crease of that to one. You can press, create inset
and let's push it outside. After that, we can
press L to select this unit can try to skate down. Let's push it on the
top of this wing here. You can press street
go to the side, Skate real down shift to. And you can press
this frame can select the front on front
of the rocket. Try to make it a
little bit point. Let's move it up. Something like that seems to be accurate. As a final move, I'd like to add two additional rockets here. Let's make them small. Shift, let's move the
additional one here. Okay. Something like that.
11. Modeling the F15 Jet Missiles: The next step is going to
be to design some missile. We got the rockets, but we
need to add the missiles, we're going to be
launching later. I have the reference image. This reference image
is going to show us. This is the missile that
I would like to create. I'm going to just drag it and drop it here in
the image editor. You can zoom on it. And let's go ahead and start
working on it. Also, I'd like to hide
these reference image. We won't going to
need them because we're down with the plane. Let me just press A
to select everything, can press H to hide shift put
cursor to the word origin. Shift A, you can go to mash and let's start
with a cylinder. I'd like to spin the
cylinder on the mode, x, let's spinish by 90 degrees, can press tree, to
go to the side, and let's start
create this shape. Shift to y real down, something like this. All right. I'm going to insert an
edge loops so control R. Let me just drag
it to this level. Can switch to the frame, select the front, and
we can scale it down. But also here, I'd like to
so here, I'd like to add, for example, one
extra edge loop, can select this part,
charge scalt by zero. Actually zero is too much. I'm going to just
scale it real down. So like this and take this
part, also scale it down. Once we're going to add the
subdivision surface motif, it's going to be really
smooth. Here on the back. I'm going to select this part, press and increase the increase, we can increase it 21. Switch back to the solid
c shade to smooth. Okay. We can try control r. But actually,
we can try this. I'm going to press here. T's try to sharpen this edge, so we can increase
the increase to one. Here for the back. I'm going to select this face, extrude it, can skate it down. We can move it
outside just a bit. We don't need this increase, I'm going to just decrease it
to zero. Seems to be fine. Now let's add these side
shields that we got here. I'm on this mode, I'm going to select
the top edge line, this one, Shift to duplicate
it and we can scale it down. Let's move it forward. Okay. Something like that, and we
can exclude it upward by pressing z to fix to
fix it on the z axis. Let me just zoom. I'm going
to try to scale it down. S this part by persing L and let's increase
the increase to one. After that, we can push
it inside the rockets. After that, I'd
like to extrude it. Select it again,
increase the increase to one can select the top, try or S x, and let's sharpen that top. Something like that
seems accurate. Here on the bottom, I'm
going to try control r, takes you all the
way to the top. We press double g to
slide it over and try S x and make it tiny, like that. Select it to click
and shade to smold. So time to duplicate this
shield all over our missile. To do that, we have
to put the cursor, we need to make sure that cursor is at the center of the circle. So we can press, for example, here, shift, cursor to selected. I guess we're having
four of these shields. If we do seven per calculations, a circle has 360 degrees
divided by four, it's going to be 90 degrees. I'd like to switch
the pivot point from the medium point to the tree
dcursor On that age mode, we can press all H to make sure that everything
it selects it. Let's select the top, that shield and shift
d two duplicates, right click and we can
spend it on the y, so our y let's spend
it it by 90 degree. Can select again this, and we have to spend
them by 180. Shift D. Shift D to duplicate and R y. You can type 180 degree. Do you have them on the
other side. There we go. Let me select these two
phases, this phase here, Shift select this phase, can switch to the mediate
point, the p point. From here, we can press shift to duplicate this part,
and let's move it here. We can try R z and
spend by 180 degree. Next, we can extrude
it on the y, y. So it like this. You
can make it straight. S y p zero. To have it completely flat. Let's move its way
back, select that edge, and we can move it, increase
the increase to one. No that's too much. You
can just move it backward. A on that mode. I'm going to select
this edge again. Let me just move it forward here and increase
the increase to one. Okay. Also here on the top. I'm going to grab
these two edges, Z, and let's expand
them in the air. Also this old can
bring this part up. Now, I think that's so much. Let's select this entire part, S Z move it down. So duplicate canopeat
the same nuit with these four shields. Let's put cursor to
the p is point to the tt shift y 90 degree. Y nine degree, select them both Shift T and R y, 180 degree. Also, we can select
them all and make sure that the normals says correctly. Shift to flip the normals. There we go, we got our missile
and it looks interesting. For example, here we
can expand the front, can switch y frame and
let's select this part, and you can move it forward. A e bring back everything, and let me select this
missile and let's put it at the right
place. I press seven. I'd like to have one
here. To move it up. We can have, for example, as many as we want, but also, I'd like to do
something, let me just. I'd like to spend this
missile on the waxes, our wit spend it by 45 degrees. We need to add the
hook that's going to connect it to the jet
from here from the top. On the s mode, you can
select this part here. A to make sure that everything is selected, can
select this part, shift d to duplicate it, and that's move it here. You can press one to
face it scale way down. S, something like that. We can press three,
go to the side, and let's move it here.
There we go we got it. I'm going to just disconnect this part, press
separate selection. I'm going to join
it with this piece. Control, to make them one piece. Now we can press one, to go to the top and we can press Shift. I'd actually have four of these, Shift another one
here. Let's see. That seems accurate.
Actually, I'm going to just hide these references
and put this one here. G, move it down.
Something like that. After that, I'm
going to grab all of those shifts like the airplane, press control, to have them
duplicated on the other side. There we go. Now our jet looks
aggressive and I like it. We can continue our work in
the next time of lecture, S.
12. Apply Final Tweaking's to Jet Fighter: Stole, I'd like to apply some
final tweakins to our jet. First of all, I'd like to
make the wings movable. Right now, they are merged, just one piece, so we
have to separate them. To do that, I'd like to select
my jet, switch it a mode. We can switch the
pace mode here, and we can select one part
of the wink at a time. As you can see the
win are separated, we have the first part
and the second part. I'm going to grab
these three phases, press P separate selection.
This is the same thing here. Select the three press P
and separate selection. After that, we can
select them both, switch the mode, and we
can scale them down. But I don't want to
scale them like this. I want to switch the page point to the individual origins, and we can scale each one
on its own like this. You can try 0.989 85, 985. So like this. We got some
distance in between. Let's do the same thing
to the back here, select these two, press separate selection.
Same thing here. Okay. Press P in
separate selection. Seth for this part, can select this one first, Control this one because we're having one on the
middle, this phase. Let's press P
separate selection. The next step is going to
be to fill these phases. We can press the slash to
focus only on this object and moment fill the top and fill the edges by simply selecting them and
pressing after fail. Let's select this edge, shift select this edge,
and you can fail. Next, I'd like to
straighten up these edges, so we can go to this me
increase and increase it to one let's press slash to bring back the press and we can select the second object, and let's repeat
the same process. First, let's fix or
let's fill those gaps, press f, same the pres and
F. Can select everything, increase the me increase to one. Press. Next, we need to hide
both of those by percent H, and we need to fill this
space. Continue present f. Like this. Also here
let's fail that's gap. Next, I'd like to grab
these edges and increase the me increase to
one. Same thing here. This one, for example,
let's try this. There we go, Alt H. We're good. Also, we can let me
check this angle here. Can I select this?
There we go, hold H. Letges side the
reference images. All right, so we're good.
Let's do the sthing here. First, I'm going to
select them both. Select everything
scale by 1.0 0.985. Let's select these objects, press slash on the edge mode, fill the front, fill the side, and fill the other side. Select everything, increase
the increase to one. Press slash again, select the second part, and
continue like this. Okay. All right, so we got the wings, they are operating
right now perfectly, so they're ready
for the rigging. The next thing that
I'd like to do, I'd like to develop a
little bit this intake. If we check, for example, the reference image, so it's a little bit different,
let me show you. This one here. This one
shows the intake clearly. Let's bring the seventh
reference and let's work on it. This reference right
here. A it's what we go. First, I'd like to
add this extra layer. I'm going to select this
select these two phases, can press to extra them upward. After that, we can
select this edge, double G, just slide
this backward. Same thing here, double G, and let's slide this face here. After that, you can
grab these edges, press and increase the
mecrease to one. There we go. Can just get rid of
the crease here. And we can select
this middle edge, check it up here, and we can make it sharp. I think that's too much.
Let's move it down. Sub like that seems accurate. I'm going to move it
down. Nice. Also here, we can try to sharpen these two edges. Let
me just select them. I'm going to just
hide the subdivision surface, this one first, this 1 second, and
we can increase the increase to one. Let's see. I it looks even better. The third move that I'd add this kind of holes
that we got here. Let's add them to the intake. For example, here,
I'm going to press g inset just hide the
subdivision surface. Down, drag it to the side. We can check at the bottom edge, double G to slide
it upward here. Can you grab this face
and exude inside. Also, we have to select all of these edges and increase
the mean to one. Otherwise, you're
going to see this problem.'s increase that one. Nice. Let me try this. We have to add that as well. For the second step,
we need to add this second hole.
Let's add it here. Got press I create
that inside again. Skate it down. Select
this double G, slide it to the middle. For example, double
G, there we go. We can select this face,
exude this inside. Let's sharpen all
of those edges. No. Something like that. Same thing here, we have
to select these edges to. Increase them increase to one. There we go. I like
these holes on the top, that are similar to this. The last move that I like
to do I actually add these strip lines that we got on the glass of the cockpits also for this cockpit I scaling this part on the push
it outside, press again. To make it a little bit fat. Let's press P in press
to separate selection. So this one selected,
can press old here, shift old, control B
to pavel those edges, and we can extrude them outside. Just like that.
Next, let me just hide the subdivision
surface multifier and we can grab all these edges. Let's try to sharpen them. Press here and desharpen these
edges, much more better. Here, I'm going to just
get rid of these phases, x the lit after that, we can bring them
down a little bit. I should not be
popping up this high. So, something like this. Then we can try to merge this obvious shift select
the airplane, control J. On the mode, we can
select everything, press merge by distance. Now it's all connected,
and our plane is ready, we finished modeling
our airplane. Basically that's we finished modeling our jet in the
next coming section, we can start rigging it to make it ready for
the animations. If you have any
questions, let me know. So can you in the next
coming section. Take care.
13. Unwrapping Jet Fighter Model: New section, we're going
to be texturing our jet. The first step to
texture our jet is to unwrap all these parts
that you can see here. To do that, first, I'm going to select my chat and let's apply these modifiers, so it's time to apply them. On the mirror, I'm going
to just collect here and apply symptm for
the subdivision. But for the subdivision levels, I'd like to just stick
to one. Is fine. There is no big difference 1-2. I'm going to just
stick to one left. Let's apply the subdivision, and now we're good to go. The next step we can divide this window from the bottom
here, let's stick it up. Actually, let me just right click to cancel last movement. We have to go up like this. Let's switch this menu
to the UV editor. Next, let's select our chat
and we can switch edit mode. We can press A to
select everything, and let's press U, and I want you to click on
the SmartV project. Click on it. I'm
going to just keep it as default and
let's press okay. Now if you press control space, you're going to
see that blender. It's going to be unwrapping all the components
for chart for us. Now it's ready to be textured. The next step is going to
be to add the materials. I'm going to add one
single material for our charts let's go here to
the material properties, and we can add a new material. Let's call it chat. All right. In this manu, I'd
like to duplicate or to divide this
manu to two parts, so we can click again and
drag horizontally like this. This man, I'd like to switch
to the shader editor. You can press to high d panel. This is the principal
PSDF in blender four. We can press z here in the tree d view port and
switch to the mature preview. Now any change we do to this
base color, let me show you. If you make it red, so that color is going to
be emitted here on the body fur To achieve this result that
we got on the right side, we need to add a
new age texto that we're going to allow us
to control these bottles. We can paint anything
that we want. To do that, let me just
take this one to the side. I'm going to press shift A here, and let's add an image text, this node right here, can drag it to the left side and it can connect the
color to the base color. Next I want you to click on, and for the name we
can call it jet text. For these dimensions, our image texter is
just one k in size. I'm going to select them both, left click and drag and we can we can add the
multiply sign, that's multiplied by
four or even by six. You can just click on, and I'm going to have a black image
assigned to our texture. We can take a look
at it from here, so we can click here
and let's search for image for jet text, this one right here.
It's completely black. In the next on lecture, we're going to start painting
on this image texor. Son
14. Brush Jet Color Paint: Now, I'm just start brushing
the paint of our chat. I'm going to be using referring
to this reference here. To create something like
this. Let's get down to it. I'm going to just go back to the object mode and we need to switch to the texture paint. The next step is going
to be to paint our chat. I'm going to give
it one main color. I'd like to switch to the
field so that you can fill the entire pen because if we use the draws going
to take some time. If we try to brush everything, it's going to take a while. I'm going to just
control z verte back. Let's switch to the fill
for the color of the fill. Let's click here. I like
to switch to the x code, and we can write this color. Five F, 68 and six
F, can press enter, can have this nice bluish color, and we can just click
here. This is the starch. I don't want to include the windows, the
**** page window. On the mode, I'm going to press seven switch to the face mode, and we can select let me just
reduce the size of this. We can select everything, we can press and let's select. This part, we can exit at this
moment by present tab and we can check this mask so that we can only paint in this area. Right now, if we try, for
example, to paint here, one is going to affect
the rest of our cheat. The color to give here
is completely plaque, so let's take it to plaque here and we can start
drawing like this. Also, we can use the fill
tool, use the plaque. Click. Let's just get
rid of the mask here. The next step is going to be
to brush some puddles here. I'm going to go back to the raw and let's pick a new color, so we can click here,
and I want you to write this new x code. 48, four b, and 50. Press. Now we're going to have
this new color, this one. Control to verge back. You can press seven to go to the top and let's
operate on it from here. Let me just bring
back my reference. Let's create something like
this here on the side. Okay. We' having a problem
that we need to fix. If we zoom in here, can I see that the edge
of our brush is smooth? We want a sharp end
just like this. To fix this problem, let me just press control z to
revert back here. We need to go to the stroke or actually the fall off,
click on the fall off. This is the kind of brush
to treat the curve of it. You switch it to this line, this preset, last one. Right now, it's going
to be completely sharp. You can see that. But we have another issue again, you can see that this
edge is not perfect. It's wobbling a little bit
because I'm only human, so we have to find the
better way to do this. The better way is to
use the stabilize. Let me just control
z to reverse back. We can go to stroke and we can activate the
stabilized here. That's the factor to just 0.5. Now it's going to be really smooth when we're
going to be brushing. Something like that. Also
another thing to do. Let me just increase this
factor 2.85 S again. There we go. That is perfect. Also another thing,
it's going to be true. Since our jet is symmetrical, we want to have the same
effect on the left side. Let me just scroll
here. We can activate the x mirame on the x axis.
Let's do what you can. Something like this. So here, we can add some waves, control space to
maximize this window. You can start, for
example, from here, make some turns and stop here. Also let's add more. Okay. Something like
that, seems reasonable. We can go all the
way to the top here. Go up. That is nice.
Samthing here on the back. You can include this
part, control zeal. Let me just find a better way. Something like that
seems perfect. We got the idea, so you can be creative and create
your own touch. For example, here at the front. Let me just take it a little
bit forward like this. Let's fill the middle. And basically that
sits. That seems cool. I'm going to press
seven, to go to the top, control seven, go to the bottom, and we can do the
same thing here. To see things better, we can go to the
shading tools here, and we can increase
the strength to two. You can press F to
increase the brush size, and we can try
something like this. Same thing here. Let's press seven and I'd like to
add additional stuff. I would like to use the
whites completely white, and I'd like to draw some lines. In order to draw lines, first we have to go to
stroke and we need to change the stroke method
from space to line. Let me just zoo in a little bit and we can draw a
line like this. We're going to have it
on the other side too. Perfect. I'd like to press F to reduce the
scale of that brush, and we can add two
additional lines here. It's going to look
like the Air Force. Something like that. You can press the
tree, go to the side, and I'd like you to
do it samething here. But first, I'd like to
give them some color too. Control space to verge back, and I'd like to go here to my textujt I'd like
to pick this color. I'd like to pick this color. You can click here on our color, and let's use this eye dropper
to pick this median color. There's no need to case we can press switch
go to the side. Let's go back for
the stroke method. Let's go back to space can press F to increase
the brush size. We can try to brush
something here. Let me check,
something like that. It's going to do it. Next, let's go back to the
completely white color, press reduce scale down, go back to the line, and we can brush some vertical line
horizontal lines like this. Probably that's too much. CpressF to reduce sits down and we can draw
from left to right. C so CpressF to
scale three down, and let's add two
additional lines here. Okay. There we go. This one is not perfect. Let me just make it straight
like this. That is perfect. On the front, I'd like to paint this section here with
the second color. Let's switch to the fill, and
we can click on the color, and let's pick this color here. On the edde I'm
going to press shift to select only the
part that I want to paint, it edits mode. Check the mask on the top here, and we can click and basically going to have that
color only at that section. Nice. Here we're
having some problems. We don't want to have this
mess here, we can do. I'm going to go back
to the brush here. Let's pick the main color. Press F, and we can just
fix the problem here. Can keep drawing those
lines. I can zoom in. Something like that,
even though we touched a little bit
here, but that's fine. Not a big deal. Again, feel free to add as many
adjustment that you'd like. For these holes, I'd
like to make them dark. Let's select them first, press, press period on the numpad, shift old 'select all of
these holes that we got you. Sething on the other side, we
can exit activate the mask, and we can go back to the fill, and let's paint that
just like this.
15. Paint Brush Images onto Jet: Story, I'd like to show
you how can we paint images onto our
objects in Blender, for example, if
you want to paint some logo or some text.
How can you do that? I do have this texture here. It contains a logo, an Air Force logo, and some text, Blender
army, and some number. We're going to try
to paint this here into our chat. Let's
go ahead and do that. First, I'd like to
scroll down here to this texture properties,
and let's click on a. If we scroll a little bit down, you're going to see that
you have the possibility to open a new image. Let's click on open. We can pick any image that you'd like. I'm going to pick
this air force. You find it in the
result if you want it. Next, in the shaded make
sure that you are selecting this text jet texter let's
go to the texter paint here. Let me just scroll down
here a little bit. We need to be first on the draw. After that, we can go
to texture and we can pick this text that we got and I'd like to
switch the mapping from child to stencil the bottom one. Immediately, you're going to see that image popping up here. I'm going to do right click
click on its right click, so we can drag it sideways. I'm going to press one
or actually three. Let me just zoom in
here a little bit we can start painting here. We can press shift
and right click, if you want to skate
it up or down. Let's put it here and we can start painting also
for the stroke, doesn't need to be aligned, so let me just make it space.
We can start painting. I don't want to have the
stabilized stroke activated. Also for the color.
It's dark here. We don't want that, so let's
make it completely white. Go back to the RGB, increase it to white, otherwise, it's going to be affected. Let's just go ahead and start
painting with that brush. Let's make sure that we
are using the mirror. We're having that
airforce logo, perfect. We can press seven to go to the top and that's also
painted at the middle. Okay. We don't need the mirror in here.
Let's do it like this. Now for the second, we need to paint that
color, that number. Let's press tree,
to go to the side. You can zoom in
here a little bit, drag it up, and we can
paint blender arm here. For the number, if you
want to scale it up, we can press shift
and right click and let's paint it down below. You can center
here a little bit. Something like that. Let me
just go to the other side. Three control three, and we
can repeat the same thing. Shift reduce the scale. You can also press control if you want to spin it sideways. Something like this,
and let's paint that text shift click
and add the number. Basically, that's it. You've got some decorations over there. We can also add that
number at the front. Let me just in here. Can paint that here. Here for the wings, we can
also paint that number. Can press control, coli drag it or actually let's
paint the blender army. That is great. Let's
check it seems cool. Also we have to do it
on the other side. I don't want to use
here the mirror because I'm going to show you the problem
with the mirror. Let me just paint here. If you use the mirror, you're going to have this
problem that we got you. The text is going
to be inverted. The airforce is inverted. That's why you should not
rely on the metering here. After that, make sure to
save your image, otherwise, all these changes are
going to be saved, so let's just save image.
16. Add Material Imperfections - Grunges: Next step it's
going to be to add some imperfections to
the paint of our jet. F it just flat, this is just a color.
I don't want to. We have to add
some imperfections to make it look more realistic. Something like this Zoom, you're going to find this
perfect like this. To do that, we're going to
rely on this image texture, the grange, it's seamless. What I want you to
do is to simply drag it and drop it in
the shader editor. Control space to maximize
this and let's scroll back. So here what we need
to do. We have to mix between these two M textures. Shift A, and let's search for a mixed color. Second node here. I'd like to put it
on top of this line, and we can I'd make
the grange on the top. Let's make the
grange connected to a and the jet texts going
to be connected to B. Let's go back to our
scenes control space to go back and you can see the grange is
dominating the textor. We have to reduce Actually
we have to increase that up. But it's not well set, so I advise you to do. We can change the color
type from mix to multiply. And after that, we
can just reduce this value down. Let's just see. Yeah, actually we have
to do the reverse. A must be B and B must
be a. Let's do it here. Let's connect the bottom, the jet to A, and this one
to B. Sorry about that. Control space, let's go back and slim going to
decrease that amount. Something like 0.5. We're
having those crunches. Next, what I'd like
to do is to increase the scale of this
image text right now. It looks really low quality. What we need to do, you
can scale up the grunge. To do that, I'm going to press control T to add the mapping
and the texture coordinates. But this shortcuts can work unless you have the
node wgar enabled. You can go to edit preferences,
and enter the add on, search for wgular make sure that this node regular is
checked this box. Once you do that, you're
going to have access to this control T shortcuts. Here for the scale, I'm going to select both left and drag down, and let's increase the scale
to five. You can see that. Now it's much more better. Basically increase the scale
of that texture five times. This is the first step in the
next step we can try to add mainly some granges to define
these edges even better.
17. Add Material Imperfections - Paint Dirt: And I'd like to paint
some imperfections manually on top of our airplane. To do that, we can be
the same thing with it with these flags and numbers. Let's first switch back
to the texter paint here let's scroll down to
the texture properties and we can add a
new image texter. Let's call it dirt. Here, I'm going to
open, and let's pick this dirt brush.
Double click on it. And we need to be
on the draw here, can go to the tools, and so for the color.
Let me just paint. We don't want to be stencil
I'm going to just go to the texter properties
and let's switch it from stencil to
just view plane. An important thing to
do, you need to make sure that you are
selecting this, the text, this one. After that, we can just press F to increase the brush scale, and we can start brushing, but we have to
reduce that amount, the strength can reduce
it down to just 0.25. But you can press F to
increase that scale, and you can start brushing. But as you can see the brushing, it's consistent. We
don't want that. We have to have some randomness. I'm going to press control z. B here, I want you to
check this random. You can randomize that. Keep it. Let me just
set the angle to zero. I'm going to just reduce
the strength to even lower, something like 0.1,
and let's try this. Now it seems better. So we can keep
painting like this, some darkness in the spots
where there is no light. You can also press F to
increase the brush size. You can do some painting
here randomly up. Okay. So it's going to take
a while to finish this, but I promise you that
the results are going to be staggering. Let's
do the same thing here. I can darken those edges. Also make sure that you are
enabling the metering on the x. I made the mistake of
not having it enabled. So I have to repeat the same steps I did
back we can just paint some random Press to increase the scale and have
those nice and imperfections. Let me just reduce the scale of the brush and we can repeat
the same thing here. Also on these edges, it's going to be really
nice to have them painted. Control Z, let's make it
better. Same thing here. All right, can see that's
how it looks really nice. Let's carry on to do
the same thing here. We can press control space
to maximize this window. A little bit here on the front. Let's increase that 0.15 can work a little bit on
this nose, make it dark. Same thing here for the edges. That is nice. For these corners going
to be better if we can add some by reducing the pacity to something
like just 0.05. Press F and brushing a little bit darker here. A little bit in between. Unlike the current setup, example here we can add
some large puddles. Then we finished
adding imperfections, so it's going to look really
good once we finit this. I'm going to show you
last thing to do, control space, we have
to save again this. Let's go ahead and
save our progress. We can add the name
for it, text dt. Let's save it in
case you want to revert back to the original one. In the next lecture, we're going to work on
the other channels, roughness and the metallic.
18. Adding Jet Paint Seams - Bolts & Nuts: The next step that elect
to do is to add some seams and cuts to our jet.
Let me show you. Our jet, it's not just
one single object, it's a combination of
multiple pieces together. You can see here some bolts. We need to add these cuts. They're going to be
adding much more realism to the final result. For example, this main cut
that we got here, those edges. Let's go ahead and
start doing that. We're going to be using
a new reference image. This one, the brush has two
bolts and this line here. Let's use it. I'm going to score again to the
texter properties, and I'm going to click
on this new text. Let's call it seams. And we can just collect here
and let's pick this brush. Next, in the two review ports, I'd like to switch from obstrac mode to
the text of paint. Let's try to paint. I'm going to select
what this node selected and let me try to paint to
see what's happening here. We have it, but it's messed up. It's not like we want it to
be. What you need to do? I'm going to scroll
up to the settings, all the way to the top of
the tool and C. First, I don't want to have it random. I'm going to and
check the random, and I want to check the rack. Basically, the rack
is going to make the brush follows our hand. For example if you are
painting, let me just show you. If you make a turn, the texter, it's going to be
turning with our hand. That's good. I'm going to press
control z to revert back. Also, I'd like to
increase the strength. Also, I'd like to increase
the strength to one can press seven to go to the
top and check. The other problem that we got is the space in between this. We have to reduce increase the space in between
those notes and balls. Control Z, Sverge back. We can do that from the stroke, so we can click on stroke and we can increase
the space in here. For example, 75.
Let's strike again. There we go. That seems perfect. 785 is a little bit too much. We can make it 85, just to make it seamless. But that's fine. This one is going to work. But
you know what? Let's give it 85. Stroke. Let's give it 85. This one is perfect. Control Z, serverg can zoom back here. To make it easy, I like to use the line instead
of the brush. Here on the stroke, so you can change
the stroke method from space to just line. This way, we're going
to be able to draw along the line
from here to here. I'm going to press f to reduce the scale of the brush to 30, and we can paint
something like this. That's even big. Control, server can press F to
reduce it even down. Start painting. Yeah, that something is good. Also here for the strength,
let's say it's 0.5. Something like that. Make sure you do not zoom back
until you're done. Here it's not set correctly. Let's fix that. We can continue like
this till the end. Just be creative here. Try to make some cuts
that make sense. For example, one over there, here at the middle,
can take this edge. Okay. Let me go ahead and
connect this part together. This one, two is going
to go hand in hand, or we can take it for
example from here. That is perfect. Also let's add some imperfections seams here. I don't like this cut here. Let me just re back
and start over again. Okay. That is nice. Also
here for the wing, it's the same thing, just
like that. Same thing here. I can add one single edge
line here. There we go. That seems to be nice. Also here we can try to drag it down and connect
it to at the middle. Also here, let's divide
this into three parts. One, two, three. Here, let's
take this one like this. So we have to adjust the scale. Let's increase the
scale a little bit up. We can connect the top
to the bottom like this. Also here on the front. Let me just improve that a little bit, press F. Can take it from here. Why's not starting from the end. Let's do it reversely. Something like that. Take the
points all the way to here. Okay, you can take this
some in a little bit. You can continue forward Connect this vertically,
zoom in a little bit. Also connect this
just like that. Just take your time
with it until you are satisfied with the results. Also here, I'd like to
add that seem like this. And basically, that's so we get all those cuts. And
it seems perfect. We can also add some cuts
on top of the engine. Okay. At the bottom here. There we go. That
seems accurate. Press three, and
that's a sees here. Press to reduce
scale that brush. All right, so we got
those cuts and seams. All we have to do is to
save control spaces, go back and let's save our se
texture again, can save it. Let's call it again
dirch and we can call it seams Let me just
go ahead and save it. In the next lecture,
we're going to work on the other channels like the roughness and the metallic
and the normal map, see.
19. Create Realistic PBR Material - Add Metallic Roughness & Normal Maps: This is oral, I'd like to
work on the other channels. So far, we only worked
on the base color. We have to work on the metallic, the roughness and
the normal map. Let's work first
on the roughness. Basically the roughness is
how glossy our object is. For example, if we
set it to zero, it's going to be
just like a mirror. On the other hand, if
we take it to one, it's going to be purely rough. We need to create
some interestin map to control the roughness. To do that, I'm going to press control space to revert back, so there is nothing
better than to use the multiply this node set
up that we already created. Shift A, I'm going to search
for calm second node, so it's going to
help us to control how much glossy ins we want. I'm going to just
connect the result to the factor here and
on the right side, let's connect the color
to the roughness. Control space, go back
to the main scene. Let's see. Now it's
completely glossy, so we need to improve this. The first thing I'd like
to do is to reverse, I'd like to make the black on the right side and the
white to the left side. Next, I would like to
make it really close, so let's take the black,
for example here. Now we can see those
imperfections. This is the map that
I elect to create, and I to reduce this value. Let's make it not that
black, something like that. If we zoom in,
you're going to see those nice imperfections
popping up with the glossiness. That is exactly what I want. We can try to make this
one not that white. The second channel is
going to be the metallic. The metallic is going to control how much metallicnes we're going to be giving
to the objects. As you know, our plane
is completely metallic. I'm going to increase this
value to something like 0.85. So you can see that touch, the metallic touch that
we're adding to our jet, and it looks especially here. This logo looks like gold, nice. The last channel that we need
to work on is the bumps. So far, we don't have any bumps or our surface is
completely flat. You can see that from here on these bolts have to add
that effect of bumpiness. I'm going to show
you that control space in the shader editor, and we can add shift A. Let's add a bump node. I'd like to connect again, the multiply to the height, not to the normal to the
height, and on the right side, the normal to the
normal, just like this. It's a control space
to revert back. Let me see. This
is where we got. Our jet looks completely bumpy. We don't want that,
let's decrease that amount of the strength. Let's set it to 0.1
compress engine. Now we'll reduce the
amount of bumps. It's still bumpy from this side, so let's reduce it even down. Can I reduce the distance
to 0.5 or even 0.1 as well. That seems right. We're
having those bumps. Our jets much more better
right now and well textured.
20. Texturing Jet Missile: Checks in the jet. The next step is going to be to
tax the rockets. First, I would like
to press old H to bring back these rockets. I don't want to text the ball, so I'm going to just
keep one of a type. This type here can
just duplicate it multiplies and the second
type of the rockets. Let's select this. We can go to the multifiers. I'm going to just get rid
of the mirror modifier. For the subdivision,
I'm going to just stick to one level, so we can apply. Let's apply the
subdivision multifier. The next step, it's
going to be to select the rockets
on the s mode, you can press switch frame, selects only this part, press
P and separate selection. With this one selected,
we can set the origin to the geometry so
that we can grab its rate from the
middle and we can press control to reverse
the selection, we can press H. This way, we're going to be focusing
only on this object. The first step, you can press
switch material review. The first step is going to
be to create a material. So here I am on
the shader editor. You can also do that from the material output,
material properties. Here we can click on and
let's add a material, let's call it the
style number one. This is what we got. We got the main color here,
the base color. What I'd like to do on shift and let's search for image tax. Let's connect the color of this image textur
to the base color. Here, I'd like to create
a new image textur let's click on you and
let's set the dimensions to four k. So you can multiply
by four like this, add multiply sine and four. For the name, let's
call it Msile one text. Let's proceed and press
K. Now should be black. The next step, it's going
to be to add let me just switch first from the objects mode
to the text paint. We need to give our
rocket the main color. I'm going to just pick this
color that we got here. So we need to go to
the fill tool, fill. But actually we forgot
something really important. We forgot to unwrap our rocket because right now if we
switch back to the objects, if you select everything. It's unwrapped, but it's
not unwrapped correctly. What we need to do we need to press and Smart project
and we can press. This is our unwrapping here. Let me. What we can do, we can maximize this space here. I don't want to keep it
empty. Let's work on that. I'm going to press control,
let me just delete. After that, let me press,
so it should move. We can select
everything that we got, we can try to sket on the X and let's move it
to the right side. Something like that. Also, we can grab
these, move them up, R Z or let's press R 90
degree to spin them around. Also, I'd like to switch to
the non to the view node. Actually not the viewer node. The render results. Neither. Ms number one.
Here we can switch the mess number one text
so that we can create it just so that we can
see things better. Move it up for
these on the side. Let me select them first. Like I said, the goal here
is to I'm going to press L. I'd like to
maximize this space. Here, I'm going to try S x, can sketch it up, drag it
here to the left side. Let me also take these elements. Put them here. For this, we can try S y, push
it up, skirt even up. This part here, spot it here
and continue like that. For example, these objects, we can press L to
grab them all. Okay. And I'd like to scale
them a little bit, move them up over there. Here. Let's do the same
thing to these objects. I try to scale them up. Let's push them here to
the side like this one. You can move it down, spin
it sideways pre spin it. This one, we should not exceed
or go beyond this edge. If we do that, it's
going to be a problem. Something like this.
For these objects, I'm going to try
to scale them up. Okay. Can we put the
first one over here. Second one. Can press
spend it sideways, let me just put it
here. Let's see. Now everything seems
perfect and we are maximizing this space. That's fine. Control spaces
go back and let's carry on. Here we created that image text. Next, I'd like to switch from the objects mount
to the texto paint. The next step is
going to be to give this missile a new
color or main color. I'd like to give it the
same color that we gave our jet Let me just bring
back a jet texter from here. And we can pick any
color that you want. I'm going to pick
the brighter color. Let's click here on colors, eye dropper and click here,
we can have that color. If we click using the fill, going to be failing the
entire thing. That's nice. The next step is
going to be to add some imperfections
to our rockets. First, I'm going to switch
back to the draw or actually, let me just go with
the darker color. This one, dark
color seems better. Here I'd like to go
back to the draw. And I'm going to press three and I'd like to
start by some lines. I'm going to switch the stroke
method from space to line. Yeah. It's already set to line. That's good. Next, I'd
like to keep it at white. The strength, we can increase
it bumper up to one, and we can click
left click and press old so that we can go
down perfectly like this. We're still using this text. I don't want that control. Let go back to
texture and here we can Let me just we're
having two text. I'm going to just cut it. Here we' having some
problems with the spacing. So let's go back to the
spacing. Let's set it to zero. Actually, it's
going to be one by default. We got that line. I'm going to just in a
little bit. That's working. Also, we forgot to check the metering we should have
the metering on the x. We can continue like this. Let's add this part can fail
in the middle. That is nice. Also I'd like to add
that same line on the back so you can
grab this line here, press seven to go to
the top. Control seven. There we go. That is perfect. Also, we can add a secondary
line on the front, we can press F to scale
down this little bit up, collect and press
old and drag down. Or we can do it from here. Press seven, go to the
top. Continue like that. Let's fix this problem
that we got here. Let's fix this problem. Okay. All right. Next, I'd like
to add some textures. Here on the textures, I'd
like to bring this one. The type. Let's switch it
from view plane to stencil, so now we can see it. I'm going to press three, I
can zoom in or shift click. We can start by putting
the main logo here. I'm going to keep
the strength at one. For the stroke, let's
switch it back to space. Press F to increase
that brush size, and you can brush here. Like this. Same thing here. I'm going to press shift, and we can draw this army. Blender army. On the front, I'm going to add this
kind of a number. We can do the same thing here. Let's add this number in this location. All right. The next step. Let's try this. I'm going to select these wings, and I'm going to give
them a different color. Let's go back to the field,
and we have to check this mask and we
can pick some kind of bluish dark bluish
color on the edge mode. That's the give them that
bluish color. That is nice. We can roll with that, but it does not fit the overall shape. Let me just go back
to the objects mode, can press H, and let's see. Okay. You know, that's
fine. No big deal. Control A, H tress, and I'd like to save this image texture,
so let's save it. I'm going to save it so that on is going
to lose it again. The next step, it's going to be to add some imperfections. Shift A here, search
for age text's open it. Texas and I'm going
to bring this crunch. A to the next step, it's
going to be to merge between the garnge
and our texor. Shift A, let's search for a mix color can drop
it on this line. I'm just repeating the
same thing with it before, can connect the
garnge to the bottom. Switch the type to multiply. P. That seems interesting. We can increase this to 0.65, and also we can try to increase
the size of this grunge. Let's select the
grunge map control T to add the mapping
and text coordinates. Also make sure to
have it working, make sure that the node
regular is enabled. Here, this node so check it so that
you can have access to the shortcut Control. Here let's increase
the scale to three. That's even better. Here we
can increase, for example, this value to 0.75 to
crank up those details, even 0.1, but it
looks really dirty. I'm going to stick to 0.85. So the last step that I like to do is to add some imperfections. I'm going to select
make sure that you are selecting this texture
missile ex one, and I'm going to switch to the texture paint here
for the textures, Yeah, actually, we have
to be on the draw mode. For the textures,
we need to pick let me just add a new
text here on the bottom. The sort's click on
this one, call it dirt. Let's call it a little
bit down and let's pick this one, the d brush. Typical on it. Now
we can see it. I don't want it to be like this. Instead of having a stencil, just make it a view plane, and we can start
painting like this. But that seems to be
really strong control Z, and I'd like to increase
spacing to 50%. S now. That's a
little bit better. Let's increase the spacing
to 75 and also for the For the texture, we need to make it
random under 60. Let's click. You
can even scale up. But also for the scale
or the strength. Let's say this is down to 0.25, and we can start
painting like this. Yeah, actually, the
spacing is not set right, let's go back to the spacing, conside it to 25. I'm going to try
to make this space here a little bit dark. Okay. So just take your time with it. It's kind of word it at the end. Also, if you have time,
you can add it on all of these side side shields. Same thing here on
the other side. Add that gng map,
grnge but the dirt. T b here on the front. Can add some random dirt here. All right So control space also here on the front of this. Let's make it a little bit dark. At the end to on the
other side on the top. That is perfect. So here
we're having a glitch. So let's start in that spot. Okay. Control space,
let's go back. The next step, I'm going
to save this image again just so that
we're going to lose it. Save it and control space here, and I'd like to add some
work on the other maps. Shift let's search
for color ramp. Second node, and let's
connect this multiply node, connect to the factor and
the color to the roughness. Control space, let's go back and let's take a
look at the results. Now I'm going to just go back
to the objects mode here. Let's see, we should
not make it like this. I'm going to take
this white handle direct you all the way here. Now we can see those
kind of g, scratches. They make it really nice. Something like this is
going to be accurate. Also for the metallic, so our rocket is
purely metallic. I'm going to increase
this value to 0.75. It seems a little bit dim. We can also try to
aimplify Let me show. I'm going to press shift A, and let's search for hue saturation. This node, we can put it on between the multiply
and the base color, and we can increase the
value, for example, to 2.5 to make it or even three. Now it's not d anymore. This is our rocket, so we can continue our work in
the next ament section. Take care, make sure also
to save this image here.
21. Firing Missile 1 - Disconnect Missile from Jet Fighter: In this, we learn to make assimilation of a missile
launch in Blender fall. T get down to it. Here
we are. This is our jet. The first step is going to be to disconnect one of
these missiles. I'm going to select my missiles here. They are all connected. I'd like first to apply
the mirror modifier, so we can go to the
modifiers and we can collect here and
let's choose apply. After that, I'd
like to disconnect this missile that we got
on the extreme right. Let's select it can
press tab to set mode, and I'd like to select
it by person L. Let's select all these components
can keep pressing L, can press period
to reset the zoo. Let's see on the bottom here. Select the male. Here we go. Next we can press P and
to separate selection. We can exit mode, we can select our missile.
Now it's disconnected. We can reset the origin, the set of origin through
the center of the geometry, so we can go to object, set
origin toro the geometry. So we can easily change the
location of our missile. Next, I'd like to press Alt
B and let's clear parent, but keep transformation
so that we can keep our missile right about
here. Now it's disconnected.
22. Firing Missile 2 - Add Fire Simulation to Missile: So now it's time to start the simulation, the
fire simulation. I'm going to select my
missile right here. I'd like to press control to reverse selections
that we can be able to select the rest and we can press H to
hide everything. After that, I'd like to select
my rocket or my missile, and we can switch dis
mode I'd like to select the part that's
going to be emitting the fire, which is the bottom. Let me just switch
the face mode. I can press C, and we
can click right here. After that, we can press
shift d to duplicate this part and we can
press to exuded outside. We can select the entire
object by pressing L and we can press P to
separate selection. Now this part is
disconnected from the rest, so we can reset again the
origin to the geometry, this. The next thing to do, we have to make this part of our missile. For example, if we
move our missile, p this object needs
to be moving with it. Let's select it first
shift, selects our missile. We can press control P, and
let's say parent two objects. Right now, if we try
to move the missile, this object is going
to be moving with it. Next, I want you to select this little object and
we can go to objects, quick effects and
click on quick smoke. We can press seven to go
to the top and we can reset the location
of this domain. This is where the simulation is going to occur
inside this domain. I'm going to press
tab and we can try S x to scale it down, can take it a
little bit backward because it makes no
sense to have it here. We won't have any
simulation happening here. The simulation will start
at the end of our missile. We can scale it a little bit
on the x and also on the z, control z, skate real down. Let's move it down. You can press tree to make it centered. I think it's already centered. We can try scalt a
little bit on the y. S y, let's expand it a little bit and move
it to the right side. Perfect. You can also try to reset the origin
again to the geometry. Next, what we can do,
let me just I'm going to click here and
drag up vertically. You can switch this
menu to the timeline, and we can press space to start. Immediately going to see
some rising smoke here. It's really low quality. We got to improve that.
But first and first, so we don't want to have smoke instead we want to have fire. I want you to select
this object here and we can go to the
physics properties. Let me just expand it here. This is the physics properties. Here in the settings, I'd like to change the flow
type from smoke to fire. Right now if you
press shift and right click to drag the
frames to zero. If you press space, we
can be seen that fire. Nice. I'd like to increase the resolution just to have
better fire simulation. Let's select our domain. Here for the resolution,
let's set it for example, 75. A shift left a row
on the keyboard and let's press space
to C. There we go, so we've got some fire going up. As you can see, or as you know, the file should be
horizontal, not vertical. What we need to do is to
add some force field, that's going to push
this fire this way. To do that, we're going
to be using the width. Shift A, shift, let's
put the cursor right, t press sift A, and let's go to force fields
and we can bring the wind. The first step is going to be
to spend the wind on the x. This is the direction
of the wind so far. That, x, you can spend
it by -90 degree. And for the strength,
I'd like to set it to five. All right. Let's press shift
and left a row, and we can press space to C. So we're pushing that
fire this direction. We can also increase
the strength to ten, for example, let's give it ten, shift left or row,
and let's see. It's going up a little bit. I think I'm going to
just stick to five, but instead of having that, I'd like to increase the fuel. Let's select our fire emitter and we can go to the settings,
the physic settings. You can scroll down
to the fuel amount, and let's give it ten,
which is the max. Let's see we're going to be
having a huge amount of fire. That seems to be awesome
23. Firing Missile 3 - Add Smoke Particles Simulation: All right. We got the fire. The next step is going
to be to add the smoke. Our missile needs to be
emitting both fire and smoke. But for the smoke,
it's a to be turkey. Our missile right here, it's going to be moving
in higher speed. It's going to be taking a
large portion of the map. The problem with the fire
and smoke simulation. For example, let me show
you we can select this emor and we can go to the flow
type in the physics. We can set it for example
to fire and smoke. But if you do this, if you
set it to fire and smoke, you will have to
adjust the size of this domain because
the simulation happens only inside this domain. For example, if the simulation
starts from zero point A, let's say it starts from here and it's going to end
for example here. This domain needs to be
covering this entire section. It's going to be really huge, and we have to adjust
this resolution. The resolution is going
to be really high. Basically, I do have
a better way to handle the smoke simulation. To do that, we're going to
be relying on the particles. I'm going to select this object here that's going to emit fire. We can press F two, We can call it fire
missile fire fire. Next, we can duplicate it. Shift D to duplicate
this object. I'm going to move it a little
bit on the y axis here, and we can press again F two, and let's call it missiles, here we can call it smoke. If this object selected, we can go again to the
physics properties, and I want you to in check or to remove the
fluid simulation, we can just collect here
to remove it and instead, we need to add the particles. I'm going to go to
the particle settings and I'd like to add
a new particles, let's call it smoke. Okay. Let's test this out. We can move if we move
our missile forward. Let me also try to make all these objects
part of our missile. You can select them both. Shift select the
missile control P, let parent two objects. Keeping transform.
Same thing for, let me just try to move
it. We'll get to go. Here, we don't have this 12
should be the particles. Shift select the missile
control parent object. Now if we move the missile, everything's going to
be moving with it. I'm going to just
scroll with back. I'd like to press
and go to item. Here we can set the x to zero. This is just for a test, the y. Let's set to zero,
everything to zero. Next, I would like to insert
this keyframe on the y. We're going to mark the key
frame on the first frame, so here we can set it to
zero. This is the start. At the starting point, we
want to have our missile at 0 meters on the y x you can do c and insert single keyframe. We had this information
saved so we can scroll it bit here and jump press
shift and right click. We can jump for
example to frame 60. And we can take our missile
all the way forward by -50 meters forward, click insert key frame. Basically, within
this range 0-60, our missile is going
to be moving from the zero on the y all the way to -50. You
can see that here. To make it loop, I'd like to
start to stop right at 60. Here we don't have
any stimulation. I just stop can set the
end to 60 let's per space to see that
simulation. It's going down. So we'll improve it in
just a moment. This is it. All right so let's
select so let's click here and select the fire
or the missile smoke, the particles, and let's
adjust them a little bit. The first step is going
to be to increase the number of these particles, instead of having 1,000, I'd like to increase
it to 10,000. You can add another zero. For the lifetime,
it's set to 50. Let me explain what it means. I press shift left or
row or right click, and if a press space, basically every frame
that's going to be created, we have a lifetime of 50 frames. For example, the frame that
we will be created at frame. For example five, these. This here, they will
die once we reach 55. You can always add this number to your current key frames. For example, at 55,
they will start dying. These, they are dying here. Basically, the smoke needs
to stay longer in the sky. I'd like to increase this
lifetime, for example, 250. It's per space, so
nothing will be removed. Excellent. The next
step is going to be to adjust the scale of
these particles. Right now, they all
have the same size. We don't want that, I'd like
to have a different size. We can go to render
physics here, render for the scale, we can increase the scale. Let as we won't be able to do that because
we're rendering it as halo. We should be rendering it as an object. Let's add an object. I'm going to press
shift and click to put the cursor right
here, doesn't matter. You can put it at
any place, shift A, and let's go to mesh and
we can bring UV sphere. All right, so we're going
to be using this sphere as to replace these
hello objects. But before we can do that, since we are duplicating
our portico 10,000 times, we have to optimize this
object, this sphere. Right now, if you press space, you're going to see that
this has 482 vertices. If you multiply that
number by 10,000, its going to be a huge amount of vertices. I recommend doing. By the way, if you don't have this panel that show
you the statistics, you can go to this overlays, and you can check
the statistics, can be able to see each object, how much do we have in it. Here we're having 482. So what I'd like to
do, I'm going to go to edge and we can
click on subdivide. We'll reduce down the
number of verses to 1103, so we can even increase that alterations to,
for example, four. Actually, it doesn't
matter that much. Right click shade smooth, and let's go ahead and use it to replace the hello objects. We can select our
particle system. Can score a little bit down
here to the render tab. For render as, I would like
to switch to an object. After that, we can
here down below, we're having this
instance object. We're having this eye dropper, we can click and pick these. Now we replace those hello with our actual object
object right here. Next I'll do I'd like to adjust a little bit the scale
and the scale randomness. For the scale, I think
1.15 is going to be good. This one is
going to be good. Next I'd like to do is to
adjust the randomness. Right now, all these spheres, they have the same size. If you increase the
randomness, for example, to the life randomness, but this one, the
scale randomness. Let's increase it
for example, 0.7. Now we're going to be having different sizes for
these particles. They won't going to
have the same size, and that is perfect. Now let's press space to
start the animation to see. Another thing that we got, these particles they go down, they are affected by gravity. We have to get rid
of that effect because smoke stand still. Let's select again the particles and I want you to scroll
a little bit down here to refine this four
field weights. You can click here. And
this is the gravity. I'd like to reduce this
amount down to zero. Let's press space again to C.
We're going to wait for it. Now everything is going
to remain in place. This is better, but it
looks a little bit perfect. We want to have some chaos in this smoke in
this simulation. I want to have some
random particles going outside this line. To do that, we're going to be
adding another force field. It's going to be the turbulence. We're going to be applying some turbulence to these particles. Let's do that. I'm
going to press shifts selected right here. Shift A and we can
go to force fields, and we can add the turbulence. We can take it a
little bit backward. Here, and we can press
shift the missile, select the missile left
click and press control P, and let's set parent object. Basically, we need to
have this turbulance connected to our missile. Now all we have to
do is just increase the strength a little
bit. Let's say 15. Shift left row, and we can
press space. Let's Okay. So it's a little bit chaotic, so that is exactly what
we are looking for. Let me press seven to go to the top to see it from the top. Yeah, it looks better. You can increase the number of
strength to around 25. Shift left a row and let's
start again and let's see. That looks promising.
24. Firing Missile 4 - Make Missile Follows a Specific Path: So the last step to do
is to make this missile follow a specific path.
Let's go ahead and do that. I'm going to press shift right click to go back to frame zero, and I'd like to
select the missile and we can just remove
these keyframes. We can press, go to the wire rice click
and clear keyframe. This was just for testing. I'm going to press
Shift S and put the cursor to selected shift A, and can go to curve and
let's bring a path. After that, we can press
tab to go to the its mode. I'd like to invert or
suspend this curve R Z can type 90 degrees
sk we can press S, set it by eight. To make it a little bit long. I'm going to just push it
a little bit forward here. I'd like to take this vertex and I'd like to snap it to the
center of the missile. So we can press shift and let's put or let's select
selection to cursor. We can exit at this
mode. Let's select our missile and we can go to
the constraint properties, this one, and we can add the follow path
constraint. Click on it. And here for the target, we can just use
this eye dropper to select this path,
the nerve path. If we zoom in, you're going
to find it at the end. I'd like to check this fixed position and also let's check
the follow curve. Right now, if you increase
this offset factor, so our missile is
going to be moving from here all the way to
the end of the curve. All I'd like to do
is to animate this. On the start on frame zero.
You can set it from here. We can do click here, and we can insert key frames. We're inserting one for the
value of the offset factor. And we can press
shift and right click go all the way to frame 60, and we can set the
offset factor to zero. This is going to reach
the end, so we can do click and insert key frame. Let's press space to start
the simulation again. We're going from here all
the way till the end. That's nice. Right now, what we can do, so it's fast, the second simulation is fast. What we can do right now, we can twist a little
bit this curve, so we can select it. Switch mode, can try, for example, to play
a little bit with it. We can take this one down, or take it a little bit up. The start we can lift
it a little bit up. Just twist it a little bit. All we can pre shift, lift a row, let's press space. As press space to
see that simulation. Our missile is going to be following this curve that we
got here, which is perfect.
25. Jet Flames - Making the Flame Shape: Before we start, I'd like
to organize my scene. I'm going to select
all these components of the missile launch, and we can press to put
them into a new collection. You can click on new collection, and let's call it missile
launch and press. If we collapse our
current collection, we can see this new collection that we just created
the missing. I'm going to just
check it from here, so it's going to be
excluded from our scene. Now I'd like to bring back
my jets so we can press old H and the cut our jet. All we need is just engine. I'm going to select
one of these engines, and also I'd like to select
this empty because if we select on the engine,
it's going to be next stop. Shift select the
empty and we can press control to
reverse the selection, and can press H to hide everything and only
focus on the engine. So the next step is
going to be to apply the modifiers of our engines. Let's select it and we can go
to the modifier properties. We have all these modifiers. We can apply them. Also, there
is a quick way to do this. We can go to object, and let's convert our object into a mesh. So we can apply everything. The next step it's
going to be to add the engine flames.
Let's get down to it. I'd like to put the
cursor at the center. Shift cursor to select it. Let's go ahead and stock
reaching our flames. I'm going to press T to hide this panel as pre seven to go to the top and we can press shift A and I'd like to start
with a cylinder. For the number of verses, we can cut it down to just 24. All right. We can do right
click, shade all the smooth. I'd like to spin
it on the x axis. Is mode, can press R x, can type 90, can press enter, press three, can
move it forward, scalts real down until it
fits the shape of our engine. Scal a little bit up. Can move it to the right side, scale it up just a bit. You can hold shift to
slow down that movement. We can press wire frame and I'd like to expand the shape here. We can scale it just a bit down. I extrudg scale down here, extrude and scale real down. It should not be 100%
point at the end. Something like this to do
it. Switch back to solid. This one selected, we
can press shift to select our engine and
let's press control J. Also here, if you are
seeing these cuts, you can add, for example,
more details than me insert. Two edge loops here,
you can try to scan them up a little
bit. Control R here. Something like that.
Now we're having a better and smooth edge
line here for these flames.
26. Jet Flames - Set Good Lighting: Now, let's create
the flame material. But before we can do that, I'd like to work a little
bit on the lighting. I'm going to expand this
panel up like this and we can switch it from the timeline
to the shader editor. After that, we can switch
from object to the word. What I'd like to do is
to add the sky texture. Shift A, search for sky texture, can put it here and we can connect the color
to the color here. Also for the rendering settings, we need to be on the cycles. Let's go to the render settings, and I want you to switch
the render engine from EV to cycles. Right now, if switch the render, you can have some good
lighting in our scene. You can also add another two. I'd like to make the
background transparent. We can score a little bit here down until you find the film, and you can check
this transparent.
27. Jet Flames - Create Flame Material Gradient Effect: Next step is going to be to add a new material for this object. Let's go to the
material properties and we can add a new material. Let's click on, let's
call it Jet flames. On this mode, I'm going to press all to make sure that
everything is de selected, and we can press L to
select on this unit, and I'd like to assign to it
this jet flames material. There we go. That looks nice. Back to the shader editor, I'd like to switch it
again from the world, back to the object, and
this is our material. We have the principle PSF. If you change any color, we're going to see
that's updated here. I'm going to delete
this principle PSF. We won't going to need
it. Delete. Also, I'd like to press to
hide this panel. What we need to do is
to add an emission. Shift, let's search
for emission. T node right here,
and I'd like to connect it to the volume
because we need to be targeting the volumetric
shape of this object. Also an important step to do. You need to make
sure that the scale and rotation are applied, so we can select this object. We can press on the item
here. Let's scroll down. The scale is a little
bit messed up. Same thing for the rotations.
We can press control A. Let's apply the scale
to s all to 11 and one, and control A and let's
apply the rotations. The next step is going to be to give this emission some color, to control the color
of this emission, I'd like to add the color. Shift, let's search for color, second node, and I'd like to connect the
color to the color. Here we can adjust these
handles as we want. For example, I'm going to
turn the black into blue. Let's make it first completely white and you can pick
for example, this color. Here we can drag these
handles, can play with them. Te something like
this can be fine, to keep it under the R here. The next step, I
would like to give this flame some
kind of ingredient. Right now, they have one
color. I don't like that. I'd like to have some duplicates
or some gradient effect. Shift A search for gradient
text, this node right here. I'd like to connect it both to the factor and also
to the strength. You can connect the color
to the strength here. Right now, it's linear. If you try to spin round, you're going to see that we're having that gradient color. The white on the right side and the blue on the left side. It should not be linear instead, I'd like to switch
it to spherical. In order to have better control over this gradient texture, I'd like to add two
additional nodes. It's going to be the mapping
and the texture coordinates. Shift A search for mapping. Can connect the vector to the vector and the second note is going to be the
texture coordinates. Shift A, search for
text coordinates. This one. Since we want
to affect the object, I'd like to connect
the object here to the vector. This
is where we got. It looks a little bit weird. I'd like to adjust a little bit's start to
adjust the location. It's spherical, just
like what we did. Also, I'd like to
apply or to play a little bit with the z scale. Let's increase that up
to something like 2.5, sent it for the y, let's
increase that up to 2.52, actually it's to the opposite. You can hold shift
to play with this until we got some
interesting shape. 0.0 0.5 is going to be fine. But I'd like to move
this spherical sphere, I'd like to move it here. We can target again
the y location. You can hold shift
to go real slow. Something like this. Now we have that gradient effect
in the middle, and it looks really nice. By the way, if you
want to increase this emission strength, so we can add a math
node a multiplier. It's going to be between this gradient and the
emission strength. We can put a shift a let's
search for a math node. Math going to put it here. We need to have a multiplier, not an add, switch to multiply, and we can multiply this
strength by for example, five, can sit here five. That's a little bit
too much. 2.5, I think it's going to
do it or even 1.5.
28. Jet Flames - Randomize Flames Shape: Next step is going to
be to add some noise, some randomness in this flame. Right now, you can see that
this line here is completely perfect. We don't want that. Here we have some randomness. We need to add that,
that randomness effect. Back here, I'm going
to press shift A, and let's search for the noise. Tax this noise. I'm
going to put it here. Let me just make some room. Drag the mapping and the
textual record to the left. Can put this one right here. Let me try to put this noise text on top of
the mapping between here. It's a little bit messed
up. I don't like that. What I prefer doing, press
control z verses back, I'd like to add vector math. Shift A search for vector math, we can multiply both values. Here set it to multiply. And I'm going to connect again the mapping to the vector
to vector from the mapping, and let's connect the
factor here to the bottom. For this noise actor, I'd like to reduce the
scale down to two, sthing for the details. Let's say it to zero, should not be
having any details, sthing for the roughness, I'd like to increase this
distortion for example three. Even five looks fine. We have to adjust
again the scale of our flames.
Let's try this out. On the y, press shift. Let's go this way. I think
one is going to be good here. It starts fading at
the end, like that. Shift shift and
let's work on the x. Actually, the x it's
not doing much. Here for the top,
we can press shift. So increase that,
something like that. We can just bring it a little bit backward, so we
can press shift. I'm going to set
the y to zero here. Also, I'd like to increase the strength so we can go
back to this multiplier. And I'd like to make it five. That's nice. You can try to
increase this value to even to 15. That's nice. Also, I'd like to
apply or let's try to work a little
bit here on these. For example, when our engine
is going to be shut down, we can set it here to 10 meters. After that, we can decrease this value so that we
can have those flames going outside.
Something like this. Right now, let's set
it back to zero. We can control this
value, this y value. Also we can try, let me try
to control the y scale. I think the y scale
looks better. We can set it back if the
engine is shutting down, can set it to minus ten. If the engine is working
at full capacity, we can give it minus one.
29. Jet Flames - Animate Flames Movement: The last st to do,
it's going to be to animate these flames. I'd like to show you
the way to do that. I'm going to press or
let's add vector math. Shift A, let's search
for vector math, and I'd like to drop it between the mapping and the
noise sexor here. Basically we need to move the flames in this
direction right here. Basically, this is the y axis, so we can adjust the y. There we go. It's moving. At the bottom here, I'd like to divide this panel
into two parts, and we can switch this from the shade editor
to the timeline. I'm going to jump to frame zero, and let me select my flames. Like I said, we need to be moving this second
value, this one. We can do se ink frame, and we can jump for
example to frame ten. And I'd like to decrease
or increase this value, it's increases by five
the cli ins Dak frame. 0-10, we're going to be moving
the flames by five units. I'd like to switch to the graph editor so that
we can make it cyclic. Let's select the jet flames. This node right this value
can go to the modifiers, and let's add the cycles. So if you press space, our animations can be cyc. We can reduce the
speed by simply taking this node and pressing G
y and dragging it down. Now, it's going to
be moving real slow. All right, so we've
got the engine flames, so in the next torial we're going to be rigging
of our engine.
30. Rigging Jet Engine with Flames: The next we need to do
is to rig our engine. Let's go ahead and
rig our engine. I'm going to select my
engine here and I'd like to go to the da properties. We can collect here,
we're going to be using the shape keys to
reg our engine. The first step is
going to be to add the basis shape keys. I'd like to add new. This is the basis. The next step is going to be to
add the threshold. I'd like to move my
engine this way, we're going to add adding
two of these keys. The first one is
going to control this whether we can contract
or expand our engine. The second key is going
to control this hole. This distance that we got here. Let's go
ahead and do that. I'd like to select my engine. I'm going to add the new key. Let's call it Trash, hold, and we can
call it vertical. Here, I want you to press tab so that you can switch
the edge mode. After that, we can
switch the frame and I want you to
select only this part. Next, I would like
to press shift y and we can scan it real down. S shift, increase
it just a bit until we can see the Shift, something like that,
is going to do it. Let this out. We can
increase the value. We're going to increase
that size up or down. Let me try to figure
out the better way. I'm going to try as shift to y, set it even down like that. Let's increase that value. Perfect. Next, I'd like
to add a new threshold. Let's add it just copy
this name pieces here, but let's call it horizontal. A for this one, we can
select it switch edit mode, and here let's switch it frame. I'm going to try to
move it backward here. And let's press tree. We actually control
tree, you go to the other side and we
can select this part, can try to scale it down and move it forward
a little bit. Just to make it a
little bit interesting. All right so let's test
the horizontal threshold, can increase that value. Let's see. Actually it
doesn't look that good. I'm going to just bring
this one backward here. Sc it a little bit up. All right let's play
with the value to see. That seems to be cool. Can
scale it a little bit up. Something like that looks fine. We can also play with both. Let's, for example,
sit this one to one and here for the vertical, we can make it open
as much as we want. Also here for the vertical. Let me try something here. I'm going to try to scale
this one down because we have to see these details
that we got here. Let's try that out.
For the horizontal. That is good. This is the
way to wreak our engine. We can switch here to the
rendered and strain that out. Can make it narrow,
can make it wide. Same thing here,
can bring it back, can bring it forward.
That is perfect. The last step to do
is going to be to move the direction
of our engine. I elect to add the bone, this can allow us to move it. It is to that. I'm
going to press shift A. Make sure that you
are in the center. Otherwise, you can
select that empty, pre shift, go to select it. I'm going to pre shift A and
I elect to bring an mature. All right, I'm going to
bring this mature here to the center or to the
start of our engine. We can put again cursory. Shift has cursor to select it. We can switch mode, select our bone, we can try
Rx, let's spin it here. But we don't want
to spin like this. I'm going to switch the pivot point to the
tree de cursor, and we can try R x, let's
spin it by -90 degrees. We can also move it a little bit backward here so that we
can be able to grab it. Let's move it on the y
axis. That is perfect. The next step is going to
be to select our engine, shift select our bone, and you can press control P, and we can press control P, let's sits parent to object
while keeping transform. Now if we move this, it's
going to be moving with it. But if we switch to the post mode, one is
going to be moving. What we need to do, let's select again our engine,
shift select the bone, control P, and let's
sit parent to bone. We have to do this
first step, otherwise, we can lose the
position of our engine. Right now, if we
select our bone, and if we switch
to the post mode, we're going to be able
to control it from here. R. You can press double
R to freely move that. That's nice. So all you have to do right now is
to bring our jet. Let me just erase this the rose. I'm going to press old H
to bring back the rest, and I'm going to just
delete my other engine. Delete it select this engine, shift d duplicate
let's move it here. You can hold shift to go
real slow. That is perfect. I'm going to press to switch in the render let's take
a look at our jet. You can press space if you want to see those flames going on.
31. Jet Firing Missile - Slide Maneuver Animation: The first step is
going to be to print our video reference
of the animations. I'd like to expand my
scene, this panel here, and I'd like to split
it vertically like this and we can switch it to
this video sequencer. Make sure that you
are on frame zero. You can set it from here,
zero and press here, I'd like to switch from
sequencer to preview. You can zoom back a little
bit and let's prn our video. This one, the jet
fire in the missile. I'm going to just press
to hide these panels. Sideways. By the way here
I'm on this timeline. I'd like to have an idea about
the length for emission. It's around, let me just
go all the way to the end. We're firing the missile here. Basically, the missions
can end at frame 215, so we can set here to n
to 215, can press enter. Perfect. All right, tonight's
create our mission. Let's see the first
part. I'm going to press shift and right click. First, we have the
slide maneuver for dxi, it starts from zero, and it ends about 35. 35 year. I'd like to limit the start and
the end to only 0-35, so we can set the end to 35. Just so that we can look only in this part, the
first maneuver. All right. I'm going to select my jet can move it sideways. So you can see we
have to these are disconnected from the jet
engines, let select them both. Shift select the engine, the jet can press
control Pp object, what keep the transform. Now if you move our jet, these engines are going
to be moving with it. Perfect. So let me face
it from the front. The first at first it needs to be can drag it a little bit. Here, can press check the x. Let's say it to -10 meters
or even minus -15 meters. We can do right click and
let's insert that key frame. After that, For example, at frame 20, it's
going to reach zero. I can insert a key frame, so it's going to go from
here all the way to here. But also, you have to
adjust this y location. For example, at zero, I'm going to do right
click insert a key frame, you can go for example, all the way to 2150 or even up here, 180, I text move my jets
a little bit forward. Let's move it by -100 meters. We can do insert that
single key frame. Basically our jets can be
move in 100 meters forward. If you press space here, you're going to
notice something. Our jet starts going
forward slowly, then it's going to accelerate. We don't want that. We want to have some continuous movement. To fix the problem,
we have to switch from the timeline to
the graph editor. Basically, the
access that we need to target is the y,
this one right here. So here we have the
object transform. I'm going to expand it, I'd
like to select only the y, select the y, so I can
hide the x location. Here we reflect press
A and press period so that we can zoom
on this curve. You can see that this
curve it's not linear, so it starts slowly. It's speed in here and
it's going to end slowly. What you need to do can
select these points, can try to spin them a
little bit like this. To make the start not smooth. Same thing here for the end. Okay. All right. So let's press space
to C. There we go. That seems better. Can
try also scale these down by pressing S.
Let's press space again. That's nice. Okay. All we have to do right
now is to work a little bit on the rotations. We have to spin our chart
to make it look like this. At first, I'm on frame zero. Try for example to give
it minus ten degrees. Insert a single key frame, and we can go for
example to frame 15, and we can give it 30 25, can the red insert as
key frame For example, at 25 frame, or even at 30. You can set it
back to minus ten, ski frame, and at 40, can go back to 40 frame,
we can give it zero. Rick frame.'s press
space to see that. We're a little bit slow. We have to adjust this. I can press shift right click to see. I'm going to take this point. This is the y rotation. I'm going to press G to move it. I'm going to press G x and it's move it a
little bit backward, and that's going to be better. That looks really nice. Also for the strength,
we can take this curve, this point, we can press G, can trick it a little bit down. Just to have that
smooth transition. Basically that's it,
we got that first.
32. Animate Camera Movements: The next step is going
to be to add the camera. Let me just go back to frame
zero. You can press Shift A. Shift A, the search
for a camera, to find it on the bottom here. We can let me just
bring this one down. For the first frame, we need to have our
camera around here. We can we can press
control and zero. This way, we're
going to be putting the camera in the viewport. Just move it a
little bit forward. Also I'd like to go to
the camera settings. Scroll here, and I to make sure that the focal
length is set to 30, it's going to be 50 by default, make it 30 next. I insert this location. Right click insert key frames, both the location and the
rosation A frame zero. So next, I'm going to
press shift and right click and we can go for
example to frame 35. Here I'm going to
move it forward. Can I adjust it from here. Take it to the other side and we can spin it on the z axis. Can move it down,
so we can do click. Let's insert these key frames. If you press space right now, can start from here and go
all the way to that location. Also, we have to adjust
this y movement, we need to make it linear. Let's select the y location, and I'm going to try to
scale these points down. Just like this, let splay the
animation. Now it's smooth. For example, let's frame 20, can try to go back just a bit and the rest in
such key frames. Let's play that again. That's nice. I would like
to expand my key frames. Let me just p again the timeline and I'd like to increase it from 35 all the way, for example to to here, 120. Let's set to 120. I'd like to move my camera forward, can move
it to the side. Also, you can go to the view and we can check
this camera view. Right now, we're going to be locking the view to our camera. Let me select my chat we can press period so
that we can reset the zoom and we can put
it here, for example. Let's select our
camera, can go to item, and let's insert both the
location and the position. Let's press space to see that. Okay. It's getting
close the dot. We have to adjust the y
movement of our camera. Let's select again the y. I'm going to select this point, can try r to spin it. That seems interesting. We have some sd
movements at frame 40. Let me just check
what's happening here. I'm going to try to scale
up these two points, and we can try r to
spin it sideways. At this out. Now it's completely
smooth, perfect. At our camera
movements, for example, at frame 100 or actually, let's go tell the end. This is the 100, 200. For 200 to move the
camera forward. For example, here,
can click insert both key frames and the
cation and the location. Let me set the end.
215 press space to play the animation. Okay.
33. Animate Jet Leaving the Area: So I'd like to work on
the last maneuver of jet. Basically, it's going to
turn around and leave the area after firing the
missile. Let's work on that. I'd like to limit the start to 180 and the end it's
going to be 250. So we just need to
focus on that part. Let's select the
while location here. As you can see it's flat, that's why the jet is stopping,
so what we need to do. We can select it and can
bring it here, for example. But also, you must check the entire animation.
That seems fine. Okay. But why the camera is
stopping. That's fine. The camera is going to
be stopping to check. Well actually, it's
move the camera to. I'm going to select
my camera to select this point to try to
move it around here. You can also try to
spin that point. Let's play this. That's nice. So now let's work on
the last maneuver. Press shift left a
row to start at 180. Let's select our jet. Okay. I'm going to do the
right click on the y, it's insert a key frame, since we're going to be
adjusting also the x sation. I'd like to insert them all. Right click insert
all the key frames. I'd like to do the same
thing to the x because we're going to be changing
the x axis right now. It leads to the
right click and I'd like to do the same
thing for the location. Right click and it's
insert this location. I'm going to just
go slowly here. For example, at frame 200, we need to spin our
cheat by -60 degree, for example, or -45. Can the real insertosky
frames and I elect to move my chat
on the x axis here. Probably it is up. A little bit forward,
can do ic intake frames. Center for the
rotation on the x, I'd like to left
it a little bit. We can set it two -15 or -20, can do icy or
replace key frames. Let's press space to see that. It's not good. Let
me just fix the 215. The jet needs to be
outside the frame, you can click frames. Here we can set x
two -30 degree. Right click in frames
so that you can have it pointing toward the sky. You can also go to view. Let me just check
this camera view, press shift middle mouse, so that you can
see that movement. That's nice. If you want to
check the entire animation, we can set the start back to zero right here and then
it's going to be 215. After that, we can just
press space so that we can witness or check
the entire animation. It's going to get
under under the jet. Here we're going to
have the jet fire in the missile and after that, the camera is going to go up and the jet is going to be
doing the last maneuver.
34. Animate Jet Firing Missile: Now we have to bring
back that missile launch that we created earlier. I'm going to check. I'm going to just check this
box to be cut here and let's make sure to line that
curve with our chats. The first step is going
to be to determine when we should start
firing the missile. Let's figure out that. Around 120, it's going to be great grads points
to drop the missile. Let's go ahead and do that. I'm going to select
my missile here. And I'd like to reset
all the settings to 120. For the constraint, we're
having this nerve path. I'm going to set it to one here, which is a start of this curve, can click ink frame. I'm going to just get rid of the previous key frames,
can just delete them. The end, it's going
to be around 200. Let's set it to zero ink frame. Our animation is
going to start from 120 all the way to 200. Next, we have to adjust the simulation, fire
simulation here. Like I said, we
have to start from 120 Let me just
select my domain. It's a little bit
messy. Just follow me. We can go back to the physics, can score a little bit down into until we find the start
of our animation. Here, the starting
frame, it's one. I'd like to say it to
120. That is perfect. Now it's time to put this curve. We need to align it
with our chants. 120. Let me just first,
I'm going to press control space to
maximize this window. On that mode, I'd like
to make sure that the first line is
completely flat, so we can press E
Y double times. This way, we're
going to have the first versus will be 100% flat. Next, I'd like to select this and I'm going to put it here. Let's put our missile. It needs to be under our wing, can press one to fix it. It's all set from
this direction, you can press to
reach go to the sign, and we have to make sure it's all set,
something like this. Next, I'd like to
select this curve, shift select my chat, and we can press
control P and it set part to object
while keep transfer. Now it's going to be
connected with it. Our missile is going
to be fired we can press zero to see
that animation. Also, let me just fix
the particle settings. I'm going to select
the particles, and let's go to the
particle settings, and I'd like to make
the start at 120. Let's start our animation,
and let's see where we go. Okay. Drop, nice. That is perfect. If you pay close attention, you're going to find
that we have an issue with this method. Let me explain. For example, let's stop it here. The missile. This path
is connected to the jet. If we move the jet,
it's going to be moving with it. We
don't want that. To fix this problem.
Later in the rendering, once we're going to
reach this point of 100, for example here before jet is going to be turning.
Which is 180. What we're going
to be doing, we're going to select this curve, and we're going
to disconnect it. So we're going to press
B, and it's clear parent, but keep the transformation,
which is the location. This way, one's going to
be affecting our rocket. We're going to do that later. For now, I'm going
to just keep it stuck to the chat Control Z. Let me just revert
back. That is nice.
35. Make Animation 2 - Making Jet Rolling Over Animation: Next animation that I'd like
to create is the rollover. Basically we're going
to take our jet and we're going to be spinning
it like this in the air. It's going to be a
really nice animation. I'd like to show you
the final result that I was able to achieve. On this right panel, I'd like to split it
vertically like this, and let's switch it to
this video sequencer. Here instead of sequencer, I'd like to change
it to preview. Next, I'm going to simply drag my video and let's drop
it here in the preview. Now if we start press
shift and right click, if we start Actually, we are not seeing it,
but let me just check. We're stitching from 73. We can do something else. We can switch here
to the sequencer, and we can select
our video here, can do right click
and remove gaps. Let me just click again, select again, remove gaps. No, it's not working. Let's just do it manually. Take it here, remove gaps. There we go. We
got it right here. Let's go back to the preview. We're going to have the same
starts from zero all the way to I think 60
frames. That's all. Let's limit the start
to zero and the end to 60 and let's go ahead
and start the animation. The first at first. Our chat is going to be around 30 degree on the
y axis. Let's spin it. Here, let's give it 40
40 degree to start with. You can do red click, but
I'd like to start from zero. You can do reclick and
insert key frames. Next, I'd like to
add the camera. Shift A, we can add the camera. Next, I'm going to press
to hide this panel, we can go back a
little bit here, and we can press control
and zero so that we can point our camera on top so that you can make our
camera focusing on our jet. Something like that,
but even though it's pretty close, so we can press. To view and we can lock the camera to view,
can check this. Now if we scroll, for example, back forward, can be
moving the camera with it. I think something like
this can press control, middle mouse, go back. This is a great start
for the camera. We can press, go to item, right click on the
locations key frames, and also since we are affecting the rotation two, so
we have to add it to. Right click and let's
insert the rotations. Ask the jets, we can increase first at
first and frame zero. We have to also
insert the location. Otherwise, we're not going
to be marking our jet here. I'm going to just
go back to the lock and just unlock the
camera to view. Next, I'm going to just add press zero here to
exit the camera view. I'd like to take my jet and
we can move it forward. For example, -200 meters. R click should not be the
win here on the zero. Press shift and
go all the way to 60 and you can do -200 here. Re click in such key frame, same the ftzation zero
at the camera, check. So let's assign that. I'm going to just spin
around my camera. Let's select my camera here. Let's spin it around.
Something like that. We can try to move over
a little bit forward. Probably a little
bit down closer. Right click in ser key frame
center for the rotation. Let me select my chat and we
can spin it to this level. I'm going to press R y, can spin it like
this or like this. Okay. Let's do it this way. Let's insert that key frame replace it and let's
press zero to check. Here we go. Our jets
going from left to right, all you have to do right
now is to make it flip. For example, here Let me
just go back to the 60. Instead of 71, I'm
going to add 360. Let's add a plus sign, and let's add 360. It's going to remain the same. But if we insert this keyframe, our jet is going to
be rolling over. Let's press space
and there we go. We got it. The last step to do, it's going to be to play a
little bit of the camera. Let go back can press up a row to go forward and
down a row, go down. Here at selects my camera and
I actually spin it around. Something like this, 25 degree or even let's go with 30 degree. You can lift it up here. Something like that.
Let me try 45. Can the right click
or place key frames, and let's press up a row
to jump to frame 60. I'd like to do read the reverse. Here we have a 45. On the end, let's make
it -45 -45 degree, and we can take it upward
like this, spin it. Something like that, can
try to make it exit frame. Something like that.
Let's key frames, and let's press space
again to start. This way, it's going
to be really nice. The last issue that I'd like
to solve, let me show you. If you press space here, you're going to
see that our chat stops at the end,
and also the start. It slowly starts
and goes here nice, but at the end it feels
like it's stopping. We have to make that
motion continuous. To fix this problem, we have
to switch from the timeline. We have to switch to
the graph editor here. The first problem
that we have to fix is the positioning of our jet. Let's select our jet. We need to fix
this problem here. The y start. Okay. So this start here is slow, so we
have to figure it out. This is the curve for the y. If we select, you can go
here to the jet fighter, click on the object transform. We need to jump to the location, so this y location. This curve right here. The reason why the jet start slowly because this
curve here you can see it goes constant and
it starts to go down slowly. What we need to do we
can select this point, can try to scale it down, to make this, this start like cliff. We
need to make it sharp. Co try to spin it,
you can press R, spin it like this,
to make it sharp. Now this start here,
it's completely sharp. Do the same thing at the end. Let's let the end and
you can scale it down. Let me show you the opposite. I'm going to try to scale
it up to flatten it. The start is going to be sharp, at the end, it's going
to slow down easily. Check this out.
It's accelerating really fast because we're
dropping this curve down. I'm going to just scale
this one even down. Cress r to spin it just a bit. Stray that out.
That's very nice. But the start, let me
check the start here. It's accelerating.
Now the camera, it's not sketching the
jet at the right place. What we can do, we can
select the camera. Basically, the axis that we need to effect
is this one, the z. Let's go to object transform. You can select the arsation This one and we can make
the start not that smooth. Can try to spin it around
here and let's start again. There we go. Probably. Spin it down just a bit. Here at the end, we can try
also to spin it down here, or actually led to the
opposite. Skin it up. That's nice. It's going down. For example, at this
frame at the frame 40, we can take the camera and we
can drag and we can drag it a little bit down by -8 meters, right click and we can
insert those key frames. Spread space you see.
That is fantastic.
36. How to Make the Jet Follows Curve: Torio, we're going
to be creating our right to the sky animation. Basically we're going to
be having these two jets going up vertically, getting close to each other, and I'm going to
have some slow down. I'd like to bring
our video reference so that we can keep an
eye on our animation. On the right panel here, we can drag forward or upward, vertically like this,
and we can switch this panel to the
video sequencer. Here, I'd like to make
it not sequencer. Let's switch it preview, and we can bring this video, this final animation.
It's not like that. We can You can also split
our scene upward like this. We can switch this to the timeline that we
can play with it. It's starting at 92, to fix that in just
now, just a second. There we go. Let's make sure
that we are on frame zero, so we can right here zero. This is the start
of our animation. Here instead of having preview, we can switch sequencer
little bit down, can do right collect here
and let's remove caps. G to be removing
that cap so that we can have the
sequence at the start. Just get rid of the audio. We don't need it
on just the video, and let's switch back to the preview instead
of sequencer. All right. Now we'll go to go. This is the first
position for cheat. Let's get to work on that. First, I'd like to do,
I'd like to add a path. It's going to define
the path of our cheat. We can select our
jet shift cursor selected, and we
can press shift A. Let's go to curve and
we can bring a path. On the mode, I'd like to spin
this curve on the z axis, so let's press R z and
we can press 90 degree. You can press three, go
to the side and we can scale this curve real up. Not like that, we
can take this vertex press G. Move it up like this. Same thing here, we can try
to align both of those. This is a good
line. The two jets will meet each other here
in this position here. The next step that we need to do we have to select our curve, our jet and make it
follow this curve. To do that, make sure
first that you are selecting the jet and you
can go to the constraint, this one, the constraint, and you can add the follow
path constraint, this one. Click on it. For the target, you can click on this eye
dropper and you can pick this curve that we just created. Also, let me just go back. I'm going to just hide,
click on that eye. Make sure that engine flames, they are part of the jet we can select in both
shift, select. Our jet we can press control P. Let's set burn objects
while keeping transform. Now if we move, the jet everything is going
to be moving with it. Let's check again
that follow path. We can press per
it on the num path so we can see the
position of that. It's a little bit far
away from the curve. What we need to do
we can press N, go to this y, we need to set the y to zero. Like the same thing for the x. All these locations
must be set to zero. The next step that we
need to do we have to make this jet follow this curve. To do that, we can go back to the constraint and we can
check this follow curve. This way, the jet is going to be following the direction
of these vertices. Also you can check
fixed position so that we can set
the officer to just one because right now we
can exceed that like that, we can fix it to one. Let me just check
fixed position. Zero is going to be the top
and if we set it to one, one is going to be the
starting position. We can animate this. Here in the timeline. At zero frame, you can animate
this of factor to one. Let's do right click
insert the key frame, and let's go all the way to
the end of our animation. Let's see. I think it's
around 100 under frame. Let's keep it as 100
to keep it clear. At 100, I'm going to set the x factor or the
offset factor to zero. This way, it's going to
be reaching the top. We can do right click and
insert that key frame. Let's press space to check
that out. It's going up. We have to make it
a little bit fast because right now we're
slowing down this. I think 85 for example at 85, you need to be reaching the top. At 85, I'm going to set
the offset factor to just zero right click
insert key frame. Here we can just delete this. Just press delete
button to delete.
37. How to Adjust the Jet Speed: The next step to do
it's going to be to fix the movement of our
chat, let me show you. If you press shift and
right click and play, the starts going to be slow. It's going to accelerate
and at the end, it's going to slow down again. We don't want that. We want to have some continuous movement. To fix this problem,
we have to go again, we have to switch this
timeline to the graph editor. Basically we need to be
adjusting this offset factor. Here, I'm going to click
on this offset factor, can press A to select
all these nodes, and we can press
period so on it. This is a curve. It should
not be smooth like this, should be linear, I want to
have some constant speed. You can press t and
switch to linear. Now, the speed is going
to be continuous. But I don't like this
method, and let me show you. For example, if you try to add in front to slow down
the jet, for example here, you can check it down like this, 2.6, 65, you can give it for
exam 0.65 and press enter. Let's inside this keyframe. It's going to be all
sharp. Check this out. Here the change of speed,
is going to be sudden. It's going to happen
just momentarily. I don't like that, it
should be always smooth. I'm going to press
control z to verge back. Instead of setting this to
linear, we can do which manly. Let's Let's select each one of these points and
we can spin them around, so we can press to
spin it like this. This way, it's
going to be sharp. Same thing here, you can
press R and track it up. This way, it's not linear, but the speed's going to have
any issues with the speed. Let's press shift and left
a row on the keyboard and let's press space to start this. You can see there
is no slow down. Same thing at the top.
Also, for example, if you want to speed up the top, so we can speed up for example, this part here, speed up
the jet on this part, so we can select
this point and we can try and let me try
r to scale it down. What actually we have
to do with this way? We have to press R and scale it or spin it to the other side. Let's see. It's going
to be fast now. We can try to play with this. Okay. Basically, this is
the way to do it. If you want to adjust
the speed of your chat, you can just keep playing
with these tune points. So I'm going to just skate
it down and spin it to keep it a little bit linear.
Check that out again. You can do the same thing here. Let's spin it a little bit. All right, so that's perfect.
38. Animation 3 - Jets Rising to Sky with Camera: Let's move on to the next step. Now we need to
duplicate this jet. I'm going to select it.
Press shift D to duplicate. We can do right click and I'd
like to select this curve, and we can press and
we can press R z, and we can spin it
by -180 degree. Now it's perfectly
matching on the top, this is exactly the
fact that we want. Can try, for example, to give it some distance because it
should not be that close. G something like this
is going to be perfect. All right, so now it's to add the camera to track
this animation. So I can press shift A and let the camera and let's see
the position of our camera, so we can press shift and left
a rose we go to the start. Right here, I'm going
to put the camera, for example here,
control and press zero. Okay. Also, I'd like
to set the z set it to 90 degree and we can move our camera a little
bit down here on the x axis move each backward. Also, I'd like to go
to the camera settings and I'd like to decrease this focal length to
just 30 30 millimeters. For the curve, I'd like to
adjust them a little bit. Let's select them
on the edge mode. I'd like to take the end and we can track them a
little bit down like this. Same thing here, let's select these two points,
contrag them down. That seems to be accurate. Well, let's press zero, and I want you to change
the resolution of our camera so we can
select the camera here, and we can score a little
bit up until we find this output properties
for this view, I want you to switch these. Let's right here,
1920, here 1080 press. This is the resolution of
the short videos on YouTube. This is the start
to start from here. Also, I'd like to let me
just go back to zero. We can take our
camera a little bit forward move it
forward like this. Spin it even down or actually, something like this can be fine. I'd like to even take these. I'd like to scale them on the Z, like this, S to make them close to each other
and we can drag them down. S y Something like that. Let's pre zero again to check. That's about it. We
can try to reject these scale them to the side. This is where we got pretty
much flows to the end goal. Also here for the camera,
we can try to drag it a little bit down,
something like that. With the camera selected, we can do right click
on the location, sthing on the rotation R
click and in sky frames. After that, we can press
play to see the change. It's going up, the
ets are going up. For example, at
frame, let's see. A frame 65, you can
try to face them. We can press zero
to switch between the camera view and
the perspective. Also with the camera selected, we can go to view and we can lock the camera to the movement. Click to this camera to view. Right now, if you
move the camera, if you move your mouse, the camera is going
to be moving with it. Here I'd like to bring my
camera to this location. Something like this, and we
can insert these key frames, inserzation and the location. Let's start again and see
they're coming close. For example, here at 35. What we need to do, we can take scroll the
camera a little bit down here, sir insert frames. Same thing here at 55, can take it a little
bit down like this. Insert these key
frames, and let's see. All right. So for
example, at 75, can track the camera
a little bit up here to 105 for rotation. All right. Let's play
the animation again. And let's see It's getting
closer. There we go. Going to slow down right here and it's going to continue
all the way to the top. I'd like to adjust a
little bit the speed of our jet right here. The need to be
speed a little bit. Or what we can do, we can take our camera a little bit down. For example, it's frame 25. We can get down a
little bit here. Through 60 meters, and you
can insert these key frames. So let's start the animation again? No, I don't like that. It seems to be going down. What we can do, let me just
go back to the zero frame, and we can take our camera a little bit down
here to 80 meters. Let's see that. But 80, let me just press up a row so that we can jump between frames. Here we'll set it
to 80 at the start. Next, it's going to go down to 60, should not be the case. I'm going to just do se click and let's delete key frames. Shift click and you can press
space to see that again. They're going up. That's nice. I'm going to press down a row on the keyboard to go
to the first frame, and here what I actually do. I'd like to position my camera
between these two curves. Let's just take them here. You can do just 5 meters, right click, replace key frames, and let's press space to see. We have here 5 meters
up to 22, 34 and 36. I think for example, 35, we can drag them
a little bit up. Increase that to 12
meters and we can adjust The cations
25 or even 20. Can the right click and
replace these key frames. Let's start again, shift and
right click and start again. That seems to be cool.
39. Randomize Jet Movements: What I'd like to do right now is to apply some randomness. Here you can see
that these two jets, they are not symmetrical, so you can see the
trajectory of this one here. It's not the same as this. They don't have the same path. We have to do the
same thing. I'm going to select this jet here. Let me just go to view and unlock and check this
camera to view in here. For the initial
position authorization, let me press switch item. But first, we have to make
sure that the end is right. You can go for
example to frame 65, and we can insert
these rotations. You can insert this one here, rotation for the right chat
we can do the same thing, right click and insert
frame at frame 65. Ext let's go back to, for example, this frame here, the 15th frame, and you
can make some adjustments. I'm going to select
this chart and let's pend it on the y axis, something like this, 64
can insert the key frames, and for the other chat can
try something different, can try -140 degree. All right. Let's see that.
Okay. They are different, but they will match at the end, and that's a really good twist. They will match here. Also, I'd like to show you a cool trick. We need to add some
randomss because as you can see, our
jets are perfect. We need to add some wobble in just a little bit like this. It's going to look really nice. Let's go to the object
transform while selecting our chats and basically to be affecting this
axis, this y axis. We can click on the Vularcsion we can go here to modifiers, and we can add the
noise modifier. Right now, if you press space, Our jet is going to be moving
a lot. Let me show you. It's moving, but let me just
go back to the constraint, just hide the path just so we can see the movement of our jet. Let me show you can see that. It's going to be
wobbling. We have to adjust a little
bit this strength. For the scale, I'm going
to increase it to 15, and for the strength,
let's 20.1. We just need the slight
movement in our jet, something like this. I
hope you can see that. Let me just so not here, for example, there
is some wobbling. You can increase the
strength, for example, 0.2 to see that
better. That is cool. I'm going to just
check back this follow path and we can pass zero so that we can see
that effect in motion. Let's press space to
see our animation. There we go. We've got some imperfections
here, some wobbling. That's fine I can increase
the strength to 0.25. I'd like to do the same
thing to the other t. Let's select it and you can go to the algect transform
and it'sel the Yul rotation, and you can add the noise. For the first one,
we give it 15, here, I'd like to give it 25. Just to make it not the same, not giving it the same effect. Here I'm going to go with 0.4 for the strength. Let's see. They're approaching each other
and going up to the top. Basically that's it for this
rise to the sky animation. If you have any
questions, let me know. I'm going to be seeing you
in the next a lecture.
40. Simulate Jet Tail Smoke using Particles: Or to show you how can we add this smoke trail that's going
to be following our jet. Let me just show you
this one right here. This smoke tail adds
much more realism to this jet rising to
the sky and emission. Let's go ahead and create
that control space. I'm going to just go
back to my scene. First step, it's going to
be to add that object, it's going to be emitting
that those particles. Basically we're
going to be using the particles to create that. I'm going to select my jet, shift as put cursor right here
to the center of our jet. And we can press shift A
and I'd like to bring mash, let's bring UV sphere. For the dimensions, I'd
like to reduce them down to just 12 by eight. Or even by six. This
object is minor, so we should not give
it too much attention. After that, I'd like to press tab to switch that this mode, and we can and we can press
S to scale it really down. Next, I'd like to
drag it sideways, and I'd like to put it inside
one of the wings here. I think this is the best spot. Drag it a little bit
to the right side, can scale it even down to hide
it, should not be visible. Can put it here. Scale down. Shift D, I'd like to
duplicate this object, and let's move it to the
other side because we need to have it on both wings. Can press spirit on
the nampa to zoom on these objects on our sphere
and let's put it inside. All the next step, I'm going
to press step to exit mode. We need to make sure that this
object is part of our jet. With it selected, I'm going
to press shift and left select my jet and we
can press control P let's say burn to object. Right now, if we press the left row on the keyboard
to move the frames. As you can see this object is going to be
connected to the jet. A now let's work on
the particle system. Let's select this object. We can do shift all
smooth Let me work. I'm going to just
collapse this preview and the sequence are
down and we can go to the particle settings. This one right here, we can
add a new particle settings. We can call it smoke tail, and I'd like to reset or to work a little bit
on these values. For the number, we can press space here to play
the animation to see. We're having few elements
of these particles. I'd like to do is to increase this number to 10,000 or even 15,000 to have more
of those particles. Now if you press space,
can I have more of that. Nice. Also, let
me just I'm going to press shift and left a row to start from
the beginning, and we can press space
to start the animation. And let's see. It stops and
it repeats itself again. Let's press shift and left a row so that we can
start the animation, we can press space bar
to play the animation. It stops right here. We have to adjust the lifetime this lifetime of the particles. I'm going to just
increase it up, so let's set it to 500. Basically, this 500 means
that these particles will die after 500 frames.
It's a long time. Let's press space
right now at C. Now, we're not going to
be having any died particles, which is nice. But we have to check
particles type. Here, I'd like to convert or to switch the type
of these particles. Right now, they
are in this shape. This is not an object, weren't going to be able to render it. I'd like to switch it
to an actual object. We can press shift as
cursor to selected. Shift can bring again UV sphere. Just move it sideways.
Basically, the sphere to is going to be visible. We can just replace these
little objects with our sphere. We can press F two to
rename it and let's call it particles or tail particles. Let's select our particles
and we can scroll a little bit down till
we find render. For the render, should not
be rendering it as a halo. These are the hell objects. I'm going to switch it
to an actual object. And I can scroll a little bit down for this instance object. I'd like to choose
the tail particle. Can just write it here, tail particles, this
one right here. Now we are replacing those hello objects with our sphere.
Can see that here. Next, I'd like to do it, let
me just select my sphere, right click and shade smooth, not the shade out of smooth. Next, I'm going to scroll a little bit down
here to the scale. Here for the scale,
I'd like to increase the scale for example, 0.4, we need to have bigger Bigger smoke,
something like that. It looks big, but once we're going to be
adding the material, we're going to be
fading the edges. Don't worry about
that. Also, we have to adjust the scale randomness. Right now, all these objects,
they have the same size. It's going to be a good
idea if we increase the scale randomness so that
we can have random scale. Something around 0.6,
it's going to do it. Press space and let's see. You're going to notice something.
These particles they go down because they are
affected by gravity. What we can do, let's
select our particles. We can scroll here all
the way to the bottom till we find these
field weights, and here we have the gravity. This is how much we want
to have from gravity. I'm going to just reduce
it down to just 0.25, just a quarter of that effect. Shift and left a row and compress space.
Start the animation. Now, the gravity is
really low. That's nice. Also, if you'd like to keep
these particles together, I'm going to show you something. Right now here, they
look a little bit big. So the entire shape
looks a little bit big. To make them stick together, we can adjust the
speed. Let me show you. I'm going to score up until
I find this velocity and I'd like to reduce this normal
value to something like 0.2. Shift and left a row
and we can press space to play our
animation, let's see. Now we're going to be
having a narrow line, especially on the bottom here. Okay. Let me just
reduce it down to 0.1. Shift left row
space. There we go. It's pretty much narrower, and it looks even better. Next is to duplicate
these particles and copy them into the
door. Let's select them. We can switch mode. Let me press por
to Zoom on this. I'm going to press
A to make sure that everything is selected. Shift D to duplicate and we can move it
to the other side. Also I'd like to press P to
separate selection because each one of these planes of our charts, they
move separately. I'm going to press or
first, let's go to object. Let's set origin
to the geometry, and we can try to
spin it around. R. Also you can press
seven to go to the top, and let's see what we can do. I'm going to press to move them, and let's move them around here. Shift select our
jet and control P set parent object
w keep transform. A now let's play the animation. Shift left row and can press space to play the
animation. There we go. We can have two of these
jet tails The nice. We do have a problem
here. Let me show you I'm going to pre
shift and left a row, and let's play the animation. We got the tail smoke
here from the beginning, all the way to this
part and it's going to stop and continue
again. We don't want that. To fix this problem, we
have to bake our particles. I'm going to scroll down here and I want you to in the cache, we can bake all dynamics. C on I just wait
for it to finish. Send out the particles,
they are baked. There is no need to
worry about that. It's going to stick all
the way till the end. That's nice. Also, let me
just bring here the timeline. Let's switch the three D
view port to the timeline, and let's press shift c. We
can go for example here, C press zero to
jump to the camera, and I'd like to show you this. All we have to do
right now is to add the material for this smoke. Let's do it right now. First to see our material, we need to adjust a little bit the lighting right
now if you pres z switch the rendered the
lighting is a little bit bad. What we need to do,
I'm going to bring this panel up and we can switch
it to the shader editor. Next, we can switch the
object to the word. We can press to hide that panel, and here, I'd like to
add the sky texture. Shift A, let's search
for sky texture. This slicing is just temporarily just so that we
can see this tail. Now we can see it even better. Increase the value of the ozone. Let me just increase
it up so that you can have that bluish light. Also here, I'd like to
go to render properties. We can score a little bit
down here t find this film, and I want you to check
this transparent. Also for the strength, I think it's a little
bit too strong. Let's reduce the strength of our lighting to
something like 0.5. Now we can see our material. Let me just zoom on
it a little bit here. I'd like to switch this shade ditory type from the
word back to the object, and I'd like to select
this tail particles. This sphere is the one that
replace these particles. I'd like to add a new
material and score it tail smoke can press enter, and I'd like you work on it. Instead of having
the principal t f, I'm going to just remove
it and set to use shift search for volumetric
volume principle volume. Third node Let's
connect the volume to the volume's just the settings. Just go back a little bit. For the density, I'm going
to set it to just 0.3, or even downs set it to 0.15. Also I like to apply
with this value. Actually reduce it a
little bit down here. So it's less transparent
and that's nice. For the emission, if you want to make it a little bit bright, you can adjust this emission. You can say, for example, 0.1. I'm going to just
keep it at zero. I think I'm going
to reduce the scale of the particles,
the meselect them. We can go back to the
particle settings, and here in the scale, let's say it to just 0.2. Okay. Have to reduce
the scale a little bit. That seems accurate. Also here for the randomness, we can decrease it to just 0.4, go back to the solid,
and I think we have to increase the
number of particles. Here I'm going to just
scroll a little bit up. I'm going to delete all the bake and so that we can have
access to this number. I'm going to increase it
to 2020 5,000 particles. Let's bake again
all the dynamics. Right now, we don't
have any gaps between these particles,
which is good. I'm going to just bring this one down here and you can press switch back to the
renderet's check our tail. Our tail looks much
more better right now. This is the way to create
the tail smoke in blender.
41. How to Add Slow Motion Effect: Story, I'd like to show
you how can we achieve the slow motion effect that
we got in our animation here, this slow motion
effect starts here. How can we do that?
I'm going to just collapse this right
click join this area, and we need to write
some values down. First, let's identify
the animation. We need to start the slow
motion, for example, at 115 or even before that. 110. This is a good start
for the slow motion, all the way to 120. I think I'm going to start
from 110 all the way to 170. I want you to write these values down because we're
going to need them. Let me just bring this
document, the note pad. We're going to start from
110, so slow motion. It's going to start from
110 all the way to 117. The rate of the slow motion, so it's going to
depend on your needs. I'm going to reduce
it down nine times, to make it slow nine times down. We're going to divide it
or multiply it by nine. The results, it's
going to be this. Let me just multiply
these numbers by nine. I'm going to just print
the calculator, 110, multiply by nine,
going to be a 990, rise it down, 990, and at the end, it's going
to be 170 multiplied by 9117 multiplied by
nine, can be 1053. These are the new numbers. I'm going to just go back here
to the output properties, this one right here, and
I want you to scroll down to define this
time stretching. Click on it and set
the new value to 900. We're going to be multiplying this old value by nine times. It's going to be a 900. In order to find the right spot. All you have to do is just
go back to these values. I have a 990. I'm going to
just put it at the start. And we have in 1053,
which is the end. I'm going to just do
back here so that we can see that part,
this one right here. This is where our slow
motion is going to occur. If we press space, we're going
to see that slow motion. We're having it right here, perfect. There we go. We got the slow motion,
looks pretty much nicer. What I want you to
do right now is to save this blender file as these sky dash at slow motion because
we're going to be rendering this separately
from the rest.
42. Rendering & Compositing - Add HDRI Map: Sorry, I'd like to
show you how can we improve the lighting in our. Right now, if you press
Z and switch rendered. This is what we got
in form of lighting. The lighting is a
little bit bad. Also, I'd like to
change this frame so to have a better idea. For example, 50, is going
to be fine, 50 frame. We're taking a look at our chat. I'd like to replace
this background with this actual sky HD map. For that, I'd like to expand
this panel right here, and we can switch it from
timeline to the shader editor. Here, I'd like to switch
from the object to the word. This is what we got
from previous lectures. We created the sky Textor. I'm going to just remove it. Instead, I'd like to bring an
environment textor Shift A, let's search for
environment text T one and we can open it. Let me just go to open. Tax is sky h to map you can
find this in the resource. Double click on it,
and all we have to do is just connect the
color to the color. In order to see it,
I'm going to go to the rent properties and we can score a little bit down
until you find fill. Here I want to check this transparent so that
we can see our sky. Another thing to do, we can increase this
background strength. Let's say 2.5. Now it's bright. Next to do is to turn it around. The way to turn it, we're
going to need two nodes, shift added search for mapping. And we need the
texter coordinate. Shift A, let's search for
tax coordinate, this one. I'd like to connect the
object to the word and this to the vector of
our sky for HDR map. Right now, if we try
to play with the Z, going to be able to
rotate our HDR map. It's going to be really
fast if we switch our engine from the
cycles back to the EV. Just until we have a good
idea about the rosation. I think something around
here, it's going to be good. Let's just find the
better way here. This one looks fine.
106. I'm going to just go back to the
cycles and basically, that's it, so we
learned how to add an HDR map to our scene.
43. Rendering & Compositing - Adjust Rendering Settings: Welcome to the rendering
and compositing section. In this segment, we're
going to dive into the art of creating
stunning visual. We'll start by capturing our best jet shot and then
we're going to enhance it further using some incredible rendering and
compositing tricks. Let's jump right in. Here we are. This is our jet. The first step is
going to be to find the best shot. I'm
going to find. I think something after
launch in the missile. So something around 226. This shot looks best. You can press Z and
let's switch to the render mode just so that
we can see what we got. Also, I'd like to spin
around my HDR map. By the way, on the
V render engine, so we can access that
by the properties here. Like I said, the
first set do is to change this map, HR map. Here I'd to switch this
timeline to the shader editor. Down below here, let me
switch it to the word and let's adjust this value. Let me just around. It's getting better. I think something like this
is going to be great. 120. Let me just fix it as 120. This shot is best.
I'd like to do right now is to work on the
rendering settings. I'm going to just reverse
back to the timeline. So we can press Z and
switch back to the solid. First step is going to be to switch the render engine from EV to cycles to have
maximum realism. Next, we can score a little bit down to refine the render tab. Let's click on it. I'd like
to adjust the time limit. This is the time that our render is going
to take to finish. I'm going to just reduce it
down to just 20 seconds. We are just testing right now, so we want to have
some fast feedback. Next, I want to check
this D noise so that we can remove any
noise from our render. We can also check
the resolution. Let's go here to the output, and we can see the
resolution that we got here. We're having 1920
pixels on the x here by 1080 this
height of our image. That's the right
aspect. I'm going to keep it here to 100. Now we are ready to
start our render. Let's go ahead and
render our scene. We can go to the top render
and we can render image. The shortcut is the F 12. Let's click and
let's switch for it. I just zoom in a little bit, and it's with that 20 seconds. We can see from the top
the remaining time is 11 seconds. This is our render.
44. Rendering & Compositing - Give the Jet the Feeling of Speed - Motion Blur: So here we are, so this
is our final render. I actually do right now
is to add the motion. If you pay close attention
to the surrender, you're going to find that
the camera did a perfect job capturing every
detail of the jet. There is no blurriness at all, and that's not realistic. Basically, the motion blur
occurs when an object moves too quickly for the
camera to capture it. Since our jet is moving, so I want to add that effect. Lily in blender, we can add
this motion blur effect. Lily in blender, we can add this motion blur effect
with just one click. Let's go back to my scene. Here in the render properties, we can score a little bit down
to define the motion blur. You can check this and I'd
like to reduce a little bit this shutter value to
something like 0.25. Let's go ahead and
give our scene a new render and
let's see the change. Now you can see the
motion blur in action, but I'd like to reduce
its effect a little bit. I'm going to just use 0.15. Or 0.12, for example. Let's go ahead and render this. We've got the motion
blur enabled. This effect is
essential in creating a more realistic and
natural look and emissions.
45. Rendering & Compositing - Adjust Camera Depth of Field: All right. The second
trick I would like to add to my render is
the depth of feel. We're going to be adjusting
the camera settings. Let me just select it first. In the render tab
under properties, I'd like to scroll I'd
like to go back to the EV just so that you
can make it easy to check. I'm going to p z and let's
switch to the render mode. Also make sure that the
camera is selected. We can go to the
camera settings here. I want you to score a
little bit down until you find this step of field.
I want you to check it. First, we can play with
this focus distance, let's reduce its value down, and you're going to
see this effect. We're going to be having
everything blurriness blurry. I'm going to just
reduce this value down, let me just test this out. Res to zero. Everything
is going to be blurry. If you increase that value, we're going to be
increasing that distance. For example, at one point
or at two point meters, we're going to be
capturing the wings. Also, the good thing about
this focus distance, you can animate it. If you want to have that
effect at the start, you want to have
everything in blurry, you can just animate
this distance at zero in the intake frame, that whatever frame
that you want. After that, you can make
it focus on something. So we can choose an
object to focus on. For example, let me choose my
jet here, we can select it. Next, we can adjust this F stop. We can reduce it
down. Now everything is blurred except this object, which is our jet. In my case, I want
to be focusing on any object instead instead, I'd like to increase
this focus distance. For example, to
Something like this. 18 can be passed.
Let's set it to 18. Also for this f stop,
I'm going to increase it up to something like 0.25. Let's go ahead and
render our new scene. I'm going to just press here, go back to the solid and for
the rendered properties, we need to be on the cycles. Let's go ahead and let's
render our new image. Okay.
46. Rendering & Compositing - Fix Brightness Issue in Your Render: The story otic to
show you how can we fix the brightness
in our render. We got the big parts of our
render just completely white. This section right here.
We don't want that. Let's go ahead and
fix our render. I'm going to just go
back to my scene here. In the render settings, I'd like to score all the way down till we find the
color management. Also to see our render here, we can switch the treat view
port to the image editor. Here we can choose the result. We can type result,
render results. This is the trick. If
we change this look from non to very low contrast, we're going to be completely changing the look of our render, making it more realistic while reducing the brightness
in our render.
47. Rendering Compositing - Best Compositing Tips & Tricks to Make Your Render Stands Out: To we're going to be
jumping into the composite. We need to improve our
render even better. Here on the top you can scroll like this using your mouse, and we can switch
to the composite. This window by default
is going to be empty. I want you to check
use nodes so that you can have the render
layers and the composites. Basically, if you
want to see our render in the background, we can add a new node. Shift A, so you can
search for viewer, the first node here, and I'd like to connect the
image to the image here. If you're not seeing
anything in the back, you can check this backdrop. Now we can see our render. Let me just make some room here. You're going to need
this dope sheet. Let me just join this area. We can press V if you
want to zoom back or old V to zoom in. Also you can press
old in middle mouse if you want to move this render. Let's just keep it this way. The first node that actually
do to add some glare, so that we can
make, for example, this slide, this flames
brighter a little bit. Shift A, let's search for glare. This node right here, and we can put it on top of this line. Also, in order to see the glare, we have to connect
also to the viewer. Let's connect the image to
the image here to the viewer. We have some glare going on. I'd like to play play a
little bit with the settings. First, I'd like to switch the streaks from
streaks to fog glow. We can adjust a little
bit the settings. For the medium, I'd like to
change the quality to high, and for the size, let
me increase it to nine. Also for this mix, I'd like
to reduce this effect. Let's set it to
-0.75. Press enter. Also, if you want to reduce
further this glare effect, you can increase this threshold. Let me try for example
to set it to 100. This way, we can reduce the
effect of this glare node. Next, I'd like to
add a new glare. Shift, let's add glare node. I'm going to put it
again on top of this. I'd like to change its spe
from streaks to ghost. It's going to give us
some nice shading, some nice effect here. Let me play a little
bit with the settings. For this color, we can
increase it to one, and for the threshold, I'm
going to increase it to 50. We've got some nice
effect going on here. We can also try to
reduce this mix to something like zero
point or -0.9. Now we have just a
slight effect here. I'd like to change
the quality from medium to high. This
is it for the glare. Next, I'd like to add
the color balance. Let me just take
these to the side. We can press shift
A. Let's search for color balance.
This node right here. We can clconate let's start it again between the glare
and the composite node. Also, we need to make sure
that it's connected to the viewer so that we can
see the final result. This node here is really
important in the compositing. It gives us the, we can change
the feeling of our render. We can give it some warmth
or we can make it cold. I'd like to give it this kind of bluish because
we are in the sky. Let's give it some blue effect.
Let's just wait for it. There we go. Now it
looks like a film. We gave it that filmic
shape or filmic feeling. Also, I'd like to reduce
it to a little bit. I should not be
bright like this. Sounds like that looks fine. Also, I'd like to
crop a little bit the top and the bottom, give it that cinematic feeling, like if you are
watching a movie. Let's press shift A and let's
search for crop crop node. This one is just temporarily.
You can skip it. I'm going to put it on the front here. We're
going to lose everything. What you need to do is
to check this relative, and for the left, I'll
let you set it to one. For the up value, set it to 0.9. And for the down,
let's say it to 0.1. We did it, we crop of render. We can see that here in this
red image, render results. Now we have this crop,
we have the top black. We have the top and
bottom black bars. The last effect that
I'd like to add, I'd like to add some blurness
on these edges here. Let me show you it's going
to add some nice effect. I'm going to press shift A and the search for lens distortion. This one right here, and
we can connect next, we can connect this image here to the blur.
Let's search for blur. This one right here.
The first one. We can multiply it with
this color balance. Let me just drag it a little
bit to the right side. We can press shift A and
let's search for color. Let's put it on top here, and we can also connect
it to the viewer. I'm going to press old
and middle mouth so that we can move my
render to the left side, just to make this look better. So for the type, we need
to make it multiply, and I want you to connect the image to the
bottom image slot. So we can press and middle
mouse to bring our render, can press V to scale it down, and we need to adjust
some settings. First here for this
lens distortion, I'd like to increase
this distortion to 0.5. Presenter. We cut the effect, but we have to make it blurry. Should not make it
strong like this. Let's bring the blur and we
can affect it a little bit. First the type, I'd like to
switch it from Gahen to ten. Next for this x and y value,
I'd like to adjust them. Let's give them for example 300. Now we did that effect, we' having some blurs,
blurriness here. To make this effect
even stronger, we can decrease this amount, so let me just drag
it like this and we can set it for example, 150. Now we can clearly see
that black blurriness on the edges of our render. Can bring render results so that we can see it, and
basically, that's it. Now we gave of render
that cinematic touch.
48. Production of Jet Fighter Final 3 Animations: Torial let to show
you how can we render our final animations. Right now, we have
two animations. We're having this fired
missile animation. Got it right here. Also,
we have the sky animation. Basically for the
sky, we're having two types, two animations. We're having this slow
motion that starts from nine red and 90 all
the way to 1053, and we're having
the other animation that has the normal speed. This animation right here. And the last animation
that we got, which is the roll
over this animation. Let me just play it so
that you can see it. By the way, if you want
these project file, you can just contact me and
I will send them to you. Now what we need to
do is to render it. All these key frames that we got here not just one render. What I want you to do is to
go to the outpost properties. Basically for the rendering, I'm going to keep it
the same on the cycles, I'll keep it all the same. Same thing for the composite. I'm using this set up, same thing we did before. We're having to here the lens distortion connected to blur, we're having the
glare color balance. A little bit of two weakens
based on the scene. You got all the information
from the previous section. Now, let me just go
back to the layout. Here, I would like to
switch output properties, and I want to
scroll a little bit down until you find this output. For the output, I want you to choose here any
folder that you like. I'm I'm creating a folder
called Jet rollover. For the settings, I'm going
to keep it as PNG file. Right now, all you
have to do is to go to render and render animations. Once you start,
blender is going to start from zero from this frame. Basically it's
going to depend on the start all the
way till the end. It's going to render
every frame on its own. Once you are done
with all the files, with all the animations, basically we have
three emissions. Basically we're going to
end up with this folder. We're going to have
the emissions, the rollover, and
the miss launch. Each folder is going to
contain these key frames. It's going to have all
those renders one by one. This is our animation.
It's combination of frames one by one. Basically for the last
one for these to sky, we're going to have two folders, we're going to have the
animation with the normal speed. And we can have the slow motion. I want you to render them both. Now, I would like to show
you how can we combine all these keyframes
into a single video. To do that, I'd like to jump
into a new blender scene. Let me just score a little bit up here and to refine this plus. Click on it and go to video editing and
choose video editing. I'd like to set the
start here to zero, and the end, it's going to
depend on the animation. Here you can pre shift, can move this cursor to
anywhere you want. I'd like now to click on add
Let's go to image sequence. I want you to choose that folder where you saved all
those animations. For example, let's choose
the launch missile. Actually let's start
with the c sky because it's a
little bit tricky. I'm going to bring
here the normal speed. Let's double click on
it. We can press A, let's add image strip. I'm going to do click and
we can remove the gaps. Or actually press shift click, take all the way, take the
cursor to frame number zero. You can do right click
and remove gaps, and now it's going to be
snapped to the beginning. We can scroll a little bit up until we find this number 47. I'd like to set the
end here to 47. Okay. All right. Now if we play this, can have our animation. But here, it's a little bit
tricky because we need to add the slow motion,
and let me show you. But before we can do
that, I'd like to adjust a little bit
the resolution. Here it's the reverse we're
having here in 1920 by 1080. I'd like to select this clip, you can click on it left
click and we can scale it up. Let me just press S and scale it up until it fits the borders. I think 1.8 is
going to be enough. That's good. Now what
we need to do we have to bring the slow
motion and mission. Because right now
if you press space, you can just have
the normal speed. Let me just go all the way
to until the end and we can add a new age sequence. I'd like here to go back. I'm going to just
tiles normal speed. Let's go to the slow motion, press A and add Ma strip. We can match it with our
keyframe. Let's see. I think water I got it
exactly where it should be. I just play. There we go. Basically, just try to
match it. Here I'm on 33. You can press G x so
that you can move this strip until
you got to match. For example, five pot one is
going to be matching. Okay. We're a little bit late here. Let me just go back to 33
and I'm going to press g x. Let's move it backwards. So let me check here press
shift and right click to go. We're having the slow motion. For example, here we have to continue with our normal speed. I'd like to go back
to my animation, the bottom strip, can do right click and we can click on split. Basically, when we're
going to be split in, we're going to be cutting
this trip into two parts. We can press G x and just move it all the way
to the back here. Let's make sure that
everything is smooth. I think for example, here we can continue with
the normal speed. Let me select the top strip, can the right click, split. I'm going to just
delete this part, and let me select this
G can move it back. Let me try this. There we go. That's the right
spot. Now the end, it's going to be 86. Let's say the end here to 86. You can also press space to see the animation. There we go. That looks pretty good. All you have to do right
now is to render it. To render it as a video. Let's go to the render output. You can score a little bit
down to refine the output. Instead of having it as P and G, we need to switch
to this FPG video. For the encoding, we
have to switch it from this mastoca to this P
G four. You can click. For the quality, I would like to increase a little
bit to high quality. For the encoding spin,
I'm going to keep it the same good for this key
frame interval so that you can have low size of our video lecture increases
to the max, which is 500. For the audio, we're
going to deal with that in the next coming lecture. For now, let me just
render this animation. We can choose any
fold el you'd like. I'm going to pick my
documents and we can call it rise to sky animation.
I'm going to accept that. Let's go to let scroll here, using your mouse, go to
render and render animation. I just switch for it to
finish. So we're done. Let me just go to my documents. There we go, we're
going to have this sky animation in a video format. Let's suck on it to play it
and we got our animation. Basically, here we
are mixing between both the slow motion and the
normal speed of our sky. Basically now we want you
to do the same thing to the other animations.
Let me just go back. So the animation, we don't
have any slow motion, so it's going to be
easier to just delete all these strip files and shift right click so that
we can go to the beginning. I can go add image sequence. Let go to the main folder. I'd like to pick
the launch missile. Them click here, a press
A and bring that strip, and I'm going to scroll
a little bit down. Shift, right click until we
reach the end, which is 215. It's right here. We have to
adjust again the resolution. Let me just go to the top. So it's going to be
1920 by 1080 reverse. I'd like to select this strip
and press S to scale it up. Let's fit the border. 1.8. All all we have to do
is to go to the output, and let's score a
little bit down until we find the
output properties, and I'd like to change the name to firing missile animation. I'm going to keep
the same settings, this FF MPG video. All I have to do is to go to
render and render animation. Basically, that's it. Now we're going to have these
three animations. We can have these sky animation, rolling over animation and
the fire missile animation. If you have any
questions, let me know. Thank you so much
for watching and I hope to see you in
future projects.